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tellania

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Everything posted by tellania

  1. when you say 'respec', you mean actual respec's on live servers? If so, I HIGHLY recommend finding out the beta server and commands and fully IO your powers as well (save on buying proc's you may not want in another build). laser beam eyes takes the -def procs (-res, and dark energy proc) (dont forget the accurate -def proc's as well). Energy torrent is prime for the +rech proc (I have footstomp, and I dont see it going off nearly as often as energy torrent). Soul is my primary favorite, leviathan for damage builds (my 50's have 2 builds, damage orientated and defense orientated) with the pet, but the MU APP has interesting potential with the +heal endurance proc (plus +endurance). the MU APP has sufficient recharge times to make those proc's rather predicable. I've been playing with MU for my SR/spines tank, as she has no native heal (electric fences, ball lighting, static discharge offer a good chance at the 5% proc). I'm not sure if it stacks well in an aoe type power (I heard only 1 can go off at the same time, but lighting jumps, and may offer additional heals). I like fireball over a the cones, but fireball doesn't have sufficient damage over 2 cones.
  2. I have a baby electric/staff tanker, and, it appears many go janitor theme (like I did). Do the DFB, get the 'cleaner' badge, and you are set. Dont forget to choose a broom for your staff ... admit it, you want to do it ...
  3. 1. Depends if I can hit the cap on one or the other (e.g. 45% SL defense is better than a max of 50% resistance ...) 2. With IO's, I tend to favor defense, as IO bonuses make it MUCH easier to increase your survivability. Lots of fire/cold resistance values, not as much on other types. Also, pool powers make it easier to increase defense (combat jumping/weave/hover/maneuvers/stealth/unless potential/etc) than resistance (tough/rune of protection). 3. With all things considered (not IO bonuses), I'd go resistance. Another benefit of resistance: gives you time to hit your heals or pop chiklets to survive. With pure defense, you either dont need it, or your dead before you can respond. In short, IMHO, I'd prefer capped resistance to defenses (resists use its own resistance rating as resistance debuffing value (90% resists = 90% -resist resistance ...)(sorry for the awkward wording. With it, regen comes into play much better (heal the wounds as they occur, compared to defense, which is a massive bloody wound, and you need to wait a looong time to recover). Also, resistance gives time to click inspirations or clicky heal powers. In game terms, if I'm deficient in some form, its MUCH easier to cap defenses from the multitude of IO set bonuses (far easier than to cap resistance), and find cheaper options to cap it from a market point of view.
  4. @bopper You sir, are a scholar and a gentleman. I now regret the propaganda I wrote about you and your nickname of 'Bopper' on the Arachnos bathroom walls ... Thank you again, I figured there was an error, but not sure if MID's was correct, or if it had incorrect information. EDIT: Also the values you mentioned, are exactly the same I have seen.
  5. I noticed the psi proc is listed at 20% on my ice/KM tank. I also noticed, every proc is listed at 58.3% on every attack. So, the attack with short recharge and long recharge show the same proc rate. I believe all proc's were moved to PPM (rate unaffected by global recharge, but are affected by power recharge reduction). Anyone know: 1. Why the psi proc is listed so low (it shows 1/2 damage compared to other procs), though the description lists it at 71.75 pts damage (same as other procs)? 2. Why it lists the same % chance to fire on each attack. Thanks
  6. power analyzer should show the values after vengeance hits. A good question is, does it stack for nemesis? Defense have a benefit of reduce mezz, since they are (usually) hit less (I've had my electric tank held by COT, due to their stacking holds)(some mez, like carnie endurance drain appears to be auto-hit). Power pool aid self works better too, as it is interruptible. Resistance have a benefit of reduced incoming damage, which allows regeneration to help more (more opportunity to regen HP, perhaps counter balance incoming damage), and time to click heals or green inspirations, as necessary. One the other side, defense has defense-debuf-resistance (various levels), where sets like SR get HUGE values. All resistance gets is resistance-debuff-resistance based upon its resistance (e.g. SL resistance at 90%, 90% debuf resistance, EN resistance at 30%, only 30% resistance ...). This can play both ways. But yeah, some of the powers (DE quartz emitters, nemesis vengeance is insane) are wonked on how overpowered they are ... For defense sets (you didnt mention yours), both my SR and ice tank have SL resistance over 65% thanks to IO's and tough (fighting pool), really helps survive when those type of attacks get through.
  7. anyone have an opinion for a SR/spines tank? I'm leaning to Rebirth (I have 68% SL resistance), but not sure to go +regen vs +hp route.
  8. My preference is soul mastery (patron pool). It has -damage and -to hit (darkest night). Gloom is great damage and rarely resisted damage type. My old fire/ice tank took ice APP to stack holds (can hold a boss). Leviathan patron is good for the -res in arctic breath. Earth mastery opens lots of IO/proc options. For extra tank survivability, I take soul mastery. For extra damage I take either fire (fireball, I prefer range aoe's to cones) or leviathan (-res and pet, depending how many powers/slot I have available). I prefer ice for control (hold does more damage than fire app hold power). For looking awesome, I take energy mastery (laser beam eyes for da win!). I also take this for pre-uber builds, for extra stamina recovery. In fact, i've known to use a second build on my main (invul/ss), just to add LBE.
  9. Depends on the tank and the enemy. My invul can laugh at devouring earth, but my ice tank can face plant as soon as a crystal emitter gets pooped out. From memory, I believe vanguard have -defense and -resistance (more so on -resistance), so when enough of them hit you, you get cascade failure. In Short: Know your enemy, know yourself. From experience, it gets easier on who to target, and with which powerset. Silly example: Vahz are nothing against my fire tank, who can have 60% toxic resist. Against an ice tank, there is no toxic defense, so ... ugh. If desired, you can purchase (from p2w vendor) a power analyzer, to get a better understanding of enemy powers. As for yourself, it depends on the power combination. Dont forget, your survivability is a combination of armor (primary), attacks (secondary), power pools, chitlets (inspirations), temp powers (defense/offense amplifier). You have heals, regeneration, knock down/back, defense, resistance, mezz resistance/protection, raw damage, and control powers, etc. The question becomes: how well can you use which powers to survive, to defeat the foes. Mace/axe have knockdown/back powers, ice melee has holds and slows, fire melee has damage, kinetic melee has -damage, dark melee has -to hit and a heal, super strength has a hold (KO blow), knockdown (footstomp). In short, your primary powers are not your only tools to survive. You have your secondary attack effects, power pools (e.g .hasten, fighting, etc), and various IO's (e.g. knockdown). Best bet, post your build, desires, and mentione which foes are causing problem. In some cases, you will just have a hole that is hard to patch (pre IO, invul armor set had a huge psi weakness, and a few psi AV's (CWK, MOM, etc) could alpha a tank into submission.
  10. Since we are talking ICE/x, I'll bring up ice/kinetic melee. Mostly an experiment in stacking -damage (add in soul epic). Still not sure how well all of KM -dam stacks with each attack, but overall, I havent been hit that hard except the usual banes of Ice armor (nemesis, crystal DE). I noticed it appears to be missing from most of your tier list of secondaries (sans bottom of fun factor).
  11. Here is a build. Maximum to-hit (I set it to +3 foes, so base 56% chance). Super speed (and hasten) to be faster than a speeding bullet max SL resistance and defence to be more powerful than a locamotive Super jump to be able to leap tall buildings in a single bound and the required: Fly (with air superiority) Laser eyes Expensive build, you can max out more by choosing other powers, but with 1 enemy in range, 47% sl def, 90% SL res 43% FC def, 70% (nearly) FC res 32% EN def, 68% (nearly) EN res (assume 1 foe in invincibility range, 1 stack of +res from footstomp) 2712 HP (unless DP is active, with 3534 hp) warning: winter IOs used. http://www.cohplanner.com/mids/download.php?uc=1501&c=699&a=1398&f=HEX&dc=78DA65934B6F524114C767B88395479FD8D29696B6D0DAD2C705FAD8B8E9C23E520545716B9ADB7AA5444209506397263E775A5F2B13DDF9FE026EF513F8D62FA03155135F7161F070CF3F947827C06FF8CF9999F33F33933C33E77DB278765648EFFE9C512A2D1F33F2A7CCA2336964B2ABA2DA1AE81B647579CE3C69E64BA6BE943FBD91CB9B4563259BCB963703184E9A39D3D4D31B05EAA7CB45339F29AF094F6A7D3DA72FE4B299B5B2D7EA274CA390CD67DCD69F74C1344F34724C3584067CF385ECAA3E4FEB6736979346A96C16373B298B31FABE70D18FACE655D1C43475E24AB4C4C038B36D8639EE1668149B2284945047984D69E6F851E64B17961515250FF3FC811498648613E021A64EEB6B3CC7A9DD501C7B9D397A8539719519DF02AF315FD17E4EF6E170FED12CCDFD03FCC97C1AA1EAC36B03BC7AE1D50BAF4D53CC28E5E2E25C84ABE4B0340F1D9D079A272C2CED0D053562CD46ECD786FDF6FC0627991D34BF19B1CD07A02D303B17C125E65B5AB7554A2BB67586A0341104FBC1C1EF1C1BA75C7DBCAED3877319C4B90CE23C86713E91E75CAFC8336688726AE7B9B27D8C3D7580611AF3C3AF3FC07BBDA3BCBA385E75C143373C74C343F020B3FF2F85F52A3149F905E025B08F73EFF98FC1DB54639F127EDAB3177BF68E701E92B43EDCBB3EF8EB87BF30FC4DC0DF1DDA3AC4F989D000CF9FA6FD8770AF862EB3EFBD17C14BE007CE79F835F89E79973082B923F750BBFBB8938FC107B89B0F71271F31A7DCFCC6AA7772EC1C6BE3E7C10B4C3779D3E14D87B728BC45E12D0A6F1AC5C6E02DE697566D7B54ED4DD2879A88A8DA8BAE8CDA466336256E53A66CCAB44D49D89494AABD78212DC5D5527BCF956DAA8594F5A35F77142507B8DABBB6C18FCCDD9FC0CFCC2FB655BEED289AFCC53575DCE2F7EAD862AA9BCC1577F596733E5633EA84E375FD545D7FD64773D1FF07224EF65D Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Flight Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Temp Invulnerability -- Ags-ResDam(A), Ags-ResDam/EndRdx(17), Ags-ResDam/Rchg(17), Ags-Psi/Status(19) Level 1: Jab -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/EndRdx/Rchg(15), KntCmb-Dmg/Rchg(45) Level 2: Dull Pain -- DctWnd-Heal(A), DctWnd-Rchg(34), DctWnd-Heal/Rchg(34), DctWnd-EndRdx/Rchg(36), DctWnd-Heal/EndRdx/Rchg(36) Level 4: Haymaker -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Acc/Dmg(43), SprBlsCol-Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/EndRdx(50), SprBlsCol-Acc/Dmg/Rchg(50) Level 6: Resist Elements -- UnbGrd-Max HP%(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11) Level 8: Unyielding -- Ags-ResDam(A), Ags-ResDam/EndRdx(13), Ags-ResDam/Rchg(13), Ags-ResDam/EndRdx/Rchg(15) Level 10: Taunt -- PrfZng-Dam%(A) Level 12: Fly -- Flight-I(A) Level 14: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(21), GldArm-3defTpProc(21) Level 16: Combat Jumping -- ShlWal-Def(A), ShlWal-Def/EndRdx(23), ShlWal-Def/Rchg(25), ShlWal-Def/EndRdx/Rchg(25) Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(31), HO:Cyto(33), Rct-ResDam%(37) Level 20: Knockout Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(37), KntCmb-Dmg/EndRdx/Rchg(40), SprEnt-Rchg/AbsorbProc(42), SprEnt-Acc/Hold/End/Rchg(42) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Super Speed -- WntGif-ResSlow(A) Level 26: Tough Hide -- ShlWal-Def(A), ShlWal-Def/EndRdx(27), ShlWal-Def/Rchg(27), ShlWal-ResDam/Re TP(31), Ksm-ToHit+(33) Level 28: Rage -- HO:Membr(A), HO:Membr(29), HO:Membr(29), RctRtc-Pcptn(31) Level 30: Super Jump -- Jump-I(A) Level 32: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(36), KntCmb-Dmg/EndRdx/Rchg(46) Level 35: Focused Accuracy -- EndRdx-I(A) Level 38: Foot Stomp -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Dmg/EndRdx/Rchg(39), SprGntFis-Acc/Dmg/EndRdx/Rchg(39), SprMghoft-Rchg/Res%(39), SprMghoft-Acc/Dmg(40), SprMghoft-Acc/Dmg/EndRdx/Rchg(40) Level 41: Laser Beam Eyes -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(42), SprWntBit-Rchg/SlowProc(43), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(50) Level 44: Hurl -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(45), SprGntFis-Acc/Dmg/Rchg(45) Level 47: Air Superiority -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(48) Level 49: Tough -- StdPrt-ResDam/Def+(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 -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(7), Prv-Heal(7), Prv-Heal/EndRdx(9), Prv-Heal/Rchg(9) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(3), PrfShf-EndMod(3), PrfShf-EndMod/Acc(5) Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 50: Cardiac Core Paragon ------------
  12. From experience, fear (the running kind) > taunt. Like Burn in fire aura, the running fear response is stronger than the taunt. Which comes back to the question, assume range is linear (e.g. -100% should force them to melee range), how do you test it? Is it enhanced range (I dont remember rikti having enhanced range, the drones might, but not the regular LT types).
  13. My lvl 42 fire tank taunted a rikti, but he stayed at a distance (guess 6m?) and continue to use range weapons. I redid the taunt, and no change in the distance (he still fired). Looking at the description it is -100% range, shouldnt that have forced him into melee range? Thought this was a change from beta, or does the -100% range scale with level?
  14. I know the rule of 5 applies for IO set bonuses, but what about non-unique procs? I have an electric/electric controller, and wondering how many of the new endurance +heal procs I could use (low grade regen controller?). I'm assuming this should work, just thought I would ask for feedback in case I'm wrong.
  15. Can you specify 'not uber expensive'? No purples/ATOs? No more than 5 purples/ATOs? It helps with guidelines 🙂
  16. Bio/ or Invul/ ? Another IMHO ... Pre IO-set: I find BIO to be more survivable. Lots of heals, +absorb, great for hami raids. Also, the set is setup to either cap resistance (e.g. SL) or defense (e.g. FC) on the set. Post IO-set: I find Invul more survivable, capped defenses (sans psi), and nearly capped E/N/F/C resists. How I measured: During leveling, I had less problems with Bio/ armor. More endurance, better solo'ing due to a power that lets me choose an offensive, defensive, or other stance (aka more damage, better defenses, etc). End Game: Most of the incarnate missions, I could not tell a difference. RWZ mothership raids: -regen from the rikti made my bio tank more fragile, needing to jump into the 'safe' middle, to heal up. While I've been hit hard on an Invul/ tank, the survival time is much longer. Also, -recharge (though relatively rare), hurt Bio armor, as having more heals, means -recharge can greatly affect them. I've also tanked on incarnate TF's (antimatter, etc), and the invul tank comes out more durable. But leveling 1-50, Bio/ is more fun and flexible. Need to tank for a high level team, activate defensive posture. Solo'ing, go combat posture (forgot the power, sorry). Post 50+ content, I need to pay less attention to the health bar with an Invul/ tank, sans a Hami raid (in which case, Bio works better for me).
  17. Hello, I followed proc-monster threads with interest but have a few questions. 1. Do the -res of achilles heel stack? Does it stack with the other -res IO's (annilation proc or fury of the gladiator)? 2. Do all the BU procs last 5.25 seconds? Do they stack? Does the BU trigger BEFORE that attack hits (e.g. siphon insight in a melee attack), or only the attacks after that one hits? 3. When do you choose a damage proc over a damage IO? I'm confused on what to put into a damage aura vs melee attack. I know it is either/both power recharge and/or global recharge affects the PPM of the power. 4. If you can use a BU, -res, or damage proc, which would be preferred? It would seem BU (perhaps multiple) would be best (or several), followed by damage proc (in aoe's), and -res (in single targets)? Not everything is pylon, though it is a good single target test. I'm planning a build, but I have more options than slots, so any experience or feedback would be greatly appreciated 🙂
  18. Naked Tank. Tank who takes ONLY the required T1/2 armor ... I vote fire armor, taking burning aura .... and take placate (misdirection) from concealment power pools Take that, Tanker expectations!
  19. Thanks! I didnt want to use 2 respec's to find out.
  20. Title says it. I saw official notes mentioned endurance back with aid self+field medic, and aid other+field medic DOES remove the interrupt. I see nothing specific about aid self and field medic removing the interrupt, except a few posts by players saying it. Anyone have the correct answer?
  21. Looking for Princess Grace, Geek Girl, and others in her SG. We (Spartan Guard + shove) reformed on Indomitable.
  22. On beta, there was talk of removing the rage crash, or breaking it to a smaller -res, -def crash. Think it was put on hold until some AT revisions were made. FYI, it's on the test server forum.
  23. I'd go BoF, esp since you can give a KD proc into it. Upcoming changes: Scaling & Stats Tanker: Ranged damage modifier increased from 0.5 to 0.8, Melee damage modifier increased from 0.8 to 0.95, Bruise has been removed in favour of a flat damage scale increase. Buff modifiers increased to match Controller values. Damage buff cap increased from 400% to 500%. Brute: Ranged and Melee damage modifiers are now equal at 0.75. Damage buff cap lowered from 775% to 700%. All Brute and Tanker Epic pools now use ranged damage modifiers. Note that due to the above changes, Epic Pools should see no damage change at all. AoEs Most Tanker Melee AoE powers have had their target caps increased. Most cones now have a 10 target cap. Most PBAoEs now have a 16 target cap. Tanker now gets an inherent buff to the radius of AoE attacks and arc of cones. +50% for AoEs. +50% for cones. Some powers are unaffected by this buff. This is noted on the power description. Full list of Tanker target cap changes, area changes, etc: Currently: BoF arc 30 degrees, so it will become 45 degrees Energy torrent is 45 degrees (no changes to APP) Bof does 71 damage at lvl 50 now, will become (do cones use melee damage or range????) .95/.8 = 84 ET does 42 damage. Recharge time: Bof: 10s, ET: 24s ET has KD. BoF CAN accept an IO to do knockdown (at the cost of 1 enhancement slot) BoF has range 10, ET has range 40 BoF can hit up to 10 (will become 16). ET can hit up to 10. Tanker > Fiery Melee > Combustion 10 => 16 Tanker > Fiery Melee > Breath of Fire 10 => 16 Tanker > Fiery Melee > Fire Sword Circle 10 => 16
  24. tellania

    Dark Armor Tank

    I said functional, as dark consumption has a base recharge of 180 seconds, and soul drain is 120 seconds (while the changes will improve the targets hit, these will not benefit from the tank changes, like fire/spines/axe/mace, etc). I'm just saying, if you want the benefits from the tanker changes, dark melee seems to benefit the least of the tanker secondary sets.
  25. tellania

    Dark Armor Tank

    Which tanker change would benefit a dark melee tank? AFAIK, most of the changes increased base damage (all), and many cone/aoe ranges, as well as an increase in targets affected by said AOE's. Dark melee is a GREAT survival melee set (due to fear and a melee heal), but has no functional AOE's. If you were dark/fire or dark/spines, dark/titan, etc, I would understand the desire for the change.
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