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5 Foot Step
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Reaper Tactics Tank Theory
Feb 8th, 2017 at 1:24pm
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Headbutt v0.1

Race: Purple Dragon Knight
Alignment: Lawful Good
Class: 14 Fighter/5 Paladin/1 Wizard


Stats:..........Level 1 (36 pt build)

Strength............14 (+3 or better tome required)
Dexterity............8
Constitution.......17
Intelligence.........9 (+4 or better tome required)
Wisdom..............8
Charisma...........18 + level ups
(Supreme Tome recommended)


Feat Progression:

FPPP PPFF FFFF FFFF FFFW

Level 1   : Toughness
Level 1(H) Shield Mastery
Level 1(F) Improved Shield Bash
Level 2(P) Helm (Bastard Sword Proficiency)
Level 3   : Completionist
Level 6   : Two Handed Fighting
Level 7(2F) Heavy Armor Training
Level 9   : Improved Critical: Slash
Level 9(4) Improved Shield Mastery
Level 11(6F) Heavy Armor Combatant
Level 12 : Improved Two Handed Fighting
Level 13(8F) Tactical Combatant
Level 15 : Greater Two handed Fighting
Level 15(10F) Heavy Armor Champion
Level 17(12F) Tactical Mastery
Level 18 : Combat Expertise
Level 19(14F) Heavy Armor Master
Level 20(W) Quicken Spell
Level 21 : Overwhelming Critical
Level 24 : Bulwark of Defense
Level 26 : Perfect Two Handed Fighting
Level 27 : Epic Toughness
Level 28 : Elusive Target
Level 29 : Dire Charge
Level 30 : Epic DR
Level 30 : Scion of Earth



Enhancements:

Sacred Defender: 33 AP

Core 1/6

Extra Lay on Hands 3/3
Sacred Armor Mastery 3/3
Item Defense 3/3

Sacred Shield Mastery 3/3
Bulwark Aura 3/3
Instinctive Defense 1/3

Resistance Aura 3/3
Cha +1

Reinforced Armor 3/3
Spellshield Aura 3/3
Cha +1

Harbored by Light 3/3


Stalwart Defender: 30 AP

Cores 3/6

Durable Defense 3/3
Threatening Countenance 3/3
Stalwart Armor Mastery 2/3

Inciting Defense 3/3
Stalwart Shield Mastery 3/3

Resilient Defense 3/3
Tenacious Defense 3/3

Hardy Defense 3/3
Reinforced Armor 3/3
Swift Defense

Racial: 13 AP

Cores 1/5
Cormyrean Knight Training (2 pts)
Improved Recovery (2 pts)

Human Shield Mastery 3/3 (6 pts)

Improved Recovery (2 pts)


Eldritch Knight: 4 AP

Core 1/6
Improved Mage Armor 3/3


Epic Destiny: Unyielding Sentinel

Commanding Presence 3/3
Shield Prowess 3/3

Legendary Shield Mastery 3/3

Renewal 2/3
Endless Lay On Hands 3/3
Intolerant Blows (2 pts)

Purify Weapon (2 pts)

Strength of Vitality 3/3
Hardened 3/3


Twists: 3/2/2/1/1

Purity of Essence
Serenity
Improved Combat Expertise
Legendary Tactics
Draconic Presence


Gear:

In progress
« Last Edit: May 11th, 2019 at 3:38pm by 5 Foot Step »  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #1 - Feb 8th, 2017 at 4:19pm
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You do whatever you want, I understand you want dire charge / tactics but its not worth it imo.

You are giving up: meld into darkness, dreamscape, scion of {limbo, celestia, feywild}, and tank stats (might be giving up more, once you post your gear).

Let others do the cc. Just focus on tanking.
« Last Edit: Feb 8th, 2017 at 4:20pm by hydra »  
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Re: Full Retard Reaper Tactics Tank Theory
Reply #2 - Feb 8th, 2017 at 6:18pm
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Provisional gear proposal

L Executioner's Helm (Ins deception +7, Relentless Fury, Seeker 17, Qual CM+4, Mythic +3, reaper +2 stats) set
L Pendant of Warrior Focus (AP 21, I Dstrike 7, I CM 6, Mythic +3, Reaper +3, slot)
CC Trinket (Sheltering 38, Fort 159, Ins Cha +7)
CC Cloak (SR 51, NA 15, 25 ins SR, 2 slots)
Slave craft Belt (Con/Corrosion/Stunning/Q Con/+3 Mythic/+3 Reaper) set
L Ring of Prowess (Deadly 14, Accuracy 28, MP 8, Mythic +3, Reaper +3)
Circle of Malevolence (Resistance 12, Incite 45, Intim 25, Vitality 40, I Sheltering 5, 2 slots, +3 mythic, +3 reaper)
CC Gloves (Dstrike, Hamp, Ins Incite 20)
Boots of Blessed Travels (Dodge 12, Q Armor Mastery 2, Speed 15, FoM, 2 slots, Mythic +3, Reaper +3)
Slave craft Bracers (Cha/Devotion/Vertigo/Q Cha/+3 Mythic/+3 Reaper) set
E Mentau's Goggles (Exc Seeker 2, Ghostly, UMD 5, Dex 11, 2 slots, Mythic +3, Reaper +3)
Legendary Executioner's Platemail (Well Rounded 2, Q deadly 4, I Intimidate 11, Q Accuracy 6, Green slot, Mythic +4, Reaper +3) set
L Breaker of Bodies (Shield Bash 28%, Maiming 8, Bashing 8, Riposte 8, Purple Slot, Mythic +4, Reaper +3) set

5-piece slaver set = +2 Artifact bonus to Con, +4 Artifact bonus to MRR/PRR, +4 Artifact bonus to Resistance, +4 Artifact Spell Saves
« Last Edit: Feb 8th, 2017 at 6:19pm by 5 Foot Step »  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #3 - Feb 8th, 2017 at 6:18pm
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hydra wrote on Feb 8th, 2017 at 4:19pm:
Let others do the cc. Just focus on tanking.


That would be boring. You do whatever you want though.
« Last Edit: Feb 8th, 2017 at 6:32pm by 5 Foot Step »  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #4 - Feb 8th, 2017 at 6:49pm
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Dire charge is very useful when the cc fails. CC is never enough on reaper. Dire charge usually is at no fail DCs, and only a few mobs are immune to it, unlike traditional cc. Very useful feat.
« Last Edit: Feb 8th, 2017 at 6:49pm by Vaultaccount »  
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Re: Full Retard Reaper Tactics Tank Theory
Reply #5 - Feb 8th, 2017 at 7:19pm
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Vaultaccount wrote on Feb 8th, 2017 at 6:49pm:
Dire charge is very useful when the cc fails. CC is never enough on reaper. Dire charge usually is at no fail DCs, and only a few mobs are immune to it, unlike traditional cc. Very useful feat.


O no I agree - I just think its the province of dps toons.

Dreamscape is to good to give up if your primary concern is being a tank.
  
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Re: Full Retard Reaper Tactics Tank Theory
Reply #6 - Feb 8th, 2017 at 7:20pm
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Without reaper enhancements...

Con:
18 base
17 enhancement
7 tome
6 Hardy Defense
4 Quality
2 completionist
2 profane
2 guild
1 exceptional
2 artifact
2 reaper
=63

HP:
294 levels
780 con
135 EPLs
150 Vigor of Battle
30 pl barb
33 sacred defender ap
29 stalwart defender AP
10 argo favor
40 vitality
20 guild
20 heroic durability
32 Toughness feat
50 epic toughness
20% insight stance
20% competence
=2337

PRR:
60 armor
10 shield
10 Imp shield mastery
15 legendary shield mastery
38 sheltering
5   i shelter
20 mythic
15 reaper
36 PLs
25 defender
25 harbored by light
4 artifact
20 imp CE
30 heavy armor fighter feats
10 epic dr
=323

AC:
10 base
12 dex (8 base+11 enh+2 profane+2 guild+2 reaper+1 exc+2 completion+7 tome)
76 armor (38 base +50%+50%)
39 shield (20 base+50%+15%+15%+15%)
45 EPLs
8 insight
3 stalwart armor mastery
3 sacred armor mastery
15 natural
8 deflection
6 guild
4 bulwark of defense
5 bulwark aura
15 hardened
10% CE
10% Imp Mage Armor
=301
« Last Edit: Feb 8th, 2017 at 11:22pm by 5 Foot Step »  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #7 - Feb 8th, 2017 at 9:40pm
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What am I missing that you're using those turns from Endless Turning for?
  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #8 - Feb 8th, 2017 at 11:34pm
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spathic wrote on Feb 8th, 2017 at 9:40pm:
What am I missing that you're using those turns from Endless Turning for?


Divine Righteousness
Channel Divinity: You gain temporary hit points equal your Charisma score and a 200% Sacred bonus to threat generation for 60 seconds. (Activation Cost: 1 use of Turn Undead. Cooldown: 6 seconds)

That makes the threat gen:

100% base
200% sacred
150% competence
150% commanding
60% countenance
45% enhancement
20% insight

725% threat generation

Plus another 400% IIRC on a successful intimidate with 80% uptime.
  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #9 - Feb 8th, 2017 at 11:38pm
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hydra wrote on Feb 8th, 2017 at 7:19pm:
Dreamscape is to good to give up if your primary concern is being a tank.


Is there some kind of feature there? Because it looks pretty crappy as written, so I've never tried it.
  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #10 - Feb 9th, 2017 at 1:10am
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I guess the invulnerability clicky can be handy?
  
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Re: Full Retard Reaper Tactics Tank Theory
Reply #11 - Feb 9th, 2017 at 1:14am
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crunch wrote on Feb 9th, 2017 at 1:10am:
I guess the invulnerability clicky can be handy?


Does it heal you to full health during the 5 sec?
  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #12 - Feb 9th, 2017 at 1:23am
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5 Foot Step wrote on Feb 8th, 2017 at 7:20pm:
Without reaper enhancements...


How much more HP can you gain if you go full retard Con instead of Cha?
  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #13 - Feb 9th, 2017 at 2:57am
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crunch wrote on Feb 9th, 2017 at 1:10am:
I guess the invulnerability clicky can be handy?


this -
  
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Re: Full Retard Reaper Tactics Tank Theory
Reply #14 - Feb 9th, 2017 at 3:22am
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1 point at start, level ups and enhancements swapped from CHA to CON would be 10 more CON
150 hp base, 216 after percentage increases
less than 10%

going dwarf would add ~130 hp potentially

but it can make intimidate unreliable i guess, and tactics will be lower
  
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Re: Full Retard Reaper Tactics Tank Theory
Reply #15 - Feb 9th, 2017 at 3:44am
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5 Foot Step wrote on Feb 8th, 2017 at 11:38pm:
Is there some kind of feature there? Because it looks pretty crappy as written, so I've never tried it.


Invulner, in a  dedicated high skull group you usually have casters do the cc, only issue is boss fights and thats where dream shines, with meld dream and dodge halo clickie + senintel temp hp you can survive couple hits which helps as you dont need to circle around enemies.


My fav tank is what we have on cannith tho, a wraith based ac/prr/hp wizzy tank.
He plays with a friend who is a proxy cleric intimi tank and he gets healing from said cleric, but with 35% conceal ac and prr being over 300 and having over 3 k hp he avoids really alot of boss damage.

Didnt play with him but from stuff i heard i really find his build amazing (also has amazing synergy with shiradi zomb builds which people still run).

You dont really want to "endure" hits as a reaper tank, you want to avoid as many as possible and 35% conceal really offers the most defensive tank stat currently in this game (not forgeting how good dodge and arcane shield are either, my tree build focused primarly on eldritch shield while abusing its visual to know when my path of badger activates so that i could maximize dps, i fell in love with eldritch shield ever since it reduces damage for 20 seconds by 25% makind your hp effectively 25% higher )

Imho at least 3 wiz/sorc for eldritchs shield is a must have on reaper tanks
/thats how i think current reaper tank meta works
« Last Edit: Feb 9th, 2017 at 3:49am by Lelouch »  
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Re: Full Retard Reaper Tactics Tank Theory
Reply #16 - Feb 9th, 2017 at 4:50am
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Lelouch wrote on Feb 9th, 2017 at 3:44am:
Invulner, in a  dedicated high skull group you usually have casters do the cc, only issue is boss fights and thats where dream shines, with meld dream and dodge halo clickie + senintel temp hp you can survive couple hits which helps as you dont need to circle around enemies.


My fav tank is what we have on cannith tho, a wraith based ac/prr/hp wizzy tank.
He plays with a friend who is a proxy cleric intimi tank and he gets healing from said cleric, but with 35% conceal ac and prr being over 300 and having over 3 k hp he avoids really alot of boss damage.

Didnt play with him but from stuff i heard i really find his build amazing (also has amazing synergy with shiradi zomb builds which people still run).

You dont really want to "endure" hits as a reaper tank, you want to avoid as many as possible and 35% conceal really offers the most defensive tank stat currently in this game (not forgeting how good dodge and arcane shield are either, my tree build focused primarly on eldritch shield while abusing its visual to know when my path of badger activates so that i could maximize dps, i fell in love with eldritch shield ever since it reduces damage for 20 seconds by 25% makind your hp effectively 25% higher )

Imho at least 3 wiz/sorc for eldritchs shield is a must have on reaper tanks
/thats how i think current reaper tank meta works

interesting. love how reaper has made full retard specialized builds a thing now. just shows how much room for builds is really in the game.

has anyone tried lgs eth 4pc bonus for 5.5 stacking incorp? How high could that bonus go, is 5.5 max? Thinking eth/esc set for dodge cap increase. 5 set should be (needs someone to verify) 5% max dodge and a healing proc :Your spells and attacks have a small [?%] chance to heal you and nearby allies for 10d20 hitpoints through Positive Energy. Has this healing proc been nerfed, is it good enough on party members even if self heal is lowered?

someone with duped lgs kindly test this. Or I can wait until lama again.
  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #17 - Feb 9th, 2017 at 6:09am
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5 Foot Step wrote on Feb 8th, 2017 at 11:34pm:
Divine Righteousness
Channel Divinity: You gain temporary hit points equal your Charisma score and a 200% Sacred bonus to threat generation for 60 seconds. (Activation Cost: 1 use of Turn Undead. Cooldown: 6 seconds)

That makes the threat gen:

100% base
200% sacred
150% competence
150% commanding
60% countenance
45% enhancement
20% insight

725% threat generation

Plus another 400% IIRC on a successful intimidate with 80% uptime.

Isn't that the third core requiring 6 Pal?
  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #18 - Feb 9th, 2017 at 7:16am
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hydra wrote on Feb 8th, 2017 at 7:19pm:
O no I agree - I just think its the province of dps toons.

Dreamscape is to good to give up if your primary concern is being a tank.


Yes, I think he wants to fill in DPS on this tank. Bastard sword/thf feats etc...
  
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Re: Full Retard Reaper Tactics Tank Theory
Reply #19 - Feb 9th, 2017 at 11:05am
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crunch wrote on Feb 9th, 2017 at 1:10am:
I guess the invulnerability clicky can be handy?


I thought that went back to shedding aggro with the aggro fix.

spathic wrote on Feb 9th, 2017 at 6:09am:
Isn't that the third core requiring 6 Pal?


My bad. That's why I didn't take it at first...back to Intolerant Blows.

...though I could keep it by swapping from 2 fighter levels for 12f/7p/1w. Would net +7 to the saves that matter and gain the deity boost feat, but lose the fighter feat that grants 12 prr/mrr.

Vaultaccount wrote on Feb 9th, 2017 at 7:16am:
Yes, I think he wants to fill in DPS on this tank. Bastard sword/thf feats etc...


You want some kind of reasonable DPS to hold aggro. It won't be respectable compared to a straight DPS character, but as long as they aren't doing an order of magnitude more after diversion it will serve the purpose.
  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #20 - Feb 9th, 2017 at 11:50am
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5 Foot Step wrote on Feb 9th, 2017 at 11:05am:
You want some kind of reasonable DPS to hold aggro. It won't be respectable compared to a straight DPS character, but as long as they aren't doing an order of magnitude more after diversion it will serve the purpose.


Agreed.  If you aren't going to combine threat/DPS with Intim and just shield block and spam intim then you might be better off going Helf so that you have two intims that you can alternate to get better coverage of holding aggro.
  
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Re: Full Retard Reaper Tactics Tank Theory
Reply #21 - Feb 9th, 2017 at 12:03pm
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5 Foot Step wrote on Feb 9th, 2017 at 11:05am:
lose the fighter feat that grants 12 prr/mrr


Party math tells me 323 PRR vs 311 PRR is about 7 points less damage per 1000 points of base damage.

So a hit that's 5,000 before any PRR does 1,216 vs 1,182. 

  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #22 - Feb 9th, 2017 at 2:26pm
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I find this discussion interesting. 

So theory build 1:  PDK, combine both the Fighter and Pally defender trees, using the stances from Stalwart and the tier 5 from sacred. 

theory build 2:  wraith PM/EK/? to get wraith concealment, EK mage armor and PRR, mixed with one of the defender trees?  Is this an evasion/dodge kind of build or more of a heavy armor shield build?

What does theory build 2 look like?  I'd like to see more about that.
  
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Re: Full Retard Reaper Tactics Tank Theory
Reply #23 - Feb 9th, 2017 at 5:01pm
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Asheras wrote on Feb 9th, 2017 at 11:50am:
you might be better off going Helf so that you have two intims that you can alternate to get better coverage of holding aggro.


Did they not nerf this so that Helf Social Skills all shared a cool down now?
  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #24 - Feb 9th, 2017 at 5:54pm
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Charisma
18 base
7 level ups
17 enhancement
4 quality
2 profane
1 exceptional (augment)
2 completionist
2 reaper
7 insight
7 tome
2 ship
2 AP
=71 Cha (+30 mod)

Dire Charge DC
Base 20
Cha 30
Knight Training 10
Stunning 20
Quality 4
Insight 6
Fighter PLs 3
Tactical Combatant 4
Tactical Mastery 6
Legendary Tactics 6
=109 vs Fort

Trip DC
Base 10
Str 15 (14 base, 8 enhancement, 2 profane, 1 exceptional, 2 completionist, 2 reaper, 7 tome, 2 ship, 2 AP)
Knight Training 10
Vertigo 20
Quality 4
Insight 6
Fighter PLs 3
Tactical Combatant 4
Tactical Mastery 6
Legendary Tactics 6
=84 vs str/dex

Intimidate
30 Cha
23 Ranks
5 Skill Tome
10 Epic levels
25 Circle of Malevolence
11 Insight
2 Coin Lord favor
6 Draconic Presence
4 morale
2 Completionist
2 luck
3 ship buff
6 Unyielding Sentinel levels
3 Threatening Countenance
=132+1d20
« Last Edit: Feb 9th, 2017 at 5:56pm by 5 Foot Step »  

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