Post by PoochieHellhound on Aug 28, 2011 5:23:12 GMT -5
Pushover is a Heavy Weapons user with techy powers built in to help him tank. He uses a combination of damage absorption and damage resistance to minimalize the damage he takes.
And here's the build:
Superstats:
Level 6: Super Constitution
Level 10: Exceptional Endurance
Level 15: Exceptional Presence
Powers:
Level 1: Force Bolts -- Energy Refraction
Level 1: Cleave -- Rank 2, Defensive Stance, Challenging Strikes
Level 6: Decimate
Level 6: Superjump -- Rank 2, Rank 3
Level 8: Invulnerability -- Rank 2, Rank 3
Level 11: Energy Shield -- Laser Knight
Level 14: Molecular Self-Assembly
Level 17: Annihilate -- Rank 2, Crippling Challenge
Level 20: Bionic Shielding -- Rank 2, Rank 3
Level 23: Arc of Ruin
Level 26: Conviction -- Rank 2, Rank 3
Level 29: Inertial Dampening Field
Level 32: Unbreakable
Level 35: Resurgence -- Rank 2, Rank 3
Level 35: Displacement Superspeed
Level 38: Energy Wave -- Hardened Particle Matrix
Talents:
Level 6: Boundless Reserves
Level 9: Shrug It Off
Level 12: Quick Recovery
Level 15: Lasting Impression
Level 18: Prodigy
Level 21: Amazing Stamina
Specializations:
Constitution
Resilient (2/2)
Fuel My Fire (3/3)
Armored (2/2)
Quick Healing (3/3)
Protector
Bulwark (2/2)
Fortified Gear (3/3)
Resolute (3/3)
Defensive Expertise (2/3)
Sentry
Sentry Aura (3/3)
Fortified Gear (3/3)
Perservere (2/2)
Stalling Tactics (2/3)
Mastery
Protector
And here's a video showcasing the build in action:
Description
Powers:
Force Bolts w/ Energy Reftaction: Chosen for concept, looking awesome, and having an advantage that can give you a damage shield.
Cleave w/ Defensive Stance: Your main damaging power against groups. After you've Disoriented a target, it has a high chance of stacking Enrage and a 100% chance to grant a stack of Defiant! on a full combo with the advantage.
Decimate: Simple lunge for getting in close. Also has a 3 second cooldown, which helps with MSA. In addition, when used over 20 ft away, it makes the target Disoriented, so you can easily follow up with Cleave w/ Defensive Stance.
Invulnerability: A great defensive Passive, gives damage absorption and damage resistance.
Energy Shield w/ Laser Knight: Whenever you use a melee power you will gain more damage resistance, at the cost of damage, which you'll manage without anyway, since you're a tank and have Enrage.
Molecular Self-Assembly: An Energy Return that procs whenever a power comes off cooldown. I just realised that all the characters I have showcased in this forum so far have this energy unlock, but it fits them all thematically, so that's pretty much why. With cycling Decimate, Conviction and Energy Wave, you won't feel energy starved with this Energy Unlock.
Annihilate: Main single-target threat builder and damage move. Charge and then quickly tap against normal mobs to hit twice (and send them twice as far) and tap-spam against bosses for great damage and threat.
Bionic Shielding: Your main heal, heals you whenever you're hit for the duration of the power.
Arc of Ruin: Used to apply Disorient on several foes, so that you can then use Cleave on them and gain Defiant!.
Conviction: A healing power on a short cooldown. 'Nuff said. When coloured the same as your kinetic powers, it will fit thematically as kind of a suit power-charge. Used as a spike heal or for when Bionic is on cooldown.
Inertial Dampening Field: Yet another damage layer, this one for smaller attacks. Also applies on your teammates for some team support.
Unbreakable: Active Defense that will pretty much make you immune to damage for a short time.
Resurgence: Another heal! This time a heavy spike heal that scales on CON, something you'll have plenty of.
Energy Wave w/ Hardened Particle Matrix: A great power for this build. With the advantage it will grant you a damage shield (180 HP per enemy, 900 HP if you hit 5 enemies.), so tap it every once in a while. Also looks FREAKING AWESOME!
Specializations:
Constitution
Resilient: Getting knocked around as a tank is pretty dang annoying. This spec increases your Knock Resistance based on your CON amount.
Fuel My Fire: This keeps you energized as long as you have enemies pounding on you. You regain 6% of your energy with an internal cooldown of one second, and with Exceptional END, 6% is quite a lot.
Armored: Increases the defense you get from items by 20%. More defense is always nice, and if you mod some of your items for defense you can get quite a benefit from this.
Quick Healing: A Health Regeneration that scales with your Secondary SSs. It's a small heal (With my stats it's 48 HP every 3 seconds) but at least it's something to tack on the extensive defense and healing.
Protector
Bulwark: Increases your health in any role but Hybrid (Which for this build is pretty much Tank) by 10% and gives you Threat generation based on your Superstats whenever you're in Hybrid. Now this is twofold good for this build - It allows you to have more Health when tanking, and allows you to off-tank without losing any damage when you have another tank on your team.
Fortified Gear: Increases the defense from gear by another 30%.
Resolute: Heals you for 6% of your health over 3 sec whenever you are Knocked or Held. Nice for coming back after being locked down, which is very important for a tank.
Defensive Expertise: Allows your Active Defenses to recharge faster. This includes Resurgence, which is nice.
Sentry
Sentry Aura: Gives you and your team a 6% damage resistance. Yeah... It's nice, pretty much. Not a huge improvement, but nice.
Fortified Gear: Increases the defense from gear by ANOTHER 30%. It's starting to stack up, now - Personally I have over 160 defense with OLD gear.
Perservere: A 10% chance to heal you and nearvy teammates for 20% of the damage dealt. Just another small heal to be put on top of the others.
Stalling Tactics: More or less a filler, but it makes the snare on Decimate more powerful, so there's that at least.
Mastery
Protector: The Protector Mastery resets the cooldown of your active defenses whenever you go below 30% health, with a 1 minute cooldown. This may save your life a couple of times, which is why I chose it.
And here's the build:
Superstats:
Level 6: Super Constitution
Level 10: Exceptional Endurance
Level 15: Exceptional Presence
Powers:
Level 1: Force Bolts -- Energy Refraction
Level 1: Cleave -- Rank 2, Defensive Stance, Challenging Strikes
Level 6: Decimate
Level 6: Superjump -- Rank 2, Rank 3
Level 8: Invulnerability -- Rank 2, Rank 3
Level 11: Energy Shield -- Laser Knight
Level 14: Molecular Self-Assembly
Level 17: Annihilate -- Rank 2, Crippling Challenge
Level 20: Bionic Shielding -- Rank 2, Rank 3
Level 23: Arc of Ruin
Level 26: Conviction -- Rank 2, Rank 3
Level 29: Inertial Dampening Field
Level 32: Unbreakable
Level 35: Resurgence -- Rank 2, Rank 3
Level 35: Displacement Superspeed
Level 38: Energy Wave -- Hardened Particle Matrix
Talents:
Level 6: Boundless Reserves
Level 9: Shrug It Off
Level 12: Quick Recovery
Level 15: Lasting Impression
Level 18: Prodigy
Level 21: Amazing Stamina
Specializations:
Constitution
Resilient (2/2)
Fuel My Fire (3/3)
Armored (2/2)
Quick Healing (3/3)
Protector
Bulwark (2/2)
Fortified Gear (3/3)
Resolute (3/3)
Defensive Expertise (2/3)
Sentry
Sentry Aura (3/3)
Fortified Gear (3/3)
Perservere (2/2)
Stalling Tactics (2/3)
Mastery
Protector
And here's a video showcasing the build in action:
Description
Powers:
Force Bolts w/ Energy Reftaction: Chosen for concept, looking awesome, and having an advantage that can give you a damage shield.
Cleave w/ Defensive Stance: Your main damaging power against groups. After you've Disoriented a target, it has a high chance of stacking Enrage and a 100% chance to grant a stack of Defiant! on a full combo with the advantage.
Decimate: Simple lunge for getting in close. Also has a 3 second cooldown, which helps with MSA. In addition, when used over 20 ft away, it makes the target Disoriented, so you can easily follow up with Cleave w/ Defensive Stance.
Invulnerability: A great defensive Passive, gives damage absorption and damage resistance.
Energy Shield w/ Laser Knight: Whenever you use a melee power you will gain more damage resistance, at the cost of damage, which you'll manage without anyway, since you're a tank and have Enrage.
Molecular Self-Assembly: An Energy Return that procs whenever a power comes off cooldown. I just realised that all the characters I have showcased in this forum so far have this energy unlock, but it fits them all thematically, so that's pretty much why. With cycling Decimate, Conviction and Energy Wave, you won't feel energy starved with this Energy Unlock.
Annihilate: Main single-target threat builder and damage move. Charge and then quickly tap against normal mobs to hit twice (and send them twice as far) and tap-spam against bosses for great damage and threat.
Bionic Shielding: Your main heal, heals you whenever you're hit for the duration of the power.
Arc of Ruin: Used to apply Disorient on several foes, so that you can then use Cleave on them and gain Defiant!.
Conviction: A healing power on a short cooldown. 'Nuff said. When coloured the same as your kinetic powers, it will fit thematically as kind of a suit power-charge. Used as a spike heal or for when Bionic is on cooldown.
Inertial Dampening Field: Yet another damage layer, this one for smaller attacks. Also applies on your teammates for some team support.
Unbreakable: Active Defense that will pretty much make you immune to damage for a short time.
Resurgence: Another heal! This time a heavy spike heal that scales on CON, something you'll have plenty of.
Energy Wave w/ Hardened Particle Matrix: A great power for this build. With the advantage it will grant you a damage shield (180 HP per enemy, 900 HP if you hit 5 enemies.), so tap it every once in a while. Also looks FREAKING AWESOME!
Specializations:
Constitution
Resilient: Getting knocked around as a tank is pretty dang annoying. This spec increases your Knock Resistance based on your CON amount.
Fuel My Fire: This keeps you energized as long as you have enemies pounding on you. You regain 6% of your energy with an internal cooldown of one second, and with Exceptional END, 6% is quite a lot.
Armored: Increases the defense you get from items by 20%. More defense is always nice, and if you mod some of your items for defense you can get quite a benefit from this.
Quick Healing: A Health Regeneration that scales with your Secondary SSs. It's a small heal (With my stats it's 48 HP every 3 seconds) but at least it's something to tack on the extensive defense and healing.
Protector
Bulwark: Increases your health in any role but Hybrid (Which for this build is pretty much Tank) by 10% and gives you Threat generation based on your Superstats whenever you're in Hybrid. Now this is twofold good for this build - It allows you to have more Health when tanking, and allows you to off-tank without losing any damage when you have another tank on your team.
Fortified Gear: Increases the defense from gear by another 30%.
Resolute: Heals you for 6% of your health over 3 sec whenever you are Knocked or Held. Nice for coming back after being locked down, which is very important for a tank.
Defensive Expertise: Allows your Active Defenses to recharge faster. This includes Resurgence, which is nice.
Sentry
Sentry Aura: Gives you and your team a 6% damage resistance. Yeah... It's nice, pretty much. Not a huge improvement, but nice.
Fortified Gear: Increases the defense from gear by ANOTHER 30%. It's starting to stack up, now - Personally I have over 160 defense with OLD gear.
Perservere: A 10% chance to heal you and nearvy teammates for 20% of the damage dealt. Just another small heal to be put on top of the others.
Stalling Tactics: More or less a filler, but it makes the snare on Decimate more powerful, so there's that at least.
Mastery
Protector: The Protector Mastery resets the cooldown of your active defenses whenever you go below 30% health, with a 1 minute cooldown. This may save your life a couple of times, which is why I chose it.