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Linea

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Posts posted by Linea

  1. I've done a lot of mirror builds ...

    That are not perfect exact mirrors.  In most cases I create a dozen or more builds to compare and contrast and pick what I feel is best for each.  Each has it's strengths and weaknesses. Every set combo is different, so for your particular exact build this may or may not apply.  

     

    The Brute can be built as either (roughly equal damage to the scrapper) or (roughly equal durability to the tank) at level 50 ... or anywhere in-between the two goals of damage and/or durabilty.  That flexibility is an incredible asset.

    • The Brute starts with lets call it average damage, and average mitigation, and can go either way, striving for a scrapper's damage or a tank's durability.
    • The Scrapper starts with damage, and in general strives for more damage, and with rare exception will not be able to match the brutes durability.
    • The Brute starts with lets call it average damage, and average mitigation, and can go either way, striving for a scrapper's damage or a tank's durability.
    • The Tank starts with durability and then spends it's entire life trying to strive toward the brutes damage potential.  The tank could also go the other direction and strive for more durability, but in general that direction is over-armor (as opposed to over-kill).

    Other Points

    • I generally do not recommend resist armors on 75% resist cap ATs
    • I generally only recommend the tank if you want maximum taunt or maximum durability above all else, both of these ARE valid desires and roles.  Otherwise brute is "durable enough" and you usually have more damage that makes life more enjoyable solo.
    • I really appreciate a good tank on a team.  Professional tanks on a tank frame really are worth their weight in gold plated latinum.  But most players will probably enjoy playing the brute more.
    • As a reinforcing note:   I really can see and feel the difference it makes to teams on the rare occasion when I do pull out the full tank frame.  But I almost always prefer to play the tank-built brute instead (if not the scrapper).  The tank has a constant barrage of AoEs and taunts and can juggle an entire room's worth of aggro.  The brute can manage about half that.  The scrapper is lucky to hold half of half or less, but with most teams that's "just enough".  Overall, I probably play the brute the most, as it's the most comfortable combination of taunt, durability, and damage ... even if the tank is a bit more durable with better taunt and the scrapper is a bit more damage.

     

    Here are my favorites (stalker, scrapper, brute, tank):

    StJ Ena WaterSpout Stalker - Alpha T3 - [i25].mxd

    Kat Bio Scrapper - Alpha 3 ITF - [i25].mxd

    Kat ENA - Mu 1i - [i25].mxd

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

    SD RadM Tank - Alpha 5b - [i25].mxd

     

    • Like 3
  2. 6 hours ago, Bill Z Bubba said:

    ... Bring in @Lineato do an 801 overhaul of all enemy groups....

    I would /love/ to see "Incarnate Radio Contact(s)" (maybe in Khallisti Wharf) utilizing 801 design groups and giving incarnate rewards.   .... I've considered doing 801 versions of all the end-game enemy groups in AE... but the limit of 3 AE arcs per account makes it a no-go.   There's also the non-trivial time it takes per enemy group as well.

    • Thanks 1
  3. Rommy Running roughly halves your applied dps.*  If it's an issue, kill the nictus first, or both separate and kill the nictus first. Then you only have to chase him down for the last kill.  I don't think any other AV runs nearly as much as Rommy, this is purely opinion, but !@#$ he knows how to run.

    You can also have 2-4 people with Envenomed Daggers.  Stacked they help much more than most realize.  One is meh, depends on the build and your raw dps, but teamed with a few stacked is very nice.

    *as measured while soloing him +4x8 with my builds.  other builds and teams will vary.

  4. Heavily Armored Version ... Adjust levels etc to taste.

     

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Poison
    Secondary Power Set: Dual Pistols
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Sorcery
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Alkaloid -- Prv-Heal/EndRdx(A), Prv-Heal/Rchg(3), Prv-Heal/Rchg/EndRdx(3)
    Level 1: Pistols -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(5), SprDfnBst-Dmg/EndRdx/Rchg(5), SprDfnBst-Acc/Dmg/EndRdx(7), SprDfnBst-Acc/Dmg/EndRdx/Rchg(7), SprDfnBst-Rchg/Heal%(9)
    Level 2: Envenom -- AnlWkn-Acc/Rchg/EndRdx(A), ShlBrk-Acc/EndRdx/Rchg(9), TchofLadG-Rchg/EndRdx(11)
    Level 4: Empty Clips -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(15), SprVglAss-Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Acc/Dmg/EndRdx/Rchg(19), SprVglAss-Rchg/+Absorb(19)
    Level 6: Weaken -- SphIns-Acc/EndRdx/Rchg(A), CldSns-Acc/EndRdx/Rchg(21), DarWtcDsp-Rchg/EndRdx(21)
    Level 8: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/Rchg(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25), SprBlsCol-Rchg/HoldProc(27)
    Level 10: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(27), LucoftheG-Def/Rchg+(29), Ksm-ToHit+(29), ShlWal-ResDam/Re TP(31), Rct-ResDam%(31)
    Level 12: Swap Ammo
    Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), TtnCtn-ResDam(33), TtnCtn-ResDam/EndRdx(33)
    Level 16: Bullet Rain -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/Rchg(34), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(36)
    Level 18: Paralytic Poison -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(36), SprEnt-End/Rchg(36), SprEnt-Acc/Hold/End(37), SprEnt-Acc/Hold/End/Rchg(37), Lck-%Hold(37)
    Level 20: Suppressive Fire -- UnbCns-Hold/Rchg(A), UnbCns-Acc/Hold/Rchg(39), UnbCns-Acc/Rchg(39), UnbCns-EndRdx/Hold(39), UnbCns-Dam%(40), Lck-%Hold(40)
    Level 22: Weave -- Rct-Def(A), Rct-Def/EndRdx(40), LucoftheG-Def/Rchg+(42)
    Level 24: Mystic Flight -- BlsoftheZ-ResKB(A)
    Level 26: Spirit Ward -- Prv-Absorb%(A)
    Level 28: Executioner's Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Rchg/SlowProc(43)
    Level 30: Rune of Protection -- UnbGrd-Max HP%(A), UnbGrd-EndRdx/Rchg(48), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(50)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 35: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(45), LucoftheG-Def/Rchg+(45)
    Level 38: Hail of Bullets -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(48)
    Level 41: Tactics -- GssSynFr--ToHit/EndRdx(A), RechRdx-I(50)
    Level 44: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 47: Antidote -- RechRdx-I(A)
    Level 49: Elixir of Life -- RechRdx-I(A)
    Level 1: Brawl -- KntCmb-Dmg/EndRdx(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 1: Vigilance
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11), NmnCnv-Regen/Rcvry+(13)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), EffAdp-EndMod(15)
    Level 22: Chemical Ammunition
    Level 22: Cryo Ammunition
    Level 22: Incendiary Ammunition
    Level 1: Quick Form
    ------------

     

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    Poison DP - Beta - [i25].mxd

  5. The idea of the build was to test resist cap and (almost perma) +self_damage_cap.

    I soloed a +4x8 ITF with it.

    Standard Rune/Hybrid/Rune/Demonic/KitchenSink rotation.

    It plays a lot like a BioArmor scrapper.  When you get defense debuffed you WILL die if you don't react and do something; However, with all that resist and absorb you typically DO have time to react.  Without the absorb and resist you'd otherwise drop to cascade failure too fast to react.

    You can get defenses via temps and candy.

     

    I probably have a defense based perma-snipe version somewhere, but the +self_damage_cap is lost.  And it's not translated to /Ice as ice doesn't have a snipe.

    This is probably it:  Nature Fire - Laoraine 2c - [i25].mxd

     

    • Like 1
  6. Tanks that can crank out 250+ dps in order to take out a +4 AV solo are not "average" tanks.  I've done it, but it's not something I'd recommend to the average player, or even above average player.  Tanks that can do that are probably Top 5% or better.

     

    I'm aware they are using the extra super difficulty settings only available in TFs, that is why I added "(but with all the toys, temps, and inspirations)".  With the toys it's almost anything, without the toys and no deaths, it's a much much smaller subset.  I wish there was more content like this, but without the AVs, as the dps-check is the most annoying aspect of this kind of thing.

    • Like 1
    • Thanks 1
  7. I've soloed a +4x8 ITF with (almost) everything except a petless mm, (but with all the toys, temps, and inspirations).  ...  With galacticly wide varying degrees of difficulty, some combinations are simply not at all worth ever trying again, it was entirely too difficult.  Emp/ and Tank are two that are right on that line, with kills taking up to an hour ... and you have to kill (or almost kill) that %!@#$^% as many as 6 times ... that's up to 6 hours, not worth it.

     

    In the end, the game balance really boils down to the AT modifiers, and then in-AT set balance, and issues with IOs.

    The former AT-Modifiers are well balanced, and WAI overall.  The latter is totally whack, and always has been.  Example, the best blast set (multiplied by IOs) can do 3.5x more damage than the worst blast set (also multiplied by IOs).  That discrepancy gets even worse if the latter (worst) set does not have IOs nor incarnates or is poorly built.  And that's the kind of thing we typically see.  It's not Defender vs Corruptor, it's a T4 Corruptor built for damage being compared to a SO defender built for support.   OF COURSE it's going to be a whack comparison.   But build that defender as a T4 Offender, and it might out perform the Corruptor (when I did this comparison fairly and equally with mirror builds, they came out even with the defender builds a bit easier to build and a bit more flexible).

    • Like 2
    • Thanks 1
  8. Empaths can ...

    Spoiler

     

    But you really have to build for it, and built for it early, and you really only "get there" level 40+.  I start my IO builds at level 7 ... most people only IO /after/ they hit 50 and get some incarnates.

     

    Alternately, you can do the same with a pair of empaths that buff each other ala "Green Machine" from very early levels.   As soon as you have Fortitude and can buff your partner, you swap buffs and become very strong (thanks to your partner).  Very much akin to a ranged equivalent of a "regen scrapper".

     

    Vanilla Empath, solo, lower levels, on SOs only, you're going to need to be a very advanced player to get there.  It's been done, back on live years ago even, but it is very difficult.  I'd probably recommend Emp/Energy for that, as the KB used correctly is very powerful.

     

    Solo Defender, there are many many other sets that are either easier to drive, or better end results.  Empaths can do it, but it's more difficult.

     

    Teamed, there's absolutely no reason a defender (Including Empaths), level 40+, can't be contributing significant damage to the team, even blaster equivalent damage.

     

    • Like 1
    • Thanks 1
  9. /Ena does well, but you will want to layer on Rune/Hybrid/Rune to buffer your resists, and you need to stack as much energy drain +defense as you can due to psionic ... and you may from time to time need a small purple or medium purple primarily to further shore up psionic.  You can also use the various Psionic Temp armors as supplement.   The psionic isn't as big an issue as it is often made out to be.  Yes Psi can kill you, but it also comes in packets half the size and half the frequency of other damage types (with the exception of Mr G's Arc). 

     

    20894720_KitanaTest-Kat-EnANumbers.jpg.d480090edfc64568c30cfda44bfa2a38.jpgKat ENA - Mu 1i - [i25].mxd

  10. * Tactics and Ageless Radial +Special will put a big dent in Arachnos annoyance factor, so long as the rest of your build is otherwise solid. 

    One or the other helps, both together are exponentially better.  If you still have issues you can layer on Base Buffs (+recovery, +end_drain_resist, +perception), and even amps if you're still desperate after all that.   On builds weak to them, you can also make sure to carry 4+ yellow (any size) to act as psuedo-tactics, 8+ medium purple (or larger, or dual) to act as psuedo-ddr.

    * Every build is different, this is the most generalized advice

     

    Here are three of my favorites.

    Kat Bio Scrapper - Alpha 3 ITF - [i25].mxd

    Time Fire - Quarterback 2d - [i26].mxd Water Atomic - Ciaraine 2b - [i25].mxd

     

    And here are some others that should be more pointedly useful:

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

    Fortunata - Isabella - Rev 8i (Psi-Tank) - [i25].mxd Huntsman - Agent Seventy Seven - Malfactor 2n - [i25].mxd

    • Like 1
  11. icap is 59%.  the majority of -ddr comes from M/SL sources (not all, but most).  For the very high-end content you want an effetive buffer of 20+ defense (a single hit can debuff 20+), and you want at least moderate resists to give you a reaction time buffer.   I use the above build to solo 801.5 and 801.f +4x8 very very comfortably, with the only thing more durable being an SD/RadM tank.  (Solo, +4x8, 801.5 or higher, teamed with any external buffs at all things will change, lower difficulty content and things change.)

     

    This is the build that demonstrates why /Ena hasn't been ported to tanks 'yet'.

    I was soloing 50+1x8 Rikti at level 13ish. Not purposefully, but it happened so I just rolled with it, was slightly surprised, then dug in for a good fight.

    Actual in-combat numbers for the build are insane ... Full Tier 4 Incarnate, Rune/Hybrid/Rune, Demonic, and all the other goodies ...

    DDR can still be an issue, and you can still cascade fail, at least minimal caution should be used around debuff heavy mobs.

    You can absolutely still die, even with this build, especially in 801 content.  (but you could probably afk council, and other easy content)

    there's another post somewhere with even more info:

    20894720_KitanaTest-Kat-EnANumbers.jpg.d480090edfc64568c30cfda44bfa2a38.jpg

  12. I'll put the Beta one on live as 801.9 ... soon(tm).  801 has evolved a lot since pre-shutdown.  The ones on test are pre-shutdown versions.

     

    801.2 (live) is my current armor standard.  You should be able to solo it +4x8 and complete it in less than 2 hours. 

    My Empath and Blaster can both do that with insanely extreme difficulty.  (once and only once with the empath and blaster, all other runs are +1x8 and that is probably a more fair rating for them.)

     

    Re Beta: Ah, those are really old ones I pulled as "unplayable" 😜.  Those are the very old ones from pre-shutdown, that eventually 'devolved' into what is 801 on live here.

    The only thing I have that can handle what we'll call 801.9 is Lucy SD/RadM.  She managed 25m to 30m one day when seriously challenged by someone else.  That challenge gave me the motivation to work my ass off and survive, including phasing as needed when I got debuffed too deeply.   It's not pretty, and I'm really not sure how well it's designed, it honestly was a mistake, but since it was difficult I kept it and used it to poke holes in armor.  The newer 801s are a much better design, but also much easier as I aimed for 801.2 to be soloable +0x0 on SOs by a defender or controller (piloted by me), but still challenging to as many builds as possible solo +4x8.  Obviously there are upper limits when you also impose the lower limit of +0x0 on SOs. 

     

    801.3 (live) and up break the lower limit rule.   801.5 (live) and 801.F (live) should be survivable by any tank armor set except Regen.  Kiski (Time/Fire) can generally surivive +4x8 about 15 minutes, but eventually she blinks.   801.5 kills 95% of tanks that join me on runs, but at the same time I've had at least one of every armor type do an excellent job of team-tank (with the exception of regen), and All my tanks handle it fine.  I warn each group ... even then, 1 in 8 people rage-quit, and the tanks are the worst for rage-quitting, despite all the warnings.  I've had teams go through 4 tanks, and had to beg friends to join mid-mission just so we can finish because all 4 tanks rage-quit and I wasn't currently on something that could do the "team-tank" job (there are 4 tanks, why can't I play squishie today?!?).  People just don't believe it might be a challenge, and when it is, they meltdown.

     

    801.f (live) is both harder and easier than 801.5, hence the different designation.  If you are careful it can be easier as you can see everything coming.  If you are not careful aggro explodes and it's more difficult.  F is 6 so this is another way of saying 801.6 since it's a completely different design and doesn't play the same as the others.

    • Thanks 1
  13. A) Almost any defender.  It's just figuring out the build and playstyle.

    B) Listed in order of ease of play and/or lowest cost

    • FF - Classic Offender, particularly if combined with Hover-Tanking, and a blast set with a heal.  FF/Water for instance.
    • Traps - Another Classic Offender, see FF above.
    • Eafn - Cheap easy build if you can keep your pet alive and play at low notoriety settings.
    • Sonic - This one is much harder than FF. 
    • Time - This one is a little trickier early on without status protection, but amps will fix that.  It's a beast end-game, absolute beast.
    • Nature - This is another more difficult one, but endgame, and/or with amps and a good IO build can be very nice.
    •  
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