Still not sure I got the points spent right before, but with the new changes, I worry more. Realy need some input.
Self heals are the new idea, if I can't avoid the damage, then I will heal it myself. The sacrifice was mighty leap, but I can see running in just as effective as jumping. Hoping to get several opinions.
Build by championBuilder 0.2.4
Download this Build here.
: Level 40 Champion
Superstats:
Level 5: Super Strength
Level 13: Super Constitution
Powers:
Level 1: Force Bolts -- Accelerated Metabolism, Energy Refraction
Level 1: Power Gauntlet
Level 5: Invulnerability -- Rank 2, Rank 3
Level 5: Jet Boots
Level 8: Defensive Combo -- Rank 2, Accelerated Metabolism
Level 11: Iron Cyclone -- Vortex Technique
Level 14: Energy Shield -- Rank 2, Laser Knight
Level 17: Ego Sprites -- Rank 2, Challenging Strikes, Slave Mentality
Level 20: Pyre -- Rank 2, Rank 3, Challenging Strikes
Level 23: Uppercut -- Rank 2, Rank 3
Level 26: Bountiful Chi Resurgence -- Resurgent Reiki
Level 29: Resurgence
Level 32: Lifedrain
Level 35: Demolish -- Below The Belt
Level 35: Acrobatics
Level 38: Thunderclap
Talents:
Level 1: Superhuman
Level 6: Physical Conditioning
Level 9: Enduring
Level 12: Mighty
Level 15: Paramilitary Training
Level 18: Covert Ops Training
Level 21: Jack Of All Trades
Self heals are the new idea, if I can't avoid the damage, then I will heal it myself. The sacrifice was mighty leap, but I can see running in just as effective as jumping. Hoping to get several opinions.
Build by championBuilder 0.2.4
Download this Build here.
: Level 40 Champion
Superstats:
Level 5: Super Strength
Level 13: Super Constitution
Powers:
Level 1: Force Bolts -- Accelerated Metabolism, Energy Refraction
Level 1: Power Gauntlet
Level 5: Invulnerability -- Rank 2, Rank 3
Level 5: Jet Boots
Level 8: Defensive Combo -- Rank 2, Accelerated Metabolism
Level 11: Iron Cyclone -- Vortex Technique
Level 14: Energy Shield -- Rank 2, Laser Knight
Level 17: Ego Sprites -- Rank 2, Challenging Strikes, Slave Mentality
Level 20: Pyre -- Rank 2, Rank 3, Challenging Strikes
Level 23: Uppercut -- Rank 2, Rank 3
Level 26: Bountiful Chi Resurgence -- Resurgent Reiki
Level 29: Resurgence
Level 32: Lifedrain
Level 35: Demolish -- Below The Belt
Level 35: Acrobatics
Level 38: Thunderclap
Talents:
Level 1: Superhuman
Level 6: Physical Conditioning
Level 9: Enduring
Level 12: Mighty
Level 15: Paramilitary Training
Level 18: Covert Ops Training
Level 21: Jack Of All Trades
# 2
09-01-2009, 08:24 AM
I think your extremely heavy on heals for a tank and Resurgences synergy is with Regeneration not Invulnerability.
Id recommend going with chi and chi alone for a self heal, either that or keep the life drain and ditch the other two.
I don't see any ranged AE ability in your build, though I see several close proximity AEs. A ranged ae ability is really nice for pulling a group when your grouped with teammates to ensure you get aggro on the group from the start.
Your also lacking an ability with crippiling challenge for a taunt which is a staple of any tank build.
In my opinion the metabolism on Defensive Combo is a complete waist unless your going to add surge of strength to it and plan to use it to keep defiant buff stacked on yourself. Being that your using defensive combo id recommend going with defiance over invulnerability to keep that buff stacked.
Drop one of your heals for enrage and you can then get synergy off that by converting those buffs to enrage buffs when you enrage.
Since you have 2 extra heals if you drop them both as suggested you could pickup havoc stomp to further progress the enrage synergy.
Id recommend going with chi and chi alone for a self heal, either that or keep the life drain and ditch the other two.
I don't see any ranged AE ability in your build, though I see several close proximity AEs. A ranged ae ability is really nice for pulling a group when your grouped with teammates to ensure you get aggro on the group from the start.
Your also lacking an ability with crippiling challenge for a taunt which is a staple of any tank build.
In my opinion the metabolism on Defensive Combo is a complete waist unless your going to add surge of strength to it and plan to use it to keep defiant buff stacked on yourself. Being that your using defensive combo id recommend going with defiance over invulnerability to keep that buff stacked.
Drop one of your heals for enrage and you can then get synergy off that by converting those buffs to enrage buffs when you enrage.
Since you have 2 extra heals if you drop them both as suggested you could pickup havoc stomp to further progress the enrage synergy.
# 3
09-01-2009, 09:19 AM
You won't be able to fully charge Pyre now I don't think. Not sure if that matters to you or not but I have a lvl 15 fire tank with str/con super stats and can no longer fully charge it even stacking a lot of end on my gear and having the end talent I still fall about 10 energy short.
Might change at higher levels but that is my experience at 15.
Might change at higher levels but that is my experience at 15.
# 4
09-01-2009, 03:12 PM
Thanks for the replies. Made some changes as a result.
Build by championBuilder 0.2.4
Download this Build here.
tank: Level 40 Champion
Superstats:
Level 5: Super Constitution
Level 13: Super Strength
Powers:
Level 1: Force Bolts -- Energy Refraction, Accelerated Metabolism
Level 1: Power Gauntlet -- Crippling Challenge, Rank 2
Level 5: Invulnerability -- Rank 2, Rank 3
Level 5: Jet Boots
Level 8: Defensive Combo
Level 11: Iron Cyclone -- Vortex Technique
Level 14: Energy Shield -- Laser Knight, Rank 2
Level 17: Condemn -- Challenging Strikes, Redemption Denied
Level 20: Ego Sprites -- Slave Mentality, Challenging Strikes, Rank 2
Level 23: Resurgence
Level 26: Uppercut -- Rank 2, Rank 3
Level 29: Demolish -- Below The Belt
Level 32: Enrage
Level 35: Bountiful Chi Resurgence
Level 35: Acrobatics
Level 38: Pyre
Talents:
Level 1: Superhuman
Level 6: Physical Conditioning
Level 9: Enduring
Level 12: Mighty
Level 15: Covert Ops Training
Level 18: Paramilitary Training
Level 21: Jack Of All Trades
Tested Chi vs Resurgence, Resurgence is just too great of a Oh Crap button to pass up on. Chi only heals for 50 at lvl 17, Resurgence 950. Even with the 90 second cool down that is a great save. I like having the Chi there to fill in gaps until I get desperate.
Can't believe I missed the Crippling Challenge. Fixed it now.
Condemn was a spiffy AE with range. Trying to avoid too much knock back. Someone else pointed out that knockback is the bane of the Damage types especially melee types, plus keeping the enemy close makes them more managable.
At 17 I can cast Pyre full blast if I get full energy (only gearing Con/Str unless the gear just happens to have other stats on it too). Will hold off on it until later if I even get it.
Regretfully I took Invulnerability early on, (lost a lot of power) may take defiance in stead of pyre. Would move it up in priority in that case. Test in the power house made me realise is is nice to have full power without having to use the forcebolts. If they make reconning reasonable then I might make the change.
Seeing that I am getting way too many attacks, even with cooldowns I would have to go out of my way to use them all.
Still got 2 points left for advantages, keep the great feedback coming.
Build by championBuilder 0.2.4
Download this Build here.
tank: Level 40 Champion
Superstats:
Level 5: Super Constitution
Level 13: Super Strength
Powers:
Level 1: Force Bolts -- Energy Refraction, Accelerated Metabolism
Level 1: Power Gauntlet -- Crippling Challenge, Rank 2
Level 5: Invulnerability -- Rank 2, Rank 3
Level 5: Jet Boots
Level 8: Defensive Combo
Level 11: Iron Cyclone -- Vortex Technique
Level 14: Energy Shield -- Laser Knight, Rank 2
Level 17: Condemn -- Challenging Strikes, Redemption Denied
Level 20: Ego Sprites -- Slave Mentality, Challenging Strikes, Rank 2
Level 23: Resurgence
Level 26: Uppercut -- Rank 2, Rank 3
Level 29: Demolish -- Below The Belt
Level 32: Enrage
Level 35: Bountiful Chi Resurgence
Level 35: Acrobatics
Level 38: Pyre
Talents:
Level 1: Superhuman
Level 6: Physical Conditioning
Level 9: Enduring
Level 12: Mighty
Level 15: Covert Ops Training
Level 18: Paramilitary Training
Level 21: Jack Of All Trades
Tested Chi vs Resurgence, Resurgence is just too great of a Oh Crap button to pass up on. Chi only heals for 50 at lvl 17, Resurgence 950. Even with the 90 second cool down that is a great save. I like having the Chi there to fill in gaps until I get desperate.
Can't believe I missed the Crippling Challenge. Fixed it now.
Condemn was a spiffy AE with range. Trying to avoid too much knock back. Someone else pointed out that knockback is the bane of the Damage types especially melee types, plus keeping the enemy close makes them more managable.
At 17 I can cast Pyre full blast if I get full energy (only gearing Con/Str unless the gear just happens to have other stats on it too). Will hold off on it until later if I even get it.
Regretfully I took Invulnerability early on, (lost a lot of power) may take defiance in stead of pyre. Would move it up in priority in that case. Test in the power house made me realise is is nice to have full power without having to use the forcebolts. If they make reconning reasonable then I might make the change.
Seeing that I am getting way too many attacks, even with cooldowns I would have to go out of my way to use them all.
Still got 2 points left for advantages, keep the great feedback coming.
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