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Shield / Battle Axe (Page 5) AoE focused build


tidge

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I have played Resistance-based Tanks/Scrappers/Stalkers/VEATs and Defense-based Scrappers/Stalkers/VEATs, but hadn't yet played a Defense-based Tank, so I thought I'd try the Shield/Battle Axe combo. I like to PUG non-incarnate content, and solo lower-level arcs. I don't mind tanking "hard stuff" but it is not my goal with this character... that is, I am not trying to build a solo monster.

 

My general attitude for this character is:

  • "enough" attacks at lowish levels, with an emphasis on %damage from procs
  • "zippy", travel, sprint, athletic run (mostly) toggled on
  • Endurance (MaxEnd, discounts, Recovery) allowing for button mashing

 

Here is my current plan (level 50, no Incarnates) for a character still leveling up (text only):

 

Spoiler

Primary Power Set: Shield Defense

Secondary Power Set: Battle Axe

Power Pool: Force of Will

Power Pool: Leadership

Power Pool: Medicine

Power Pool: Fighting

------------

Level 1:                 Deflection          

 (A) Luck of the Gambler - Recharge Speed: Level 50

 (*) Unbreakable Guard - +Max HP: Level 50

 (*) Unbreakable Guard - Resistance: Level 50

 (*) Unbreakable Guard - Resistance/Endurance: Level 50

 (*) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50

 

Level 1:                 Chop    

 (A) Hecatomb - Damage/Recharge: Level 50

 (*) Hecatomb - Accuracy/Damage/Recharge: Level 50

 (*) Hecatomb - Accuracy/Recharge: Level 50

 (*) Hecatomb - Damage/Endurance: Level 50+5

 (*) Hecatomb - Chance of Damage (Negative): Level 50

 (*) Hecatomb - Damage: Level 50+5

 

Level 2:                 Battle Agility      

 (A) Reactive Defenses - Defense: Level 50

 (*) Reactive Defenses - Defense/Endurance: Level 50

 (*) Reactive Defenses - Endurance/RechargeTime: Level 50

 (*) Reactive Defenses - Defense/RechargeTime: Level 50

 (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

 (*) Reactive Defenses - Scaling Resist Damage: Level 50

 

Level 4:                 Gash     

 (A) Superior Gauntleted Fist - Accuracy/Damage: Level 50

 (*) Superior Gauntleted Fist - Damage/RechargeTime: Level 50

 (*) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 50

 (*) Superior Gauntleted Fist - Damage/Endurance/RechargeTime: Level 50

 (*) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 50

 (*) Superior Gauntleted Fist - RechargeTime/+Absorb: Level 50

 

Level 6:                 Mighty Leap      

(A) Endurance Reduction IO: Level 50+5

 

Level 8:                 Weaken Resolve             

 (A) HamiO:Lysosome Exposure (Accuracy, Defense Debuff, ToHit Debuff): Level 53

 (*) Shield Breaker - Chance for Lethal Damage: Level 30

 (*) Touch of Lady Grey - Chance for Negative Damage: Level 50

 

Level 10:              Active Defense

 (A) Endurance Reduction IO: Level 50+5

 (*) Recharge Reduction IO: Level 50+5

 

Level 12:              Phalanx Fighting              

 (A) Kismet - Accuracy +6%: Level 30

 (*) Luck of the Gambler - Recharge Speed: Level 50

 (*) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50

 (*) Shield Wall - Defense: Level 50+5

 (*) Shield Wall - Defense/Endurance: Level 50+5

 

Level 14:              Against All Odds              

 (A) Endurance Reduction IO: Level 50+5

 

Level 16:              Taunt   

 (A) Mocking Beratement - Taunt: Level 50

 (*) Mocking Beratement - Taunt/Recharge: Level 50

 (*) Mocking Beratement - Taunt/Recharge/Range: Level 50

 (*) Mocking Beratement - Accuracy/Recharge: Level 50

 (*) Mocking Beratement - Taunt/Range: Level 50

 (*) Mocking Beratement - Recharge: Level 50

 

Level 18:              True Grit             

 (A) Gladiator's Armor - Resistance: Level 50+5

 (*) Gladiator's Armor - TP Protection +3% Def (All): Level 50

 (*) Panacea - +Hit Points/Endurance: Level 50

 (*) Panacea - Heal: Level 50+5

 (*) Impervium Armor - Psionic Resistance: Level 40

 (*) Steadfast Protection - Resistance/+Def 3%: Level 30

 

Level 20:              Pendulum          

 (A) Multi-Strike - Accuracy/Endurance: Level 50+5

 (*) Eradication - Chance for Energy Damage: Level 30

 (*) Armageddon - Chance for Fire Damage: Level 50

 (*) Perfect Zinger - Chance for Psi Damage: Level 50

 (*) Superior Might of the Tanker - Recharge/Chance for +Res(All): Level 50

 (*) Explosive Strike - Chance for Smashing Damage: Level 20

 

Level 22:              Shield Charge   

 (A) Mocking Beratement - Recharge: Level 50

 (*) Mocking Beratement - Accuracy/Recharge: Level 50

 (*) Eradication - Chance for Energy Damage: Level 30

 (*) Perfect Zinger - Chance for Psi Damage: Level 50

 (*) Scirocco's Dervish - Chance of Damage(Lethal): Level 50

 (*) Explosive Strike - Chance for Smashing Damage: Level 20

 

Level 24:              Wall of Force     

 (A) Javelin Volley - Accuracy/Endurance/Recharge: Level 50+5

 (*) Javelin Volley - Chance of Damage (Lethal): Level 50

 (*) Explosive Strike - Chance for Smashing Damage: Level 20

 (*) Positron's Blast - Chance of Damage (Energy): Level 50

 (*) Bombardment - Chance of Damage (Fire): Level 50

 

Level 26:              Grant Cover      

 (A) Luck of the Gambler - Recharge Speed: Level 50

 (*) Reactive Defenses - Defense: Level 50

 (*) Reactive Defenses - Defense/Endurance: Level 50

 (*) Reactive Defenses - Endurance/RechargeTime: Level 50

 (*) Reactive Defenses - Defense/RechargeTime: Level 50

 (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

 

Level 28:              Axe Cyclone      

 (A) Fury of the Gladiator - Accuracy/Endurance/Recharge: Level 50+5

 (*) Fury of the Gladiator - Chance for Res Debuff: Level 50

 (*) Eradication - Chance for Energy Damage: Level 30

 (*) Perfect Zinger - Chance for Psi Damage: Level 50

 (*) Obliteration - Chance for Smashing Damage: Level 50

 (*) Explosive Strike - Chance for Smashing Damage: Level 20

 

Level 30:              Cleave 

 (A) Armageddon - Damage: Level 50+5

 (*) Armageddon - Damage/Recharge: Level 50+5

 (*) Armageddon - Accuracy/Damage/Recharge: Level 50+5

 (*) Armageddon - Accuracy/Recharge: Level 50+5

 (*) Armageddon - Damage/Endurance: Level 50+5

 

Level 32:              Build Up              

 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

 

Level 35:              Aid Other           

 (A) Preventive Medicine - Chance for +Absorb: Level 50

 

Level 38:              Unleash Potential           

 (A) Luck of the Gambler - Recharge Speed: Level 50

 

Level 41:              One with the Shield       

 (A) Impervium Armor - Psionic Resistance: Level 30

 

Level 44:              Maneuvers        

 (A) Luck of the Gambler - Recharge Speed: Level 50

 

Level 44:              Boxing 

 (A) Gladiator's Strike - Accuracy/Damage: Level 50+5

 

Level 47:              Tough  

 (A) Impervium Armor - Psionic Resistance: Level 40

 

Level 1: Brawl    

 (A) Empty

 

Level 1: Gauntlet             

 

Level 1:                 Sprint   

 (A) Endurance Reduction IO: Level 50+5

 

Level 2:                 Rest      

 (A) Interrupt Reduction IO: Level 50+5

 

Level 4 :                Athletic Run      

 

Level 2:                 Swift     

 (A) Run Speed IO: Level 50+5

 

Level 2:                 Health  

 (A) Miracle - +Recovery: Level 40

 (*) Numina's Convalesence - +Regeneration/+Recovery: Level 50

 

Level 2:                 Hurdle 

 (A) Jumping IO: Level 50+5

 

Level 2: Stamina               

 (A) Performance Shifter - Chance for +End: Level 50

 (*) Performance Shifter - EndMod: Level 50

 (*) Power Transfer - %Heal: Level 50

------------

 

One thing I like to do with new characters is to play around in pools I haven't used before. This character took Aid Other (Medicine pool) for an Enhancement set mule, and I've been using it (mostly with NPCs in missions). The build above includes the Fighting pool, but honestly that was more by default-mode thinking and not to specifically add Tough to the gameplay (toggled on, or as a mule). I'm wondering: How does the Homecoming Hivemind think Aid Self and Field Medic would play in place of Boxing and Tough? (I would take each slightly earlier in the build than the Fighting pool choices above, delaying the long recharge powers of Unleash Potential and One with the Shield.) I would just slot the new Medicine pool powers with (boosted) IOs.

 

I should note, I didn't see any Epic/Patron choices that really appealed to me for this character. I didn't see the need to go for any Epic-level %proc-friendly attacks, because I'd already leveraged the Force of Will pool to get such things at a MUCH earlier level.

 

Another question for the Hivemind: With global +Recharge, I don't really need a Recharge IO in Active Defense (for level 20+ content). Is there a better place to use that slot?

 

I have considered:

  • A Numina Heal in Health, to boost Regeneration (in a couple of ways)
  • 2-pieces of Blessing of the Zephyr in Mighty Leap (improve travel speed, some Ranged defense, etc.)
  • Another slot in Deflection, for Impervium Armor (Psi Resist) or Aegis (Psi/Status Resist)
  • A Recharge IO in Build Up (a classic choice for me, but for Tankers it is generally the "I don't want to miss both of the next 2 attacks" choice because of damage scaling)

 

Is there something I'm overlooking? Cleave can obviously take a %damage (including the 6th Armageddon piece) but Pendulum is my "bread-and-butter" AoE attack w/%damage. Based on lower level play, I'm happy where the %damage is.

 

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Without putting it into mids manually the first things i'd say are to put ff+rech in place of explosive strikes. Most axe and shield charge itself will take them. You want active defense up permanently and you can stack it (not sure if stacking gives extra DDR but i'm sure any shield tanker player will tell you if it does or not) i like 2 rech io's in. Grant cover doesnt need all those slots. It also provides DDR to yourself but otherwise its only offering defensive bonuses to team mates so its usually just a mule for a lotg 7.5%. I like having focused acc for the same reasons, resistance to anything debuffing accuracy and you'd have access to PP and conserve power, both useful picks on an end hog like shield.

 

Medicine pool is a waste unless you can properly slot aid self with some heal/rech and interrupts and even then it takes an age to activate. I never understood field medic, the recharge alone makes it almost useless.

 

Pretty sure phalanx fighting can't be enhanced and the buffs only apply when your near team mates anyway. Another power you can just mule a kismet/lotg in.

 

Spare slots i'd be throwing in health for the preventetive 2-3 pieces for hp s/l res and the proc. And a 6th slot in deflection, another def piece.

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I'm slotting Grant Cover to get the set bonuses (Endurance Discount) from Reactive Defenses. I know it doesn't give the bonuses to my character, like I said... I like to PUG.

 

The Gladiator's Shield in Phalanx Fighting slotting was for some Regen and HP; I see your point about the (lack of) enhancement... that will free a couple of slots.

 

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5 hours ago, Meknomancer said:

You want active defense up permanently and you can stack it (not sure if stacking gives extra DDR but i'm sure any shield tanker player will tell you if it does or not) i like 2 rech io's in.

 

 

I just checked in game: It does stack (both DDR and status resists)

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19 hours ago, tidge said:

I'm slotting Grant Cover to get the set bonuses (Endurance Discount) from Reactive Defenses. I know it doesn't give the bonuses to my character, like I said... I like to PUG.

 

The Gladiator's Shield in Phalanx Fighting slotting was for some Regen and HP; I see your point about the (lack of) enhancement... that will free a couple of slots.

 

Grant Cover does give you DDR.

 

You will not need Aid self (you can always pop an insp). SD is very tough without it, especially if it is not the hardest content. For the hardest content you will need a team and healer anyway.

 

Looking up @Infinitum builds will set you on the right track. Tweak it to your own preference.

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Let me write this: "Pop an Inspiration" means different things to different players 🙂. Right now, I'm hoarding Blues.

 

I've been playing around with the Medicine pool (Aid Other, Aid Self, Field Medic) pre-50 and with Field Medic, there is no need to worry about interrupts on the heals. The (short, but not insignificant) Endurance recovery on Aid Self is also a bonus, IMO.

 

This will literally be the only character I have that has the Medicine pool (I had it briefly on a MM to help keep henchmen alive during early leveling at HC launch). I'm generally a fan of using Inspirations to excel in missions... it's just that since I was already using the pool as a mule I thought I'd see about leverage it instead of (ho hum) Fighting.

 

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1 hour ago, tidge said:

Let me write this: "Pop an Inspiration" means different things to different players 🙂. Right now, I'm hoarding Blues.

 

I've been playing around with the Medicine pool (Aid Other, Aid Self, Field Medic) pre-50 and with Field Medic, there is no need to worry about interrupts on the heals. The (short, but not insignificant) Endurance recovery on Aid Self is also a bonus, IMO.

 

This will literally be the only character I have that has the Medicine pool (I had it briefly on a MM to help keep henchmen alive during early leveling at HC launch). I'm generally a fan of using Inspirations to excel in missions... it's just that since I was already using the pool as a mule I thought I'd see about leverage it instead of (ho hum) Fighting.

 

Entirely up to you, but i think you will find you will not be using it at all. The damage reduction from SD and regen are usually more than enough to withstand all but the hardest content. Those slots/power choices may serve you better eleswhere. 

 

That is my feedback to you but the choice is yours. Either way have fun 🙂

 

You could always roll one up on the test server and take it into ITF for example. It could help you decide if you need Aid self or not.

Edited by Gobbledegook
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1 hour ago, tidge said:

So what's your suggestion instead of Aid Self and Field Medic? As in "Here's a power I'll use outside of ITF/Incarnate content".

It is up to you.

 

Sorcery for resistance buff, teleportation for fold space but you have AC, leadership for party/self buffs, experimentation for adrenal boost all have potential. Speed, fighting, leaping tend to be common choices.

 

If you want aid self then i would say do it. I am just saying you may not need it much if at all. only way to find out is try it for yourself first. We have access to a lot of respecs.

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1 hour ago, Gobbledegook said:

It is up to you.

 

Sorcery for resistance buff,...

 

Sorcery is basically a non-starter, as I'm using two powers from Force of Will to get low-level (ish) %damage, including a cone from Wall of Force. It's an interesting thought experiment if Enflame and Taunt could equal the distributed damage from Wall of Force, but that isn't a direction I'm going to go with this character.

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So here is where I landed with my level 50 (page 5) build (apologies for text formatting):

 

Spoiler

Primary Power Set: Shield Defense
Secondary Power Set: Battle Axe
Power Pool: Force of Will
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Fighting
------------
Level 1:        Deflection    
 (A) Luck of the Gambler - Recharge Speed: Level 50
 (*) Unbreakable Guard - +Max HP: Level 50
 (*) Unbreakable Guard - Resistance: Level 50
 (*) Unbreakable Guard - Resistance/Endurance: Level 50
 (*) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50
 (*) Impervium Armor - Psionic Resistance: Level 40

 

Level 1:        Chop    
 (A) Hecatomb - Damage/Recharge: Level 50
 (*) Hecatomb - Accuracy/Damage/Recharge: Level 50
 (*) Hecatomb - Accuracy/Recharge: Level 50
 (*) Hecatomb - Damage/Endurance: Level 50+5
 (*) Hecatomb - Chance of Damage (Negative): Level 50
 (*) Hecatomb - Damage: Level 50+5

 

Level 2:        Battle Agility    
 (A) Reactive Defenses - Defense: Level 50
 (*) Reactive Defenses - Defense/Endurance: Level 50
 (*) Reactive Defenses - Endurance/RechargeTime: Level 50
 (*) Reactive Defenses - Defense/RechargeTime: Level 50
 (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50
 (*) Reactive Defenses - Scaling Resist Damage: Level 50

 

Level 4:        Gash    
 (A) Superior Gauntleted Fist - Accuracy/Damage: Level 50
 (*) Superior Gauntleted Fist - Damage/RechargeTime: Level 50
 (*) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 50
 (*) Superior Gauntleted Fist - Damage/Endurance/RechargeTime: Level 50
 (*) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 50
 (*) Superior Gauntleted Fist - RechargeTime/+Absorb: Level 50

 

Level 6:        Mighty Leap    
(A) Endurance Reduction IO: Level 50+5


Level 8:        Weaken Resolve    
 (A) HamiO:Lysosome Exposure (Accuracy, Defense Debuff, ToHit Debuff): Level 53
 (*) Shield Breaker - Chance for Lethal Damage: Level 30
 (*) Touch of Lady Grey - Chance for Negative Damage: Level 50

 

Level 10:    Active Defense    
 (A) Endurance Reduction IO: Level 50+5
 (*) Recharge Reduction IO: Level 50+5

 

Level 12:    Phalanx Fighting    
 (A) Kismet - Accuracy +6%: Level 30
 (*) Luck of the Gambler - Recharge Speed: Level 50
 (*) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50

 

Level 14:    Against All Odds    
 (A) Endurance Reduction IO: Level 50+5

 

Level 16:    Taunt    
 (A) Mocking Beratement - Taunt: Level 50
 (*) Mocking Beratement - Taunt/Recharge: Level 50
 (*) Mocking Beratement - Taunt/Recharge/Range: Level 50
 (*) Mocking Beratement - Accuracy/Recharge: Level 50
 (*) Mocking Beratement - Taunt/Range: Level 50
 (*) Mocking Beratement - Recharge: Level 50

 

Level 18:    True Grit    
 (A) Gladiator's Armor - Resistance: Level 50+5
 (*) Gladiator's Armor - TP Protection +3% Def (All): Level 50
 (*) Panacea - +Hit Points/Endurance: Level 50
 (*) Panacea - Heal: Level 50+5
 (*) Impervium Armor - Psionic Resistance: Level 40
 (*) Steadfast Protection - Resistance/+Def 3%: Level 30

 

Level 20:    Pendulum    
 (A) Multi-Strike - Accuracy/Endurance: Level 50+5
 (*) Eradication - Chance for Energy Damage: Level 30
 (*) Armageddon - Chance for Fire Damage: Level 50
 (*) Perfect Zinger - Chance for Psi Damage: Level 50
 (*) Superior Might of the Tanker - Recharge/Chance for +Res(All): Level 50
 (*) Explosive Strike - Chance for Smashing Damage: Level 20


Level 22:    Wall of Force    
 (A) Javelin Volley - Accuracy/Endurance/Recharge: Level 50+5
 (*) Javelin Volley - Chance of Damage (Lethal): Level 50
 (*) Explosive Strike - Chance for Smashing Damage: Level 20
 (*) Positron's Blast - Chance of Damage (Energy): Level 50
 (*) Bombardment - Chance of Damage (Fire): Level 50

 

Level 24:    Shield Charge    
 (A) Mocking Beratement - Recharge: Level 50
 (*) Mocking Beratement - Accuracy/Recharge: Level 50
 (*) Eradication - Chance for Energy Damage: Level 30
 (*) Perfect Zinger - Chance for Psi Damage: Level 50
 (*) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
 (*) Explosive Strike - Chance for Smashing Damage: Level 20

 

Level 26:    Grant Cover    
 (A) Luck of the Gambler - Recharge Speed: Level 50
 (*) Reactive Defenses - Defense: Level 50
 (*) Reactive Defenses - Defense/Endurance: Level 50
 (*) Reactive Defenses - Endurance/RechargeTime: Level 50
 (*) Reactive Defenses - Defense/RechargeTime: Level 50
 (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

 

Level 28:    Axe Cyclone    
 (A) Fury of the Gladiator - Accuracy/Endurance/Recharge: Level 50+5
 (*) Fury of the Gladiator - Chance for Res Debuff: Level 50
 (*) Eradication - Chance for Energy Damage: Level 30
 (*) Perfect Zinger - Chance for Psi Damage: Level 50
 (*) Obliteration - Chance for Smashing Damage: Level 50
 (*) Explosive Strike - Chance for Smashing Damage: Level 20

 

Level 30:    Cleave    
 (A) Armageddon - Damage: Level 50+5
 (*) Armageddon - Damage/Recharge: Level 50+5
 (*) Armageddon - Accuracy/Damage/Recharge: Level 50+5
 (*) Armageddon - Accuracy/Recharge: Level 50+5
 (*) Armageddon - Damage/Endurance: Level 50+5

 

Level 32:    Build Up    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

 

Level 35:    Aid Other    
 (A) Preventive Medicine - Chance for +Absorb: Level 50

 

Level 38:    Aid Self    
 (A) Hamidon O – Endoplasm (Endurance/Heal): Level 53


Level 41:    Field Medic    
 (A)Recharge Reduction IO: Level 50+5

 

Level 44:    Unleash Potential    
 (A) Luck of the Gambler - Recharge Speed: Level 50

 

Level 47:    One with the Shield    
 (A) Impervium Armor - Psionic Resistance: Level 30

 

Level 49:    Maneuvers    
 (A) Luck of the Gambler - Recharge Speed: Level 50


Level 1:    Brawl    
 (A) Empty

Level 1:    Gauntlet    

 

Level 1:        Sprint    
 (A) Endurance Reduction IO: Level 50+5

 

Level 2:        Rest    
 (A) Interrupt Reduction IO: Level 50+5

 

Level 4 :    Athletic Run    

 

Level 2:        Swift    
 (A) Run Speed IO: Level 50+5

 

Level 2:        Health    
 (A) Miracle - +Recovery: Level 40
 (*) Numina's Convalesence - +Regeneration/+Recovery: Level 50
 (*) Numina's Convalesence - Heal: Level 50

 

Level 2:        Hurdle    
 (A) Jumping IO: Level 50+5

 

Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End: Level 50
 (*) Performance Shifter - EndMod: Level 50
 (*) Power Transfer - %Heal: Level 50


------------

 

In lower (no Incarnates) content, I have no real Endurance issues; all toggles can be on, occasionally I deactivate all three travel powers (Mighty Leap, Sprint, Athletic Run) when I know I'm going to be in a group of mobs for a significant number of attacks. I've only slotted Alpha Cardiac so far, so 45+ I don't even do that.

 

It's not particularly hard to build a level 50 that can deal with low-level content or excel on PUGs, but I have had absolutely no problem using this figure solo (clears large spawns fast) or on low level PUGs (tanks and groups just fine). This build can either speed through TF missions (and defeat 'final room spawns') or hang back and clean up early dungeon mobs (Think: Manticore or Numina TFs) depending on what the PUG wants to do. This is also true for a LOT of builds, but occasionally I have a character that can't do both.

 

The level 35+ power choices are essentially my 'don't care/don't use' powers, although I will admit I have used Aid Other on NPCs and Aid Self in AV battles after they get a solid hit in on me.

 

If I wasn't committed to the Force of Will pool (and having two extra attacks by level 22) I would like to try this sort of build using the Teleportation pool instead (to have a low(ish)-level Combat Teleport as well as Teleport Target and Fold Space. This would fundamentally change the direction from "do as much damage as possible" to "have as much in my face as possible", so I think I'd make a lot of different choices to Toughen/Weaven the build up. That's what the second build is for!

 

EDIT: I did put Active Defense on auto and never looked back!

Edited by tidge
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  • 2 weeks later
On 12/7/2022 at 9:39 AM, tidge said:

If I wasn't committed to the Force of Will pool (and having two extra attacks by level 22) I would like to try this sort of build using the Teleportation pool instead (to have a low(ish)-level Combat Teleport as well as Teleport Target and Fold Space. This would fundamentally change the direction from "do as much damage as possible" to "have as much in my face as possible", so I think I'd make a lot of different choices to Toughen/Weaven the build up. That's what the second build is for!

 

Playing with Shield Charge and without Combat Teleport became a little too much to bear...especially with the relatively long downtime on Shield Charge. I am still unwilling to compromise of the Force of Will pool, so I made a few modifications:

  • I dropped the Medicine (3 powers) pool, and added Teleportation (Combat Teleport) and Concealment (Infiltration and Stealth)
  • With more defense mules, I shuffled around the %Absorb proc a LotG, and the Shield Wall unique
  • I freed a slot to put some recharge in Build Up, as it was bothering me to have the %Build Up proc in it by itself
  • I replaced a %Smashing proc in Shield Charge with a Force Feedback %Recharge, specifically to help with the recharge time on that power, without compromising (too much) on the damage %procs.
Spoiler

Primary Power Set: Shield Defense

Secondary Power Set: Battle Axe

Power Pool: Force of Will

Power Pool: Leadership

Power Pool: Teleportation

Power Pool: Concealment

------------

Level 1:                 Deflection          

 (A) Luck of the Gambler - Recharge Speed: Level 50

 (*) Unbreakable Guard - +Max HP: Level 50

 (*) Unbreakable Guard - Resistance: Level 50

 (*) Unbreakable Guard - Resistance/Endurance: Level 50

 (*) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50

 (*) Impervium Armor - Psionic Resistance: Level 40

 

Level 1:                 Chop    

 (A) Hecatomb - Damage/Recharge: Level 50

 (*) Hecatomb - Accuracy/Damage/Recharge: Level 50

 (*) Hecatomb - Accuracy/Recharge: Level 50

 (*) Hecatomb - Damage/Endurance: Level 50+5

 (*) Hecatomb - Chance of Damage (Negative): Level 50

 (*) Hecatomb - Damage: Level 50+5

 

Level 2:                 Battle Agility      

 (A) Reactive Defenses - Defense: Level 50

 (*) Reactive Defenses - Defense/Endurance: Level 50

 (*) Reactive Defenses - Endurance/RechargeTime: Level 50

 (*) Reactive Defenses - Defense/RechargeTime: Level 50

 (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

 (*) Reactive Defenses - Scaling Resist Damage: Level 50

 

Level 4:                 Gash     

 (A) Superior Gauntleted Fist - Accuracy/Damage: Level 50

 (*) Superior Gauntleted Fist - Damage/RechargeTime: Level 50

 (*) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 50

 (*) Superior Gauntleted Fist - Damage/Endurance/RechargeTime: Level 50

 (*) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 50

 (*) Superior Gauntleted Fist - RechargeTime/+Absorb: Level 50

 

Level 6:                 Mighty Leap      

(A) Endurance Reduction IO: Level 50+5

 

Level 8:                 Weaken Resolve             

 (A) HamiO:Lysosome Exposure (Accuracy, Defense Debuff, ToHit Debuff): Level 53

 (*) Shield Breaker - Chance for Lethal Damage: Level 30

 (*) Touch of Lady Grey - Chance for Negative Damage: Level 50

 

Level 10:              Active Defense

 (A) Endurance Reduction IO: Level 50+5

 (*) Recharge Reduction IO: Level 50+5

 

Level 12:              Phalanx Fighting              

 (A) Kismet - Accuracy +6%: Level 30

 (*) Luck of the Gambler - Recharge Speed: Level 50

 

Level 14:              Against All Odds              

 (A) Endurance Reduction IO: Level 50+5

 

Level 16:              Taunt   

 (A) Mocking Beratement - Taunt: Level 50

 (*) Mocking Beratement - Taunt/Recharge: Level 50

 (*) Mocking Beratement - Taunt/Recharge/Range: Level 50

 (*) Mocking Beratement - Accuracy/Recharge: Level 50

 (*) Mocking Beratement - Taunt/Range: Level 50

 (*) Mocking Beratement - Recharge: Level 50

 

Level 18:              True Grit             

 (A) Gladiator's Armor - Resistance: Level 50+5

 (*) Gladiator's Armor - TP Protection +3% Def (All): Level 50

 (*) Panacea - +Hit Points/Endurance: Level 50

 (*) Panacea - Heal: Level 50+5

 (*) Impervium Armor - Psionic Resistance: Level 40

 (*) Steadfast Protection - Resistance/+Def 3%: Level 30

 

Level 20:              Pendulum          

 (A) Multi-Strike - Accuracy/Endurance: Level 50+5

 (*) Eradication - Chance for Energy Damage: Level 30

 (*) Armageddon - Chance for Fire Damage: Level 50

 (*) Perfect Zinger - Chance for Psi Damage: Level 50

 (*) Superior Might of the Tanker - Recharge/Chance for +Res(All): Level 50

 (*) Explosive Strike - Chance for Smashing Damage: Level 20

 

Level 22:              Wall of Force     

 (A) Javelin Volley - Accuracy/Endurance/Recharge: Level 50+5

 (*) Javelin Volley - Chance of Damage (Lethal): Level 50

 (*) Explosive Strike - Chance for Smashing Damage: Level 20

 (*) Positron's Blast - Chance of Damage (Energy): Level 50

 (*) Bombardment - Chance of Damage (Fire): Level 50

 

Level 24:              Shield Charge   

 (A) Mocking Beratement - Recharge: Level 50

 (*) Mocking Beratement - Accuracy/Recharge: Level 50

 (*) Eradication - Chance for Energy Damage: Level 30

 (*) Perfect Zinger - Chance for Psi Damage: Level 50

 (*) Scirocco's Dervish - Chance of Damage(Lethal): Level 50

(*) Force Feedback - Chance of Global Recharge: Level 50

 

Level 26:              Grant Cover      

 (A) Luck of the Gambler - Recharge Speed: Level 50

 (*) Reactive Defenses - Defense: Level 50

 (*) Reactive Defenses - Defense/Endurance: Level 50

 (*) Reactive Defenses - Endurance/RechargeTime: Level 50

 (*) Reactive Defenses - Defense/RechargeTime: Level 50

 (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

 

Level 28:              Axe Cyclone      

 (A) Fury of the Gladiator - Accuracy/Endurance/Recharge: Level 50+5

 (*) Fury of the Gladiator - Chance for Res Debuff: Level 50

 (*) Eradication - Chance for Energy Damage: Level 30

 (*) Perfect Zinger - Chance for Psi Damage: Level 50

 (*) Obliteration - Chance for Smashing Damage: Level 50

 (*) Explosive Strike - Chance for Smashing Damage: Level 20

 

Level 30:              Cleave 

 (A) Armageddon - Damage: Level 50+5

 (*) Armageddon - Damage/Recharge: Level 50+5

 (*) Armageddon - Accuracy/Damage/Recharge: Level 50+5

 (*) Armageddon - Accuracy/Recharge: Level 50+5

 (*) Armageddon - Damage/Endurance: Level 50+5

 

Level 32:              Build Up              

 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

 (A)Recharge Reduction IO: Level 50+5

 

Level 35:              Combat Teleport             

 (A) Blessing of the Zephyr - Range / Endurance: Level 50+5

 

Level 38:              Infiltration          

 (A) Luck of the Gambler - Recharge Speed: Level 50

 

Level 41:              Unleash Potential           

 (A) Preventive Medicine - Chance for +Absorb: Level 50

 

Level 44:              One with the Shield       

(A) Impervium Armor - Psionic Resistance: Level 30

 

Level 47:              Maneuvers        

 (A) Luck of the Gambler - Recharge Speed: Level 50

 

Level 49:              Stealth 

 (*) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50

 

Level 1: Brawl    

 (A) HO Nucleolus (Accuracy/Damage) Level 53

 

Level 1: Gauntlet             

 

Level 1:                 Sprint   

 (A) Endurance Reduction IO: Level 50+5

 

Level 2:                 Rest      

 (A) Interrupt Reduction IO: Level 50+5

 

Level 4 :                Athletic Run      

 

Level 2:                 Swift     

 (A) Run Speed IO: Level 50+5

 

Level 2:                 Health  

 (A) Miracle - +Recovery: Level 40

 (*) Numina's Convalesence - +Regeneration/+Recovery: Level 50

 (*) Numina's Convalesence - Heal: Level 50

 

Level 2:                 Hurdle 

 (A) Jumping IO: Level 50+5

 

Level 2: Stamina               

 (A) Performance Shifter - Chance for +End: Level 50

 (*) Performance Shifter - EndMod: Level 50

 (*) Power Transfer - %Heal: Level 50

 

 

Infiltration puts a little more zip into the character, otherwise the entire Concealment pool is serving as mules. Having so many options for Defense pieces made it an easy choice when I realized I had other options to mule the %Absorb proc in powers I was already taking.

 

I keep staring at the 5-piece set bonus in Cleave (from Armageddon), and I am tempted to add the %Fire piece to get Psi and Toxic resistance (by moving a Psi-only slot)... but I really like having a purple proc in Pendulum at level 20. If I were to give up any (proc) damage from that power, I think it would just be to swap in another Force Feedback piece in place of one of the inferior procs.

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