For the Defender training thing I decided to dabble in a long list of things I'd wanted to try but never got a chance to try out. Soo... Force, Heavy Weapons, Defiance, and Circle of Primal Dominion.
I kinda like the results, both mechanically and aesthetically, but I was curious what you guys think would be improvements.
Current setup is something like this:
Super Stats
Level 6: Strength (Primary)
Level 10: Constitution (Secondary)
Level 15: Recovery (Secondary)
Talents
Level 1: The Rockstar (Con: 10, End: 10, Str: 10, Rec: 8)
Level 6: Physical Conditioning (Str: 5, Con: 5)
Level 9: Paramilitary Training (Con: 3, End: 3, Str: 3, Rec: 3)
Level 12: Relentless (Str: 5, Rec: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 18: Martial Training (Str: 3, Dex: 3, Ego: 3, Rec: 3)
Level 21: Jack of All Trades (Con: 2, End: 2, Str: 2, Dex: 2, Int: 2, Ego: 2, Rec: 2)
Powers(numbers are wrong, this is the order listed in my powers list)
Level 1: Force Bolts (advantages?, how do you look up which ones you have?)
Level 1: Cleave (advantages?)
Level 6: Enrage (advantages?)
Level 8: Skewer (advantages?)
Level 11: Force Snap (advantages?)
Level 14: Earth Splitter (advantages?)
Level 17: Vicious Descent (advantages?)
Level 20: Conviction (advantages?)
Level 23: Masterful Dodge (advantages?)
Level 26: Resurgence (advantages?)
Level 29: Guard (Rank 2, Rank 3)
Level 32: Circle of Primal Dominion (advantages?)
Level 35: Defiance (advantages?)
Level 38: Thermal Reverberation (advantages?)
*Adv. Points: 36/36
Travel Powers
Level 6: Blazing Acrobatics (Rank 2, Rank 3)
Level 35: Stoic Flight (Rank 2, Rank 3)
Specializations
Strength: Swole (3/3)
Strength: Physical Peak (2/3)
Strength: Overpower (2/2)
Strength: Juggernaut (3/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Reactive Strikes (2/2)
Warden: The Best Defense (3/3)
Sentinel: Caregiver (2/3)
Sentinel: Sentinel Aura (3/3)(Yes, I was going for Healing aggro here... and it works.... sometimes.)
Sentinel: Rejuvenated (3/3)
Sentinel: Moment of Need (2/3)
Mastery: Warden Mastery (1/1)
Comments
https://aesica.net/co/herocreator.htm?v=32&n=&d=11380WAQFPEa000000H000H20aH400H804H90i2D00K503H700HE0LON01320C3707ER00MR0310gC3T3B21u630000000000&e=
Super Stats
Level 6: Strength (Primary)
Level 10: Constitution (Secondary)
Level 15: Endurance (Secondary)
Talents
Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
Level 6: Physical Conditioning (Str: 5, Con: 5)
Level 9: Boundless Reserves (Con: 5, End: 5)
Level 12: Bodybuilder (Str: 5, End: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 18: Relentless (Str: 5, Rec: 5)
Level 21: Amazing Stamina (Rec: 5, End: 5)
Powers
Level 1: Bludgeon
Level 1: Eruption (Magma Burst, Challenge!)
Level 6: Defiance
Level 8: Enrage (Endorphin Rush)
Level 11: Arc of Ruin (No Quarter, Wildfire, Challenge!)
Level 14: Thermal Reverberation
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Decimate
Level 23: Annihilate (Rank 2, Scorching Blade, Challenge!)
Level 26: Resurgence (Rank 2)
Level 29: Force Snap (Entropic Collapse, Recharge)
Level 32: Force Shield (Rank 2, Rank 3, Force Sheathe)
Level 35: Masterful Dodge
Level 38: Circle of Primal Dominion (Rank 2, Rank 3)
Adv. Points: 33/36
Travel Powers
Level 6:
Level 35:
Specializations
Strength: Swole (3/3)
Strength: Physical Peak (2/3)
Strength: Brutality (2/2)
Strength: Juggernaut (3/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Protector: Fortified Gear (3/3)
Protector: Unrelenting (1/2)
Protector: Bulwark (2/2)
Protector: Defensive Expertise (3/3)
Protector: Resolute (1/3)
Mastery: Protector Mastery (1/1)
Uses Eruption to put up CFlames quickly. Arc can pbAoE, and taps of Arc can debuff for Annihilate. Annihilate is the main single-target attack here. Force Snap can give you another self-heal option. Gears mostly for Con, w/ some Str (for Enrage) and maybe a bit of End.
- Be safe and have fun, champs - for science!
So why Endurance over Recovery? Con and Str are obvious choices, but I'm not 100% sure how to know which of End and Rec to choose.
Also is Bludgeon a melee attack? And does this build have a lunge?
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Sentinel Aura is alright.. but as a tank your main job isn't to support others generally. You can make a support-tank build, but its a bit of a diff approach (and it won't be optimized for either role).
- Be safe and have fun, champs - for science!
And does this build have a lunge?
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He mentioned not wanting to use knock backs on a melee focused character, which I guess is why to not use Force Bolts. But is there a specific reason to use a melee EB?
Also what's the pros/cons of using Decimate instead of Vicious Descent?
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Also, Bludgeon is just slashing a sword. No knocking back.
Epic Stronghold
Block timing explained
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- Be safe and have fun, champs - for science!
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My characters
- Be safe and have fun, champs - for science!
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Powers
Level 1: Force Bolts
Level 1: Force Snap (Recharge)
Level 6: Force Shield (Rank 2, Rank 3, Force Sheathe)
Level 8: Enrage (Endorphin Rush)
Level 11: Defiance
Level 14: Arc of Ruin (No Quarter, Wildfire, Challenge!)
Level 17: Eruption (Magma Burst, Challenge!)
Level 20: Thermal Reverberation
Level 23: Annihilate (Rank 2, Scorching Blade, Challenge!)
Level 26: Conviction (Rank 2, Rank 3)
Level 29: Vicious Descent (Relentless)
Level 32: Resurgence (Rank 2)
Level 35: Masterful Dodge
Level 38: Circle of Primal Dominion (Rank 2, Rank 3)
Adv. Points: 34/36
- Be safe and have fun, champs - for science!
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- Be safe and have fun, champs - for science!
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https://aesica.net/co/herocreator.htm?v=32&n=&d=11380WAQFPEa000000H000H20aH400H804H90i2D00K503H700HE0LON01320C3707ER00MR0310gC3T3B21u630000000000&e=
You don't necc have to change too much, but here's a minor edit of it:
(Unnamed Build) - Freeform (Tank)
v3.34:32
Super Stats
Level 6: Strength (Primary)
Level 10: Constitution (Secondary)
Level 15: Endurance (Secondary)
Talents
Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
Level 6: Physical Conditioning (Str: 5, Con: 5)
Level 9: Boundless Reserves (Con: 5, End: 5)
Level 12: Bodybuilder (Str: 5, End: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 18: Relentless (Str: 5, Rec: 5)
Level 21: Amazing Stamina (Rec: 5, End: 5)
Powers
Level 1: Bludgeon
Level 1: Eruption (Magma Burst, Challenge!)
Level 6: Defiance (Rank 2, Rank 3)
Level 8: Enrage
Level 11: Arc of Ruin (No Quarter, Wildfire, Challenge!)
Level 14: Thermal Reverberation
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Decimate
Level 23: Annihilate (Rank 2, Scorching Blade, Challenge!)
Level 26: Masterful Dodge (Rank 2, Rank 3)
Level 29: Force Snap (Recharge)
Level 32: Force Shield (Rank 2, Rank 3)
Level 35: Imbue
Level 38: Circle of Primal Dominion (Rank 2)
Adv. Points: 33/36
Travel Powers
Level 6:
Level 35:
Specializations
Strength: Swole (3/3)
Strength: Physical Peak (2/3)
Strength: Brutality (2/2)
Strength: Juggernaut (3/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Protector: Fortified Gear (3/3)
Protector: Unrelenting (1/2)
Protector: Bulwark (2/2)
Protector: Defensive Expertise (3/3)
Protector: Resolute (1/3)
Mastery: Protector Mastery (1/1)
Now you do want to rank Defiance and Masterful Dodge, if taking them. You can still take CoPD, and it's still fine for tanking, but keep in mind that it also means longer cooldowns. Force Sheath also now costs 3 adv points, so you may want to skip it now. The shared AD cd is now 90 sec too, so you could consider dropping one AD for an AO like Imbue.
- Be safe and have fun, champs - for science!
New Power: Indestructible
Brick Framework Shared Power
Active Defense
Increases your damage resistance by a large amount.
New Power: Pulverizer
Brick Framework Shared Power
Energy Unlock
Grants energy over time when you knock a target. This effect can stack up to 3 times. Scales with your Recovery primarily and Endurance.
If you are at 3 stacks of this effect, triggering this effect will refresh existing stacks.
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- Be safe and have fun, champs - for science!
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My characters
- Be safe and have fun, champs - for science!
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My characters
- Be safe and have fun, champs - for science!
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um.. With all the recent changes I found myself in the powerhouse again.
(The Demi-Set Version 4)
Teleport(when your trapped by too many enemies to move) /Flight (for those hard to reach spots)
(although its better you switch out flight for Athletics or acrobatics to move around faster on the battle field. I just use teleport for quick spurts of movement as I spend more time tanking most of the time)
Role:(Defense-Tank) Strength/Constitution+++/Recovery
Mods:Confronts/Defense/Cool down
Specialty tree:Strength/Protector*/Guardian
(many people push guardian aside for something else but it fits my concept. And I delight in the additional healing/defense/ and even a big offense/defense buff when taking or giving damage. As do not always main tank its a considerable option.)
01.-Telekinetic Blades 5 Rank 3+Terrorize
(no noticeable changes)
02.-Telekinetic Shield 4 Rank 3 410% on the physical becomes important when Tanking momma or and baby dino cross bosses.
(the lingering +35% or so effect buff when dropping shield for 1pt point is now 3pts)
03.-Mental Leech 1 Rank 1+Challenge
(still a reliable lengthy Heal over time after 12 seconds and its ranged stack-able AoE across all enemies even bosses. But on really big, big, big bosses you might not be able to get close enough to the center to collect the radiating dependency hp gain)
04.-Defiance 4 Rank 3
(The new pluses are its been improved drastically but also you'll find the, "I take a hit and gain all sorts of energy" is gone)
05.-Indestructible 4 Rank 3
(I was complaining about the psychic tree mental direct defense/offense ultimate not being affected by both offensive and defensive mastery specializations for cool down return making it more useful. This move answered my prayers but.. The ability to stack direct defenses scaling them down to 5-7 seconds in between one another is now gone so this kinda kills the point of having more than one unless its a resurgence in conjunction with protector mastery to push back to 100% hp under dire circumstances)
06.-Endorphin Rush 4 Rank3
(Separated from Enrage completely its not as strong as I used to get about 400+ hp by using it Roomsweeper to activate the enrage advantage while keeping on Inertial dampening field [IDF]. Those days are gone. No more slick form double dipping)
07.-IDF 4 Rank3
(No noticeable changes. When tanking 300+ mobs where you effortlessly gather all enemies in the area to be mowed down by your pals in a tight area without so much as taking a noticeable scratch this move is key. Or you can be mob overkill tank spec this + Invulnerable to constantly take screenshots in front of gun barrels all day)
08.-Earth Splitter 1 Rank1+ Challenge
(When you get tired of having to rely on all sorts of moves to prevent knock and dont want to waste precious defense for additional knock prevention. Tap reliance stacking x3 on reckless=knock resistance + its a knock move + its ranged + it applies clinging flames + it applies a tiny shield you can build up every tap or charge + you don't have to pay additional points for anything but Challenge! This move is gold as easy to maintain. OP in my opinion but with all the benefits hard tanks lost in the last 5 years its a welcome addition to the ordinance.)
09.-Absorb Heat 1 Rank1+ Challenge
(No noticeable changes. You can pump this sucker up but I recommend just relying on the number of enemies you get the flames from after Earth Splitter. It's AoE and effects your friends + leaves a lingering Heal over time (HoT) its smooth sailing)
10.-Haymaker 5 Rank3+ Challenge
(People say it got watered down. The change made things a bit easier for me to get more damage without the enrage roomsweeper double form damage stacking so I cant complain. Tap haymaker then tap Earth splitter rinse cycle through HoT's rinse repeat.)
EB. Bludgeon - Rank1
(I would actually recommend force bolts here with the 2 pt shield inversion add for addition tank protection but I like the AoE component as part of my style of play. It's not practical but I like it. I also saw some tanks using the Healer Energy Builder to self heal which looks kinda funny but is also reliable to a tank since damage is knocked down so low you can over heal it.)
11.-Pulverizer En -
(Well.. at least I can get some energy back although with the shield I use I don't really need it as I spend more time blocking in cosmics and places one player alone should not be. May replace with Resurgence later on.)
12.-Illumination 1 Rank1
(I know, I know. No one really thinks this is useful for a non-healer. Well for my concept it fits on top of that the extra +%3 heal and mending boon for me and the entire team makes this move worth it.
13.-Salvation 2 Rank2
(Normally I would have lightening resurgence or a Last Stand as something to turn the tide of a party wipe when things get crazy but I tend to keep this handy as I spend ALOT of my resources to make my gear choices costume pieces etc perfect. Most people rely on devices for this but I like the animation and it fits the concept.)
You can also speck double or triple shield dropping in addition to really ignore damage long enough to compensate but your going to have to do your own home work on that one. I hope this has been helpful for aspiring tanks on some level.
See you guys in the field. :>
Uh oh.. wait it says I have another free retcon.. more changes have occured.. um.. this post may be obsolete already.
Anyways, I'm not sure what you want from posting this, but in the future I'd prob make your build in the HeroCreator and export it. It makes the build easier to read and also makes it easy to include things like stats, talents, and specs in a concise manner.
https://aesica.net/co/herocreator.htm
- Be safe and have fun, champs - for science!
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Either way, if you have any other issues or questions w/ your Defiance build, then let us know.
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
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