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Grimm2

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Everything posted by Grimm2

  1. I feel you on Bio confusing me on what to build for, Ashesxvx. I've been enjoying the heck out of a Bio/Claw Tank, and it's unexpectedly stable when all kitted out. I have not done hard mode anything, but +4/×8 anything in PI radios, DA repeatables, and S/L farms don't give any issue. My best analogy is that Bio is like a house of cards, which can be stable...if you use superglue. The "cards" my guy has (in offensive stance) is around 30-32% s/l def, incarnate-softcapped e/n/f/c def, 80% s/l res and around 30% e/n/f/c res (plus MOtT +res procs), and a resting regen around 45 hp/sec. I find myself using Ablative as an emergency button, using Parasitic Aura on the regular, and DNA Siphon on the fallen. This ups my regen (65-180 hp/sec depending on what is up when) but also my recovery. They allow me to run Focused Accuracy on top of all the toggles with no problem. All three clicks, saturated, boost me to 200 hp/sec for a bit....vs one target it would be a lot lower. The "glue" of the build is debuff resist from incarnates and IOs. 80% slow resist, Focused Accuracy, and Ageless Hybrid (I think?) keep the card house standing. Claws, in my case, also energizes global recharge through FF +rech procs, which helps out. Without these additions, it's easier to get crippled. That's my Bio experience, I how it helps framing it mentally. My next Bio is a savage brute, I'll see if it comes together as well as the tank feels. In my old age...I might just prefer tank numbers.
  2. I think this is where your argument got confused, Snarky. I'm sure that build can survive many CoX situations, but this statement reaches outside the boundaries of the build's stated intention.
  3. I dunno about /nin, but claws is amazing. If you're ok not having a single big- hitting attack like @SomeGuy said, and lethal damage type, you get: High ST and AOE damage Ranged ST and AOE attacks that knockdown (if you slot KB -> KD in Shockwave) Seamless- in-set attack chains using said KD Low end usage IO options from melee ST and AOE and ranged ST and AOE Choice in slotting the FF+recharge proc and -res procs you don't need every attack from the set to do all this, and you can do it all in the same build (though maybe not every build) All that being said, it's clicky because the attacks are so fast animating. Been building up a bio/ claw tank lately, what a buzzsaw.
  4. Shoutout to Claws for melee. Focus and Shockwave are so, so good.
  5. I've been leveling a bio/claw tank lately, I bet the combo would be good on a brute too. With a smattering of recharge and Force Feedback procs in Focus and Shockwave, Follow-up/Shockwave/Spin is a murderous AOE chain that has wide- coverage knockdown.
  6. I've been farting around on test comparing bio armor builds, and I've noticed that Mid's HP totals are egregiously inflated compared to in game. They planner shows 3k hp for both brute and tanker, while in game they have roughly 2.3k and 2.7k, respectively. Does this match what y'all are seeing?
  7. I want to share that I realized I have a savage/bio brute (a remake of one of my old mains from live) and applied Infinitum's bio/savage tank build to the brute framework. Predictably less def/resists, but built with accolades it's at 3k HP, I fit in procced Savage Leap, and looks monstrous. Leveling, I definitely notice the difference in bulk compared to my bio/dark tank, I feel way more frantic on the brute. Edit: defensive mode on the brute is legitimately helpful if i can click it before getting overwhelmed, and fury allows me to still push decent damage. I'll probably bind a key to switch easily between defensive and offensive modes. Again, probably a leveling issue, but I was surprised how much of a difference it made. The build is messy, I'd change it around so it made more sense, but well, I'm lazy. Brute - Savage Melee - Bio Armor.mxd
  8. Thanks Infinitum for the Bio Armor inspiration. I have a Bio/Dark tank stalled out at 37 because I just didn't know quite what to do with it. Flipped your Bio/Savage to Bio/Dark, pillaged some IOs from other toons, and giving it a whirl. The AOE of Dark Melee is more fiddly, but the concept is badass and I want to make it work. I'm hoping the extra time it takes to delete a spawn in the upper levels is balanced by Dark's -to hit making it safer to take that time.
  9. Invuln and Stone are both very very good picks for durability. As for debuffing attack sets, you could separate them into offensive and defensive categories. For offensive debuffer, I think I'd have to go with Rad Melee. -def is useful in the low levels, and IG allows both -res procs. Gets you a heal too, that both Invuln and Stone appreciate. My second choice for an offensive debuffer might be... Claws or SS? War Mace? Stone? Wierd to say, but consistent spawn-wide on-demand knockdown lets you and a team play much more aggressively. For a defensive debuffer, I'd go for the knockdown sets, or Dark Melee, or Ice Melee. Spines has decent slows that can stack with Stone Armor's Mud Pots. Even Psi Melee gets a confuse, if you like confuses and what they bring. Me, I'd probably do Invuln/Rad (which I have) or Stone/Rad.
  10. ::stares at Marshal dipping their fingers in their coffee:: ::Looks at own coffee mug:: :: slowly lowers fingers in::
  11. Are you forgetting that you've made this post three other times? What else are you fishing for? Edit: accuracy
  12. I've been futzing with the TP pool because I think it's cool, but it has drawbacks in the build outcome when compared to options like CJ or Hover, as you described. CJ gives so much, it's almost required for a melee. On the other hand, it's refreshing to do something differently, and my teleporting kat/ea feels like a different creature because of it.
  13. I'm playing a kat/nrg scrapper right now, with the Teleport pool. Lvl 38 with the +def uniques, and common IOs. It feels. So. Cool. Combat TP with a fast- animating set like Katana is an ultra-responsive combo. No ranged attack, no problem, you *are* the ranged attack. It makes getting into spawns faster on fast teams, too, and the fast attacks mean you don't usually corpse-blast (looking at you, Rad melee). The synergy with a defense set is obvious when leveling, and makes hitting lethal incarnate softcap easy. It feels like a bulky stalker sometimes. There are other combos with more damage, sure, but it's fun. (Crit from stealth like Ninjitsu, please, just for kicks?)
  14. Hi everyone, I've come back to a tank I left behind for a while, because I really like the concept - the Not-a-Warshade, sliver of a cosmic intelligence that goes Bump in the night. I've yet to take Bio to a high level, and there's a number of niceties that I'm trying to include that I'm sure could be done better. Looking at proc-bombing DNA Siphon and Touch of Fear, including Fold Space, and balancing getting enough recharge, slow resist, and defensive stuff while having a good single-target rotation. I don't know how well Inexhaustible should be slotted, and I suppose Dark Obliteration could be culled for...Darkest Night? Taunt? Planning on taking Barrier. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Bio Armor Secondary Power Set: Dark Melee Power Pool: Teleportation Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Hardened Carapace -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42), GldArm-End/Res(43), GldArm-ResDam(43), GldArm-Res/Rech/End(48) Level 1: Shadow Punch -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx/Rchg(37), TchofDth-Acc/Dmg/EndRdx(40), TchofDth-Dam%(42) Level 2: Environmental Modification -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(5) Level 4: Shadow Maul -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(7), Arm-Acc/Rchg(7), Arm-Dmg/EndRdx(13), Arm-Dam%(15), Obl-%Dam(34) Level 6: Adaptation Level 8: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(13) Level 10: Inexhaustible -- PrfShf-End%(A) Level 12: Evolving Armor -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx(15), ImpArm-ResDam(34) Level 14: Teleport -- Jnt-EndRdx/Rng(A) Level 16: Siphon Life -- SprGntFis-Dmg/Rchg(A), SprGntFis-Rchg/+Absorb(17), SprGntFis-Acc/Dmg(17), SprGntFis-Acc/Dmg/EndRdx/Rchg(33), SprGntFis-Dmg/EndRdx/Rchg(33), SprGntFis-Acc/Dmg/Rchg(34) Level 18: DNA Siphon -- ScrDrv-Dam%(A), Erd-%Dam(19), Obl-%Dam(19), TchoftheN-%Dam(31), TchoftheN-Acc/EndRdx/Rchg(31), ThfofEss-Acc/EndRdx/Rchg(33) Level 20: Touch of Fear -- FuroftheG-ResDeb%(A), Erd-%Dam(21), Erd-Acc/Dmg/EndRdx/Rchg(21), Erd-Acc/Dmg/Rchg(23), SprAvl-Acc/Dmg(25), SprAvl-Acc/Dmg/EndRdx(25) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Combat Teleport -- WntGif-ResSlow(A) Level 26: Genetic Contamination -- SprMghoft-Rchg/Res%(A), SprMghoft-Dmg/Rchg(27), SprMghoft-Acc/Dmg(27), SprMghoft-Acc/Dmg/Rchg(46), SprMghoft-Dmg/EndRdx/Rchg(50), SprMghoft-Acc/Dmg/EndRdx/Rchg(50) Level 28: Soul Drain -- Obl-Dmg(A), Obl-Acc/Rchg(29), Obl-Dmg/Rchg(29), Obl-Acc/Dmg/Rchg(31), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(46) Level 30: Fold Space -- RechRdx-I(A) Level 32: Boxing -- Empty(A) Level 35: Gloom -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(37), Dcm-Build%(37) Level 38: Midnight Grasp -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(39), Hct-Dam%(40), GldStr-%Dam(40) Level 41: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(42) Level 44: Dark Obliteration -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(45), Rgn-Knock%(46) Level 47: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(48) Level 49: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(5) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 6: Defensive Adaptation Level 6: Efficient Adaptation Level 6: Offensive Adaptation Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1420;690;1380;HEX;| |78DA65935B4F135110C7CF76B722A580E5D622D772EB4D96D66BBC8588A889A1910| |4E283096ED6722C1B6AB7D99644E39389D7575F7C217E043F8ED72FE005D0282008| |B24EF73FC1266CB2FB9BFDCF993333BB67B2F727836FAE3D1A174AF072C12C978D5| |9B3B8281D7FD6CC5B3951BDEAE8EE876A4CCABBB25896FA84651B379CBC59B472C6| |25E79EED8479415616A4D4274D6711A66899B6ED823E4B76C9762A66C5B28B014F9| |A294939DFE89957ADFC42C52AE69BBDB72969CE4BA7BC6095C2574A564E9F70962A| |D298B1970A46D62C57A4F32042158DD0FD73901E4AB5465713C75521329A488449E| |8D1443283F7E41838960637EBF76354718B10D3C4D06D303607260C709DF657B056| |51DA142F5E6B07B7681F153EBF7AD6E76987CE31CF83C10B60D345302A50C306EDE| |B47ACBB4D761DEF53F719FEC35F985FC1C037E60A185C057F516C3D6245FD2BE4F8| |435A03345F4342F1FA681A02A3713046BFB45120AE31C871D44F33347FF313CDD38| |EBC603E06FB9F339F81D1A7E00EE50C710FA187C2D35AD67CDE7F68E19E7B23CC30| |D81F523DFF0EE56DE5BCADE3F0B5716CDB2AD8B1024696912FF21A1CA03EDAF9FFB| |4A790B7833942BE30F718EEC2BEBB546727D7D9F909DAD177CCB7E0E87B30F381F9| |9163A9CE2EEFE0B8FEAE1D7CB3EE5DE65FB0770F4CBAE028F7AE7650F95C4B0FD7A| |7507D7DACF5B974891C2D1EE0EA0646B1C3A0CE1C63A6C1A10C731927758FAA1BE6| |D8E1187C2371668299046329661CD585A892387FC5389FF2049F72494B523C61A91| |3883B7692798A799ABB3D03AAB49FCE2750DFE6E95B676E801AAD4973CE34E7CC70| |CE6E4DF0E5560784BE4C42DB9F5977EA80775A6327298AA7AC06F6E79695EFFF159| |F12450DBE9B3CD1D731156B07A27E046AE69FE7CBF712FC5D9D616475376BECAD9A| |D99EA6F80CDB7335B65963DFA9B1FF01D592E5DE| |-------------------------------------------------------------------|
  15. Resist/ recharge/ slow resist is exactly what I was thinking of building (if I ever get there, haha). Glad to know it works out! Out of curiosity, what is your favorite tank? I have a Fire/Claw and Inv/Rad, the latter is the most built, but unfinished.
  16. I have limited experience with dark melee, and spun up a Bio/dark since I wanted to try bio/ as well. I understand bio/ gets crushed by debuffs, and I thought /dark might help. He's 31 on basic IOs, leveled on TFs and street sweeping, and I can only give high marks to leveling with dark melee. Maul and ToF hit a big area, and recharge really fast, and are there for Positron. Most attacks animate fast as well. ToF seems like a no- brainer must- pick for tanks, to me.
  17. I landed on this combo when I was choosing an everyday grab- and- play because it looked like it would have that easy playability with a decent amount of damage. I am curious what a recommended build might look like, I don't get a lot of time to play but would like to polish it up someday.
  18. I've been trying out the improved TP pool on a Rad/EnA scrapper, and it's a really cool way to run a melee. Combat TP is a breath of fresh air after so many characters with hover/ CJ. Do follow the advice to bind it to a key to Teleport to your target, makes it fast and fluid. Fold Space so far is a good way to clump a scattered group. There are probably other tricks i don't know about. Teleport is much more usable bound to double left click, and the hover and endurance discount changes make it much easier to travel. Your build would be completely different than mine, but here's the thread for ideas.
  19. I think the devs intend on reworking procs, not least because procs reward not slotting recharge, which is counterintuitive. I hope whatever they do doesn't gut Rad Melee. It seems fun and effective, but not an outlier like TW was as it is.
  20. I've been on Rad melee a bit recently, and you can (and should) 6- slot Irradiated Ground with procs. The reason is that IG is not a standard toggle damage aura, those check for proc trigger every 10 seconds. IG is instead a pseudo-pet, which spawns every 5 seconds. So, every 5 seconds, it checks for proc activation as if it were an activated power. This is set- defining, for me. Go for 6 damage procs (if you include the purple PBAOE proc, you can get that many) or 2 -res procs and 4 damage procs. Solo, the latter might be the way to go, stacking that -res with Bio's.
  21. An update: Sovera's build is a work of art, as usual! At the moment, Quantum Reality has a mostly SO build at 41, with a few endurance- management IOs and frankenslotted Energize/ Energy Drain, and 5 damage procs in IG. Procced IG absolutely defines Rad Melee, for me. The teleport pool is a very refreshing change of pace on a melee. I can go to a mob, or they can come to me. I keybound Teleport to double-leftclick, and Combat Teleport has both a mouse button, and a TP-to-target button. Combat TP is fast as heck, and delivers on the feel that There is the same as Here.
  22. *grabs your paper, dramatically unfurling it to the front page. It reads, "GRIMM'S MIDS OUT OF DATE, COMMUNITY DISGUSTED!"* Those are supposed to be Combat TP, TP, and Fold Space. Should have made that clearer. Ah well, I was hoping there was a more elegant solution, but I'll try it out and see how it plays. Thanks so much for looking at it!
  23. So I'm back in the game and am having some fun with Rad Melee on an Inv/Rad tanker, and I'm getting the itch for critzzzz, boi. @Sovera made a post on Rad/EA, and my theme for this character aches for the Teleportation pool. I've tried tweaking Sovera's build by swapping the Flight pool for Teleport, but it just doesn't look as pretty. Or strong. Anyone want to take a swing at it? Sovera's post. My WIP. Not much different.
  24. Man, I'm interested in inv/rad too. Mine is still under 30, but it looks like inv could be built well enough that /rad could be procced out nicely. I'm also considering the value of Cross Punch as a filler AOE that can trigger the FF +rech proc.
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