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Everything posted by Xandyr
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Memento Mori Self Rez, +Max HP, Special Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge. This power no longer has adaptive recharge. This power now recharges in 10 seconds if no targets are hit, otherwise it recharges in 300s No longer inflicts damage. Power is now Auto Hit When you clock on the "More Info" tab in game, it still shows that it accepts Melee AoE Damage sets and Universal Damage sets. It also still says it accepts Damage and Accuracy Enhancements. This needs to be removed. It should only accept Healing/Heal Sets, Endurance/End Sets, and Recharge,right?
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I've only done it on 2 tanks. With 1 stack of the SMotT, I know my Smashing and Psi resists were capped. Others were roughly: Lethal 81 F/C 71 E/NE 76 Toxic 20 Defenses were : Ranged 29 Melee 43 AoE 30 S/L 32 F/C 25 E/NE 23 Psi 28 Toxic 20 Base regen was 30.5 hp/sec. During battle, I saw this jump up between 100-170 HP/sec. Base recovery rate was 3.08/sec, and end consumption was 1.38/sec. Endurance was never an issue. I don't even think my blue bar got to Iess that half, even while fighting nonstop for 10+ minutes. I would use Psychokinetic Barrier, Consume Psyche, and MM when they were available. I'm sure that better Resist/Defense numbers can be achieved if more thought were put into a build. That's why I love Mids SOOOO much. I can build and rebuild and build some more until I get the numbers where I really want them. The set feels like a good balance between Defense and Resists, with a bit more focus on Regen and "controlling" the battlefield thru using AoI. In a way, I almost felt like a controller with a shit ton of HP, Defense ,Resists, and Regen, while being able to pump out decent damage. The playstyle may not suit some people (as a lot of players want capped everything on tanks with lots of damage). However, for me, I kinda like this playstyle. Originally Tanks were designed to soak up all the damage, and sort of "control" the battle field through the use of Taunt and positioning enemy groups. With Psi armor, at least how I was playing it, I didn't really have to worry about my health or my endurance, all while letting AoI slam about every type of mez (confuse ,disorient, sleep,hold, fear) on surrounding enemies. I just really wish that it did damage to all, with a bonus damage to those enemies that resist the affects.
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So far, I like Psi Armor (tested on a couple different tanks). I like all the "layers" it offers. I do wish that AoI did damage to everyone, whether they're mezzed or not. It'd be nice if it damaged everyone, and did a little extra damage to those that resisted the mez effects. I feel like it's going to be a tight build, like Bio, because you'll want to take every single power. Now to hope the Mids team gets Mids Reborn updated to include all these new powersets and changes! And for it to go Live!
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yep! Glad it's working out good for ya!
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How's it play? The build looks good. My only sugestion would be on Inexhaustible...you've got the Panaca proc and the Heal. That set bonus gives you +12% Regen. If you dropped the Panacea Heal and replaced it with the Regenerative Tissue: +Regeneration, you'd gain an extra +13% to your regen. Hope you're enjoying the tank! -x
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Well, I've always liked Mercs, so I really enjoy my Mercs/Marine (background is a team of Navy SEALs). Also like it with Dark and FF. My current project is Bots/Rad.
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On my Bio tanks, I only slot the Panacea,Miracle,and Regenerative procs in Health. I'd drop your other and save that 1 slot. I also only slot the Numina's (and sometimes the Power Transfer) proc in Inexhaustible. If you drop the others, that frees up 2 more slots. I would take 2 of those 3 free slots and put in Genetic Contamination. Personally, I like the S. Avalanche set in it. I like the bonuses the set gives, and the KD proc hits pretty reliably, thus knocking your enemies on their feet and giving you some more mitigation. Your other free slot could be put in DNA Siphon or Parasitic Aura. I really like these 2 powers and try to give them as many slots as possible. I also like throwing the Preemptive Optimization EndMod/Endurance/Recharge piece in DNA Siphon. You want this power to recharge as fast as possible, and slotted for Heal, but I like throwing just that one piece in it to help with my endurance as well. I would also take 2 slots from Tough and move those 2 slots to Ablative Carapace. Slot the Preventive Medicine Heal/Recharge and Heal/End/Recharge in the 2 slots you added. Whatever S/L resistance you lose from taking those 2 slots from Tough, you'll gain back in the set bonus Preventative Medicine gives you...plus Ablative will give you more Absorbtion/Regen, and recharge quicker. Also, don't forget to +5 your Recharge Reductions in Hasten. That'll shave off a few seconds.
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My one and only WP tank is WP/Staff. I have 3,465 HP (cap is 3,534). With one stack of SMotT, one Guarded Spin, and level 3 Sky Splitter in Form of the Body, my Defenses are: S= 33.56 L= 48.56 F/C = 46.38 E/NE = 48.26 T = 20.85 P = 32.44 Melee = 43.35 Ranged = 27.1 AoE = 23.35 Resists: S/L = over 90 F/C = 63.56 E/NE = 50.81 T = 45.56 P = 70.66 With 1 foe in range of RttC, I regen 125 hp/sec (866% Regen). End Rec = 4.17/s End use = 1.62/s (even while running Darkest Night and all toggles (including tough, weave, maneuvers, tactics). I took Vigor Core Paragon just for the Heal (the accuracy and end reduction helps too). I also took Melee Core Embodiment for the + Regen/+ Resist (the numbers I threw out does NOT include the boost you get from Melee Core Embodiment....I turned it off before I typed anything). In a group with a fully saturated RttC, I hit 201 HP/sec (1,397% Regen). With a fully saturated RttC, AND Melee Core Ebodiment, my regen jumps up to +1,816 which is 262 HP/Sec for my tank. I've put him in Xtomic's fire farm and walked away, smoked a cigarette, fixed a drink, peed, and came back, and I'm still at full health. It's pretty hard to die with those Defense/Resist numbers backed up with so much HP and Regen. Now...the only problem I see with WP, is that you have very low DDR (around 20-21%), and your Regeneration Debuff Resistance is only around 32%. For a tank that mainly relies on Regeneration, you would think it would have better Debuff Resists. And, on a personal note, like you, I do miss not having any kind of damage toggle. I've been contemplating on making another WP tank, but pairing it with Rad Melee just to have a damage toggle....the heal/attack, Radiation Siphon, would just be overkill 😆 And last, but certainly not least, listen to @Sovera . My Stone/Rad tank is pretty much unkillable. It KILLS the end bar, but I can literally just stand and do nothing and let those 2 damage toggles do all the work for me. Stone, even without Granite, is damn tough. - x
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Dual Pistols can Swap Ammo...
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Whitecap does NOT teleport your pets. You "teleport" and land on an enemy,usually knock them down, and your pets will follow you. Typically they will attack once in range of the enemy you just landed on. Marine is STRONG. Busy, but strong. It was practically made for MMs (at least it feels like it). I have Marine paired with Mercs,Necro,and Ninjas. The Mercs are my favorite of the 3, but they all do well.
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I would suggest skipping the last 2 powers from WP. IMHO, there's no need for Resurgence, since your goal is to never die. On my WP tank, I never felt like I needed Strength of Will. I played TW a couple years ago, and don't remember much, so I won't say anything about it, as you probably know more about it than I. As far as Epics, I took Soul Mastery. Gloom is a nice attack, plus a great spot to slot (at least 3) Apocalypse for the Max HP bonus and the Regen bonus. Summon Widow is also a great power to slot (again, at least 3) Soulbound Allegiance for the same set bonuses. And of course, Darkest Night is a very nice to hit/damage debuff. Remember, the more HP you have, the more you'll regen. On my WP/Staff, with 1 enemy in range of RttC, I regen 125 HP/Sec. Be sure to get all the accolades that increase your End and HP. I also went Vigor for my Alpha to get as much HP/Regen as I could. If you have the slots, think about throwing a couple into Health (Panacea and the Regenerative Tissue +Regen). Remember, the more HP you have, the more you'll regen. I also tried to make sure I put 3 Numina's in my powers (+12% Regen and +1.88% HP). I've seen some people forget to slot the Imp Skin: Status Resist/Regeneration, so be sure to throw it in High Pain Tolerance or Tough. In Quick Recovery and Stamina, I slotted The Power Transfer: Chance to heal and the End Mod. Those 2 pieces give a +6% Regen increase. I found that in Fast Healing, at least for me and my goals, a full set of Numina's was perfect. I tried to also layer Defense in my build. I was able to hit the Defense softcap for F/C/E/N.E on mine. Guarded Spin, from Staff, gives me a bonus to Melee and Lethal, and I believe that TW has a similar power. Good luck and let us know how it goes/what you do! -x
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Appreciate it!
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Hi all ! I have a Pain Defender, and want to create a bind, but can't get it to work. When I execute Painbringer, I want to say in team chat "(Target Name) You are now Pain Incarnate!" Basically to let them know that I have cast Painbringer on them and they have a massive regen/recovery bonus on them along with a damage buff. Can anyone let me know how to create that? Appreciate it! - x
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Yeah, I've kinda been looking at Sonic. The -resistance along with the +Resists would be nice. Especially since everyone builds for soft capped defenses and not for resistance. Thanks for taking time to reply!
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Hey all. I run with a couple of friends. They typically play a scrap and a tank. When they do, I play my Pain/Storm Def. However, we were talking about what would be the best debuffer. Obviously Defenders get the best bonuses. Maybe a Rad/Dark or Rad/Sonic def?I'm wondering if perhaps a MM would be able to hang as well? Necro bringing all it's-To Hit debuffs. Or Mercs with the defense debuffs(and the potential of -Resist as well). If you were going for max debuffage (with good survivability), what would you go with? There's just so many options! (Rad,Nature,Dark...)
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I've never really been a fan of them, but I have been considering a Bots/Rad MM. There'd be SO much -Regen, along with all the other debuffs Rad has (to hit debuff, -damage, - resist,etc).
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Just curious @Maelwys, how are you slotting Shifting Tides? I think i only have 3 Posi's Blast (including the chance for energy damage) in mine. Sounds like I'm missing out?
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Devs/GMs... Any thoughts on this?
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I slot either the Overwhelming Force proc or Cupid's Crush proc in my T1s. It helps. Plus, Necro's T1s add more -to hit!
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I played a Necro/Pain and stayed in melee. The extra Resistance, the +Regen from Suppress Pain (with the Panacea proc slotted in it!), the -to hit, and the heals worked wonders.
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I actually have a Mercs/Pain that has Cognitive (i know I sacrificed damage, but the chance for confuse kinda fit her backstory). I've been thinking about how Cognitive and Cupids would work together. I could easily swap the OF proc for Cupids no problem.
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Hey all Has anyone tested the Cupid's Crush proc in any of their pets? Results/thoughts? And I wonder if you could have that in your T1 pets, AND the OF proc in,say, your T2 pets? I'm thinking you can't slot those both. But I feel that the chance for confuse would be more beneficial? What say you?
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If I were to roll a /Rad MM, I'd probably go with Necro. Double up on all those debuffs!
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Hey all! We all know Tanks are awesome, and can take a lick and keep on tickin'. And as such, we typically build one with 2 priorities....1) be able to withstand about anything and 2) do as much damage as possible. Well....I think I'm gonna challenge myself and throw a curveball into the equation. Hear me out..... I think I'm going to build a tank that ,obviously, can take whatever. HOWEVER, to push the envelope that a Tank also protects the team, I want to focus on that. How about a tank that also focuses on secondary effects? A specialist, per say? For example, Shield and Bio can lower the enemy's damage. Maybe try to focus on that aspect and pair it with Kinetic Melee (and Darkest Night from the epic power pool!) to REALLY debuff damage? Or focus on To Hit Debuffs? Or Regen or Defense Debuffs? There's quite a few combinations that one could pair to "double up" on said Secondary Effects. Now, I know what you're thinking. "If you want to focus on effects, just roll a Defender/Corruptor/Mastermind!". True...I could. And get better debuffs. BUT, those ATs don't have the stats that a Tank has (HP,defense/resist/etc). Plus, I'm up for a challenge. We can still do damage, but we're also focusing on keeping our team alive and helping them survive. So......thoughts? Comments? I keep coming back to running Bio/Kinetic/Soul for the resist/damage/to hit debuffs. Or maybe a Rad/Dark/Soul to focus on to hit debuffs, defense debuffs, and the ally heal. Thanks all, - x