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SpaceGoat
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Re: Full Retard Reaper Tactics Tank Theory
Reply #75 - Nov 9th, 2018 at 3:06pm
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SpaceGoat wrote on Nov 9th, 2018 at 10:33am:
Sorry if obvious, but could you clarify the shield bonus?
Also, the SLA seems to be healing less, not more. Is that what you mean?


disregard figured out the shield part.
  
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Re: Full Retard Reaper Tactics Tank Theory
Reply #76 - Nov 27th, 2018 at 7:26pm
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There are several aspects in game: aggro managing, defences and utility.

As for aggro there are several types of mob AI and behaviour: intellegent basic (e.g. Elf fighter), caster (sometimes ignores aggro and choose random target), assassin (switches targets a lot and teleporting), non intelegent basic (oozes, golems, undead, incite working against them) and non intelegend that ignores incite (twigs).

The very core abity for any tank is intimidate, its not only refreshing aggro, but adding 200xskill hate points as you've done this damage to enemy. So there is never too high intimidate. 115-120 is something very minimal to have for legendary r10. 130-160 is something comfy to play with any party.

Incite is something easy to get on many tank builds but hard to make it usefull. Say, on pally you may get up to +900 incite meaning your damage calculating x10 in hate. Yet many full retard tank builds have around 500 to 2k dps and it drops to 250 to 700 due to low to hit. And 500 x10 is still 5k. Incite tanking is something you need only for mobs and bosses you cant intimidate, this is not musthave thing and actually working better on some dps builds (2hw barbarian or bladeforged e.g.). But still if you have divine might or kta and can slot accuracy in your build, you may find a use of it.

Initial aggro. Thats pretty obvious and any party that start to play learning it fast enough: tank always need to get initial aggro, thats easy way to cc mobs and to keep party members protected from random ranged attacks/oneshots.

Defences are saves, dodge, hp, prr, mrr, ac, healing amp, magical effects and %reducing damage effects. Its all bound and matters. Everything is hitting like a truck on r10. Physical damage is something you always will have to deal. Minimal numbers comfy to play with are 400 prr and ac, 8-15 dodge (depending on shield you use), lesser dispacement, ghostly.

Magical damage is something much easier to deal with high saves and large/tower shield. There are still some bosses and mobs doing a lot magical damage on hit (like archons) forcing you to have good mrr. Minimal set of effects for comfy play is 200 mrr, 90 total saves against spells (non failable on 1 ofc), large or tower shield with block energy (from US), spell absorbation items for swap. Spell resistance is almost useless unless you play drow monks or occult slayer.

Hp and heal amp are bound too. The more hp you have the more healing amp you need. And usually the less other defensive stats you have cause of lgs gear. At least 4k hp and 200 hamp is something comfy to play with. Yet its possible to have much more and possivle to build a good tank with 2.5-3k hp.

%damage reduction effects are radiant forcefield, thick skin if LD, book clicky and t5 rmm enchantment. Never undersstimate those thing, they are really superb.

And utility. There are not really lot variants for tanks I can see since to get all the stats you need many specific items leaving no ways to have, say good dc and spell penetration. But still, there are some options to make your tank less boring and single rounded:
1) traps and lockpicks if artificer. Will reqire int and skill tomes, swap gear
2) healer/selfsustain if cleric
3) dps if divine might class
4) CC if fighter or druid

Overall the better utility you want the more investments you need: better tomes, pastlifes and gear.
For a simple fullretard intimidate bot even first life toon may work. As for classes, currents are pally, fighter, druid, cleric. May be built tanky FVS, barbarian, warlock, artificer. 1 level of wizzy gives you +10% total AC, 5 levels of artificer gives -25% positive healing (from feat) and +20% hp (and other stuff in RMM tree).
Yet as I said anything with min stats I wrote may work in hands of adeqate player, if you manage to build pure wizzy with 400 prr, 400ac, 200 mrr, 90 spell saves, 4k hp and 200 heal anp and 130 intimidate it still will work for sure.

There are never overkill in tankiness though, 600 prr over 400 meaning you will take not 1000 but 720 damage from champs. 6k hp over 4 meaninf you'll survive 3 crits instead of 2 (some champs ignore fortification).

Thats just some theory. On practice I made several lifes tanky and semi-tanky enough for r7-9 and one full retard tank life I ran entire game r10 with. That was 14 ftr 1 wizzy 5 arti, no lgs at all, ended with 450 ac, 460 prr, 300 mrr 110+ spell saves and almost alll possible effects (ghostly, tenser, displacement), 4.8 k hp with 280 hamp. Was boring AF honestly, but hat was somehing making game incredibly easy.
  
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Re: Full Retard Reaper Tactics Tank Theory
Reply #77 - Apr 26th, 2019 at 1:44pm
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Purple Lives Matterv0.3

Race: Purple Dragon Knight
Alignment: Lawful Good
Class: 12 Fighter/5 Paladin/3 Wizard


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

Strength............12 (+5 or better tome required)
Dexterity............8
Constitution.......18
Intelligence.........8 (+5 or better tome required)
Wisdom..............8
Charisma...........18 + level ups
(Supreme Tome recommended)

Ability Stat Tomes have new Minimum Levels in which they apply:
Level 1: Up to +2
Level 3: +3
Level 7: +4
Level 11: +5
Level 15: +6
Level 19: +7
Level 22: +8


Feat Progression:

FPPPP PFFFF FFFFF FFWWW

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) Greater Two handed Fighting
Level 15 : Combat Expertise
Level 15(10F) Heavy Armor Champion
Level 17(12F) Tactical Mastery
Level 18 : Tactical Combatant
Level 18(W) Quicken Spell
Level 21 : Overwhelming Critical
Level 24 : Epic Toughness
Level 26 : Perfect Two Handed Fighting
Level 27 : Epic DR
Level 28 : Elusive Target
Level 29 : Dire Charge
Level 30 : Bulwark of Defense
Level 30 : Scion of Celestia

Skills:
Concentration
Heal
Intim
Tumble 1
UMD

Enhancements: 95 AP

Sacred Defender: 36 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 3/3

Resistance Aura 3/3
Cha +1

Reinforced Armor 3/3
Swift Defense
Cha +1

Harbored by Light 3/3
Reinforced Shield 3/3

Stalwart Defender: 30 AP

Cores 3/6

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

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

Racial: 15 AP

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

Human Shield Mastery 3/3 (6 pts)

Improved Recovery (2 pts)
Shield Deflection (2 pts)

Eldritch Knight: 13 AP

Core 2/6
Improved Mage Armor 3/3
Battlemage 2/3
Improved Shield 3/3
Arcane Barrier 3/3

Harper: 1AP
Cores 1/6


Epic Destiny: Unyielding Sentinel

Commanding Presence 3/3
Shield Prowess 3/3
Brace for Impact 1/2

Legendary Shield Mastery 3/3

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

Strength of Vitality 3/3
Hardened 3/3


Twists: 4/3/2/1/1

Energy Absorption
Meld
Improved Combat Expertise
Legendary Tactics
Purge the Wicked


Gear:

Watch Captain's Platemail Heavy Armor: Fortification +94%/+214%, Physical Sheltering +19/+54, Healing Amplification +30/+85, False Life +29/+81
Collective Sight Goggles: Nearly Finished (STR, DEX, CON, INT, WIS, or CHA +5/21), Almost There (INSIGHT STR, DEX, CON, INT, WIS, or CHA +3/10), Quality Resistance+1/+4, Temperance of Belief: +1 Insightful MRR per Religious Lore
Citadel's Gaze Raid Helmet: Melee Threat +64%, Intimidate +22, Higher Caliber Command Morale to Cha Skills, hide penalty, Healer's Bounty
Standard Issue Sigil Necklace: Magical Sheltering +19/+54, Protection 17, Spell Saves +6/+17, Parrying +3/+10
CC Trinket: (Alacrity 15, Devotion 159, Ins Combat Mastery 6)
Crusader's Cloak Cloak: Extra Smites per Rest +1/+2 and 10% Smite Recharge, Parrying +3/+10, Insightful Constitution +3/+10, Quality Physical Sheltering +9/+26
Legendary Vistani Fighter's Sash (Belt): Stunning +22, Vertigo +22, Vitality +67, Deadly +16, Yellow Augment Slot, Adherent of the Mists Set (Legendary)
Legendary Ring of Prowess (Ring): Melee Power +8, Ranged Power +8, Deadly +14, Accuracy 28, Green Augment Slot
Molten Adamantine Gauntlets Gloves: Adamantine DR Breaking Imbue, Insightful Accuracy +17, Doublestrike +24%, Extra Action Boosts +3
Legendary Softsole Slippers (Boots): Ghostly, Anthem, Perform +22, Insightful Charisma +9, Green Augment Slot, Adherent of the Mists Set (Legendary)
Celestial Emerald Ring Ring: (CON +8/21), Insightful Incite +10%/+28%, Insightful Intimidate +8/+11, Linguistics +10%
Brand of Kalok Shash Bracer Minor Artifact: Maximum Filigree Slots: 3, Strength +22, Quality Accuracy +8, Quality Deadly +5, Fire Absorption +53%
Lunar Eclipse Raid Tower Shield: Alignment Absorption +30%, Quality Constitution +5, Insightful Physical Sheltering +27, Mirror Shield
Divinity, the Morninglord's Goal (Bastard Sword) -- 5[1d10+3]+15, 19-20/x2, Holy 9, Axiomatic 9, Cold Iron (If Paladin: Metalline), (If Paladin: Coruscating 9), (If Paladin: Greater Dispelling), Ghostbane 9, Purple augment slot, Red augment slot
Soul's Sorrow Bastard Sword Damage Dice: 5[1d10+3]: Chance to cause confusion on-hit, also does 9d6 chaos damage to confused targets - lawful characters take a neg level, 9d6 Acid Damage on-hit, 5 Constitution Damage on-hit, Legendary Slay Living proc (DC 100), Empty Red Augment Slot, Empty Orange Augment Slot
The Shattered Hilt of Constellation Bastard Sword: Upgrade Effect: Fetters of Unreality, Cursed Maelstrom This weapon is wracked with a dangerous and volatile curse. Striking an enemy has a chance to place a random, debilitating, and deadly debuff on your foe, Accursed Flame This weapon is wrapped in cursed flames, dealing an additional 10d6 Fire damage on each hit. When striking an enemy that has been Quelled, it also deals 10d6 Evil damage on each hit. This effect makes the weapon evil aligned. Good characters wielding this weapon will suffer one negative level, Improved Destruction


Filigree:
3-piece Grandfather's Shield
4-piece Nystul's
4-piece City's Beacon
« Last Edit: May 11th, 2019 at 4:21pm by 5 Foot Step »  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #78 - May 9th, 2019 at 8:08pm
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Rzyman wrote on Nov 27th, 2018 at 7:26pm:
There are several aspects in game: aggro managing, defences and utility.

As for aggro there are several types of mob AI and behaviour: intellegent basic (e.g. Elf fighter), caster (sometimes ignores aggro and choose random target), assassin (switches targets a lot and teleporting), non intelegent basic (oozes, golems, undead, incite working against them) and non intelegend that ignores incite (twigs).

The very core abity for any tank is intimidate, its not only refreshing aggro, but adding 200xskill hate points as you've done this damage to enemy. So there is never too high intimidate. 115-120 is something very minimal to have for legendary r10. 130-160 is something comfy to play with any party.

Incite is something easy to get on many tank builds but hard to make it usefull. Say, on pally you may get up to +900 incite meaning your damage calculating x10 in hate. Yet many full retard tank builds have around 500 to 2k dps and it drops to 250 to 700 due to low to hit. And 500 x10 is still 5k. Incite tanking is something you need only for mobs and bosses you cant intimidate, this is not musthave thing and actually working better on some dps builds (2hw barbarian or bladeforged e.g.). But still if you have divine might or kta and can slot accuracy in your build, you may find a use of it.

Initial aggro. Thats pretty obvious and any party that start to play learning it fast enough: tank always need to get initial aggro, thats easy way to cc mobs and to keep party members protected from random ranged attacks/oneshots.

Defences are saves, dodge, hp, prr, mrr, ac, healing amp, magical effects and %reducing damage effects. Its all bound and matters. Everything is hitting like a truck on r10. Physical damage is something you always will have to deal. Minimal numbers comfy to play with are 400 prr and ac, 8-15 dodge (depending on shield you use), lesser dispacement, ghostly.

Magical damage is something much easier to deal with high saves and large/tower shield. There are still some bosses and mobs doing a lot magical damage on hit (like archons) forcing you to have good mrr. Minimal set of effects for comfy play is 200 mrr, 90 total saves against spells (non failable on 1 ofc), large or tower shield with block energy (from US), spell absorbation items for swap. Spell resistance is almost useless unless you play drow monks or occult slayer.

Hp and heal amp are bound too. The more hp you have the more healing amp you need. And usually the less other defensive stats you have cause of lgs gear. At least 4k hp and 200 hamp is something comfy to play with. Yet its possible to have much more and possivle to build a good tank with 2.5-3k hp.

%damage reduction effects are radiant forcefield, thick skin if LD, book clicky and t5 rmm enchantment. Never undersstimate those thing, they are really superb.

And utility. There are not really lot variants for tanks I can see since to get all the stats you need many specific items leaving no ways to have, say good dc and spell penetration. But still, there are some options to make your tank less boring and single rounded:
1) traps and lockpicks if artificer. Will reqire int and skill tomes, swap gear
2) healer/selfsustain if cleric
3) dps if divine might class
4) CC if fighter or druid

Overall the better utility you want the more investments you need: better tomes, pastlifes and gear.
For a simple fullretard intimidate bot even first life toon may work. As for classes, currents are pally, fighter, druid, cleric. May be built tanky FVS, barbarian, warlock, artificer. 1 level of wizzy gives you +10% total AC, 5 levels of artificer gives -25% positive healing (from feat) and +20% hp (and other stuff in RMM tree).
Yet as I said anything with min stats I wrote may work in hands of adeqate player, if you manage to build pure wizzy with 400 prr, 400ac, 200 mrr, 90 spell saves, 4k hp and 200 heal anp and 130 intimidate it still will work for sure.

There are never overkill in tankiness though, 600 prr over 400 meaning you will take not 1000 but 720 damage from champs. 6k hp over 4 meaninf you'll survive 3 crits instead of 2 (some champs ignore fortification).

Thats just some theory. On practice I made several lifes tanky and semi-tanky enough for r7-9 and one full retard tank life I ran entire game r10 with. That was 14 ftr 1 wizzy 5 arti, no lgs at all, ended with 450 ac, 460 prr, 300 mrr 110+ spell saves and almost alll possible effects (ghostly, tenser, displacement), 4.8 k hp with 280 hamp. Was boring AF honestly, but hat was somehing making game incredibly easy.


Rzyman! would you to share your build for the 14 fighter/5 arti/ 1 wiz split?
  

:]
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Re: Reaper Tactics Tank Theory
Reply #79 - May 11th, 2019 at 4:22pm
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Edited to rejigger the gear to reflect the Lamannia update:

Quote:
Watch Captain's Platemail Heavy Armor: Fortification +94%/+214%, Physical Sheltering +19/+54, Healing Amplification +30/+85, False Life +29/+81
Collective Sight Goggles: Nearly Finished (STR, DEX, CON, INT, WIS, or CHA +5/21), Almost There (INSIGHT STR, DEX, CON, INT, WIS, or CHA +3/10), Quality Resistance+1/+4, Temperance of Belief: +1 Insightful MRR per Religious Lore
Citadel's Gaze Raid Helmet: Melee Threat +64%, Intimidate +22, Higher Caliber Command Morale to Cha Skills, hide penalty, Healer's Bounty
Standard Issue Sigil Necklace: Magical Sheltering +19/+54, Protection 17, Spell Saves +6/+17, Parrying +3/+10
CC Trinket: (Alacrity 15, Devotion 159, Ins Combat Mastery 6)
Crusader's Cloak Cloak: Extra Smites per Rest +1/+2 and 10% Smite Recharge, Parrying +3/+10, Insightful Constitution +3/+10, Quality Physical Sheltering +13
Legendary Vistani Fighter's Sash (Belt): Stunning +22, Vertigo +22, Vitality +67, Deadly +16, Yellow Augment Slot, Adherent of the Mists Set (Legendary)
Legendary Ring of Prowess (Ring): Melee Power +8, Ranged Power +8, Deadly +14, Accuracy 28, Green Augment Slot
Molten Adamantine Gauntlets Gloves: Adamantine DR Breaking Imbue, Insightful Accuracy +17, Doublestrike +24%, Extra Action Boosts +3
Legendary Softsole Slippers (Boots): Ghostly, Anthem, Perform +22, Insightful Charisma +9, Green Augment Slot, Adherent of the Mists Set (Legendary)
Celestial Emerald Ring Ring: (CON +8/21), Insightful Incite +10%/+28%, Insightful Intimidate +8/+11, Linguistics +10%
Brand of Kalok Shash Bracer Minor Artifact: Maximum Filigree Slots: 3, Strength +22, Quality Accuracy +8, Quality Deadly +5, Fire Absorption +53%
Lunar Eclipse Raid Tower Shield: Alignment Absorption +30%, Quality Constitution +5, Insightful Physical Sheltering +27, Mirror Shield
Divinity, the Morninglord's Goal (Bastard Sword) -- 5[1d10+3]+15, 19-20/x2, Holy 9, Axiomatic 9, Cold Iron (If Paladin: Metalline), (If Paladin: Coruscating 9), (If Paladin: Greater Dispelling), Ghostbane 9, Purple augment slot, Red augment slot
Soul's Sorrow Bastard Sword Damage Dice: 5[1d10+3]: Chance to cause confusion on-hit, also does 9d6 chaos damage to confused targets - lawful characters take a neg level, 9d6 Acid Damage on-hit, 5 Constitution Damage on-hit, Legendary Slay Living proc (DC 100), Empty Red Augment Slot, Empty Orange Augment Slot
The Shattered Hilt of Constellation Bastard Sword: Upgrade Effect: Fetters of Unreality, Cursed Maelstrom This weapon is wracked with a dangerous and volatile curse. Striking an enemy has a chance to place a random, debilitating, and deadly debuff on your foe, Accursed Flame This weapon is wrapped in cursed flames, dealing an additional 10d6 Fire damage on each hit. When striking an enemy that has been Quelled, it also deals 10d6 Evil damage on each hit. This effect makes the weapon evil aligned. Good characters wielding this weapon will suffer one negative level, Improved Destruction
« Last Edit: May 11th, 2019 at 5:45pm by 5 Foot Step »  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #80 - Oct 23rd, 2019 at 5:41pm
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5 Foot Step wrote on Apr 26th, 2019 at 1:44pm:
Purple Lives Matterv0.3

Race: Purple Dragon Knight
Alignment: Lawful Good
Class: 12 Fighter/5 Paladin/3 Wizard


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

Strength............12 (+5 or better tome required)
Dexterity............8
Constitution.......18
Intelligence.........8 (+5 or better tome required)
Wisdom..............8
Charisma...........18 + level ups
(Supreme Tome recommended)

Ability Stat Tomes have new Minimum Levels in which they apply:
Level 1: Up to +2
Level 3: +3
Level 7: +4
Level 11: +5
Level 15: +6
Level 19: +7
Level 22: +8


Feat Progression:

FPPPP PFFFF FFFFF FFWWW

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) Greater Two handed Fighting
Level 15 : Combat Expertise
Level 15(10F) Heavy Armor Champion
Level 17(12F) Tactical Mastery
Level 18 : Tactical Combatant
Level 18(W) Quicken Spell
Level 21 : Overwhelming Critical
Level 24 : Epic Toughness
Level 26 : Perfect Two Handed Fighting
Level 27 : Epic DR
Level 28 : Elusive Target
Level 29 : Dire Charge
Level 30 : Bulwark of Defense
Level 30 : Scion of Celestia

Skills:
Concentration
Heal
Intim
Tumble 1
UMD

Enhancements: 95 AP

Sacred Defender: 36 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 3/3

Resistance Aura 3/3
Cha +1

Reinforced Armor 3/3
Swift Defense
Cha +1

Harbored by Light 3/3
Reinforced Shield 3/3

Stalwart Defender: 30 AP

Cores 3/6

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

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

Racial: 15 AP

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

Human Shield Mastery 3/3 (6 pts)

Improved Recovery (2 pts)
Shield Deflection (2 pts)

Eldritch Knight: 13 AP

Core 2/6
Improved Mage Armor 3/3
Battlemage 2/3
Improved Shield 3/3
Arcane Barrier 3/3

Harper: 1AP
Cores 1/6


Epic Destiny: Unyielding Sentinel

Commanding Presence 3/3
Shield Prowess 3/3
Brace for Impact 1/2

Legendary Shield Mastery 3/3

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

Strength of Vitality 3/3
Hardened 3/3


Twists: 4/3/2/1/1

Energy Absorption
Meld
Improved Combat Expertise
Legendary Tactics
Purge the Wicked


Gear:

Watch Captain's Platemail Heavy Armor: Fortification +94%/+214%, Physical Sheltering +19/+54, Healing Amplification +30/+85, False Life +29/+81
Collective Sight Goggles: Nearly Finished (STR, DEX, CON, INT, WIS, or CHA +5/21), Almost There (INSIGHT STR, DEX, CON, INT, WIS, or CHA +3/10), Quality Resistance+1/+4, Temperance of Belief: +1 Insightful MRR per Religious Lore
Citadel's Gaze Raid Helmet: Melee Threat +64%, Intimidate +22, Higher Caliber Command Morale to Cha Skills, hide penalty, Healer's Bounty
Standard Issue Sigil Necklace: Magical Sheltering +19/+54, Protection 17, Spell Saves +6/+17, Parrying +3/+10
CC Trinket: (Alacrity 15, Devotion 159, Ins Combat Mastery 6)
Crusader's Cloak Cloak: Extra Smites per Rest +1/+2 and 10% Smite Recharge, Parrying +3/+10, Insightful Constitution +3/+10, Quality Physical Sheltering +9/+26
Legendary Vistani Fighter's Sash (Belt): Stunning +22, Vertigo +22, Vitality +67, Deadly +16, Yellow Augment Slot, Adherent of the Mists Set (Legendary)
Legendary Ring of Prowess (Ring): Melee Power +8, Ranged Power +8, Deadly +14, Accuracy 28, Green Augment Slot
Molten Adamantine Gauntlets Gloves: Adamantine DR Breaking Imbue, Insightful Accuracy +17, Doublestrike +24%, Extra Action Boosts +3
Legendary Softsole Slippers (Boots): Ghostly, Anthem, Perform +22, Insightful Charisma +9, Green Augment Slot, Adherent of the Mists Set (Legendary)
Celestial Emerald Ring Ring: (CON +8/21), Insightful Incite +10%/+28%, Insightful Intimidate +8/+11, Linguistics +10%
Brand of Kalok Shash Bracer Minor Artifact: Maximum Filigree Slots: 3, Strength +22, Quality Accuracy +8, Quality Deadly +5, Fire Absorption +53%
Lunar Eclipse Raid Tower Shield: Alignment Absorption +30%, Quality Constitution +5, Insightful Physical Sheltering +27, Mirror Shield
Divinity, the Morninglord's Goal (Bastard Sword) -- 5[1d10+3]+15, 19-20/x2, Holy 9, Axiomatic 9, Cold Iron (If Paladin: Metalline), (If Paladin: Coruscating 9), (If Paladin: Greater Dispelling), Ghostbane 9, Purple augment slot, Red augment slot
Soul's Sorrow Bastard Sword Damage Dice: 5[1d10+3]: Chance to cause confusion on-hit, also does 9d6 chaos damage to confused targets - lawful characters take a neg level, 9d6 Acid Damage on-hit, 5 Constitution Damage on-hit, Legendary Slay Living proc (DC 100), Empty Red Augment Slot, Empty Orange Augment Slot
The Shattered Hilt of Constellation Bastard Sword: Upgrade Effect: Fetters of Unreality, Cursed Maelstrom This weapon is wracked with a dangerous and volatile curse. Striking an enemy has a chance to place a random, debilitating, and deadly debuff on your foe, Accursed Flame This weapon is wrapped in cursed flames, dealing an additional 10d6 Fire damage on each hit. When striking an enemy that has been Quelled, it also deals 10d6 Evil damage on each hit. This effect makes the weapon evil aligned. Good characters wielding this weapon will suffer one negative level, Improved Destruction


Filigree:
3-piece Grandfather's Shield
4-piece Nystul's
4-piece City's Beacon



I have what I am pretty sure is going to be a dumb question but I am hoping you can educate me. If you are using a tower shield and a bastard sword, why do you take the THF line?
  
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Re: Reaper Tactics Tank Theory
Reply #81 - Oct 23rd, 2019 at 11:18pm
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You want to get a combat line for epic defensive fighting. there is none for sword and board specifically. so you go THF and bastard sword or dwarven axe because those too benefit from THF, namely glancing blows.
« Last Edit: Oct 23rd, 2019 at 11:20pm by Snu Snu »  

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Re: Reaper Tactics Tank Theory
Reply #82 - Oct 25th, 2019 at 10:07am
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Thank you for clearing that up for me. I have a lot to learn about this game.
  
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Re: Reaper Tactics Tank Theory
Reply #83 - Oct 25th, 2019 at 1:52pm
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What's a tank?
  

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Re: Reaper Tactics Tank Theory
Reply #84 - Oct 25th, 2019 at 4:59pm
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One more noob question, how do you get 95 AP for enhancements? I know the cap is 80 and I saw you could purchase a couple of points in the DDO but how do you get the rest?
  
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Re: Reaper Tactics Tank Theory
Reply #85 - Oct 26th, 2019 at 10:31am
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Racial past lives give racial AP.
  
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Re: Reaper Tactics Tank Theory
Reply #86 - Oct 28th, 2019 at 4:58pm
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This is the worst Tank build I've ever seen and I've seen some shitty tanks in my life.
  

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Re: Reaper Tactics Tank Theory
Reply #87 - Nov 23rd, 2019 at 7:29pm
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Alex DeLarge wrote on Oct 28th, 2019 at 4:58pm:
This is the worst Tank build I've ever seen and I've seen some shitty tanks in my life.


How so? I mean besides the crappy DPS but that is not what this build is for.
  
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Re: Reaper Tactics Tank Theory
Reply #88 - Feb 8th, 2020 at 4:11pm
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For some reason, I can't seem to take Elusive Target and Dire Charge together at the same time. originally this was because I didn't have all 3 martial destinies filled, but I rectified that problem. when I went to Fred to swap out the feat...I couldn't get dire charge unless I swapped out Elusive Target for it. I am sure I am overlooking something obvious as to why this is but I cannot put my finger on it. Any help would be greatly appreciated.

I apologize for such a newb question but I was away from the game for a few years and am now back. I'm trying to learn the game all over again basically.
  
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Re: Reaper Tactics Tank Theory
Reply #89 - Feb 8th, 2020 at 6:04pm
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Probably the minimum level for Dire Charge and the level you took Elusive Target at meaning only that level's feat slot is available to swap? If so I guess you could swap Dire Charge in at 29 and then Elusive Target back in at 28 feat slot.
  
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Re: Reaper Tactics Tank Theory
Reply #90 - Feb 10th, 2020 at 12:15pm
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I have a gear related question for this build. I am currently farming the cloak out of Newcomers (I forgot the name). It has insightful combat master 7. MY current DC for Dire Charge is 113.

In R1 Grim, it stuns all the Abishai but typically doesn't stun the champion cultists. In R1 newcomers, I am probably only stunning half of the mobs on the first try.

I had to modify the gear set on my toon because I play on the wasteland that is Wayfinder and raids aren't as abundant as other servers so I do not have the CC trinket of other raid gear that is listed in this build so I am trying to make do with what I can obtain. I don't have the crusader's cloak either. As far as I can tell the cloak in newcomers is my best option for insightful combat mastery and would make my dire charge DC 120.

This toon iss only a second life toon...no completionist of any kind and still working on maxing out destinies. all in all, the toon does fairly well...on Wayfinder in low to upper mid reaper quests.

I am going to TR into this build again for a third time just to get the PDK and fighter lives done. Obviously I need a bunch more PL's to make this a good tank. I would like to try out an Arty tank or even an undead tank...is that even possible? But after my next life, I'm not sure what direction I should go in in terms of trying to get PL's.

Ultimately, I would like this toon to end up being a tank but I will try out other builds for PL's to make leveling easier. Leveling a tank is horrible if you dont have a regular group to run with.
  
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Re: Reaper Tactics Tank Theory
Reply #91 - Feb 10th, 2020 at 6:45pm
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Beware, with the Divine Might nerf, I believe Insightful Combat Mastery will not stack with Divine Might as of this week's coming update.

...

I'd say paladin past lives are most important for a tank.
  

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Re: Reaper Tactics Tank Theory
Reply #92 - Feb 10th, 2020 at 7:06pm
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I went with the 3.0 build and I do not believe i have divine might.
  
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Re: Reaper Tactics Tank Theory
Reply #93 - Feb 11th, 2020 at 9:27am
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That seems like an oversight.
  

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Re: Full Retard Reaper Tactics Tank Theory
Reply #94 - Feb 11th, 2020 at 6:12pm
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5 Foot Step wrote on Apr 26th, 2019 at 1:44pm:
Purple Lives Matterv0.3

Race: Purple Dragon Knight
Alignment: Lawful Good
Class: 12 Fighter/5 Paladin/3 Wizard


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

Strength............12 (+5 or better tome required)
Dexterity............8
Constitution.......18
Intelligence.........8 (+5 or better tome required)
Wisdom..............8
Charisma...........18 + level ups
(Supreme Tome recommended)

Ability Stat Tomes have new Minimum Levels in which they apply:
Level 1: Up to +2
Level 3: +3
Level 7: +4
Level 11: +5
Level 15: +6
Level 19: +7
Level 22: +8


Feat Progression:

FPPPP PFFFF FFFFF FFWWW

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) Greater Two handed Fighting
Level 15 : Combat Expertise
Level 15(10F) Heavy Armor Champion
Level 17(12F) Tactical Mastery
Level 18 : Tactical Combatant
Level 18(W) Quicken Spell
Level 21 : Overwhelming Critical
Level 24 : Epic Toughness
Level 26 : Perfect Two Handed Fighting
Level 27 : Epic DR
Level 28 : Elusive Target
Level 29 : Dire Charge
Level 30 : Bulwark of Defense
Level 30 : Scion of Celestia

Skills:
Concentration
Heal
Intim
Tumble 1
UMD

Enhancements: 95 AP

Sacred Defender: 36 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 3/3

Resistance Aura 3/3
Cha +1

Reinforced Armor 3/3
Swift Defense
Cha +1

Harbored by Light 3/3
Reinforced Shield 3/3

Stalwart Defender: 30 AP

Cores 3/6

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

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

Racial: 15 AP

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

Human Shield Mastery 3/3 (6 pts)

Improved Recovery (2 pts)
Shield Deflection (2 pts)

Eldritch Knight: 13 AP

Core 2/6
Improved Mage Armor 3/3
Battlemage 2/3
Improved Shield 3/3
Arcane Barrier 3/3

Harper: 1AP
Cores 1/6


Epic Destiny: Unyielding Sentinel

Commanding Presence 3/3
Shield Prowess 3/3
Brace for Impact 1/2

Legendary Shield Mastery 3/3

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

Strength of Vitality 3/3
Hardened 3/3


Twists: 4/3/2/1/1

Energy Absorption
Meld
Improved Combat Expertise
Legendary Tactics
Purge the Wicked


Gear:

Watch Captain's Platemail Heavy Armor: Fortification +94%/+214%, Physical Sheltering +19/+54, Healing Amplification +30/+85, False Life +29/+81
Collective Sight Goggles: Nearly Finished (STR, DEX, CON, INT, WIS, or CHA +5/21), Almost There (INSIGHT STR, DEX, CON, INT, WIS, or CHA +3/10), Quality Resistance+1/+4, Temperance of Belief: +1 Insightful MRR per Religious Lore
Citadel's Gaze Raid Helmet: Melee Threat +64%, Intimidate +22, Higher Caliber Command Morale to Cha Skills, hide penalty, Healer's Bounty
Standard Issue Sigil Necklace: Magical Sheltering +19/+54, Protection 17, Spell Saves +6/+17, Parrying +3/+10
CC Trinket: (Alacrity 15, Devotion 159, Ins Combat Mastery 6)
Crusader's Cloak Cloak: Extra Smites per Rest +1/+2 and 10% Smite Recharge, Parrying +3/+10, Insightful Constitution +3/+10, Quality Physical Sheltering +9/+26
Legendary Vistani Fighter's Sash (Belt): Stunning +22, Vertigo +22, Vitality +67, Deadly +16, Yellow Augment Slot, Adherent of the Mists Set (Legendary)
Legendary Ring of Prowess (Ring): Melee Power +8, Ranged Power +8, Deadly +14, Accuracy 28, Green Augment Slot
Molten Adamantine Gauntlets Gloves: Adamantine DR Breaking Imbue, Insightful Accuracy +17, Doublestrike +24%, Extra Action Boosts +3
Legendary Softsole Slippers (Boots): Ghostly, Anthem, Perform +22, Insightful Charisma +9, Green Augment Slot, Adherent of the Mists Set (Legendary)
Celestial Emerald Ring Ring: (CON +8/21), Insightful Incite +10%/+28%, Insightful Intimidate +8/+11, Linguistics +10%
Brand of Kalok Shash Bracer Minor Artifact: Maximum Filigree Slots: 3, Strength +22, Quality Accuracy +8, Quality Deadly +5, Fire Absorption +53%
Lunar Eclipse Raid Tower Shield: Alignment Absorption +30%, Quality Constitution +5, Insightful Physical Sheltering +27, Mirror Shield
Divinity, the Morninglord's Goal (Bastard Sword) -- 5[1d10+3]+15, 19-20/x2, Holy 9, Axiomatic 9, Cold Iron (If Paladin: Metalline), (If Paladin: Coruscating 9), (If Paladin: Greater Dispelling), Ghostbane 9, Purple augment slot, Red augment slot
Soul's Sorrow Bastard Sword Damage Dice: 5[1d10+3]: Chance to cause confusion on-hit, also does 9d6 chaos damage to confused targets - lawful characters take a neg level, 9d6 Acid Damage on-hit, 5 Constitution Damage on-hit, Legendary Slay Living proc (DC 100), Empty Red Augment Slot, Empty Orange Augment Slot
The Shattered Hilt of Constellation Bastard Sword: Upgrade Effect: Fetters of Unreality, Cursed Maelstrom This weapon is wracked with a dangerous and volatile curse. Striking an enemy has a chance to place a random, debilitating, and deadly debuff on your foe, Accursed Flame This weapon is wrapped in cursed flames, dealing an additional 10d6 Fire damage on each hit. When striking an enemy that has been Quelled, it also deals 10d6 Evil damage on each hit. This effect makes the weapon evil aligned. Good characters wielding this weapon will suffer one negative level, Improved Destruction


Filigree:
3-piece Grandfather's Shield
4-piece Nystul's
4-piece City's Beacon



This is the build I followed, Knight Of The Chalice isn't in it.

All in all for being a second life toon and not having all the gear and PL's it holds its own. Granted it helps that I play on the space server of Wayfinder so high-level reaper parties are hard to come by and so is raiding....which really sucks.

My stats are nothing that is going to set the world on fire either. Currently, I have:

3027 HP's
371 AC - buffable to low 390's
345 PRR - I can buff it to 375 if I switch to Unbreakable and  use action boost buff
240 MRR - can get to 250 is I use mirror plate tower shield and block.
106 - fort save
82 - Will save
81 - reflex save

All stats are not in Reaper mode. I have slightly higher stats there but I only have 13 reaper points so far.

I really need to work on racial PL's so I can get more healing amp. I am lacking those PL's I only spent a couple of points in the PDK tree to get charisma to damage.

Even though I never have the stats, PL's or completionist[s] feats you do, I enjoy playing the builds you post. Ultimately, I want to keep this toon as a tank in the end but I will TR him into other things along the way to make leveling through lives easier because trying to level a tank solo is painful.
  
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Re: Reaper Tactics Tank Theory
Reply #95 - Feb 14th, 2020 at 9:44am
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So the % hp bonus from the defender tree doesn't stack with Epic Defensive Fighting? WTF?
  

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Re: Reaper Tactics Tank Theory
Reply #96 - Feb 14th, 2020 at 10:26am
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5 Foot Step wrote on Feb 14th, 2020 at 9:44am:
So the % hp bonus from the defender tree doesn't stack with Epic Defensive Fighting? WTF?

It should. EDF grants a Competence bonus to HPs and Glorious Stand (5th Core in Sacred Defender) is supposed to grant a Sacred bonus to HPs.

Edited:
Tenacious Defense, also in the Sacred Defender tree, gives a Competence bonus to HPs. Maybe that's what you're referring to? Yeah, that doesn't stack with EDF.
« Last Edit: Feb 14th, 2020 at 10:29am by Technomage »  

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Re: Reaper Tactics Tank Theory
Reply #97 - Feb 14th, 2020 at 1:40pm
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Technomage wrote on Feb 14th, 2020 at 10:26am:
It should. EDF grants a Competence bonus to HPs and Glorious Stand (5th Core in Sacred Defender) is supposed to grant a Sacred bonus to HPs.


I think he might be referring to Tenacious Defense which gives +20% competence HP bonus...
  

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Re: Reaper Tactics Tank Theory
Reply #98 - Feb 15th, 2020 at 10:45am
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Yes.
  

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Re: Reaper Tactics Tank Theory
Reply #99 - Feb 21st, 2020 at 2:26pm
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5 Foot Step wrote on Feb 14th, 2020 at 9:44am:
So the % hp bonus from the defender tree doesn't stack with Epic Defensive Fighting? WTF?


When I activated Epic Defensive fighting my first life, it did not work. I didn't gain any HP's from it...I have no idea why.

However, this life I am getting some extra HP's from Epic Defensive Fighting. Without it, I am just over 2900 HP's. With it, I am at 3027 HP's. My Hp's are on the low side because even with a +7 supreme Tome and Sharn gear, my CON is only 74. I used all stat upgrades in Charisma when leveling for attack, damage and lay on hands.

Now, I have changed cloaks to the cloak from Newcomers (sorry, I forgot the name) to add Insightful Combat Mastery 7. I did lose 13 PRR in doing so and am looking to see if I can find another Quality PRR item. I'm using the epic hands of house Jorasco in my gloves slot which is upgraded with a displacement proc but I am not sure I really should be using them. I don't think that they help lay on hands but they do help cocoon or healing spring. I think skintight gloves have quality PRR so those may be a better choice.

Also, I dropped the Eldritch Knight Tree and went with Knights Of The Chalice. I now have more strikethrough as well as Divine Might. My Dire Charge now has a DC of 131 (for 2 minutes).
  
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