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Spaghetti Betty

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Posts posted by Spaghetti Betty

  1. The coolest thing about MA is that it really will pair with anything! I can talk a little bit about each of your choices.

     

    4 hours ago, Shadowstorm06 said:

    Dark Armor: Brings great resists, best heal in the game and some defense of it’s own. MA should let it hit some soft caps for defense. Could see this being incredibly tough. Has a damage aura and Oppressive Gloom’s disorients can stack with some of MA’s moves.

     

    This would absolutely be a tough combo. In mobs, you'll have Dragons Tail with an FF proc pumping your global recharge, so Dark Regen can be spammed to great effect. The KD spam will also stop mobs from stunwalking. I think my big concern here is that MA can be a bit END hungry if you're really trying to push its limits, and that can be problematic for Dark/. And, if you're gonna go Ageless to mitigate that, why not choose something more punchy?

     

    4 hours ago, Shadowstorm06 said:

    Rad Armor: Great resist set all around, with a nice absorb and heal. MA has a few Force Feedback opportunities that can push recharge so the PBAOE’s for Rad can fire off more!

     

    I run this as a Scrapper and it's fantastic! Rad does an excellent job at shoring up the one flaw MA has: very little AoE. Dragons Tail is great, but having 2 pseudo-nukes to pair with it is even better. The extra DEF from Storm Kick is nice here, but absolutely not necessary. You have unlimited END and great mitigation, so push damage to the moon!

     

    4 hours ago, Shadowstorm06 said:

    Shield Defense: Seems like the optimal “turtle tanker.” Can hit incarnate level defenses. Shield Charge and AAO can help pump up the damage for MA. Decent AOE with Shield Charge + Dragon’s Tail. I read somewhere that @Werner did some crazy things with it.

     

    I feel like the only player in this game that is extremely biased against Shield, but that's not to say Shield/MA isn't cruise control. The extra DEF shores up the one thing I don't really like about Shield, and that's the fact that its base DEF numbers aren't fantastic. This combo can become a damage machine if slotted correctly, and is also the pinnacle of a "turtle tank" gross if slotted that way as well.

     

    4 hours ago, Shadowstorm06 said:

    Stone Armor: Seems still very strong outside of Granite. Eagle’s Claw while in Granite form would probably be pretty funny though. Not sure how to build Stone, but it seems to not really have much in the way of "holes."

     

    "Flipping Granite" is a classic! In modern CoH, you can really push a Granite/MA Tank. Even if you didn't want to go with a Granite build, Stone Armor now offers a ton of goodies that will really push MA's output. They compliment each other very well!

     

    4 hours ago, Shadowstorm06 said:

    Super Reflexes: Is there ever such a thing as TOO much defense? Lol. I haven't ran SR, but hear it can be crazy good on a Tanker.

     

    This would be my choice over Shield, IMO. SR is just too good on Tankers. With Storm Kick, your DEF will be nearly I-capped on just SOs + uniques. This means you can really push your other stats! It's not uncommon for my SR Tanks to be nearly hardcapped on RES* before their HP even gets whittled down a little bit. If you want to cruise, this would be my choice.

     

     

     

    *-Slight vulnerability window due to juggling of activations

    • Like 1
  2. 5 hours ago, Warboss said:

     

    Don't look at me. I didn't change the friggin' mechanics of the game. I was running a Rad. Recent changes are the issue. I've already stated multiple times how I feel about them.

    I was talking about the mag 30 DC you got hit with towards the end of the TF!

  3. I was on @Warboss's team this time!

     

    He didn't have enough KB protection and got FREEM!'d by the mapserver!

     

    Thanks for leading!

  4. 1 hour ago, Warboss said:

    . I also ended up with a Disorient proc, but it only fires twice per min. Anyone try this out? Is it worth dropping into either OG or SF? 

    What if I said replacing it with a damage proc would offer about the same amount of mitigation?

     

    I have been kablamming mobs at +1x8 with the build above. It's being propped up by recovery serums, but things get dead pretty quickly. Fault will stun everything short of bosses, and they flop around from the KD anyway.

  5. 4 minutes ago, Snarky said:

    but i have 90% res to everything but energy (76% before Hybrid Melee, Rune of Prot, or a sm orange...)  Brst heal, check.  Spinning rims, etc are the other 4 types of damage mitigation.  Stealth, Stun, Fear, to hit debuffs.  I mean. you can just build a castle wall.  Or, you can put the castle on a hill, behind water, with giant rocks slowing infantry/wagons, and put murder holes above the wall.  I like to add the little extras.  I do this shit for the love of the game.

    If the invaders are throwing stones at a titanium wall, shouldn't you instead invest the extra resources in a couple of ICBMs?

    • Haha 1
  6. 17 minutes ago, Snarky said:

    Everyone seems to miss the point no matter how much I say it.  (Then builds up Def on Dark. "O I winz!)  Dark has no defense debuff res,  In a hard fight it is gone.  Dark depends on a LAYERED mitigation strategy for lesser being and high resist best heal for bosses, AV/GM.  Sure, you can run without it.  You can also drive your car and never change the oil.  You do you.   

    Layered mitigation in this case would be having 90% RES to nearly everything and the undisputed best self heal in the game, instead of wasting vital picks on silly things like maybe fearing 2 out of every 16 mobs! But you do you!

    • Like 2
  7. 19 minutes ago, Snarky said:

    Well, Dark Melee is a PBAoE with mag 3 fear and a 30% chance of +1 mag fear

    If you're talking about Touch of Fear, the Fear and -Tohit only affect your target. The splash damage is independently rolled.

    • Thanks 1
  8. /Plant is an incredibly strong secondary. While the melees aren't really anything to write home about, there are a ton of good powers.

     

    I'm pretty sure the only other secondary that has access to an AoE hold is Atomic, and Vines is much better IMO. You can proc bomb it into a pseudo nuke! 

     

    Toxins is an incredible buff. It's like Fiery Embrace, but it has a tiny Build Up component as well. 

     

    It's also hard to argue with a free -Regen debuff anchor on a Blaster!

    • Like 1
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  9. 42 minutes ago, Warboss said:

    . I've been running the alternate animations, and I do enjoy them

    I know it's just my mind playing tricks on me, but the punch animations feel slow to use.

     

    In other news, I have been playing mine off and on during my limited free time. I'm level 32! This thing is really trucking along now that I have most of my key powers.

  10. 48 minutes ago, Warboss said:

    So, my opinion is a bit different than everyone's else. There does need to be some Dev love, but the set isn't really designed for "Max Damage", the set is set up for soft control with KB (a mistake for Melee toons). The solution is to slot with KB>KD IOs. Is that optimal, no, is a practical... probably not, but it does make the set useful for mitigation' and keeping the mobs on their backsides. You won't be a Fiery Melee blast furnace, but you will have some ranged control that other sets don't provide. I find KM useful when running with new players, or not vary advanced players. You can add procs if you want to up damage potential, but you'll likely be disappointed. If you want damage choose something else, if you want a set that allows a different kind of control, give it a shot.

     

     

    Good point!

    Stone, Axe, SS, Ice, MA, Staff, and even Claws with slotting can do this better with much higher damage output on all fronts. ❤️ 

  11. I am unfortunately an avid Kinetic Melee hater. It serves pretty well on Stalkers, but every other AT has to work insanely hard to get the same output as nearly any other Melee available.

     

    You will pretty much be doing the first 3 attacks over and over again, save for if you feel like adding Gloom and an epic hold for utility shenanigans. Focused Burst is fun. but is not optimal. Definitely do take it if you like it! I know I did.

     

    If you're intent on this, my ideal pairings would be Bio, Rad, or Elec. Pretty much anything that will allow you to have a nice amount of mitigation, while also adding something to your damage.

     

    Again, just if you're looking for something efficient. You should focus on what's fun for you at the end of the day.

     

    This was my best shot at making a fun /KM Tanker. Yes, I do play it.

    biokm.thumb.png.4e0de26db5a61093319ff227be9e4257.png

    Tanker (Bio Armor - Kinetic Melee).mbd

    • Like 1
    • Thanks 1
  12. 17 minutes ago, Tiresias said:

     

    Hey again, Infinitum! You helped me with a Shield/Sword build last week, and I've been playing it with my friends recently and have gotten the most insane complaint from them about it:

     

    They feel like I'm making the content too easy.

     

    I'm not even joking about it. The Defender says that I never need any healing and he's not sure if his debuffs are doing anything of material important (he's playing Drk/Ice). The Dominator says that it doesn't matter if she CCs any enemies because they don't do any damage either me or anyone else. The only person who seems to be having any fun is the Elec/Elec Blaster who can run around with impunity and blow everything up.

     

    Do you have any suggestions on what I can tell them to do in this situation? I don't want to make the build worse just because, and I have a feeling that things will change once we get to level 40+ (we are in the mid-30s now). What is the best thing a Defender and Dominator can do in a party with a self-sufficient tank that doesn't really need any external support and that has a "blapper" running around annihilating everything in a couple of hits? Are there any skills the Def and Dom should at least be practicing for harder content while things are pretty safe now? What do YOU, as an experienced tank, like to see a Def or Dom doing in tougher content?

     

    I'd just like to find a way to make things fun for them before they ask me to reroll to a Scrapper!

    I have the perfect suggestion!

     

    Pull bigger mobs!

     

    Seriously! Once the Dominator has everything locked down, run ahead and pull more mobs to the skirmish! Attempt to overwhelm your team at every opportunity! Promote yourself from a Tanker to an Agent of Chaos!

    • Haha 2
  13. Wanted to throw an opinion on Taunt. With the way aggro is handled after the latest changes, Taunt is actually extremely useful to get overflow mobs closer to you, and once they are, your taunt aura will start randomly tagging them and spreading your Gauntlet past its target cap.

     

    Taunt is also an autohit pulling tool that will ensure your pulled mobs make it to your herd, as the taunt duration is a lot longer than a Gauntleted attack (and to my knowledge Gauntlet does not apply to pools or epics). Of course this is also provided there are no other sources of taunt coming from your team (Brute/Scrapper skirts, MM pets, Decoys, etc.).

     

    As another aside it is nearly mandatory for 4*. Some AVs seem to peel off pretty easily (Vandal, Dra'Gon), and there are times you want to Old School kite targets to reduce your damage while waiting for the next phase (Mish 3 Rom).

     

    Taunt is the best CC in the game, and the power itself is an invaluable tool that requires no more than a single power pick. There's a reason Scrappers only get Confront.

    • Thumbs Up 2
  14. 1 hour ago, DarkRevelation said:

    I glad you brought up Axe, as I have a question. How do you deal with the constant knockback as a melee character? I was leveling a Rad/Axe tank and around the IP level range I started knocking them back, like way back. I looked like a cat chasing a laser pointer running mobs down. Outside of using a "Sudden Acceleration" KB to KD, or the Overwhelming Force enhancement, which both can mess up slotting, I guess you just live with it? It is a shame, as Axe has a lot of potential. I just hate running after mobs over and over and over. 

     

    Axe powers only deal KD (except for Swoop), so if you are experiencing this, it's because you're either fighting Clockwork, mobs that are weaker than you, or slotting for KB, which you shouldn't do!

     

    50 minutes ago, DarkRevelation said:

    I tried to slot a FF in Radioactive Smash, and spent a good bit of time with it on auto-fire testing. It had some dismal results, and I attributed them to the small recharge time

     

    It is a very small chance. At 7 sec base recharge, procs don't have a great chance to fire in Rad Smash, but we need something! That's why Cross Punch is a good compliment to it. Cross Punch gives a small bump to your recharge on hit, and thanks to inflated Tanker AoEs, will have a great chance of firing FF proc in a mob. My hope is the build above can run Rad Siphon -> Cross Punch -> Rad Smash -> Ring of Fire with Char peppered in as a utility bomber.

     

    52 minutes ago, DarkRevelation said:

    I have also learned from your builds, and getting back into the game, how important the recharge debuff resistance is. You are on of the only ones who builds specifically for that, at least where it is noticeable to me, and I think you are on the mark. I really like perma-hasten/perma-dull pain/perma-Earth's Embrace, which is why I am having issues with my Invuln tanks, as I want 'Mo Durable' defense/resists plus perma-hasten and a high regen.  I hate to compromise certain things on a build, so I am spinning my wheels. I'll figure it out  eventually. I guess the days of needing to have Dull Pain up 100% as a Spines/Regen scrapper have left an impression still felt 20 years later. 

     

    Building is a fun game of gives and takes! I usually have to compromise on a lot in order to hit my unreasonable expectation of high Slow RES! Typically, I usually end up losing out on tons of good set bonuses. My global RECH is usually a fake number, my toons never have a lot of Max HP (unless they are already kitted with it), and anything that isn't a Tank ends up being pretty frail.

     

    But that's how I like to play!

  15. /Rad would not be my first choice for a Granite build. It might be a bit late now, but you could always consider pairing with something that has access to a lot of FF procs to mitigate the RECH debuff.

     

    Proc Rock (Stone/SS) and Flipping Granite (Stone/MA) are the most popular choices, while Axe has made a comeback after being the legacy classic for a long time.

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