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Everything posted by Gobbledigook
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Does it really matter guys? It's not a competition. I will happily pop an insp on those rare occasions or you can plug the hole on building. It all works.
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I get confused quite often....it's all mumbo jumbo ðĪŠ
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How's your build working out also?
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I used assault double hit radial. Either degenerative or reactive, I took reactive. How's it working out so far?
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Only done a couple of tests with t3 musc, t3 reactive and no assault and the best I got was about 3 mins 11seconds. But the build is more AoE orientated. The Rage crashes are rather annoying but the procs still hit. I clear content very fast and AE moon map is almost as fast as my fire brutes with a very good build. I'd roll a scrapper or MM or VEAT if I wanted to take out pylons though. I know some Tankers have hit 2 mins on pylon but they built specifically for it. I just built for general content.
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Of course both can if a kin is available. ð I think I play my Tanker more like a safe Scrapper. I dive in and nuke them down fast before there becomes an issue. I neglected my psi resists to boost damage but barely notice it as I clear fast that even psi damage doesn't usually bother me (except that one time for some reason :p). I could easily build in more survival but this is good enough for me and most content and I am enjoying the extra dps. If there is another Tanker in the team I will let them tank\taunt and I'll happily act as a Scranker offtank. But just like Scrapperlock you can get Scrankerlock and mistakes can happen :))
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It is easy enough to build an unkillable Tanker, they are designed to do this. But I myself prefer mostly unkillable whilst having much better dps. A scrapper will do more dps but be less survivable still. Blasters can and are built Tanky whilst having good dps so why not a Tanker building the opposite as with minimal effort the are very hard to kill. It all depends on what content you do and whether you team a lot. A Tanker with already capped resists etc will gain nothin from a teams buffs but a more offensive Tanker will gain nicely from the teams buffs and still contribute nicely to the teams dps and killing fast is a survival boost. Just play the Tanker the way you want to as they are all awesome ð
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Difference in feel: Super Strength or Stone Melee / Bio Armor
Gobbledigook replied to ninja surprise's topic in Brute
I suggest trying both a little and go with the one you have fun with more. SS is good but not everyone can stand the rage crash. -
You can build for survival and status resists and survive anything or you can build to survive 95% of content and have some decent dps. You could have a damage build on build one and a survival build on 2 for harder group content. Either way it's every individuals choice how they build and variety is always good.
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My Rad\SS is very tough also. But one day I was with a team and we had 2 tanks doing +4x8 missions. Malaise was the AV in there. I bumped into him and a group of psi seer mobs and just dived in solo, the rest of the team was still mopping up last pull. I got instantly held lol and just watched my health dwindle as I didn't bring a break free (never needed one before) and couldn't use my life savers. I died ð Felt a bit silly then lol. I don't never whether I had missed putting a toggle on or the holds just stacked up on me...oh well haha.
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Don't drop it on your foot!
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My Rad/SS Tanker. Not built for survival but can do 99% of content easily. Groups just melt fast. It will give blasters and scrappers a run for their money. It farms faster than a lot of fire brutes. Alas I can not play for a few months due to a problem with my arms. ð
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Another auto skill toggle. Rage crash removal. Jab rework. Flowing hair. More health on MM pets.
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Rune of protection is interesting but I don't think I would ever need it. I have the rebirth regeneration destiny and barely ever use that either. Rads T9 is enough if only for the dps boost usually. I find 2 boosted damage slots plus musculature enough. Although you can 4 slot a set and add 2 procs would work also I guess. But I went for the more damage option. The procs fire very regularly. I have a Shield\SS tanker with sets and a few procs and the damage is lower than my Rad\SS build even with mobs around. I may have missed some accuracy in the build though as it was a quick put together build from my Rad/SS build with rage. Also SS knockdown etc helps a lot with survival. I can do a +4x8 ITF with my Rad/SS build easily enough. They can strip my defence but they will be dead before they become a threat. The dark dwarf ambush is doable but so can my shield Tanker do it also easily, just quite a bit slower. Would be good to see your build theDarkeOne.
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There is no reason EM should be the highest damage single target set. It has stuns, it is a stunning set ð Fire should be number one if any, as it is damage only and can not equip as many procs that make other sets great.
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Probably very cold, but they look great ð
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They are the CEO's in the ass kicking business!
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Where does Firey Melee stand on the single target damage ranking?
Gobbledigook replied to Silverado's topic in Brute
Fire is less rsisted by mobs than some other sets. -
I have a Rad/DM build but heavy on procs.
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We have 2 builds on each character. Build one for Tanking and one for more dps and switch as needed.
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Thing is Tankers are tough with very little effort. You could go full on survival build but it is overkill for pretty much all content or you could just get to a good place in survival and then bump up your damage. Mobs that die fast offer no threat. You can be the Tanker that just Taunts and stands there letting the team do the killing or you could do a considerable amount of contribution to the teams dps whilst tanking. You can be the Tanker that is unkillable surrounded by 20 mobs for 1 minute slowly taking damage before they die or you could be the Tanker that is surrounded by 20 mobs for 20 seconds before they die taking a little more damage but for a lot less time. Invuln is very tough out of the box and needs only a few holes plugged, why not then invest in more dps.
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I was thinking of TWs or other end hungry sets mostly. But yea invuln isn't bad at all.
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One bonus on Rads side is it doesn't need endurance help whereas Invuln might need it. That opens up Rebirth or Barrier Destiny for extra survival. Also more damage is more survival, kill them before they kill you. With enough mobs around and enough +recharge, Rad Therapy will fill health and endurance up also quite often and that's only if they break through the Absorb. But invuln is great also.