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  1. Sorry for asking because I am literally ignorant on the class. Does this mean you are surviving but your pets are dying? Do you have to resummon them after every group? Or are you straight up murdering everything in your path like a buzzsaw?
  2. So every MasterMind I build (either on the actual server or on the test server) I abandon because at max level, even running a simple 50+4 council team, my pets get their asses handed to them, especially the lowbie-trio. Am I correct in thinking that the only way to make them more sturdy is by doing things like using super high +defense stuff like Force Field or Time Manipulation? So the question I have is... am I the worst Mastermind player ever and I can't slot IO sets as a MM at all? Or are the lowbie-trio designed to faceplant often?
  3. DrBasics

    Rad or Invuln

    Don't forget that on some sets, there is a cool ass animation. My favorite is Dual Blades or Katana.
  4. Then you would only focus on the pure regen of the power set, plus one aspect, either defense of resistance, not both.
  5. This is just me trying to get opinions and it is sort of a "game". The catch here is that hybrids don't fully count. So if you like Invuln, you would have to pretend as if it only had the defense powers (or only the resist powers). Same with other hybrids like shield. That being said, please take everything else in the powerset into account. Like if it has a great heal, shields, incredible mez protection, etc. Lets have some fun with a tanker discussion.
  6. In my original post, the build I posted had ATOs, gamblers, unique def/res PVP IOs. The only thing it doesn't have is purples. I am asking if adding in purples has that much of an effect on Dark Armor, and if so, does it require purples in every power? Are you having a bad day?
  7. Hey these are all great replies, however, it seems like (emphasis on the word "seems") dark armor isn't good until you spend a lot of influence (infamy) on the build. Am I right or am I off? I am stumped on this power set.
  8. I don't fully understand when people say Dark Armor is one of the greatest tanker sets with the only draw backs being Endurance hungry and Knockback. Both knockback and endurance issues can be easily plugged pretty cheaply, however, all my work on Mids' shows me getting no one close to the claims of what people are saying. I hear claims like Dark Armor is able to cap resist to everything, and even defense caps too. I find that hard to believe, but some people claim to be able to do it. This is the best I can do on Mids' myself. I am not opposed to using purples, however, when I make my Mids' builds, I prefer to avoid using purples until I clock a few hours on a real (read: not test) server, playing among others, and if I enjoy it, then I will pull the trigger on purples. So if I can be a choosing beggar, I would also prefer if you avoided purples and other super expensive enhancements. Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Kinetic Melee Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Death Shroud -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(34), ScrDrv-Acc/Dmg/EndRdx(34), SprMghoft-Rchg/Res%(34) Level 1: Quick Strike -- TchofDth-Acc/Dmg(A), TchofDth-Acc/Dmg/EndRdx(36), TchofDth-Dmg/EndRdx(36), FrcFdb-Rechg%(50) Level 2: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-ResDam/EndRdx(9), GldArm-3defTpProc(21) Level 4: Murky Cloud -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-ResDam/EndRdx/Rchg(5), TtnCtn-ResDam/EndRdx(50), TtnCtn-ResDam(50) Level 6: Obsidian Shield -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(7), UnbGrd-Max HP%(7), StdPrt-ResDam/Def+(9) Level 8: Dark Regeneration -- TchoftheN-Acc/Heal(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(46), ThfofEss-+End%(46) Level 10: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(11), Ksm-ToHit+(13), Rct-ResDam%(13), ShlWal-ResDam/Re TP(15) Level 12: Fly -- BlsoftheZ-ResKB(A) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(17) Level 16: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(17), AdjTrg-ToHit/EndRdx/Rchg(19), AdjTrg-EndRdx/Rchg(19), AdjTrg-ToHit/EndRdx(21) Level 18: Kick -- Acc-I(A) Level 20: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-ResDam/EndRdx(33) Level 22: Weave -- GifoftheA-Def/EndRdx(A), GifoftheA-Def(23), GifoftheA-Def/Rchg(23), GifoftheA-EndRdx/Rchg(25), GifoftheA-Def/EndRdx/Rchg(25) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 26: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27) Level 28: Power Siphon -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(29), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(33) Level 30: Repulsing Torrent -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(36), Ann-Acc/Dmg/Rchg(37), FrcFdb-Rechg%(37), SuddAcc--KB/+KD(37) Level 32: Burst -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(39), SprGntFis-Acc/Dmg/Rchg(39), Obl-Dmg(39), Obl-Acc/Rchg(40), FrcFdb-Rechg%(40) Level 35: Focused Burst -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(40), Tmp-Acc/Dmg(42), Tmp-Dmg/Rchg(42), Tmp-Dmg/EndRdx(42), FrcFdb-Rechg%(43) Level 38: Concentrated Strike -- TchofDth-Acc/Dmg(A), TchofDth-Acc/Dmg/EndRdx(43), TchofDth-Dmg/EndRdx/Rchg(43), CrsImp-Acc/Dmg(45), CrsImp-Acc/Dmg/Rchg(45), CrsImp-Acc/Dmg/EndRdx(46) Level 41: Conserve Power -- RechRdx-I(A) Level 44: Physical Perfection -- PrfShf-End%(A), PrfShf-EndMod(45), EndMod-I(48) Level 47: Afterburner -- LucoftheG-Def/Rchg+(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), EndMod-I(48) Level 50: Cardiac Core Paragon ------------
  9. Hey guys, I've been reading the Proc Monsters thread here for Tankers and I made 2 different builds. I wanted some advice on which you guys think will perform better. Shield/Psi Melee My pros: Capped Defenses to any attack in the game Against All Odds for +damage High haste to assist in the no recharge in procced out powers My cons: Resists are meh at best Not as good proc potential as the other build Doesn't take advantage of the Tanker's 90% resist cap (A) Run Speed IO (A) Numina's Convalesence - +Regeneration/+Recovery (A) Jumping IO (A) Performance Shifter - Chance for +End (3) Performance Shifter - EndMod (50) Endurance Modification IO Rad Armor/Psi Melee My pros: Takes advantage of 90% resist cap (to most) Procced out like crazy! over 400% regen coupled with a nice, fast recharging heal My Cons: Some holes in my resists A LOT more expensive than the other build Low(ish) haste in this build. (A) Empty (A) Panacea - +Hit Points/Endurance (50) Numina's Convalesence - +Regeneration/+Recovery (50) Miracle - +Recovery (A) Empty (A) Performance Shifter - Chance for +End (48) Performance Shifter - EndMod Thanks for your help guys! I look forward to your advice, you guys are experts!
  10. What about a reverse sapping effect. Instead of effecting the enemy's blue bar, all (or most or some) electric attacks instead would grant the player a very short blue bar bonus (+Max end, or +rec, or +end reduction). This could lead to more round-about bonuses, like people who felt the need to take an agility or cardiac alpha incarnate can now take an increase ranged/cones or damage. Or some other stuff that I'm sure some of you guys could think of. Just a thought. Alternatively, you could also make electric jump to other targets that do a % of damage (not going to calculate anything) and it could go beyond the target cap.
  11. In my opinion, all they need are either one, two or all of the following: Increase their damage modifier Increase their aoe target cap Overhaul their opportunity mechanic to add a small stacking -res in all (or certain) attacks.
  12. I just wanted to say that I made a Savage/SR stalker and I feel like it is so incredibly strong. Also wanted to say thanks to you Frosticus, because without your thread breakdowns on Savage Melee on stalkers, I may have went brute or scrapper which pale in comparison to the Stalker. So cheers!
  13. The recovery is not the problem as it was stated earlier in the thread, all the enemy needs is 1 endurance to cast any ability. And some abilities cost 0 (like the Death Mage suicide explosion).
  14. My suggestion on how to fix electric (ranged, melee is kind of fine), is to have the attack have a chance to jump to other targets and do a % of damage of the power used. Just do away with the whole sapping thing and go with the idea of chain lightning.
  15. So according to another thread about Bio, someone assumed that offensive adaptation increases +dam by around 25% for sentinels. He said: "It will show you the percentage on your hardened carapace toggle when you have it on and offensive selected." Any sentinels with Bio can confirm this?
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