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Gobbledigook

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Everything posted by Gobbledigook

  1. How did we get onto procs in a combo mechanics thread lol? This games is pretty old now and so are a lot of us, that played this back in the day. I am not some 15 year old kid on a some Razer mouse/gaming keyboard with much nimbler fingers. There are many reasons why i like this game and the combo sets are not one of them. I tried savage melee and did not like it because of the combo which is a shame as i would love to play an animal type character with it and i like the animations.
  2. I stay away from combo/build and spend sets as much as i can. Some combo sets are better non combo. Mark and exploit are not so bad, still prefer not though. I like to set my own rotations.
  3. Yellow Insps are allowed.
  4. Lol. Fire/Rad won't be broken just lazy. 😛
  5. I lose quite a bit of survivability in using procs. If i didn't use them then i would be chasing set bonuses and making my character much tougher and almost unkillable. Yes it would be slower going and very safe, even boring , but the inevitable will happen and i would prevail. Procs help lower damage AT's which they need, just as set bonuses help damage AT's build some survival. If they nerf procs then they should nerf the set bonuses that damage AT's can use. Procs are available to Everyone though. Procs on a Tanker are a good way to boost damage. Tankers are still very tough even with procs but are still quite a bit behind the best damage classes in damage. The Might of the Tanker proc might be the problem here. If i didn't have this MotT proc boosting my survival so much then i may find i couldn't use so many procs without losing too much survival. That is why i said it should be split 50/50 to resist/defence, like 3%def/3%resists or so. Why does an Electric Armor Tanker need like 14-21% more resists? maybe to slot procs. I can understand a shield defence Tanker for example wanting more resists though, that and the DDR of shield is what makes it the top choice many times. Slightly off topic though. @Bill Z Bubba
  6. Is it? even when you can proc those single target attacks also. It is good but i wouldn't change it. It's not exactly game breaking. Bio/Rad work well together though. That was my first Bio Tanker combo.
  7. Rad melee would be a bit rubbish without it though.
  8. Proctastic! 😛 I would have dropped Meltdown rather than a travel power and put the SP into fallout shelter losing one UG. Meltdown does give +damage but how often do you use it?
  9. I can show you a Pylon or 2 on excel or test server.
  10. I always said my Rad/SS was not too far behind my Fire/Rad brute in farming. Footstomp FF proc> procced Dark Obliteration> Procced Rad therapy and not a lot is left standing. >Procced Ground Zero and Cross punch are there also. Drag the bosses to the next mob group. But there are controllers and blasters etc who farm very well also.
  11. Void Bringers can be pretty annoying. A few good AoE's wipe the trash and the bosses don't take long then. Yes they can give some annoying CC etc but they will go down if they don't have the rest of their team backing them up to break though my absorb/heals/health. It isn't about just Tanking them it is about killing them before they kill me. I have damage and i am not squishy. I am also not scared to retreat to regroup when needed :P. Line of sight pulling helps also.
  12. The Bio/SS has done a solo 801.5 and soloed ITF. 90%s/l resists in offensive with 3k health and an 1800 absorb on fast rotation is pretty tough. Defensive is there if needed. Getting the procs right makes a big difference.
  13. That build will survive easily enough but it won't be as effective as another Fire/Rad brute. If the Tanker was build for general play also i would say go for it, but it isnt. So personally I would roll another Fire/Rad Brute
  14. I would build to cap as many resists as possible on a resist set first and any +defence you can muster is just a bonus. As said Resist sets don't have any defence debuff resistance and can easily lose that defence fast. Resistance and +regen/max health can work well also. +recharge is always good on resist sets as it helps with heals etc which will probably save you more than a little defence. Be prepared to be mobile on a resist set also, no shame in retreating, getting your heal then re-engaging. Dark Armor is a little different though as it needs mobs near, which is why i rate Rad armor over it. Most content you won't need to retreat though..
  15. Yes That could be the problem? Never thought about that 😛 I tried it without Cj, didn't make a big difference really. One time it took me nearly 20 seconds just to get it to jump down a hole lol. Just me i think i do seem to struggle in tunnels nowadays. shame it wasn't a city test with nice open spaces 😛 as this test is more of a mobility test as much as a clear mob test.
  16. First ever run with Bio/SS Tanker. 4mins 16 secs. Started the timer as soon as i entered the base. It took a few seconds of self buffing, non hybrid. Ran into a couple of dead ends and had trouble jumping down the holes lol. I can't seem to jump down th holes, keep jumping over them instead 😛 Guess i am getting old. Boss goes down fast in about 5 hits. Pylon time is between 1.54-2.22, usually around 2.12 though with Hybrid on.
  17. Maybe something with Fold space? Here is a rough idea for you to ponder. It lose GZ but could be put back in if you messed with it. I tried not to mess with your build/procs too much. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Radiation Armor Secondary Power Set: Super Strength Power Pool: Fighting Power Pool: Leaping Power Pool: Teleportation Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(31), ImpArm-ResPsi(34) Level 1: Jab -- SprGntFis-Acc/Dmg/Rchg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/EndRdx/Rchg(3), SprGntFis-Dmg/Rchg(15), SprGntFis-Acc/Dmg(15), SprGntFis-Dmg/EndRdx/Rchg(17) Level 2: Gamma Boost -- PwrTrns-+Heal(A) Level 4: Haymaker -- Hct-Dam%(A), TchofDth-Dam%(5), Mk'Bit-Dam%(5), FrcFdb-Rechg%(7), GldStr-%Dam(7), Mk'Bit-Acc/Dmg(34) Level 6: Boxing -- Empty(A) Level 8: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(36), ImpArm-ResPsi(37), Ags-Psi/Status(46) Level 10: Fallout Shelter -- UnbGrd-ResDam(A), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(34), ImpArm-ResPsi(37) Level 12: Radiation Therapy -- ThfofEss-+End%(A), TchoftheN-%Dam(13), Erd-%Dam(13), ScrDrv-Dam%(42), PrfZng-Dam%(45), Obl-%Dam(48) Level 14: Beta Decay -- AchHee-ResDeb%(A) Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 18: Particle Shielding -- Prv-Heal(A), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(21), Prv-Absorb%(21), Prv-Heal/Rchg/EndRdx(33) Level 20: Combat Teleport -- GssSynFr--Build%(A) Level 22: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), GldArm-3defTpProc(23), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(36), ImpArm-ResPsi(37) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(25), LucoftheG-Def(31) Level 26: Teleport -- WntGif-ResSlow(A) Level 28: Rage -- RechRdx-I(A), RechRdx-I(29) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Knockout Blow -- TchofDth-Dam%(A), UnbCns-Dam%(33), TchofDth-Acc/Dmg(33), Mk'Bit-Dam%(36), Mk'Bit-Acc/Dmg(40), FrcFdb-Rechg%(50) Level 35: Taunt -- PrfZng-Dam%(A) Level 38: Foot Stomp -- FuroftheG-ResDeb%(A), Arm-Dam%(39), Erd-%Dam(39), FrcFdb-Rechg%(39), SprMghoft-Acc/Dmg(40), SprMghoft-Rchg/Res%(40) Level 41: Gloom -- SprWntBit-Acc/Dmg/EndRdx(A), Apc-Dam%(42), GldJvl-Dam%(42), CldSns-%Dam(43), SprWntBit-Acc/Dmg(43), SprWntBit-Acc/Dmg/Rchg(43) Level 44: Dark Obliteration -- Bmbdmt-+FireDmg(A), PstBls-Dam%(45), SprFrzBls-Acc/Dmg(45), SprFrzBls-Acc/Dmg/EndRdx(46), CldSns-%Dam(46), Ann-ResDeb%(50) Level 47: Meltdown -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(48) Level 49: Fold Space -- Acc-I(A) Level 1: Gauntlet 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 -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48), Mrc-Rcvry+(50) Level 2: Stamina -- EffAdp-EndMod(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 4: Ninja Run Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
  18. First Build I don't think you have enough in the defence powers of invuln. 4 slot unbreakable guard for the melee defence is a waste on a damage type defence set. The extra slot could be used elsewhere. Dark obliteration would be much better with procs. I guess you wanted Stealth for thematic purposes? otherwise take CJ. Dark Consumption could do well with a lot less slots. Second Build Not to bad but some of the above may also apply.
  19. I think the Widow Fortunata is a very laid back class. They can be a damage dealer whilst buffing the team by just being there. They are ranged so no running around chasing mobs and the click buffs are very minimal. They also resist CC if they are ever hit. No one expects much from them but they can sure boost the team and they even solo also.
  20. Sometimes 😛
  21. That is the same with Stalkers. Sometimes it is cool if you have a costume in mind but otherwise it can be a shame to hide a costume. would be nice to have a choice. Unless it has been changed as Solarverse mentioned, not sure, not in the game at the moment. I think i need to change my Avatar name...too confusing lol.
  22. I would say a Widow Fortunata then. Team buffs, nukes and good defences. One of my most laid back and potent characters.
  23. Nature affinity/Plant control with teleport pool, leadership and stealth pool. Call it Natures Remedy 🙂
  24. Yea i am not for it or against it but i can see where the idea is coming from. I wouldn't worry it will never happen. If anything i would buff some of the resist sets a little with some +max health or something and maybe give a little more resistance to resist debuffs to resist sets, seems iyt will help scrappers/stalker some. Also adjust some DDR values especially to Shield. Willpower could use a bit of Shields DDR imo lol. Nothing wrong with Scrappers etc being a bit Tanky as Tankers are a bit damagey since their buffs 😛 Future content will test us much more hopefully. Small tweaks are good big changes not good.
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