drgantz Posted January 1, 2023 Posted January 1, 2023 I'm planning to make a MA Tanker. It will be Natural Origin, so I'm primarily thinking of SR or WP, but will listen to other suggestions. I wonder if SR would be overkill because of Storm Kick's def bonus. Maybe WP would be better for this reason. What do you think would be a good Natural MA Secondary?
ZemX Posted January 1, 2023 Posted January 1, 2023 Shield is a great option too and fits Natural Origin well. 1
Major_Decoy Posted January 1, 2023 Posted January 1, 2023 Storm Kick is luckily +Defense (All) so it'll stack with both typed and untyped. The issue I'd have with Willpower/Martial Arts is that Willpower gets very little DDR and not much Smashing/Lethal defense either. Willpower uses Resistance to protect against Smashing/lethal and Defense against exotic damage types (Bio Armour also does that), but a lot of lethal damage includes defense debuffs. Shield is a good fit, Invulnerability would be too.
Zect Posted January 1, 2023 Posted January 1, 2023 MA's biggest selling point is its +def all power. It also has good low-level aoe for a tanker, although it can no longer laugh as hard at Inv/SS tanks who used to wait till level 38 (lmao) before getting foot stomp. So the two approaches that come to mind would be to either pair it with 1) a high-damage armor set that needs survivability, or 2) a pure resist set that will benefit from having another layer of mitigation. Fiery aura ticks both boxes. Just take your SR concept and say you're moving so fast, you're on fire.
nihilii Posted January 1, 2023 Posted January 1, 2023 SR/MA: you will be practically invincible at low levels. Getting to the Incarnate softcap is a breeze later on. While arguably this combo could be missed potential, you may also use the freedom to focus on different aspects with your build. WP/MA: Storm Kick will shore up WP's so-so defenses very nicely. It's true WP has poor DDR, but in the end having 40% defense and almost no DDR is better than having 30% defense and almost no DDR.
One IV All Posted January 2, 2023 Posted January 2, 2023 Hasn't a Shield/MA Tanker done some crazy things in this game? I could see if being a pretty good combo for all the new Hard Mode content. 1
ZemX Posted January 2, 2023 Posted January 2, 2023 34 minutes ago, One IV All said: Hasn't a Shield/MA Tanker done some crazy things in this game? I think @Werner has probably posted his build for that around here somewhere in the past. Defense and DDR almost to SR levels in the right circumstances but with all of Shield's other goodies tacked on for good measure. It's a beast. 1
One IV All Posted January 2, 2023 Posted January 2, 2023 41 minutes ago, ZemX said: I think @Werner has probably posted his build for that around here somewhere in the past. Defense and DDR almost to SR levels in the right circumstances but with all of Shield's other goodies tacked on for good measure. It's a beast. I'll look around for it! On paper, it seems crazy strong... Only really lacking a heal. I wonder how something like Shield/Dark Melee stacks up to it. Brings a heal, but can't stack the defense. Continuing that though, I wonder what other Tanker combos could even stand up to Shield/MA. Maybe Rad/SS?
twozerofoxtrot Posted January 2, 2023 Posted January 2, 2023 (edited) WP/MA is my vote. Leveled one to 50 a few months back and it was really smooth all the way through. A very gradual power curve without any real spikes. So it might be considered a little boring by some, and I think it's a fair criticism. But that also means safe and for me in particular allows for some RP chatter in groups. [edit]: Her build is very Natural Origin compliant, so posting it here. Easily Tanks +4 ITF, but I haven't done much else with it. SLFCEN/M Def Capped with Storm Kick up, and MotT +Res Proc is slotted there too, so spam that sucker and use CAK and Eagles Claw as your big booms. Spoiler This Hero build was built using Mids Reborn 3.4.7https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic TankerPrimary Power Set: WillpowerSecondary Power Set: Martial ArtsPower Pool: LeapingPower Pool: SpeedPower Pool: FightingPower Pool: Leadership Hero Profile:Level 1: High Pain Tolerance (A) Steadfast Protection - Resistance/+Def 3% (3) Gladiator's Armor - TP Protection +3% Def (All) (3) Gladiator's Armor - Resistance (5) Healing IO (5) Healing IO Level 1: Thunder Kick (A) Superior Blistering Cold - Accuracy/Damage (7) Superior Blistering Cold - Damage/Endurance (7) Superior Blistering Cold - Accuracy/Damage/Endurance (9) Superior Blistering Cold - Accuracy/Damage/Recharge (9) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime Level 2: Mind Over Body (A) Unbreakable Guard - Resistance (13) Unbreakable Guard - Resistance/Endurance (15) Unbreakable Guard - RechargeTime/Resistance (15) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 4: Cobra Strike (A) Superior Gauntleted Fist - Accuracy/Damage (17) Superior Gauntleted Fist - Damage/RechargeTime (17) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (19) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (19) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (21) Superior Gauntleted Fist - RechargeTime/+Absorb Level 6: Storm Kick (A) Superior Might of the Tanker - Accuracy/Damage (21) Superior Might of the Tanker - Damage/Recharge (23) Superior Might of the Tanker - Accuracy/Damage/Recharge (23) Superior Might of the Tanker - Damage/Endurance/Recharge (25) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (25) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 8: Indomitable Will (A) Kismet - Accuracy +6% (27) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 10: Rise to the Challenge (A) Preventive Medicine - Heal (29) Preventive Medicine - Heal/Endurance (29) Preventive Medicine - Chance for +Absorb (31) Preventive Medicine - Endurance/RechargeTime (31) Preventive Medicine - Heal/RechargeTime (31) Preventive Medicine - Heal/RechargeTime/Endurance Level 12: Quick Recovery (A) Performance Shifter - Chance for +End (13) Performance Shifter - EndMod (33) Synapse's Shock - EndMod/Increased Run Speed Level 14: Super Jump (A) Blessing of the Zephyr - Knockback Reduction (4 points)Level 16: Warrior's Provocation (A) Mocking Beratement - Threat/Placate (27) Mocking Beratement - Threat/Placate/Range Level 18: Heightened Senses (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (33) Shield Wall - Defense/Endurance (34) Shield Wall - Defense (34) Shield Wall - Defense/Endurance/Recharge Level 20: Dragon's Tail (A) Armageddon - Damage (36) Armageddon - Chance for Fire Damage (36) Armageddon - Damage/Recharge/Accuracy (36) Armageddon - Recharge/Accuracy (37) Armageddon - Damage/Endurance (37) Fury of the Gladiator - Chance for Res Debuff Level 22: Fast Healing (A) Numina's Convalesence - +Regeneration/+Recovery (33) Numina's Convalesence - Heal (48) Numina's Convalesence - Heal/Recharge Level 24: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Shield Wall - Defense (50) Shield Wall - Defense/Endurance (50) Shield Wall - +Res (Teleportation), +5% Res (All) Level 26: Hasten (A) Recharge Reduction IO (37) Recharge Reduction IO Level 28: Focus Chi (A) Gaussian's Synchronized Fire-Control - Chance for Build UpLevel 30: Boxing (A) EmptyLevel 32: Tough (A) Unbreakable Guard - Resistance (39) Unbreakable Guard - Resistance/Endurance (39) Unbreakable Guard - Resistance/Endurance/RechargeTime (34) Unbreakable Guard - +Max HP Level 35: Crippling Axe Kick (A) Achilles' Heel - Chance for Res Debuff (40) Touch of Lady Grey - Chance for Negative Damage (40) Perfect Zinger - Chance for Psi Damage (39) Ice Mistral's Torment - Chance for Cold Damage (40) Touch of Death - Chance of Damage(Negative) (42) Gladiator's Strike - Chance for Smashing Damage Level 38: Eagles Claw (A) Hecatomb - Damage (42) Hecatomb - Chance of Damage(Negative) (43) Hecatomb - Damage/Recharge/Accuracy (43) Hecatomb - Recharge/Accuracy (43) Hecatomb - Damage/Endurance (42) Perfect Zinger - Chance for Psi Damage Level 41: Weave (A) Reactive Defenses - Defense (45) Reactive Defenses - Defense/Endurance (45) Reactive Defenses - Endurance/RechargeTime (46) Reactive Defenses - Defense/RechargeTime (46) Reactive Defenses - Defense/Endurance/RechargeTime (46) Reactive Defenses - Scaling Resist Damage Level 44: Maneuvers (A) Shield Wall - Defense/Endurance/Recharge (45) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Shield Wall - Defense/Endurance (48) Shield Wall - Defense Level 47: Tactics (A) Endurance Reduction IOLevel 49: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge SpeedLevel 1: Gauntlet Level 1: Brawl (A) Empty Level 1: Sprint (A) Run Speed IO Level 2: Rest (A) Empty Level 1: Swift (A) Run Speed IO Level 1: Hurdle (A) Jumping IO Level 1: Health (A) Panacea - +Hit Points/Endurance (11) Miracle - +Recovery Level 1: Stamina (A) Performance Shifter - Chance for +End (11) Performance Shifter - EndMod Level 22: Double Jump Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------ I've also got an SD/MA thats a lot of fun at 50, but I leveled her ages ago and can't remember how it went other than being starved for End until getting Cardiac Alpha slotted. Edited January 2, 2023 by twozerofoxtrot added build
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