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Dark armor / Broad sword my Sith tank


Drewbeezy09

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Posted (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 Tanker
Build 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.jpg

DARTH Radica.mbd

Edited by Drewbeezy09
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  • Drewbeezy09 changed the title to Dark armor / Broad sword my Sith tank
Posted (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 by Warshades
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Posted (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 by Drewbeezy09
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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.

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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!

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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) EverlastingMISSADVENTUR (Inv/SS Tank), Mace to the Face (SD/WM Tank)                                                        Retail 2004 (pre-I1) - 2012 lights out; Feb. 2020 - present

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Posted (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 by Drewbeezy09
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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 Tanker
Build 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.jpg

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. 

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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.

 

 

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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?  😆

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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) EverlastingMISSADVENTUR (Inv/SS Tank), Mace to the Face (SD/WM Tank)                                                        Retail 2004 (pre-I1) - 2012 lights out; Feb. 2020 - present

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Posted (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 by Drewbeezy09
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  • 2 weeks later

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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