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Magic Fist Tank

raionthesecondraionthesecond Posts: 13 Arc User
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: 36/36

Travel 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

  • Options
    flowcytoflowcyto Posts: 12,742 Arc User
    edited July 2018
    Since you are using Defiance and still taking an EU (and obv a form), and have Rush available, you may be able to pass up on SS'ing Rec here. It'll depend on gear a bit, and you should test it out in the PTS or battle stations, but if energy seems to be fine then you could trade that for something like Pres SS to boost your healing (or SS Str and get its melee dmg bonus to its soft-cap, and have some extra knock resist).

    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.
    Post edited by flowcyto on
    <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!
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    raionthesecondraionthesecond Posts: 13 Arc User
    Looking over the build I think dropping ghostly on BCF and a rank off Devastating Strike for Gifts could work. I don't know if the loss in DPS will effect my tanking though.

    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.
  • Options
    flowcytoflowcyto Posts: 12,742 Arc User
    edited July 2018
    Its up to you, but I don't think losing a rank on the ult will affect tanking too much, since much of the threat will come from its 1-pt adv anyways. I assume you're using BCF to clump up mobs in AoE, so its 1-pt adv is nice but not that important (ghostly will only affect the main target and not those hit by the pbAoE).
    <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!
  • Options
    raionthesecondraionthesecond Posts: 13 Arc User
    I'm wondering if these few tweaks will be more/as effective. Switching Dragon Kick for Thunderclap for the slight added range, and switching Pillar of Poz for Masterful Dodge for survivability.

    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)
  • Options
    flowcytoflowcyto Posts: 12,742 Arc User
    TClap is good for a Sentinel tank that wants to proc the Mastery, and MD will combo well w/ BCR/RR (though I'd prob not bother w/ MD's special adv). The problem is that DK is a spammable attack and TClap is not, and Mental Leech and Ego Sprites don't proc the toggle or EU.
    <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!
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    andondarkmoreandondarkmore Posts: 671 Arc User
    edited July 2018
    I have a character ARCANE (Think Ironman in a magic powered Power Armor) - Based of your build (thanks)


    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)
  • Options
    flowcytoflowcyto Posts: 12,742 Arc User
    That's a bit of a weird build. I'm also unsure if its committed to tanking as it has no ADs and only one thing w/ Challenge on it.

    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.
    <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!
  • Options
    raionthesecondraionthesecond Posts: 13 Arc User
    edited July 2018
    That build seems to be leaning more towards DPS than tank, andondarkmore. I would move more towards mixing the dimensional side of MA alongside magic/infernal in that case. I'm honestly not too sure though.

    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.
    Post edited by raionthesecond on
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    andondarkmoreandondarkmore Posts: 671 Arc User
    Is Arcane salvageable (If so HELP!!!!) or dump the armor in the bowels of the Q-War zone for all eternity and start from scratch?
  • Options
    flowcytoflowcyto Posts: 12,742 Arc User
    edited July 2018
    That build seems to be leaning more towards DPS than tank, andondarkmore. I would move more towards mixing the dimensional side of MA alongside magic/infernal in that case. I'm honestly not too sure though.

    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.
    Dragon Rush counts as a Chi Energy effect, as does DK's avoidance adv, and the adv that can apply Chi Flame (though its at 50% per target)- you'll prob want at least one of those. None of the 1-pt spectral/ghost advs count as Chi Energy effects in of themselves.

    Is Arcane salvageable (If so HELP!!!!) or dump the armor in the bowels of the Q-War zone for all eternity and start from scratch?
    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.
    <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!
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    andondarkmoreandondarkmore Posts: 671 Arc User
    Arcane can be an off tank. Looking to stay in concept (Sorcerer in magic powered power armor) as opposed to that Marvel Iron guy (Inventor on technology powered power armor). Will be going Events / Alerts and possible Cosmic if he needs BoPickup from gold vender.
  • Options
    flowcytoflowcyto Posts: 12,742 Arc User
    Well, Sorc is mostly a ranged set. You can do a normal Sorc build w/ a tank framework, and mostly use costume/aesthetics to have the magical power armor concept. An example of that:

    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.
    <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!
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    nornsavantnornsavant Posts: 93 Arc User
    I had been looking for just such a concept build when I cooked up this one. It has more of a punchy vibe.

    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.
  • Options
    flowcytoflowcyto Posts: 12,742 Arc User
    Here's how I'd prob edit that:

    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.
    <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!
  • Options
    raionthesecondraionthesecond Posts: 13 Arc User
    edited March 2019
    Back again looking for ways to improve even further beyond! Still going with the magic/martial theme so how about:

    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
  • Options
    flowcytoflowcyto Posts: 12,742 Arc User
    I mean.. it could work, though I'm a bit unclear as to what your planned rotation would be. If the rotation gets too busy, that could be annoying if you have to block or move often 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!
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    jaazaniah1jaazaniah1 Posts: 5,431 Arc User
    I'd work in Resurgence somewhere.

    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.
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
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    flowcytoflowcyto Posts: 12,742 Arc User
    Well, he does have DK for the spamable stun if he wants to go back to Sentinel, although the instant stun on TClap could be handy.. Sentinels + stun is nice, if supplying more team healing is what he wants.
    <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!
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    raionthesecondraionthesecond Posts: 13 Arc User
    Right now the rotation is centered around Thundering Kicks for the self buff/enemy debuff and challenge. Single targets eat the uppercut in between refreshes while groups get dragon kick. Devastating Strike was added as I didn't really know what else to put there given to spec switch.

    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?
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    flowcytoflowcyto Posts: 12,742 Arc User
    It just depends what you're going for, since the specs offer somewhat diff things (Sentry is more about boosting defense; Sentinel is more about boosting healing). TClap can instantly stun, which is nice, but DK is spam-able and can function as normal AoE too, unlike TClap w/ its cd. Again, its a bit up to you how you want to play 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!
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    Seems like pillar isnt needed and ors the only magic power being used
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    raionthesecondraionthesecond Posts: 13 Arc User
    edited April 2021
    flipmodeSHADYGuess who's back

    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!
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    flowcytoflowcyto Posts: 12,742 Arc User
    edited April 2021
    The build could work out as is, though I'd be a bit concerned about energy issues overall, since Tiger's Bite (and the Ult) is kinda costly and you lack Dragon's Rush (I assume w/ Sword Cyclone that you're mostly just briefly using it for the 2ndary challenge and pull-in, since it won't proc FotTiger on its own). It may be more straightforward to use VF for Shredded and otherwise just use DC in between. Rec SS (instead of Str SS) could also help a bit w/ energy as well, if needed. I'd also prob move a rank from Toxic Nanites to R3 of Conviction. Anyways, do you still need help w/ the specs? Protector and Warden is a good combo for a tank.

    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.
    <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!
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    raionthesecondraionthesecond Posts: 13 Arc User
    Ah, I was hoping the energy returns from Fuel my Fire would be enough. You're totally right about Sword Cyclone and VF shred. It looked like DC and TB costed the same but have different damages. If DC will make it smoother to tank that's definitely a plus.

    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?
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    flowcytoflowcyto Posts: 12,742 Arc User
    Yea, a potential issue w/ the build is that none of your attacks w/ an AoE component can proc FotTiger atm. VF is still obv nice to keep for Shredded, but you may want a charged pbAoE like SB's Scything Blade in there. Alternatively, Sword Cyclone does have another special adv that makes it a charged ability (Butcher's), but it's also quite expensive to use as well; maybe you'd have good enough stats/gear to accommodate partial charges of it, though.
    Will it be much harder to run Rec instead of Str? For things like holding aggro and the 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).
    Are there any negatives to using the other masteries instead of Con?
    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.
    Is Str/Dex/Con more advanced than the current stats? What would that spec loadout look like?
    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.
    <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!
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    raionthesecondraionthesecond Posts: 13 Arc User
    So, the build now looks like:

    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.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    It seems like Distinguished is top of the line, but are there entry level sets too?
    It's possible to have enough durability using blues, but you'll have trouble with threat if there's no other tanks present, and if there's another better geared tank present they'll almost certainly steal aggro.
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    flowcytoflowcyto Posts: 12,742 Arc User
    edited April 2021
    Also, the build still only has one attack that will proc FotTiger (TB). Although that can be enough for single-target fights, it would make things a bit trickier in AoE, esp given TB's cost.
    <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!
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    carrionbaggagecarrionbaggage Posts: 721 Community Moderator
    For a new tank, timing a 3-hit combo at Cosmics may feel difficult.

    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?
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    locochoco#7652 locochoco Posts: 331 Arc User
    edited April 2021
    I noticed out Resurge back in. That was my only suggestion on previous versions.
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    raionthesecondraionthesecond Posts: 13 Arc User
    edited April 2021
    I wanted at least one kick and one obviously magic thing with this build. The concept can really be whatever falls under the title of "Magic Fist Tank". Overall, I would like to take that step into endgame tanking.

    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?
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited April 2021
    The easy way to make sure you have another option to proc FotT is to add Butcher's Blade to Sword Cyclone (replacing rank 2). Alternately, you could use Form of the Tempest instead of Form of the Tiger. You could also swap Sword Cyclone for Dragon Kick, which would give you a kick attack in your build.
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    jaazaniah1jaazaniah1 Posts: 5,431 Arc User
    Have you considered just adding an appropriate aura to give yourself the "magic fist" look? There's difference between the mechanical effect of a power and the special effects that make it look like something.
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
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    raionthesecondraionthesecond Posts: 13 Arc User
    I was steering away from Butcher's Blade on Sword Cyclone because of it's (surprisingly) high energy cost (considering the energy pool this build is working with). It's nearly the entire bar for that move with blues on the test server.

    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.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    I was steering away from Butcher's Blade on Sword Cyclone because of it's (surprisingly) high energy cost (considering the energy pool this build is working with). It's nearly the entire bar for that move with blues on the test server.
    Butcher's Blade energy per second isn't higher than regular sword cyclone, it just requires you to spend it all at once. If you want an affordable PBAoE, go with scything blade.
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    carrionbaggagecarrionbaggage Posts: 721 Community Moderator
    edited April 2021
    Here's a setup based around knockup/down/toward:

    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.
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    raionthesecondraionthesecond Posts: 13 Arc User
    Initial testing with Carrion's build looks very promising. I added Demolish as a quicker single target way of applying demolish and Circle of Primal Dominion as an extra buff to survivability (and magic woo). The multitude of knocks means I'm not running out of energy in the powerhouse and the damage seems real nice for when I'll be doing solo stuff.

    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.
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    carrionbaggagecarrionbaggage Posts: 721 Community Moderator
    edited April 2021
    Glad to hear the build's working. I think Demolish is a good choice, as maintaining a full Shockwave can be tough in a lot of endgame fights. The circle is a nice addition as well.

    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.
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