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@Spaghetti Betty has done it again with a spectacular Regen/SS build (post is downstream in this forum), so I thought I'd take a dive into this rather deep pool and modify that spectacular build, just so we could explore min-maxing its Tanker concept a bit more. Not for 4* content, or anything epic like that. Just to add a few more subpercentile points to its overall Tanker Toughness rating, so that all former doubters of the magnificent glory of Regen may be illuminated, and henceforth prosper. 

 

I employed a minimalist approach to my min-maxing madness, because one does not brazenly paint over a DaVinci masterpiece with crude crayons. The following deltas occur between the original Spaghetti Betty post and this post: 

 

  1. All possible IOs are maxed to +5. This is a common tactic used for maximum min-maxing performance. It's extremely expensive, and not recommended unless you're able to do it without losing any sleep over it. 
  2. Char has been replaced by Fast Healing. This is to add more Regen power and add to Resistances. Removing the Decimation proc dulls down both procced damage and to hit for the potential 5 seconds of fun that the Decimation proc offers. So we'll see less potential damage by removing Char and the Decimation proc in it, but we'll balance that by making the build a bit more tanky. 
  3. Melt Armor has been replaced by Salt Crystals. This is to add a Deep Sleep attack and add to Resistances.  
  4. Integration's healing IO set has been changed from Panacea to Preventive Medicine. This adds to Resistances. 
  5. A very few IOs have been added and/or replaced with new selections. They are easy to spot. These add to Resistances. 
  6. Both Eye of the Magus and Barrier: Core Epiphany have been added, but only Barrier has been turned on, and set to its minimum effect at 120 seconds. This is to demonstrate what will always be on and running. 
  7. The remainder of the "Loop": Moment of Glory and Rune of Protection have not been turned on, though Melee: Core Embodiment has. The "Loop" of #s 6 and 7 may be maintained with little effort, and should afford an awesome shield of Defense and Resistance over and above what is "steady state" (shown below). If we activate all members of the Loop, or even partially activate them in tiers, Defense and Resistance start to peg.   
  8. Most powers are set to "max" on their sliders. This is the optimal performance, so it must be demonstrated. 

 

As is evident, the "steady state" (or almost mostly steady state) elevates the Resistances to unholy levels, breaching that Tanker-necessary 80%+ threshold of Resistance in almost all places. This means that, without engaging the Big Guns, the Regen Tanker can hit levels of Resistance formerly reserved for Stone Tankers in Granite form. Once the Loop is engaged, everything pegs. 

 

Add Max Hit Points of 3534, and 212 HP/s regeneration to this mix, as well as a 12 second Reconstruction of 1167  and a periodic Absorb shield of 807, and you've got a Total Tanking Regen Monster. 

 

I'll leave it at this, and once again thank @Spaghetti Betty for the inspiration to create another Void Monster. 

 

-void 

 

MIDS BUILD INFOGRAPHIC:

image.png.216b05090ab4941a1b7d6f00646c76ab.png

 

BUILD:

Void Mod Spaghetti Betty Tanker (Regeneration - Super Strength).mbd

 

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