PsiLocke - THE "COOL OFF" BUILD dps iron man pvp
Guide by Sekket Last update at Jan 21st 2014, 09:24

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INTRODUCTION
First, I highly recommend you verse yourself in how DPS is calculated in patch 2.1 here. If you want to know more about game mechanics and formulas, check my signature for links to ALL major ratings in the game.

Iron Man was previously a consensus top 3 Hero (arguably #1 to me) because of The One Off, Pulse Bolt, Arc Reactor Enhancement, and even Repulsor Barrage to some extent. I'm sorry to say, those options are all gone. They aren't horrible, but they are no longer top notch. RIP.

The new 2.11 Iron Man was slightly improved from the 2.1 version, so he is about average-above average now. He is still very fun to play if you love the hero, but he isn't the hero everyone takes because they want to feel OP anymore.

Acknowledgements to @vlam for his long-standing guide here and @Winny for his guide here. Both have been helpful to the Iron Man community.

I am a huge theorycrafter and number cruncher (see signature for links to useful analyses). I will show exactly how much damage each skill is doing (base damage DPS at level 40) and give recommendations for improving the skills based on that. All numbers based on rank 6 energy/strength (20% bonus).

All Gear recommendations are based on hardcore math spreadsheet analysis. I don't listen to hearsay or flavor of the month opinions. Everything I'm recommending has been proven on paper and in the training room. That being said, I am human and can make mistakes, so feel free to point them out to me.

Post 1 has an overview of all of IM skills. Post 2 has the build, video, and gear recommendations.

OVERVIEW OF HIS SKILLS
2.11 Viable Single Target Spenders
1. Coolant Blast
2. Repulsor Barrage
3. Channeled Repulsors
4. Voltaic Punch (melee builds)

2.11 Viable Area Spenders
1. Pulse Bolt
2. Wrist Rocket
3. Channeled Repulsors

2.11 Viable Complimentary Powers (used in addition to main attacks)
1. The One Off
2. Micro Missiles
3. Jericho Bombardment
4. Wrist Rocket

2.11 "Non Viable" Skills (those that suck and need help)
Repulsor Ray
Unibeam
Death From Above
Jet Assisted Slam (clunky movement)

Energy Beams

Repulsor Ray (RR)

Class: Single Target Basic

Level 40 "Naked" Damage: 8,500 DPS (assuming 25% from Force Shield active)

Grade: F

This is an easy analysis: The worst single target damage for IM by a mile. You can safely double this damage, and still no one would use it. I suspect there is a bug in the tuning tags.

Recommendation: Double level 1 base damage and the incremental damage. Check tuning tags for errors.

Disruptor Beam (DB)

Class: Single Target Basic

Level 40 "Naked" Damage: 14,750 DPS (assuming 10% Vulnerability always active)

Grade: B

Not horrible for a basic attack, and very useful as a 1 point wonder to apply the 10% Vulnerability. Not worth 20 points because IM has no problem with spirit, so basics have limited use.

Recommendation: no change

Repulsor Barrage (RB)

Class: Single Target Low Spirit Spender

Level 40 "Naked" Damage: 23,500 DPS

Grade: A-

Attack speed starts at 6 APS and increases to 8.4 APS at level 40. RB keeps its place as a one of IM's best single target damagers and proc generator due to increasing attack speed. Grade would be bumped up to A if it had the Area tag, since most of IM skills are Area, so RB is incompatible with a lot of gearing options like Pluvian or Area damage on Rings/Insignias. Still, this is a candidate for his best single target ability, especially since spirit usage is low (can practically cast forever)

Channeled Repulsors (CR)

Class: Line of Attack Area Low Spirit Spender

Level 40 "Naked" Damage: 21,200 DPS

Grade: B

Damage is not horrible considering it can damage more than 1 enemy at a time, and spirit usage is low. This is an iconic ability and should be a viable skill. 2.11 decreased the animation time for wind-up and wind-down greatly. It runs much smoother now, and if you love this ability, it actually does decent damage if you as willing to micro manage a tiny bit more.

Note: It can be exploited using "twitching" but this will be fixed so I am ignoring that aspect of it for the moment.

Unibeam (UB)

Class: Line of Attack Charge Up Low Spirit Spender

Level 40 "Naked" Damage: 24,000 DPS (if not fully charging, firing as fast as possible, assuming 25% bonus active)
Level 40 "Naked" Damage: 22,000 DPS (if fully charging (firing slower than above), assuming 100% bonus active)

Grade: C

Unibeam is probably the most iconic IM ability, and it's a shame that it isn't up to par. The way it works is fine (although more damage depending on charge-up time was something I liked). It eats up 25% of your already weakened 2.1 Force Shield per cast, so that is a big blow to survivability. I would say for the risk of blowing your shield, it needs more damage to compensate. It also lacks the Area tag, which is another downgrade. It shoots in a line like CR, so it should have the same Area tag. Like all "charge-up" abilities, the charged up damage is horrible at high gear levels and only serves to reduce spirit cost per point of damage.

Recommendation: 15% damage increase, Area tag. Fix all charge-up skills for all heroes.

Pulse Bolt (PB)

Class: Area of Effect Low Spirit Spender

Level 40 "Naked" Damage: 6,200 DPS (per pulse)

Grade: B

Pulse Bolt is the skill everyone knew as "OP"; no longer. It is still extremely useful in trash clearing situations because of stun-lock, but it's days as single target killer are over. The DPS is highly dependent on how many hits you get on the target: if you get 3 (average in training room), you are doing 18,000 DPS, which is above average for an AOE with strong hard CC stun. However, in real world situations, you will be hitting closer to 2 pulses unless you have a tank that keeps the boss from targeting you. This is why PB is so hard to balance, it is strong under ideal situations, but underpowered in 1v1 situations where the mob tries to strike you at melee range.

Recommendation: Decrease stun time (can reach almost 5s at rank 40) and increase damage

The One Off (TOO)

Class: Area of Effect Room Clearer

Level 40 "Naked" Damage: 20,000 DPS (assuming 2s animation time, 1 hit)

Grade: A

The One-Off was massively nerfed in 2.1 to the point where I didn't use it for bosses anymore, but it was restored to glory in 2.11, getting the "Signature" tag that increases its damage greatly since it has a long cooldown. It can hit almost all mobs 3 times, so factor that into the damage calculation. This is his "wow" screen clearing ability, and is not just as useful for bosses as for trash. Highly recommended in all builds!

Note: You can exploit the hitbox if you cast it on top of a boss, hitting him up to 6+ times.

Arc Reactor Enhancement (ARE)

Grade: A-

This single ability was the sole driver of all OP IM builds prior to 2.1. It was changed significantly so that spirit is essentially converted to damage rating. The plus is that it is extremely easy to understand how much damage you will get from it in terms of damage rating, which applies to ALL types of damage (not just energy). The minus is that spirit is no longer worth stacking; spirit is only desirable if there is no better option for that item slot (relics, slots 2-4).

At level 40, you get 350% bonus spirit as damage rating. Easy, just multiple bonus spirit by 3.5 to get your rough extra damage rating.

Be careful! Bonus spirit is defined as your spirit minus 180 (the base spirit for all heroes). So if you have 980 spirit, you have 800 bonus spirit.

Some people are saying ARE is not worth maxing anymore, and I couldn't disagree more. I agree it is much worse than before, but how else can you get an extra 700+ damage rating from 20 skill points? You can't. (lvl 1 - 120% bonus, lvl 20 - 232% bonus, lvl 40 - 350% bonus)

Defense Systems

Force Shield

Your 25% damage mitigation shield. Not as good as 50% before, but still mandatory. Max it. More points increased defense and shield capacity, which you really need so it doesn't go down as fast. Trust me, it already goes down plenty fast.

Grade: A-

Recommendation: Increase the shield capacity. It is only 2754 at level 20. Thing's Granite Defense just got a huge buff, would like the same kind of love here.

Shield Overload

This is perhaps the single most important skill in IM's arsenal, the ability to regenerate spirit instantly and fuel practically any build. Without it, IM would be like SW, really spirit starved! You don't need to max it though, it starts off giving you 20% max spirit back and increases to the 30's with 20 points. Use +skills or grants +20 to get this up.

Grade: A+

Adaptive Defenses

A 1 point wonder, the key to this skill is the health regen. Could be very helpful if you need it, would be a great candidate for a grants +20 items. You don't really need the spirit regen or shield regen, since you get it instantly with Shield Overload and Force Shield recast.

Grade: B

Hyper-Velocity Charge

Your standard dash move and 1 point wonder (you start with it), it increases your attack and move speed for 4 seconds after using it, which a lot of people forget. Dash in, start your rotation, then dash again every 4 seconds. With unlimited spirit, you basically dash all the time instead of hover.

Grade: A

Voltaic Punch (VP)

Class: Single Target Melee Basic

Level 40 "Naked" Damage: 21,000 DPS (assuming 25% bonus to chilled from Coolant Blast)

The only real melee attack for IM, it is underpowered given the risk of melee fighting. It also only damages 1 target, so that's 2 strikes against it. The plus is that it gets 25% bonus against bosses at level 40, and 25% from Coolant blast if you chill the target first. 50% if you freeze the enemy first. Put together, it is definitely viable for those who want to punch bosses with IM, although I personally wouldn't care to. Hey maybe you can be the IM version of Punchclops!

Grade: B-

Coolant Blast (CB)

Class: Cone AoE High Spirit Spender

Level 40 "Naked" Damage: 24,500 DPS

Grade: A-

This power was OP in 2.1, and has been nerfed back to normal levels in 2.11. This is still the core skill of my new build detailed below, but it is actually comparable to RB in terms of single target damage. To its credit, it has a high chance to slow and freeze the enemy, providing the CC that we all loved from PB. It also has the Ranged and Area tag, so we keep the same gear as with PB builds before. You just need to stack +skills in CB and Defense Systems now, in addition to Energy Beams. It is, however, a huge spirit hog, so I would not recommend you spam this unless you have 600+ spirit pool.

The only downside I think is that...well...Coolant Blast isn't exactly an "iconic" IM ability. In fact, when does he even use this in the movies/comics???

Update: CB took a 15% hit in patch 2.11. It is still IM's best single target ability, but by only a small margin (around 10% over RB). This means you don't have to use it if you don't want to, since it is a big spirit hog.

Jet Assisted Slam (JAS)

Class: AoE Movement Melee Low Spirit Spender

Level 40 "Naked" Damage: 17,000 DPS

It does below average damage (due to the movement tag), and to make matters worse, it is awkward to use. It's hard to aim because you literally fly a short distance to the target before pounding them. I can't seem to pound a single stationary target, I keep popping around too much. Yuck.

Grade: C-

Recommendation: Get rid of this skill. DFA basically does the same thing but without the movement tag and awkward usage. Add something else that's cool.

Death From Above (DFA)

Class: AoE Melee Low Spirit Spender

Level 40 "Naked" Damage: 9,600 DPS (assuming 1.25s animation time, with 3.9s cooldown at level 40)

If you think there's a typo in the DPS, there's not. I don't know how this got through testing, but DFA is simply put doing on the order of 5 times less damage than it should. It works like Ms Marvel's Crashdown Strike, only Ms Marvel's is actually useful. The mechanics of how the attack works is fine, it's a great melee area attack, but the damage must have a bug in it.

Grade: F

Recommendation: Buff the damage by 500%. Check the tuning tags, because there is definitely a bug in there.

Tech Gadgets

Wrist Rocket (WR)

Class: Short Range AoE/DOT hybrid Low Spirit Spender

Level 40 "Naked" Damage: 15,000 DPS (AoE direct damage component)
Level 40 "Naked" Damage: 6,200 DPS (AoE DOT component)

WR is a bit strange because it has physical AoE damage, but energy DOT damage. It does have both Ranged and Area tag, which is nice.

As basically the "basic" for Missile builds, it's actually not bad. Decent AoE damage, with a DOT. For non-missile builds, it can be useful too, because applying the DOT is extra damage. The range of the AoE explosion was increased in 2.11, so it is actually decent in dealing Area damage for missile users.

Grade: B

Micro Missiles (MM)

Class: Auto-Targetting AoE Low Spirit Spender

Level 40 "Naked" Damage: 8,200 DPS (all 12 missiles combined over 3s cooldown)

MM was tuned downwards in 2.1 but then brought back up a bit in 2.11. It's animation time is laser fast, so it hardly interrupts your normal rotation of attacks, which makes it very attractive. Every 3s just press this hotkey, and the 12 missiles will do the rest.

Note that it does physical damage, for those who stack Energy for beam builds.

Grade: B+

Jericho Bombardment (JB)

Class: Ground AoE Low Spirit Spender

Level 40 "Naked" Damage: 13,700 DPS

JB has always been a part of most IM builds because it is a DOT, but has been left off some top Doom kill time builds. It's really your choice. The upside is that it does the most of all his DOTs, has both Ranged and Area tag, and uses energy damage. The downside is that it has a significant animation time, so you interrupt your main attack to cast this every 3 seconds. Also, it doesn't work well for fast moving target which walk out of the ground AoE.

Update: JB got a nice bump in damage in patch 2.11, and it a fine choice especially with Blazing Brazier on bosses.

Grade: B

Missile Control System (MCS)

MCS has always been a 1 point wonder because the activation chance and missile damage are pathetically low. Like really, really low.

You get 288 crit rating with 1 point, which is nice, but only 11 per point after that. At level 20, you get 209 more crit rating. 19 points for 209 crit rating is laughable (See how much ARE gives you for damage rating). 209 crit rating for me is less than 2000 DPS.

Grade: C

Recommendation: Increase missile damage by at least 10 times. Add crit damage rating to make scaling more appealing.

System Reboot

The definition of a 1 point wonder. It saves your life, once every 4-5 minutes. Extra points only give you 28 more defense and slightly lower cooldown, not worth it at all.

Grade: B

Recommendation: Fix the bug

Jet-Boot Flight

Not really needed for fast travel when you can use Hyper Velocity Charge unlimited times. Useful as a 1 point wonder to fly over barriers though.

Grade: who cares

Deployable Medic

Ummm well it heals you and teammates for 70 health/second at level 1, increasing by 7 per point. That's about 200 health/second at level 20. The medic can't die anymore, so that's an improvement. Might be Iron Man's only useful group utility ability for upcoming RAIDS. Put 1 point into it if you want to be a team player, or just ignore it like I do.

Grade: who cares

THE "COOL OFF" BUILD
As mentioned above, the new "Best" IM build is based on Coolant Blast (begin chuckling). For some reason, the developers had the sense of humor to make this our best attack, and not say Unibeam or Channeled Repulsors. shrug

Update: In patch 2.11, damage was decreased so that if you don't like this build, Repulsor Barrage is a perfectly fine alternative as your single target spender. Channeled Repulsors is also great now, especially if exploited the "twitch" trick for channeled abilities

The funny thing is the new Arctic Armor to IM in 2014 will be PERFECT for this build (see this)

Here goes:

PvE Build (for Legendary Questing/Cows/Terminal Clears)
Coolant Blast - 20 points
Pulse Bolt - 20 points
The One Off - 20 points
Micro Missiles - 20 points
Force Shield - 20 points
Arc Reactor Enhancement - 20 points

Jericho Bombardment - 1+ points (extra skill points/Grants)
Shield Overload - 1 point (or Grants)
Adaptive Defenses - 1 point (or Grants)
Disruptor Beam - 1 point (for the vulnerability) Missile Control System - 1 point
Wrist Rocket - 1 point (if you want to apply the DOT)
System Reboot - 1 point
Jet Boot Flight - 1 point
Hyper Velocity Charge - 1 point (free at level 1)

Boss Kill Modified Build:
Replace PB with JB and use Blazing Brazier artifact. Put extra points/Grants into MCS and Shield Overload.

How to use this build
Quite simple really, use PB for clearing trash or when there are more than 3 mobs on screen.
Use CB as your single target (or if mobs are clumped together)

Rotation:
1. Dash in with Hyper Velocity Charge to activate +attack/move speed 2. Start with PB to stun everything
2. Apply DB vulnerability if you are fighting a boss or tough elite
3. Stack your MM, JB, (WR) DOTS
4. Spam PB for trash or CB for single target
5. Refresh your DOTs as they go off cooldown
6. Don't forget to spam Shield Overload and Force Shield to regenerate spirit and shield capacity as needed

45s T4 Red Doom Kill Patch 2.11 with No Ultimate, No HoD, No Rank 5 Legendary

ITEMS AND BLESSINGS
Slot 1

1) Unique - Experimental Overcharged Reactors

There is no substitute for this. It buffs all your beam skills, and can roll +10 to Coolant Blast. Damage rating on energy, crit rating, tons of crit damage...omg did I drool on you?

Slot 2

1) Unique - Uru-Infused Armor

This is mostly a defensive piece (tons of defense, health, health regen, dodge, Durability) but what you are looking for is +6 Defense Systems (for Coolant Blast). The damage rating to Physical is not really useful for this build.

2) Unique - Tactigon

Don't worry if you don't have this. It isn't that much better than a cosmic. Tactigon can proc your 10% vulnerability, +5 to all skills, bonus 4% damage to bosses, and has a damage proc. Use it if you have it.

3) Cosmic Armor

Mandatory rolls: +Spirit, Grants to a useful 1 point wonder (Overload or one of your DOTs is nice, Adaptive Defenses if your survivability is lacking)

Suggested rolls: +Damage against attacking, dodge (because we have none naturally, it will help a ton), health

Other useful rolls: Health regen, -spirit cost for Defense Systems (CB uses a ton of spirit)

Cosmic Proc: Demonspawn (for the N'gari demon to tank for you), Might or Starfall (for pure DPS offense)

Slot 3

1) Unique - Extemis Undersheath

Give you tons of offensive affixes: +spirit, +Speed (pushing you into +5% attack speed territory), +6% attack speed, up to +6 Defense Systems.

A little bit of dodge and health regen round out the stats. Very nice.

2) Unique - Oscorp Prototype Generator

Rolls up to 300 spirit, which with level 40 ARE translates to 900 damage rating! Purely offensive, so your defense may take a hit with this.

3) Cosmic Belt with same requirements as slot 2 above

4) Unique - Tony Stark's Checkbook

Can give up to +6 to Tech Gadgets, which we don't really use a lot. Credit find is always nice, and spirit cost reduction for Coolant Blast is a nice bonus.

Slot 4

1) Unique - Hand Assassin Ninja Tabi

Holy Moly: 200+ crit rating, 1000+ crit damage, 100+ brutal rating, +1 all skills, move speed, and dodge. Wow. Good luck finding this.

2) Unique - Hydra Repulsor Boots

Up to 500 energy damage rating, yes please. 150+ crit rating. Lots of health and move speed. Not a bad second place.

3) Unique - Sandals of Hercules

+2 to all skills is very nice if you don't have rank 39 or 40 in your main attack. The extra spirit is basically extra damage rating after multiplying by your ARE factor. 5% reduced damage is also extremely nice, since IM get's very little dodge. Just behind Hydra Repulsor Boots in my opinion.

4) Cosmic Boots

Mandatory stats: +spirit, +skills to Coolant Blast, or another key skill if you've already maxed it.

Suggested rolls: health

Other useful rolls: move speed, credit find, RIF, SIF

Cosmic Proc: Demonspawn (for the N'gari demon to tank for you), Might or Starfall (for pure DPS offense)

5) Unique - Boots of the Galactic Guardian

This is probably Tony's worst Unique, mainly used for Missile builds, and marginal for even that.

Slot 5

1) ST-99 "Executioner" In-Helmet Targeting Software

Sorry no alternative for this one. Up to +6 Energy Beams tree, 400+ crit rating, 1000+ crit damage, 300+ brutal rating, 150+ energy damage rating, +294 damage rating on base stat, +1 all skills, +4% boss damage. Wait, did I just list every single desirable offensive stat that exists? I think I did.

Legendary

1) Gungnir - Was in 3rd place previously, the boost to critical damage and no boss supression, it is now solely in first place. Surprising indeed.

2) Apollo's Bow - Still decent for those who bought it previously, especially if you can get the proc to go off on Doom.

3) Cosmic Control Rod - Slightly behind Bow at the moment because rank 8 and 9 energy give only 1% damage. It will likely overtake Bow in January's attribute overhaul. I'm not sure if it will overtake Gungnir though

4) Casket of Ancient Winters - with Coolant Blast, we now have a reliable way to slow enemies, so you will get the full 900 damage rating. It is still behind the other 3 though, so I wouldn't buy it.

Bad Legendaries

1) M'Kraan Crystal - 200 spirit = 600 damage rating. 'Nuff said. LOL.

2) Ultimate Nullifier - I thought for a second this might be better in 2.1. I was wrong. Still bad. Very very bad (even with Hela)

Blessings

We really only have 2 options:

1) Hela

5% brutal chance bypassing diminishing returns is huge now that crit and brutal are finally viable in 2.1. The proc is also extremely good, since it is modified by your percent modifiers (energy, damage rating, etc). Best blessing in 2.1!

2) Frigga

50 spirit = 150 damage rating. Was the best before ARE got nerfed. If you already have it, you can still use it. I have 4 of these...pretty upset about that.

Medallion

1) Dr. Octopus

250+ damage rating, 350+ crit rating on Area (which is all of our skills), +20% radius for Area powers (PB loves you)

2) Madame Hydra

+593 damage rating. Pure and simple, if you are grouping, they would love you for this too. The invulnerability proc is icing on the cake.

3) Bullseye

Crit damage was pretty bad before 2.1, but now it's back with a vengeance. Bullseye is now a top consideration, especially if you use Hela Blessings and a brutal build. I've done the math, this is actually better than the above 2 with the right gear.

4) Dr. Doom

370+ damage rating, 40+ spirit (which is another 120 damage rating), health, power duration, and fear proc. A little less offense, but more defense.

6) Blob

If you are soloing, you can get 760 damage rating against attacking, and a huge 1300 health.

7) MODOK

Similar to Blob for soloing, but broken down into multiple damage ratings. You can get 370+ damage rating, 370+ damage rating against attacking, and a massive 500+ damage rating to taunted, and it give you a proc to taunt enemies. Blob gives a nice defense boost, whereas MODOK is pure offense for soloers

7) Mandarin

4% on every damage proc could make this useful. I personally don't go with a proc build, I don't think IM procs enough, but some people like procs.

Artifacts

1) Advanced Metasensory Array

This is pretty much BiS for almost every hero that uses attack speed. Huge damage rating and +1 all skills. And it's easy to find, so use it.

2) Hand of Doom

This is just as good as Adv Meta if you can get close to perfect rolls (300/300/300). If you can't, it is still decent with 250/250/250 rolls. It drops down to about slot 4 or 5 if you get low rolls (<200). Be smart about which rolls you get.

3) Xerogen Crystal

This deserves a spot on your IM if you get good rolls. Max is around 7% AS, 250+ damage rating, and the brutal stats don't hurt either

4) Pluvian Superconductor

530+ damage rating to Area attacks (which are all of ours). Simple and effective.

5) Blazing Brazier of Balthakk

800+ damage rating to burning targets (achieved with Jericho Bombardment). Great for single target, not so much for clearing trash.

6) Regular Metasensory Array

If you don't use Extremis Infused Armor (which gives 10%+ attack speed), then Regular Meta is surprisingly good. It depends how far into diminishing returns you are for attack speed.

7) Amulette of Agametto

Same as with regular Meta, if you aren't above 15% attack speed, you can get a massive boost with this item. Otherwise, skip it.

8) Ziggurat of Kargul

You will only lose a little DPS by going with this artifact (unless you gear for brutal, in which case you should always take this artifact). The teleport may be useful to you in getting to Doom faster.

9) Power Prism Shard

If you plan on using the leveling/farming build with Pulse Bolt, then this is a decent artifact for clearing more trash faster. If you are focused on single target damage, then PB is no longer a great option and you can leave this off.

Bad Artifacts

1) Beta Particle Mini-Reactor

110 spirit = 330 damage rating (with level 40 ARE). Now look at Pluvian Superconductor. Goodbye.

Relic

Use Gibborim for +spirit. 100 spirit = 300 damage rating. All other damage relics are a complete waste of inventory space.
Lemuria could be acceptable if for some reason you need life on hit.

Costume Core

+90 spirit is pretty much mandatory, since that equates to 270 damage rating.

+1 Energy gives you +5% energy damage, which is worth less than the damage rating from spirit. Use this if you can't get spirit.

0.5% lifesteal or 25% medkit are also recommended to help with sustain. Lifesteal is in a bad place right now, but it's unfortunately all we have to regenerate life during the heat of battle.

Costume Affixes

On my IM, it's actually pretty close. Gaz did a good job of making each affix closer in power level (instead of damage rating running away with it). If you have high crit chance, I'd say above 25%, then taking crit damage outperforms damage rating. This is a big revelation. Damage rating is fine to keep if you already have it, since it's expensive to reroll. Only take crit rating if you have low crit chance (below 25%). And of course if you're soloing all the time, take damage against attacking.
Insignia

Eric O'Grady is BiS with +ranged damage/+area damage/+critical rating/+critical damage/+spirit

Any other insignia with 2 of those stats is also acceptable.

Ring

Same stats as those for insignia. Get 3 if you can.

Copied from: https://forums.marvelheroes.com/discussion/53102/the-complete-min-max-guide-to-iron-man-v2-11-by-psilocke-with-45s-t4-red-doom-video-no-ult