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Tank/Brute/Melee Only Build

Hi All

So, got a rather normal-ish build here that I'll love some help on touching up, This build will mostly be about Tanking/Melee focused. Ideadly the build will be built around an body-builder like, but nothing too far stretched like (Hulk'n Smash) type of roots. (So no powers that don't have crazy knock-backs) or too Acrobatic. (Example: Room-sweeper/Dragon Kick/Thundering Kicks, etc)

Build will have DPS/Tanking (mostly nudging to tanking) but have an fair balance in-between, However the build will also focus around being hit (or dealing damage) will Heal.


(Unnamed Build) - Freeform (Any / Multiple)
v3.43:35

Super Stats
Level 6: Constitution (Primary)
Level 10: Strength (Secondary)
Level 15: Intelligence (Secondary)

Talents
Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
Level 6: Healthy Mind (Con: 5, Int: 5)
Level 9: Body and Mind (Str: 5, Int: 5)
Level 12: Physical Conditioning (Str: 5, Con: 5)
Level 15: Coordinated (Dex: 5, Int: 5)
Level 18: Acrobat (Dex: 5, Con: 5)
Level 21: Martial Focus (Str: 5, Dex: 5)

Powers
Level 1: Clobber/Vicious Strikes?
Level 1: Defensive Combo/One Hundred Hands?
Level 6: Defiance (Rank 2, Rank 3)
Level 8: One Hundred Hands (Rank 2, Demolishing Strikes)
Level 11:
Level 14: Inexorable Tides (Instep Crush, Flowing Strikes)
Level 17: Endorphin Rush (Rank 2, Rank 3)
Level 20: Call To Battle (Rank 2, Work Up)
Level 23:
Level 26:
Level 29: Unbreakable
Level 32: Enrage
Level 35: Conviction (Rank 2, Reverence)
Level 38:
Adv. Points: 24/36

Travel Powers
Level 6: Athletics
Level 35:

Specializations
Mastery: Warden Mastery (1/1)

Devices


Powers are still up to debate (OHH Vs Inex Tides) and I'll ofc need help with ideal AO/AD, but I think I might have the status nailed down (Can swap around for DPS/Tank or Tank/DPS, I doute it matters, but I only plan to do alert content slightly higher, no crazy raid like missions)


I'll edit and toy around, but this build will be rather simple (hopefully lol, but between me and flow, nothing is simple). As for concept ideas where this build came from? (Mostly inspired by XCOM: Chimera Squad: Zephyr and basic unarmed folks).

I am not sure if say (Vicious Strikes/OHH) combo might better/stronger (so I will toy with that too)


Note: Build link should work, but if you see two powers next to each other that is basis of what MIGHT change or might be better, etc.
Psi.
«1

Comments

  • holloweaverholloweaver Posts: 582 Arc User
    edited April 2020
    This is essentially what you need in your build : Might Tank

    A few notes :
    -Endorphin Rush is cheap but really bad at keeping you hp up but if you feel confident, you can still go with it.
    -Pulverizer is not really much better at keeping your energy up but there's no other choices.
    -Defensive Combo w/Pummel is good at shielding and building your stacks of Enrage.
    -I'll keep OHH as an aoe debuff (with Demolishing Strikes).
    -put the remaining adv points wherever you want.
  • flowcytoflowcyto Posts: 12,742 Arc User
    edited April 2020
    I'd prob just use Demolish for the debuff, since it can knockdown (and not KB), isn't too agile-looking, and is faster to put up the debuff than 100Hands. Inex Tides can be used as a quick pbAoE tag, and to refresh Demolish instantly. The energy builder choice doesn't really matter here, and I'd prob also pass on the Rev adv for Conviction and just get R3.

    You can also use Demolish instead of Haymaker on things that aren't knock immune, but still keep Haymaker's higher dps for bosses and knock-immune stuff, so you don't have to worry about the KB then. Here's an example build using Demolish:

    (Unnamed Build) - Freeform (Any / Multiple)
    v3.43:35

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
    Level 6: Paramilitary Training (Str: 3, Con: 3, Rec: 3, End: 3)
    Level 9: Relentless (Str: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Amazing Stamina (Rec: 5, End: 5)
    Level 18: Physical Conditioning (Str: 5, Con: 5)
    Level 21: Boundless Reserves (Con: 5, End: 5)

    Powers
    Level 1: Clobber
    Level 1: Defensive Combo (Rank 2, Rank 3, Pummel)
    Level 6: Defiance (Rank 2, Rank 3)
    Level 8: Enrage
    Level 11: Pulverizer
    Level 14: Inexorable Tides (Flowing Strikes, Challenge!)
    Level 17: Conviction (Rank 2, Rank 3)
    Level 20: Demolish (Rank 2, Below the Belt, Challenge!)
    Level 23: Resurgence (Rank 2)
    Level 26: Haymaker (Rank 2, Rank 3, Challenge!)
    Level 29: Mighty Leap (Nailed to the Ground)
    Level 32: Bionic Shielding
    Level 35: Retaliation (Rank 2, Rank 3)
    Level 38: Aggressor
    Adv. Points: 34/36

    Travel Powers
    Level 6: Athletics
    Level 35:

    Specializations
    Strength: Swole (3/3)
    Strength: Physical Peak (2/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (2/3)
    Strength: Overpower (1/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    If you're not doing content that's too serious, then you could also consider using the Hybrid role if you want to just deal more personal dps, though your defense and threat gen will go down a bit then. Gears mostly for Con w/ some Str and Rec (and if you want to focus more on dps, then you could get more Str).
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • jaazaniah1jaazaniah1 Posts: 5,431 Arc User
    Instead of Inexorable Tides how about Uppercut with Setup and Reckless Endangerment?

    Not so sure about Bionic Shielding. In groups with real healers that can be annoying to them since his BS will be much weaker and get in the way of them throwing on a stronger version.

    Since the op mentions a body builder he should have Impressive Physique instead of BS, if only for the pose factor ;)
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited April 2020
    This is essentially what you need in your build : Might Tank

    A few notes :
    -Endorphin Rush is cheap but really bad at keeping you hp up but if you feel confident, you can still go with it.
    -Pulverizer is not really much better at keeping your energy up but there's no other choices.
    -Defensive Combo w/Pummel is good at shielding and building your stacks of Enrage.
    -I'll keep OHH as an aoe debuff (with Demolishing Strikes).
    -put the remaining adv points wherever you want.

    I may resort in keeping OHH due to how fluid it feels, as while play-testing the builds, I felt that the Might feels to sluggish/clunky to use, but I will do a bit of a mix. Endorphin Rush feels like an odd healing, but there are likely better ones out there, so I'll likely go for others.

    With that being said, I've sorted other powers to try be more fluid, if anything can be done better then this I done here. Again, I'll have to look into what fits a bit better, if I can deal with the slowness of how the powers work or not.

    (Unnamed Build) - Freeform (Any / Multiple)
    v3.43:35

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
    Level 6: Paramilitary Training (Str: 3, Con: 3, Rec: 3, End: 3)
    Level 9: Relentless (Str: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Amazing Stamina (Rec: 5, End: 5)
    Level 18: Physical Conditioning (Str: 5, Con: 5)
    Level 21: Boundless Reserves (Con: 5, End: 5)

    Powers
    Level 1: Vicious Strikes
    Level 1: One Hundred Hands (Rank 2, Demolishing Strikes)
    Level 6: Parry
    Level 8: Defiance (Rank 2, Rank 3)
    Level 11: Inexorable Tides (Instep Crush, Flowing Strikes)
    Level 14: Bountiful Chi Resurgence (Rank 2, Rank 3)
    Level 17: Burning Chi Fist (Rank 2, Shattering Strike)
    Level 20: Head Butt (Concussion)
    Level 23: Call To Battle (Rank 2, Work Up)
    Level 26:
    Level 29:
    Level 32:
    Level 35: Chi Manipulation
    Level 38:
    Adv. Points: 26/36

    Travel Powers
    Level 6: Athletics
    Level 35:

    Specializations
    Strength: Swole (3/3)
    Strength: Physical Peak (2/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (2/3)
    Strength: Overpower (1/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    Devices

    Edit: It is likely that I'll need to change a few SS/Talents here and there due to the power changes, but I've stuck with the same for the momont, as I may get used to the "Sluggishness" of the Might build (I'll play-test both to see what is best for me, only good thing to do). So I will keep both builds up and pick from there.
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    That build still lacks a toggle/form atm. I guess you want Enrage, but most of your attacks won't proc it there. If you insist on using 100Hands, then you could take FotTempest to work w/ every attack- though its a bit RNG-based, and you'd have to switch to Dex instead of Str (you'd also prob want a Dragon Attack for Rush, then). I'd also prob pick ERush over BCR for a HoT in a non-dodge build, unless you are okay w/ BCR's dmg penalty.
    jaazaniah1 wrote: »
    Instead of Inexorable Tides how about Uppercut with Setup and Reckless Endangerment?

    Not so sure about Bionic Shielding. In groups with real healers that can be annoying to them since his BS will be much weaker and get in the way of them throwing on a stronger version.

    Since the op mentions a body builder he should have Impressive Physique instead of BS, if only for the pose factor ;)
    I picked Tides cause it's an easy pbAoE tag for Challenge (the only other AoE attack in my build is Defense Combo, which is already at max adv points), and unlike 100Hands it will work w/ Enrage innately. Also, if he's not doing high-end content, then I don't think the BSheilding issue is a big deal- it is a good tank heal if there's no support around using it, after all. Ofc, he could also just not use it if there is a healer w/ it around.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    jaazaniah1 wrote: »
    Instead of Inexorable Tides how about Uppercut with Setup and Reckless Endangerment?

    Not so sure about Bionic Shielding. In groups with real healers that can be annoying to them since his BS will be much weaker and get in the way of them throwing on a stronger version.

    Since the op mentions a body builder he should have Impressive Physique instead of BS, if only for the pose factor ;)

    Heh I may get Impressive Physique just as 2nd heal (and for RP factor) ;3
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    That build still lacks a toggle/form atm. I guess you want Enrage, but most of your attacks won't proc it there. If you insist on using 100Hands, then you could take FotTempest to work w/ every attack- though its a bit RNG-based, and you'd have to switch to Dex instead of Str (you'd also prob want a Dragon Attack for Rush, then). I'd also prob pick ERush over BCR for a HoT in a non-dodge build, unless you are okay w/ BCR's dmg penalty.
    jaazaniah1 wrote: »
    Instead of Inexorable Tides how about Uppercut with Setup and Reckless Endangerment?

    Not so sure about Bionic Shielding. In groups with real healers that can be annoying to them since his BS will be much weaker and get in the way of them throwing on a stronger version.

    Since the op mentions a body builder he should have Impressive Physique instead of BS, if only for the pose factor ;)
    I picked Tides cause it's an easy pbAoE tag for Challenge (the only other AoE attack in my build is Defense Combo, which is already at max adv points), and unlike 100Hands it will work w/ Enrage innately. Also, if he's not doing high-end content, then I don't think the BSheilding issue is a big deal- it is a good tank heal if there's no support around using it, after all. Ofc, he could also just not use it if there is a healer w/ it around.


    I always keep forgetting to add an darn toggle/form! D:

    If BCR does in-deed do a damage debuff I'll likely remove it for E-Rush.
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited April 2020
    So stuck with my gut and deiced to stick with Might (While slow, they are not as flashy as Chi-Effects and "Lore" wise, he is not useing anything that unnatural)

    I've switched an few powers around and placed in some powers I find useful to use. (Call to Battle, seems fun as heck) and I've gone for dual-healing (Endorphin Rush & Resurgence) as they both work nicely together.

    Due to I've removed some of the crazy knock backs, I am unsure if Enrage will be ideal here (Unless I use CtB as a konckback or spam Tides. Tho some powers I have in here can still proc it, but if there is a better form, let me know.

    I've also put back Mighty Leap and Aggressor, due to they are useful, However I have replaced Pulverizer for MSA (As it will proc more, given I have alot of cooldown powers and I will spam Mighty Leap/Heals to keep me topped up)

    Edit: Almost forgot to -acutely- put in Ressruge lol

    (Unnamed Build) - Freeform (Any / Multiple)
    v3.43:35

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
    Level 6: Paramilitary Training (Str: 3, Con: 3, Rec: 3, End: 3)
    Level 9: Relentless (Str: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Amazing Stamina (Rec: 5, End: 5)
    Level 18: Physical Conditioning (Str: 5, Con: 5)
    Level 21: Boundless Reserves (Con: 5, End: 5)

    Powers
    Level 1: Clobber
    Level 1: Defensive Combo (Rank 2, Surge of Strength, Pummel)
    Level 6: Retaliation
    Level 8: Defiance (Rank 2, Rank 3)
    Level 11: Demolish (Rank 2, Seeing Stars)
    Level 14: Head Butt (Concussion)
    Level 17: Inexorable Tides (Instep Crush, Flowing Strikes)
    Level 20: Call To Battle (Rank 2, Work Up)
    Level 23: Resurgence (Rank 2)
    Level 26: Mighty Leap (Rampant, Here I Am)
    Level 29: Endorphin Rush (Rank 2, Rank 3)
    Level 32: Enrage
    Level 35: Aggressor (Destructive Force)
    Level 38: Molecular Self-Assembly
    Adv. Points: 35/36

    Travel Powers
    Level 6: Athletics
    Level 35:

    Specializations
    Strength: Swole (3/3)
    Strength: Physical Peak (2/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (2/3)
    Strength: Overpower (1/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    Devices

    I am not sure if anything else can be swapped around but let me know.

    Edit: I can always switch Rank 2 to Intimidating Force and Stun from the Lunge to the Konckback to help Enrage
    Psi.
  • holloweaverholloweaver Posts: 582 Arc User
    It's cool you're having fun making your rp super-bodybuilder and thanks for sharing the fun.
    Now if I may a feedback :
    -low damage output : with only DC R2 and Demolish R2, your damage output is really low,
    -not so many tools : despite all the advs here and there, you don't have that many tools as the adv tend to repeat the same effect, cf Destructive Force + Here I am + Head Butt R1.
  • flowcytoflowcyto Posts: 12,742 Arc User
    Also, MSA scales w/ Int, whereas Pulv scales w/ Rec and just requires you to have enough knocking attacks. I'd prob add back in Haymaker (or Uppercut) for single-target dmg on bosses, go back to Pulverizer, and edit a few of the advs (since you have some ones that you don't really need). You also want some Challenge advs, if this is a proper tank.

    (Unnamed Build) - Freeform (Any / Multiple)
    v3.43:35

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Recovery (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
    Level 6: Paramilitary Training (Str: 3, Con: 3, Rec: 3, End: 3)
    Level 9: Relentless (Str: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Amazing Stamina (Rec: 5, End: 5)
    Level 18: Physical Conditioning (Str: 5, Con: 5)
    Level 21: Boundless Reserves (Con: 5, End: 5)

    Powers
    Level 1: Clobber
    Level 1: Defensive Combo (Rank 2, Rank 3, Pummel)
    Level 6: Enrage
    Level 8: Defiance (Rank 2, Rank 3)
    Level 11: Pulverizer
    Level 14: Inexorable Tides (Flowing Strikes, Challenge!)
    Level 17: Demolish (Rank 2, Below the Belt, Challenge!)
    Level 20: Endorphin Rush (Rank 2, Rank 3)
    Level 23: Resurgence (Rank 2)
    Level 26: Haymaker (Rank 2, Reckless Strikes, Challenge!)
    Level 29: Mighty Leap (Rampant)
    Level 32: Retaliation (Rank 2, Rank 3)
    Level 35: Aggressor
    Level 38:
    Adv. Points: 34/36

    Travel Powers
    Level 6: Athletics
    Level 35:

    Specializations
    Strength: Swole (3/3)
    Strength: Physical Peak (2/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (2/3)
    Strength: Overpower (1/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    The last 1-2 powers can be w/e ya want- if you want more healing or CC or w/e.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited April 2020
    Well, added Haymaker and Enrage/Pulverizer, Haymaker will likely be used for boss like enemies to avoid sending people to the moon.

    I've gave myself back CtB and got all powers, wasn't too sure what the last power can really be, so I threw in extra damage.




    (Unnamed Build) - Freeform (Any / Multiple)
    v3.43:35

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
    Level 6: Paramilitary Training (Str: 3, Con: 3, Rec: 3, End: 3)
    Level 9: Relentless (Str: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Amazing Stamina (Rec: 5, End: 5)
    Level 18: Physical Conditioning (Str: 5, Con: 5)
    Level 21: Boundless Reserves (Con: 5, End: 5)

    Powers
    Level 1: Clobber
    Level 1: Defensive Combo (Rank 2, Rank 3, Pummel)
    Level 6: Defiance (Rank 2, Rank 3)
    Level 8: Retaliation
    Level 11: Demolish (Rank 2, Below the Belt, Challenge!)
    Level 14: Inexorable Tides (Flowing Strikes, Challenge!)
    Level 17: Call To Battle (Rank 2, Intimidating Force)
    Level 20: Haymaker (Rank 2, Reckless Strikes)
    Level 23: Mighty Leap (Bull Rush, Rampant)
    Level 26: Endorphin Rush (Rank 2, Rank 3)
    Level 29: Pulverizer
    Level 32: Enrage
    Level 35: Resurgence (Rank 2)
    Level 38: Aggressor
    Adv. Points: 35/36

    Travel Powers
    Level 6: Athletics
    Level 35:

    Specializations
    Strength: Swole (3/3)
    Strength: Physical Peak (2/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (2/3)
    Strength: Overpower (1/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    Devices

    Missed an single adv point for Haymaker (but it's in-game slotted). so I think thats that.


    Edit: Might not place Bull-rush, due to might not be wise to throw mobs away, trying to attack them, so may place it in Aggressor R2 or what ever is best.
    Psi.
  • jaazaniah1jaazaniah1 Posts: 5,431 Arc User
    Take R3 Haymaker if that is your main boss attack.

    Take points from somewhere (lunge?) and get your block up to R3. Pretty much required if you are a tank.

    Why not Work Up for Call to Battle?

    Get Juggernaut to 3 points.

    Maybe put a point in your travel power.
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • holloweaverholloweaver Posts: 582 Arc User
    +1 with @jaazaniah1 .
    You need a block R3 to tank.
    Work up adv will definitely help you more.
  • flowcytoflowcyto Posts: 12,742 Arc User
    Rampant on the lunge can give Reckless for Haymaker's adv, though if you want to save some adv points and simplify the rotation then you could ditch both advs on the lunge (the KB adv is kinda bad for PvE anyways) and just get Haymaker to R3, yea. Those free adv points could then go to the block.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    Ok I'll add the advs to the block and add Work Up on the Call to battle and remove advs from the Lunge
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    (Unnamed Build) - Freeform (Any / Multiple)
    v3.43:35

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
    Level 6: Paramilitary Training (Str: 3, Con: 3, Rec: 3, End: 3)
    Level 9: Relentless (Str: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Amazing Stamina (Rec: 5, End: 5)
    Level 18: Physical Conditioning (Str: 5, Con: 5)
    Level 21: Boundless Reserves (Con: 5, End: 5)

    Powers
    Level 1: Clobber
    Level 1: Defensive Combo (Rank 2, Rank 3, Pummel)
    Level 6: Defiance (Rank 2, Rank 3)
    Level 8: Retaliation (Rank 2, Rank 3)
    Level 11: Demolish (Rank 2, Below the Belt, Challenge!)
    Level 14: Inexorable Tides (Flowing Strikes, Challenge!)
    Level 17: Call To Battle (Rank 2, Work Up)
    Level 20: Haymaker (Rank 2, Reckless Strikes, Challenge!)
    Level 23: Mighty Leap
    Level 26: Endorphin Rush (Rank 2, Rank 3)
    Level 29: Pulverizer
    Level 32: Enrage
    Level 35: Resurgence (Rank 2)
    Level 38: Aggressor
    Adv. Points: 36/36

    Travel Powers
    Level 6: Athletics
    Level 35:

    Specializations
    Strength: Swole (3/3)
    Strength: Physical Peak (2/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (2/3)
    Strength: Overpower (1/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    Devices
    Psi.
  • jaazaniah1jaazaniah1 Posts: 5,431 Arc User
    Why gimp your defenses by not taking 3 points in Juggernaut? If you are really tanking you will be stating mostly Con and less Str, so you won't be getting much of a boost from Overpower.

    You might drop Challenge from either Haymaker or Demolish and boost your Athletics a bit, unless you are good with moving slower, which is also fine.
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
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  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    jaazaniah1 wrote: »
    Why gimp your defenses by not taking 3 points in Juggernaut? If you are really tanking you will be stating mostly Con and less Str, so you won't be getting much of a boost from Overpower.

    You might drop Challenge from either Haymaker or Demolish and boost your Athletics a bit, unless you are good with moving slower, which is also fine.

    Oh my mistake, I didn't switch that retrospectively in the Hero-Creator, but I've changed it now to rank 3 in Juggernaut, but thanks for reminding me!

    I do admit, I do feel I have a bit much wasted points from Challenge as (they can't stack) so I'll edit out some in favor for leveling my TP (as it's always useful). I'll keep it in tides, due to how spamable it is.

    Small qeastion tho: Is the Adv in the travel power any good?. I tend to use Vheciles <---TF (Vehicles) to travel somewhere, but I've never really used an TP in combat before.



    Psi.
  • holloweaverholloweaver Posts: 582 Arc User
    To max your threat as a tank, you want Challenge on IT+Haymaker or Demolish so that's only 1 Challenge to take off from either Demolish or Haymaker.
  • flowcytoflowcyto Posts: 12,742 Arc User
    edited April 2020
    jaazaniah1 wrote: »
    Why gimp your defenses by not taking 3 points in Juggernaut? If you are really tanking you will be stating mostly Con and less Str, so you won't be getting much of a boost from Overpower.
    Well, I did give him one point in Overpower in my build- so I guess you can blame me for that 8)
    (and I did that cause he said he wanted to dps and tank then, and cause he wasn't doing high-end content, but he can max Jugg if he wants to be a bit more sturdy instead)
    cryneting wrote: »
    I do admit, I do feel I have a bit much wasted points from Challenge as (they can't stack) so I'll edit out some in favor for leveling my TP (as it's always useful). I'll keep it in tides, due to how spamable it is.

    Small qeastion tho: Is the Adv in the travel power any good?. I tend to use Vheciles <---TF (Vehicles) to travel somewhere, but I've never really used an TP in combat before.
    The AoE version of Challenge can stack w/ the single-target one (prob the easiest way to do that is w/ a pbAoE for the AoE version of Challenge, and a targeted attack w/ Challenge for the other version). So as Hollow said, it's good to keep it on one of the single-target attacks and on Tides here. You don't necc need to have it on anything else, as long as you can adapt to it.

    As for the Travel Power's adv: I'd usually just get normal ranks of my most-used one, since they work as long as that TP is on, but you could get Versatility on Athletics if you want its speed boost during combat.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited April 2020
    To max your threat as a tank, you want Challenge on IT+Haymaker or Demolish so that's only 1 Challenge to take off from either Demolish or Haymaker.

    Humm, I'll be useing Haymaker for Boss-like mobs, so will it be ideal on IT+Demolish or Haymaker+IT?

    Again, I don't need to meny I do believe, cuz you can't proc it with other powers (that have the same adv) more then once and it be ideal to only have it on either or 2 at best.

    Not sure if fully maxing my TP be useful or just having a single rank 2 will be better. (Not too sure how useful the Adv for the travel power is tho)
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    edited April 2020
    I'd get Challenge on Haymaker, then, so you can max your threat vs. bosses. For trash its less important- the threat from Tide's Challenge should be fine there, and you can still tag a tougher mob w/ a quick tap of Haymaker, if you want.

    For the TP- getting one to R3 only takes 2 adv points, so as long as you have that to spare then you can just do that, but it's ultimately up to you.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • holloweaverholloweaver Posts: 582 Arc User
    edited April 2020
    Personally I've chosen to have Challenge on the single attack I use the most so I can't forget about geting aggro or not.
    But it's up to you. There's no "ideally" : as long as you've Challenge on either Haymaker or Demolish plus the Challenge on IT, you're good.

    And yes, you can't stack Challenge, i.e. : you can't proc it with other powers more than once hence 1 Challenge on either Haymaker or Demolish is enough and free 1 AP to put somewhere else for something else.

    Suggestion : as a pure melee, pick a Flight for your 2nd TP.
  • flowcytoflowcyto Posts: 12,742 Arc User
    edited April 2020
    To clarify: the same version of Challenge cannot stack from the same player (ie. hitting a target w/ Demolish and Haymaker both having Challenge will still only put up one instance of it).

    However, there's an AoE version of Challenge that affects 2ndary targets that aren't the one you selected, and a single-target version that affects your main target. They both can stack on the same target if you use an AoE attack for the AoE version and a targeted attack for the single-target version (for the AoE, you'd have to switch to a different target but still tag your intended target if its not a pbAoE for it to work normally, which isn't too convenient, but you don't have to do this if its a pbAoE, since pbAoEs don't flag any enemy as their primary target).

    They put up separate debuffs, so if it works then your target should have 4 Challenge-related debuffs, instead of the normal 2 (one being the -dmg debuff, and the other being the threat-over-time debuff). The AoE version of the threat-over-time lasts 10 seconds (and can't be re-applied until it expires), so you can just hit your pbAoE every ~10-11 seconds if you want to roll it.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    I'd get Challenge on Haymaker, then, so you can max your threat vs. bosses. For trash its less important- the threat from Tide's Challenge should be fine there, and you can still tag a tougher mob w/ a quick tap of Haymaker, if you want.

    For the TP- getting one to R3 only takes 2 adv points, so as long as you have that to spare then you can just do that, but it's ultimately up to you.
    Personally I've chosen to have Challenge on the single attack I use the most so I can't forget about geting aggro or not.
    But it's up to you. There's no "ideally" : as long as you've Challenge on either Haymaker or Demolish plus the Challenge on IT, you're good.

    And yes, you can't stack Challenge, i.e. : you can't proc it with other powers more than once hence 1 Challenge on either Haymaker or Demolish is enough and free 1 AP to put somewhere else for something else.

    Suggestion : as a pure melee, pick a Flight for your 2nd TP.


    Ahh I see then!, I'll keep Challenge on IT (given I spam it all the time) and on my boss-dealer. (only 2 points)

    And yes, will likely just pick flight or an teleport (as I don't tend to use TPs (rank them anyway) unless it fits the thame/or I use one in combat) and for long-travel I snag a car (or jets or golden bat-mobiles or what ever flying machine heroes use)

    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited April 2020
    flowcyto wrote: »
    As for the Travel Power's adv: I'd usually just get normal ranks of my most-used one, since they work as long as that TP is on, but you could get Versatility on Athletics if you want its speed boost during combat.

    I'll toy with Versatility see how useful it is during combat (might be fun) tho commonly I don't see meny useing TP (combat) due to it's EB debuff. But yes, I've gone for the R3 In Jug, also.


    Although quick last qeastion for anyone here really, has anyone made or used builds that have TP as combat ones? (or is the debuffs to useing one too much of a hinge?)

    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited April 2020
    Here is the final build: I -should- have everything down (Such as: R3 Juggy/IT-Haymaker Challenge/Work up Adv replacing Intimidating Force/TP Alteast Rank 2 & final TP to be some sort of flight or blink)

    (Unnamed Build) - Freeform (Any / Multiple)
    v3.43:35

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
    Level 6: Paramilitary Training (Str: 3, Con: 3, Rec: 3, End: 3)
    Level 9: Relentless (Str: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Amazing Stamina (Rec: 5, End: 5)
    Level 18: Physical Conditioning (Str: 5, Con: 5)
    Level 21: Boundless Reserves (Con: 5, End: 5)

    Powers
    Level 1: Clobber
    Level 1: Defensive Combo (Rank 2, Rank 3, Pummel)
    Level 6: Defiance (Rank 2, Rank 3)
    Level 8: Retaliation (Rank 2, Rank 3)
    Level 11: Demolish (Rank 2, Below the Belt)
    Level 14: Inexorable Tides (Flowing Strikes, Challenge!)
    Level 17: Call To Battle (Rank 2, Work Up)
    Level 20: Haymaker (Rank 2, Reckless Strikes, Challenge!)
    Level 23: Mighty Leap
    Level 26: Endorphin Rush (Rank 2, Rank 3)
    Level 29: Pulverizer
    Level 32: Enrage
    Level 35: Resurgence (Rank 2)
    Level 38:
    Adv. Points: 36/36

    Travel Powers
    Level 6: Athletics (Rank 2)
    Level 35: Mind Blink

    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)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    Devices

    I've removed the last power (due to it don't really matter) for me to toy with around to see what I can fit (but more then likely, I'l stick with Aggressor for that extra car-roof slapping damage)

    With that being said, thanks for the help peps and wish you good health.

    P.S: Someone remind me, the AH is the best place to get gear correct? (I tend to use Vig as my 2nd, but I may be able to save quest by getting decent normal gear)


    Extra P.S: If anyone is curious (cuz some are) on the toon who is having this power: it's a male xeno-hybrid who pretty much went from <Darkness/Power Armor/Robot Fists/Psi powers and mystic> and then settled down on useing his body and pure strength, showing him even without powers he can serve and act well. (But traces of some powers still remain, explaining say: (Resurgence and Endorphin Rush). But of course build wise, he won't have any of the (actual) powers to prevent hipping the build.

    Let me kown, if I do post another build request, you'll like an small info of the Toon (if it helps with ideas or concepts, I don't think it does, cuz it just feels like unnecessary information, but that's just me lol)
    Psi.
  • holloweaverholloweaver Posts: 582 Arc User
    cryneting wrote: »
    (...)

    P.S: Someone remind me, the AH is the best place to get gear correct? (I tend to use Vig as my 2nd, but I may be able to save quest by getting decent normal gear)

    Your build looks much better now.

    I would answer that AH is the best place to check prices and in Zone Chat, you can sometimes read cheaper offers.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    cryneting wrote: »
    (...)

    P.S: Someone remind me, the AH is the best place to get gear correct? (I tend to use Vig as my 2nd, but I may be able to save quest by getting decent normal gear)

    Your build looks much better now.

    I would answer that AH is the best place to check prices and in Zone Chat, you can sometimes read cheaper offers.

    Right, thanks then!

    I'll see if an friend can help out, due to I have little gold as it is (due to hard to sell keys)
    Psi.
  • jaazaniah1jaazaniah1 Posts: 5,431 Arc User
    The best place to get the best gear is by doing end game content. cosmics, etc. Also OSV gear for secondaries if you are a tank.

    For the last slot you cold maybe think of a thematic attack with an innate stun; e.g. Thunder Clap
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    Outta curiosity but will Circle of Arcane Power be useful here? (only issue is that it vanishes too soon)
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    The energy gains from CoAP and from energy unlocks don't stack anymore, so I'd prob pass on it.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    The energy gains from CoAP and from energy unlocks don't stack anymore, so I'd prob pass on it.

    Thanks, I had a feeling it had such, pass on that for sure.

    Build is done, he's just sitting on a single power slot (for what ever I choice lol)
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    Hum, this is just a small experiment that I wanna try see if it may work, BUT whuold an Might/Psi hybrid build work well?.

    Build will be useing Might as the main source of attacks, but the "Psi" part of the powers will have Debuffs only (Such as: Stuns & Disorients). As well as perhaps Placates. Etc.

    The idea behind this experiment is for an "non-lethal" themed build that focus's on dealing damage, but the Psi parts act as the staple of the non-lethal take-downs. If anyone has heard of the new XCOM, think of an mix of Zyphyr & Verge in one (without the madness, that causes people to MURDER each other).

    Keep in mind that purely experiment idea and reason why I feel that it may not work, cuz it may reduce tanking and damage quite a bit. (If not both). But I am interested in if someone has done such before. I am not sure if I can do such however without gimping the build (or any type of might build in that regard)
    Psi.
  • holloweaverholloweaver Posts: 582 Arc User
    As a tank, I tend to choose debuffs which make my role easier, i.e. : take less damages from ennemies such as Disorient, Fear, ...
  • flowcytoflowcyto Posts: 12,742 Arc User
    Hum, this is just a small experiment that I wanna try see if it may work, BUT whuold an Might/Psi hybrid build work well?
    You never fail to disappoint w/ the Psi-related stuff xD

    Yea, something like Ego Sleep is fine, since it can put up Fear and Disorient on tap. That and/or Shadow if Doubt for a -dmg debuff, if staying in TP. Ego Sprites are also pretty good for melee tanks- not for debuffing, but for an easy pbAoE DoT that can also heal you a bit w/ the special adv.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    Hum, this is just a small experiment that I wanna try see if it may work, BUT whuold an Might/Psi hybrid build work well?
    You never fail to disappoint w/ the Psi-related stuff xD

    Yea, something like Ego Sleep is fine, since it can put up Fear and Disorient on tap. That and/or Shadow if Doubt for a -dmg debuff, if staying in TP. Ego Sprites are also pretty good for melee tanks- not for debuffing, but for an easy pbAoE DoT that can also heal you a bit w/ the special adv.

    Yup I never fail :D

    If I whuold where to swap powers around in the current build I have, how whuold I go about doing that?, cuz I whuold think that I MAY have to change my EU/Form as I'll be likely befitting better from such proc, then "Knocks proc".

    I don't know how much DPS I'll be losing if I removed Demolish (or Haymaker). If any, but tired to go for the Ego Sprites for quick spam-healing, Sleep for the tap, SoD, Any suggestions?. I whuold try my best to keep in Call of Battle, due to it grants a shield for extra tanking, but I am not sure, how much DPS I can give up

    Just an sample here:

    (Unnamed Build) - Freeform (Any / Multiple)
    v3.43:35

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
    Level 6: Paramilitary Training (Str: 3, Con: 3, Rec: 3, End: 3)
    Level 9: Relentless (Str: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Amazing Stamina (Rec: 5, End: 5)
    Level 18: Physical Conditioning (Str: 5, Con: 5)
    Level 21: Boundless Reserves (Con: 5, End: 5)

    Powers
    Level 1: Clobber
    Level 1: Defensive Combo (Rank 2, Rank 3)
    Level 6: Defiance (Rank 2, Rank 3)
    Level 8: Telekinetic Shield (Rank 2, Rank 3)
    Level 11: Shadow of Doubt (Rank 2, Rank 3)
    Level 14: Inexorable Tides (Flowing Strikes, Challenge!)
    Level 17: Call To Battle (Rank 2, Work Up)
    Level 20: Haymaker (Rank 2, Reckless Strikes)
    Level 23: Mighty Leap
    Level 26: Endorphin Rush (Rank 2, Rank 3)
    Level 29: Mental Discipline
    Level 32: Ego Sprites (Slave Mentality)
    Level 35: Ego Sleep (Plagued by Nightmares)
    Level 38: Manipulator
    Adv. Points: 36/36

    Travel Powers
    Level 6: Athletics (Rank 2)
    Level 35: Mind Blink

    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)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    Devices

    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    edited April 2020
    I would def go back to Enrage and Pulv (as the EU), since Mental Disc scales w/ Dex, and Manip won't proc on many things here (and scales w/ Pres or Int). I would prob keep Demolish for the debuff, and maybe just keep one of Sleep or SoD (also prob wouldn't prioritize ranking SoD anyways, since that doesn't improve its debuff). I suppose the Sprites could replace Inex. Tides here, and then you just use Demolish itself to refresh its debuff, and use Sprites for the AoE challenge tag (and minor heal- keeping in mind that Defensive Combo has an AoE/cleave component too, when dealing w/ trash). I would also add back in an AD.

    (Unnamed Build) - Freeform (Any / Multiple)
    v3.43:35

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
    Level 6: Paramilitary Training (Str: 3, Con: 3, Rec: 3, End: 3)
    Level 9: Relentless (Str: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Amazing Stamina (Rec: 5, End: 5)
    Level 18: Physical Conditioning (Str: 5, Con: 5)
    Level 21: Boundless Reserves (Con: 5, End: 5)

    Powers
    Level 1: Clobber
    Level 1: Defensive Combo (Rank 2, Rank 3, Pummel)
    Level 6: Defiance (Rank 2, Rank 3)
    Level 8: Enrage
    Level 11: Pulverizer
    Level 14: Ego Sprites (Rank 2, Slave Mentality, Challenge!)
    Level 17: Endorphin Rush (Rank 2, Rank 3)
    Level 20: Demolish (Rank 2, Below the Belt)
    Level 23: Haymaker (Rank 2, Rank 3, Challenge!)
    Level 26: Resurgence (Rank 2)
    Level 29: Telekinetic Shield (Rank 2, Rank 3)
    Level 32: Mighty Leap
    Level 35: Shadow of Doubt
    Level 38: Call To Battle (Work Up)
    Adv. Points: 36/36

    Travel Powers
    Level 6: Athletics (Rank 2)
    Level 35: Mind Blink

    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)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    I'm just keeping Call to Battle in there cause ya want it, but I suppose it has some use w/ the Work Up adv. The build still uses the same gear/stat setup as before.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited April 2020
    Humm thanks, I'll toy around with it, see what I can do.

    Edit: Had bit of a toy around and looking at the build itself, don't really have anything to sacrifice, without gimping the build, so testing was fun, but no PSI powers for me.

    Celestial Cleansing, might be really handy to have, to remove a debuff from myself (being a tank), otherwise I might stick with Mental Leach (for an small tiny support power, in terms of healing, sure not much, but always good.), but what ever is better I'll go for.

    Cheers for the help tho!
    Post edited by circleofpsi#4619 on
    Psi.
  • holloweaverholloweaver Posts: 582 Arc User
    I would definitely recommend 2 heals as it makes the difference between a tank who is helped by a healer and the one who depends on a healer. And it's better to be the 1st type of tank.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    I would definitely recommend 2 heals as it makes the difference between a tank who is helped by a healer and the one who depends on a healer. And it's better to be the 1st type of tank.

    Alrighty then
    Psi.
  • https://aesica.net/co/herocreator.htm?v=35&n=&d=11370WdEPaAQ0611O0J000J20JJA03JD03JH05E81BJO09JP0LJE00JN03JC00JF00ON01000010gA3T3B2MGB10000000000&e=
    (Current Build Link: No Changes Made, Note: Final power was a Psi-Heal)

    (Build for Arc: https://aesica.net/co/herocreator.htm?v=35&n=&d=11370WdEPaAQ060000J000J20JJA03JD03JH05E81BJO091C051500JN03JC00JF00ON011D0110gA3T3B2MGB10000000000&e=)

    (Build for Ice): https://aesica.net/co/herocreator.htm?v=35&n=&d=11370WdEPaAQ060000J000J20JJA035903JH05E81BJO095405JE00JN03JC00JF005D015L0410gA3T3B2MGB10000000000&e=

    Hey

    So I wanted to touch up on this build and edit it just a tat bit too add Arc or Ice powers to the build to add a sort of running thame of adding either Arc or Stasis for my OC. (Yes, both are thematic from Destiny 2)

    I do enjoy Ice alot as I can trap mobs into Ice Cages and keep them in-place while I beat them down. so it is very handy to have. Tho I am not sure if Cages protect them from damage, I don't think they do.

    But never the less here are the 2 builds, I've removed Haymarker in favor for the new powers, as I might be able to get away with it (I don't tend to find myself useing it that much either) In the Ice format I have replaced the Regen with the Ice version of it, Healing Rune feels quite nice, given how long it stays.

    I just hope that I am not gimping the build too much with the removal of Haymaker.


    Psi
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    edited September 2020
    The ice cages are basically just like a root, but as a separate entity that can also be destroyed; they're not really that important for a Might tank, imo. Also, getting rid of Haymaker is getting rid of your best single-target attack. I prob wouldn't do that here. I'm unsure of which build's theme you'd prefer (Might + Elec, or Might + Ice), but here's an example edit, using the build w/ some Ice:

    (Unnamed Build) - Freeform (Tank)
    v3.43:35

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
    Level 6: Paramilitary Training (Str: 3, Con: 3, Rec: 3, End: 3)
    Level 9: Relentless (Str: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Amazing Stamina (Rec: 5, End: 5)
    Level 18: Physical Conditioning (Str: 5, Con: 5)
    Level 21: Boundless Reserves (Con: 5, End: 5)

    Powers
    Level 1: Ice Shards
    Level 1: Defensive Combo (Rank 2, Rank 3, Pummel)
    Level 6: Defiance (Rank 2, Rank 3)
    Level 8: Enrage
    Level 11: Pulverizer
    Level 14: Inexorable Tides (Rank 2, Flowing Strikes, Challenge!)
    Level 17: Endorphin Rush (Rank 2, Rank 3)
    Level 20: Haymaker (Rank 2, Rank 3, Challenge!)
    Level 23: Resurgence (Rank 2)
    Level 26: Demolish (Rank 2, Below the Belt)
    Level 29: Mighty Leap
    Level 32: Ice Shield (Rank 2, Rank 3)
    Level 35: Ice Sheath
    Level 38: Fractal Aegis (Chilling Reminder)
    Adv. Points: 34/36

    Travel Powers
    Level 6: Athletics
    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)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    Inex Tides can be used as a decent melee pbAoE (and AoE Challenge tag), and Defense Combo's cleave can also help AoE (you can also use it for its dmg shield). For single-targets, use Demolish to put up its debuff, use Haymaker as your main attack, and tap Inex Tides to refresh Demolish. Gears mostly for Con, w/ some Str and Rec.

    If you wanted to add back in something like Wall of Ice for the theme (keeping it at R1), then you could maybe replace the lunge for it, and just make sure you have a good ranked travel power to use. Shatter can also be a decent ranged AoE Challenge tag to consider.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • flowcyto wrote: »
    The ice cages are basically just like a root, but as a separate entity that can also be destroyed; they're not really that important for a Might tank, imo. Also, getting rid of Haymaker is getting rid of your best single-target attack. I prob wouldn't do that here. I'm unsure of which build's theme you'd prefer (Might + Elec, or Might + Ice), but here's an example edit, using the build w/ some Ice:

    Inex Tides can be used as a decent melee pbAoE (and AoE Challenge tag), and Defense Combo's cleave can also help AoE (you can also use it for its dmg shield). For single-targets, use Demolish to put up its debuff, use Haymaker as your main attack, and tap Inex Tides to refresh Demolish. Gears mostly for Con, w/ some Str and Rec.

    If you wanted to add back in something like Wall of Ice for the theme (keeping it at R1), then you could maybe replace the lunge for it, and just make sure you have a good ranked travel power to use. Shatter can also be a decent ranged AoE Challenge tag to consider.

    Hurm I'll look into the ice one first, but I'll also like to see a an Might/Elec see how that plays out, if you wish to do the same here. Putting an Might/Elec build for me to test out.

    As for the Haymaker is there another power that is on pair or stronger then Haymaker that isn't a wind-up/charge attack?, Perhaps a strong AoE attack or an Ice/Arc single-target high dmg?. If rhere isn't any ones that is not a Chagr-Attack is there anything stronger then Haymaker?.

    I'd still want to keep Call to Battle however, due to use that alot for a quick spam-heal on top of the other.
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    edited September 2020
    Well, Haymaker is the strongest single-target attack in Might by a solid margin, and it also just naturally works w/ any Might framework (Enrage, Pulv, Crushing dmg). Most of the strongest attacks in CO are either charges or maintains anyways. You can tap many of the charged attacks, but that's not often worth it from a dps standpoint (mainly due to input lag affecting instants more than charges) and does drain energy faster.

    You can ofc choose to forgo Haymaker as well- you'd just be losing a good deal of single-target dps. I suppose you can pillow the loss better in a Might + Elec build, cause you can use the Sparkstorm toggle + Ball Lit on top of an easy basic combo like Beatdown or Defense Combo, but it's still not going to be ideal compared to using Haymaker.

    Also, w/ regards to Call to Battle, it's main issue imo (at least when solo) is that it's cd is quite longer than the buff, and there's other ways to get Reckless, if you want it.

    Here's a non-Haymaker Might + Elec build, if you want an example:

    (Unnamed Build) - Freeform (Melee Damage)
    v3.43:35

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Recovery (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
    Level 6: Paramilitary Training (Str: 3, Con: 3, Rec: 3, End: 3)
    Level 9: Relentless (Str: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Amazing Stamina (Rec: 5, End: 5)
    Level 18: Bodybuilder (Str: 5, End: 5)
    Level 21: Physical Conditioning (Str: 5, Con: 5)

    Powers
    Level 1: Electric Bolt
    Level 1: Defensive Combo (Rank 2, Rank 3, Pummel)
    Level 6: Enrage
    Level 8: Night Warrior (Rank 2, Rank 3)
    Level 11: Sparkstorm (Rank 2, Electric Personality)
    Level 14: Ionic Reverberation
    Level 17: Endorphin Rush (Rank 2, Rank 3)
    Level 20: Ball Lightning (Rank 2, Triplicity)
    Level 23: Resurgence (Rank 2)
    Level 26: Demolish (Rank 2, Below the Belt)
    Level 29: Electrical Siphon (Rank 2, Rank 3)
    Level 32: Lightning Strike
    Level 35: Electric Shield (Rank 2)
    Level 38:
    Adv. Points: 34/36

    Travel Powers
    Level 6:
    Level 35:

    Specializations
    Strength: Swole (2/3)
    Strength: Physical Peak (3/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (1/3)
    Strength: Overpower (2/3)
    Warden: Fortified Gear (2/3)
    Warden: Slaughter (2/3)
    Warden: Ruthless (2/2)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Mass Destruction (3/3)
    Mastery: Strength Mastery (1/1)

    The last power slot can be w/e ya want.

    Keeps the Sparkstorm toggle and Ball Lit up, while using Defense Combo (or Beatdown) as its basic filler attack. For single-targets, you can also add charged Demolish w/ its debuff into the mix. Elec Siphon gives you another decent heal, so you don't really need something like Call to Battle. NW will boost all dmg here, but you could also do well w/ Wind's Stormbringer as the passive (or maybe Unstoppable or WotW). Gears mostly for Str, w/ some Con and Rec.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited September 2020
    Something is super messed up with the forms for me, trying to do full text hides the post button, I think the Forums doesn't like my 4K Screen. :'( (So gonna have to do it this way for for myself)

    Powers
    Level 1: Electric Bolt
    Level 1: Defensive Combo (Rank 2, Rank 3, Pummel)
    Level 6: Defiance (Rank 2, Rank 3)
    Level 8: Retaliation (Rank 2, Rank 3)
    Level 11: Demolish (Rank 2, Below the Belt)
    Level 14: Thunderstrike (Rank 2, Strike Down, Challenge!)
    Level 17: Call To Battle (Rank 2, Intimidating Force)
    Level 20: Haymaker (Reckless Strikes)
    Level 23: Lightning Strike
    Level 26: Endorphin Rush (Rank 2, Rank 3)
    Level 29: Pulverizer
    Level 32: Enrage
    Level 35: Resurgence (Rank 2)
    Level 38: Ball Lightning (Rank 2)
    Adv. Points: 36/36

    This is what I've tired for Arc & Ice. Kept must of the powers for the Thematic Enrage Build (Call for Battle, he uses it to get more angry). Kept Haymaker and replaced the other small AoE (Inex Tides) in favor for Thunder-strike (Added Knockdown and Challenge). I also used Shatter in the other build, no knock-down but quick spamable Challenge. (I also replaced the heal in the Call-to-bat and used the knockdown, as I have enough heals.)

    Kept in the Lunge, due to handy to have, I was gonna replace Resurgence w/ Siphon, but I doute that's any useful, Ball Lightin & Ice wall for the last power. (Arc for more of a Frag and Wall for "slam attack" (if only it did the slam the floor and shoot out ice, but what can you do?) I kept in Rank 2 in both, as I don't kown how useful they are ranked. Taking a rank off Haymaker might been a bad idea, BUT kept it's Adv (so might have to relay on keep applying Demo)

    (Ice Version:)
    Powers
    Level 1: Ice Shards
    Level 1: Defensive Combo (Rank 2, Rank 3, Pummel)
    Level 6: Defiance (Rank 2, Rank 3)
    Level 8: Retaliation (Rank 2, Rank 3)
    Level 11: Demolish (Rank 2, Below the Belt)
    Level 14: Shatter (Rank 2, Crushed Ice, Challenge!)
    Level 17: Call To Battle (Rank 2, Intimidating Force)
    Level 20: Haymaker (Reckless Strikes)
    Level 23: Lightning Strike
    Level 26: Endorphin Rush (Rank 2, Rank 3)
    Level 29: Pulverizer
    Level 32: Enrage
    Level 35: Ice Barrier (Rank 2)
    Level 38: Wall of Ice (Rank 2)
    Adv. Points: 36/36
    Psi.
  • Considering I can't even post right, Gonna have to do this:

    I did also replace Resurgence for the Ice Version, but I am unsure if Resurgence is stronger then the Ice Cage around yourself (probably is to be honest)
    Psi.
  • flowcyto wrote: »
    Well, Haymaker is the strongest single-target attack in Might by a solid margin, and it also just naturally works w/ any Might framework (Enrage, Pulv, Crushing dmg). Most of the strongest attacks in CO are either charges or maintains anyways. You can tap many of the charged attacks, but that's not often worth it from a dps standpoint (mainly due to input lag affecting instants more than charges) and does drain energy faster.

    You can ofc choose to forgo Haymaker as well- you'd just be losing a good deal of single-target dps. I suppose you can pillow the loss better in a Might + Elec build, cause you can use the Sparkstorm toggle + Ball Lit on top of an easy basic combo like Beatdown or Defense Combo, but it's still not going to be ideal compared to using Haymaker.

    Also, w/ regards to Call to Battle, it's main issue imo (at least when solo) is that it's cd is quite longer than the buff, and there's other ways to get Reckless, if you want it.

    Here's a non-Haymaker Might + Elec build, if you want an example:

    Humm, yeah on second thought I'll stick with Haymaker, build looks great but rips alot outta the Might Thame. Eh, can't blame for trying tho Dx
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    edited September 2020
    Ice Barrier's main issue is that it's tied to the ice objects it creates, which can also be destroyed or out-ranged. It's okay as a thematic AD, but Resurgence is more straightforward to use and more fail-safe.

    Anyways, I may still use Sparkstorm's toggle for the Elec build, and get R2 on Haymaker in either build. I'd prob also get Mighty Leap for the lunge in either build and get its Reckless adv (Rampart), that way you can always have Reckless for Haymaker up, since Call To Battle can't do that (and if you want a power that feeds off anger for theme, then Unleashed Rage is a pretty good Ult for that, instead of using something like Call To Battle).

    Also, if my Might + Elec build doesn't have enough Might, then you can change the Elec lunge for Mightly Leap, get Retaliation instead of Elec Shield, and maybe even get Might's energy builder (though that shouldn't matter much). Then you don't have that many Elec powers left (mainly Sparkstorm and Ball Lit, which are still good attacks, and Elec Siphon, which is a good heal). Also, I forgot that you were making a Tank build, since my build was for a dps, but I can tweak that aspect too:

    (Unnamed Build) - Freeform (Tank)
    v3.43:35

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
    Level 6: Paramilitary Training (Str: 3, Con: 3, Rec: 3, End: 3)
    Level 9: Relentless (Str: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Amazing Stamina (Rec: 5, End: 5)
    Level 18: Boundless Reserves (Con: 5, End: 5)
    Level 21: Physical Conditioning (Str: 5, Con: 5)

    Powers
    Level 1: Clobber
    Level 1: Defensive Combo (Rank 2, Rank 3, Pummel)
    Level 6: Enrage
    Level 8: Defiance (Rank 2, Rank 3)
    Level 11: Sparkstorm (Electric Personality, Challenge!)
    Level 14: Ionic Reverberation
    Level 17: Endorphin Rush (Rank 2, Rank 3)
    Level 20: Ball Lightning (Triplicity)
    Level 23: Resurgence (Rank 2)
    Level 26: Demolish (Rank 2, Below the Belt)
    Level 29: Electrical Siphon (Rank 2, Rank 3, Challenge!)
    Level 32: Mighty Leap
    Level 35: Retaliation (Rank 2, Rank 3)
    Level 38:
    Adv. Points: 34/36

    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: Slaughter (3/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Mass Destruction (3/3)
    Mastery: Strength Mastery (1/1)

    Pretty much works like the other Might + Elec build I made, but uses Challenge on some of its normal attacks to help hold aggro (I picked Sparkstorm and Elec Siphon here, but you could opt for others). Protector could also be taken instead of Vind spec, if you want more of a defensive focus. Gears mostly for Con, w/ some Str and Rec.

    Ofc, you don't have to use this build and can go back to one w/ Haymaker, but I'm just exploring other options for you.

    --

    (Also, if you have issues w/ the forum's posting buttons disappearing below when you make or edit a post, then go to the end of your post's text by holding the 'Down' arrow key, press 'Enter' a few times to create some blank lines below the text, and then use 'Backspace' to delete those lines and push the buttons back up. After posting or editing, reload the page to fix any display issues.)
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • flowcyto wrote: »
    Ice Barrier's main issue is that it's tied to the ice objects it creates, which can also be destroyed or out-ranged. It's okay as a thematic AD, but Resurgence is more straightforward to use and more fail-safe. Ofc, you don't have to use this build and can go back to one w/ Haymaker, but I'm just exploring other options for you.

    (Also, if you have issues w/ the forum's posting buttons disappearing below when you make or edit a post, then go to the end of your post's text by holding the 'Down' arrow key, press 'Enter' a few times to create some blank lines below the text, and then use 'Backspace' to delete those lines and push the buttons back up. After posting or editing, reload the page to fix any display issues.)

    I'll stick to the Haymaker set up, but still thanks for creating other options for me, as they are still useful for other type of builds I may to plan to build.

    With the 2 small builds I listed, that uses Haymaker are they viable?, I'll have to pick what one is best. (Mius me useing Ice Barrier ofc)

    Psi.
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