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Posted

Hello Tankers!

 

I'm trying to decide how much theme is really important to me with this guy, and would love your insight. He's a basketball player, and currently I find Fireball not only an excellent aoe addition, but also a very satisfying thematic proxy for a flaming basketball, so am hesitant to drop Fire APP.

 

However, the two power commitment to get there pulls away from other priorities, and dropping this thematic element really frees me up to optimize my ST potential and survivability, while still maintaining good aoe.

 

The main difference is Bone Smasher. The thematic build lacks it! It's a really great power, and I find a necessary part of the /EM rotation when you are waiting to recharge that focus from TF. 

 

On both builds I'm okay with being a little shy of S/L resist cap, as the second ATO proc will make up for it more often than not when it counts.

 

How bad of a sacrifice do you think this is?

 

Fireball build:

Tanker (Fiery Aura - Energy Melee).mbd

Pros:

  • Fireball, melt armor add substantially to aoe potential.
  • Ring of Fire is moderately useful for run happy AVs.

 

Cons:

  • Slightly lower recharge.
  • Lacking Bone Smasher - ST could be painful at times. Perhaps sufficient to fill gaps with burn?

 

Text:

Spoiler

Hero Tanker
Build plan made with Mids' Reborn v3.7.4 rev. 9
──────────────────────────────

  • Primary powerset: Fiery Aura
  • Secondary powerset: Energy Melee
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Force of Will
  • Epic powerset: Fire Mastery

──────────────────────────────

Powers taken:

Level 1: Fire Shield

  • A: Unbreakable Guard: Resistance
  • 45: Unbreakable Guard: Resistance/Endurance
  • 46: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 46: Unbreakable Guard: RechargeTime/Resistance

Level 1: Energy Punch

  • A: Hecatomb: Damage
  • 40: Hecatomb: Damage/Recharge
  • 40: Hecatomb: Damage/Recharge/Accuracy
  • 46: Hecatomb: Recharge/Accuracy
  • 48: Hecatomb: Damage/Endurance

Level 2: Blazing Aura

  • A: Superior Avalanche: Accuracy/Damage/Endurance
  • 3: Superior Avalanche: Recharge/Chance for Knockdown
  • 3: Multi-Strike: Damage/Endurance

Level 4: Healing Flames

  • A: Preventive Medicine: Heal
  • 5: Preventive Medicine: Heal/Endurance
  • 5: Preventive Medicine: Endurance/RechargeTime
  • 7: Preventive Medicine: Heal/RechargeTime
  • 7: Preventive Medicine: Heal/RechargeTime/Endurance
  • 43: Preventive Medicine: Chance for +Absorb

Level 6: Temperature Protection

  • A: Steadfast Protection: Resistance/+Def 3%
  • 45: Steadfast Protection: Knockback Protection

Level 8: Consume

  • A: Preemptive Optimization: EndMod/Accuracy/Recharge
  • 9: Performance Shifter: EndMod/Accuracy/Recharge
  • 9: Preventive Medicine: Heal
  • 43: Preventive Medicine: Heal/RechargeTime

Level 10: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 11: Kismet: Accuracy +6%
  • 29: Reactive Defenses: Scaling Resist Damage
  • 45: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 12: Plasma Shield

  • A: Unbreakable Guard: Resistance
  • 13: Unbreakable Guard: Resistance/Endurance
  • 13: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 43: Unbreakable Guard: +Max HP

Level 14: Super Jump

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

Level 16: Whirling Hands

  • A: Superior Avalanche: Accuracy/Damage
  • 17: Superior Avalanche: Damage/Endurance
  • 17: Eradication: Chance for Energy Damage
  • 37: Obliteration: Chance for Smashing Damage
  • 37: Armageddon: Chance for Fire Damage
  • 39: Perfect Zinger: Chance for Psi Damage

Level 18: Burn

  • A: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
  • 19: Superior Gauntleted Fist: Damage/Endurance/RechargeTime
  • 19: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime

Level 20: Total Focus

  • A: Superior Gauntleted Fist: Accuracy/Damage
  • 21: Superior Gauntleted Fist: Damage/RechargeTime
  • 21: Superior Gauntleted Fist: RechargeTime/+Absorb
  • 23: Touch of Death: Damage/Endurance
  • 25: Touch of Death: Chance of Damage(Negative)
  • 25: Perfect Zinger: Chance for Psi Damage

Level 22: Fiery Embrace

  • A: Invention: Recharge Reduction
  • 23: Invention: Recharge Reduction

Level 24: Build Up

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 26: Phoenix Rising

  • A: Armageddon: Damage/Recharge
  • 27: Armageddon: Damage
  • 27: Armageddon: Damage/Recharge/Accuracy
  • 36: Armageddon: Recharge/Accuracy
  • 36: Armageddon: Damage/Endurance

Level 28: Power Crash

  • A: Obliteration: Accuracy/Damage/Recharge
  • 34: Obliteration: Damage
  • 34: Obliteration: Accuracy/Damage/Endurance/Recharge
  • 34: Obliteration: Accuracy/Recharge
  • 36: Obliteration: Chance for Smashing Damage

Level 30: Energy Transfer

  • A: Superior Might of the Tanker: Accuracy/Damage
  • 31: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge
  • 31: Superior Might of the Tanker: Damage/Recharge
  • 31: Superior Might of the Tanker: Recharge/Chance for +Res(All)
  • 33: Hecatomb: Chance of Damage(Negative)
  • 33: Touch of Death: Chance of Damage(Negative)

Level 32: Hasten

  • A: Invention: Recharge Reduction
  • 33: Invention: Recharge Reduction

Level 35: Kick

  • (Empty)

Level 38: Tough

  • A: Gladiator's Armor: End/Resist
  • 39: Gladiator's Armor: Resistance
  • 39: Gladiator's Armor: TP Protection +3% Def (All)

Level 41: Weave

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

Level 44: Ring of Fire

  • A: Trap of the Hunter: Accuracy/Endurance

Level 47: Melt Armor

  • A: Analyze Weakness: Accuracy/Recharge
  • 48: Achilles' Heel: Chance for Res Debuff
  • 50: Invention: Recharge Reduction

Level 49: Fire Ball

  • A: Superior Frozen Blast: Accuracy/Damage
  • A: Superior Frozen Blast: Damage/Endurance
  • 51: Positron's Blast: Chance of Damage(Energy)
  • 51: Javelin Volley: Chance of Damage(Lethal)
  • 51: Bombardment: Chance for Fire Damage


──────────────────────────────

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
  • 11: Miracle: +Recovery
  • 15: Numina's Convalesence: +Regeneration/+Recovery

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 15: Performance Shifter: EndMod
  • 29: Performance Shifter: EndMod/Accuracy

Level 1: Energy Focus


Level 14: Double Jump


 

Unfireball build:

Tanker (Fiery Aura - Energy Melee) unleash.mbd

Pros:

  • Bone Smasher! Heavily procced as well.
  • Very powerful defense steroid in Unleash potential. Brings me to melee softcap when online.
  • A little more recharge.

Cons:

  • Must rely on power crash more heavily for aoe rotation. Decent when focus is op, meh when focus is down.
  • No flaming basketball!

 

Text:

Spoiler

Hero Tanker
Build plan made with Mids' Reborn v3.7.4 rev. 9
──────────────────────────────

  • Primary powerset: Fiery Aura
  • Secondary powerset: Energy Melee
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Force of Will
  • Pool powerset (#3): Speed
  • Pool powerset (#4): Fighting
  • Epic powerset: Energy Mastery

──────────────────────────────

Powers taken:

Level 1: Fire Shield

  • A: Unbreakable Guard: Resistance
  • 45: Unbreakable Guard: Resistance/Endurance
  • 46: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 46: Unbreakable Guard: RechargeTime/Resistance

Level 1: Energy Punch

  • A: Hecatomb: Damage
  • 40: Hecatomb: Damage/Recharge
  • 40: Hecatomb: Damage/Recharge/Accuracy
  • 46: Hecatomb: Recharge/Accuracy
  • 48: Hecatomb: Damage/Endurance

Level 2: Blazing Aura

  • A: Superior Avalanche: Accuracy/Damage/Endurance
  • 3: Superior Avalanche: Recharge/Chance for Knockdown
  • 3: Multi-Strike: Damage/Endurance

Level 4: Healing Flames

  • A: Preventive Medicine: Heal
  • 5: Preventive Medicine: Heal/Endurance
  • 5: Preventive Medicine: Endurance/RechargeTime
  • 7: Preventive Medicine: Heal/RechargeTime
  • 7: Preventive Medicine: Heal/RechargeTime/Endurance
  • 43: Preventive Medicine: Chance for +Absorb

Level 6: Temperature Protection

  • A: Steadfast Protection: Resistance/+Def 3%
  • 45: Steadfast Protection: Knockback Protection

Level 8: Consume

  • A: Preemptive Optimization: EndMod/Accuracy/Recharge
  • 9: Performance Shifter: EndMod/Accuracy/Recharge
  • 9: Preventive Medicine: Heal
  • 43: Preventive Medicine: Heal/RechargeTime

Level 10: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 11: Kismet: Accuracy +6%
  • 45: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 12: Plasma Shield

  • A: Unbreakable Guard: Resistance
  • 13: Unbreakable Guard: Resistance/Endurance
  • 13: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 43: Unbreakable Guard: +Max HP

Level 14: Bone Smasher

  • A: Superior Blistering Cold: Accuracy/Damage
  • 29: Superior Blistering Cold: Damage/Endurance
  • 29: Touch of Death: Chance of Damage(Negative)
  • 50: Mako's Bite: Chance of Damage(Lethal)
  • 50: Gladiator's Strike: Chance for Smashing Damage
  • 51: Perfect Zinger: Chance for Psi Damage

Level 16: Whirling Hands

  • A: Superior Avalanche: Accuracy/Damage
  • 17: Superior Avalanche: Damage/Endurance
  • 17: Eradication: Chance for Energy Damage
  • 37: Obliteration: Chance for Smashing Damage
  • 37: Armageddon: Chance for Fire Damage
  • 39: Perfect Zinger: Chance for Psi Damage

Level 18: Burn

  • A: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
  • 19: Superior Gauntleted Fist: Damage/Endurance/RechargeTime
  • 19: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime

Level 20: Total Focus

  • A: Superior Gauntleted Fist: Accuracy/Damage
  • 21: Superior Gauntleted Fist: Damage/RechargeTime
  • 21: Superior Gauntleted Fist: RechargeTime/+Absorb
  • 23: Touch of Death: Damage/Endurance
  • 25: Touch of Death: Chance of Damage(Negative)
  • 25: Perfect Zinger: Chance for Psi Damage

Level 22: Fiery Embrace

  • A: Invention: Recharge Reduction
  • 23: Invention: Recharge Reduction

Level 24: Build Up

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 26: Phoenix Rising

  • A: Armageddon: Damage/Recharge
  • 27: Armageddon: Damage
  • 27: Armageddon: Damage/Recharge/Accuracy
  • 36: Armageddon: Recharge/Accuracy
  • 36: Armageddon: Damage/Endurance

Level 28: Power Crash

  • A: Obliteration: Accuracy/Damage/Recharge
  • 34: Obliteration: Damage
  • 34: Obliteration: Accuracy/Damage/Endurance/Recharge
  • 34: Obliteration: Accuracy/Recharge
  • 36: Obliteration: Chance for Smashing Damage

Level 30: Energy Transfer

  • A: Superior Might of the Tanker: Accuracy/Damage
  • 31: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge
  • 31: Superior Might of the Tanker: Damage/Recharge
  • 31: Superior Might of the Tanker: Recharge/Chance for +Res(All)
  • 33: Hecatomb: Chance of Damage(Negative)
  • 33: Touch of Death: Chance of Damage(Negative)

Level 32: Hasten

  • A: Invention: Recharge Reduction
  • 33: Invention: Recharge Reduction

Level 35: Kick

  • (Empty)

Level 38: Tough

  • A: Gladiator's Armor: End/Resist
  • 39: Gladiator's Armor: Resistance
  • 39: Gladiator's Armor: TP Protection +3% Def (All)

Level 41: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 42: Reactive Defenses: Defense/Endurance/RechargeTime
  • 42: Reactive Defenses: Scaling Resist Damage

Level 44: Mighty Leap

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

Level 47: Weaken Resolve

  • A: Achilles' Heel: Chance for Res Debuff

Level 49: Unleash Potential

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • A: Luck of the Gambler: Defense/Recharge
  • 51: Luck of the Gambler: Defense/Endurance/Recharge
  • 51: Luck of the Gambler: Defense
  • 51: Luck of the Gambler: Endurance/Recharge
  • 51: Invention: Recharge Reduction


──────────────────────────────

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
  • 11: Miracle: +Recovery
  • 15: Numina's Convalesence: +Regeneration/+Recovery

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 15: Performance Shifter: EndMod

Level 1: Energy Focus


Level 14: Takeoff


 

Questions that apply to both builds:

  • Would you put the Might proc in ET or Bone Smasher? ET will have good percentages, and is theoretically good to spam, but maybe not always suitable to use as often.
  • Consume slotting. I think I've enhanced healing well enough, with a little endmod to help me through tough times. Do you think the extra ~100 max HP is that big a deal?
  • Psionic Damage. Will I survive it at all? I guess I have healing flames, at least! The incidental stun stacking and bit of knockdown will help.

 

If you see any other elements that stand out as silly to you, I'm open to your review!

 

 

 

 

 

Posted
52 minutes ago, Onlyasandwich said:

Questions that apply to both builds:

  • Would you put the Might proc in ET or Bone Smasher? ET will have good percentages, and is theoretically good to spam, but maybe not always suitable to use as often.
  • Consume slotting. I think I've enhanced healing well enough, with a little endmod to help me through tough times. Do you think the extra ~100 max HP is that big a deal?
  • Psionic Damage. Will I survive it at all? I guess I have healing flames, at least! The incidental stun stacking and bit of knockdown will help.

 

If you see any other elements that stand out as silly to you, I'm open to your review!

 

If you go the Fireball route, I like Char on my Fire/Fire/Pyre tank, for single target holds and the Entomb +absorb proc.  Since your defense (if you even build for any) can disappear quickly, all the mitigation you can squeeze in is a bonus.  I can't say it's ever held an AV (well, maybe regular Rommie once), but the proc fires.  As you note, Melt Armor is a great power, and it IS effective at debuffing AVs, so Char/Melt Armor/Fireball would be my choice.

 

For most of my tanks, I put the two ATO procs in the first two melee attacks, since they're in every attack rotation.  Having said that, I went against that on the aforementioned Fire/Fire/Pyre and MoT is in Blazing Aura.  First, it is an *always on* single stack and a decent chance for two stacks; second, so I have the proc in all exemplaring situations and finally, because I don't take Fire Sword.  Unconventional, but the real-world experience is completely positive.

 

No, I don't think the 100HP (what, <4% of total) is worth it and I slotted a full set of Synapse's Shock.  No, the damage bonus isn't much, but the Recharge, Regen, E/N resist and movement speed bonuses really shine on the final product.  His E/N resist is right at cap (88%) with only one stack of MoT.

 

My Mids didn't load your slots, so I can't see your totals, but mine is 22%def/50%res for Psi and don't have any problem with Carnie or Arachnos missions, but I don't think I've taken him to any Rularuu or Psi AV arcs...

  • Like 1

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Posted (edited)
22 hours ago, PLVRIZR said:

ATO procs in the first two melee attacks

 

I've considered it further, and agree! Putting Might ATO in bone smasher also let's me open with it for a quick proc, whereas ET would need to wait for TF to complete in my initial rotation.

 

Thanks for taking the time to provide input, @PLVRIZR.

 

Both builds only have ~15 Psi defense, 8% resist, so basically nothing. The unleash build hits 39% when it's up, which is something at least. I imagine I'll eat it pretty hard against Psi 😄

 

EDIT - looks like newest mids isn't actually accounting for ATO procs. Annoying. This does mean my potential psi resist isn't terrible with a couple stacks going though.

Edited by Onlyasandwich
Posted (edited)

Allo!

 

I am unable to pull up your builds! I refuse to update Mids immediately when an update is released. There are always a slew of issues!

 

That being said, I did take the time to throw together my own take, hopefully to give you a bit of insight as to how I would build a Fire/EM/Fire. While normally I would run Cross Punch to give a bit of recharge buffer and AoE, I like the idea of adding Fire for extra coverage!

 

So, here is my typical "all in on damage" approach!

 

fireem.thumb.png.e22afb4f573e16c2e5e375ebde867883.png

Tanker (Fiery Aura - Energy Melee).mbd

 

 

 

I actually don't think this would be too bad to run! The cool thing about this combo is that you have plenty of high-DPA attacks to fill in your rotation with. Proc'd Burn is strong enough to serve as an ST attack if need be, so you can use that if nothing else is ready to go (Energy Punch would go mostly unused). Char (or an epic hold in general) is something I've been utilizing on quite a few of my toons that don't necessarily need another quick recharging ST filler. With my slotting, you get a mag 7 hold that gives you a Build Up and dumps a huge chunk of damage as well!

 

Between Whirling Hands, Burn, and Fire Ball, there's plenty of AoE to melt mobs!

 

Also, I took Phoenix Rising since global recharge is pretty low. It could be useful as an "oh shit" tool if Healing Flames isn't ready to go!

 

Another fun thing about running like this is team buffs turn you into a monster!

 

I hope some of these ideas help out!

Edited by Spaghetti Betty
I forgot the Decimation proc!
  • Like 1

Mainly on Excelsior. Find me in game @Spaghetti Betty.

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Posted (edited)

Edit - ack - went to correct the chunk and pasted over my reply.

 

Thanks for sharing, @Spaghetti Betty!

 

I understand that burn's procability was nerfed in the last pass, but I suppose it's still pretty good for procs even accounting for this?

 

I'm curious, are you able to load chunks into your older mids?

 

Chunk:

Spoiler

|MBD;24196;1576;2104;BASE64;|
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|sMBMy1FbqqavVzK1Z/8JL+1AQ==|

 

Edited by Onlyasandwich
Posted
1 hour ago, Onlyasandwich said:

I understand that burn's procability was nerfed in the last pass, but I suppose it's still pretty good for procs even accounting for this?

It is still an extremely high-DPA attack for what it does, it is just not also that three times over anymore!

 

I'll have to try loading a chunk after work, but the last time I tried, it didn't take.

You could absolutely post a screenshot of the build and I could pick from that!

Mainly on Excelsior. Find me in game @Spaghetti Betty.

AE Arcs:  Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577

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Posted

For what's worth here's my Fire/EM. Currently Mids has the ATO proc borked so we can't see it, but with one stack of it the resistances are at 77%-ish. A second stack puts them at 85% and then Barrier puts them at 90%. IMO if the content is not hard enough to require Barrier then it does not require 90% resistances either. It also has 40% S/L defenses for a little something extra and Barrier also pushes that to 45%.

 

The ST rotation is TF, Bone Smasher, ET, Energy Punch, Bone Smasher. Repeat. If Burn is up you can replace EP with it. Burn is a bit too slow to recharge to otherwise incorporate into the ST rotation as it will not be up for every rotation. ET does not need recharge since I only use it after TF (it COULD be used when ever it is up, but eff 2.9 animations). It also does not need endurance reduction since it costs nothing. So it only needs damage and accuracy which allows to proc the gadzooks out of it.

 

I don't bother adding Power Crash as I feel Burn and Whirling Hands is enough.

 

Strictly speaking the ATO is not in the best place in TF and should be in Bone Smasher with their slotting swapped since BS is used more often which gives it a chance to stack up. While TF is only used every 6 seconds.

 

Tanker (Fire EM).mbd

  • Like 1
Posted (edited)
5 hours ago, Sovera said:

Currently Mids has the ATO proc borked

Thanks @Sovera! Yeah, I noticed the proc issues. It looks like a lot of procs and secondary effects aren't being represented properly in this version. Very annoying.

 

I like your perspective on Burn/Whirling Hands, and think I might give dropping power crash a shot! If I open with my aoes, my ST rotation should take enough time to keep me productively busy before cycling aoes back in so I don't feel like I'm twiddling my thumbs too much. I do think power crash or the epic aoe would offer a more seamless aoe rotation, but at the end of it I'll be wailing on bosses anyhow, so it's maybe not such a bad trade.

 

I've iterated further, and think I'm good with leaving my fire APP behind for now. If I miss it, I'm only another espec away. 🙂

 

Meanwhile, I'm debating my flex power pick left when dropping Power Crash and cannibalizing its slots. Taunt or Focused Accuracy? FA would let me re-optimize my Blazing Aura slotting a bit if I like, and the debuff protection is really nice, but Taunt doesn't put any further pressure on my end, and comes in clutch at times.

 

Tanker (Fiery Aura - Energy Melee) unleash.mbd

 

Text:

Spoiler

Hero Tanker
Build plan made with Mids' Reborn v3.7.4 rev. 9
──────────────────────────────

  • Primary powerset: Fiery Aura
  • Secondary powerset: Energy Melee
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Force of Will
  • Pool powerset (#4): Fighting
  • Epic powerset: Soul Mastery

──────────────────────────────

Powers taken:

Level 1: Fire Shield

  • A: Unbreakable Guard: Resistance
  • 45: Unbreakable Guard: Resistance/Endurance
  • 46: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 46: Unbreakable Guard: RechargeTime/Resistance

Level 1: Energy Punch

  • A: Hecatomb: Damage
  • 40: Hecatomb: Damage/Recharge
  • 40: Hecatomb: Damage/Recharge/Accuracy
  • 46: Hecatomb: Recharge/Accuracy
  • 48: Hecatomb: Damage/Endurance

Level 2: Blazing Aura

  • A: Superior Avalanche: Accuracy/Damage/Recharge
  • 3: Superior Avalanche: Recharge/Chance for Knockdown
  • 3: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
  • 36: Superior Avalanche: Damage/Endurance

Level 4: Healing Flames

  • A: Preventive Medicine: Heal
  • 5: Preventive Medicine: Heal/Endurance
  • 5: Preventive Medicine: Endurance/RechargeTime
  • 7: Preventive Medicine: Heal/RechargeTime
  • 7: Preventive Medicine: Heal/RechargeTime/Endurance
  • 43: Preventive Medicine: Chance for +Absorb

Level 6: Temperature Protection

  • A: Steadfast Protection: Resistance/+Def 3%
  • 45: Steadfast Protection: Knockback Protection

Level 8: Consume

  • A: Preemptive Optimization: EndMod/Accuracy/Recharge
  • 9: Performance Shifter: EndMod/Accuracy/Recharge
  • 9: Preventive Medicine: Heal
  • 43: Preventive Medicine: Heal/RechargeTime

Level 10: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 11: Kismet: Accuracy +6%
  • 45: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 12: Plasma Shield

  • A: Unbreakable Guard: Resistance
  • 13: Unbreakable Guard: Resistance/Endurance
  • 13: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 43: Unbreakable Guard: +Max HP

Level 14: Bone Smasher

  • A: Superior Might of the Tanker: Accuracy/Damage
  • 27: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge
  • 27: Superior Might of the Tanker: Damage/Endurance/Recharge
  • 36: Superior Might of the Tanker: Recharge/Chance for +Res(All)
  • 36: Hecatomb: Chance of Damage(Negative)
  • 51: Touch of Death: Chance of Damage(Negative)

Level 16: Whirling Hands

  • A: Superior Avalanche: Accuracy/Damage
  • 17: Superior Avalanche: Accuracy/Damage/Endurance
  • 17: Eradication: Chance for Energy Damage
  • 37: Obliteration: Chance for Smashing Damage
  • 37: Armageddon: Chance for Fire Damage
  • 39: Perfect Zinger: Chance for Psi Damage

Level 18: Burn

  • A: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
  • 19: Superior Gauntleted Fist: Damage/Endurance/RechargeTime
  • 19: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime
  • 34: Eradication: Chance for Energy Damage
  • 34: Obliteration: Chance for Smashing Damage
  • 34: Fury of the Gladiator: Chance for Res Debuff

Level 20: Total Focus

  • A: Superior Gauntleted Fist: Accuracy/Damage
  • 21: Superior Gauntleted Fist: Damage/RechargeTime
  • 21: Superior Gauntleted Fist: RechargeTime/+Absorb
  • 23: Touch of Death: Damage/Endurance
  • 25: Touch of Death: Chance of Damage(Negative)
  • 25: Perfect Zinger: Chance for Psi Damage

Level 22: Fiery Embrace

  • A: Invention: Recharge Reduction
  • 23: Invention: Recharge Reduction

Level 24: Build Up

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 26: Hasten

  • A: Invention: Recharge Reduction
  • 33: Invention: Recharge Reduction

Level 28: Mighty Leap

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

Level 30: Energy Transfer

  • A: Superior Blistering Cold: Accuracy/Damage
  • 31: Superior Blistering Cold: Damage/Endurance
  • 31: Touch of Death: Accuracy/Damage
  • 31: Touch of Death: Chance of Damage(Negative)
  • 33: Gladiator's Strike: Chance for Smashing Damage
  • 33: Perfect Zinger: Chance for Psi Damage

Level 32: Kick

  • (Empty)

Level 35: Tough

  • A: Gladiator's Armor: End/Resist
  • 39: Gladiator's Armor: Resistance
  • 39: Gladiator's Armor: TP Protection +3% Def (All)

Level 38: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 42: Reactive Defenses: Defense/Endurance
  • 42: Reactive Defenses: Scaling Resist Damage

Level 41: Weaken Resolve

  • A: Achilles' Heel: Chance for Res Debuff

Level 44: Unleash Potential

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 48: Luck of the Gambler: Defense/Recharge
  • 48: Luck of the Gambler: Defense/Endurance/Recharge
  • 50: Luck of the Gambler: Defense
  • A: Invention: Recharge Reduction

Level 47: Taunt

  • A: Mocking Beratement: Threat/Placate/Range

Level 49: Phoenix Rising

  • A: Armageddon: Damage/Recharge
  • A: Armageddon: Damage
  • A: Armageddon: Damage/Recharge/Accuracy
  • 50: Armageddon: Recharge/Accuracy
  • 50: Armageddon: Damage/Endurance


──────────────────────────────

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
  • 11: Miracle: +Recovery
  • 15: Numina's Convalesence: +Regeneration/+Recovery

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 15: Performance Shifter: EndMod
  • 40: Performance Shifter: EndMod/Accuracy

Level 1: Energy Focus


Level 14: Takeoff


 

 

Picture for @Spaghetti Betty (Consume and Unleash toggled off for this), ATO proc not represented in totals as Sovera mentioned.

 

Edit. Noticed I left mighty leap on, so end drain is actually a bit lower. Certainly don't run this in battle.

Spoiler

image.thumb.png.cd3cc67fa43f42dd7376125f837fe159.png

 

Edited by Onlyasandwich
  • Moose 1
Posted
3 hours ago, Onlyasandwich said:

Thanks @Sovera! Yeah, I noticed the proc issues. It looks like a lot of procs and secondary effects aren't being represented properly in this version. Very annoying.

 

I like your perspective on Burn/Whirling Hands, and think I might give dropping power crash a shot! If I open with my aoes, my ST rotation should take enough time to keep me productively busy before cycling aoes back in so I don't feel like I'm twiddling my thumbs too much. I do think power crash or the epic aoe would offer a more seamless aoe rotation, but at the end of it I'll be wailing on bosses anyhow, so it's maybe not such a bad trade.

 

I've iterated further, and think I'm good with leaving my fire APP behind for now. If I miss it, I'm only another espec away. 🙂

 

Meanwhile, I'm debating my flex power pick left when dropping Power Crash and cannibalizing its slots. Taunt or Focused Accuracy? FA would let me re-optimize my Blazing Aura slotting a bit if I like, and the debuff protection is really nice, but Taunt doesn't put any further pressure on my end, and comes in clutch at times.

 

Tanker (Fiery Aura - Energy Melee) unleash.mbd 41.94 kB · 0 downloads

 

Text:

  Hide contents

Hero Tanker
Build plan made with Mids' Reborn v3.7.4 rev. 9
──────────────────────────────

  • Primary powerset: Fiery Aura
  • Secondary powerset: Energy Melee
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Force of Will
  • Pool powerset (#4): Fighting
  • Epic powerset: Soul Mastery

──────────────────────────────

Powers taken:

Level 1: Fire Shield

  • A: Unbreakable Guard: Resistance
  • 45: Unbreakable Guard: Resistance/Endurance
  • 46: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 46: Unbreakable Guard: RechargeTime/Resistance

Level 1: Energy Punch

  • A: Hecatomb: Damage
  • 40: Hecatomb: Damage/Recharge
  • 40: Hecatomb: Damage/Recharge/Accuracy
  • 46: Hecatomb: Recharge/Accuracy
  • 48: Hecatomb: Damage/Endurance

Level 2: Blazing Aura

  • A: Superior Avalanche: Accuracy/Damage/Recharge
  • 3: Superior Avalanche: Recharge/Chance for Knockdown
  • 3: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
  • 36: Superior Avalanche: Damage/Endurance

Level 4: Healing Flames

  • A: Preventive Medicine: Heal
  • 5: Preventive Medicine: Heal/Endurance
  • 5: Preventive Medicine: Endurance/RechargeTime
  • 7: Preventive Medicine: Heal/RechargeTime
  • 7: Preventive Medicine: Heal/RechargeTime/Endurance
  • 43: Preventive Medicine: Chance for +Absorb

Level 6: Temperature Protection

  • A: Steadfast Protection: Resistance/+Def 3%
  • 45: Steadfast Protection: Knockback Protection

Level 8: Consume

  • A: Preemptive Optimization: EndMod/Accuracy/Recharge
  • 9: Performance Shifter: EndMod/Accuracy/Recharge
  • 9: Preventive Medicine: Heal
  • 43: Preventive Medicine: Heal/RechargeTime

Level 10: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 11: Kismet: Accuracy +6%
  • 45: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 12: Plasma Shield

  • A: Unbreakable Guard: Resistance
  • 13: Unbreakable Guard: Resistance/Endurance
  • 13: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 43: Unbreakable Guard: +Max HP

Level 14: Bone Smasher

  • A: Superior Might of the Tanker: Accuracy/Damage
  • 27: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge
  • 27: Superior Might of the Tanker: Damage/Endurance/Recharge
  • 36: Superior Might of the Tanker: Recharge/Chance for +Res(All)
  • 36: Hecatomb: Chance of Damage(Negative)
  • 51: Touch of Death: Chance of Damage(Negative)

Level 16: Whirling Hands

  • A: Superior Avalanche: Accuracy/Damage
  • 17: Superior Avalanche: Accuracy/Damage/Endurance
  • 17: Eradication: Chance for Energy Damage
  • 37: Obliteration: Chance for Smashing Damage
  • 37: Armageddon: Chance for Fire Damage
  • 39: Perfect Zinger: Chance for Psi Damage

Level 18: Burn

  • A: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
  • 19: Superior Gauntleted Fist: Damage/Endurance/RechargeTime
  • 19: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime
  • 34: Eradication: Chance for Energy Damage
  • 34: Obliteration: Chance for Smashing Damage
  • 34: Fury of the Gladiator: Chance for Res Debuff

Level 20: Total Focus

  • A: Superior Gauntleted Fist: Accuracy/Damage
  • 21: Superior Gauntleted Fist: Damage/RechargeTime
  • 21: Superior Gauntleted Fist: RechargeTime/+Absorb
  • 23: Touch of Death: Damage/Endurance
  • 25: Touch of Death: Chance of Damage(Negative)
  • 25: Perfect Zinger: Chance for Psi Damage

Level 22: Fiery Embrace

  • A: Invention: Recharge Reduction
  • 23: Invention: Recharge Reduction

Level 24: Build Up

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 26: Hasten

  • A: Invention: Recharge Reduction
  • 33: Invention: Recharge Reduction

Level 28: Mighty Leap

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

Level 30: Energy Transfer

  • A: Superior Blistering Cold: Accuracy/Damage
  • 31: Superior Blistering Cold: Damage/Endurance
  • 31: Touch of Death: Accuracy/Damage
  • 31: Touch of Death: Chance of Damage(Negative)
  • 33: Gladiator's Strike: Chance for Smashing Damage
  • 33: Perfect Zinger: Chance for Psi Damage

Level 32: Kick

  • (Empty)

Level 35: Tough

  • A: Gladiator's Armor: End/Resist
  • 39: Gladiator's Armor: Resistance
  • 39: Gladiator's Armor: TP Protection +3% Def (All)

Level 38: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 42: Reactive Defenses: Defense/Endurance
  • 42: Reactive Defenses: Scaling Resist Damage

Level 41: Weaken Resolve

  • A: Achilles' Heel: Chance for Res Debuff

Level 44: Unleash Potential

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 48: Luck of the Gambler: Defense/Recharge
  • 48: Luck of the Gambler: Defense/Endurance/Recharge
  • 50: Luck of the Gambler: Defense
  • A: Invention: Recharge Reduction

Level 47: Taunt

  • A: Mocking Beratement: Threat/Placate/Range

Level 49: Phoenix Rising

  • A: Armageddon: Damage/Recharge
  • A: Armageddon: Damage
  • A: Armageddon: Damage/Recharge/Accuracy
  • 50: Armageddon: Recharge/Accuracy
  • 50: Armageddon: Damage/Endurance


──────────────────────────────

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
  • 11: Miracle: +Recovery
  • 15: Numina's Convalesence: +Regeneration/+Recovery

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 15: Performance Shifter: EndMod
  • 40: Performance Shifter: EndMod/Accuracy

Level 1: Energy Focus


Level 14: Takeoff


 

 

Picture for @Spaghetti Betty (Consume and Unleash toggled off for this), ATO proc not represented in totals as Sovera mentioned.

 

Edit. Noticed I left mighty leap on, so end drain is actually a bit lower. Certainly don't run this in battle.

  Hide contents

image.thumb.png.cd3cc67fa43f42dd7376125f837fe159.png

 

 Hmm... Ok! Just a couple of things I noticed.

 

I think having the 4-piece Avalanche in Blazing Aura is a bit of a waste. If you were going for the melee DEF, I could see it being worth, but if you're stopping at 4, I think I would go with the slotting I offered above - Moving a 3-piece Gauntleted Fist there (one piece being the absorb proc, a suggestion made by Sovvy I haven't dropped since). This would save you a slot, and it could go, well, anywhere! Personally, I would put it in Build Up for a +5 Recharge IO.

 

Speaking of places to put Gauntleted Fist, I don't think it's in a fantastic spot in Total Focus! In my findings, TF is best situated with a 5-piece Hecatomb, sans the proc. Its base damage is stupid high, but the recharge is long. You'd think, "Oh yeah! I'm proccing that business!", but you need it to give you Focus more! You could move that 3-piece G. Fist to Energy Punch (and maybe use the other slots for muling).

 

I think you are on the right track procbombing ET! This is what I do as well. Yeah, it's base recharge is pretty low, but this attack already does thick damage, so ED-capping it then filling the rest with procs is just icing on the cake!

 

Armageddon in Phoenix Rising isn't a bad choice for the global recharge, but I just feel if I'm clicking that button, I want it to heal me! 

 

I dunno how dead set you are on not using Hami Os or D Syncs, but they would fill in a lot of gaps!

 

Oh, another thing! I can't tell from the screenshot why your Global Recharge is so high. I'm guessing it's Ageless Radial? If you're using that, I don't think Energy Punch will be in your rotation at all!

  • Like 1

Mainly on Excelsior. Find me in game @Spaghetti Betty.

AE Arcs:  Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577

Click to look at my pets!

 

Posted
7 hours ago, Spaghetti Betty said:

think having the 4-piece Avalanche in Blazing Aura is a bit of a waste. If you were going for the melee DEF, I could see it being worth, but if you're stopping at 4, I think I would go with the slotting I offered above - Moving a 3-piece Gauntleted Fist there (one piece being the absorb proc, a suggestion made by Sovvy I haven't dropped since). This would save you a slot, and it could go, well, anywhere! Personally, I would put it in Build Up for a +5 Recharge IO.

 

Thank you for your insight, Betty! Looking at your builds historically, I think we have a very similar approach overall.

 

A few things regarding my odd slotting in Blazing Aura here, as indeed it does seem silly on the surface to go so far into the Winter set without wanting the melee defense:

  • I do want the slow resist.
  • I also want the KD proc (I find it very useful in auras! Roughly 20% chance of KD every 10 seconds - even thinking about swapping in Overwhelming KD for a second 20%)
  • The third slot is to round out acc/dam/end with the happy bonus of some cold resist.
  • The fourth slot was a flex slot in the build. The endredux here combined with the set recovery bonus makes this roughly equal to as miracle in recovery savings, which I felt was pretty decent compared to other places that slot could serve. Other considerations were a final proc in energy punch, extra heal in Consume, or the recharge in build up as you mentioned.

 

As for Total Focus, indeed base damage is most of the game here! However, maxing ED on recharge compared to what I have gains me less than a second of recharge, so no big loss here. Meanwhile, my absorb proc lives in a place that is guaranteed to pop at the beginning of battle, as TF will be second in my ST rotation, I get a happy E/N bonus, and the procs present are running at 89% chance.

 

As for Phoenix, I really just need the purple set bonuses here, especially the global acc to maintain totals against +3's. We'll see how much I end up wanting that extra bacon saver with a beefier heal! Meanwhile, I'm hoping the strong mitigation provided by the KD and stun is sufficient, and explosions are nice.

 

My global recharge isn't all that great. I just have hasten toggled on. I have 61.25% from set bonuses.

 

As for HO's, I definitely use them where they make a meaningful difference! I'm revamping enough builds these days that I don't sweat the very marginal difference a +3 HO has versus a fully boosted set IO that hits the same stats. Acc/Dam for example is only a 5% enhancement value difference, which is not very impactful at all given the rising prices of Nucleolus. 

 

I'll use an HO/DO when:

  • They are cheap enough to compare anyhow and I don't need the set bonus.
  • They offer a unique combo not available in a set (Provocations infamously) and the power needs this enhancement.
  • The power has a strong enough base value that the little advantage is more meaningful. Hurricane for example is a great one-slot wonder these days.

 

Meanwhile, my ToD Acc/Dam paired with the proc still gets me the accuracy I need, ED capped damage, and a handy set bonus for much less money. If you see any slots that would especially benefit from HO usage, let me know!

 

 

 

 

Posted
5 hours ago, Onlyasandwich said:

The fourth slot was a flex slot in the build. The endredux here combined with the set recovery bonus makes this roughly equal to as miracle in recovery savings, which I felt was pretty decent compared to other places that slot could serve. Other considerations were a final proc in energy punch, extra heal in Consume, or the recharge in build up as you mentioned.

This is where I'm disconnecting a bit. If you're double-tapping Consume and Ageless, the tiny bump in recovery isn't doing much for you. I think that slot is served better getting Build Up on a smaller timer so you can blitz mobs quicker. Since EM specializes in burst DMG, high uptime on Build Up will let you maximize that!

  • Like 1

Mainly on Excelsior. Find me in game @Spaghetti Betty.

AE Arcs:  Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577

Click to look at my pets!

 

Posted (edited)
1 hour ago, Spaghetti Betty said:

Consume and Ageless

I don't have ageless. I'd probably go barrier, but don't account for incarnates beyond the alpha in my builds. I'm not sure why the total looks a bit too high. Current mids is borked. I don't have any ffback to account for it.

 

Build up is still a good slot move suggestion! I may need to just see how end balanced it is in practice and calibrate from there. If I were to swap the 4th, the overwhelming kd proc for twice the passive aura kd actually sounds fun.

Edited by Onlyasandwich
Posted (edited)
On 6/4/2024 at 4:06 PM, Spaghetti Betty said:

tiny bump in recovery

 

As mentioned before, I don't have ageless, but I did some testing and indeed I don't think the extra recovery, though substantial, really matters too much. Great call-out!

 

Between Burn's incredible efficiency, and the fact that ET takes zero end, this combo is actually really end friendly where it counts most (clickies!)

 

I still didn't put it in Build Up though. That extra slot indeed went over the the Overwhelming Force KD proc. I tested it on some crowded maps and it's outstanding!

 

Avalanche KD proc plus Overwhelming KD proc = every 10 seconds roughly one third of the crowd gets knocked on its rear, and half a second later, one fifth of them do. Weirdly, they seemed to not engage at the same time, and had this tiny half second spacer. I can only guess it's due to the unique nature of the Overwhelming proc. It isn't a normal PPM proc, but set to a flat 20% chance no matter what. Perhaps the timing for its check is slightly different somehow. This is especially helpful, as otherwise they may risk stacking mag and turning into KB instead. In many minutes of standing amongst Rikti, no KB, and plenty slipping on their rears. 😄

 

This is a substantial amount of passive mitigation, and even affects bosses that lack KD protection! Makes a noticeable difference on a primary that is lacking extra layers of mitigation like Fire.

 

Update after my respec and playing:

 

Really satisfied! As @Sovera suggested, Burn and Whirling Hands is definitely enough aoe. I am kept plenty busy between them popping total focus and ET on bosses, then ready for the next round.

 

As in my initial testing, the double KD procs in Blazing Aura are also very effective. I'm going to consider this combo on more of my tanks!

 

This is my first time messing with the reworked Phoenix Rising as well. The control effects are very strong indeed. Between this and Unleash, I have two emergency buttons that can be followed up with Healing flames to recover and stabilize in a tough spot.

 

End management isn't remotely a problem. I didn't once have to rely on consume, even. I could probably pull the miracle and not notice much difference, but don't want to stress my baseline too much in exemping situations. Maybe I would consider siphoning it or Numina for that extra recharge in BU as @Spaghetti Bettysuggested - we'll see! As it is I sometimes forget to hit buildup in time anyhow, or it comes back when my TF+ET combo isn't quite ready for maximum impact.

 

I tested him on a +8X4 S/L farm, against +8X4 level 50 council, and the same for carnies. I was a little surprised that the psi damage mixed in with carnies didn't give me much trouble, though a more dedicated psi faction would probably pose issues. The soft controls really make a difference. Smooth sailing across the board so far.

 

Here's my final build for reference. I did move slots around a little to support some extra KB protection. Ignore the fact that I forgot to drop an enhancer in Taunt 😄 

 

Tanker (Fiery Aura - Energy Melee) unleash.mbd

 

Chunk:

Spoiler

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Text:

Spoiler

Hero Tanker
Build plan made with Mids' Reborn v3.7.4 rev. 9
──────────────────────────────

  • Primary powerset: Fiery Aura
  • Secondary powerset: Energy Melee
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Force of Will
  • Pool powerset (#4): Fighting
  • Epic powerset: Fire Mastery

──────────────────────────────

Powers taken:

Level 1: Fire Shield

  • A: Unbreakable Guard: Resistance
  • 45: Unbreakable Guard: Resistance/Endurance
  • 46: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 46: Unbreakable Guard: Endurance/RechargeTime

Level 1: Energy Punch

  • A: Hecatomb: Damage
  • 40: Hecatomb: Damage/Recharge
  • 40: Hecatomb: Damage/Recharge/Accuracy
  • 46: Hecatomb: Recharge/Accuracy
  • 48: Hecatomb: Damage/Endurance

Level 2: Blazing Aura

  • A: Superior Avalanche: Accuracy/Damage/Recharge
  • 3: Superior Avalanche: Recharge/Chance for Knockdown
  • 3: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
  • 36: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown

Level 4: Healing Flames

  • A: Preventive Medicine: Heal
  • 5: Preventive Medicine: Heal/Endurance
  • 5: Preventive Medicine: Endurance/RechargeTime
  • 7: Preventive Medicine: Heal/RechargeTime
  • 7: Preventive Medicine: Heal/RechargeTime/Endurance
  • 43: Preventive Medicine: Chance for +Absorb

Level 6: Bone Smasher

  • A: Superior Might of the Tanker: Accuracy/Damage
  • 27: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge
  • 27: Superior Might of the Tanker: Damage/Endurance/Recharge
  • 36: Superior Might of the Tanker: Recharge/Chance for +Res(All)
  • 36: Hecatomb: Chance of Damage(Negative)
  • 51: Touch of Death: Chance of Damage(Negative)

Level 8: Consume

  • A: Preemptive Optimization: EndMod/Accuracy/Recharge
  • 9: Performance Shifter: EndMod/Accuracy/Recharge
  • 9: Preventive Medicine: Heal
  • 43: Preventive Medicine: Heal/RechargeTime

Level 10: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 11: Kismet: Accuracy +6%
  • 45: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 12: Plasma Shield

  • A: Unbreakable Guard: Resistance
  • 13: Unbreakable Guard: Resistance/Endurance
  • 13: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 40: Unbreakable Guard: +Max HP
  • 42: Steadfast Protection: Resistance/+Def 3%
  • 43: Steadfast Protection: Knockback Protection

Level 14: Temperature Protection

  • A: Steadfast Protection: Knockback Protection

Level 16: Whirling Hands

  • A: Superior Avalanche: Accuracy/Damage
  • 17: Superior Avalanche: Accuracy/Damage/Endurance
  • 17: Eradication: Chance for Energy Damage
  • 37: Obliteration: Chance for Smashing Damage
  • 37: Armageddon: Chance for Fire Damage
  • 39: Perfect Zinger: Chance for Psi Damage

Level 18: Burn

  • A: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
  • 19: Superior Gauntleted Fist: Damage/Endurance/RechargeTime
  • 19: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime
  • 34: Eradication: Chance for Energy Damage
  • 34: Obliteration: Chance for Smashing Damage
  • 34: Fury of the Gladiator: Chance for Res Debuff

Level 20: Total Focus

  • A: Superior Gauntleted Fist: Accuracy/Damage
  • 21: Superior Gauntleted Fist: Damage/RechargeTime
  • 21: Superior Gauntleted Fist: RechargeTime/+Absorb
  • 23: Touch of Death: Damage/Endurance
  • 25: Touch of Death: Chance of Damage(Negative)
  • 25: Perfect Zinger: Chance for Psi Damage

Level 22: Fiery Embrace

  • A: Invention: Recharge Reduction
  • 23: Invention: Recharge Reduction

Level 24: Build Up

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 26: Hasten

  • A: Invention: Recharge Reduction
  • 33: Invention: Recharge Reduction

Level 28: Mighty Leap

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

Level 30: Energy Transfer

  • A: Superior Blistering Cold: Accuracy/Damage
  • 31: Superior Blistering Cold: Damage/Endurance
  • 31: Touch of Death: Accuracy/Damage
  • 31: Touch of Death: Chance of Damage(Negative)
  • 33: Gladiator's Strike: Chance for Smashing Damage
  • 33: Perfect Zinger: Chance for Psi Damage

Level 32: Kick

  • (Empty)

Level 35: Tough

  • A: Gladiator's Armor: End/Resist
  • 39: Gladiator's Armor: Resistance
  • 39: Gladiator's Armor: TP Protection +3% Def (All)

Level 38: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 42: Reactive Defenses: Defense/Endurance
  • 42: Reactive Defenses: Scaling Resist Damage

Level 41: Weaken Resolve

  • A: Achilles' Heel: Chance for Res Debuff

Level 44: Unleash Potential

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 48: Luck of the Gambler: Defense/Recharge
  • 48: Luck of the Gambler: Defense/Endurance/Recharge
  • 50: Luck of the Gambler: Defense
  • A: Invention: Recharge Reduction

Level 47: Taunt

  • (Empty)

Level 49: Phoenix Rising

  • A: Armageddon: Damage/Recharge
  • A: Armageddon: Damage
  • A: Armageddon: Damage/Recharge/Accuracy
  • 50: Armageddon: Recharge/Accuracy
  • 50: Armageddon: Damage/Endurance


──────────────────────────────

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
  • 11: Miracle: +Recovery
  • 15: Numina's Convalesence: +Regeneration/+Recovery

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 15: Performance Shifter: EndMod

Level 1: Energy Focus


Level 14: Takeoff


 

 

Picture:

Spoiler

image.thumb.png.89774467e3bec9a81cede9aebcb06d91.png

 

Edited by Onlyasandwich
  • Thumbs Up 1

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