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Posted

@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 Char has been replaced by Fast Healing.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 Melt Armor has been replaced by Salt Crystals.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

 

  • Like 1
  • 2 months later
Posted (edited)

One small comment that I'll make is that the infographic is a tiny bit misleading if you're just looking at the resist/regen values. The resist and regen totals that are shown are with the melee core hybrid toggled on and set to 10 foes in range (this has a 2 minutes active and 2 minutes cooldown, so not permanent stats).

 

You are able to cycle between RoP, melee core hybrid (for 45+ content), and MoG to where most of the time your resists will be at these values (assuming melee core hybrid is fully saturated). Without melee core hybrid, RoP, or MoG toggled on, this sits at 70% s/l resist, 57% e/n, 65% f/c, 64% tox, and 44% psi (these values are counting the 5% res/def minimum from T4 barrier core and 1 stack of SMoT which adds another 6.7% resist). The regen rate will be at 1175% and 173 hp/sec without melee core hybrid toggled.

 

As @VoidSpawn stated, aside from procs/uniques, all other IOs on the build are boosted to +5. 

 

image.thumb.png.2661b760f6b7bb92bfbf238d525b08dc.png

 

Void Mod Spaghetti Betty - Hero Tanker
Build plan made with Mids Reborn v3.7.14 rev. 3
──────────────────────────────
Primary powerset: RegenerationSecondary powerset: Super StrengthPool powerset (#1): SpeedPool powerset (#2): SorceryPool powerset (#3): FightingPool powerset (#4): LeadershipEpic powerset: Earth Mastery

──────────────────────────────

Powers taken:

Level 1: Reconstruction
A: Preventive Medicine: Heal3: Preventive Medicine: Heal/Endurance5: Preventive Medicine: Endurance/RechargeTime5: Preventive Medicine: Heal/RechargeTime9: Preventive Medicine: Heal/RechargeTime/Endurance11: Preventive Medicine: Chance for +Absorb

Level 1: Punch
A: Superior Gauntleted Fist: Damage/RechargeTime11: Superior Gauntleted Fist: Damage/Endurance/RechargeTime13: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime

Level 2: Quick Recovery
A: Performance Shifter: Chance for +End7: Synapse's Shock: EndMod7: Synapse's Shock: EndMod/Recharge9: Synapse's Shock: EndMod/Increased Run Speed

Level 4: Haymaker
A: Superior Might of the Tanker: Accuracy/Damage13: Superior Might of the Tanker: Accuracy/Damage/Recharge15: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge15: Superior Might of the Tanker: Recharge/Chance for +Res(All)43: Superior Blistering Cold: Accuracy/Damage43: Superior Blistering Cold: Accuracy/Damage/Endurance

Level 6: Ailment Resistance
A: Miracle: +Recovery

Level 8: Integration
A: Preventive Medicine: Heal17: Preventive Medicine: Heal/Endurance17: Preventive Medicine: Endurance/RechargeTime19: Preventive Medicine: Heal/RechargeTime19: Preventive Medicine: Heal/RechargeTime/Endurance

Level 10: Taunt
A: Perfect Zinger: Chance for Psi Damage

Level 12: Hasten
A: Invention: Recharge Reduction21: Invention: Recharge Reduction

Level 14: Mystic Flight
A: Winter's Gift: Slow Resistance (20%)

Level 16: Resilience
A: Unbreakable Guard: +Max HP23: Unbreakable Guard: Resistance23: Unbreakable Guard: Resistance/Endurance

Level 18: Boxing
A: Superior Blistering Cold: Recharge/Chance for Hold42: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime

Level 20: Knockout Blow
A: Superior Gauntleted Fist: Accuracy/Damage21: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime29: Superior Gauntleted Fist: RechargeTime/+Absorb29: Gladiator's Strike: Chance for Smashing Damage31: Unbreakable Constraint: Chance for Smashing Damage31: Force Feedback: Chance for +Recharge

Level 22: Reactive Regeneration
A: Panacea: Heal25: Panacea: Heal/Endurance25: Panacea: +Hit Points/Endurance27: Panacea: Heal/Recharge27: Panacea: Heal/Endurance/Recharge

Level 24: Rage
A: Invention: Recharge Reduction36: Invention: Recharge Reduction

Level 26: Second Wind
A: Panacea: Heal/Endurance33: Panacea: Endurance/Recharge33: Panacea: Heal/Recharge33: Panacea: Heal/Endurance/Recharge34: Panacea: Heal

Level 28: Spirit Ward
A: Regenerative Tissue: +Regeneration

Level 30: Foot Stomp
A: Armageddon: Damage31: Armageddon: Damage/Endurance34: Armageddon: Chance for Fire Damage34: Eradication: Chance for Energy Damage36: Perfect Zinger: Chance for Psi Damage36: Force Feedback: Chance for +Recharge

Level 32: Tough
A: Unbreakable Guard: Resistance39: Unbreakable Guard: Resistance/Endurance39: Unbreakable Guard: RechargeTime/Resistance

Level 35: Rune of Protection
A: Unbreakable Guard: Resistance37: Unbreakable Guard: Resistance/Endurance37: Unbreakable Guard: RechargeTime/Resistance

Level 38: Cross Punch
A: Superior Avalanche: Accuracy/Damage39: Superior Avalanche: Accuracy/Damage/Endurance45: Eradication: Chance for Energy Damage45: Obliteration: Chance for Smashing Damage46: Fury of the Gladiator: Chance for Res Debuff46: Force Feedback: Chance for +Recharge

Level 41: Maneuvers
A: Luck of the Gambler: Defense/Increased Global Recharge Speed42: Shield Wall: +Res (Teleportation), +5% Res (All)42: Reactive Defenses: Scaling Resist Damage48: Reactive Defenses: Defense/Endurance

Level 44: Fast Healing
A: Preventive Medicine: Heal45: Preventive Medicine: Heal/Endurance48: Preventive Medicine: Heal/RechargeTime50: Preventive Medicine: Heal/RechargeTime/Endurance

Level 47: Salt Crystals
A: Fortunata Hypnosis: Sleep/Recharge/Accuracy48: Fortunata Hypnosis: Sleep/Endurance50: Fortunata Hypnosis: Sleep/Recharge

Level 49: Moment of Glory
A: Luck of the Gambler: Defense/Increased Global Recharge Speed50: Invention: Recharge Reduction


──────────────────────────────

Inherents:

Level 1: Gauntlet


Level 1: Brawl
A: Hecatomb: Damage3: Hecatomb: Damage/Recharge37: Hecatomb: Chance of Damage(Negative)40: Hecatomb: Damage/Recharge/Accuracy40: Hecatomb: Recharge/Accuracy40: Hecatomb: Damage/Endurance

Level 1: Sprint
A: Celerity: +Stealth

Level 2: Rest
A: Invention: Interrupt Reduction

Level 1: Swift
A: Invention: Run Speed

Level 1: Hurdle
A: Invention: Jumping

Level 1: Health
A: Numina's Convalesence: +Regeneration/+Recovery

Level 1: Stamina
A: Synapse's Shock: EndMod43: Synapse's Shock: EndMod/Recharge46: Synapse's Shock: Damage/Accuracy/Endurance

Level 14: Translocation


Level 1: Special Set Bonuses

 

──────────────────────────────
Accolades:

Task Force CommanderThe Atlas MedallionFreedom Phalanx ReservePortal JockeyEye of the Magus


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

Vigor Core ParagonMelee Core EmbodimentBarrier Core Epiphany

 

*Edited to fix screenshot of mid's build.

Edited by Warshades
  • Like 1

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