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Hyperstrike

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Everything posted by Hyperstrike

  1. Have a DP/FF Corr. Tankmage. Have a DP/Inv Sentinel. Tankmage. Have a bunch of DP/* blasters and Defenders too. My problem is severe altitis. So most of them don't have more than a handful or two of levels on them.
  2. And if I was digging in on this, I'd probably start here:
  3. Heh heh heh heh.... Battle Cry: FEEL THE FLAMING FURY OF MY BUNGHOLE!
  4. I've never, EVER seen the utility of Hand Clap. Yes. Maybe in the pre-IO days, before solid Soft-Cap became "A thing", it'd be a combat reset power for things like Rage crashes or CDF. But tossing carefully herded enemies out? BAD! BAAAAAAAAAAD! Still. With Sudden Acceleration KB-KD, Force Feedback +Rech and 4 Acc/Rech IOs out of Taunt and Stun sets, it DOES become a more effective Crowd Control power... As noted, I'd be more inclined to go Hasten. But that's probably just historical antipathy.
  5. It's possible that these items are unlockable costume pieces. And I don't know if/when they'd be opened to everyone.
  6. Here's my attempt to duplicate it. It's not perfect, but I'm at work and TECHNICALLY not supposed to be doing this right now... It looks to mostly be a combination of CoT and Cyborg pieces with Imperial Defense boots and the headless option. The Rularuu pieces on the belt and chestpiece appear to be custom. Attached is the costume file. Replication001.costume
  7. And a DB/Invuln in a similar vein.
  8. A stab (heh heh) at a high Acc, high Rech DB/SR Scrapper
  9. Here's a stab that soft-caps you AND gives you Rune and OWTS.
  10. No problem.
  11. Basically Rad Armor has a sufficient blend of Resist, Absorb and Healing/Regen that killing it becomes quite a feat. Add in a bit of sacrificial Defense, without compromising maxing your Resists as much as possible and it becomes ridiculous. On my initial play through with Rad, I tried the standard "Just add Defense in!" hybrid build. The problem was, lack of DDR meant that the second my Defense was cracked, it evaporated. Leaving me only Resists that had been compromised to make room for Defense. Those first Arachnos missions in the RWZ were a bloodbath. At that point, I rebuilt for heavy (not maxed, I didn't spend THAT much time tweaking it yet) Resists, with Defense being PURELY incidental. The overall result was stunning. It's what got me to go back and rebuild my Fire and Elec Tanks in a similar manner. And while they don't have the same Regen that Rad does, they're ridiculously hard to kill.
  12. 1: I understand how cascading failures work. You aren't educating anyone here. 2: You're ignoring how many actual incoming attacks can actually land during an Alpha strike. Each carrying their own debuff. And in non-incarnate content, Incarnate soft-cap means nothing. It's still treated like 45%. So, unless you're going to apply "special circumstances" to the entirety of the game. So sure, you START at a higher number. But if debuffs land equally, you're going to wind up naked just as fast. Don't take my word for it, throw it in Excel. Do the math for yourself. And Endurance Debuff isn't "Endurance Drain". Nor is Recovery Debuff. EndDebuff is reduction of the maximum amount of endurance you can build. Recovery Debuff slows how fast you rebuild End. A sapping attack simply subtracts a set amount (or percentage) of End from your pool.
  13. Sometimes it's as simple as rebooting the router. Another possibility is that the machine is placed in such a way that it's getting sub-optimal reception to the AP. Usually, if you're within a 2' bubble of the AP or you're located direction over/under the device, you'll have issues.
  14. 1: Because, in the game, you see LARGE QUANTITIES of S/L damage incoming, even in rarefied situations. So having maximal protection is better than eggshelling. 2: Okay, even after explaining why what you're talking about is irrelevant due to the way Typed and Vectored Defense interact, you keep insisting you're right. I'm not wasting any further breath to sway the willfully ignorant. 3: Depends on how much DDR you have. Go ahead, stick an optioned-out SR Tank up against +4x8 Cimerorans and see how little their Defenses actually fluctuate. 4: Please point out where in Mids "End Drain Resist" is indicated. 5: Sacrificial. As in you have a DDR-less Tank with a slathering of Defense. Defense Debuff comes in and with a hit, the maximum amounts of Defense "go away". It's a short term ablative shield. This is why compromising a Resist-based build to layer on massive Defense is a Dumb Idea. 6: Invuln isn't merely "tough enough". Okay, okay. You hate Invuln for some weird reason. Fine. Just stop with the misinformation.
  15. Can I see this build of yours again? I want to see how you're acquiring these myriad 90% Resists. Are we talking steady-state 90% all the time? Or are we talking clickie powers (Rune of Protection, Unstoppable, Melee Core, etc) ?
  16. I'm sorry, but you have some fundamental misconceptions about how Tanking works. First off, nobody in this game "needs" a Tanker. Second off, if it's the most common damage type, you definitely DO want a Tank who's essentially immune to it to be there soaking up the hits. You don't simply Tank for Endgame. You're also sporting misconceptions about how Defense works too. Please explain, mathematically, HOW Vectored Defense is superior to Typed Defense. Usually in maxing Typed/Vectored Defense, you also build fair quantities of the other form of Defense as well. This will help cover you for things like Toxic and Psi if the numbers are larger than your Psi Defense. Is it PERFECT coverage? Nope. But every set has weaknesses. They're baked in quite deliberately. In any case, unalloyed Tox/Psi damage are extremely rare. You're basically saying there's no Damage Aura. Not every set does. It doesn't make them "inferior". End Drain Resistance E/N Resist is not resistance to sapping. Sorry, but Arcanaville debunked this years ago on line. For a blaster, it's an issue. For a Tank, it's a non-ssue. You're still talking about Blasters and Defenders. Tanks with actual Defense powers in their primary ALSO have Defense Debuff Resistance. Sure, for your Fire/Elec/Rad Tank, Defense is only EVER sacrificial. Not so with Hybrid and Defense-based armor sets. Please tell me you're not serious. PLEASE tell me you're NOT serious! You're trying to say that, because certain Attack sets have powers that augment Res/Def in ways that don't mesh with Typed Def, Typed Def is useless? Broadsword improves both Melee and Lethal. As does Divine Avalanche. Sorry, but with the amount of false, erroneous information you've put out in this thread alone, the understandings lie a lot closer to home....
  17. Nah. Invuln is pretty damn spectacular on Tanks too. Does it help you kill faster? No. But that isn't the purpose of Tank anyhow.
  18. For kill speed? Always has. But we're not talking BRUTES here. We're talking TANKS. Primary focus is on maximum survivability. Here's an indifferently slotted Stone/Stone.
  19. Invuln doesn't need to bring a lot to the table. It's pretty much self-sufficient. When you can soft-cap your Typed Defenses with zero enemies in range? When, in a large enough group, saturated Invincibility gives you Typed Defenses well above the INCARNATE SOFT-CAP. When your resting End consumption is below 0.8 without Energy Master/Conserve Power and your Recovery is 3.05? When, underneath that massive Defense you're looking at 90/80/80/60/30. Hell, with Invuln, the entire Fighting pool is OPTIONAL And Invuln is, generally this tough across MULTIPLE builds. There's no One True Way to min-max it. Sorry, but what you're saying about Invuln simply doesn't jive with reality.
  20. ^^^^^^^^^^^^^^^ THIS
  21. If you're looking for a final build with maximum enhancement, and you're looking for maximum durability, look at Invuln. It's, quite simply, the next best thing to a Stoner in Granite. With none of Stone's downsides. Other hybrid setups (WP, Shield, Dark) can get close. But Invuln generally winds up on top of the pile.
  22. Uh..WUT? Uh. Open up an Invuln in Mids please. Now look at the Effects tab in Invincibility. Notice the line called TAUNT in there... And remember that the only reason you can't slot Taunt enhancements into it now is because the Devs never intended it to be a DAMAGE aura.. Take a look at most Tank armors. They generally all have a specialty. Just that Invuln is vs the most common damage in the game... Wow. The most common damage. But hey, having 90% Psi Resist and 2% S/L Resist would be REALLY useful leveing up. Right? The way the game works, there's nothing inherently superior in the comparison between Typed vs Vectored Defense. NOTHING. Why would Invuln need recharge boosts? Most Tank armors don't offer them. And why would Invuln NEED elaborate healing mechanisms beyond Dull Pain? It's both a Heal and +HP (which equates into a Regen boost. And on a purpled out Invuln, you use DP only slightly more than you do Unstoppable (which really shouldn't be required at all since it's just a delayed death sentence). You don't need to Heal/Regen Damage you just never take.. And I will point this out again, Healing and Regen are NOT "Damage mitigation". Rad is a Resist-based Armor set. Between its Regen and the massive Resists you can build in a purpled out plan, you're a God. But you're essentially ALWAYS getting hit on a Resist build. And various attacks may be carrying more than just Damage to you. Having high Energy Resist doesn't make you immune to sapping attacks. Invuln basically can stack huge Defense, allowing full-on Damage AVOIDANCE. Which ALSO means avoiding secondary effects. Basically the way the math works out, in terms of Damage mitigation, Defense > Resist. But Defense + Resist > Defense > Resist. I'm sorry man, but you're wrong.
  23. Depending on how you build, it's possible to Soft-Cap Typed Defenses (save Psi), Resists (again, save Psi) and kick up your Run Speed.
  24. Duplicate my air sounds once I have done the same!
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