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Everything posted by Xandyr
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Did you get the build I sent @damnimgood?
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Strong and pretty?
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I personally like it. All your pets stay at range, which means they're all within your healing aura,heals,buffs. Obviously with Mercs, it's gonna take longer to "arrest" baddies, but it's fun, and that's about all I care about. Side note....if you slot the Panacea : Chance for HP/End in Suppress Pain, ANY AND ALL ALLIES (including your pets) within its range, will benefit from it.
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So, you're saying it would be better as a tank?
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Hey all I normally play tanks, but wanted to give Scrappers a try. I've decided on DB/WP (mainly because I've not played DB since they first came out on Live). I decided on WP, because,well, I really like my WP tank. I know I won't even come close to the regen I have on my WP. Since I'm coming from a tank, and built everything for as much max ho,regen, and defense as I could, how should I approach making a DB/WP scrap? I played in mids, and got my defense to 45% to fcen, and can't remember what the max hp and regen was. Should I not worry too much and try to slot attacks as much as I can and hope I arrest quicker then I faceplant? Or build on hp,regen,defenses and know that I (should) outlast everything? Thanks - X
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Thanks for that link. I wonder what the -to hit and -Def #s are from the combos?
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When DB first came out on Live, I rolled one. Played a few levels, then quit. I'm wanting to play powersets that I never really played before, so I think I'm gonna roll another DB toon. Unsure if I wanna go with a Tank, Brute, or Scrapper. Anyway, here's my question.... I see that you have to take most of all the attacks because this one begins one combo, this other attack is needed for that combo, and this power is the finishing move needed for yet another combo. What exactly are these combos, their benefits, and do I have to take all these attacks and attack in a certain order? And lastly, should I make it a Tank, Brute, or Scrapper? Appreciate it! - X
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You miss the part about being a TANK? 🤣
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Should this be "Scrankerlock"? 😆
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That's what tanks do!
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Buddy of mine has a Rad/SS tank, and absolutely freaking loves the combo of Meltdown and Rage. (he's kind of a damage whore....)
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I'll say one thing....I have a Dark/MA tank, and with the tank ATO and storm kick, he has capped resists AND defenses.
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With WP, you can soft cap (45%+) your Fire,Cold,Energy, and Negative Energy defense. Combined with being able to soft cap your Smashing/Lethal resistances, and decent Psi Resist, WP is more than just a one trick pony. You can also increase your Max HP (which in turn increases your regen rate) and increase your Regeneration rate. My WP tank has over 3k HP and a base regen of 75 hp/sec,along with capped S/L resistance and soft capped F/C/E/N.E defense. A fully saturated RttC gets me to about 182 hp/sec (if I remember correctly).
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Beat me to it. I could use some!
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I just can't get into TW. Just feels so slow. And I haven't played DB since Live and don't remember much about it. How is it?
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Even Steam Spray (from Water) will set it off. (Steam spray deals partial Fire damage).
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Guarded Spin, Innocuous Strikes, and Eye of the Storm are all pbaoe/cone. Tanks have a larger radius, so you hit pretty much everything around you. And I've found that the Armageddon proc in Innocuous Strikes seems to fire very reliably.
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Assuming you take Fire Armor. I was just curious which secondary actually had the most AoE potential.
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Thanks for the replies. I'm trying to figure out the most AoE from a Tanker's SECONDARY powerset ... NOT what goes best with Fire Armor.Everyone knows Fire ARMOR has the most AoE (PRIMARY).. I just want to know , standalone what SECONDARY outputs the most AoE. I don't see how MA can even remotely be considered most AoE, as it only has 1 power that's AoE. I'm going to stick with Fire MELEE, Staff, and Electric as the most damaging AoE secondary powersets. Of those 3, I personally think Staff has the most, but I do not have numbers or a spreadsheet or anything of the sort to prove it.
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Bea Itch Ms Bea Haven Animal Mother Kat A Klyzm
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Some people say Fire Melee has the most AoE damage. Others say Electric or even Staff. Has anyone ever actually put together a spreadsheet or anything that actually shows the rankings for the most AoE damage?
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Best I remember, those 2 powersets ate thru end. How is your endurance doing?
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Hey all! So, a little background info. When HC brought our beloved game back, I was ecstatic. On Live, my main was a Fire/Rad troller. I mainly played it and MMs, Corrs, and with the occasional Scrapper thrown in. I never really played Tanks. So when the Game came back to life, I said to myself that I would branch out and try new things. I went to the Test server and debated. I finally chose a Tank, and I went with 2 powersets I had never tried nor knew nothing about...Bio Armor and Rad Melee. To say the least, I was impressed. Perhaps it was because this was the first tank that I really ever played. Perhaps it was because I didn't have any experience with either powerset. Whatever it may have been, I was shocked. I could survive anything, and the damage wasn't subpar (as I expected it to be). I did good damage, and couldn't be killed. I didn't know why, and I didn't understand. I have since played MANY Tanks, with all sorts of different combinations of power sets. The Tank AT is, as a whole, what it is meant to be....and then some. Unless you're doing something absolutely freakin' ridiculous, or under a ton of debuff, there's a 90% chance you're not gonna faceplant. And in those instances, at least in my own experiences, you deserve to. I've done Bio, Invuln, Fire, Dark, SR, Electric, WP, Ice, Rad, and Shield all to 50. I played a Stone Brute on Live and remember that you pretty much HAD to have a /Kin on your team, so I have not done Stone to 50 (yet). All of my tanks, the (few) times I have faceplanted, I deserved it. I was either not paying attention, had too many Defense Debuffs on me, or was seriously pushing the envelope to see how far I could take it. At the time, I didn't understand Bio. I just rolled with it because it felt....strong (and pretty!). After some time, I read on the forums that the best armor for Scrappers, Brutes, and Sents was Bio. Tanks that wanted to focus on damage also took Bio. So....I thought that maybe I needed to revisit this powerset. I searched, and never could find an actual guide or any help strictly dedicated to Bio. Sure, there's all kinds of builds out there for Bio/This, Bio/That, etc etc. On mine, i focused on IOs that boosted Max HP, Max Regen, then focused on Defense. I thought that's all that mattered, since Bio states it offers a fair amount of regeneration. Now, I realize that 2 people can take the exact same primary/secondary powerset and build it totally different from the other. That's one of the things I've always loved about this game. The different options available, the different thought processes that go into building a toon, the different bonuses you can chase, etc. I figured since I have some knowledge of Bio, I would attempt my best to put it out there. Perhaps someone will find it useful. If not, then I at least helped myself by understanding it a bit more. So, without further ado, here's what you wanted to know about Bio, but never asked. Bio Armor is a hybrid. It offers Resistance, Defense, Regeneration, some Offense, a little Debuff, Absorb, a little Healing and some End Recovery. It does not offer any Defense Debuff Resistance, , To Hit Debuff Resistance, or Regeneration Debuff Resistance. Which, by the way, I thought was strange since Bio does rely a bit on Regeneration. Oh well.. onto the next. HARDENED CARAPACE With a little concentration you can cause your skin to become hard as stone, boosting your constitution to reject toxins and recovering from wounds more quickly. While active, this power will boost your resistance to Lethal, Smashing and Toxic damage, grant a minor amount of regeneration, and protection from Disorient and Sleep effects. If Efficient Adaptation is active, Hardened Carapace will grant an Endurance Discount. If Defensive Adaptation is active, Hardened Carapace will grant additional resistance to Lethal, Smashing and Toxic damage. While Offensive Adaptation is active, this power will grant a minor boost to damage. Bonuses granted from Adaptations are unenhanceable. Your basic toggle. Gives a base resistance 25% to Smashing/Lethal/Toxic damage, and mag 12 protection from Disorient and Sleep. In EFFECIENT ADAPTATION, it gives a small Endurance Discount ( instead of using .26 End/Sec, it drops down to .2 End/Sec. I'm not a math major, but it seems like that's a 6% decrease? In DEFENSIVE ADAPTATION, this gives you an additional bonus to your Smash/Lethal/Toxic resistances. Your base is 25%, and Defensive pumps it up to 32.5%. OFFENSIVE ADAPTATION gives a minor boost to your damage. I can't say EXACTLY how much that damage boost is, but I believe it is around 28%. For example, Quills pulses for 13.98. In Offensive, it will pulse for 17.94. Another example is with Battle Ax. Beheader goes from 37.64 damage to 62. 74, while Pendulum sees 168.1 jump up to 215.7 damage. Again, I never majored in Math, and don't spend hours going through every possible combination to do math to see exactly how much time a power takes to activate, how much end that power takes, how much damage that power takes, to figure out the absolutely best possible return on investment to get the best attack chain. I play for fun. I understand simple. My bad. INEXHAUSTIBULE Your body is constantly evolving and adapting based on your surroundings. As a result you receive a moderate bonus to maximum hit points, regeneration, recovery as well as gaining a measure of Slow and Endurance Drain Resistance. Half of this power's maximum hit point increase is unenhanceable. While Efficient Adaptation is active, this power grants a small bonus to recovery and regeneration. While Defensive Adaptation is active you gain a small amount of additional maximum hit points. This power doesn't grant any bonuses to Offensive Adaptation. These special bonuses are unenhanceable. Inexhaustible is always active. Again, I don't run every single scenario. Inexhaustible gives you a bonus to your Max HP, Regen, Recovery, and a bit of Slow/End Drain Resistance. EFFECIENT ADAPTATION sees your base End Recovery go from 2.08/Sec to 2.67/Sec, your Regen go from 140% (11.05HP/Sec) to 205% (17.79HP/Sec) and your Max HP from 1874 to 2061. DEFENSIVE gets your End Recovery from 2.08/Sec to 2.5/Sec, your Regen from 140% to 190%, and your Max HP from 1874 to 2145. NO bonuses while in Offensive. Half of the Max HP bonus is unenhanceable, but the Regen and End Recovery ARE enhanceable. Many people use this power just as a "mule" to throw in one,or more Procs (Numina's, Miracle, etc etc). Obviously it's up to you on how you want to slot it, what goals you're shooting for, and what bonuses you want. ENVIRONMENTAL ADAPTATION Your body can spontaneously adapt to its surroundings and your mind has learned to shield itself from harmful effects by constant exposure to these dangers. While active you gain moderate defense to Fire, Cold, Energy and Negative Energy damage, and a small amount of defense to Psionic damage. Additionally you are protected against hold, knockdown and immobilize effects. While Defensive Adaptation is active you gain a minor amount of Lethal, Smashing, Fire, Cold, Energy, Negative Energy and Psionic defense, as well as a minor amount of maximum hit points. If Offensive Adaptation is active you'll gain a moderate To Hit bonus. These special bonuses are unenhanceable. Defense shield. Bio *can* hit the defense soft cap on Fire/Cold/Energy/N. Energy. Not only does this give you Defense to those, it also gives you protection against those pesky Holds/KBs/Immobilize. This is yet another trick that Bio has based on the "stance" you take. In DEFESENSIVE ADAPTATION, you'll get a base 4.5% bump in S/L/F/E Resistance, 2.25% Psionic Resistance. and a base +84HP to your Max HP. (I'm getting all these values at BASE. At level 50, and slotted, obviously the numbers will be different. I'm just trying to give you an IDEA of what each stance does for you). OFFENSIVE ADAPTATION will give you a 7.5% bonus to To Hit. ADAPTATION By purchasing this power you gain access to three mutually exclusive toggle powers: Efficient Adaptation, Defensive Adaptation and Offensive Adaptation. If Defensive Adaptation is active you gain improved damage resistance from Hardened Carapace and Evolving Armor, additional defense from Environmental Modification and Evolving Armor, and increased Maximum HP from Environmental Modification and Inexhaustible. If Offensive Adaptation is active you gain bonus damage from Hardened Carapace, additional To Hit from Environmental Modification, empowered -resistance debuff from Evolving Armor, and your debuff effects from DNA Siphon, Genetic Contamination and Parasitic Aura are increased. The "Bread and Butter" of Bio. Once taken, you will have 3 "powers" show up in your bar. One is Efficient Adaptation, one is Defensive, and the last is Offensive. ABLATIVE CARAPACE When needed, you're able to cause your Bio Armor to gain a thick, but brittle outer layer that will absorb a large amount of damage before breaking off. Ablative Carapace will grant a moderate amount of damage absorption and a high amount of regeneration for a short time. While Efficient Adaptation is active, this power grants a slightly larger regeneration buff. While Defensive Adaptation is active, this power grants a bonus to damage absorption. What many consider to be a "must have", here is your "absorb shield". It adds a base 100% to your Regeneration rate, and gives you an Absorb Shield of 30% of your base HP while in DEFENSIVE. EFFECIENT ADAPTATION gives 130% to your Regeneration rate. EVOLVING ARMOR When faced with danger, your Bio Armor reacts by becoming incredibly durable as well as infecting nearby enemies, lowering their resistance to damage. While active, Evolving Armor will grant you small amount of damage resistance, plus an additional amount for each nearby target. Nearby foes will also be taunted and have their damage resistance reduced. While Efficient Adaptation is active, this power grants a moderate bonus to Regeneration and Recovery plus a tiny amount of both for each nearby foe up to 10 foes. While Defensive Adaptation is active you gain a very minor amount of defense and damage resistance for each nearby foe, however you lose the benefit of this power's resistance debuff. If Offensive Adaptation is active this power's damage resistance debuff is increased. These special bonuses are unenhanceable. Evolving Armor is one heck of a power. You gain Damage Resistance, you Taunt everyone in its effect, AND you LOWER the enemies' resistances. Of course, like most everything else in Bio, you can choose different bonuses based on which "stance" you're in. EFFECIENT ADAPTATION , with 1 target, gives you 5.5% S/L/Toxic Resistance, 4.13% Resistance to F/C/E/N.E, and 3.3% to Psi. Your Regen rate goes up by 36%, and your base end recovery goes from 2.08/Sec to 2.38/Sec. In DEFENSIVE, you lose the Resistance DEBUFF, but you gain the following Defense bonuses: 4.2% Defense to S/L 3.14% Defense to F/C/E/N.E 2,24% Defense to Psi On top of that, you gain the following Resistances (base, with 1 target fueling the power) 7.15% Resist S/L/Toxic 5.37% Resist F/C/E/N.E 4.29% Resist Psi To give you an idea, if you have 10 (the max) enemies around you fueling this power, those Defense #s jump to 8.25% S/L, 6.16% F/C/E/N.E, and 4.4% to Psi. your Resistances would jump to 13% S/L/T, 9.82% F/C/E/N.E, and 7.8% Psi. All these numbers are unenhanced/base. Now, in OFFENSIVE ADAPTATION, here's the tradeoff. You will debuff the enemies' resistance even more (sorry, I don't have that number), BUT your OWN resistances will suffer a -7.5% penalty. Yes, that's right. It IS possible for your own Resistances to even be NEGATIVE just from using this power in Offensive. This is why some people will build their Bio for Resistances to try and offset the -7.5% penalty, while others focus on trying to softcap their defenses and bumping up HP/Regen. DNA SIPHON You can siphon genetic material from nearby enemies, causing a minor amount of Lethal damage and a minor amount of Toxic damage over time. Living enemies will provide the user with a small boost to health and endurance. These foes will have their regeneration rate reduced for a short period of time. Defeated enemies provide a weaker sample of material and thus will boost recovery and regeneration for a short while. While Efficient Adaptation is active, this power will grant bonus regeneration and recovery per defeated target hit. While Defensive Adaptation is active, this power will grant bonus health per living target hit. While Offensive Adaptation is active this power's regeneration debuff is increased in effectiveness. A heal, a recovery power, Regen debuff, AND damage! The Regeneration debuff is -100% to each living enemy. And just like most everything else, the Special effects are determined by which "Stance" you're in. The base damage on this power is 20.88 (10.57 Lethal and 4.23x2.44 Toxic). In DEFENSIVE, you get a (base) 20% to Regen and 12.5% to End Recovery per LIVING TARGET, plus an additional 70.28HP Heal. In EFFECIENT, you get a (base) 26% to Regen and 21.88% to End Recovery per every DEFEATED TARGET. In OFFENSIVE, the Regeneration debuff is -133%, your Regen goes up 20%, while End Recovery is boosted by 12.5%. GENETIC CONTAMINATION You're capable of breaking down the genetic material of your foes with a powerful toxin that is produced by your Bio Armor. Nearby foes affected by this poison will suffer toxic damage over time as well as dealing reduced damage. While Defensive Adaptation is active this power's damage debuff is increased in effectiveness. Yet ANOTHER damaging toggle, plus a Debuff! In Efficient AND Offensive, this power ticks for 7.92 damage and applies a 10.5% Damage Debuff to the enemy. In DEFENSIVE, this power will tick for 5.94 damage, but apply a 13.97% Damage Debuff to the enemy. PARASITIC AURA You release a cloud of parasites around you that draw out your enemies' genetic material. These parasites dramatically increase your survivability by gaining damage absorption while boosting your regeneration and recovery rate for a short time. Affected foes will be infected and deal reduced damage for a short while. While Efficient Adaptation is active, this power will grant additional regeneration and recovery per target hit. While Defensive Adaptation is active, this power will grant a small amount of additional damage absorption and increase the effectiveness of this power's damage debuff. The tier 9 power does not disappoint. This is a Heal, Absorb, +Regen,+Recovery, and a damage debuff to the enemy. These numbers are for 1 enemy in range, and as many as 10 to contribute. EFFICIENT Adaptation gives you a (base) 10% Absorb shield, +65% to Regen, +42.5% End Recovery, and a -14% Damage Debuff to the enemy. DEFENSIVE gives you a 13.3% Absorb shield, +50% to Regen, +30% to End Recovery, and applies an 18.2% damage debuff to the enemy. OFFENSIVE nets you a 10% Absorb shield, +50% to Regen, +30% to End Recovery, and a 14% damage debuff to the enemy. Now, let's just say you have the maximum # of targets (10) and you use this power and hit all 10. Your bonuses go through the roof. With 10 targets: EFFICIENT = 100% Absorb Shield, +650% Regen, +425% End Recovery DEFENSIVE = 133% Absorb Shield, +500% Regen, +300% End Recovery OFFENSIVE = 100% Absorb Shield, +500% Regen, +300% End Recovery This power costs 18.2 end, Recharges in 270 seconds, lasts 45 seconds, and has a 15' radius. It is highly advised that you get Recharge. not only for this power, but Ablative and DNA Siphon also likes to have extra Recharge. Bio LOVES and NEEDS recharge. With more Recharge, comes more Ablative, DNA Siphon, and Parasitic Aura. It's possible to have a permanent Absorb Shield just from Ablative. Then tack on the absorb from everything else, and well, you ain't dying. Now, you'll have a base of 12.98 Hold/Stun/Sleep/Immob protection, and a mag 10 KB protection. The downfall is that you get 0 Defense Debuff Resistance, and 0 Recovery, Perception, To Hit and Regen Debuff Resistance. You can softcap your Defenses to F/C/E/N.E, and you can get hellacious Regen numbers, but having NO resistance to those debuffs will hurt. They will hurt A LOT. This is why most Bio Armor users go for Destiny: Ageless Radial Epiphany to get all the Debuff Resistances. Plus, the extra recharge always helps. As you can see, Bio has NUMEROUS tools in its toolbelt. If you are planning on taking a secondary that uses a ton of Endurance, then you can offset that with Bio's powers and in Efficient Adaptation. You want more damage? Switch to Offensive. Taking on an AV? Switch to Defensive for a while. It truly is a hybrid, and allows the character to fill a few different roles. If farming is your thing, then you can farm. If pure tanking is your thing, then you can do so. Team lacking a little damage? Go in Offensive mode to pump out a little bit more damage. Other than the downfall of the Debuff Resistances, another "downfall" (if you want to call it that) is that every power is good. There are some Tank Primaries that you can skip one or 2 powers. With Bio, IF you skip anything, it'd be extremely hard to decide. And each power deserves some slots, even 6 slots, to get the full potential from them. Overall, I have thoroughly enjoyed my Bio/Rad tank. I ended up making a Bio/Staff Brute as well. I am going back and making another Bio Tank (because I simply love Tanks), and I am unsure right now what I want to pair it with. I have not made a Bio Sent, but have heard nice things about them. Now that I, and hopefully you, see more of what Bio is (and isn't) capable of, I hope to see more Bio toons in our beloved City (other than Bio/TW haha). Thanks for reading, and I hope this helps a little. -X
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I love my mercs/pain and mercs/storm.
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Finally respecced into this. I did make a small change. All I can say is ....wow! So much fun. I can see myself getting into trouble with this toon haha