Onlyasandwich Posted March 20 Posted March 20 A while back I spun up a "fear tank" approach to DA, and have had a hankering to revisit. Traditionally, we choose one of Oppressive Gloom or Cloak of Fear on DA, and OG wins out almost every time due to superior efficiency and general stun stacking opportunities. On this guy, I'm embracing the fear! It may not be 100% optimal, but it's pretty effective and a fun approach. Most of my questions have to do with Kinetic Melee. I've skipped Concentrated Strike in my current build - do you think this is a mistake? My rationale is: I have a comparable DPA rotation without it, and can save the power pick. Long activation time can result in overkill on teams. I'm not stun stacking, so the secondary effect is less useful. Quicker attacks have an advantage in KM, as they will reach 5 stacks on Power Siphon more readily. The weak link here focused burst. I just wish it were a little bit better. Decent enough DPA procced as is, and contributes FFback to my ST chain though. If you have other input on the build, I'd value your feedback! My goals are: Fear stacking fun with max hit chance against 3's. Shoring up Energy Resist as much as possible without gutting other capabilities. A side dish of melee defense to get within softcap on a small purple. High slow resist. Maximizing FFback opportunities, optimizing attacks through frankenslotting and procs where practical. Feed the end best that is DA! Mesmerize is mostly a mule here, though the one-shot detoggle can be nice for certain bosses and AVs. I'm preferring to keep my attacks in set for theme, avoiding epic attacks. Where I'd like to improve if possible without sacrificing the above: Squeeze a slot for a damage proc in invoke panic. A bit more global acc would be nice. Right now I'm relying on the small tohit from Power Siphon for max chance on certain powers, and uptime, while good with all the ffback firing, isn't 100%. A little more slow resist. Any opportunities to improve uncapped resists. Build below. Note that I have procs toggled off for all my FFback powers. Power Siphon is on but with zero stacks. Man does KM feel bad without stacks up! I do wish it were practical to perma. Tanker - Dark Armor - Kinetic Melee.mbd Text: Spoiler Selected Powers Level 1: Dark Embrace Slot Level 1: Unbreakable Guard: Resistance Slot Level 23: Unbreakable Guard: Resistance/Endurance Slot Level 25: Unbreakable Guard: Resistance/Endurance/RechargeTime Slot Level 25: Unbreakable Guard: +Max HP Slot Level 36: Gladiator's Armor: TP Protection +3% Def (All) Slot Level 42: Steadfast Protection: Knockback Protection Level 1: Body Blow Slot Level 1: Hecatomb: Damage Slot Level 33: Hecatomb: Damage/Recharge Slot Level 48: Hecatomb: Damage/Recharge/Accuracy Slot Level 50: Hecatomb: Recharge/Accuracy Slot Level 50: Hecatomb: Damage/Endurance Level 2: Murky Cloud Slot Level 2: Unbreakable Guard: Resistance Slot Level 3: Unbreakable Guard: Resistance/Endurance Slot Level 3: Unbreakable Guard: Resistance/Endurance/RechargeTime Slot Level 48: Unbreakable Guard: Endurance/RechargeTime Level 4: Smashing Blow Slot Level 4: Superior Might of the Tanker: Accuracy/Damage Slot Level 5: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge Slot Level 5: Superior Might of the Tanker: Accuracy/Damage/Recharge Slot Level 33: Superior Might of the Tanker: Recharge/Chance for +Res(All) Slot Level 46: Hecatomb: Chance of Damage(Negative) Slot Level 48: Touch of Death: Chance of Damage(Negative) Level 6: Obsidian Shield Slot Level 6: Unbreakable Guard: Resistance Slot Level 7: Unbreakable Guard: Resistance/Endurance Slot Level 7: Unbreakable Guard: Resistance/Endurance/RechargeTime Slot Level 43: Unbreakable Guard: Endurance/RechargeTime Level 8: Dark Regeneration Slot Level 8: Touch of the Nictus: Accuracy/Healing/Absorb Slot Level 9: Touch of the Nictus: Accuracy/Endurance/Healing/Absorb Slot Level 9: Touch of the Nictus: Chance for Negative Energy Damage Slot Level 34: Theft of Essence: Chance for +Endurance Slot Level 37: Perfect Zinger: Chance for Psi Damage Slot Level 40: Fury of the Gladiator: Chance for Res Debuff Level 10: Death Shroud Slot Level 10: Superior Gauntleted Fist: RechargeTime/+Absorb Slot Level 11: Superior Gauntleted Fist: Damage/RechargeTime Slot Level 11: Superior Gauntleted Fist: Damage/Endurance/RechargeTime Slot Level 17: Superior Avalanche: Recharge/Chance for Knockdown Slot Level 23: Superior Avalanche: Accuracy/Damage/Endurance Level 12: Cloak of Darkness Slot Level 12: Luck of the Gambler: Defense/Increased Global Recharge Speed Slot Level 13: Reactive Defenses: Defense Slot Level 13: Reactive Defenses: Defense/Endurance/RechargeTime Slot Level 15: Reactive Defenses: Scaling Resist Damage Slot Level 15: Shield Wall: +Res (Teleportation), +5% Res (All) Level 14: Combat Jumping Slot Level 14: Luck of the Gambler: Defense/Increased Global Recharge Speed Slot Level 34: Blessing of the Zephyr: Knockback Reduction (4 points) Slot Level 34: Kismet: Accuracy +6% Level 16: Hasten Slot Level 16: Invention: Recharge Reduction Slot Level 17: Invention: Recharge Reduction Level 18: Cloak of Fear Slot Level 18: Glimpse of the Abyss: Accuracy/Endurance Slot Level 19: Nightmare: Accuracy/Endurance Slot Level 19: Nightmare: Accuracy/Fear Level 20: Power Siphon Slot Level 20: Gaussian's Synchronized Fire-Control: Chance for Build Up Slot Level 43: Invention: Recharge Reduction Level 24: Tough Slot Level 24: Steadfast Protection: Resistance/+Def 3% Slot Level 33: Steadfast Protection: Knockback Protection Slot Level 42: Ribosome Exposure Level 26: Weave Slot Level 26: Luck of the Gambler: Defense/Increased Global Recharge Speed Slot Level 27: Red Fortune: Defense/Endurance Slot Level 27: Red Fortune: Defense Level 28: Burst Slot Level 28: Superior Avalanche: Accuracy/Damage Slot Level 29: Superior Avalanche: Damage/Endurance Slot Level 29: Eradication: Chance for Energy Damage Slot Level 31: Armageddon: Chance for Fire Damage Slot Level 31: Perfect Zinger: Chance for Psi Damage Slot Level 31: Force Feedback: Chance for +Recharge Level 30: Provoke Slot Level 30: Perfect Zinger: Accuracy/Recharge Level 32: Intimidate Slot Level 32: Nightmare: Accuracy/Endurance Level 35: Invoke Panic Slot Level 35: Nightmare: Accuracy/Fear/Recharge Slot Level 36: Glimpse of the Abyss: Accuracy/Fear/Recharge Level 38: Focused Burst Slot Level 38: Superior Winter's Bite: Accuracy/Damage Slot Level 39: Superior Winter's Bite: Accuracy/Damage/Endurance Slot Level 39: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime Slot Level 39: Apocalypse: Chance of Damage(Negative) Slot Level 40: Perfect Zinger: Chance for Psi Damage Slot Level 40: Force Feedback: Chance for +Recharge Level 41: Repulsing Torrent Slot Level 41: Superior Gauntleted Fist: Accuracy/Damage Slot Level 45: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime Slot Level 45: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime Slot Level 45: Bombardment: Chance for Fire Damage Slot Level 46: Force Feedback: Chance for +Recharge Slot Level 46: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown Level 44: Super Speed Slot Level 44: Winter's Gift: Slow Resistance (20%) Level 47: Mesmerize Slot Level 47: Fortunata Hypnosis: Sleep Slot Level 50: Fortunata Hypnosis: Sleep/Recharge/Accuracy Slot Level 36: Fortunata Hypnosis: Recharge/Accuracy Slot Level 37: Fortunata Hypnosis: Sleep/Endurance Slot Level 37: Fortunata Hypnosis: Chance for Placate Level 49: Harmonic Mind Slot Level 49: Performance Shifter: Chance for +End Inherent Powers Health: Slot Level 1: Panacea: +Hit Points/Endurance Slot Level 21: Miracle: +Recovery Slot Level 42: Numina's Convalesence: +Regeneration/+Recovery Stamina: Slot Level 1: Performance Shifter: Chance for +End Slot Level 21: Performance Shifter: EndMod Slot Level 43: Invention: Endurance Modification Incarnate Abilities Cardiac Core Paragon (Alpha) Chunk: Spoiler 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1
Onlyasandwich Posted March 22 Author Posted March 22 1 hour ago, Meknomancer said: mesmerize over dominate? Because neither will be incorporated into my attack chain and would mostly be purple mules. Not going for proccy hold here. Given that, the choice between a mag 3 hold with no stacking opportunities and mag 3.5 sleep is not very meaningful. At least a one shot boss sleep has some minor use cases in detoggling certain effects quickly. 1
Zect Posted March 22 Posted March 22 (edited) This is pretty competently built considering the sheer oddballness of the build concept. You can shore up EN res slightly by changing your cloak of fear slotting to 3x unspeakable terror for 3 EN res. Your death shroud is arguably overslotted. While any source of animation time free dps is welcome, damage auras are usually not a huge source of dps for endgame builds, and their value is in the taunt and the ability to slot ATIO/pbaoe sets. If you lose the 2 avalanches, the damage goes from like 21 to 17 per pulse which is 2 dps. You can then slot 2x blistering cold twice in brawl and boxing, for a net gain of 15% slow res. Though maybe you really like the KD proc in an aura. You can consider slotting tough as follows: Steadfast +3 def, gladiator's armor x3 (R, R/E, +3 def) and boost the gladiators armors +5 (as PVPIOs they don't lose enhancement value or set bonuses when examplared, like purples). This loses only 1 KB resist, leaving you still with 11, and better SL res. This in turn might allow trimming some SL res from elsewhere. A lot of the issues you face are due to poor set diversity. Usually, melees can get 30% acc easily just from a hecatomb and armageddon, but you don't have room for an armageddon unless you drop the procs in burst, for example. You also don't have good access to ranged and taoe sets (though in your case this is by informed choice). My suggestion is to choose 1-2 attacks (maybe 1 ST and 1 aoe) to procbomb and devote the remainder mainly to set bonuses. But again, it may be that a lot of issues can't be improved without significantly changing your build concept - something I really respect. Edited March 22 by Zect 2
Onlyasandwich Posted March 22 Author Posted March 22 (edited) 1 hour ago, Zect said: You can then slot 2x blistering cold twice in brawl and boxing, for a net gain of 15% slow res. Though maybe you really like the KD proc in an aura. Good catch on the slow res! This is worth considering, and would bring me to 80%. 65% is decent, but 80+ is what I shoot for most of the time. Alternatively, I could keep my slow res as is and use that other slot for the damage proc in invoke panic. The tradeoff is a bit of endredux and the passive utility of the KD proc. It's not a bad little bonus bit of mitigation in a damage aura. Unfortunately Nightmare, while a nice bonus, would sacrifice necessary accuracy and a large amount of endredux. I truly don't understand why Cloak of Fear has such low base acc and high end consumption. You're right that there's a moderate tension between global acc and procs here. More global acc would give me more flexible slotting for my fears, and reduce reliance on power siphon uptime. However, KM attacks need every ounce of help they can get. One of their small strengths is the high availability of FFback as well, which reserves another slot, not to mention the obnoxious knockdown tax in Repulsing. I like the Tough strat as well! I'll have to revisit the KD thresholds chart that lives out there somewhere. I think maybe there was a break point at 12 pts, though I could be wrong. 8 is enough for most content, but of course tanks attract more attention. Edited March 22 by Onlyasandwich
Onlyasandwich Posted March 23 Author Posted March 23 (edited) I took your suggestion on tough @Zect - thanks! I'll live with the KD proc in Death Shroud for a bit and see how useful I find it. I may end up doing the split you mentioned to pump slow resist further. Re-apportioning my sets after adjusting tough netted me a little more end efficiency, defense, F/C/E resists, and some hp. Each element pretty small, but I think worth losing 1 point of KB protection. I'm even pretty end sustainable pre-Alpha! Not too shabby - thank you Harmonic Mind. For anyone interested, here's the further optimized build. Tanker - Dark Armor - Kinetic Melee.mbd Does anyone have opinions on Concentrated Strike? I don't see many KM builds out there, so not sure how much stock folks put in it compared to focusing on maximizing DPA for the faster attacks as I have done here. Edited March 23 by Onlyasandwich 1
Meknomancer Posted March 23 Posted March 23 19 hours ago, Onlyasandwich said: Because neither will be incorporated into my attack chain and would mostly be purple mules. Not going for proccy hold here. Given that, the choice between a mag 3 hold with no stacking opportunities and mag 3.5 sleep is not very meaningful. At least a one shot boss sleep has some minor use cases in detoggling certain effects quickly. I wasn't implying you needed dominate as a procced out dps hold, i was just curious as to why a sleep. Dominate can easily be used as a mule for apoc/unbreakable sets and if your running the damage aura will the sleep really be that useful? I guess you'll find out after playing it, i'd be interested to know.
Onlyasandwich Posted March 23 Author Posted March 23 (edited) 2 hours ago, Meknomancer said: wasn't implying Sorry, wasn't trying to project that intent! I only mention the proc strategy as it is a common motivation for grabbing an epic hold. The use case for mesmerize isn't so much to keep something asleep. Some bosses run toggles (cot bosses with dispersion bubble for example). The sleep will auto hit and detoggle them on one shot (3.5 mag cuts through boss protection). Once detoggled, they don't generally retoggle any time soon. Edited March 23 by Onlyasandwich 1 1
Nemu Posted March 23 Posted March 23 Well this thread got me to examine my Stun tank, I made some modifications and now it's a Stun AND Fear AND Knockdown tank: It's like red bull and vodka. I don't know what I'm supposed to do! Ahhhhhh!Stunning Fearing KDing Supermodel - Tanker (Dark Armor).mbd 3 Liberty, Torchbearer, Excelsior, Everlasting Jezebel Delias Level 50 Fire/Elec/Mace Blaster I am the Inner Circle!
Onlyasandwich Posted March 24 Author Posted March 24 (edited) 7 hours ago, Nemu said: Stun AND Fear AND Knockdown tank: Nice, @Nemu! Lightning Clap is doing a lot of work here. It's like a controller on wheels with mez protection, armor, and shorter cooldowns. Something for everyone. You even manage to keep some decently slotted attacks while doing so. Looks fun! You quite literally have your fears disorienting as well. Hilarious. Edited March 24 by Onlyasandwich 1
One IV All Posted March 24 Posted March 24 (edited) I've ran an Elec/Dark before and the idea of running the opposite (Dark/Elec) seems like a TON of fun. Kind of like a Tank-Troller with the controls.@Nemu I see you went with Electric for epic pools. What other epic pool would you or @Onlyasandwich suggest as well? Was thinking Psionic again for Harmonic mind. If I could get Endurance under control, I could see going Dark for the new Tar Patch being very tasty. This is kind of what I'm looking at currently: Tanker (Dark Armor - Electrical Melee).mbd Edited March 24 by One IV All
Nemu Posted March 24 Posted March 24 The original build I had was stun focused so Mu mastery was chosen to slot the energy manipulator stun proc (which totally sucks by the way, but I did it for the memes) Psi mastery is a good pick but you can just as well pick cardiac or vigor as your Alpha if you are looking to play this at high levels and get your endurance under control. It depends on what levels you plan to play at. Harmonic mind isn't available until level 38 and you'll only be able to get a few levels of value when you exemp (33-45) and there's just not a whole lot of content in that level range that provides the most bang for the buck for your investment in that single power. However, I do like the other options in that pool, mez, dom and psi nado are all useful powers, nado being a good FF +recharge power if your build has no other such candidates to boost your recharge. With something like Tar Patch I would want spammable AoE within that 45 second duration to get the most value out of the debuff. If I took electric melee then I probably would just take another procced out Epic AoE to supplement my AoE damage. Despite the reputation as an AoE melee set, electric melee really is not when it comes to consistent AoE output. That's my approach, it makes sense in my mind, but I also make builds with whirlwind so you know, feel free to look at me sideways. 1 1 Liberty, Torchbearer, Excelsior, Everlasting Jezebel Delias Level 50 Fire/Elec/Mace Blaster I am the Inner Circle!
One IV All Posted March 24 Posted March 24 4 hours ago, Nemu said: The original build I had was stun focused so Mu mastery was chosen to slot the energy manipulator stun proc (which totally sucks by the way, but I did it for the memes) Psi mastery is a good pick but you can just as well pick cardiac or vigor as your Alpha if you are looking to play this at high levels and get your endurance under control. It depends on what levels you plan to play at. Harmonic mind isn't available until level 38 and you'll only be able to get a few levels of value when you exemp (33-45) and there's just not a whole lot of content in that level range that provides the most bang for the buck for your investment in that single power. However, I do like the other options in that pool, mez, dom and psi nado are all useful powers, nado being a good FF +recharge power if your build has no other such candidates to boost your recharge. With something like Tar Patch I would want spammable AoE within that 45 second duration to get the most value out of the debuff. If I took electric melee then I probably would just take another procced out Epic AoE to supplement my AoE damage. Despite the reputation as an AoE melee set, electric melee really is not when it comes to consistent AoE output. That's my approach, it makes sense in my mind, but I also make builds with whirlwind so you know, feel free to look at me sideways. Thanks for this! I might rework back into Harmonic, or pick up something with more AOE!
Yomo Kimyata Posted March 24 Posted March 24 I think Cloak of Fear is way underslotted. The inherent accuracy is wicked low and the inherent endurance cost is wicked high, and if I'm going to bother with Cloak of Fear, I'm going to invest in it. Oppressive Gloom is well worth having in conjunction with Cloak of Fear, and you can get away with scarce slotting if need be. Going back to Cloak of Fear, pop an Unspeakable Terror proc in there as well, and you will periodically lay down mag 4 stuns. It's good stuff. I'd also try to invest more in Invoke Panic. It's well worth to get that thing recharging as quickly as possible! 2 Who run Bartertown?
Haijinx Posted March 24 Posted March 24 I didn;t see if it was mentioned, but Vigilantes get a AOE fear power also. Might add to this. 1
One IV All Posted March 25 Posted March 25 (edited) Slight update on the build to see if maybe this is better based on some of what @Nemu said. @Onlyasandwich sorry to hijack my friend, I might have to start my own thread 😂 Tanker (Dark Armor - Electrical Melee).mbd Edited March 25 by One IV All
Nemu Posted March 25 Posted March 25 The way you have your power picks laid out doesn't appear to show any consideration for exemp effectiveness. Is this meant to be played at level 50 only? If you take harmonic mind at level 38 you get some use from it before you get access to cardiac alpha, but at level 47 you might as well pick another pool since cardiac alone will solve your endurance issues. You don't need weave by level 30 since this is not a defense build, the only reason I have it in my build before level 30 is because the build was made before the power availability revamp, and I ran out of other powers to take. Since the power availability re-balance I'd fit in chain induction, lightning clap and lightning rod earlier, especially lightning clap for the knockdown and stun synergy. That power and Thunderstrike will do more for your survival than weave ever will. Other build comments: Obsidian shield is way overslotted and puts you way over the psi resist cap Lightning clap is not auto hit and has really poor acc to start, you need ACC in that power Without tactics, some key control powers like lightning clap and oppressive gloom have really low acc. I don't think the leadership pool is necessary at all since you are not shooting for high defense with Maneuvers, and you already have +perception to counteract blind with cloak of darkness. You just need to make sure you slot more acc into powers or get +acc bonuses. My build goals always aim to have ~95% chance to hit against +4s. Since your toolkit does depend on hitting stuff to survive, don't skimp on ACC in favor of hard survival stats like resistance and defense. This is what I would do with a very quick rework of the stun/fear/knockdown build I posted. It doesn't have the silly stun proc shenanigans. Note that I'm not hung up about getting 90% resists either. When you understand synergies and how to exploit them for survival, coupled with layered mitigation, inspirations and teammates (if you team), it's very rare that you will need that levels of survival on a tank. This is also factored into my choice of alpha. It's not cardiac. The strength of dark armor is not 90% resists. It's dark regen, oppressive gloom and cloak of fear, all of which need to hit. Vigor is a better pick because it reduces end cost, increases ACC and heal and all of these attributes benefit the entire combo of dark/elec. Also note that death shroud is taken later in the journey, at earlier levels you don't have the endurance to sustain it nor the survival to handle the aggro it draws.Dark Elec Tank.mbd 1 1 Liberty, Torchbearer, Excelsior, Everlasting Jezebel Delias Level 50 Fire/Elec/Mace Blaster I am the Inner Circle!
One IV All Posted March 25 Posted March 25 4 hours ago, Nemu said: The way you have your power picks laid out doesn't appear to show any consideration for exemp effectiveness. Is this meant to be played at level 50 only? If you take harmonic mind at level 38 you get some use from it before you get access to cardiac alpha, but at level 47 you might as well pick another pool since cardiac alone will solve your endurance issues. You don't need weave by level 30 since this is not a defense build, the only reason I have it in my build before level 30 is because the build was made before the power availability revamp, and I ran out of other powers to take. Since the power availability re-balance I'd fit in chain induction, lightning clap and lightning rod earlier, especially lightning clap for the knockdown and stun synergy. That power and Thunderstrike will do more for your survival than weave ever will. Other build comments: Obsidian shield is way overslotted and puts you way over the psi resist cap Lightning clap is not auto hit and has really poor acc to start, you need ACC in that power Without tactics, some key control powers like lightning clap and oppressive gloom have really low acc. I don't think the leadership pool is necessary at all since you are not shooting for high defense with Maneuvers, and you already have +perception to counteract blind with cloak of darkness. You just need to make sure you slot more acc into powers or get +acc bonuses. My build goals always aim to have ~95% chance to hit against +4s. Since your toolkit does depend on hitting stuff to survive, don't skimp on ACC in favor of hard survival stats like resistance and defense. This is what I would do with a very quick rework of the stun/fear/knockdown build I posted. It doesn't have the silly stun proc shenanigans. Note that I'm not hung up about getting 90% resists either. When you understand synergies and how to exploit them for survival, coupled with layered mitigation, inspirations and teammates (if you team), it's very rare that you will need that levels of survival on a tank. This is also factored into my choice of alpha. It's not cardiac. The strength of dark armor is not 90% resists. It's dark regen, oppressive gloom and cloak of fear, all of which need to hit. Vigor is a better pick because it reduces end cost, increases ACC and heal and all of these attributes benefit the entire combo of dark/elec. Also note that death shroud is taken later in the journey, at earlier levels you don't have the endurance to sustain it nor the survival to handle the aggro it draws.Dark Elec Tank.mbd I do mostly intend to do 50/endgame content. Thank you SO much for this, I will look it over when I'm home!
nihilii Posted March 26 Posted March 26 On 3/23/2024 at 2:30 PM, Onlyasandwich said: The use case for mesmerize isn't so much to keep something asleep. Some bosses run toggles (cot bosses with dispersion bubble for example). The sleep will auto hit and detoggle them on one shot (3.5 mag cuts through boss protection). Once detoggled, they don't generally retoggle any time soon. I use Mesmerize that way too and I think it's severely underrated. Could hardly believe we were getting this for Brutes/Tankers when Beta went public. Something that's easily missed, purple triangles on AVs don't include sleep protection. This makes for extremely easy soloing even on suboptimal builds or against tougher AVs, you have a panic button at any point in the fight. Basically impossible to die. Helpful as an opener too if you're typically on x8, sleep the AV and get rid of his squad first. Also a great help when fighting multiple AVs, just permasleep the ones you're not hitting. For that matter, it serves its purpose even as a one slot wonder. So this is an option if the only goal is a stepping stone to Harmonic Mind. On early/cheap builds I like to stick the Call of the Sandman proc in there, which does a 280 heal when it hits. The PPM is low so it hits rarely, but nonetheless it is "free" healing if I'm using it for the purpose of dropping enemy toggles. 2 1
Yomo Kimyata Posted March 26 Posted March 26 14 minutes ago, nihilii said: I use Mesmerize that way too and I think it's severely underrated. Could hardly believe we were getting this for Brutes/Tankers when Beta went public. I also hate to bring this up, but with no inherent recharge, a Call of the Sandman proc has a 45% chance to give you a 15% heal. That's no joke. 1 2 Who run Bartertown?
nihilii Posted March 26 Posted March 26 Wow, 45%? Funny how bias can work with "hit chances": from empirical experience, I assumed it was much lower than that. In fact I half-expected someone to come in with the *opposite* reply, using numbers to prove the Call of the Sandman proc would be a stupid choice... 😅
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