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Everything posted by Spaghetti Betty
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AR/TA!
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Traps is a set that increases in value over time. In a game that's about explosiveness, it's extremely anti meta! This is why it's not seen as much. Triage Beacon is very skippable. +100% Regen is not much! I would only take it if there's absolutely nothing else available, since Healing sets have good bonuses. Poison Trap and Acid Mortar are your BnB picks, so absolutely grab them. Poison Trap will absolutely floor enemy Regen, which is fantastic for AVs. It also does a pretty good job of lockdown with a +2 hold proc. I will opt for this over the AoE hold on controllers. Also, very few mobs in the game will resist Vomit. I think PToD gives AVs protection to it, but outside of that, I can't think of a lot instances of immunity. Acid Mortar is your set and forget -RES and -DEF debuff. I'm pretty sure the grenade can miss, but I've never seen it do so. It's also incredibly easy to double up on the pet and the unique casts will stack! The only thing I can't comment on is Temporal Bomb. I haven't ran any of my Traps since it got added.
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The great thing about farming as a Tanker is just about any armor can be made to withstand your typical farm, and they can be made to clear just as well as Brutes while popping reds (which you should be doing if active farming). I run a Bio/Staff, for no other reason than I find it more interesting than your run of the mill Fire Armor/Rad Melee whatever. It clears about the same. Here it is: new proto extra premium farmer - Tanker (Bio Armor - Staff Fighting).mbd
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I'd appreciate some thoughts/critiques on this Rad/SS Tanker...
Spaghetti Betty replied to Story Archer's topic in Tanker
Ok! I've made some tweaks. Well, "some tweaks" is an understatement. Just take a look! raargh i'm big smashy.mbd You might need to update your Mids to open this! First off, I'd like to talk about your DEF, which I handily tanked. You don't need it! Rage will slap you with a -20% DEF every 60 seconds, and anything under softcap on a set with no DDR is generally not useful. To that extent, I reused those slots to really ramp up your damage output! As I was saying above, Punch is no longer a part of your rotation. We are using it for set bonuses and that's it. Don't worry about losing the Absorb proc. Rad caps your absorb by clicking Particle Shielding, and that's up every 30ish seconds! If you choose to use this build, your rotation would be Haymaker -> Cross Punch -> KO Blow -> Haymaker -> Cross Punch -> Gloom Only Gloom doesn't have an FF proc! For AoE, just click Foot Stomp, Dark Oblit, Ground Zero, and Rad Therapy in whatever order you want and everything will die! For Incarnates, Musculature Radial is the way to go for general play. 99% of everything you will fight is going to struggle to kill you before you kill them, so let's keep pumping damage! Ageless Core is also chosen for this reason. Keep your recharge stupid high! Keep punching stuff! For Hybrid, the easiest choice would be Assault Radial to keep inflating your damage! -
I'd appreciate some thoughts/critiques on this Rad/SS Tanker...
Spaghetti Betty replied to Story Archer's topic in Tanker
Yes, Punch is an ATO mule, but doesn't serve well as an attack. I will have to do actual build critiquing after work! -
I'd appreciate some thoughts/critiques on this Rad/SS Tanker...
Spaghetti Betty replied to Story Archer's topic in Tanker
Punch is pretty bad! Cross Punch is better than it in every way. Also, proc'd Foot Stomp on it's own will obliterate mobs, and Dark Obliteration will finish the job. Proc'd Ground Zero and Rad Therapy just ensure you'll be clearing mobs as quickly as a Blaster! To that extent, I don't see a use for Soul Tentacles. That slot would be better served for something like Gloom. Then, you could do something like Haymaker -> Cross Punch -> KO Blow -> Haymaker -> Cross Punch -> Gloom And then pepper in your AoEs to take care of trash. As far as Slow RES goes, I always go for cap. There's nothing more liberating than being completely unbothered by the most common and annoying debuff in the game! -
I'd appreciate some thoughts/critiques on this Rad/SS Tanker...
Spaghetti Betty replied to Story Archer's topic in Tanker
Hullo! I am just taking a peek from mobile. I do think you have a good start here. Rad/SS is the poster child for unstoppable proc monsters so you're on the right track! One thing to note about SS is that it's ST performance can be a bit subpar. Haymaker and KO Blow are your only solid attacks, so you should look into filling out your attack chain! Cross Punch is a fantastic addition for this. It can pack some serious hurt for a pool power and adds a lot of utility to your offense. The same could be said for grabbing an Epic hold. You can dump a lot of funny things into a hold power! Also, consider replacing some of your acc/dam slotting with Winter O's. They will add Slow RES, and you will need it to combat -Rech! I posted a (dated) build here, but I can whip up something much cleaner after work! EDIT: For Incarnates, you can grab Musculature Radial and Ageless Core if you want to put your damage into turbo mode. I run Vigor Core and Barrier Core since I do a lot of high-end teaming! -
That's what makes judging things in a vacuum for HM difficult. Even in theory, you are going to have some kind of team backing you up. But, if you wanted to compare your choices just purely from what might die the slowest in a solo scenario, I think I would rank them like this: Rad Dark Stone SR Shield The reason being that self sustainability is what keeps you alive in mobs above all else, thanks to them having increased Tohit and damage. Rad is the undisputed king in this case thanks to having a 1k absorb shield that can refresh every 30 seconds. I guess the heal isn't that bad either! Dark would be the next one down, IMO. Hardcapped RES and the best self heal in the game really do go far, and I consider rezzes to be a part of sustain. Stone only lags behind a tad due to not having a burst heal at all, but the amount of armor and HP you get is nothing to shake a stick at. SR and Shield fall last for pretty much the same reasons. Poor HP management. I think SR edges over slightly due to having a bit more DDR and can push it's resists harder. Still, I do think you should play what you want, as HM is more about team comp and less about individually strong characters!
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The go-to for meta will always be Rad or Bio! But anything can work in HM!
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The coolest thing about MA is that it really will pair with anything! I can talk a little bit about each of your choices. 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? 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! 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. "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! 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
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I was talking about the mag 30 DC you got hit with towards the end of the TF!
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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!
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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.
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Nvidia Shadowplay
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Here's a pretty casual Tina Mac run! Please stop asking for Antimatter kills!
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If the invaders are throwing stones at a titanium wall, shouldn't you instead invest the extra resources in a couple of ICBMs?
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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!
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Currently at level 32! Here is where my build is sitting Corner herding has been making Fault put in a ton of work! The one thing I can't wait for is to not have to use Project Will as a filler.
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If you're talking about Touch of Fear, the Fear and -Tohit only affect your target. The splash damage is independently rolled.
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/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!
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Max damage! All damage! Defense is for Sentinels! Blasters are here to destroy!
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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.
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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. ❤️
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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. Tanker (Bio Armor - Kinetic Melee).mbd
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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!