The_Traveler Posted February 20 Posted February 20 Spoiler Spoiler Hero TankerBuild plan made with Mids' Reborn v3.6.6 rev. 3 ──────────────────────────────Primary powerset: Dark ArmorSecondary powerset: Radiation MeleePool powerset (#1): SpeedPool powerset (#2): LeapingPool powerset (#3): FightingPool powerset (#4): FlightEpic powerset: Energy Mastery ────────────────────────────── Powers taken: Level 1: Death ShroudA: Fury of the Gladiator: Chance for Res Debuff15: Fury of the Gladiator: Accuracy/Damage15: Fury of the Gladiator: Damage/Recharge17: Fury of the Gladiator: Damage/Endurance/Recharge17: Fury of the Gladiator: Accuracy/Endurance/Recharge19: Fury of the Gladiator: Accuracy/Damage/End/Rech Level 1: Contaminated StrikeA: Might of the Tanker: Recharge/Chance for +Res(All)19: Might of the Tanker: Accuracy/Damage21: Might of the Tanker: Damage/Recharge21: Might of the Tanker: Accuracy/Damage/Recharge23: Might of the Tanker: Damage/Endurance/Recharge23: Might of the Tanker: Accuracy/Damage/Endurance/Recharge Level 2: Dark EmbraceA: Unbreakable Guard: Resistance3: Unbreakable Guard: Resistance/Endurance3: Unbreakable Guard: +Max HP5: Unbreakable Guard: RechargeTime/Resistance5: Unbreakable Guard: Resistance/Endurance/RechargeTime Level 4: Radioactive SmashA: Gladiator's Strike: Chance for Smashing Damage25: Gladiator's Strike: Accuracy/Damage25: Gladiator's Strike: Damage/Recharge27: Gladiator's Strike: Damage/Endurance/Recharge27: Gladiator's Strike: Accuracy/Damage/End/Rech29: Force Feedback: Chance for +Recharge Level 6: Murky CloudA: Unbreakable Guard: Resistance7: Unbreakable Guard: Resistance/Endurance7: Unbreakable Guard: RechargeTime/Resistance9: Unbreakable Guard: Resistance/Endurance/RechargeTime9: Gladiator's Armor: TP Protection +3% Def (All) Level 8: Obsidian ShieldA: Unbreakable Guard: Resistance11: Unbreakable Guard: Resistance/Endurance11: Unbreakable Guard: RechargeTime/Resistance13: Unbreakable Guard: Resistance/Endurance/RechargeTime13: Aegis: Psionic/Status Resistance Level 10: Dark RegenerationA: Theft of Essence: Healing29: Theft of Essence: Healing/Recharge33: Theft of Essence: Accuracy/Healing34: Theft of Essence: Accuracy/Endurance/Healing34: Theft of Essence: Accuracy/Endurance/Recharge34: Theft of Essence: Chance for +Endurance Level 12: HastenA: Invention: Recharge Reduction36: Invention: Recharge Reduction Level 14: Combat JumpingA: Reactive Defenses: Scaling Resist Damage36: Shield Wall: +Res (Teleportation), +5% Res (All)36: Luck of the Gambler: Defense/Increased Global Recharge Speed37: Kismet: Accuracy +6% Level 16: Super JumpA: Blessing of the Zephyr: Knockback Reduction (4 points) Level 18: Spring AttackA: Force Feedback: Chance for +Recharge37: Avalanche: Recharge/Chance for Knockdown37: Avalanche: Accuracy/Damage39: Avalanche: Damage/Endurance39: Avalanche: Accuracy/Damage/Endurance39: Avalanche: Accuracy/Damage/Recharge Level 20: Cloak of FearA: Cloud Senses: ToHit Debuff40: Cloud Senses: Accuracy/ToHitDebuff40: Cloud Senses: Accuracy/Recharge40: Cloud Senses: ToHit Debuff/Endurance/Recharge42: Cloud Senses: Accuracy/Endurance/Recharge42: Cloud Senses: Chance for Negative Energy Damage Level 22: Kick(Empty) Level 24: Irradiated GroundA: Achilles' Heel: Chance for Res Debuff42: Scirocco's Dervish: Chance of Damage(Lethal)43: Scirocco's Dervish: Accuracy/Damage43: Scirocco's Dervish: Damage/Endurance43: Scirocco's Dervish: Accuracy/Damage/Endurance45: Scirocco's Dervish: Damage/Recharge Level 26: ToughA: Unbreakable Guard: Resistance/Endurance45: Impervious Skin: Status Resistance/Regeneration Level 28: WeaveA: Luck of the Gambler: Defense/Increased Global Recharge Speed45: Luck of the Gambler: Defense Level 30: Atom SmasherA: Gauntleted Fist: RechargeTime/+Absorb31: Gauntleted Fist: Accuracy/Damage31: Gauntleted Fist: Damage/RechargeTime31: Gauntleted Fist: Accuracy/Damage/RechargeTime33: Gauntleted Fist: Damage/Endurance/RechargeTime33: Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime Level 32: Cloak of DarknessA: Luck of the Gambler: Defense/Increased Global Recharge Speed50: Luck of the Gambler: Defense/Endurance Level 35: Conserve Power(Empty) Level 38: Soul TransferA: Invention: Recharge Reduction Level 41: Physical PerfectionA: Power Transfer: Chance to Heal Self Level 44: Super SpeedA: Blessing of the Zephyr: Knockback Reduction (4 points) Level 47: FusionA: Gaussian's Synchronized Fire-Control: Chance for Build Up ────────────────────────────── Inherents: Level 1: Gauntlet Level 1: Brawl(Empty) Level 1: Sprint(Empty) Level 2: Rest(Empty) Level 1: Swift(Empty) Level 1: Hurdle(Empty) Level 1: HealthA: Panacea: +Hit Points/Endurance46: Numina's Convalesence: +Regeneration/+Recovery46: Miracle: +Recovery Level 1: StaminaA: Performance Shifter: Chance for +End46: Performance Shifter: EndMod48: Performance Shifter: EndMod/Recharge48: Performance Shifter: EndMod/Accuracy/Recharge48: Performance Shifter: EndMod/Accuracy I am not a pro builder by any means. i tried to build this on a brute first and couldnt figure out how to push past like 75% on S/L. it was MUCH easier on Tanker. What I'd like to accomplish (IF possible) is... figure out which incarnates to use, push up energy resist and max hp, try to maintain high recharge (it shows 300% because both FFprocs are active... trying to have spring attack as the main engager, if not i can go back to combat TP). there is an extra power slot and 2 enhance slots available and the epic pool power is not set in stone as im pretty sure the blue bar is fine without it. any help is appreciated. thanks Tanker (Dark Armor - Radiation Melee).mbd
Erratic1 Posted February 20 Posted February 20 Your endurance recovery to expenditure ratio looks low. FF proc is...well.... You know that if a power does not reset within the window of the proc's effect its recharge reverts to what it would have been if the proc had not gone off? This does not make the FF proc useless, but short of continuously staying within it, limits its valule somewhat.
Onlyasandwich Posted February 20 Posted February 20 1 hour ago, The_Traveler said: I am not a pro builder by any means. Ah, but you use the magical spoiler tags! In my book, that makes you a master indeed.
Phlushot Posted February 20 Posted February 20 Ironic I was just fiddling with the same pairing over the weekend. I think the End is probably going to be... well the end. +1.2/s on your recovery is going to require constant management of your blue. +2.5 is usually what I consider to be about the break even point. Attached is where I got in my fiddling. I picked Oppressive Gloom over Cloak of Fear because it has virtually no end cost, plus you get occasional stacking with Atom Smasher to stun more than minions. I started out with Energy Melee for the stun stacking but wanted the double damage aura plus Whirling Hands' smaller radius meant stunned mobs regularly wandered outside of it. Then considered running it as a Brute because that's my go-to if I'm looking at 2x damage auras but I find I can't get resistances high enough on resistance sets with Brutes so came back to the Tanker. Tanker (Dark Armor - Radiation Melee).mbd
Sovera Posted February 20 Posted February 20 2 hours ago, The_Traveler said: Reveal hidden contents Reveal hidden contents Hero TankerBuild plan made with Mids' Reborn v3.6.6 rev. 3 ────────────────────────────── Primary powerset: Dark Armor Secondary powerset: Radiation Melee Pool powerset (#1): Speed Pool powerset (#2): Leaping Pool powerset (#3): Fighting Pool powerset (#4): Flight Epic powerset: Energy Mastery ────────────────────────────── Powers taken: Level 1: Death Shroud A: Fury of the Gladiator: Chance for Res Debuff 15: Fury of the Gladiator: Accuracy/Damage 15: Fury of the Gladiator: Damage/Recharge 17: Fury of the Gladiator: Damage/Endurance/Recharge 17: Fury of the Gladiator: Accuracy/Endurance/Recharge 19: Fury of the Gladiator: Accuracy/Damage/End/Rech Level 1: Contaminated Strike A: Might of the Tanker: Recharge/Chance for +Res(All) 19: Might of the Tanker: Accuracy/Damage 21: Might of the Tanker: Damage/Recharge 21: Might of the Tanker: Accuracy/Damage/Recharge 23: Might of the Tanker: Damage/Endurance/Recharge 23: Might of the Tanker: Accuracy/Damage/Endurance/Recharge Level 2: Dark Embrace A: Unbreakable Guard: Resistance 3: Unbreakable Guard: Resistance/Endurance 3: Unbreakable Guard: +Max HP 5: Unbreakable Guard: RechargeTime/Resistance 5: Unbreakable Guard: Resistance/Endurance/RechargeTime Level 4: Radioactive Smash A: Gladiator's Strike: Chance for Smashing Damage 25: Gladiator's Strike: Accuracy/Damage 25: Gladiator's Strike: Damage/Recharge 27: Gladiator's Strike: Damage/Endurance/Recharge 27: Gladiator's Strike: Accuracy/Damage/End/Rech 29: Force Feedback: Chance for +Recharge Level 6: Murky Cloud A: Unbreakable Guard: Resistance 7: Unbreakable Guard: Resistance/Endurance 7: Unbreakable Guard: RechargeTime/Resistance 9: Unbreakable Guard: Resistance/Endurance/RechargeTime 9: Gladiator's Armor: TP Protection +3% Def (All) Level 8: Obsidian Shield A: Unbreakable Guard: Resistance 11: Unbreakable Guard: Resistance/Endurance 11: Unbreakable Guard: RechargeTime/Resistance 13: Unbreakable Guard: Resistance/Endurance/RechargeTime 13: Aegis: Psionic/Status Resistance Level 10: Dark Regeneration A: Theft of Essence: Healing 29: Theft of Essence: Healing/Recharge 33: Theft of Essence: Accuracy/Healing 34: Theft of Essence: Accuracy/Endurance/Healing 34: Theft of Essence: Accuracy/Endurance/Recharge 34: Theft of Essence: Chance for +Endurance Level 12: Hasten A: Invention: Recharge Reduction 36: Invention: Recharge Reduction Level 14: Combat Jumping A: Reactive Defenses: Scaling Resist Damage 36: Shield Wall: +Res (Teleportation), +5% Res (All) 36: Luck of the Gambler: Defense/Increased Global Recharge Speed 37: Kismet: Accuracy +6% Level 16: Super Jump A: Blessing of the Zephyr: Knockback Reduction (4 points) Level 18: Spring Attack A: Force Feedback: Chance for +Recharge 37: Avalanche: Recharge/Chance for Knockdown 37: Avalanche: Accuracy/Damage 39: Avalanche: Damage/Endurance 39: Avalanche: Accuracy/Damage/Endurance 39: Avalanche: Accuracy/Damage/Recharge Level 20: Cloak of Fear A: Cloud Senses: ToHit Debuff 40: Cloud Senses: Accuracy/ToHitDebuff 40: Cloud Senses: Accuracy/Recharge 40: Cloud Senses: ToHit Debuff/Endurance/Recharge 42: Cloud Senses: Accuracy/Endurance/Recharge 42: Cloud Senses: Chance for Negative Energy Damage Level 22: Kick (Empty) Level 24: Irradiated Ground A: Achilles' Heel: Chance for Res Debuff 42: Scirocco's Dervish: Chance of Damage(Lethal) 43: Scirocco's Dervish: Accuracy/Damage 43: Scirocco's Dervish: Damage/Endurance 43: Scirocco's Dervish: Accuracy/Damage/Endurance 45: Scirocco's Dervish: Damage/Recharge Level 26: Tough A: Unbreakable Guard: Resistance/Endurance 45: Impervious Skin: Status Resistance/Regeneration Level 28: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed 45: Luck of the Gambler: Defense Level 30: Atom Smasher A: Gauntleted Fist: RechargeTime/+Absorb 31: Gauntleted Fist: Accuracy/Damage 31: Gauntleted Fist: Damage/RechargeTime 31: Gauntleted Fist: Accuracy/Damage/RechargeTime 33: Gauntleted Fist: Damage/Endurance/RechargeTime 33: Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime Level 32: Cloak of Darkness A: Luck of the Gambler: Defense/Increased Global Recharge Speed 50: Luck of the Gambler: Defense/Endurance Level 35: Conserve Power (Empty) Level 38: Soul Transfer A: Invention: Recharge Reduction Level 41: Physical Perfection A: Power Transfer: Chance to Heal Self Level 44: Super Speed A: Blessing of the Zephyr: Knockback Reduction (4 points) Level 47: Fusion A: Gaussian's Synchronized Fire-Control: Chance for Build Up ────────────────────────────── Inherents: Level 1: Gauntlet Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle (Empty) Level 1: Health A: Panacea: +Hit Points/Endurance 46: Numina's Convalesence: +Regeneration/+Recovery 46: Miracle: +Recovery Level 1: Stamina A: Performance Shifter: Chance for +End 46: Performance Shifter: EndMod 48: Performance Shifter: EndMod/Recharge 48: Performance Shifter: EndMod/Accuracy/Recharge 48: Performance Shifter: EndMod/Accuracy I am not a pro builder by any means. i tried to build this on a brute first and couldnt figure out how to push past like 75% on S/L. it was MUCH easier on Tanker. What I'd like to accomplish (IF possible) is... figure out which incarnates to use, push up energy resist and max hp, try to maintain high recharge (it shows 300% because both FFprocs are active... trying to have spring attack as the main engager, if not i can go back to combat TP). there is an extra power slot and 2 enhance slots available and the epic pool power is not set in stone as im pretty sure the blue bar is fine without it. any help is appreciated. thanks Tanker (Dark Armor - Radiation Melee).mbd 41.29 kB · 5 downloads FF procs are a nice little bonus but should be kept turned off and not depended on. As for the blue bar being fine, it's never fine if you're Dark Armor. You'll be wanting Cardiac with it and if everything is properly slotted you'll get it contained at least. Tbh, and not to put a damper on your desire to play it, but Rad Melee needs a tune up since irradiated Ground got 'fixed' since that power propped it up. A fix done in vacuum means the set is now undertuned. There are only two real reasons to pick Radiation Melee and they are: - Radiation Siphon. Only Dark Melee too has a heal. So it's a HP tool that also does damage and that allows things like picking up Super Reflexes or Shield, or Invulnerability, or any other strong armor set that lacks a heal. But you didn't rake Radiation Siphon. - Irradiated Ground. It used to go off every 5 seconds which allowed shenanigans with procs and -res. It pushed the single target and AoE damage so it's loss crippled visibly the set. As Plushot above mentioned you might as well take Oppressive Gloom instead of Cloak of Fear. You're already hurting for endurance and don't need one extra toggle. Frankly both are crap in the sense that both will only work on minions (which are inconsequential and the first to die in the first seconds of combat anyway) but at least Oppressive Gloom costs a negligible amount of HP per second. Otherwise things are mostly alright with the build though it could do with a minmax pass. No reason to slot Stamina that much, Gauntled Fist should be in Death Shroud (and use the superior version of Gauntled Fist and Might of the Tanker), you forgot one of the +3% defense uniques, Spring Attack is really really bad as an attack but if you like it it's fine to use it, but that said you didn't take Devastating Blow that is the set's heavy hitter so you have neither the heal nor the heavy hitting skill, etc etc. You can make an easy attack rotation with Radiation Siphon, Contaminated Strike, Radioactive Smash, Contaminated Strike. It won't win prizes but it's easy to make gapless and decently fast. The other attack rotation that is also easy is Devastating Blow, Radioactive Smash, Radiation Siphon, Radioactive Smash. Since you have neither Radioactive Smash nor Devastating Blow things will be slow. But it's not difficult to change since you have extraneous powers such as two travel powers and extra slots such as from Stamina that can be scrounged. I won't offer to make a pass until you're a bit more sure of what you'd like to do. - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Erratic1 Posted February 20 Posted February 20 I have long joked Dark Armor/Radiation Melee was the combo for people who hate endurance. Every experience I have had with Rad Melee has marked it as endurance heavy and Dark Armor is infamous. Another thing which seems slightly off is not taking Radiation Siphon, but that may be a matter of playstyle than efficiency.
The_Traveler Posted February 21 Author Posted February 21 all very good input and much appreciated! i did NOT know that's how FF worked but it makes sense that it would work that way. i like the spoiler to keep the posts cleaner for scrolling 😃 I more or less like cloak of fear for the accuracy debuff, but it is rather weak for the investment. i do like the idea of OG with the immobilize and could just add 1 more slot for the amazement acc debuff proc if i still wanted. Phlushot, your build has given me some ideas on how to tweak. I also have been playing with teleport powers. i was trying to see if spring could replace combat teleport, but even with high recharge on FF procs, its still not frequent enough for my liking (and now i know id have to align it with FF procs to get the most use makes it a no go. i didnt grab rad siphon because the heal isnt really needed b/c dark regen is so good. playing with it feels better than devastating blow though. I stuck with the lower tier single targets due to lower end cost and dpa and figured it would free me up to keep things in check. (another reason i like the CoF/OG toggles... extra taunt). I slotted heavy into stamina for more end, but looking at phlushots build, there is better ways to get more, so i can fix that. I do appreciate the advice and ima test some things then make another attempt at it. Rad/Fire was much easier for me to get a handle on... Dark just has that allure if you can make it work. Who doesnt want 90% psi resist?
Erratic1 Posted February 21 Posted February 21 4 minutes ago, The_Traveler said: i didnt grab rad siphon because the heal isnt really needed b/c dark regen is so good. playing with it feels better than devastating blow though. The healing on Radiation Siphon requires you to hit a contaminated target, so can be a bit like whack-a-mole. It is not really a primary source of healing so much as a bit of extra from time to time. Radiation Siphon is primarily a damage power. I will note however it can be slotted with healing enhancements, and as such you can slot Theft of Essence: Chance for Endurance. Again, it is not something which is going to be firing off all the time, but on a DA/Rad character, every bit of extra endurance is an absolute godsend.
Sovera Posted February 21 Posted February 21 We can get a good chunk of healing out of Radioactive Siphon since Fusion makes the Contaminated mechanic a 100% chance. Roughly 3 times in a row every 30 seconds if planned around. But it's true that there is little need with Dark Regeneration. That said Dark Regeneration is heavy on the endurance, which is already lacking, so having fewer times needed to press that button will help with the blue bar. There is not a lot of synergy between both sets. If you feel like it consider a Stone/Radioactive Melee if you really want to stick to Rad. Stone is uber but lacks an actual heal since it relies on regen. With the Fusion trick above the HPS goes through the roof especially with Stone Armor's large defenses AND resistances AND regen. Who needs 90% resist to Psi when you got 45% defense to psi instead 😄 - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Phlushot Posted February 22 Posted February 22 22 hours ago, Sovera said: We can get a good chunk of healing out of Radioactive Siphon since Fusion makes the Contaminated mechanic a 100% chance. Roughly 3 times in a row every 30 seconds if planned around. But it's true that there is little need with Dark Regeneration. That said Dark Regeneration is heavy on the endurance, which is already lacking, so having fewer times needed to press that button will help with the blue bar. There is not a lot of synergy between both sets. If you feel like it consider a Stone/Radioactive Melee if you really want to stick to Rad. Stone is uber but lacks an actual heal since it relies on regen. With the Fusion trick above the HPS goes through the roof especially with Stone Armor's large defenses AND resistances AND regen. Who needs 90% resist to Psi when you got 45% defense to psi instead 😄 Are you forgetting about Earth's Embrace?
Sovera Posted February 22 Posted February 22 58 minutes ago, Phlushot said: Are you forgetting about Earth's Embrace? EE heals very little. About 250 HP-ish even fully slotted, every 40-ish seconds. It's a HP buff more than a heal, which makes sense since with more HP we regen more which is what Stone Armor does. - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
The_Traveler Posted March 3 Author Posted March 3 i ended up testing a bit more on dark armor trying to slot 2 Theft of essence end procs (in rad siphon and dark regen) and 2 performance shifter procs (one in stamina and the other in physical perfection)... still not enough to keep blue bar up. maybe with incarnates... so its def a late game build, which kinda sucks. I switched over to test out rad/stone and actually enjoyed it more so ive been playing that char lately. ill stop back in when i do get my rad/dark his incarnates.
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