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Bio / Rad build - please advise


Bonus Dad

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Hey, first time posting a build and certainly borrowed what ideas I was able from others who were kind to post tanker builds. I've got a bio/rad tanker I've been having a lot of fun with, and the rest of the choices above my current level look fun to me, so ...

 

If built as below, what are your thoughts? I like my power pool choices. I like (mystic) flight because I don't want to bother with jetpacks and arcane bolt gives a chance for force feedback. Also, Rune of Protection serves as a nice panic button for the sketchiest situations, I hope. I had an alternate build with maneuvers instead of RoP, but saw a very minimal improvement (3% additional def, iirc).

 

I don't know what the cost will be, but I'll deal with that as I go. Isn't that the endgame content anyway? Paying for our builds?

 

 

Thanks in advance and happy hunting

 

(This is the only forum format I could get to work - guess I need pointers on that as well!)

Spoiler

Darwin - Hero Tanker
Build plan made with Mids' Reborn v3.6.5 rev. 5
──────────────────────────────
Primary powerset: Bio ArmorSecondary powerset: Radiation MeleePool powerset (#1): SorceryPool powerset (#2): FightingPool powerset (#3): SpeedPool powerset (#4): LeadershipEpic powerset: Energy Mastery

──────────────────────────────

Powers taken:

Level 1: Hardened Carapace
A: Unbreakable Guard: Endurance/RechargeTime3: Unbreakable Guard: Resistance5: Unbreakable Guard: Resistance/Endurance5: Unbreakable Guard: RechargeTime/Resistance

Level 1: Contaminated Strike
A: Kinetic Combat: Accuracy/Damage7: Kinetic Combat: Damage/Endurance/Recharge7: Kinetic Combat: Damage/Endurance9: Kinetic Combat: Damage/Recharge9: Pounding Slugfest: Accuracy/Damage11: Pounding Slugfest: Damage/Endurance

Level 2: Inexhaustible
A: Numina's Convalesence: +Regeneration/+Recovery11: Numina's Convalesence: Heal/Endurance13: Numina's Convalesence: Heal13: Numina's Convalesence: Heal/Recharge15: Power Transfer: Chance to Heal Self15: Power Transfer: EndMod

Level 4: Environmental Modification
A: Luck of the Gambler: Defense/Increased Global Recharge Speed17: Luck of the Gambler: Defense17: Luck of the Gambler: Defense/Endurance19: Luck of the Gambler: Endurance/Recharge

Level 6: Mystic Flight
A: Winter's Gift: Slow Resistance (20%)

Level 8: Ablative Carapace
A: Numina's Convalesence: Heal/Recharge19: Numina's Convalesence: Heal/Endurance/Recharge21: Numina's Convalesence: Endurance/Recharge

Level 10: Adaptation


Level 12: Arcane Bolt
A: Apocalypse: Damage21: Apocalypse: Damage/Recharge23: Apocalypse: Damage/Recharge/Accuracy23: Apocalypse: Recharge/Accuracy25: Apocalypse: Chance of Damage(Negative)34: Force Feedback: Chance for +Recharge

Level 14: Boxing
A: Rope A Dope: Accuracy/Stun

Level 16: Evolving Armor
A: Unbreakable Guard: Resistance25: Unbreakable Guard: Resistance/Endurance27: Unbreakable Guard: RechargeTime/Resistance27: Unbreakable Guard: Resistance/Endurance/RechargeTime29: Unbreakable Guard: +Max HP

Level 18: Tough
A: Gladiator's Armor: TP Protection +3% Def (All)29: Steadfast Protection: Resistance/+Def 3%31: Impervious Skin: Status Resistance/Regeneration

Level 20: Taunt
A: Perfect Zinger: Chance for Psi Damage

Level 22: DNA Siphon
A: Numina's Convalesence: Heal/Recharge31: Numina's Convalesence: Heal/Endurance/Recharge31: Numina's Convalesence: Endurance/Recharge33: Touch of the Nictus: Accuracy/Healing/Absorb33: Touch of the Nictus: Accuracy/Endurance/Recharge

Level 24: Weave
A: Shield Wall: +Res (Teleportation), +5% Res (All)33: Shield Wall: Defense34: Shield Wall: Defense/Endurance34: Luck of the Gambler: Defense/Increased Global Recharge Speed36: Luck of the Gambler: Defense

Level 26: Rune of Protection
A: Unbreakable Guard: Resistance36: Unbreakable Guard: Resistance/Endurance36: Unbreakable Guard: RechargeTime/Resistance37: Unbreakable Guard: Resistance/Endurance/RechargeTime

Level 28: Hasten
A: Invention: Recharge Reduction37: Invention: Recharge Reduction

Level 30: Genetic Contamination
A: Superior Gauntleted Fist: Accuracy/Damage37: Superior Gauntleted Fist: Damage/Endurance/RechargeTime39: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime39: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime39: Superior Gauntleted Fist: RechargeTime/+Absorb40: Eradication: Chance for Energy Damage

Level 32: Parasitic Aura
A: Numina's Convalesence: Heal/Recharge40: Numina's Convalesence: Heal/Endurance/Recharge40: Numina's Convalesence: Heal/Endurance42: Numina's Convalesence: Endurance/Recharge42: Miracle: Heal/Endurance/Recharge42: Miracle: Heal/Recharge

Level 35: Irradiated Ground
A: Eradication: Accuracy/Recharge43: Eradication: Damage43: Eradication: Accuracy/Damage/Recharge43: Eradication: Accuracy/Damage/Endurance/Recharge45: Eradication: Chance for Energy Damage45: Touch of Lady Grey: Chance for Negative Damage

Level 38: Devastating Blow
A: Hecatomb: Damage/Recharge/Accuracy45: Hecatomb: Recharge/Accuracy46: Hecatomb: Chance of Damage(Negative)46: Hecatomb: Damage/Endurance46: Hecatomb: Damage/Recharge

Level 41: Atom Smasher
A: Superior Might of the Tanker: Damage/Recharge48: Superior Might of the Tanker: Accuracy/Damage48: Superior Might of the Tanker: Accuracy/Damage/Recharge48: Superior Might of the Tanker: Damage/Endurance/Recharge50: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge50: Superior Might of the Tanker: Recharge/Chance for +Res(All)

Level 44: Conserve Power
A: Invention: Recharge Reduction

Level 47: Physical Perfection
A: Regenerative Tissue: +Regeneration50: Power Transfer: Chance to Heal Self

Level 49: Focused Accuracy
A: Gaussian's Synchronized Fire-Control: Chance for Build Up


──────────────────────────────

Inherents:

Level 1: Gauntlet


Level 1: Brawl
(Empty)

Level 1: Sprint
A: Invention: Run Speed

Level 2: Rest
(Empty)

Level 1: Swift
A: Invention: Run Speed

Level 1: Hurdle
A: Invention: Jumping

Level 1: Health
A: Panacea: +Hit Points/Endurance

Level 1: Stamina
A: Performance Shifter: Chance for +End3: Power Transfer: Chance to Heal Self

Level 10: Defensive Adaptation


Level 10: Efficient Adaptation


Level 10: Offensive Adaptation


Level 6: Translocation


Level 12: Arcane Power

──────────────────────────────
Stats Breakdown:

- Defense -

Smashing: 24.91%Lethal: 24.91%Fire: 37.1%Cold: 37.1%Energy: 40.22%Negative: 40.22%Toxic: 13.97%Psionic: 25.53%Melee: 30.22%Ranged: 15.53%AoE: 13.97%
- Resistance -

Smashing: 90%Lethal: 90%Fire: 54.64%Cold: 54.64%Energy: 59.89%Negative: 59.89%Toxic: 90%Psionic: 55.71%
- HP & Endurance -

Regeneration: 609.59%Max HP: 2709.63 |  (Absorb: 1607.08 -- 85.76% of base HP)End Recovery: 3.33/sEnd Use: 1.63/s End. (Net gain: 1.7/s)Max End: 105.4
- Movement -

Run Speed: 38.81 mphJump Speed: 39.7 mphJump Height: 13.9 ftFly Speed: 58.97 mph
- Stealth & Perception -

Stealth (PvE): 0 ftStealth (PvP): 0 ftPerception: 800 ft
- Misc -

Haste: 315%ToHit: 45%Accuracy: 44%Damage: 188%End Rdx: 126.7%Threat: 400
- Status Protection -

Held: 22.98Stunned: 22.98Sleep: 22.98Immobilized: 22.98Knockback: 20Repel: 0Confused: 0Terrorized: 0Taunt: 0Placate: 0Teleport: 0
- Status Resistance -

Held: 67.5%Stunned: 67.5%Sleep: 143.19%Immobilized: 143.19%Knockback: 20000%Repel: 0%Confused: 67.5%Terrorized: 67.5%Taunt: 0%Placate: 0%Teleport: 200%
- Debuff Resistance -

Defense: 0%Endurance: 86.5%Recovery: 0%PerceptionRadius: 60%ToHit: 86.5%RechargeTime: 50%SpeedRunning: 50%Regeneration: 0%

──────────────────────────────

Set Effects Breakdown

Unbreakable Guard
(Hardened Carapace)
2.5% Enhancement(EnduranceDiscount)2.25% Resistance(Energy,Negative), 3.75% Status Resistance3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Kinetic Combat
(Contaminated Strike)
1.5% Resistance(Fire,Cold), 2.5% Status Resistance28.11 HP (1.5%) HitPoints3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Pounding Slugfest
(Contaminated Strike)
8% (0.62 HP/sec) Regeneration
Numina's Convalesence
(Inexhaustible)
12% (0.94 HP/sec) Regeneration35.14 HP (1.88%) HitPoints+6% Enhancement(Heal)
Power Transfer
(Inexhaustible)
6% (0.47 HP/sec) Regeneration
Luck of the Gambler
(Environmental Modification)
10% (0.78 HP/sec) Regeneration21.08 HP (1.13%) HitPoints+9% Enhancement(Accuracy)+7.5% Enhancement(RechargeTime)
Winter's Gift
(Mystic Flight)
20% ResEffect(SpeedRunning), 20% ResEffect(RechargeTime), 20% ResEffect(SpeedFlying)
Numina's Convalesence
(Ablative Carapace)
12% (0.94 HP/sec) Regeneration35.14 HP (1.88%) HitPoints
Apocalypse
(Arcane Bolt)
16% (1.25 HP/sec) Regeneration56.22 HP (3%) HitPoints4% DamageBuff(All)+10% Enhancement(RechargeTime)
Unbreakable Guard
(Evolving Armor)
2.5% Enhancement(EnduranceDiscount)2.25% Resistance(Energy,Negative), 3.75% Status Resistance3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)3.75% Resistance(Toxic,Psionic), 6.25% Status Resistance140.6 HP (7.5%) HitPoints
Gladiator's Armor
(Tough)
3% Defense(All), 100% MezResist(Teleport) (20% chance)
Steadfast Protection
(Tough)
3% Defense(All)
Impervious Skin
(Tough)
7.5% Status Resistance, 25% (1.95 HP/sec) Regeneration
Numina's Convalesence
(DNA Siphon)
12% (0.94 HP/sec) Regeneration35.14 HP (1.88%) HitPoints
Touch of the Nictus
(DNA Siphon)
35.14 HP (1.88%) HitPoints
Shield Wall
(Weave)
10% (0.78 HP/sec) Regeneration42.17 HP (2.25%) HitPoints5%  Resistance(All), 100% MezResist(Teleport) (20% chance)
Luck of the Gambler
(Weave)
10% (0.78 HP/sec) Regeneration+7.5% Enhancement(RechargeTime)
Unbreakable Guard
(Rune of Protection)
2.5% Enhancement(EnduranceDiscount)2.25% Resistance(Energy,Negative), 3.75% Status Resistance3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Superior Gauntleted Fist
(Genetic Contamination)
3.6% Max End6% Resistance(Energy,Negative), 10% Status Resistance16% (1.25 HP/sec) Regeneration5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing)
Numina's Convalesence
(Parasitic Aura)
12% (0.94 HP/sec) Regeneration35.14 HP (1.88%) HitPoints+6% Enhancement(Heal)
Miracle
(Parasitic Aura)
2.5% (0.04 End/sec) Recovery
Eradication
(Irradiated Ground)
1.8% Max End3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)42.17 HP (2.25%) HitPoints12% (0.94 HP/sec) Regeneration
Hecatomb
(Devastating Blow)
4% (0.07 End/sec) Recovery6% Resistance(Fire,Cold), 10% Status Resistance+15% Enhancement(Accuracy)+10% Enhancement(RechargeTime)
Superior Might of the Tanker
(Atom Smasher)
4% DamageBuff(All)56.22 HP (3%) HitPoints+10% Enhancement(RechargeTime)6% Resistance(Toxic,Psionic), 10% Status Resistance6% Resistance(Smashing,Lethal), 10% Status Resistance


──────────────────────────────

Set Buffs Totals

Damage(All) (8% Total)+4% Damage(All) (From Apocalypse in Arcane Bolt)+4% Damage(All) (From Superior Might of the Tanker in Atom Smasher)

S/L Defense (16.94% Total)+3.75% S/L Defense (From Kinetic Combat in Contaminated Strike)+3% S/L Defense (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)+3% S/L Defense (From Steadfast Protection: Resistance/+Def 3% in Tough)+2.5% S/L Defense (From Superior Gauntleted Fist in Genetic Contamination)+1.56% S/L Defense (From Unbreakable Guard in Hardened Carapace)+1.56% S/L Defense (From Unbreakable Guard in Evolving Armor)+1.56% S/L Defense (From Unbreakable Guard in Rune of Protection)

Fire/Cold Defense (6% Total)+3% Fire/Cold Defense (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)+3% Fire/Cold Defense (From Steadfast Protection: Resistance/+Def 3% in Tough)

Energy/Negative Defense (9.13% Total)+3.13% Energy/Negative Defense (From Eradication in Irradiated Ground)+3% Energy/Negative Defense (From Steadfast Protection: Resistance/+Def 3% in Tough)+3% Energy/Negative Defense (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)

Defense (Toxic) (6% Total)+3% Defense(Toxic) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)+3% Defense(Toxic) (From Steadfast Protection: Resistance/+Def 3% in Tough)

Defense (Psionic) (6% Total)+3% Defense(Psionic) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)+3% Defense(Psionic) (From Steadfast Protection: Resistance/+Def 3% in Tough)

Defense (Melee) (22.25% Total)+5% Defense(Melee) (From Superior Gauntleted Fist in Genetic Contamination)+3.13% Defense(Melee) (From Unbreakable Guard in Hardened Carapace)+3.13% Defense(Melee) (From Unbreakable Guard in Evolving Armor)+3.13% Defense(Melee) (From Unbreakable Guard in Rune of Protection)+3% Defense(Melee) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)+3% Defense(Melee) (From Steadfast Protection: Resistance/+Def 3% in Tough)+1.88% Defense(Melee) (From Kinetic Combat in Contaminated Strike)

Defense (Ranged) (7.56% Total)+3% Defense(Ranged) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)+3% Defense(Ranged) (From Steadfast Protection: Resistance/+Def 3% in Tough)+1.56% Defense(Ranged) (From Eradication in Irradiated Ground)

Defense (AoE) (6% Total)+3% Defense(AoE) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)+3% Defense(AoE) (From Steadfast Protection: Resistance/+Def 3% in Tough)

Max Endurance (5.4% Total)+3.6% Max Endurance (From Superior Gauntleted Fist in Genetic Contamination)+1.8% Max Endurance (From Eradication in Irradiated Ground)

Enhancement (Accuracy) (24% Total)+15% Enhancement(Accuracy) (From Hecatomb in Devastating Blow)+9% Enhancement(Accuracy) (From Luck of the Gambler in Environmental Modification)

Enhancement (EnduranceDiscount) (7.5% Total)+2.5% Enhancement(EnduranceDiscount) (From Unbreakable Guard in Hardened Carapace)+2.5% Enhancement(EnduranceDiscount) (From Unbreakable Guard in Evolving Armor)+2.5% Enhancement(EnduranceDiscount) (From Unbreakable Guard in Rune of Protection)

Enhancement (Heal) (12% Total)+6% Enhancement(Heal) (From Numina's Convalesence in Inexhaustible)+6% Enhancement(Heal) (From Numina's Convalesence in Parasitic Aura)

Enhancement (RechargeTime) (45% Total)+10% Enhancement(RechargeTime) (From Apocalypse in Arcane Bolt)+10% Enhancement(RechargeTime) (From Hecatomb in Devastating Blow)+10% Enhancement(RechargeTime) (From Superior Might of the Tanker in Atom Smasher)+7.5% Enhancement(RechargeTime) (From Luck of the Gambler: Defense/Increased Global Recharge Speed in Environmental Modification)+7.5% Enhancement(RechargeTime) (From Luck of the Gambler: Defense/Increased Global Recharge Speed in Weave)

HitPoints (562.22 HP Total / 30% of Base HP)+140.6 HP (7.5%) HitPoints (From Unbreakable Guard: +Max HP in Evolving Armor)+56.22 HP (3%) HitPoints (From Apocalypse in Arcane Bolt)+56.22 HP (3%) HitPoints (From Superior Might of the Tanker in Atom Smasher)+42.17 HP (2.25%) HitPoints (From Shield Wall in Weave)+42.17 HP (2.25%) HitPoints (From Eradication in Irradiated Ground)+35.14 HP (1.88%) HitPoints (From Numina's Convalesence in Inexhaustible)+35.14 HP (1.88%) HitPoints (From Numina's Convalesence in Ablative Carapace)+35.14 HP (1.88%) HitPoints (From Numina's Convalesence in DNA Siphon)+35.14 HP (1.88%) HitPoints (From Touch of the Nictus in DNA Siphon)+35.14 HP (1.88%) HitPoints (From Numina's Convalesence in Parasitic Aura)+28.11 HP (1.5%) HitPoints (From Kinetic Combat in Contaminated Strike)+21.08 HP (1.13%) HitPoints (From Luck of the Gambler in Environmental Modification)

MezResist(All) (67.5% Total)+10% MezResist(All) (From Superior Gauntleted Fist in Genetic Contamination)+10% MezResist(All) (From Hecatomb in Devastating Blow)+10% MezResist(All) (From Superior Might of the Tanker in Atom Smasher)+10% MezResist(All) (From Superior Might of the Tanker in Atom Smasher)+7.5% MezResist(All) (From Impervious Skin: Status Resistance/Regeneration in Tough)+6.25% MezResist(All) (From Unbreakable Guard in Evolving Armor)+3.75% MezResist(All) (From Unbreakable Guard in Hardened Carapace)+3.75% MezResist(All) (From Unbreakable Guard in Evolving Armor)+3.75% MezResist(All) (From Unbreakable Guard in Rune of Protection)+2.5% MezResist(All) (From Kinetic Combat in Contaminated Strike)

MezResist (Teleport) (200% Total)+100% MezResist(Teleport) (20% chance) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)+100% MezResist(Teleport) (20% chance) (From Shield Wall: +Res (Teleportation), +5% Res (All) in Weave)

Recovery (6.5% Total)+4% (0.07 End/sec) Recovery (From Hecatomb in Devastating Blow)+2.5% (0.04 End/sec) Recovery (From Miracle in Parasitic Aura)

Regeneration (161% Total / 68.82 HP/s)+25% (1.95 HP/sec) Regeneration (From Impervious Skin: Status Resistance/Regeneration in Tough)+16% (1.25 HP/sec) Regeneration (From Apocalypse in Arcane Bolt)+16% (1.25 HP/sec) Regeneration (From Superior Gauntleted Fist in Genetic Contamination)+12% (0.94 HP/sec) Regeneration (From Numina's Convalesence in Inexhaustible)+12% (0.94 HP/sec) Regeneration (From Numina's Convalesence in Ablative Carapace)+12% (0.94 HP/sec) Regeneration (From Numina's Convalesence in DNA Siphon)+12% (0.94 HP/sec) Regeneration (From Numina's Convalesence in Parasitic Aura)+12% (0.94 HP/sec) Regeneration (From Eradication in Irradiated Ground)+10% (0.78 HP/sec) Regeneration (From Luck of the Gambler in Environmental Modification)+10% (0.78 HP/sec) Regeneration (From Shield Wall in Weave)+10% (0.78 HP/sec) Regeneration (From Luck of the Gambler in Weave)+8% (0.62 HP/sec) Regeneration (From Pounding Slugfest in Contaminated Strike)+6% (0.47 HP/sec) Regeneration (From Power Transfer in Inexhaustible)

ResEffect (SpeedFlying) (20% Total)+20% ResEffect(SpeedFlying) (From Winter's Gift: Slow Resistance (20%) in Mystic Flight)

ResEffect (RechargeTime) (20% Total)+20% ResEffect(RechargeTime) (From Winter's Gift: Slow Resistance (20%) in Mystic Flight)

ResEffect (SpeedRunning) (20% Total)+20% ResEffect(SpeedRunning) (From Winter's Gift: Slow Resistance (20%) in Mystic Flight)

S/L Resistance (11% Total)+6% S/L Resistance (From Superior Might of the Tanker in Atom Smasher)+5% S/L Resistance (From Shield Wall: +Res (Teleportation), +5% Res (All) in Weave)

Fire/Cold Resistance (12.5% Total)+6% Fire/Cold Resistance (From Hecatomb in Devastating Blow)+5% Fire/Cold Resistance (From Shield Wall: +Res (Teleportation), +5% Res (All) in Weave)+1.5% Fire/Cold Resistance (From Kinetic Combat in Contaminated Strike)

Energy/Negative Resistance (17.75% Total)+6% Energy/Negative Resistance (From Superior Gauntleted Fist in Genetic Contamination)+5% Energy/Negative Resistance (From Shield Wall: +Res (Teleportation), +5% Res (All) in Weave)+2.25% Energy/Negative Resistance (From Unbreakable Guard in Hardened Carapace)+2.25% Energy/Negative Resistance (From Unbreakable Guard in Evolving Armor)+2.25% Energy/Negative Resistance (From Unbreakable Guard in Rune of Protection)

Resistance (Toxic) (14.75% Total)+6% Resistance(Toxic) (From Superior Might of the Tanker in Atom Smasher)+5% Resistance(Toxic) (From Shield Wall: +Res (Teleportation), +5% Res (All) in Weave)+3.75% Resistance(Toxic) (From Unbreakable Guard in Evolving Armor)

Resistance (Psionic) (14.75% Total)+6% Resistance(Psionic) (From Superior Might of the Tanker in Atom Smasher)+5% Resistance(Psionic) (From Shield Wall: +Res (Teleportation), +5% Res (All) in Weave)+3.75% Resistance(Psionic) (From Unbreakable Guard in Evolving Armor)

 

Darwin Powers and IOs.png

Darwin Totals.png

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Overall this looks like a pretty decent build but there are some improvements that could be made. 

Assuming inf cost for this build is not an issue, here are some suggestions.

  • Generally, on a tanker, it is good to build for some slow resist. This is because slows will not only cut into your damage, they will hurt your survivability since a lot of your mitigation is based on click powers. 2 or 3 slotting winter sets, although expensive, offer an easy way to get some slow resist. For example, replace pounding fisticuffs with 2 slotting blistering cold in contaminated strike.
  • The base damage on irradiated ground is quite low, so I don't recommend slotting for damage here. Instead load the power up with damage procs and -res procs. Irradiated ground is uniquely good for procs because they have a chance to trigger every 5 seconds when the blob is spawned on the ground instead of every 10 seconds like a normal toggle.
  • The AOE damage for this build also seems low considering you only have atom smasher as an aoe and some minor damage toggles. Consider taking proton sweep unless you really don't like melee cones, or grab an aoe from your epic (recommend soul mastery for dark obliteration) unless you really want energy mastery. 
  • Unless you are seriously having endurance issues, I'm skeptical about the value you are getting from energy mastery. If you do want to keep these powers. I recommend 2 slotting conserve power with recharge reduction. Also slot focused accuracy with end reduction since it saps end like crazy.
  • Your slotting is inconsistent for set bonuses. For example you mix it up between 4 slot and 5 slot unbreakable guard or 3 and 4 slot Numia's convalescence. Without knowing more about your specific build goals here's how I would change slotting:
    • 4 slot unbreakable guard. The 5th set bonus isn't great and if you want psi resist, just add the impervium armor unique instead.
    • 3 slot numia's unless you really need the 4th slot to hit ED softcaps. The 6% heal bonus isn't great
    • 4 slot shield wall. The E/N resist is really good
  • Regarding arcane bolt, you may not notice force feedback procing that much because of all the recharge reduction enhancements in this power. If you wanted more recharge across your build the most efficient way to do that would be to take more defense powers and slot Luck of the Gambler 7.5% global recharge. you'll get better mitigation that way too. 
  • Regarding uniques...
    • Miracle unique should go in an "always on" power. This is commonly slotted in Health. You probably don't need to slot this if you aren't having end issues though.
    • Recommend taking the preventative medicine unique. This can go anywhere. The set bonuses for preventative medicine are actually good so you may want to consider 6 slotting this if you are going to commit so much slots to healing powers
    • Slot theft of essence + endurance unique and watch your end issues go away. 10% end is a huge amount for this proc. This proc could go in DNA siphon for example.
    • This is a personal preference, but I like celerity +stealth in sprint, It gives you another option to stealth mission objectives.

Hope this helps!

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9 hours ago, Unclemarty said:

 

  • The base damage on irradiated ground is quite low, so I don't recommend slotting for damage here. Instead load the power up with damage procs and -res procs. Irradiated ground is uniquely good for procs because they have a chance to trigger every 5 seconds when the blob is spawned on the ground instead of every 10 seconds like a normal toggle.

Not anymore, it procs like a normal toggle now, checking every 10 seconds. Since that change occurred, the general consensus is that slotting for set bonuses in the power is preferred. 

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Unclemarty, thanks muchly for the thorough reply and I'll try to build for those changes. I may have to drop sorcery entirely in order to pick up more defensive powers (combat jump and maneuvers could be possible then). Do you have any suggestions for other defensive powers? 

 

I'm pretty sure part of my Frankenstein came from a build that wanted physical perfection, so it got carried over into this one. That builder was especially focused on regen, so I was leaning into that strength of bio. When I read the power description for bio, it seemed like it had a little of everything and would play quickly (no end issues, especially). I can deal with the silly graphics as long as I survive. I'm not too picky on how that part happens.

 

Again, thanks muchly. If it seems the export gets fixed on mids, I may try again with a rebuild.

 

Happy hunting!

Edited by JSIX
(typo)
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This build prioritizes +regen and +heal. You should prioritize rech instead because it not only increases the availability of your powerful defensive clicks (ultimately resulting in more healing, absorb and regen than actually building for +regen), it adds offensive power as well. +Heal set bonuses also do not apply to absorbs (unlike enhancements, which specifically state healing and absorb).

 

Even if we accept your build goals as they stand, you also choose a lot of inefficient sets (pounding slugfest) and allocate slots inefficiently. For example, instead of the 5th unbreakable guard in evolving armor, you could've added a 6th hecatomb instead which gives more psi/tox res. It's not like you're doing anything with the 6th slot there. Instead of 6x might of the tanker and 5x gauntleted fist, it should be the reverse because this gains 6% FC res. The eradication proc can go in a power that's better for proccing - damage auras are shit for those.

 

This build needs a lot of work.

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On 9/16/2023 at 1:23 AM, Zect said:

This build prioritizes +regen and +heal. You should prioritize rech instead because it not only increases the availability of your powerful defensive clicks (ultimately resulting in more healing, absorb and regen than actually building for +regen), it adds offensive power as well. +Heal set bonuses also do not apply to absorbs (unlike enhancements, which specifically state healing and absorb).

 

Even if we accept your build goals as they stand, you also choose a lot of inefficient sets (pounding slugfest) and allocate slots inefficiently. For example, instead of the 5th unbreakable guard in evolving armor, you could've added a 6th hecatomb instead which gives more psi/tox res. It's not like you're doing anything with the 6th slot there. Instead of 6x might of the tanker and 5x gauntleted fist, it should be the reverse because this gains 6% FC res. The eradication proc can go in a power that's better for proccing - damage auras are shit for those.

 

This build needs a lot of work.

 

I appreciate the honesty and thanks for specific pointers. I'm a filthy casual, so I'm fumbling my way through this particular part of the endgame.

 

I'll keep looking for other bio/rad tank builds for better ideas. Happy hunting!

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Another go at the build. Used as much of the advice as I was able. Didn't end up slotting the two blistering colds because I couldn't find a set bonus to break, but I do have those debuff resists at about 80% already. Added the winters gift: slow resist to super jump and mids seems to show it'll help even without the power active. 

 

I think all of the numbers came out at better levels. Regen doesn't run away as much but should be far more functional with the improvements to def and res.

 

Also wanted to thank meknomancer for showing me an older build he had and giving some private guidance.

 

I'm including a pic of the overall and the spoiler has the best text export available from mids right now. Nothing else looks any better for raw data.

 

 

Spoiler

# **Darwin - Hero Tanker**

### *Build plan made with Mids' Reborn v3.6.6 rev. 3*


----

- **Primary powerset: Bio Armor**
- **Secondary powerset: Radiation Melee**
- **Pool powerset (#1): Leaping**
- **Pool powerset (#2): Fighting**
- **Pool powerset (#3): Speed**
- **Pool powerset (#4): Leadership**
- **Epic powerset: Soul Mastery**

----


# **Powers taken:**


**Level 1: Hardened Carapace**
- A: Unbreakable Guard: Resistance
- 3: Unbreakable Guard: Resistance/Endurance
- 5: Unbreakable Guard: Endurance/RechargeTime
- 5: Unbreakable Guard: Resistance/Endurance/RechargeTime


**Level 1: Radioactive Smash**
- A: Superior Might of the Tanker: Accuracy/Damage
- 3: Superior Might of the Tanker: Recharge/Chance for +Res(All)
- 7: Superior Might of the Tanker: Damage/Recharge
- 7: Superior Might of the Tanker: Accuracy/Damage/Recharge
- 9: Superior Might of the Tanker: Damage/Endurance/Recharge
- 9: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge


**Level 2: Inexhaustible**
- A: Numina's Convalesence: Heal
- 11: Numina's Convalesence: +Regeneration/+Recovery
- 13: Numina's Convalesence: Heal/Endurance


**Level 4: Environmental Modification**
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 17: Luck of the Gambler: Defense
- 17: Luck of the Gambler: Defense/Endurance
- 19: Luck of the Gambler: Endurance/Recharge


**Level 6: Super Jump**
- A: Winter's Gift: Slow Resistance (20%)


**Level 8: Adaptation**


**Level 10: Ablative Carapace**
- A: Preventive Medicine: Heal
- 11: Preventive Medicine: Heal/RechargeTime/Endurance
- 13: Preventive Medicine: Chance for +Absorb
- 19: Preventive Medicine: Heal/Endurance
- 21: Preventive Medicine: Endurance/RechargeTime
- 21: Preventive Medicine: Heal/RechargeTime


**Level 12: Taunt**
- A: Perfect Zinger: Accuracy/Recharge


**Level 14: Evolving Armor**
- A: Unbreakable Guard: Resistance
- 15: Unbreakable Guard: Resistance/Endurance
- 15: Unbreakable Guard: Endurance/RechargeTime
- 23: Unbreakable Guard: Resistance/Endurance/RechargeTime


**Level 16: Radiation Siphon**
- A: Superior Gauntleted Fist: Accuracy/Damage
- 27: Superior Gauntleted Fist: Damage/RechargeTime
- 29: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
- 29: Superior Gauntleted Fist: Damage/Endurance/RechargeTime
- 31: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime
- 31: Superior Gauntleted Fist: RechargeTime/+Absorb


**Level 18: DNA Siphon**
- A: Theft of Essence: Chance for +Endurance
- 31: Theft of Essence: Accuracy/Healing
- 33: Theft of Essence: Accuracy/Endurance/Healing
- 33: Theft of Essence: Accuracy/Endurance/Recharge


**Level 20: Boxing**
- A: Accuracy


**Level 22: Genetic Contamination**
- A: Eradication: Accuracy/Recharge
- 23: Eradication: Accuracy/Damage/Recharge
- 33: Eradication: Accuracy/Damage/Endurance/Recharge
- 34: Eradication: Chance for Energy Damage
- 34: Eradication: Damage
- 34: Eradication: Damage/Recharge


**Level 24: Proton Sweep**
- A: Superior Avalanche: Accuracy/Damage
- 25: Superior Avalanche: Damage/Endurance
- 25: Superior Avalanche: Accuracy/Damage/Recharge
- 27: Superior Avalanche: Recharge/Chance for Knockdown
- 36: Superior Avalanche: Accuracy/Damage/Endurance
- 36: Superior Avalanche: Accuracy/Damage/Endurance/Recharge


**Level 26: Parasitic Aura**
- A: Panacea: Heal/Endurance
- 39: Panacea: Endurance/Recharge
- 39: Panacea: Heal/Endurance/Recharge
- 39: Panacea: Heal/Recharge
- 40: Panacea: Heal


**Level 28: Devastating Blow**
- A: Hecatomb: Damage/Recharge/Accuracy
- 40: Hecatomb: Recharge/Accuracy
- 40: Hecatomb: Damage/Recharge
- 42: Hecatomb: Damage/Endurance
- 42: Hecatomb: Chance of Damage(Negative)


**Level 30: Atom Smasher**
- A: Armageddon: Damage/Recharge/Accuracy
- 42: Armageddon: Recharge/Accuracy
- 43: Armageddon: Damage/Recharge
- 43: Armageddon: Damage/Endurance
- 43: Armageddon: Chance for Fire Damage
- 45: Perfect Zinger: Chance for Psi Damage


**Level 32: Hasten**
- A: Recharge Reduction
- 36: Invention: Recharge Reduction
- 45: Recharge Reduction


**Level 35: Gloom**
- A: Superior Winter's Bite: Accuracy/Damage
- 37: Superior Winter's Bite: Accuracy/Damage/Endurance
- 37: Superior Winter's Bite: Accuracy/Damage/Recharge
- 37: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
- 45: Superior Winter's Bite: Damage/RechargeTime
- 46: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge


**Level 38: Combat Jumping**
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 48: Kismet: Accuracy +6%
- 48: Reactive Defenses: Scaling Resist Damage


**Level 41: Tough**
- A: Gladiator's Armor: TP Protection +3% Def (All)
- 50: Steadfast Protection: Resistance/+Def 3%
- 50: Unbreakable Guard: +Max HP


**Level 44: Weave**
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 46: Shield Wall: Defense
- 46: Shield Wall: +Res (Teleportation), +5% Res (All)
- 48: Shield Wall: Defense/Endurance
- 50: Shield Wall: Endurance/Recharge


**Level 47: Maneuvers**
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed


**Level 49: Fusion**
- A: Gaussian's Synchronized Fire-Control: Chance for Build Up


----


# **Inherents:**


**Level 1: Gauntlet**


**Level 1: Brawl**
- (Empty)


**Level 1: Sprint**
- A: Celerity: +Stealth


**Level 2: Rest**
- (Empty)


**Level 1: Swift**
- A: Invention: Run Speed


**Level 1: Hurdle**
- A: Invention: Jumping


**Level 1: Health**
- A: Panacea: +Hit Points/Endurance


**Level 1: Stamina**
- A: Performance Shifter: Chance for +End


**Level 8: Defensive Adaptation**


**Level 8: Efficient Adaptation**


**Level 8: Offensive Adaptation**


**Level 6: Double Jump**


----

# **Stats Breakdown:**


### ***- Defense -***


- **Smashing:** 27.78%
- **Lethal:** 27.78%
- **Fire:** 54.34%
- **Cold:** 54.34%
- **Energy:** 50.9%
- **Negative:** 50.9%
- **Toxic:** 19.65%
- **Psionic:** 31.21%
- **Melee:** 35.9%
- **Ranged:** 23.71%
- **AoE:** 27.77%

### ***- Resistance -***


- **Smashing:** 90%
- **Lethal:** 90%
- **Fire:** 53.4%
- **Cold:** 53.4%
- **Energy:** 35.4%
- **Negative:** 35.4%
- **Toxic:** 66.28%
- **Psionic:** 25.26%

### ***- HP & Endurance -***


- **Regeneration:** 521.94%
- **Max HP:** 2526.55 |  (**Absorb:** 1874 -- 100% of base HP)
- **End Recovery:** 3.19/s
- **End Use:** 2.05/s End. (Net gain: 1.14/s)
- **Max End:** 107.2

### ***- Movement -***


- **Run Speed:** 35.77 mph
- **Jump Speed:** 39.85 mph
- **Jump Height:** 21.9 ft
- **Fly Speed:** 0 mph

### ***- Stealth & Perception -***


- **Stealth (PvE):** 30 ft
- **Stealth (PvP):** 300 ft
- **Perception:** 500 ft

### ***- Misc -***


- **Haste:** 246.25%
- **ToHit:** 66%
- **Accuracy:** 39%
- **Damage:** 234%
- **End Rdx:** 8.75%
- **Threat:** 400

### ***- Status Protection -***


- **Held:** 12.98
- **Stunned:** 12.98
- **Sleep:** 12.98
- **Immobilized:** 25.95
- **Knockback:** 10
- **Repel:** 0
- **Confused:** 0
- **Terrorized:** 0
- **Taunt:** 0
- **Placate:** 0
- **Teleport:** 0

### ***- Status Resistance -***


- **Held:** 113.75%
- **Stunned:** 113.75%
- **Sleep:** 189.44%
- **Immobilized:** 189.44%
- **Knockback:** 10000%
- **Repel:** 0%
- **Confused:** 113.75%
- **Terrorized:** 113.75%
- **Taunt:** 0%
- **Placate:** 0%
- **Teleport:** 200%

### ***- Debuff Resistance -***


- **Defense:** 0%
- **Endurance:** 86.5%
- **Recovery:** 0%
- **PerceptionRadius:** 0%
- **ToHit:** 0%
- **RechargeTime:** 80%
- **SpeedRunning:** 80%
- **Regeneration:** 0%

----


# **Set Effects Breakdown**


__**Unbreakable Guard**__
(Hardened Carapace)
- 2.5% Enhancement(EnduranceDiscount)
- 2.25% Resistance(Energy,Negative), 3.75% Status Resistance
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)

__**Superior Might of the Tanker**__
(Radioactive Smash)
- 4% DamageBuff(All)
- 56.22 HP (3%) HitPoints
- +10% Enhancement(RechargeTime)
- 6% Resistance(Toxic,Psionic), 10% Status Resistance
- 6% Resistance(Smashing,Lethal), 10% Status Resistance

__**Numina's Convalesence**__
(Inexhaustible)
- 12% (0.94 HP/sec) Regeneration
- 35.14 HP (1.88%) HitPoints

__**Luck of the Gambler**__
(Environmental Modification)
- 10% (0.78 HP/sec) Regeneration
- 21.08 HP (1.13%) HitPoints
- +9% Enhancement(Accuracy)
- +7.5% Enhancement(RechargeTime)

__**Winter's Gift**__
(Super Jump)
- 20% ResEffect(SpeedRunning), 20% ResEffect(RechargeTime), 20% ResEffect(SpeedFlying)

__**Preventive Medicine**__
(Ablative Carapace)
- 2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance
- 35.14 HP (1.88%) HitPoints
- 3% Resistance(Fire,Cold), 5% Status Resistance
- 3.75% Enhancement(EnduranceDiscount)
- +8.75% Enhancement(RechargeTime)
- GrantPower Preventive Medicine

__**Unbreakable Guard**__
(Evolving Armor)
- 2.5% Enhancement(EnduranceDiscount)
- 2.25% Resistance(Energy,Negative), 3.75% Status Resistance
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)

__**Superior Gauntleted Fist**__
(Radiation Siphon)
- 3.6% Max End
- 6% Resistance(Energy,Negative), 10% Status Resistance
- 16% (1.25 HP/sec) Regeneration
- 5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing)
- 6% Resistance(Smashing,Lethal), 10% Status Resistance, 6% Resistance(Fire,Cold)

__**Theft of Essence**__
(DNA Siphon)
- 10% (0.78 HP/sec) Regeneration
- 1.8% Max End
- +5% Enhancement(Heal)

__**Eradication**__
(Genetic Contamination)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 42.17 HP (2.25%) HitPoints
- 12% (0.94 HP/sec) Regeneration
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)

__**Superior Avalanche**__
(Proton Sweep)
- 15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying)
- 6% Resistance(Fire,Cold), 10% Status Resistance
- 4% (0.07 End/sec) Recovery
- 5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing)
- 5% Defense(Fire,Cold), 2.5% Defense(AoE)

__**Panacea**__
(Parasitic Aura)
- 2.5% (0.04 End/sec) Recovery
- 10% (0.78 HP/sec) Regeneration
- 28.11 HP (1.5%) HitPoints
- +7.5% Enhancement(RechargeTime)

__**Hecatomb**__
(Devastating Blow)
- 4% (0.07 End/sec) Recovery
- 6% Resistance(Fire,Cold), 10% Status Resistance
- +15% Enhancement(Accuracy)
- +10% Enhancement(RechargeTime)

__**Armageddon**__
(Atom Smasher)
- 4% (0.07 End/sec) Recovery
- 6% Resistance(Fire,Cold), 10% Status Resistance
- +15% Enhancement(Accuracy)
- +10% Enhancement(RechargeTime)

__**Superior Winter's Bite**__
(Gloom)
- 6% Resistance(Fire,Cold), 10% Status Resistance
- 15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying)
- 4% (0.07 End/sec) Recovery
- 5% Defense(Energy,Negative), 2.5% Defense(Ranged)
- 5% Defense(Fire,Cold), 2.5% Defense(AoE)

__**Luck of the Gambler**__
(Combat Jumping)
- +7.5% Enhancement(RechargeTime)

__**Reactive Defenses**__
(Combat Jumping)
- 3% Resistance(All)

__**Gladiator's Armor**__
(Tough)
- 3% Defense(All), 100% MezResist(Teleport) (20% chance)

__**Steadfast Protection**__
(Tough)
- 3% Defense(All)

__**Unbreakable Guard**__
(Tough)
- 140.6 HP (7.5%) HitPoints

__**Luck of the Gambler**__
(Weave)
- +7.5% Enhancement(RechargeTime)

__**Shield Wall**__
(Weave)
- 10% (0.78 HP/sec) Regeneration
- 42.17 HP (2.25%) HitPoints
- 4.5% Resistance(Energy,Negative), 7.5% Status Resistance
- 5%  Resistance(All), 100% MezResist(Teleport) (20% chance)

__**Luck of the Gambler**__
(Maneuvers)
- +7.5% Enhancement(RechargeTime)


----


# **Set Buffs Totals**


__**Damage(All) (4% Total)**__- +4% Damage(All) (From Superior Might of the Tanker in Radioactive Smash)


__**S/L Defense (14.13% Total)**__- +3% S/L Defense (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
- +3% S/L Defense (From Steadfast Protection: Resistance/+Def 3% in Tough)
- +2.5% S/L Defense (From Superior Gauntleted Fist in Radiation Siphon)
- +2.5% S/L Defense (From Superior Avalanche in Proton Sweep)
- +1.56% S/L Defense (From Unbreakable Guard in Hardened Carapace)
- +1.56% S/L Defense (From Unbreakable Guard in Evolving Armor)


__**Fire/Cold Defense (17.56% Total)**__- +5% Fire/Cold Defense (From Superior Avalanche in Proton Sweep)
- +5% Fire/Cold Defense (From Superior Winter's Bite in Gloom)
- +3% Fire/Cold Defense (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
- +3% Fire/Cold Defense (From Steadfast Protection: Resistance/+Def 3% in Tough)
- +1.56% Fire/Cold Defense (From Eradication in Genetic Contamination)


__**Energy/Negative Defense (14.13% Total)**__- +5% Energy/Negative Defense (From Superior Winter's Bite in Gloom)
- +3.13% Energy/Negative Defense (From Eradication in Genetic Contamination)
- +3% Energy/Negative Defense (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
- +3% Energy/Negative Defense (From Steadfast Protection: Resistance/+Def 3% in Tough)


__**Defense (Toxic) (6% Total)**__- +3% Defense(Toxic) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
- +3% Defense(Toxic) (From Steadfast Protection: Resistance/+Def 3% in Tough)


__**Defense (Psionic) (6% Total)**__- +3% Defense(Psionic) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
- +3% Defense(Psionic) (From Steadfast Protection: Resistance/+Def 3% in Tough)


__**Defense (Melee) (22.25% Total)**__- +5% Defense(Melee) (From Superior Gauntleted Fist in Radiation Siphon)
- +5% Defense(Melee) (From Superior Avalanche in Proton Sweep)
- +3.13% Defense(Melee) (From Unbreakable Guard in Hardened Carapace)
- +3.13% Defense(Melee) (From Unbreakable Guard in Evolving Armor)
- +3% Defense(Melee) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
- +3% Defense(Melee) (From Steadfast Protection: Resistance/+Def 3% in Tough)


__**Defense (Ranged) (10.06% Total)**__- +3% Defense(Ranged) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
- +3% Defense(Ranged) (From Steadfast Protection: Resistance/+Def 3% in Tough)
- +2.5% Defense(Ranged) (From Superior Winter's Bite in Gloom)
- +1.56% Defense(Ranged) (From Eradication in Genetic Contamination)


__**Defense (AoE) (14.13% Total)**__- +3.13% Defense(AoE) (From Eradication in Genetic Contamination)
- +3% Defense(AoE) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
- +3% Defense(AoE) (From Steadfast Protection: Resistance/+Def 3% in Tough)
- +2.5% Defense(AoE) (From Superior Avalanche in Proton Sweep)
- +2.5% Defense(AoE) (From Superior Winter's Bite in Gloom)


__**Max Endurance (7.2% Total)**__- +3.6% Max Endurance (From Superior Gauntleted Fist in Radiation Siphon)
- +1.8% Max Endurance (From Theft of Essence in DNA Siphon)
- +1.8% Max Endurance (From Eradication in Genetic Contamination)


__**Enhancement (Accuracy) (39% Total)**__- +15% Enhancement(Accuracy) (From Hecatomb in Devastating Blow)
- +15% Enhancement(Accuracy) (From Armageddon in Atom Smasher)
- +9% Enhancement(Accuracy) (From Luck of the Gambler in Environmental Modification)


__**Enhancement (EnduranceDiscount) (8.75% Total)**__- +3.75% Enhancement(EnduranceDiscount) (From Preventive Medicine in Ablative Carapace)
- +2.5% Enhancement(EnduranceDiscount) (From Unbreakable Guard in Hardened Carapace)
- +2.5% Enhancement(EnduranceDiscount) (From Unbreakable Guard in Evolving Armor)


__**Enhancement (Heal) (5% Total)**__- +5% Enhancement(Heal) (From Theft of Essence in DNA Siphon)


__**Enhancement (RechargeTime) (76.25% Total)**__- +10% Enhancement(RechargeTime) (From Superior Might of the Tanker in Radioactive Smash)
- +10% Enhancement(RechargeTime) (From Hecatomb in Devastating Blow)
- +10% Enhancement(RechargeTime) (From Armageddon in Atom Smasher)
- +8.75% Enhancement(RechargeTime) (From Preventive Medicine in Ablative Carapace)
- +7.5% Enhancement(RechargeTime) (From Luck of the Gambler: Defense/Increased Global Recharge Speed in Environmental Modification)
- +7.5% Enhancement(RechargeTime) (From Panacea in Parasitic Aura)
- +7.5% Enhancement(RechargeTime) (From Luck of the Gambler: Defense/Increased Global Recharge Speed in Combat Jumping)
- +7.5% Enhancement(RechargeTime) (From Luck of the Gambler: Defense/Increased Global Recharge Speed in Weave)
- +7.5% Enhancement(RechargeTime) (From Luck of the Gambler: Defense/Increased Global Recharge Speed in Maneuvers)


__**HitPoints (400.58 HP Total / 21.38% of Base HP)**__- +140.6 HP (7.5%) HitPoints (From Unbreakable Guard: +Max HP in Tough)
- +56.22 HP (3%) HitPoints (From Superior Might of the Tanker in Radioactive Smash)
- +42.17 HP (2.25%) HitPoints (From Eradication in Genetic Contamination)
- +42.17 HP (2.25%) HitPoints (From Shield Wall in Weave)
- +35.14 HP (1.88%) HitPoints (From Numina's Convalesence in Inexhaustible)
- +35.14 HP (1.88%) HitPoints (From Preventive Medicine in Ablative Carapace)
- +28.11 HP (1.5%) HitPoints (From Panacea in Parasitic Aura)
- +21.08 HP (1.13%) HitPoints (From Luck of the Gambler in Environmental Modification)


__**MezResist(All) (113.75% Total)**__- +10% MezResist(All) (From Superior Might of the Tanker in Radioactive Smash)
- +10% MezResist(All) (From Superior Might of the Tanker in Radioactive Smash)
- +10% MezResist(All) (From Superior Gauntleted Fist in Radiation Siphon)
- +10% MezResist(All) (From Superior Gauntleted Fist in Radiation Siphon)
- +10% MezResist(All) (From Superior Gauntleted Fist in Radiation Siphon)
- +10% MezResist(All) (From Superior Avalanche in Proton Sweep)
- +10% MezResist(All) (From Hecatomb in Devastating Blow)
- +10% MezResist(All) (From Armageddon in Atom Smasher)
- +10% MezResist(All) (From Superior Winter's Bite in Gloom)
- +7.5% MezResist(All) (From Shield Wall in Weave)
- +5% MezResist(All) (From Preventive Medicine in Ablative Carapace)
- +3.75% MezResist(All) (From Unbreakable Guard in Hardened Carapace)
- +3.75% MezResist(All) (From Preventive Medicine in Ablative Carapace)
- +3.75% MezResist(All) (From Unbreakable Guard in Evolving Armor)


__**MezResist (Teleport) (200% Total)**__- +100% MezResist(Teleport) (20% chance) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
- +100% MezResist(Teleport) (20% chance) (From Shield Wall: +Res (Teleportation), +5% Res (All) in Weave)


__**Recovery (18.5% Total)**__- +4% (0.07 End/sec) Recovery (From Superior Avalanche in Proton Sweep)
- +4% (0.07 End/sec) Recovery (From Hecatomb in Devastating Blow)
- +4% (0.07 End/sec) Recovery (From Armageddon in Atom Smasher)
- +4% (0.07 End/sec) Recovery (From Superior Winter's Bite in Gloom)
- +2.5% (0.04 End/sec) Recovery (From Panacea in Parasitic Aura)


__**Regeneration (80% Total / 54.95 HP/s)**__- +16% (1.25 HP/sec) Regeneration (From Superior Gauntleted Fist in Radiation Siphon)
- +12% (0.94 HP/sec) Regeneration (From Numina's Convalesence in Inexhaustible)
- +12% (0.94 HP/sec) Regeneration (From Eradication in Genetic Contamination)
- +10% (0.78 HP/sec) Regeneration (From Luck of the Gambler in Environmental Modification)
- +10% (0.78 HP/sec) Regeneration (From Theft of Essence in DNA Siphon)
- +10% (0.78 HP/sec) Regeneration (From Panacea in Parasitic Aura)
- +10% (0.78 HP/sec) Regeneration (From Shield Wall in Weave)


__**ResEffect (SpeedFlying) (50% Total)**__- +20% ResEffect(SpeedFlying) (From Winter's Gift: Slow Resistance (20%) in Super Jump)
- +15% ResEffect(SpeedFlying) (From Superior Avalanche in Proton Sweep)
- +15% ResEffect(SpeedFlying) (From Superior Winter's Bite in Gloom)


__**ResEffect (RechargeTime) (50% Total)**__- +20% ResEffect(RechargeTime) (From Winter's Gift: Slow Resistance (20%) in Super Jump)
- +15% ResEffect(RechargeTime) (From Superior Avalanche in Proton Sweep)
- +15% ResEffect(RechargeTime) (From Superior Winter's Bite in Gloom)


__**ResEffect (SpeedRunning) (50% Total)**__- +20% ResEffect(SpeedRunning) (From Winter's Gift: Slow Resistance (20%) in Super Jump)
- +15% ResEffect(SpeedRunning) (From Superior Avalanche in Proton Sweep)
- +15% ResEffect(SpeedRunning) (From Superior Winter's Bite in Gloom)


__**S/L Resistance (22.25% Total)**__- +6% S/L Resistance (From Superior Might of the Tanker in Radioactive Smash)
- +6% S/L Resistance (From Superior Gauntleted Fist in Radiation Siphon)
- +5% S/L Resistance (From Shield Wall: +Res (Teleportation), +5% Res (All) in Weave)
- +3% S/L Resistance (From Reactive Defenses: Scaling Resist Damage in Combat Jumping)
- +2.25% S/L Resistance (From Preventive Medicine in Ablative Carapace)


__**Fire/Cold Resistance (41% Total)**__- +6% Fire/Cold Resistance (From Superior Gauntleted Fist in Radiation Siphon)
- +6% Fire/Cold Resistance (From Superior Avalanche in Proton Sweep)
- +6% Fire/Cold Resistance (From Hecatomb in Devastating Blow)
- +6% Fire/Cold Resistance (From Armageddon in Atom Smasher)
- +6% Fire/Cold Resistance (From Superior Winter's Bite in Gloom)
- +5% Fire/Cold Resistance (From Shield Wall: +Res (Teleportation), +5% Res (All) in Weave)
- +3% Fire/Cold Resistance (From Preventive Medicine in Ablative Carapace)
- +3% Fire/Cold Resistance (From Reactive Defenses: Scaling Resist Damage in Combat Jumping)


__**Energy/Negative Resistance (23% Total)**__- +6% Energy/Negative Resistance (From Superior Gauntleted Fist in Radiation Siphon)
- +5% Energy/Negative Resistance (From Shield Wall: +Res (Teleportation), +5% Res (All) in Weave)
- +4.5% Energy/Negative Resistance (From Shield Wall in Weave)
- +3% Energy/Negative Resistance (From Reactive Defenses: Scaling Resist Damage in Combat Jumping)
- +2.25% Energy/Negative Resistance (From Unbreakable Guard in Hardened Carapace)
- +2.25% Energy/Negative Resistance (From Unbreakable Guard in Evolving Armor)


__**Resistance (Toxic) (14% Total)**__- +6% Resistance(Toxic) (From Superior Might of the Tanker in Radioactive Smash)
- +5% Resistance(Toxic) (From Shield Wall: +Res (Teleportation), +5% Res (All) in Weave)
- +3% Resistance(Toxic) (From Reactive Defenses: Scaling Resist Damage in Combat Jumping)


__**Resistance (Psionic) (14% Total)**__- +6% Resistance(Psionic) (From Superior Might of the Tanker in Radioactive Smash)
- +5% Resistance(Psionic) (From Shield Wall: +Res (Teleportation), +5% Res (All) in Weave)
- +3% Resistance(Psionic) (From Reactive Defenses: Scaling Resist Damage in Combat Jumping)


 

 

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