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Bio Armor/Spines Build


Overclock

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I got my Bio/Spines tanker up to 20 today and figured it was time to work out what their final build would look like. I'm not sure how available any of the IOs here will be, so I avoided the Purple and PvP sets and laid out the build first with just basic IOs to make sure it would look functional with those, then reslotted as follows to see where it might plausible go.

 

Anything stand out as misses or simple points of improvement?

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Dragonstriker: Level 50 Technology Tanker

Primary Power Set: Bio Armor

Secondary Power Set: Spines

Power Pool: Teleportation

Power Pool: Flight

Power Pool: Speed

Power Pool: Fighting

Ancillary Pool: Energy Mastery

 

Hero Profile:

Level 1: Hardened Carapace

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance
  • (3) Reactive Armor - Resistance/Endurance/Recharge
  • (11) Reactive Armor - Endurance

Level 1: Barb Swipe

  • (A) Crushing Impact - Accuracy/Damage
  • (5) Crushing Impact - Damage/Endurance
  • (5) Crushing Impact - Damage/Recharge
  • (7) Crushing Impact - Accuracy/Damage/Recharge
  • (7) Crushing Impact - Accuracy/Damage/Endurance
  • (9) Crushing Impact - Damage/Endurance/Recharge

Level 2: Environmental Modification

  • (A) Luck of the Gambler - Recharge Speed
  • (9) Luck of the Gambler - Defense
  • (11) Luck of the Gambler - Defense/Endurance
  • (13) Luck of the Gambler - Defense/Endurance/Recharge

Level 4: Spine Burst

  • (A) Multi-Strike - Accuracy/Damage
  • (13) Multi-Strike - Damage/Endurance
  • (15) Multi-Strike - Damage/Recharge
  • (15) Multi-Strike - Accuracy/Endurance
  • (17) Multi-Strike - Accuracy/Damage/Endurance
  • (17) Multi-Strike - Damage/Endurance/Recharge

Level 6: Inexhaustible

  • (A) Performance Shifter - Chance for +End
  • (19) Performance Shifter - EndMod
  • (19) Endurance Modification IO
  • (21) Healing IO

Level 8: Lunge

  • (A) Crushing Impact - Accuracy/Damage
  • (21) Crushing Impact - Damage/Endurance
  • (23) Crushing Impact - Damage/Recharge
  • (23) Crushing Impact - Accuracy/Damage/Recharge
  • (25) Crushing Impact - Accuracy/Damage/Endurance
  • (25) Crushing Impact - Damage/Endurance/Recharge

Level 10: Taunt

  • (A) Perfect Zinger - Chance for Psi Damage
  • (27) Triumphant Insult - Chance to Disorient
  • (27) Recharge Reduction IO

Level 12: Evolving Armor

  • (A) Reactive Armor - Resistance
  • (29) Reactive Armor - Resistance/Endurance
  • (29) Reactive Armor - Resistance/Endurance/Recharge
  • (31) Reactive Armor - Endurance

Level 14: Adaptation

Level 16: Ablative Carapace

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

Level 18: DNA Siphon

  • (A) Touch of the Nictus - Healing
  • (33) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
  • (34) Touch of the Nictus - Accuracy/Healing
  • (34) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (34) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (36) Touch of the Nictus - Chance for Negative Energy Damage

Level 20: Ripper

  • (A) Obliteration - Damage
  • (36) Obliteration - Accuracy/Recharge
  • (36) Obliteration - Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (37) Obliteration - Chance for Smashing Damage

Level 22: Recall Friend

  • (A) Interrupt Reduction IO

Level 24: Fly

  • (A) Flight Speed IO

Level 26: Genetic Contamination

  • (A) Accuracy IO
  • (39) Endurance Reduction IO
  • (39) Endurance Reduction IO

Level 28: Impale

  • (A) Devastation - Accuracy/Damage
  • (39) Devastation - Damage/Endurance
  • (40) Devastation - Damage/Recharge
  • (40) Devastation - Accuracy/Damage/Recharge
  • (40) Devastation - Accuracy/Damage/Endurance/Recharge
  • (42) Devastation - Chance of Hold

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (42) Recharge Reduction IO
  • (42) Recharge Reduction IO

Level 32: Parasitic Aura

  • (A) Touch of the Nictus - Healing
  • (43) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
  • (43) Touch of the Nictus - Accuracy/Healing
  • (43) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (45) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (45) Touch of the Nictus - Chance for Negative Energy Damage

Level 35: Boxing

  • (A) Accuracy IO

Level 38: Throw Spines

  • (A) Positron's Blast - Accuracy/Damage
  • (45) Positron's Blast - Damage/Endurance
  • (46) Positron's Blast - Damage/Recharge
  • (46) Positron's Blast - Damage/Range
  • (46) Positron's Blast - Accuracy/Damage/Endurance
  • (48) Positron's Blast - Chance of Damage(Energy)

Level 41: Tough

  • (A) Resist Damage IO
  • (48) Resist Damage IO

Level 44: Weave

  • (A) Defense Buff IO
  • (50) Defense Buff IO

Level 47: Conserve Power

  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO

Level 49: Build Up

  • (A) Recharge Reduction IO

Level 1: Brawl

  • (A) Empty

Level 1: Gauntlet

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: Sprint

  • (A) Empty

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Flight Speed IO

Level 2: Health

  • (A) Healing IO

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Endurance Modification IO
  • (48) Endurance Modification IO
  • (50) Endurance Modification IO

Level 14: Defensive Adaptation

Level 14: Efficient Adaptation

Level 14: Offensive Adaptation

------------

 

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  • 3 weeks later

After working with a friend on their Bio Armor build, I updated this one.

 

Highlights include:

- Better defenses to everything, including brushing up against the soft cap for Energy, Negative, Fire, Cold, and Melee attacks (and a small purple away for the rest)

- High Regen and a good uptime on all of the clicks.

- PbAoE Chance to Knockdown for fun with big spawns

- Good slotting on all attacks and click defenses.

- No use of PvP sets or Purple IOs

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Dragonstriker: Level 50 Technology Tanker

Primary Power Set: Bio Armor

Secondary Power Set: Spines

Power Pool: Teleportation

Power Pool: Flight

Power Pool: Leaping

Power Pool: Fighting

Ancillary Pool: Soul Mastery

 

Hero Profile:

Level 1: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Max HP%(5), StdPrt-ResDam/Def+(7), GldArm-3defTpProc(7)

Level 1: Barb Swipe -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(5), TchofDth-Dmg/Rchg(9), TchofDth-Acc/Dmg/EndRdx(9), TchofDth-Dmg/EndRdx/Rchg(11), TchofDth-Dam%(11)

Level 2: Environmental Modification -- LucoftheG-Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx(13)

Level 4: Spine Burst -- Obl-Dmg(A), Obl-Acc/Rchg(15), Obl-Dmg/Rchg(15), Obl-Acc/Dmg/Rchg(17), Obl-Acc/Dmg/EndRdx/Rchg(17), Obl-%Dam(19)

Level 6: Inexhaustible -- PrfShf-End%(A)

Level 8: Lunge -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(19), TchofDth-Dmg/Rchg(21), TchofDth-Acc/Dmg/EndRdx(21), TchofDth-Dmg/EndRdx/Rchg(23), TchofDth-Dam%(23)

Level 10: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(25), MckBrt-Taunt/Rchg/Rng(25), MckBrt-Acc/Rchg(27), MckBrt-Taunt/Rng(27), MckBrt-Rchg(29)

Level 12: Evolving Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-EndRdx/Rchg(31)

Level 14: Adaptation

Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(34)

Level 18: DNA Siphon -- Obl-Dmg(A), Obl-Acc/Rchg(34), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-%Dam(37)

Level 20: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(37), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(39), GssSynFr--Build%(39)

Level 22: Recall Friend -- Range-I(A)

Level 24: Fly -- Flight-I(A)

Level 26: Genetic Contamination -- Avl-Rchg/KDProc(A), Mlt-Acc/EndRdx(43)

Level 28: Impale -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(40), Dvs-Dmg/Rchg(40), Dvs-Acc/Dmg/Rchg(40), Dvs-Acc/Dmg/EndRdx/Rchg(42), Dvs-Hold%(42)

Level 30: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(45)

Level 32: Parasitic Aura -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(43), NmnCnv-Heal/Rchg(45), NmnCnv-Heal/EndRdx/Rchg(46), NmnCnv-Heal(46), NmnCnv-Regen/Rcvry+(46)

Level 35: Boxing -- Acc-I(A)

Level 38: Quills -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(48), PcnoftheT-Acc/EndRdx(48), PcnoftheT-Rng/Slow(50), PcnoftheT-EndRdx/Rchg/Slow(50), PcnoftheT--Rchg%(50)

Level 41: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(43), UnbGrd-EndRdx/Rchg(48)

Level 44: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(45)

Level 47: Soul Tentacles -- Acc-I(A)

Level 49: Darkest Night -- 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 -- Empty(A)

Level 2: Health -- Mrc-Rcvry+(A)

Level 2: Hurdle -- Empty(A)

Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(29)

Level 14: Defensive Adaptation

Level 14: Efficient Adaptation

Level 14: Offensive Adaptation

------------

 

 

 

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This build breaks from conventional wisdom in several places (Lack of Hasten most notably, power selections from three different travel-power power pools)  I will assume those to be intentional and reflective of intended playstyle.

 

Initial thoughts:  I notice neither of the +RES IOs.  I assume that is intentonal, as you've capped smashing and lethal, and the others are mostly so low as to make little difference - but still, thats a lot of RES to walk away from on a dedicated tank.

 

And it seems to be a -dedicated- tank, yes?  Not much concerned about damage output?  If your already visiting the Darkness/Soul Pool, consider replacing Impale with Gloom - Impale has an animation during which empires crumble and species evolve.  This doesnt just wreck damage out, it leaves you stuck in an animation while you might need to be clicking a dont-die button, or taunting a baddie off a buddy.

 

Do you think you need a second slot in stamina?  Ive found that if it has enemies to feed into the churning maw of Parasitic Aura, Bioarmor is an energizer bunny with levels of regeneration that remind me of old Instant Healing - or beyond - coupled with solid DEF, RES, yadda.

 

Slow slotting, knockdown slotting in your PBAOEs, 6 slot taunt - do you anticipate that many people aggressively trying to pull aggro off of you?

 

 

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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After working with a friend on their Bio Armor build, I updated this one.

 

Highlights include:

- Better defenses to everything, including brushing up against the soft cap for Energy, Negative, Fire, Cold, and Melee attacks (and a small purple away for the rest)

- High Regen and a good uptime on all of the clicks.

- PbAoE Chance to Knockdown for fun with big spawns

- Good slotting on all attacks and click defenses.

- No use of PvP sets or Purple IOs

Context I have a level 50 Bio/Spines Tank, Vet level 25ish atm, and I have run most major PVE content like; BAF, Lambda, LRSF, STF, Apex, Tin Mage, LGTF, Kahn TF, ITF (many at +4), and so on...and there are really only two areas where it really sucks: trying to tank STF Lord Recluse and Bobcat on Tin Mage.

 

Sorry but this build is not suitable for several reasons:

 

* - You will Have major endurance problems if you do any sustained attack in Offensive or Defensive adaptation.

* - No Hasten? --- Recharge is the Single Most  Important Stat for Bio Armor IMO.  BIO has low resists and relies on its two absorption powers and its heal being up as often as possible or you die.

* - You left out Ripper which is your best ST Damage, good for Control with it's KD, and AOE

* - Spine Burst isn't really suitable because it's terribly long animation, low damage, inefficient endurance wise, etc.

* - No Throw Spines, which is quick, AOE, same Dmg/Activation as Impale, etc.

 

 

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This is what I am targeting and I am about 80% of the way there:

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Bio-Hazard: Level 50 Science Tanker

Primary Power Set: Bio Armor

Secondary Power Set: Spines

Power Pool: Speed

Power Pool: Leaping

Power Pool: Fighting

Power Pool: Leadership

 

Hero Profile:

Level 1: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-EndRdx/Rchg(7), UnbGrd-Rchg/ResDam(7), UnbGrd-Max HP%(23), UnbGrd-ResDam/EndRdx/Rchg(48)

Level 1: Barb Swipe -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(9), SprMghoft-Acc/Dmg/Rchg(9), SprMghoft-Dmg/EndRdx/Rchg(11), SprMghoft-Acc/Dmg/EndRdx/Rchg(13), SprMghoft-Rchg/Res%(43)

Level 2: Inexhaustible -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(13), NmnCnv-Heal/Rchg(15), PrfShf-EndMod(15), PrfShf-EndMod/Rchg(17), PrfShf-EndMod/Acc(17)

Level 4: Environmental Modification -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx/Rchg(5), ShlWal-Def/EndRdx(46), ShlWal-Def(46), ShlWal-ResDam/Re TP(50), Ksm-ToHit+(50)

Level 6: Adaptation

Level 8: Ablative Carapace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(19), Pnc-Heal/Rchg(19), Pnc-Heal/EndRedux/Rchg(21), Pnc-Heal(21)

Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)

Level 12: Evolving Armor -- StdPrt-ResDam/Def+(A), HO:Ribo(25)

Level 14: Combat Jumping -- LucoftheG-Rchg+(A)

Level 16: Ripper -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(34), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(40), Arm-Dam%(40), FrcFdb-Rechg%(42)

Level 18: DNA Siphon -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(31)

Level 20: Build Up -- RechRdx-I(A)

Level 22: Boxing -- Acc-I(A)

Level 24: Tough -- GldArm-3defTpProc(A)

Level 26: Genetic Contamination -- SprGntFis-Acc/Dmg/EndRdx/Rchg(A), SprGntFis-Dmg/EndRdx/Rchg(27), SprGntFis-Acc/Dmg(27), SprGntFis-Acc/Dmg/Rchg(29), SprGntFis-Dmg/Rchg(29), SprGntFis-Rchg/+Absorb(46)

Level 28: Weave -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(43), ShlWal-Def/EndRdx/Rchg(45), ShlWal-Def(48), ShlWal-EndRdx/Rchg(48)

Level 30: Maneuvers -- LucoftheG-Rchg+(A)

Level 32: Parasitic Aura -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(33), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(34), RechRdx-I(34)

Level 35: Quills -- PcnoftheT-Dmg/Slow(A), PcnoftheT-Acc/EndRdx(36), TmpRdn-Dmg/Slow(36), TmpRdn-Acc/EndRdx(36), Erd-Dmg(37), Erd-Acc/Dmg/EndRdx/Rchg(37)

Level 38: Throw Spines -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(40), Rgn-Knock%(43)

Level 41: Taunt -- PrfZng-Dam%(A)

Level 44: Assault -- EndRdx-I(A)

Level 47: Vengeance -- LucoftheG-Rchg+(A)

Level 49: Super Speed -- HO:Micro(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 -- EndRdx-I(A)

Level 2: Rest -- Empty(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(3), NmnCnv-Heal/EndRdx(42), NmnCnv-Heal(45), Mrc-Heal(45), RgnTss-Regen+(50)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(3), PrfShf-End%(42)

Level 6: Defensive Adaptation

Level 6: Efficient Adaptation

Level 6: Offensive Adaptation

Level 50: Agility Core Paragon

Level 50: Melee Core Embodiment

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: Freedom Phalanx Reserve

Level 0: The Atlas Medallion

------------

 

 

 

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My bio/spines tanker just hit 34 this evening.  I have not sat down to work out a build for her yet. 

 

What I am absolutely certain of is that each of the Spines attacks will be Frankenslotted with a Pacing of the Turtle Chance for Recharge Slow proc, starting with Quills when I get it.  That proc enhancement was not in high demand in 2012, so I was able to get more than one working, and I remember it added quite a bit of mitigation on my Spines/WP scrapper. 

 

May sit down and work out a build sometime soon. 

 

EDIT -  did not fall asleep, so....

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Catrina: Level 50 Science Tanker

Primary Power Set: Bio Armor

Secondary Power Set: Spines

Power Pool: Leaping

Power Pool: Fighting

Ancillary Pool: Energy Mastery

 

Hero Profile:

Level 1: Inexhaustible -- PrfShf-End%(A), PrfShf-EndMod(7), Heal-I(11), Heal-I(45)

Level 1: Barb Swipe -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(46)

Level 2: Environmental Modification -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(3), LucoftheG-EndRdx/Rchg(9), LucoftheG-Def(50)

Level 4: Spine Burst -- Mlt-Acc/Dmg(A), Mlt-Acc/EndRdx(5), Mlt-Acc/Dmg/EndRdx(5), PcnoftheT--Rchg%(11)

Level 6: Adaptation

Level 8: Super Jump -- Jump-I(A)

Level 10: Taunt -- Taunt-I(A)

Level 12: Hardened Carapace -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(13), TtnCtn-EndRdx/Rchg(13), TtnCtn-EndRdx(45), TtnCtn-ResDam(50)

Level 14: Evolving Armor -- TtnCtn-ResDam(A), TtnCtn-EndRdx(15), TtnCtn-ResDam/EndRdx(15), TtnCtn-ResDam/EndRdx/Rchg(25)

Level 16: Ripper -- Obl-Acc/Rchg(A), Obl-Acc/Dmg/Rchg(17), Obl-Acc/Dmg/EndRdx/Rchg(17), Obl-Dmg/Rchg(21), PcnoftheT--Rchg%(42), PcnoftheT-Acc/EndRdx(46)

Level 18: DNA Siphon -- TchoftheN-Acc/Heal(A), TchoftheN-Acc/EndRdx/Rchg(19), TchoftheN-Acc/EndRdx/Heal/HP/Regen(19), Avl-Acc/Dmg/Rchg(21)

Level 20: Build Up -- RechRdx-I(A), RechRdx-I(25)

Level 22: Ablative Carapace -- DctWnd-Heal/Rchg(A), DctWnd-Heal/EndRdx/Rchg(23), DctWnd-Heal/EndRdx(23), DctWnd-Rchg(43)

Level 24: Boxing -- Acc-I(A)

Level 26: Genetic Contamination -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(46)

Level 28: Tough -- TtnCtn-EndRdx(A), TtnCtn-ResDam/EndRdx(29), TtnCtn-ResDam/EndRdx/Rchg(29)

Level 30: Impale -- Rui-Acc/Dmg(A), Rui-Dmg/EndRdx(31), Rui-Dmg/Rchg(31), Rui-Acc/EndRdx/Rchg(31), Rui-Acc/Dmg/Rchg(34), PcnoftheT--Rchg%(37)

Level 32: Parasitic Aura -- ThfofEss-Acc/Heal(A), ThfofEss-Acc/EndRdx/Heal(33), ThfofEss-Acc/EndRdx/Rchg(33), ThfofEss-Heal/Rchg(33), DctWnd-Heal/Rchg(34)

Level 35: Quills -- PcnoftheT--Rchg%(A), Mlt-Acc/Dmg(36), Mlt-Acc/EndRdx(36), Mlt-Acc/Dmg/EndRdx(36), Mlt-Dmg/EndRdx/Rchg(37), PcnoftheT-Acc/Slow(37)

Level 38: Throw Spines -- Dtn-Dmg/EndRdx(A), Dtn-Acc/Dmg(39), Dtn-Dmg/Rchg(39), Dtn-Acc/Dmg/EndRdx(39), PcnoftheT--Rchg%(40), PcnoftheT-Acc/Slow(40)

Level 41: Weave -- Srn-EndRdx(A), Srn-Def/EndRdx(42), Srn-Def/EndRdx/Rchg(42)

Level 44: Focused Accuracy -- EndRdx-I(A), EndRdx-I(45)

Level 47: Physical Perfection -- EndMod-I(A), EndMod-I(48), PrfShf-EndMod(48), PrfShf-End%(48)

Level 49: Combat Jumping -- Ksm-Def/EndRdx(A), Ksm-EndRdx/Rchg(50)

Level 1: Brawl -- Acc-I(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 -- Jump-I(A)

Level 2: Rest -- RechRdx-I(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(40)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7), PrfShf-EndMod/Rchg(34)

Level 6: Defensive Adaptation

Level 6: Efficient Adaptation

Level 6: Offensive Adaptation

------------

 

This is not about chasing the resistance caps.  I am approaching Bio armor as an improved version of Fire or Willpower for scranky Tankers.  No tanker's mitigation is inadequate out of the box before bonuses.  Bio Armor has four different kinds of get out of trouble buttons.  None are moments of awesome, but none have nasty crashes either.  Being resistance based means you have a window of opportunity to foresee the need and use them.  I already have a tanky tanker, that's Heraclea.  This build uses chance-based unconventional mitigation as well, of a kind that doesn't show up in Mid's but IME is actually quite effective.  This is also about the simple pleasure of running into groups of mobs and standing there watching them die.  I have put Pacing of the Turtle Chance for Recharge Slows and usually one more from the set in almost everything that takes it.  Choice of epic pools is provisional.  So is slotting for Genetic Contamination.

 

 

 

 

QVÆ TAM FERA IMMANISQVE NATVRA

TB ~ Amazon Army: AMAZON-963 | TB ~ Crowned Heads: CH-10012 | EX ~ The Holy Office: HOLY-1610 | EV ~ Firemullet Groupies: FM-5401 | IN ~ Sparta: SPARTA-3759 | RE ~ S.P.Q.R. - SPQR-5010

Spread My Legions - #207 | Lawyers of Ghastly Horror - #581 | Jerk Hackers! - #16299 | Ecloga Prima - #25362 | Deth Kick Champions! - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! - #39291

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Do others find chasing defene softcaps to be worthwhile on Bio?  Im tinkering with my final build on a Spines/Bio Brute, and have found that I can get softcapped in a pretty doable fashion - much more so if I only aim for the cap while in defensive adaptation.  If its doable on a Brute, it should be pretty straightforward on a Tank.

 

FUBAR - what specific problems do you see with Bobcat and Recluse?  Do you think powers and slotting can address those problems?

 

More generally, Im really curious about the END problems - Im finding it very hard to END crash my bio, even in defensive stance - but ENDMOD in Alpha Slot may be impacting that.

 

More broadly, I kinda have to disagree on Spine Burst - while the animation is long for the damage, an additonal 360* AOE has been very useful to me - of course, I spend as much or more time working through every mission a contact will give as I do group tanking.

 

Then again - Im coming from Brute, so Im looking at Spines/Bio as a general use damage AND Tanking set - more like a superheavy scrapper that can pinch-tank, rather than a deeicated tank - so my POV is likely a bit different from seeing it and asking how the set specifically goes to the task of tanking for teams on tough TFs - I tend to switch to my DM/Invuln (and later likely Dark/Titan) tanks for that.

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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Do others find chasing defene softcaps to be worthwhile on Bio?  Im tinkering with my fine build on a Spines/Bio Brute, and have found that I can get softcapped in a pretty doable fashion - much more so if I only aim for the cap while in defensive adaptation.

 

I assume you mean resistance softcaps.  I don't see a need, mostly because I already have a 50 tanker kitted out for master runs on Ms. Liberty and the like.  Also, my impression is that defense trumps resistance in the late game.  The problem isn't so much your survival, as it is with the debuffs flying all over the place in the late game, which you only avoid completely by not getting hit at all. Also, positional defense (melee/ranged/AoE) is widely available from set bonuses and AFAIK is the only thing that makes it likelier that the Confuse from that succubus is going to miss.  (Bringing those things blueside was a Bad Idea.) 

 

On the other hand, a mixture - by adding Weave and a few set bonuses to a resistance based set like Fire - is better than all one or all the other.  When you need more defense, or more resistance, there's always insps. 

QVÆ TAM FERA IMMANISQVE NATVRA

TB ~ Amazon Army: AMAZON-963 | TB ~ Crowned Heads: CH-10012 | EX ~ The Holy Office: HOLY-1610 | EV ~ Firemullet Groupies: FM-5401 | IN ~ Sparta: SPARTA-3759 | RE ~ S.P.Q.R. - SPQR-5010

Spread My Legions - #207 | Lawyers of Ghastly Horror - #581 | Jerk Hackers! - #16299 | Ecloga Prima - #25362 | Deth Kick Champions! - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! - #39291

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  I assume you mean resistance softcaps.  I don't see a need, mostly because I already have a 50 tanker kitted out for master runs on Ms. Liberty and the like.  Also, my impression is that defense trumps resistance in the late game.  The problem isn't so much your survival, as it is with the debuffs flying all over the place in the late game, which you only avoid completely by not getting hit at all. Also, positional defense (melee/ranged/AoE) is widely available from set bonuses and AFAIK is the only thing that makes it likelier that the Confuse from that succubus is going to miss.  (Bringing those things blueside was a Bad Idea.) 

 

Actually, I did mean defense - I can softcap a Bio Brute to all usual types (not, sadly, to psi) defense, and if I do it while in Defensive Adaptatation and while wearing an Agility Paragon Alpha, theres some breathing room left.  Now, its not positional-defense-cap (I cant do that on Bio, I dont think, not without hideous cost if at all - and I agree that positional defense is grossly superior to typed), but the quest to softcap typed defense gets you within or near to a small pruple of softcap positional defense as a side effect, IIRC - away from that computer at the moment.

 

Resist is BioBrute softcappable for Smash/Lethal - again, would be easier on a tank.  Getting your other resists to 90 would seem impossible - Im having trouble getting high at all, espc on energy/negative (the winter sets are lovely for fire/cold)

 

I just figure that given the smorgasboard of emergency buttons and the pants on head level of +regen bio can create, layer caking the others on top of it would be golden.

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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Context I have a level 50 Bio/Spines Tank, Vet level 25ish atm, and I have run most major PVE content like; BAF, Lambda, LRSF, STF, Apex, Tin Mage, LGTF, Kahn TF, ITF (many at +4), and so on...and there are really only two areas where it really sucks: trying to tank STF Lord Recluse and Bobcat on Tin Mage.

I'd love to see your build. It sounds like it would serve as an excellent baseline for what a high-end tank should be able to put up in terms of res/def and click power potency and availability.  If you can throw it together in Pine's/Mids post it up here ok?

 

Sorry but this build is not suitable for several reasons:

 

* - You will Have major endurance problems if you do any sustained attack in Offensive or Defensive adaptation.

* - No Hasten? --- Recharge is the Single Most  Important Stat for Bio Armor IMO.  BIO has low resists and relies on its two absorption powers and its heal being up as often as possible or you die.

* - You left out Ripper which is your best ST Damage, good for Control with it's KD, and AOE

* - Spine Burst isn't really suitable because it's terribly long animation, low damage, inefficient endurance wise, etc.

* - No Throw Spines, which is quick, AOE, same Dmg/Activation as Impale, etc.

Yeah, this is still a work in progress, hence posting it here for feedback.

 

Endurance - that seemed like a potential problem even just looking at it. Offsetting that is the End recovery from both DNA Siphon and Parasitic Aura. Also the Performance Shifter procs give more actual recovery than what the totals are listed as. Still not sure it's enough but there's more Endurance in the build than there appears at first glance.

 

Hasten - The build's got ~50% global recharge, and recharge has diminishing returns the higher its stacked. Not bad to have more and sacrificing Hasten was largely to allow for the dip into the travel pools for quality of life tools, like Recall Friend to move teammates around and Fly to navigate 3d environments with ease. It would be viable to drop Fly in favor of a temp power fly and take Hasten instead though so that's an option if I can make it work.

 

Ripper - Needed to sacrifice one attack power because of slotting constraints. On reflection Spine Burst might have been a better choice.

 

Spine Burst - it is slow, but it's the only AoE available at low levels, and there's some consideration here for exemping. Probably worth ditching though.

 

Throw Spines - again, need slots for it. There's no point taking an attack if you can't slot it up.

 

As for question on slotting (like why 6 slot taunt, or slot for Slow) in almost every case the answer is "the set bonuses". To get a reasonably high level of Defense, you need to slot some weird things.

 

I'm going to go back and tinker on this some more though, and thanks to everyone who's commented so far!

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Heres an example of bonus-shopping and some wierd slotting.  Some odd QOL choices of my own (Flying... Tank?)  But Im wierd like that.

 

Everything this build does, will be easier to do on a Tank, due to having much higher values out of Bioarmor - but this may give you some slotting/muling ideas, etc. 

 

 

Villain Plan by Mids' Villain Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

C'len: Level 50 Magic Brute

Primary Power Set: Spines

Secondary Power Set: Bio Armor

Power Pool: Fighting

Power Pool: Flight

Power Pool: Speed

Power Pool: Leadership

Ancillary Pool: Soul Mastery

 

Villain Profile:

Level 1: Barb Swipe

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (3) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (3) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (5) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (5) Superior Blistering Cold - Damage/Endurance

Level 1: Hardened Carapace

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

Level 2: Spine Burst

  • (A) Armageddon - Damage/Recharge
  • (9) Armageddon - Accuracy/Damage/Recharge
  • (11) Armageddon - Accuracy/Recharge
  • (11) Armageddon - Damage/Endurance
  • (13) Armageddon - Damage

Level 4: Boxing

  • (A) Kinetic Combat - Accuracy/Damage
  • (13) Kinetic Combat - Damage/Endurance
  • (15) Kinetic Combat - Damage/Recharge
  • (15) Kinetic Combat - Damage/Endurance/Recharge

Level 6: Build Up

  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO

Level 8: Hover

  • (A) Luck of the Gambler - Recharge Speed
  • (17) Luck of the Gambler - Defense

Level 10: Inexhaustible

  • (A) Doctored Wounds - Heal
  • (19) Doctored Wounds - Heal/Recharge

Level 12: Environmental Modification

  • (A) Luck of the Gambler - Recharge Speed
  • (19) Luck of the Gambler - Defense
  • (21) Reactive Defenses - Scaling Resist Damage
  • (21) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 14: Tough

  • (A) Aegis - Resistance
  • (23) Aegis - Resistance/Endurance
  • (23) Aegis - Resistance/Endurance/Recharge
  • (25) Aegis - Psionic/Status Resistance

Level 16: Weave

  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Defense/Endurance

Level 18: Quills

  • (A) Superior Brute's Fury - Accuracy/Damage
  • (27) Superior Brute's Fury - Damage/Recharge
  • (29) Superior Brute's Fury - Accuracy/Damage/Recharge
  • (29) Superior Brute's Fury - Damage/Endurance/RechargeTime
  • (31) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge
  • (31) Superior Brute's Fury - Recharge/Fury Bonus

Level 20: Adaptation

Level 22: Hasten

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

Level 24: Ablative Carapace

  • (A) Preventive Medicine - Heal/RechargeTime
  • (33) Preventive Medicine - Heal/RechargeTime/Endurance
  • (33) Doctored Wounds - Heal/Recharge
  • (33) Doctored Wounds - Heal/Endurance/Recharge

Level 26: Ripper

  • (A) Superior Avalanche - Accuracy/Damage
  • (34) Superior Avalanche - Damage/Endurance
  • (34) Superior Avalanche - Accuracy/Damage/Endurance
  • (34) Superior Avalanche - Accuracy/Damage/Recharge
  • (36) Superior Avalanche - Accuracy/Damage/Endurance/Recharge

Level 28: Evolving Armor

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (36) Steadfast Protection - Resistance/+Def 3%

Level 30: DNA Siphon

  • (A) Preventive Medicine - Heal/RechargeTime
  • (36) Preventive Medicine - Heal/RechargeTime/Endurance
  • (37) Doctored Wounds - Heal/Recharge
  • (37) Doctored Wounds - Heal/Endurance/Recharge

Level 32: Lunge

  • (A) Kinetic Combat - Accuracy/Damage
  • (37) Kinetic Combat - Damage/Endurance
  • (39) Kinetic Combat - Damage/Recharge
  • (39) Kinetic Combat - Damage/Endurance/Recharge

Level 35: Gloom

  • (A) Superior Winter's Bite - Accuracy/Damage
  • (40) Superior Winter's Bite - Damage/RechargeTime
  • (40) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (40) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (42) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (42) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge

Level 38: Genetic Contamination

  • (A) Eradication - Damage
  • (42) Eradication - Accuracy/Damage/Recharge
  • (43) Eradication - Damage/Recharge

Level 41: Parasitic Aura

  • (A) Preventive Medicine - Chance for +Absorb
  • (43) Preventive Medicine - Heal/RechargeTime/Endurance
  • (43) Preventive Medicine - Heal
  • (45) Preventive Medicine - Heal/Endurance
  • (45) Preventive Medicine - Endurance/RechargeTime
  • (45) Preventive Medicine - Heal/RechargeTime

Level 44: Maneuvers

  • (A) Luck of the Gambler - Recharge Speed
  • (46) Luck of the Gambler - Defense

Level 47: Throw Spines

  • (A) Superior Unrelenting Fury - Accuracy/Damage
  • (48) Superior Unrelenting Fury - Damage/RechargeTime
  • (48) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime
  • (48) Superior Unrelenting Fury - Damage/Endurance/RechargeTime
  • (50) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime
  • (50) Superior Unrelenting Fury - RechargeTime/+Regen/+End

Level 49: Fly

  • (A) Flight Speed IO

Level 1: Brawl

  • (A) Kinetic Combat - Accuracy/Damage
  • (39) Kinetic Combat - Damage/Endurance
  • (46) Kinetic Combat - Damage/Recharge
  • (46) Kinetic Combat - Damage/Endurance/Recharge

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

  • (A) Run Speed IO

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Flight Speed IO

Level 2: Health

  • (A) Doctored Wounds - Heal
  • (50) Doctored Wounds - Heal/Recharge

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Empty

Level 20: Defensive Adaptation

Level 20: Efficient Adaptation

Level 20: Offensive Adaptation

Level 0: Born In Battle

Level 0: High Pain Threshold

Level 0: Invader

Level 0: Marshal

Level 50: Assault Radial Embodiment

Level 50: Void Radial Final Judgement

Level 50: Reactive Radial Flawless Interface

Level 50: Agility Core Paragon

------------

 

 

 

 

 

 

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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FUBAR - what specific problems do you see with Bobcat and Recluse?  Do you think powers and slotting can address those problems?

 

From the numbers I've seen run on Recluse in the STF, as well as personal experience, he is designed to 1-shot any tank, including Granite.  The only way to survive him is to pop enough purples to go well past the normal soft cap until your teammates can take down a tower or two, and have some good healing available.  Bobcat is also notorious for hitting Really Hard. 

 

I saw a couple of people mention defenses in Defensive Adaption for Bio, I couldn't find anywhere, including Pine's builder, that shows how that changes between modes.  Is there a good guide to that somewhere?

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Do others find chasing defene softcaps to be worthwhile on Bio?  Im tinkering with my final build on a Spines/Bio Brute, and have found that I can get softcapped in a pretty doable fashion - much more so if I only aim for the cap while in defensive adaptation.  If its doable on a Brute, it should be pretty straightforward on a Tank.

 

No, since Bio doesn't have any Resistance to -Def, as a "tank" that defense will mean almost nothing after a hit or two from a Cimerorian Sword or a Rad attack, or whatever.  It will cascade to 0 quickly.  More recharge and HP and Resists to buffer the activation time and player reaction time for heals is where the budget should be spent on Bio IMHO.  For me w/o even trying I soft capped E/NE/F/C.

 

FUBAR - what specific problems do you see with Bobcat and Recluse?  Do you think powers and slotting can address those problems?
 

 

Both Bobcat and Buffed up STF-Recluse can two shot you in two seconds.  Although when I fought both of those I only had SOs and Quills was my only IO slotted power.  I will have to revisit them now.

 

More generally, Im really curious about the END problems - Im finding it very hard to END crash my bio, even in defensive stance - but ENDMOD in Alpha Slot may be impacting that.

 

I don't have End issues.  I run about 90% of the time in offensive and occasionally switch to defensive. Pretty much never efficient since the early levels b4 IOs.  It's just that build has only 1.3 more end-recovery a second than toggle usage, so it seems low to me, I usually shoot for at least 2.

 

More broadly, I kinda have to disagree on Spine Burst - while the animation is long for the damage, an additonal 360* AOE has been very useful to me - of course, I spend as much or more time working through every mission a contact will give as I do group tanking.

 

Spine burst gets you locked in a long animation with only a little slowing as mitigation...  For me, it's very situational, ie when you are surrounded.  I get A LOT more mileage out of Ripper and Throw Spines.  Ripper is good for AOE and ST with a wide arc (90), and a lot more damage. So if you want to take down a boss, EB or AV I would think having your best ST attack is important. 

 

Then again - Im coming from Brute, so Im looking at Spines/Bio as a general use damage AND Tanking set - more like a superheavy scrapper that can pinch-tank, rather than a deeicated tank - so my POV is likely a bit different from seeing it and asking how the set specifically goes to the task of tanking for teams on tough TFs - I tend to switch to my DM/Invuln (and later likely Dark/Titan) tanks for that.

  8)
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I'd love to see your build. It sounds like it would serve as an excellent baseline for what a high-end tank should be able to put up in terms of res/def and click power potency and availability.  If you can throw it together in Pine's/Mids post it up here ok?

 

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|-------------------------------------------------------------------|
|MxDz;1552;732;1464;HEX;|
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Hasten - The build's got ~50% global recharge, and recharge has diminishing returns the higher its stacked. Not bad to have more and sacrificing Hasten was largely to allow for the dip into the travel pools for quality of life tools, like Recall Friend to move teammates around and Fly to navigate 3d environments with ease. It would be viable to drop Fly in favor of a temp power fly and take Hasten instead though so that's an option if I can make it work.

 

With higher recharge I can hit each absorption/heal power almost twice for every time the build I commented on can once.  That makes a large difference in survivability.

 

Global Rechrg 48.8         161.3

                Recharge Recharge

A. Carapace 40.44 24.53

DNA Siphon 37.71 24.53

Parasitic Aura 121.3 70.61

 

 

And of course, it's not all about min/maxing that's totally cool, for QOL go for it.

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Do others find chasing defene softcaps to be worthwhile on Bio?  Im tinkering with my final build on a Spines/Bio Brute, and have found that I can get softcapped in a pretty doable fashion - much more so if I only aim for the cap while in defensive adaptation.  If its doable on a Brute, it should be pretty straightforward on a Tank.

 

No, since Bio doesn't have any Resistance to -Def, as a "tank" that defense will mean almost nothing after a hit or two from a Cimerorian Sword or a Rad attack, or whatever.  It will cascade to 0 quickly.  More recharge and HP and Resists to buffer the activation time and player reaction time for heals is where the budget should be spent on Bio IMHO.  For me w/o even trying I soft capped E/NE/F/C.

 

I actually found that getting 30-35% defense on my Fire tank helped a lot with Cimeroran, while you are right they can bring that down fairly quickly, a decent amount of their alpha strike is ranged, javelins and such, which I don't think debuff defense, and by the time they get chewing through that defense, your team is killing them.  I agree you won't be able to park in a spawn and make a sandwich, but it did make it feasible for me to main tank an ITF on my Fire tank a few times.  Before I IOed out for defense, I was a lot more dependent on external buffs or healing. 

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Finally managed to find my 2012 Spines/WP build for Betsy Ross.  This of course is a scrapper build. There weren't spines tankers in 2012.  You may get some ideas for Frankenslotting from it.  Definitely doing something very similar with Catrina, especially the Pacing of the Turtle frankenslotting.  Betsy was my marketeer and purple Roman farmer in 2012, but even then the Turtle proc was not in high demand and she milked it for all it was worth.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Betsy Ross: Level 50 Natural Scrapper

Primary Power Set: Spines

Secondary Power Set: Willpower

Power Pool: Leaping

Power Pool: Fighting

Ancillary Pool: Weapon Mastery

 

Hero Profile:

Level 1: Lunge -- PcnoftheT--Rchg%(A), PcnoftheT-Acc/EndRdx(3), KntCmb-Knock%(7), KntCmb-Acc/Dmg(15), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/EndRdx/Rchg(39)

Level 1: High Pain Tolerance -- Mrc-Rcvry+(A), Mrc-Heal(3), NmnCnv-Regen/Rcvry+(9), NmnCnv-Heal(46)

Level 2: Spine Burst -- PcnoftheT--Rchg%(A), PcnoftheT-Acc/Slow(5), Obl-Acc/Rchg(5), Obl-Acc/Dmg/Rchg(23), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-Dmg/Rchg(39)

Level 4: Fast Healing -- RgnTss-Regen+(A), RgnTss-Heal/EndRdx(7), RgnTss-Heal/Rchg(9), RgnTss-Heal/EndRdx/Rchg(48)

Level 6: Super Jump -- Jump-I(A)

Level 8: Impale -- PcnoftheT--Rchg%(A), PcnoftheT-Acc/Slow(11), Thn-Acc/Dmg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(45)

Level 10: Indomitable Will -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(11), LucoftheG-Def(43), LucoftheG-Rchg+(43)

Level 12: Build Up -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(43)

Level 14: Mind Over Body -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(45), TtnCtn-EndRdx(46), TtnCtn-ResDam(46)

Level 16: Rise to the Challenge -- DarWtcDsp-Slow%(A), DarWtcDsp-Rchg/EndRdx(17), NmnCnv-Heal/EndRdx(17), NmnCnv-Heal/EndRdx/Rchg(36), NmnCnv-Heal(37), NmnCnv-Heal/Rchg(45)

Level 18: Quills -- PcnoftheT--Rchg%(A), PcnoftheT-Acc/EndRdx(19), ScrDrv-Acc/Rchg(19), ScrDrv-Acc/Dmg(23), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dmg/EndRdx(36)

Level 20: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(21), EndMod-I(21), EndMod-I(50)

Level 22: Boxing -- Acc-I(A)

Level 24: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(25), RctArm-EndRdx(25), RctArm-EndRdx/Rchg(40)

Level 26: Ripper -- PcnoftheT--Rchg%(A), PcnoftheT-Acc/Slow(27), ScrDrv-Acc/Dmg(27), ScrDrv-Acc/Dmg/EndRdx(29), ScrDrv-Dmg/Rchg(31), ScrDrv-Acc/Rchg(36)

Level 28: Heightened Senses -- Srn-Def/EndRdx(A), Srn-Def/EndRdx/Rchg(29), Srn-EndRdx(40), Srn-Def(42)

Level 30: Weave -- Ksm-Def/EndRdx(A), Ksm-EndRdx/Rchg(31), Ksm-Def/EndRdx/Rchg(31), Ksm-ToHit+(40)

Level 32: Throw Spines -- PcnoftheT--Rchg%(A), PcnoftheT-Acc/Slow(33), Dtn-Acc/Dmg(33), Dtn-Dmg/EndRdx(33), Dtn-Acc/Dmg/EndRdx(34), Dtn-Dmg/Rchg(34)

Level 35: Resurgence -- RechRdx-I(A)

Level 38: Strength of Will -- ImpArm-ResDam/Rchg(A)

Level 41: Caltrops -- PcnoftheT--Rchg%(A), PcnoftheT-Acc/EndRdx(42), PcnoftheT-Acc/Slow(42)

Level 44: Combat Jumping -- EndRdx-I(A)

Level 47: Targeting Drone -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(48), RctRtc-Pcptn(48)

Level 49: Exploding Shuriken -- Dtn-Acc/Dmg(A), Dtn-Acc/Dmg/EndRdx(50), Dtn-Dmg/Rchg(50)

Level 1: Brawl -- Empty(A)

Level 1: Critical Hit

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 -- Heal-I(A)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-End%(A)

------------

 

 

 

 

QVÆ TAM FERA IMMANISQVE NATVRA

TB ~ Amazon Army: AMAZON-963 | TB ~ Crowned Heads: CH-10012 | EX ~ The Holy Office: HOLY-1610 | EV ~ Firemullet Groupies: FM-5401 | IN ~ Sparta: SPARTA-3759 | RE ~ S.P.Q.R. - SPQR-5010

Spread My Legions - #207 | Lawyers of Ghastly Horror - #581 | Jerk Hackers! - #16299 | Ecloga Prima - #25362 | Deth Kick Champions! - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! - #39291

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  • 1 month later

Hello,

 

what aplha/judgement/interface/destiny/lore/hybrid slot powers would you suggest for bio/spines plz?

 

Agility/Ionic/Diamagnetic (but build to taste and any regular group you run with)/Barrier (for perma-Barrier)/Cimerorans/Assault

 

**EDIT** For Alpha, honorable mentions for Spiritual, Cardiac and Vigor.

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