Stormwalker Posted January 7 Posted January 7 So, I've been leveling an Inv/SS Tanker on the side. She just got to 25 this morning, and having acquired Rage at 24, she is suddenly a monster, and I am thinking I am going to be playing her more going forward than I have been, because she's very quickly become much more fun to play. Concept is she's something of a "mad engineer" who built her own powersuit. Kind of aimed for a classic Bubblegum Crisis sort of look with her. Now, I solo a large majority of the time, but I want to be able to tank for teams as well, so my build needs to accommodate both styles of play. My problem is... I'm used to building Scrappers. I've never had a high-level Tanker before. I'm aware of some of the fundamental differences (higher resist caps and higher HP, for example), but I'm sure there are ramifications of the differences between AT's on how you build them that I'm not all that familiar with. So... I've put together a build that looks like it ought to be plenty survivable,, but I expect that I have probably failed to account for some things that I should be considering. I built more for Resistance than for Defense, though there is still quite a bit of Defense in the build (not soft-capped, though S/L defense is soft-capped with 4 targets in Invincibility range). Energy/Negative seems to be my primary weakness with only 52.5% resist and 36.4% defense, but I don't see a lot of possibilities to improve that. And I do have Unstoppable available for emergencies. I feel like the build's damage output when soloing should be acceptable, at least. I'm also not sure which Alpha, Destiny, and Hybrid powers I should be looking at here. I will probably go Diamagnetic on Interface, Mighty on Judgement, and Robotic Drones on Lore for concept reasons. My scrappers usually go for Musculature, Barrier, and Assault, but I'm not sure I'll actually need Barrier here (though it seems like a good idea to have if I'm going to be tanking) and I'm not sure how effective Musculature and Assault would be on a Tanker. Any advice is recommended. Build link is here: https://api.midsreborn.com/build/download/FEzDHrssWWFAA91W Sylvie Stardrive - Hero Tanker Build plan made with Mids' Reborn v3.7.5 rev. 21 ────────────────────────────── Primary powerset: InvulnerabilitySecondary powerset: Super StrengthPool powerset (#1): SpeedPool powerset (#2): LeapingPool powerset (#3): FightingPool powerset (#4): PresenceEpic powerset: Energy Mastery ────────────────────────────── Powers taken: Level 1: Resist Physical Damage A: Steadfast Protection: Resistance/+Def 3%3: Titanium Coating: Resistance42: Titanium Coating: Resistance/Endurance Level 1: Punch A: Hecatomb: Damage3: Hecatomb: Damage/Recharge5: Hecatomb: Damage/Recharge/Accuracy5: Hecatomb: Recharge/Accuracy7: Hecatomb: Damage/Endurance7: Hecatomb: Chance of Damage(Negative) Level 2: Temp Invulnerability A: Gladiator's Armor: End/Resist9: Gladiator's Armor: Recharge/Resist9: Gladiator's Armor: Recharge/Endurance11: Gladiator's Armor: Resistance/Rech/End40: Gladiator's Armor: Resistance42: Gladiator's Armor: TP Protection +3% Def (All) Level 4: Haymaker A: Superior Might of the Tanker: Accuracy/Damage11: Superior Might of the Tanker: Damage/Recharge13: Superior Might of the Tanker: Accuracy/Damage/Recharge13: Superior Might of the Tanker: Damage/Endurance/Recharge15: Superior Might of the Tanker: Recharge/Chance for +Res(All)15: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge Level 6: Dull Pain A: Numina's Convalesence: Heal/Endurance17: Numina's Convalesence: Endurance/Recharge17: Numina's Convalesence: Heal/Recharge19: Numina's Convalesence: Heal/Endurance/Recharge37: Numina's Convalesence: Heal37: Numina's Convalesence: +Regeneration/+Recovery Level 8: Unyielding A: Invention: Endurance Reduction Level 10: Hasten A: Invention: Recharge Reduction19: Invention: Recharge Reduction Level 12: Resist Elements A: Unbreakable Guard: Resistance21: Unbreakable Guard: Resistance/Endurance45: Unbreakable Guard: RechargeTime/Resistance45: Unbreakable Guard: Resistance/Endurance/RechargeTime46: Unbreakable Guard: Endurance/RechargeTime Level 14: Super Jump A: Winter's Gift: Slow Resistance (20%)36: Winter's Gift: Run Speed, Jump, Flight Speed, Range Level 16: Resist Energies A: Unbreakable Guard: +Max HP21: Unbreakable Guard: Resistance36: Unbreakable Guard: Resistance/Endurance43: Unbreakable Guard: RechargeTime/Resistance48: Unbreakable Guard: Resistance/Endurance/RechargeTime50: Unbreakable Guard: Endurance/RechargeTime Level 18: Invincibility A: Luck of the Gambler: Defense/Increased Global Recharge Speed23: Reactive Defenses: Scaling Resist Damage23: Reactive Defenses: Defense25: Reactive Defenses: Defense/Endurance43: Reactive Defenses: Defense/RechargeTime Level 20: Knockout Blow A: Superior Gauntleted Fist: Accuracy/Damage25: Superior Gauntleted Fist: Damage/RechargeTime27: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime27: Superior Gauntleted Fist: Damage/Endurance/RechargeTime29: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime29: Superior Gauntleted Fist: RechargeTime/+Absorb Level 22: Tough Hide A: Luck of the Gambler: Defense/Increased Global Recharge Speed31: Luck of the Gambler: Defense Level 24: Rage A: Invention: Recharge Reduction31: Invention: Recharge Reduction Level 26: Unstoppable A: Unbreakable Guard: Resistance31: Unbreakable Guard: Resistance/Endurance45: Unbreakable Guard: Endurance/RechargeTime46: Unbreakable Guard: RechargeTime/Resistance46: Unbreakable Guard: Resistance/Endurance/RechargeTime Level 28: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 30: Foot Stomp A: Armageddon: Damage33: Armageddon: Damage/Recharge33: Armageddon: Damage/Recharge/Accuracy33: Armageddon: Recharge/Accuracy34: Armageddon: Damage/Endurance34: Armageddon: Chance for Fire Damage Level 32: Kick A: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime43: Blistering Cold: Accuracy/Damage/Endurance Level 35: Boxing A: Superior Blistering Cold: Accuracy/Damage/Recharge36: Superior Blistering Cold: Accuracy/Damage Level 38: Weave A: Shield Wall: +Res (Teleportation), +5% Res (All)39: Shield Wall: Defense39: Shield Wall: Defense/Endurance39: Shield Wall: Defense/Endurance/Recharge42: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 41: Conserve Power A: Invention: Endurance Reduction Level 44: Physical Perfection A: Power Transfer: Chance to Heal Self50: Invention: Healing Level 47: Hand Clap A: Sudden Acceleration: Knockback/Recharge48: Sudden Acceleration: Knockback/Damage/Recharge48: Sudden Acceleration: Knockback/Accuracy/Damage50: Sudden Acceleration: Knockback to Knockdown Level 49: Focused Accuracy A: Invention: Endurance Reduction ────────────────────────────── Inherents: Level 1: Brawl A: Invention: Accuracy Level 1: Gauntlet Level 1: Sprint A: Invention: Run Speed Level 2: Rest A: Invention: Healing Level 1: Swift A: Invention: Run Speed Level 1: Health A: Miracle: +Recovery37: Preventive Medicine: Chance for +Absorb40: Panacea: +Hit Points/Endurance40: Miracle: Heal Level 1: Hurdle A: Invention: Jumping Level 1: Stamina A: Performance Shifter: Chance for +End34: Performance Shifter: EndMod Level 14: Double Jump ────────────────────────────── Accolades: Freedom Phalanx ReservePortal JockeyTask Force CommanderThe Atlas Medallion
Warboss Posted January 7 Posted January 7 (edited) That build would work, but there are likely a few tweaks that could be made to be more efficient. Hopefully @Hyperstrike or one of the other Invulers sees the threads and can make suggestions. At work atm, so I can't dig into it. Check out the Best overall tank build for all the game content??, PLV's post. Go through the rest of the thread to follow it up. It should be able to help you out. And the What to pair with Invulnerability? thread right under it... Edited January 8 by Warboss Trying to be helpful Nothing warms your opponent like Fiery Melee. Tanker Tuesday and Tanker Tuesday Tour Info: 1st Tuesday-Excelsior 2nd Tuesday-Torchbearer 3rd Tuesday- Everlasting 4th Tuesday- Indomitable Special weekend run for Reunion/Europe
Biff Pow Posted January 8 Posted January 8 One thing I'd definitely do is move those enhancements from Unstoppable to Unyielding. Unyielding gives resistance to everything, so you want to slot that up. I also highly recommend the Gaussian's Chance for Buildup IO in Invincibility. It fires off a lot when you're in a big group and the extra damage is nice. Here is a build you can get some ideas from (like more Energy/Negative Energy resistance): Tanker InvSS.mbd
Stormwalker Posted January 8 Author Posted January 8 (edited) 2 hours ago, Biff Pow said: One thing I'd definitely do is move those enhancements from Unstoppable to Unyielding. Unyielding gives resistance to everything, so you want to slot that up. I also highly recommend the Gaussian's Chance for Buildup IO in Invincibility. It fires off a lot when you're in a big group and the extra damage is nice. Here is a build you can get some ideas from (like more Energy/Negative Energy resistance): Tanker InvSS.mbd 41.69 kB · 1 download Well, that tells you how long it's been since I've played an Invulnerability character. I had completely forgotten that Unyielding does more than status protection. Thanks. Edited January 8 by Stormwalker
MoonSheep Posted January 8 Posted January 8 (edited) where’s taunt in the build? being able to stay alive is different to being a team tank and managing aggro i would definitely include it early on if you play any lower level content, it makes a real difference on things like Posi 1 and 2 to keep squishies alive Edited January 8 by MoonSheep If you're not dying you're not living
Stormwalker Posted January 8 Author Posted January 8 13 hours ago, MoonSheep said: where’s taunt in the build? being able to stay alive is different to being a team tank and managing aggro i would definitely include it early on if you play any lower level content, it makes a real difference on things like Posi 1 and 2 to keep squishies alive I did some tanking on a Brute back on Live and didn't have issues with holding aggro without a taunt. I figured a Tanker's taunt aura and Gauntlet would be more effective than a Brute's? Or is tanking that much harder on HC than it was on Live? (Note: I'm not planning on running Hard Modes with this character.)
Warshades Posted January 10 Posted January 10 (edited) On 1/8/2025 at 5:20 PM, Stormwalker said: Or is tanking that much harder on HC than it was on Live? The issue at lower lvls for SS is the lack of AoEs until you get Foot Stomp (unless you plan to take Hand Clap early). While gauntlet and the aura from invincibility will help in maintaining aggro, being able to hit the enemies is usually the best way to get them to focus attacks on you. The other problem on certain maps is that mobs can be more spread out. Even when you have Foot Stomp, sometimes having taunt can be helpful for drawing aggro of enemies that are further away from you and out of range of invincibility and Foot Stomp. There are other situations that can arise, like ambush spawns (ITF for example) where it would be beneficial to have taunt. Edit: can't look at the build in mids right now, but one thing you can do is split the superior gauntleted fist into 2 sets of 3 to double up on the 6% e/n resist. Instead of having 4 pieces of reactive def in invincibility, consider using a 4 piece set of shield wall to get more e/n resist. I also wouldn't do a full set of Sudden Accel in Hand Clap. 4 slot it with kb to kd proc, FF +recharge proc, and 2 dmg procs (iirc the taunt and there's one other from either kb or stun iso sets). Stacked rage + invincibility will generally take care of any accuracy issues. If you want to increase dmg and reduce the impact of -dmg from rage crash, you can similarly proc out Foot Stomp and KO blow with 5x dmg procs and 1x FF+recharge proc. Rage crash doesn't affect the dmg that procs do when triggered. Some of the resist passives seem a bit overslotted. You can also use up to 5x imperium armor psi resist and 1x aegis psi resist uniques to fill the psi hole of invuln. Dull pain is also overslotted, it's not really a reliable heal power, it's more so just a + max HP power. 2-3 slots is plenty to slot a heal + heal/recharge. Unstoppable you could drop completely. Invuln tanks have little difficulty in reaching hard cap or near hard cap resists to everything, no point in picking up a crash T9 that won't contribute anything useful and has a bad crash. Rage can be slotted with the hami enhancement that buffs recharge/tohit/def to boost both recharge and tohit, helps with accuracy. You also shouldn't need the full 6 piece set of SMoT. Iirc the last bonus is s/l resist, something that invuln has no issues capping. Edited January 10 by Warshades 1 1
Warshades Posted January 10 Posted January 10 Quick example of some of the changes I would suggest. This can be fine tuned a bit more, but with 1 SMoT proc and barrier, that's a permanent +11.7% resist to all and 5% def to all. Will get you to soft cap s/l/e/n with 1 target within range of invincibility and 43.5% on f/c. Hard cap to s/l/e/n with ~65% f/c resist, 60% toxic, and 86% psionic. The low fire/cold resist is due to splitting some sets to partially proc out KO Blow and Stomp. However, cold damage is nearly none existent and fire isn't all to common either compared to s/l/e/n. You may need to set targets within range of invincibility to 0 and then back to 1 to reset defense numbers on mids. It tends to not display defense properly when loading in a build with invincibility and currently you need to manually add in SMoT proc resists (6.7% to all per stack) when figuring out total resists as it doesn't add the resist from the proc at all on mids. Hope this helps. Sylvie Stardrive [Tanker] (Invulnerability - Super Strength).mbd 1
Stormwalker Posted January 10 Author Posted January 10 2 hours ago, Warshades said: Quick example of some of the changes I would suggest. This can be fine tuned a bit more, but with 1 SMoT proc and barrier, that's a permanent +11.7% resist to all and 5% def to all. Will get you to soft cap s/l/e/n with 1 target within range of invincibility and 43.5% on f/c. Hard cap to s/l/e/n with ~65% f/c resist, 60% toxic, and 86% psionic. The low fire/cold resist is due to splitting some sets to partially proc out KO Blow and Stomp. However, cold damage is nearly none existent and fire isn't all to common either compared to s/l/e/n. You may need to set targets within range of invincibility to 0 and then back to 1 to reset defense numbers on mids. It tends to not display defense properly when loading in a build with invincibility and currently you need to manually add in SMoT proc resists (6.7% to all per stack) when figuring out total resists as it doesn't add the resist from the proc at all on mids. Hope this helps. Sylvie Stardrive [Tanker] (Invulnerability - Super Strength).mbd 51.82 kB · 0 downloads Thanks for the response, and especially the details in the previous post. Understanding why people slot things the way they do is often more important than just seeing how they do it, so the fact that you took the time to cover the reasoning is very helpful.
Stormwalker Posted January 15 Author Posted January 15 (edited) On 1/10/2025 at 2:50 PM, Warshades said: Sylvie Stardrive [Tanker] (Invulnerability - Super Strength).mbd 51.82 kB · 6 downloads As I dig deeper into the build, I'm very impressed with it in general. There are a number of things that I had not considered here. Thank you again! I do have a few questions about it, however. I see that Tough is in the build, but not enabled (and the Smash/Lethal resist is at 89.2% without it). Am I correct in believing that Tough is present purely as a mule for the Impervium Armor: Psi Resist IO, and not actually intended to be used? Or did I accidentally turn it off while examining the build and not notice? I notice there's no Numina's +Regen/Recovery unique in the build. Does the additional regen not contribute enough to be worth including it? How much difference do the damage procs in Foot Stomp make in terms of overall damage output? I find myself very tempted to slot two more pieces of Superior Avalanche for the extra Fire/Cold resist, but not being experienced with Tankers (and not very experienced with Super Strength in general), I don't have a good sense for how much that would hurt the performance. (never mind, I was looking at the wrong set bonuses). Any recommendations on which Interface and Hybrid to take? Edited January 15 by Stormwalker
Maelwys Posted January 15 Posted January 15 (edited) You definitely don't need Tough on an INV. Even without SMoT procs; hitting the hardcap is pretty trivial. Looking at the variant posted above, it seems to be leaning into +Recharge via multiple Force feedback Procs (in KO Blow, Footstomp and Handclap) and high E/N/P Resistances... and it's using a Cardiac Alpha to shore up some of the other Resistance numbers and reduce its End Cost. Its achievable MaxHP is capped (good) but the recharge time on Dull Pain isn't going to be permanent without a lot of Force Feedback Proc triggers. Its defence is a little under par too - without Barrier running you'll need 4+foes within range of Invincibility to hit the Softcap to S/L/E/N and F/C is even further behind. Damage output is also suffering a bit due to the Alpha Choice; and it doesn't have a complete Single Target attack chain (unless you include Kick). For the sake of a little variation I'll throw out this; just in case it gives you a few other ideas: zTanker - INV_SS (CrossPunch).mbd This one is an all-rounder. It has a fair bit of focus on Defense (1 foe in Invincibility = S/L/E/N/F/C Softcap) and good all-round resistances (SMoT Procs add 6.7%-20.1%; with the option to use Melee Core Hybrid to redline everything) and constant capped MaxHP with decent regeneration (~37.7 HP Passive Regen plus Panacea + 2x Power Transfer Procs; plus the option to use Rebirth Destiny to push it even higher) and a fair bit of Absorb (Preventative Medicine + Superior Entomb + SGF ATO). But it also has good damage output (a solid ST attack chain plus a sizable number of procs in Footstomp and Crosspunch. And Double-Stackable Rage. Plus the option to use Assault Radial Hybrid to spike it higher). It doesn't have the same capacity for FF +Recharge proc activations as the first build, and its unbuffed resistances (particularly E/N) are lower... but it has similar Net recovery (2.76 vs 2.54+PS Procs) and buffed Resistance numbers despite using a Musculature Alpha; and the damage output and the HP Recovery/Absorb is substantially higher. Incarnatewise on Tanks I'd typically try to use the Destiny slot for Rebirth (+Regeneration) or Ageless (+Recharge and Defence Debuff resistance) as Barrier is normally overkill outside of specific 4-star content. "Best" Alpha is normally Musculature, but Rage takes the edge off it so going for something else like Cardiac instead is a perfectly valid way to build. For Hybrid it's Melee Core for survivability or Assault Radial for offense. Interface is Degenerative (for AVs) or Reactive (for everything else). Judgement is dealer's choice; but Void's -damage debuff secondary effect can be very useful. Lore is almost always either Carnies Radial for +damage buffs (less useful with Rage), Banished Pantheon Radial for -res debuffs and a bit of additional immortal AoE damage, Talons Radial for team buffs, or Longbow Radial for soloing AVs (-Regen debuffs). Edited January 16 by Maelwys 1
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