Before I get to all that, though, I want to make it clear that the old build is by no means outdated. It still performs every bit as well as it ever has. For any of you who have used it or taken ideas from it, none of them have magically become invalid.
The first revision I went through was when Martial Arts was ported to Tankers. I jumped all over that, giddy as all hell with the idea that I could get a huge defense bonus to everything and start stunning bosses and knocking down everything else. I set to work on a build that really took advantage of everything Martial Arts had to offer. What I created was glorious. I only had to build for 35% defense to S/L/E/N because Storm Kick would cover the difference (and I made sure Storm Kick had over 95% chance to hit +4 enemies). This let me pursue more recharge and max HP bonuses, resulting in an extremely sturdy tank. Further, my F/C/AoE defense was now above 30%, so my only possible weakness from before was fading fast. Then, since the attacks had the control I wanted, I dropped the Earth Mastery for Conserve Energy. A good thing too, because my new attack chain, while much stronger than with Fire Melee, was burning about 40% more endurance per second. Finally, I exchanged Teleport for Super Leap and Spring Attack. This is what it looked like:
The Highlights (With Storm Kick Active):
45.9% S/L defense
45.3% E/N
22.5% Max HP (2670 total with accolades)
22.2 HP/sec all the time
70% S/L resistance
2.2 Net endurance recovery per second with everything running
Dark Regeneration up every 13.3 seconds or less.
22.2 HP/sec all the time
70% S/L resistance
2.2 Net endurance recovery per second with everything running
Dark Regeneration up every 13.3 seconds or less.