I welcome to any suggestions on changes. I was going for a pure robot so I was trying to avoid Enrage if I could. I was thinking about putting in Nanobot Swarm but not sure what to take out for it.
What are you intending to do with this build? Right now it seems a little unfocused--3 offensive stats as your SS choices, then Protector spec and mastery, with a Defensive Passive. Are you wanting to tank, or be more of a hybrid survivable damage-dealer?
- No heals (without heals you are not going to be tanking anything for very long)
- No energy unlock (like MSA)
- No energy stat (or stat which you can gain energy from using other means, like Ego + Ego Reverb)
For Dodge tanking, I suggest you drop Stormbringer then, if you want to go for real dodge tanking.
Get a couple of heals.
Drop Form of the Master as well, unless you are using Lightning Reflexes Passive or going for near perma MD or running high dodge gear, it will be tough to get focus stacks.
Form of the Master will only be buffing 4 of the attacks in your build to a greater/ intended effect.
For builds which tend to want to mix ranged and melee, I use Form of The Tempest (provided I am using DEX in those builds), it stacks on crits and there fore can be deemed easier to use.
You will also need Constitution Stat, as far as I am aware it is sort of a staple stat for tanks.
I would recommend the following stats for a dodge tank in melee range:
STR - Primary for Melee damage, Knock Resistance and Knocking ability
CON - Secondary for HP and general sturdiness. Also works beautifully with Juggernaut Spec from STR primary tree for added defense.
INT or REC - Secondary for energy purposes, either INT for all purpose recharge rate increase and cost reduction and stealth sight or REC for great starting energy and a bonus to energy generation.
Since you are keen on the concept of dodge, make sure you are using things to amp your dodge and/or make it worthwhile, such as BCR + RR healing combo with dodge.
Invuln and Dodge/Avoid is a great combo in my experience with Black Diamond my Invuln toon.
Also, it is worth noting your build hasn't got any advantage points allocated anywhere so it looks even less focused, when you re post a different version of the build be sure to link the version with advantage points spent.
I would say that if you want to mix play styles, make sure you make one slightly more dominant than the other so you know what to focus on. It is difficult to say if you are trying to use this build in melee or ranged.
For example, I could run a Martial Arts Unarmed and Fire build and I'd focus on martial arts and add in 2 or 3 fire powers which work well in melee range.
Shatter - Why are you using this? To my knowledge this power works best when you use it on crit lots/ a high number of "ice objects" around for damage detonation purposes. If you were to use this power I would say you need more "ice objects"
Ice Barrier - I like this power for the defense it grants (and the pretty ice objects :biggrin:), if you detonate them with Shatter you may gain damage but you would loose a lot of protection. Around 15% per barrier and it summons 6 at rank 3, so 90% damage resistance you'd loose from shattering them.
Ice Sheathe - Increases the power of Shatter and Ice Barrier by way of the Cold Snap buff. (Increasing Ice Barrier's protection to 21% per barrier (so 126% dmg resist in total at rank 3) and increases Shatter damage by some extent)
Ice Blast - Probably one of the hardest hitting Blast Powers in game when mixed with high crit rate, mean severity, Hard Frost Advantage and Chill debuff.
All nice powers but not something I see a melee ranged user using unless your melee moves were for keeping agro and you set up high amounts of Ice Objects ready to shatter.
had I access right now to a computer I can disprove your "need" for heals and energy unlock Raven. :biggrin: As soon as I get the chance, I'll give the build a once over and create something similar with my non-heal / non-energy unlock mentality.
"There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
had I access right now to a computer I can disprove your "need" for heals and energy unlock Raven. :biggrin: As soon as I get the chance, I'll give the build a once over and create something similar with my non-heal / non-energy unlock mentality.
You and your evil ways with REC primary... :biggrin:
Energy Unlock isn't massive but it is recommended (unless you are choosing very energy efficient stats like END/REC)
As for heals...I'd say one or two would do it even if it has to be through dreaded spec system.
Since this is a dodge tank theme, I'd say BCR would be applicable
This is my current thoughts on the same build: Cryostasis
I originally thought I could have different advantage point assignments between builds so I could either assign points to invuln when tanking and take those same points and put it in Stormbringer when not tanking. I hope molecular self-assembly works for an energy unlock as 2 of the ice powers i pick have short recharge times. I also went with the Power Armor set's self heal as it would suit a robotic android theme better than a chi-style heal.
Feedback the first: Reconstruction Circuits will lock out all your other powers, as it is a Powered Armor toggle power. I wouldn't recommend it. Or at least, try before you buy and check out the effects in the Battle Station.
Feedback the second: you want to tank? Put Crippling Challenge and Challenging Strikes on powers. Consider getting, say, Ice Blast and Avalanche.
With no ranks in any of your attacks, you'll be dealing very low damage. With your thematic intentions in mind, I would recommend something like this: Cryostasis
Quarry lets you run in Melee or Ranged role while maintaining a respectable dodge rate. You won't be explicitly trying to hold aggro, but you can survive well if you do steal the spotlight. Quarry's Audacity stacks let you superstat INT without losing much of your EGO ranged damage bonus.
The basic strategy is similar to how I assume you were using your build. Thundering Kicks as a main attack, followed by Dragon Kick for the Rush buff. Ice powers for broad-range AoE damage that builds up to Shatter. Wall of Ice to create some ice objects, Frost Breath to stack Chill, Ice Sheath (if it's available) for Cold Snap, then Shatter everything.
With Quarry, Thundering Kicks, Elusive Monk, and dodge gear, you can end up with around 80-95% dodge rate while attacking. Lashing Dragon Tail is nice while leveling up, and can be replaced with Rank 3 once you get some avoidance gear.
Brawler can be replaced with Vindicator, if you prefer. And here's a Hybrid role variant that will hold better aggro at the cost of some damage: Cryostasis (threat)
I'd recommend ordering your stat values DEX>INT>STR, and picking up a set of Armadillo Secondaries to pad your resistance.
You mentioned that BCR seemed un-thematic, but it's a huge boon for a dodge-heavy build. I would color it blue and pretend the android is cooling its core processor.
DEX/CON/INT and CON/DEX/INT are other superstat possibilities, depending on how you weigh health vs damage vs knock resist.
I was trying to build a solo toon that is able to play well with others as that's my usual play style. I like having options so I was trying to get him to be a tank 1st but if someone else is tanking to be able to do some damage. The ice I was using as an initiator/mild cc but nothing says I can't be point blank range to use. Other thing that I was going for were ice powers that visually originated from my toon rather than mysteriously appearing at a distance. I was thinking of Iceman from the 1st Megaman game when I was first building this concept and evolved him into more of a melee mind set.
I don't get Form of Tempest over Form of Master, especially since I'm trying to build dodge over critical strike.
I get your point about BCR, my original thought was I could block while Reconstruction Circuits were active.
I also see your point about Parry over Ice Shield for the extra Dodge.
I still like invuln over quarry/lightning reflex. I read somewhere that Invuln is better for boss fights and LR is better for large numbers of henchmen.
I like Ice Barrier over Conviction as it adds to Invuln + gives me extra ice objects to explode.
I still want Dex for a primary stat for both the increased effects and the Dex tree as it has some stuff for dodge tanking. I can dig switching out Ego for Int as a sec though.
As for trees I was flip-flopping between having Vindicator/Protector or having Warden/Guardian but I can see the merit of having Warden/Protector.
This is what I'm looking at now with changes: Cryostasis
This toon is not even level 20 yet so I'm theorycrafting b4 I get him to 40.
I don't get Form of Tempest over Form of Master, especially since I'm trying to build dodge over critical strike.
With DEX as a prioritized superstat and some critical strike bonuses in your offense gear, you'll end up with at least a 40% critical rate at level 40. With quick-fire attacks like Thundering Kicks and Frost Breath, you'll have no trouble stacking Focus.
The trouble with Form of the Master is that you need to get hit to give it a chance to activate. That's not a problem in solo play, but it can be an issue when teaming. There are a lot of builds that can strip aggro from this one, and whenever one lands on your team you're going to have major energy problems.
I still like invuln over quarry/lightning reflex. I read somewhere that Invuln is better for boss fights and LR is better for large numbers of henchmen.
Invuln is a fine choice, and requires less maintenance than a dodge-dependent setup; though any of those three choices can be nearly unkillable with the right build. LR used to be better against henchmobs (compared to its current performance) back when there was no internal cooldown on BCR's advantage procs. Nowadays, I'd give the henchman edge to Invuln, with its flat damage reduction.
I like Ice Barrier over Conviction as it adds to Invuln + gives me extra ice objects to explode.
Ice Barrier can work, though its limitations can be frustrating. Since BCR is now your only self-heal, I'd recommend carrying a stack of healing patches to help you recover from spike damage.
I still want Dex for a primary stat for both the increased effects and the Dex tree as it has some stuff for dodge tanking.
I think DEX is a fine choice for a primary. The Dodge/Avoid specs are decent while leveling up, but at level 40 with modded Heroic gear and The Elusive Monk, the benefit from the specs is barely noticeable due to diminishing returns. When your character reaches that stage of development, I'd recommend reshuffling those points to fully rank Deadly Aim and Expose Weakness.
I don't get Form of Tempest over Form of Master, especially since I'm trying to build dodge over critical strike.
Form of the Master really should only be used with LR passive when levelling at least. Plus there is the having to be in harms way for it to proc, its a bit of a sadistic form power like Compassion
I get your point about BCR, my original thought was I could block while Reconstruction Circuits were active.
Granted but you have to think about synergies. As a tank blocking should be a last line of defense against incoming attacks, preferably your target should be dead before you are getting low on HP. Blocking at the right time of course is a great thing, but BCR on a dodge tank really is a no brainer, it makes survival -that- much easier. Reconstruction Circuits ideally should be used on a PA toon as it locks out all other powers (bar block).
I still like invuln over quarry/lightning reflex. I read somewhere that Invuln is better for boss fights and LR is better for large numbers of henchmen.
Invuln - Best for Mobs, they'll break their hands on you.
Defiance - Best for Bosses (although invuln is good, Defiance is sort of more orientated towards bosses)
LR - Good for everything (like the other passives) however it's weakness -can- be the three deadly non dodges which can kill you. But with Dodge gear these days this almost never happens.
Quarry - Probably one of the most balanced passives in game (in terms of defense and damage) a true hybrid between an offensive passive and LR.
I like Ice Barrier over Conviction as it adds to Invuln + gives me extra ice objects to explode.
Note that this power is a lot better when -you- are affected by Cold Snap buff.
Without Cold Snap = 90% Damage resistance added to you with all 6 barriers up (@Rank3).
WITH Cold Snap = 126% Damage resistance added to you with all 6 barriers up (@Rank3).
In your build Cold Snap will only apply with Ice Sheathe active so make sure you are setting up Ice Barrier with Ice Sheathe active on you for added defense.
That's... a much better build. Although Supercooled, rather than Rank 3, might do you more bang for the buck.
You've got more dodge, a reliable way to apply Chill, which helps with Shatter (you CAN use Shatter on Chilled targets and get some pretty good damage).
I will mention though, that on my ice char, I tried Frost Breath / Shatter for a long time, and avoided Avalanche... and eventually gave in and tried Avalanche. I swapped out Frost Breath and Shatter and use Avalanche and have never looked back. It's just really good maintained AOE damage. BUT I did enjoy Frost Breath / Shatter for quick spike damage too. Just one more thing to consider.
Comments
I was attempting for dodge tanking.
- No heals (without heals you are not going to be tanking anything for very long)
- No energy unlock (like MSA)
- No energy stat (or stat which you can gain energy from using other means, like Ego + Ego Reverb)
For Dodge tanking, I suggest you drop Stormbringer then, if you want to go for real dodge tanking.
Get a couple of heals.
Drop Form of the Master as well, unless you are using Lightning Reflexes Passive or going for near perma MD or running high dodge gear, it will be tough to get focus stacks.
Form of the Master will only be buffing 4 of the attacks in your build to a greater/ intended effect.
For builds which tend to want to mix ranged and melee, I use Form of The Tempest (provided I am using DEX in those builds), it stacks on crits and there fore can be deemed easier to use.
You will also need Constitution Stat, as far as I am aware it is sort of a staple stat for tanks.
I would recommend the following stats for a dodge tank in melee range:
STR - Primary for Melee damage, Knock Resistance and Knocking ability
CON - Secondary for HP and general sturdiness. Also works beautifully with Juggernaut Spec from STR primary tree for added defense.
INT or REC - Secondary for energy purposes, either INT for all purpose recharge rate increase and cost reduction and stealth sight or REC for great starting energy and a bonus to energy generation.
Since you are keen on the concept of dodge, make sure you are using things to amp your dodge and/or make it worthwhile, such as BCR + RR healing combo with dodge.
Invuln and Dodge/Avoid is a great combo in my experience with Black Diamond my Invuln toon.
Also, it is worth noting your build hasn't got any advantage points allocated anywhere so it looks even less focused, when you re post a different version of the build be sure to link the version with advantage points spent.
I would say that if you want to mix play styles, make sure you make one slightly more dominant than the other so you know what to focus on. It is difficult to say if you are trying to use this build in melee or ranged.
For example, I could run a Martial Arts Unarmed and Fire build and I'd focus on martial arts and add in 2 or 3 fire powers which work well in melee range.
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Shatter - Why are you using this? To my knowledge this power works best when you use it on crit lots/ a high number of "ice objects" around for damage detonation purposes. If you were to use this power I would say you need more "ice objects"
Ice Barrier - I like this power for the defense it grants (and the pretty ice objects :biggrin:), if you detonate them with Shatter you may gain damage but you would loose a lot of protection. Around 15% per barrier and it summons 6 at rank 3, so 90% damage resistance you'd loose from shattering them.
Ice Sheathe - Increases the power of Shatter and Ice Barrier by way of the Cold Snap buff. (Increasing Ice Barrier's protection to 21% per barrier (so 126% dmg resist in total at rank 3) and increases Shatter damage by some extent)
Ice Blast - Probably one of the hardest hitting Blast Powers in game when mixed with high crit rate, mean severity, Hard Frost Advantage and Chill debuff.
All nice powers but not something I see a melee ranged user using unless your melee moves were for keeping agro and you set up high amounts of Ice Objects ready to shatter.
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"There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
You and your evil ways with REC primary... :biggrin:
Energy Unlock isn't massive but it is recommended (unless you are choosing very energy efficient stats like END/REC)
As for heals...I'd say one or two would do it even if it has to be through dreaded spec system.
Since this is a dodge tank theme, I'd say BCR would be applicable
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I originally thought I could have different advantage point assignments between builds so I could either assign points to invuln when tanking and take those same points and put it in Stormbringer when not tanking. I hope molecular self-assembly works for an energy unlock as 2 of the ice powers i pick have short recharge times. I also went with the Power Armor set's self heal as it would suit a robotic android theme better than a chi-style heal.
Is that a 40 retcon build or a leveling build?
Feedback the first: Reconstruction Circuits will lock out all your other powers, as it is a Powered Armor toggle power. I wouldn't recommend it. Or at least, try before you buy and check out the effects in the Battle Station.
Feedback the second: you want to tank? Put Crippling Challenge and Challenging Strikes on powers. Consider getting, say, Ice Blast and Avalanche.
Quarry lets you run in Melee or Ranged role while maintaining a respectable dodge rate. You won't be explicitly trying to hold aggro, but you can survive well if you do steal the spotlight. Quarry's Audacity stacks let you superstat INT without losing much of your EGO ranged damage bonus.
The basic strategy is similar to how I assume you were using your build. Thundering Kicks as a main attack, followed by Dragon Kick for the Rush buff. Ice powers for broad-range AoE damage that builds up to Shatter. Wall of Ice to create some ice objects, Frost Breath to stack Chill, Ice Sheath (if it's available) for Cold Snap, then Shatter everything.
With Quarry, Thundering Kicks, Elusive Monk, and dodge gear, you can end up with around 80-95% dodge rate while attacking. Lashing Dragon Tail is nice while leveling up, and can be replaced with Rank 3 once you get some avoidance gear.
Brawler can be replaced with Vindicator, if you prefer. And here's a Hybrid role variant that will hold better aggro at the cost of some damage: Cryostasis (threat)
I'd recommend ordering your stat values DEX>INT>STR, and picking up a set of Armadillo Secondaries to pad your resistance.
You mentioned that BCR seemed un-thematic, but it's a huge boon for a dodge-heavy build. I would color it blue and pretend the android is cooling its core processor.
DEX/CON/INT and CON/DEX/INT are other superstat possibilities, depending on how you weigh health vs damage vs knock resist.
I don't get Form of Tempest over Form of Master, especially since I'm trying to build dodge over critical strike.
I get your point about BCR, my original thought was I could block while Reconstruction Circuits were active.
I also see your point about Parry over Ice Shield for the extra Dodge.
I still like invuln over quarry/lightning reflex. I read somewhere that Invuln is better for boss fights and LR is better for large numbers of henchmen.
I like Ice Barrier over Conviction as it adds to Invuln + gives me extra ice objects to explode.
I still want Dex for a primary stat for both the increased effects and the Dex tree as it has some stuff for dodge tanking. I can dig switching out Ego for Int as a sec though.
As for trees I was flip-flopping between having Vindicator/Protector or having Warden/Guardian but I can see the merit of having Warden/Protector.
This is what I'm looking at now with changes: Cryostasis
This toon is not even level 20 yet so I'm theorycrafting b4 I get him to 40.
With DEX as a prioritized superstat and some critical strike bonuses in your offense gear, you'll end up with at least a 40% critical rate at level 40. With quick-fire attacks like Thundering Kicks and Frost Breath, you'll have no trouble stacking Focus.
The trouble with Form of the Master is that you need to get hit to give it a chance to activate. That's not a problem in solo play, but it can be an issue when teaming. There are a lot of builds that can strip aggro from this one, and whenever one lands on your team you're going to have major energy problems.
Invuln is a fine choice, and requires less maintenance than a dodge-dependent setup; though any of those three choices can be nearly unkillable with the right build. LR used to be better against henchmobs (compared to its current performance) back when there was no internal cooldown on BCR's advantage procs. Nowadays, I'd give the henchman edge to Invuln, with its flat damage reduction.
Ice Barrier can work, though its limitations can be frustrating. Since BCR is now your only self-heal, I'd recommend carrying a stack of healing patches to help you recover from spike damage.
I think DEX is a fine choice for a primary. The Dodge/Avoid specs are decent while leveling up, but at level 40 with modded Heroic gear and The Elusive Monk, the benefit from the specs is barely noticeable due to diminishing returns. When your character reaches that stage of development, I'd recommend reshuffling those points to fully rank Deadly Aim and Expose Weakness.
Form of the Master really should only be used with LR passive when levelling at least. Plus there is the having to be in harms way for it to proc, its a bit of a sadistic form power like Compassion
Granted but you have to think about synergies. As a tank blocking should be a last line of defense against incoming attacks, preferably your target should be dead before you are getting low on HP. Blocking at the right time of course is a great thing, but BCR on a dodge tank really is a no brainer, it makes survival -that- much easier. Reconstruction Circuits ideally should be used on a PA toon as it locks out all other powers (bar block).
Invuln - Best for Mobs, they'll break their hands on you.
Defiance - Best for Bosses (although invuln is good, Defiance is sort of more orientated towards bosses)
LR - Good for everything (like the other passives) however it's weakness -can- be the three deadly non dodges which can kill you. But with Dodge gear these days this almost never happens.
Quarry - Probably one of the most balanced passives in game (in terms of defense and damage) a true hybrid between an offensive passive and LR.
Note that this power is a lot better when -you- are affected by Cold Snap buff.
Without Cold Snap = 90% Damage resistance added to you with all 6 barriers up (@Rank3).
WITH Cold Snap = 126% Damage resistance added to you with all 6 barriers up (@Rank3).
In your build Cold Snap will only apply with Ice Sheathe active so make sure you are setting up Ice Barrier with Ice Sheathe active on you for added defense.
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You've got more dodge, a reliable way to apply Chill, which helps with Shatter (you CAN use Shatter on Chilled targets and get some pretty good damage).
I will mention though, that on my ice char, I tried Frost Breath / Shatter for a long time, and avoided Avalanche... and eventually gave in and tried Avalanche. I swapped out Frost Breath and Shatter and use Avalanche and have never looked back. It's just really good maintained AOE damage. BUT I did enjoy Frost Breath / Shatter for quick spike damage too. Just one more thing to consider.