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Nemu

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Everything posted by Nemu

  1. You always have the option to refrain from posting. No response is still a form of response. Also the ignore button exists. Why continually invest the time and emotional capital for a person you obviously do not agree with?
  2. I'm with you. People find the dumbest shit to nitpick and continue to double click into said stupid shit even further. This thread could have ended 1 page ago with ZemX's first post. Question's been answered. Slows exist, there are cheap and expensive ways to combat it. End drain exists, there are ways to address that too. Time to stop piling on the guy and do something more productive.
  3. Don’t have this in mids atm but at a glance this is what i see: - low global recharge - dark regen needs more slots and should be slotted with a focus on recharge, end redux and acc - build also looks to have low acc against +4s, I’m going to guess your proc attacks have less than 75% chance to hit +4s - build can also use more slow resist Proc builds depend on set bonuses to cover recharge, endurance management and Acc. If I’m right in my initial assessment you didn’t cover all those bases with the build. It’s perfectly fine not to use procs fyi. But if you do make sure your build has all those elements to support them.
  4. Too many 6 piece full sets. This is not the type of game where a full set is always better. This is the type of game where you stack the set bonuses you need to achieve your build goals. The too many full sets metric is my first metric for evaluating builds, usually it gives me a pretty good idea of the skill level of the person that made the build. Now there are builds out there that do require full sets in multiple powers, but those builds are far and few in between. if you see builds posted with a lot of full sets, you may want to give pause to copying the build. Truly cohesive builds will stop at the point where the desired set bonus in the set is achieved and invest the remaining slots to further strengthen the build’s primary goals rather than wasting them on set bonuses that provide the build less value.
  5. During COH's absence I found home in Marvel Heroes until it too got shut down. Amazingly I just found out that there are some people hard at work at getting private servers up and running. There is now a functioning server emulator provided you have the copy of the game from steam. My joy is beyond words.
  6. I'd rather have more mechanic based fights for hardmode team content instead of cycling barriers. Something like the abandoned sewer trial mechanic encourages more teamwork than cycling barrier every 2 minutes.
  7. Nin handles hamidon and other content with regen/recov debuffs very well due to the self heal and the end recovery power ignoring those debuffs. They are worth slotting for my builds. I'd rather slot kyoyo with 5 piece synapse shock for the slow resist + recharge than rip those slots and allocate them to health/stamina for the uniques. I value those set bonuses more than the quality of life improvement in passive endurance management.
  8. ^^^ don't forget stone and electric melee 🙂 There is still value in building for some defense. Any build can still benefit from having some defense against regular content. I've done the softcap builds when I first came back to Homecoming. Over time you might develop a level of comfort with your play style and game mechanics, and you might get to a point where you do not need that cushion. My current position is that it doesn't take a huge amount of investment to hit 30ish% defense on most builds, and that + a luck or two will suffice for most non-starred content. It's a quality of life balance between having to manage your inspirations a lot vs sacrificing a lot of other set bonuses that you can't get from inspirations like recharge, slow resist and max HP in the pursuit of defense.
  9. Everyone skips right over Kinetic Melee. It's ok, not everyone can be as cool as a hover blasting wavy arms panda. But you can.
  10. It's cool if you don't want to use procs, a lot of these ultra survival focused tank builds in fact use no procs and that's ok. There's always brainstorm if you are semi-curious. That requires very low to no investment at all if you just to try it out.
  11. You don't need cross punch when you have procced out rad therapy and ground zero. They are available every encounter if you don't build tanks like a brick with no recharge and all defense/resist. If you want to try something completely different than the "must build for 90% resist cap and def softcap when applicable" mentality that floods tanker forums take a look at this thread:
  12. Sometimes reading the power explains the power, sometimes, not always. This kind of defense loss also applies to stealth from the concealment pool although stealth retains a little bit of it. This is how you can see combat defense in mids Go to Options - Configuration - effects and maths and check the "attacked" box on the right.
  13. Nuh uh! I took Hasten, you didn't. I also took Flurry, which is the definition of a speedster. You just can't see my fastness cuz I'm too fast!
  14. Two can play this game! Who needs DDR when you can SPIN? Lol, LMAO, Moar SPINZ - Tanker (Bio Armor - Martial Arts).mbd
  15. The import doesn't work for me, you can drag and drop the physical mids build file to upload it. That's how it's commonly done today.
  16. Energy torrent does KD on melee ATs.
  17. I prefer to gauge performance not through best case scenario with 10 mobs feeding invincibility but by worst case scenario where there is only 1. You over invested in S/L resist. The tanker +resist ATO can easily be double stacked to give you 12% resist to all.
  18. You know your goals, now you need to learn game mechanics. Cliff notes on survival stats: Resists lessen damage you take, max tanker resists is 90%. This means damage only do 10% of their value Defense avoids damage all together, defense softcap for regular content is 45%. This means you will only get hit 5% of the time Both stats have types. Resists work against specific damage type. Defense works against specific damage types and also positional vectors (range/melee/aoe). Defense doesn't double dip, so the highest defense you have against an attack with the appropriate tags is the one used. For invuln build defense is usually against specific damage types like S/L. It's much much much harder to build invuln for positional defense without gimping the build. Invuln has a mix of both resist and defense, tanky invuln builds will strive for 45% defense to certain damage types AS WELL as 90% resists to S/L and high resists to other damage types. Your current build only has the 90% resist to S/L part. Tankiness is not just about hard stats, your toolkit and active mitigation is also a factor. Stuff like rotating handclap/footstomp knockdowns is another layer of mitigation you can add on top of your hard stats. Take out all the Heal IOs in health and physical perfection and you go from 44HP per second to 33 HP per second. Is 10 more HP per second worth 6 slots? I think it's a terrible commitment of 6 slots. Invuln/SS builds are everywhere, take one from infinitum's build collection and look at the stats he chased Those circles give you an idea of the type of defense/resist stats to chase for a tanky character. Here's a fairly budget friendly build that closes the gap on those defensive/resist marks and caters to your power choices. I avoided using winter sets but those drastically alter the efficacy of slot distribution for invuln builds because they provide very high typed defense bonuses Tanker (Invulnerability - Super Strength).mbd To be frank I find hover cumbersome without evasive maneuvers and even then I dislike it for melee characters. Build wise it's 3 powers you are wasting just to have a decent combat travel power. That tax very often gets in the way of optimized build goals because for tanky characters you are pretty guaranteed to need tough/weave from the fighting pool, a lot of builds also need maneuvers for more defense, and some builds greatly benefit from hasten. What that means is that if you have powers that you want for concept, then you need to make very tough choices on cuts and slotting.
  19. If you change you mind and want a different perspective. Try Rad/SS There are certain builds that will change your perception of the game. This is one of them.
  20. You know what it does do? help you survive. AoE knockdown (with the kd IO) gives you breathing room when incoming damage starts to get a little overwhelming, this will be relevant when you face mobs with heavy debuffs I looked at your build, lots of room for improvement You skipped two pretty good mitigation tools, both stun and thus can stack to give you some breathing room. Handclap can also by rotated with footstomp for chain knockdowns as another layer of mitigation. I don't know why you would opt for 2 picks in the concealment pool when cloak of darkness is superior in every way. You also have no protection from immobilize, I guess that's why you got combat teleport. But really, combat jumping is the easiest way to address the immob hole. These slots in boxing and kick are better invested in cross punch, slot cross punch for damage, not stun. This is not a game that rewards you for investing in insignificant secondary effects of a power designed to do damage first and foremost. Dark regeneration needs recharge, and a theft of essence +end proc Health and physical perfection are overslotted. Passive regeneration isn't going to help you too much. Dark armor is not a set that has a high regen base in the first place. Instead of slotting boxing and kick and using those for 28 levels you can push knockout blow up to level 20. Being a resist tanker I'm surprised you didn't at least take tough to help raise your S/L resists. I could probably write 2 posts worth of comments about various things I see in your build but instead of doing that I'm going to post a very budget friendly mostly basic SO build to give you an idea of planning a build with progression, endurance management, survival and synergy in mind, turn slot levels on to see how I place slots during the leveling process, let's not worry about sets right now, I can write another 2 posts about how to use them. DA SS basic leveling build - Tanker (Dark Armor - Super Strength).mbd During the first 20 levels you want to focus on slotting attacks and working on endurance management to support dark regeneration which is your key survival power. If you had to spend inf on one IO it would be the theft of essence proc in dark regen. Early level melee all struggle with survival because they are slots starved, so focus on attacks first which helps you kill stuff because you don't get xp for just staying alive. Dark armor doesn't get kb protection so I took acrobatics, you could get -kb IOs if you have the funds for them. I also slotted a karma -kb in combat jumping as an example. If you do have the funds for -kb IOs you can drop acrobatics, move kick and tough up and take cross punch at level 26 for a more complete offensive arsenal before level 30. Hand clap has low acc so it has more acc slotting, that combined with oppressive gloom start to form a good foundation for your proactive survival toolkit. Once you have that and are not strictly relying on dark regen to stay alive, then you can start taking the taunt auras. By level 30 you will have a decent offensive toolkit and the means to actually do a little tanking. Compare that to your build - taunt aura and taunt before level 20 with no means to actually stay alive. Super strength is weak at lower levels due to scarcity of attacks but you can get free temp powers to cover that gap while you are leveling. It's not ideal, but it beats sinking slots into bad powers like boxing/kick.
  21. If only everyone cared about that for every build... Also I don't disagree with you, but having played this game for so long, I've long passed the absolute min/max performance phase of my COH life. Now I just min/max within the goals I set for the build ^_^ If damage was one of my goals I surely would not have build it like this.
  22. And interruptible. But this build is so sick it can even take crappy powers and still be sick.
  23. 3 pages of recommendations by scrubs for scrubs. This is what you really need Real Tanks Don't Need No Toggles - Tanker (Super Reflexes - Martial Arts).mbd
  24. Willpower can sustain whirlwind a smidge better than SR or Shield, and we ALL know spinning is winning.
  25. Don't slot membranes or any HOs in any power if that's the case. Freeze ray is criminally underslotted. If there were ever powers that deserve a lot of damage procs it would be freeze ray and bitter freeze ray because they can take so many. Your endurance management is also going to be iffy, hotfeet drains a lot of end and you don't have any redux in your epic shield/leadership toggles. This is compounded by the fact that you are trying to proc out some of your bread and butter powers at the expense of accuracy (which we will get to) and endurance redux on those powers. Are you planning to turn on those leadership toggles or are they just mules for uniques? I don't see any benefit to unleash potential for this build, it's not perma and the defense you get isn't going to help you in any meaningful way. You are better off going sorcery for rune of protection for some guaranteed mez protection and resist increase. On accuracy look at this: less than 80% chance to hit +3s without outside buffs. Build up and Aim aren't up all the time and tactics is a level 47 pick, the decimation proc in bitter freeze ray also comes in late and has a poor proc rate. And bitter ice blast is one of your bread and butter attacks. What makes proc builds work is that set bonuses help cover Recharge/Accuracy and to a much lesser extent endurance recovery to offset you not slotting those in powers you want to fully proc out. If you are gun-ho about fully proccing out stuff like BFR, BIB, and I would also recommend FR then you need to adjust the build accordingly, or take a hit and dedicate 1 slot for Acc/Dam and fill the remaining slots with procs. I'd slot ice storm with 5 piece posi blast or 5 piece ice mistral to cut back on budget and also improve recharge/acc set bonuses. Procs are a mixed bag in rains like that I strongly believe you need better combat mobility if this is the type of playstyle you want to adapt to. Just because you took hot feet and the PBAOEs from fire doesn't mean you NEED to stand still in the middle of the pack getting hit with all the collateral mob AoEs. Sometimes you need to GTFO and you have no means to do that quickly when shit hits the fan. Combat jumping offers complete protection to immob and superior mobility and for builds like this it would be a very early pick to ensure I don't have to suffer through needing a break free every time something immobilizes me. Getting that early also means you can stuff a kismet unique in it to elevate your to hit and thus acc against stuff. Below is a quick rework of the build that offers a build progression conducive to your chosen playstyle. Blaster (Ice Blast - Fire Manipulation).mbd Here is some light reading on Ice/tactical Arrow where I highlight synergies for proc builds and how to build one on a budget
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