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Azari

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Posts posted by Azari

  1. 25 minutes ago, tidge said:

     

    I'd certainly use your version of Mids to see if adding a 50+5 Numina Health piece to Health improves the Regenration in a noticeable way. Slotting Health by itself helps with Regeneration, and the 2-piece Numina bonus is IIRC a regeneration increase.

     

    Otherwise... your Invuln build is doing things radically different enough that I don't have an easy answer. My own invuln build burns the green bar a little faster than I'd recommend for EXTREME content... but that is something less than 0.1% of my play time... so a little more Regeneration would help me in a way that may not help you.

     

    If more Regeneration doesn't do much, I'd look at what the Hit rolls look like for the extreme content, as Tough Hide can hold the Kismet +ToHit piece. Invuln doesn't need much in the way of ToHit bonuses, until the fight is 1-on-1. I get a (perverse?) sense of satisfaction when playing the Manticore TF and it is my Tanker who is finishing off the Paragon Protectors in Moment-of-Glory mode.

    Keep in mind I’m a Super Strength with double stacked rage. I generally have plenty of tohit even 1on1.

     

    this toon does fine in 4* TFs by the way. Takes it like a champ. If only I was better at playing it lol.

  2. 52 minutes ago, tidge said:

    I'm a little flummoxed by the @Azarichoice (in multiple powers) to +5 only three pieces of Unbreakable Guard and then go with a 4th generic IO of Resistance.

    • Enhancement Diversification is absolutely putting a crimp on MOAR, in these cases Resistance....
    • Resistance has a low threshold for ED...
    • MOAR Resistance is only fractionally reducing incoming damage, so I see a sort of double-whammy of highly marginal returns past the ED
    • The 4th set bonus from Unbreakable Guard is right there for the taking
    • The Reactive Defenses Scaling resistance piece is almost certainly doing more for the build's Resistance profile than any of those 4th Resistance IOs.

    I have a suspicion that the Tank build could be well served by having a Numina Health 50+5 paired up with the Numina %proc instead of the Miracle +Recovery. I certainly value Endurance management more than Regeneration, but the greater HP of Tankers is where I start to pay close attention to each.

     

    I think a slot can be saved from Invincibilty, while also improving the ToHit nature of the power. My own slotting is:

            

     (A) Luck of the Gambler - Recharge Speed

     (*) Shield Wall - Defense: Level 50+5

     (*) Shield Wall - +Res (Teleportation), +5% Res (All)

     (*) HamiO:Cytoskeleton Exposure (Endurance/ ToHit/Defense): Level 53

     (*) Gaussian's Synchronized Fire-Control - Chance for Build Up

     

     

    If I take a slot out of invinc to do that slotting, where would you put the extra slot? In health?  I do have an extra Cyto 53 I could try this with.

  3. 14 minutes ago, Hyperstrike said:



    There's fairly few things you can really cram in those sections that are really useful with a multi-dimensional nature.

    I could put another slot in tough hide for a tad more defense?  Hmm. Probably not worth a respec?  I could do two FFs in boxing for more run speed?

  4. 7 minutes ago, Hyperstrike said:



    To each his own.

    Is there another set bonus you think would be better to have? Where else would you put the slot? Nothing really sticks out at me when looking at it. I dont think I’d take time out of my attack chain to use kick… 

  5. 6 minutes ago, Hyperstrike said:



    I agree about the ED stuff.

    However, my personal little foible/conceit is that you're using Fighting  as a mule pool, you're better off taking Kick rather than Boxing.
    Differences in damage output are negligible.
    And kick allows you to sneak in a Force Feedback proc.  Sure, it only a tiny speed boost.  But it's something USEFUL to to your whole build, rather than just dropping in a damage proc without real augmentation.
    Consuming valuable slots and set bonuses that can be shoe-horned in elsewhere.

    I dont think I want any more recharge procs because it would cause my other powers to proc less. And my attack chain is perfectly fine, really no need for any more speed.  And I consider that slow resistance to be rather important. It resists recharge debuffs, which are super annoying.  I prefer to keep it 🙂

     

    plus when am I ever gonna find the time to use kick? 

  6. Heres how my tank is slotted. This is my take on the classic hero, including elements from several other builds from my SG mates and other folks. I’ve tested & tweaked it a lot.

     

     You could easily replace TP with Flight or Mystic Flight if you want to be more of a Supernan.

    image.jpeg

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  7. I want to make a toon with powers as close as possible to Ms Liberty. If I’m not mistaken that would be an MA/Invuln/Mu mastery scrapper. Anything else I need? What travel power? How about incarnates? Surely someone has tried to recreate Ms Liberty. Statesman and Supernan clones have been done to the moon and back.

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  8. Just what I said in the title. How about when you take teleport you automatically also get a premade target TP macro.. like a permanant one.  I use this as my TP macro: 

     

    /macro_image InherentWarshade_ShadowStep "Target Teleport" powexeclocation target “teleport”

     

    Something like this should be available by default…
     

     

     

     

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  9. 3 minutes ago, Shin Magmus said:

    ...yet

     

    And Tankers perform much better with SS than Brutes do.  It's one of the sets where the disparity in clear times between Tankers and Brutes (when using the same sets) is actually highest. 

    I know Tanks have better AOE but what about ST DPS?

  10. 33 minutes ago, Videra said:

     

    This.

    Procs are not 'overtuned', they are not an issue. If you blanket nerf procs - which is what is liable to happen if an 'Aprocalypse' were to come to pass - then suddenly you have successfully made the gulf between Fire Blast and everything else even bigger.

    This is before accounting for the fact that Controllers, Defenders, Kheldians and MMs rely on procs to deal half-way decent damage.

    Exactly. Nerfing procs means nerfing everything that isnt fire blast. It’s just so uncool.

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  11. 20 minutes ago, Cobalt Azurean said:

    Don't try and balance a horribly broken proc system because it affects you directly? Well, let's not make this about the sustained health of the game or something relevant.

    I dont think it’s even that broken. I dont know anyone who actually has a proc based toon who says it’s broken. You always safrifice something to proc out powers. Toons with lots of procs have significantly fewer set bonuses.

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  12. I feel adamantly against this idea. It would totally cripple my favorite toon, my super strength tanker, who is embarassingly weak without procs. Also my mind/time controller, who also nearly completely relies on procs to do any damage at all.  I don’t get why people think procs are broken. We need more hard content not more nerfs. It would piss off too many people who have spent a lot of time and inf weighing the advantages and disadvantages of slotting another proc vs slotting a set bonus.

     

    If procs are really nerfed to such an extent as these anti-proc goons I see in general chat seem to want then it would literally make Super Strength into bottom tier garbage. Please dont. The set is already misunderstood and claimed to suck enough as it is, don’t make it *actually* suck.  Also a major proc nerf would force hundreds of players to extensively re-design a good portion or all of their toons and I assure you some people would be pissed enough to leave the game entirely. At least more than 0 people.

     

    instead of nerfing people, make Kallisti Wharf content, and develop a hazard zone version of Galaxy City with harder content. 

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