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Everything posted by Rylas
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If you're looking for more AoE stuns and have a main goal of ST damage, then you should look into Energy Melee. Plenty of ST damage and a great AOE stun in Whirling Hands.
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You... you realize that's what we're doing here, right? Getting away with Granite levels of survival without any draw-backs.
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Since the Rooted change, I've been enjoying my non-Granite tanker much, much more. Then I stumbled across this thread and was inspired to revisit my build. This isn't the current one I run, but it's what I'll be doing soon enough. Defense soft-cap for S/L/E/N/P. Res cap for S/L/F/C. No sacrifice to damage performance, plenty of recharge tossed in, and since I'm using Dark Melee, there's endurance management for when I'm exemplared and can't use Ageless. [Follow up] Forgot to mention that those res caps are when the Might of the Tanker proc is active. But in Mud Pots, that appears to be nearly all of the time.
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I commend your Res/Def numbers, but your methods... might cost too much for what they achieve. Not taking Rooted is a terrible decision. Especially since the last patch that removed any mobility issues from the power. Mud Pots is a pretty good tool for additional AoE output and aggro management. I'd reconsider not taking it. 6 slotting Physical Perfection doesn't provide enough return on the investment. Just move one of your Health proc enhancements in there and open up 6 slot for yourself. Tactics is a good power, but you're already going to be toggle heavy and you could probably edge out a few more accuracy bonuses if that's a concern. You don't need the Touch of Death melee bonus, since you're well past the S/L defense cap. (frees up another slot) Combat Jumping is a good place to put Reactive Defense Scaling Resist. Leave it one slotted and Weave can have 4 slotted LotG for an accuracy bonus. (2 more free slots) If you're hitting a res cap on a damage type, aiming for even moderate def for it isn't all the critical. Or vice-versa. It just becomes overkill that could benefit you even better with other bonuses (recharge, accuracy, procs, etc.). But I like your aspiration, so it will be interesting to see what changes you make.
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My goal here is to provide constructive feedback, but I have to laugh a little here when you say it doesn't need much buff, but then go on to suggest some really strong buffs. It might make sense to explain why any buffs are needed in the first place. 1. If the goal is to buy the ally some time to be able to reorient themself for the fight, then I'd maybe suggest some amount of absorb be given when resurrected, but Fort is a bit overkill. 2. Why the increase? If it's about saving time, seems like making CM a target based AoE buff makes more sense. Though, I'm sure that would have to have its numbers adjusted down to make it balanced. That, or non-targeted teammates get a slightly reduced buff. 3. That's a huge buff. And no change to its recharge or end cost?? Whenever I play an EMP, Fortitude has a ton of efficient use just by applying it to the right team mates. I've never felt it wasn't doing enough. What's the justification here? 4. Again, I have to ask why. What is AB not doing that you think it should be? I can cast it on someone, usually whoever is tanking, and pay little to no attention to them afterward. Sometimes it means I don't have to apply Fortitude to that person. That kind of management boost opens up a lot of my resources, why should I get a recharge boost as well?
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Oh wow! I totally missed that. Thanks for catching it. I'll have to get those added.
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Dark/Rad/Mu. Lots of AoE fun, decent single target. Grab some +End procs (Theft of Essence in Dark Regen). Have yourself a good time.
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It's in the plans.
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Arachnos Soldier has been added to the collection.
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Teleport is Broken and needs to be fixed.
Rylas replied to Abysmalyxia's topic in Suggestions & Feedback
I like the fall on movement, but 20 seconds is overkill. Just a couple is enough to queue your next TP. -
Hasten: Make it Inherent, or get rid of it?
Rylas replied to Abysmalyxia's topic in Suggestions & Feedback
This is a terribly flawed argument, much like your opening post. Let's looks at why this particular argument is terrible at best, or disingenuous at worst. Let's take the resistance example. Many ATs cap res out at 75%. And only 2 cap out at 90%. If we're being generous to the case you're trying to make and looked at 90% res caps as our baseline, then you're talking about a pool power that gets you 77.78% percent of the way to a cap. Hasten, by comparison, only gets you 17.5% of the way to a cap (recharge cap of 400%). So your example is already miles ahead of Hasten. If you wanted a pool power that was comparable in terms of how it boosts resistance like Hasten boosts recharge, then it would need to increase resists by 15.75%. Oh wait, Tough increases S/L by 20%. Hasten doesn't seem so crazy as your example, does it? You're also leaving out the cost of having Hasten. I may have perma-Hasten on *some* of my builds, but I only do so with builds that can afford the recurring endurance crash. That's not lots of builds. In my opnion, Hasten is a costly power that can really put you in a pinch if it crashes at the wrong time. Not to mention, you're burning through endurance way faster with it continuously. Then there's the issue of locking yourself into a power pool that might costs you other perks your build could need. This is why your opening post failed to make a compelling argument at all. You've only address the one good part of Hasten while conveniently ignoring its costs. Don't wave the flag of being "reasonable" if you're going to cherry pick the facts. -
Can't seem to open the build for some reason.
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Rad Melee/Dark Armor Brute build for running endgame content/AV debuff
Rylas replied to brighellac's topic in Brute
Wise fwom your gwave! Yes, I'm necro'ing. But I was looking for input on the same combo so figured I should respond here. What exactly was the goal of your build? Just some higher resistance? This is what I've been going with and I've been enjoying it. Great recharge, higher resistance, low 40s Melee defense, and decent endurance management with a proc in Dark Regen. Throw Ageless on top of it, and endurance isn't an issue at all. Open to any suggestions on it, of course. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Dark Photon: Level 50 Magic Brute Primary Power Set: Radiation Melee Secondary Power Set: Dark Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Mu Mastery Villain Profile: Level 1: Radioactive Smash -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(13), Hct-Acc/Rchg(17), Hct-Dmg/EndRdx(19), Hct-Dam%(43) Level 1: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5), StdPrt-ResDam/Def+(9) Level 2: Death Shroud -- SprBrtFur-Dmg/EndRdx/Rchg(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(23), SprBrtFur-Rech/Fury(25), SprBrtFur-Dmg/Rchg(34), SprBrtFur-Acc/Dmg(34), SprBrtFur-Acc/Dmg/Rchg(40) Level 4: Murky Cloud -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(7), GldArm-3defTpProc(9) Level 6: Super Speed -- BlsoftheZ-ResKB(A) Level 8: Radiation Siphon -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(15), TchofDth-Dmg/Rchg(15), TchofDth-Acc/Dmg/EndRdx(17), TchofDth-Dmg/EndRdx/Rchg(19), TchofDth-Dam%(42) Level 10: Obsidian Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(13) Level 12: Boxing -- Empty(A) Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(23) Level 16: Dark Regeneration -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dmg/EndRdx(36), ThfofEss-Acc/EndRdx/Heal(36), ThfofEss-+End%(37) Level 18: Irradiated Ground -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(31), Arm-Acc/Rchg(31), Arm-Dmg/EndRdx(31), Arm-Dam%(33), AchHee-ResDeb%(33) Level 20: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), Krm-ResKB(29) Level 22: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(37), MckBrt-Taunt/Rchg/Rng(39), MckBrt-Acc/Rchg(39), MckBrt-Taunt/Rng(40), MckBrt-Rchg(40) Level 24: Fusion -- AdjTrg-ToHit/Rchg(A), AdjTrg-Rchg(37), AdjTrg-EndRdx/Rchg(39) Level 26: Devastating Blow -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(27), TchofDth-Dmg/Rchg(27), TchofDth-Acc/Dmg/EndRdx(33), TchofDth-Dmg/EndRdx/Rchg(36), TchofDth-Dam%(42) Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(29) Level 30: Super Jump -- BlsoftheZ-ResKB(A) Level 32: Atom Smasher -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(43), SprUnrFur-Acc/Dmg/Rchg(43), SprUnrFur-Dmg/EndRdx/Rchg(45), SprUnrFur-Acc/Dmg/EndRdx/Rchg(45), SprUnrFur-Rchg/+Regen/+End(45) Level 35: Electrifying Fences -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(46), PstBls-Dmg/Rchg(46), PstBls-Dmg/Rng(46), PstBls-Acc/Dmg/EndRdx(48) Level 38: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 41: Ball Lightning -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Rgn-Knock%(50) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 47: Assault -- EndRdx-I(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) 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: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Cardiac Partial Core Revamp ------------ -
As someone that resisted changing away from Rad/Fire/Pyre, I can tell you that Rad/Fire/Mu is definitely faster. I ate plenty of crow once I gave it a try. The four AoE's (Ball Lightning, Burn, Elec Fences and Atom Smasher – cycled in that order) on a high perma Hasten build turn out way more DPS.
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I know this idea's bananas, but hear me out
Rylas replied to Rylas's topic in Suggestions & Feedback
Now that I think about it, Ice Slick should also have the sound effect changed to a slide whistle. -
I could be wrong, but I don't remember it always being that way. I think it was changed at some point.
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Its arranged that way in Mids so the slotting can fit. In game you can place slots however you like during a respec. You can't six-slot a lvl 50 power in mids.
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Oh! Now that's good to know. I was weighing the benefits/costs of trying to get some set bonuses in my frankenslotting for DR. The only thing holding me back was that it has 18% recharge enhancement. Don't have to worry about it now. 😄
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Currently the build has 58.75% global recharge. Hoping that's enough.
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Thank you! Definitely going to avoid putting recharge in there then.
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I was having a hard time finding the words to express this, but you've captured it. DR is punished for its overkill. What's more, in drawn out AV or boss fights, its endurance cost will prevent you from surviving the fight. Considering the prevalence of Energy damage bosses and AVs can have, DA's mitigation won't be enough for single target DR heals to do the job needed. Especially if you don't have the endurance for it during a prolonged battle. This kind of balance adjustment would be a great answer.
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I know this idea's bananas, but hear me out
Rylas replied to Rylas's topic in Suggestions & Feedback
Dual Bananas/Ice Manipulation Blasters!