My attempt to make my Shield/Strength character from a scrank into a tank


ClawsandEffect

 

Posted

So I've recently developed a crippling IO addiction, and have had a Shield/Super Strength character sitting at 49 forever due to a petered-out group-leveling project I had going with some friends who have since quit the game.

Seeing as he leveled up in the constant company of a Radiation-Emission defender, I was lax on his defenses and built him as more of a "sturdy initiator", bulky enough to buy time for debuff deployment, and aggro-y enough to get things rounded up for rapid Fire Blast based dismantling. Had we done our trio in Issue 19 or later, he'd have probably been born a brute instead. But, this lack of opportunity at the time of his creation has presented me with a unique opportunity now.

I can finally have a tank that tanks. No disrespect intended to my other tanker, but ED batting Fire Shield+Tough away from the Sm/Le Res-Cap is something he's never quite recovered from, and doing a defensive Firey Aura build is a challenge I'm not yet up to.

SO: My attempt at such a build!

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Eeto The TANKING: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(3), LkGmblr-Rchg+:50(3), TtmC'tng-ResDam:50(5), TtmC'tng-ResDam/EndRdx:50(5), TtmC'tng-ResDam/EndRdx/Rchg:50(7)
Level 1: Jab -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(25), C'ngImp-Acc/Dmg/Rchg:50(25), C'ngImp-Acc/Dmg:50(33), C'ngImp-Dmg/EndRdx:50(34)
Level 2: Battle Agility -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(13), LkGmblr-Rchg+:50(43)
Level 4: Haymaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(11), Mako-Dmg/Rchg:50(17), Mako-Acc/EndRdx/Rchg:50(17), Mako-Acc/Dmg/EndRdx/Rchg:50(19)
Level 6: Super Jump -- ULeap-Stlth:50(A)
Level 8: Against All Odds -- Taunt-I:50(A)
Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 12: True Grit -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(15), Numna-Heal/Rchg:50(15), S'fstPrt-ResDam/Def+:30(42), ImpArm-ResDam:40(43), ImpArm-ResDam/EndRdx:40(43)
Level 14: Taunt -- Taunt-I:50(A)
Level 16: Phalanx Fighting -- DefBuff-I:50(A)
Level 18: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(37), LkGmblr-Rchg+:50(37)
Level 20: Knockout Blow -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/EndRdx/Rchg:50(21), Mako-Acc/Dmg:50(21), Mako-Dmg/EndRdx:50(23), Mako-Dmg/Rchg:50(23)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(34), TtmC'tng-ResDam/EndRdx/Rchg:50(34)
Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(31)
Level 28: Rage -- GSFC-Rchg/EndRdx:50(A), GSFC-ToHit/Rchg:50(29), RechRdx-I:50(29)
Level 30: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(40), LkGmblr-Rchg+:50(42)
Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
Level 35: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(36), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(39), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(45), P'Shift-EndMod/Acc:50(45), P'Shift-End%:50(45), Numna-Heal:50(46), Numna-Heal/EndRdx:50(46)
Level 47: Energy Torrent -- Posi-Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dmg/Rng:50(50)
Level 49: One with the Shield -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(50), TtmC'tng-ResDam/Rchg:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(11), Numna-Heal:50(19), Numna-Heal/EndRdx:50(46)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(7), P'Shift-EndMod/Acc:50(9), P'Shift-End%:50(9)
------------
Set Bonus Totals:

  • 6.75% Defense(Melee)
  • 6.75% Defense(Ranged)
  • 6.13% Defense(AoE)
  • 386.5 HP (20.6%) HitPoints
  • 86% (6.72 HP/sec) Regeneration
  • 12% (0.2 End/sec) Recovery
  • 46.3% Enhancement(RechargeTime)
  • 9% DamageBuff(All)
  • 41% Enhancement(Accuracy)
  • 19% RunSpeed
  • 19% FlySpeed
  • 19% JumpHeight
  • 19% JumpSpeed
  • MezResist(Held) 6.6%
  • MezResist(Immobilize) 8.8%
  • MezResist(Sleep) 6.6%
  • MezResist(Stun) 2.2%
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 4.88% Defense(Smashing)
  • 4.88% Defense(Lethal)
  • 4.56% Defense(Fire)
  • 4.56% Defense(Cold)
  • 6.75% Defense(Energy)
  • 6.75% Defense(Negative)
  • 3% Defense(Psionic)



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The highlighted set bonuses basically outline what's worth noticing about the build: I have just enough +Defense to get me to 45.8% AOE and 46.4 Melee and Ranged defense. Resist slotting in True Grit and Deflection and Tough buy me a healthy underlayer of resistance to fall back on, and Slotted out True Grit, Stacked HP set bonuses, and Health + Physical Perfection + Regen Set Bonuses get me about 33.6 HP per second in regeneration, with a permanent HP max of 2619 for enemies to chew through. All of this backed up by Shield/SS/Energy's AOE knockdown spamfest should leave me sitting pretty in most standard content.

46 recharge and Hasten supplemented with Slotted out and Proc'd out Health, Stamina, and Physical Perfection fuel a not inconsiderable offensive suite obviously propped up by AAO and Rage.

The result is what appears to be a fairly balanced offensive/defensive tanker. Tossing this together was ALMOST easier than redoing my Elec / Fire blaster, which has me worried: I must be overlooking something important. Any thoughts? It seems so vanilla plain and obvious overall, not much fancy or fresh going on here I'd imagine, but as a tanker dabbler, I figured running it by the experts wouldn't do me any harm, except perhaps to my ego.

Thoughts, criticisms, oversights to correct? Thank you VERY much for your time, if you've made it this far you're a super hero. Again. Since you were already. You know. I mean, yeah. PEACE!


Mission Arc: Metatronic Mayhem (Id 1750): A tale of robots gone wrong, rogue robots gone right, and madmen gone every which way but loose.

 

Posted

I cannot see the build right now, but what is your end burn like?

I find sd/ss to be a real hungry combo.


 

Posted

Recvovery: 3.48/s
Toggle Burn: 1.02/s
Net Gain: 2.46/s

The +End procs will average .2 EPS each over the long haul, but of course are unreliable and bursty.

Rage and its crash will cost me about .23 EPS if I refresh it pre-crash every 2 min, more if I use it more heavily.

Hasten will cost me at least .08 EPS, more because it is recharging faster than 3 minutes, 3 minutes just accounts for its slotting and I don't feel like doing the fancy math to get an exact cycle time on it. At perma its crash costs about .125 EPS, so the truth is in a fairly narrow margin.

Between the Performance Shifter procs and the crashes I think it can be called a relative wash, with the scales slightly in favor of the procs.

My attack end-red enhancement looks like this:

Jab, Hurl: 68.9
Haymaker, KO Blow: 66.25
Foot Stomp, Energy Torrent: 47.7
Shield Charge: 18.55

More aggressive than my usual frankenslotting (I tend to favor recharge, accuracy, and damage, and ignore all else), it should be fairly helpful.

Placement of sets was partly predicated on this actually: The much-more-available Foot Stomp got Scirroco's because it's gonna cook a lot more endurance than the less-often-usable Shield Charge, and Shield Charge benefits "more" from Obliteration's superior Recharge enhancement.

But yeah, past experience with the build is why I went Energy mastery, took and slotted Conserve, fully procced Physical Perfection, Health, and Stamina. In it's current frankenslotted incarnation, it cooks through it's endurance very fast despite having conserve and Physical Perfection available.


Mission Arc: Metatronic Mayhem (Id 1750): A tale of robots gone wrong, rogue robots gone right, and madmen gone every which way but loose.

 

Posted

Why do u have a stealth IO in SJ? You are only stealth if it is active. Also do have the vet badge to get the travel power at lvl 6?


 

Posted

Ok, took a look: Nice solid build.

My main concern is Grant cover: You are leaving a nice chunk of DDR out.

However, you do have OWTS, and the worst cascaders are Cimmy's. It may be heresy, but I think you're okay without it.

I dislike five-slotted main attacks: I robbed a couple of slots and put in some procs, but do as you wish.

I also see you are prepped for a purple respec. Nice.


Take a look at these tweaks, but honestly, it'd tank like an M1 as is.

(Oh, I picked some Incarnate powers and turned on your accolades, etc.)

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Eeto The TANKING: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Rchg+(3), TtmC'tng-ResDam(5), TtmC'tng-ResDam/EndRdx(5), TtmC'tng-ResDam/EndRdx/Rchg(7)
Level 1: Jab -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg(33), C'ngImp-Dmg/EndRdx(34)
Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), LkGmblr-Rchg+(43)
Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19)
Level 6: Super Jump -- ULeap-Stlth(A)
Level 8: Against All Odds -- Taunt-I(A)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 12: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(15), S'fstPrt-ResDam/Def+(42), ImpArm-ResDam(43), ImpArm-ResDam/EndRdx(43)
Level 14: Taunt -- Taunt-I(A)
Level 16: Phalanx Fighting -- DefBuff-I(A)
Level 18: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37)
Level 20: Knockout Blow -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg(21), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(23), T'Death-Dam%(33)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/EndRdx/Rchg(34)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 28: Rage -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg(29), RechRdx-I(29)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(42)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(42)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(45), P'Shift-End%(45), Numna-Heal(46), Numna-Heal/EndRdx(46)
Level 47: Energy Torrent -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rng(50)
Level 49: One with the Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50), TtmC'tng-ResDam/Rchg(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
Level 50: Void Core Final Judgement
Level 50: Reactive Core Flawless Interface
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(11), Numna-Heal(19), Numna-Heal/EndRdx(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(7), P'Shift-EndMod/Acc(9), P'Shift-End%(9)



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Posted

The Stealth IO is in SJ just because it's nice to be able to choose when you're seen. It's not something I'd have on all the time, but handy to have the ability when the time comes. In normal combat, I'd likely be running Combat Jumping instead.

I do have the City Traveler badge, though a little power pick-reversing makes it legal for anyone since I did take Combat Jumping as well (And am using it to close the defense gap to the soft cap). Or, of course, there's always waiting for COH freedom and level 4 travel elligibility. I'm going to have to decide how much I like Spring Attack when that time comes, but, there's always room for a soloing/scranking build later.

Grant cover gives ME DDR? Augh I thought it was ALL for my teamates, Defense, and DDR both. The real numbers and power descriptions boggle me in this set sometimes. Phalanx Fighting confused me for a long time too. That IS kind of a big deal. Even with the overlap I have in Active Defense, I'm looking at a mere 42% DDR some of the times, and 21% a big chunk of the times. If Grant Cover helps ME, I could be getting another (roughly) 25% DDR on top of that. Considering I just barely kissed the soft-cap and put a toe in the pool on the other side, it would probably have a noticable effect even against minor defense debuffers, and especially against auto hit debuffers. Additionally the idea of sharing defense with my teamates is an attractive one to me to say the least. +16.5% defense for everyone in 15 feet does a suspiciously specific job of closing up the "Incarnate Soft Cap Gap" with room to spare.

Of course, there comes the question of "Where do I cram it into my build.". The first power to volunteer itself for the chopping block is Hasten, but I find that worrisome. +70 recharge is amazing for my AOE's, Conserve, Active Defense, and Rage. Admittedly, I'm looking to tank, not top the melee DPS charts here, and at least a test-run with Hasten IN the build would be cheap to respec out of if I find my defense getting sneezed on all the time. There ARE always lucks after all, and even with NO defense, I'm still no blaster. Perhaps I shouldn't let it worry me, though

One with the shield also steps up to the plate and volunteers, but I kinda like that power. On-demand capped physical resistance, an extra 300 HP or so, and a beefy buff to my exotic resistances, with a side order of recovery is very attractive, especially in a build that as you noted, will gobble its endurance if I'm willing to spend it. I'm beginning to envision a horrible future where I use all 3 of my builds to make the same build, with different combinations of Hasten, Grant Cover, and OWTS swapped out.

Augh.

On incarnate powers, I should have remembered the +Heal enhancement in Spiritual. Consider me salivating at the notion of 33% more enhancement in all of Health, Physical Perfection, and True Grit, as well as One with the Shield. I was waffling a bit on my choice of alpha slot and your nudging might well have helped me make up my mind.

I would probably go Void Radial rather than Void Core, -Damage is probably one of my favorite things, deliscious. And in theme, I'd probably go Paralytic Radial for my interface too. Reactive's popularity makes me hesitant to take it on all my characters.

For destiny I've got a number of options, all of which might help: Ageless Radial would help close my DDR gap at least some of the time, while giving me a periodical Endurance refill. Rebirth Radial would make my regeneration even more absurd, putting me at a full-time minimum buff value of 507% instead of 307%, for roughly 22 more HP per second, and way more during the early portions of the buff. Never mind the massive heal. Barrier is always fun to stack with everyone else's barrier. Getting a leg up above the soft cap would let me absorb at least 1 debuff before cascade begins. And the emergency potential to be had in using it for it's +Resist is attractive, since I have plenty of room to improve in that area.

Thanks for the heads up on DDR and Grant Cover, it was a power I was severely on the fence about and you might just have pushed me into taking it.


Mission Arc: Metatronic Mayhem (Id 1750): A tale of robots gone wrong, rogue robots gone right, and madmen gone every which way but loose.

 

Posted

Grant Cover is virtually mandatory for a Shield tank that plans on being a main tank.

Between that and being able to put Membranes in Active Defense to boost your DDR that way, you should be able to get close to SR levels of DDR with relative ease.

The build looks solid as is, but I would try to get a few more percent to your defense. Mostly to cover that DDR hole you currently have.

And I hear you about Reactive. I've adjusted my stance on it, now I only go with that one if I can plausibly explain why my enemies are being lit on fire by my attacks.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

The thematic gap for reactive is one problem, but also the fact that it's considered "the only interface" means almost everyone who considers their character a "damage dealer" is going to be rocking it. The result is: Enemies will hit max stacks on the DOT or debuff rather handily.

Opting for Paralytic not only keeps me alive easier, but is far less likely to be redundant with other peoples' interface choices.

I finally caved in and chose One With The Shield to ditch for Grant Cover. If I find myself too broken hearted, I'll try a build without Hasten instead. Ultimately, the DDR did it, but I'll enjoy knowing that everyone within 15 feet of me has higher defenses too.

If I see too many Debuffs, and they're killing me, I already see where I can get my extra points of defense: Put a 6th slot in Jab for the Makos Proc (3.75 ranged), and a 6th slot in Hay Maker and KO blow to swap them over to Touch Of Death (2x 3.75 Melee), then put Eradication into Shield Charge (Swapping 3.75 Melee for 1.88 Ranged and 3.75 AOE). The bonus here is that I don't give up ANY Hitpoints to do this, and Eradication actually GETS me 42 more! Where I'm gonna GET these 3 slots is a question I don't wanna consider, but I suppose 2 could come from Physical Perfection. I'll burn this particular bridge at a later date. For now, I'm not ONLY relying on my defense so a few percentage points lost to debuffs is something I'm willing to try out.

Again, thank you everyone. I KNEW it was too easy to be true, so I appreciate the input.


Mission Arc: Metatronic Mayhem (Id 1750): A tale of robots gone wrong, rogue robots gone right, and madmen gone every which way but loose.

 

Posted

Honestly, if you build to be tough enough without it, you won't even miss OWTS.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.