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  1. My bane does not have venom grenade. He’s a ST machine and for ST -Res I use shatter armor from mace mastery (no redraw between epic mace and bane mace). Poisonous ray is a good ranged attack. He’s wicked fun, and very sturdy with better than soft capped defenses to everything but psionic, plus decent resists (79% s/l for example). He crushes through 54 inc solo content in DA. Crowd control + the mace mastery aoe are enough for aoe and the ST chain 2 shots bosses if getting executioner strike in.
  2. I was thinking about something similar, basically a melee claw fortunata build, with the psi AOEs. Followup -> lunge ->swipe -> strike is probably the highest dps ST chain a fortunata can have anyways. I'm interested to see how it plays
  3. Pyre is good because of bonfire with a KB-KD IO. Between that and poison trap you have more than enough control. fireball and the ST blast are much much better than the primary rifle attacks obv. I also slot KB->KD in the little bots and assault bot so the mu immob isn't as useful to me as for others.
  4. Frag and venom grenade are the same, channel gun is energy instead of lethal (and 1.3s v .9s activation) and longfang is a slower to activate (1s vs 2s) than burst but otherwise identical. The main gain to the crab spider soldier tree is suppression imo, and if you are going to take suppression then you might as well take channelgun, longfang, crab venom/frag instead of the wolf spider versions because the gun redraw will ultimately eat into your dps. Also if you go full crab spider you won't have redraw issues (since no gun) with the cones from leviathan if that's your jam (personally I enjoy an aoe tankmage crab over a full crabbermind build, ymmv). The crab melee attacks are kind of crap imo, if you want a melee SoA a Bane spider or a widow variant should be on your radar instead, unless you love the theater of the crab as a melee character (they do look pretty good admittedly)
  5. This seems to me to be the real problem. Theoretically tankers can be built tougher than brutes, but realistically there is no 50+ content that can actually test that extra toughness with even moderate team buffs/debuffs. So we end up with the score guys deciding to just buff tankers damage to be more 'brute'-ish, probably because it's way easier than stiffening up the lvl 54 content to make the extra survivability actually factor in. Hell, most of us here have probably built traditional 'squishy' classes that are nigh-unkillable at the current endgame difficulty.
  6. Do the changes either remove the full benefit of Fury or buff tankers to realize the same damage benefits of a constant near full Fury bar? I don’t see enough on paper changes to close the damage gap enough that tankers will become better inf/min farmers than top brute builds
  7. I really enjoy the faultine arcs, the croatia arcs, the pi tina/unai/maria arcs, and post-50 I hang around DA sweeping moth cemetery since it’s the only incarnate zone in game. kings row, perez, boomtown, steel, skyway, bricks, creys, eden, founders, independence port i generally visit only for task forces or occasional level appropriate radio teams. They are just either bland or inconvenient (looking at you IP)
  8. I think I only have ~12-13 seconds hasten downtime if the FF proc never hits (i whirling smash whenever its up though since I had to sacrifice crushing blow and titan sweep for defensive powers). I find there are few chain gaps just obviously I end up using WS and AoC against single targets a lot. Momentum kinda forces gaps and the 'slow' rend armors/AoCs to gain momentum give everything else plenty of time to recharge. Also throw in a second or so for taunt when momentum expires. My end bar doesnt move now but was a concern well in the 40s before all the accolades, physical perfection, etc. Plus in 8+ man TF/Trial content, ageless is being cast so regularly that I dont even feel the need to slot it and am currently running barrier as an 'oh shit' button. I was pretty close to rolling this guy as a Dark/TW tank, but the end issue definitely dissuaded me lol
  9. No offense guys, I think the dick measuring context of which unkillable endgame tanker build/set is less killable is fairly silly 😇. I personally chose invulnerability over shield for 3 reasons: 1) I dont like click mez protection on a tanker, hell I dont really like click defensive powers in general 2) Dull pain is great, i feel more comfortable with a self heal even if i never have to use it (i generally use it practively if at all) 3) Shield is incompatible with, in my opinion, the best tanker secondary in the game titan weapons (don't @ me). With Melee and Invincibility set to 1 enemy which seems like a good baseline (Also tough is toggled off, since it only nets an effective .3% S/L resistance). My favorite part of this character isn't the fact that it's basically unkillable unless I go afk while fighting battle maiden or something. It's that if a second tanker joins a TF/Trial, say a granite tanker who by definition will hit like a wet noodle, I can let them take point and still contribute because Titan Weapons is just that good. Sure I can't dps like a stalker/scrapper, but I'm better than a brute without fury 😛 mcdoogss.mxd
  10. Mace Mastery is pretty good for a Bane Spider, Shatter Armor is another big ST hitter that adds -res, and the aoe blast is better than the bane version if you dont like cones. Most importantly, no redraw for any of the Mace Mastery powers. I like Leviathan for an aoe monster crab build. Bile spray hits harder than all other aoes after venom grenade’s toxic debuff. For a crabbermind, the one of the pets is essential
  11. Plant/Storm is a blast, with very respectable damage for a controller.
  12. I think just buffing lvl 54 mobs would go a ways towards providing some more challenge on the original, non-incarnate endgame story arcs/TFs/Trials, without the HC devs having to develop too much 'new' content. Even with 4-5 lvl 50s pre-inc x4/x8 is trivial, and becomes a face roll once they get their alpha level shift. Maybe giving all 54s a buff across the board (or even make all 54s whatever the few incarnate mobs are with their extra to-hit/etc) will introduce a little more fun to the endgame.
  13. That makes a lot of sense for us people with self control. Sounds like that is not the situation OP is in.
  14. You are replying a lot for someone who isn't defensive. Were you 'just joking' bruh? 'Relax it was just a joke' right?
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