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Help me/ with/rate my Shield/WM build plz! (sparing no expense)


Shredhillz

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This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection

  • (A) Unbreakable Guard - +Max HP
  • (3) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (3) Unbreakable Guard - Resistance
  • (5) Luck of the Gambler - Defense
  • (5) Luck of the Gambler - Endurance/Recharge
  • (7) Unbreakable Guard - Resistance/Endurance

Level 1: Bash

  • (A) Superior Blistering Cold - Recharge/Chance for Hold
  • (46) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (47) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (47) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (48) Superior Blistering Cold - Damage/Endurance
  • (48) Superior Blistering Cold - Accuracy/Damage

Level 2: Battle Agility

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (7) Luck of the Gambler - Defense
  • (9) Luck of the Gambler - Defense/Endurance/Recharge
  • (9) Luck of the Gambler - Endurance/Recharge
  • (11) Luck of the Gambler - Defense/Endurance
  • (11) Luck of the Gambler - Defense/Recharge

Level 4: Jawbreaker

  • (A) Superior Gauntleted Fist - RechargeTime/+Absorb
  • (13) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (13) Superior Gauntleted Fist - Damage/RechargeTime
  • (15) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (15) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (17) Superior Gauntleted Fist - Accuracy/Damage

Level 6: Pulverize

  • (A) Superior Might of the Tanker - Recharge/Chance for +Res(All)
  • (17) Superior Might of the Tanker - Damage/Recharge
  • (19) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (19) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (21) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (21) Superior Might of the Tanker - Accuracy/Damage

Level 8: True Grit

  • (A) Aegis - Psionic/Status Resistance
  • (23) Aegis - Resistance
  • (23) Aegis - Resistance/Endurance/Recharge
  • (25) Aegis - Endurance/Recharge
  • (25) Aegis - Resistance/Recharge
  • (27) Aegis - Resistance/Endurance

Level 10: Active Defense

  • (A) Recharge Reduction IO

Level 12: Against All Odds

  • (A) Endurance Reduction IO

Level 14: Phalanx Fighting

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (27) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (29) Reactive Defenses - Scaling Resist Damage
  • (29) Kismet - Accuracy +6%
  • (31) Luck of the Gambler - Defense

Level 16: Build Up

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

Level 18: Grant Cover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 20: Whirling Mace

  • (A) Scirocco's Dervish - Chance of Damage(Lethal)
  • (31) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (31) Scirocco's Dervish - Damage/Recharge
  • (33) Scirocco's Dervish - Accuracy/Recharge
  • (33) Scirocco's Dervish - Accuracy/Damage

Level 22: Super Jump

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 24: Hasten

  • (A) Recharge Reduction IO

Level 26: Kick

  • (A) Force Feedback - Chance for +Recharge

Level 28: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (33) Impervious Skin - Status Resistance/Regeneration
  • (34) Impervium Armor - Psionic Resistance

Level 30: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 32: Shield Charge

  • (A) Superior Avalanche - Accuracy/Damage/Endurance
  • (34) Superior Avalanche - Accuracy/Damage/Recharge
  • (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (36) Armageddon - Chance for Fire Damage
  • (36) Armageddon - Damage/Endurance
  • (36) Armageddon - Damage/Recharge/Accuracy

Level 35: Clobber

  • (A) Mako's Bite - Chance of Damage(Lethal)
  • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (37) Mako's Bite - Damage/Recharge
  • (37) Mako's Bite - Accuracy/Endurance/Recharge
  • (39) Mako's Bite - Damage/Endurance
  • (39) Mako's Bite - Accuracy/Damage

Level 38: Shatter

  • (A) Obliteration - Chance for Smashing Damage
  • (39) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (40) Obliteration - Damage/Recharge
  • (40) Obliteration - Accuracy/Damage/Recharge
  • (40) Obliteration - Accuracy/Recharge
  • (42) Obliteration - Damage

Level 41: Crowd Control

  • (A) Superior Avalanche - Recharge/Chance for Knockdown
  • (42) Superior Avalanche - Damage/Endurance
  • (42) Superior Avalanche - Accuracy/Damage
  • (43) Armageddon - Damage
  • (43) Armageddon - Damage/Recharge
  • (43) Armageddon - Recharge/Accuracy

Level 44: Conserve Power

  • (A) Recharge Reduction IO

Level 47: Physical Perfection

  • (A) Miracle - +Recovery

Level 49: One with the Shield

  • (A) Impervium Armor - Psionic Resistance
  • (49) Impervious Skin - Status Resistance/Regeneration
  • (49) Gladiator's Armor - TP Protection +3% Def (All)

Level 1: Gauntlet 


Level 1: Brawl
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This build has plenty of issues, but I'll just point out two of the less obvious ones.

 

The impervious skin proc is not unique, but the regeneration part of it is. If you slot two of them, you get the regeneration bonus only once and the status resist (useless for you) twice.

 

Only the variable portion of phalanx fighting is enhanceable (the bonus that you get when friendlies stand next to you). The passive part ignores enhancement.

 

Overall, this is yet another low-slot-efficiency tanker build that will deal with wonky recharges due to hasten being very far from permanent and defenses that are in a weird twilight zone between being i-capped and not. For reference, just to let you know this isn't some kind of personal attack against you, a shield tanker with:

  • Agility core
  • One of CJ/hover
  • Weave
  • Both 3% def uniques
  • Powers properly enhanced with SO's

...Has ~49% def to all positions. You have all this, and 6x gaussians and some other defense sets, and your "no expense spared" build can only get 55/50/56 with mediocre resistances. Think about whether you're getting good value for your money. You ought to be able to either hit ~54% to all (i-capped with barrier), or dedicate build capacity to significantly higher resists across the board.

 

Edited by Zect
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Here's mine, for comparison.  @Zect, I haven't done the I27p5 reshuffling of powers, so what pointers can you give me on this one?  (and yes, I think moving one of the Build Up slots to Hasten to make it near perma is probably a better choice)  All standard IOs are also +5'd, in game.


https://www.midsreborn.com/builds/download.php?uc=1858&c=784&a=1568&f=HEX&dc=78DA7594CB4F135114C6BF698757290296F21090521EA5056A11351A353191376D4282D1258E7085C6A62D6D31B2171F5B17BAD495D1AD2BE3DAA56E7DFF0BA8890F70351EE6CC810BA493B4F9DDFBDD73E6BCE6A6EE8CF9DFBF4B5E82E1BF9CB18AC5852B56F6962A54A7D64A56299DCB829E60CA5A54A1522E545A51A109E285DBA3F14415299D7C7A614CDD54D9A28ACFAFA45566499641574DA98C52F16B161119C33F97CB65E24965E5D3D9E53A6731915E5E29D1CAE7ACE6F34A2DB190524BE9C5745605C6F3E9C5F878561596D7C94BB1A40AEBAD14C020FDC6EAE8CF803C7605F0DB0B8C98F0E02F83893F0C7E6C3134609B2062A20951C381D33EE87E76DC143DCED94A143CAED12A4333F202398610B20CE3148DA147636042A29961A8C624C311CC321CC514432BA61926C88D5777E395A42A25976AC9CE877F025B92E636C3194AAA029A9B0A28B8EF5E6268C222C371580C11DC6018C17586298AA6CAD82D8E8D2A74B332494A8DAED4383D21E52CBDBA76AF12366AA59E2D343A755A50B4F8C68A87947ADDA61E1BAC4C9341A3F69E8A46A78811A95D64277EB776C7A5D0BD4EE9491A42D07076CE515001ADC946002FF905DD78CE709E8E04F53908E22BBBEBC11786283E33C4F08961181F053E3078299516BD812DD2C0566960481A1892BE754BDF861CDB4E13B394779B562BB30D6B5CDF63280A14183AB02A5062302988763D887619C61E99B85E19C698942F26E51BC62F866672D3A9B9F1744A3D7B10305C370D0C613ADBA537B74B06E2021536ACCF62187956FA25F07E49A55F928B48BA51C9E922B9E9D3FBD38787A67BF601C309DC17B827B061BA237D97E129A536A0C739207126EBF85ED99D91419CF4BAC6EE5DF18CD671DD388E173C3D33649CD09584942A6AEEBFA6EC0E13FA633B9BB68DE48183F4AB64E773A62E9062A09D63DEF4EDBF75481966E5FB616580951F8EB257488F81194ECFC45537666C72E63F0F9F7D22DFCD238F3BB28F19DEC6F67FDE76AC4CA28932FB2365F647CBEC9F2AB35FD34077A81E48750B05A8B7C08A1ED8781DA00DDDE4D5C18D3761C764F722B2FF032BCCED4E

 

With Resilient (Core) Alpha and Melee (Core) Hybrid - one mob, the numbers look like this:

 

image.png.4afe05b151cc915e9a2c033a038527d7.png

 

Add one stack of MoT resist and he's nearly resist capped for E/N (89%) and Toxic (85.2%), 72% for F/C and 71% for Psi.

Edited by PLVRIZR
added - one mob

Reunion - JAWBRKR (Inv/SJ Tank), Lich-ilicious (Necro/Dark MM)  Torchbearer - Will Power-Flame (WP/Fire Tank),  Frostee-Freeze (Ice/Emp Troller), DARKNESSREIGNS (Inv/DM Tank), BALLBUSTR (Inv/SS Tank)  Indomitable - PLVRIZR (Stone/SS Tank), The Atomic Warden (Rad/Rad Defender), FACESMSHR (EM/EA Brute)  Excelsior - NUTCRCKR (Inv/SS Tank) - VL500+, DRKSTNITE (DA/DM Tank), Nosfera-too (Kin/Dark Defender), FIREBLLR (FIre/Therm Corr), THUGSRUS (Thugs/Dark MM), Marshal Mayhem (Fire/MA Tank), SLICRDICR (DB/WP Scrap), NECROTANK (SD/DM Tank), FRMRBRWN (Spines/Fire Brute), AVLANCH (Ice/Stone Tank), SWMPTHNG (Bio/Rad Tank), FREEZRBRN (Fire/Ice Tank), ZZAAPP (Elec/Elec Brute), Voltaic Thunderbolt (Elec/Elec Tank) Lemme Axe You Somethin (Rad/Axe Tank), PWDRKEG (Fire/FIre/Pyre Tank), ATMSMSHR (Rad/SS Tank), Morphology of Flame (Bio/Fire Tank) EverlastingMISSADVENTUR (Inv/SS Tank), Mace to the Face (SD/WM Tank)                                                        Retail 2004 (pre-I1) - 2012 lights out; Feb. 2020 - present

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8 minutes ago, PLVRIZR said:

Here's mine, for comparison.  @Zect, I haven't done the I27p5 reshuffling of powers, so what pointers can you give me on this one?  (and yes, I think moving one of the Build Up slots to Hasten to make it near perma is probably a better choice)  All standard IOs are also +5'd, in game.


https://www.midsreborn.com/builds/download.php?uc=1858&c=784&a=1568&f=HEX&dc=78DA7594CB4F135114C6BF698757290296F21090521EA5056A11351A353191376D4282D1258E7085C6A62D6D31B2171F5B17BAD495D1AD2BE3DAA56E7DFF0BA8890F70351EE6CC810BA493B4F9DDFBDD73E6BCE6A6EE8CF9DFBF4B5E82E1BF9CB18AC5852B56F6962A54A7D64A56299DCB829E60CA5A54A1522E545A51A109E285DBA3F14415299D7C7A614CDD54D9A28ACFAFA45566499641574DA98C52F16B161119C33F97CB65E24965E5D3D9E53A6731915E5E29D1CAE7ACE6F34A2DB190524BE9C5745605C6F3E9C5F878561596D7C94BB1A40AEBAD14C020FDC6EAE8CF803C7605F0DB0B8C98F0E02F83893F0C7E6C3134609B2062A20951C381D33EE87E76DC143DCED94A143CAED12A4333F202398610B20CE3148DA147636042A29961A8C624C311CC321CC514432BA61926C88D5777E395A42A25976AC9CE877F025B92E636C3194AAA029A9B0A28B8EF5E6268C222C371580C11DC6018C17586298AA6CAD82D8E8D2A74B332494A8DAED4383D21E52CBDBA76AF12366AA59E2D343A755A50B4F8C68A87947ADDA61E1BAC4C9341A3F69E8A46A78811A95D64277EB776C7A5D0BD4EE9491A42D07076CE515001ADC946002FF905DD78CE709E8E04F53908E22BBBEBC11786283E33C4F08961181F053E3078299516BD812DD2C0566960481A1892BE754BDF861CDB4E13B394779B562BB30D6B5CDF63280A14183AB02A5062302988763D887619C61E99B85E19C698942F26E51BC62F866672D3A9B9F1744A3D7B10305C370D0C613ADBA537B74B06E2021536ACCF62187956FA25F07E49A55F928B48BA51C9E922B9E9D3FBD38787A67BF601C309DC17B827B061BA237D97E129A536A0C739207126EBF85ED99D91419CF4BAC6EE5DF18CD671DD388E173C3D33649CD09584942A6AEEBFA6EC0E13FA633B9BB68DE48183F4AB64E773A62E9062A09D63DEF4EDBF75481966E5FB616580951F8EB257488F81194ECFC45537666C72E63F0F9F7D22DFCD238F3BB28F19DEC6F67FDE76AC4CA28932FB2365F647CBEC9F2AB35FD34077A81E48750B05A8B7C08A1ED8781DA00DDDE4D5C18D3761C764F722B2FF032BCCED4E

 

With Resilient (Core) Alpha and Melee (Core) Hybrid - one mob, the numbers look like this:

 

image.png.4afe05b151cc915e9a2c033a038527d7.png

 

Add one stack of MoT resist and he's nearly resist capped for E/N (89%) and Toxic (85.2%), 72% for F/C and 71% for Psi.

thank you this helps alot. i remade already and got much higher defense without incarnate but i need to step it up on the resists. this is nice

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6 hours ago, Zect said:

This build has plenty of issues, but I'll just point out two of the less obvious ones.

 

The impervious skin proc is not unique, but the regeneration part of it is. If you slot two of them, you get the regeneration bonus only once and the status resist (useless for you) twice.

 

Only the variable portion of phalanx fighting is enhanceable (the bonus that you get when friendlies stand next to you). The passive part ignores enhancement.

 

Overall, this is yet another low-slot-efficiency tanker build that will deal with wonky recharges due to hasten being very far from permanent and defenses that are in a weird twilight zone between being i-capped and not. For reference, just to let you know this isn't some kind of personal attack against you, a shield tanker with:

  • Agility core
  • One of CJ/hover
  • Weave
  • Both 3% def uniques
  • Powers properly enhanced with SO's

...Has ~49% def to all positions. You have all this, and 6x gaussians and some other defense sets, and your "no expense spared" build can only get 55/50/56 with mediocre resistances. Think about whether you're getting good value for your money. You ought to be able to either hit ~54% to all (i-capped with barrier), or dedicate build capacity to significantly higher resists across the board.

 

you didnt really give any help how to FIX the problems , and if you have to SAY its not a personal attack- its probably a personal attack. .the only thing i meant about no expense spared was that i dont care how much it costs, but...thanks i guess.

PS i must have been really tired when making this idk how i forgot to add CJ/hover

 

still working on it

 

https://www.midsreborn.com/builds/download.php?uc=1677&c=713&a=1426&f=HEX&dc=78DA7594594F535110C7FFB7F756A4B4024259840A05A1205A290617C0C4444085929040F4C9900A87B6D2B44D4B0CD5577179730D2F2E98B87F167D75FD0C2E89FB83B90E773AE6B48693DCF67767E6FCCF9C99C99D5A19F5BE7A193D0AC37B2C15CBE7E76663E92595F3CCAAF9443A93CAC40BD85815F404D83537AA16553AAFC23389A44A2DC8ABBFE89D5229A5C2A76344B17905EF7426930A47552C9B4CC73DCECB4C56A9059F83E3C97862991CD512B5A072F944325B37964DCE87C7D22A172F904E7E59E50A4D9442373DA33EFA3120CBB680EF2610B1E0C23782C006F80DC762E1A759847AB60C7AA02FDB0DDCB11CCF16DC12B8CDB01537056E3078709D618C9230B4245C861CE99593BCA8613848479AFA912696E078B6E19C409CA106098124C3762C321C2019B72EE3C607B318F286A11E6F05DE3334E09DC06B8671CABC42CBDC5D8141CEB309FB050618762022D0CF10412F41C8C27192A9D46450893ECEF30479AA8C7F1DB25185207B4E92C7A7ED317D52B4564C9A45F8CAB0137FE0F4F2305DBB5ABB36BD0CD23FB56182E46AF5146A456E98F6D4E92352878B28CA5E105861684741E03C43030DBB5FDB6DF845B75D7ADB41218D7A528D727B17799AF5A49AB1EAA26C2C98E469D10BDF8246C3B96210BF4DA7A84199E4207E3074E297595A788B6402FAE40524BB4EC9AE53266F922AD4A68F4C1BEEF3FCEEC203817581870CDDB82770976188CAD9A1CB74C80077CB0087646E4332B72119E95E19E01192E9D265BA70CD2A865C15B8C2B00F970556052E311C21991E4DC6EAC190CBF1ECC688C01181430C7B30CCB04EE5ECD3BBD087E712F244E029C35E3C167824F08CE1055536ACB7398C3597D39F2879FAF5E9E997CE4530C0BDECB54ABF6076AB55FA51728CB68DE826F6694BDF4F7683ED1F3DA5C212FF6913FBE7323BE129A3F8A19BE0A4BFFCBF758D4B6097AEB31418D12F152B379C29374C971BFE02606BDD57

 

 

Edited by Shredhillz
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i don't have a Shield / WM but i do run a Shield / BA easy to convert over i would think but you can look at it see if it helps i managed to get good recharge and damage with 90% resist in S/L after i got my incarnates

 

image.png.c694bfee9ce745d78c17983ee52a2a16.png

 

 

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

      Dark Cleave: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (3) Luck of the Gambler - Endurance/Recharge
  • (3) Luck of the Gambler - Defense/Endurance
  • (5) Unbreakable Guard - Endurance/RechargeTime
  • (5) Unbreakable Guard - Resistance/Endurance
  • (7) Unbreakable Guard - RechargeTime/Resistance

Level 1: Beheader

  • (A) Gladiator's Strike - Chance for Smashing Damage
  • (7) Gladiator's Strike - Accuracy/Damage/End/Rech
  • (9) Gladiator's Strike - Accuracy/Damage
  • (9) Gladiator's Strike - Damage/Recharge
  • (11) Gladiator's Strike - Damage/Endurance/Recharge
  • (40) Gladiator's Strike - Accuracy/Endurance/Recharge

Level 2: True Grit

  • (A) Unbreakable Guard - Resistance
  • (11) Unbreakable Guard - Resistance/Endurance
  • (13) Unbreakable Guard - +Max HP
  • (13) Panacea - Heal
  • (15) Panacea - Heal/Endurance
  • (15) Panacea - Heal/Recharge

Level 4: Gash

  • (A) Gladiator's Strike - Chance for Smashing Damage
  • (21) Gladiator's Strike - Accuracy/Damage/End/Rech
  • (21) Gladiator's Strike - Accuracy/Damage
  • (23) Gladiator's Strike - Damage/Recharge
  • (23) Gladiator's Strike - Damage/Endurance/Recharge
  • (46) Gladiator's Strike - Accuracy/Endurance/Recharge

Level 6: Battle Agility

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance
  • (27) Luck of the Gambler - Endurance/Recharge
  • (33) Luck of the Gambler - Defense/Endurance/Recharge

Level 8: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (27) Luck of the Gambler - Defense/Endurance

Level 10: Taunt

  • (A) Perfect Zinger - Chance for Psi Damage

Level 12: Phalanx Fighting

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (29) Shield Wall - Defense
  • (29) Shield Wall - Defense/Endurance
  • (33) Shield Wall - Endurance/Recharge
  • (39) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 14: Super Speed

  • (A) Winter's Gift - Slow Resistance (20%)

Level 16: Hasten

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 18: Active Defense

  • (A) Recharge Reduction IO
  • (33) Endurance Reduction IO

Level 20: Kick

  • (A) Force Feedback - Chance for +Recharge

Level 22: Grant Cover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (31) Luck of the Gambler - Defense/Endurance

Level 24: Against All Odds

  • (A) Perfect Zinger - Threat/Placate/Range

Level 26: Tough

  • (A) Gladiator's Armor - End/Resist
  • (34) Gladiator's Armor - TP Protection +3% Def (All)
  • (34) Steadfast Protection - Resistance/+Def 3%
  • (34) Impervium Armor - Psionic Resistance
  • (40) Gladiator's Armor - Resistance
  • (46) Gladiator's Armor - Recharge/Endurance

Level 28: Whirling Axe

  • (A) Superior Might of the Tanker - Recharge/Chance for +Res(All)
  • (31) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (36) Superior Might of the Tanker - Accuracy/Damage
  • (36) Superior Might of the Tanker - Damage/Recharge
  • (36) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (37) Superior Might of the Tanker - Damage/Endurance/Recharge

Level 30: Shield Charge

  • (A) Armageddon - Chance for Fire Damage
  • (37) Armageddon - Damage/Endurance
  • (37) Armageddon - Damage/Recharge
  • (39) Armageddon - Damage/Recharge/Accuracy
  • (39) Armageddon - Recharge/Accuracy
  • (46) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

Level 32: Weave

  • (A) Gift of the Ancients - Defense/Endurance
  • (40) Gift of the Ancients - Defense

Level 35: Conserve Power

  • (A) Recharge Reduction IO

Level 38: Pendulum

  • (A) Obliteration - Chance for Smashing Damage
  • (42) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (42) Obliteration - Accuracy/Damage/Recharge
  • (42) Obliteration - Accuracy/Recharge
  • (43) Obliteration - Damage/Recharge
  • (43) Force Feedback - Chance for +Recharge

Level 41: Build Up

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance

Level 44: Maneuvers

  • (A) Reactive Defenses - Scaling Resist Damage
  • (50) Kismet - Accuracy +6%

Level 47: Cleave

  • (A) Superior Gauntleted Fist - RechargeTime/+Absorb
  • (48) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (48) Superior Gauntleted Fist - Accuracy/Damage
  • (48) Superior Gauntleted Fist - Damage/RechargeTime
  • (50) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (50) Superior Gauntleted Fist - Damage/Endurance/RechargeTime

Level 49: Focused Accuracy

  • (A) Endurance Reduction IO

Level 1: Gauntlet 


Level 1: Brawl
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17 hours ago, PLVRIZR said:

I haven't done the I27p5 reshuffling of powers, so what pointers can you give me on this one? 

 

Your build makes a lot of the same mistakes that the OP, and forumites in general, do: low rech, inefficient slotting choices, and a very uneven defense spread. However, I do note with approval the much higher resistances, especially EN res which a lot of people criminally neglect. Also, do not skip clobber: it is the highest-DPA attack. If you skip it, I will find you and clobber you.

 

A good IO shield tanker should have shield charge usable at least once per spawn, and double-stacked Active Defense (<=60s rech). The latter is critical, because the defense debuff resist it gives stacks with itself in pve. With 1 stack of active def, you have 66% -def res. With 2 stacks, you have 88% -def res. In other words, not stacking it means nearly thrice as much def lost to debuffs. You'll very quickly see the consequences of this design choice when a horde of romulus' scrappers runs into you. There are significant gaps in your uptime of active def, and also of hasten, due to low rech.

 

Next, we need to talk def and res breakpoints. This is up to the environment the tank is expected to be played in, however as a point of reference, Incarnate critters have 63.5% tohit. Hence, common breakpoints are:

  1. 58.5% to all (incarnate softcap; most sources will round up and state 59% as the i-cap instead)
  2. 53.5% to all (capped with 2 min barrier core, or a defense amp)
  3. Little/no extra investment in defense; built for dps, resists or other benefits

You have 60.1/50.9/54.6. So your melee is 1), ranged is slightly above 3) and aoe is at around 2). Make up your mind!

 

On the resistance front, your build is a melee core/owts build. Such builds can be extremely tanky by cycling their defensive clicks to cap res and def. The question is how much res to build for:

  • Melee core is 17% with 1 enemy in range, and another +1% per additional enemy.
  • Owts's exotic resists, as well as most corruptor/controller res shields are 15% base; slotted, they are up to 22%.

This suggests building for resists that are somewhere in the range of 68%-73% to all. Any more would be wasted, and we probably do not want to be too far below either.

 

You mostly achieve these resist numbers (well done) but only after sacrificing significant amounts of rech and damahe procs (not so well done) due to your choice of inefficient sets, such as 6x perfect zinger (meant for typed def builds) as well as your many 5x GA sets (4x is fine for the EN res, 5x is not).

 

Like many forumites you do not take an epic blast. Taoes and blasts are not only more effective than taunt (higher target cap), they offer valuable set diversity that allows us to take slot-efficient sets of categories we normally would not have access to. Don't be seduced by little psi/tox res bonuses like 5x unbreakable guard. 3/4 damage purple sets have 6% psi/tox res as the last piece bonus. 6% psi res is available for just 1 slot. In terms of res bonuses, the ranking goes

  • Easiest to get
  • F/C/Psi
  • Tox
  • S/L/E/N
  • Hardest to get

Prioritize SLEN res before assigning slots to the more easily obtained resistances.

 

Also, unless you really know what you're doing, don't take resilient alpha. It is designed for sets with high resistance values. Agility will give you more slot-efficiency in most cases.

 

Here is an example of how to achieve the stats we discussed above using much more efficient choices. Observe how just the addition of 2 epic blasts provides set diversity that helps us achieve high resistances, high recharge, double-stacked AD and a roughly 53.5% def to all spread. (Stats with 1 stack of ATIO proc, melee core toggled on and 1 foe in range: )

 

sdwm.thumb.png.1c780ab4491a5b0cf8bb3a3080ed766e.png


Assigning the 16 unspent slots is left as an exercise for the reader; I do not provide complete builds on principle. Here are some build goals you can try to add on:

  • Try to i-cap or close to it, by taking Maneuvers or hover using the free power pool, and/or replacing the 3x adjusted targeting EN res so that you can fit 6x Gaussians in there. Just kidding; I think i-capping is a waste and more resistances/damage is far better.
  • Try to raise tox/psi resists with as little slot expenditure as possible. Try, for example, replacing the 6th piece unbreakable guard bonus so that an additional impervium proc can fit there.

By the way, this is what would properly be called "nearly perma-hasten" (2.6s off; agility core needs 155% global rech for permahasten, spiritual only ~147%). Right now, even if you 2-slot hasten in your build, it is 25s away from permanent even using mids' calculation (which is inaccurate; actual downtime is longer). 25s is longer than it takes my shield charge to recharge. That is not "nearly permahasten" on any planet in this galaxy.

 

Finally, a word of warning: some people recommend using builds that use >1 stack of the tanker ATIO +res proc to cap resists. It is extremely effective when it works; however, might of the tanker is a 6PPM proc with 10s duration. The developer intent is clearly for you to have 1 stack of it, no more, and homecoming team has stated they intend to "look at" the PPM system. Feel free to enjoy it while it lasts, but don't be surprised when the great proc rebalancing comes and it no longer works. Fire tankers exploiting bugged burn learned that the hard way.

 

Edited by Zect
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3 hours ago, Zect said:

You mostly achieve these resist numbers (well done)

 

Great, thanks for the compliment.  😆

 

 

Reunion - JAWBRKR (Inv/SJ Tank), Lich-ilicious (Necro/Dark MM)  Torchbearer - Will Power-Flame (WP/Fire Tank),  Frostee-Freeze (Ice/Emp Troller), DARKNESSREIGNS (Inv/DM Tank), BALLBUSTR (Inv/SS Tank)  Indomitable - PLVRIZR (Stone/SS Tank), The Atomic Warden (Rad/Rad Defender), FACESMSHR (EM/EA Brute)  Excelsior - NUTCRCKR (Inv/SS Tank) - VL500+, DRKSTNITE (DA/DM Tank), Nosfera-too (Kin/Dark Defender), FIREBLLR (FIre/Therm Corr), THUGSRUS (Thugs/Dark MM), Marshal Mayhem (Fire/MA Tank), SLICRDICR (DB/WP Scrap), NECROTANK (SD/DM Tank), FRMRBRWN (Spines/Fire Brute), AVLANCH (Ice/Stone Tank), SWMPTHNG (Bio/Rad Tank), FREEZRBRN (Fire/Ice Tank), ZZAAPP (Elec/Elec Brute), Voltaic Thunderbolt (Elec/Elec Tank) Lemme Axe You Somethin (Rad/Axe Tank), PWDRKEG (Fire/FIre/Pyre Tank), ATMSMSHR (Rad/SS Tank), Morphology of Flame (Bio/Fire Tank) EverlastingMISSADVENTUR (Inv/SS Tank), Mace to the Face (SD/WM Tank)                                                        Retail 2004 (pre-I1) - 2012 lights out; Feb. 2020 - present

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4 hours ago, Zect said:

 

Your build makes a lot of the same mistakes that the OP, and forumites in general, do: low rech, inefficient slotting choices, and a very uneven defense spread. However, I do note with approval the much higher resistances, especially EN res which a lot of people criminally neglect. Also, do not skip clobber: it is the highest-DPA attack. If you skip it, I will find you and clobber you.

 

A good IO shield tanker should have shield charge usable at least once per spawn, and double-stacked Active Defense (<=60s rech). The latter is critical, because the defense debuff resist it gives stacks with itself in pve. With 1 stack of active def, you have 66% -def res. With 2 stacks, you have 88% -def res. In other words, not stacking it means nearly thrice as much def lost to debuffs. You'll very quickly see the consequences of this design choice when a horde of romulus' scrappers runs into you. There are significant gaps in your uptime of active def, and also of hasten, due to low rech.

 

Next, we need to talk def and res breakpoints. This is up to the environment the tank is expected to be played in, however as a point of reference, Incarnate critters have 63.5% tohit. Hence, common breakpoints are:

  1. 58.5% to all (incarnate softcap; most sources will round up and state 59% as the i-cap instead)
  2. 53.5% to all (capped with 2 min barrier core, or a defense amp)
  3. Little/no extra investment in defense; built for dps, resists or other benefits

You have 60.1/50.9/54.6. So your melee is 1), ranged is slightly above 3) and aoe is at around 2). Make up your mind!

 

On the resistance front, your build is a melee core/owts build. Such builds can be extremely tanky by cycling their defensive clicks to cap res and def. The question is how much res to build for:

  • Melee core is 17% with 1 enemy in range, and another +1% per additional enemy.
  • Owts's exotic resists, as well as most corruptor/controller res shields are 15% base; slotted, they are up to 22%.

This suggests building for resists that are somewhere in the range of 68%-73% to all. Any more would be wasted, and we probably do not want to be too far below either.

 

You mostly achieve these resist numbers (well done) but only after sacrificing significant amounts of rech and damahe procs (not so well done) due to your choice of inefficient sets, such as 6x perfect zinger (meant for typed def builds) as well as your many 5x GA sets (4x is fine for the EN res, 5x is not).

 

Like many forumites you do not take an epic blast. Taoes and blasts are not only more effective than taunt (higher target cap), they offer valuable set diversity that allows us to take slot-efficient sets of categories we normally would not have access to. Don't be seduced by little psi/tox res bonuses like 5x unbreakable guard. 3/4 damage purple sets have 6% psi/tox res as the last piece bonus. 6% psi res is available for just 1 slot. In terms of res bonuses, the ranking goes

  • Easiest to get
  • F/C/Psi
  • Tox
  • S/L/E/N
  • Hardest to get

Prioritize SLEN res before assigning slots to the more easily obtained resistances.

 

Also, unless you really know what you're doing, don't take resilient alpha. It is designed for sets with high resistance values. Agility will give you more slot-efficiency in most cases.

 

Here is an example of how to achieve the stats we discussed above using much more efficient choices. Observe how just the addition of 2 epic blasts provides set diversity that helps us achieve high resistances, high recharge, double-stacked AD and a roughly 53.5% def to all spread. (Stats with 1 stack of ATIO proc, melee core toggled on and 1 foe in range: )

 

sdwm.thumb.png.1c780ab4491a5b0cf8bb3a3080ed766e.png


Assigning the 16 unspent slots is left as an exercise for the reader; I do not provide complete builds on principle. Here are some build goals you can try to add on:

  • Try to i-cap or close to it, by taking Maneuvers or hover using the free power pool, and/or replacing the 3x adjusted targeting EN res so that you can fit 6x Gaussians in there. Just kidding; I think i-capping is a waste and more resistances/damage is far better.
  • Try to raise tox/psi resists with as little slot expenditure as possible. Try, for example, replacing the 6th piece unbreakable guard bonus so that an additional impervium proc can fit there.

By the way, this is what would properly be called "nearly perma-hasten" (2.6s off; agility core needs 155% global rech for permahasten, spiritual only ~147%). Right now, even if you 2-slot hasten in your build, it is 25s away from permanent even using mids' calculation (which is inaccurate; actual downtime is longer). 25s is longer than it takes my shield charge to recharge. That is not "nearly permahasten" on any planet in this galaxy.

 

Finally, a word of warning: some people recommend using builds that use >1 stack of the tanker ATIO +res proc to cap resists. It is extremely effective when it works; however, might of the tanker is a 6PPM proc with 10s duration. The developer intent is clearly for you to have 1 stack of it, no more, and homecoming team has stated they intend to "look at" the PPM system. Feel free to enjoy it while it lasts, but don't be surprised when the great proc rebalancing comes and it no longer works. Fire tankers exploiting bugged burn learned that the hard way.

 

wow ur the GOAT with this ty

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Heres my new build - toying with it still but the template Zect provided was the key

 

https://www.midsreborn.com/builds/download.php?uc=1649&c=730&a=1460&f=HEX&dc=78DA75944B4F534114C7FF6DA7D05E8A3CDBF2AA48E555AA1550505E89511E528A924074610C6960A48D4DDBB498C8DEE7277063C4C48D89DFC0B54BDDFAFC026E5013353E36F5F49E1E329538C9BDF9CDCC3967FE67CECC2CDF9AF5BD7E95380B87EF7C26592CAEAF25B33774C15AD31BA96C2E93DBDA41B9D5D217E2A9F5597D5D678B3AB69A4AEBCCA674FD95D9659DD13A76254994DCD0F0ADE47299584227F3E9EC56BDDD994F6FA5B6A967D9BDD5BCD69B0D62B5A90BC5543A1F9CCBA73762E70A37B7B51D867EC56D5DD869231961FA66EBE9E780B4921B88BB80112F9C981758645058288387E03B8FD42042BE030A6316CC560E73C949260A43581248301CC732430C71818B0CE396290625A7030F943D5383DB0C1EDC679823E52E53B90B7E87ADCA836F2EDBC4925C2CC9C5C72994A192D43C85719B61DCF8C43387B0C7610E214806218546C9BB113F189AF193214075AD35C2509D6D350A176801AF633FAD12BCE881EDB3403375A64F1DA23CE3A468F5C63E50A7440D2E1A6F30C536E0376B6C66450AAD52925696A61060D565F8C5B048B19B4C494DB275135480166301670B9E7269FAB12BF084618A6CFDA6AD1F77B8343DB82B708F4191F0A061AB82528836294D9B14AB034B2CB343542D91DE76F374B563863574619AE1082605A60426182238C33049823BCD309D189030830C871111181288CAF9ED6708532E2123174748CAD62B9020C1DDC64A8E6E8C724E27A43CD3165FC07D31617C6493A3782BF04EE03D432FDE087C6098A1307D4618D5875D55A9D32386013C1680AB02254EE52AF507CD5406F14C5536ED39C33532899A3AA338CDCEC73026704AE0A45CF17181518638ED48CC3CEB31296E90B673D898710DA393650EA35D20E0B661042D0C1155FD6C95BA54F503640FD28D49FC6348E87556CEA6876145553F3AD4B15DF7AC6A5709F9F93FE35FAC034B5DE65A471067F87AD0F5218B783944BB608828FD09D0B899E18BB03DB07F694B7F016493CAE5

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Addendum: I have been alerted to an error in the build provided in my last post. Phalanx fighting is set to 1 friendly in mids, which gives the build about 4% more def than it really has. I do not recommend build goals based on assuming a certain # of friendlies in range, for tactical reasons, and most builds you will find also assume 0 friendlies in range.

 

So I need to discuss the "normal" way I get to 53.5%, which is to take both hover and CJ and have flight as the travel power. Adding hover slotted with an lotg: 7.5% and +5 lotg: defense will give precisely 53.5% ranged and aoe def (remember to remove the lotg from weave - rule of 5) and costs the same number of slots.

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