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Proc Monsters - Tanker Edition


Sir Myshkin

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I wanted to crosspost this and share my tanker proc build.  Rad armor would have been slightly better for procs but I went with dark armor for the faster recharging heal that's up more often for my AoE rotation.  The procs seem to hit at a fairly high rate in dark regen.

 

The procs in combustion and fire sword circle seem to go off at a very high rate.  They both have a moderately long recharge /animation times and a 10 foot radius so they come out strong with the PPM formula.  The believe tanker radius buff is applied after the fact so you have 2 AoEs procing at the rate of a 10 ft AoE hitting targets in a 15 ft radius.

 

I had to make some really weird slotting choices in order to get sufficient accuracy and recharge bonuses.  I ran out of things to slot useful sets in because so many powers are filled with procs.  So I had to get creative and slot brawl and boxing with purples.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Death Shroud -- Arm-Dmg/EndRdx(A), Arm-Dmg/Rchg(3), Arm-Acc/Dmg/Rchg(3), Arm-Acc/Rchg(5), Arm-Dmg(5)
Level 1: Scorch -- SprMghoft-Dmg/Rchg(A), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Acc/Dmg(7), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Rchg/Res%(11)
Level 2: Dark Embrace -- ResDam-I(A), ResDam-I(15), UnbGrd-Max HP%(17)
Level 4: Combustion -- Dmg-I(A), Dmg-I(17), ScrDrv-Dam%(19), Erd-%Dam(19), Obl-%Dam(21), PrfZng-Dam%(21)
Level 6: Obsidian Shield -- ResDam-I(A), GldArm-3defTpProc(23)
Level 8: Murky Cloud -- ResDam-I(A), ResDam-I(23)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 12: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), DefBuff-I(25), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27), Ksm-ToHit+(27)
Level 14: Boxing -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(29), AbsAmz-Acc/Stun/Rchg(29), AbsAmz-EndRdx/Stun(31), AbsAmz-ToHitDeb%(31)
Level 16: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(33), ResDam-I(50)
Level 18: Weave -- LucoftheG-Def/Rchg+(A), DefBuff-I(31)
Level 20: Build Up -- GssSynFr--Build%(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Dark Regeneration -- ScrDrv-Dam%(A), Erd-%Dam(33), Obl-%Dam(34), ThfofEss-+End%(34), TchoftheN-%Dam(34), PrfZng-Dam%(36)
Level 28: Fire Sword Circle -- Dmg-I(A), Dmg-I(36), PrfZng-Dam%(36), Erd-%Dam(37), Arm-Dam%(37), FuroftheG-ResDeb%(37)
Level 30: Tactics -- ToHit-I(A)
Level 32: Taunt -- Taunt-I(A)
Level 35: Incinerate -- Dmg-I(A), Dmg-I(39), Mk'Bit-Dam%(39), TchofDth-Dam%(39), PrfZng-Dam%(40), GldStr-%Dam(40)
Level 38: Greater Fire Sword -- Dmg-I(A), Dmg-I(40), TchofDth-Dam%(42), PrfZng-Dam%(42), Hct-Dam%(42), GldStr-%Dam(43)
Level 41: Gloom -- Dmg-I(A), Dmg-I(43), CldSns-%Dam(43), GldJvl-Dam%(45), Apc-Dam%(45)
Level 44: Dark Obliteration -- Dmg-I(A), Dmg-I(45), JvlVll-Dam%(46), Ann-ResDeb%(46), PstBls-Dam%(46), CldSns-%Dam(48)
Level 47: Soul Tentacles -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(48), GrvAnc-Acc/Rchg(48), GrvAnc-Immob(50), GrvAnc-Hold%(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(13), Hct-Dmg(13), Hct-Dmg/EndRdx(15)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 50: Cardiac Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 50: Ageless Core Epiphany
------------



 

 

 

 

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  • 3 weeks later

Question for you all, I ran across this thread when it was first posted and I got to thinking about Proc combos.  I made a Radiation/Stone tanker thinking that both sets had great possibilities.  Recently hit 50 and have started gathering enhancements.  I have seen builds with these sets individually but not together.  I have cobbled together a build and I'd like to get some feedback.  Achieved fairly good resists, but might like to have some more defense if it's possible, though it probably isn't.  What do you think?  Anyone else running Rad/Stone want to weigh in?  Help is appreciated.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Lunar Alchemist: Level 50 Magic Tanker
Primary Power Set: Radiation Armor
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery

Hero Profile:
Level 1: Alpha Barrier -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(19), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx(46), StdPrt-ResDam/Def+(48), GldArm-3defTpProc(50)
Level 1: Stone Fist -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg(3), SprMghoft-Acc/Dmg/Rchg(13), SprMghoft-Dmg/EndRdx/Rchg(15), Hct-Dam%(17), Mk'Bit-Dam%(17)
Level 2: Proton Armor -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(9), TtnCtn-ResDam(11), TtnCtn-ResDam/Rchg(11)
Level 4: Heavy Mallet -- TchofDth-Dam%(A), PrfZng-Dam%(5), Mk'Bit-Dam%(5), GldStr-%Dam(7), ExpStr-Dam%(7), Hct-Dmg(9)
Level 6: Gamma Boost -- PrfShf-EndMod(A), PrfShf-End%(23)
Level 8: Fallout Shelter -- UnbGrd-ResDam/EndRdx(A), UnbGrd-Max HP%(13)
Level 10: Radiation Therapy -- SprGntFis-Rchg/+Absorb(A), Erd-%Dam(19), ScrDrv-Dam%(25), Obl-%Dam(25), TchoftheN-%Dam(27), FuroftheG-ResDeb%(43)
Level 12: Beta Decay -- AchHee-ResDeb%(A), DmpSpr-ToHitDeb/EndRdx(15)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 16: Boxing -- Empty(A)
Level 18: Particle Shielding -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(34)
Level 20: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Rchg/ResDam(50)
Level 22: Super Speed -- WntGif-ResSlow(A)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37), Rct-ResDam%(40)
Level 26: Ground Zero -- Arm-Acc/Dmg/Rchg(A), Erd-%Dam(27), ScrDrv-Dam%(29), Obl-%Dam(31), TchofLadG-%Dam(31), ShlBrk-%Dam(34)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(31)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 32: Assault -- EndRdx-I(A)
Level 35: Tremor -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(36), ScrDrv-Dam%(36), Arm-Dam%(36), ExpStr-Dam%(37), Obl-%Dam(37)
Level 38: Seismic Smash -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(39), UnbCns-Dam%(39), TchofDth-Dam%(39), Mk'Bit-Dam%(40), PrfZng-Dam%(40)
Level 41: School of Sharks -- Rgn-Knock%(A), Rgn-Acc/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Dmg/Rchg(42), Rgn-Dmg(43), PstBls-Dam%(50)
Level 44: Arctic Breath -- Ann-ResDeb%(A), AchHee-ResDeb%(45), PstBls-Dam%(45), TchofLadG-%Dam(45), ImpSwf-Dam%(46), ShlBrk-%Dam(46)
Level 47: Taunt -- PrfZng-Dam%(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(23)
Level 50: Resilient Radial Paragon 
Level 50: Ageless Core Epiphany 
Level 0: Freedom Phalanx Reserve 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 0: Portal Jockey 
------------

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On 3/29/2020 at 5:55 PM, Temerity86 said:

Achieved fairly good resists, but might like to have some more defense if it's possible, though it probably isn't.  What do you think?  Anyone else running Rad/Stone want to weigh in?  Help is appreciated.

That's kind of the thing when going with a build like this, you have to give something up for that level of extra output. When it comes to a Resistance based set like Radiation or Electric that don't splice in any form of additional layered protection (Defense), trying to punch some into the build comes at a sacrifice (Procs), but when you're playing as a Tanker, you've got that sweet 90% Res Cap you can hit, and when you get that high, the Defense can be nice, but really the damage you're going to be taking is going to be so reduced it just won't matter that much. I'd encourage focusing your efforts on getting your Resistances figured out and pushed to their limit. I know that pretty much everything but Cold and Psi can be capped in a Proc Build (will likely require the use of Cardiac to get that last 6-10%), but you'll be much better off for it.

 

Defense has a few sweet spots that if you can hit them, there's some safety nets you can utilize to improve your circumstances on the fly. 20% (a T2 Purple will soft cap), 32.5% (a T1 purple soft caps), and the obvious softcap of 45%, and the harder to reach iCap of 59%. You managed to get into that 20% range, but for it to be of real value you'd have to be ready with a stack of T2 Purples, and in some cases there's a good chance you'll have already eaten that small amount to debuffs. It comes down to what works for you, and what kind of teaming experience you'll ultimate have/rely on. From a self-sufficiency aspect though, I'd encourage at least making an alt file and shifting your build towards Res Cap and see what it looks like.

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  • 3 weeks later

Good evening! Long time player, potential first time Tanker. I've always opted to play Brutes but this proc monster thread scratches me right where I itch! Namely, something new and creative...unique...and so on! I've done a TW/Bio Brute and he is NASTY. So, I want to give the Rad/Spines Tanker proc monster a go (maybe). I had some questions:

 

1) Has anyone been using this build in PvE for an extended period of time? If so, could they mention the survivability and could it function as a Tank in all situations? I've been fiddling with the build and have the Resistance softcapped in all areas other than Cold (58.8%), Negative (77.4%) and Psi (41.6%). The rest is 90% or more. Would that keep me rolling in pretty much all PvE content?

 

2) If I'm teaming 99% of the time, wouldn't it be better to put Gaussian's Build Up proc in Tactics? I rarely team with less than 6-8 players so the player multiplier on that toggle would up the chances or Build Up...? Or am I not getting the proc forumula?

 

3) Would it be wise to put the Overwhelming Force KD proc in Quills? It'd be definite mitigation. Or any other KD proc into Quills.

 

4) If a power does, say, Lethal damage, why would you want to put a Lethal proc in it? Isn't it redundant if the proc effect is the same as the power damage type? 

 

5) Overall, would the proc monster be nearly as survivable and more offensive when compared to a more traditional build?

 

Any input would help and be greatly appreciated. This is a neat topic for game and I'd love to launch into a Tanker once I get a better understanding of the topic 🙂

Edited by BurtHutt
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48 minutes ago, BurtHutt said:

Good evening! Long time player, potential first time Tanker. I've always opted to play Brutes but this proc monster thread scratches me right where I itch! Namely, something new and creative...unique...and so on! I've done a TW/Bio Brute and he is NASTY. So, I want to give the Rad/Spines Tanker proc monster a go (maybe). I had some questions:

 

1) Has anyone been using this build in PvE for an extended period of time? If so, could they mention the survivability and could it function as a Tank in all situations? I've been fiddling with the build and have the Resistance softcapped in all areas other than Cold (58.8%), Negative (77.4%) and Psi (41.6%). The rest is 90% or more. Would that keep me rolling in pretty much all PvE content?

 

2) If I'm teaming 99% of the time, wouldn't it be better to put Gaussian's Build Up proc in Tactics? I rarely team with less than 6-8 players so the player multiplier on that toggle would up the chances or Build Up...? Or am I not getting the proc forumula?

 

3) Would it be wise to put the Overwhelming Force KD proc in Quills? It'd be definite mitigation. Or any other KD proc into Quills.

 

4) If a power does, say, Lethal damage, why would you want to put a Lethal proc in it? Isn't it redundant if the proc effect is the same as the power damage type? 

 

5) Overall, would the proc monster be nearly as survivable and more offensive when compared to a more traditional build?

 

Any input would help and be greatly appreciated. This is a neat topic for game and I'd love to launch into a Tanker once I get a better understanding of the topic 🙂

1) Pretty easily. My WM/Rad Brute has similiar numbers, coupled with high-30s defenses and can easily handle most PvE combat even as the tank.

 

2) Build Up gives it to you On Demand. ie right before your double AOE Nuke combo. In Tactics you've no control over when it will pop. 

 

3) Procs don't work well in toggles. It won't go off often (it'll check once every 10 seconds. 20% chance every 10 seconds isn't great really)

 

4) Makes no odds but it's nice to have a mix of damage types just to ease the pain of fighting someone with high resistances to your usual damage type. Normally I try for the more exotic types 1st (Toxic, Neg, Fire and Psi, but Psi can be heavily resisted at the end game too)

 

5) Depends on how far you go. I usually pick 2-3 high-impact powers to proc, combining Acc + Dam frankenslotting (no recharge!) with procs in key powers and building for set bonuses elsewhere. Where that line is is up to you. On my WM/Rad Clobber and the Rad Nuke are my two Proc Monster powers. Rest is pretty normally slotted. Others might go with additional Procced powers. On my Bio/Spines Tank Ripper & Spine Burst are my proc powers. Rest is pretty normal set-bonuses. My Time/Sonic defender had a bit more leeway so I've 3 proc-monster powers (the heavy blast, the hold and Howl). He also has the advantage of his -res debuffs making those procs more impactful. 

 

If you wanted to go full Proc Monster on Rad/Spines you could look at Spine Burst, Ripper, Ground Zero (including the Achilles -resist) AND Rad Therapy. 

 

Edited by Carnifax
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24 minutes ago, BurtHutt said:

2) If I'm teaming 99% of the time, wouldn't it be better to put Gaussian's Build Up proc in Tactics? I rarely team with less than 6-8 players so the player multiplier on that toggle would up the chances or Build Up...? Or am I not getting the proc forumula?

Yes, that is the correct understanding of Gaussian Proc in Tactics. That would be a preferred slotting if you're teaming with that many. Especially if there are pets involved.

 

25 minutes ago, BurtHutt said:

4) If a power does, say, Lethal damage, why would you want to put a Lethal proc in it? Isn't it redundant if the proc effect is the same as the power damage type? 

It's still added damage. The only time it hurts is if the enemy heavily resists Lethal damage. 

 

26 minutes ago, BurtHutt said:

 

5) Overall, would the proc monster be nearly as survivable and more offensive when compared to a more traditional build?

Typically more offensive and less survivable. But you can make a tanker plenty survivable and not notice an impact defensively.


PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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Sniped by Carnivax, but wanted to highlight on #4 where we differed. If you slot Gaussian in tactics while doing teams, you likely will see more procs than if it's in buildup, however having it in buildup allows you to better control when you receive the buff which is much more useful. It really depends on the number of pets/teammates you have. If you have 8 teammates/pets within your 60 ft radius, you have a 42% chance to proc every 10 seconds. If that number goes up to 12, the probability becomes 55%. But with buildup, you typically have a 90% chance to proc every time you cast (depending on how much recharge slotted)

 

 


PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


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50 minutes ago, Bopper said:

Sniped by Carnivax, but wanted to highlight on #4 where we differed. If you slot Gaussian in tactics while doing teams, you likely will see more procs than if it's in buildup, however having it in buildup allows you to better control when you receive the buff which is much more useful. It really depends on the number of pets/teammates you have. If you have 8 teammates/pets within your 60 ft radius, you have a 42% chance to proc every 10 seconds. If that number goes up to 12, the probability becomes 55%. But with buildup, you typically have a 90% chance to proc every time you cast (depending on how much recharge slotted)

 

 

I just like Big Orange Numbers. No idea which is more efficient overall. Plus my Rad is a Brute with Ground Zero 5-slotted for procs. So I'm basically using Gaussian Build Up (and Fury) to make up for the fact it has 0 dmg enhancements. Build Up > Ground Zero (with the -resist) > Ball Lightning > Spin > Crowd Control or procced up Clobber is GLORIOUS!

 

(Just to note : Build Up and Gaussians don't affect the damage of the procs themselves. Only way to do that is via -resist, which is why my Time/Sonic Defender is so hilarious). 

 

(Note the second : Ground Zero also has a Max Targets of 30 rather than 16 because it doubles as a Team Heal. This makes it very funny on Farm maps)

Edited by Carnifax
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12 hours ago, Carnifax said:

1) Pretty easily. My WM/Rad Brute has similiar numbers, coupled with high-30s defenses and can easily handle most PvE combat even as the tank.

 

2) Build Up gives it to you On Demand. ie right before your double AOE Nuke combo. In Tactics you've no control over when it will pop. 

 

3) Procs don't work well in toggles. It won't go off often (it'll check once every 10 seconds. 20% chance every 10 seconds isn't great really)

 

4) Makes no odds but it's nice to have a mix of damage types just to ease the pain of fighting someone with high resistances to your usual damage type. Normally I try for the more exotic types 1st (Toxic, Neg, Fire and Psi, but Psi can be heavily resisted at the end game too)

 

5) Depends on how far you go. I usually pick 2-3 high-impact powers to proc, combining Acc + Dam frankenslotting (no recharge!) with procs in key powers and building for set bonuses elsewhere. Where that line is is up to you. On my WM/Rad Clobber and the Rad Nuke are my two Proc Monster powers. Rest is pretty normally slotted. Others might go with additional Procced powers. On my Bio/Spines Tank Ripper & Spine Burst are my proc powers. Rest is pretty normal set-bonuses. My Time/Sonic defender had a bit more leeway so I've 3 proc-monster powers (the heavy blast, the hold and Howl). He also has the advantage of his -res debuffs making those procs more impactful. 

 

If you wanted to go full Proc Monster on Rad/Spines you could look at Spine Burst, Ripper, Ground Zero (including the Achilles -resist) AND Rad Therapy. 

 

Thanks for this and all of the other responses. Great info!

 

So, you mention your Tank can tank with those resist numbers and decent Defence. In my procmonster Tank, all of the defences hover around the 8% mark. This seems so unnatural to me! Would this toon fare as well? Tanks have lots of HP and he can take a lot of hits but will a few big alpha strikes knock him out?

 

I am also wondering if the proc monster would be better as a Brute? Same type of build etc. This proc monster approach has me all kinds of intrigued.

Edited by BurtHutt
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12 hours ago, BurtHutt said:

So, you mention your Tank can tank with those resist numbers and decent Defence. In my procmonster Tank, all of the defences hover around the 8% mark. This seems so unnatural to me! Would this toon fare as well? Tanks have lots of HP and he can take a lot of hits but will a few big alpha strikes knock him out?

 

I am also wondering if the proc monster would be better as a Brute? Same type of build etc. This proc monster approach has me all kinds of intrigued.

There are a fair enough number of advocates who will push the impact of just capped resistances alone. You are talking about being in a team the majority of your play, so it's unlikely that you won't find some level of additional support coming from your allies (unless you strictly avoid playing with other support roles). I can only tell you that each of the individual builds I took out and did fundamental testing with them in "normal" conditions. In the case of the Rad/Spines, I took that into a Farm so I could test consecutive, close-nit groupings for the AoE effects, but it also allowed for demonstrating its survivability. It does just fine on its own without any defense built in. If you're actively using Radiation Therapy as a proc'd out AoE every 20-30/s, the healing benefits end up just being a causality to your attack cycle; you also have Particle Shielding which is going to add into that mixture. Don't be afraid to spam those abilities to maximum potential.

 

Since procs aren't influenced by the AT you're playing, having a heavy proc-based build doesn't really matter Tanker versus Brute, but what I can say is that you'll find it easier to get your resistance values higher on a Tanker with a better modifier, and you'll also serve as a much better Tank with how Gauntlet was improved.

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1 hour ago, Sir Myshkin said:

There are a fair enough number of advocates who will push the impact of just capped resistances alone. You are talking about being in a team the majority of your play, so it's unlikely that you won't find some level of additional support coming from your allies (unless you strictly avoid playing with other support roles). I can only tell you that each of the individual builds I took out and did fundamental testing with them in "normal" conditions. In the case of the Rad/Spines, I took that into a Farm so I could test consecutive, close-nit groupings for the AoE effects, but it also allowed for demonstrating its survivability. It does just fine on its own without any defense built in. If you're actively using Radiation Therapy as a proc'd out AoE every 20-30/s, the healing benefits end up just being a causality to your attack cycle; you also have Particle Shielding which is going to add into that mixture. Don't be afraid to spam those abilities to maximum potential.

 

Since procs aren't influenced by the AT you're playing, having a heavy proc-based build doesn't really matter Tanker versus Brute, but what I can say is that you'll find it easier to get your resistance values higher on a Tanker with a better modifier, and you'll also serve as a much better Tank with how Gauntlet was improved.

I really appreciate all of your help - as well as all of the others chiming in. I cannot say I completely understand the math to the PPMs but I am getting the gist. I may have this wrong but HASTEN will cause a decay to your chances of 'procing' (do I have that right?). If this is the case then why have HASTEN in builds?

 

Next thing I was wondering was in regards to defence. If I raised it to 11.5% on everything, other than Melee (14.5%) and S/L (11.5%), would it make much of a difference? I notice on Myshkin's build, the defences are in the low single digits - is the difference negligible when it's this low?

 

Also, what your attack chain be in a spine/rad tank?

 

 

Edited by BurtHutt
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7 minutes ago, BurtHutt said:

I really appreciate all of your help - as well as all of the others chiming in. I cannot say I completely understand the math to the PPMs but I am getting the gist. I may have this wrong but HASTEN will cause a decay to your chances of 'procing' (do I have that right?). If this is the case then why have HASTEN in builds?

 

Next thing I was wondering was in regards to defence. If I raised it to 11.5% on everything, other than Melee (14.5%) and S/L (11.5%), would it make much of a difference? 

 

Also, what your attack chain be in a spine/rad tank?

 

 

Incorrect, global recharge bonuses like hasten does not affect Proc probabilities. Only slotted recharge and any additional recharge you might get from Alpha incarnate (Agility or Spiritual).


PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

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If you were going to explain "Proc Monsters" to someone who was new to the concept and did not have the time to sift through 6+ pages of forum posts. How would you summarize the concept? What key points would you highlight? Just curious 😃

That is not dead which can eternal lie, and with strange aeons even death may die.

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1 hour ago, sushiloving123 said:

If you were going to explain "Proc Monsters" to someone who was new to the concept and did not have the time to sift through 6+ pages of forum posts. How would you summarize the concept? What key points would you highlight? Just curious 😃

I'd start with the first post of the thread, always. But basically it's about leveraging PPM mechanics to maximize damage potential in typically non-damage ATs to achieve respectable DPS.


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22 hours ago, BurtHutt said:

Next thing I was wondering was in regards to defense. If I raised it to 11.5% on everything, other than Melee (14.5%) and S/L (11.5%), would it make much of a difference? I notice on Myshkin's build, the defenses are in the low single digits - is the difference negligible when it's this low?

 

Also, what your attack chain be in a spine/rad tank?

Your key points in defense are usually (without going into the hard mechanics of defense):

  • 20% - T2 Purple Inspiration will softcap you.
    • In my opinion this is a "cheaty" level for builds that can build up a lot (or max) resistances to several (most/all) key factors and are okay with carrying a tray with T2 Purples. I also like hitting this on high recharge builds with my support characters and using Unleash Potential and having a global base of 20% to all because Unleash impacts all metrics, and clicking that one power instantly pushes me into defensive territory against everything without worrying about what's in my inspiration tray.
  • 32.5% - T1 Purple Inspiration will softcap you.
    • Good spot because any level of purple inspiration will get you to 45%, and it's also a generally good place that if you get hit with a support defense buff it'll be more likely to get you to, or over, 45% as well. Generally this is considered the ideal atypical "minimum" you'd want to build defense levels at, if you do at all, but see my above note 😉
  • 45% - The actual softcap.
  • 59%. - The "iCap", or Incarnate Softcap, as enemies at this level have adjusted To-Hit metrics that need to be accounted for.

Generally speaking, when a build doesn't have any inherent defense to work from, getting to 45% is tough (possible, but not always easy) and often is only in one paired key type (like S/L). One aspect of the full on "proc monster" design is accepting the sacrifice of set bonuses needed to try and build that way in order to replace defense with an extreme amount of offense. For Tankers being able to get to 90% Resistances, that's an extreme amount of reduction. Yes they'll still get hit, and yes debuffs and the like can muck about with things, but they're generally still going to be very difficult to deal with compared to many other AT's that can only hit 75%. Layering defense on top of that means that not only is the damage they take heavily reduced, they're now just flat out getting hit less, but if that defensive value isn't reasonably significant, it generally isn't worth anything.

 

That Rad/Spines that has a smidgen of defense is purely anecdotal to the presence of stuff like Combat Jumping as a mule for Shield Wall and Reactive for their Unique +Res IO's (8% total value, definitely worth burning a power choice for). The ability isn't intended to actually be used (I mean, you could, for mobility, but still).

 

If you can't hit at least 20% defense to everything in a collective sweep, then it's generally not worth the effort involved. You'd have to take at least... Steadfast and Gladiator 3%, CJ/Hover, Manuevers, and Weave (both ED capped) ... and I think (as a Tanker) that might just barely get you there. I fiddled around with the original Rad/Spines and spliced in the changes:

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Radiation Armor
Secondary Power Set: Spines
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-EndRdx/Rchg(7), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-Max HP%(23)
Level 1: Barb Swipe -- SprMghoft-Rchg/Res%(A), Mk'Bit-Dam%(13), Hct-Dam%(15), SprMghoft-Acc/Dmg(36), SprMghoft-Acc/Dmg/Rchg(36), SprMghoft-Dmg/EndRdx/Rchg(37)
Level 2: Gamma Boost -- RgnTss-Regen+(A), Prv-Absorb%(3), PrfShf-End%(3)
Level 4: Proton Armor -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(5), TtnCtn-ResDam/EndRdx/Rchg(25), TtnCtn-ResDam/Rchg(25), StdPrt-ResDam/Def+(45), GldArm-3defTpProc(45)
Level 6: Fallout Shelter -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(7)
Level 8: Radiation Therapy -- SprGntFis-Rchg/+Absorb(A), Erd-%Dam(9), TchoftheN-%Dam(9), Obl-%Dam(11), ScrDrv-Dam%(11), FuroftheG-ResDeb%(13)
Level 10: Boxing -- Empty(A)
Level 12: Beta Decay -- DarWtcDsp-ToHitdeb/Rchg/EndRdx(A), DarWtcDsp-ToHitDeb/EndRdx(15)
Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(21)
Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(31)
Level 18: Particle Shielding -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(19), Prv-Heal(19)
Level 20: Spine Burst -- ScrDrv-Acc/Dmg/EndRdx(A), ScrDrv-Acc/Dmg(39), ScrDrv-Dam%(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), OvrFrc-Dam/KB(40)
Level 22: Tough -- TtnCtn-ResDam(A), TtnCtn-EndRdx(23), TtnCtn-ResDam/EndRdx(33), TtnCtn-ResDam/EndRdx/Rchg(33)
Level 24: Taunt -- PrfZng-Dam%(A)
Level 26: Ground Zero -- Arm-Acc/Dmg/Rchg(A), Erd-%Dam(27), ScrDrv-Dam%(27), Obl-%Dam(29), ShlBrk-%Dam(29), TchofLadG-%Dam(31)
Level 28: Ripper -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg(37), ExpStr-Dam%(37), ScrDrv-Dam%(46), Obl-%Dam(48), FrcFdb-Rechg%(48)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(34)
Level 35: Quills -- ScrDrv-Acc/Dmg/EndRdx(A), ScrDrv-Acc/Dmg(43), ScrDrv-Dmg/EndRdx(43), ScrDrv-Dam%(45)
Level 38: Throw Spines -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(40), PstBls-Dam%(42), JvlVll-Dam%(42), Ann-ResDeb%(42), ImpSwf-Dam%(43)
Level 41: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(46), Apc-Dmg/EndRdx(48), CldSns-%Dam(50), GldJvl-Dam%(50), Apc-Dam%(50)
Level 44: Super Speed -- EndRdx-I(A)
Level 47: Tactics -- EndRdx-I(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(34), Mrc-Rcvry+(34)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(36)
------------

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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As far as an attack chain is concerned... it's just mashing those AoE's as they come up. The build is just a lawn mower. Hit Throw Spines as you approach a spawn, Spine Burst (and/or any other AoE) once you're in the mess of it all. Barb Swipe, Ripper, and Gloom (added specifically because of a lack of ST strength) can be rotated around to get ST hits in, splash Throw Spines to fill as well as its the next best thing as a singular-damaging option.

 

8 hours ago, sushiloving123 said:

How would you summarize the concept?

Fill everything with Procs.

 

But in seriousness, you can't really "skip" your way through the idea on an elevator pitch worth of notes. There's a certain level of base knowledge that needs to be gleaned to understand what's beneficial and what's not, and be cognizant of the formula functions to know where your optimal choices will be. Don't need a deep level of math, just a basic "this is good, that is bad" level of understanding. Definitely read the main/first post, and then find any follow up relevant to a build you might be interested in further, and that applies not just to this thread but also the Controller and Defender ones. Collectively the three threads will overlap into Dominators, Blasters, Scrappers, Stalkers, Sentinels, Masterminds, and Corruptors for shared sets.

 

Proc-focused building is the duality of taking high-spec building to the next level, and also taking cheap builds and making them more offensive powerhouses.

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20 hours ago, sushiloving123 said:

If you were going to explain "Proc Monsters" to someone who was new to the concept and did not have the time to sift through 6+ pages of forum posts. How would you summarize the concept? What key points would you highlight? Just curious 😃

"Putting clients DAMAGE first by putting employees PROCS first, immediately after prioritizing fiscal responsibility GLOBAL RECHARGE toward exceeding by empowering our employees YOUR CHARACTER to put clients PROCS (and themselves AREA FACTOR) first, in a diverse and respectful environment of only those that come PROC first, first."

 

(Apologies to Bopper, Sir Myshkin, The Sebben & Sebben Law Firm, and everyone else.)

Edited by BZRKR
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On 4/21/2020 at 12:58 AM, Carnifax said:

<snip>

 

If you wanted to go full Proc Monster on Rad/Spines you could look at Spine Burst, Ripper, Ground Zero (including the Achilles -resist) AND Rad Therapy. 

 

 

FWIW: Beta Decay can take 3 dmg procs and Achilles -res.  I'm still figuring out all the PPM details, and I know that toggles aren't the really a great place to Proc, but it's been an interesting experiment on my (currently leveling) kat/rad scrapper to add damage to a power that otherwise has none - provided one has the slots to spare.  Low returns on the scrappy I imagine as damage from primary powers is already nice and high, so ultimately I'll likely one-slot-wonder it with something.  Mostly I wanted to fiddle around with -def, -res, and -regen baked into a scrappy for soloing big game - the procs are just for fun at this point.

You see a mousetrap? I see free cheese and a f$%^ing challenge.

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  • 2 weeks later

This is a little off topic but I've been working on a Katana / Elec Brute. I've had to sacrifice some slots to make up for the Brutes worse resistances but I think I've gotten it close to what I'm looking for. I'm trying to figure out where to spend my last two slots, and if I want to move anything around to increas re Any suggestions would be greatly apprecaited

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Gentleman Robot: Level 50 Technology Brute
Primary Power Set: Katana
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed

Villain Profile:
Level 1: Gambler's Cut

  • (A) Crushing Impact - Accuracy/Damage
  • (13) Crushing Impact - Damage/Endurance
  • (19) Mako's Bite - Chance of Damage(Lethal)
  • (19) Gladiator's Strike - Chance for Smashing Damage
  • (21) Touch of Lady Grey - Chance for Negative Damage
  • (21) Achilles' Heel - Chance for Res Debuff

Level 1: Charged Armor

  • (A) Unbreakable Guard - Resistance
  • (3) Unbreakable Guard - Resistance/Endurance
  • (3) Unbreakable Guard - Endurance/RechargeTime
  • (5) Unbreakable Guard - RechargeTime/Resistance
  • (5) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (7) Unbreakable Guard - +Max HP

Level 2: Lightning Field

  • (A) Superior Unrelenting Fury - RechargeTime/+Regen/+End
  • (40) Superior Unrelenting Fury - Accuracy/Damage
  • (40) Superior Avalanche - Accuracy/Damage/Endurance
  • (42) Superior Avalanche - Accuracy/Damage
  • (42) Superior Avalanche - Accuracy/Damage/Endurance/Recharge

Level 4: Conductive Shield

  • (A) Aegis - Resistance/Endurance
  • (7) Aegis - Resistance/Recharge
  • (9) Aegis - Endurance/Recharge
  • (9) Aegis - Resistance/Endurance/Recharge
  • (11) Aegis - Resistance
  • (11) Aegis - Psionic/Status Resistance

Level 6: Build Up

  • (A) Empty

Level 8: Divine Avalanche

  • (A) Mako's Bite - Accuracy/Damage
  • (25) Mako's Bite - Chance of Damage(Lethal)
  • (27) Gladiator's Strike - Chance for Smashing Damage
  • (27) Perfect Zinger - Chance for Psi Damage
  • (29) Touch of Death - Chance of Damage(Negative)
  • (31) Empty

Level 10: Boxing

  • (A) Empty

Level 12: Static Shield

  • (A) Impervium Armor - Resistance/Endurance
  • (13) Impervium Armor - Resistance/Recharge
  • (46) Impervium Armor - Endurance/Recharge
  • (46) Impervium Armor - Resistance/Endurance/Recharge
  • (46) Impervium Armor - Resistance
  • (48) Impervium Armor - Psionic Resistance

Level 14: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (15) Luck of the Gambler - Defense
  • (15) Luck of the Gambler - Defense/Endurance

Level 16: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (17) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (17) Reactive Defenses - Scaling Resist Damage
  • (43) Kismet - Accuracy +6%

Level 18: The Lotus Drops

  • (A) Obliteration - Chance for Smashing Damage
  • (31) Obliteration - Damage
  • (33) Armageddon - Chance for Fire Damage
  • (34) Armageddon - Damage
  • (34) Armageddon - Damage/Recharge
  • (34) Armageddon - Accuracy/Damage/Recharge

Level 20: Lightning Reflexes

  • (A) Empty

Level 22: Tough

  • (A) Gladiator's Armor - End/Resist
  • (23) Gladiator's Armor - Recharge/Resist
  • (23) Gladiator's Armor - Recharge/Endurance
  • (25) Gladiator's Armor - Resistance/Rech/End
  • (48) Gladiator's Armor - TP Protection +3% Def (All)
  • (48) Gladiator's Armor - Resistance

Level 24: Dragon's Roar

  • (A) Empty

Level 26: Soaring Dragon

  • (A) Mako's Bite - Accuracy/Damage
  • (36) Hecatomb - Chance of Damage(Negative)
  • (36) Hecatomb - Damage
  • (36) Touch of Lady Grey - Chance for Negative Damage
  • (37) Force Feedback - Chance for +Recharge
  • (37) Touch of Death - Chance of Damage(Negative)

Level 28: Energize

  • (A) Preventive Medicine - Chance for +Absorb
  • (29) Regenerative Tissue - +Regeneration

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 32: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (33) Luck of the Gambler - Defense
  • (33) Luck of the Gambler - Defense/Endurance

Level 35: Golden Dragonfly

  • (A) Superior Brute's Fury - Accuracy/Damage
  • (37) Superior Brute's Fury - Damage/Recharge
  • (39) Superior Brute's Fury - Accuracy/Damage/Recharge
  • (39) Superior Brute's Fury - Damage/Endurance/RechargeTime
  • (39) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge
  • (40) Superior Brute's Fury - Recharge/Fury Bonus

Level 38: Power Sink

  • (A) Perfect Zinger - Chance for Psi Damage
  • (43) Perfect Zinger - Taunt/Range

Level 41: Grounded

  • (A) Impervious Skin - Status Resistance
  • (42) Steadfast Protection - Resistance/+Def 3%
  • (45) Titanium Coating - Resistance
  • (50) Titanium Coating - Resistance/Endurance
  • (50) Titanium Coating - Resistance/Recharge
  • (50) Titanium Coating - Resistance/Endurance/Recharge

Level 44: Super Jump

  • (A) Empty

Level 47: Tactics

  • (A) Empty

Level 49: Assault

  • (A) Empty

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Fury 


Level 1: Sprint Edited by Jedediah
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23 hours ago, Jedediah said:

I've had to sacrifice some slots to make up for the Brutes worse resistances but I think I've gotten it close to what I'm looking for. I'm trying to figure out where to spend my last two slots, and if I want to move anything around to increas re Any suggestions would be greatly apprecaited

Anything in particular you were shooting for? Personally I'd try and fix up energize a bit better so you could get it closer to perma as it'll pretty well fix any endurance issues on its own. You could also use a Panacea unique in Health. Were you looking for a specific target for defense? You took Weave and Maneuvers, but the values are kind of all over the place and they feel a bit thrown-in. You'd probably be better just forgetting about those powers and just rounding out your resistances as close to cap as possible, and get some passive effects going like the new Power Transfer +Heal. Or grab some Winter O 6% bonuses in a few places, or grab a couple of Epic abilities to mule out for a bit more recharge and a ranged ability.

 

If you are actively using Divine Avalanche, sticking a single defense IO in the power and double stacking it is sufficient to get you around soft cap to Melee with combat jumping running and nothing else really going.

 

At least one thing you may consider is getting Superior Conditioning and Physical Perfection from Energy Mastery, it'll bump your end gain and you can slot the Power Transfer +Heal into them both, and one in Stamina, that gives you three triggers every 10/s for a 5% heal; if all of them go off you're looking at at least 224.85 health for "free". I'd easily pass up Power Sink for those in terms of end-management options.

 

You're also really low on accuracy across the build, only enough (even if Tactics is just a single slot pure ToHit IO) to hit +2

 

Tweaked as to the above:

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Gentleman Robot: Level 50 Technology Brute
Primary Power Set: Katana
Secondary Power Set: Electric Armor
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Gambler's Cut -- CrsImp-Acc/Dmg(A), CrsImp-Acc/Dmg/EndRdx(13), Mk'Bit-Dam%(19), GldStr-%Dam(19), TchofLadG-%Dam(21), AchHee-ResDeb%(21)
Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-Max HP%(7)
Level 2: Lightning Field -- SprUnrFur-Rchg/+Regen/+End(A), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Dmg/EndRdx(42)
Level 4: Conductive Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(7), Ags-ResDam/EndRdx/Rchg(9), Ags-Psi/Status(9), ImpArm-ResPsi(11)
Level 6: Build Up -- RechRdx-I(A)
Level 8: Divine Avalanche -- LucoftheG-Def/Rchg+(A), Rct-Def(11), Rct-ResDam%(17), CrsImp-Acc/Dmg(25), CrsImp-Acc/Dmg/EndRdx(27)
Level 10: Assault -- EndRdx-I(A)
Level 12: Static Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(13), ImpArm-ResPsi(40), ImpArm-EndRdx/Rchg(46), ImpArm-ResDam/EndRdx/Rchg(46), ImpArm-ResDam(46)
Level 14: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(15), AdjTrg-ToHit(15)
Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(17), Ksm-ToHit+(31)
Level 18: The Lotus Drops -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-%Dam(31), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/EndRdx(34), Arm-Dam%(34), FuroftheG-ResDeb%(34)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(23), TtnCtn-ResDam(23), TtnCtn-EndRdx(25), ImpArm-ResPsi(33)
Level 24: Lightning Reflexes -- Run-I(A)
Level 26: Soaring Dragon -- Hct-Acc/Dmg/Rchg(A), Hct-Dmg/EndRdx(27), Hct-Dam%(36), Hct-Dmg(36), FrcFdb-Rechg%(36), TchofLadG-%Dam(37)
Level 28: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(29), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx/Rchg(45), NmnCnv-Heal(45)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Super Jump -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(33)
Level 35: Golden Dragonfly -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(37), SprBrtFur-Acc/Dmg/Rchg(39), SprBrtFur-Dmg/EndRdx/Rchg(39), SprBrtFur-Acc/Dmg/EndRdx/Rchg(39), SprBrtFur-Rech/Fury(40)
Level 38: Mu Lightning -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(43)
Level 41: Grounded -- ImpArm-ResPsi(A), RctArm-ResDam(42), RctArm-ResDam/EndRdx(43)
Level 44: Ball Lightning -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Rgn-Knock%(50)
Level 47: Dragon's Roar -- PrfZng-Dam%(A), PrfZng-Taunt/Rng(48)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(45), Pnc-Heal/+End(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(29), PrfShf-End%(43)
Level 50: Musculature Core Paragon
------------

 

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Capped S/L/F/C/E/"Psi" (Psi is reeaally close), attacks should all be good on +4 and the build can take a Musculature Alpha down the road to help pump out more damage rather than shoring up missing areas with something different. I had originally considered Cardiac a simple fix, but saw the path to hitting the necessary values wasn't far off so just made the adjustment accordingly. Also, a triple-stacked Divine Avalanche will hit 70+% Melee which should make it pretty easy to "Tank" for a lot of things.

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Thanks for the advice, I really like your changes a lot. What you said about Maneuvers and Weave especially makes sense, I was just keeping them in as an autoinclude but they don't make sense in the build.

 

Are there any attacks I am taking that you would skip, or are they just valuable for holding enhancements even if they are not making it into my attack chain that much?

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8 hours ago, Sir Myshkin said:

At least one thing you may consider is getting Superior Conditioning and Physical Perfection from Energy Mastery, it'll bump your end gain and you can slot the Power Transfer +Heal into them both, and one in Stamina, that gives you three triggers every 10/s for a 5% heal; if all of them go off you're looking at at least 224.85 health for "free". I'd easily pass up Power Sink for those in terms of end-management options.

Please see this thread regarding the Power Transfer %Heal proc.

 

I have Energy Mastery on a tank and my independent testing verified that multiple Power Transfer %Heal were not contributing more than just a single instance of that Proc. That doesn't diminish the usefulness of Energy Mastery for Endurance issues.

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14 hours ago, tidge said:

Please see this thread regarding the Power Transfer %Heal proc.

Hmm, this is unfortunate. Having at least two did provide marginally better odds, but I did not look into it further than that. I hadn't considered/realized that it wasn't stacking them up when I initially did a dry-run check. I feel I might've noticed this sooner but I haven't been in-game much in the last couple of weeks. Thanks for the heads up.

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As always, looking through this thread I find something I can really use. I've got a Granite/Rad tank, and while I'm not going the proc monster route, the slotting for Irradiated Ground with procs is too good to pass up.  My question is, as I'm going to take Agility for alpha incarnate, how much would that impact the procs in IG?

Edited by subbacultchas
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52 minutes ago, subbacultchas said:

As always, looking through this thread I find something I can really use. I've got a Granite/Rad tank, and while I'm not going the proc monster route, the slotting for Irradiated Ground with procs is too good to pass up.  My question is, as I'm going to take Agility for alpha incarnate, how much would that impact the procs in IG?

Recharge doesn't impact IG as it is a toggle, and not only that, it drops a pseudopet every 5 seconds with its toggle. That's important because that gives IG the unique distinction of being the only toggle that has proc ticks every 5 seconds. All others are every 10s.

Edited by Bopper

PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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