I've been tweaking this build for a little while now and could use some input on how ready this is for group content. Things like cosmics, nemcon, the good stuff. Hopefully!
Magic Fist Tank
v2.4.2-29
Super Stats
Level 6:
Constitution (Primary)
Level 10:
Dexterity (Secondary)
Level 15:
Recovery (Secondary)Talents
Level 1:
The Master (Str: 8, Dex: 10, Con: 10, Rec: 10)
Level 6:
Quick Recovery (Con: 5, Rec: 5)
Level 9:
Acrobat (Dex: 5, Con: 5)
Level 12:
Impresario (Dex: 5, Rec: 5)
Level 15:
Boundless Reserves (Con: 5, End: 5)
Level 18:
Amazing Stamina (Rec: 5, End: 5)
Level 21:
Accurate (Dex: 5, End: 5)Powers
Level 1:
Eldritch Bolts (advantages)
Level 1:
Thundering Kicks (Floating Lotus Blossom, Demolishing Strikes, Challenge!)
Level 6:
Chi Manipulation
Level 8:
Defiance (advantages)
Level 11:
Force Shield (Rank 2, Rank 3, Force Sheathe)
Level 14:
Bountiful Chi Resurgence (Resurgent Reiki)
Level 17:
Dragon Kick (Rank 2, Rank 3, Spectral Dragon Tail)
Level 20:
Burning Chi Fist (Righteous Fury, Ghostly Strikes)
Level 23:
Dragon Uppercut (Rank 2, Dragon Rush)
Level 26:
Pillar of Poz (advantages)
Level 29:
Form of the Master (advantages)
Level 32:
Mental Leech (Challenge!)
Level 35:
Ego Sprites (Slave Mentality, Challenge!)
Level 38:
Devastating Strike (Rank 2, Rank 3, Commanding Presence)
Adv. Points:
36/36Travel Powers
Level 6:
Acrobatics (Rank 2, Rank 3)
Level 35:
Flight (advantages)Specializations
Constitution:
Unyielding (1/2)
Constitution:
Fuel My Fire (3/3)
Constitution:
Resilient (2/2)
Constitution:
Deflection (3/3)
Constitution:
Adrenaline Rush (1/2)
Protector:
Fortified Gear (3/3)
Protector:
Bulwark (2/2)
Protector:
Debilitating Challenge (2/2)
Protector:
Exhausting Strikes (2/2)
Protector:
Resolute (1/3)
Sentinel:
Eternal Spring (2/2)
Sentinel:
Sentinel Aura (3/3)
Sentinel:
Moment of Need (3/3)
Sentinel:
Rejuvenated (1/3)
Sentinel:
Wither (1/2)
Mastery:
Sentinel Mastery (1/1)
Comments
The Gifts adv on BCR could also be nice, though you'd have to find 3 adv points for it. I may also move a point in Fuel My Fire to max Adren Rush in Con PSS- again, assuming energy is fine. Could also move the point in Rejuvenated to max Wither in Sentinel. Overall, the build looks pretty good, even if it could be tweaked some.
- Be safe and have fun, champs - for science!
Also moved SS Rec to Str with very little energy problems. Testing in the battle station leaves me thinking that I should have enough self healing to not need Pres.
- Be safe and have fun, champs - for science!
Magic Fist Tank 2?
v2.4.2-29
Super Stats
Level 6: Constitution (Primary)
Level 10: Dexterity (Secondary)
Level 15: Strength (Secondary)
Talents
Level 1: The Protector (Str: 10, Dex: 10, Con: 10, Rec: 8)
Level 6: Martial Focus (Str: 5, Dex: 5)
Level 9: Physical Conditioning (Str: 5, Con: 5)
Level 12: Acrobat (Dex: 5, Con: 5)
Level 15: Relentless (Str: 5, Rec: 5)
Level 18: Impresario (Dex: 5, Rec: 5)
Level 21: Quick Recovery (Con: 5, Rec: 5)
Powers
Level 1: Eldritch Bolts (advantages)
Level 1: Thundering Kicks (Floating Lotus Blossom, Demolishing Strikes, Challenge!)
Level 6: Chi Manipulation
Level 8: Form of the Master (advantages)
Level 11: Bountiful Chi Resurgence (Resurgent Reiki, Gifts of the Storm)
Level 14: Defiance (advantages)
Level 17: Antagonize (Rank 2, Rank 3)
Level 20: Burning Chi Fist (Righteous Fury)
Level 23: Dragon Uppercut (Rank 2, Dragon Rush)
Level 26: Thunderclap (Collateral Damage, Challenge!)
Level 29: Devastating Strike (Rank 2, Commanding Presence)
Level 32: Mental Leech (advantages)
Level 35: Ego Sprites (Slave Mentality, Challenge!)
Level 38: Masterful Dodge (Unfettered Strikes)
Adv. Points: 34/36
Travel Powers
Level 6: Acrobatics (Rank 2, Rank 3)
Level 35: Flight (advantages)
Specializations
Constitution: Unyielding (1/2)
Constitution: Fuel My Fire (2/3)
Constitution: Resilient (2/2)
Constitution: Deflection (3/3)
Constitution: Adrenaline Rush (2/2)
Protector: Fortified Gear (3/3)
Protector: Bulwark (2/2)
Protector: Debilitating Challenge (2/2)
Protector: Exhausting Strikes (2/2)
Protector: Resolute (1/3)
Sentinel: Eternal Spring (2/2)
Sentinel: Sentinel Aura (3/3)
Sentinel: Moment of Need (3/3)
Sentinel: Wither (2/2)
Mastery: Sentinel Mastery (1/1)
- Be safe and have fun, champs - for science!
ARCANE - Freeform
v2.4.2-29
Super Stats
Level 6: Constitution (Primary)
Level 10: Dexterity (Secondary)
Level 15: Recovery (Secondary)
Talents
Level 1: The Master (Str: 8, Dex: 10, Con: 10, Rec: 10)
Level 6: Quick Recovery (Con: 5, Rec: 5)
Level 9: Acrobat (Dex: 5, Con: 5)
Level 12: Impresario (Dex: 5, Rec: 5)
Level 15: Boundless Reserves (Con: 5, End: 5)
Level 18: Amazing Stamina (Rec: 5, End: 5)
Level 21: Accurate (Dex: 5, End: 5)
Powers
Level 1: Eldritch Bolts (advantages)
Level 1: Burst Shot (Off Your Feet, Challenge!) - Imaginary Weapon skin. & -15% Piercing and Crushing
Level 6: Pillar of Poz (advantages)
Level 8: Defiance (advantages)
Level 11: Force Shield (Rank 2, Rank 3, Force Sheathe) - May change to TK Shield
Level 14: Bountiful Chi Resurgence (Resurgent Reiki, Gifts of the Storm) - Either change gift to Ranks 2 or use Conviction
Level 17: Intensity (Rank 2, Fists of Righteous Flame)
Level 20: Burning Chi Fist (Righteous Fury) - Does not add Demolish so no Shattering Strike
Level 23: Dragon Uppercut (Rank 2, Dragon Rush) - Just D-Rush and use 2 ADV points for Challenge
Level 26: Chi Manipulation
Level 29: Form of the Master (advantages)
Level 32: Will-o'-the-Wisp (Cursed) - Mark Target
Level 35: Soul Beam (Rank 2, Rank 3) - Attack Target
Level 38: Devastating Strike (Rank 2, Rank 3)
Adv. Points: 36/36
Travel Powers
Level 6: Acrobatics (advantages)
Level 35: Flight (Rank 2, Rank 3) - Or Jet Boots
Specializations
Constitution: Unyielding (1/2)
Constitution: Fuel My Fire (2/3)
Constitution: Resilient (2/2)
Constitution: Deflection (3/3)
Constitution: Adrenaline Rush (2/2)
Protector: Fortified Gear (3/3)
Protector: Bulwark (2/2)
Protector: Debilitating Challenge (2/2)
Protector: Exhausting Strikes (2/2)
Protector: Resolute (1/3)
Sentinel: Eternal Spring (2/2)
Sentinel: Sentinel Aura (3/3)
Sentinel: Moment of Need (3/3)
Sentinel: Rejuvenated (1/3)
Sentinel: Wither (1/2)
Mastery: Sentinel Mastery (1/1)
BCF w/ the RF adv is not used for single-target dps here, but for grouping up mobs in AoE for follow-ups (w/ RF adv it loses its ability to proc FotM or Chi Manip innately). Getting rid of R2 on DU is not advised as that's supposed to be your single-target attack instead. Wisp and Soul Beam are ranged and won't proc FotM or the EU. The build also doesn't have consistent AoE, and I don't see a way to proc Sentinel Mastery either.
- Be safe and have fun, champs - for science!
DK in my current setup also does not seem to apply the EU or form. I've only been using it for group DPS and the Sent procs even though it has that dimensional adv.
E: More testing. Seems that's the only adv that doesn't apply the right chi effects. It only adds the dimensional damage.
Depends what you want from it. The build tries to be some melee/ranged mix, but the groundwork doesn't really support both. Also still unclear to me if it was meant to be a full-on tank or not, and what powers you consider essential for the concept.
- Be safe and have fun, champs - for science!
https://aesica.net/co/herocreator.htm?v=29&n=&d=13420qbMGHPT000000M000M205MH009A03A800MJ2dK503MK0JOI0CON01ER009D03K600Mf012sib438W3T3B
Super Stats
Level 6: Constitution (Primary)
Level 10: Intelligence (Secondary)
Level 15: Dexterity (Secondary)
Talents
Level 1: The Specialist (Dex: 10, Con: 10, Int: 8, Rec: 10)
Level 6: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 9: Healthy Mind (Con: 5, Int: 5)
Level 12: Acrobat (Dex: 5, Con: 5)
Level 15: Coordinated (Dex: 5, Int: 5)
Level 18: Quick Recovery (Con: 5, Rec: 5)
Level 21: Negotiator (Int: 5, Rec: 5)
Powers
Level 1: Eldritch Bolts (advantages)
Level 1: Pillar of Poz (Rank 2, Dizzying Impact)
Level 6: Conjuring
Level 8: Invulnerability (Rank 2, Rank 3)
Level 11: Concentration (advantages)
Level 14: Skarn's Bane (Rank 2, Tranced, Challenge!)
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Soul Beam (Rank 2, Rank 3, Challenge!)
Level 23: Will-o'-the-Wisp (Guide, Cursed)
Level 26: Resurgence (Rank 2)
Level 29: Masterful Dodge (advantages)
Level 32: Energy Shield (Rank 2, Rank 3)
Level 35: Imbue (advantages)
Level 38: Crashing Incantation (Rank 2)
Adv. Points: 34/36
Travel Powers
Level 6:
Level 35:
Specializations
Constitution: Unyielding (1/2)
Constitution: Fuel My Fire (3/3)
Constitution: Resilient (2/2)
Constitution: Adrenaline Rush (2/2)
Constitution: Armored (2/2)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Find the Mark (2/3)
Guardian: The Best Defense (3/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Mastery: Constitution Mastery (1/1)
Wisp for general debuffing, Skarn's for AoE and CC, and Soul Beam for single-target dps. Other spec or SS setups could work here, but the ones I picked should still be pretty strong. Gears mostly for Con and Int here.
Pillar can add more self-healing and debuff close enemies. Its power slot could be other things, like sigils or CoPD, though you may have to re-order the powers a bit to accommodate other picks.
If you don't want to always tank (say make an AoE off-tank) you could, for ex, put Challenge only on the AoE, and just weave the AoE into your single-target rotation if you do want to tank a boss. But its up to you what the goals are here.
- Be safe and have fun, champs - for science!
Deacon Midnight
v2.4.2-29
Super Stats
Level 6: Constitution (Primary)
Level 10: Recovery (Secondary)
Level 15: Dexterity (Secondary)
Talents
Level 1: The Chiller (Dex: 10, Con: 10, Rec: 8, End: 10)
Level 6: Impresario (Dex: 5, Rec: 5)
Level 9: Accurate (Dex: 5, End: 5)
Level 12: Quick Recovery (Con: 5, Rec: 5)
Level 15: Boundless Reserves (Con: 5, End: 5)
Level 18: Amazing Stamina (Rec: 5, End: 5)
Level 21: Survival Training (Dex: 3, Con: 3, Pre: 3, Rec: 2, End: 2)
Powers
Level 1: Eldritch Bolts (advantages)
Level 1: Conjuring
Level 6: Compassion (advantages)
Level 8: Defensive Combo (Rank 2, Surge of Strength)
Level 11: Mental Leech (advantages)
Level 14: Invocation of Storm Calling (Rank 2, Light Up the Sky, Challenge!)
Level 17: Ebon Void (Rank 2, Voracious Darkness)
Level 20: Invulnerability (Rank 2, Rank 3)
Level 23: Dragon Uppercut (Rank 2, Rank 3, Challenge!)
Level 26: Demolish (Rank 2, Rank 3, Challenge!)
Level 29: Masterful Dodge (advantages)
Level 32: Conviction (Rank 2, Rank 3)
Level 35: Resurgence (advantages)
Level 38: Rebirth (advantages)
Adv. Points: 36/36
Travel Powers
Level 6: Teleport (Rank 2)
Level 35: Acrobatics (Rank 2, Versatility)
Specializations
Constitution: Unyielding (2/2)
Constitution: Fuel My Fire (3/3)
Constitution: Tough (3/3)
Constitution: Resilient (2/2)
Warden: Fortified Gear (3/3)
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 (3/3)
Vindicator: Mass Destruction (2/3)
Mastery: Constitution Mastery (1/1)
This one is more for leveling. For max level you can alter for taste and results. Switch out Invul for Defiance when you get enough Con to pay your taxes with it. Want more sustained damage and less burst, switch out dex for str and apply some gear.
This uses Wardicator. I'm not sure if that the best anymore.
https://aesica.net/co/herocreator.htm?v=29&n=&d=13640nOMSPYT043071J000J20ZJA00OC00K503MI2N7G00JD00JG0JER00JH0LL305ON01G5012x7A0dM73SWh
Super Stats
Level 6: Constitution (Primary)
Level 10: Presence (Secondary)
Level 15: Intelligence (Secondary)
Talents
Level 1: The Witch (Con: 10, Int: 8, Pre: 10, Rec: 10)
Level 6: Shrug It Off (Con: 5, Pre: 5)
Level 9: Healthy Mind (Con: 5, Int: 5)
Level 12: Diplomatic (Int: 5, Pre: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 18: Lasting Impression (Pre: 5, Rec: 5)
Level 21: Negotiator (Int: 5, Rec: 5)
Powers
Level 1: Clobber (advantages)
Level 1: Defensive Combo (Rank 2, Rank 3, Challenge!)
Level 6: Defiance (advantages)
Level 8: Compassion (advantages)
Level 11: Conviction (Rank 2, Rank 3)
Level 14: Invocation of Storm Calling (Rank 2, Light Up the Sky, Challenge!)
Level 17: Molecular Self-Assembly
Level 20: Mighty Leap (advantages)
Level 23: Demolish (Rank 2, Rank 3, Challenge!)
Level 26: Masterful Dodge (advantages)
Level 29: Thunderclap (Rank 2, Collateral Damage, Challenge!)
Level 32: Ebon Void (Rank 2, Voracious Darkness)
Level 35: Resurgence (Rank 2)
Level 38: Mental Leech (Rank 2)
Adv. Points: 36/36
Travel Powers
Level 6: Acrobatics (Rank 2, Rank 3)
Level 35: Teleport (Rank 2)
Specializations
Constitution: Unyielding (1/2)
Constitution: Fuel My Fire (2/3)
Constitution: Resilient (2/2)
Constitution: Quick Healing (1/3)
Constitution: Adrenaline Rush (2/2)
Constitution: Armored (2/2)
Sentinel: Torment (2/2)
Sentinel: Sentinel Aura (3/3)
Sentinel: Moment of Need (3/3)
Sentinel: Wither (2/2)
Warden: Fortified Gear (3/3)
Warden: Slaughter (2/3)
Warden: Ruthless (2/2)
Warden: The Best Defense (3/3)
Mastery: Sentinel Mastery (1/1)
Demolish can do fine for single-target dps and debuffing on its own. Made it a Sentinel tank, since its using Compassion anyways, and TClap will work well w/ an AoE like Storm Invocation. You can also use Defense Combo's last hit on clumped mobs. Should also be able to proc Compassion passively in combat. TClap can proc Sentinel Mastery and Wither (and MSA). Last power can be w/e, but I kept Mental Leech for another MSA proc and for more healing. Gears mostly for Con and Pres, w/ some Int for MSA.
- Be safe and have fun, champs - for science!
Magic Fist Tank Tank
v3.29:31
Super Stats
Level 6: Constitution (Primary)
Level 10: Dexterity (Secondary)
Level 15: Strength (Secondary)
Talents
Level 1: The Protector (Str: 10, Dex: 10, Con: 10, Rec: 8)
Level 6: Martial Focus (Str: 5, Dex: 5)
Level 9: Physical Conditioning (Str: 5, Con: 5)
Level 12: Acrobat (Dex: 5, Con: 5)
Level 15: Relentless (Str: 5, Rec: 5)
Level 18: Impresario (Dex: 5, Rec: 5)
Level 21: Quick Recovery (Con: 5, Rec: 5)
Powers
Level 1: Eldritch Bolts
Level 1: Thundering Kicks (Floating Lotus Blossom, Demolishing Strikes, Challenge!)
Level 6: Form of the Master
Level 8: Chi Manipulation
Level 11: Bountiful Chi Resurgence (Resurgent Reiki, Gifts of the Storm)
Level 14: Masterful Dodge
Level 17: Burning Chi Fist (Righteous Fury)
Level 20: Dragon Uppercut (Rank 2, Dragon Rush)
Level 23: Dragon Kick (Rank 2, Lashing Dragon Tail)
Level 26: Devastating Strike (Commanding Presence)
Level 29: Antagonize (Rank 2, Rank 3)
Level 32: Conviction (Rank 2, Rank 3)
Level 35: Circle of Primal Dominion (Rank 2, Rank 3)
Level 38: Defiance
Adv. Points: 36/36
Travel Powers
Level 6: Acrobatics (Rank 2, Rank 3)
Level 35: Flight
Specializations
Constitution: Unyielding (1/2)
Constitution: Fuel My Fire (2/3)
Constitution: Resilient (2/2)
Constitution: Deflection (3/3)
Constitution: Adrenaline Rush (2/2)
Protector: Fortified Gear (3/3)
Protector: Bulwark (2/2)
Protector: Debilitating Challenge (2/2)
Protector: Exhausting Strikes (2/2)
Protector: Resolute (1/3)
Sentry: Twist Fate (2/2)
Sentry: Sentry Aura (3/3)
Sentry: Fortify (2/2)
Sentry: Persevere (1/2)
Sentry: Reinforce (2/2)
Mastery: Sentry Mastery (1/1)
Devices
Slot 1: Primus Spark Shield
- Be safe and have fun, champs - for science!
Is the idea to stack Con and have a bit of dodging?
Earlier you were using Sentinel tree. With a quick stun (e.g. Thunder Clap) you might go for Sentinel again and take the Mastery. That can work decently if you have a lot of HP.
- Be safe and have fun, champs - for science!
Statwise I was going for con with some dex for dodge mitigation and crits for added heals. Str was just for added damage since energy isn't a problem with this build.
Would switching out dragon kicks for tclap be better? Sentry tree for sentinel?
- Be safe and have fun, champs - for science!
Looks and feels like this build needs an update after all this time away. Hopefully one that brings it up to cosmic tanking levels. I came back at the right time too since imaginary weapons means the concept can expand into the rest of the MA sets. I have a base idea with:
Magic Fist Tank 2 - Freeform (Any / Multiple)
v3.44:36
Super Stats
Level 6: Constitution (Primary)
Level 10: Dexterity (Secondary)
Level 15: Strength (Secondary)
Talents
Level 1: The Protector (Str: 10, Dex: 10, Con: 10, Rec: 8)
Level 6: Enduring (Con: 8)
Level 9: Agile (Dex: 8)
Level 12: Physical Conditioning (Str: 5, Con: 5)
Level 15: Acrobat (Dex: 5, Con: 5)
Level 18: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 21: Boundless Reserves (Con: 5, End: 5)
Powers
Level 1: Righteous Fists
Level 1: Viper's Fangs (Rank 2, Rank 3, Challenge!)
Level 6: Form of the Tiger
Level 8: Defiance (Rank 2, Rank 3)
Level 11: Antagonize (Rank 2, Rank 3)
Level 14: Backhand Chop
Level 17: Resurgence (Rank 2)
Level 20: Tiger's Bite (Rank 2, Rank 3, Accelerated Metabolism)
Level 23: Circle of Primal Dominion (Rank 2)
Level 26: Sword Cyclone (Rank 2, Blender, Challenge!)
Level 29: Toxic Nanites (Rank 2, Rank 3)
Level 32: Steadfast
Level 35: Whirling Dragon Strike (Commanding Presence)
Level 38: Conviction (Rank 2)
Adv. Points: 36/36
Travel Powers
Level 6: Athletics (Rank 2)
Level 35: Flight (Rank 2)
Specializations
Devices
Slot 1: Primus Spark Shield
Slot 2: Benign Symbiote
Slot 3: Voltanic Potential
Additional Notes:
Metabolism on Tiger's Bite since this doesn't show Challenge!
I have a general idea of specs to use. Just Constitution is giving my brain some trouble. I was thinking the others would be Protector and Warden with Protector Mastery.
Halp!
Specializations
Constitution: Unyielding (1/2)
Constitution: Fuel My Fire (3/3)
Constitution: Resilient (2/2)
Constitution: Adrenaline Rush (2/2)
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: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Mastery: Constitution Mastery (1/1)
You could potentially make use of the other 2 Masteries here as well. Up to you on what you'd like to prioritize. A STR/Dex/Con SS setup with Juggernaut, Brutality, and Physical Peak could also perform well here.
- Be safe and have fun, champs - for science!
Will it be much harder to run Rec instead of Str? For things like holding aggro and the like. Looking back at it now switching that rank from nanites to conviction makes so much more sense so that's going in.
Are there any negatives to using the other masteries instead of Con? I'm still very much learning how they all play against each other. Is Str/Dex/Con more advanced than the current stats? What would that spec loadout look like?
Rec vs. Str SS is just up to whether you need extra help w/ energy or not, as Str would be a bit more ideal for dps/threat otherwise (not a huge difference, though, since Str_Rec isn't a focus stat here).
Protector Mastery can be nice for helping out in stickier situations, and Warden's is a decent hybrid of dmg/defense if you use VF often (would be better w/ Tiger's Bite since you're weaving in the combo more often then to re-apply Shredded, but not if using/spamming DC instead). Con Mastery is fine to keep for the overall effective HP boost, though.
As far as STR PSS- it's not really more advanced; it just puts more of an emphasis on Defense due to Juggernaut + Con-stacking, and can be better for base dps/threat (its Mastery isn't as good for tanks, though).
Strength: Swole (2/3)
Strength: Physical Peak (3/3)
Strength: Brutality (2/2)
Strength: Juggernaut (3/3)
Con PSS is still okay here, so it's ultimately just up to you.
- Be safe and have fun, champs - for science!
Magic Fist Tank 2 Str - Freeform (Tank)
v3.44:36
Super Stats
Level 6: Strength (Primary)
Level 10: Dexterity (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Protector (Str: 10, Dex: 10, Con: 10, Rec: 8)
Level 6: Enduring (Con: 8)
Level 9: Agile (Dex: 8)
Level 12: Physical Conditioning (Str: 5, Con: 5)
Level 15: Acrobat (Dex: 5, Con: 5)
Level 18: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 21: Boundless Reserves (Con: 5, End: 5)
Powers
Level 1: Righteous Fists
Level 1: Viper's Fangs (Rank 2, Rank 3, Challenge!)
Level 6: Form of the Tiger
Level 8: Defiance (Rank 2, Rank 3)
Level 11: Antagonize (Rank 2, Rank 3)
Level 14: Backhand Chop
Level 17: Resurgence (Rank 2)
Level 20: Tiger's Bite (Rank 2, Rank 3, Accelerated Metabolism)
Level 23: Circle of Primal Dominion (Rank 2)
Level 26: Sword Cyclone (Rank 2, Blender, Challenge!)
Level 29: Toxic Nanites (Rank 2)
Level 32: Steadfast
Level 35: Whirling Dragon Strike (Commanding Presence)
Level 38: Conviction (Rank 2, Rank 3)
Adv. Points: 36/36
Travel Powers
Level 6: Athletics (Rank 2)
Level 35: Flight (Rank 2)
Specializations
Strength: Swole (2/3)
Strength: Physical Peak (3/3)
Strength: Brutality (2/2)
Strength: Juggernaut (3/3)
Protector: Fortified Gear (3/3)
Protector: Bulwark (2/2)
Protector: Debilitating Challenge (2/2)
Protector: Resolute (3/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Mastery: Warden Mastery (1/1)
Devices
Slot 1: Primus Spark Shield
Slot 2: Benign Symbiote
Slot 3: Voltanic Potential
Additional Notes:
Metabolism on Tiger's Bite since this doesn't show Challenge!
I figured the extra defense from Str spec and having to keep using VF with Warden Mastery would help someone newer to tanking like me. I'd like to take this up to cosmics eventually so I'll be saving all of the threat adv for last so I can slot them in once I collect good enough gear. It seems like Distinguished is top of the line, but are there entry level sets too?
I was also looking at taking those two points from travel powers since vehicles can get me from place to place in the overworlds.
Epic Stronghold
Block timing explained
- Be safe and have fun, champs - for science!
I'd recommend keeping Rank 3 on your ground travel power. It's helpful for the tank to keep pace with the team indoors, and fast movement is useful for mechanics in lairs and Eido.
If you're taking the Protector tree, I'd put at least one point in Unrelenting. Several endgame fights have travel-disable mechanics.
As Panta mentioned, blue gear can work fine as you grind toward Distinguished. I'd aim for Mercenary or equivalent (like Qliphothic or Vikorin primaries).
There's a lot of possible directions to take the character, depending on how flexible you view the attack powers for the concept. If there's wiggle room, is there a specific attack(s) you definitely want to keep?
I'm not sure how to fit in an AoE that would proc FotTiger. I think Nanites could be replaced with something, but how would that hurt the dps side of threat?
Epic Stronghold
Block timing explained
You know, that's a great point jaaz. I guess for the most part this remake was already moving away from that part of the concept. I already have a few nice auras to boot. I suppose then the only restraint I'd put on this build is no big, unhide-able tech things like Implosion Engine or the robo summons.
That may be too broad in scope for me to just ask for help in the forums tho, lol. I might need a mentor.
Epic Stronghold
Block timing explained
Magic Fist Tank knock - Freeform (Tank)
v3.44:36
Super Stats
Level 6: Strength (Primary)
Level 10: Recovery (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Wrecker (Str: 10, Dex: 8, Con: 10, Rec: 10)
Level 6: Physical Conditioning (Str: 5, Con: 5)
Level 9: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 12: Agile (Dex: 8)
Level 15: Martial Focus (Str: 5, Dex: 5)
Level 18: Acrobat (Dex: 5, Con: 5)
Level 21: Impresario (Dex: 5, Rec: 5)
Powers
Level 1: Righteous Fists
Level 1: Whirling Dragon Strike (Commanding Presence)
Level 6: Inexorable Tides (Rank 2, Flowing Strikes, Challenge!)
Level 8: Defiance (Rank 2, Rank 3)
Level 11: Pulverizer
Level 14: Enrage
Level 17: Resurgence (Rank 2)
Level 20: Dragon Uppercut (Rank 2, Rank 3, Challenge!)
Level 23: Shockwave (Power Shift, Wrecking Ball, Challenge!)
Level 26: Antagonize (Rank 2, Rank 3)
Level 29: Endorphin Rush (Rank 2, Rank 3)
Level 32: Backhand Chop
Level 35:
Level 38:
Adv. Points: 32/36
Travel Powers
Level 6: Athletics (Rank 2, Rank 3)
Level 35:
Specializations
Strength: Swole (2/3)
Strength: Physical Peak (3/3)
Strength: Brutality (2/2)
Strength: Juggernaut (3/3)
Protector: Fortified Gear (3/3)
Protector: Unrelenting (1/2)
Protector: Bulwark (2/2)
Protector: Debilitating Challenge (2/2)
Protector: Resolute (2/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Mastery: Protector Mastery (1/1)
Devices
Slot 1: Primus Spark Shield
Shockwave (which could be played as pounding waves of magic through the ground) spreads Challenge quickly across a broad area, and doubles as an initial source of Demolish against a boss.
Attack rotation is pretty simple. Spam charged Dragon Uppercuts, with a periodic Inexorable Tides tap (satisfying the kick requirement) to reapply secondary Challenge and refresh Demolish.
Crit rate will be low if you get Distinguished gear slotted with Confronts; but Dex from the listed talents gets you to 10%, and an ally AoPM is common enough that the crit severity specs won't go to waste.
There's a couple powers and four advantage points left, if you want to add something purely thematic.
Gear-wise I'm putting Con in all but one of the slots. Last one is Str. The base Rec seems just fine for my energy needs, but I'm wondering should I slot it for the Endorphin Rush heal? Switching Str for Rec seems to give about 18 more health for each tick in my limited testing.
I wouldn't worry about Rec as long as you're satisfied with energy management. Your self-healing just weathers the storm between Resurgence pops.