Onlyasandwich Posted June 2 Posted June 2 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 TankerBuild plan made with Mids' Reborn v3.7.4 rev. 9 ──────────────────────────────Primary powerset: Fiery AuraSecondary powerset: Energy MeleePool powerset (#1): LeapingPool powerset (#2): SpeedPool powerset (#3): FightingPool powerset (#4): Force of WillEpic powerset: Fire Mastery ────────────────────────────── Powers taken: Level 1: Fire ShieldA: Unbreakable Guard: Resistance45: Unbreakable Guard: Resistance/Endurance46: Unbreakable Guard: Resistance/Endurance/RechargeTime46: Unbreakable Guard: RechargeTime/Resistance Level 1: Energy PunchA: Hecatomb: Damage40: Hecatomb: Damage/Recharge40: Hecatomb: Damage/Recharge/Accuracy46: Hecatomb: Recharge/Accuracy48: Hecatomb: Damage/Endurance Level 2: Blazing AuraA: Superior Avalanche: Accuracy/Damage/Endurance3: Superior Avalanche: Recharge/Chance for Knockdown3: Multi-Strike: Damage/Endurance Level 4: Healing FlamesA: Preventive Medicine: Heal5: Preventive Medicine: Heal/Endurance5: Preventive Medicine: Endurance/RechargeTime7: Preventive Medicine: Heal/RechargeTime7: Preventive Medicine: Heal/RechargeTime/Endurance43: Preventive Medicine: Chance for +Absorb Level 6: Temperature ProtectionA: Steadfast Protection: Resistance/+Def 3%45: Steadfast Protection: Knockback Protection Level 8: ConsumeA: Preemptive Optimization: EndMod/Accuracy/Recharge9: Performance Shifter: EndMod/Accuracy/Recharge9: Preventive Medicine: Heal43: Preventive Medicine: Heal/RechargeTime Level 10: Combat JumpingA: Luck of the Gambler: Defense/Increased Global Recharge Speed11: Kismet: Accuracy +6%29: Reactive Defenses: Scaling Resist Damage45: Shield Wall: +Res (Teleportation), +5% Res (All) Level 12: Plasma ShieldA: Unbreakable Guard: Resistance13: Unbreakable Guard: Resistance/Endurance13: Unbreakable Guard: Resistance/Endurance/RechargeTime43: Unbreakable Guard: +Max HP Level 14: Super JumpA: Winter's Gift: Slow Resistance (20%) Level 16: Whirling HandsA: Superior Avalanche: Accuracy/Damage17: Superior Avalanche: Damage/Endurance17: Eradication: Chance for Energy Damage37: Obliteration: Chance for Smashing Damage37: Armageddon: Chance for Fire Damage39: Perfect Zinger: Chance for Psi Damage Level 18: BurnA: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime19: Superior Gauntleted Fist: Damage/Endurance/RechargeTime19: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime Level 20: Total FocusA: Superior Gauntleted Fist: Accuracy/Damage21: Superior Gauntleted Fist: Damage/RechargeTime21: Superior Gauntleted Fist: RechargeTime/+Absorb23: Touch of Death: Damage/Endurance25: Touch of Death: Chance of Damage(Negative)25: Perfect Zinger: Chance for Psi Damage Level 22: Fiery EmbraceA: Invention: Recharge Reduction23: Invention: Recharge Reduction Level 24: Build UpA: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 26: Phoenix RisingA: Armageddon: Damage/Recharge27: Armageddon: Damage27: Armageddon: Damage/Recharge/Accuracy36: Armageddon: Recharge/Accuracy36: Armageddon: Damage/Endurance Level 28: Power CrashA: Obliteration: Accuracy/Damage/Recharge34: Obliteration: Damage34: Obliteration: Accuracy/Damage/Endurance/Recharge34: Obliteration: Accuracy/Recharge36: Obliteration: Chance for Smashing Damage Level 30: Energy TransferA: Superior Might of the Tanker: Accuracy/Damage31: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge31: Superior Might of the Tanker: Damage/Recharge31: 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: HastenA: Invention: Recharge Reduction33: Invention: Recharge Reduction Level 35: Kick(Empty) Level 38: ToughA: Gladiator's Armor: End/Resist39: Gladiator's Armor: Resistance39: Gladiator's Armor: TP Protection +3% Def (All) Level 41: WeaveA: Luck of the Gambler: Defense/Increased Global Recharge Speed42: Luck of the Gambler: Defense/Endurance42: Luck of the Gambler: Defense42: Luck of the Gambler: Defense/Endurance/Recharge50: Luck of the Gambler: Endurance/Recharge Level 44: Ring of FireA: Trap of the Hunter: Accuracy/Endurance Level 47: Melt ArmorA: Analyze Weakness: Accuracy/Recharge48: Achilles' Heel: Chance for Res Debuff50: Invention: Recharge Reduction Level 49: Fire BallA: Superior Frozen Blast: Accuracy/DamageA: Superior Frozen Blast: Damage/Endurance51: 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: HealthA: Panacea: +Hit Points/Endurance11: Miracle: +Recovery15: Numina's Convalesence: +Regeneration/+Recovery Level 1: StaminaA: Performance Shifter: Chance for +End15: Performance Shifter: EndMod29: 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 TankerBuild plan made with Mids' Reborn v3.7.4 rev. 9 ──────────────────────────────Primary powerset: Fiery AuraSecondary powerset: Energy MeleePool powerset (#1): LeapingPool powerset (#2): Force of WillPool powerset (#3): SpeedPool powerset (#4): FightingEpic powerset: Energy Mastery ────────────────────────────── Powers taken: Level 1: Fire ShieldA: Unbreakable Guard: Resistance45: Unbreakable Guard: Resistance/Endurance46: Unbreakable Guard: Resistance/Endurance/RechargeTime46: Unbreakable Guard: RechargeTime/Resistance Level 1: Energy PunchA: Hecatomb: Damage40: Hecatomb: Damage/Recharge40: Hecatomb: Damage/Recharge/Accuracy46: Hecatomb: Recharge/Accuracy48: Hecatomb: Damage/Endurance Level 2: Blazing AuraA: Superior Avalanche: Accuracy/Damage/Endurance3: Superior Avalanche: Recharge/Chance for Knockdown3: Multi-Strike: Damage/Endurance Level 4: Healing FlamesA: Preventive Medicine: Heal5: Preventive Medicine: Heal/Endurance5: Preventive Medicine: Endurance/RechargeTime7: Preventive Medicine: Heal/RechargeTime7: Preventive Medicine: Heal/RechargeTime/Endurance43: Preventive Medicine: Chance for +Absorb Level 6: Temperature ProtectionA: Steadfast Protection: Resistance/+Def 3%45: Steadfast Protection: Knockback Protection Level 8: ConsumeA: Preemptive Optimization: EndMod/Accuracy/Recharge9: Performance Shifter: EndMod/Accuracy/Recharge9: Preventive Medicine: Heal43: Preventive Medicine: Heal/RechargeTime Level 10: Combat JumpingA: Luck of the Gambler: Defense/Increased Global Recharge Speed11: Kismet: Accuracy +6%45: Shield Wall: +Res (Teleportation), +5% Res (All) Level 12: Plasma ShieldA: Unbreakable Guard: Resistance13: Unbreakable Guard: Resistance/Endurance13: Unbreakable Guard: Resistance/Endurance/RechargeTime43: Unbreakable Guard: +Max HP Level 14: Bone SmasherA: Superior Blistering Cold: Accuracy/Damage29: Superior Blistering Cold: Damage/Endurance29: Touch of Death: Chance of Damage(Negative)50: Mako's Bite: Chance of Damage(Lethal)50: Gladiator's Strike: Chance for Smashing Damage51: Perfect Zinger: Chance for Psi Damage Level 16: Whirling HandsA: Superior Avalanche: Accuracy/Damage17: Superior Avalanche: Damage/Endurance17: Eradication: Chance for Energy Damage37: Obliteration: Chance for Smashing Damage37: Armageddon: Chance for Fire Damage39: Perfect Zinger: Chance for Psi Damage Level 18: BurnA: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime19: Superior Gauntleted Fist: Damage/Endurance/RechargeTime19: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime Level 20: Total FocusA: Superior Gauntleted Fist: Accuracy/Damage21: Superior Gauntleted Fist: Damage/RechargeTime21: Superior Gauntleted Fist: RechargeTime/+Absorb23: Touch of Death: Damage/Endurance25: Touch of Death: Chance of Damage(Negative)25: Perfect Zinger: Chance for Psi Damage Level 22: Fiery EmbraceA: Invention: Recharge Reduction23: Invention: Recharge Reduction Level 24: Build UpA: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 26: Phoenix RisingA: Armageddon: Damage/Recharge27: Armageddon: Damage27: Armageddon: Damage/Recharge/Accuracy36: Armageddon: Recharge/Accuracy36: Armageddon: Damage/Endurance Level 28: Power CrashA: Obliteration: Accuracy/Damage/Recharge34: Obliteration: Damage34: Obliteration: Accuracy/Damage/Endurance/Recharge34: Obliteration: Accuracy/Recharge36: Obliteration: Chance for Smashing Damage Level 30: Energy TransferA: Superior Might of the Tanker: Accuracy/Damage31: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge31: Superior Might of the Tanker: Damage/Recharge31: 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: HastenA: Invention: Recharge Reduction33: Invention: Recharge Reduction Level 35: Kick(Empty) Level 38: ToughA: Gladiator's Armor: End/Resist39: Gladiator's Armor: Resistance39: Gladiator's Armor: TP Protection +3% Def (All) Level 41: WeaveA: Luck of the Gambler: Defense/Increased Global Recharge Speed42: Reactive Defenses: Defense/Endurance/RechargeTime42: Reactive Defenses: Scaling Resist Damage Level 44: Mighty LeapA: Winter's Gift: Slow Resistance (20%) Level 47: Weaken ResolveA: Achilles' Heel: Chance for Res Debuff Level 49: Unleash PotentialA: Luck of the Gambler: Defense/Increased Global Recharge SpeedA: Luck of the Gambler: Defense/Recharge51: Luck of the Gambler: Defense/Endurance/Recharge51: Luck of the Gambler: Defense51: Luck of the Gambler: Endurance/Recharge51: 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: HealthA: Panacea: +Hit Points/Endurance11: Miracle: +Recovery15: Numina's Convalesence: +Regeneration/+Recovery Level 1: StaminaA: Performance Shifter: Chance for +End15: 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!
PLVRIZR Posted June 2 Posted June 2 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... 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
Onlyasandwich Posted June 3 Author Posted June 3 (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 June 3 by Onlyasandwich
Spaghetti Betty Posted June 3 Posted June 3 (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! 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 June 3 by Spaghetti Betty I forgot the Decimation proc! 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!
Onlyasandwich Posted June 3 Author Posted June 3 (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;| |G4NeERWcCACtjreFYcVCSkqCJpvy11aHZWHGyhFNjvyAqmXWInqV1lT+9AhlUniCPs7| |oJUtXX+uwgHTVsWGsu4C1a6pmVb3u69w1i56YSJOYCEUZJJV9z4/25pSIi1ERtq9LnE| |129s9PozbVimp1ri7qr0tTyJNUYUq1qmrBrto30BUax7lLFHgXJAqT0fQqtDOhdjAIT| |z5kTLaFYZH9pUK8XOC6Go2O/LeRiTzQwvnpjftpTzm9hB3S3kZSXCbI08TlrCvOK3va| |5zeNFdIVjeclUbi3Nx/PiiXcKUaLK6WpLf1CKbbF9ozGI9lbPIOxWireadKB2HARVC6| |uemNlc650g8wY8qmujE/BDrROP6uhkYcvJbfd3rquM5cdNXGlzEWRyZWtqtZGi08gwy| |yOYNOsC1vs0n7dA5DF+Gy3ll3E83AzH8qFx7Cp+20R6dLXZBKefbgGJU6ljZat5/ZBF| |Op/WGKOD70jfaweXczOja3ayEHfy9VB4SeDXm+2Ku3J6H6l2DeSe5+zSdaSwc4ir6q8| |tcLZl/sanYhZx1f8ysC9OGT24m/ZvESyjRiCRhag+wTtcrYU60aO7PfAaK+Ivo696C1| |Wc8VNv+Z/3PS6OChY0bbrP9KLXi4NMITx0dWQt2K2o6x+TUoIjujW/fZ+1r+9OXvTXu| |2t2llLVGvj6qdYhAJhNQkogamBUpg6E+ZdMDRuk8+k4Uv9ESG2uMIYicc6DBBUbedYp| |7xg8H5SpMUIb9YKObgg07CF1YxEhT5ZmPtzwm7jhsk84gYVJ6sL77VH9EUZehHPEmYG| |pa0sgSLIYKGsAsXwFcRbA/4eSjs5HOomUZMIqYc7GON5hShi3JElOrjmZQi6OtWNiY+| |BRFBWbifLc08WDiNnnNVfdezjvHg++AenfuEVyRb7K357qSOek4Gd3xaja4X4FkBiF9| |pYilrd68MOWfOGknLPKKlxAUaoGMEOpbbq4/XO/6RkmDdj9FYWmAx/aJXmZIm1I6QL7| |yKywmwx43V7Q05InFRdPbCCqgrfVRrfVxrGrYbjlbmcEhN5MgCcECqKrjKSHFRwk1Lk| |AgoevkptSvQ3oCi+Sg/AHa2vE4iH7DiX5EHGZjC5Y2meMpQl5cH11FD7kq8c+Qw8CD0| |rBCLaLj6XtkYEP26wuVSQGgHFuwfj7H2Q3c20GITRg72IaTEHNQ4+dDN/QdhLfuoPRs| |/LehqTogz4YOrKyEsybC9j3fcY1ywRMZHdS4XuCjWsu0Nu4ebEuleaIAAj5Iasj6ink| |x1ToTsB4wjrRW4D9EDZbAEd6W//3ae3t3kLdEpDYKHdWtftI0cixLLCi+jiG/4bRvKw| |ulTm625wyiTWPv6QP/a23bZMT86wMxWeEp8+x6a5L1m8IzggJbZaKEc/3P7IkUXPZ+C| |pbzoOPhSMZVG7HAAfQp62AEYRMoTVBNQ0wBAGJx2r3ziCXaGL12/XwEQZx2madexF/h| |BZNipfLiSPQ/jtFBlAlJRhHGPsJ2SGoagVORIhIo2ztkajIcBzx0rTrZ9iriZFHLDQ7| |s6mm23GbzEl03uJZC//Suvt9yORWTq47iaieRxpZco8pblzWvtxBuArQ+FOpPxaiLnC| |tHix/YirC0B7je1ciRcHigEzKEvT3OqjHnS+PVgJOpe7dLJOQTt+7ko86TIlH1mYgYM| |xzruPfqoZU3LS2nIMZvENsxuRp3wnKnkPvNB2xUUGx1tbAkXxFRRAMXwFXqghK/SOjJ| |okefv+XHT9ECJG3uKvQrhn5AXFdXseKSsKIAkmrtBTEaXjCn7cdHzCtikxu2JqlW0nA| |+92F7FqIyz3rSZ7DSquUK+wdGQegIVcheKfvrkbxrveyxOa/4c1p3zHMG5/2oSVt7vV| |Ww9HJ0Zc955GA924DqlqPv4Pb/dUR4osf8GY9P7aukDaWmCXxufWXV5EVHTDl3fq/Eo| |25p6GpVu2oSCj/qgXo1pe3ru11rz2KoTsFR3hKB5/Hpizmp19m9un1xoxFCY9Ag/XT9| |9+0Y0oJ0cwJ6c8KQ/0vgyD+dsCnrw/94TBP2Sij8lMxqkJ+RR9cTlvhHS+/BM9KShDS| |sMBMy1FbqqavVzK1Z/8JL+1AQ==| Edited June 3 by Onlyasandwich
Spaghetti Betty Posted June 3 Posted June 3 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 Click to look at my pets!
Sovera Posted June 3 Posted June 3 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 1 - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Onlyasandwich Posted June 4 Author Posted June 4 (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 TankerBuild 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 Edited June 4 by Onlyasandwich 1
Spaghetti Betty Posted June 4 Posted June 4 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 TankerBuild 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 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! 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!
Onlyasandwich Posted June 4 Author Posted June 4 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!
Spaghetti Betty Posted June 4 Posted June 4 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! 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!
Onlyasandwich Posted June 4 Author Posted June 4 (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 June 4 by Onlyasandwich
Onlyasandwich Posted June 5 Author Posted June 5 (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 |MBD;24110;1605;2140;BASE64;| |Gy1eERWcFACtDnhq1Jk7MXpwUA1sWPmv605HpejZEalHflxo08mIlxG9CnMqP31C2bT| |NCDr4bxQmS1df67CAdNWxYay7gLVr5ipD3LmHDYEHSOqwqtfu3VFFlqckOfn9f/eqhC| |4WggLo/EJxGG0kfWVv1LGRY9QlT6FKMAMVumwDMiZFE4O+j3Qfso16CsNi5oaVs5aV9| |dRiOL0K7UzSyZHBQ3gZk5UwLJK/VIgPC7muRq0j/25gJvdaOL+5cdzsJpuXYIe03ciK| |Xgn2Zdb7yVCct3az52uskG5pnHco3KvNy9NiCXeD0RJKaXyvDMp2WmzPlD+S/Ix5jNV| |S8W6SrIgNvUCVi9ueWdk8H3ROJMabDyrjQ2QHWpfvq2nkEUtJ71dbH+sNy46KuNQf98| |oGy+yV/ZWst9Jgy1xgTLNe3eKX9qP7CEqspa6PdmnXpVhebHZPOI0XNn49m4U6dxVm4| |O0HNShxKm20lVo4K1Go/2CJGRH0LnWx+uJ0bm7Gpk1Vzw80vZL7yaDXc+U7/z85ro+L| |fSO5/Xkzm7XNYD3PDzXx2dJQX/ordC0mHV/vWwP34pDJC79k8wFJN2KINNIA3ddolrM| |lX5/k0rkXk7108V38ld5iM5d+6k/8gabXxUFBCraNH6QPvF2aYADhw6sjbsV0Z7v6VS| |gfzIJ23W3vZ/3bztgbdr+3aiftUKf+LXNTLEKBMJsAlELUQBlEnQh3LhjKt8n5MHyqP| |xZYe1whIRlPh34iVds5flNeYfB+UqzFCG/WvBIwDk+TDNsiL4ZZ6fnGwL37GtiXEfYI| 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|g4bsEbxdAABRhzo5NsGq2tH7G9xAXywsduCLjXW1waNFmYHt2di67vqwP4tU3hnmUTF| |DQYDikzKkBSjF3Bp4FkhBdzu3C8YjTwlEM9Vcu2HoE3uyIsycPyWG22z6DiCvVKhwfm| |CViIVUj/pZzbYbzpvSKtub85c8p2DOP+xCasoun9vHVwdMI/tPPUGuhG5Y5v3v4Lb/Z| |UR4ouf4Ux6f2xeoG0XGCXjffVO+gTKroRlDcH0ks029PKBJh0d6TqftODteZ1ZCFkb+| |kIR/H4I77sq3f2bQ6KnzRgKEw6BB5Ois1fdMcnpjAwI5e8Lg/pfRkG83f6e+668ITB3| |2U6jhVmQ3HOkFs5sYI06t/E9A4y9OE/zpMiZUipOWCmy496TpmdXYrVX/jBfrkB| Text: Spoiler Hero TankerBuild 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 Edited June 6 by Onlyasandwich 1
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