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Nobody asked for it, it shouldn't exist, but here it is...


Sir Myshkin

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I had a lark in my thought process about folks chasing Hard Mode builds and trying to work out numbers and teams able to get to 100% defense on characters and I was like, "Could I do that solo? Could a character get to 100% without Barrier?" And of course there'd have to be an option somehow, right? Of course there is!

 

Super Reflexes!

 

But it needed a nudge, just a touch more to get close enough, enough to sneeze in the face of 100%, and I could get that out of Martial Arts. Thus, for a laugh I put together a build for anyone who wants it! A build so strong that it doesn't even need toggles to play normal content!! Our Shounen Equivalent to a One Punch Man, I give you the Super Storm Kick:

 

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I love this idea. This is my take. Slightly different in using Ninjitsu instead of SR. Tso is at 50 and working on incarnates. I love MA!

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Maybe my Mids is borked, but activating everything I could think of only gave me about 92% def. ONLY 92%!! I feel tricked, cheated, bamboozled, taken for a fool.

Kinda nuts this is a workable build one could conceivably play with decent results. You even squeezed 100% slow res in there.

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On 4/8/2023 at 9:14 AM, Sir Myshkin said:

I had a lark in my thought process about folks chasing Hard Mode builds and trying to work out numbers and teams able to get to 100% defense on characters and I was like, "Could I do that solo? Could a character get to 100% without Barrier?" And of course there'd have to be an option somehow, right? Of course there is!

 

Super Reflexes!

 

But it needed a nudge, just a touch more to get close enough, enough to sneeze in the face of 100%, and I could get that out of Martial Arts. Thus, for a laugh I put together a build for anyone who wants it! A build so strong that it doesn't even need toggles to play normal content!! Our Shounen Equivalent to a One Punch Man, I give you the Super Storm Kick:

 

  Hide contents

 

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The MIDS stuff doesn't work for me, would you or anyone else be able to export this as a forum post?

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47 minutes ago, Deathstrik3 said:

The MIDS stuff doesn't work for me, would you or anyone else be able to export this as a forum post?

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Martial Arts
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Experimentation
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-EndRdx/Rchg(3), Rct-Def/Rchg(40), Rct-Def/EndRdx/Rchg(48), Rct-ResDam%(50)
Level 1: Storm Kick -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(7), TchofDth-Dmg/Rchg(9), TchofDth-Acc/Dmg/EndRdx(11), TchofDth-Dmg/EndRdx/Rchg(11), TchofDth-Dam%(13)
Level 2: Focused Senses -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(5), RedFrt-EndRdx/Rchg(5), RedFrt-Def(15), RedFrt-EndRdx(19), RedFrt-Def/EndRdx/Rchg(48)
Level 4: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7)
Level 6: Boxing -- Empty(A)
Level 8: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9)
Level 10: Warrior's Provocation -- PrfZng-Dam%(A)
Level 12: Evasion -- Rct-Def(A), Rct-Def/EndRdx(13), Rct-Def/EndRdx/Rchg(43)
Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15), HO:Ribo(46)
Level 16: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(17), ShlWal-Def/EndRdx/Rchg(17), ShlWal-ResDam/Re TP(48)
Level 18: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19)
Level 20: Crane Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(21), Mk'Bit-Dmg/Rchg(21), Mk'Bit-Acc/EndRdx/Rchg(23), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Dam%(36)
Level 22: Quickness -- Run-I(A)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(25), Rct-Def/EndRdx(25)
Level 26: Dragon's Tail -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(27), SprAvl-Acc/Dmg/EndRdx/Rchg(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Rchg/KDProc(36)
Level 28: Crippling Axe Kick -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(31), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Rchg/+Absorb(33), AchHee-ResDeb%(33)
Level 30: Eagles Claw -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(33), Mk'Bit-Dmg/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(34), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dam%(36)
Level 32: Practiced Brawler -- EndRdx-I(A)
Level 35: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Rchg/SlowProc(39)
Level 38: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(40)
Level 41: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/Rchg(42), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), SprFrzBls-Rchg/ImmobProc(43)
Level 44: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 49: Speed of Sound -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(50)
Level 1: Gauntlet 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(37), Mrc-Rcvry+(50)
Level 1: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(40)
Level 50: Agility Radial Paragon 
------------

 

 

SD can do this also but it is easier to do with SR.

Edited by Gobbledigook
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2 minutes ago, Gobbledigook said:

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Martial Arts
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Experimentation
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-EndRdx/Rchg(3), Rct-Def/Rchg(40), Rct-Def/EndRdx/Rchg(48), Rct-ResDam%(50)
Level 1: Storm Kick -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(7), TchofDth-Dmg/Rchg(9), TchofDth-Acc/Dmg/EndRdx(11), TchofDth-Dmg/EndRdx/Rchg(11), TchofDth-Dam%(13)
Level 2: Focused Senses -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(5), RedFrt-EndRdx/Rchg(5), RedFrt-Def(15), RedFrt-EndRdx(19), RedFrt-Def/EndRdx/Rchg(48)
Level 4: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7)
Level 6: Boxing -- Empty(A)
Level 8: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9)
Level 10: Warrior's Provocation -- PrfZng-Dam%(A)
Level 12: Evasion -- Rct-Def(A), Rct-Def/EndRdx(13), Rct-Def/EndRdx/Rchg(43)
Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15), HO:Ribo(46)
Level 16: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(17), ShlWal-Def/EndRdx/Rchg(17), ShlWal-ResDam/Re TP(48)
Level 18: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19)
Level 20: Crane Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(21), Mk'Bit-Dmg/Rchg(21), Mk'Bit-Acc/EndRdx/Rchg(23), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Dam%(36)
Level 22: Quickness -- Run-I(A)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(25), Rct-Def/EndRdx(25)
Level 26: Dragon's Tail -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(27), SprAvl-Acc/Dmg/EndRdx/Rchg(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Rchg/KDProc(36)
Level 28: Crippling Axe Kick -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(31), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Rchg/+Absorb(33), AchHee-ResDeb%(33)
Level 30: Eagles Claw -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(33), Mk'Bit-Dmg/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(34), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dam%(36)
Level 32: Practiced Brawler -- EndRdx-I(A)
Level 35: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Rchg/SlowProc(39)
Level 38: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(40)
Level 41: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/Rchg(42), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), SprFrzBls-Rchg/ImmobProc(43)
Level 44: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 49: Speed of Sound -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(50)
Level 1: Gauntlet 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(37), Mrc-Rcvry+(50)
Level 1: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(40)
Level 50: Agility Radial Paragon 
------------

 

 

SD can do this also but it is easier to do with SR.

Thank you very much

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Turn on form of the Body. Not 95% defence but could get silly.

 

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Staff Fighting
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Focused Fighting -- ShlWal-Def/EndRdx(A), ShlWal-Def(3), ShlWal-Def/Rchg(3), ShlWal-Def/EndRdx/Rchg(5), Rct-ResDam%(5), LucoftheG-Def/Rchg+(7)
Level 1: Mercurial Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(9), Mk'Bit-Dam%(27), Mk'Bit-Acc/Dmg/EndRdx/Rchg(50)
Level 2: Precise Strike -- Hct-Dmg(A), Hct-Dmg/Rchg(15), Hct-Acc/Dmg/Rchg(15), Hct-Acc/Rchg(17), Hct-Dam%(17), Hct-Dmg/EndRdx(19)
Level 4: Guarded Spin -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Dmg/EndRdx(21), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(23), SprAvl-Rchg/KDProc(23)
Level 6: Practiced Brawler -- RechRdx-I(A)
Level 8: Focused Senses -- ShlWal-Def/EndRdx(A), ShlWal-Def(25), ShlWal-Def/Rchg(25), ShlWal-Def/EndRdx/Rchg(27)
Level 10: Dodge -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(13)
Level 12: Evasion -- ShlWal-Def/EndRdx(A), ShlWal-Def(29), ShlWal-Def/Rchg(29), ShlWal-Def/EndRdx/Rchg(31)
Level 14: Agile -- LucoftheG-Def/Rchg+(A)
Level 16: Eye of the Storm -- Arm-Dmg(A), Arm-Dam%(31), Arm-Dmg/Rchg(31), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33)
Level 18: Lucky -- LucoftheG-Def/Rchg+(A)
Level 20: Staff Mastery 
Level 22: Boxing -- Empty(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-Max HP%(34), StdPrt-ResDam/Def+(36), GldArm-3defTpProc(36)
Level 26: Weave -- ShlWal-Def/EndRdx(A), ShlWal-ResDam/Re TP(36), ShlWal-Def/Rchg(37), ShlWal-Def(37)
Level 28: Quickness -- Run-I(A)
Level 30: Serpent's Reach -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(37), SprMghoft-Dmg/EndRdx/Rchg(39), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Rchg/Res%(39), SprMghoft-Acc/Dmg/EndRdx/Rchg(40)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 35: Innocuous Strikes -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(40), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Dmg/EndRdx/Rchg(42), SprGntFis-Rchg/+Absorb(42), SprGntFis-Acc/Dmg/EndRdx/Rchg(50)
Level 38: Sky Splitter -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Acc/Dmg(43), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45)
Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 44: Focused Accuracy -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(46), GssSynFr--Build%(48)
Level 47: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(48), ShlWal-Def/EndRdx/Rchg(48), ShlWal-Def(50)
Level 49: Super Jump -- WntGif-ResSlow(A)
Level 1: Gauntlet 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 1: Combo Level 1 
Level 1: Combo Level 2 
Level 1: Combo Level 3 
Level 49: Double Jump 
Level 50: Agility Core Paragon 
Level 50: Barrier Core Epiphany 
Level 50: Melee Core Embodiment 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 20: Form of the Body 
Level 20: Form of the Mind 
Level 20: Form of the Soul 
------------

 

 

 

Edited by Gobbledigook
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On 4/7/2023 at 4:14 PM, Sir Myshkin said:

I had a lark in my thought process about folks chasing Hard Mode builds and trying to work out numbers and teams able to get to 100% defense on characters and I was like, "Could I do that solo? Could a character get to 100% without Barrier?" And of course there'd have to be an option somehow, right? Of course there is!

 

Super Reflexes!

 

But it needed a nudge, just a touch more to get close enough, enough to sneeze in the face of 100%, and I could get that out of Martial Arts. Thus, for a laugh I put together a build for anyone who wants it! A build so strong that it doesn't even need toggles to play normal content!! Our Shounen Equivalent to a One Punch Man, I give you the Super Storm Kick:

 

  Hide contents

 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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		|-------------------------------------------------------------------|

 

 

Could this be the most survivable tanker…. Ever? Lol

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Through some screenshots for the Mids' Unable, this is with none of the defense toggles on but Combat Jumping, and the buff from Storm Kick active:

Spoiler

image.png.bb009d2248b759b3b13368de621d3d62.png

 

This is with all the SR toggles, Weave, and Maneuvers added:

Spoiler

image.png.03a351c4af2c8e4078ba98bce5b70b1c.png

 

Agility Core is active in both cases for the slight extra push. There's also I noticed an option to move a couple slots around at dig out another 3% Melee defense to get it truer to 95% Melee. Darkest Night will still do some reasonable lifting for 4-5% after tax too.

 

2 hours ago, Gobbledygook said:

As I've never run a Hardcore TF, (or is it 4*?) what is the minimum Def you want to have for that stuff?

 

100% is the goal they try and go in with just to deal with the initial buffs, but most players aren't typically walking into those situations with 95% DDR like SR so it can get stripped in a hurry if they're not careful.

 

6 hours ago, nihilii said:

You even squeezed 100% slow res in there.

It's actually 105%

Sheepish Grin GIFs | Tenor

6 hours ago, the mauler said:

I do have a question though. Right now i have Blessing of the Zephyr knock back in SS. Would it be better to have the Winters Gift 20% slow instead? Thanks for the feedback.

 

 

Ninjitsu (assuming this is what you're referring to given your post prior) does have 5 pts baked in, so trading out for that 20% wouldn't be a bad call, but it is a very much play-by-ear thing with some melee. I generally only use one KB IO in most of my non-melee characters and live with the off-chance I get break through, but melee can spend a lot more time in the forefront of patches which could be a greater annoyance. But, personally, I'd probably shoot for the 20% and see how I felt it played.

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2 hours ago, Gobbledygook said:

As I've never run a Hardcore TF, (or is it 4*?) what is the minimum Def you want to have for that stuff?

It fluctuates wildly if we're considering all the variables. Against a lone generic 4* mob, you'll need around 61 DEF to softcap. That number raises sharply when you consider most mobs in 4* also have Tactics, which can stack. 4* Nictus Rom will still hit you pretty cleanly through 150 DEF. I made some of those numbers up but they feel about right. I'm not a numbers guru.

 

The easy answer is you ideally want Barrier amounts of DEF.

Edited by Spaghetti Betty
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3 hours ago, Gobbledygook said:

As I've never run a Hardcore TF, (or is it 4*?) what is the minimum Def you want to have for that stuff?

You're typically going to have Destiny Barrier spam throughout the 4*.  Meaning at least six members of the team will periodically spam their Barrier power plus a few cold or ff shields stacked on you.  There's really no magic number of how much defense your solo toon needs.

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1 hour ago, Sir Myshkin said:

Through some screenshots for the Mids' Unable, this is with none of the defense toggles on but Combat Jumping, and the buff from Storm Kick active:

  Reveal hidden contents

image.png.bb009d2248b759b3b13368de621d3d62.png

 

This is with all the SR toggles, Weave, and Maneuvers added:

  Reveal hidden contents

image.png.03a351c4af2c8e4078ba98bce5b70b1c.png

 

Agility Core is active in both cases for the slight extra push. There's also I noticed an option to move a couple slots around at dig out another 3% Melee defense to get it truer to 95% Melee. Darkest Night will still do some reasonable lifting for 4-5% after tax too.

 

 

100% is the goal they try and go in with just to deal with the initial buffs, but most players aren't typically walking into those situations with 95% DDR like SR so it can get stripped in a hurry if they're not careful.

 

It's actually 105%

Sheepish Grin GIFs | Tenor

 

Ninjitsu (assuming this is what you're referring to given your post prior) does have 5 pts baked in, so trading out for that 20% wouldn't be a bad call, but it is a very much play-by-ear thing with some melee. I generally only use one KB IO in most of my non-melee characters and live with the off-chance I get break through, but melee can spend a lot more time in the forefront of patches which could be a greater annoyance. But, personally, I'd probably shoot for the 20% and see how I felt it played.

How do you feel the damage is with this build? I’m assuming you just made it to have the most absurdly tanky thing possible 😂

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On 4/9/2023 at 4:13 PM, BuiltDifferent5 said:

How do you feel the damage is with this build? I’m assuming you just made it to have the most absurdly tanky thing possible 😂

Damage wise it doesn't need anything super thrilling for Martial Arts to work, and there's 71.25% Global for "free" in there so it's like have Hasten perma without having Hasten. The longest recharge is Crippling at 3.8/s for a Martial-exclusive chain of Storm > Crippling > Storm > Crane, if Gloom is kept then the second Storm can easily be Gloom and things still balance out well enough (1.84, 1.84, 1.05 and Gloom pops at 4.16 so each scenario is covered in a complete chain).

 

I do have Eagle's Claw in there but in my opinion its a throw-away however Dark Obliteration animates in a second so it'd be possible to Claw > Oblit > Tail and get both AoE's covered under its buff.

 

I know this sounds so absurd, but really it's a fully viable build and that's just what's kind of bonkers about it.

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Ha this is crazy enough to be intriguing!

 

Mobs will always have at least a 5% chance to hit, and all the stacked tactics from hardmode enemies will improve their chance to hit, and also improves as they approval level 54+1.  Romulus has several auto-hit attacks of unresistable special damage.  All that is to say, even if your defense was always 200%, you'll still be taking hits on a hardmode TF, especially at 4 star, and should bring friends with buffs and debuffs.

 

Question - what enemies have slow debuffs, that you're adding them into your build?  I don't recall seeing them in Aeon or ITF.  The only place I can remember getting into trouble with those is the winter event.

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2 hours ago, Jiro Ito said:

Ha this is crazy enough to be intriguing!

 

Mobs will always have at least a 5% chance to hit, and all the stacked tactics from hardmode enemies will improve their chance to hit, and also improves as they approval level 54+1.  Romulus has several auto-hit attacks of unresistable special damage.  All that is to say, even if your defense was always 200%, you'll still be taking hits on a hardmode TF, especially at 4 star, and should bring friends with buffs and debuffs.

 

Question - what enemies have slow debuffs, that you're adding them into your build?  I don't recall seeing them in Aeon or ITF.  The only place I can remember getting into trouble with those is the winter event.

 

 

There's a massive amount of in game stuff that does slows but for some reason i can only think of a few right now (cos its late) - tbf most teams run at speed on low rep so you barely notice them anyway but if you bump the rep a little....

 

Posi running lingering rad, especially noticeable if your his first target on Morti Kal in the last fight and suddenly find your entire tray basically blanked out after clicking your attacks 

Its Mantis this week, tsoo running kinetics siphon speed at lvl 20+

Hard Mode aeon (King Midas is a kin so more siphon speed)

 

Princess Zoe:

 

 Absolute-Zero Cannon Ranged, Extreme DMG(Cold), Foe -Defense, -Speed, -Recharge
Princess Zoe's backpack has a built in absolute-zero cannon which fires bolts of cold.

 

AU-Rifter gains the following in Hard Mode Dr. Aeon Strike Force, Levels 50-54


 Dimensional Distortion Autohit, PBAoE, Foe & Ally Attract, Foe Extreme DoT(Negative/Smash), -Damage, -Recharge, -Speed, Immobilize
The AU-Rifters anchoring part of themselves inside a dimensional ripple causes space around them to distort, this distortion influences how effectively enemies can fight and draws them in slowly.

 

 

Edited by Meknomancer
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1 hour ago, Jiro Ito said:

Question - what enemies have slow debuffs, that you're adding them into your build?  I don't recall seeing them in Aeon or ITF.  The only place I can remember getting into trouble with those is the winter event.

 

Slows exist in more places than you might think to look for them. Almost all of the Nictus have some form of -Rech/-Slow in their attacks as one example, and that's a prime foundation of the ITF, especially the Hard Mode version.

 

1 hour ago, Jiro Ito said:

and should bring friends with buffs and debuffs.

What I find a bit amusing is how something like this flips the dynamic of approach. I'd sooner want something that supports my Regen or Resistance over Defense playing an SR like this compared to the contrast of folks bending for more defense. If a team could go in with two or three tanks already sporting somewhere around the 100% line with a couple of extra Maneuvers in there, there's less a concern about DDR and cycling so much effort on Barrier. A Tank would truly be able to focus on being a Tank.

 

I tried to design a Granite under the similar principle of cranking up the dial on stats but I was never able to get it beyond the early 60%'s for defense while keeping the capped resistances, but even that build is still a case example of taking a different approach to this Hard Mode concept. Most are just taking what they have and blasting Barrier Cycles to forgo the overall challenge of finding ways to build dynamic teams. Imagine if a Hard Mode team really could carry a Kin to counter damage buffs without worrying about its survivability because of a strong enough aggro magnet?

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2 hours ago, Jiro Ito said:

 

Question - what enemies have slow debuffs, that you're adding them into your build?  I don't recall seeing them in Aeon or ITF.  The only place I can remember getting into trouble with those is the winter event.

 

CoT, Crey, Council, Vahz, Arachnos, IDF, Nictus, Banished Pantheon, Outcasts, Psychic Clockwork, Tsoo, KoA, and the Talons of Vengeance.

Just to name a few.

 

What?

I just ran a /Regen Brute to 50.

Whe. Your entire secondary is neutered, you tend to notice.

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1 hour ago, Sir Myshkin said:

What I find a bit amusing is how something like this flips the dynamic of approach. I'd sooner want something that supports my Regen or Resistance over Defense playing an SR like this compared to the contrast of folks bending for more defense.

 

That's kind of what I was thinking, defense will only get you so far as even the most cross-eyed enemy is going to have 5% chance to hit, plus the streakbreaker (right?), plus hard mode enemies with tactics, so in lieu of superfluous defense, have some regen/res/absorb or, ya know, good ol fashioned healing.  I still get the shakes when I think about Rom's auto hit, unresistable special damage.

 

1 hour ago, Gobbledygook said:

 

CoT, Crey, Council, Vahz, Arachnos, IDF, Nictus, Banished Pantheon, Outcasts, Psychic Clockwork, Tsoo, KoA, and the Talons of Vengeance.

Just to name a few.

 

What?

I just ran a /Regen Brute to 50.

Whe. Your entire secondary is neutered, you tend to notice.

 

I was thinking specific to the hard mode content, I apologize for not being more clear.

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On the topic of slows, I have a couple of characters that as-built, appear to be completely immune to the effects of slows in non-incarnate content (a lot of incarnate content to, but I don't tend to play that as much). And then while leveling a character I ran afoul of x8 Knives of Artemis... oh yeah, I remember!

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18 hours ago, Meknomancer said:

Its Mantis this week, tsoo running kinetics siphon speed at lvl 20+

 

Red Ink Men and Swift Steel, it should be noted, do unresistable slow run/fly debuff with Siphon Speed.  It's a rare case where high defense is better than 100% slow resist.  Fortunately, they don't also do recharge time slow with it like Animus Arcana Dispel Magic does.

 

In general, I'm starting to favor Teleport Pool on Tankers so that being slowed or glued to the ground never prevents me from getting to some mobs that I need to tank.  Great for cutting through a crowd blocking a doorway too.

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