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VoidSpawn

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  1. @Glacier Peak. Limitations include: Streak Breaker, scenarios in which opponents have auto-hit or exceedingly high to hit attributes, scenarios in which having a limited number of hit points compared to maxed-out Tankers is risky, and any combination of these that might come into play. Thus, Streak Breaker can kick in at any time and force the bad luck, two-hits-in-a-row scenario. These might be strong enough to overcome some otherwise impressive defenses due to an overall Hit Point deficit (compared to, say, a maxed Stone Tanker, or a Bio Tanker with full shields for absorbs) and effectively take the SR Tanker out. It's unlikely, and quite uncommon, however; usually the result of extremely specific conditions. However, this is why running The Cycle can be of benefit, even to a Super Tanker. High probability that you'll be at a point in The Cycle during which your cycling meta-level defenses and resistances will mitigate these unlikely events. -void
  2. SR/DM Tanker. God Mode. I use this when I want to bully solo content, even into Star mode. Attributes with max power on, but no innate SR augmentations in play. Also, no additional Accolades in play (although one part of The Cycle, Rune of Protection, is running; it's not adding as much to the RES values as one might think, though). If you run The Cycle, it goes nuts. With SR augmentations in play (i.e., with certain conditions such as Hit Points/Health going down), the numbers get insane very quickly. Build: Void7777 SuperReflexesDarkMeleeTanker003.mxd I concur with the suggestion that you should take an SR out for a spin. Every Tanker should. It will spoil you rotten. Yes, it has its own set of limitations. But, if it's built like this or similar to this, it can do some insane things in most content.
  3. @Bill Z Bubba. As with the PB suggestion in the parallel thread, this is the WS version. Same concept. Same specs. Human form dominant. Not too many tricks, like the PB version. The major difference here is the extension of the Incarnates from a basic Tier 3 Alpha (used on all of the characters I ran this test with) to a more robust, full-spread of Incarnates. Because, prior to the stance-dancing Changeling versions, it was wicked hard to get a WS through this gauntlet with no deaths and very little external help. I recall that you stated that getting a Warshade through this test, even at 0/8, would be nontrivial. It was entirely nontrivial, and required a lot of focus. Not sure it's a candidate for The Werner Rules, but it sure is wicked fun to watch it operate and claim both the living and the dead. -void
  4. @Bill Z Bubba. This might help: Human form PB. Not super-min-maxed, but capable of rolling up a basic 0/8 ITF with no deaths and very little external help. Should be able to serve as a basis for what you're describing. This is pre-ITF upgrade, and pre-Changeling PB, with only approximately 24 hours of actual play time on it. It was just to demonstrate that it could be done, during my quest to solo ITF with all of the ATs a few years back when I returned to the game and needed to go back to school and learn the characters again. With your skills, a PB built along these lines will dominate as much as it can without dipping into Changeling shenanigans and relying too much upon INS, temps, pets, etc. -void
  5. @Snarky. If you're still having issues, you can manually kill most/all of Mids on your computer, and, hopefully, force it to do a fresh, up-to-date install. First, back up all of your saved builds. Move them somewhere else to safekeep them. That's just precautionary. Second, go here on your computer: C:\Users\Admin\AppData\Roaming\LoadedCamel You might not be "Admin" on your computer, so please traverse the directory tree and see if Mids has put this under another name (i.e., a specific username, such as "Snarky"). In that directory, you should see your Mids installs. Yank them out. Then, do a fresh reinstall with whichever method you prefer. Or, try them all iteratively. There is another layer or two of depth possible along this line, but try this first, if you're up to it. -void
  6. VoidSpawn

    Tin-Mage Duo

    Gratz! That's a major achievement. As we have a lot of new players who might not know the specifics, would you be able to clue them in as to what Angel Hornet is, and what Apoc was playing? That would certainly be most interesting to learn, and might be inspiring as well. Thanks, Void
  7. The more I'm looking into this, the more I'm thinking I need to play /PSI. It's one armor for Scrapper I've not actually played, contrary to what I stated earlier in error. If it's like the Tanker version... it could be the most survivable.
  8. @Linea, I think your Primaries for /Stone are great, but please consider adding Ice to that list. EM is the keeper, but Ice is a sleeper. Especially with Stone pushing additional fire damage into the ice. Equinox FTW. Hell, I don't think I've done that combo. I might roll one now...
  9. I was discussing this with @Bill Z Bubba a few days ago. He informed me that, even though EM/Bio was great offensively, he thought that his toughest scrapper was in fact his EM/SD. This parallels his Tank selection, too. I agree that /SD on a Scrapper can be super tough. I've used my own modified version of @Murcielago's DM/SD Scrapper, and it performed seriously well. So did the DM/Inv Scrapper that I used to run. I also delved into IM/SD, and it is seriously rugged; hard to kill with all of its mitigation tactics. Did Spines/DA, and it's an interesting gimmick. I've done a variety of /Bio, too; fun, great offense, but always on the literal edge because, sometimes, they're just squishy. I've also used @Linea's EM/EnA build, and it will take you as far as you are willing to go, even in soloing advanced Star modes. I've played all of the Scrapper armors to 50 or beyond. I've soloed ITFs, Star content, and Incarnate DA at highest levels. The S-tier here might not be the top of a Primary and the top of a Secondary, IMHO; it's looking sorta nonlinear, if you factor what "survivable" actually means. I could play Fire/Fire/Paper Towels and it could Phase Shift/Inviso/Combat Teleport till the end of time, and simply joust everything to death. Is that survivable? And, yes, I was shocked [SHOCKED!] that Bill Z didn't list his infamous Claws/SR. I thought it was godlike. Apparently, he thinks otherwise. -void
  10. The Dev Team is immortal. Cogent augmentations. Well done. -void
  11. Jack and J'Hil went up the bridge To help Void with Doc V Jack got mad and kicked J'Hil off "Nerf Void!" Jack cried. "He's fighting more than three!" Yes, I took the new Electric/Electric Sentinel out for a "solo" of Positron II because I thought that, even at level 34 and with only SOs, it was an excellent combo. Even with that truncation down to level 16, it could probably still give it a good run. Especially if set to minimum difficulty, and having a few summons in tow. So, as one might expect, everything was a solo breeze until the AV fight with Dr. V. What should have been a straightforward pummeling of the AV, with the help of a few of my friends (Echo of Statesman and a Shivan), turned into a topsy-turvy Bizarro encounter. Because, obviously, summoning the Echo of Statesman actually summons Jack Emmert from his crypt to assume the role of Echo of Statesman. At least, that's what it looked like to me. Upon the bridge, with a lone Dr. V just standing there picking at his own leprous scabs, I summoned Echo of Statesman first, right on top of him. Bam! Echo of Statesman immediately pounded Dr. V. I next summoned the Shivan, right next to Dr. V, and it immediately engaged. All good so far, right? Settling down, I initiated my combat sequence, launched a bolt at Dr. V, then all Hell broke loose. Dr. V immediately waddled at me, ignoring all alleged aggro control from Echo of Statesman, who is classified as a "Tank", most amusingly. As Dr. V engaged, Echo of Statesman and the Shivan appeared to exchange goofy, confused glances with one another, then they slowly began to limp over. Behind them, Humpy, Lumpty, Dumpty, and Bill sloshed over the bridge, rapidly overtaking them. They all hit Dr. V and me at the same time. And that's when Echo of Statesman kicked the Shivan off the bridge. "WTAF???" I foamed, seeing the impossible happen before my own eyes. "That's not supposed to happen! Jack Emmert's taken control of his ancient avatar!" I realized. "He's going for The Final Nerf because he hates me for soloing the Shadow Shard bosses and beating a full team of 8 in PvP by myself back in Live! His Nerf Hammer knows no limits!" Then, with a seeming flicker in his eyes, Echo of Statesman lifted off the bridge, and flew off somewhere into the sky, leaving me alone to face the exploding mobs and the AV. Somewhere off in the distance, Echo of Statesman's voiceover brayed, "This is what you get, Void! ED and my awesome Nerf Hammer didn't stop you! But this will! NYAA-HAA-HAA-HAA!!!" Well, of course, long story short, not much stops me, even on a non-min/max toon, and even when Jack Emmert personally steps in to sabotage me. I slipped into Void Mode, chuckling to myself, and put Dr. V and His Body Shamed Band out of business. And because I care, I gave them all a parting gift of Ozempic and some Adkins fudge bars for their good health going forward. I had to admit, the El/El Sentinel is one tough cookie, even at that level, and with only SOs. Then, as I was about to shut it down, both Echo of Statesman and the Shivan popped up on the bridge near me, grinning vacantly. SMDH, and realizing that Jack had relinquished control of his ancient avatar in order to resume his role as Nerfmaster General on the new Pen Island game, I typed the obligatory "gg team" in chat and took a screenie. -void
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  12. Thank you, Warshades.
  13. @Spaghetti Betty has done it again with a spectacular Regen/SS build (post is downstream in this forum), so I thought I'd take a dive into this rather deep pool and modify that spectacular build, just so we could explore min-maxing its Tanker concept a bit more. Not for 4* content, or anything epic like that. Just to add a few more subpercentile points to its overall Tanker Toughness rating, so that all former doubters of the magnificent glory of Regen may be illuminated, and henceforth prosper. I employed a minimalist approach to my min-maxing madness, because one does not brazenly paint over a DaVinci masterpiece with crude crayons. The following deltas occur between the original Spaghetti Betty post and this post: All possible IOs are maxed to +5. This is a common tactic used for maximum min-maxing performance. It's extremely expensive, and not recommended unless you're able to do it without losing any sleep over it. Char has been replaced by Fast Healing. This is to add more Regen power and add to Resistances. Removing the Decimation proc dulls down both procced damage and to hit for the potential 5 seconds of fun that the Decimation proc offers. So we'll see less potential damage by removing Char and the Decimation proc in it, but we'll balance that by making the build a bit more tanky. Melt Armor has been replaced by Salt Crystals. This is to add a Deep Sleep attack and add to Resistances. Integration's healing IO set has been changed from Panacea to Preventive Medicine. This adds to Resistances. A very few IOs have been added and/or replaced with new selections. They are easy to spot. These add to Resistances. Both Eye of the Magus and Barrier: Core Epiphany have been added, but only Barrier has been turned on, and set to its minimum effect at 120 seconds. This is to demonstrate what will always be on and running. The remainder of the "Loop": Moment of Glory and Rune of Protection have not been turned on, though Melee: Core Embodiment has. The "Loop" of #s 6 and 7 may be maintained with little effort, and should afford an awesome shield of Defense and Resistance over and above what is "steady state" (shown below). If we activate all members of the Loop, or even partially activate them in tiers, Defense and Resistance start to peg. Most powers are set to "max" on their sliders. This is the optimal performance, so it must be demonstrated. As is evident, the "steady state" (or almost mostly steady state) elevates the Resistances to unholy levels, breaching that Tanker-necessary 80%+ threshold of Resistance in almost all places. This means that, without engaging the Big Guns, the Regen Tanker can hit levels of Resistance formerly reserved for Stone Tankers in Granite form. Once the Loop is engaged, everything pegs. Add Max Hit Points of 3534, and 212 HP/s regeneration to this mix, as well as a 12 second Reconstruction of 1167 and a periodic Absorb shield of 807, and you've got a Total Tanking Regen Monster. I'll leave it at this, and once again thank @Spaghetti Betty for the inspiration to create another Void Monster. -void MIDS BUILD INFOGRAPHIC: BUILD: Void Mod Spaghetti Betty Tanker (Regeneration - Super Strength).mbd
  14. To summarize what I discern as the erudite views of those who responded to this thesis: Building a solid Regen Brute may indeed be done; however, a lot of conditional ellipses shall follow... That's a bit of snark. Because Snarky is needed. Please return to the boards, Snarky!
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