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Rylas

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About Rylas

  • Birthday January 1

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  1. Some much appreciated pointers, thank you! Given the feedback I moved a lot of things around. Picked up Phalanx and dropped the Fighting Pool altogether. Thanks again @Psyonico for that clarification and pointing to Chain Induction. The ST/AOE damage is a little more balanced now. And @Zect, your slotting suggestions for Deflection started a domino affect shifting bonuses around. The resists are a lot more rounded out now. I've got AD to perma stacking once Spiritual Core kicks in. Even without it, it's only a 14 second gap, and that shouldn't be that major. I've done what I can to get HP as high as possible since I won't have a heal, as well as recovery. I get the feeling I'll have to pick up Ageless. Telecommuter.mbd
  2. Ah, I totally misunderstood the power description. I can drop maneuvers at least and maybe drop Gaussian’s. Thanks for the clarification! With current slotting, SA is about 1/2 of SC, and 3/5 of Lightening rod. But it’s still a good clean up for any small mobs left over. I’ll consider Chain Induction. For me, the stun in Clap is secondary to the KD (KB to KD, that is). Not having a heal, I wouldn’t mind the extra mitigation tool. Still, the at damage is admittedly slim. It’s worth tinkering with.
  3. After getting such great feedback for my Elec/Rad tanker (she's been a lot of fun, and is just now getting into the Incarnate realm), I thought I'd see if there weren't some tweaks that can't be made for this Shield/Elec that I've been tinkering with. The Goals: Solid defense, good recharge, and being a TP'ing SOB! Shield Charge and Lightning Rod, sure. But also Spring Attack. And Combat TP. And Fold Space! If I'm not leaping to them, I'm pulling them to me. I'm not as worried as being an absolute boss in Incarnate content, just having a fun game play style for crowd management. My reasoning so far: Considering how often I'll be moving around, I'm leaving Phalanx Fighting off the build. I can't always rely on its defense for alphas, so I've built to keep myself soft-capped without it. All positions are 50 or higher to cushion for Def Debuff. With the near Hasten levels of global recharge, I should be able to keep things moving at a fast pace. I went ahead and grabbed Lightning Clap for some extra crowd control and proc damage. Cardiac Core seems like a no-brainer. It could definitely make use out of end reduction, range and resists. Thoughts? I've tried to minimize slotting/power selection where I could, but I'm sure there's some things I failed to consider. I can always have my mind changed on things like Phalanx Fighting or Lightning Clap. But the teleporting powers are a must. Any thoughts on ways to open power selections or slots up? Missed opportunities for recharge or def or damage? Critique me, senpai! Telecommuter.mbd
  4. Any reason it has to be perma-Granite? It's quite possible to have high res and def to almost everything out of Granite as well as having damage slotted in your attacks. I have a Stone/DM tank and he runs through pretty much all content no problem and I never use Granite. If he doesn't have capped res to a damage type, then it's soft-capped on def. But if you absolutely have to have Granite, then maybe consider the Teleport pool. Combat TP, TP and Fold Space would probably be way more useful for movement than trying to max out set bonuses only to negate most of the slotting you've done by running in Granite. Slotting that gets mostly negated so you can run slightly faster in Granite with a Psi hole that gets exploited in a lot of endgame content vs high res and def including Psi, damage in your attacks, and no -recharge to slow down your effectiveness in a team. Which would you prefer?
  5. I didn't mean to imply that was your goal, but you made me reevaluate my approach all the same. It'll be a bit before I can implement both, but I'll keep you posted on how it does.
  6. I've weighed the pros and cons of Proton Sweep versus Cross Punch and decided to go with PS for a couple of reasons. First, the toxic damage and debuff features of the power along with a wider arc. And second, it made slotting for my goals a little easier. For <30 tanking, I've gone Melee defense (you convinced me, @Erratic1, to give it a go). That and Hasten levels of recharge should help for most content at those levels. Also planning on attuned enhancements to make the most of receiving bonuses and enhancement values at the levels I'll be at. Elec-Rad Lowbie.mbd For everything else, I've maxed out resistance as best I can. One application of SMotT gets me to the cap for all but Toxic, but I was able to get 50% resistance to that from bonuses. High recharge and lots of AoE damage as well. Elec-Rad Endgame.mbd
  7. I've been away for a couple of years, so I'm sure you're right 🙂. Duly noted
  8. Sounds like the overall consensus that Proton Sweep is just "meh". I'll consider Cross Punch since I'll already have the Fighting pool. And yes, this is Electric Armor. I should have mentioned that, my bad. The only reason I'm that far over the resist caps is that I was trying to plug up Neg/Psi/Tox as best I could and there's a lot of overlap I wasn't able to avoid (and a 6th wasted bonus at one point) to get there. But these were first passes for 2 different approaches, so I'll revisit that to see if I can't tweak those better. The ol' Type vs Positional debate. 🙂 I base it on AT. Blasters? Go ranged and stay out of range. Most powers have a positional attribute, so in that instance, you're pretty safe going for Positional. Melee ATs? I go typed, because 1) range still hits you and 2) a majority of attacks are tied to a smash or lethal. Shields and SR being a separate issue. Based of this, and everyone else comments on DDR and end game, I think I'll be going for both builds. I enjoy tanking for lowbie teams and TFs, where DDR isn't quite as prevalent. I can leave the capped res build for higher levels and end game. Thank you all for the input and advice!
  9. My in-game experience with Proton Sweep has felt lackluster. Even with improvements to Tanker AoE, I don't feel like it lands a lot when mobs are clustered around me. Compared to something like Shadow Maul, it seems to underperform. I was hoping to have a bit more AoE with my build, but maybe I should just find a more functional power instead. How do most people feel about Proton Sweep? Additionally, what performs better? Capped resistance to most types with moderate defense to all, or soft-cap S/L slightly less resistance? Pics for refernce:
  10. PATRON POWER POOLS HAVE BEEN ADDED!
  11. ANCILLARY POWER POOLS HAVE BEEN ADDED! Whew! Let me tell you, Ancillary Powers took a lot of time. I struggled with figuring out how to organize the powers when adding them to the opening post and eventually just gave up on trying to make sense. Why? Because they're a mess! Now, this isn't Homecoming's fault. They inherited this mess. Based off of what I can tell from the Homecoming wiki (a la Historical section notes) I think they tried to do what they could with how things already existed. Unlike Patron Powers (coming next) and Primary/Secondary Powers, Ancillary Power icons are all over the place when it comes to consistency. Invulnerability icons? Doesn't matter what AT you are, they have the same color scheme. Fire Melee? Same across all ATs. Same for any control set, patron set, whatever. But Ancillary icons can't make up their damn mind! Hell, even how they're presented in the wiki is chaotic compared to Patron powers. No hate or blame directed at those that keep up the wiki; they probably cried when tasked to manage those particular pages. As an art director, this rustles some jimmies. My undies are bunched. So, to whomever at Homecoming I should direct this offer to; I'm happy to recolor ancillary power icons to be consistent across the board. Whether that's picking one of the existing color schemes, or making new ones so that they aren't sharing color schemes that already exist in primary/secondary sets. For my own sanity, pretty please, let me do it?
  12. ARACHNOS WIDOW SETS ADDED: Presence Night WIdow Training Fortunata Training Teamwork Widow Teamwork Fortunata Teamwork
  13. Great news for those who have been patiently awaiting it. I've finally put together a zip file of all the icons, and you can find the link in my signature. As I update and add to the icons, I'll make sure to also update the zip.
  14. Unfortunately things like accolades and badges are quite a bit more complicated and detailed to try and take on. Power set icons aren't terribly complex, and so recreating them from scratch isn't difficult to do while remaining as true to the original art as possible.
  15. POWERS POOLS ADDED: Concealment Experimentation Fighting Flight Force of Will Leadership Leaping Medicine Presence Speed Sorcery Teleportation Also, Acid Arrow has been updated to its current icon. Arachnos Widow powers are next on the list.
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