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Erratic1

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Everything posted by Erratic1

  1. Since it is not a horrible power, I'm going to leave it in as your, "Oh Shit!" button. What follows commits the sin of not capping S/L resistances. I feel dirty presenting it (second time I've done this in 24 hours...I'm gonna have to scrub real hard to purify myself). On the other hand, why have scaling resistances and an, "Oh Shit!" button if you're not going to use them? I tried to keep as much of your slotting as possible though I did dump Hand Clap and took you out of Energy Mastery since your Recovery was higher than I thought likely to be utilized. In exchange you got Arctic Mastery, mostly with an eye towards Shiver. Someday I am going to have to play with it, but the idea is that stuff shouldn't get to move around much or make a ton of attacks since Shiver inflicts both 95% movement and 52% recharge debuffs over a 135 degree arc out to range 67. Even without Hasten up it recharge in 13.9s and has a duration of 13.6s, so you can pretty much continuously keep a group of things under its effects (I may have to reconsider my Elec/Rad/Mu Tanker's choice of Mu for Epic). It would have been nice to put some damage into Ice Storm but you can't have everything.
  2. I will admit I have never used it. Broadly, most T9 armor powers drain your endurance to nothing when they expire, which is typically a very bad thing if you're in combat at that point. If you have a way to get your endurance back quickly or the power does not do that (Bio's T9 for example) then you take them. The wording on Meltdown suggests you lose a small amount of endurance. Not really wanting to respec my Rad Armor tankers just to find out if the power is workable. However, removing it while working on the build did point out to me that the massive overcapping of your resistances was because the power had been toggled on. So turning it off and dropping the resistances across the board by roughly 30% puts you are capped S/L/F/E/T resistances with solid N, and decent C/P. I am going to have to hunt around to see what I can find about Meltdown's penalty. Edit: Okay, it only takes about 10% of your endurance when the power ends. So its relatively safe to take.
  3. Meltdown...I hope the plan was to never use it beyond as a slot mule?
  4. You also do not need Knockback->Knockdown in Thunderstrike as the magnitude of the Knockback in Thunderstrike is lower than 1, so it knocks things down already.
  5. I am far from the build expert and being the tanking guru but to my novice eye.... Your resistances are all overcapped with S/L/E/N/T all being way over the cap. (Angels cry every time a Tanker takes Tough.) You have basically meaningless levels of Defense. Due to how Mid's works it appears you've got godlike levels of Haste when in reality you're going to only be at 50% for 66s out of every 450s and 120% when Hasten is active. Force Feedback procs only do you any good if you use the power and its hard to see why you'd ever use Kick And while I am not in the camp that says ALWAYS TANK TAUNT, did you consider taking Taunt? 😛
  6. The general idea with Bio is you will cap S/L Resistance and F/C/E/N Defense. Beyond that, you have your emergency/fallback tools to use when things become nasty. Your general failure mode is DDR, and since your F/C/E/N resistances tends not to be the highest this can lead to suddenly being dead when everything was fine just a few seconds ago (unless you follow best practices by using your fallback power that trigger off the number of foes nearby the moment you enter a crowd). Not saying the following is wise. It is definitely not the end all, be all that one can be but rather follows my quirk of avoiding superior/purple/winter sets.
  7. The description of each set on the wiki tells you what type of protection it provides. Look up Electric Armor. The power descriptions repeatedly make reference to +Res (resistance). Likewise Energy Aura will refer to +Def (defense). Particular abilities within primary and secondary working together cut is something that happens regardless of the type of protection offered most of the time though there are edge cases. The recommendation to you is one since the primary, which debuffs foes To-Hit, combines with the secondary, defense oriented meaning your odds of being hit are reduced, for greater impact. The limitation here is that you are only getting the combination against targets you're hitting. Miss or have something you're not hit come along and you're getting by only on your secondary set's defenses. Of course that is generally fine.
  8. King's Row near Independence Port exit I think
  9. You really are going to have to get Mids and learn to cook for yourself. 🙂 In the meantime, without any thought put into this whatsoever, and definitely not suggesting you use it, this is what I get when I take the design of my very first IO'd character, a Savage/EA scrapper and literally just turn the powerset selector to Claws (which is why Slash has no enhancements in it). Treat it as a starting point on getting to certain defensive totals. And per usual with builds I post, no purples, no superior IOs utilized:
  10. Dark Armor is known for its endurance woes. And sure, other sets have issues and weaknesses...they all do. But nothing sucks quite like not being able to do anything because you're out of endurance.
  11. Is a newbie going to realize it can be worked around? They are a newbie after all. Why not choose a set with less of a hill to climb?
  12. Not sure I'd inflict Dark Armor's endurance cost on a newbie.
  13. I should have been more specific since the zones do have multiple musics. The two I use as ringtones are: Steel Canyon - Copper District Founder's Falls - Williams Square
  14. I am pretty sure none of them do, but they tend to bring other things to the table that Invulnerability lacks as a tradeoff. Still, those tradeoffs are a matter of taste and won't appeal to all.
  15. Is there a resistance based set that comes with DDR? Edit: Well, other than Invulnerability that is.
  16. Spent most of the weekend working on other characters but gave a little bit of time to running up a DM/Bio scrapper. Running with negative resistances in Offensive stance until Tough at least brought his Smashing/Lethal resistances up out of the negatives was painful but the damage bump was definitely noticeable. He's level 27 now with a single Accuracy SO in his attacks and 3 Endurance Mod SOs in Stamina. Considered some of the experiences on my Brute (SS/Bio running mostly Efficient) in regards to enemies who debuff Defense in relation to this guy (DM/Bio running in Offensive) as well as noticing how helpful it was (especially when still dealing with negatives resistances) Ablative Armor was to survival when running TFs on the DM/Bio and decided it was really important to get Ablative Armor to as close to perma as I could get within my usual context of no superior or purple IOs. The trade off was dropping from capped S/L resists in Offensive stance to 70% but Ablative recycles in 33s. And he will become a bit more durable once Genetic Contamination unlocks. Edit: Siphon Life hits like a truck. Guess I'd forgotten that since I last played a DM character.
  17. Detail 2/Imperial Dynasty
  18. All the years the game has existed and I only first tried Claws earlier this year. Its a good set and Follow Up is incredible. Energy Aura is a wonderful defense armor set--gives healing, endurance recover and +Recharge based on how many foes are around you. So leap in, get your Follow Up going, and shred, Shred, SHRED!!!! Spines of course is highly popular too.
  19. I grabbed the .ogg music file from Music - Paragon Wiki Archive and used an online .ogg to mp3 converter I found via Google (several sites come up so you can just pick one).
  20. I use Founder's Falls and Steel Canyon as ringtones on my phone.
  21. Its not something I would go out of my way to do (in most cases). In the build I posted earlier, using 4 slots for Kinetic Combats left two open for improving healing. But had another IO set requiring the fifth or sixth slot had made more sense I would not have slotted the heals.
  22. Play a Bio sentinel. You get Mez protection and a 25% damage buff in exchange for lowered resistances. Build for defense so you don't really care about the lowered resistances. You end up at 94% of blaster damage. Is it worth it to give up 6% damage and a bit of range for Mez protection and better overall defenses? That's your call.
  23. Since quarks refuse to be separated I think you'll have to stop a level higher.
  24. Bless you for including a data chunk. I am impressed you pushed S/L Defense as far as you did. As goes F/C/E/N...there is a certain amount of reliance when playing Bio on your Healing/Absorption/Regen powers so you may be fine (certainly while I could finish my SS/Bio's brute's build I have not and he's at roughly the levels you have for those and pretty solid when wading into groups, at least until DDR comes out). I am not sure if what is nagging at me that those should be maxed is preference or real. As a suggestion, the base Resistance values provided by Evolving Armor are tiny, so slotting the power is worth it primarily for the set bonsuses. If you can find two slots to steal from elsewhere in your build you can slot the full Mocking Beratement set, which will provide amongst other things 2.5% S/L and 3.13 F/C Defense. I will admit that while I feel comfortable in general building a plan for Bio, DM/Bio has frustrated me. What I have so far (no purples, no superiors--so it can be improved upon): This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Level 50 Magic Scrapper Primary Power Set: Dark Melee Secondary Power Set: Bio Armor Power Pool: Flight Power Pool: Fighting Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Shadow Punch -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/Rchg(3), CrsImp-Acc/Dmg/Rchg(3), CrsImp-Acc/Dmg/EndRdx(5), CrsImp-Dmg/EndRdx/Rchg(42) Level 1: Hardened Carapace -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(5), Ags-ResDam/EndRdx/Rchg(7), Ags-ResDam(7) Level 2: Smite -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(9), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11) Level 4: Shadow Maul -- CrtStr-Acc/Dmg(A), CrtStr-Dmg/Rchg(15), CrtStr-Acc/Dmg/Rchg(15), CrtStr-Dmg/EndRdx/Rchg(17), CrtStr-Acc/Dmg/EndRdx/Rchg(17), CrtStr-Rchg/+50% Crit(19) Level 6: Fly -- Empty(A) Level 8: Environmental Modification -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(19), RedFrt-Def(21), ShlWal-ResDam/Re TP(21), Rct-ResDam%(23) Level 10: Adaptation Level 12: Siphon Life -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(23), KntCmb-Dmg/Rchg(25), KntCmb-Dmg/EndRdx/Rchg(25), Heal-I(27), Heal-I(40) Level 14: Touch of Fear -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(27), Erd-%Dam(29), Ngh-Acc/Rchg(29), Ngh-Fear/Rng(31), Ngh-Acc/Fear(31) Level 16: Ablative Carapace -- DctWnd-EndRdx/Rchg(A), DctWnd-Heal/Rchg(31), DctWnd-Heal/EndRdx/Rchg(33), DctWnd-Heal(33), DctWnd-Rchg(33), RechRdx-I(34) Level 18: Dark Consumption -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(34), Erd-Acc/Dmg/EndRdx/Rchg(34) Level 20: Evolving Armor -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(36), MckBrt-Taunt/Rchg/Rng(36), MckBrt-Acc/Rchg(36), MckBrt-Taunt/Rng(37), MckBrt-Rchg(37) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(37), Ags-ResDam/EndRdx(39), Ags-ResDam/Rchg(39), Ags-ResDam/EndRdx/Rchg(39), Ags-Psi/Status(40) Level 26: Soul Drain -- RechRdx-I(A), RechRdx-I(40) Level 28: DNA Siphon -- Empty(A), Empty(42), Empty(42) Level 30: Weave -- DefBuff-I(A), LucoftheG-Def/Rchg+(50) Level 32: Midnight Grasp -- ScrStr-Acc/Dmg(A), ScrStr-Dmg/Rchg(43), ScrStr-Acc/Dmg/Rchg(43), ScrStr-Dmg/EndRdx/Rchg(43), ScrStr-Acc/Dmg/EndRdx/Rchg(45), ScrStr-Rchg/+Crit(45) Level 35: Genetic Contamination -- Empty(A), Empty(45), Empty(46) Level 38: Parasitic Aura -- Empty(A) Level 41: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/ActRdx/Rchg(46), StnoftheM-Dmg/EndRdx/Rchg(46), Thn-Dmg/Rchg(48), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(48) Level 44: Shadow Meld -- LucoftheG-Def/Rchg+(A) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 49: Inexhaustible -- Empty(A) Level 1: Critical Hit Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(13), PrfShf-End%(13) Level 49: Quick Form Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1361;668;1336;HEX;| |78DA65935B6F124114C7676011E5D28AB5176C292DA5D02B162FCF46458D6DB1286| |FDE704BB7B0ED1670A1DA26DEFA157CF151FD0226FA454C3426C678BF246A6C35F1| |C5373CCCFF8824DD64E777F6CCFCCF39737626BD96F23D3AB57144C8B6E3965EADE| |6B2795BAF540CDB95D60B665E341E37BDC17FFE5CDAB00C2391D2ED659891E64CCA| |58344A552371CC2CE7E6EC825E32F3B9A3F64AD916DE4CB96C254E5A66A158F3C36| |E9866A9E0515FD98A612C049479BA74CDAC9AF3A665D6D683272A663E91ADE9D632| |85CF9657AD5C5AAFD60C7BBD874A1AA2F7AA5BF053D7C4154244138E79661ED416C| |0518398D4C4EB86502A8D534C49E5D392E08E83CC43A0EDE6A5145F2E42BFB3C02C| |821E93B9045649E3447C97F3BCA67C6D179817C1DD979897C13D39D04B5A17F2095| |79D1EF196AA75239AE6F69011A7D55E706F1B73C6A9D8F51B7C479A5DD0D45729A2| |17115DDE0C3AD17516EC39C7CC82FBA2D8419C5923AD9FB5FE6F0E2142B4E607D8B| |7C57C2115FB5F325F811FA88676D6B6CFA29BFD6970E00C738E990107C791F73AE5| |0DA8BED71D81EFC833C8790737C18F14BF43AA35AE8EA243E9864CE61273198C5AC| |C155052FC4EEE72A7EAB2933CDDFCCFBABBB183E801A75A1DE33312E33312E33312| |3F0CAE9136886A65907710677EA22A7B91C9D1AB328DB68C1A2943C82A43FD50243| |B11759DE6C25C51F8062A19BBC9BCC5BC0D4EDC616E809F296B84B34654A609354E| |AAF10BCD0EA35E31AC3C5F4936C2FF6AE429EA987CC67C0EEEBFCF7CC07C08FEF10| |931CEBD1CE7DA23547B023E99E04E24996F28FB14F625A654F6B0D6BC8FF53EAD79| |9F1B9F343BBBCD93D19A775248E5D9F49047B67AB6B6797EB67AA6716F7EFDF739E| |400EAF3DDC519F1DD0367C6A85E64AB3F6EDC2BB6DFB7D84F5AECBFE7EBF89A| |-------------------------------------------------------------------|
  25. Other sets are known as being Defense, Resistance, or Regen oriented. Bio is a patchwork of all of those with damage absorption thrown in. On the Defense side of things, you have the ability to relatively easily raise typed defenses to Fire/Cold/Energy/Negative to cap. Smash/Lethal probably can be capped too, but it is somewhat easier to respectfully invest in them while raising Smash/Lethal resistance to max. Toxic resistance you will easily pick up a solid base in but probably also will not find it cost effective to max. You also get tools to heal, apply damage absorption, and boost Regen/Recovery. S/L Resist + F/C/E/N Defense supported by lesser investments in Healing/Regen/Recovery is probably the most straightforward path to success with Bio and the one I have followed, however it is not necessarily the only path as I have seen people who clearly focused considerably on bolstering damage absorption and read about those who have focused on Regen.
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