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KaoticKarl

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Everything posted by KaoticKarl

  1. You know I tried that, and that stupid Panda just whipped my butt, stole the bamboo and my lunch money, and finished it all off with a nice flipped bird to the face... I guess I'm just irredeemable. 😢
  2. Simple to drive, good to solo and team, strong ST & AoE damage without any real endurance issues, plus cheap to kit out with IOs early on? I'd say Willpower/Claws - covers just about everything the OP is asking for. It can get overwhelmed in higher content like +4/x8 without sets and incarnates, but for a newer leveling player? Easy mode. (Just make sure to slot a KB 2 KD in Shockwave, relatively cheap IO)
  3. KaoticKarl

    Willpower?

    I actually had an idea for a WP/Ice Tanker, which I've found to be fun and pretty survivable. Tested it on Brainstorm against +4/x8 radios in PI, and it seemed really good against Arachnos, Carnies, and Tsoo. The only times I had an issue was when the debuffs started to roll in, but that's what I have Ageless for to counter. Frozen aura works like footstomp, Frost is great for extra AoE, and I basically used the four attacks from Ice as both single and multi-target chains, which flowed smoothly without gaps. In the process of leveling it now, but will let you all know how it fares in harder content: Build - Incarnates not toggled on DataChunk
  4. I had to do a double take on this thread, as I thought it was a joke at first 😆 This is my Shield/Energy Tanker with one enemy in range, solo, no incarnates running, single stack of Tanker ATO: Add in one party member in range and incarnates running, you get this: And for the pièce de résistance, fully saturated with 3 other players in range. Adding in double stack of Tanker ATO (+6.7%), and my lowest is Psi at 85.38% resists with all others above cap: Tell me again how resistances will be low on a shield tanker? Sure, my damage isn't that of a scrapper, but it never would be, and that's ok with me. I can solo pretty much any TF I want, provided I expect the final boss to take a bit of extra time. Although since I went energy, it's not as bad as you might think, but still.. pretty much unkillable to anything, as my regen offsets both hits and self-damage from ET in a blink. Funny thing is, I didn't even like Shield at first and never gave it a real try, but soon grew to love it. Shoutout to @Infinitum for his help on my build - gave great examples and general advice!
  5. Don't blame you here. I soloed the ITF once with my tanker no amps, and took me long enough that I won't bother doing that again on any toon, especially if the clutter mobs are now buffed even more. It was fun to a degree, until I hit the Rommie fight and the slog started. Never once in danger, but so slow I was almost bored to death instead, lol.
  6. It's about midway down the page: MoITF +4x8 no temps no insps no base buffs no Lore no deaths enemies buffed player debuffed = Werner's Rules
  7. I like it with Bio. Mine is only in the mid-30s, so not sure how it would fare end game, but so far been really the most fun I've had on a brute. Non-step blender thanks to the endurance supply of Bio, decent resists and defense, and attacks feel strong and quick. This is while leveling on DOs only too.
  8. I'd change it to similar to Brute Fury in a sense in function, making us build a % bar that would start as base the damage numbers we have now with higher bar = higher damage numbers. Would make them on par with other ATs, in terms of damage overall, with just slightly less targets affected. A bump up from what it is now a little, say 2 or 3 more targets added to cap would be nice, but only if it doesn't add more recharge time to the powers to compensate - otherwise, leave it alone, I like being faster and having a nuke up for every mob spawn. Now to slightly differ from the Fury mechanic, they can give us a toggle to go from offensive stance to defensive stance, where the extra percent damage we would be normally adding to our attacks now instead heals us similar to the numbers we see currently with defensive opportunity running. Removes the clunky build to proc system in place, and replaces it with an on-demand decision to make of 'burn or survive.' I'm sure the numbers could be tweaked to keep balance, but I'd love to see this implemented for the AT to make it more interesting and fun. Just my two inf to add in. On topic, Sents are fun because they are tankmages who sit there pew-pewing without having to stop drinking their beer when mobs close in. The other guys call it jousting - I call it interruption of imbibing!
  9. Mine is dark purple pom-poms with the Nictus shield. I never notice clipping, and it looks pretty sharp overall with the matched-coloring armor I use.
  10. It's been a while since I set mine up, so don't hold me to this as certain, but I think it's: /bind (whatever key you want here) powexeclocation target "(power name as shown)" So to bind blizzard to C for example, it would be: /bind C powexeclocation target "blizzard" --- and for powers with multiple word names make sure to use spaces exactly as displayed i.e., "rain of fire"
  11. We're talking a combined -75% requiring two powers in Time Wall and Time Stop that lasts maybe 12 seconds tops? Oops, almost forgot EoT that has -50% for 20 seconds. So... -125% total combined with an uptime of around 20 seconds max. Not exactly earth-shattering to me, and a P2W dagger can do the same or better IIRC. Electricity doesn't have -regen, instead having -Recovery and -end instead in almost every power. Not going to be flooring an AV's (or even minions really) blue bar with those. The more important thing to me was the ability to KD in Havoc and TS, and if wanted, slotting KB2KD in FoT for the third. It also comes with a nice End steal in powersink that allows six-slot for Preemptive Op for max End, slight recharge bonus, and solid ranged defense. Again, not a make or break power, but it is nice to have. For Energy, I'll let Cap answer since I'm not all that familiar with the set. 🙂
  12. Energy does have a neat set of boost powers. I'm just forgetful as all get out (and admittedly lazy enough to a point to not remember, lol), so the click component of Energize really threw me off too much. If you're anything not like me though, it's a powerhouse I'm sure. I just prefer the toggle on and forget of Electricity regen/recovery more for my old, addled brain 😆
  13. Just curious, but are you sold on Temporal? I started off my blaster/blapper with Fire/Temporal and made it to mid-20s before I realized I hated the DoT component on the melee and nothing else in the set really appealed to me. So I switched up to Fire/Atomic, thinking that would be better and it was to an extent, but it still didn't click for me, overall. It wasn't until I tried Fire/Electric that I settled on my blaster to level and IO. It's missing the recharge component of either of the first two, but it has something the other two don't in three powers with KD, which is really helpful with Fire's total lack of mitigation (other than blow those guys up first! mitigation, of course). I'd suggest going to the test server and mocking up Temp and Elec (and whatever else you'd like to try out) on simple 50 IOs, and see which one suits you best. You may be surprised with the results. If you do decide to go Electricity, @Nemu has a build floating around here that's a good one to follow. If not, I'm sure someone can help with Fire/Temporal as well.
  14. I'm thinking of trying out a WP/Stone Melee tanker. Don't really have a build for it yet, but I think it would probably synergize very well with all the knockdowns to alleviate the lower defenses and WP could supply the fuel well enough.
  15. Not only because we were all able to return thanks to the HC dev team, but in hopes of how the real world should be one day: Unified
  16. Gotcha. Then I have to thank both of you then, @Infinitum for creating the build and you for posting it on March 18 above. 🙂 Yeah, I'm still just getting my legs under me, so 10MM inf/hour is too pricy right now for me. Sounds like I'd be happy with Inv/RadM, but I'll give both a whirl on the test server to see which melee set suits me more. Good to know about SR though.. sudden face-planting isn't really something I want to go through, so it helps immensely to have your experience relayed. Thanks again!
  17. I have and play both ATs, and I think Sents could be set to blaster damage modifiers, lose the range limitation, and add +2 to cap for AoE and still be ok. Since they have a quicker recharge on T9, it should be less affected mobs, so that one power can stay as is. Blasters still have an entire secondary set they can use to add to their damage as well, which Sents couldn't come close to in overall numbers. For a kind of trade-off, bake in Mez/Stun/Hold/KB protect into the blaster level 20 toggle. I doubt many leveling blasters would argue too much with that, and to me this is win-win territory. If that's too much for Sents, I like my earlier idea of turning opportunity into a kind of Fury mechanic, so they can ramp up damage the faster they go and maintain. With the armors as secondary, they can also survive easier mob to mob, and it would make them a fast-paced fun ranged AT for folks who don't want to actually blap.
  18. I'd like to give a big thank you to @Linea for the SD/EM build above. I couldn't find a single build for this post-EM changes that fit what I was looking for until this one, so I very much appreciate it! Still saving up for the winter sets right now, as it'll be my first IO'ed 50 on Live, but running missions solo on test with it and it is 110% rock solid no matter what common mobs I face +4x8 (carnies, malta, etc.). I did do a few minor tweaks to fit my style a little more, and found zero endurance or health problems with the build at all afterwards. Probably doesn't kill as fast as others would, but that's ok to me, as I prize survivability well over dps, and haven't found it to be any sort of slog to solo with on those settings for missions. I do wish I could somehow get an extra 2% to ranged to hit hard cap solo with it, and a way to fit in Bone Smasher, but oh well. I'm not going to sweat it too much or enough to change things up majorly for those, since I'll be grouping for any incarnate stuff anyways. C'est la vie, non? I was thinking of starting another Supertanker, and wanted your opinion on the tougher of the two sets you've found from testing. Of the two pairs of SR/Inv and DM/RM.. which do you feel goes best together for survivability and performs well? Was thinking Inv/RM, but if another set pairing is better, I'm all ears for the perfect tank builder. 🙂
  19. A hospital? What is it? It's a big building with patients, but that's not important right now - and don't call me Shirley! Definitely not alone here - KFH was an instant masterpiece classic, chock full of over the top MA tropes and terrific physical comedy gags. The actors' faces all sold it very well, especially the protagonist. Very Buster Keaton-ish (for all you young kids... Jackie Chan modeled his acting style after Keaton. Wait.. I don't have to explain Jackie Chan too, do I?? 🤣).
  20. Guess I'm just simple in my wants compared to a lot of folks here, but I think it'd be asking too much of a volunteer team of devs to do some of these suggestions. Mine are this: 1. Port the MB version from Sent SR to all ATs, and while we're at it, add in SD as well with the DDR double stack values as inherent for that set. 2. Round-file the Sent opportunity inherent completely as it stands. Make it a Fury mechanic instead where the more you blast the mobs, they more damage and scaling -RES generated, up to 20% for the latter. Would love to see a Brute Blaster version for them. 3. Offer No Redraw options to all sets if possible (and fix it so crab backpacks can be skipped/removed - it's the sole reason I have a Rifle Huntsman, hate the looks of the Pack and Mace redraw sucks). I don't think that's too unreasonable an ask for these powers/ATs, and I'm sure other folks will disagree with some or all of this, but it's what I'd like to see in the game to make it better for some of my guys. If I had to choose only one of the above though, I'd say the SR port to all ATs/SD port is the top choice for me, since that's a number of ATs that would benefit from this QOL improvement.
  21. Plus you get a nice little absorb shield to hopefully not die that can be clicked while they toggle them back on (not really sure, since I never take elude.. like.. ever). Really, really, really wish MB would get ported to all SR sets - my tanker, stalker, scrapper, etc. would greatly benefit from this QoL benefit. I'd say Shield too should get the treatment if they can up the DDR on the set, so that double stacking from the click isn't necessary. Not SR levels, but at least the same as Invulnerability or maybe a tad bit higher since the set lacks a heal like SR. Maybe around halfway between that and SR levels would work, since I think that's around 66% right now after the double-click? Plus, an extra absorb would be great too for both SD and SR - my tankers would love it.
  22. First time making an end-game build, but I wanted to see if this one had any merit. I'm also leveling an Ice/SR Sent along with my Fire/Bio and Elec/Bio (which are both great), as I wanted to see what I could do with the powersets. I'm open to suggestions on how to improve, including skipping some powers, but I liked the idea of a good single target chain as @oldskool showed above, plus two decently powerful AOEs to work with. I was going for: soft cap def or higher Decent amount of resists to work alongside scaling Recharge for perma-hasten Recharge resists (it sucks to get slowed) highest possible DDR Decent damage for the powers (took PM as that seems to be the best of the epic pools) This will be mostly a solo toon, but I also hope to be able to bring my share of damage when teaming as well. Let me know how I can improve, guys, thanks!
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