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Zect

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Everything posted by Zect

  1. There are posts stating that pain is more offensive and emp is more defensive. Pain and emp differ in the mitigation and offensive buffs they provide, e.g. +res from pain vs +def from emp, and there are situations where one is more effective than the other. However, viewed as a whole they both have high defensive and offensive capacity. The real differences are: Emp is more small-group-focussed, while pain is much less so. Emp has two powerful buffs that are single-target (fort and AM, both of which comprise much of its defensive power), pain has only one (Painbringer, and it's slightly weaker than AM for a variety of reasons beyond the scope of this discussion). Like Ant-Man, Emp gets proportionally stronger as the team size shrinks, up to a limit; on 4- and 5- mans, a good emp can powerboost-fort every single player except themselves easily. Emp potentially has significantly more endurance management capacity. Even though recovery aura can't be made permanent, it can have very good uptime on permahasten+ builds, and Pain does not have anything comparable so you cannot as easily counter drain-heavy environments. Emp has a considerably higher skill floor (minimum skill level needed to achieve acceptable performance) than emp, and it is possibly the most skill-demanding support set - which doesn't say much for a game that's overall very easy to play at all levels, but still. This is especially true since emp's critical buffs have multiple uses, both offensive and defensive, and myriad interactions with other players and powers. Optimal play of emp involves not only high battlefield awareness, but also efficient decision-making skills backed up by extensive game knowledge. For example, identifying when a critical teammate is suffering from slow and diverting the next AM to them to prevent a wipe (because you know that it gives slow resist), all in the middle of upkeeping fort on most of the party, spot healing, blasting, and keeping an eye on the recharges of multiple critical powers (fort, auras, powerboost). For Pain you mostly just need to upkeep your area buffs and decide who is getting painbringer.
  2. I came to explain why the OP's idea is terrible, and found that numerous people have already done so. Excellent display of civic-mindedness. Increasing target caps is an indirect (but extremely powerful) buff to aoe powers, which are already very strong in coh, so this idea is awful, too. Knowing how not to engage above the tank's target cap if necessary is just something players need to learn.
  3. Despite being an orange circle set, DB's combos are not impactful. They are toys to play with but high end optimization ignores them. DB is a followup set (like claws), with all the strengths and weaknesses that entails. Like most lethal sets, it can fit double -res procs. This is why it tends to shine in pylon tests, although in "real world" situations it's not bad, either. The 3 strongest attacks are ablative strike, blinding feint (followup), and sweeping strike. In addition to these nearly all toons will take the PBAoE. 1k cuts is a matter of taste. Some people swear by it, others pass. I personally prefer epic aoes which are much stronger. Historically, the best attack chain was BF AS SS AS. With current technology it is possible at extreme levels of rech to do BF AS SS which is a slight gain (significant gain if SS hits > 1 target). I remain unconvinced the required build compromises are worth it.
  4. This build is not bad for a tanking tanker, or as I like to call them, turtle-tanks. In general, you've hit upon the right idea by attempting to hardcap most/all resistances and building for high recharge. Nevertheless, there are mistakes and inefficiencies in your build. First of all, you do not, in fact, have permahasten. You may have mistaken this to be the case because the FF proc in kick is toggled on. you have 137.5% global rech. Assuming a standard slotting of 2x +5 level 50 common rech IO's in hasten, permahasten is ~156% with agility core T4, though in practice it's okay to be a few seconds off. I'll discuss some ways to boost rech below. The Impervium armor +psi resist can be swapped for a 6th armageddon. This gives the same psi res, but 6% more tox res. Furthermore, instead of slotting the aegis proc and impervium proc, you can slot 2x impervium procs in different powers. It's not a big deal but the mez resist on aegis is not significant for an armored AT. The preventive med proc can be removed and the slotting of energize changed to 6x prevmed. This gives slightly less rech enhancement, but slightly more FC and SL res and rech set bonuses. The way you went about getting melee def in general can be improved. Melee def is an okay build goal for such builds because the sets required are generally ones you slot anyway in the course of pursuing res bonuses. However, 6x gaussian's is inefficient (the aoe and ranged def won't make a big difference) and so is 4x kinetic combat (typed defense, not positional). Here is an example of an improvement: Slot tough: 4x unbreakable guard (incl proc - move it here from charged armor which is the stronger power) Slot fusion: 3x adj targeting My above suggestion re: prevmed should provide enough res that you are now res capped without the 4x multistrike in spring attack. Remove all slots from spring attack. Redistribute the defense uniques in your other armor toggles. Unslot kinetic combats. You gained 5.25% EN res and 5 free slots at the cost of only 0.625 melee def (still softcapped). The higher enhancement value in Tough provides enough SL res that you can drop a piece of Might of the Tanker or Gauntleted fist (recommended to drop dam/rech) because you are still SL res hardcapped and do not need the SL res 6th slot bonus. Radioactive smash can be slotted with some other set you like, e.g. 6x hecatomb for F/C/psi/tox resistances, rech and acc., A different possibility is to slot 6x oblits in spring attack (if you actually desire to use the power) and remove gaussian's and kincombat. You only have 55% -rech res. -rech res is important for most resist sets because you do not dodge debuffs, and slows are annoyingly prevalent - even the council, everyone's favorite whipping boys, have marksmen and galaxies. You can fairly easily fix this by putting a winter's gift +20% slow res in SJ and with a spare slot, mule 2x blistering cold in boxing. This gives 90% -rech resistance, a respectable amount. That said, superior blistering colds are like 25 million apiece so I understand if you demur. An alternative is 3x synapse's shock in power sink for 5% less slow resistance, if you can spare a slot. If you can spare an extra 2 slots, you can slot weave as 4x shieldwall incl proc, 1x reactive defenses proc, 1x lotg 7.5. This gives 4.5% EN res, 2.25% HP and the same amount of regen. This, combined with my recommendations above, completely closes the negative res hole. This is important because nictus are a major endgame villain group.
  5. If you read the post you're quoting, you'll see it says 3x might of the tanker proc. That's the secret sauce. (Which - and yes, I know the posted image is just for fun - I don't recommend, because it's a 6PPM, 10s duration proc. Developer intent is clearly that you can maintain 1 stack on average, no more. Don't get too used to it, then feel bad when it's inevitably fixed.)
  6. This post was so passive-aggressive and veiled in insinuations. If you think I'm being elitist or denigrating, just say it. "Zect, calling normal mode 'babymode' insults the people who play it," and explain why. And I'll have you know that like the overwhelming majority of players, I play babymode content and do so frequently, enthusiastically and joyfully.
  7. I was a skeptic myself, but having tried it out, I changed my mind. There are ways to deal with the crash, it is nowhere as hard as you're making it out to be. However, it's not for players used to a very passive playstyle where you expect to not have to pay attention to clickies and buffs (such players should go with the set bonus route instead).
  8. Counters/Weaknesses of resistance: Debuffs. Def sets double-dip since missed attacks do not debuff and def sets are primarily concerned with -def resistance. Resist sets eat much more debuffs and careful attention needs to be paid to patching up key debuff resistances (e.g. -rech). I often see poor build design where high-rech resistance armors fail to build for >80% slow resist resulting in complete loss of offensive and sustain capacity against something as lowly as the moonfire TF mish full of council galaxies. Low slot-efficiency. A Huge def bonus is 3.75% def; a Huge resistance bonus is only 4.5% res. An Ultimate def bonus is 5% def; an Ultimate res bonus is only 6% res. Hence, against enemies with standard tohit, Resistance bonuses of the same tier provide less mitigation than defense. Build tension with offensive power. Generally, the most slot-efficient resistance bonuses come from attack sets (ATIO's, purples and winter sets). This is unlike def where considerably more of the most slot-efficient options come from non-attack sets. Strengths of resistance: Enemy tohit agnostic: You are much less affected by enemies with bonus tohit, incarnate mobs, or hard mode mobs. This makes it substantially easier to determine breakpoints for general-purpose builds that are meant to go anywhere and do anything. This also makes resist stronger in a high tohit environment because the slot-efficiency required for defense sets to softcap vs incarnate/HM mobs tends to be costly if not prohibitive. Spike damage resistant: You have much more time to react to incoming damage. High def low res armors tend to face spiky incoming damage profiles which demand faster reaction times. The order of resistance set bonuses, from most abundant to least abundant, goes approximately: Psi/F/C (psi is higher than tox, due to the presence of impervium armor) Tox EN SL (however, SL is usually covered by toughness, so you usually need less of it) Since resist set bonuses always have lower slot-efficiency, it's important not just to look at a list of set bonuses in the mids set bonus finder, but also be aware of situations where you can double-dip and get good resistances to two or more damtypes, or also get a large recharge or other bonus, for maximum slot-efficiency. For example, I often see awfully made builds that slot only 3x purples for the FC res. In some cases I see terrible slottings such as 3x armageddon 3x avalanche for a total of 12% FC res. A better slotting such as 6x armageddon provides 6% FC 6% psitox res (12% total) - the same amount of res, but packing massive acc and rech bonuses as well. You can then trade-out psi res for FC res elsewhere in the build to meet your FC res build goal (or just do the same thing again with a different purple set). An important tip is to look beyond typical brute power choices and be aware of where else you can slot sets that achieve the above. Ranged, mez and taoe powers in particular open up many slot-efficient choices not usually available in brute primary attacks. For example, 6x bombardment is a rare set that offers 5% rech, 2.2% SL and 4.5% EN res. Even though its slot-efficiency on any single of those bonuses is kind of mediocre, the complete package is actually a worthwhile consideration. Another of my favorite examples is the prestige sprint SL trick - you can take all 4 prestige sprints and slot 2x Celerity in each of them, getting 2.25% SL res every time. Consider also the ability of some powersets to use unusual IO sets - for example 3x FF can be considered in KO blow or Crushing uppercut (a decent proc and 3% EN res, or in other words 1.5% RPAS, on par with shield wall - plus the KB enhancement is actually a good thing since both these powers do KU). And remember that brutes can often live with underslotting damage enhancement, because most of brutes' +dmg% comes from fury. A rule of thumb is that there is approximately 35% ~ 40% of reasonably achievable resistance set bonuses in the invention system available for brutes (though this figure includes ATIO's and the res uniques), and slot-efficiency starts to fall off a cliff after that. This means a regen brute will get to around 50-55% res to all, maybe close to 60% if you're willing to cut back slightly on some other build goals, on set bonuses alone. This can be boosted with other defensive powers for when you really need lots of mitigation. My favorite regen brute uses the Defense Chain concept to cycle multiple powerful defensive clickies one aftter another, achieving superlative mitigation with high uptime. I have a gimmick build that has hardcapped (yes, hardcapped) resistance to all with > 90% uptime, and for the rest there's IH. It's a gimmick because it sacrifices a lot of offensive power (no procs, notably), but this shows what is possible with the state of the art.
  9. Softcapped defense mitigates more than hardcapped res does (95% vs 90% of incoming damage), but the most dangerous critters in the game have always been either very debuff heavy, e.g. Vanguard Sword, have tohit bonuses, e.g. hardmode critters, or both e.g. Rularuu. In practice this means that def tends to fail in the situations where you desire tanker survivability the most. Add to the fact that ally def buffs tend to be abundant in-game (e.g. maneuvers) and def inspirations are pound for pound stronger than res ones, and that tends to push max survivability builds towards prioritizing res over def, while maintaining sufficient capacity to softcap def in an emergency or when really needed. However in babymode difficulty (ITF, farms, radios etc) max def and middling resists, with remaining build capacity dedicated to offense is definitely very strong and generally more useful than a turtle-tank. Musc is not bad, though tanker damage scalar (0.95) is still low enough that you can nearly always produce more dps by using the alpha for slot-efficiency and slotting damage procs in your attacks instead. Every tank ST attack can fit at least 4 non-unique damage procs. Of course, if you manage to take both that's even better. In general however you have correctly identified some elements of good build design: designing while keeping the target content in mind, and a proper respect for the value of DPS.
  10. Re: the thread title, yes. Bigotry should be stamped out wherever it pops up. However, remember that homecoming is essentially f2p so it's not too hard for one or a few very persistent trolls to continually make new accounts behind a VPN and come to stir trouble. It's not as though you have to make a purchase, or have played for X period of time to get chat privileges. I consider this more likely than genuine widespread acceptance of hate-based ideologies.
  11. Conventional wisdom for bio is: softcapped def or close to it (some don't softcap all types), permahasten (gives close to 50% uptime on parasitic aura), don't be in the negatives for exotic res when you have offensive adaptation on, and as much SL res as you can fit. However, you are an SS/ which complicates the picture because of the huge defense loss from the rage crash. My recommendation for an incarnate SS/Bio is: 1. Perma doublestacked rage - takes about 172% global rech with spiritual core paragon. This has many synergistic benefits due to the huge tohit bonus (+40% unslotted) overpowering enemy debuffs and allowing you to skimp or eliminate acc slotting in many attacks and heals. Being able to slot less/zero acc due to insane rage bonuses is one of the big privileges of grossly overpowered SS toons. Don't waste it. 2. Barrier* destiny - the strongest overall destiny and the perfect solution to your rage crash. With doublestacked rage, it will crash every minute. On odd minutes, you use barrier destiny. On even minutes, you use parasitic aura. This way, you have a burst of mitigation or sustain every time your defenses drop. Your build is very bad with many inefficient choices, hasten over 30s away from perma at the best (the essence of bio is always: recharge recharge recharge), positional defense sets on a typed defense armor, and all sorts of amateur build design mistakes. You slot the weaker resist unique but not the stronger (where's the shield wall?), I don't know what TotH and ToE are supposed to do for your build (better options: 5x doctwounds +optional 1 common acc or 6x prevmed provide rech, resists and a useful proc; 2-3x 53 D-sync reconstruction saves slots while providing good enhancement value) You also manage to skip all the best powers from your epic and pools, though I can't tell if this is a deliberate concept choice; if it is, I completely respect giving up character power for concept. Carry on. If it's not, then you really want arctic breath over school of sharks, the -res and knockdown make it the star of mako's epic. * I know a lot of people will try to tell you to go ageless for the debuff resist. This is questionable since the -def resist is ineffective unless you have native -def resist to stack it with. For every 2 minute cycle, ageless radial T4 provides: 85.50% res to all debuffs for the first 30s 63.75% for the next 30s 21.25% for the last 60s Bio has zero native -def res. Zero. This means that half of the time, a Romulus Centurion will hit you and you lose 8% def instead of 10% and start to defense cascade anyway. It's objectively, mathematically worthless. The debuff res from Ageless radial is good on sets that already have middling amounts of debuff resist to stack with it, such as invuln (but then invuln is not usually a set that demands high rech, so you have to think carefully about whether you're getting your destiny's worth there, too.)
  12. Invuln has a relatively hard time hardcapping resists through set bonuses alone because it has below-average exotic resists, in exchange for above-average SL resists and substantial+def. Its unenhanced exotic resists from passives and toggles combined are 20% on tankers (Psi: 15%). Most tanker toggles give 30% to damtypes they are not intended to be weak against, with elec being higher across the board. Res enhancement enters red ED at around +50% enhancement value, and there is approximately 50%* of easily achievable resistance set bonuses in the IO system. That means that an invuln tanker can reasonably get to ~80% exotic resists. However, slot-efficiency sinks deeper than the wreckage of the Titanic trying to get that last 10%. Your options are, and you may need more than one of them: Barrier core T4 (can be considered perma-5% def & res to all). This means passing on rebirth or ageless. Take a resistance alpha, usually cardiac (resilient does not provide enough slot-efficiency given invuln's low base exotic resists). Note that this means passing on agility which in turn means a harder time getting perma-DP and softcapping def, and costs offensive power. Take a 2ndary with a res bonus - this is the route you choose. Use Unstoppable. This is technically not "passive" since it is not permanent, but it deserves a mention as the route that best preserves offensive power (procs). Suck it up and get the set bonuses. This tends to cost all your damage and recharge potential and generally relegates you to the status of a turtle-tank. Further, the slot-efficient resistance bonuses tend to come from attack IO sets, so some powersets struggle harder than others depending on how many attacks they want to take, and what kinds of powers they have access too; it may limit your choice of epic and pool powers too since invuln is already costly on power choices. * Includes the res uniques, 1 stack of Might of the tanker proc, and non-stupid build design Pick your poison. Your build above relies on rune of protection which only has 1/3 uptime, which is okay if you are taking advantage of the lower resistance needed to build in offensive power. But you don't do that, and relying on rune is also not what I would usually consider "passive 90%". You choose some very inefficient sets such as aegis (the SL res is wasted) and harmonized healing (harmonized healing??). The @Xandyr build has a severe psi/tox hole due to failure to leverage purple sets for FC and psitox resists; 6x armageddon for example is effectively 12% resist, or 2.4% RPAS, on top of formidable acc and rech bonuses. Both of you make critical mistakes, such as failing to split up gauntleted fist into two sets of 3x for EN res, and non-perma dull pain; accoladed invulns should always shoot for perma-max HP because of its powerful synergistic effect with your high mitigations.
  13. Up to this point, you are correct. Everything else in your post is wrong. The correct change is to nerf tankers. Brutes are just fine and fun to play as long as you don't have to wonder why you aren't playing the AT with both superior defenses and superior DPS.
  14. This idea is just dumb, before even getting into tech debt and version control and so on. If a powerset is nerfed to preserve balance and players are allowed to still play the legacy un-nerfed version, then what's the point of balance changes in the first place? This is just a way for munchkins to try and dodge the well-deserved nerfs headed your way. Finally, pushback against the FF revamp has nothing to do with "veterans" not liking the new changes. It is because I and numerous others realize that 1) the continued proliferation of -res is harmful to the game - there are now only three (out of 16) buffdebuff sets with no -res, and one of them is kin; that 2) adding the most powerful offensive debuff to the most defensively powerful set makes it grossly overpowered; and 3) in general this is reflective of a failure to make a pure defensive set worth playing (basically, dps is too valuable in the current iteration of the game).
  15. Medicine has never been a meta pick (which is what people usually mean when they ask if something is "worth it"). If all you care about is the meta, you can stop reading here. Arguments against aid self: 1. It costs animation time to use, and hence, causes dps loss on a dps AT. 2. It can be interrupted, unlike most healing powers. 3. It competes with the meta power pool layout which is flight/leaping, haste, fighting, leadership (you can make an argument for no leadership on some toons though). You often do need hasten for top tier attack chains unless you are taking a recharge alpha (which, again, translates to dps loss on a dps AT from not taking musc). 4. There are many more sources of healing in the modern game, such as claiming super greens from email or various temp powers and procs. Note though that passive procs such as panacea are weaker on stalkers and other low EHP toons because you have less luxury to wait to see if they kick in. Tankers with high EHP buffers can afford to risk engaging even if they hit a proc drought. Arguments in favor of aid self: 1. Like all healing and regeneration, it works against all damtypes, all vectors, irresistible damage, and autohit damage. 2. According to the Tanker Equation: survivability = mitigation x healing x DPS. On a toon with high mit and high DPS such as your SR stalker, small amounts of sustain can significantly extend survival times especially in a no insp no temps scenario. Medicine sees some use in niche applications, mainly no insp no temps soloing of AVs and other hard targets on high-mit, low-sustain sets. If that's your playstyle, you may want to consider it. Otherwise, avoid unless you know what you're doing.
  16. Power boost can be used as an alpha absorber. It boosts your +def toggles for its duration, and on a rech build has close to 50% uptime. Think of it as a slightly weaker small purple you can activate on a cooldown.
  17. No to unnecessary difficulty settings that further fragment the playerbase. Yes to proper balancing and beefing-up of existing enemy groups in all content to fix power creep over the years, diversify and refresh the meta, counter imbalanced builds/playstyles, and provide a fun gameplay environment for all players.
  18. I don't keep track of this kind of information. I personally find it more fun to log onto random alts, and see what there is to work on. However, I was very enthusiastic about optimization in the period shortly after coh was brought back, and I collected very extensive data regarding various powersets' ST and aoe performance. If you've seen the recent melee powerset comparison thread in the AT forum, that's the kind of thing I did, except that my methodology was far superior to Ston's and my data vastly more extensive and accurate as a result. I stopped around the time of the TW nerf; I realized there's really no point to that level of statistical data-collection in a game where encounters are not very deterministic and where there is no content that demands, or even rewards, that level of hairsplitting.
  19. Yes. Not only would it work, it would be monstrously powerful in its current form - stronger even then SR (except perhaps at the extreme top end of optimized SRs which take advantage of the scaling res). A 1:1 port of EA to tankers, given minimal IO slotting, would not only have no neg hole - the hardest defense hole to close on melee toons - the combination of higher -def resists, a stronger energy drain to provide buffer against -def, significant res to all, and heals and regen that scale with tanker's significantly higher base and max hp, would negate or considerably counter most weaknesses of +def sets. And to that it would add considerable offensive buffs in the form of rech and end recovery. Sets with multifaceted defense (the concept, not the gameplay mechanic of +def) scale disproportionately well when applied to tankers. Port with care.
  20. Re: AI, I want to train an AI chatbot to make mids builds by feeding it data chunks (from the old mids export, before they went and ruined it). The big problem is getting a good sample size of high-quality builds to train it on. Hopefully, there may soon come a day when you can type "chatGPT, build me a savage/invuln/mako with typed defense softcap vs 1 enemy in melee" and it will spit out a build, and I can retire for good.
  21. This is such a funny, typical scrapper forumite question. I view it as a Rorschach test - your answer says more about you than it does about your toons. Beyond the obvious factors of enemy groups, damage types et cetra, there's the question of under what conditions your +4x8 soloing can be done. What a lot of forumites will not tell you is that their builds make significant sacrifices in offensive power or utility to achieve this, or that they solo slowly and only with great risk, or that they need to wait for key powers to recharge between spawns, or that you need a lot of tactical knowledge (which mobs to burst down first, etc.). It's not necessarily the guns-ablazing, Rambo play that the coh community is used to. With this in mind, all toons can find some combination of conditions under which they can solo some enemies at +4x8. The questions are: which enemies, how fast, how reliably, what are you paying (in terms of build constraints) for the privilege, and is it actually a practical endeavor or is it just for epeen purposes.
  22. I'm pleasantly surprised to see that the most serious issues have been fixed before I got here: Procs in cloak of fear (if you want to procbomb something, try touch of fear, drain life, or an epic blast instead) No slow resist No ToE proc in dark regen (I need to emphasize that it can fire more than once per usage, so use it in a crowd and it refills your entire blue bar; unless you are obsessed with optimizing for single-enemy fights like I am, it is always worth considering) Here are some more things to think about: 1. You took shadow punch but not smite. In case you are unaware, all toons can now pick the 2nd power of the 2ndary at level 1. Smite should be taken as it is the higher-DPA attack. 2. The way you slot dark regen is a war crime. You deliberately skip the rech and melee def bonuses from oblits, and you have little endredux slotting in it. Oblit's weakness as a set is the lack of endurance reduction. That coupled with the absence of heal enhancement means this power heals little for a high cost. Either get a useful bonus from it or frankenslot with D-syncs or +5 1boosted panaceas for heal, rech, endredux and a toe proc. 3. Arguably, armageddon should be put in the stronger aoe attack (shadow maul) that can actually utilize the high rech bonus. death shroud can slot 2-3x superior avalanche for FC res and slow res. However I do appreciate that some people don't want to shell out for 20 million IO's so it's up to how much your wallet can withstand. 4. Gauntleted fist is wasted in touch of fear. It is a powerful set with high enhancement values and a good proc. It should go in a good attack that can utilize the high damage and rech enhancement. The absorb proc is extremely powerful (10% of tanker max HP, or something like 311 HP per proc; bleepin' ED-capped particle shield is only a little over 1.1k) and as part of a good attack chain contributes significantly to staying power. Finally: your build goals are all over the place. You have 49/31/27 M/R/aoe def. The melee def is okay for a tanking tanker because it generally comes from sets that tankers want to slot anyway. However, you are seriously undercapped to ranged and aoe. You would probably be better served patching up your EFCPsi resists with that slot investment. Here is an example of how you can hardcap energy res with 1 stack of your might of the tanker proc. You now have 70.1% E res. Might of the tanker brings that to 76.8%. If you split up your gauntleted fist ATIO in two sets of 3, you can get the 6% energy res bonus twice bringing us to 82.8%. Slotting 4x unbreakable guards in obsidian shield brings us to 85.05% (and also caps psi resist - the reason your psi res is so low is that you have poor enhancement value in obsidian shield). Replacing your slotting in ball lightning with bombardment makes that 87.3%. The remaining 2.7% can be made up by your reactive defenses scaling res proc, since in actual combat you expect to take damage frequently. This caps two resistances and gains 5% rech while losing only 1.7% melee def and 3.75% aoe def. P.S. Regarding the suggestion to 2-slot boxing or brawl with blistering cold: on your build, you can utilize the fact that you have mu lightning and slot 3x winter's bite there instead for 6% FC res and 15% slow res. This is a stronger option than the brawl/boxing one if you are after the res.
  23. Your build looks like one from late 2012 - aiming for i-capped def with a layer of resistances to back it up. Invuln in 2023 has the meta "problem" that 1) all the most damaging critters in the modern game have high tohit and 2) defense buffs are abdundant and much more efficient coming from teammates than your build. So that kind of nudges max-survivability designs to prioritize capping resistances first while relying on the team for +def, and invuln struggles to cap exotic resists. If you want an undying tanker in the only content in the game that asks for a tanking tanker (4* hardmode), you should try something like rad/ma/soul (or any parry set with rad and soul, though I favor MA because it's not only one of the better dps sets on tankers but also offers across-the-board defense), which can get 40-45% def to all, capped resists except cold across the board, strong debuff resists against the most dangerous debuffs (slow and drain), amazing sustain, endless end, offensive buffs, and a darkest night with fender debuff values. The lack of -def resist isn't an issue, since in the content where you need it, the point is to provide a thick layer of defense to stack with party buffs, and outside of that it can be considered abalative armor. Invuln isn't exactly bad, though it wouldn't be my first pick for hardmode because it has poor sustain - and do you really want to trust pug healers? In the end, play whatever you like, this build still has more mitigation than needed for anything you're likely to encounter and 99% of people who talk about building tankers that can "stand up to anything" never actually play hardmode anyway.
  24. It increases aoe radius and arc. Have you met my friend the 22.5ft radius, 16 target dark oblit with fender tohit debuff values?
  25. Lots of whining, little substance. If you can point to specific problems, sure, but I see no substantiative arguments from you (or any of the people agreeing with you). It's a poor smith that blames their tools. I personally think it's less that storm blast needs help, and more that other sets need nerfs (especially all the top-dps ones).
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