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PLVRIZR

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Everything posted by PLVRIZR

  1. My pleasure and I dusted off the actual PLVRIZR for this one...and the Council didn't stand a chance. We had seven tanks (half non-50s) and ran a +2/8 in 58 minutes. We did speed the "save the hostage" mission (assist goes to Witty and ATT back to the door), but was a KM the rest of the way. The aforementioned Librarian did pad our defeat count, as usual, but there were very few others. The Council buff was most noticeable on the Galaxies and I don't know that we had any boss rezzes, other than the normal transformations into WarWolves. I hadn't run it in a minute, but Witty reported that the "standard" mission trip to Skyway was deleted....almost certainly because Striga is now a co-op zone and the TF can be run with a blended team. If you haven't done Moonfire in awhile, it's a (somewhat) new experience and always enjoyable.
  2. Yup, I posted mine and he does just fine 😁
  3. Ah, Willpower. Agree with everything said about HM content (and add +4/8 ITFs and tanking LR, without Ageless DDR and/or support), but my WP/Fire tank PL'd my first farmer (Spines/FA) and cruises in farms of all types and 98% of all other content. Middling defense, middling resists, monstrous regen. The not so distant past buff to Fiery Melee made him even better and more enjoyable.
  4. I agree, with the caveat that if you have the cash (and you should, if you follow @Yomo Kimyata or @Sovera's advice), the +Res and +Absorb procs from Might of the Tanker and Gauntleted Fist, respectively, are really nice bonuses, at the lower levels.
  5. My $.02 infl., and the preponderance of my experience is SS paired with Invunerability, although my titular toon is Stone Armor/SS and I've done Rad Armor with it, as well. The experiences are unique, but each are very gratifying. Foot Stomp is one of (if not the most) satisfying attacks, on a tank. The QoL change to make it available (to tanks) at 30, changed the whole set's utility and makes exempting down to what, Yin, and later, makes playing SS a joy. On Inv/SS, with a nearly imperceptible 27% recharge (and no Force Feedback procs slotted) through bonuses, it's <10 sec. cooldown. When Hasten is up, it's 7. That's a nearly nonstop stream of smashy destruction, with mobs on the floor and the Armageddon proc firing...which even fires during Rage downtime. Speaking of, the Inv defenses are ridiculous and the -def from the rage crash is offset by saturated Invincibility. As previously mentioned, Rage alone is good enough, double stacked is just silly, and (while I just recently started taking it) Hand Clap can also fit FF +rech and the KB/KD/Taunt sets' damage procs like Explosive Strike +smashing...also thematic 😆 Speaking of thematic, while no one would argue that Knockout Blow isn't "slow", the wind up animation is what hooked me on SS, back in 2004. A proc. and double stacked Rage makes it remarkable. Try it and see if you like it. There are more combinations of archetypes and powersets than I could ever do in a lifetime, but I've done a few (see sig) and SS gets a thumbsup vote, from me.
  6. The Manti team had a great time. We had a full team of eight (with several non-50s) and still finished a +2/8 in less than an hour. Witty was on the team, so we did have a couple (well...eleven) defeats, but I give him props for leading several of the missions to the objective, while I was cleaning up. Also big shout out to @ZemX for (always) taking the herding lead. I got no screenies, but there were several times we had 50-75 bad guys bunched, with the requisite PP Elites, debuffing to the max. 😆
  7. Thanks SF. I stand corrected.
  8. Vet levels. Every third gives you 20 (until 100). You can "farm" the Unai (second) "close the ruptures" Council mish. Since it's not in AE, it gives general gameplay rewards in XP and Infl. Don't close the ruptures, kill the map, exit, reset, rinse, repeat. On 54/8, it gives almost a full vet level, each solo run.
  9. Great fun! I had to drop before Posi (but thanks for all the other leading @Ronin_Around). Picked up Posi1, today, so are we good for Posi2 or should we wait for Everlasting on the next Reunion event?
  10. Key (for me) is Rebirth Destiny, for the heal that SD/BA lacks. Resilient Alpha to get your resistances near cap, Mighty Judgement, for more smashy damage, Diamagnetic (my go-to Interface for all melee toons), Lore...pick your flavor and Melee Hybrid for more +res and regen.
  11. My pleasure. We had seven tanks (and big shout out to @Spaghetti Betty for helping to lead the herding of Freaks/Sky Raiders) run a 54/8 and we finished in 40 min. even. Purple recipes abounded (even for some of us who already had the MC badge)! Cash money!!!
  12. I didn't take the teleport pool (and since I focused on max-survivability) or Clobber, even though I was told by build critics that they would "clobber" me for skipping the single best solo-damage power (I'd rather have middling AoEs, instead), but the Def and Res numbers, without Incarnates or temp powers/tricks, are undeniable. Add the MoT +res, and the resistances are outstanding. Without going power by power, you'll see that I used more Unbreakable Guard sets, for better resistance numbers, took both One with the Shield and Grant Cover, both to mule IOs and for teaming benefits. It also includes super-cheap sets like Multi-Strike (x2) and Crushing Impact, so the build won't break the bank (well comparatively). Add a single stack of MoT and Resilient Alpha and Melee Core (resist with one mob) and the numbers are just silly: Mace to the Face_v3.0.mxd Needless to say...pretty "Untouchable".
  13. There are two trains of thought, on this topic. Some of my tanks take a fast-recharging Tier1 or Tier2 attack, to basically guarantee two stacks, if you're keeping those in your attack rotation, and need them for your max numbers. The other (which I use on Fire and Ice armor) is put it in a toggle, so when you're in mob groups, it is an "always on" one stack. Sometimes you'll get two stacks. My current Bio (Bio/Fiery Melee) strategy is putting the MoT in an early AoE attack (Combustion) and GF in a cone AoE (Breath of Fire). This is mostly because FSC gets a full damage set. The build is such that the bonuses (+res and +absorb) are just gravy, rather than needed to be in the calculations for survivability. Also helps in exemp-ing, as the +res is really helpful, when you go back and do the Posi-s and Synapse...
  14. Hard to do a direct to direct comparison, without the data chunk or the Mids file attached to your post. Other than your intent to use Fold Space, what are your goals? The tankiest possible? Single Target monster for soloing? A blended approach?
  15. Paging @Warboss. His Atomic Minotaur build is exceptional!
  16. Ronin challenged us with a +4/8 with no temp powers, and it was no problem. Finished in 33 min. Much fun was had by all and there were at least three team members, who had never done MC, and got purple recipes...so bonus!!!
  17. Posted mine, below. Sacrificed some damage for significant survivability. Does more damage than the Elec/Elec tank version, but the tank is sturdier. No taunt on a brute...personal preference. Other differences: 1. Charged Brawl - Full set of Touch of Death 2. Charged Armor - Full set of Aegis 3. Havoc Punch gets the Superior Brute's Fury (procs alot) 4. Jacob's Ladder, took it, since I went with Energy Mastery, instead of an offensive Epic, full set of Obliteration 5. Lightning Field - Full set of Superior Unrelenting Fury (procs alot) 6. Thunder Strike - Needs a KB to KD, or they go flying. Didn't bother with FF +rech, since I use Hasten and the proc in Lightning Field and have FF +rech in Lightning Rod. Cheapo Razzle Dazzle gives End, HP and Melee Def. 7. Build Up - Full set of Gaussians, for the Melee Def (along with alot of other benes) 8. Chain Induction - four slots (limited by other choices), so put a cheapo Pounding Slugfest full set (8% Regen and 2% Damage) 9. Energize - Full set of Preventive Medicine (8.75% recharge) 10. Lighting Rod - needs KB to KD or they go flying. Yes, I put a FF +rech in there 11. Panacea in Health and Power Transfer in Stamina (+HP) means bonus green numbers floating, as well. Incarnates include Ion (for theme), Musculature (for damage), Carnival (for Forge) and Barrier (of course). So I'll say it for everyone else. Tanky Brute?..."I would have put a whole lot more damage in there"... 😁 Let's just say, he farms the "Just teh Council" S/L Dreck map just fine. With no tricks or Incarnates, you get 43% Melee Def. (no DDR, so can be stripped quickly) and right at 90% S/L resist. 90+ Energy (of course) and 54 Neg/63 F-C/66 Psi. Just my $.02 infl and take on the theme. ZZAAPPP_v4.0 - Brute (Electrical Melee).mbd
  18. My "titular" toon is Stone/SS. Did the I27p5 update, below. The posted stats are without granite, but with all the other armors on. He mules the Unbreakable Guard 7.5% HP, there, and is practically unkillable. PLVRIZR v5.0_I27p5 update - Tanker (Stone Armor).mbd
  19. Welcome. He does alright 😆
  20. My pleasure. Here is Heraclea's build (God rest their soul), and my version, which is my take on the same combo: Heraclea_InvDM.mxdDARKNESSREIGNS v4.0.mxd
  21. Because Infl. is SOOOOO easy to get, even at low levels, I begin to slot "set" pieces ASAP. The proc ATOs, as early as 2nd or 3rd level. Then the sets at 7th, 12th, etc., etc., whenever available. SOs in all powers, and upgraded every level. Always.
  22. If you go that direction, here's an idea: NUTCRCKR v6.0_I27p5 update - Tanker (Invulnerability).mxd
  23. Yeah, bummer for me, too. I was going to bring NUT (my sturdiest Inv/SS), so anyone with a Hyperstrike or Infinitum-based build should do OK.
  24. And that's the best part of this game. You can tailor your build to whatever you deem important. You'll also note that @Sovera is a class act, and recognizes that, rather than those who just immediately jump on the opportunity to show how only their opinions and build theories should be followed/respected. I focus on survival, rather than single target damage. So to try to soothe the damaged souls 😆, here are my philosophies and reasons. -I'll start by agreeing that the BotZ KB prot. enhancement was overkill, so I moved it to Taunt and added the sixth piece of Mocking Beratement for another +7.5% recharge. My KB target is 12 pts. and back when this was built, I was hooked on KB numbers. Not really necessary now and 10 is OK. Remember, slow resistance and recharge are key, as you will need Energy Absorption up, as much as possible. With this change, the recharge is 26 sec., which is less than half the time of it's unslotted time. Using Recovery Serums is an option, but after you hit 22, it shouldn't matter. When CoH started, there wasn't much soloing with tanks and your job was to survive and hold aggro, thereby letting the true damage dealers (Blasters and Scrappers) kill things. Your kills were (are in teaming) just gravy. I rarely take both T1 and T2 attacks, on any tank. T1 is a fast recharging and constant attack, so Gauntleted Fist goes there, for lots of +absorb activations. Absorption shields are the same as "free hit points". Many builders don't like the ATOs in AoEs, but I've found that with Icicles (or Blazing Aura and the like), I have one stack, consistently. Rarely, if ever, two stacks, but since I focus on survival (Res. and Def.), I don't need it. -Kick: The perpetual controversy. It's slotted with a Force Feedback +recharge. No I don't often use it, unless exempted. What hurts my soul is to see empty slots in Mids', so it's an easy fix to fill with FF. -Seismic Smash: The bonuses from Char are just too good to pass up. Resistances (including recharge resistance), tasty defense boosts and a sprinkling of end recovery. Wait, and there's another +absorb proc? Sold! Definitely a team approach, rather than solo or as a max damager. -Combat Jumping: Same as what Sovera said and it (usually) is a mule for some of the defense uniques. Since Ice is a defensive set, those go in Frozen Armor, instead. -Taunt: Normally, I one slot it with the Perfect Zinger +psi damage proc, since it's auto-hit and has a base recharge of 10 sec., doesn't need recharge. In this build, it's a full set of Mocking Beratement, for the set bonuses. End, resistance, defense and, most importantly the 6th slot for the aforementioned 7.5% recharge enhancement. -Energy Absorption: Targets and target numbers determine how much end you refill and since you're always at the center of the mob(s), you should refill fully, each activation...so...more defense for me. The bonuses for LotG (Regen, HP, Accuracy and Resistances - especially the Toxic/Psi for the 6th piece) are more important (to me). -Salt Crystals: Yes, required pick for Quicksand (not many are, but I'm a fan of the 'sand) and Stalagmites, but the -Rech proc is valid, once it hits. Having said that, it's usually reserved for bosses and isn't in the regular rotation. Quicksand gets Ice Mistral, mostly for the 5th piece and 6.25% recharge, but also has HP, Accuracy and Recharge debuff resistance. Stalagmites gets Ragnarok for chance of KD and 6% fire resistance. Part of this build's art is that Earth Mastery perfectly fits the theme. AVALNCH: A nearly indestructible muddy snowball that will slow you, knock you down, stun and hold you before pounding you into oblivion. May take a bit longer than a procc'd out damage monster, but when you've got damage around you, the team is incredibly safe. (numbers with no incarnates and one stack of MoT and one mob in EA): And with Incarnates (Resilient and Melee Core - 1 mob):
  25. My favorite ice toon is Ice Armor/Stone Melee. This is a leveling build, but also fully kitted out at 50. As with almost all my builds, it is not the absolute maxx, as some of the decisions to eek out that last 1% of whatever, goes against my thematic or fun factors (or just personal preferences). AVALNCH_4.0 - Tanker (Ice Armor).mbd Ice's endurance recovery offsets stone's thirsty attack chain. Stone melee's controls complement Ice's slows and vice versa. Recharge and slow resists are key, as you are dependent on refilling your end bar with Energy Absorption (lvl 22)...which also gives you a +def, for every target in range. If you don't want to continuously get your "butt whooped", take Yomo up on his offer, follow @Sovera's money making tips (in his sig), and buy the handful of uniques, as they become available. You can buy the tanker ATOs immediately (at least get the Might of the Tanker +res and Gauntleted Fist +absorb), as those sets boost your stats immensely. Other uniques come on at various levels starting around lvl 7. Look at the build in Mids' and see those items that are unique. Not dying alot, especially as a tank...when the rest of the team is counting on you being upright, is worth adding those pieces in, early. 😆
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