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Surprised by Super Reflexes


biostem

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So based upon positive experiences I had with my dark blast/super reflexes Sentinel, I decided to take advantage of the Mapserver event and give a SR/DM Tanker a try.  They play very different from other Tankers I've tried before, but the 2 sets actually gel quite nicely; You get a self heal to cover SR's lack of one, 3 PBAoEs, (I didn't bother with shadow maul), and by taking soul mastery, I got some ranged punch and another AoE, not to mention a great anchor debuff in darkest night.  One surprising thing for me is that this tanker has fewer end issues than my sentinel, who gets a dedicated +recovery power in enduring, though I kind of miss the Sent's absorb power, (I do plan on taking advantage of the 2 Tanker ATO uniques, though).  The lack of a damage/taunt aura means I have to be much more attentive with punchvoke/taunt, but it fits with the character I'm playing.

 

Have you folks found any interesting combinations that surprised you, or have any general advice for either super reflexes or dark melee?  Thanks!

 

 

Other thoughts:

The many sources of -tohit really help with this defense-heavy set.

Having an AoE fear adds an additional source of mitigation.

With all the defense powers in SR, there's no need to find "mules" for the LotG global recharge IOs.

In addition to the above, quickness means I can pull off dark consumption and soul drain that much sooner.

I opted to take the summon Widow power, but I could have as easily taken soul tentacles for a bit more ranged punch and to stack immobs with midnight grasp.

Leviathan or Mu Mastery look like they could provide a bit more in the way of a ranged punch than Soul Mastery.

 

Edited by biostem
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My SR/DM is one of my favorite tanks to play. The 2 pair so well together that by mid-30s you're trivializing most content in the game. Despite the misconception about SR not having a taunt aura (it's not just you, it's everyone), you are correct that the biggest tool you have is your agility in combat. This Tank is one of my fastest runners, and I have capped slow RES on it to boot.

 

This is how I run mine. Just .31 sec shy of perma Soul Drain. And it's 4* certified!

 

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

Click this DataLink to open the build!

Smoker: Level 50 Magic Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Presence
Power Pool: Speed

Hero Profile:
Level 1: Focused Fighting

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (7) Shield Wall - Defense
  • (9) Shield Wall - Defense/Endurance
  • (9) Shield Wall - Defense/Recharge

Level 1: Smite

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

Level 2: Focused Senses

  • (A) Shield Wall - Defense
  • (11) Shield Wall - Defense/Endurance
  • (11) Shield Wall - Defense/Recharge
  • (13) Shield Wall - Defense/Endurance/Recharge

Level 4: Shadow Maul

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

Level 6: Practiced Brawler

  • (A) Recharge Reduction IO

Level 8: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (21) Kismet - Accuracy +6%
  • (46) Reactive Defenses - Scaling Resist Damage

Level 10: Taunt

  • (A) Empty

Level 12: Evasion

  • (A) Shield Wall - Defense
  • (13) Shield Wall - Defense/Endurance
  • (15) Shield Wall - Defense/Recharge
  • (15) Shield Wall - Defense/Endurance/Recharge

Level 14: Super Jump

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

Level 16: Siphon Life

  • (A) Superior Gauntleted Fist - RechargeTime/+Absorb
  • (23) Superior Gauntleted Fist - Damage/RechargeTime
  • (23) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (25) Superior Blistering Cold - Accuracy/Damage
  • (25) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (29) Theft of Essence - Chance for +Endurance

Level 18: Agile

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (43) Red Fortune - Defense
  • (45) Red Fortune - Defense/Endurance

Level 20: Dodge

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

Level 22: Quickness

  • (A) Run Speed IO

Level 24: Boxing

  • (A) Empty

Level 26: Soul Drain

  • (A) Superior Avalanche - Accuracy/Damage
  • (27) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (27) Superior Avalanche - Accuracy/Damage/Recharge
  • (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (42) Adjusted Targeting - To Hit Buff/Recharge
  • (43) Adjusted Targeting - Recharge

Level 28: Dark Consumption

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (29) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (31) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (31) Synapse's Shock - EndMod/Increased Run Speed
  • (31) Synapse's Shock - EndMod
  • (33) Synapse's Shock - Damage/Recharge/Accuracy

Level 30: Midnight Grasp

  • (A) Hecatomb - Chance of Damage(Negative)
  • (33) Hecatomb - Damage/Endurance
  • (33) Hecatomb - Recharge/Accuracy
  • (34) Hecatomb - Damage/Recharge/Accuracy
  • (34) Hecatomb - Damage/Recharge
  • (34) Perfect Zinger - Chance for Psi Damage

Level 32: Lucky

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Red Fortune - Defense
  • (46) Red Fortune - Defense/Endurance

Level 35: Tough

  • (A) Unbreakable Guard - +Max HP
  • (36) Unbreakable Guard - Resistance
  • (36) Unbreakable Guard - Resistance/Endurance
  • (36) Unbreakable Guard - RechargeTime/Resistance
  • (37) Gladiator's Armor - TP Protection +3% Def (All)
  • (37) Steadfast Protection - Resistance/+Def 3%

Level 38: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (39) Red Fortune - Defense
  • (39) Red Fortune - Defense/Endurance
  • (39) Red Fortune - Defense/Recharge
  • (43) Red Fortune - Endurance/Recharge
  • (45) Red Fortune - Endurance

Level 41: Pacify

  • (A) Empty

Level 44: Intimidate

  • (A) Accuracy IO

Level 47: Unrelenting

  • (A) Preventive Medicine - Chance for +Absorb
  • (48) Preventive Medicine - Heal/RechargeTime/Endurance
  • (48) Preventive Medicine - Heal/RechargeTime
  • (48) Preventive Medicine - Endurance/RechargeTime
  • (50) Preventive Medicine - Heal/Endurance
  • (50) Preventive Medicine - Heal

Level 49: Hasten

  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO

Level 1: Gauntlet 


Level 1: Brawl

 

 

Edited by Spaghetti Betty
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Mainly on Excelsior. Find me in game @Spaghetti Betty.

AE Arcs:  Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577

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10 hours ago, biostem said:

3 PBAoEs, (I didn't bother with shadow maul)

 

 

With the tanker AOE upgrade, you might reconsider this.  I have two DM tanks (one Inv, one SD) and I would never give up Shadow Maul on either.

 

Just my $.02 infl.

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14 hours ago, biostem said:

Having an AoE fear adds an additional source of mitigation.

Touch of Fear is a funky power. The fear and -tohit are ST. Only the damage is AoE.

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I 100% agree with the Shadow Maul replies. My tanks Shadow Maul is stuffed with Procs. Touch of Fear with 4 procs also hits like a Truck. SR/DM is a nice combo, but SD/DM provides so much more. SD/DM Tanker is an insane unkillable machine.

Edited by C U R S E
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  • 3 weeks later
On 4/6/2023 at 7:37 AM, PLVRIZR said:

 

With the tanker AOE upgrade, you might reconsider this.  I have two DM tanks (one Inv, one SD) and I would never give up Shadow Maul on either.

 

Just my $.02 infl.

 

Yep -- it's a 120 degree arc with 10-target cap! You don't even have to aim it, it'll punch everything in front of you!

I play my SR/DM when I want to relax. It's cruise control to awesome.

 

Especially when compared to all the clickies in Bio.

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