46
Tanker / Re: SR/MA = NO GET HITSU!!
« on: February 16, 2023, 11:13:47 am »
Well, the build in this post is no longer the build that I am currently using at the end of RI4 prior to RI5 going live.
Yesterday, I spent the afternoon reformulating the build plan into a new configuration that dropped both the Medicine and Sorcery pools(!) ... reclaiming 6 power picks and their associated slots. Replacing those power picks are:
And here's what the throughput yield of that build computes to:
The net modification winds up being an exchange of:
So far, the rebuild has been tested against the Lambda, Dilemma Diabolique and Minds of Mayhem iTrials with reasonable success (although Penelope Yin gave me some blue bar problems last night causing a complete drain and detoggle while trying to set up for a dogpiling by the League). Haven't had an opportunity to test this new formulation out against the Underground Trial yet, but I figure that should probably happen tonight/over the weekend/next week sometime. I would like to think that the reformulated build I've got going on here will enable me to withstand Lethal Force Authorized attacks (lower Max HP vs higher Energy Resistance with more +Absorb available) from the Extinction War Walkers unsupported from now on (including no longer needing to use inspirations to temporarily cover gaps in the build). Of course, the adds around the Extinction War Walkers are attacking too, chipping away at the margins I've got configured into this new build, so we'll have to see if I've "closed the vulnerability gap" sufficiently or not.
One parameter that I'm especially interested in validating is the choice of using the T4 Paralytic Core Interface to see if it will add "useful margin" of mitigation against Main Tank threats for myself and others (Extinction War Walkers, Sentinel, etc.). Being able to keep a stack of 4x -5% Damage Debuff sustained on a $Target ought to help relieve some of their damage output pressure, both on myself and on the League as a whole.
I've also swapped from using T4 Ion Core Judgement over to using T4 Ion Radial Judgement because I feel like having a 25% chance of a Mag 4 Hold for 12s is a more useful crowd control neutralizer than a 20% chance of a little extra damage (which, in practice, will almost never be a deciding factor in how quickly a pile of mobs can be defeated). In terms of offense/defense, I've already found in the Lambda trial that on balance the Radial version is more "useful" than the Core version of this Judgement (both during the collection phase and when confronting Marauder+IDF support).
The choice of T4 Support Radial Hybrid stems from the fact that although Assault is "better" in the individual (soloist) use case, Support winds up being better in the league use case (which is most of what I do with Redlynne now). It's similar to the "force multiplier" effects of Leadership toggles ... subpar for the soloist, multipler for a group (and leagues are Big Groups!). The "always on" global Endurance Discount also helps mitigate any endurance issues my build may encounter in heavy combat where I'm needing use Dragon's Tail on cooldown a lot to deal with swarms of aggro.
Also, the higher global recharge in the rebuild means that Eagle's Claw now has a (native) 4.63s recharge time(!). This means that Eagle's Claw animates and recharges in 7.402 seconds ... but it delivers an 8.2s Mag 3 Stun (with a 51.84% to stack another 8s Mag 2 Stun on top of that!) ... meaning that Eagle's Claw can be used to perma-stun. Additional stun support comes from Thunder Kick (10% proc chance), making the throughput remarkably relaible (all things considered).
Crippling Axe Kick with 6-slot Superior Vampire's Bite has a 58.16% chance to proc a heal (requiring no diversion of animation time) and will easily outpace the amount of healing I ever spent animation time of securing via Aid Self.
Also, my theorycrafting of the value of Aid Self+Field Medic "healing blue bar" performance was decidedly lackluster in actual practice. The main use for Field Medic is removing the Interrupt Time from Aid Other, allowing you to cast Aid Other while in motion ... which is way more useful than it sounds, given that Aid Other has such a short range. But since I actually used Aid Other/Aid Self/Field Medic SO RARELY in actual gameplay, those powers functionally wound up as being little more than set mules and novelties, rather than powers that saw routine use or were frequently used as clutch moves ... so sacrificing the Medicine pool was less of a hassle than it might have otherwise been.
Overall, I'm really happy with where the v2.0 of this build has landed, especially since the global recharge is enough to bring Focus Chi close to 30% uptime (10s duration on 31.32s recharge) as well as Elude to over 50% uptime (90s duration on 173.5s recharge). Even Vengeance gets a really good uptime potential (120s duration on 146.3s recharge, although friendly corpses are required to use this power, which in iTrials seems to happen a lot more frequently than I would have assumed) and Vengeance offers some really good buffs (+Damage, +Defense(All), +Mez Protection/Resistance) which can turn things around for the survivors of someone else's misfortunes.
The other really nice thing about this rebuild is that you can still "throw away the Secondary" and slot in something other than Martial Arts ... and still wind up with a remarkably viable attack chain comprising 5 attacks (all 6-slotted) plus Tanker Taunt (1-slot wonder) and Build Up (6-slotted with Gaussian's). The rest of the build is relatively tight on power picks and slotting ... but there's still some room left over to work with if you want to go in a different direction (can swap Hover for Combat Jumping, for example, if that's your preference). But all things considered, I have to say that I think the basic framework of this build is the best that I can do until RI5 drops ... and even then, I'm hard pressed to think of anything I would really want to change, since there would be tradeoffs in edge case functionalities involved (such as reaching for Fly+Aerobatics=Group Fly at the expense of Stealth and Vengeance).
Anyway, I'll make a Proper Repost of the updated build once RI5 goes Live and Mids Reborn updates to the new paradigm (just in case).
And I would attach the .mxd file for the build to this post, but the forum software doesn't appreciate anything that isn't a doc, gif, jpg, mpg, pdf, png, txt or zip file format. Pity we can't add .mxd to that list of formats ...
Yesterday, I spent the afternoon reformulating the build plan into a new configuration that dropped both the Medicine and Sorcery pools(!) ... reclaiming 6 power picks and their associated slots. Replacing those power picks are:
- Hover @ 4 ... 1-slotted with LotG: Def/+Recharge (25)
- Dodge @ 14 ... 4-slotted with Shield Wall: Def/End, Def/Rech, Def, +Res (27)
- Agile @ 16 ... 2-slotted with common Def (50)
- Lucky @ 18 ... 2-slotted with common Def (50)
- Maneuvers @ 22 ... still 6-slotted with Reactive Defense (22)
- Crippling Axe Kick @ 28 ... 6-slotted with Superior Vampire's Bite (50)
- Tactics @ 24 ... 1-slotted with Adjusted Targeting: To-Hit/End (50)
- Assault @ 30 ... still 1-slotted with common End (50)
- Elude @ 32 ... 5-slotted with Doctored Wounds (31)
- Conserve Power @ 41 ... 1-slotted with common Rech (50)
- Physical Perfection @ 44 ... 2-slotted with Numina: Heal/End, Heal (31)
- Stealth @ 47 ... 1-slotted with LotG: Def/+Recharge (25)
- Vengeance @ 49 ... 1-slotted with Kismet: +Accuracy (10)
And here's what the throughput yield of that build computes to:
The net modification winds up being an exchange of:
- -100 Max HP
- -40% Regeneration
- +22.5% more global Recharge
- Elude uptime of over 50%(!!!) with a massive +Absorb bonus (among others) while up, (90s duration, 173.5s recharge)
- Stealth + Sprint (with Stealth IO) enables "mission ninja" capability (need to toggle off Evasion to avoid Taunt aura aggro)
- Conserve Power can be alternated with Elude for Endurance management, essentially on cooldown
- 4-slot Sheild Wall + 6-slot Superior Vampire's Bite adds +10.5% Energy/Negative Resistance, improving from 14% to 24.5%
- Smashing/Lethal Resistance improves from 23.75% to 25.25%
- Fire/Cold Resistance improves from 20% to 21.5%
So far, the rebuild has been tested against the Lambda, Dilemma Diabolique and Minds of Mayhem iTrials with reasonable success (although Penelope Yin gave me some blue bar problems last night causing a complete drain and detoggle while trying to set up for a dogpiling by the League). Haven't had an opportunity to test this new formulation out against the Underground Trial yet, but I figure that should probably happen tonight/over the weekend/next week sometime. I would like to think that the reformulated build I've got going on here will enable me to withstand Lethal Force Authorized attacks (lower Max HP vs higher Energy Resistance with more +Absorb available) from the Extinction War Walkers unsupported from now on (including no longer needing to use inspirations to temporarily cover gaps in the build). Of course, the adds around the Extinction War Walkers are attacking too, chipping away at the margins I've got configured into this new build, so we'll have to see if I've "closed the vulnerability gap" sufficiently or not.
One parameter that I'm especially interested in validating is the choice of using the T4 Paralytic Core Interface to see if it will add "useful margin" of mitigation against Main Tank threats for myself and others (Extinction War Walkers, Sentinel, etc.). Being able to keep a stack of 4x -5% Damage Debuff sustained on a $Target ought to help relieve some of their damage output pressure, both on myself and on the League as a whole.
I've also swapped from using T4 Ion Core Judgement over to using T4 Ion Radial Judgement because I feel like having a 25% chance of a Mag 4 Hold for 12s is a more useful crowd control neutralizer than a 20% chance of a little extra damage (which, in practice, will almost never be a deciding factor in how quickly a pile of mobs can be defeated). In terms of offense/defense, I've already found in the Lambda trial that on balance the Radial version is more "useful" than the Core version of this Judgement (both during the collection phase and when confronting Marauder+IDF support).
The choice of T4 Support Radial Hybrid stems from the fact that although Assault is "better" in the individual (soloist) use case, Support winds up being better in the league use case (which is most of what I do with Redlynne now). It's similar to the "force multiplier" effects of Leadership toggles ... subpar for the soloist, multipler for a group (and leagues are Big Groups!). The "always on" global Endurance Discount also helps mitigate any endurance issues my build may encounter in heavy combat where I'm needing use Dragon's Tail on cooldown a lot to deal with swarms of aggro.
Also, the higher global recharge in the rebuild means that Eagle's Claw now has a (native) 4.63s recharge time(!). This means that Eagle's Claw animates and recharges in 7.402 seconds ... but it delivers an 8.2s Mag 3 Stun (with a 51.84% to stack another 8s Mag 2 Stun on top of that!) ... meaning that Eagle's Claw can be used to perma-stun. Additional stun support comes from Thunder Kick (10% proc chance), making the throughput remarkably relaible (all things considered).
Crippling Axe Kick with 6-slot Superior Vampire's Bite has a 58.16% chance to proc a heal (requiring no diversion of animation time) and will easily outpace the amount of healing I ever spent animation time of securing via Aid Self.
Also, my theorycrafting of the value of Aid Self+Field Medic "healing blue bar" performance was decidedly lackluster in actual practice. The main use for Field Medic is removing the Interrupt Time from Aid Other, allowing you to cast Aid Other while in motion ... which is way more useful than it sounds, given that Aid Other has such a short range. But since I actually used Aid Other/Aid Self/Field Medic SO RARELY in actual gameplay, those powers functionally wound up as being little more than set mules and novelties, rather than powers that saw routine use or were frequently used as clutch moves ... so sacrificing the Medicine pool was less of a hassle than it might have otherwise been.
Overall, I'm really happy with where the v2.0 of this build has landed, especially since the global recharge is enough to bring Focus Chi close to 30% uptime (10s duration on 31.32s recharge) as well as Elude to over 50% uptime (90s duration on 173.5s recharge). Even Vengeance gets a really good uptime potential (120s duration on 146.3s recharge, although friendly corpses are required to use this power, which in iTrials seems to happen a lot more frequently than I would have assumed) and Vengeance offers some really good buffs (+Damage, +Defense(All), +Mez Protection/Resistance) which can turn things around for the survivors of someone else's misfortunes.
The other really nice thing about this rebuild is that you can still "throw away the Secondary" and slot in something other than Martial Arts ... and still wind up with a remarkably viable attack chain comprising 5 attacks (all 6-slotted) plus Tanker Taunt (1-slot wonder) and Build Up (6-slotted with Gaussian's). The rest of the build is relatively tight on power picks and slotting ... but there's still some room left over to work with if you want to go in a different direction (can swap Hover for Combat Jumping, for example, if that's your preference). But all things considered, I have to say that I think the basic framework of this build is the best that I can do until RI5 drops ... and even then, I'm hard pressed to think of anything I would really want to change, since there would be tradeoffs in edge case functionalities involved (such as reaching for Fly+Aerobatics=Group Fly at the expense of Stealth and Vengeance).
Anyway, I'll make a Proper Repost of the updated build once RI5 goes Live and Mids Reborn updates to the new paradigm (just in case).
And I would attach the .mxd file for the build to this post, but the forum software doesn't appreciate anything that isn't a doc, gif, jpg, mpg, pdf, png, txt or zip file format. Pity we can't add .mxd to that list of formats ...