SD/KM Tanking build advice


Finduilas

 

Posted

Hiya. The past few days I've been playing with a SD/KM build in the builder for quite some time now. What I've gathered is that quick KM attacks can build up the Power Siphon quickly, allowing more damage to be used on attacks with larger cool-downs and the like.

Now, the problem is...hang on, I'll show it. This is a no holds barred, full IO'd crazy lol build I played with to give an idea on how this would work after playing for...god knows how long.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Kinetic Melee
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight

Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), S'fstPrt-ResKB(9), S'fstPrt-ResDam/Def+(9), S'fstPrt-ResDam/EndRdx(11)
Level 1: Quick Strike -- Mako-Acc/Dmg(A), Mako-Dam%(17), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 2: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), TtmC'tng-ResDam/EndRdx(11), TtmC'tng-ResDam/Rchg(17), TtmC'tng-ResDam(33)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(37)
Level 6: Active Defense -- RechRdx-I(A)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Swift -- Run-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Mrcl-Rcvry+(15)
Level 16: Taunt -- Zinger-Taunt/Rng(A)
Level 18: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(46), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21)
Level 22: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(31)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(50)
Level 28: Burst -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(29), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Acc/Rchg(43), Armgdn-Dmg/EndRdx(46)
Level 30: Grant Cover -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: One with the Shield -- Numna-Heal(A), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(33), TtmC'tng-ResDam(40), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/Rchg(48)
Level 35: Focused Burst -- Apoc-Dmg(A), Apoc-Dmg/Rchg(36), Apoc-Acc/Dmg/Rchg(36), Apoc-Acc/Rchg(36), Apoc-Dmg/EndRdx(37)
Level 38: Concentrated Strike -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-EndRdx(42), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx/Rchg(43)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Hover -- EndRdx-I(A)
Level 49: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run

Now, with this build, I easily cap defenses at ~45% without using hover, but since I don't have the crazy good vet badge which allows me to skip hover, I have to take it in order to get flight.

However, if you notice, there's really only one quick KM power to allow for Power Siphon to stack quickly and effectively. And while Quick Strike may be...well...quick, it still leaves roughly a 2 second gap before I can smash it again after a Boxing to get another application. By the time I get five stacks, 10 seconds have passed, which leaves enough time for Burst--Concentrated Strike/Shield Charge--Burst IF Hasten is up and there's no lag in between the attacks.

My question (considering the focus of this character IS tanking with a bit of blasting): does this make sense to utilize Power Siphon and drop Flight, pick up Super Speed, and get the T2 or T3 KM power to add more recharge to Siphon (and, obviously, re-slot from Boxing to the other power)? Or is this fine for what I'm intending?

I'd prefer to keep flight for the sake of having easy maneuverability in combat and in flying around (Sure, it's slow, but there is something satisfying about flying around, and hover can be useful for certain fights in terms of positioning).

Also, I've been continuously badgered by close friends that I'm "making a mistake" by rolling a tanker, since the brute can essentially do the same thing AND deal more damage. Obviously, this is a particularly troll subject among a lot of things, but my only concern is that I WANT to be tanking and not be hearing: "Sorry, we already have a brute. Good luck using your redundant defense bonuses elsewhere, LOL!" I just want to be the guy that soaks the damage. For some reason, Brutes feel squishy, so I just want to be reassured that I'm not being stupid.

Thoughts?


 

Posted

Argh...long post got eaten by the forum monster. I'll sum up.

First of all, there will ALWAYS be those who criticize the AT you choose, the powers you choose, the slotting you choose, etc. There are plenty of us who enjoy playing tankers over other ATs and I don't think that's going to change, no matter what the doomsayers claim. I also think there will always be teams who want a tanker on their team, or just a player that's fun to have along and wants to contribute.

So play what you like, and hell to the naysayers!

Secondly, regarding your travel power, the most common suggestion to players looking for a little more defense and mobility is to take CJ/SJ because CJ has some defense, and a lot less of an impact on your play style than Hover. However, I'm also a big Fly fan, take it on most of my tankers, but I get Air Sup instead. The build you posted is already soft-capped without Hover, so Air Sup could be a good choice for you, especially since you skipped the T2 and T3 attacks in KM.

See below, I've replaced Hover with Air Sup and tweaked some of your other slotting. (For instance, Shield Defense does not need additional KB protection, so that Steadfast -KB wasn't doing anything for you.) I've moved Air Sup/Fly up in the build and Hasten back a little. If you prefer to have Hasten earlier, you could always switch it with Fly.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Kinetic Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(7), LkGmblr-Def/EndRdx:50(7), LkGmblr-Def/EndRdx/Rchg:50(9), ResDam-I:50(9), ResDam-I:50(11)
Level 1: Quick Strike -- Mako-Acc/Dmg:50(A), Mako-Dam%:50(17), Mako-Dmg/EndRdx:50(19), Mako-Dmg/Rchg:50(19), Mako-Acc/EndRdx/Rchg:50(34), Mako-Acc/Dmg/EndRdx/Rchg:50(34)
Level 2: True Grit -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(3), Numna-Heal/Rchg:50(3), ResDam-I:50(11), ResDam-I:50(17), S'fstPrt-ResDam/Def+:30(33)
Level 4: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(5), LkGmblr-Def/EndRdx:50(5), LkGmblr-Def/EndRdx/Rchg:50(37)
Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 8: Air Superiority -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(13), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(42), C'ngImp-Acc/Dmg/Rchg:50(48)
Level 10: Against All Odds -- EndRdx-I:50(A)
Level 12: Swift -- Run-I:50(A)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15)
Level 16: Taunt -- Zinger-Taunt/Rng:50(A)
Level 18: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(34), Mrcl-Heal:40(46), Mrcl-Rcvry+:40(46)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-End%:50(42)
Level 22: Power Siphon -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(23), GSFC-ToHit/Rchg/EndRdx:50(23), GSFC-Rchg/EndRdx:50(25), GSFC-ToHit/EndRdx:50(25), GSFC-Build%:50(31)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(50)
Level 28: Burst -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(29), Armgdn-Acc/Dmg/Rchg:50(29), Armgdn-Acc/Rchg:50(43), Armgdn-Dmg/EndRdx:50(46)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 32: One with the Shield -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(33), Numna-Heal/Rchg:50(33), TtmC'tng-ResDam:50(40), TtmC'tng-ResDam/EndRdx:50(40), TtmC'tng-ResDam/EndRdx/Rchg:50(43)
Level 35: Focused Burst -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(36), Apoc-Acc/Dmg/Rchg:50(36), Apoc-Acc/Rchg:50(36), Apoc-Dmg/EndRdx:50(37)
Level 38: Concentrated Strike -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(39), Hectmb-Acc/Dmg/Rchg:50(39), Hectmb-Acc/Rchg:50(39), Hectmb-Dmg/EndRdx:50(40)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-EndRdx/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(48)
Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def:50(50), LkGmblr-Rchg+:50(50)
Level 49: Grant Cover -- LkGmblr-Rchg+:50(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:

  • 12.5% DamageBuff(Smashing)
  • 12.5% DamageBuff(Lethal)
  • 12.5% DamageBuff(Fire)
  • 12.5% DamageBuff(Cold)
  • 12.5% DamageBuff(Energy)
  • 12.5% DamageBuff(Negative)
  • 12.5% DamageBuff(Toxic)
  • 12.5% DamageBuff(Psionic)
  • 7.38% Defense(Smashing)
  • 7.38% Defense(Lethal)
  • 5.81% Defense(Fire)
  • 5.81% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 3% Defense(Psionic)
  • 9.88% Defense(Melee)
  • 11.1% Defense(Ranged)
  • 8.63% Defense(AoE)
  • 73% Enhancement(Accuracy)
  • 77.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 337.3 HP (18%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 6.6%
  • MezResist(Sleep) 2.2%
  • MezResist(Stun) 2.2%
  • 15.5% (0.26 End/sec) Recovery
  • 82% (6.42 HP/sec) Regeneration
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 10% RunSpeed

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