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Posts
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This bothers me: 9 toggles, activating them all takes over 20 seconds, and you picked a nuke?
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Corruptor nukes are really a 50/50 call IMO. It also depends on your secondary. If you have an end refilling secondary like Kinetics and Cold then I'd say go for the nuke. If you have a toggle heavy secondary like Sonic or you have a lot of leadership/fighting toggles, then I'd say don't go for the nuke.
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You seem to have this misconception that hero merits have no value in influence. 1 hero merit is effectively worth about 60~ million influence. You can say you're saving hero merits all you want, but you're still losing influence by doing so.
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Couple of things, straight off the bat:
1. If you're trying to keep expenses low, the Gladiator +Def IO is not an option.
2. Dull Pain MUST be slotted for high recharge. -
Quote:So you're saying MM, the only blaster secondary with a cone, doesn't fit with a cone-based blaster setup?The main thing I'd comment on here is that if your primary purpose is a cone-based blaster then MM as a secondary doesn't fit. Drain Psyche and PS are both PBAoE so to use them you'll be in close, yet cones don't work to their full effectiveness in close. You can potentially do a Sirens Song, jump in, fire off DS, fore off PS then jump out, fire off your cones, but then you'd be jumping back in for PS. Seems like a lot of work.
If you really want a cones-based blaster, look at AR/EM. Lots of cones on AR and when paired with Boost Range it is a thing of beauty (longer range on cones means more is in the area of effect). I love mine - and it works equally well solo or on teams.
Boost Range, while nice, won't help you get over the 10 target limit for cones. -
Remember you can slot Kinetic Combat into Brawl as well. That along with a full obliteration set should get you to the softcap.
As for recharge, you could replace the thunderstrikes or def debuff sets for Decimation.
Here's a bit of stuff I did with the build you posted:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
SHOOP DA WOOP: Level 50 Natural Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(42)
Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(17), Enf'dOp-Acc/EndRdx(25), Enf'dOp-Acc/Immob(27), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Immob/Rng(48)
Level 2: Neutrino Bolt -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Dmg/EndRdx(9), Dev'n-Acc/Dmg(9), Achilles-ResDeb%(45)
Level 4: Irradiate -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(5), Erad-Acc/Dmg/Rchg(7), M'Strk-Dmg/EndRdx/Rchg(11), M'Strk-Acc/Dmg/EndRdx(11)
Level 6: Electron Haze -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(36)
Level 8: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33), RechRdx-I(36)
Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(40), Posi-Dmg/Rng(40)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Zephyr-Travel/EndRdx(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 18: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(23)
Level 20: Drain Psyche -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Heal(21), Nictus-Acc/Heal(23), Efficacy-EndMod/Acc/Rchg(29), Efficacy-EndMod/Rchg(29), P'Shift-EndMod/Rchg(33)
Level 22: Concentration -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(40), RechRdx-I(45)
Level 24: Boxing -- Acc(A)
Level 26: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dmg/EndRdx(39)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(46), S'fstPrt-ResDam/Def+(46)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(46)
Level 32: Atomic Blast -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37), Oblit-Dmg(43), Oblit-Dmg/Rchg(48)
Level 35: Acrobatics -- EndRdx-I(A)
Level 38: Psychic Shockwave -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(45)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Stealth -- LkGmblr-Rchg+(A)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run -
A select few people already have Rikti outfits from meet and greets and contests, I think. A Mind/Psy dom with that outfit could perform a Rikti pretty well. If they make NPC costumes purchasable from the NC store one day, that would be an option for you.
Also, there have been suggestions about giving weapon dependent animations to non-weapon sets, like firing energy blasts from an energy gun.
As for Rikti as a new archetype, I don't like it as I don't see the Rikti providing that many options for powers, and it would be extremely hard to make costumes available for the Rikti model. -
I didn't notice you could slot taunt sets into Power Sink, that's interesting as I'm not sure it even has a taunt component.
Might be worth taking the MB set I have on Taunt and putting it in Power Sink, though the extra range on taunt might be very useful for things like the STF. Could any experienced Tankers chime on this? -
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Quote:I'd like you to take a look at my i19(Spiritual Alpha) 32.5% build for my Elec/Fire. I think it could work with SS, though obviously you can't copy it over as they aren't the same set at all. If you're a big spender, you can go for the gladiator +3% proc and make it easier.Thank you. You've made good points and I'm re-evaluating my IO sets (yes I'd like to go for the 32.5%). The toon is 50 now and slotted pretty much like what I have above. I'm going to continue play-testing and tweeking this build for i19. I'll repost new build hopefully sometime next week.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Janus Firestorm: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam(5), ResDam-I(9)
Level 1: Scorch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(17)
Level 2: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(5)
Level 4: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(19)
Level 6: Static Shield -- ResDam-I(A), ResDam-I(9)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 12: Energize -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(13), Numna-Heal(13), RechRdx-I(36)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(34)
Level 16: Combustion -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(23), Oblit-Dmg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Rchg(42), Oblit-Acc/Dmg/Rchg(43)
Level 18: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(21), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(45)
Level 20: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(33), Mocking-Acc/Rchg(33), Mocking-Taunt/Rng(33), Mocking-Rchg(37)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam/Rchg(31), Aegis-Psi/Status(31)
Level 26: Power Sink -- RechRdx-I(A)
Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(34), LkGmblr-Def/EndRdx(37)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 32: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 35: Lightning Reflexes -- Run-I(A)
Level 38: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(46)
Level 41: Incinerate -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(43), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(48)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def/EndRdx(46)
Level 47: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/Rchg/EndRdx(50), GSFC-ToHit/Rchg(50), GSFC-ToHit(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A), Empty(27), Empty(29), Empty(37)
Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 2: Ninja Run -
Everything in Spiritual is great for my Emp/Rad. Stun Duration is nice for Cosmic Burst.
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IMO, Narrow('ish) Cones on a Tanker are generally not that great of an idea, as it can interrupt the herding aspect. I can see it as a viable initiating attack, but it doesn't have the same mid-battle AoE appeal as the TAoE's do.
As for using it on AV's, it's got a really bad DPA, and needs to be reapplied every 10 seconds, basically adding it to your attack chain. Kind of like having a 2nd Bruise that animates twice/three times as long.
Is Bruise's -Res resistable? Not sure, but I'm pretty confident Arctic Breath's is resistable. -
Aww I should've gotten a screencap of our radio/tip team. I lead an elite team of manly tankers into rough battles against Arachnos, Malta, Nemesis and Carnies. About 2 hours long. Props to everyone in my team for being awesome!
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Damage all the way. The Recharge+Heal is tempting for Mental Manipulation, though.
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Quote:Confirming this.The only requirement for Tanker Tuesdays is that you're a tank.
All levels are always welcome.
I made my tank in a tanker tuesday, level 1 and they let me in. I was 50 a week after that, and my Tanker is my favorite character now. Can't wait to bring him back to a tanker tuesday tonight. -
I use mine as a cone spammer. You can get a nice cone chain at the lower levels with Howl, Shockwave, and Psychic Scream. I replaced Shockwave with Static Discharge once I got it, and the cone chain is fantastic and keeps you safer than a PBAoE/AoE chain. Couple that with the -res and -regen, and you have one of the best teaming Blasters out there.
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On my Elec/Fire Tank, I'm gonna go with Spiritual. Recharge+Healing lets me cut a slot from Hasten and Energize, and with the extra powers I19 gave me, I can put those slots to good use.
I shifted some stuff around from my original build, and ended up just where I wanted, with 32.5% positional defense, without the use of expensive IO's. That means I will be softcapped to everything with a single small purple inspiration. Along with that, the Spiritual tree lets me have Hasten and Energize up very close to perma(Energize also being more effective), and both of my PBAoE's will be up very often. The build is just where I want it, and I can't wait to get spiritual!
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Janus Firestorm: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Fiery Melee
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I saw an Elec/Shield scrapper the other day with AB, SB and FS on him.
He was very happy.
I think other people on the team got frustrated as they didn't get to kill anything. -
Quote:Really depends on how you slot your other tier 1/2 attacks. If I have a 1-2 second cooldown between Mind Probe and X-Ray Beam while mezzed, IMO it's not that big of a deal. Of course that's with intensive recharge slotting and set bonuses, which a new character won't have. So it probably is a good idea to pick it up before you start pimping your char.Could not disagree with this more.
It is one of 3 attacks you can use while mezzed. If all you took is the tier 2 you will be praying it recharges fast enough to kill that dude that mezzed you before he kills you.
I would agree that it is skippable on a corruptor, but not on a blaster. But, corruptors get the low recharge version of it, so it is a good attack to put procs in. -
Here's an example of a Blaster that would be great for what OP has in mind and then some:
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Charged Bolts -- Apoc-Dmg/EndRdx(A), Apoc-Dam%(36), Apoc-Dmg/Rchg(42), Apoc-Acc/Rchg(43), Apoc-Acc/Dmg/Rchg(43)
Level 1: Subdual -- Acc-I(A)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(40)
Level 4: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37)
Level 6: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(36), RechRdx-I(43)
Level 8: Short Circuit -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(15)
Level 10: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(46)
Level 16: Concentration -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(17)
Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 20: Drain Psyche -- Numna-Heal(A), Numna-Heal/Rchg(21), Dct'dW-Heal/Rchg(21), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(31), P'Shift-EndMod/Acc(34)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(23), ResDam-I(23), ResDam-I(50)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Voltaic Sentinel -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-Acc/Dmg(27), ExRmnt-EndRdx/Dmg/Rchg(29)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Thunderous Blast -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Knock%(34)
Level 35: Assault -- EndRdx-I(A)
Level 38: Psychic Shockwave -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(39), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-%Dam(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Web Envelope -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(45), GravAnch-Acc/Rchg(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Immob(50)
Level 47: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run -
4 for Blasters, 1.5 for Defenders and Corruptors.
You can skip it and it's not that needed for a good attack chain anyway.
EDIT: It's important to note that they increased its damage along with the recharge, making it a standard 1st tier attack for Blasters. -
Quote:In the situation OP described where you probably have tons of mobs around you constantly, Fire/MM lacks the AoE/PBAoE chain the other combos you mentioned have.Fire/Fire, Rad/Fire, Fire/MM, Rad/MM
I'd go with any of those with Mace Mastery to softcap S/L defense and to get Web Envelope.
The issue I have with Rad/Fire is synergy. Rad/Fire has so many AoE's(Too many with decent recharge), some very end intensive(Irradiate, FSC) and with Consume as your endurance power things can get tough on the blue bar. -
For pure, up in your face blapper style AoE damage?
Fire/Fire/Mace, Rad/Psy/Mace, and Elec/Psy/Mace.
/Mace lets you softcap S/L, which means you get to carry reds instead of purps. -
My Elec/Fire Tanker surprised me in how well it solos certain AE maps. Why?
1. Two high damage PBAoE's that recharge quickly due to Lightning Reflexes.
2. Damage aura.
3. Not having to worry about surviving or losing endurance lets me fill my insp tray with reds which keep me at the damage cap most of the time. -
You definitely want to get as much Recharge, Defense, and HP as you can from set bonuses.
Once you do that and start carrying purple insps around, you should have no issues surviving.
I didn't go S/L defense with my Elec tanker. Too much inf involved. I went for positionals as it's a lot cheaper, and gives you better coverage.