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Proc Monsters - Tanker Edition


Sir Myshkin

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1 hour ago, Bopper said:

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.

Excellent, thanks Bopper. I think I'll proc that one out then and give it a whirl.

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This is really impressive work, and makes me consider taking an offenisve, proc-monster build out on my old Invuln/EM Tank.

 

Id say I'm worried about the loss of resilience in the name of procmonstering, but I suppose that is why you have more than one build - a procmonster solo content build (and I bet even a 'procmonster' tank is going to sleep through +4/x8), and a 'classic tank' for those times you want to grunt at Lord Recluse.

 

Heres a first bash, based on your build skeletons posted (thank you!), trying to use spare slots to patch up E/NE and Psi as best possible.  Stun and Total Focus are mostly resist mules, etc.

 

(Edited to clean up datachunk spam)

 

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!

H E R O I 😄 Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leadership
Power Pool: Speed
Power Pool: Flight
Power Pool: Medicine
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Resist Physical Damage -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(3)
Level 1: Barrage -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg(3), SprMghoft-Acc/Dmg/Rchg(5), SprMghoft-Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7), PrfZng-Dam%(7)
Level 2: Temp Invulnerability -- Ags-ResDam(A), Ags-ResDam/EndRdx(9), Ags-ResDam/EndRdx/Rchg(9), Ags-ResDam/Rchg(11), Ags-Psi/Status(13), Ags-EndRdx/Rchg(50)
Level 4: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(15), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(17), Prv-Heal/Rchg/EndRdx(17), Prv-Absorb%(19)
Level 6: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(19), RctArm-ResDam/Rchg(21)
Level 8: Unyielding -- HO:Ribo(A), HO:Ribo(21)
Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(23), RedFrt-EndRdx(23), RedFrt-Def/EndRdx(25), RedFrt-Def/Rchg(25), RedFrt-Def/EndRdx/Rchg(27)
Level 12: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(27), RctArm-ResDam/Rchg(29)
Level 14: Tactics -- AdjTrg-ToHit/EndRdx(A), GssSynFr--ToHit/EndRdx(29)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), ShlWal-Def(31), ShlWal-Def/EndRdx(31), ShlWal-ResDam/Re TP(33), ShlWal-Def/Rchg(33)
Level 20: Energy Punch -- CrsImp-Acc/Dmg/EndRdx(A), Hct-Dmg/EndRdx(33), Mk'Bit-Dam%(34), GldStr-%Dam(34), Hct-Dam%(34), PrfZng-Dam%(36)
Level 22: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
Level 24: Bone Smasher -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), TchofDth-Dam%(36), Mk'Bit-Dam%(37), GldStr-%Dam(37), PrfZng-Dam%(37)
Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(39), LucoftheG-Def(50)
Level 28: Taunt -- PrfZng-Dam%(A)
Level 30: Whirling Hands -- ScrDrv-Acc/Dmg(A), ScrDrv-Dam%(39), Arm-Dmg/EndRdx(39), PrfZng-Dam%(40), Obl-%Dam(40), Arm-Dam%(40)
Level 32: Build Up -- RechRdx-I(A), GssSynFr--Build%(42)
Level 35: Energy Transfer -- CrsImp-Dmg/EndRdx(A), CrsImp-Acc/Dmg(42), TchofDth-Dam%(42), Mk'Bit-Dam%(43), GldStr-%Dam(43), PrfZng-Dam%(43)
Level 38: Char -- Apc-Acc/Dmg/Rchg(A), GhsWdwEmb-Dam%(45), GldJvl-Dam%(45), Apc-Dam%(45), UnbCns-Dam%(46), GldNet-Dam%(46)
Level 41: Stun -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Dmg/EndRdx/Rchg(48), SprGntFis-Acc/Dmg/Rchg(48)
Level 44: Total Focus -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(46), SprGntFis-Dmg/Rchg(48)
Level 47: Fly -- Flight-I(A)
Level 49: Aid Other -- Mrc-Rcvry+(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+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(13)
Level 50: Musculature Core Paragon 
------------

Edited by marcussmythe

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

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On 5/17/2020 at 4:14 PM, marcussmythe said:

H E R O I 😄 Level 50 Science Tanker

Allow me to be the one to give you some feedback. I used the same premise for 2 of my own tanks and they have no trouble holding Recluse with only 2/3 of the res you have.
You have some interesting power choices, aid other, the whole energy melee pool, but it's what makes it so unique. I wouldn't change your selection unless you're feeling you're under-performing in some area.
The ONE area you're lacking in is accuracy. If you go to Options/Configuration/Exemping&base values,you can adjust your to hit values to 39% to see how you compare to incarnate levels. You'll see you're hitting 60-70% on your accuracy WITH tactics turned on- way too low. This is entirely due to you squeezing one too many processors in your powers. In general, you should slot an acc/dam and an acc/dam/end (or acc/dam/end/rch if acc/dam/end unavailable) to shore up your accuracy in each power that needs it.

Also, from experience, running that many toggles without sufficient end management is going to leave you crashing a lot. You could grab Ageless from the destiny pool and/or place a miracle in health and and extra end mod in stamina.
Finally, some of your enhs in your melee powers are slotting rch - the one thing you want to avoid in process builds (unless it's a global bonus/lotg/incarnate power that isn't from Alpha). This is also why it's okay to slot a 4 attribute enhs (acc/dam/rch/end)--the additional recharge is too low to  be detrimental. I believe, and Bopper or another stats beast can correct me here, that you shouldn't  go over 59%(?) recharge on a power that's base is less than 30s(?) recharge.
With a few tweaks you can have a really enjoyable, maybe even comfortable, build going here.

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2 hours ago, xl8 said:

Allow me to be the one to give you some feedback. I used the same premise for 2 of my own tanks and they have no trouble holding Recluse with only 2/3 of the res you have.
You have some interesting power choices, aid other, the whole energy melee pool, but it's what makes it so unique. I wouldn't change your selection unless you're feeling you're under-performing in some area.
The ONE area you're lacking in is accuracy. If you go to Options/Configuration/Exemping&base values,you can adjust your to hit values to 39% to see how you compare to incarnate levels. You'll see you're hitting 60-70% on your accuracy WITH tactics turned on- way too low. This is entirely due to you squeezing one too many processors in your powers. In general, you should slot an acc/dam and an acc/dam/end (or acc/dam/end/rch if acc/dam/end unavailable) to shore up your accuracy in each power that needs it.

Also, from experience, running that many toggles without sufficient end management is going to leave you crashing a lot. You could grab Ageless from the destiny pool and/or place a miracle in health and and extra end mod in stamina.
Finally, some of your enhs in your melee powers are slotting rch - the one thing you want to avoid in process builds (unless it's a global bonus/lotg/incarnate power that isn't from Alpha). This is also why it's okay to slot a 4 attribute enhs (acc/dam/rch/end)--the additional recharge is too low to  be detrimental. I believe, and Bopper or another stats beast can correct me here, that you shouldn't  go over 59%(?) recharge on a power that's base is less than 30s(?) recharge.
With a few tweaks you can have a really enjoyable, maybe even comfortable, build going here.

Thank you very kindly for the feedback!

 

Im thinking that I would use this for an offense build - theres a tanker soul in me that hates giving up my '90% resist all damage 50%+ DEF' build that comes from keeping sets together.  Ill try to get an updated version and reply for more feedback and thoughts.


I really appreciate the time and energy spent on my old gal.  Shes tryin to be an Issue 0 Tanker in an Issue Lots World.

 

(EDIT)  Updated with most of your suggestions, juggled some things to get more ACC.  Shed some DEF, but its a RES set more than DEF, and I think I can afford to bleed some survival out of the IO side of things - worst case, Melee Hybrid pays for many holes in survival.  Trying the experimentation pool for adrenal booster - if we are trying to find damage in the old set, it seems a good place to start, though I've not used Adrenal Booster before.

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

H E R O I 😄 Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leadership
Power Pool: Speed
Power Pool: Flight
Power Pool: Experimentation
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Resist Physical Damage -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(3)
Level 1: Barrage -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg(3), SprMghoft-Acc/Dmg/Rchg(5), SprMghoft-Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7), PrfZng-Dam%(7)
Level 2: Temp Invulnerability -- Ags-ResDam(A), Ags-ResDam/EndRdx(9), Ags-ResDam/EndRdx/Rchg(9), Ags-ResDam/Rchg(11), Ags-Psi/Status(13), Ags-EndRdx/Rchg(50)
Level 4: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(15), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(17), Prv-Heal/Rchg/EndRdx(17), Prv-Absorb%(19)
Level 6: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(19), ImpArm-ResPsi(21)
Level 8: Unyielding -- HO:Ribo(A), HO:Ribo(21)
Level 10: Maneuvers -- LucoftheG-Rchg+(A), RedFrt-Def(23), RedFrt-EndRdx(23), RedFrt-Def/EndRdx(25), RedFrt-Def/Rchg(25), RedFrt-Def/EndRdx/Rchg(27)
Level 12: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(27), ImpArm-ResPsi(29)
Level 14: Tactics -- AdjTrg-ToHit/EndRdx(A), GssSynFr--ToHit/EndRdx(29)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 18: Invincibility -- LucoftheG-Rchg+(A), ShlWal-Def(31), ShlWal-Def/EndRdx(31), ShlWal-ResDam/Re TP(33), ShlWal-Def/Rchg(33)
Level 20: Energy Punch -- CrsImp-Acc/Dmg/EndRdx(A), GldStr-Acc/Dmg(33), Mk'Bit-Dam%(34), GldStr-%Dam(34), TchofDth-Dam%(34), PrfZng-Dam%(36)
Level 22: Fly -- Flight-I(A)
Level 24: Bone Smasher -- Mk'Bit-Acc/Dmg(A), CrsImp-Acc/Dmg/EndRdx(36), TchofDth-Dam%(36), Mk'Bit-Dam%(37), GldStr-%Dam(37), PrfZng-Dam%(37)
Level 26: Tough Hide -- LucoftheG-Rchg+(A), Rct-ResDam%(39), LucoftheG-Def(50)
Level 28: Taunt -- PrfZng-Dam%(A)
Level 30: Whirling Hands -- ScrDrv-Acc/Dmg(A), ScrDrv-Dam%(39), SprAvl-Acc/Dmg(39), PrfZng-Dam%(40), Obl-%Dam(40), Arm-Dam%(40)
Level 32: Build Up -- RechRdx-I(A), GssSynFr--Build%(42)
Level 35: Energy Transfer -- CrsImp-Acc/Dmg/EndRdx(A), Mk'Bit-Acc/Dmg(42), TchofDth-Dam%(42), Mk'Bit-Dam%(43), GldStr-%Dam(43), Hct-Dam%(43)
Level 38: Char -- GldJvl-Acc/Dmg(A), GhsWdwEmb-Dam%(45), GldJvl-Dam%(45), Apc-Dam%(45), GldNet-Dam%(46), UnbCns-Dam%(46)
Level 41: Experimental Injection -- Mrc-Rcvry+(A), RgnTss-Regen+(48)
Level 44: Total Focus -- SprGntFis-Acc/Dmg/Rchg(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(46), SprGntFis-Dmg/Rchg(48)
Level 47: Speed of Sound -- Clr-Stlth(A)
Level 49: Adrenal Booster -- HO:Membr(A), HO:Membr(50)
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+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(13), EndMod-I(48)
Level 50: Musculature Core Paragon 
Level 50: Ion Core Final Judgement 
Level 50: Reactive Radial Flawless Interface 
Level 50: Ageless Core Epiphany 
Level 50: Melee Core Embodiment 
------------

Edited by marcussmythe

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

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  • 2 months later
14 hours ago, Outback said:

As far as I am aware, Granite Armor does not affect proc damage. So, if you're looking to bring back the good old days of Granite Armor - play a Proc Monster! The example I have attached is with Spines - two Damage Auras help the slowness.

It doesn't take much to negate the -Dam from Granite Armor, and in honesty to even negate all of its side effects if someone wanted. The idea of a Granite built Proc Monster has come up several places, and the user Bopper even dedicated an entire thread to the exploration of it and having multiple builds for exmp play, and specifically targeting Psionic resistance.

 

This is one I put together at the time that was being talked about, its soft cap to all (but Psi), and hard cap resists to all (but Psi) with the Tanker +Res ATO proc.

 

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: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Rock Armor -- LucoftheG-Def/Rchg+(A)
Level 1: Jab -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(3), SprMghoft-Acc/Dmg/Rchg(3), SprMghoft-Acc/Dmg(5)
Level 2: Stone Skin -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(17)
Level 4: Earth's Embrace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(5), Pnc-Heal/Rchg(9), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(11)
Level 6: Mud Pots -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(7), SprGntFis-Dmg/EndRdx/Rchg(7), SprGntFis-Rchg/+Absorb(27)
Level 8: Rooted -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(33)
Level 10: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(21), OvrFrc-Dam/KB(21), TchofDth-Dam%(23), Mk'Bit-Dam%(23), GldStr-%Dam(25)
Level 12: Brimstone Armor -- GldArm-3defTpProc(A)
Level 14: Assault -- EndRdx-I(A)
Level 16: Teleport -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(17)
Level 18: Crystal Armor -- LucoftheG-Def/Rchg+(A)
Level 20: Knockout Blow -- Hct-Dmg/EndRdx(A), Hct-Dmg/Rchg(25), FrcFdb-Rechg%(27), Hct-Dam%(43), GhsWdwEmb-Dam%(43), UnbCns-Dam%(43)
Level 22: Kick -- Acc-I(A)
Level 24: Cross Punch -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dam%(34), Obl-%Dam(34), FuroftheG-ResDeb%(37), FrcFdb-Rechg%(39)
Level 26: Taunt -- PrfZng-Dam%(A)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), GssSynFr--Build%(29)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(31), RedFrt-Def/EndRdx(31), RedFrt-Def/EndRdx/Rchg(31), RedFrt-Def/Rchg(50), RedFrt-EndRdx(50)
Level 32: Granite Armor -- Ksm-ToHit+(A), TtnCtn-ResDam(33), TtnCtn-ResDam/EndRdx(33), HO:Cyto(39), HO:Cyto(42), LucoftheG-Def/Rchg+(45)
Level 35: Gloom -- Apc-Dmg/EndRdx(A), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg(36), CldSns-%Dam(36), GldJvl-Dam%(37), Apc-Dam%(37)
Level 38: Foot Stomp -- Arm-Dmg/EndRdx(A), Arm-Dam%(39), SprAvl-Acc/Dmg(40), Obl-%Dam(40), ScrDrv-Dam%(42), FrcFdb-Rechg%(45)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 44: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(45), CldSns-%Dam(46), JvlVll-Dam%(46), PstBls-Dam%(46), Ann-ResDeb%(48)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(48)
Level 49: Darkest Night -- HO:Enzym(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+(13), Mrc-Rcvry+(15), NmnCnv-Heal(40), RgnTss-Regen+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15)
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Musculature Radial Paragon
Level 50: Assault Core Embodiment
Level 50: Degenerative Core Flawless Interface
Level 50: Ageless Core Epiphany
Level 50: Vorpal Core Final Judgement
Level 50: Longbow Core Superior Ally
------------



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  • 2 months later

I'm super late to this discussion, but I'm very curious about the SR/TW build you mentioned and maybe I'm just missing it, but was that build ever posted? I've only recently gotten back into COH and been loving my tankers, is Titan Weapons still broken like it was discussed in this thread? Been trying to find a good secondary to pair with Super Reflexes and building a proc monster is intriguing to me.  Anyone have a link for the SR/TW build Myshkin talked about in this thread?

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  • 3 weeks later

Hi all,

 

Recently started up an Ice/Super Tank, and I’m still working out what’s worth slotting as far as the toggle powers.

 

Am I right in thinking that I want to max the native damage of Icicles first and only then fill in with procs?

 

Also, is a slot in Chilling Embrace for the Impeded Swiftness proc worth a damn?  Mids has it showing abysmal DPS, but I’m not sure how it does against a saturated aggro cap.

 

Forgot: I’ve turned Spring Attack into a proc bomb that’s up every minute or so.  Anyone messed with this before?

Edited by SableShrike
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@Rand118 Didn’t see your post, I’m on mobile right now I’ll try and remember to send it your way. It is posted somewhere in this discussion in a spoiler block, just harder to hunt down on my phone.

 

@SableShrike Procs in toggles will only have a chance to fire off every 10/s and follow a similar algorithm to AoEs meaning you’ve got to be pretty surrounded to see anything go off which makes them poor choices unless you have extra slots to spare, and I wouldn’t do just one as it’s not really worth it unless—again—unless it’s a free floating slot.

 

Spring Attack can definitely serve as a decent proc bomb if a build is lacking AoE. The only downside is the longer cooldown.

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Thanks, Sir M!

 

Guess I’ll move some slots around on toggles if I can get better results elsewhere.

 

I sometimes wonder if building on Mids is reliable, hence me asking.  It’s still got a few bugs I know of like the Perfect Zinger proc listing proc chance incorrectly.

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On 9/24/2020 at 10:46 AM, Rand118 said:

SR/TW build Myshkin talked about in this thread?

The following is the revised PROC build and is best suited for non-Incarnate based content, but with proper support to boost up defense it can work just fine in any of the iTrials as well (if desired). Truthfully Rend Armor and Crushing Blow are the only two abilities really proc-focused as Follow Through and Arc have to be more heavily slotted to get to their (current) optimal cooldowns. Toss in Maneuvers and grab Barrier and call it day for Incarnate stuff.

 

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: Super Reflexes
Secondary Power Set: Titan Weapons
Power Pool: Sorcery
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-EndRdx/Rchg(3), Rct-Def/Rchg(5), Rct-Def/EndRdx/Rchg(19), Rct-ResDam%(23)
Level 1: Defensive Sweep -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Acc/Dmg(11), SprMghoft-Dmg/EndRdx/Rchg(25), Obl-%Dam(25), ScrDrv-Dam%(27)
Level 2: Focused Senses -- LucoftheG-Def/Rchg+(A), ShlWal-Def(5), ShlWal-Def/EndRdx(7), ShlWal-Def/EndRdx/Rchg(7)
Level 4: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9)
Level 6: Practiced Brawler -- EndRdx-I(A)
Level 8: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9), Ksm-ToHit+(15)
Level 10: Spirit Ward -- Heal-I(A)
Level 12: Evasion -- LucoftheG-Def/Rchg+(A), ShlWal-Def(13), ShlWal-Def/EndRdx(13), ShlWal-Def/EndRdx/Rchg(15)
Level 14: Mystic Flight -- BlsoftheZ-Travel/EndRdx(A)
Level 16: Titan Sweep -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(17), Obl-Acc/Dmg/Rchg(17), Obl-Dmg/Rchg(21), Obl-%Dam(23), FrcFdb-Rechg%(46)
Level 18: Crushing Blow -- CrsImp-Acc/Dmg/EndRdx(A), CrsImp-Dmg/EndRdx(19), TchofDth-Dam%(29), Mk'Bit-Dam%(29), TchofLadG-%Dam(31), GldStr-%Dam(45)
Level 20: Rune of Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(21)
Level 22: Build Momentum -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(36), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(37), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50)
Level 24: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27)
Level 26: Quickness -- Run-I(A)
Level 28: Follow Through -- Hct-Dmg/EndRdx(A), Hct-Dmg(34), Hct-Acc/Dmg/Rchg(34), Hct-Dmg/Rchg(34), Hct-Dam%(36), Mk'Bit-Dam%(36)
Level 30: Rend Armor -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Rchg/HoldProc(31), SprBlsCol-Acc/Dmg/Rchg(31), TchofLadG-%Dam(33), GldStr-%Dam(33), AchHee-ResDeb%(33)
Level 32: Assault -- EndRdx-I(A)
Level 35: Whirling Smash -- Obl-Dmg(A), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-Dmg/Rchg(39), Obl-%Dam(39), Obl-Acc/Dmg/Rchg(39), FrcFdb-Rechg%(40)
Level 38: Arc of Destruction -- Arm-Dmg(A), Arm-Dmg/EndRdx(40), Arm-Acc/Dmg/Rchg(40), Arm-Dmg/Rchg(42), Arm-Dam%(42), FuroftheG-ResDeb%(42)
Level 41: Tactics -- GssSynFr--ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx(46)
Level 44: Char -- SprWntBit-Acc/Dmg/Rchg(A), GldJvl-Dam%(45), Apc-Dam%(45), UnbCns-Dam%(46), GldNet-Dam%(48), GhsWdwEmb-Dam%(48)
Level 47: Melt Armor -- AnlWkn-Acc/Rchg/EndRdx(A), AnlWkn-Acc/Rchg(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
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+(43), Mrc-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(43)
Level 50: Musculature Core Paragon
Level 1: Momentum
------------

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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		|-------------------------------------------------------------------|

 

On 10/10/2020 at 11:00 AM, Marshal_General said:

I saw your breakdown of kinetic melee with bio armor. How well do you think it would compare with invulnerability with the Gaussian proc in invincibility?

Assuming constant surroundings you're likely to get similar results, but with less control over the result. Invincibility will function similarly to the way Gaussian's does in Tactics with a slew of team members wrapped around you, once every 10/s, based on body count at the trigger check. Unless you have a timer next to you pinging every 10/s after zone load, you have no idea of knowing when this check will occur which means you have the chance of missing it, or failing to get a strong enough body count to ensure the proc when it checks.

 

If there was no other option for the proc, then sure, go wild. Others have tossed it in there and made sure to constantly be surrounded by 10+ mobs to keep up the probability on check and can get good results, it just depends on play style and how driven/fast you want to keep the character focused. Personally I'd probably keep it in Power Siphon as I would have more control over its effect and I can use the opening dirge of PS with Burst instead of having to ramp a few attacks first before using AoE. Overall it nets a more consistent arc of power for a longer period of time (strong boost, very little dip for 5/s, consistent high for 10/s, then dwindle/decay for 10/s, then repeat). In a Build Up centered build however I'd be more inclined to use Gaussian's in Invincibility because of shorter duration, and an opportunity to have better spikes throughout combat rather than just one massive (potentially over kill) burst that dies quickly.

 

It kind of becomes a mileage varies thing. Per minute, full saturation constantly then Invincibility has the better odds (six chances per minute), but the realism of that is more likely 2-3 opportunities for sure, with maybe a 4th or 5th on good luck timing if the team/you are moving very quickly (or otherwise staying in a semi-saturated state) every 10/s. It definitely increases odds on clearing power (AoE performance) over ST capability, and I say this in regards to the fact that Invulnerability is available to more than just Tankers (where it'd matter).

 

Some sets I'd say "put it in Invincibility" when paired with Invuln:

  • Dark Melee
  • Dual Blades/Claws
    • These two are arguable, having the proc in BF/FU can net higher chances to proc and be less reliant of body count giving better odds for ST, also less disruptive to combos for Dual if Feint doesn't have to get cycled in at the wrong time to "keep it up."
  • Radiation Melee
  • Savage Melee
  • Spines
  • Titan Weapons
  • Super Strength

All the other sets are pretty "dealers choice" as I see it, which is totally subjective to the level of control a player wants over the proc.

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I made a character on test and bumped it up to level 22 with the proc in invincibility. I stood in the middle of 2 warrior and a Tsoo while I ate lunch. It seemed like 5 minutes before I saw a proc, but after that it seemed to remember it was there to the point of getting two procs at the same time. I didn't think that could happen.

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  • 2 weeks later

Got a SR/Staff I’m working on at the moment.

 

I’m pretty sure of the procced attacks I want: Eye of the Storm, Serpent’s Reach, and Sky Splitter.

 

I’ve got Serpent’s, Mercurial, and Guarded as builders (with Serpent’s also being procced).

 

I really dislike Innocuous Strikes’ animation, but wonder if I’m gimping myself by skipping it due to the good recharge values it has for proccing.

 

Also toying with putting a Pounding Slugfest Disorient proc in Sky Splitter instead of a damage proc.  Mids says this’d give about a 74% chance for turning Sky Splitter into a MAG5 Stun to hose Bosses.  I think @Redlynne did something similar with MA.

 

Any of you Staff types find some weird trick I’ve missed?

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  • 2 weeks later

I've finally found my main toon I think with s SR/EM tank. I've been reading this thread and been looking at your /EM build and been trying to adapt it to my toon. 

 

This is what I have. Where can I improve being a proc monster?

Spoiler

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|

 

I built this guy with the changes to EM in mind but I didn't take into account the order of powers changing and when I took Stun for when it changes to Power Crash. I see you didn't take TF and was guessing that's because of the animation? I haven't played around on beta yet to see what those changes will be like. 

 

Thanks for the feedback! 😄

 

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On 10/12/2020 at 8:54 PM, Marshal_General said:

I made a character on test and bumped it up to level 22 with the proc in invincibility. I stood in the middle of 2 warrior and a Tsoo while I ate lunch. It seemed like 5 minutes before I saw a proc, but after that it seemed to remember it was there to the point of getting two procs at the same time. I didn't think that could happen.

Invincibility follows the same principle that Tactics does, its proc possibilities are fueled by active bodies in the field of effect. If all you had surrounding you were three enemies then your probability would still be pretty low. You'd need to saturate Invincibility to get the proc to go off with any sense of reliability (and still you're probably talking an average of 2 or 3 hits a minute).

 

On 11/2/2020 at 9:48 AM, FundamentalyConfused said:

I built this guy with the changes to EM in mind but I didn't take into account the order of powers changing and when I took Stun for when it changes to Power Crash. I see you didn't take TF and was guessing that's because of the animation? I haven't played around on beta yet to see what those changes will be like. 

The Energy Melee of old, and the Energy Melee on Beta are two different beasts that just share a common shell. Total Focus was skipped before because its animation was far too long, caused DPS inconsistencies, and wasn't nearly as good a value as just spamming Energy Punch around Energy Transfer. The changes on Beta have done considerable amounts to try and improve the performance of the set by speeding up TF and ET as a combo 1-2 hit and spreading some additional utility into powers like Barrage, and giving it another form of AoE in Power Crash. I would definitely review the changes on Beta and test one out for yourself over there so you can get a feel for the changes because they're going to alter how you build/play compared to how EM is on live currently.

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Here is something I call my "My Proc Monster".  I use it as a AE Farmer as a side note ground zero in rad armor is the craziest procing power in game>

 

Proc Monster

http://www.cohplanner.com/mids/download.php?uc=1448&c=683&a=1366&f=HEX&dc=78DA6594CB6F125114C6EFC0D0164AA15829B405DA425B28580AB4BA303EA2628CB1248DBAC7B1BDD64911C80C3536AE5C6A7CB455E3C6E7D28D2B9F89FF42FF02FF81FA6875658C8FE061CE27923081FE98EFCEF9BE730FDC16AEE4DD2F4E5C3B2C14F7B192669AC5B35A79591A8E82B6A42F88C6D549EF08ABC5BCBC20CBA64C9FD61675ADA657CAC523C6A58A11C0724196A44CE73563993F0AF77CA5524ACF49ADAA97975CD6CD99AA948BDE7FFAA234CC8B7AD567DD9F2C5FD64DFDBC5ED26BABFEE3557D217DD458A9C96261A558D0CC9A345683D4CB38BDDF4FD21FA5D15D5D15A37621B2AAD835028698BBC36084F9DD2970D51D2265B3B46092199F00E3CC6482397D5DB578234E71C853328AA5D966C12C732AC79C9E61FEA03C3BF2ECCFD8477D0A3E64763C021F33BB9E306F529E03790EE47421D7833C0FF27A91778B6A3AB946E9CCF19EFB03248455719BD69CD606EA0EA7C97B7305F919D78ECD7AC62DF8DE7D55F03E3EF0FD1DAAED565C8D5AD1BDC5CFF6D38FA287B3448F9FF3A3A47991EF4DB1472FF89366E1C32C7CF7798F7BEE81EBE00673EA2EB8C65CA3FC3EF675F46D635F5F98A35BE047F01373EC33D3473DF9D1931F7D064FF15A0FAD05B82711C0DA3A650DA0CF814D9ED320E633D861B718C29C42985304F38C91DF10FC86A678ED37ED3B2C78EE61F844501F41FD08EA477E81CF991EF21B86DF30FAFB437E51F845E117835F0C7E31F88DC16FEC20F39C9DCF4EA376FC1DCF76E22DF8127CC58CBF6626DF3035AA4D70AD9AD8C77E933970069CC5D9D9CBF452FF29F49F42FF1B34DF34B4347E1BB67E2132AC2919685930A436CF2CBDE812936AF3E4D7936DAB993625DBA6CCB429B36DCA5CAB82EF725E4530698AF594B3B779C2EBDBAEE67F08A1A0E2EB7FCDA61CE29398DD0F1E60EEB4D625B8EE5BABF680A7F917F720D8D

 

 

 

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Sir Myshkin,

 

Hello there.  I enjoyed your work on the knock back 'mad king' builds.  Loads of good ideas there.

 

I've recently rolled a Fire/SS Tank and you know what?

 

I'm after some innovation on this 'plain jane' old school tanker.

 

Any ideas on how to use procs on this?  eg. Can Hand Clap be used to proc dam/stun/boost it's damage?

 

I've been keeping my eye on this thread.  And I know (try to find a Fire/SS build...on the tanker thread...20 pages in...) Fire/SS isn't very popular?  (Doens't seem to be...)

 

But can it be sexied up?

 

Replies welcome.  Can we add some more 'excitement' and imagination to a Fire/SS build?

 

Regards,

 

Azrael.

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@Sir Myshkin I put together a Invuln/WM based off of your "blank" invuln. Any thoughts and potential changes you would do please?

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Resist Physical Damage -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(13)
Level 1: Bash -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg(33), SprMghoft-Dmg/Rchg(33), SprMghoft-Acc/Dmg/EndRdx/Rchg(34), SprMghoft-Acc/Dmg/Rchg(34), SprGntFis-Rchg/+Absorb(34)
Level 2: Temp Invulnerability -- Ags-ResDam(A), Ags-ResDam/EndRdx(3), Ags-ResDam/EndRdx/Rchg(3), Ags-Psi/Status(13)
Level 4: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(9)
Level 6: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(11), RctArm-ResDam/Rchg(33)
Level 8: Unyielding -- HO:Ribo(A), HO:Ribo(9)
Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(17), RedFrt-EndRdx(17), RedFrt-Def/EndRdx(21), RedFrt-Def/Rchg(21), RedFrt-Def/EndRdx/Rchg(23)
Level 12: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(15), RctArm-ResDam/Rchg(23)
Level 14: Tactics -- AdjTrg-ToHit/EndRdx(A), GssSynFr--ToHit/EndRdx(31)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), Rct-Def(19), Rct-Def/EndRdx(19), ShlWal-ResDam/Re TP(25), Rct-ResDam%(31)
Level 20: Whirling Mace -- Arm-Dmg(A), Arm-Dmg/EndRdx(27), Arm-Dam%(29), FuroftheG-ResDeb%(29), Erd-%Dam(31), PrfZng-Dam%(46)
Level 22: Super Speed -- EndRdx-I(A)
Level 24: Taunt -- PrfZng-Taunt/Rng(A)
Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27)
Level 28: Clobber -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(40), SprGntFis-Acc/Dmg/EndRdx/Rchg(42), Hct-Dam%(42), TchofDth-Dam%(42), PrfZng-Dam%(43)
Level 30: Assault -- EndRdx-I(A)
Level 32: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(37), GssSynFr--ToHit/Rchg/EndRdx(39), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(39), GssSynFr--Build%(40)
Level 35: Gloom -- Apc-Dmg(A), Apc-Dmg/EndRdx(36), Apc-Dam%(36), GldJvl-Dam%(36), CldSns-%Dam(37), CldSns-Acc/ToHitDeb(37)
Level 38: Shatter -- FrcFdb-Rechg%(A), ExpStr-Dam%(40), Obl-%Dam(43), PrfZng-Dam%(45), Erd-%Dam(45)
Level 41: Dark Obliteration -- CldSns-%Dam(A), CldSns-Acc/ToHitDeb(43), Rgn-Dmg(46), Rgn-Dmg/EndRdx(46), Ann-ResDeb%(48), PstBls-Dam%(50)
Level 44: Soul Tentacles -- TraoftheH-Dam%(A), Ann-ResDeb%(45)
Level 47: Crowd Control -- FrcFdb-Rechg%(A), ExpStr-Dam%(48), Obl-%Dam(48), PrfZng-Dam%(50), Erd-%Dam(50)
Level 49: Combat Jumping -- 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 -- 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+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15)
------------

 

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On 11/13/2020 at 1:07 PM, Golden Azrael said:

I'm after some innovation on this 'plain jane' old school tanker.

I'd probably just plan it out very similarly to the Rad/SS I posted in the Mad King thread in all honesty. Most of the build should translate into Fire pretty easily. I pulled the v2 build and flipped it over quickly. Might be some areas that could still be tweaked a bit, but Consume and Burn easily fill in additional AoE like Ground Zero and Radiation Therapy do, and Burn will be a much more aggressive option especially with Fiery Embrace.

 

As for Hand Clap... Personally I just don't see it having a significant enough impact to include. The stun is relatively weak (even if you do try and stack other stun procs to increase mag), and most of what's available for procs in the stun sets are just weak effects stand alone. The KD in Foot Stomp is frankly just so good as a soft control for SS that it doesn't really need to rely on anything else.

 

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: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(11), UnbGrd-Max HP%(17)
Level 1: Jab -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/Rchg(3), SprMghoft-Dmg/EndRdx/Rchg(5), SprMghoft-Acc/Dmg/EndRdx/Rchg(5), SprMghoft-Rchg/Res%(7)
Level 2: Blazing Aura -- ScrDrv-Acc/Dmg/EndRdx(A), ScrDrv-Dmg/EndRdx(9), ScrDrv-Acc/Dmg(9)
Level 4: Boxing -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(13), Hct-Dam%(15), Hct-Dmg/Rchg(15)
Level 6: Kick -- Empty(A)
Level 8: Healing Flames -- Prv-Heal/EndRdx(A), Prv-Heal/Rchg/EndRdx(37)
Level 10: Consume -- Obl-Acc/Rchg(A), Erd-%Dam(17), Obl-%Dam(19), ScrDrv-Dam%(34)
Level 12: Temperature Protection -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(45)
Level 14: Super Speed -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(29)
Level 16: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(21), SprAvl-Rchg/KDProc(23), FuroftheG-ResDeb%(23)
Level 18: Burn -- SprGntFis-Dmg/Rchg(A), SprGntFis-Acc/Dmg/Rchg(31), SprGntFis-Rchg/+Absorb(40), OvrFrc-Dam/KB(46)
Level 20: Knockout Blow -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(25), UnbCns-Dam%(25), GldNet-Dam%(27), GhsWdwEmb-Dam%(27), FrcFdb-Rechg%(29)
Level 22: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Rchg/ResDam(37)
Level 24: Tough -- ImpArm-ResPsi(A), GldArm-End/Res(34), Ags-Psi/Status(34), GldArm-3defTpProc(36)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(31)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(31), GssSynFr--Build%(33)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def/EndRdx(50), Rct-ResDam%(45)
Level 32: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(33), ShlWal-Def/EndRdx/Rchg(33), ShlWal-ResDam/Re TP(43)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 38: Foot Stomp -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/EndRdx/Rchg(39), SprGntFis-Acc/Dmg/EndRdx/Rchg(39), Arm-Dam%(39), Obl-%Dam(40), FrcFdb-Rechg%(40)
Level 41: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43), Dcm-Build%(43)
Level 44: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(46), Bmbdmt-+FireDmg(46), PstBls-Dam%(50), CldSns-%Dam(50)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 49: Darkest Night -- HO:Enzym(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+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(48)
Level 50: Melee Radial Embodiment
Level 50: Cardiac Core Paragon
------------

 

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On 11/14/2020 at 12:56 PM, Saulty_Dawg1992 said:

Any thoughts and potential changes you would do please?

In Bash I'd personally just go for the full set of Might of the Tanker and get that 6% S/L to cap you out without having to worry about whether you've got a stack of its proc active or not.

 

For the rest of your attacks you've got them mostly flooded with damage procs and damage-focused enhancements with no accuracy slotting which isn't good. Without a fully saturated Invincibility none of the attacks will hit more than an even-con enemy, and even with full Invincibility you're only looking at +2 successfully. Now you don't need a ton of push to get to a good value, but you definitely need at least 25-30% Accuracy in each attack at a minimum to get you closer to +3 and being able to safely function with an Alpha raising your level at 50. If you're leveling this build, it's going to struggle in +4 content. Also not having any damage enhancement in your attacks is quite literally leaving damage behind. The first 2-3 slots of any attack should exist to enhance the power itself before loading it up with procs. Accuracy, Damage, and Endurance are all things you have to be mindful of, as it stands now your build doesn't fully account for all of this. The current endurance slotting the build will dry up within 35-40/s of attacking because most of the attacks are swinging for their full 9-12 endurance and the recovery difference is only 1.2/s, every attack is putting you -6 to -9 in the hole.

 

Take another look at your attacks, see what beneficial sets you can use in pieces of 2 or 3 (or 4 with a proc) to get more +Res packed into other areas of the build while fixing Acc/Dam/End. This is a nitty-gritty aspect of building and isn't a quick flip, but you've got a lot of potential build growth still in there based on how you balance your set choices.

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11 minutes ago, Sir Myshkin said:

I'd probably just plan it out very similarly to the Rad/SS I posted in the Mad King thread in all honesty. Most of the build should translate into Fire pretty easily. I pulled the v2 build and flipped it over quickly. Might be some areas that could still be tweaked a bit, but Consume and Burn easily fill in additional AoE like Ground Zero and Radiation Therapy do, and Burn will be a much more aggressive option especially with Fiery Embrace.

 

As for Hand Clap... Personally I just don't see it having a significant enough impact to include. The stun is relatively weak (even if you do try and stack other stun procs to increase mag), and most of what's available for procs in the stun sets are just weak effects stand alone. The KD in Foot Stomp is frankly just so good as a soft control for SS that it doesn't really need to rely on anything else.

 

  Reveal hidden contents

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: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(11), UnbGrd-Max HP%(17)
Level 1: Jab -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/Rchg(3), SprMghoft-Dmg/EndRdx/Rchg(5), SprMghoft-Acc/Dmg/EndRdx/Rchg(5), SprMghoft-Rchg/Res%(7)
Level 2: Blazing Aura -- ScrDrv-Acc/Dmg/EndRdx(A), ScrDrv-Dmg/EndRdx(9), ScrDrv-Acc/Dmg(9)
Level 4: Boxing -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(13), Hct-Dam%(15), Hct-Dmg/Rchg(15)
Level 6: Kick -- Empty(A)
Level 8: Healing Flames -- Prv-Heal/EndRdx(A), Prv-Heal/Rchg/EndRdx(37)
Level 10: Consume -- Obl-Acc/Rchg(A), Erd-%Dam(17), Obl-%Dam(19), ScrDrv-Dam%(34)
Level 12: Temperature Protection -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(45)
Level 14: Super Speed -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(29)
Level 16: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(21), SprAvl-Rchg/KDProc(23), FuroftheG-ResDeb%(23)
Level 18: Burn -- SprGntFis-Dmg/Rchg(A), SprGntFis-Acc/Dmg/Rchg(31), SprGntFis-Rchg/+Absorb(40), OvrFrc-Dam/KB(46)
Level 20: Knockout Blow -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(25), UnbCns-Dam%(25), GldNet-Dam%(27), GhsWdwEmb-Dam%(27), FrcFdb-Rechg%(29)
Level 22: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Rchg/ResDam(37)
Level 24: Tough -- ImpArm-ResPsi(A), GldArm-End/Res(34), Ags-Psi/Status(34), GldArm-3defTpProc(36)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(31)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(31), GssSynFr--Build%(33)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def/EndRdx(50), Rct-ResDam%(45)
Level 32: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(33), ShlWal-Def/EndRdx/Rchg(33), ShlWal-ResDam/Re TP(43)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 38: Foot Stomp -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/EndRdx/Rchg(39), SprGntFis-Acc/Dmg/EndRdx/Rchg(39), Arm-Dam%(39), Obl-%Dam(40), FrcFdb-Rechg%(40)
Level 41: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43), Dcm-Build%(43)
Level 44: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(46), Bmbdmt-+FireDmg(46), PstBls-Dam%(50), CldSns-%Dam(50)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 49: Darkest Night -- HO:Enzym(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+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(48)
Level 50: Melee Radial Embodiment
Level 50: Cardiac Core Paragon
------------

 

 



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In Bash I'd personally just go for the full set of Might of the Tanker and get that 6% S/L to cap you out without having to worry about whether you've got a stack of its proc active or not.

 

For the rest of your attacks you've got them mostly flooded with damage procs and damage-focused enhancements with no accuracy slotting which isn't good. Without a fully saturated Invincibility none of the attacks will hit more than an even-con enemy, and even with full Invincibility you're only looking at +2 successfully. Now you don't need a ton of push to get to a good value, but you definitely need at least 25-30% Accuracy in each attack at a minimum to get you closer to +3 and being able to safely function with an Alpha raising your level at 50. If you're leveling this build, it's going to struggle in +4 content. Also not having any damage enhancement in your attacks is quite literally leaving damage behind. The first 2-3 slots of any attack should exist to enhance the power itself before loading it up with procs. Accuracy, Damage, and Endurance are all things you have to be mindful of, as it stands now your build doesn't fully account for all of this. The current endurance slotting the build will dry up within 35-40/s of attacking because most of the attacks are swinging for their full 9-12 endurance and the recovery difference is only 1.2/s, every attack is putting you -6 to -9 in the hole.

 

Take another look at your attacks, see what beneficial sets you can use in pieces of 2 or 3 (or 4 with a proc) to get more +Res packed into other areas of the build while fixing Acc/Dam/End. This is a nitty-gritty aspect of building and isn't a quick flip, but you've got a lot of potential build growth still in there based on how you balance your set choices.

Thanks for the info! I’ll revisit it. But I am also debating just going for Invuln/SS instead. 
 

Im aiming for a build that is unkillable like @Bopper’s ProcRocks build. But without the downsides of granite. Lol. Although the build is tons of fun! 

Edited by Saulty_Dawg1992
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I've tried to read much of this thread but it's very, very long as of now. Even having skimmed much of it, I've found this enormously interesting. So much so, in fact, that I've completely re-evaluated my play style for tanks. I've made a ton of brutes trying to get close to what I've wanted in a tank but nothing felt right (even my Staff/Nrg brute who solo's +4/x8 in DA incarnate missions with few problems). Then I read this...

 

THANKS!!!

 

I've started leveling a Rad/BA Tank and she's currently at lvl 18. She's being funded by another of my toons so she's already using attuned IOs in everything, including several procs. The ones I'm very confused by are the FF+rech procs. She's got them in her two fastest attacks and they seem to be going off so often she's running out of end. Considering her recovery rate that's saying a lot. The proc descriptions say they should only go off 2x/min and only last 5 seconds each.

 

So my question is this: Is the description wrong, is having two powers with short recharges making it seem like they're going off more often than they actually are, or is my understanding of the all of it just completely skewed?

 

Quote

 

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5 minutes ago, Shaman Coyote said:

I've tried to read much of this thread but it's very, very long as of now. Even having skimmed much of it, I've found this enormously interesting. So much so, in fact, that I've completely re-evaluated my play style for tanks. I've made a ton of brutes trying to get close to what I've wanted in a tank but nothing felt right (even my Staff/Nrg brute who solo's +4/x8 in DA incarnate missions with few problems). Then I read this...

 

THANKS!!!

 

I've started leveling a Rad/BA Tank and she's currently at lvl 18. She's being funded by another of my toons so she's already using attuned IOs in everything, including several procs. The ones I'm very confused by are the FF+rech procs. She's got them in her two fastest attacks and they seem to be going off so often she's running out of end. Considering her recovery rate that's saying a lot. The proc descriptions say they should only go off 2x/min and only last 5 seconds each.

 

So my question is this: Is the description wrong, is having two powers with short recharges making it seem like they're going off more often than they actually are, or is my understanding of the all of it just completely skewed?

 

 

You typically want procs in longer cooldown abilities with NO recharge slotted in them. But rely on the global cooldown. Longer cooldown abilities have a higher proc chance than faster cooldown abilities. 

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1 minute ago, Saulty_Dawg1992 said:

You typically want procs in longer cooldown abilities with NO recharge slotted in them. But rely on the global cooldown. Longer cooldown abilities have a higher proc chance than faster cooldown abilities. 

Yeah, I get that. That's why I'm so confused by the fact that it seems like the +recharge is on constantly. I have no recharge in any of the attacks and no global recharge but it feels as though (and the recharge times dropping like stones practically every time I hit something) seems like they're going off way too often.

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Ohh I see what your saying now. I misread that part. Heh. Honestly I’ve no idea why they would be proccing every activation. Maybe your just getting lucky on the chances. Who knows.
 

From my understanding is anything with a higher than 15s cooldown base has a 90% chance to proc. The chance gets lower as base cooldown gets lower. 

 

im also new to this proc monstering thing myself, and cannot give you a better answer. I’m sorry. 

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