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Erratic1

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Posts posted by Erratic1

  1. I will admit that while doing a Posi 1 on my level 50 tank who absolutely did not need the TF but whom I ran to help out a group looking for members I was a bit frustrated when after two pulls of me jumping in first and not a single thing coming off my tanker (who because of TF level only had one of his two damage auras) I was a little miffed to twice look up and find myself alone with the group having run off after the veteran blaster who was faux-tanking. I say faux-tanking because while the blaster was fine I noticed repeated precarious drops in various other character's health which  did not happen when I actually waded in first. Then, with a goodly chunk of my powers missing came the pull where my guy went down and sure enough, nobody was behind me.

     

    "A level 50 Tanker went down?" I can sense you asking. He's level 50 but I have not yet respec'd and IO'd him into his post-50 build. So the loss of powers due to the level we operated at was significant. I've taken the finished build cruising on the Test Server and it handles +4x8 like you would expect--without a problem.

     

    In any event, at that point I am really miffed. So I decide from that point on (Oranbega) to not be the first in on any subsequent pulls.

     

    Sure, when we got to our dark doppelgangers that proved to be a bit of an issue (for them...I lived) but they never seemed to take notice.

     

    So in a way, you're right--tankers aren't really needed.

    .

    .

    .

    But then, neither is any other AT.

     

    No party is going to wipe because it does not have a single Blaster, or Controller, or Defender, or any other AT you can name. 

     

    Having a particular AT around may change the variety of tactics available to a party to be successful against its foes, but that's about it. And I have certainly had tons of fun figuring out how to make it through DFB in a group of three before (though the minimal number I have badged with is four).

     

    So as arcane suggests, if nobody is face-planting, there isn't really a problem here.

    • Thumbs Up 2
  2. Just now, 3seven said:

    I looked at quite a few posts on both Dark/ and /Ninja to get ideas. Is there something specifically about dual pistols that is relevant for dark?

     

    No, nothing than the various powers sharing a lot of the same slotting options meaning if you take either of the last two builds and do nothing more than swap DP to Dark most of the Defense values stay significantly intact.

     

    But if you were looking at both Dark/ and /Ninja you already knew this. 😀

    • Thanks 1
  3. On 10/9/2021 at 12:31 AM, plainguy said:

    I think you can get better defenses.. This is what I am running.. 

     

    Certainly better than what I offered could be done given the restrictions I placed on myself. 🙂

     

    Still, for the effort/cost of the IOs, I might have expected a bigger overall difference:

     

    BCmp.jpg.e19bdcf923fe17ef79b03782d4774aac.jpg

     

    Though I gotta say the extra Regen, To-Hit, and Recharge are all very nice and quite possibly well worth the added effort/cost.

    • Like 1
  4. 10 hours ago, Without_Pause said:

    I was on vacation so just got back today and finally got in some playtime outside of just checking the market. Got on a Frostfire mission. A person made a comment how few of us had 2x XP boosters. There was some chatting going around about people coming back and how nice the community is. We steamrolled that bad boy at +4/x8 like the OGs we were and had a gay ole time. My Rad/kin, Damage Cap, went from 7 to 14 in a mission. Oh, I could level a Kin via 2x while sitting in AE because Lord knows I don't need to be taught the ways of Kin, but bah. I'm enjoying it old school.

     

    Don't suppose this was on Torchbearer last night?

  5. My first character, back in Beta was a Defender. With Live, because a friend was wanting to play a Defender and we were trying to cover all bases, my first was technically a Controller but I soon grew tired of him, put him aside, and made my beloved Rad/ Elec, who was the first character I took to 40 back when that was cap, then 50 when the cap was raised. Then came the next Defender, then the next, then the one after that. But somehow, since Homecoming has opened to the public, I have only (re)made one Defender, a Kin/Sonic, who languishes in his 40s. 

     

    A few months back I decided I wanted to build a roster of characters which were so enjoyable to play they would each be, "The <Archetype>" for me--the character you are referring to when you say, "The Defender", or, "The Scrapper", or whatever archetype name even though you might have more than one of a given archetype. I already had The Brute and The Corruptor. I now have  The Tanker. The Scrapper and The Widow are in their 30s and 40s respectively.

     

    This past Saturday I got the itch for a new Defender. 

     

    My original Defender really was The Defender for me. I made others and enjoyed them but she was my go to girl for both soloing and team play. When I returned to CoH and until shutdown, Kin/Sonic filled that role. But for the new The Defender I wanted something new.

     

    So giving Elec/Psy a whirl. Through her mid-20s she has been fun but I have gotten to 40 on characters before deciding they were not quite right. So here's hoping.

    • Like 1
  6. On 10/2/2021 at 1:19 PM, Diantane said:

    My defender is rad/elec. All I want to do is play on teams until I’m 30. Then I will solo. You put the Tesla cage and debuffs on a guy and kill them at your leisure. The only attacks I have are the top tier ones. When I play a defender I “play” a defender (not a weak blaster). Only train defender powers until later.

     

    My first 40 (back when that was the cap) then first 50, Live, back after release was Rad/Elec. 

     

    Fond memories and yeah, getting people not to kill the anchor was a chore. But loved her.

  7. 47 minutes ago, Sovera said:

     I was trying to make Rad Melee work without the use of Devastating Blow.. and it kinda not really works.

     

    Came to hate Devastating Blow after my first go at Rad Melee and on my current go at it I have dropped it in favor of Cross Punch. Yeah, its AoE but it also has half the recharge of Devastating Blow (besides animating faster).

     

     

  8. Just now, DougGraves said:

    Is there a chat channel for regular players who want to team sometimes?

     

    We could have our own secret world within the world of other players.

     

    You could just use LFG and state how you are playing.

     

    "Running door missions. Seeking players interested in the old feel pre-IOs. LF5M, all levels welcome."

     

     

    • Like 1
    • Thumbs Up 5
  9. There are different levels of "optimal" and I am sure most people, even those on the forum, are playing sub-optimally (depending on what one qualifies that as) compared to someone. Some people IO their characters out from low level whereas I have only ever had characters making use of IOs before level 50 on my last two characters--a Tanker who started in the 40-50 range and a Scrapper who was about 35 when I purchased a package of IOs for him.

     

    Team mission running at anything short of Peregrine Island levels is however less common, most people seeming to prefer to run task forces. But I still see people recruiting for such (which I join from time to time). And a lot of people do actually enjoy soloing, so you're not going to see any sign of them when they are doing so. For example. I run the Twisted Reflection/Through the Looking Glass arc on all my characters, generally solo only asking for help on the final mission if necessary. I did the arc on a new blaster two days ago and she was able to handle the final arch-villain solo by making use of superspeed to stay away from him...so I didn't call for help on her.

     

  10. 36 minutes ago, ZemX said:

    I've seen it too.  I don't imagine the GMs are joyriding our toons when we're not looking so, more likely, there's just some server process that "touches" their records and causes the date to be updated occasionally.

     

    Wondering if it has something to do with her being the SG leader since I otherwise do nothing with her, not even copying her to test.

     

     

  11. 12 minutes ago, I-Dirty said:

    Since apparently I am bothering some people with my posts and not using the search engine. I wish to apologize and let you all know im done

     

    No more posts from me.

     

     

    Have a great day

     

     

     

    If people are bothered by your post they can not read them or put you on ignore.

     

    If the forum administrators are not saying you are doing something wrong I would not let other's issues constrain you, especially as they have a solution.

    • Thumbs Up 1
  12. 29 minutes ago, Apparition said:

    Yeah, I regularly see this.  Characters that I know for a fact that I have not touched in over a year, even two, will state that they were last on a couple of days ago.  It’s obviously some sort of bug.

     

    Thx. Was really bothering me. Helps to know it is not just me.

  13. 37 minutes ago, Glacier Peak said:

    Not what you've described, but anecdotally, sometimes my server order is wrong. The server I play on primarily is Indom, followed by Torch, and finally Excelsior. I've never played on Everlasting or Reunion. But both of those last two have inserted themselves as the top server in the order many times. 

     

    I have noticed the order changes if I've logged into the Test Server.

    • Thumbs Up 1
  14. When Homecoming opened to the public my first character made the first character I made and played to 50  also became the leader of the SG most of my characters are in. As much as I like her, I do not play her often and rarely log her in. Weekend before last I noticed the display said she had 0 Days offline. Knowing I had not played her in the previous day, I logged in, worried my account had been hacked. But nothing was missing or seemed amiss. So I kept an eye on her Days Offline status for a few days and the count seemed to be going back up.

     

    Today I noticed it said she had last been online 4 days ago. 

     

    She is on the second tab of characters I have. Characters I actively play are all on the first tab and I KNOW I have not touched her in the past week...in fact, since that previous time I logged in. But she is the only character I am noticing this weirdness on.

     

    Anyone seeing anything strange like this on any of their characters?

  15. 37 minutes ago, Without_Pause said:

    Your question was why are DoT good for brutes. It wasn't about it being best for brutes.

     

    If I had to do Claws again, I would go Rad. If my numbers are correct, 5+ targets means you have equal to if not better recharge coming from Beta Decay than any other armor with +recharge. I've felt it on my Savage/rad. This did lead me down a wormhole which makes me think using Rad with StJ would be fun to play since the animation times on StJ are so clean.

     

    Do you not have this reversed?

     

    Beta Decay grants 10+2.5n Recharge based on n opponents being nearby. Entropic Aura under Energy Aura grants 5+3.5n

     

    Energy Aura has the higher growth rate, 3.5n vs 2.5n, so in the end it must have the high value. To find where this is we can solve 10 + 2.5n <= 5 +3.5n:

     

    10 + 2.5n <= 5 +3.5n 

    5 <= n

     

    At 4 opponents Beta Decay gives 20% Recharge, Entropic Aura gives 19%

    At 5 opponents Beta Decay gives 22.5% Recharge, Entropic Aura gives 22.5%

    • Like 1
  16. 2 hours ago, I-Dirty said:

    How does this look

     

    Trying to keep your power choices and slotting as intact as possible, you might do something slightly different:

     

    Spoiler

     

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Energy Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Barrage -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(3), SprScrStr-Dmg/EndRdx/Rchg(5), SprScrStr-Rchg/+Crit(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(7)
    Level 1: Deflection -- Rct-Def(A), Rct-Def/EndRdx(7), Ksm-Def/EndRdx(9), Ksm-Def/Rchg(9), Ksm-Def/EndRdx/Rchg(11), LucoftheG-Def/Rchg+(11)
    Level 2: Bone Smasher -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(13), TchofDth-Dmg/Rchg(13), TchofDth-Acc/Dmg/EndRdx(15), TchofDth-Dmg/EndRdx/Rchg(15), TchofDth-Dam%(17)
    Level 4: Super Jump -- Empty(A)
    Level 6: Battle Agility -- Rct-Def(A), Rct-Def/EndRdx(19), Ksm-Def/EndRdx(21), Ksm-Def/Rchg(21), Ksm-Def/EndRdx/Rchg(23), LucoftheG-Def/Rchg+(23)
    Level 8: Boxing -- Empty(A)
    Level 10: True Grit -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25)
    Level 12: Active Defense -- RechRdx-I(A)
    Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(27), UnbGrd-Max HP%(27)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Whirling Hands -- Obl-Dmg(A), Obl-Acc/Rchg(29), Obl-Dmg/Rchg(29), Obl-Acc/Dmg/Rchg(31), Obl-Acc/Dmg/EndRdx/Rchg(31), Obl-%Dam(31)
    Level 20: Cross Punch -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34)
    Level 22: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
    Level 24: Weave -- Rct-Def(A), Rct-ResDam%(34), Ksm-Def/EndRdx(34), Ksm-Def/Rchg(36), Ksm-ToHit+(36)
    Level 26: Total Focus -- Hct-Dmg(A), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(37), Hct-Dam%(37)
    Level 28: Grant Cover -- ShlWal-ResDam/Re TP(A)
    Level 30: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(39), GssSynFr--ToHit/Rchg/EndRdx(39), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(40), GssSynFr--Build%(40)
    Level 32: Energy Transfer -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(40), SprCrtStr-Acc/Dmg/Rchg(42), SprCrtStr-Dmg/EndRdx/Rchg(42), SprCrtStr-Acc/Dmg/EndRdx/Rchg(42), SprCrtStr-Rchg/+50% Crit(43)
    Level 35: Shield Charge -- Arm-Dmg(A), Arm-Dmg/Rchg(43), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(45), Arm-Dam%(45), Arm-Dmg/EndRdx(45)
    Level 38: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/ActRdx/Rchg(46), StnoftheM-Dmg/EndRdx/Rchg(46), Thn-Acc/Dmg(46), Thn-Dmg/Rchg(48), Thn-Acc/Dmg/Rchg(48)
    Level 41: Soul Storm -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-Rchg/Hold(50), BslGaz-Acc/EndRdx/Rchg/Hold(50)
    Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit 
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(17)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19)
    Level 1: Energy Focus 
    Level 49: Quick Form 
    ------------

    
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    • I did not fill in the procs in Cross Punch but that was laziness on my part. Did drop the Force Feedback since if a power does not recharge during its duration it loses the recharge benefit totally.
    • Managed to make Melee Defense your high positional defense (53.94%), which will presumably serve you better in crowds of higher level enemies.
    • Moonbeam recharges 1.7s faster and hits for 35% more damage 🙂
    • Smash/Lethal resistances are 15% higher and Energy/Negative resistance are minorly improved in exchange for minor degradations of Fire/Cold and Toxic resistances

     

    Not necessarily something I would have built but then you shouldn't be listening to me anyway. 🤪

     

     

  17. More of a proof of concept (and following limitations I put on myself regarding not using purples, superior, or Winter IOs) but does manage to hit S/L/E and barely miss Ranged Defense cap (see edit). So you could obviously increase global recharge and possibly pick up some additional slots to spend with alternative slotting. Adrenal Booster's long recharge means Gaussian should proc every time you use it but that will only be every 3.5 minutes roughly. And the build keeps the single target melee attacks.

     

    Of course there are tradeoffs. For example S/L resistances....

     

    Spoiler

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Concordia Jones: Level 50 Mutation Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Ninja Training
    Power Pool: Experimentation
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7)
    Level 1: Immobilizing Dart -- EnfOpr-Acc/Rchg(A), EnfOpr-Immob/Rng(7), EnfOpr-Acc/Immob/Rchg(9), EnfOpr-Acc/Immob(9)
    Level 2: Empty Clips -- Artl-Acc/Dam(A), Artl-Dam/End(11), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(13), Artl-Acc/Rech/Rng(13), Artl-End/Rech/Rng(15)
    Level 4: Speed of Sound -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(17)
    Level 6: Swap Ammo 
    Level 8: Bullet Rain -- Bmbdmt-+FireDmg(A), ImpSwf-Dam%(17), ExpStr-Dam%(19), PstBls-Dam%(19)
    Level 10: Shinobi -- LucoftheG-Def/Rchg+(A)
    Level 12: Suppressive Fire -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-Rchg/Hold(21), BslGaz-Acc/EndRdx/Rchg/Hold(23)
    Level 14: Toxic Dart -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(25), Thn-Acc/Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(27)
    Level 16: Boxing -- Empty(A)
    Level 18: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(31), Thn-Dmg/EndRdx/Rchg(31)
    Level 20: Kuji-In Toh -- StdPrt-ResDam/Def+(A), DctWnd-EndRdx/Rchg(33), DctWnd-Heal/Rchg(33), DctWnd-Heal/EndRdx/Rchg(33), DctWnd-Heal(34), DctWnd-Rchg(34)
    Level 22: Sting of the Wasp -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(36), KntCmb-Dmg/EndRdx/Rchg(36)
    Level 24: Tough -- GldArm-3defTpProc(A)
    Level 26: Piercing Rounds -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(36), PstBls-Dmg/Rchg(37), PstBls-Dmg/Rng(37), PstBls-Dam%(37)
    Level 28: Weave -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(39)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 32: Hail of Bullets -- BlsWrt-Acc/Dmg(A), BlsWrt-Dmg/Rchg(39), BlsWrt-Acc/Dmg/Rchg(40), BlsWrt-Acc/Dmg/EndRdx(40), BlsWrt-Acc/Dmg/EndRdx/Rchg(40), BlsWrt-Rchg/Dam%(42)
    Level 35: Blinding Powder -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(42), SphIns-Acc/Rchg(42), SphIns-Acc/EndRdx/Rchg(43), SphIns-%ToHit(43)
    Level 38: Golden Dragonfly -- Erd-Dmg(A), Erd-Acc/Rchg(43), Erd-Acc/Dmg/Rchg(45)
    Level 41: Scorpion Shield -- DefBuff-I(A), LucoftheG-Def(45), LucoftheG-Def/Rchg+(45)
    Level 44: Adrenal Booster -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(46), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(46), GssSynFr--ToHit/EndRdx(48), GssSynFr--Build%(48)
    Level 47: Choking Powder -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-Rchg/Hold(50), BslGaz-Slow%(50)
    Level 49: Maneuvers -- DefBuff-I(A), LucoftheG-Def/Rchg+(50)
    Level 1: Defiance 
    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 -- PrfShf-EndMod(A), PrfShf-End%(15)
    Level 6: Chemical Ammunition 
    Level 6: Cryo Ammunition 
    Level 6: Incendiary Ammunition 
    ------------

    
    
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    		|-------------------------------------------------------------------|

     

     

    Edit: Noticed had Hail of Bullet's defense boost turned on. Fixed that and adjusted slotting to bring Ranged defense back up to 1.42% short of cap.

    • Like 1
  18. 10 hours ago, aethereal said:

    So Fiery Aura provides generally slightly lower resists than Elec (3.75% less S/L, and 3.75% lower E/N than Elec gives to F/C).  It's not a huge difference, but it's noticeable.  In turn, I think that Fire gives better offense than Elec.

     

    I realize you were not trying to be exhaustive but probably also worth noting that defensively Electrical comes with unshakeable Endurance and Recovery debuff resistance and solid recharge debuff resistance compared to Fire's solid Endurance debuff resistance and anemic Recharge and Run debuff resistances.

     

    And while Fire most assuredly gives better offense, it is easy to overlook that Electrical gives better +Recharge and endurance recovery by which to use those faster attacks.

    • Like 1
  19. 21 minutes ago, Haijinx said:

     

    Bio/SS tanker tho ...

     

    Just finished  hammering out a (probably stupid) build for a Bio/DM Tanker that I am about to hit the Test Server to try out.

    • Thumbs Up 1
  20. 10 minutes ago, Bill Z Bubba said:

     

    I'm guessin it's the normal +damage is more beneficial to scrappers and tanks since, especially in your case, the +dam from offensive mode is drowned out by fury and rage. You're not getting nearly the same usefulness from it. However, a brute can say screw that, and run in defensive mode, be tougher by far than the scrapper and fury/rage will counter the -damage quite well.

     

    Or do what I do which is run in Efficient mode and literally never have to stop swinging...ever...for any reason. It ups regen, recovery, and endurance cost reduction.  Not as much of a defensive boost as Defensive and the boost to output is not as immediate as Offensive but a little bit of both.

    • Like 1
    • Thumbs Up 1
  21. 4 hours ago, DreadShinobi said:

    Bio armor and Shield are imo better picks for scrappers and tankers and SR better on tankers. Your S tier armor choices are all great on brutes - but only fiery aura has burn. 🔥

     

    As  the player of an SS/Bio brute, I am curious what would make Bio better for scrappers and tankers.

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