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Spaghetti Betty

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Everything posted by Spaghetti Betty

  1. I didn't see MotT in this revision, so I put it in Smashing Blow to see what your numbers would look like. With Mako's Bite in Smashing Blow With Might of the Tanker set You gain a ton more RES for a minor decrease in Ranged DEF. To me this is worth it.
  2. Heyo. I looked over your build. I have a few notes so I'll take it step by step. Some of these will be personal opinion so please take with a grain of salt. -Lightning Field This toggle does not drain END and give it back to you. Chance to Self Heal will also not pulse as often as you'd hope. You're better off either making this where you slap your MotT proc (it has special properties that will guarantee you at least 1 stack while in a mob, with stacks increasing in accordance to mob density), or dropping a Gladiator -Res in it and calling it a day. -Concentrated Strike I'm not a huge fan of this attack. It doesn't deal great damage for it's animation time and recharge. Tankers also lose out on the one thing that would make it worthwhile taking on a Scrapper/Stalker in that a critical would reset Power Siphon's cooldown. Tanks and Brutes don't get that. We can find other ways to dish out damage. -Conserve Power/Physical Perfection I promise you that you don't need these. Elec Armor's #1 strength is it's endurance management. You'd be much better of trying to reduce the cooldown on Power Sink and Energize and using those picks for something else. -Grounded Grounded has a mag 15 KB protection as long as you are on the ground. I haven't tested if flying near the ground is good enough, but I can assure you that as long as you are planted, you won't be getting blown away by anything. -Power Surge Power Surge is unfortunately just kind of a doodoo power all around. It grants you RES, but as an Elec Tank, we already have a ton of that. And the tradeoff is a massive -90% HP and -100% END AND -1000% Recovery. Such a shame. It looks really cool. -Building DEF There are benefits to building DEF on a RES based armor. If you have someone on your team that can buff it further, then great! However, -DEF is one of the most common debuffs in the game. With no DDR, bringing DEF is like entering a gun fight with a pillow strapped to your chest. It's not gonna last long. Taking these notes and my own experiences into consideration, I have put together some ideas for you. I'll do some more explanation on this below. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Flows like ocean full of car batteries: Level 50 Magic Tanker Primary Power Set: Electric Armor Secondary Power Set: Kinetic Melee Power Pool: Sorcery Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mu Mastery Hero Profile: Level 1: Charged Armor (A) Unbreakable Guard - Resistance (3) Unbreakable Guard - Resistance/Endurance (3) Unbreakable Guard - RechargeTime/Resistance (5) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 1: Body Blow (A) Hecatomb - Chance of Damage(Negative) (37) Hecatomb - Damage/Endurance (37) Hecatomb - Recharge/Accuracy (39) Hecatomb - Damage/Recharge/Accuracy (39) Hecatomb - Damage/Recharge Level 2: Lightning Field (A) Fury of the Gladiator - Chance for Res Debuff Level 4: Smashing Blow (A) Superior Might of the Tanker - Accuracy/Damage (25) Superior Might of the Tanker - Damage/Recharge (27) Superior Might of the Tanker - Accuracy/Damage/Recharge (27) Superior Might of the Tanker - Damage/Endurance/Recharge (33) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (33) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 6: Static Shield (A) Unbreakable Guard - +Max HP (7) Unbreakable Guard - Resistance (7) Unbreakable Guard - Resistance/Endurance (11) Unbreakable Guard - RechargeTime/Resistance Level 8: Conductive Shield (A) Unbreakable Guard - Resistance (9) Unbreakable Guard - Resistance/Endurance (9) Unbreakable Guard - RechargeTime/Resistance (11) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 10: Taunt (A) Empty Level 12: Energize (A) Preventive Medicine - Chance for +Absorb (13) Preventive Medicine - Heal/RechargeTime/Endurance (15) Preventive Medicine - Heal/RechargeTime (15) Preventive Medicine - Endurance/RechargeTime (17) Preventive Medicine - Heal/Endurance (17) Preventive Medicine - Heal Level 14: Mystic Flight (A) Winter's Gift - Slow Resistance (20%) Level 16: Grounded (A) Gladiator's Armor - TP Protection +3% Def (All) (19) Steadfast Protection - Resistance/+Def 3% (25) Impervium Armor - Psionic Resistance Level 18: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (19) Kismet - Accuracy +6% (21) Reactive Defenses - Scaling Resist Damage Level 20: Power Siphon (A) Rectified Reticle - Increased Perception (21) Gaussian's Synchronized Fire-Control - Chance for Build Up (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance Level 22: Lightning Reflexes (A) Run Speed IO Level 24: Burst (A) Superior Avalanche - Accuracy/Damage (34) Superior Avalanche - Accuracy/Damage/Endurance (34) Superior Avalanche - Accuracy/Damage/Recharge (37) Superior Avalanche - Damage/Endurance (39) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (40) Force Feedback - Chance for +Recharge Level 26: Power Sink (A) Synapse's Shock - EndMod/Increased Run Speed (33) Synapse's Shock - EndMod (34) Synapse's Shock - EndMod/Recharge Level 28: Focused Burst (A) Superior Gauntleted Fist - RechargeTime/+Absorb (29) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (29) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (31) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (31) Superior Gauntleted Fist - Accuracy/Damage (31) Force Feedback - Chance for +Recharge Level 30: Boxing (A) Empty Level 32: Kick (A) Empty Level 35: Tough (A) Unbreakable Guard - Resistance (36) Unbreakable Guard - Resistance/Endurance (36) Unbreakable Guard - RechargeTime/Resistance (36) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 38: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (40) Shield Wall - +Res (Teleportation), +5% Res (All) (40) Shield Wall - Defense (43) Shield Wall - Defense/Endurance (46) Shield Wall - Defense/Recharge Level 41: Cross Punch (A) Armageddon - Chance for Fire Damage (42) Armageddon - Damage/Endurance (42) Armageddon - Recharge/Accuracy (42) Armageddon - Damage/Recharge/Accuracy (43) Armageddon - Damage/Recharge (43) Force Feedback - Chance for +Recharge Level 44: Electrifying Fences (A) Superior Frozen Blast - Accuracy/Damage (45) Superior Frozen Blast - Accuracy/Damage/Endurance (45) Superior Frozen Blast - Accuracy/Damage/Recharge (45) Bombardment - Chance for Fire Damage (46) Javelin Volley - Chance of Damage(Lethal) (46) Positron's Blast - Chance of Damage(Energy) Level 47: Ball Lightning (A) Ragnarok - Chance for Knockdown (48) Ragnarok - Damage/Endurance (48) Ragnarok - Damage/Recharge/Accuracy (48) Positron's Blast - Chance of Damage(Energy) (50) Javelin Volley - Chance of Damage(Lethal) (50) Bombardment - Chance for Fire Damage Level 49: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Sprint With a combo like Elec/Kin, your biggest assets are going to be ways to increase your humble DPS and decrease the wait on your key clicks. I can see that you have a couple of FF procs, but I decided to go a step further and add Cross Punch as another opportunity to proc it during combat. The more uptime, the better. As for DPS, I added the aforementioned Cross Punch (fun fact: adding Boxing and Kick increases the DMG of Cross Punch, which will become more damaging than all Kin Melee attacks excluding Concentrated Strike), Electrifying Fences, and Ball Lightning. These 3 attacks are very proc friendly AoEs and do a good job of patching up the lackluster AoE damage Kin melee presents us with. Electrifying Fences will take a bit of timing to use since it's an AoE immob, but filling it up with procs gives it pretty underrated DMG output. Hope this helps!
  3. Yup. At this point I've given up on costume contests. On top of most of them being held at times I'd have no hope of joining, the judges never seem to agree that I have the best looking toon in the known universe. The love I get in the Best Costumes thread and from random passersby is more than enough for me.
  4. The only Dominator that has kept my attention all the way to 50+ was Ill/Sav. I've found that Dom Ill Control complements a melee mindset well. Mixing it up in melee with your PA is really fun and I like TPing around and tearing stuff up with Sav. And you get a bird. I chose Ice Mastery for the AoE debuff (only way to buff PA dmg), Hoarfrost to replace the meh heal in Sav, and Hibernate for those "oh fudge" moments.
  5. I've let the discourse marinate in my head a bit, and after watching the discussion move from Power Sink to Power Surge, I'm beginning to think this is the way. When I originally thought of the idea, the T9 wasn't on my radar at all. Totally a personal oversight; a lot of T9s are useless at best so it's easier in my head to pretend they don't exist. So, if adding something to Power Sink is not the way to go, then I'll concede and change my suggestion to rework Power Surge. The FX of Power Surge is honestly the best part. It's super cool. I would never want that changed. As far as performance goes, I think I'm digging this the most, but I would swap out the +RES (something that has been repeatedly stated the set doesn't need) for a hefty +RECH instead. This I feel would stay true to the nature of the set (Lightning Devil), while still offering a way out of death that the base kit doesn't already bring.
  6. The way I understand it, when we Taunt a mob, it increases our threat level to them. The AI then determines if we have enough Threat to switch to us as its target, which, in theory, should be 100% of the time after Taunting. Enemy Taunt is different. Since the player has a brain (and therefore our "threat level" is nonexistent), the game forces us to only be able to target the Taunter until the duration is complete.
  7. You are correct. The Taunt power will only taunt a handful of targets. However as a Tanker, everything you do inflicts Taunt. Single target attacks have a splash Taunt effect, and AoEs (including your dmg/debuff toggle) will Taunt every target they hit as well. The Taunt power is still useful for compelling far away foes to run up to you, as it also has a built in -range component.
  8. I can see both of these ideas being combined into something super cool. Maybe it tanks NRG RES, but adds absorb since you become pure electricity? Then, as a being of pure electricity, you become as quick as lightning, and just as destructive with an added dmg proc.
  9. I feel like that's just fine. From my experience, the hardest part of an AV is that the initial opening of the encounter ends up being the toughest part of the fight, since you have to worry about not only the AV itself, but the mob that surrounds it. An AV is a lot less intimidating by itself. The same goes for most GMs. Just big sacks of HP.
  10. I like this! Very dynamic and unique. If having it available all the time is too strong then I would back this 100%.
  11. I like the idea. I went with putting the Absorb in a click so it's more reliable.
  12. This wasn't necessarily my implication. I was more implying that something like Rad Armor doesn't feel like a fair comparison to me since it definitely got a few more goodies as players were going to be expected to fork over some extra cash. I agree that a lot of legacy sets are very strong, and the ones that weren't eventually got a look at or were helped immensely by global changes. This is more of an aside point but there is a huge difference in the sets that came out with GR and the ones that came out after CoH: Freedom. I mean you no ill will but I just simply have to disagree. I don't believe the amount of absorb I'm asking for is extremely significant. I'm asking for less than an IO proc. If you feel that is too much without a nerf of some kind to justify it then that's ok. This is valid! I made this suggestion because it is my opinion that something designed to take all hits to the face should have some form of dynamic mitigation. I am not a tester. I form my conclusions based on my (too many) years of experience playing the game. I could've simply asked for Energize to get a faster cooldown but I wanted to suggest something fresher than that. Adding a small amount of absorb sounds right to me. Also, I should point out that I don't feel that Elec Armor is extremely weak or garbage. Just that it's one small change away from being an excellent armor set.
  13. Well, that sure is a nothing burger of a reply.
  14. I don't have the attention span for the rigorous testing you'd probably want demonstrated. I can only offer my personal gameplay experiences. If that isn't enough for you, then I apologize in advance. Out of every Tank I've played, the Elec Armor ones seem to have the hardest time staying up in tense situations. Yes, they can cap RES fairly easily, but so can most of the RES-based sets, and most of those RES based sets offer hybrid mitigation in some form. Invuln has Invincibility and an amazing heal in Dull Pain, Dark has multiple soft controls, -tohit, protection against exotic mez, and a foundation of DEF (not much, but still built in), and I've already gone into detail about what makes Rad good (to emphasize, it just straight up does everything Elec Armor can do but better and has added goodies on top of it). Even Fire Armor, the weakest RES armor, has performed better on Tanks for me thanks to the sheer offense it brings and the fact that it has what I would consider to be a self heal that ties for top 2. A damage skirt and a small +rech buff an offensive armor does not make. Sure, Elec Armor has great end management, but I would argue that endurance woes are only really a thing pre-50. And Energize? Energize wouldn't even be a bad click if it wasn't the only thing Elec Armor could do about incoming damage if it's RES is failing it. Every other RES armor has something else that isn't just RES for mitigation, on top of a heal.
  15. Sure, but when you have 4 versions of the same move out in the wild (Energy Absorption, Energy Drain, Power Sink, and now Consume with it's +Max HP) that all offer 3 helpful benefits except for 1 exception, can something not be added to that 1?
  16. Energy Absorption and Energy Drain both do the same thing, and offer added mitigation in the form of +DEF. If you slot them for End Mod the result is exactly the same as Power Sink.
  17. Can I ask why you'd prefer the Absorb proc off of an auto? No hate, just curious.
  18. Here, I got a take for you This Villain build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Go crazy, go stupid: Level 50 Magic Brute Primary Power Set: Super Strength Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Sorcery Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Punch (A) Superior Brute's Fury - Accuracy/Damage (3) Superior Brute's Fury - Damage/Recharge (3) Superior Brute's Fury - Accuracy/Damage/Recharge (5) Superior Brute's Fury - Damage/Endurance/RechargeTime (5) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge (7) Superior Brute's Fury - Recharge/Fury Bonus Level 1: Fast Healing (A) Preventive Medicine - Chance for +Absorb Level 2: Haymaker (A) Superior Unrelenting Fury - Accuracy/Damage (13) Superior Unrelenting Fury - Damage/RechargeTime (13) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime (15) Superior Unrelenting Fury - Damage/Endurance/RechargeTime (15) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime (17) Superior Unrelenting Fury - RechargeTime/+Regen/+End Level 4: Reconstruction (A) Panacea - Heal/Endurance (17) Panacea - Endurance/Recharge (19) Panacea - Heal/Recharge (19) Panacea - Heal/Endurance/Recharge (21) Panacea - Heal Level 6: Hasten (A) Recharge Reduction IO (21) Recharge Reduction IO Level 8: Knockout Blow (A) Superior Blistering Cold - Accuracy/Damage (23) Superior Blistering Cold - Accuracy/Damage/Recharge (23) Hecatomb - Chance of Damage(Negative) (25) Unbreakable Constraint - Chance for Smashing Damage (25) Ghost Widow's Embrace - Chance of Damage(Psionic) (27) Force Feedback - Chance for +Recharge Level 10: Dull Pain (A) Panacea - Heal (27) Panacea - Heal/Endurance (29) Panacea - Endurance/Recharge (29) Panacea - Heal/Recharge (31) Panacea - Heal/Endurance/Recharge Level 12: Quick Recovery (A) Synapse's Shock - EndMod/Increased Run Speed (31) Synapse's Shock - EndMod (31) Synapse's Shock - EndMod/Recharge (33) Performance Shifter - Chance for +End Level 14: Mystic Flight (A) Winter's Gift - Slow Resistance (20%) Level 16: Integration (A) Panacea - Heal (33) Panacea - Heal/Endurance (33) Panacea - Endurance/Recharge (34) Panacea - Heal/Recharge (34) Panacea - Heal/Endurance/Recharge Level 18: Rage (A) Rectified Reticle - Increased Perception (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Level 20: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (37) Shield Wall - +Res (Teleportation), +5% Res (All) (37) Reactive Defenses - Scaling Resist Damage Level 22: Resilience (A) Unbreakable Guard - +Max HP (39) Unbreakable Guard - Resistance (39) Unbreakable Guard - Resistance/Endurance Level 24: Hand Clap (A) Sudden Acceleration - Knockback to Knockdown (37) Force Feedback - Chance for +Recharge Level 26: Foot Stomp (A) Superior Avalanche - Accuracy/Damage (39) Superior Avalanche - Accuracy/Damage/Recharge (40) Armageddon - Chance for Fire Damage (40) Obliteration - Chance for Smashing Damage (40) Eradication - Chance for Energy Damage (42) Force Feedback - Chance for +Recharge Level 28: Instant Healing (A) Panacea - Heal/Endurance (42) Panacea - Heal (42) Panacea - Endurance/Recharge (43) Panacea - Heal/Recharge (43) Panacea - Heal/Endurance/Recharge Level 30: Moment of Glory (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (43) Recharge Reduction IO Level 32: Boxing (A) Superior Blistering Cold - Recharge/Chance for Hold (34) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime Level 35: Tough (A) Unbreakable Guard - Resistance (45) Unbreakable Guard - Resistance/Endurance (45) Unbreakable Guard - RechargeTime/Resistance Level 38: Arcane Bolt (A) Empty Level 41: Gloom (A) Superior Winter's Bite - Accuracy/Damage (45) Superior Winter's Bite - Accuracy/Damage/Endurance (46) Apocalypse - Chance of Damage(Negative) (46) Gladiator's Javelin - Chance of Damage(Toxic) (48) Cloud Senses - Chance for Negative Energy Damage Level 44: Dark Obliteration (A) Superior Frozen Blast - Accuracy/Damage (46) Superior Frozen Blast - Accuracy/Damage/Endurance (48) Ragnarok - Chance for Knockdown (48) Positron's Blast - Chance of Damage(Energy) (50) Bombardment - Chance for Fire Damage Level 47: Revive (A) Recharge Reduction IO Level 49: Rune of Protection (A) Unbreakable Guard - Resistance (50) Unbreakable Guard - Resistance/Endurance (50) Unbreakable Guard - RechargeTime/Resistance Level 1: Brawl (A) Empty Level 1: Fury Level 1: Sprint I can already tell without looking too hard at @Nemu's that mine is probably really similar to his (because I am just as awesome as him not really), but I will talk about mine anyway. It features 100% Slow Resistance. This is most important above all else when it comes to Regen, because if your clicks aren't coming back, you are dead. I opted for Gloom and Dark Obliteration for a couple of reasons. I like having Gloom for an ST rotation, and Dark Obliteration is a solid AoE that will also add to your knockdown spam. You could go Barrier Core instead of Ageless for another defensive click, but I included Ageless Radial for debuff resistance. You pretty much have no protection against debuffs of any kind otherwise, but if this is not a concern to you, then definitely go Barrier. I also want to draw attention to my Lore choice - Storm Elemental Radial. This is your Darkest Night, at least for AV tanking. The Monsoon will just sit there with Hurricane on for a huge -tohit debuff. I just wouldn't recommend dropping it in the middle of a mob. Much like your Destiny choice this is also just a recommendation and not so much an ultimate answer to everything. Nice to see so many different takes on such an oddball combination!
  19. Thanks for taking time to read my suggestion and give your feedback. You raise some valid points, and I opted not to include those simply because I didn't want my OP to be extremely long, but I can elaborate further. While everything you listed are definitely things that Elec Armor possesses, they are not unique to the set. I can use the other sets you mentioned as examples. We can start with Rad Armor. I'm not sure where exactly you are getting that Elec could be balanced against Rad Armor as Elec is almost a legacy set (coming with the release of CoV), whereas Rad Armor was a paid set that was never officially released on live. It enjoys benefits such as: -Capped Res to all except Cold and Psi -Hitting the Absorb cap with 1 click -Slow Resistance (not as much as Elec, but still a good foundation to build on) -A skirt that debuffs enemy DEF and Tohit -A wide PBAoE debuff that can be proc'd into a mini nuke -A heal that easily ties for top 3 in the game, which can also be proc'd into a nuke -A useable T9 I'm not sure this is a fair comparison. I will +1 your suggestion for it being a top choice for those looking for a strong RES set. I would know, as I use my Rad/SS tank to invalidate most content up to and including 4* ITFs, which I main tank for my group of friends. As for Dark Armor, I feel it has an edge over Elec Armor as well. The reasons being that: -It can also hard cap most resists except NRG -It has the best heal in the game -Has numerous forms of soft control for mitigation -Includes a damage skirt (as do quite a few armors) -Can ignore alphas by being in a mob before they notice the Dark Armor user, thanks to its stealth cloak and the aforementioned soft controls -Has the best self rez in the game (One could argue Phoenix Rising) All I'm asking for is a modest amount of unenhanceable Absorb be added to a dynamic click. I'm not suggesting Elec Armor also be able to hit the Absorb cap with one click every 20 seconds. Would a number make it sound better? Assuming a 50 Tank, let's go with... 400. That is less than: -Particle Shielding and Ablative Carapace by about 55% -Defensive Adaptation/Ablative Carapace by about 70%. -Preventive Medicine: Absorb Proc by roughly 5%. And just based on personal experience, hardcapped RES is not even close to the end-all answer to soaking a huge alpha that you make it out to be. And a click heal that barely recovers less than 50% of your HP on a huge timer isn't necessarily a super answer either. Not when there are no other forms of damage mitigation present in the set.
  20. If you're just looking to hit as many targets as possible I'd probably go with a Rad/TW Tank. Lots of AoE destruction to be had there.
  21. Maybe my eyes were just playing tricks on me, but I've experienced MIs phase even while mezzed. And the pet Illusionists not being ale to Blind was lost on me. They blend into a mob nicely. Thanks.
  22. I'm casting my vote for Master Illusionists. They are designed to literally just be as annoying as possible. Summon Dark Servants to floor your tohit, summon 3 more Illusionists so they can stack Blind and hold Tankers, and phase (even when mezzed) because screw you I guess. That's not challenging, just frustrating.
  23. I'll be sure to add you to a government watchlist my friends list the next time I'm online! Fun fact: I'm usually online when vampires walk the streets. At least in my timezone.
  24. We should play sometime. I love duos and small team settings. Duo TFs have created some great moments for me. We can be SS pals.
  25. Sorry to hear your low level experience didn't quite go as planned. I should've mentioned the maximum enjoyment you could have with a toon like this would be at 50, considering both SS and Regen desperately need slots to perform well. I recall you not having too much experience with utilizing damage procs, but they ease the blow of Rage crash by a bit, and push your damage to ridiculous heights while in Rage. Seriously, my SS Tankers will just straight up deal 900+ dmg with a single KO Blow with doublestacked Rage and proc slotting. And proc'd out Foot Stomp will blow away mobs.
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