Munitions LR tank

thunderhowl23
thunderhowl23 Posts: 4 Arc User
edited April 2014 in Power Discussion
Is this possible? Mulling around the idea of having a character as a Munitions tank with some oddities thrown in (mostly for character concept). If not, could I get some suggestions as to a different AD power to use? Was thinking Defiance but I don't know how well it lines up with Munitions/Electricity.

PowerHouse (Link to this build)

Name: Kyogre

Archetype: Freeform

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

Talents:
Level 1: Sureshot
Level 6: Enduring
Level 9: Agile
Level 12: Brilliant
Level 15: Acrobat
Level 18: Coordinated
Level 21: Healthy Mind

Powers:
Level 1: Gunslinger (Accelerated Metabolism)
Level 1: Two-Gun Mojo (Accelerated Metabolism, Crippling Challenge)
Level 6: Holdout Shot (Stim Pack)
Level 8: Killer Instinct
Level 11: Conviction (Rank 2, Rank 3)
Level 14: Bountiful Chi Resurgence (Resurgent Reiki)
Level 17: Force Shield (Rank 2, Rank 3, Force Sheathe)
Level 20: Inertial Dampening Field (Rank 2, Rank 3)
Level 23: Energy Wave (Reverse Polarity)
Level 26: Lightning Reflexes (Rank 2, Rank 3)
Level 29: Masterful Dodge
Level 32: Thunderstrike (Challenging Strikes)
Level 35: Sparkstorm (Electric Personality, Challenging Strikes)
Level 38: Lead Tempest (Tread Softly, Accelerated Metabolism, Challenging Strikes)

Travel Powers:
Level 6: Mach Speed
Level 35: Rocket Jump

Specializations:
Dexterity: Gear Utilization (3/3)
Dexterity: Power Swell (2/2)
Dexterity: Evasion (2/2)
Dexterity: Quick Reflexes (3/3)
Guardian: Fortified Gear (3/3)
Guardian: Locus (2/2)
Guardian: Tenacious (2/2)
Guardian: The Best Defense (3/3)
Protector: Fortified Gear (3/3)
Protector: Bulwark (2/2)
Protector: Debilitating Challenge (2/2)
Protector: Resolute (3/3)
Mastery: Dexterity Mastery (1/1)
Post edited by thunderhowl23 on

Comments

  • ajanus
    ajanus Posts: 501 Arc User
    edited April 2014
    You only need 1 Challenging Strikes. I would keep it on Lead Tempest. Also take out AM here to make room for R2.

    You also only need 1 Accelerated Metabolism...at most, usually I only take this if I have only 1 point leftover at the end.

    While you can keep Crippling Challenge on 2GM, I usually prefer it at R3, and take another ability to tap for Crippling Challenge.

    You definitely want to trade IDF for Concentration.

    Energy Wave, Sparkstorm, and Thunderstrike are all neat powers, but you don't have any of them ranked up. A lunge ability would make Sparkstorm much more efficient to use. Usually, if I have any 'flavor' powers in a build like this, I make sure to rank them up so I can "show off" the power.

    You have no Active Offense either, I would probably sub out one of the above to make room. Ego Surge + adv. will likely be your best option.


    Remember: Half the people you know are below average...

    Do not correct a fool, for he will hate you for it. Correct a wise man, for he will appreciate you for it.

    Don't be like the Qularr. They would not last one round in the Interstellar Galactic Arena...

    Handle @brayv
  • cptmillennium
    cptmillennium Posts: 447 Arc User
    edited April 2014
    I was using this for awhile on Silver Sentinel. With Evasive Maneuvers and Thundering Kick's buffs both up he was over 100% dodge, about 80% avoidance and when Locus was active he had something like 95% damage resistance from Defense. Incredible survivability, but fairly low damage. Great ranged tank though.

    My tactic was to lunge to apply Crippling Challenge, a TK combo, then EM out and fire 2GM. Against groups I'd lunge into the middle of the mobs, TK combo and use Lead Tempest, which still kept me near 100% dodge with Tread Softly.

    PowerHouse (Link to this build)

    Name:
    a
    Archetype: Freeform

    Super Stats:
    Level 6: Ego (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Dexterity (Secondary)

    Talents:
    Level 1: The Specialist
    Level 6: Acrobat
    Level 9: Shooter
    Level 12: Ascetic
    Level 15: Covert Ops Training
    Level 18: Martial Training
    Level 21: Professional Athlete

    Powers:
    Level 1: Gunslinger
    Level 1: Two-Gun Mojo (Rank 2, Rank 3)
    Level 6: Concentration
    Level 8: Killer Instinct
    Level 11: Lightning Reflexes (Rank 2, Rank 3)
    Level 14: Ego Surge (Rank 2, Nimble Mind)
    Level 17: Evasive Maneuvers (Rank 2, Rank 3)
    Level 20: Thundering Kicks (Rank 2, Rank 3)
    Level 23: Lead Tempest (Rank 2, Tread Softly, Challenging Strikes)
    Level 26: Conviction (Rank 2, Rank 3)
    Level 29: Masterful Dodge
    Level 32: Bountiful Chi Resurgence (Resurgent Reiki)
    Level 35: Thunderbolt Lunge (Crippling Challenge, Nailed to the Ground)
    Level 38: Energy Shield

    Travel Powers:
    Level 6: Athletics
    Level 35: Hover Disk

    Specializations:
    Ego: Force of Will (2/2)
    Ego: Insight (3/3)
    Ego: Follow Through (3/3)
    Ego: Sixth Sense (2/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Modified Gear (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Locus (2/2)
    Guardian: Ruthless (2/2)
    Guardian: The Best Defense (3/3)
    Mastery: Ego Mastery (1/1)
    __________________________________________________
    The poster formerly known as Lightwave!
  • bravehoptoad
    bravehoptoad Posts: 248 Arc User
    edited April 2014
    ajanus wrote: »
    You only need 1 Challenging Strikes. I would keep it on Lead Tempest. Also take out AM here to make room for R2.

    Did they change things so that Challenging Strikes no longer stack? Or are you just saying that stacking CS isn't helpful?
  • ajanus
    ajanus Posts: 501 Arc User
    edited April 2014
    Did they change things so that Challenging Strikes no longer stack? Or are you just saying that stacking CS isn't helpful?

    You know, I read a post where someone was talking about this awhile back, so had to login to test it for myself. I tested it back then, and I have tested it recently, but just to be sure, I will test again tonight.

    So far, I have never seen a time when CS stacked. Everytime I have used 2 different powers with CS, it has only reset the timer on it, never given an additional stack.

    So either I have just completely tested outside the "stackable CS era" or I literally cannot tell the difference between 1 stack and 2...and at the rate things have been going where I am, it wouldn't surprise me either way.

    I will post back again later tonight with further testing results.


    Remember: Half the people you know are below average...

    Do not correct a fool, for he will hate you for it. Correct a wise man, for he will appreciate you for it.

    Don't be like the Qularr. They would not last one round in the Interstellar Galactic Arena...

    Handle @brayv
  • xcaligax
    xcaligax Posts: 1,096 Arc User
    edited April 2014
    Challenging Strikes is only applied once per player. In other words, for 2 or 3 stacks of it, you need 2 or 3 players.
  • ajanus
    ajanus Posts: 501 Arc User
    edited April 2014
    xcaligax wrote: »
    Challenging Strikes is only applied once per player. In other words, for 2 or 3 stacks of it, you need 2 or 3 players.

    I was pretty sure of this, but I tested it again since I said I was going to earlier. Confirmed only 1 per player.


    Remember: Half the people you know are below average...

    Do not correct a fool, for he will hate you for it. Correct a wise man, for he will appreciate you for it.

    Don't be like the Qularr. They would not last one round in the Interstellar Galactic Arena...

    Handle @brayv
  • selphea
    selphea Posts: 1,229 Arc User
    edited April 2014
    How set are you on 2GM as a main attack?

    Are you open to something like a combo of Bullet Beatdown and Crashing Wave Kick?
  • thunderhowl23
    thunderhowl23 Posts: 4 Arc User
    edited April 2014
    selphea wrote: »
    How set are you on 2GM as a main attack?

    Are you open to something like a combo of Bullet Beatdown and Crashing Wave Kick?
    Yeah, I can expand out a bit.
  • selphea
    selphea Posts: 1,229 Arc User
    edited April 2014
    Ok I tried to do an LR build with Bullet Beatdown, and I'd say don't do it.

    Not because it's not doable - it's very doable, but you won't have enough powers left over to flesh out the Electricity side of your concept.

    With LR, you need about 3 support powers - typically choosing those from a list of: Parry, Evasive Maneuvers, Crashing Wave Kick and Thundering Kicks. So including LR itself that's 4 powers in your budget.

    Then there's the fundamentals: Builder, Form, AO, AD and Unlock take up another 5.

    Throw in another 2 heals (BCR and Conviction) for tanking and you're already up to 11 out of 14. Which means room for only 3 more attacks. Bullet Beatdown, Lead Tempest and Lunge. No room for electric, at least not without major sacrifices.

    So I'd suggest using Invul as a passive instead. It's more universal and frees up those 3 support powers that LR needs for other uses. From there you can go with one of two routes:

    1. Ego/Con/Rec split with Overdrive and Concentration to spam your 3 big maintains - 2GM, Sparkstorm and Lead Tempest
    2. End/Dex/Rec with Ionic Reverb and Form of the Tempest, using Ball Lightning with Triplicity to get energy to spam Sparkstorm + Bullet Beatdown with Warden Mastery, or Sparkstorm + Lead Tempest for AoE

    Option 1 is more user-friendly. Option 2 has better survivability with End's HP specs and Warden Mastery, but you lose damage and need to manage Ball Lightning and use a lunge.
  • bravehoptoad
    bravehoptoad Posts: 248 Arc User
    edited April 2014
    ajanus wrote: »
    I was pretty sure of this, but I tested it again since I said I was going to earlier. Confirmed only 1 per player.

    Heh. Well. This is the trouble with having old threads stickied, and no new ones to take their place. We need a new Guide to Threat Management.

    The Myth: "The Threat from CC and CS do not stack"
    The Truth: They actually do stack with eachother. Also, CS from Multiple power sources will stack with eachother. So it's actually adventageous to take multiple powers with CS. Also, CC powers are exclusive in activiation, so there is no way to stack it from multiple Power Sources, however, tick by tick, 400 Threat per tick does add up.
  • flowcyto
    flowcyto Posts: 12,117 Arc User
    edited April 2014
    Wait are we talking about the debuff (which def doesn't stack w/ one player) or the threat? I'm pretty sure the old sticky was correct about the threat stacking for CS.
    ________________
    <CO stuff> .: Petco :. // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • ajanus
    ajanus Posts: 501 Arc User
    edited April 2014
    Heh. Well. This is the trouble with having old threads stickied, and no new ones to take their place. We need a new Guide to Threat Management.

    The Myth: "The Threat from CC and CS do not stack"
    The Truth: They actually do stack with eachother. Also, CS from Multiple power sources will stack with eachother. So it's actually adventageous to take multiple powers with CS. Also, CC powers are exclusive in activiation, so there is no way to stack it from multiple Power Sources, however, tick by tick, 400 Threat per tick does add up.

    So, for argument's sake, let's say that for threat management, all applications of CS count from multiple powers. It would still be more beneficial for you to have 1 power that applied it because it eliminates human error.

    1 maintain that applies CS per tic will generate more threat than multiple powers on tap. The only time this could possibly make any amount of difference, is if 2 powers could be going at the same time to stack CS simultaneously...for instance, Sparkstorm + Electric Personality/CS with any maintain + CS.

    All of the different CS powers would make a huge difference if the actual debuff stacked, but just as for pure threat management, unless you get into very specific situations or use specific power choices, it won't matter that much.


    Remember: Half the people you know are below average...

    Do not correct a fool, for he will hate you for it. Correct a wise man, for he will appreciate you for it.

    Don't be like the Qularr. They would not last one round in the Interstellar Galactic Arena...

    Handle @brayv
  • mcgarnackle
    mcgarnackle Posts: 23 Arc User
    edited April 2014
    I mainly only use tanks for rampages and I have found the build below to be quite effective. A little tailoring and I sure you'll find something you like.

    This build is a 100% dodge build using Lead Tempest/Tread Softly and Thundering Kicks/rank 3 + Lightning Reflexes. You are going to have those two second windows every fifteen seconds when you reapply Thundering Kicks where you will be more vulnerable but other than that it works very well and this is a solid durable build with decent damage to help you hold aggro.

    I picked Resurgence because I have found it to be much more beneficial during those vulnerable two second windows when fighting Frosticus. Conviction just does not have enough "oomph!" to keep up with his damage when you really need that extra healing power.

    My tanks are fully justice geared and active defenses are around 43 second recharge. Typically what I do is lead off with 2GM, as I close in, to grab aggro. Then I click Amazing Grace device + Thundering Kicks (100%+ dodge at this point), summon COPD and blast with 2GM until AG wears off. Then I click MD and blast away with 2GM again. Once MD is close to wearing off I reapply TK and spam Lead Tempest to float above 100% dodge and repeat until MD refreshes where I will use 2GM again to keep the damage up.

    I can't recall a time when I have ever lost aggro to a DPS, but sometimes I fight over aggro with another tank depending on who initializes aggro and when CC is applied.


    *edit* You could substitute Evasive Manoeuvres (R3) for TK if you were so inclined but I am not a fan because you are not doing any damage, you might go out of healing range, and then you need to reposition yourself.

    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

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

    Talents:
    Level 1: The Scourge
    Level 6: Quick Recovery
    Level 9: Wordly
    Level 12: Ascetic
    Level 15: Amazing Stamina
    Level 18: Daredevil
    Level 21: Boundless Reserves

    Powers:
    Level 1: Gunslinger
    Level 1: Killer Instinct
    Level 6: Concentration
    Level 8: Force Shield (Force Sheathe)
    Level 11: Electric Sheath (Matter – Energy Union)
    Level 14: Ego Surge (Nimble Mind)
    Level 17: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 20: Resurgence (Rank 2)
    Level 23: Masterful Dodge
    Level 26: Circle of Primal Dominion (Rank 2, Rank 3)
    Level 29: Two-Gun Mojo (Rank 2, Crippling Challenge)
    Level 32: Lead Tempest (Rank 2, Tread Softly, Challenging Strikes)
    Level 35: Thundering Kicks (Rank 2, Rank 3)
    Level 38: Lightning Reflexes (Rank 2, Rank 3)

    Travel Powers:
    Level 6: Mach Speed (Rank 2, Rank 3)
    Level 35: Jet Pack (Rank 2)

    Specializations:
    Ego: Force of Will (2/2)
    Ego: Insight (2/3)
    Ego: Aggression (1/2)
    Ego: Follow Through (3/3)
    Ego: Sixth Sense (2/3)
    Protector: Fortified Gear (3/3)
    Protector: Bulwark (2/2)
    Protector: Defensive Expertise (3/3)
    Protector: Resolute (2/3)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Find the Mark (2/3)
    Guardian: The Best Defense (3/3)
    Mastery: Ego Mastery (1/1)