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SR/KM Flying Tank


SableShrike

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Here's the Tank build I'm currently using on Excel.

 

If you MUST have Taunt for Hami raids, say, it's easy to swap out Spirit Ward (it's just a mule).

 

This has maxed Fly and Hover speeds and can fight nonstop unless you're getting hosed by Sappers/Super Stunners.

 

SR/Claws would be another good flying Tank option.  Both /Claws and /KM give you two good ranged attacks.

 

I'll usually lead a fight with Repulsing Torrent to flop the spawn, then Burst after I'm in the middle of em.  Tanker's inherent buffs that puny Burst radius to a passable size, too.

 

Smashing, Burst, Repulsing, and Focused I've intentionally kept Recharge off in order to maximize the procs firing.  The damage added is significant if you do this.

 

Repulsing is also maxed out for Range and has a little Taunt duration on it.  This will hit an entire spawn with a little practice, flop them, and Taunt them for 17 seconds.

 

Resists are: S/L 47%, F/C 35%, E/N 23%, P/T 23%.  This is without any health lost.  Obviously you'll hit cap at low health, but this makes it so you hit cap at higher health retained.  Psi can still hurt, though.  Fortunata Mistresses are targets of priority, say.

 

Should note, I've built this so every attack has 95% or better Accuracy against +3s, which will be the most common levels you're fighting at 50.

 

Sable Shrike - Hero Tanker
Build plan made with Mids' Reborn v3.6.6 rev. 3
──────────────────────────────

  • Primary powerset: Super Reflexes
  • Secondary powerset: Kinetic Melee
  • Pool powerset (#1): Flight
  • Pool powerset (#2): Sorcery
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Concealment
  • Epic powerset: Energy Mastery

──────────────────────────────

Powers taken:

Level 1: Focused Fighting

  • A: Reactive Defenses: Defense
  • 3: Reactive Defenses: Defense/Endurance
  • 3: Reactive Defenses: Endurance/RechargeTime
  • 5: Reactive Defenses: Defense/RechargeTime
  • 5: Reactive Defenses: Defense/Endurance/RechargeTime
  • 7: Reactive Defenses: Scaling Resist Damage

Level 1: Quick Strike

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

Level 2: Body Blow

  • A: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime
  • 13: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
  • 13: Superior Gauntleted Fist: Accuracy/Damage
  • 15: Superior Gauntleted Fist: Damage/Endurance/RechargeTime
  • 15: Superior Gauntleted Fist: Damage/RechargeTime
  • 17: Superior Gauntleted Fist: RechargeTime/+Absorb

Level 4: Smashing Blow

  • A: Invention: Accuracy
  • 17: Hecatomb: Damage/Endurance
  • 19: Hecatomb: Damage
  • 19: Hecatomb: Chance of Damage(Negative)
  • 21: Touch of Death: Chance of Damage(Negative)
  • 21: Perfect Zinger: Chance for Psi Damage

Level 6: Practiced Brawler

  • A: Invention: Recharge Reduction

Level 8: Focused Senses

  • A: Luck of the Gambler: Defense/Endurance
  • 23: Luck of the Gambler: Defense/Endurance/Recharge
  • 23: Luck of the Gambler: Defense
  • 25: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 25: Luck of the Gambler: Endurance/Recharge

Level 10: Hover

  • A: Soaring: Endurance/FlySpeed

Level 12: Evasion

  • A: Luck of the Gambler: Defense/Endurance
  • 27: Luck of the Gambler: Defense/Endurance/Recharge
  • 27: Luck of the Gambler: Defense
  • 29: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 29: Luck of the Gambler: Endurance/Recharge

Level 14: Fly

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

Level 16: Repulsing Torrent

  • A: Invention: Accuracy
  • 31: Centriole Exposure
  • 31: Centriole Exposure
  • 31: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
  • 33: Perfect Zinger: Threat/Placate/Range
  • 33: Perfect Zinger: Chance for Psi Damage

Level 18: Evasive Maneuvers

  • A: Hypersonic: Flying
  • 33: Hypersonic: Endurance/Flying
  • 34: Hypersonic: Endurance
  • 34: Hypersonic: Flying / Increased Fly Protection

Level 20: Power Siphon

  • A: Invention: Recharge Reduction
  • 50: Invention: Recharge Reduction

Level 22: Quickness

  • A: Invention: Flight Speed

Level 24: Burst

  • A: Invention: Accuracy
  • 34: Armageddon: Damage/Endurance
  • 36: Armageddon: Damage
  • 36: Armageddon: Chance for Fire Damage
  • 36: Eradication: Chance for Energy Damage
  • 37: Perfect Zinger: Chance for Psi Damage

Level 26: Dodge

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 37: Luck of the Gambler: Defense
  • 37: Luck of the Gambler: Defense/Endurance
  • 39: Luck of the Gambler: Defense/Recharge
  • 39: Luck of the Gambler: Defense/Endurance/Recharge

Level 28: Focused Burst

  • A: Invention: Accuracy
  • 39: Apocalypse: Damage/Endurance
  • 40: Apocalypse: Damage
  • 40: Apocalypse: Chance of Damage(Negative)
  • 40: Explosive Strike: Chance for Smashing Damage
  • 43: Perfect Zinger: Chance for Psi Damage

Level 30: Agile

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 42: Luck of the Gambler: Defense
  • 42: Luck of the Gambler: Defense/Endurance
  • 42: Luck of the Gambler: Defense/Recharge
  • 43: Luck of the Gambler: Defense/Endurance/Recharge

Level 32: Lucky

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 43: Luck of the Gambler: Defense
  • 45: Luck of the Gambler: Defense/Endurance
  • 45: Luck of the Gambler: Defense/Recharge
  • 45: Luck of the Gambler: Defense/Endurance/Recharge

Level 35: Spirit Ward

  • A: Preventive Medicine: Chance for +Absorb

Level 38: Focused Accuracy

  • A: Rectified Reticle: Increased Perception

Level 41: Physical Perfection

  • A: Performance Shifter: EndMod
  • 46: Performance Shifter: Chance for +End
  • 48: Invention: Endurance Modification

Level 44: Boxing

  • (Empty)

Level 47: Tough

  • A: Steadfast Protection: Resistance/+Def 3%
  • 50: Gladiator's Armor: TP Protection +3% Def (All)
  • 50: Unbreakable Guard: +Max HP

Level 49: Weave

  • A: Shield Wall: +Res (Teleportation), +5% Res (All)


──────────────────────────────

Inherents:

Level 1: Gauntlet


Level 1: Brawl

  • A: Invention: Accuracy

Level 1: Sprint

  • A: Invention: Run Speed

Level 2: Rest

  • A: Invention: Healing

Level 1: Swift

  • A: Invention: Flight Speed

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Health

  • A: Panacea: +Hit Points/Endurance
  • 48: Numina's Convalesence: +Regeneration/+Recovery
  • 48: Miracle: +Recovery

Level 1: Stamina

  • A: Performance Shifter: EndMod
  • 46: Performance Shifter: Chance for +End
  • 46: Invention: Endurance Modification

Level 14: Afterburner

──────────────────────────────
Accolades:

  • Freedom Phalanx Reserve
  • Portal Jockey
  • Task Force Commander
  • The Atlas Medallion


──────────────────────────────
Incarnates:

Musculature Core ParagonVoid Core Final JudgementSpectral Radial Flawless InterfaceTalons of Vengeance Radial Superior AllyRebirth Radial EpiphanyAssault Core Embodiment

Edited by SableShrike
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Bit of an addendum:  Focused Bolt and Concentrated are pretty much interchangeable here.

 

I dislike how slow Concentrated is, and Focused being ranged gives me another shot I can snap off while Hovering.

 

On paper, Concentrated procs better and has better DPA.

 

... but it's SO. DAMN. SLOW.

 

On teams I got sick of Concentrated not even being half-animated and the target's already dead.

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22 hours ago, Psyonico said:

On my phone, so can't really comment too much on the build, but why the increased Perception IO in Focused accuracy? If you're actually running the toggle you get +perception anyway.

 

Fair question!  I DON'T actually run the toggle, but of FA or Conserve Power I didn't need Conserve.  FA let me slap in the +perception as a mule, so why not?

 

This should have 95% or better Accuracy without FA running.  Can swap the IO out for an End Redux and use it if you wish, but it's not usually needed.

 

There ARE a few edge cases where +perception stacking is a good thing; you get it from Focused Senses and Focused Accuracy, plus the unique IO.

 

Versus Arachnos, multiple Night Widows can stack Smoke Grenades to hose you.  If you're out of yellows, you're then stuck til it wears off.  This prevents that.

Edited by SableShrike
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Version of the above that fits in Taunt at level 10.  It meant pushing the passives a little later, but still exemps well.

 

Hero Tanker
Build plan made with Mids' Reborn v3.6.6 rev. 3
──────────────────────────────

  • Primary powerset: Super Reflexes
  • Secondary powerset: Kinetic Melee
  • Pool powerset (#1): Flight
  • Pool powerset (#2): Flight
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Experimentation
  • Epic powerset: Energy Mastery

──────────────────────────────

Powers taken:

Level 1: Focused Fighting

  • A: Reactive Defenses: Defense/Endurance
  • 3: Reactive Defenses: Defense/Endurance/RechargeTime
  • 3: Reactive Defenses: Defense
  • 5: Reactive Defenses: Defense/RechargeTime
  • 5: Reactive Defenses: Endurance/RechargeTime
  • 7: Reactive Defenses: Scaling Resist Damage

Level 1: Quick Strike

  • A: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge
  • 7: Superior Might of the Tanker: Accuracy/Damage/Recharge
  • 13: Superior Might of the Tanker: Accuracy/Damage
  • 13: Superior Might of the Tanker: Damage/Endurance/Recharge
  • 15: Superior Might of the Tanker: Damage/Recharge
  • 15: Superior Might of the Tanker: Recharge/Chance for +Res(All)

Level 2: Body Blow

  • A: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime
  • 17: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
  • 17: Superior Gauntleted Fist: Accuracy/Damage
  • 19: Superior Gauntleted Fist: Damage/Endurance/RechargeTime
  • 19: Superior Gauntleted Fist: Damage/RechargeTime
  • 21: Superior Gauntleted Fist: RechargeTime/+Absorb

Level 4: Smashing Blow

  • A: Invention: Accuracy
  • 21: Hecatomb: Damage/Endurance
  • 23: Hecatomb: Damage
  • 23: Hecatomb: Chance of Damage(Negative)
  • 39: Touch of Death: Chance of Damage(Negative)
  • 40: Perfect Zinger: Chance for Psi Damage

Level 6: Practiced Brawler

  • A: Invention: Recharge Reduction

Level 8: Focused Senses

  • A: Luck of the Gambler: Defense/Endurance
  • 9: Luck of the Gambler: Defense/Endurance/Recharge
  • 9: Luck of the Gambler: Defense
  • 11: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 11: Luck of the Gambler: Endurance/Recharge

Level 10: Taunt

  • A: Mocking Beratement: Threat/Placate/Recharge/Range

Level 12: Evasion

  • A: Luck of the Gambler: Defense/Endurance
  • 40: Luck of the Gambler: Defense/Endurance/Recharge
  • 40: Luck of the Gambler: Defense
  • 42: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 43: Luck of the Gambler: Endurance/Recharge

Level 14: Hover

  • A: Soaring: Endurance/FlySpeed

Level 16: Repulsing Torrent

  • A: Invention: Accuracy
  • 43: Centriole Exposure
  • 43: Centriole Exposure
  • 45: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
  • 45: Perfect Zinger: Threat/Placate/Range
  • 45: Perfect Zinger: Chance for Psi Damage

Level 18: Fly

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

Level 20: Evasive Maneuvers

  • A: Hypersonic: Flying
  • 48: Hypersonic: Endurance/Flying
  • 50: Hypersonic: Endurance
  • 50: Hypersonic: Flying / Increased Fly Protection

Level 22: Quickness

  • A: Invention: Flight Speed

Level 24: Burst

  • A: Invention: Accuracy
  • 25: Armageddon: Damage/Endurance
  • 25: Armageddon: Damage
  • 27: Armageddon: Chance for Fire Damage
  • 39: Eradication: Chance for Energy Damage
  • 39: Perfect Zinger: Chance for Psi Damage

Level 26: Power Siphon

  • A: Invention: Recharge Reduction
  • 27: Invention: Recharge Reduction

Level 28: Focused Burst

  • A: Invention: Accuracy
  • 29: Apocalypse: Damage/Endurance
  • 29: Apocalypse: Damage
  • 34: Apocalypse: Chance of Damage(Negative)
  • 37: Explosive Strike: Chance for Smashing Damage
  • 37: Perfect Zinger: Chance for Psi Damage

Level 30: Dodge

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 31: Luck of the Gambler: Defense
  • 31: Luck of the Gambler: Defense/Endurance
  • 31: Luck of the Gambler: Defense/Recharge
  • 33: Luck of the Gambler: Defense/Endurance/Recharge

Level 32: Agile

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 33: Luck of the Gambler: Defense
  • 33: Luck of the Gambler: Defense/Endurance
  • 34: Luck of the Gambler: Defense/Recharge
  • 34: Luck of the Gambler: Defense/Endurance/Recharge

Level 35: Lucky

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 36: Luck of the Gambler: Defense
  • 36: Luck of the Gambler: Defense/Endurance
  • 36: Luck of the Gambler: Defense/Recharge
  • 37: Luck of the Gambler: Defense/Endurance/Recharge

Level 38: Focused Accuracy

  • A: Rectified Reticle: Increased Perception

Level 41: Physical Perfection

  • A: Performance Shifter: EndMod
  • 42: Performance Shifter: Chance for +End
  • 42: Invention: Endurance Modification

Level 44: Boxing

  • (Empty)

Level 47: Tough

  • A: Steadfast Protection: Resistance/+Def 3%
  • 48: Unbreakable Guard: +Max HP
  • 48: Gladiator's Armor: TP Protection +3% Def (All)

Level 49: Weave

  • A: Shield Wall: +Res (Teleportation), +5% Res (All)


──────────────────────────────

Inherents:

Level 1: Brawl

  • A: Invention: Accuracy

Level 1: Gauntlet


Level 1: Sprint

  • A: Invention: Run Speed

Level 2: Rest

  • A: Invention: Healing

Level 1: Swift

  • A: Invention: Flight Speed

Level 1: Health

  • A: Panacea: +Hit Points/Endurance
  • 46: Numina's Convalesence: +Regeneration/+Recovery
  • 50: Miracle: +Recovery

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Stamina

  • A: Performance Shifter: EndMod
  • 46: Performance Shifter: Chance for +End
  • 46: Invention: Endurance Modification

Level 18: Afterburner


 

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Huh, I didn't even notice the OP didn't include the data link/chunk.

 

I'm going to rebuild this slightly different when I get home, taking the auto powers a little earlier and pushing off evasive maneuvers.  When I do, I'll pay my build here too.

What this team needs is more Defenders

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Here's my take on it, I've never done a proc-heavy build like this, but it should be pretty solid.  I made just a couple of slot changes because I felt that end recovery was a little bit too much of a focus,  This build shouldn't run out of endurance still, but diversifies a little bit more.

Tanker (Super Reflexes - Kinetic Melee).mbd

What this team needs is more Defenders

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I decided that Weave wasn't really doing a whole lot for me, since I was still sitting between the normal soft cap and the incarnate soft cap, so I opted to switch it out for Rune of Protection, giving a bit better survivability, likely.  I also swapped out the Overwhelming Force KB->KD to a Sudden Acceleration KB->KD because they tend to be cheaper.

 

Here's what I'll be building towards.

Tsoo Pergirl - Tanker (Super Reflexes - Kinetic Melee).mbd

What this team needs is more Defenders

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