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Xandyr

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Everything posted by Xandyr

  1. Hi all and thanks for taking your time to read this. I have a WP/Staff Tank, and he is as stout as they come. The massive HP, awesome regen #s, combined with soft capped F/C/E/N.E defenses means he just keeps going and going and going and.... Anyway, I have another "natural" concept and thought about trying a War Mace/Willpower brute. Obviously the HP won't be near as high, which also means the Regeneration won't be either. However, you should still be able to get respectable Defense #s and regeneration #s, right? And with all the stuns that WM can dish out, that means more time for your regeneration to kick in. Lately I've been on a WP kick with my tank. The one thing I don't like about it is not having a damage aura, as I really like having those ticks of damage. The only Brutes I play, like most every one, is my farmer. It's time to change that and actually play a Brute instead of just farming. So....anyone try this combo? Or have any insight to the powersets? Appreciate your time,thoughts, and feedback! -X
  2. I have an Ice/Electric/Ice tank. Capped typed defenses (except for Psy and Toxic) and without using Energy Absorption. His resists are46% S/L, 53 Fire,90 Cold, E/N.E/P/T 14%. His DDR is 51.9%. Chilling Embrace+ Icicles = all the aggro. I dual box, and I had my tank following my scrapper. Even as my scrapper was decimating everything in sight, noone ever attacked my scrapper bc my tank was taking all the aggro. With CE and Icicles, you don't need Taunt....it would be overkill. For most of the game, I haven't really noticed any drawbacks to my tank. Sure, he can't just stand in a Farm while you walk away, but if that's what you want, then roll something else. It's been a fun toon to play, even the few times I've died. Is he my sturdiest tank? Absolutely not. Is he a fun tank, absolutely. And in all honesty, that's all that matters....that I have fun and enjoy the game.
  3. You can build WP to have well over 3k HP, while regenerating almost 100hp/sec (with 1 mob to fuel RttC), AND while having soft capped typed defense to most. IMHO, the only downside to WP is not having a damage toggle. I LOVE having a damage toggle on my tanks. EM hits hard. VERY hard. Be prepared to excel at single target damage, but somewhat lack in AoE.
  4. Appreciate it @PLVRIZR . I tried to stay cheap, but man.,...those ATOs are so nice.
  5. Welcome. As you're aware, Bio is all about Max HP, + Regen, and recharge to get your heals back quicker. Getting your Typed Defenses to 45+% will REALLY help your survivability.
  6. Hopefully these will load for you. I quickly threw this together. I tried not to use any purples (except for the Tanker ATOs) , and tried to keep cost down. The build does have a few expensive IOs, but should still be within reach of your budget. This gives you capped Fire/Cold/Energy/N. Energy defenses while in OFFENSIVE mode. Ablative is 2 seconds off of Perma. Your BASE regen is 44.38 HP/Sec. With Ablative active, it jumps to 59.88 HP/Sec. With Ablative,DNS Siphon, and Parastic, it jumps to 71.42 HP/Sec ( only hitting one target). I tried to do a mix of everything for your bonuses.....HP, regen, damage, defense, etc etc. On my Bio/Rad, I focused on +HP, + Regen, and +Def. It really all depends on what you want to focus on as far as set bonuses. I will say Bio can be an absolute BEAST. I've jumped into a mob, hit Ablative, Parasitic, and DNA Siphon, and my regen has hit for 225 HP/Sec. Tack on being in OFFENSIVE mode , AND Capped Fire/Cold/Energy/N. Energy defenses with decent S/L Resists....and well....it's pretty damn hard to die with those numbers. Bio doesn't have any Defense Debuff Resistance, so look into Incarnate Powers to potentially fill in that hole. I stay in Offensive mode about 98% of the time. The other 2% I'm in Defensive because I'm trying something new/pushing myself to the limits/or doing something totally stupid. Bio/Spines *should* be a fun tank that pumps out pretty good damage. Two damage toggles really adds up the damage output. I did not pick up taunt in this build. Your 2 damage toggles, coupled with attacking, should be able to hold aggro. There are some players out there that will try to crucify you for not taking Taunt. As fast paced as the game has become, Mobs are destroyed before you really have to worry about Taunting everything. You'll be fine without Taunt. I'm on Excelsior (global name Scarlett Angel). Feel free to reach out for any questions, or if you want to team or need help acquiring funds. https://www.midsreborn.com/builds/download.php?uc=1354&c=674&a=1348&f=HEX&dc=78DA6594594F534114C7E7B6B722A5054A2905A12CAD50B0B4A57E008D0AB8D14884F8DA3438D6C6DA362D51D02713D7477DD0474C5C627CF0D118B78FE1FE055C40239BB8D5D3FBFF0749B8C9EDEFCE993967FEE79C992667865D8FF65FD8AD0CD7BE5CBA5C4E4DA6F3A774C9914C67B253AAFAD4C8DB0D6B6A589FD0F9B28EEDCD1652474A99743E3B95DA533A5D2879B920A9735AC7268AD9BC2E2BD778A1908B8DE9B40C336E6B309ACD9C9C9691D31A4D14B53E5E87895C75C63B52CC4EC546F2BA94994D25D3E5695D9A6D95FD83F27E0FC98F51555471A835BB520953B996C0C16572154C04656158D8290C98EA7158F1A918EA80B26C8307C145896B20AE611C332C7F73C5B4F844FCECF073D85F23B6F90ADCF2867C0B6E7D4FBE039724AE837A1D3EC4758E62CEF95759FAA236E88C1E863D7E085C16DF1AF856D6E4BB16DFB6DA09C4714D8289A3A05F9A54079DAAEE83CDB2FD143FB79558C5E1669DEA59A7FA9D60639C0CA04E4D6DE033C9BB817937CC2A6B4DD30CD87C963C03B69C27CF81BF645F0FF7F57CB259F15ABF90F3E0B6CF24F3E9603E4F655F2FFBE4BD8D3C3AE6404372F431475F451E65178B9F9DF3FBA1BCA705FC2D2ADA58FDB68FD8AD6781A49A105584A8324475CF45453B7DDBEF20ABED77C97BE47DB0EF0179BD7A4CE57488A6007CCD00BBDED94C36921E30BA88EAFF11AD5DA898D9D564B7347437908DA4078CD7832F4463901A83EC441F3B1566A7C2EC54981D1A60875E8A6F2FBBDB7B05277DE0327909DC7191BC465E05E764FB7E76A13F82780FDD4A45A0454576A1FE41A9438CB618D7B5886D88B621D6A6C35CBF99D5C32E5D1D30D7EF79656CD3ECB8C949B1189665DEB97E7F69F9EADC70A37B78B3BAC1854DABBFFDB7D88C5B386BB61BE44D703584FFC1AA88950DDF3F36DCD37F6459DB33 This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Level 50 Magic Tanker Primary Power Set: Bio Armor Secondary Power Set: Spines Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: ------------ Level 1: Hardened Carapace UnbGrd-Max HP%(A), UnbGrd-ResDam(13), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), RctArm-ResDam(50), RctArm-ResDam/EndRdx(50) Level 1: Barb Swipe PndSlg-Acc/Dmg(A), PndSlg-Dmg/EndRdx(45) Level 2: Inexhaustible NmnCnv-Regen/Rcvry+(A), PwrTrns-+Heal(5) Level 4: Spine Burst SprMghoft-Dmg/Rchg(A), SprMghoft-Acc/Dmg(5), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Dmg/EndRdx/Rchg(7), SprMghoft-Rchg/Res%(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(9) Level 6: Environmental Modification LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(11), Srn-Def/EndRdx(11), Srn-Def(46), ShlWal-ResDam/Re TP(46), ShlWal-Def(48) Level 8: Adaptation Level 10: Ablative Carapace NmnCnv-Heal/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(13), NmnCnv-EndRdx/Rchg(50) Level 12: Super Jump BlsoftheZ-ResKB(A) Level 14: Evolving Armor UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), GldArm-3defTpProc(15), GldArm-ResDam(17), ImpSki-Status(17), ImpSki-ResDam/EndRdx(19) Level 16: Ripper ScrDrv-Acc/Rchg(A), ScrDrv-Dmg/Rchg(19), ScrDrv-Dmg/EndRdx(21), ScrDrv-Acc/Dmg(21), ScrDrv-Dam%(23), ScrDrv-Acc/Dmg/EndRdx(23) Level 18: DNA Siphon Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(25), Erd-Acc/Dmg/EndRdx/Rchg(25), Erd-Dmg/Rchg(27), NmnCnv-Heal/Rchg(27), NmnCnv-Heal/EndRdx/Rchg(29) Level 20: Build Up AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/Rchg(29) Level 22: Boxing Empty(A) Level 24: Tough StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(34) Level 26: Genetic Contamination Erd-Dmg(A), Erd-%Dam(34), Erd-Acc/Dmg/Rchg(34), Erd-Dmg/Rchg(36), Erd-Acc/Rchg(36), Erd-Acc/Dmg/EndRdx/Rchg(36) Level 28: Impale Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(37), Dvs-Dmg/Rchg(37), Dvs-Acc/Dmg/Rchg(37), Dvs-Hold%(39), EntChs-Heal%(39) Level 30: Weave LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31), LucoftheG-Def/Rchg(31), Rct-ResDam%(46) Level 32: Parasitic Aura ThfofEss-+End%(A), ThfofEss-Acc/Heal(33), ThfofEss-Acc/EndRdx/Heal(33), ThfofEss-Acc/EndRdx/Rchg(33), ThfofEss-Heal/Rchg(48) Level 35: Quills ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Rchg(39), ScrDrv-Dmg/Rchg(40), ScrDrv-Dmg/EndRdx(40), ScrDrv-Dam%(40), ScrDrv-Acc/Dmg/EndRdx(42) Level 38: Throw Spines SprGntFis-Dmg/EndRdx/Rchg(A), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Dmg/Rchg(42), SprGntFis-Acc/Dmg(43), SprGntFis-Rchg/+Absorb(43), SprGntFis-Acc/Dmg/EndRdx/Rchg(43) Level 41: Conserve Power RechRdx-I(A) Level 44: Physical Perfection RgnTss-Regen+(A) Level 47: Hasten RechRdx-I(A) Level 49: Combat Jumping LucoftheG-Def/Rchg+(A) Level 1: Brawl Empty(A) Level 1: Gauntlet Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 2: Swift Empty(A) Level 2: Health Pnc-Heal/+End(A), Pnc-Heal(48) Level 2: Hurdle Empty(A) Level 2: Stamina PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Acc(3) Level 8: Defensive Adaptation Level 8: Efficient Adaptation Level 8: Offensive Adaptation ------------ ------------ Set Bonus Totals: 12% DamageBuff(Smashing) 12% DamageBuff(Lethal) 12% DamageBuff(Fire) 12% DamageBuff(Cold) 12% DamageBuff(Energy) 12% DamageBuff(Negative) 12% DamageBuff(Toxic) 12% DamageBuff(Psionic) 10.06% Defense(Smashing) 10.06% Defense(Lethal) 10.69% Defense(Fire) 10.69% Defense(Cold) 12.25% Defense(Energy) 12.25% Defense(Negative) 12.25% Defense(Psionic) 14.13% Defense(Melee) 9.13% Defense(Ranged) 15.38% Defense(AoE) 9% Max End 32.5% Enhancement(RechargeTime) 27% Enhancement(Accuracy) 5% Enhancement(Heal) 5% Enhancement(Max EnduranceDiscount) 7.5% SpeedFlying 456.8 HP (24.38%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 80% MezResist(Held) 80% MezResist(Immobilized) 80% MezResist(Sleep) 80% MezResist(Stunned) 80% MezResist(Terrorized) 80% MezResist(Teleport) 100% (20% chance) 6.5% (0.11 End/sec) Recovery 126% (9.84 HP/sec) Regeneration 23% Resistance(Smashing) 23% Resistance(Lethal) 17.75% Resistance(Fire) 17.75% Resistance(Cold) 20.75% Resistance(Energy) 20.75% Resistance(Negative) 14% Resistance(Toxic) 14% Resistance(Psionic) 7.5% SpeedRunning ------------ Set Bonuses: Unbreakable Guard (Hardened Carapace) 2.5% Enhancement(EnduranceDiscount) 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) 140.6 HP (7.5%) HitPoints Reactive Armor (Hardened Carapace) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% Pounding Slugfest (Barb Swipe) 8% (0.62 HP/sec) Regeneration Superior Might of the Tanker (Spine Burst) 4% DamageBuff(All) 56.22 HP (3%) HitPoints 10% Enhancement(RechargeTime) 6% Resistance(Toxic,Psionic), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 6% Resistance(Smashing,Lethal), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% Luck of the Gambler (Environmental Modification) 7.5% Enhancement(RechargeTime) Shield Wall (Environmental Modification) 10% (0.78 HP/sec) Regeneration 2.5% (0.04 End/sec) Recovery 5% Resistance(Lethal), 5% Resistance(Smashing), 5% Resistance(Fire), 5% Resistance(Cold), 5% Resistance(Energy), 5% Resistance(Negative), 5% Resistance(Psionic), 5% Resistance(Toxic) Serendipity (Environmental Modification) 4% (0.31 HP/sec) Regeneration Numina's Convalesence (Ablative Carapace) 12% (0.94 HP/sec) Regeneration 35.14 HP (1.88%) HitPoints Blessing of the Zephyr (Super Jump) Knockback (Mag -4), Knockup (Mag -4) Unbreakable Guard (Evolving Armor) 2.5% Enhancement(EnduranceDiscount) Gladiator's Armor (Evolving Armor) 2.5% (0.04 End/sec) Recovery 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic), MezResist(Teleport) 100% (20% chance) Impervious Skin (Evolving Armor) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% Status Resistance 7.5% Scirocco's Dervish (Ripper) 10% (0.78 HP/sec) Regeneration 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 9% Enhancement(Accuracy) 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold) 3.13% Defense(Psionic) Eradication (DNA Siphon) 1.8% Max End 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged) 42.17 HP (2.25%) HitPoints Numina's Convalesence (DNA Siphon) 12% (0.94 HP/sec) Regeneration Adjusted Targeting (Build Up) 2% DamageBuff(All) Steadfast Protection (Tough) 1.5% (0.03 End/sec) Recovery 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Eradication (Genetic Contamination) 1.8% Max End 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged) 42.17 HP (2.25%) HitPoints 12% (0.94 HP/sec) Regeneration 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold) Devastation (Impale) 12% (0.94 HP/sec) Regeneration 42.17 HP (2.25%) HitPoints 3% DamageBuff(All) 3.75% Resistance(Fire,Cold), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% Luck of the Gambler (Weave) 10% (0.78 HP/sec) Regeneration 21.08 HP (1.13%) HitPoints 9% Enhancement(Accuracy) 7.5% Enhancement(RechargeTime) Reactive Defenses (Weave) 3% Resistance(All) Theft of Essence (Parasitic Aura) 10% (0.78 HP/sec) Regeneration 1.8% Max End 5% Enhancement(Heal) 3% DamageBuff(All) Scirocco's Dervish (Quills) 10% (0.78 HP/sec) Regeneration 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 9% Enhancement(Accuracy) 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold) 3.13% Defense(Psionic) Superior Gauntleted Fist (Throw Spines) 3.6% Max End 6% Resistance(Energy,Negative), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 16% (1.25 HP/sec) Regeneration 5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing) 6% Resistance(Smashing,Lethal), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% Luck of the Gambler (Combat Jumping) 7.5% Enhancement(RechargeTime) Panacea (Health) 2.5% (0.04 End/sec) Recovery Performance Shifter (Stamina) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 35.14 HP (1.88%) HitPoints
  7. I'm fond of my Water/TA.
  8. I've not played Regen since like issue 3. Of course, I know the set has been revamped since, especially for the Sentinel. It looks like your absorb effectively doubles your HP? How does Regen perform on the Sentinel? I'm kinda looking forward to leveling it up, slotting it out, and seeing how effective and fun this combo might be. Or will I be wasting time?
  9. Nevermind. Just tested on my MM and can confirm it works. Thanks!
  10. If the point is to just farm/make influence, why not double or triple up on Thugs? The Enforcers' buffs should affect all pets.
  11. So im going to assume that this work also work on a Pain Dom Mastermind (Suppress Pain on MMs increases everyone's regen rate instead of pulsing a heal)?
  12. Pain, I think,, brings a little more to the table than Emp. I'm playing a Mercs/Pain MM. I took every power. Your teammates may dislike/complain about Enforced Morale (as it does a small amount of damage to them), but remind them that they're now protected from mezzes, AND have a small boost to recharge,speed,and perception. Nullify pain is your AoE heal. 6 slot it. Soothe is your single target heal, and mine is 6 slotted as well. Then you get to Share Pain. BE CAREFUL WITH THIS POWER! It heals a single target for over twice as much as Soothe, BUT it damages you, and you can't be healed and your regen rate is killed. However, I could see a Defender or Corruptor using this as a quasi-build up as it gives YOU a bonus of over 18% to your damage. Suppres Pain...take it, 6 slot it, and never turn it off. For a MM, it increases the regen rate of all allies nearby. I believe for a Defender, it pulses a straight up heal. Heals are good. On my MM, Suppress Pain adds 413.8% to regen. World of Pain is your PBAoE +to hit, +damage, and + resist all damage. Again, I 6 slotted mine and it is perma. This gives me and everyone else +18.38% to all resists, +7.5% to hit, and +12% to damage. Anguished Cry is your PBAoE debuff. Again, mine is 6 slotted and it does -46.08% defense debuff and -22.5% to resists. You have Conduit of Pain, which is your single target rez. When you use it, it also buffs your to hit and damage, and end recovery. Then you come to Pqinbringer. I 5 slotted mine, and my teammates love it. How's +1,276% to recovery, +943.94% to regen, and 37.5% to damage sound? Yummy. I watch my teammates health and end, and whoever burns thru either the quickest gets Painbringer. I cast this on a WP tank, and they were capped. It's a great power. Especially when a teammate makes the comment about not running out of end, or their health bar not moving. Again, I know the Defender version will have higher #s , and slotting may be a little more tricky since as an MM, all I really need to 6 slot are my pets and Leadership. Hopefully that helps a bit.
  13. Bio/rad Rad/spines Dark/MA Ice/Electric Fire/staff Fire/BA Elec/staff Rad/energy Shield/dark Invuln/wm WP/staff Dark/TW Rad/staff Stone/savage
  14. I don't know why I never thought of this combo, but I think I'm gonna roll him up today. Capped resists to all but toxic, decent defenses, 2 heals, and 2 end recoveries. Seems like it would be like the energizer bunny...just keep going and going and going and... Who's played this combo and what was your experience? I debated on electric/stone melee since I personally have never played stone melee. But having that extra heal and end recovery sounds so nice!
  15. Indeed! Haha It'd be hard for me to decide also. I love my bio/rad, dark/MA, rad/spines, and the other 5 I have. Never could figure out how to cap my resists on my invuln, plus I like a damage aura.
  16. If you could only play ONE tank, what would it be and why?
  17. I've been thinking about rolling a WP/MA tank. The extra defense from storm kick sounds so good.
  18. I have a dark/MA. Once the tanker resistance proc hits, and storm kick, I've got capped defenses and resists. Tack on dark regen, and you will not die. End is not an issue on my build. It's a pretty fun build. It might just be me though as I like the kick animations.
  19. Check and see if you have DNA Siphon and Parasitic Aura clicked on. As was stated, Parasitic can add a LOT of regen based on # of targets hit. I also think some of my enhancements are boosted. And I now have like 5 Staffers...Staff may not be considered the "best" or the most damaging, but it is just FUN. And with the Tanker's added ranges/targets, you hit everything. I think my favorite Staffer is my Staff/Bio brute (although Fire/Staff tank has DOTs for DAYS).
  20. Hmm...necro/cold... I already have Necro/Thermal. Maybe I need to revisit it
  21. With the way teams stesmroll most everything, it makes me wonder...is Rad dead? On Live, Radiation Emission was soooo welcomed and loved. Nowadays, it seems like Noone goes with Rad bc of the fast pace, and by the time your debuffs are thrown out most everything is already dead. I was toying with the idea of having the absolute most debuffs (Necro/Rad?) but now I'm unsure. What have you all seen/experienced?
  22. I have an Elec/Staff tank, FA/Staff tank, WP/Staff tank and a Rad/Staff tank.
  23. I'm determined to make a brute that I enjoy playing, while being as sturdy as possible. NOT for farming, but actual gameplay (insanity!). I'm torn between the following: Claws/Bio Ice/Electric I know I do not want to try Dark Armor, Invuln,or SR. I had a katana/bio brute and wasn't that impressed with it. I'm leaning towards the ice/electric. Looks like resists to everything except N.Energy and Toxic can be capped. I also like having the heal and damage aura. Any thoughts on this combo? My thought process on a brute is that I need capped defenses or resists (or as close as possible), a damage aura, and a heal. I'll let Fury help with the damage output. With Electric, it hits the resist caps, has the damage aura, and a heal. Ice melee seems like it's pretty good (had a tank before), plus you don't see a while lot of Ice Meleers. Open to thoughts, suggestions on builds, and any other suggestions . Appreciate it.
  24. I made a wp/staff tank bc I wanted an "all natural " toon. He's fun. I love the "toggle and forget" aspect of WP. And Staff, regardless of what everyone said, I found to be very fun. LOTS of DoTs. May not be the most damaging set, but I like seeing all the orange numbers fly.
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