Advice for an upcoming Elec/SS tanker


Lord_Cyclones

 

Posted

I´ve done a fair bit of tanking before and I´ve got lvl 50 WP, Ice, Inv and Shield tanks, all of which i´ve really enjoyed. I´ve been thinking about giving Elec/SS a whirl, as they´re both sets that I´ve not tried, and the combination looks pretty damned impressive... at least it does on paper.

I´ve worked out a PvE build which I hope will be fun to level AND effective at the same time.

I have 3 vet attack powers to round out the otherwise pretty pitiful attack chain. The vet attacks (as far as I remember) can also be used during the Rage crash. I could use some advice about whether or not endurance will be a problem whilst leveling. I was wondering if Energize is effective enough so that Stamina could be skipped completely?

Any other advice you can give me would be appreciated too, ofc.

This is the build:

[/code]Hero Plan by Mids' Hero Designer 1,621
http://www.cohplanner.com/

Click this DataLink to open the build!

x static: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(5), ResDam-I(9), ResDam-I(46)
Level 1: Jab -- Acc-I(A)
Level 2: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(5), ResDam-I(9)
Level 4: Haymaker -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg(19), C'ngImp-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(34)
Level 6: Static Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/EndRdx/Rchg(7), ResDam-I(11)
Level 8: Grounded -- S'fstPrt-ResKB(A)
Level 10: Boxing -- Acc-I(A)
Level 12: Energize -- Dct'dW-Heal/Rchg(A), Dct'dW-Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal(34)
Level 14: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam/EndRdx/Rchg(15), ResDam-I(17)
Level 16: Hurdle -- Jump-I(A)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg(23), C'ngImp-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(34)
Level 22: Health -- Numna-Heal(A), Numna-Heal/EndRdx(43), Numna-Regen/Rcvry+(43), Heal-I(43)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), P'Shift-EndMod/Rchg(25), EndMod-I(50)
Level 26: Lightning Field -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Rchg(31), Oblit-Dmg(33), Oblit-Dmg/Rchg(33), M'Strk-Acc/EndRdx(40)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31), Efficacy-EndMod/Rchg(33), Efficacy-Acc/Rchg(46)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 35: Hurl -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg(37), Decim-Dmg/Rchg(37), Decim-Dmg/EndRdx(37)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Rchg(39), Oblit-Dmg(39), Oblit-Dmg/Rchg(40), FrcFbk-Rechg%(40)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(42), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42)
Level 44: Fire Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(46)
Level 47: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50), Det'tn-Acc/Dmg/EndRdx(50)
Level 49: Taunt -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run
------------
Set Bonus Totals:

  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 2,5% Defense(Energy)
  • 2,5% Defense(Negative)
  • 1,25% Defense(Ranged)
  • 4,5% Max End
  • 4% Enhancement(Heal)
  • 41% Enhancement(Accuracy)
  • 51,3% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 323,3 HP (17,3%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 9,9%
  • MezResist(Sleep) 8,8%
  • MezResist(Stun) 4,4%
  • MezResist(Terrorized) 2,2%
  • 4,5% (0,08 End/sec) Recovery
  • 12% (0,94 HP/sec) Regeneration
  • 2,84% Resistance(Fire)
  • 2,84% Resistance(Cold)
  • 10% RunSpeed




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Posted

I´ve started my Elec/SS tank and gotten him up to lvl 23. He´s been fun and pretty sturdy so far, but during play i´ve done some thinking as to whether the build is gonna be up to scratch or not.

I would REALLY like to hear your comments/about your experience with Electric Armour!

I still reckon it's gonna be best building around his strangths..... the great heal and end drain attack, not to mention double stacking Rage. But it´s all still theory for me, as i've not yet tried it.

Firstly, putting off stamina to lvl 26 was not gonna be a lot of fun, i´ve moved it to lvl 20, and it's made life a lot easier. He's had the same problems as pretty much every other build with endurance management.

I'm happy with my decision to get tough early in the build. I´ve not used it all the time, but it´s been handy. Having nearly 80% S/L resist as soon as SO's becama available has improved survivability a ton.

Having energize available so early has been great; it's great as a heal. It's made life a little easier having some endurance management.... but it´s much better as a heal than as en endurance management tool.

Lightning field i moved up to lvl 22 to give him some agro management so i can do some propper anking with him on larger teams. It seems to do the trick so far.

I dropped hurl in favour of combat jumping, primarily for a place for the winters gift slow resist IO. The slots Imoved over to boxing. I wouldn´t normally slot a low lvl attack, but with Rage double stacked, it's actually gonna be doing some reasonable damage. It´s a handy spot for another set of crushing impacts too. That means i can save a ton of cash as I can make do with just the 1 set of obliteration.

This is the new build:

Hero Plan by Mids' Hero Designer 1,621
http://www.cohplanner.com/

Click this DataLink to open the build!

X- Static: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(5), ResDam-I(9)
Level 1: Jab -- Acc-I(A)
Level 2: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(5), ResDam-I(9)
Level 4: Haymaker -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg(19), C'ngImp-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(34)
Level 6: Static Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/EndRdx/Rchg(7), ResDam-I(11)
Level 8: Grounded -- S'fstPrt-ResKB(A)
Level 10: Boxing -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg(37), C'ngImp-Dmg/Rchg(46)
Level 12: Energize -- Dct'dW-Heal/Rchg(A), Dct'dW-Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal(34)
Level 14: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam/EndRdx/Rchg(15), ResDam-I(17)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Regen/Rcvry+(21), Heal-I(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(25)
Level 22: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Rchg(23), Erad-Dmg(31), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(43)
Level 24: Knockout Blow -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/EndRdx(40), Mako-Acc/EndRdx/Rchg(43)
Level 26: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(31), P'Shift-Acc/Rchg(31), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(46)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29), Rec'dRet-Pcptn(50)
Level 30: Lightning Reflexes -- Run-I(A)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Combat Jumping -- Winter-ResSlow(A), LkGmblr-Rchg+(36)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Rchg(39), Oblit-Dmg(39), Oblit-Dmg/Rchg(40), FrcFbk-Rechg%(40)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(42), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42)
Level 44: Fire Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(46)
Level 47: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50), Det'tn-Acc/Dmg/EndRdx(50)
Level 49: Taunt -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run
------------
Set Bonus Totals:

  • 3% DamageBuff(Smashing)
  • 3% DamageBuff(Lethal)
  • 3% DamageBuff(Fire)
  • 3% DamageBuff(Cold)
  • 3% DamageBuff(Energy)
  • 3% DamageBuff(Negative)
  • 3% DamageBuff(Toxic)
  • 3% DamageBuff(Psionic)
  • 5,63% Defense(Energy)
  • 5,63% Defense(Negative)
  • 2,81% Defense(Ranged)
  • 4,05% Max End
  • 39% Enhancement(Accuracy)
  • 52,5% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 10% FlySpeed
  • 365,4 HP (19,5%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 9,35%
  • MezResist(Sleep) 8,8%
  • MezResist(Stun) 2,2%
  • MezResist(Terrorized) 2,2%
  • 20% Perception
  • 4,5% (0,08 End/sec) Recovery
  • 22% (1,72 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 2,84% Resistance(Fire)
  • 2,84% Resistance(Cold)
  • 10% RunSpeed




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Posted

100 views and not a single bit of feedback?

That a good or bad sign?

No comments at all?


 

Posted

Hi Pit, I blame my busy work schedule, life and laziness for not responding before now...

I noticed you went with recharge over almost all else (not a bad idea I did the same with my Electric/Fire). Looks like you're Foot Stomp is going to recharge every 4.63 seconds which should provide excellent damage mitigation. You've got Winter's Gift Slow Resist (something I haven't done yet on my build, but would have suggested). And you've got KoB, PS and Energize all recharging nicely, I'd say it looks like a good build. Try it out and see how you like it.

On my Elect/Fire I'd like a bit more defense (but then I don't have Foot Stomp). I've looked at Elect/SS, so try it out and let us know how you like it!




Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT9pm ET.
1st Tuesday on Champion, 2nd Tuesday on Justice
3rd Tuesdays (Odd months) Freedom, (Even months) Virtue, 4th Tuesday, Tour, Server TBA
Brutal Thrashing Thursdays: Justice (ask Papa Slade when),meet in RWZ 6pm PT9pm ET.

 

Posted

Personally, I would layer in some defense. That would build on your strong resistance and push your survivability way up.

You have gone waaaaaaaaaaaaaaaayy past what you need to double stack rage. I had a friend that had an SS/Ela brute when elec armor first came out villainside. He was able to get triple stacked rage due to lightning reflexes. Put out an absurd amount of damage, but the rage debuffs would come back to back sometimes.

Speaking of LR, I was wondering why bothering with the Winter's Gift IO, you already have slow resist built into LR.

If you are just going for recharge, and the build is working for you for what you are doing, then right on. Just putting a few things out there to think about.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

Posted

I'll reply to say I really like the build. Perma-Hasten and contant Energize to the tune of 409% regen, Powersink up every spawn. I think it's a great high-recharge build.

I went a different route in my plan for my Elec/Stone. He is level 23 and my plan is going to be to build for defense (plan calls for 41% S/L def) first then pick up some recharge (46% I think on top of Hasten) on a budget. I will play around a little because this may change the way I look at my own plan given the similarities of Stone and SS.

Cheers


[B] GUARDIAN 50s:[/B] [B]Tank[/B]: Ice/Fire, Fire/Fire, DA/SS, Inv/WM, SD/Elec...[B]Scrap[/B]: BS/Reg, Spin/DA, DM/SD, Fire/WP, Claws/SR....[B]Troller[/B]: Ill/Rad, Fire/Kin...[B]Blaster[/B]: Fire/EM....[B]Defender[/B]: D3...[B]Brute[/B]: Elm/ElA...[B]EPIC[/B]: Widow, PB, Crab...CURRENTLY: 45 Stone/Stone Tank...38 AR/Rad Corr...21 Ice^3 Dom

 

Posted

Stacking some Defense is always good, but if you look at the build Foot Stomp is hitting in less than 5 seconds, that in it self is worth trying out. Although I'm a big fan of getting Defense into Resist Sets, I'd say roll with the Recharge and see how it works. If you find you're taking more damage than you want start upping the Defense. But I would try it as-is first, then look to tweaking it further depending on your play style.

Although there is some Slow Resist built in, in a build that is "kill them faster" any slow down is potentially dangerous to the character. I've experienced some very nasty slow downs on my Electric Tank, and since speed is key to your survival, I would recommend the additional Slow Resist offered by Winter's Gift.

Lord_Cyclones, I think you'll be able to have similar mitigation using Fault and Tremor.




Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT9pm ET.
1st Tuesday on Champion, 2nd Tuesday on Justice
3rd Tuesdays (Odd months) Freedom, (Even months) Virtue, 4th Tuesday, Tour, Server TBA
Brutal Thrashing Thursdays: Justice (ask Papa Slade when),meet in RWZ 6pm PT9pm ET.

 

Posted

Like I said, was a personal preference, and whatever works for him, run with it.

That said, if you run on x8 all the time, which I do, footstomp, no matter how fast it recycles, will not mitigate enough damage.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

Posted

Quote:
Originally Posted by _Deth_ View Post
....That said, if you run on x8 all the time, which I do, footstomp, no matter how fast it recycles, will not mitigate enough damage.

This was my experience with my Dark/SS tank. I was cycling FS pretty fast, but my build really took off when I started adding defense. Right now, it sits at just under 40% S/L defense and with Dark Regen cycling every 14-15 seconds - the guy might be my most survivable tank for all game foes and situations.

I'm just a 'build for defense' guy now on all my melee toons now, but the OP's awesome recharge build reminds me of an earlier build on my Fire/Fire tank which definitely played a guerrilla, kill-them-first style which was fun and different. I like this kind of thinking because makes me pause and check it out on some of my own toons. I appreciate the OP's effort and like different things, because I am a fan of 'different,' even if some folks come along and prove it to be 'not the best' or something. It looks like it could be a very fun build and that means a lot to me in the game.

Cheers


[B] GUARDIAN 50s:[/B] [B]Tank[/B]: Ice/Fire, Fire/Fire, DA/SS, Inv/WM, SD/Elec...[B]Scrap[/B]: BS/Reg, Spin/DA, DM/SD, Fire/WP, Claws/SR....[B]Troller[/B]: Ill/Rad, Fire/Kin...[B]Blaster[/B]: Fire/EM....[B]Defender[/B]: D3...[B]Brute[/B]: Elm/ElA...[B]EPIC[/B]: Widow, PB, Crab...CURRENTLY: 45 Stone/Stone Tank...38 AR/Rad Corr...21 Ice^3 Dom

 

Posted

Personally I'd try the 4.65 second Foot Stomp to see how it works. If you want a monster coming out of the gate, then up your Defense. Even at x8 my Electric/Fire Tank does fine with very minimum Defense offered by IOs Sets and Weave (so much so, that I run without Weave active great deal of time and have looked at respecing out of it) (I'm working on other projects atm, so haven't revisited it yet). FSC cycles in about 5 seconds and Combustion in a little over 6. With Power Sink and Energize I can keep the goons drained and my Hit Points up, unless they have a slowing effect. Fire has no mitigation other than "kill faster" and we're talking about Rage Fueled Foot Stomp which should knock down approx 10 goons every 4.65 seconds (aggro limit is 17). KoB and Haymaker should take out at least one goon per cycle. Lightning Field will add additional damage as well as keeping the mobs Endurance down, thus reducing the number and severity of attacks they make. Personally I'd say play the build as-is and see how you like it.

If you want a monster coming out of the gate then add Defense now before trying this build. 45% is the magic number for soft capping. With 33% making a very noticeable difference and not being to hard to obtain. Smash/Lethal Defense is a good way to go. I've also had luck with the Positional Defenses Melee, AoE and Ranged. But generally speaking s/l is a more effect way to go.

Building for high s/l Defense can get expensive on a Resistance based toon, so if you don't have the Influence available, or the Sets already built it could be a while before you get to your goal. Also, your build will be/play MUCH different than the one posted.

If you want at toon that will run soft capped easily try rolling an Invuln/*.




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Posted

Thanks a lot for all the great feedback!

As Deth menioned, a soft-capped tank is extremely survivable. My Invuln/Fire tank is fully slotted with IO´s, based on Call me Awesome's excellent guide. I did the same on my WP tank.... with the 5 sets of kinetic combat, a bunch of other set bonusses and weave he´s capped to S/L and has 40% or so def to E/NE. That, on top of capped HP and a boat-load of regen, makes him very hard to take down.

For this toon I wanted to try out a different approach.

He does has an awful lot of mitigation, all-be-it a little alternative to what I've tried before.... Footstomp's knockdown every 4½ seconds, Powersink's 80% energy drain every 14 seconds as well as Lightning Fields drain, perma Energize will let him regenerate 47 HP/sec at lvl 50 and last but not least, Energize will also be healing 800 HP every 30 seconds or so.

It isn´t going to be a fire-and-forget build like my WP tank. Pretty much everything is gonna have to be done at the click of a botton, rather like a regen scrapper.

I remember vaguely a thread on the forums discussing tank survivability. IIRC Powersink's endurance drain did improve survivability dramatically, or it does once you can get enemies drained completely. So that was one of my priorities when designing the build. When I saw that Footstomp recharges in around 4½ seconds too a huge grin spread across my face. Footstomp with double Rage followed up by Fireball is gonna be doing good damage. Taking enemies down fast is going to mitigation in itself.

As Nuclear Medicine mentions, the build is dependent on high recharge. I did what i could to maintain it; the Winters Gift IO is great for toons that have some resistence to slow. A big improvement for the cost of 1 slot!

I'm looking forward to leveling up such a cheap toon too; my last project was a soft-capped Elec/Shield scrapper. Fun, but very expensive.

I´ll this build out. Only lvl 23 so far, so lacking many of the key powers. I'll let you know how it goes.

Again, thanks for the great feedback!