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Posted

Got this to level 50 and thought it was a cool concept for a tanker. 
Hoping to see if anyone could help make a MIDS for this. 

Also, using Energy Mastery for that juicy Physical Perfection skill.

Looking at trying to do Missions/ Task Forces and all other End Game content. Staying away from AE Farming for this character

 

 

If anyone has some ideas to help out, that would be great!

Posted

Hi there, I slapped this together based off my Bio/Rad tanker.

 

It should Tank and do AoE damage equally as well. Lots of self healing via the Power Transfer Procs, Rad Siphon, and Earth's Embrace. Very resistant to debuffs across the board. There might be some efficiencies that could be gamed; this was a very quick turn for me.

 

Be sure to pick up the accolades for +20% HP and 10% End ASAP. These will be crucial to capping HP and staying End-stable.

 

eeNu0XnIvDg.png
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image.thumb.png.7178de96e11bd5427ae14a275d0f6607.png

  • 2 weeks later
Posted

I just rolled bio/rad, wanna share that one?  

On 5/28/2023 at 11:45 PM, twozerofoxtrot said:

Hi there, I slapped this together based off my Bio/Rad tanker.

 

It should Tank and do AoE damage equally as well. Lots of self healing via the Power Transfer Procs, Rad Siphon, and Earth's Embrace. Very resistant to debuffs across the board. There might be some efficiencies that could be gamed; this was a very quick turn for me.

 

Be sure to pick up the accolades for +20% HP and 10% End ASAP. These will be crucial to capping HP and staying End-stable.

 

eeNu0XnIvDg.png
View This Build In MRB

 

image.thumb.png.7178de96e11bd5427ae14a275d0f6607.png

 

Posted
On 6/9/2023 at 8:49 AM, Thrax said:

I just rolled bio/rad, wanna share that one?  

 

 

This is what I run. No room for travel powers so use temps/prestige (this backfires on certain modes of play). I stay in Off Adapt 95% of the time. Plenty of survival redundancy via clicks.

 

cu2YEyzTQJ2.png
View This Build In MRB

 

Posted
48 minutes ago, twozerofoxtrot said:

 

This is what I run. No room for travel powers so use temps/prestige (this backfires on certain modes of play). I stay in Off Adapt 95% of the time. Plenty of survival redundancy via clicks.

 

cu2YEyzTQJ2.png
View This Build In MRB

 


 

sweet. Thanks. I’ll check it out. Mine is super new still. Have a very experienced bio scrap but still getting the hang on tank. Seeing when to flip different modes. Scrapping its offensive 99.99% of the time. 

Posted
7 hours ago, twozerofoxtrot said:

 

This is what I run. No room for travel powers so use temps/prestige (this backfires on certain modes of play). I stay in Off Adapt 95% of the time. Plenty of survival redundancy via clicks.

 

cu2YEyzTQJ2.png
View This Build In MRB

 


I’ll keep trying but cannot get mids to load it. 

Posted
16 hours ago, twozerofoxtrot said:

 

This is what I run. No room for travel powers so use temps/prestige (this backfires on certain modes of play). I stay in Off Adapt 95% of the time. Plenty of survival redundancy via clicks.

 

cu2YEyzTQJ2.png
View This Build In MRB

 

 Yeah can't get to load for some reason.  Uninstalled and reinstalled mids too.   Weird.

Posted (edited)

Well, here is mine anyway. Edit: after posting, let's me open my own.

 

edit again:don’t worry about it. Rerolled as a rad/sr brute. Got to 46 but bio just not my favorite on a tank. Enjoyed rad melee. I think it will shine more on a brute. I tried it years ago on a scrap and didn’t care for it then. Thanks for help though. 

 

[/img]
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Edited by Thrax
Posted
On 5/28/2023 at 11:45 PM, twozerofoxtrot said:

Hi there, I slapped this together based off my Bio/Rad tanker.

 

It should Tank and do AoE damage equally as well. Lots of self healing via the Power Transfer Procs, Rad Siphon, and Earth's Embrace. Very resistant to debuffs across the board. There might be some efficiencies that could be gamed; this was a very quick turn for me.

 

Be sure to pick up the accolades for +20% HP and 10% End ASAP. These will be crucial to capping HP and staying End-stable.

 

eeNu0XnIvDg.png
View This Build In MRB

 

image.thumb.png.7178de96e11bd5427ae14a275d0f6607.png

 

I could not get your build to work for me... too many attacks which it doesn't need, lower res/def than I would like on a tank, and far too much end drain.

I also really really (really) don't like granite armor. I'm using it only as a "oh sh*t" button, which I've used exactly once on the way to 50.

 

Here is my build below.

My concern even with my build, continues to be endurance. Even with 4.36 rec /1.84 end use... my 4 attack combo takes ~1/3 of my end per combo. So i'm drained after about 4 combos and just have to wait to refill. I took conserve power for that however that's only available for end game content which is annoying. I probably won't take the +rec incarnate either. A build should work properly without having to rely on incarnates.

 

Otherwise, solid build - but always looking for helpful comments to improve it!

Thanks.

Stone-Rad Tank.png

Posted
14 hours ago, alphamax said:

 

I could not get your build to work for me... too many attacks which it doesn't need, lower res/def than I would like on a tank, and far too much end drain.

I also really really (really) don't like granite armor. I'm using it only as a "oh sh*t" button, which I've used exactly once on the way to 50.

 

Here is my build below.

My concern even with my build, continues to be endurance. Even with 4.36 rec /1.84 end use... my 4 attack combo takes ~1/3 of my end per combo. So i'm drained after about 4 combos and just have to wait to refill. I took conserve power for that however that's only available for end game content which is annoying. I probably won't take the +rec incarnate either. A build should work properly without having to rely on incarnates.

 

Otherwise, solid build - but always looking for helpful comments to improve it!

Thanks.

Stone-Rad Tank.png

 

 

Well Twoz build to be fair is a Bio/Rad build. 

 

Your build is a Stone/rad build. 

 

Rather different creatures in regards to the utility/functions for those builds and how then those armor choices affect the effectivity and the choices for  the only commonality between them which is the rad melee.

 

 

Just some general things to consider:

 

"Too many attacks" in builds (not speaking specifically to twoz's build) isn't that you're necessarily using all those attacks. Depending on the goals/needs of a build, the powers are simply slot mules for bonuses from the enhancer sets.  This is often how people reach resistance caps for damage types on tankers/brutes for example.  I think you primarily understand that though already but its just something worth mentioning incase others read such threads who may not and make different build conclusions.

 

Your end drain ratio is pretty good.  That's really not the main issue where your end is concerned.  Like most builds the following things help to mitigate your end use from powers:

 

1. Your incarnates (which you didnt put in the build). You can get end redux, end discount, and end refill depending on which incarnates you choose (and per your play goals).

2. Slotting choices more creatively made for more end discounts from either bonuses etc. I mean, if you're concerned about end yet slot  2set piece from a heal set without any end stuff too... well....)

3. Learning that, as a tank primarily focused on being a tank for general content play, its less about the specific damage you're doing in overall numbers, and more about the aggro you hold for the rest of the team to take down.  Its one of the reasons why melee is the AT's secondary afterall :P.     Everyone has to manage end in these regards.

4. Twoz armor set has ways to help more with endurance management than your stone one does. This is also why they can maintain a different end drain ratio too.

5. Making different power choices(having 2 full on travels with more slots in them isnt optimal as just one example).

 

And more...

 

All in all there's plenty more for your to do to enhance that build's options for end and other aspects of it ( better recharge, end, better damage, better resists,  etc etc).

 

Posted

This one runs pretty solid IN and OUT of granite.  No ranged attack.  End recovery is an issue, but I solve that by visiting P2W and turning off all insp except blue and red.  AND I dropped teleport target from this build and added manuvers.

 

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

Click this DataLink to open the build!

Jeff MOD 1: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Radiation Melee
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Rock Armor

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

Level 1: Contaminated Strike

  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (7) Superior Might of the Tanker - Recharge/Chance for +Res(All)
  • (7) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (9) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (9) Touch of Death - Accuracy/Damage/Endurance
  • (11) Touch of Death - Chance of Damage(Negative)

Level 2: Stone Skin

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (11) Gladiator's Armor - TP Protection +3% Def (All)

Level 4: Proton Sweep

  • (A) Eradication - Damage
  • (13) Eradication - Accuracy/Recharge
  • (13) Eradication - Damage/Recharge
  • (15) Eradication - Accuracy/Damage/Recharge
  • (15) Eradication - Accuracy/Damage/Endurance/Recharge
  • (17) Eradication - Chance for Energy Damage

Level 6: Earth's Embrace

  • (A) Preventive Medicine - Heal
  • (17) Preventive Medicine - Heal/Endurance
  • (19) Preventive Medicine - Endurance/RechargeTime
  • (19) Preventive Medicine - Heal/RechargeTime
  • (21) Preventive Medicine - Heal/RechargeTime/Endurance
  • (21) Preventive Medicine - Chance for +Absorb

Level 8: Mud Pots

  • (A) Superior Avalanche - Accuracy/Damage
  • (23) Superior Avalanche - Damage/Endurance
  • (23) Superior Avalanche - Accuracy/Damage/Endurance
  • (25) Superior Avalanche - Accuracy/Damage/Recharge
  • (25) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (27) Superior Avalanche - Recharge/Chance for Knockdown

Level 10: Rooted

  • (A) Miracle - Heal/Endurance
  • (27) Miracle - +Recovery

Level 12: Kick

  • (A) Force Feedback - Chance for +Recharge

Level 14: Tough

  • (A) Unbreakable Guard - +Max HP
  • (29) Reactive Armor - Resistance/Endurance
  • (29) Reactive Armor - Resistance
  • (50) Reactive Armor - Resistance/Endurance/Recharge

Level 16: Radiation Siphon

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (31) Superior Blistering Cold - Damage/Endurance
  • (31) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (31) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (33) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (33) Superior Blistering Cold - Recharge/Chance for Hold

Level 18: Teleport

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

Level 20: Fusion

  • (A) Adjusted Targeting - To Hit Buff
  • (33) Adjusted Targeting - To Hit Buff/Recharge
  • (34) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (34) Adjusted Targeting - To Hit Buff/Endurance
  • (34) Adjusted Targeting - Recharge

Level 22: Teleport Target

  • (A) Warp - Range / Increased Perception

Level 24: Weave

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

Level 26: Crystal Armor

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

Level 28: Minerals

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

Level 30: Irradiated Ground

  • (A) Eradication - Chance for Energy Damage
  • (39) Obliteration - Chance for Smashing Damage
  • (39) Shield Breaker - Chance for Lethal Damage
  • (40) Achilles' Heel - Chance for Res Debuff
  • (40) Touch of Lady Grey - Chance for Negative Damage
  • (40) Scirocco's Dervish - Chance of Damage(Lethal)

Level 32: Granite Armor

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) Kismet - Accuracy +6%
  • (42) Reactive Armor - Resistance
  • (43) Reactive Armor - Resistance/Endurance
  • (43) Reactive Armor - Resistance/Endurance/Recharge

Level 35: Brimstone Armor

  • (A) Reactive Armor - Resistance
  • (43) Reactive Armor - Resistance/Endurance
  • (45) Reactive Armor - Resistance/Endurance/Recharge

Level 38: Devastating Blow

  • (A) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (45) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (45) Superior Gauntleted Fist - RechargeTime/+Absorb
  • (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (46) Mako's Bite - Chance of Damage(Lethal)

Level 41: Atom Smasher

  • (A) Eradication - Accuracy/Recharge
  • (46) Eradication - Accuracy/Damage/Recharge
  • (48) Eradication - Chance for Energy Damage
  • (48) Armageddon - Chance for Fire Damage
  • (48) Obliteration - Chance for Smashing Damage
  • (50) Fury of the Gladiator - Chance for Res Debuff

Level 44: Taunt

  • (A) Mocking Beratement - Threat/Placate/Recharge/Range

Level 47: Conserve Power

  • (A) Recharge Reduction IO

Level 49: Physical Perfection

  • (A) Performance Shifter - Chance for +End
  • (50) Performance Shifter - EndMod

Level 1: Gauntlet 


Level 1: Brawl

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