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Posted

I found out not too long ago that Regeneration got a buff and is now good again. It's been such a long time since I last built regen that I don't know what to do with it. I chose Dark armor for 1: the theme of the hero. 2: Dark melee has always been one of my favorite secondaries on a tanker. If I can get some help from you guys with a build that would be great of you! 

Posted

Self Repair (Regen) - Hero Tanker
Build plan made with Mids Reborn v3.7.14 rev. 3
──────────────────────────────

  • Primary powerset: Regeneration
  • Secondary powerset: Dark Melee
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Fighting
  • Epic powerset: Energy Mastery

──────────────────────────────

Powers taken:

Level 1: Fast Healing

  • A: Preventive Medicine: Heal
  • 3: Preventive Medicine: Heal/Endurance
  • 3: Preventive Medicine: Heal/RechargeTime
  • 5: Preventive Medicine: Heal/RechargeTime/Endurance

Level 1: Smite

  • A: Superior Blistering Cold: Accuracy/Damage
  • 5: Superior Blistering Cold: Accuracy/Damage/Recharge
  • 7: Superior Blistering Cold: Recharge/Chance for Hold
  • 7: Superior Blistering Cold: Damage/Endurance

Level 2: Reconstruction

  • A: Impervious Skin: Resistance/Endurance
  • 11: Impervious Skin: Status Resistance/Regeneration
  • 11: Aegis: Psionic/Status Resistance

Level 4: Quick Recovery

  • A: Power Transfer: EndMod
  • 13: Power Transfer: Damage/EndMod
  • 13: Power Transfer: Chance to Heal Self

Level 6: Shadow Maul

  • A: Superior Avalanche: Accuracy/Damage
  • 17: Superior Avalanche: Accuracy/Damage/Endurance
  • 17: Superior Avalanche: Recharge/Chance for Knockdown

Level 8: Super Jump

  • A: Launch: Endurance/Jumping
  • 15: Launch: Endurance
  • 15: Launch: Jumping / Increased Jump Height

Level 10: Taunt

  • A: Perfect Zinger: Threat/Placate/Recharge
  • 19: Perfect Zinger: Threat/Placate/Recharge/Range
  • 19: Perfect Zinger: Accuracy/Recharge
  • 21: Perfect Zinger: Threat/Placate/Range

Level 12: Ailment Resistance

  • A: Miracle: Heal/Endurance
  • 21: Miracle: Heal/Recharge
  • 23: Miracle: Heal
  • 23: Miracle: +Recovery

Level 14: Kick

  • A: Force Feedback: Chance for +Recharge

Level 16: Integration

  • A: Preventive Medicine: Heal
  • 25: Preventive Medicine: Heal/Endurance
  • 25: Preventive Medicine: Endurance/RechargeTime
  • 27: Preventive Medicine: Heal/RechargeTime
  • 27: Preventive Medicine: Heal/RechargeTime/Endurance
  • 29: Preventive Medicine: Chance for +Absorb

Level 18: Resilience

  • A: Unbreakable Guard: Resistance
  • 29: Unbreakable Guard: Resistance/Endurance
  • 31: Unbreakable Guard: Endurance/RechargeTime
  • 31: Unbreakable Guard: RechargeTime/Resistance
  • 31: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 33: Unbreakable Guard: +Max HP

Level 20: Siphon Life

  • A: Theft of Essence: Accuracy/Healing
  • 33: Theft of Essence: Chance for +Endurance
  • 33: Hecatomb: Damage/Recharge/Accuracy
  • 34: Hecatomb: Recharge/Accuracy
  • 34: Hecatomb: Damage/Endurance

Level 22: Second Wind

  • A: Panacea: +Hit Points/Endurance

Level 24: Hasten

  • A: Invention: Recharge Reduction
  • 34: Invention: Recharge Reduction

Level 26: Reactive Regeneration

  • A: Numina's Convalesence: Heal/Endurance
  • 36: Numina's Convalesence: Heal/Endurance/Recharge
  • 36: Numina's Convalesence: Heal/Recharge
  • 36: Numina's Convalesence: Endurance/Recharge

Level 28: Soul Drain

  • A: Armageddon: Damage
  • 37: Armageddon: Damage/Recharge/Accuracy
  • 37: Armageddon: Recharge/Accuracy
  • 37: Armageddon: Damage/Endurance
  • 39: Armageddon: Chance for Fire Damage
  • 39: Armageddon: Damage/Recharge

Level 30: Dark Consumption

  • A: Superior Might of the Tanker: Accuracy/Damage
  • 39: Superior Might of the Tanker: Damage/Recharge
  • 40: Superior Might of the Tanker: Accuracy/Damage/Recharge
  • 50: Superior Might of the Tanker: Damage/Endurance/Recharge
  • 50: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge
  • 50: Superior Might of the Tanker: Recharge/Chance for +Res(All)

Level 32: Midnight Grasp

  • A: Superior Gauntleted Fist: Accuracy/Damage
  • 40: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
  • 40: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime
  • 42: Superior Gauntleted Fist: Damage/Endurance/RechargeTime
  • 42: Superior Gauntleted Fist: Damage/RechargeTime
  • 42: Superior Gauntleted Fist: RechargeTime/+Absorb

Level 35: Moment of Glory

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 43: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 43: Reactive Defenses: Scaling Resist Damage

Level 38: Tough

  • A: Impervium Armor: Resistance/Endurance
  • 43: Impervium Armor: Resistance/Recharge
  • 45: Impervium Armor: Endurance/Recharge
  • 45: Impervium Armor: Resistance/Endurance/Recharge
  • 45: Impervium Armor: Resistance
  • 46: Impervium Armor: Psionic Resistance

Level 41: Focused Accuracy

  • A: Adjusted Targeting: To Hit Buff
  • 46: Adjusted Targeting: To Hit Buff/Recharge
  • 46: Adjusted Targeting: Endurance/Recharge
  • 48: Adjusted Targeting: To Hit Buff/Endurance
  • 48: Adjusted Targeting: To Hit Buff/Endurance/Recharge

Level 44: Physical Perfection

  • A: Power Transfer: EndMod
  • 48: Power Transfer: Chance to Heal Self

Level 47: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 49: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed


──────────────────────────────

Inherents:

Level 1: Gauntlet


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • (Empty)

Level 2: Rest

  • (Empty)

Level 1: Swift

  • A: Invention: Run Speed

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Health

  • A: Regenerative Tissue: +Regeneration

Level 1: Stamina

  • A: Power Transfer: EndMod
  • 9: Power Transfer: Damage/EndMod
  • 9: Power Transfer: Chance to Heal Self

Level 20: Double Jump


Level 1: Special Set Bonuses

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

  • The Atlas Medallion
  • Freedom Phalanx Reserve
  • Portal Jockey
  • Task Force Commander


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

Spiritual Core ParagonDiamagnetic Total Radial ConversionMighty Total Core JudgementAgeless Partial Core InvocationWarworks Total Radial Improved AllyMelee Partial Core Graft

 

https://api.midsreborn.com/build/download/GgEdqVKlLbvpsUqL

build.jpg

Posted

image.thumb.png.f313077eedc7d6b7bc8ec573c9003e39.png

 

Quick sample build, you can really choose whatever you want for your epic/patron pool powers. Goes into sorcery pool to be able to cycle between RoP with melee core hybrid. Regarding the incarnate choices:

  • Alpha: Vigor avoids recharge buffs while boosting healing, can swap to Spiritual if you don't care about proc chances and want the recharge buff for closer to perma hasten or musculature for a damage boost.
  • Judgement: Vorpal gives some additional defense for 10 seconds, but really can choose whatever you want here.
  • Destiny: Barrier will provide another perma 5% resist/def, can go ageless radial to get more debuff resists.
  • Hybrid: Melee core to alternatively cycle with Rune of Protection. With a saturated melee core hybrid or RoP active, you'll hit 90% resist to most damage types, very little downtime periods where both powers are on cooldown.

Tanker (Regeneration - Dark Melee).mbd

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