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StoneKarma

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  1. If I wanted to use this as the basis for hard mode, "top tier" kind of things. What changes would you suggest? The resists are solid, but DEF is kind of "meh." Is that ok for this kind of content? I'm thinking about Ms Liberty TF, hard mode things on pick-up groups, things like that.
  2. @Sanguinesun Ok, that all makes sense. So, the better approach for the hard mode stuff sounds like a RESIST set? And heck, I already have this back-door fun tank for all the other stuff. What about Hami? What does it take to Tank it?
  3. Can you be more specific here please? Are you saying that SR just isn't able to do that kind of content because of all the auto-hits in the top tier content? I noticed that sometimes I couldn't tank Lord Recluse on Ms Liberty Strike Force this week. And Ghost Widow or Mako were able to hold me more than once. Is +RES really the only way to go? What is happening is some things damage me slowly enough that SR's Scaling Resist kick in, but other things just blow through everything and kill me too fast for the +RES to make much difference. I've been playing build @Unclemarty posted above and it is *much* improved. I got my Incarnate powers to Tier 3. It works much better than what I had.
  4. I ran ITF and TinPex. Ran a Ms Liberty TF and Recluse killed me 3 or 4 times. The 4 AVs before that (BS, GW, Mako and Scirroco) killed me once and almost a second time. Almost exclusively running teams, and TFs. I'd like to be able to run Hard Mode content, but not until my incarnates are T4. I would only solo or run AE content for testing or just to kill some time. What I found solo is that without some kind of DMG aura, it kills too slow to be fun. It was the idea of Scaling Resists that made me go SR in the first place. What I've found is that sometimes it kicks in and the resists are crazy good. But almost just as often, what I'm fighting hits so hard, so fast that I go from 40% or 50% health to zero without the combat tracker even updating. I think in Mids, this build is set for 40% health in the powers that scale. And heck, if the performance is just that I have been running the trials without my incarnates, I'll just keep chugging along. But, if the RAD/RAD build is better, I'll just roll another tank for Excelsior, as soon as I come up with a good name. 😀
  5. I based this on builds from @Infinitum and others as well as input from some Brute and Scrapper proc monster builds. I have a Rad/Rad build from th thread bread below that I'm happy with but needed another Tank for a different server. (Everlasting vs Excelsior if that matters.) I went Super Reflexes because it's different and still among the top primaries . Staff because I like the animations, two cones, one PBAOE and a DEF buff attack all seem to work well together. But, no heal or recovery boosts. In play though, it seem to work well enough as long as I keep a heal inspiration or two around. Below is the build. I have it built and slotted, and it seems very inconsistent. I'm lvl 50 but haven't unlocked any incarnates yet. I watch my combat numbers and they are all over the place. Any suggestions to make it "Tankier"? I like the way some of the procs fire off but I don't see the Force Feedbacks trigger. I don't have Hasten but I haven't really noticed any recharge problems. Per the Proc Monster threads, the total attack chain is about 10 seconds. The attacks work well, I think the challenge is my DEF and DMG RESIST. But numbers-wise, they look fine. But, even with DEF DEBUFF RES hovering around 90-95% things still get through and quickly everything melts. And, with no heal, I'm relying on inspirations to heal. SO, THE *REAL* QUESTION IS: Can we tweak this SR/Staff Tank to make it as good or better than the RAD/RAD tank? Tanker (Super Reflexes - Staff Fighting) Skull Crusher.mbd And here is the Rad/Rad Tank thread.
  6. To follow up @Sanguinesun, you suggested taking a look at Gamma Boost to get more out of it. How do you suggest I slot it? Did you have something specific in mind, or just look around for better slotting opportunities? Attached is how the build currently looks. Thanks for your suggestions, it's been a huge help! "6. You're under benefitting Gamma boost I think too. If I take slots from Beta Decay (2) and Taunt (1) what should I put in Gamma Boost? That would be 1-3 extra slots for Gamma Boost. I could maybe pull up to 3 slots off of Radiation Therapy also, giving Gamma Boost up to 6 slots. " Tanker RadKnight Draft (Radiation Armor - Radiation Melee).mbd
  7. Very cool ideas here. Now, I am able to ProcMonster two powers and keep roughly the same DEF and RES. Here's the latest build I'm using. View This Build In MRB
  8. You don't have another attack until level 16. That might be a problem if running lower TFs, or exemping. I noticed that too. I don't exemp much with this guy, I thought I'd just limp along, and use Sand of Mu and such. The only thing I could think of would be Posi 1 or Posi 2. I'd pull one of your Taunts from Beta Decay and put it into Taunt it self. I haven't seen much use out of the chance for PSi damage in most powers, or Taunt for that matter. It does fire, but not very often (in my experience, ymmv). I've been watching for it to Proc also. It seems to proc often enough in either power. Killing things with the proc in Taunt is *very* entertaining. I'd change the BotZ to the Winter's Gift 20% Slow Resist in Fly. Excellent. I did this on the fly when I respecced. KB went from 14 to 10. I seem to remember anything over 8 is mostly wasted. I'd try to get the MotTs into an early power so you can start stacking the +Resists from the proc sooner (for lower level TFs and content). I could swap Might of the Tanker in Atom Smasher with the Armageddon in Radiation Therapy. The current slotting maximizes the +RECH for Atom Smasher. The new slotting does as you suggested, but Radiation Therapy is on a 20s cooldown. But this suggested slotting also probably makes Atom Smasher do a bit more DMG. For Kick, add the chance for +Recharge from Force Feedback. I take kick, but don't put the FF proc in my builds because it's not in my normal attack chain and therefore never procs. I take Kick just in case one drops I'll use it, but otherwise it's an empty slot that I don't even put in my power tray. Pull the IA PSi Resist from Tough (only takes you down to 87.83%) and put the slot in CJ with a Defense IO from one of the sets already in there. You'll be just over 45% Melee Def w/o needing Hover Toggled on. Once the +Resist proc starts firing for MotT you'll be back over 90%. Excellent idea. Looking at it a little closer, putting +DEF or +DEF/+END in Weave is slightly better. Weave does a larger +DEF, *and* +DEF/END RDX helps too, because I think Weave is my most expensive toggle. Do you need four of the Shield Breakers in IG? If not, you could recover one them for something else. Maybe add the slot to Gamma Boost and put the PT chance to heal there? I think it will fire more frequently than in EF. You could then put a damage proc in EF, or whatever works best. Excellent idea! That 4th slot isn't doing much. Replace Hover with Meltdown, you can add your PSi Resist (Aegis PSi/Status) back there if you feel it's needed. The current build has Hover and Meltdown. Edit: Added the build file. View This Build In MRB Tanker RadKnight New (Radiation Armor - Radiation Melee).mbd
  9. Ok, I found a better way. My Epic pool powers. I was taking Mu Mastery: 1-Mu Lightning to unlock 2-Ball Lightning to give me access to Ragnarok with capped my Toxic and Psionic RESISTs, gave me a 10% RECH and +ACC 15%. I went looking at other epics and found several that will take Ragnarok or Gravitational Anchor. Sitting right in front of me is Electrifying Fences. It takes Ragnarok with no prerequisite. This frees a power AND a slot. So, I can take Hover to mule the LotG, Fusion AND Meltdown. So I think this is the FINAL(?) version of the new, improved RadKnight. Thanks to everyone for helping me work through your ideas and sharing your knowledge. I appreciate your help! Tanker RadKnight New (Radiation Armor - Radiation Melee).mbd
  10. The latest version of Mids won't let me, but here's the file attached. RadArmor/Rad Melee CJ/SJ or CJ/Fly is the same thing really? I don't Hover tank with it. Hover is just to mule a Luck of the Gambler 7.5% global +RECH. (Minor note: I think now you can have Hover and Fly up at the same time to give you inertia reduction, but not a big deal). Also on the Incarnates, Hybrid: Melee Radial Embodiment with just two mobs pushes Melee DEF to the soft cap (46%). (Hooray and thanks!) So the current question remains, does anyone see a power to swap out for Meltdown? I think it comes down to is Meltdown+1 extra slot better than one Luck of the Gambler 7.5% +RECH? Tanker RadKnight New (Radiation Armor - Radiation Melee).mbd
  11. If I add Meltdown, what power should it replace? Fusion (Rad's BuildUp) maybe? Fusion: +ToHit 60%, +DMG 80%, RECH 37 secs, duration of 10 secs. Slots the Gaussian's % for BuildUp, fwiw. Meltdown: +ToHit 0%, +DMG 33%, +RES mostly wasted, BIG +END boost, RECH 200s, duration 60 secs. And it slots RESIST sets, so I can use it to mule something and that frees up a slot to use somewhere. And any suggestions on where the free slot would go? I could replace Hover which is just a LotG mule, then I'd get both DMG buffs and lose 7.5% RECH. Is that worth it?
  12. Quick backstory: RadKnight was one of the first toons I made on HC. You can always use a Tank, am I right? So, he's based on ideas from three years ago. I'd like to refresh him. The current version (also posted below) does well enough as a traditional Tank. Not the best damage. Usually able to stand there and Taunt. I'd like the new version to be a *little* bit more DMG. I took @Infinitum build and some others here on the forum. Better recharge than some builds (74% w/o Hasten 144% w/Hasten; Hasten 133 sec RECH). A decent ranged attack (Ball Lightning), Taunt and Fly (for concept reasons). 90% Resists except NEG (84%) and Cold (59%). Melee DEF is 40%, I tried a few things to try to get it higher, but usually cost me DMG in some way. Is it worth it? Meltdown is +RES, but with everything at or near the cap, does this power make any sense? Irradiated Ground. Does this slotting work? Do Procs not work at all, or they don't work as well? Same with Beta Decay? Also, any suggestions on the Incarnates? I used the ones I have, current version doesn't have any +END issues. I am happy to switch to any that might be a better idea? Old Version: View This Build In MRB Proposed NEW RadKnight View This Build In MRB Thanks to everyone in advance for their comments and suggestions, I appreciate it.
  13. Fun for me is probably Dual Pistols/Kinetics. The DP animations are fun, and I put KB->KD in Kinetics: Repel. With all the KD, I feel like a madman. Combine that with Bonfire and good times.
  14. Here's mine. I dusted it off recently. Non-stop pew-pew with some control. I don't have Oil Slick. Rain of Arrows is up every 15 seconds. I didn't see the need for it, but I can have my mind changed. I just can't fit Aim and Upshot in my attack chain. One of these two powers is plenty (Upshot I think?). Unless I just need it to mule something. Should I rework it to fit Oil Slick in? For me, Flying is part of the character concept (she's feyfolk). But, the rest of it is up for change. View This Build In MRB
  15. <facepalm>. I went right by it. Thanks! And I knew I saw the "how to proc" posted somewhere but couldn't find it.
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