Drewbeezy09 Posted May 4, 2024 Posted May 4, 2024 (edited) With Star wars days coming up, I wanted to get my Sithish tank out. His name is Darth Radica, (short for eradicate). He wrestles with the dark side and started his life out as a savior to others. But, lately, as he has gotten older he finds life's daily maneuvering and society's constant in-fighting, his soul is hardening, fueling his darker side. So that's why he's a hero tank. With that I rolled Dark armor as his primary. (No cloak of fear though). I took psionic mastery, 1) for dominate, as a "force choke" type power as he has finally mastered (in secret) the ability to "choke" / force hold someone when needed. And 2) harmonic mind which helps with my endurance. I'm not real big on super speed as a travel, so CJ it is. I got to give a shout out to Infinitum , reviewed a lot of his tank builds to help guide me in creating what I was going to do. So thanks man! Anyways I know this build can be improved wanted to get some thoughts, let me know what you think. DARTH - Hero TankerBuild plan made with Mids' Reborn v3.6.6 rev. 3 ────────────────────────────── Primary powerset: Dark Armor Secondary powerset: Broad Sword Pool powerset (#1): Leaping Pool powerset (#2): Fighting Pool powerset (#3): Speed Pool powerset (#4): Leadership Epic powerset: Psionic Mastery ────────────────────────────── Powers taken: Level 1: Death Shroud A: Superior Might of the Tanker: Accuracy/Damage 3: Superior Might of the Tanker: Accuracy/Damage/Recharge 3: Superior Might of the Tanker: Recharge/Chance for +Res(All) 9: Superior Might of the Tanker: Damage/Endurance/Recharge 9: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge Level 1: Hack A: Touch of Death: Chance of Damage(Negative) 7: Touch of Death: Damage/Endurance 7: Touch of Death: Damage/Recharge 33: Touch of Death: Damage/Endurance/Recharge 34: Touch of Death: Accuracy/Damage 40: Touch of Death: Accuracy/Damage/Endurance Level 2: Dark Embrace A: Unbreakable Guard: Resistance 5: Unbreakable Guard: Resistance/Endurance 5: Unbreakable Guard: Endurance/RechargeTime 34: Unbreakable Guard: RechargeTime/Resistance 40: Unbreakable Guard: +Max HP 43: Unbreakable Guard: Resistance/Endurance/RechargeTime Level 4: Combat Jumping A: Reactive Defenses: Scaling Resist Damage 17: Karma: Knockback Protection Level 6: Super Jump A: Winter's Gift: Slow Resistance (20%) Level 8: Murky Cloud A: Unbreakable Guard: Resistance 11: Unbreakable Guard: Resistance/Endurance 13: Unbreakable Guard: Endurance/RechargeTime 34: Unbreakable Guard: RechargeTime/Resistance 42: Unbreakable Guard: Resistance/Endurance/RechargeTime Level 10: Dark Regeneration A: Touch of the Nictus: Healing/Absorb 19: Touch of the Nictus: Healing/Absorb/Recharge 19: Touch of the Nictus: Accuracy/Healing/Absorb 21: Touch of the Nictus: Accuracy/Endurance/Healing/Absorb 21: Touch of the Nictus: Accuracy/Endurance/Recharge 23: Theft of Essence: Chance for +Endurance Level 12: Obsidian Shield A: Unbreakable Guard: Resistance/Endurance 13: Unbreakable Guard: Resistance 15: Unbreakable Guard: Endurance/RechargeTime 37: Unbreakable Guard: RechargeTime/Resistance 42: Impervious Skin: Status Resistance/Regeneration Level 14: Kick A: Force Feedback: Chance for +Recharge Level 16: Parry A: Superior Gauntleted Fist: RechargeTime/+Absorb 48: Superior Gauntleted Fist: Accuracy/Damage 48: Superior Gauntleted Fist: Damage/RechargeTime 48: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime 50: Superior Gauntleted Fist: Damage/Endurance/RechargeTime 50: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime Level 18: Tough A: Steadfast Protection: Resistance/+Def 3% 33: Gladiator's Armor: TP Protection +3% Def (All) Level 20: Taunt A: Perfect Zinger: Chance for Psi Damage Level 22: Cloak of Darkness A: Shield Wall: +Res (Teleportation), +5% Res (All) 23: Shield Wall: Defense/Endurance 25: Shield Wall: Defense 25: Shield Wall: Defense/Recharge 27: Shield Wall: Endurance/Recharge 27: Shield Wall: Defense/Endurance/Recharge Level 24: Hasten A: Invention: Recharge Reduction 29: Invention: Recharge Reduction Level 26: Build Up A: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 28: Whirling Sword A: Superior Avalanche: Recharge/Chance for Knockdown 33: Superior Avalanche: Accuracy/Damage/Endurance/Recharge 36: Superior Avalanche: Accuracy/Damage 36: Superior Avalanche: Accuracy/Damage/Recharge 36: Superior Avalanche: Damage/Endurance Level 30: Weave A: Shield Wall: Defense 39: Shield Wall: Defense/Endurance 39: Shield Wall: Defense/Recharge 39: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 32: Disembowel A: Superior Blistering Cold: Accuracy/Damage/Recharge 37: Superior Blistering Cold: Accuracy/Damage/Endurance 37: Superior Blistering Cold: Damage/Endurance 40: Superior Blistering Cold: Accuracy/Damage 42: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime 46: Superior Blistering Cold: Recharge/Chance for Hold Level 35: Head Splitter A: Obliteration: Chance for Smashing Damage 43: Obliteration: Damage 43: Obliteration: Accuracy/Recharge 45: Obliteration: Accuracy/Damage/Endurance/Recharge 46: Obliteration: Damage/Recharge 50: Obliteration: Accuracy/Damage/Recharge Level 38: Acrobatics A: Invention: Endurance Reduction Level 41: Dominate A: Lockdown: Chance for +2 Mag Hold 45: Lockdown: Accuracy/Hold 45: Lockdown: Accuracy/Endurance/Recharge/Hold 46: Lockdown: Accuracy/Recharge Level 44: Harmonic Mind A: Performance Shifter: Chance for +End Level 47: Maneuvers A: Red Fortune: Defense/Endurance Level 49: Tactics A: Invention: Endurance Reduction ────────────────────────────── Inherents: Level 1: Gauntlet Level 1: Brawl (Empty) Level 1: Sprint A: Quickfoot: Endurance/RunSpeed Level 2: Rest (Empty) Level 2: Swift A: Invention: Flight Speed Level 2: Hurdle A: Invention: Jumping Level 2: Health A: Panacea: +Hit Points/Endurance 11: Miracle: +Recovery 17: Numina's Convalesence: +Regeneration/+Recovery 31: Preventive Medicine: Chance for +Absorb 31: Regenerative Tissue: +Regeneration Level 2: Stamina A: Performance Shifter: Chance for +End 15: Power Transfer: Chance to Heal Self 29: Performance Shifter: EndMod/Accuracy 31: Performance Shifter: EndMod Level 6: Double Jump Level 4: Athletic Run DARTH Radica.mbd Edited May 4, 2024 by Drewbeezy09 1 1
Warshades Posted May 5, 2024 Posted May 5, 2024 (edited) Here's an alternative slotting for the build that tries to reach soft cap to S/L/E/N/F/C defense while maintaining the high damage resist. I changed the SMoT set to Hack. As far as I know, it's better in a power that can be spammed often as opposed to a damage aura since there's a longer cooldown on damage auras for proc trigger chances. From experimenting with my own build for a dark/ice/soul tank, I found going for typed defense to be easier to hit soft cap due to the purple winter sets that give high 5% values for some of them. I don't know if there is a specific reason that you went with a hold set in dominate, but I kept it as that and just changed it to a full set superior entomb. If you want to focus on getting better damage out of dominate, you can replace it with a full set of superior winter's bite which has the exact same set bonuses but will buff the damage more. There may be a better way to add a small addition of S/L defense to hit soft cap for both instead of running a 3 set triumphant in taunt, but I was running out of ideas. Parry doesn't add smash defense and I'm not a big fan of relying on such powers for the initial alpha strike in case the previous buff ran out, etc. The only power change that I made was replacing acrobatics for super speed. IMO, this will help you stealth some missions with a combination of SS + Cloak and it also reduces your end drain by reducing the number of toggles. Hope this helps or at least provides some ideas. Good luck. DARTH Radica.mbd Edited May 5, 2024 by Warshades 1
Drewbeezy09 Posted May 5, 2024 Author Posted May 5, 2024 (edited) Thanks Warshades, I went with hold IO's just because it was a "hold power" and from past experience I've always assumed and treated hold and immobilize as the same. In your version, if if the IO's are better I'm fine with that. How is endurance and regen on this build? I only ask because DA is a end monster. I'm making the changes to this to see how this build plays. When slotting SS, to get the KB benefit? I don't have to have it toggled do I? Edited May 5, 2024 by Drewbeezy09
Warshades Posted May 5, 2024 Posted May 5, 2024 You don't need to have the travels toggled to get the KB protection, it will work all the time. I've not tested a dark/BS tank build before, but I took the dark/ice I was building to the test server to try out the build I had and if I continuously spammed attacks only the ageless destiny incarnate slot would keep my endurance up. With T4 ageless active, I found that I didn't need the cardiac alpha slot so you could switch that up to something else if you'd like, no point in running 2 endurance discount/recovery incarnates when having just 1 should do the job of managing your endurance. The difference between a superior entomb and winter's bite is that the winter's bite set shows 128 dmg in mid's compared to 65 with entomb (this is without build up active). Hold duration is 12 seconds with the attack set compared to 23.5 seconds with entomb. So up to you in the end. It's not going to make much of a difference in terms of damage output overall for your build so you could go for whichever set is cheaper. The longer hold duration can have some benefit when teaming and trying to stack holds on AVs/GMs and the proc is more useful with the chance for an absorb. 1
PLVRIZR Posted May 5, 2024 Posted May 5, 2024 6 hours ago, Warshades said: the proc is more useful with the chance for an absorb. And for this alone, I'd go for the Entombs. Personal preference of survivability over damage. You're at tank! 1 Reunion - JAWBRKR (Inv/SJ Tank), Lich-ilicious (Necro/Dark MM) Torchbearer - Will Power-Flame (WP/Fire Tank), Frostee-Freeze (Ice/Emp Troller), DARKNESSREIGNS (Inv/DM Tank), BALLBUSTR (Inv/SS Tank) Indomitable - PLVRIZR (Stone/SS Tank), The Atomic Warden (Rad/Rad Defender), FACESMSHR (EM/EA Brute) Excelsior - NUTCRCKR (Inv/SS Tank) - VL500+, DRKSTNITE (DA/DM Tank), Nosfera-too (Kin/Dark Defender), FIREBLLR (FIre/Therm Corr), THUGSRUS (Thugs/Dark MM), Marshal Mayhem (Fire/MA Tank), SLICRDICR (DB/WP Scrap), NECROTANK (SD/DM Tank), FRMRBRWN (Spines/Fire Brute), AVLANCH (Ice/Stone Tank), SWMPTHNG (Bio/Rad Tank), FREEZRBRN (Fire/Ice Tank), ZZAAPP (Elec/Elec Brute), Voltaic Thunderbolt (Elec/Elec Tank) Lemme Axe You Somethin (Rad/Axe Tank), PWDRKEG (Fire/FIre/Pyre Tank), ATMSMSHR (Rad/SS Tank), Morphology of Flame (Bio/Fire Tank) Everlasting - MISSADVENTUR (Inv/SS Tank), Mace to the Face (SD/WM Tank) Retail 2004 (pre-I1) - 2012 lights out; Feb. 2020 - present
Drewbeezy09 Posted May 5, 2024 Author Posted May 5, 2024 (edited) I did see a difference last night with the entomb absorb proc. I had my health 6 slotted with the prev build. Does the entomb proc work the same as the health one, (Preventive Medicine: Chance for +Absorb) asorb proc? Im really liking this build, its handling most content. Although both build seem to have KB issues some times. (mainly in mobs). Edited May 6, 2024 by Drewbeezy09
Infinitum Posted May 6, 2024 Posted May 6, 2024 On 5/4/2024 at 2:23 AM, Drewbeezy09 said: With Star wars days coming up, I wanted to get my Sithish tank out. His name is Darth Radica, (short for eradicate). He wrestles with the dark side and started his life out as a savior to others. But, lately, as he has gotten older he finds life's daily maneuvering and society's constant in-fighting, his soul is hardening, fueling his darker side. So that's why he's a hero tank. With that I rolled Dark armor as his primary. (No cloak of fear though). I took psionic mastery, 1) for dominate, as a "force choke" type power as he has finally mastered (in secret) the ability to "choke" / force hold someone when needed. And 2) harmonic mind which helps with my endurance. I'm not real big on super speed as a travel, so CJ it is. I got to give a shout out to Infinitum , reviewed a lot of his tank builds to help guide me in creating what I was going to do. So thanks man! Anyways I know this build can be improved wanted to get some thoughts, let me know what you think. DARTH - Hero TankerBuild plan made with Mids' Reborn v3.6.6 rev. 3 ────────────────────────────── Primary powerset: Dark Armor Secondary powerset: Broad Sword Pool powerset (#1): Leaping Pool powerset (#2): Fighting Pool powerset (#3): Speed Pool powerset (#4): Leadership Epic powerset: Psionic Mastery ────────────────────────────── Powers taken: Level 1: Death Shroud A: Superior Might of the Tanker: Accuracy/Damage 3: Superior Might of the Tanker: Accuracy/Damage/Recharge 3: Superior Might of the Tanker: Recharge/Chance for +Res(All) 9: Superior Might of the Tanker: Damage/Endurance/Recharge 9: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge Level 1: Hack A: Touch of Death: Chance of Damage(Negative) 7: Touch of Death: Damage/Endurance 7: Touch of Death: Damage/Recharge 33: Touch of Death: Damage/Endurance/Recharge 34: Touch of Death: Accuracy/Damage 40: Touch of Death: Accuracy/Damage/Endurance Level 2: Dark Embrace A: Unbreakable Guard: Resistance 5: Unbreakable Guard: Resistance/Endurance 5: Unbreakable Guard: Endurance/RechargeTime 34: Unbreakable Guard: RechargeTime/Resistance 40: Unbreakable Guard: +Max HP 43: Unbreakable Guard: Resistance/Endurance/RechargeTime Level 4: Combat Jumping A: Reactive Defenses: Scaling Resist Damage 17: Karma: Knockback Protection Level 6: Super Jump A: Winter's Gift: Slow Resistance (20%) Level 8: Murky Cloud A: Unbreakable Guard: Resistance 11: Unbreakable Guard: Resistance/Endurance 13: Unbreakable Guard: Endurance/RechargeTime 34: Unbreakable Guard: RechargeTime/Resistance 42: Unbreakable Guard: Resistance/Endurance/RechargeTime Level 10: Dark Regeneration A: Touch of the Nictus: Healing/Absorb 19: Touch of the Nictus: Healing/Absorb/Recharge 19: Touch of the Nictus: Accuracy/Healing/Absorb 21: Touch of the Nictus: Accuracy/Endurance/Healing/Absorb 21: Touch of the Nictus: Accuracy/Endurance/Recharge 23: Theft of Essence: Chance for +Endurance Level 12: Obsidian Shield A: Unbreakable Guard: Resistance/Endurance 13: Unbreakable Guard: Resistance 15: Unbreakable Guard: Endurance/RechargeTime 37: Unbreakable Guard: RechargeTime/Resistance 42: Impervious Skin: Status Resistance/Regeneration Level 14: Kick A: Force Feedback: Chance for +Recharge Level 16: Parry A: Superior Gauntleted Fist: RechargeTime/+Absorb 48: Superior Gauntleted Fist: Accuracy/Damage 48: Superior Gauntleted Fist: Damage/RechargeTime 48: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime 50: Superior Gauntleted Fist: Damage/Endurance/RechargeTime 50: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime Level 18: Tough A: Steadfast Protection: Resistance/+Def 3% 33: Gladiator's Armor: TP Protection +3% Def (All) Level 20: Taunt A: Perfect Zinger: Chance for Psi Damage Level 22: Cloak of Darkness A: Shield Wall: +Res (Teleportation), +5% Res (All) 23: Shield Wall: Defense/Endurance 25: Shield Wall: Defense 25: Shield Wall: Defense/Recharge 27: Shield Wall: Endurance/Recharge 27: Shield Wall: Defense/Endurance/Recharge Level 24: Hasten A: Invention: Recharge Reduction 29: Invention: Recharge Reduction Level 26: Build Up A: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 28: Whirling Sword A: Superior Avalanche: Recharge/Chance for Knockdown 33: Superior Avalanche: Accuracy/Damage/Endurance/Recharge 36: Superior Avalanche: Accuracy/Damage 36: Superior Avalanche: Accuracy/Damage/Recharge 36: Superior Avalanche: Damage/Endurance Level 30: Weave A: Shield Wall: Defense 39: Shield Wall: Defense/Endurance 39: Shield Wall: Defense/Recharge 39: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 32: Disembowel A: Superior Blistering Cold: Accuracy/Damage/Recharge 37: Superior Blistering Cold: Accuracy/Damage/Endurance 37: Superior Blistering Cold: Damage/Endurance 40: Superior Blistering Cold: Accuracy/Damage 42: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime 46: Superior Blistering Cold: Recharge/Chance for Hold Level 35: Head Splitter A: Obliteration: Chance for Smashing Damage 43: Obliteration: Damage 43: Obliteration: Accuracy/Recharge 45: Obliteration: Accuracy/Damage/Endurance/Recharge 46: Obliteration: Damage/Recharge 50: Obliteration: Accuracy/Damage/Recharge Level 38: Acrobatics A: Invention: Endurance Reduction Level 41: Dominate A: Lockdown: Chance for +2 Mag Hold 45: Lockdown: Accuracy/Hold 45: Lockdown: Accuracy/Endurance/Recharge/Hold 46: Lockdown: Accuracy/Recharge Level 44: Harmonic Mind A: Performance Shifter: Chance for +End Level 47: Maneuvers A: Red Fortune: Defense/Endurance Level 49: Tactics A: Invention: Endurance Reduction ────────────────────────────── Inherents: Level 1: Gauntlet Level 1: Brawl (Empty) Level 1: Sprint A: Quickfoot: Endurance/RunSpeed Level 2: Rest (Empty) Level 2: Swift A: Invention: Flight Speed Level 2: Hurdle A: Invention: Jumping Level 2: Health A: Panacea: +Hit Points/Endurance 11: Miracle: +Recovery 17: Numina's Convalesence: +Regeneration/+Recovery 31: Preventive Medicine: Chance for +Absorb 31: Regenerative Tissue: +Regeneration Level 2: Stamina A: Performance Shifter: Chance for +End 15: Power Transfer: Chance to Heal Self 29: Performance Shifter: EndMod/Accuracy 31: Performance Shifter: EndMod Level 6: Double Jump Level 4: Athletic Run DARTH Radica.mbd 45.43 kB · 7 downloads That's an awesome combo and theme you built there. Honored that you used my builds also. Palpatine mode on We will watch your career with great interest. 2
ZemX Posted May 6, 2024 Posted May 6, 2024 Have you looked at Force of Will pool? Seems practically tailor made for Jedi/Sith toons. You don't get Acrobatics, but you can work around that with KB prot from IOs. Losing CJ would hurt me though. I'd rather give up Leadership, myself. But it's something to look at. Force Push is just so iconic. Almost a shame these powers are knockdown instead of back. More useful that way of course... but less thematic in this particular case. 1 1
PLVRIZR Posted May 6, 2024 Posted May 6, 2024 3 hours ago, ZemX said: Have you looked at Force of Will pool? Seems practically tailor made for Jedi/Sith toons. Force Push is just so iconic. Almost a shame these powers are knockdown instead of back. More useful that way of course... but less thematic in this particular case. Only one solution...submit a suggestion for a KD to KB proc. Wait, did I actually just type that? 😆 1 Reunion - JAWBRKR (Inv/SJ Tank), Lich-ilicious (Necro/Dark MM) Torchbearer - Will Power-Flame (WP/Fire Tank), Frostee-Freeze (Ice/Emp Troller), DARKNESSREIGNS (Inv/DM Tank), BALLBUSTR (Inv/SS Tank) Indomitable - PLVRIZR (Stone/SS Tank), The Atomic Warden (Rad/Rad Defender), FACESMSHR (EM/EA Brute) Excelsior - NUTCRCKR (Inv/SS Tank) - VL500+, DRKSTNITE (DA/DM Tank), Nosfera-too (Kin/Dark Defender), FIREBLLR (FIre/Therm Corr), THUGSRUS (Thugs/Dark MM), Marshal Mayhem (Fire/MA Tank), SLICRDICR (DB/WP Scrap), NECROTANK (SD/DM Tank), FRMRBRWN (Spines/Fire Brute), AVLANCH (Ice/Stone Tank), SWMPTHNG (Bio/Rad Tank), FREEZRBRN (Fire/Ice Tank), ZZAAPP (Elec/Elec Brute), Voltaic Thunderbolt (Elec/Elec Tank) Lemme Axe You Somethin (Rad/Axe Tank), PWDRKEG (Fire/FIre/Pyre Tank), ATMSMSHR (Rad/SS Tank), Morphology of Flame (Bio/Fire Tank) Everlasting - MISSADVENTUR (Inv/SS Tank), Mace to the Face (SD/WM Tank) Retail 2004 (pre-I1) - 2012 lights out; Feb. 2020 - present
DarkRevelation Posted May 6, 2024 Posted May 6, 2024 3 hours ago, PLVRIZR said: Only one solution...submit a suggestion for a KD to KB proc. Wait, did I actually just type that? 😆 lol j/k
Drewbeezy09 Posted May 7, 2024 Author Posted May 7, 2024 (edited) On 5/6/2024 at 7:00 AM, ZemX said: Have you looked at Force of Will pool? Seems practically tailor made for Jedi/Sith toons. You don't get Acrobatics, but you can work around that with KB prot from IOs. Losing CJ would hurt me though. I'd rather give up Leadership, myself. But it's something to look at. Force Push is just so iconic. Almost a shame these powers are knockdown instead of back. More useful that way of course... but less thematic in this particular case. I did! And i too thought that thematically "force" would be cool. But it leaves a lot to be desired for me anyways. 1) Leap was a nice travel, but the knockdown reminded me of Neo, so that was meh. 2) going down this epic pool tree, means your going toward unleash Potential. and while the the 15% (minimum) def, and the recovery and regen is great, its on a duration timer of 60 seconds, and wont trigger again for 600's so it needs recharge i think. . I got it down to 218, so it was left on cd for around 1 minute 20. I didn't think the tree was was worth it slot efficiency wise, so i went with psionic mastery grabbed a dominate and the end reduction power. But now i think of it....lol... unleash potential can be a mule for def, health and endurance IO's. Wonder if someone knows the return on investment if used as a mule? Edited May 7, 2024 by Drewbeezy09
tidge Posted May 16, 2024 Posted May 16, 2024 Force of Will has a lot to offer, especially Tankers IMO. My typical choices go something like this: #1 Mighty Leap as the travel power. It's a PDQ zone travel power and it has the fun "Takeoff" option for an occasional lulz moment in PBAoE combat. (Tanks!) #2 Weaken Resolve as the hard target debuff. Accuracy is all it needs, but does accept a further %debuff or %damage at reliable proc chances. #3 Wall of Force as an early-build ranged AoE cone. I find this to be a wonderful addition to a Tanker's arsenal of tricks for getting the attention of distant critters. There are a lot of different ways to slot this as well. I try to configure a Tanker build to get those three powers as early as possible. Often this just requires delaying the choice some power (often a toggle) from the primary. It always feels like my character has gotten their Epic power pool powers before level 20! After taking those three powers, it isn't a hard choice to pick up Unleash Potential. I typically will try to 6-slot that power because I am a fan of a couple of different 6-slot bonuses from either Heal or Defense sets, and not every primary/secondary offers me the chance to slot those sets. The long timer on Unleash Potential doesn't really bother me on a high-HP character, especially if there is some Scaling Damage Resistance in play. The only Health Enhancement for muling would be IMO the Preventive Maintenance %absorb piece. There are of course several Defense globals that could go into it as well. I don't think I'd ever consider adding EndMod procs to it, YMMV. I have at least one character that picked Project Will instead of Weaken Resolve... but that was a case of specifically wanting to have a single-target ranged attack for Enhancement set slotting reasons.
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