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There have been very few posts about any/inv brutes and builds for a while-- my savage/inv brute just hit 50 and I'm working on finishing him. What are some good targets to aim for on an invuln brute? Right now, I'm at def: s/l: 43, e/n: 39, f/c: 39, psi: 21 (assumes one enemy in invincibility, values go up about 2.5% with 3, soft-capped to all but psi with 6) res: s/l:90 e/n: 56 f/c:66 tox:54 psi:44 I saw an old build that got psi resistance up to near 60 but at heavy cost in everything else. How much other +res is worth giving up to be decent against psi? Enemies that do energy damage that debuffs defense seem at least as common as psi.
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I checked on my SR/Ice tank. Right now, I have 4 superior blistering cold in freezing touch, plus two purple damage procs. My recharge is only at 49.7%, unfortunately. But, according to MIDS that power currently does 88.6 damage per second as slotted. If I switch to that slotting for full acc/dam/rech slotting in the first 5 and just one purple proc, MIDS says my dps drops down to 78. Hitting more often, but enough less hard that it doesn't make up the difference. Those epic damage procs hit hard. More recharge in FT does mean I can stack holds and hold bosses, but if I have to choose between holding bosses and killing them faster, I'm going with the latter for this build.
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No Ice Patch? I haven't made this build, but ice patch is a nice little one-slot power on my SR/Ice tank and I figured burn + Ice patch would be part of the fun of making fire/ice. I'll look at your slotting for freezing touch... I have 4 superior blistering cold + the hecatomb and unbreakable constraint procs. Looks like your slotting generates a bit more damage but I do like the 6% fire/cold resistance the set gives me.
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I love my dark armor tank-- 90% resistance to basically everything except energy and toxic, 45% defense to all types except psionic. Huge self-heal that's up every 10-14 seconds (didn't go perma-hasten) but my SR/ice tank has a lot to recommend it. 58%+ defense to all positions, 64% S/L resistance, about 42% E/N/F/C and 32% Psi/Tox. Resistance rising substantially as health goes down. No real self-heal but the call of the sandman proc in frozen aura and an occasional green inspiration is all I've needed for a while. My dark tank is nearly unkillable to standard enemies but energy damage that does -Def is a real problem, and toxic damage hurts a lot. My SR tank isn't afraid of much in particular, probably a few enemies that get big ToHit buffs (e.g., Rularuu eyeballs, Vanguard sword). Being able to laugh at defense debuffs is nice, and knowing that sappers and carnies are very unlikely to be a problem is also nice.
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Nobody else in the group got special ToHit, so it may be a powerful version of tactics that only applies to themselves-- kind of a tactics/focused accuracy hybrid.
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Irradiated ground, because of the pseudo pet mechanics, may be the best place for damage procs in the game. I had some acc/dam/end slotting on my Rad melee tank for a while but I wound up slotting nothing but procs in it and the damage it puts out is incredible. Achilles Heel res debuff Eradicate energy Armageddon fire Scirocco lethal Obliteration smashing Lady Grey negative
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My archer really felt like a star from about level 35 to the late 40s, nuking every spawn where nobody else could. Then after level 50 when all the other blasters get enough recharge they can almost nuke every spawn too, and their nuke lands SO much faster... the amount of corpse blasting is frustrating.
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25% ToHit from Tactics... those are some nice tactics they have there. Unexpected ouch from those guys... I have a little over 40% energy resistance but wasn't expecting to use it THAT much. Thanks for checking! (Maybe I'll go fight some more... this one is red side so she could use some debt badges for the accolades and I hate to just die intentionally)
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I need to pick up a few merits so I decide to run some missions in the war zone on my SR/Ice tank. I'm on Gaussian so I take on a mission to rescue a negotiator. No problem at all until some Vanguard Sorcerers and Sword Sorcerers start to hurt me more than anything has in quite some time.... After a couple inspirations, I beat them and look at my combat log-- the sorcerers are running from 33 to 37% chance to hit on me. I have (just under) 60% melee, 58% ranged, and 58% AoE defense. They're using life drain and ball lightning mostly which according to Paragonwiki are ranged attacks. What's going on here? Do Vanguard sorcerers use attacks with no vector? All the other mobs had about 7% ToHit on me.
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If-- Some of the animation times were cut down a bit--OK, most of the animation times The DoT ticks were shorter The over-use of lethal resistant mobs was cut down Assault Rifle would be a lot more fun to play. Before all nukes became basically crashless there was maybe a reason to give FA such a long cast time. Not now. There aren't that many 4 seconds attacks in all the blaster primaries, but AR gets two of them. Would be NICE if full auto had more like a 30 degree cone so I didn't feel like I had to hop back and forth in between Flamethrower, buckshot, and full auto in order to hit everything.
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/Energy can help. It's nice to have build up, it has some nice hard-hitting melee attacks, and boost range is really nice with all of AR's cone attacks. It makes it a bit easier to use all of those different length, different size cones. It also gives you a load of stacking stuns. No immob for ignite, though.
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Some unbreakable guard, some bombardment, some adjusted targeting. With one ATO proc active I'm at 41.7% E/N resistance. It's hard to get a lot, agreed. My Dark tank looked hard for energy resistance since that's a hole for him and wound up building more for energy defense (he's at 45.5% e/n def and 52% res).
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Resistance and +HP work similarly--- if you have 100 points of health and 10% resistance, then get it with 20 points of damage you wind up at 82 health, or 82% health. If you have +10% health that same 20 points takes you to 90, which is... 82% health (technically 81.8). The result is essentially the same. I'm debating giving up some F/C and E/N resistance for slightly less +HP.
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How much accuracy do you have in spin, and what level are the enemies? Is this happening against all enemy types or just some? Some enemies do have extra defense to lethal damage.
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When adding set bonuses to a tank that is softcapped to defense, how do you decide on when to add more resistance and when to add more HP? I'd rather have resistance to all than an equal amount of health, but that's rarely the question. I'd likely be better off with 1% more health than 1.5% more fire/cold resistance in most circumstances, since the additional HP helps me against all damage types. But is there a place you draw the line? Does it vary depending on the damage type-- S/L damage is more common so resistance there is most often helpful, and most characters have some damage type that they have the least resistance to so would you add +res to a hole in your armor by preference? Just curious what the thoughts were on +res vs. +hp for a tank.