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Linea

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Posts posted by Linea

  1. There's a post somewhere in here on a procced out Time/DP ... just keep searching.

     

    You should also dig down further and find Bopper's Time/DP builds.

    (you should probably try to find the actual post, not just the copies of builds I saved)

    Time DP - Bopper Proccer 1 - [i26].mxd

    Time Dp Power - Bopper 1 - [i26].mxd

    Time Dp Soul - Bopper 1 - [i26].mxd

    Time Dp Soul - Bopper 2 - [i26].mxd

     

    And here are some of my older non-proc builds:

    Time DP - Kiski - Sorcery 4i-b - [i25].mxd

    Time DP - Kiski - Psi-Tank 1b - [i25].mxd

    Time DP - Kiski - STF SLE Malfactor 2 - [i25].mxd

    Time DP - Quarterback 2d - [i25].mxd

    ...

    • Like 1
  2. The original was Staff.  Staff gets it's own +resist proc that makes it easier to resist cap.  But I switched it to Katana for slightly better dps, and I'm just really fond of Katana.

     

    These are all really old builds, so I'm sure there's a lot of room for improvement, and the game has changed a lot since then.

     

    Rad Staff Tank - Radicat - Mu 3 (Psi-Tank) - [i25].mxd

    Staff Rad Brute - Tacidar - Mu 3 - [i25].mxd

    • Thanks 1
  3. I went at the problem with Radiation Armor two ways.  One as Def/Res Hybrid, and the other as pure Resist.  For me, I found the Pure Resist build worked better, although I did still build it on the Katana Frame.  The Katana frame made the build a better overall build.

     

    Once I got the build to full Tier 4 Incarnates, as long as I remained above -45 defense, I was able to power through on resist-cap heals, absorbs, and Rebirth. -35 was fine, -45 or below I'd eventually fail.  A medium purple here and there will usually do the trick.  You also have to look out for the /Cold very carefully.   If the /Cold -special -enhance -heal lands while you're -35 or below, you're gonna drop like a rock due to having your resists and healing completely shutdown.  Cannons (Rads) need to die just as fast, as they are the primary ones that will keep you below -35 defense.  Cannons (Rads) and /Colds.  If the two combine and you don't kill one asap, it's gonna go badly.

     

    Also keep in mind Resist is RDR, and RDR doesn't cap.  So there may be times where a little extra orange doesn't hurt.

     

    I monitor my attributes constantly, and try not to stand in the location debuffs.

     

    Do NOT let resist cap fail, even by a few percent, or you'll die, as that gets multiplied by the defense debuffs.  You're living in the red, don't blink.

    This is much harder to pull off on the brute than the tank, but it's still doable.

     

    Kat Rad Brute - Tacidar - Mu 4 (Psi-Tank) - [i25].mxd

    Rad Kat Tank - Radicat II - Mu 3f - [i25].mxd

     

    • Thanks 1
  4. 125dps +0 with a taunt/immobilize

    250dps +0 without taunt/immobilize

    250dps +4 with a tuant/immobilize

    325dps +4 without taunt/immobilize *IF* you're flying/sniping and stay out of heal range.  Mileage may vary significantly with this tactic.  (I've used this method only once in recent memory, but used it more 10 years ago)

    500dps +4 without taunt/immobilize  (Edit: 500 is *my* benchmark.  But, I'll probably agree With Nihilli here, and say 400 might squeak by)

     

    I have several 250dps borderline builds ... and usually end up saying screw-it and eating reds rather than suffer through an hour long fight.

    Breaking Rom as mentioned above can help survivability significantly by avoiding the auto-hit.

    By the same token, there are times and builds where it's better to just let Rommy run, and take out the Nicti first, then you only have to suffer through the Track Star Antics once.

    I ALWAYS forget just how annoying the Track Star Antics are for some builds, then I get to the end of mission 3 and want to bang my head into the wall.

     

    • Like 1
    • Haha 3
  5. If you want new and interesting, dig around the forums for Proc Builds and/or EnM builds.   An EnM Proc build would probably be the ultimate in single target damage, and with all new mechanics should be a new and interesting experience.

    In normal official content Tanks have more than enough native durability to devote most of their resources to offense instead.

     

    I recommend:   
    Defense Armor: EnA (Any AT), Inv/ and SD/ as the Tank Alternatives.    

    • Inv/Radm - Autopilot
    • SD/Radm - Intermediate

    Resist Armor: RadA (Brutes and Tanks Only).   

    • RadA/Kat - I'm just fond of Katanas.

    Heal Armor: Bio (Any AT, paired with a Defensive Weapon).   

    • Bio/Kat - My favorite.
    • Like 1
  6. Congrats and job well done. 

     

    • I solo a +4x8 ITF on all my characters, all ATs and builds.  I consider it a rite of passage.
    • I recommend sealing resists first on a resist build.  A fully resist based build will work, and work nicely as you have discovered.  (It's complicated, but bottom line is a Full T4 IO T4 Incarnate resist armor build can (resist, heal, regen) through -35 to -40 defense, and it doesn't take much in the way of a small purple to keep you off the -defense floor, and in turn the actual floor.  Prior to the full monty, defense is a nice easy crutch.  Defense is also a nice 'Free T4 Armor' equivalent until it's stripped.  So don't ignore it entirely, just seal those resists first.)
    • I recommend Degen or Reactive T4 Radial, due to the stacking limits. You'll most likely saturate stacks anyway, and if you use a ranged lore you'll definitely saturate stacks.  Exactly which lore gets a little trickier, varies at least a little by build, and I'd recommend testing on the test server.
    • Thanks 1
  7. I recommend:   

    Defense Armor: EnA (Any AT), Inv/ and SD/ as the Tank Alternatives.    
    Resist Armor: RadA (Brutes and Tanks Only)

    Heal Armor: Bio (Any AT, paired with a Defensive Weapon).   

     

    If there can be only one:  SD/Radm

     

    Good Luck, and have fun storming the castle.

     

    • Like 1
  8. /Bio has my seal of approval, and is probably my first pick for offensive armor, followed by /SD.  My primary tank is a Kat/Bio scrapper ... you could mirror that build into a Stanker.  (I couldn't resist.  What else do you call a tank built stalker?)

     

    "If you see me take damage, I'm in trouble."

    My health from the outside perspective should always be 90% or more.

    I perma the absorb. 

    I use DNA as an Alpha, they should all be dead before it wears off.

    I use the Heal/Endurance as a reactive.

    I also use Void Judgement -damage as an alpha.

    And tend to run Rune/Hybrid/Rune/Demonic Weddingband.

    On a stalker variant I'd run Shadowmeld, and this just starts hitting ludicrous levels of durability.

     

    You should also do a Proc Variant just for the hell of it.  Yeah stalker frame tends to top out at 650ish dps due to animation time issues, but you might manage to push an EnM variant up closer to 700.  I hit a lucky 630* run on a Enm/Ena so I won't be surprised if a glass cannon /Bio can start threatening 700.

    * Average of 10 runs was 565ish as I recall, 635? was the high outlier.

    • Like 1
  9. Any.  I generally recommend Fire, Water, Ice.  Many like Emp/Sonic in particular.  I know one guy that used Emp/Energy to great effect.

    Fire - Damage

    Water - Utility

    Ice - Utility and Holds, and Proc Builds.

    Sonic - Debuff

    Energy - KB/KD and Soloing.  Also Proc Builds.

    DP - Proc Builds, and GunFu.

    Beam - Single Target Damage and Style.

     

     

  10. tldr: I suspect you have corrupt files.  I suggest disabling any local autosave feature like dropbox, google drive, synology, etc while editing AE Arcs.  I currently use microsoft, which does appear compatible, but you may want to disable it as well while editing for good measure.

     

     

    CoH also can somtimes re-read all the AE files anytime any of them are changed externally.  ALL THE FILES. 

    *IF* you're using dropbox, drive, synology, etc to constantly backup your directories, you may need to disable this while writing arcs in AE.  The only one that I can verify DOES work while editing is Microsoft Drive.  Synology and Dropbox, last time I used them, did NOT work and had to be disabled while editing.   They temporarily lock the files while uploading/downloading, and while that may only take a second, that may leave the file locked right when CoH needs it.  Worse, it may trigger CoH to re-read the file confusing things, and then having dropbox resync, which then has CoH resync, which then has dropbox resync .... This WAS an issue in the past, it may or may not still be, it may or may not apply to microsoft drive (but as far as I can tell microsoft drive is currently compatible, that's what I'm currently using)

     

    CoH will also try to recreate your .cvg files EVERY time you enter Edit mode the first time for each new copy of the .exe. 

    This can be an issue if you dual box.

    This can be an issue if the files are missing.

     

    CoH will also try to recreate your .critter files, or read them, when it does the above recreate of .cvgs.  ALL of your .critters.

    This can be an issue if you dual box.

    This can be an issue if the files are missing.  This particular version can be very nasty and completely lock CoH permanently.

     

    CoH will try to reread ALL your .critters if you externally edit or change any .critters.

    ALL your .critters.  This particular version can be very nasty and completely lock CoH permanently.

    This can also be related to dropbox, drive, google, microsoft, etc. (see above first issue)

     

     

     

    • Thumbs Up 1
  11. Here is an Heavily Armored EAfn/Elec using Rune/Hybrid/Rune/Demonic/WeddingBand.

    I'm also including Myshkin's Offensive Procced and Armored /Fire, which I'm not translating to /Elec, but you should be able to do so for yourself.

    And I'm including an Offensive non-proc Resist based /Fire, which I'm also not Translating to /Elec, but again, you should be able to do so for yourself.

    All of these should help give you various ideas to work off of, or even translate and use directly.

     

    EAfn Elec Defender - Alpha 1 - [i26].mxd

    EAfn Fire Defender - Myshkin 1 - [i26].mxd

    EAfn Fire Defender - Fourcade 1 - [i26].mxd

  12. 5 hours ago, JayboH said:

    I don't remember when it changed, but was this prior to Rune's nerf?

    After the nerf you fill the gaps with Demonic and Wedding Band.   I never bothered to get them and actually fill the gaps before the change. Now days I'm doing dual (Demonic and Wedding Band) runs at least once a week.  I also have some alternate builds that don't use Rune, but push resists the old fashioned way, much as Werner suggested a page or so back.

     

      

    19 hours ago, FUBARczar said:

    ... my SD Tank has been sturdier for 801.D than SR tanks.  ... SD, Invuln and Granite have outperformed SR ...

    I've only seen one player pull SR off effectively in the higher tier 801s.  I personally drive SD instead.

     

    11 out of 12 SR test runs I failed, usually in less than 5 minutes.  It's only that 12'th flawless run that went well past 30m.  When I say It's difficult to build and extremely difficult to drive, I do mean that. 

     

    • Like 2
  13. In normal play you don't need anywhere near these resist levels.

     

    It's in the 801 tank thread.  Essentially the more resist you add, the higher your HP bar when it stops falling due to scaling resists.  The higher difficulties of 801 requires that to be much higher than standard content.  In 801.A, when I did it correctly, which was very difficult, it effectively drops to roughly half-health and stops.  Anytime it drops more than a fraction below the the scaling resists cap it out again.  Then I slowly start building it back up, until an other spike hits and drops it again. 

     

    SR DM Tank - Prototype 801 - DN 2i - [i25].mxd

    • Like 2
  14. I recommend:

    Defense Armor: EnA (Any AT), Inv/ as the Tank Alternative. 

    Heal Armor: Bio (Any AT, paired with a Defensive Weapon). 

    Resist Armor: RadA (Brutes and Tanks Only)

     

    Defense Armors, Expanded and In Order of Durability:  EnA (Any AT, Add Resists, Intermediate), SR (Advanced), SD (Intermediate), Inv (Easy).  If you’re not picking EnA, I Recommend Inv.  Inv is very easy to learn and drive, and very durable.  Once you get your feet under you, then you can pick some of the more difficult to drive armors.  My personal Favorites are EnA and SD, but I find myself driving EnA and Inv most often.

     

    Notes:

    Stone can still be very good, I just very much dislike Stone.  I would rank stone somewhere between Inv and SD for durability.

    EnA is not on tanks, if it ever is, I might be forced to move it up or down the ratings, depending on how it's ported.

    Most SR builds do not add the resists required to get it to the rating I give it.  SR is also the most difficult to drive if built my way.

    Most SD builds also do not add the resists required to get to the rating I give it.  I use all three SD build slots:  Defense, Psi-Tank, Proc/Offense.

    Inv is more likely to be built to defensive spec, it's just kinda naturally built that way.  It's also so easy to drive.  It's pretty much recommends itself.

     

    • Like 2
  15. I would recommend someone else's builds over mine, preferably something more DPS biased.   I build to (very high) durability, this is redundant for tanks, unless you're running 801.7 or higher solo.  I also tend to use Rune/Hybrid/Rune/Demonic/Wedding Band or similar rotations.  This is probably a rabbit hole you don't want to go down.

     

    Rad Kat Tank - Radicat II - Mu 3f - [i25].mxd

     

    SD RadM Tank - Prototype 801 - Build i4 - [i26].mxd

    SD RadM Tank - PsiTank Beta r4 - [i25].mxd

     

  16. Primarily you want a well balanced team of T4 Incarnates.  Toss the tank(s) at the mobs, Barrier Radials, Rebirths, Agelesses, ... Control and Support are Invaluable.

     

    I've had 2 teams report to have done F ... and they both asked for a harder one.  I'll have to do a G someday.

    I've run 4 or 5 successful teams in D, but no higher. Good random teams are very rare, and usually break up after 1 or 2 missions, so it's really difficult to build your way up to the harder ones.

     

  17. Sentinel had another successful run ... and then I fumbled the crash.  This is much harder on the Sentinel than the Stalker.   I can pull it off, but only about 1 in 5 tries, and it's only sustainable for 15 to 20m at most.  I prefer longer sustainability.  .. Therefore, ATM, I think I'm going to call this a 'Barely Fail' for 801.7, and then try to get all the accolades and see if that pushes it over into 'Barely Pass'.

     

    The accolades are really going to matter more to the Sentinel build than other builds.

    I don't know if the accolades will be enough difference, but It's so close I'm going to be putting time into getting them.  I almost never do this.

     

    Discrete Healing as well as Sustained healing matters.

    Stalker is 11% HP/S, Sent is 4.8% HP/S.  Stalker is discrete 30% packets, while Sent is discrete 11% packets.   The size of the packet matters more than the sustained in this case, but both favor the Stalker.  A double to triple hit in too close a time interval just leaves too little HP to sustain combat.  This is more a problem not of sustained damage, but diescrete damage at just the wrong time.  Hopefully Accolades will make this difference less critical.

     

    Discrete Damage as well as Sustained damage matters.

    The Sustained long term damage difference is not at all as large as the combat results in 801.7 would indicate.  However, Sentinels just don't have damage spikes like Stalkers and Scrappers.  The Stalker starts the fight by cutting an EB in half, then finishing him off in short order.  By the end of round one 3 EBs are down.   The Sentinel not only can't spike, but stuff runs so much you're lucky to take down one EB total per round.  It's not long term sustained damage that counts here, but discrete applied damage as applied to a difficulty target that doesn't play nice and tends to run like Rommy unless spiked pretty hard.

    Additionally, the Stalker sheds more aggro. For each EB the stalker kills, another EB tends to run away.  This greatly reduces the stress on the Stalker.  Meanwhile, the Sentinel just attracts more and more aggro, never losing any.  And if there are adds nearby, almost always pulling those as well.

     

    On the positive side, 801.6 is a cake walk. So overall I'm very happy with the build, even if it never manages to reach the goal.

    This also tells me that 5% HP/S isn't enough support while 11% HP/S is.  So it's very much narrowed down the line of how much support you need to be successful on an 75% Resist Cap AT running a Resist/Def/DDR cap build, and it's not very much.

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