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#11
Player Help/Guides / Re: Main Tanking vs Lethal For...
Last post by Redlynne - Jan 08, 2025, 09:54 PM
Quote from: fizzit11 on Jan 08, 2025, 07:32 PMThe enhancements on Dull Pain are level 50.

Huh.

Doctored Wounds - Heal/Endurance @ 50 = 26.5%
Doctored Wounds - Heal/Recharge @ 50 = 26.5%
Doctored Wounds - Heal/Endurance/Recharge @ 50 = 21.2%

26.5 + 26.5 + 21.2 = 74.2 (pre-ED) ... 73.78 (post-ED) Heal enhancement

Dull Pain = 20 + 20*1.7378 = +54.756% Max Health

1874.1 * 0.54756 = +1026.182196 Max Health from Dull Pain



At this point I'm kind of curious why you would stop at 3-slotting Dull Pain and be using the Doctored Wounds set for this. The healing set bonuses for 3-slots of Doctored Wounds don't seem that impressive to me ... but then again, a proper analysis of that point depends upon a more fulsome context of the rest of your build plan/strategy and what your budget for acquisitions of slots can afford.

I still think that your smartest play would be 6-slot Preventative Medicine in Dull Pain, but if you need the slots elsewhere (always a possibility) and/or your budget for acquisitions can't quite stretch to being able to afford obtaining all 6 enhancements for Preventative Medicine ... Doctored Wounds makes for a decent low budget alternative.

Speaking just for myself, of course ... the 6-slot global bonuses of Preventive Medicine and Reactive Defenses (basically identical) are REALLY hard to pass up. I like putting 6-slot Preventive Medicine into a self-only heal power, with the maximal fallback option being Health if nothing else is suitable in a build plan ... and I like putting 6-slot Reactive Defenses into Leadership: Maneuvers. The combined yield from 6-slotting both sets is:
  • 3.75% S/L Resist, 6.25% Mez Resist
  • 3.75% Max Health
  • 6% F/C Resist, 10% Mez Resist
  • 7.5% Endurance Reduction
  • 17.5% Recharge Reduction
That's mighty tasty ;D as far as I'm concerned, and a combination that is just really hard to pass up in my own build plans.

Your mileage may vary, of course. ;)
#12
I think I'm finally able to view how this set could have good regen, you have to view the character as the blackhole feeding on everything around it. as it feeds it gains health, so it should likely gain Regen and +HP in battle based on the number of targets around the gravity aura character while specific powers are active. such as [Gravity_Aura.black_hole].

this is really what makes this set difficult to design, there needs to be alot of aspects built in to it. it needs revisions already, if even due to redlynne's suggestions. getting around to doing that is the hard part, I've also thought about the Auto power granted by Whitehole, "Enhanced"= grant power "Auto" is typically a weak effect, like 20% tohit and damage on Resurgence, so 10000% Mez res and Mag 10 mez protection really cannot fit there. that means a major revision, to find out what else needs to giveway to make room for it. likely on the L6(Tier4).
#13
Player Help/Guides / Re: Main Tanking vs Lethal For...
Last post by fizzit11 - Jan 08, 2025, 07:32 PM
The enhancements on Dull Pain are level 50.
#14
Player Help/Guides / Re: Main Tanking vs Lethal For...
Last post by Redlynne - Jan 08, 2025, 03:15 PM
Quote from: fizzit11 on Jan 08, 2025, 02:56 PMFYI, Dull Pain is 3 slotted with Dr'd Wounds, Heal/End, Heal/Rech, Heal/End/Rech.

Now you tell me. ::)

And what, pray tell, are the levels on the enhancements themselves that you've slotted?
#15
Player Help/Guides / Re: Main Tanking vs Lethal For...
Last post by fizzit11 - Jan 08, 2025, 02:56 PM
FYI, Dull Pain is 3 slotted with Dr'd Wounds, Heal/End, Heal/Rech, Heal/End/Rech.
#16
Player Help/Guides / Re: Main Tanking vs Lethal For...
Last post by Redlynne - Jan 08, 2025, 12:44 PM
Quote from: fizzit11 on Jan 08, 2025, 12:02 PMMy max health goes from 2148 to 3174 when I use Dull Pain (~48%). Did you factor this when calculating my survival?

How could I? ???
You didn't provide that information in your first post. See for yourself.

Quote from: fizzit11 on Jan 07, 2025, 06:30 PMI just started tanking UG, and I did see my [Invul] tank suddenly die to one of the WW's (luckily Just as the WW also died...), but I'm not sure why; I should have checked the combat log. Having said that, Mids shows my build to have 2148 max HP and 86.43 Energy resist. Does it make sense that LFA would one shot me (so to speak)?

I don't see any reference to use of Dull Pain or how much Health it yields for you in your build.

So, now with information about how much Health you have with Dull Pain active, I can update my calculations.

Quote from: Redlynne on Jan 07, 2025, 07:49 PMTanker AT Max Health = 3534
3534 * 0.3 = 1060.2

My understanding is that War Walkers calculate as Level 56 Foes, making them +3 vs Incarnate 50(+3). Due to Purple Patch modifiers, this increases the amount of damage delivered per DoT tick by +33% @ +3.
1060.2 * 1.33 = 1410.066 Energy damage per tick, 5x over 4s

@ 86.43% (minimum) Energy Resistance * 0.65 Resistance Reduction due to Purple Patch @ -3 = 56.1795% (normalized) Energy Resistance to Lethal Force Authorized
1410.066 * (1-0.561795) = 617.89797153 Energy damage taken per tick, 5x over 4s

617.89797153 * 5 = 3089.48985765 total Energy damage taken over 4 seconds

Your build Max Health: 3174 with Dull Pain
Absorb: 0 (not including Tanker ATO procs)
Regeneration: not specified (presumably lower than +500% total)

With a Regeneration below +500%, you can only "count" on getting in 1 Regeneration tick for 1/20th of your Max Health. Therefore, anticipated margin of survival (not including Dull Pain or Tanker ATO procs) would be:

3174 + 0*5 + 158.7*1 = 3332.7 Max Health available to withstand Lethal Force Authorized hit

3332.7 - 3089.48985765 = +243.21014235 Health (12.97743676% of Base Health for Tanker AT) remaining margin of survival after being hit by Lethal Force Authorized (assuming no additional damage from other sources being taken concurrently)



So if you're taking zero damage from other sources, you should be able to survive getting hit by Lethal Force Authorized ... so long as you've got Dull Pain up.

However, if you ARE taking damage from other sources in addition to Lethal Force Authorized you've got relatively little margin remaining to work with (243.2 Health before faceplant, which isn't all that much in the grand scheme of things). Hits from the mobs accompanying a War Walker could easily stack up enough damage to exceed that margin of survival, if enough of them can hit you (and Invulnerability is not Super Reflexes, so the "philosophy" of protection schemes are quite different).

If you're getting +48% Max Health out of Dull Pain, that leads me to conclude that you've probably got a single common Heal IO @ Level 50 = 42.4% enhancement slotted into Dull Pain and nothing more:
  • 20 + 20*1.424 = +48.48% Max Health = 1874.1 * 0.4848 = +908.56368 Max Health

If you were to increase that to a pair of common Heal IOs @ Level 50, you'd be getting 83.32% enhancement after factoring in ED penalties.
  • 20 + 20*1.8332 = +56.664% Max Health = 1874.1 * 0.56664 = +1061.940024 Max Health

If you went even further and +5 boosted those 2 common Heal IOs to be @ Level 50+5, you'd be getting 95.9% enhancement after factoring in ED penalties.
  • 20 + 20*1.959 = +59.18% Max Health = 1874.1 * 0.5918 = +1109.09238 Max Health



If I were in your place, I'd be looking for some way to either 3-6-slot Dull Pain with a Healing Set of some variety.

3 and 4 slot choices would probably involve Numina's Convalescence.
Obvious 5 slot choices would be Regenerative Tissue or Doctored Wounds.
But the real prize would be 6-slotting Preventative Medicine into Dull Pain, with the objective of making Dull Pain perma (including multi-stacking, if you've got enough global recharge in your build).

Just a thought. ::)
#17
Player Help/Guides / Re: Main Tanking vs Lethal For...
Last post by fizzit11 - Jan 08, 2025, 12:02 PM
My max health goes from 2148 to 3174 when I use Dull Pain (~48%). Did you factor this when calculating my survival? I didn't quite follow whether you assumed Dull Pain was in effect or not in the original calcs. 
#18
Player Help/Guides / Re: Main Tanking vs Lethal For...
Last post by Redlynne - Jan 07, 2025, 07:49 PM
Quote from: fizzit11 on Jan 07, 2025, 06:30 PMHaving said that, Mids shows my build to have 2148 max HP and 86.43 Energy resist. Does it make sense that LFA would one shot me (so to speak)?

Let's run the numbers!  ;)



Tanker AT Max Health = 3534
3534 * 0.3 = 1060.2

My understanding is that War Walkers calculate as Level 56 Foes, making them +3 vs Incarnate 50(+3). Due to Purple Patch modifiers, this increases the amount of damage delivered per DoT tick by +33% @ +3.
1060.2 * 1.33 = 1410.066 Energy damage per tick, 5x over 4s

@ 86.43% (minimum) Energy Resistance * 0.65 Resistance Reduction due to Purple Patch @ -3 = 56.1795% (normalized) Energy Resistance to Lethal Force Authorized
1410.066 * (1-0.561795) = 617.89797153 Energy damage taken per tick, 5x over 4s

617.89797153 * 5 = 3089.48985765 total Energy damage taken over 4 seconds



Your build Max Health: 2148 (presumably changed by Dull Pain?)
Absorb: 0 (not including Tanker ATO procs)
Regeneration: not specified (presumably lower than +500% total)

With a Regeneration below +500%, you can only "count" on getting in 1 Regeneration tick for 1/20th of your Max Health. Therefore, anticipated margin of survival (not including Dull Pain or Tanker ATO procs) would be:

2148 + 0*5 + 107.4*1 = 2255.4 Max Health available to withstand Lethal Force Authorized hit

2255.4 - 3089.48985765 = -834.08985765 Health shortfall in survival = Faceplant in 3 seconds (with 1 second of DoT remaining)

Quote from: fizzit11 on Jan 07, 2025, 06:30 PMDoes it make sense that LFA would one shot me (so to speak)?

If I'm correct with my analysis (hence why I "show my work" to encourage peer review) ... it absolutely makes sense that LFA would one shot you.

Potential counter-measures you could use would be:
  • WAIT to activate Dull Pain until AFTER the DoT ticks of LFA start. This lets you use the heal of Dull Pain to help offset the damage incoming from LFA.
  • Be READY to use Green Inspiration(s) to heal the damage taken from LFA while the DoTs are damaging you.
  • Respec to add Gadgetry: Force Barrier (and slot it for heal+recharge!) to give you a +Absorb that will "close the gap" on your survival deficit when active.
  • Respec to add more +Max Health from powers and/or set bonuses into your build strategy.
  • Respec to add more +Regeneration from powers and/or set bonuses into your build strategy. Martial Prowess for Tankers will allow you to increase your Max Health AND Regeneration by taking Battle Hardened and Valiance.
  • Respec to add the Unbreakable Guard: +7.5% Max HP set IO somewhere in your build. This single slot will add +140.56 Health to your build all by itself (as a Tanker).


To be honest, though, I think that slotting up Dull Pain would probably be your best play. Dull Pain by itself will add +40% Max Health for 120s to you, before enhancement. Slotting in +100% Heal enhancement into Dull Pain would increase that to +60% Max Health.

1874.1 * 0.6 = +1124.46 Max Health

2148 + 1124.46 = 3272.46 (92.59932088% of Tanker AT Max Health limit of 3534)

3272.46 - 3089.48985765 = +182.97014235 Health remaining margin of survival after being hit by Lethal Force Authorized (assuming no additional damage from other sources being taken concurrently)



Your BEST opportunity for success at surviving Lethal Force Authorized, given the scant details you've provided, would be to combine Dull Pain with Gadgetry: Force Barrier to REALLY layer on the protection ... while keeping Heal Inspirations in reserve (and being ready to use them within the 4 second window of taking damage!) for "if in doubt, break glass" type edge cases that might possibly occur.

Ideally speaking, you want as much "margin" as you can get on your odds to survive taking Lethal Force Authorized. I'm thinking some combination of the above recommendations will help you to close that gap relatively effectively. However, bringing all the parts and pieces together in a manner advantageous to you would require a holistic examination of your complete build strategy. Hopefully, with the tools I've provided and demonstrated above, you should be able to make the necessary calculations on your own to determine what the margin of survival for your build strategy actually IS (positive you live, negative you fall in battle) and what modifications you might like to make in Mids' that would be needed for you to shift those odds more in your favor. 8)
#19
Tanker / Re: {Updated} Super Reflexes /...
Last post by Redlynne - Jan 07, 2025, 07:08 PM
Level 1: Gauntlet
Level 1: Brawl

  • (A) Hamidon Origin: Nucleolus Exposure (Accuracy/Damage)
Level 1: Prestige Power Slide
  • (A) Run Speed IO: Level 50
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 15
Level 1: Prestige Power Surge
  • (A) Run Speed IO: Level 50+5
Level 1: Prestige Power Dash
  • (A) Run Speed IO: Level 50
Level 1: Prestige Power Quick
  • (A) Run Speed IO: Level 50
Level 1: Prestige Power Rush
  • (A) Run Speed IO: Level 50
Level 2: Rest
  • (A) Inexhaustability - Out of Combat +Hit Points/Endurance: Attuned
Level 2: Swift
  • (A) Run Speed IO: Level 50+5
Level 2: Hurdle
  • (A) Jumping IO: Level 50+5
Level 2: Health (Heal: 71.35%) {Regeneration: 68.54%}
  • (A) Numina's Convalescence - Endurance/Heal/Absorb: Level 31+5
  • (8 ) Numina's Convalescence - Heal: Level 31+5
  • (16) Numina's Convalescence - 10% Recovery and 20% Regeneration: Level 30
Level 2: Stamina (Endurance Mod: 100.508375%) {Recovery: 50.12709375%}
  • (A) Performance Shifter - Chance for +End (1.5 PPM): Level 21
    • 1.5 * 10 / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 25%
  • (12) Performance Shifter - EndMod: Level 27+5
  • (22) Performance Shifter - EndMod/Accuracy: Level 27+5
Level 4: Ninja Run or Beast Run

Level 50: Alpha Agility Radial Paragon
Level 50: Judgement Ion Radial Final Judgement
Level 50: Interface Reactive Radial Flawless Interface
Level 50: Lore Robotic Drones Core Superior Ally
Level 50: Destiny Rebirth Radial Epiphany
Level 50: Hybrid Assault Radial Embodiment
Level 50: Genesis Socket Radial Flawless
(+10 Max Endurance, +10% Max Health)

Freedom Phalanx Reserve / High Pain Threshold: +10% Max Health
Portal Jockey / Born In Battle: +5 Max Endurance, +5% Max Health
Received the Atlas Medallion / Marshal: +5 Max Endurance
Task Force Commander / Invader: +5% Max Health



Set Bonuses (to verify The Law of Fives is not being violated)

2.5% Damage (Shield Wall: 5)
3% Damage (Overwhelming Force: 3)
4% Damage (Superior Might of the Tanker: 2)
= +9.5%

3% Defense All (Steadfast Protection: 1)
3% Defense All (Gladiator's Armor: 1)
= +6%

5% Defense Melee, 2.5% Defense S/L (Superior Gauntleted Fist: 5)

1.25% Defense Ranged, 2.5% Defense E/N (Overwhelming Force: 5)
1.5625% Defense Ranged, 3.125% Defense E/N (Eradication: 3)
= +2.8125%

3.125% Defense AoE, 1.5625% Defense F/C (Eradication: 6)

3.75% Endurance Discount (Preventive Medicine: 5)
3.75% Endurance Discount (Reactive Defenses: 5)
= +7.5%

1.8% Max Endurance (Gift of the Ancients: 4)
1.8% Max Endurance (Gift of the Ancients: 4)
1.8% Max Endurance (Eradication: 2)
3.6% Max Endurance (Superior Gauntleted Fist: 2)
3.6% Max Endurance (Superior Vampire's Bite: 4)
= +12.6%

1.5% Max Health (Overwhelming Force: 4)
1.5% Max Health (Panacea: 4)
1.875% Max Health (Preventive Medicine: 3)
1.875% Max Health (Reactive Defenses: 3)
1.875% Max Health (Numina's Convalescence: 3)
1.875% Max Health (Numina's Convalescence: 3)
1.875% Max Health (Performance Shifter: 3)
2.25% Max Health (Shield Wall: 3)
2.25% Max Health (Shield Wall: 3)
2.25% Max Health (Shield Wall: 3)
2.25% Max Health (Eradication: 4)
2.25% Max Health (Eradication: 4)
3% Max Health (Superior Might of the Tanker: 3)
3% Max Health (Superior Vampire's Bite: 3)
7.5% Max Health (Unbreakable Guard: 1)
= +37.125%

7.5% Movement (Gift of the Ancients: 1)
7.5% Movement (Gift of the Ancients: 1)
7.5% Movement (Gift of the Ancients: 1)
7.5% Movement (Performance Shifter: 2)
= +30%

7.5% Recharge (Panacea: 5)
7.5% Recharge (Luck of the Gambler: 1)
7.5% Recharge (Luck of the Gambler: 1)
8.75% Recharge (Preventive Medicine: 6)
8.75% Recharge (Reactive Defenses: 6)
10% Recharge (Superior Might of the Tanker: 4)
10% Recharge (Superior Vampire's Bite: 6)
= +60%

2% Recovery (Gift of the Ancients: 2)
2% Recovery (Gift of the Ancients: 2)
2.5% Recovery (Panacea: 2)
10% Recovery (Numina's Convalescence: 1)
= +16.5%

10% Regeneration (Shield Wall: 2)
10% Regeneration (Shield Wall: 2)
10% Regeneration (Shield Wall: 2)
10% Regeneration (Shield Wall: 2)
10% Regeneration (Panacea: 3)
12% Regeneration (Overwhelming Force: 2)
12% Regeneration (Eradication: 5)
12% Regeneration (Numina's Convalescence: 2)
12% Regeneration (Numina's Convalescence: 2)
16% Regeneration (Superior Gauntleted Fist: 5)
16% Regeneration (Superior Vampire's Bite: 5)
20% Regeneration (Numina's Convalescence: 1)
= +150%

3% (to 13%) Resistance All (Reactive Defenses: 1)
5% Resistance All (Shield Wall: 1)
= +8% (to 18%)

1.5% Resistance S/L, 2.5% Resistance Mez (Reactive Defenses: 2)
2.25% Resistance S/L, 3.75% Resistance Mez (Preventive Medicine: 2)
6% Resistance S/L, 10% Resistance Mez (Superior Might of the Tanker: 6)
6% Resistance S/L, 10% Resistance Mez (Superior Gauntleted Fist: 6)
= +15.75% S/L

1.5% Resistance E/N, 2.5% Resistance Mez (Titanium Coating: 2)
3.75% Resistance E/N, 6.25% Resistance Mez (Gift of the Ancients: 5)
3.75% Resistance E/N, 6.25% Resistance Mez (Gift of the Ancients: 5)
4.5% Resistance E/N, 7.5% Resistance Mez (Shield Wall: 4)
4.5% Resistance E/N, 7.5% Resistance Mez (Shield Wall: 4)
4.5% Resistance E/N, 7.5% Resistance Mez (Shield Wall: 4)
4.5% Resistance E/N, 7.5% Resistance Mez (Shield Wall: 4)
6% Resistance E/N, 10% Resistance Mez (Superior Gauntleted Fist: 3)
6% Resistance E/N, 10% Resistance Mez (Superior Vampire's Bite: 2)
= +39% E/N

2.25% Resistance F/C, 3.75% Resistance Mez (Gift of the Ancients: 3)
2.25% Resistance F/C, 3.75% Resistance Mez (Gift of the Ancients: 3)
3% Resistance F/C, 5% Resistance Mez (Preventive Medicine: 4)
3% Resistance F/C, 5% Resistance Mez (Reactive Defenses: 4)
6% Resistance F/C, 10% Resistance Mez (Superior Gauntleted Fist: 6)
= +16.5% F/C

6% Resistance T/P, 10% Resistance Mez (Superior Might of the Tanker: 5)

= +128.75% Mez




Combat Relevant Stats, pulled from in-game on a completed build:
  • Base
    • Max Absorb Points: 295.92
    • Max Hit Points: 3405.14
    • Max Endurance: 137.26
    • Regeneration Rate: 2.46% (83.88 hp/sec)
    • Recovery Rate: 2.78%/sec (3.81 end/sec)
    • Endurance Consumption: 1.31%/sec (1.82 end/sec) ... Stealth: on, Hover: off ... 1.42%/sec (1.98 end/sec) with Stealth: on and Hover: on
    • ToHit Bonus: 83.54%
    • Damage Bonus: 30%
    • Healing Bonus: 0%
    • Recharge Time Bonus: 80%
    • Endurance Discount: 6.97%
  • Damage Resistance
    • Smashing Resistance: 23.75%
    • Lethal Resistance: 23.75%
    • Fire Resistance: 24.50%
    • Cold Resistance: 24.50%
    • Energy Resistance: 47%
    • Negative Energy Resistance: 47%
    • Psionic Resistance: 14%
    • Toxic Resistance: 14%
  • Defense (in combat, Stealth: yes, Hover: no, Blitz: no)
    • Ranged Defense: 64.37%
    • Melee Defense: 66.12%
    • AoE Defense: 64.69%
    • Smashing Defense: 18.97%
    • Lethal Defense: 18.97%
    • Fire Defense: 18.03%
    • Cold Defense: 18.03%
    • Energy Defense: 22.09%
    • Negative Energy Defense: 22.09%
    • Psionic Defense: 16.47%
  • Debuff Resistance
    • Regeneration Resistance: 0%
    • Recovery Resitance: 0%
    • ToHit Resitance: 0%
    • Recharge Time Resistance: 40%
    • Defense Resistance: 95%
  • Status Effect Protection
    • Hold: 13
    • Immobilize: 13
    • Stun: 13
    • Sleep: 13
    • Knockback: 10
    • Confuse: 16.6
    • Terrorize: 0
    • Repel: 0
    • Attract: 0
    • Teleport Protection: 0-200%
  • Status Effect Resistance
    • Hold Resistance: 43.72% duration
    • Immobilize Resistance: 43.72% duration
    • Stun Resistance: 43.72% duration
    • Sleep Resistance: 32.85% duration
    • Confuse: 36.88% duration
    • Terrorize: 36.88% duration
    • Placate Resistance: 70.23% duration
    • Taunt Resistance: 70.23% duration

1/20th of 3405.14 Max Health every 12 seconds = 170.257 Regeneration tick every 12 seconds (base)
12 / (1+6.0196745) = 1.70948097 seconds per Regeneration tick
170.257 / 1.70948097 = 99.595727 Health / second

1/15th of 137.26 Max Endurance every 4 seconds = 9.15066667 Recovery tick every 4 seconds (base)
4 / (1+0.66627094) = 2.40056998 seconds per Recovery tick
9.15066667 / 2.40056998 = 3.81187249 Endurance / second




{Updated} Surviving a War Walker's Lethal Force Authorized as a Main Tank theory crafting:

Tanker AT Max Health = 3534
3534 * 0.3 = 1060.2

My understanding is that War Walkers calculate as Level 56 Foes, making them +3 vs Incarnate 50(+3). Due to Purple Patch modifiers, this increases the amount of damage delivered per DoT tick by +33% @ +3.
1060.2 * 1.33 = 1410.066 Energy damage per tick, 5x over 4s

@ 47% (minimum) Energy Resistance * 0.65 Resistance Reduction due to Purple Patch @ -3 = 30.55% (normalized) Energy Resistance to Lethal Force Authorized
1410.066 * (1-0.3055) = 979.290837 Energy damage taken per tick, 5x over 4s

979.290837 * 5 = 4896.454185 total Energy damage taken over 4 seconds

Build Max Health: 3405.14 (96.35370685% of Tanker AT Max Health)
Practiced Brawler: +295.92 Absorb every 0.5s
Regeneration ticks: +170.257 Health every 1.70948097s

3405.14 + 295.92*5 + 170.257*2 = 5225.254 Health available to withstand Lethal Force Authorized assuming 5 ticks of Practiced Brawler +Absorb against 5 ticks of Energy damage

Health Margin: 5225.254 - 4896.454185 = +328.799815 Health remaining (17.54441145% of Tanker AT base Health of 1874.1) after being hit by Lethal Force Authorized

This means that it's possible to "lose" ONE of the Practiced Brawler Absorb ticks to some other source of damage and still (just barely!) survive:

3405.14 + 295.92*4 + 170.257*2 = 4929.334 Health available to withstand Lethal Force Authorized assuming 4 ticks of Practiced Brawler +Absorb against 5 ticks of Energy damage

Health Margin: 4929.334 - 4896.454185 = +32.879815 Heath remaining (1.75443226% of Tanker AT base Health of 1874.1) after being hit by Lethal Force Authorized



Healing Inspirations
Respite: +25% Health
Dramatic Improvement: +33% Health
Resurgence: +50% Health
Health Imbuement: +25% Health to Teammates within 20ft
Health Imbuement: +33% Health to Teammates within 20ft

ANY Health Inspiration can be used while taking damage from Lethal Force Authorized to add "survival margin" if also taking damage from additional Foes accompanying the War Walkers.

My thought is to use Health Inspirations while pulling War Walkers into position as the main tank, when melee attacks (and thus, Tanker ATO procs) are not available to buttress your margin for survival against Lethal Force Authorized (after the damage ticks start draining your green bar). 1 Health Inspiration (any) per hit from Lethal Force Authorized should be sufficient to ensure a decent margin of survival.

However, once the War Walkers are in position and the league has been summoned for the beatdown, melee attacks with intent to proc Tanker ATOs will add greatly to the margin for survival against Lethal Force Authorized ... by adding +Resistance (all) and +Absorb procs for additional protection. So in practice, the Healing Inspirations should only be needed during the pull phase(s), mainly for safety, but not so much during the beatdown phase(s).

As a main tanker, my personal preference for a repeating attack rotation in melee range with the intent to grab and sustain aggro of a (high priority) single target is:
  • Warrior's Provocation (Taunt)
  • Throwing Dagger (Regeneration debuff)
  • Storm Kick (Bruising debuff, +Defense buff and Superior Might of the Tanker +Resistance proc)
  • Cobra Strike (Superior Gauntleted Fist +Absorb proc)
  • Repeat



Warning: This build is NOT CHEAP (5x PvP sets, for starters, plus all those Enhancement Boosters!) on the budget, so anyone who wants to replicate it for themselves ... be prepared to SPEND lots of resources acquiring all the parts and pieces ... but in the end, it's all worth it! 8)

Additionally, for anyone looking at this and thinking it would be possible to do this on a Praetorian who stays Goldside and never becomes a Hero or a Villain, I've got some bad news for you. Any "forever gold" Praetorian Incarnate is going to be missing out on Accolades which are only available to Heroes and Villains, which add +20% Max Health ... which translates into -374.82 Max Health. Considering that the 5 ticks of Practiced Brawler +Absorb against 5 ticks of Energy damage from Lethal Force Authorized had only a +365.44275025 Health margin of survival, subtracting -374.82 from that would once again have the build (as a Praetorian Incarnate) falling agonizingly short of being able to withstand Lethal Force Authorized without needing to resort to use of Inspirations. Therefore, my recommendation to anyone who wants to use this build for main tanking in the Underground iTrial had better be Blueside or Redside with the requisite Accolades in order to get the Complete Packageā„¢ outlined in this posting.



As for how it feels to play this newly restructured for Rebirth Issue 6 NO GET HITSU!! build ...


#20
Tanker / {Updated} Super Reflexes / Mar...
Last post by Redlynne - Jan 07, 2025, 07:06 PM

Level 50 Natural Tanker
Primary Power Set {8}: Super Reflexes
Secondary Power Set {6}: Martial Arts
Power Pool {1}: Teleportation
Power Pool {3}: Leadership
Power Pool {1}: Concealment
Power Pool {1}: Flight
Epic Power Pool {4}: Martial Prowess

Hero Profile


Level 1: Focused Fighting (A: 0%, D: 0%, E: 47.39125%, R: 69.84375%) (Defense: 71.748675%) {Defense Melee: 31.77350488}

  • (A) Shield Wall - Defense/Endurance: Level 27+5
  • (21) Shield Wall - Defense/Recharge: Level 27+5
  • (23) Shield Wall - Defense/Endurance/Recharge: Level 27+5
  • (23) Shield Wall - Defense: Level 27+5


    Level 1: Thunder Kick (A: 66.25%, D: 89.925%, E: 66.25%, R: 78.05%)
    • (A) Overwhelming Force - Accuracy/Damage: Attuned
    • (13) Overwhelming Force - Endurance/Recharge: Attuned
    • (13) Overwhelming Force - Accuracy/Damage/Endurance: Attuned
    • (15) Overwhelming Force - Accuracy/Damage/Endurance/Recharge: Attuned
    • (15) Overwhelming Force - Damage/20% Chance of Knockdown/Knockback to Knockdown: Attuned
    • (50) Hetacomb - Chance of 107.1 Negative Energy damage (4.5 PPM): Level 50
      • 4.5 * ((3 / ( 1 + 78.05 / 100 )) + 0.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 18.86189975%
    • Hybrid Assault Radial Embodiment (6.0 PPM)
      • 6.0 * ((3 / ( 1 + 78.05 / 100 )) + 0.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 25.14919966%

    Level 2: Storm Kick (A: 81.5344%, D: 101.36645%, E: 49.689%, R: 123.52575%)
    • (A) Superior Might of the Tanker - Accuracy/Damage: Attuned
    • (3) Superior Might of the Tanker - Damage/Recharge: Attuned
    • (3) Superior Might of the Tanker - Accuracy/Damage/Recharge: Attuned
    • (7) Superior Might of the Tanker - Damage/Endurance/Recharge: Attuned
    • (9) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge: Attuned
    • (11) Superior Might of the Tanker - Recharge/Chance of +6.7% Resistance for 10.25s (6.0 PPM): Attuned
      • 6.0 * ((6 / ( 1 + 123.52575 / 100 )) + 0.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 35.14254499%
    • Hybrid Assault Radial Embodiment (6.0 PPM)
      • 6.0 * ((6 / ( 1 + 123.52575 / 100 )) + 0.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 35.14254499%

    Level 4: Cobra Strike (A: 81.5344%, D: 101.36645%, E: 49.689%, R: 123.52575%)
    • (A) Superior Gauntleted Fist - Accuracy/Damage: Attuned
    • (5) Superior Gauntleted Fist - Damage/Recharge: Attuned
    • (5) Superior Gauntleted Fist - Accuracy/Damage/Recharge: Attuned
    • (7) Superior Gauntleted Fist - Damage/Endurance/Recharge: Attuned
    • (9) Superior Gauntleted Fist - Accuracy/Damage/Endurance/Recharge: Attuned
    • (11) Superior Gauntleted Fist - Recharge/Chance for +15% Max Health Absorb for 20s (3.0 PPM): Attuned
      • 3.0 * ((10 / ( 1 + 123.52575 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 30.71878749%
    • Hybrid Assault Radial Embodiment (6.0 PPM)
      • 6.0 * ((10 / ( 1 + 123.52575 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 61.43757498%

    Level 6: Practiced Brawler (A: 0%, D: 0%, E: 73.348%, R: 105.248%) (Heal: 97.37675) {Absorb: 295.92301374}
    • (A) Preventive Medicine - Chance for +Absorb: Level 20
    • (17) Preventive Medicine - Heal: Level 27+5
    • (17) Preventive Medicine - Heal/Endurance: Level 27+5
    • (19) Preventive Medicine - Recharge/Endurance: Level 27
    • (19) Preventive Medicine - Heal/Recharge: Level 27+5
    • (21) Preventive Medicine - Heal/Endurance/Recharge: Level 27+5

    Level 8: Focused Senses (A: 0%, D: 0%, E: 47.39125%, R: 80.39125%) (Defense: 74.1158625%) {Defense Ranged: 32.21143456}
    • (A) Gift of the Ancients - Defense/Endurance: Level 27+5
    • (25) Gift of the Ancients - Defense/Recharge: Level 27+5
    • (25) Gift of the Ancients - Defense/Endurance/Recharge: Level 27+5
    • (27) Gift of the Ancients - Defense: Level 27+5
    • (27) Gift of the Ancients - Defense/Increased Movement Speed: Level 27+5

    Level 10: Warrior's Provocation (A: 0%, D: 0%, E: 0%, R: 33%) (Taunt: 53%) {Mag 4 Taunt for 62.73s}
    • (A) Taunt IO: Level 50+5

    Level 12: Evasion (A: 0%, D: 0%, E: 47.39125%, R: 80.39125%) (Defense: 74.1158625%) {Defense AoE: 32.21143456}
    • (A) Gift of the Ancients - Defense/Endurance: Level 27+5
    • (29) Gift of the Ancients - Defense/Recharge: Level 27+5
    • (29) Gift of the Ancients - Defense/Endurance/Recharge: Level 27+5
    • (31) Gift of the Ancients - Defense: Level 27+5
    • (31) Gift of the Ancients - Defense/Increased Movement Speed: Level 27+5

    Level 14: Dodge (A: 0%, D: 0%, E: 47.39125%, R: 69.84375%) (Defense: 71.748675%, Resistance: 4.375%) {Defense Melee: 12.88115062}
    • (A) Shield Wall - Defense/Endurance: Level 27+5
    • (31) Shield Wall - Defense/Recharge: Level 27+5
    • (33) Shield Wall - Defense/Endurance/Recharge: Level 27+5
    • (33) Shield Wall - Defense: Level 27+5
    • (33) Steadfast Protection - Resistance/3% Defense: Level 10
    • (34) Gladiator's Armor - 20% chance of +100% Resistance Teleport for 10.25s/3% Defense: Level 10

    Level 16: Agile  (A: 0%, D: 0%, E: 47.39125%, R: 69.84375%) (Defense: 71.748675%, Resistance: 21.125%) {Defense Ranged: 12.88115062}
    • (A) Shield Wall - Defense/Endurance: Level 27+5
    • (34) Shield Wall - Defense/Recharge: Level 27+5
    • (34) Shield Wall - Defense/Endurance/Recharge: Level 27+5
    • (37) Shield Wall - Defense: Level 27+5
    • (46) Titanium Coating - Resistance: Level 27+5
    • (48) Titanium Coating - Resistance/Endurance: Level 27+5

    Level 18: Lucky  (A: 0%, D: 0%, E: 47.39125%, R: 69.84375%) (Defense: 71.748675%) {Defense AoE: 12.88115062, Max Health: +140.5575}
    • (A) Shield Wall - Defense/Endurance: Level 27+5
    • (40) Shield Wall - Defense/Recharge: Level 27+5
    • (42) Shield Wall - Defense/Endurance/Recharge: Level 27+5
    • (43) Shield Wall - Defense: Level 27+5
    • (43) Shield Wall - 20% chance of +100% Resistance Teleport for 10.25s/5% Resistance All: Level 25
    • (43) Unbreakable Guard - +7.5% Max Health: Level 20

    Level 20: Blink (A: 26.5%, D: 26.5%, E: 26.5%, R: 33%) (Defense: 20%) {Defense: 6.96%}
    Warning: This power can teleport you to the "wrong side" of world geometry when Foes are clipping through walls.

    • (A) Crushing Impact - Accuracy/Damage/Endurance: Level 50+5
    • Hybrid Assault Radial Embodiment (6.0 PPM)
      • 6.0 * ((4 / ( 1 + 33 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 40.07518797%

    Level 22: Maneuvers  (A: 0%, D: 0%, E: 57.3%, R: 90.3%)  (Defense: 70.0473%) {Defense: +3.87}
    • (A) Reactive Defenses - Scaling Resist Damage: Level 20
    • (45) Reactive Defenses - Defense: Level 22+5
    • (45) Reactive Defenses - Defense/Endurance: Level 22+5
    • (45) Reactive Defenses - Endurance/RechargeTime: Level 22
    • (46) Reactive Defenses - Defense/RechargeTime: Level 22+5
    • (46) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22+5

    Level 24: Tactics (A: 0%, D: 0%, E: 36.663%, R: 33%) (ToHit: 22%) (ToHit Buff: +8.54)
    • (A) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)

    Level 26: Quickness (A: 0%, D: 0%, E: 0%, R: 0%) (Fly: 33%, Heal: 53%, Run: 33%) {Fly: 18.15%, Regeneration: 107.1%, Run: 46.55%}
    • (A) Heal IO: Level 50+5

    Level 28: Assault (A: 0%, D: 0%, E: 53%, R: 33%) (Damage: +10.5%)
    • (A) Endurance Reduction IO: Level 50+5

    Level 30: Stealth (A: 0%, D: 0%, E: 0%, R: 0%) (Defense: +32%) {Defense All: +3.3 (+3.3 out of combat)}
    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25

    Level 32: Hover (A: 0%, D: 0%, E: 0%, R: 0%) (Defense: +32%, Fly: 33%) {Defense All: +3.3, Fly: 66.5%}
    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25

    Level 35: Dragon's Tail (A: 65.82125%, D: 96.1919375%, E: 18.43%, R: 117.4725%)
    • (A) Eradication - Damage: Level 27+5
    • (36) Eradication - Accuracy/Recharge: Level 27+5
    • (36) Eradication - Damage/Recharge: Level 27+5
    • (36) Eradication - Accuracy/Damage/Recharge: Level 27+5
    • (37) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27+5
    • (37) Eradication - Chance of Energy damage (3.5 PPM): Level 27+5
      • 3.5 * ((14 / ( 1 + 117.4725 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 8 * (11 * 360 + 540) / 40,000))) = 27.64336762% per $Target

    Level 38: Eagle's Claw (A: 96.3974%, D: 101.36645%, E: 81.5344%, R: 104.4902%)
    • (A) Superior Vampire's Bite - Accuracy/Damage: Attuned
    • (39) Superior Vampire's Bite - Damage/Endurance: Attuned
    • (39) Superior Vampire's Bite - Accuracy/Damage/Recharge: Attuned
    • (39) Superior Vampire's Bite - Accuracy/Damage/Endurance/Recharge: Attuned
    • (40) Superior Vampire's Bite - Accuracy/Damage/Endurance: Attuned
    • (40) Superior Vampire's Bite - Recharge/Chance to Heal (5.0 PPM): Attuned
      • 5.0 * ((12 / ( 1 + 104.4902 / 100 )) + 2.53) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 69.985432%

    Level 41: Battle Hardened (A: 0%, D: 0%, E: 0%, R: 0%) (Endurance Modification: 33%, Heal: 94.3%) {Max Endurance: +4.655, Max Health: +273.10808}
    • (A) Numina's Convalescence - Healing/Absorb/Endurance: Level 31+5
    • (42) Numina's Convalescence - Healing/Absorb/Recharge: Level 31+5
    • (42) Numina's Convalescence - Healing/Absorb: Level 31+5

    Level 44: Art of War (A: 0%, D: 0%, E: 0%, R: 0%)

    Level 47: Valiance (A: 0%, D: 0%, E: 47.39125%, R: 80.39125%) (Heal: 97.37675%) {Regeneration (Self): 157.9014%, Regeneration (Allies): 118.42605%}
    Note: Panacea procs can grant +HP and +END to all affected $Targets, rather than being coded as Self (caster) only, making it an excellent choice for AoE Heal effects (including those generated by pseudopets).

    • (A) Panacea - Chance for +HP and +End (3.0 PPM): Level 10
      • 3.0 * 10 / (60 * (0.25 + 0.75 * (1 + 30 * (11 * 360 + 540) / 40,000))) = 14.159% per $Target
    • (48) Panacea - Heal/Endurance: Level 27+5
    • (48) Panacea - Heal/Recharge: Level 27+5
    • (50) Panacea - Heal/Endurance/Recharge: Level 27+5
    • (50) Panacea - Heal: Level 27+5

    Level 49: Throwing Dagger (A: 26.5%, D: 26.5%, E: 26.5%, R: 33%)
    • (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50+5
    • Hybrid Assault Radial Embodiment (6.0 PPM)
      • 6.0 * ((10 / ( 1 + 33 / 100 )) + 1.00) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 85.18796992%