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Everything posted by PLVRIZR
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Everyone is always welcome, as long as they bring a tank!
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Thanks, Nyght! TTT (Tanker Tuesday Tour) is a unique experience, for sure. Had a player on Everlasting, last Tuesday, say they hadn't joined a TT since Live and was stoked that it was still a thing. He was on our Hess team and we had a blast. In some of those large Council base rooms (or caves), we easily had 50+ mobs herded (probably closer to 100). What a glorious sight/experience. Seriously, if you haven't experienced a TT event, we'll be on Indom, this coming Tuesday. We usually run one of the WSTs, but will *always* have a missions team, to assure tanks of all levels have something they can join. Missions teams usually run 50 content, so levels come quickly...for everyone! See the running thread, here: Tanker Tuesdays - Tanker - Homecoming (homecomingservers.com)
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And don't forget the +psi damage proc in the Perfect Zinger set. Conceptually, it is hilarious to me that a tank can cause mental harm by intimidation 😆
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SB is good. REALLY good, and a *whole* lotta fun to team with on Tanker Tuesdays!!! 😁
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My pleasure, as always. What a great Hess run we had. Full team but a mix of Ex'd Incarnates, SO builds and leveling tanks. Finished a +2 KM in 42 min. Lots of laughs and Witty only died a couple of times, as well! Hope to be on Reunion on Saturday (what should we be up to level-wise? 30-ish?) but definitely on Indom, next week.
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Rad is a resistance armor, so make sure your resistances (will be harder to reach with cold) are 90%, with one stack of Might of the Tanker ATO proc. Your greatest strengths (clickie wise) are your absorb shield/regen in Particle Shielding and heal in Ground Zero (which is also damage proc-bombable), so pump up that recharge! You also get a bonus chance for a smaller absorb shield with the Gauntleted Fist ATO proc. There are different schools of thought on where to put the ATOs, I like fast charging, often used attacks, some prefer AOE damage auras. MA adds defense, but without DDR, your defense can (and will) be quickly stripped away by debuffers. Until that time, or in the absence of debuffers, it's just gravy, so not a bad thing.
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You can make Corruptors and Defenders pretty damned tanky with defense I/O sets and the S/L resist of Temp Invulnerability from the Power Mastery pool. Then you could heal ALOT (thinking Empathy), but your attacks would be more blasty than fisty.
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The only problem with the Medicine pool, as I see it (unless the power animation is adjustable), is it's a handheld device that heals. If that works, conceptually, then great. The only tank armor I know of that heals others is Radiation, with Ground Zero's group heal. I agree with @honoroit that the Sorcery Pool has some nifty options (Spirit Ward and Enflame for teammates, Rune of Protection for you). The Experimentation Pool also has some team support in Experimental Injection. I'm also not familiar with the canon, but your first choice of SS does have great punching attacks and animations. Foot stomp can be altered to be a punching attack on the ground. Energy Melee (glowing fists) or Martial Arts (mostly kicking attacks) might be applicable secondaries with the animations of EM, but the +def of Storm Kick would complement a resistance armor, like Rad. With RoP, you can spare some resist build and get some decent defense numbers, just be wary of debuffers. As @Doomguide2005 also noted, once you unlock the incarnate system, there are a lot of additional options, like the aforementioned heal in Rebirth Destiny.
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Always a pleasure to have you SB and... Ha! Not only were you there but this "leader" was constantly chasing you and your darned speedster...what with Electric Armor and Lighning Reflexes and probably a Synapse's Shock run speed mixed in there somewhere 😆 Also, not much else in this game compares to seven tanks herding nearly 100 Council in a giant room, then melting them away with multiple tanker AOE attacks, ah so satisfying. If you haven't checked out a TTT, you're really missing out. See ya'll next Tuesday on Everlasting, for sure!
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Happy to...and we had a blast! Not sure who dropped on the LFG port, but we ran seven tanks on a +2/8 kill most (like you have much choice on Cit), even killing (errr arresting) all the way to Vandal and finished in 53 min. Fun times and many levels (WB, you got three, right: lvl 39 - 42?) were had.
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I use one of two options. If I really need the procs to be perma-single stacked, I put them in a damage aura (or other quick recharging AOE). The other option (and the one I usually follow) is put both tanker ATOs in your first two attacks, because they will proc early and often. My Elec/Elec tank uses that method, but my Fire/Fire has the +res ATO in Blazing Aura and the +absorb in Combustion. Seems that Lighting Rod and Chain Induction don't recharge fast enough to ever get multiple stacks, but have never tried it.
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Necro/Dark MM , need suggestions, currently theorycrafting
PLVRIZR replied to Destruye Arepas YV's topic in Mastermind
I really just play him to have fun. Not for hardmode, for sure, and I don't usually join speed TFs, unless I just run him petless or with Lich and Fluffy. Just PUG-ing around or joining all-MM teams. This was my first toon on CoV and, until the p5 updates, actually ran Zombie-less on Live and HC. The added Spectres and whatnot had me respec him (obviously) back into Zombies and my usual goal is to have as many minions as possible, at all times. -
Necro/Dark MM , need suggestions, currently theorycrafting
PLVRIZR replied to Destruye Arepas YV's topic in Mastermind
Here's mine (post updates). Posting as an example of how I did it and also hoping @Nyghtmaire and others will critique: This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Lich-ilicious v4.0_p5 update: Level 50 Mutation Mastermind Primary Power Set: Necromancy Secondary Power Set: Dark Miasma Power Pool: Flight Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Hero Profile: Level 1: Zombie Horde (A) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen (3) Superior Mark of Supremacy - Accuracy/Damage/Endurance (3) Superior Mark of Supremacy - Accuracy/Damage (5) Superior Mark of Supremacy - Damage/Endurance (5) Superior Mark of Supremacy - Damage (7) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 1: Twilight Grasp (A) Cloud Senses - Chance for Negative Energy Damage (7) Cloud Senses - Accuracy/Endurance/Recharge (9) Cloud Senses - ToHit Debuff/Endurance/Recharge (9) Theft of Essence - Chance for +Endurance (11) Panacea - Heal/Endurance/Recharge (11) Panacea - Heal/Recharge Level 2: Dark Blast (A) Devastation - Chance of Hold Level 4: Tar Patch (A) Pacing of the Turtle - Chance of -Recharge (15) Pacing of the Turtle - Endurance/Recharge/Slow Level 6: Enchant Undead Hamidon Origin:Membrane Exposure Level 8: Gloom (A) Cloud Senses - Chance for Negative Energy Damage (15) Cloud Senses - Accuracy/Endurance/Recharge (17) Cloud Senses - ToHit Debuff/Endurance/Recharge (17) Cloud Senses - Accuracy/Recharge (19) Cloud Senses - Accuracy/ToHitDebuff (19) Cloud Senses - ToHit Debuff Level 10: Howling Twilight (A) Annihilation - Chance for Res Debuff (23) Annihilation - Accuracy/Damage/Endurance/RechargeTime (23) Annihilation - Accuracy/Damage/Endurance (25) Annihilation - Accuracy/Damage/RechargeTime (25) Annihilation - Damage/RechargeTime (27) Annihilation - Accuracy/Damage Level 12: Grave Knight (A) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura (27) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge (29) Superior Command of the Mastermind - Damage/Endurance/Recharge (29) Superior Command of the Mastermind - Accuracy/Damage/Recharge (31) Superior Command of the Mastermind - Accuracy/Damage (31) Superior Command of the Mastermind - Damage/Endurance Level 14: Hover (A) Shield Wall - +Res (Teleportation), +5% Res (All) (21) Luck of the Gambler - Defense/Increased Global Recharge Speed (21) Luck of the Gambler - Defense/Endurance Level 16: Shadow Fall (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Reactive Defenses - Scaling Resist Damage (33) Red Fortune - Defense/Endurance (33) Red Fortune - Defense/Endurance/Recharge Level 18: Soul Extraction (A) Call to Arms - Defense Bonus Aura for Pets (36) Call to Arms - Accuracy/Damage/Recharge Level 20: Darkest Night (A) Cloud Senses - Chance for Negative Energy Damage (33) Cloud Senses - Accuracy/Endurance/Recharge (34) Cloud Senses - ToHit Debuff/Endurance/Recharge (34) Cloud Senses - Accuracy/Recharge (34) Cloud Senses - Accuracy/ToHitDebuff (36) Cloud Senses - ToHit Debuff Level 22: Lich (A) Expedient Reinforcement - Resist Bonus Aura for Pets (37) Expedient Reinforcement - Endurance/Damage/Recharge (37) Expedient Reinforcement - Accuracy/Damage/Recharge (39) Expedient Reinforcement - Damage/Endurance (39) Expedient Reinforcement - Accuracy/Damage (39) Expedient Reinforcement - Accuracy/Recharge Level 24: Petrifying Gaze (A) Superior Entomb - Recharge/Chance for +Absorb (40) Superior Entomb - Accuracy/Hold/Endurance/Recharge (40) Superior Entomb - Accuracy/Hold/Endurance (40) Superior Entomb - Endurance/Recharge (42) Superior Entomb - Hold/Recharge (42) Superior Entomb - Accuracy/Hold Level 26: Dark Empowerment Hamidon Origin:Membrane Exposure Level 28: Fly (A) Winter's Gift - Slow Resistance (20%) (50) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance Level 30: Dark Servant (A) Cloud Senses - Chance for Negative Energy Damage (43) Cloud Senses - Accuracy/Endurance/Recharge (45) Cloud Senses - ToHit Debuff/Endurance/Recharge (45) Cloud Senses - Accuracy/Recharge (45) Cloud Senses - Accuracy/ToHitDebuff (46) Cloud Senses - ToHit Debuff Level 32: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (36) Red Fortune - Defense/Endurance (37) Red Fortune - Defense Level 35: Hasten (A) Recharge Reduction IO (42) Recharge Reduction IO Level 38: Kick (A) Force Feedback - Chance for +Recharge Level 41: Tough (A) Steadfast Protection - Resistance/+Def 3% (43) Unbreakable Guard - +Max HP (43) Gladiator's Armor - TP Protection +3% Def (All) Level 44: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (46) Red Fortune - Defense/Endurance/Recharge (46) Red Fortune - Defense/Endurance Level 47: Tactics (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (50) Gaussian's Synchronized Fire-Control - To Hit Buff Level 49: Life Drain (A) Theft of Essence - Chance for +Endurance Level 1: Supremacy Level 1: Brawl -
And due to no inherent DDR, I took Ageless (Radial), but only T3, at the moment (I think VT is only VL 20-ish), so not a WHOLE bunch of DDR.
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Thanks, Brother. Some of that may have also been the regen. For the 2 min. Hasten is up, there's only 10 sec. downtime with Energize and ~450% regen. He's 52% Melee defense and well over 90% resists (for everything but Toxic and Psi...well and Negative, but really close there). I did use a couple greens, during Energize cooldown, but only a couple, and might have made it without. I think he did as well as my Inv/SS did, a couple months back, which is saying alot. 😆
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Welcome! We had a blast. Seven tanks finished in right at 1:00! The AVs and LR were a bit of a slog, in the end, but my Elec/Elec tank sucessfully tanked LR! I also wanted to shout out to @Big Gotter, who joined TT last night (wasn't on my team but ran the skinny old man toon in WB's screenies). I swapped out NUTCRCKR, before the event, but pointed out that BGs farms were one of the reason NUT recently hit Vet Level 500 (along with a gazillion +4/8 ITF runs). If you haven't had the pleasure of running the "Tunnel Fire Farm (with or without EBs)", you're missing out. Thanks again for your contribution to the game and hope to see you on future Tanker Tuesdays!
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And I thought "toe proc" was the martial arts kicking attack with chance for putting your foot up the arse of the AV 😄
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Probably not experienced enough to start the MSR, but I can certainly handle the KR duties of referring names/coordinating the invites, to whoever is leading the instance.
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Caveat: I only have one Bio armor toon (Bio/Rad tank) I went more classic, with the Resilient Alpha (Core for Resistances and To Hit) and Melee Hybrid (Core, again for Resistances and Regen). I put survivability almost always above everything else, as a tank.
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AND takes the Entomb +absorb proc, for even more ridiculous survivability (plus just even two slotting the Superior pieces it gets 6% F/C res)! 😆
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^----this Long ago I rolled the classic Spines/Fire broot and have contemplated rolling a Fire/Rad one, but never got around to it. I dual box with a INV/SS tank on follow (and auto Foot Stomp), because that's just enough extra to clear the Big Mobs tunnel with EBs in 15-20 min. It takes almost the full 30, with just the brute. With the page 5 updates, I did have to change strategies a bit, in that I herd to support beams, so the aggro'd (but not following) mobs can't pot shot me with ranged fire blasts. The tank brings much bigger mobs, than the brute by itself, so that's what helps most with the clear times. Have fun and let us know what you decide! 😆
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Always a pleasure, WB. We were few (five) but mighty! We finished a +2/8 (dropped to +1 for the AV) "kill most" in 48 min. Much fun (and leveling) was had by all. See you next week on Exc!
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General concepts: On this build, I put the tanker ATOs in the first two attacks. They proc early and often. SJ for travel and Combat Teleport for melee, so it doesn't matter if I'm in or out of Granite. Could go Combat Jumping instead, for some addn'l defense, but once in Granite, you will be severely hampered in mobility. Mud pots got the entire Avalanche set, but if you don't go the full set route, at least save room for the KD proc piece. Another mitigation tool in the AOE. Earth's Embrace takes resistance enhancements and gets three, including the Steadfast Def and Aegis Psi uniques. Between Rooted and Health, all the heal uniques are used. Three slotted stamina, because end can become an issue, when not in Granite, due to all the toggles. Energy Mastery Epic for Physical Perfection and Focused Accuracy (I dislike being blinded). I'd also note that, while it does have some pricey pieces in the build, judicious use of Crushing Blow and Doctored Wounds kept the overall cost down, without sacrificing survivability - which is my primary goal in this build. Let us know how it goes!