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Justice421

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  1. I'll upvote Invuln/EM tanker. This was my main on Live but I have not rerolled him on HC. It started to feel like tankers were superfluous with all the capped builds and incarnates. Brutes seemed to be more in favor since they are almost as sturdy but have higher damage output. But it is nice to see tankers getting love again. Back on Live, you could easily soft cap your positional defenses and hard cap your S/L/E resists with Invuln/EM (prob any invuln). Then layer on some incarnates, and carry a few extra greens...and you too can go toe to toe with Lord Recluse the ol fashioned way (no hiding on a flagpole here!). Mind you, you can't solo him. But he can't one shot you. EM is a solid set since it is less resisted by mobs, but it is/was heavy on single target. ET was as a massive ST fist of death, even in PvP where the stun could knock toggles. Whirling hands I would take to do a little AoE damage in PvE, but mostly for aggro management. The main weakness is having enough end to keep all the toggles going, but again, Incarnates and the right IO sets and Epic pool mitigate that problem. I have no idea if this combo is still viable. But you were nigh indestructible on Live. StJ / SR Stalker BS / Shield Scrapper Both easy to cap on the positional defenses with some good resists to boot. These are both fantastic single target burst damage focused toons. Stalker has really been reworked on HC, and pairing StJ/SR makes you hit so fast you'll feel like that red and yellow lightning bolt guy. But BS/Shield is such a heavy hitter you can solo some task forces. These are my two goto melee toons on HC. Fire/Kin Controller - This used to be THE DPS gold standard for PvE. Maybe still is? Ill/Rad Controller - If not the gold, then the silver? It was up there. It was fun. Bots/Dark MM - Bots go pew pew, while you debuff the crap out of stuff. This was my villain of choice. If you are into keybinds, so many things you can do with the bots. And dark synergizes with them very well. Just my 2 cents. YMMV
  2. I just rolled a Nature/Water defender, and so far am having fun with it for a person who normally has rolled tanks, scrappers, and brutes in the past. This sure is a busy combo vs melee toons who have a lot of passive toggles and autos for their defenses. The above build advice is very helpful...but can anyone touch on some of the "theory crafting" behind whether it is better to roll this combo as a defender vs corruptor? I've heard some suggest that since there are a lot of damage buffs, your water attacks get more benefit from the higher damage cap as a corruptor. On the flip side, you get more out of the buffs on a defender. So, do the numbers incrementally favor one AT over the other? I am also curious whether either of these sets, nature or water, is better paired with another defender set...mainly for PvE, 50+ content. Thanks!
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