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Gigajoule

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Everything posted by Gigajoule

  1. MotT stacks with itself up to three times. Best not to count on always having that third stack though, IMO, but having two fairly consistently should be doable for most people. Looks pretty good to me. There are only some minor things I would adjust, but some of that is down to playstyle or personal preference. For example, in Energize I personally would take a Numina's pure Heal instead of the Doctored Wounds Heal/Recharge, but that is because I use Energize more as an occasional emergency heal than trying to keep it up close to permanently. For me, Recharge for Energize is less important than just straight Heal, given my playstyle. (My secondary, Radiation Melee, has a quick recharging self-heal I use as my main bread-and-butter keep-my-HP-maxed power. Energize only comes out when Radiation Siphon isn't enough to keep up. But with no self-heal in Staff Fighting, I guess you'll need to lean on Energize more, so the way you have it slotted might work better for you.) I would also consider a Numina's pure Heal in Health in place of the Miracle +Recovery proc. The reasoning for that is, currently your build has a substantially better Recovery/EndUse (3.06/1.1) than mine (3.45/1.76). That's good, but it probably doesn't need to be that good-- personally I prefer to de-emphasize Endurance Recovery and EndRdx and just abuse Power Sink to keep my End bar filled indefinitely. So for me, Regen is always preferable to Recovery. Then again, your planned +Recharge is miles better than Gigajoule's, so you may actually find you need the extra Recovery beyond what Power Sink can give. Looks good to me though. Definitely keep the Physical Perfection, I would say.
  2. Maybe the 10-foot/16-target thing is the reach of the Contaminated proc? I do know that you aren't doing a full Rad Siphon attack to more than one enemy, so it isn't that. But I believe if you punch a Contaminated enemy with Rad Siphon it will cause the normal small burst of damage before consuming the Contaminated effect (though I could be wrong about that). That may be what the 10-ft radius thing is. I don't think Contaminated procs taunt enemies beyond what you are getting from so-called punchvoke, but this is difficult to test (due to the difficulty of isolating it from punchvoke), so I can't say that for sure.
  3. I have a pretty much maxed out Electric Armor Tanker, albeit with a different secondary. A few thoughts: - You're not going to need three slots in Stamina once you get Power Sink at level 26. I just have the one automatic slot in Stamina myself and that's more than enough. If you're looking for extra slots to move around, start there. - Similarly, you don't need nearly so many slots in Tough. Just two (with the Aegis Psionic unique and the Aegis straight Resistance) are enough to get you to the S/L cap. Move the remaining slots elsewhere. - Never really understood the appeal of the Kinetic Combat set. Since that set maxes out at level 35, you are giving up a substantial amount of Enhancement bonus in order to get a specific set bonus that could probably be found elsewhere. If you will be using that attack in your normal rotation, it should be slotted up with level 50 enhancements. OTOH, if you only have it because it's the required level one power and never actually use it, just leave it with one slot. Slotting up powers to be used only as set-mules should be a last resort, IMO. - Getting Psionic resistance from ~70% to around ~80% made a big difference for me. 80% is within Might of the Tanker range of the resistance cap. Could put in one extra slot (dropping at least one from Stamina) and fill it with the Gladiator's Armor pure resistance enhancement. (The set bonus you would also get from that may not be huge, but it is something. Mainly I am suggesting this change in order to get your Psi resist up.) - Regen is an often-overlooked key ingredient to tanking success. A fairly minor change you could make to give yourself a sizeable regen boost would be one more slot in Health with the Numina's pure Heal enhancement in it. That gives you extra regen both from the enhancement itself and a set bonus. - I am not sold taking Maneuvers for Tankers, let alone Tactics. But you may like them. I kind of prefer Energy Mastery's Physical Perfection (more for the regen than the recovery).
  4. Electric doesn't rely on click powers for survivability, unless you mean the emergency heal Energize. But every Tanker primary set's emergency heal is a click (if they have one). Electric's bread-and-butter defensive powers are all toggles. Or, I guess you could mean Power Sink, but that isn't really a survivability power. That's more of a refill-your-Endurance-bar-whenever-you-get-around-to-it kind of power. Electric is a very strong resistance set (comparable to the other resistance-only sets), easy to play, with no Psi hole, and no Endurance problems. Layering some defense and regen on top makes for a very solid all-around tank whose only real vulnerability is Toxic damage.
  5. Having played both an Ice Tanker and Electric Tanker to 50, I completely agree with your placement of both Ice Armor and Electric Armor. I notice no Willpower in the list. I guess I would put that in the middle tier, functionally good but with some issues to work around (namely that taunt aura).
  6. A few screenshots... Good turn-out... Get the Ultrascope! (Went from level 3 to 14 in one TT session...) After a hard day's tanking, a nice poolside break is just the thing. (Seriously, the TankHQ SG base looks amazing...)
  7. Maybe I'm just weird, but I like to frequently change up which badge I have showing on my character at any given time. Some days I feel like a Dance Legend, other days perhaps a Happy Camper, still others I want to mark myself Already Dead. But it's cumbersome to use the Badges window when you have several hundred badges to scroll through and you want to set a particular badge, but can't remember if said badge is an "Achievement" or "Accomplishment" or something else (very annoying for days when I feel Strong & Pretty, and can't recall which category that falls under). Also these badges aren't in alphabetical order, which also makes finding a particular badge in the window take longer if you have a whole bunch of 'em. What I'd really like would be a slash command where you just type in the badge you want and boom, it is set. That is, I type in something like /set_badge "Strong & Pretty" and the game checks to see if I have that badge, and if I do, sets it as my badge title (and if not, doesn't). Could include it as part of a macro as well, perhaps associating a badge with a particular costume (e.g., /macro Celeb "cce 3 ccspin$$set_badge Celebrity" or what have you). There's actually a slash command already that kind of does this, called /set_title, but it takes an integer argument instead of a string, matching to the badges' internal ID number (which we have no way of knowing other than trial and error). So for example, with that, I type in /set_title 5, and the game checks to see if I have the badge with the internal ID number 5-- in this case, the Celebrity badge-- and if I do, sets that as my badge. If I don't have Celebrity, the game clears my badge title. That's kind of close to how I would like it to work, but I would much rather it worked by matching to the string that is the badge's displayed title instead of a mysterious internal ID, i.e. /set_title "Celebrity" instead of /set_title 5. That would be much, much more user-friendly. Also I feel like set_badge would be a more logical command than set_title, but that's not as big of a deal. (To be extra clear, I am talking about setting badges you have already earned with this command, not awarding yourself new badges.) There are always potential problems when doing string matching I know, such as players not remembering if it's Strong and Pretty or Strong & Prettty, or if the game doesn't like the special characters as in Strong & Pretty or Danger! Danger!, but these are not insurmountable hurdles. It is a small thing, I know, but it would be appreciated by many. Or certainly by some. Ok, well, I would appreciate it, at least. ;)
  8. Willpower's biggest con is probably its subpar taunt aura.
  9. My main on live was a level 50 Ice/Ice Tanker, and my main now is a level 50 Elec/Rad Tanker. So, I have experience with both powersets, just not together. "Would love to be an aggro holding machine." Ice Armor's Chilling Embrace will get you there all by itself. It doesn't need to be combo'd with anything else. CE is an amazing taunt aura because it pulses every half second. It is also auto-hit (i.e., doesn't require a to-hit roll.) You can just run or jump past enemies and CE will reliably hit them and taunt them without you needing to stop and punch them. Damage auras on the other hand pulse once every two seconds, and also require a to-hot roll. Running past enemies is less likely to work since you will likely pass them by between ticks, as it were. You'll be stopping and punching enemies a lot more than you would be with CE to maintain aggro. Damage auras are fine, don't get me wrong, but you will need to lean on Taunt and/or "punchvoke" more than you would with Chilling Embrace. Icicles will not contribute nearly as much in the aggro department. And Irradiated Ground may or may not generate any aggro at all (hard to say). As Gulbasaur said, it is technically a pet, so I am not sure if the damage it causes is properly ascribed to the Tanker for purposes of aggro. I mean, it might be, but this is difficult to test, and in practice, IG doesn't seem to me to generate much aggro at all. Also, the way IG works is, it is auto-summoned when you stop moving for a second or so. It doesn't follow you around when running per se. If you are moving constantly, IG will not be doing as much damage as it would if you were standing still. Whereas with Ice Armor, I kinda liked being able to stay constantly in motion, sort of semi-kiting enemies and also lining up Frost (the cone attack from Ice Melee).
  10. Destiny: Destiny in general is not particularly applicable to soloing AVs since a solo AV fight will last several minutes, much longer than the Destiny buffs' period of peak effectiveness, no matter what it is. That is to say, if you need the Destiny buff to keep you standing vs a particular AV, it isn't going to save you in the long run since it won't come close to lasting the whole fight. What the Destiny slot is useful for is helping other people during certain iTrials. Clarion is handy in certain particular encounters, e.g. the Underground trial. And rezzing people with Barrier Radial is always a nice thing to do (especially if they die again right away haha). Interface: Degenerative is really helpful versus AVs, especially when solo. I solo'd the Faathim the Kind TF yesterday (including AVs Malaise, Mother Mayhem, "Nemesis?", Baphomet, and Lanaru the Mad-- of these, only Baphomet required the use of Lore pets due to his beefy self-heal). Degenerative was a key ingredient to my success. I recently switched to using Degen full-time from the more "tanky" Diamagnetic. It seems to me that it pulls a lot of aggro, an unexpected bonus, though this is hard to measure objectively. I do seem to get warned/sequestered doing BAF a lot more than I did before making that switch (and I haven't made any other big changes recently that I can think of). Lore: Which Lore pet you go with is not as important a decision as the choice between Core or Radial pets (Core being pure damage, Radial including a buffing pet). Core is the correct Lore choice for most purposes, including soloing AVs. Core Lore pets are also super-helpful in the BAF prisoner escape phase. That said, there are a few considerations when it comes to these pets. Pets without a melee attack are more likely to not get destroyed by AoEs if you position them wisely; that can potentially be a big thing. (Although in some cases it doesn't matter-- Lanaru the Mad for example has a wide enough radius AoE that I don't think it's possible for your Lore pets to not get quickly destroyed by him.) Also, pets that can fly will have an easier time following you through certain areas, which is always nice. And pets that are not screen-filling ZOMGHUEG monstrosities will be a lot less obnoxious to yourself and others. Robotic drones check all these boxes. I believe Polar Lights do as well. Hybrid: Hybrid is kind of underwhelming in general. But assuming you don't need to patch your build up with one of the more tanky-oriented choices, Assault Core is probably your best bet-- just don't expect it to work miracles. (The double-hit proc from Assault Radial doesn't seem to proc off of damage-aura ticks, which are a substantial chunk of my DPS as an Elec/Rad tank, so switching from that to Assault Core was an easy choice for me.)
  11. According to Pine's, it gives +3.45% HP, which is pretty good compared to most +HP set bonuses. Because it is a proc though, you will want to slot it in an auto power like Health or Physical Perfection if you want it to be always on. EDIT: I think that this is 3.45% of base max HP, so around +64 max HP for a Tanker. That may not sound like a lot, but note that your regen rate is proportional to your max HP, so +HP buffs like that will also boost your regen slightly.
  12. Took a few screenshots of Everlasting's first TT. Tankers' favorite pastime: vehemently discussing powersets... One of these is not like the others... Asleep on the job (except for the Blackwand-wielding Auburn fan)...
  13. 5th slot of the first tray. Easy enough to reach the "5" key with my left hand.
  14. Electric Armor would definitely be something to consider pairing with TW. In addition to Power Sink and Energize, which go a long way toward fixing End problems, Elec Armor is also highly resistant to End-draining and Recovery-debuffing effects, which I imagine would otherwise be pretty annoying to a build that is heavy on the End-usage already.
  15. You lose your SG affiliation if you transfer servers. Also the "fog of war" is reset on all your minimaps, although I guess that's not that big a deal. I don't know how many transfer tokens you get-- I have only transferred a couple of characters. I would like to participate in TT sometime, but all my characters are on Everlasting now. Will probably wait for it to come to me haha.
  16. Well, I am not really an expert by any means. I did play an Ice/Ice Tanker and Elec/Energy Blaster pre-shutdown and have a level 50 Elec/RadMelee Tanker now though, so I do have some experience with End Drain in various forms, even though I haven't rolled a character with Elec Melee per se. My feeling is that End Drain isn't the best synergy with the -Recharge that Ice inflicts, since the waiting time you impose on enemies for their attacks to recharge and the waiting time you impose for their End to recover to be able to do their weakest attack don't really stack, if you follow my meaning. To put it another way, if you are keeping them at zero End, the slowing effect of Chilling Embrace, Energy Absorption, etc, is kinda going to waste. And if you don't drain all their End to zero, then you haven't actually prevented any attacks. The other thing about End drain as an offensive strategy is that it is mostly only useful soloing (or perhaps duoing). In a normal group situation, everything dies so fast, the mitigation effect of draining End won't be very noticeable against the much more obvious impact of the enemies being drained of all their hitpoints by the rest of the group by the time your End drain finishes animating. Although, sometimes it can be useful: if a group gets split up somehow (what? never!), and you find yourself alone with an aggro-cap worth of enemies on you, draining their End while you either wait for help to arrive or (more often) just solo the group yourself slowly actually does help mitigate the incoming damage somewhat. It won't shut the bad-guys down altogether, but they will mostly only be using their cheapest End-cost attacks once they are fully drained. (That assumes the enemies are considerate enough to come close enough to be drained, of course. Wisp Oppressors and what-have-you will try to stay away.) But even though that is a valid "use case" for End drain, you probably wouldn't want to intentionally seek out that kind of situation. It's generally more efficient to stay with the group after all. And the only things that don't die fast, namely AVs and Giant Monsters, are for all practical purposes immune to End Drain shenanigans anyway. That necessitates that End Drain not be the only tool in your toolbox for mitigating damage. And if you have some other tool, the conventional wisdom goes, why not just focus on that other tool and forget about End Drain altogether? Easier to be a specialist than a generalist, so the thinking goes. In practical terms: are you going to slot Energy Absorption for Defense and Recharge or for End Mod and Recharge? It will be less effective to try to do both. Most Ice Tankers focus on the Defense aspect of EA and ignore the End-draining effect. And, to be honest, that is probably the right call for most builds. That's not to say End-drain is bad-- it does have some impact in the right situation-- just don't have unrealistically high expectations for its awesomeness, especially from Energy Absorption. And there is this to note as well: the Alpha Musculature Total Radial (rare) and Radial Paragon (very rare) Incarnate abilities improve End Mod effects as well as damage. This End Mod effect is quite noticeable for my Electric Armor Tanker's two End-draining attacks, which are all I need to shut down a big group of bad-guys' Endurance if I decide I want to (though, as noted, most of the time, this is unnecessary). It probably would be even better with Electric Melee.
  17. Defense works better the more of it you have. With just Weave and CJ, you have such a low base that a couple of extra percentage points won't make a lot of difference, and a couple of percentage points is probably all you'd get even from the top-tier Agility Alpha. Not really worth it, IMO. Now, if your planned set IOs bonuses would put you at, like, 35% Defense to everything, then even just a couple extra percentage points on top of that would be huge. (So far as I know, the Alpha doesn't affect set bonuses per se, but set bonuses are still part of the overall picture because the value of a percentage point of Defense goes up the closer you get to the Defense soft-cap.) Regarding Resistance, that will probably work better for you than Defense, but if you are at or near the cap for S/L Resistance, or plan to be, strongly consider going with Damage instead (i.e. the Musculature line).
  18. In the primary, I consider Power Surge (our version of Unstoppable) to be skippable. I am not a fan in general of "crash" powers, though I recognize they do have their situational uses. Normally though, with capped resistance to Smash/Lethal/Energy, solid resistance to everything else, and very high Defense from set IOs, you should find Power Surge to be unnecessary. I skipped it on my Elec/Rad tank and do not miss it. My "oh crap" button is inspirations. Every other power in Electric Armor is really, really good. For the secondary, I don't have any recommendations since I haven't made a character with Electric Melee.
  19. Frozen Aura has always been part of Ice Melee. Edit: The classic "Offensive Guide to Tanker Ice Melee" calls FA "our very own Foot Stomp," but I think that is referring to the damage it does, not it being a literal Foot Stomp. Although, who knows? I had a level 50 Ice/Ice Tanker pre-shutdown, and I do not remember what the animation for FA looked like. Maybe it is a literal Foot Stomp? Anyway, I think the conventional wisdom is to slot FA for damage and ignore the Sleep component, using it in a manner similar to how one would use Foot Stomp.
  20. Kinda need Chilling Embrace if you are going to do actual tanking. It is one of the best taunt auras in the game, owing to the fact that it pulses at a rate four times faster than most Tanker taunt auras. It doesn't need any slots either; just an End Rdx in the one slot it comes with is fine. Icicles is kind of a waste. It is a very Endurance-inefficient way to do damage, and isn't anything special for gaining aggro, especially compared to Chilling Embrace. I would ditch Icicles, get Chilling Embrace early, and redistribute the slots currently in Icicles to other powers.
  21. Gigajoule

    Ice Armor/?

    Ice Melee and Dark Melee both synergize well with Ice Armor. Debuffing the enemies' ability to hit you helps to cover Ice Armor's RNG unreliableness. I had a level 50 Ice/Ice Tanker on live back in the day.
  22. Contaminated lasts a pretty long time. It is possible to Contaminate a foe, get in quite a few non-Contaminating hits and still Radiation Siphon for the heal. The other interesting thing about RS is that it is actually a quick heal over time. It does its thing over the course of three half-second ticks. So, if you pop Fusion, punch a guy, and start the Radiation Siphon as you are taking that initial burst of alpha strike damage, it is less likely to overheal quite as much. That said, while I think RS is fun, it doesn't get much use in 8-man groups under normal circumstances. Stuff just dies far too quickly. In a long fight versus a tough AV though, it's pretty nice. And it is very nice for soloing EBs and other challenging content, or for playing in duos or small groups.
  23. I mean, I guess it depends on what you mean by "viable". In theory, sure. The source code is out there; knock yourself out. I don't expect it will be quite that simple in practice though. Having the server's source code is one thing, having the expertise and internal content-development tools the original devs had at their disposal to change and improve upon it is quite another.
  24. Well the forums are back up, so I reckon that's a good sign.
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