Jump to content

Tanker: Electric Armor/Dark Melee, Dark Armor/Electric Melee or Shield/Dark Melee?  

19 members have voted

  1. 1. Which one?

    • Electric Armor/Dark Melee
      6
    • Dark Armor/Electric Melee
      6
    • Shield Defense/Dark Melee
      7


Recommended Posts

Posted (edited)

I'd be going Dark/Electric myself just for the goofiness of it all.

 

Just so many fun little powers to play with. Electric Melee is definitely not a typical go-to for me on tankers, as it is frustratingly weak on ST damage. However, nothing gives quite such an oddball assortment of neat powers to play with! You have a funky chain knockdown, a porting nuke, and a KD/Stun that would make most controllers jealous.

 

Dark of course gives you the stun stacking baseline in OG. 

 

As always, theme and fun win the day! Go with what tickles your fancy.

 

Shield/DM would probably be the most meta/powerful if fully optimized for softcap with a careful balance of procs mixed in.

Edited by Onlyasandwich
  • Like 2
Posted
27 minutes ago, Onlyasandwich said:

I'd be going Dark/Electric myself just for the goofiness of it all.

 

Just so many fun little powers to play with. Electric Melee is definitely not a typical go-to for me on tankers, as it is frustratingly weak on ST damage. However, nothing gives quite such an oddball assortment of neat powers to play with! You have a funky chain knockdown, a porting nuke, and a KD/Stun that would make most controllers jealous.

 

Dark of course gives you the stun stacking baseline in OG. 

 

As always, theme and fun win the day! Go with what tickles your fancy.

 

Shield/DM would probably be the most meta/powerful if fully optimized for softcap with a careful balance of procs mixed in.

 

Don't forget to pick up Mu Mastery for Electric Fences for an Immob, and Ball Lightning with Overwhelming Force's change for KD! ;)

 

  • Like 1
  • Microphone 1

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 runs for Reunion (3rd Sat) and Victory (1st Sat)

Posted
50 minutes ago, Warboss said:

 

Don't forget to pick up Mu Mastery for Electric Fences for an Immob, and Ball Lightning with Overwhelming Force's change for KD! 😉

 

I think this is the thing that I always get aggravated about when I play any of my dark armor tanks or brutes.  When the disorienting kicks in they all start to wander off.  So +1 for some kind of immobilizer.

Posted

I'm back. So my question to OP is, why not all 3? 

 

You can rename toons freely, so level all 3 and transfer your preferred alias to the one you end up liking most. If you're only concerned about endgame performance, you can instantly level to 50 and gear for free on the test server. Leveling will highlight quirks of each combo, like elec armor only getting -KB while on the ground - you can get knocked back if you jump and are hit by a kb attack mid-jump.

 

A lot of people will say shield/DM (I see it is the most popular option in your poll) because historically this is the most meta-friendly and optimal combo. If all you want is to be meta and optimal, which is what many people really want when they ask these types of questions, look no further. Shield is among the tanker armors that can get 45% def to all, 90% res to all (although this will be extremely tight if you intend to also take psi epic - you'll be starved for powers). Tanker shields have a number of unique advantages compared to its peer armors and shields of other AT's, such as being able to get ~87% -def resistance just by stacking the mez protection power; they do not need ageless radial destiny to get high -def resistance. It also sacrifices less dps for having so much mitigation. It's no surprise that when you add lifesteal to this you produce the most or 2nd most meatshieldy tank.

 

However, I contend that you really do not need so much survivability for this easy-ass game. Styling on critters by making the objectively most overpowered toon is fun and all, but if you are looking to spend most of your time on 1 toon you might want to make sure the playfeel is right.

 

On 2/15/2025 at 2:27 AM, Shadowstormprime said:

You also get 2 heals and 2 endurance recovers (if you choose to get all of them).

 

Energize is not really a click heal in the vein of dark regen or healing flames, and does not give as much hps. Each use heals about 1.5 healing flames' worth (counting both the direct heal and the value of the regen), but it has a recharge 3 times as long. The main benefit is actually the massive endrdx bonus (stronger even than a cardiac core paragon and fully ED-busting). This, combined with elec armor's built-in rech bonus, makes elec armor one of the best procbombing sets.

 

You also do not need dark consumption for end management if you have access to power sink. Power sink is on a completely different level - it recharges 3 times as fast and with energize will kill any endurance problems.

 

On 2/15/2025 at 2:27 AM, Shadowstormprime said:

End shouldn’t be an issue, so could go Musculature. 

 

Usually, tankers get more dps by taking a defensive alpha and slotting damage procs in their attacks, compared to slotting for res/def then taking a damage alpha. Elec armor has higher base res values than other resistance armor sets. An elec build with resilient core paragon can cap resistances without tough. Combined with the built-in rech and end management solutions this provides considerable build flexibility, frees you to invest heavily in epic and pool powers and to procbomb like a maniac.

 

On 2/15/2025 at 2:27 AM, Shadowstormprime said:

Endurance could be an issue with the combo though, so might have to lean on Cardiac or Vigor Alpha late game. 

 

While cardiac will obviously help (and is one of the better alpha choices for dark/), don't forget the biggest solution to the dark regen end cost problem (and one that appears a lot earlier) which is the theft of essence: chance for +end proc. It rolls for each target hit by the power, so slotting it in dark regen and being careful to use it in big herds can actually get you more blue than you started out with.

 

On 2/16/2025 at 2:39 AM, Spaghetti Betty said:

You would get better mileage out of an epic AoE! The best ones (Dark Obliteration, Fire Ball) have the same radius, are ranged, and still have max proc chances while recharging three times as quickly!

 

Good news: they have better radius. Dark consumption is only 8ft radius. Dark oblit is 22.5ft. You can see this visually when tanks and brutes use the same epic aoe on targets that are uniformly spaced, like training dummies in the Vanguard base or cimerorans on the wall. (However, IIRC real numbers will not show it, probably because on live there were never any effects that increased radius.) 

 

The reason for this is that a pbaoe's radius is actually its range attribute while a taoe's radius is its radius attribute. Melee pbaoes are all flagged to ignore range enhancement, which is why you cannot make them bigger by +range set bonuses. However, what gauntlet does is give +50% radius (and arc strength) and this does work on epic aoes.

 

On 2/16/2025 at 1:29 PM, Warshades said:

The bigger issue for any melee char that is attempting to end sap enemies is keeping them from recovering endurance. Enemies need very little endurance to activate attacks so even if you sap all endurance, if you don't apply and keep -rec debuffs then they will still launch attacks (though may be delayed by a second for them to get a tic of end recovery). Elec/elec can definitely keep a single target sapped since a lot of the /elec melee attacks apply -rec, but they aren't as good doing so against mobs. Even Mu patron AoEs only provide a chance to apply -rec to enemies.

 

This is correct. Even powersink itself is only 30% chance for -recovery. I soloed +4/x8 ITF's with a few elec/*/mu combos; spamming powersink, elec fences and ball lightning did not stop bosses completely from attacking although it did seem to reduce incoming damage somewhat. It is not comparable to fender/corr sapping using +special boosted effects and 100% chance for -recovery powers, and is only a minor perk.

  • Thanks 1
Posted

Just want to say don't sleep on Elec/DM super fun and fast play style. Only hole is toxic. Here is my tanker build.

 

soul zap - Hero Tanker
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────
Primary powerset: Electric ArmorSecondary powerset: Dark MeleePool powerset (#1): LeapingPool powerset (#2): SpeedPool powerset (#3): ExperimentationPool powerset (#4): FightingEpic powerset: Soul Mastery

──────────────────────────────

Powers taken:

Level 1: Charged Armor
A: Unbreakable Guard: +Max HP3: Unbreakable Guard: RechargeTime/Resistance3: Unbreakable Guard: Resistance5: Unbreakable Guard: Resistance/Endurance

Level 1: Shadow Punch
A: Siphon Insight: Chance for +ToHit

Level 2: Lightning Field
A: Superior Might of the Tanker: Recharge/Chance for +Res(All)5: Superior Might of the Tanker: Accuracy/Damage7: Superior Might of the Tanker: Damage/Recharge7: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge9: Superior Might of the Tanker: Accuracy/Damage/Recharge

Level 4: Shadow Maul
A: Fury of the Gladiator: Chance for Res Debuff13: Fury of the Gladiator: Accuracy/Damage13: Fury of the Gladiator: Damage/Recharge15: Fury of the Gladiator: Damage/Endurance/Recharge15: Fury of the Gladiator: Accuracy/Endurance/Recharge17: Perfect Zinger: Chance for Psi Damage

Level 6: Conductive Shield
A: Unbreakable Guard: Resistance17: Unbreakable Guard: Resistance/Endurance19: Unbreakable Guard: RechargeTime/Resistance19: Unbreakable Guard: Resistance/Endurance/RechargeTime21: Gladiator's Armor: TP Protection +3% Def (All)

Level 8: Static Shield
A: Unbreakable Guard: Resistance21: Unbreakable Guard: Resistance/Endurance23: Unbreakable Guard: Resistance/Endurance/RechargeTime23: Unbreakable Guard: RechargeTime/Resistance

Level 10: Grounded
A: Unbreakable Guard: Resistance25: Unbreakable Guard: Resistance/Endurance25: Unbreakable Guard: RechargeTime/Resistance27: Unbreakable Guard: Resistance/Endurance/RechargeTime27: Steadfast Protection: Resistance/+Def 3%

Level 12: Energize
A: Preventive Medicine: Heal29: Preventive Medicine: Endurance/RechargeTime29: Preventive Medicine: Heal/Endurance31: Preventive Medicine: Heal/RechargeTime31: Preventive Medicine: Heal/RechargeTime/Endurance31: Preventive Medicine: Chance for +Absorb

Level 14: Combat Jumping
A: Kismet: Accuracy +6%33: Luck of the Gambler: Defense/Increased Global Recharge Speed33: Reactive Defenses: Scaling Resist Damage

Level 16: Hasten
A: Invention: Recharge Reduction33: Invention: Recharge Reduction

Level 18: Siphon Life
A: Touch of the Nictus: Chance for Negative Energy Damage34: Touch of the Nictus: Healing/Absorb34: Touch of the Nictus: Healing/Absorb/Recharge34: Touch of the Nictus: Accuracy/Healing/Absorb36: Touch of the Nictus: Accuracy/Endurance/Healing/Absorb

Level 20: Speed of Sound
A: Blessing of the Zephyr: Knockback Reduction (4 points)

Level 22: Power Sink
A: Power Transfer: Chance to Heal Self

Level 24: Lightning Reflexes
A: Invention: Run Speed

Level 26: Soul Drain
A: Superior Gauntleted Fist: RechargeTime/+Absorb36: Superior Gauntleted Fist: Accuracy/Damage36: Superior Gauntleted Fist: Damage/RechargeTime37: Gaussian's Synchronized Fire-Control: Chance for Build Up37: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime37: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime

Level 28: Dark Consumption
A: Armageddon: Chance for Fire Damage39: Armageddon: Damage39: Armageddon: Damage/Recharge39: Armageddon: Damage/Recharge/Accuracy40: Armageddon: Recharge/Accuracy

Level 30: Boxing
A: Absolute Amazement: Chance for ToHit Debuff

Level 32: Tough
A: Aegis: Psionic/Status Resistance40: Aegis: Resistance/Endurance40: Aegis: Resistance

Level 35: Weave
A: Shield Wall: +Res (Teleportation), +5% Res (All)42: Shield Wall: Defense/Endurance42: Shield Wall: Defense42: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 38: Midnight Grasp
A: Touch of Death: Chance of Damage(Negative)43: Touch of Death: Accuracy/Damage43: Touch of Death: Damage/Endurance43: Touch of Death: Damage/Recharge45: Touch of Death: Accuracy/Damage/Endurance45: Touch of Death: Damage/Endurance/Recharge

Level 41: Cross Punch
A: Superior Avalanche: Recharge/Chance for Knockdown45: Superior Avalanche: Accuracy/Damage46: Superior Avalanche: Damage/Endurance46: Superior Avalanche: Accuracy/Damage/Endurance46: Superior Avalanche: Accuracy/Damage/Recharge48: Force Feedback: Chance for +Recharge

Level 44: Gloom
A: Entropic Chaos: Chance of Heal Self

Level 47: Dark Obliteration
A: Annihilation: Chance for Res Debuff48: Annihilation: Accuracy/Damage48: Annihilation: Damage/RechargeTime50: Annihilation: Accuracy/Damage/RechargeTime50: Annihilation: Accuracy/Damage/Endurance50: Annihilation: Accuracy/Damage/Endurance/RechargeTime

Level 49: Kick
A: Invention: Accuracy


──────────────────────────────

Inherents:

Level 1: Gauntlet


Level 1: Brawl
(Empty)

Level 1: Sprint
(Empty)

Level 2: Rest
(Empty)

Level 2: Swift
A: Invention: Run Speed

Level 2: Hurdle
A: Invention: Jumping

Level 2: Health
A: Numina's Convalesence: +Regeneration/+Recovery9: Panacea: +Hit Points/Endurance11: Miracle: +Recovery

Level 2: Stamina
A: Performance Shifter: Chance for +End11: Performance Shifter: EndMod

Level 20: Jaunt


Level 1: Prestige Power Dash
(Empty)

Level 1: Prestige Power Slide
(Empty)

Level 1: Prestige Power Quick
(Empty)

Level 1: Prestige Power Rush
(Empty)

Level 1: Prestige Power Surge
(Empty)

Level 4: Ninja Run

──────────────────────────────
Incarnates:

Agility Core ParagonMelee Radial EmbodimentVoid Core Final JudgementParalytic Radial Flawless InterfaceRebirth Core Epiphany

ele_DM.mbd

  • Thanks 1
Posted
11 hours ago, Zect said:

I'm back. So my question to OP is, why not all 3? 

 

You can rename toons freely, so level all 3 and transfer your preferred alias to the one you end up liking most. If you're only concerned about endgame performance, you can instantly level to 50 and gear for free on the test server. Leveling will highlight quirks of each combo, like elec armor only getting -KB while on the ground - you can get knocked back if you jump and are hit by a kb attack mid-jump.

 

A lot of people will say shield/DM (I see it is the most popular option in your poll) because historically this is the most meta-friendly and optimal combo. If all you want is to be meta and optimal, which is what many people really want when they ask these types of questions, look no further. Shield is among the tanker armors that can get 45% def to all, 90% res to all (although this will be extremely tight if you intend to also take psi epic - you'll be starved for powers). Tanker shields have a number of unique advantages compared to its peer armors and shields of other AT's, such as being able to get ~87% -def resistance just by stacking the mez protection power; they do not need ageless radial destiny to get high -def resistance. It also sacrifices less dps for having so much mitigation. It's no surprise that when you add lifesteal to this you produce the most or 2nd most meatshieldy tank.

 

However, I contend that you really do not need so much survivability for this easy-ass game. Styling on critters by making the objectively most overpowered toon is fun and all, but if you are looking to spend most of your time on 1 toon you might want to make sure the playfeel is right.

 

 

Energize is not really a click heal in the vein of dark regen or healing flames, and does not give as much hps. Each use heals about 1.5 healing flames' worth (counting both the direct heal and the value of the regen), but it has a recharge 3 times as long. The main benefit is actually the massive endrdx bonus (stronger even than a cardiac core paragon and fully ED-busting). This, combined with elec armor's built-in rech bonus, makes elec armor one of the best procbombing sets.

 

You also do not need dark consumption for end management if you have access to power sink. Power sink is on a completely different level - it recharges 3 times as fast and with energize will kill any endurance problems.

 

 

Usually, tankers get more dps by taking a defensive alpha and slotting damage procs in their attacks, compared to slotting for res/def then taking a damage alpha. Elec armor has higher base res values than other resistance armor sets. An elec build with resilient core paragon can cap resistances without tough. Combined with the built-in rech and end management solutions this provides considerable build flexibility, frees you to invest heavily in epic and pool powers and to procbomb like a maniac.

 

 

While cardiac will obviously help (and is one of the better alpha choices for dark/), don't forget the biggest solution to the dark regen end cost problem (and one that appears a lot earlier) which is the theft of essence: chance for +end proc. It rolls for each target hit by the power, so slotting it in dark regen and being careful to use it in big herds can actually get you more blue than you started out with.

 

 

Good news: they have better radius. Dark consumption is only 8ft radius. Dark oblit is 22.5ft. You can see this visually when tanks and brutes use the same epic aoe on targets that are uniformly spaced, like training dummies in the Vanguard base or cimerorans on the wall. (However, IIRC real numbers will not show it, probably because on live there were never any effects that increased radius.) 

 

The reason for this is that a pbaoe's radius is actually its range attribute while a taoe's radius is its radius attribute. Melee pbaoes are all flagged to ignore range enhancement, which is why you cannot make them bigger by +range set bonuses. However, what gauntlet does is give +50% radius (and arc strength) and this does work on epic aoes.

 

 

This is correct. Even powersink itself is only 30% chance for -recovery. I soloed +4/x8 ITF's with a few elec/*/mu combos; spamming powersink, elec fences and ball lightning did not stop bosses completely from attacking although it did seem to reduce incoming damage somewhat. It is not comparable to fender/corr sapping using +special boosted effects and 100% chance for -recovery powers, and is only a minor perk.

This was insanely helpful and thoughtful. I appreciate it very much. A few follow ups if you end up having the time:

 

- For the Shield/DM, is there a particular Alpha you would lean towards?

- For Dark/Elec, I was thinking either Cardiac or Vigor (to lean into the healing) for the Alpha. Which would you prefer?

- Less a question and more a great callout on Resilient core for the Elec/DM. I hadn’t though about that one, but really helps with resistances and accuracy.

Posted
14 hours ago, Onlyasandwich said:

I'd be going Dark/Electric myself just for the goofiness of it all.

 

Just so many fun little powers to play with. Electric Melee is definitely not a typical go-to for me on tankers, as it is frustratingly weak on ST damage. However, nothing gives quite such an oddball assortment of neat powers to play with! You have a funky chain knockdown, a porting nuke, and a KD/Stun that would make most controllers jealous.

 

Dark of course gives you the stun stacking baseline in OG. 

 

As always, theme and fun win the day! Go with what tickles your fancy.

 

Shield/DM would probably be the most meta/powerful if fully optimized for softcap with a careful balance of procs mixed in.

Appreciate it! What Alpha would you look at for Dark/Elec and for Shield/DM?

Posted (edited)
11 hours ago, Shadowstormprime said:

What Alpha would you look at for Dark/Elec and for Shield/DM?

 

My default is Musculature Radial, and it would be a decent option for both. Probably the best option for Shield/DM.

 

Cardiac core is a solid consideration for Dark/elec as well if you build around it to optimize Res values and not overcap.

 

I personally prefer to set my Alpha as a "bonus" rather than a lynchpin of my build. Typically this means I don't like to rely on it for accuracy, resist, or defense goals. I also want to at least be most of the way to my endurance goals without the Alpha, even if I will appreciate the extra it provides. This is just my personal approach given the amount of exemping I do.

 

 

Edited by Onlyasandwich
  • Thumbs Up 1
Posted
On 2/17/2025 at 9:17 AM, Zect said:

I'm back. So my question to OP is, why not all 3? 

 

You can rename toons freely, so level all 3 and transfer your preferred alias to the one you end up liking most. If you're only concerned about endgame performance, you can instantly level to 50 and gear for free on the test server. Leveling will highlight quirks of each combo, like elec armor only getting -KB while on the ground - you can get knocked back if you jump and are hit by a kb attack mid-jump.

 

A lot of people will say shield/DM (I see it is the most popular option in your poll) because historically this is the most meta-friendly and optimal combo. If all you want is to be meta and optimal, which is what many people really want when they ask these types of questions, look no further. Shield is among the tanker armors that can get 45% def to all, 90% res to all (although this will be extremely tight if you intend to also take psi epic - you'll be starved for powers). Tanker shields have a number of unique advantages compared to its peer armors and shields of other AT's, such as being able to get ~87% -def resistance just by stacking the mez protection power; they do not need ageless radial destiny to get high -def resistance. It also sacrifices less dps for having so much mitigation. It's no surprise that when you add lifesteal to this you produce the most or 2nd most meatshieldy tank.

 

However, I contend that you really do not need so much survivability for this easy-ass game. Styling on critters by making the objectively most overpowered toon is fun and all, but if you are looking to spend most of your time on 1 toon you might want to make sure the playfeel is right.

 

 

Energize is not really a click heal in the vein of dark regen or healing flames, and does not give as much hps. Each use heals about 1.5 healing flames' worth (counting both the direct heal and the value of the regen), but it has a recharge 3 times as long. The main benefit is actually the massive endrdx bonus (stronger even than a cardiac core paragon and fully ED-busting). This, combined with elec armor's built-in rech bonus, makes elec armor one of the best procbombing sets.

 

You also do not need dark consumption for end management if you have access to power sink. Power sink is on a completely different level - it recharges 3 times as fast and with energize will kill any endurance problems.

 

 

Usually, tankers get more dps by taking a defensive alpha and slotting damage procs in their attacks, compared to slotting for res/def then taking a damage alpha. Elec armor has higher base res values than other resistance armor sets. An elec build with resilient core paragon can cap resistances without tough. Combined with the built-in rech and end management solutions this provides considerable build flexibility, frees you to invest heavily in epic and pool powers and to procbomb like a maniac.

 

 

While cardiac will obviously help (and is one of the better alpha choices for dark/), don't forget the biggest solution to the dark regen end cost problem (and one that appears a lot earlier) which is the theft of essence: chance for +end proc. It rolls for each target hit by the power, so slotting it in dark regen and being careful to use it in big herds can actually get you more blue than you started out with.

 

 

Good news: they have better radius. Dark consumption is only 8ft radius. Dark oblit is 22.5ft. You can see this visually when tanks and brutes use the same epic aoe on targets that are uniformly spaced, like training dummies in the Vanguard base or cimerorans on the wall. (However, IIRC real numbers will not show it, probably because on live there were never any effects that increased radius.) 

 

The reason for this is that a pbaoe's radius is actually its range attribute while a taoe's radius is its radius attribute. Melee pbaoes are all flagged to ignore range enhancement, which is why you cannot make them bigger by +range set bonuses. However, what gauntlet does is give +50% radius (and arc strength) and this does work on epic aoes.

 

 

This is correct. Even powersink itself is only 30% chance for -recovery. I soloed +4/x8 ITF's with a few elec/*/mu combos; spamming powersink, elec fences and ball lightning did not stop bosses completely from attacking although it did seem to reduce incoming damage somewhat. It is not comparable to fender/corr sapping using +special boosted effects and 100% chance for -recovery powers, and is only a minor perk.

 

Any chance you can share a build or base build guidelines?

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 runs for Reunion (3rd Sat) and Victory (1st Sat)

Posted
On 2/18/2025 at 1:10 PM, Shadowstormprime said:

- For the Shield/DM, is there a particular Alpha you would lean towards?

 

You will commonly see cardiac, musc and agility on shield tankers. If you are new to shield, I recommend cardiac. Shield is one of only 3 tanker armors that offer no support for the blue bar, and it has 4 toggles to the usual 3. Cardiac will solve most end problems and helps cut back on resistance slotting: cardiac core paragon is worth approximately 5% SL res and 2.5% ENFC res. The more of the following are true for you, the more cardiac is favored: you are not getting eps from your epic (no phys perfection or harmonic mind), not taking ageless of either flavor, are procbombing heavily and/or are taking renowned blue bar guzzlers like leadership.

 

Musc (usually radial, since the endmod part can be used to wring more eps out of stamina and epic recovery powers) is not a bad choice either, though even on a shield, you may still be able to get better dps overall by trading cardiac's res for procs. I do not recommend agility, since the recharge counts as enhancement recharge (unlike rech that comes from set bonuses and buffs); it tanks your procrates and that hampers your ability to claw back dps.

 

On 2/18/2025 at 1:10 PM, Shadowstormprime said:

For Dark/Elec, I was thinking either Cardiac or Vigor (to lean into the healing) for the Alpha. Which would you prefer?

 

It's unlikely that you need to take vigor for the healing boost. Dark regen is already among the strongest heals in the game. To illustrate, unslotted against a single target:

  • Dark regen: 30% of base hp, 30s rech
  • Healing flames: 25% of base hp, 40s rech

Dark regen is about 60% more hps than healing flames when both heals are used on cooldown. Not that vigor is bad, but my gut feeling is you are better off getting something else from the alpha, since you will already overheal a lot with dark regen.

 

On 2/19/2025 at 1:56 AM, Warboss said:

Any chance you can share a build or base build guidelines?

 

For shield, the most common way to get 45% def, 90% res is by chaining defensive clickies: melee core hybrid > rune > owts > rune on a 6 min cycle. The weakest power in this chain is melee core, worth 17% res to all with 1 target in melee. By putting ATIO1 +res proc in the filler attack, we can also maintain 2 stacks essentially permanently which adds another +13.4%. This lowers our resistance hardcap from 90% to a mere 59.6%. Then, we can afford to go another 1-2% lower: 1) the reactive defenses unique gives increased res when we take chip damage, and 2) melee core scales with foes in range, while rune and owts are stronger than it. 

 

In short, we should see res of between 57.6 to 59.6% from set bonuses alone.

 

Here's an example of how to achieve these stats:

 

image.thumb.png.a4d3793d8377c74b2ba177b898906b46.png

  • Note deflection is slotted for res, instead of def. For tankers, it's usually better to get SL res from deflection and rely on set bonuses from unbreakable guard for melee def.
  • Also note ATIO2 split into 2 sets of 3x, for the EN res. EN is the rarest res from set bonuses, and this is the most slot-efficient EN res in the entire IO system. While the bonuses from a set of 6x aren't bad, it's always worth considering if you would be better off splitting it up like this.
  • Steadfast 3% should go in owts, to buff the non-SL res to be of the same strength as your other res clickies.
  • Note that you don't need high FC res for non-farm content, so you could also trim that.
  • You should adjust the build further depending on which alpha and destiny you take.

There are three catches to this type of build. 

  • 1) This is extremely costly in terms of power choices. 4 powers spent on owts/rune means no substantial investment in epics. 
  • 2) The rech is terrible, because without epic attacks we have fewer options for rech. This is annoying when we are trying to get perma-souldrain and permahaste. Even ageless only lowers the requirement for permahasten to 158.8% global rech (incl hasten itself). It's up to you to decide how you will close the rech gap with incarnate powers, set bonuses and external resources like base empowerment buffs - the base rech buff is +20% rech.
  • 3) Just in case you've never used it before, owts has a -60% end crash. It is unlikely that it will detoggle you since owts itself gives bonus recovery, but you should beware since it can crash at the same time as hasten.

Recently I have begun experimenting with builds that replace melee/rune/owts with barrier destiny (can be considered permanent 5% def and res to all; and why not, after all you're giving the team grant cover too) and a defense amp (+7.5% res, +5% def to all). This route requires about 62.1 to 64.1% res to all plus 2 ATIO1 +res procs to hardcap res. Something like this would be almost resistance hardcapped and defense i-capped with a defense amp, for example.

 

image.thumb.png.efa5bbb065137132d9dddad3492bba50.png

 

Posted

Actually I was hoping for your Electric/* base build. Once you're used to the set Shield is pretty easy to build for. Thanks for sharing the Shield builds, more input and visuals are always 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 runs for Reunion (3rd Sat) and Victory (1st Sat)

Posted

Fightingless, 100% slow res, near permahasten, alpha only, 1 stack hardcap: 1.mbd

 

Unbreakable guard is in static shield.

 

If you need to unslot the adj targetings, e.g. because your 2ndary has feint instead of BU or you want gaussian's in the 6th slot, there are a couple ways to make up the missing res. You can replace some unbreakable guards with 4x titanium coatings for the SL res and split up ATIO2 into two sets of 3x for the EN res, for example. You can do the prestige sprint trick (all 4 prestige sprints plus normal sprint accept 2x celerity for 2.25 SL res).

 

image.thumb.png.612f38cc3b1430e5480447b0f66837a3.png

 

Posted

Thanks, I'll mess around with the base.

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 runs for Reunion (3rd Sat) and Victory (1st Sat)

Posted

I'll repost what I did with Dark/Electric. I don't think it is particularly clever, but it can be very fast moving and has been fun on teams. It has at least one toggle that could be skipped, but I included them to see what it would take to make them work. (not every character is an exercise in min-max for me)

 

The "one stupid trick" for this build that may not be immediately obvious is that it has 14 points of KB protection. A couple of simple changes (ehem, drop Cloak of Fear) and it should be possible (via Infiltration and one different slotting choice to use  two more +4 point pieces) to cross the 20-point KB threshold for FREEM! without having to rely on SG base buffs to get "Council immunity".

 

Spoiler

Primary Power Set: Dark Armor

Secondary Power Set: Electrical Melee

Power Pool: Experimentation

Power Pool: Leadership

Power Pool: Concealment

Power Pool: Leaping

 

------------

Level 1:                 Dark Embrace   

 (A) Gladiator's Armor - End/Resist: Level 50+5

 (*) Gladiator's Armor – Resist: Level 50+5

 (*) Gladiator's Armor - TP Protection +3% Def (All)

 (*) Steadfast Protection - Resistance/+Def 3%

 (*) Steadfast Protection - Knockback Reduction (4 points)

 

Level 1:                 Havok Punch

 (A) Superior Gauntleted Fist - Accuracy/Damage

 (*) Superior Gauntleted Fist - Damage/RechargeTime

 (*) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime

 (*) Superior Gauntleted Fist - Damage/Endurance/RechargeTime

 (*) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime

 

Level 2:                 Murky Cloud     

 (A) Unbreakable Guard - Resistance

 (*) Unbreakable Guard - Resistance/Endurance

 (*) Unbreakable Guard - Resistance/Endurance/RechargeTime

 (*) Unbreakable Guard - +Max HP

 

Level 4:                 Jacob’s Ladder 

 (A) Superior Might of the Tanker - Accuracy/Damage

 (*) Superior Might of the Tanker - Damage/Endurance/Recharge

 (*) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge

 (*) Superior Might of the Tanker - Recharge/Chance for +Res(All)

 (*) Perfect Zinger - Chance for Damage (Psi)

 (*) Scirocco's Dervish - Chance for Damage (Lethal)

 

 

Level 6:                 Speed of Sound               

 (A) Blessing of the Zephyr - Travel/Endurance

 (*) Blessing of the Zephyr - Knockback Reduction (4 points)

 

 

Level 8: Dark Regeneration         

 (A) Touch of the Nictus - Accuracy/Endurance/Recharge

 (*) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration

 (*) Touch of the Nictus - Chance for Damage (Negative)

 (*) Scirocco's Dervish - Chance for Damage (Lethal)

 (*) Eradication - Chance for Damage (Energy)

 (*) Theft of Essence - Chance for +Endurance

 

Level 10:              Obsidian Shield

 (A) Unbreakable Guard - Resistance

 (*) Unbreakable Guard - Resistance/Endurance

 

Level 12:              Cloak of Darkness           

 (A) Shield Wall - +Res (Teleportation), +5% Res (All)

 (*) Shield Wall - Defense/Endurance: Level 50+5

 (*) Shield Wall - Defense: Level 50+5

 (*) Kismet - Accuracy +6%

 (*) Reactive Defenses - Scaling Resist Damage

 (*) Luck of the Gambler - Recharge Speed

 

 

Level 14:              Taunt   

 (A) Mocking Beratement - Taunt

 (*) Mocking Beratement - Taunt/Range

 (*) Mocking Beratement - Taunt/Recharge

 (*) Mocking Beratement - Recharge

 (*) Mocking Beratement - Taunt/Recharge/Range

 (*) Mocking Beratement - Accuracy/Recharge

 

 

Level 16:              Thunder Strike 

 (A) Multi-Strike - Accuracy/Endurance: Level 50+5

 (*) Superior Gauntleted Fist - RechargeTime/+Absorb

 (*) Scirocco's Dervish - Chance for Damage (Lethal)

 (*) Eradication - Chance for Damage (Energy)

 (*) Perfect Zinger - Chance for Damage (Psi)

 (*) Explosive Strike - Chance for Damage (Smashing)

 

 

Level 18:              Death Shroud   

 (*) Fury of the Gladiator - Damage/Endurance/Recharge: Level 50+5

 (*) Fury of the Gladiator - Accuracy/Endurance/Recharge: Level 50+5

 (*) Fury of the Gladiator - Accuracy/Damage/Endurance/Recharge: Level 50+5

 

 

Level 20:              Experimental Injection 

 (A) Preventive Medicine - Chance for +Absorb

 

 

Level 22:              Corrosive Vial   

 (A) Positron's Blast - Chance for Damage (Energy)

 (*) Bombardment - Chance for Damage (Fire)

 (*) Javelin Volley - Chance for Damage (Lethal)

 (*) Touch of Lady Grey - Chance for Damage (Negative)

 (*) Javelin Volley - Accuracy/Endurance/Recharge: Level 50+5

 (*) Ragnarok - Accuracy/Recharge: Level 50+5

 

 

Level 24:              Chain Induction               

 (A) Hecatomb - Damage: Level 50+5

 (*) Hecatomb - Accuracy/Damage/Recharge: Level 50

 (*) Hecatomb - Accuracy/Recharge: Level 50

 (*) Hecatomb - Damage/Endurance: Level 50+5

 (*) Hecatomb - Chance for Damage (Negative): Level 50

 (*) Gladiator's Strike - Chance for Damage (Smashing)

 

Level 26:              Super Jump       

(A) Winters Gift - Slow Resistance (20%)

 

 

Level 28:              Lightning Clap   

 (A) Absolute Amazement - Stun: Level 50+5

 (*) Absolute Amazement - Stun/Recharge: Level 50+5

 (*) Absolute Amazement - Accuracy/Stun/Recharge: Level 50+5

 (*) Absolute Amazement - Accuracy/Recharge: Level 50+5

 (*) Absolute Amazement - Endurance/Stun: Level 50+5

 (*) Sudden Acceleration - Knockback to Knockdown

 

 

Level 30:              Lightning Rod    

 (A) Armageddon - Damage/Recharge: Level 50+5

 (*) Armageddon - Accuracy/Damage/Recharge: Level 50+5

 (*) Armageddon - Accuracy/Recharge: Level 50+5

 (*) Armageddon - Damage/Endurance: Level 50+5

 (*) Armageddon - Chance for Fire Damage: Level 50

 

 

Level 32:              Adrenal Booster              

 (A) Recharge Reduction IO: Level 50+5

 (*) Recharge Reduction IO: Level 50+5

 

 

Level 35:              Cloak of Fear     

 (A) HO Lysosome (Acc/-ToHit/-Defense): Level 53

 (*) Nightmare - Accuracy/Endurance: Level 50+5

 

 

 

Level 38:              Build Up              

 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

 (*) Recharge Reduction IO: Level 50+5

 

 

Level 41:              Maneuvers        

 (A) Luck of the Gambler - Recharge Speed

 

Level 44:              Combat Jumping

 (A) Luck of the Gambler - Recharge Speed

 

Level 47:              Soul Transfer    

(A) Scirocco’s Dervish - Chance for Damage (Lethal)

 

Level 49:              Stealth 

 (A) Luck of the Gambler - Recharge Speed

 

Level 1: Brawl    

 (A) Empty

 

Level 1: Sprint   

 (A) Endurance Reduction: Level 50+5

 

Level 2: Rest      

 (A) Interrupt Reduction: Level 50

 

Level 1: Athletic Run      

 

Level 2: Swift     

 (A) Run Speed IO: Level 50+5

 

Level 2: Health  

 (A) Panacea - +Hit Points/Endurance

 (*) Numina's Convalescence - +Regeneration/+Recover

 (*) Numina's Convalescence - Heal

 (*) Miracle - +Recovery

 

Level 2: Hurdle 

 (A) Jumping IO: Level 50+5

 

Level 2: Stamina               

 (A) Performance Shifter - Chance for +End

 (*) Performance Shifter - EndMod

 (*) Power Transfer - Chance for Heal

 

-----------

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...