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MasterTang

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  1. Ultimately this is probably the best solution, but I am not sure if we'll ever see that come to pass so I was aiming for something more achievable. I don't necessarily camp out in Dark Astoria, but I do run by semi-regularly on Everlasting and rarely see a soul.
  2. I understand the initial intention was to allow solo or small-team easier Incarnate progression, but now that's an inherent part of the game it makes the zone practically redundant. The point of the change would be to: 1) Give Dark Astoria a unique feel again (since it's no longer unique in giving Incarnate XP), which would hopefully generate more player traffic. 2) Give Incarnate-tier characters a easily accessible and meaningful challenging content. Honestly, I feel like even a lot of the iTrials (or the incarnate TFs) could benefit from a similar change. Back on Live, Trials were genuinely difficult due to the lack of accessibility to Incarnate goodies, but now-a-days with easy access even the most difficult Trials or content (e.g. Hamidon) have been reduced to minor speed-bumps that are regularly speed-run. As things currently stand, most content provides little challenge to a Incarnate-shifted team and I believe there is a strong desire for more challenge content. Yes you could always unslot your Incarnate gear for enhance the challenge, but I think the average sentiment is that people would rather face greater challenges than handicap themselves to create a challenge. Isn't it a bit silly to suggest you have to purposefully become sub-optimal in order to face a suitable challenge? Honestly when was the last time you saw any significant traffic (not just a singular player or small team) in Dark Astoria? I think the lack of challenge is why the zone is so vacant in comparison to live is why the zone is so comparatively empty. Homecoming changed how Incarnate progression works, effectively rendering Dark Astoria redundant, so I don't think it is bad idea for a minor rework of the zone to make it relevant/unique again.
  3. While the revamped Dark Astoria was initially supposed to be a challenging zone for lvl 50 characters, the saturation of Incarnate-shifts has actually made the content easier than regular non-Incarnate material (e.g. PI Radio Missions). Currently the zone rarely sees any traffic and presents little challenge to the demographic of players/characters it was created for. My suggestion would to be to have missions spawn mobs as a base level of 54 with notoriety settings allowing you to modified the enemy level range from lvl 53 up to lvl 54 (+4). Ideally mobs in the zone would might also spawn in the lvl range of lvl 54 to lvl 54(+4 ) or the wider range of lvl50 to lvl54(+4), but I could see how that could be a bit tougher to implement. While this would make the zone much harsher for fresh 50s, I feel like those are a vast minority in comparison to the Incarnate-shifted community. I believe these changes would bring a significant amount of traffic back to the zone and renew/refresh interest in the zone and the DA-content.
  4. Is there a way to turn off the Recipe information and just show the set bonuses when hovering over slotted IOs?
  5. I greatly appreciate the feedback and a build for reference. I was really going off nothing, so any direction is valuable. What does your attack chain look like? Something like Ripper>Throw Spines>Gloom? Definitely liking a lot of what you do with your build, perma-hasten is always nice and the Psi def/res would probably come in handy. Soul Mastery also seems like a solid choice, Gloom seems to have pretty solid damage and Darkest Night seems well-suited for survivability. Any reason you didn't use the Panacea +HP/END in Inexhaustible instead of the End/Rech?
  6. Hey all, This is my first shot at a tank since live. I haven't played Bio Armor much yet, but figured it would benefit from generally well-rounded Def/Res/HP with the Regen being the icing on the cake. The primary goal of this build is survivability and keeping aggro. I would like think to be as durable as possible, so cost is not a concern. Looking forward to some constructive criticism and any ideas as to the best place to put this last slot. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Crawler: Level 50 Mutation Tanker Primary Power Set: Bio Armor Secondary Power Set: Spines Power Pool: Speed Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5), GldArm-3defTpProc(7), StdPrt-ResDam/Def+(7) Level 1: Barb Swipe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Rchg/HoldProc(50) Level 2: Inexhaustible -- PrfShf-End%(A), NmnCnv-Heal(43), NmnCnv-Heal/EndRdx(46), NmnCnv-Heal/Rchg(48) Level 4: Environmental Modification -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(9), LucoftheG-Rchg+(9), ShlWal-ResDam/Re TP(15) Level 6: Spine Burst -- Arm-Dam%(A), Arm-Dmg/EndRdx(17), Arm-Dmg(37), Arm-Acc/Dmg/Rchg(39), Arm-Dmg/Rchg(39) Level 8: Adaptation Level 10: Ablative Carapace -- Pnc-Heal(A), Pnc-Heal/EndRedux(11), Pnc-EndRdx/Rchg(11), Pnc-Heal/Rchg(13), Pnc-Heal/EndRedux/Rchg(13) Level 12: Evolving Armor -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Max HP%(36) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Ripper -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(17), SprGntFis-Dmg/EndRdx/Rchg(19), SprGntFis-Acc/Dmg/EndRdx/Rchg(23), SprGntFis-Rchg/+Absorb(25), SprMghoft-Rchg/Res%(37) Level 18: DNA Siphon -- Erd-Dmg/Rchg(A), Erd-Acc/Dmg/Rchg(25), Erd-%Dam(36), TchoftheN-Heal(48), TchoftheN-Acc/EndRdx/Heal/HP/Regen(50) Level 20: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(21) Level 22: Super Speed -- EndRdx-I(A) Level 24: Kick -- FrcFdb-Rechg%(A) Level 26: Genetic Contamination -- ScrDrv-Dam%(A), ScrDrv-Dmg/EndRdx(27), ScrDrv-Acc/Dmg/EndRdx(27) Level 28: Impale -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(29), SprWntBit-Acc/Dmg/EndRdx(29), SprWntBit-Acc/Dmg/Rchg(33), SprWntBit-Dmg/EndRdx/Acc/Rchg(33), SprWntBit-Rchg/SlowProc(50) Level 30: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(31), RctArm-ResDam(31), RctArm-ResDam/EndRdx/Rchg(31) Level 32: Taunt -- PrfZng-Taunt(A), PrfZng-Taunt/Rchg(33), PrfZng-Taunt/Rchg/Rng(34), PrfZng-Acc/Rchg(34), PrfZng-Taunt/Rng(34), PrfZng-Dam%(36) Level 35: Quills -- ScrDrv-Dmg/EndRdx(A), ScrDrv-Dam%(37), ScrDrv-Acc/Dmg/EndRdx(40) Level 38: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(39) Level 41: Throw Spines -- Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43) Level 44: Parasitic Aura -- Prv-Heal(A), Prv-Heal/EndRdx(45), Prv-EndRdx/Rchg(45), Prv-Heal/Rchg(45), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(46) Level 47: Focused Accuracy -- EndRdx-I(A) Level 49: Physical Perfection -- NmnCnv-Regen/Rcvry+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Task Force Commander Level 0: Portal Jockey Level 0: Vanguard Medal Level 0: Freedom Phalanx Reserve Level 8: Defensive Adaptation Level 8: Efficient Adaptation Level 8: Offensive Adaptation Level 50: Spiritual Core Paragon Level 50: Melee Core Embodiment Level 50: Rebirth Core Epiphany ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1552;739;1478;HEX;| |78DA6594594F135114C7EFB453A1A585425985D20D288BB414D0A8D1180534511B2| |1A86FA699E0581BEB14A735883E99B8BEB9C6077DF0517179F0C1282E5FC42FA0B2| |6814045C329ECEFF04C77492F677E6DC73EFF9DF7BCEDCE4B961F7F37D177709C93| |D9455F2F9D461453BA5EAE5C9B305A590C969829EB2215D99CAAA7A19D9418CA786| 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  7. Energy Aura has +20% recharge in their status protection toggle, so that isn't really a SR advantage. SR's real advantages are it's easier to hit soft-cap for your positional, it has superior Defense Debuff Resistance, it's stackable Mez protection, and defends against Psi. Energy Aura gives you better Damage Resistance, a self-heal/+regen Energize, and energy recovery/+def with Energy Drain. I think that comparatively EA's benefits are generally more useful, while SR really shines in those occasional times where you are fighting enemies that use Psi attacks or debuff defense. On your point about EA requiring an extra power, on my StJ/EA build I had a spare power by the end of it and I have never known a self-respecting SR character to not have a self-heal.
  8. On a recent Liberty TF our tank managed to solo hold Recluse aggro by taunting and running around madly with superspeed. It worked surprisingly well and I don't think he had any support.
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