Okay, folks, I've got a couple of questions about the nuances of setting up a high end tank, and thought I would ask the community at large. I had the idea that I would want to get into tanking some higher end content, but I'm NOT sure my build is up to snuff. Here's what I've got now, and I had a couple of questions about small things:
(Unnamed Build) - FreeformSuper StatsLevel 6:
Strength (Primary)Level 10:
Constitution (Secondary)Level 15:
Recovery (Secondary)TalentsLevel 1:
Superhuman (Str: 12, Con: 12)Level 6:
Physical Conditioning (Str: 5, Con: 5)Level 9:
Paramilitary Training (Str: 3, Con: 3, Rec: 3, End: 3)Level 12:
Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)Level 15:
Quick Recovery (Con: 5, Rec: 5)Level 18:
Relentless (Str: 5, Rec: 5)Level 21:
Jack of All Trades (All: 2)PowersLevel 1:
Laser EdgeLevel 1:
Lightspeed Strike (Particle Acceleration, Legacy Code)Level 6:
Unified TheoryLevel 8:
DefianceLevel 11:
EnrageLevel 14:
Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)Level 17:
Masterful DodgeLevel 20:
Lightwave Slash (Rank 2, Download)Level 23:
Particle Smash (Rank 2, Null value)Level 26:
Luminescent Slash (Rank 2, End of the Line)Level 29:
Energy Wave (Hardened Particle Matrix, Reverse Polarity)Level 32:
Laser Deflection (Rank 2, Data Conversion)Level 35:
Electric Sheath (Rank 2, Matter – Energy Union)Level 38:
RebirthAdv. Points:
34/36Travel PowersLevel 6:
TeleportationLevel 35:
SpecializationsStrength:
Physical Peak (3/3)Strength:
Aggression (2/2)Strength:
Brutality (2/2)Strength:
Juggernaut (3/3)Warden:
Fortified Gear (3/3)Warden:
Slaughter (3/3)Warden:
Ruthless (1/2)Warden:
The Best Defense (3/3)Vindicator:
Aggressive Stance (2/2)Vindicator:
The Rush of Battle (3/3)Vindicator:
Modified Gear (2/2)Vindicator:
Mass Destruction (3/3)Mastery:
Strength Mastery (1/1)The way it's set up right now, I'm geared almost entirely to CON, since it gives me both end discounts from Physical Peak and HPs and Defense from Juggernaut to feed into the Wardicator loop. In solo play, even in small groups, I can easily take on stuff higher level than me and 8-10 critters deep without even needing to hit the heal or the dodge. Both Energy Wave's Hardened Particle Matrix (awesome effect!) and the small shield on Electric Sheath's Matter - Energy Union seem to be useless, but they give me a second or two when I'm under fire. I have little to no energy problems since Defiance gives me 88! energy per stack, and Unified Theory gives me 19 a stack.
So here's what I want to know.
I was thinking about swapping out Enrage for Particle Accelerator. To do this I would need to swap my REC superstat to INT, and possibly move some of my slotting from CON to INT. It would allow me to more reliably apply Plasma Burn, (which could help with my endurance recovery through Unified Theory) pull points out of advantages that grant knockdown (Null Value and Legacy Code), and further reduce endurance costs, but it would pull Defense out of my Wardicator loop and still possibly not scale as well as Enrage does on the primary superstat, as well as unforseen consequences on my equilibrium and base sort of end recovery which, right now, is kinda awesome for such an end-hungry set. My equilibrium is hovering around 92, and I love it. I would have Electric Sheath in a pinch, if necessary, to help out with higher end costs if I went to INT. Is freeing up some points and getting more reliable DoTs (plus the cool factor of using the new laser sword form) worth the possible tradeoffs?
I was also considering swapping REC for DEX, ditto the above Re: Crits
Would a higher end tank need two Active Defenses? Or a second Heal? I was also considering tossing Luminescent Slash and I could trade Electric Sheath and pick up both.
Thoughts?
Comments
(Unnamed Build) - Freeform
Super Stats
Level 6: Strength (Primary)
Level 10: Intelligence (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Hero (End: 6, Rec: 6, Other Stats: 8)
Level 6: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 9: Healthy Mind (Con: 5, Int: 5)
Level 12: Physical Conditioning (Str: 5, Con: 5)
Level 15: Body and Mind (Str: 5, Int: 5)
Level 18: Quick Recovery (Con: 5, Rec: 5)
Level 21: Negotiator (Int: 5, Rec: 5)
Powers
Level 1: Laser Edge
Level 1: Lightspeed Strike (Rank 2, Particle Acceleration, Challenge!)
Level 6: Particle Accelerator
Level 8: Defiance
Level 11: Cybernetic Tether (Recharge, Download)
Level 14: Molecular Self-Assembly
Level 17: Particle Wave (Bad Footing)
Level 20: Conviction (Rank 2, Rank 3)
Level 23: Lightwave Slash (Rank 2, Burn Bright, Challenge!)
Level 26: Energy Shield (Rank 2, Laser Knight)
Level 29: Resurgence (Rank 2)
Level 32: Luminescent Slash (Rank 2, Rank 3, Challenge!)
Level 35: Masterful Dodge
Level 38: Ego Surge (Nimble Mind)
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 (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 (2/3)
Vindicator: Mass Destruction (3/3)
Mastery: Warden Mastery (1/1)
Still mostly stacks Con, but gets some Int for MSA and PAccel. Tether, Conviction, and/or Particle Wave can keep MSA rolling, and offer some extra heals and utility to boot. Lume Slash at high energy, Lightspeed at lower energy. Can get the special adv on Lume Slash if you find ur energy capping often enough.
- Be safe and have fun, champs - for science!
(Unnamed Build) - Freeform
Super Stats
Level 6: Strength (Primary)
Level 10: Intelligence (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Hero (End: 6, Rec: 6, Other Stats: 8)
Level 6: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 9: Healthy Mind (Con: 5, Int: 5)
Level 12: Physical Conditioning (Str: 5, Con: 5)
Level 15: Body and Mind (Str: 5, Int: 5)
Level 18: Quick Recovery (Con: 5, Rec: 5)
Level 21: Negotiator (Int: 5, Rec: 5)
Powers
Level 1: Laser Edge
Level 1: Lightspeed Strike (Rank 2, Particle Acceleration, Challenge!)
Level 6: Particle Accelerator
Level 8: Defiance
Level 11: Lightwave Slash (Rank 2, Burn Bright, Challenge!)
Level 14: Particle Wave (Bad Footing)
Level 17: Luminescent Slash (Rank 2, Rank 3, Challenge!)
Level 20: Conviction (Rank 2, Rank 3)
Level 23: Molecular Self-Assembly
Level 26: Energy Shield (Rank 2, Laser Knight)
Level 29: Resurgence (Rank 2)
Level 32: Masterful Dodge
Level 35: Meltdown (Rank 2, Rank 3)
Level 38: Ego Surge (Nimble Mind)
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 (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 (2/3)
Vindicator: Mass Destruction (3/3)
Mastery: Warden Mastery (1/1)
Epic Stronghold
Block timing explained
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!