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Might Tank Reawakened Automaton Rebuild

jonandre1jonandre1 Posts: 67 Arc User
Having finally reached 40 with my Reawakened Automaton, of course the first thing I'm doing is rebuilding him. Call me odd, but leveling him taught me that there's a lot about the AT that clashes with my playstyle: redundant attacks, charge attacks, a very bad self-heal... just things I could do without.

I decided that for the character, I'd rather see him as a Might Tank, since I love jumping into the middle of combat and mixing it up. So this means getting rid of most of the Reawakened Automaton powers, as they don't fit the concept. I kept Rocket Punch, but seriously, the rest of the powers in the set just aren't my cup of tea.

So here's what I've got, so far: Any feedback is greatly appreciated.

PowerHouse   (Link to this build)

Name: Mickey Mechano

Archetype: Freeform

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

Talents:
Level 1: The Savage
Level 6: Physical Conditioning
Level 9: Quick Recovery
Level 12: Relentless
Level 15: Healthy Mind
Level 18: Body and Mind
Level 21: Paramilitary Training

Powers:
Level 1: Clobber
Level 1: Defensive Combo (Rank 2, Crippling Challenge)
Level 6: Mighty Leap (Nailed to the Ground)
Level 8: Defiance (Rank 2)
Level 11: Enrage (Endorphin Rush)
Level 14: Molecular Self-Assembly
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Energy Shield (Laser Knight)
Level 23: Sparkstorm (Rank 2, Rank 3, Challenging Strikes)
Level 26: Demolish (Rank 2, Rank 3)
Level 29: Haymaker (Rank 2, Rank 3)
Level 32: Unbreakable
Level 35: Rocket Punch (Rank 2, Rank 3)
Level 38: Aggressor

Travel Powers:
Level 6: Jet Boots (Rank 2)
Level 35: Athletics

Specializations:
Constitution: Fuel My Fire (3/3)
Constitution: Resilient (2/2)
Constitution: Quick Healing (3/3)
Constitution: Armored (2/2)
Protector: Fortified Gear (3/3)
Protector: Bulwark (2/2)
Protector: Debilitating Challenge (2/2)
Protector: Resolute (3/3)
Warden: Fortified Gear (3/3)
Warden: Elusive (2/2)
Warden: Tenacious (2/2)
Warden: The Best Defense (3/3)
Mastery: Constitution Mastery (1/1)

Some of my build notes:

I went with Constitution primary over Strength to maximize Defense gain. Strength primary makes the build more offensive. I know that to generate threat, you have to do damage, but I think I can gear for +Str and do plenty of damage, between Defensive Combo and Haymaker. But then again, that's why I'm asking for feedback.

Defensive Combo over Beatdown for threat generation. I know I should be spamming Haymaker, but I tend to use my lesser attacks a lot, to manage aggro. Anyway, I have Haymaker and Demolish in the build, so if I need to spam it, I can.

Energy Shield, Sparkstorm and Rocket Punch are in the build for concept reasons. The one thing I found the Reawakened Automaton build missing was a good AoE attack (Rocket Punch and Chest Beam don't count, as they're too hard to set up properly in team environments). As this is a tank build, a PBAoE was needed. Sparkstorm fit the concept. Rocket Punch is a good, cheap 100 foot ranged attack. Aside from that, most of the build is a straight Might Tank. I didn't really want to mix concepts in the name of efficiency, which is why I didn't go with a more effective PBAoE attack.

I went with Protector and Warden spec trees, again, to maximize defense.

Again, any feedback is welcome.
________________________________
"My attention does not so much wander, as it takes long vacations to foreign locales and meets strange women that leave it crying and broken in the hot, hot sun." :cool:

Comments

  • flowcytoflowcyto Posts: 12,858 Arc User
    edited March 2016
    Str PSS (STR/Con/Int if using MSA) is still prob the better option here, although Con PSS and Con Mastery aren't bad for tanks either. Ur trading Adren Rush (I'd pass on Quick Healing; it scales poorly), FMF energy, and a bit more maxHP for higher crit severity, melee cost discount, and more overall defense via Juggernaut and Con-stacking.

    Portector vs. Wardicator is a similar scenario- the latter is more versatile overall, while the former trades offense, defense, and some crit-based dps/threat for higher maxHP and (potentially) shorter AD timers. If ur not taking Protector for both Bulwark and Defensive Expertise and/or its Mastery, then I'd prob take something else.

    Rocket Punch can stack Enrage if ya get its 1pt knock adv, though that means ur also making it a scattering KB, which could be annoying. Can get extra adv points by dropping the unnecessary rank in Defiance. ES/NM would still be the best burst dps AO here, though that also means more adv points taken from somewhere else. Could also consider using Unleash Rage and/or getting the Enrage adv on Unbreakable. I'd prob also get Pounce over Mighty Leap for the easy Enrage stack that way- if its thematic enough at least.
    <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!
  • vonqballvonqball Posts: 939 Arc User
    Energy wave is a nice pb AoE attack with a cooldown (procs MSA). It is a nice fit for a tech-themed tank and has an advantage that pulls all the enemies to you.
  • squirrelloidsquirrelloid Posts: 869 Arc User
    edited March 2016
    Str primary for melee defense tanks. Always.

    Make sure you check out your energy management with both Int and Rec in the PH before deciding you're satisfied. Both will boost MSA (but int will boost it more), but Rec will give you more encounter starting energy and benefit your energy builder more (and more energy from Defiance when you get hit). Int's impact on your costs or power cds will depend a lot on what your utility gear looks like. If you don't particularly care about cds, and are stacking cost reducing, int's impact on power costs will be minor at best.

    Definitely vindicator over protector. You're going to want to stack Con for Juggernaut, so you'll have lots of hp regardless. So the extra defense from wardicator looping is almost certainly more survivability than the bonus hp from Protector.

    I'd stick CC on your lunge (remember to use it every time the CC buff on you cools off, and it'll also keep MSA active), and drop defensive combo. Especially with Spark Storm, you shouldn't be losing aggro. Every defensive combo use is a haymaker that didn't get used, after all.

    Spark Storm should take the advantage that makes it a toggle instead of R3. That way you can use another attack while it's going (including just using your energy builder).

    Haymaker toons really want to work Uppercut into their build for fast enrage stacking. Also, knock-resistance stacking for when you don't want to send mooks flying. (Say, tough villains who you probably won't kill in one wallop). Depending on how often you want to use it, does not need to be ranked necessarily.

    I'm not sold on rocket punch. But then, i'm not sold on melee tanks needing a ranged attack either. That's what nttg is for, right? And you fly. And those advantage points could be better spent elsewhere.

    Unbreakable wants R3. A second AD like Masterful Dodge (which does not need advantage points spent on it) might be a decent idea as well, if you end up with a power slot open.

    As stupid as it sounds, Ego Surge is probably the best AO for you. You always want to spend 4 advantage points on your AO. (In Ego Surge's case, R2 + nimble mind).

    Other reasonable AO options, although Ego Surge is far and away the best:
    Lock 'n Load w/ two-smoking barrels advantage is amusing on a pure melee toon. No damage boost (but you barely notice the AO damage boost anyway), but you get 8% crit chance and 30% reduced power cost (at R2), and every melee hit you make reduces its cd by 2s. Not the greatest with the slow attack from Haymaker though. (Much better on a melee character who attacks quickly).

    Intensity is crit + severity, and translates into a damage bonus you'll actually notice.

    Last power thoughts: Unleash Rage is amazing for enrage tanks.

  • jonandre1jonandre1 Posts: 67 Arc User
    See, here's the problem: "I have one of those."

    I have the classic Might Tank. And I have the Dodge Tank. I want a slightly different playstyle; obviously if I'm building this toon up as another Might Tank, I don't want something completely different. Just different enough so it's different to play; otherwise, why am I even bothering?

    This is a problem with Champions Online, and one the devs have recently turned their attention towards fixing: There's really only one way to build a certain kind of toon, by current character build wisdom, and that's something that shouldn't be happening with a game like Champions Online. This isn't y'all's problem; it's just how the game shakes down.

    But now I'm thinking of deleting the toon entirely, and using the slot for something else. I've had this idea since the days of Champions (the P&P tabletop role-playing game, not the online version) of a vampire... but there's plenty of other forums for that.

    Suffice to say, I've found that I really don't want to follow conventional wisdom with this toon, because... I have one of those. And if there's no other way to do it right now, well... no real point in keeping the character slot filled, neh?
    ________________________________
    "My attention does not so much wander, as it takes long vacations to foreign locales and meets strange women that leave it crying and broken in the hot, hot sun." :cool:
  • flowcytoflowcyto Posts: 12,858 Arc User
    edited March 2016
    Wanna change-up for a (kinda) Might tank?

    Make a Str-based combo-blaster using Defense Combo, Rocket Punch, and Enrage :p

    PowerHouse (Link to this build)

    Archetype: Freeform

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

    Talents:
    Level 1: The Devastator
    Level 6: Covert Ops Training
    Level 9: Physical Conditioning
    Level 12: Healthy Mind
    Level 15: Body and Mind
    Level 18: Boundless Reserves
    Level 21: Bodybuilder

    Powers:
    Level 1: Power Bolts
    Level 1: Rocket Punch (Rank 2, Rank 3, Blast Wave)
    Level 6: Energy Shield (Laser Knight)
    Level 8: Defiance
    Level 11: Molecular Self-Assembly
    Level 14: Conviction (Rank 2, Rank 3)
    Level 17: Enrage (Endorphin Rush)
    Level 20: Brimstone (Rank 2, Rank 3, Challenging Strikes)
    Level 23: Defensive Combo (Rank 2, Crippling Challenge)
    Level 26: Unbreakable (Rank 2, Better You Than Me)
    Level 29: Energy Wave (Reverse Polarity)
    Level 32: Masterful Dodge
    Level 35: Rebirth
    Level 38: Ego Surge (Nimble Mind)

    Travel Powers:
    Level 6:
    Level 35:

    Specializations:
    Strength: Swole (3/3)
    Strength: Aggression (2/2)
    Strength: Brutality (2/2)
    Strength: Juggernaut (3/3)
    Warden: Fortified Gear (2/3)
    Warden: Slaughter (3/3)
    Warden: Ruthless (2/2)
    Warden: The Best Defense (3/3)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Offensive Expertise (2/2)
    Avenger: Preemptive Strike (2/3)
    Mastery: Avenger Mastery (1/1)

    Put CS on Energy Wave, cause ya can now. Use DC until AvM procs, then blast em w/ Rocket Punch. Can use Preemptive Strike on Energy Wave, though that's optional.

    <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!
  • vonqballvonqball Posts: 939 Arc User
    Looks like a fun build flow. I've been thinking about a Might/PA tank mix for my newest hero.. and some iteration of this might be quite suitable! Do you think there would be energy issues running Invuln vs Defiance? This new guy is wears beetle-esque bio-armor.. so invuln just makes sense.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    jonandre1 said:

    See, here's the problem: "I have one of those."

    I have the classic Might Tank. And I have the Dodge Tank. I want a slightly different playstyle; obviously if I'm building this toon up as another Might Tank, I don't want something completely different. Just different enough so it's different to play; otherwise, why am I even bothering?

    Well, the big reason the character is likely to play like a Might Tank is because you took a bunch of Might powers. If you build a tank around Defensive Combo/Haymayer/Demolish, it's likely to play like other Might tanks. You could try a power armor tank instead, you can have pretty extreme threat generation on a multi toggle build.
  • flowcytoflowcyto Posts: 12,858 Arc User
    edited March 2016
    vonqball said:

    Looks like a fun build flow. I've been thinking about a Might/PA tank mix for my newest hero.. and some iteration of this might be quite suitable! Do you think there would be energy issues running Invuln vs Defiance? This new guy is wears beetle-esque bio-armor.. so invuln just makes sense.

    Well, for the most part both blasts and combos aren't very costly, so it'd prob manage alright, as long as ya kept the EU and toggle stacks going regularly. That's speaking in general for those type of builds.
    <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!
  • vonqballvonqball Posts: 939 Arc User
    Yep.. been running the combo blaster build with Invuln. Level 24 now and energy seems fine. Other than taking up the extra adv points, I think Invuln is a great fit for this build. It's nice that you always have that stack of defiance from defensive combo going, in addition to invuln and laser knight.

    Really fun build! :)
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