Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

WuTang

Members
  • Posts

    570
  • Joined

  • Last visited

Everything posted by WuTang

  1. Hmm could've sworn I've seen people talk about stacking -res...but even though it's from a seperate cast or even a different enhancement type they won't stack? What if it's different %s? Like 12.5% from Annihilation?
  2. OK so 100% S/L resistance is 100% resistance to S/L res debuff? Very nice! Thanks loads!
  3. Just a quick update...at level 45 now and feeling good about the build. I've stacked four -20% res, and I could be wrong, but I think that's helping the ST damage out a good bit. It doesn't feel mushy. I've had a thought though.... Would it be beneficial to swap the +res ATO set into Storm Kick instead of Cobra Strike? My thinking is that Storm Kick is a must as it benefits my defenses so adding the +res seems like a "WTH didn't I do that in the first place stupid?!" But would the reduced proc chance gimp the ATO set? It would allow me to skip Cobra Strike if needed. Right now I'm hitting it on recharge to ensure I keep the 2 to 3 stacks maintained. I could throw it into Dragon's Tail instead but if I expemp below 20 I won't have access to it. Also, if it's in the PBAOE, can it stack with one power cycle, or no? This is the current build... Tanker (Radiation Armor - Martial Arts)1.1.mbd
  4. I could've sworn I read somewhere that 100% resistances to type damage helps with debuff protection...or some benefit to having them at 100%, but danged if I can find that thread. My search skills may not be firing on all cylinders this early, but does anyone know what I am talking about?? Maybe point me in the right direction...please? I don't know maybe I dreamed it...
  5. Wow! Snark, you got 3x the defense you normally roll with! You're gonna die so hard now. It's been several months, but you and I talked about this very combo before. I like it! It was the first toon I ever fully incarnated (that a word?) out. And still my best DPS toon. My build is a Fire/Dark/Soul and very fun. The debuffs plus high damage output is criminal, and then you add in healing and rez'ing...you'll feel like Bert entertaining the crowd.
  6. Yeah, I've noticed some so small inconsistencies as well, but on the whole it's a very useful tool, especially as I'm not experienced well enough with CoH to just look at a screen shot and know what's someone has done. Preciate the heads up on the info. And I ended up skipping Crane Kick and took Crippling Axe Kick so I could stack another -res.
  7. Ok might be pivoting a little... Stone Melee isn't looking too good to me. Will level it out a bit more and see, but with that I've worked on another build Rad/MA. Quick question about Storm Kick. In MIDs the tooltip implies a plus to positional defenses, but all defenses seem to be affected, except P/T. Which is correct? Edit: And which is better to skip, Crane Kick or Crippling Axe Kick?
  8. I get that. But the powers FF +recharge are in already have control aspects and to be honest, don't think I need them...just like to make bad guys flop around at will. The fact that I get a +recharge boost is just icing on the cake. Without the FF +recharge it's only 6 sec off perma, but with them they knock 13 sec off Particle Shield, 12 sec off Ground Zero, and 13 sec off Radiation Therapy. In-game be slightly different, but those are some significant recharge reductions on some powerful powers.
  9. With all the recharge in the build, according to MIDs Build UP will have approximately 50% up time. On Hasten I was building towards a fast recharge build. I monkeyed around with the powers quite alot before I finished but plan to take Hasten much earlier than the build shows. It could probably be argued that it could get away with 1 slot, but when I exemp down the build's recharge will be affected and Hasten won't likely be perma at that point. Unbreakable Guard can only be 6 slotted once and those fat 3.75% T/P and 5.25% F/C resists are tasty. Not arguing, just giving my reasons. but I'm going to rearrange the slotting any ways cause @Soveraanswered my question about the ATO resist proc....before I even asked.
  10. I was using Fault for +recharge and acc set bonus from Armageddon flipping slots between Fault and Tremor net the same result for my goal. The only reason I took Fault was to have 2 AOE +recharge procs that all but guarantees 100% up time. I did notice, somewhere, that Tankers can get away with ~76% resist and let the ATO proc fill in the rest. If that is the case, wouldn't 90% be overkill? But then again I read that 100% resistance levels help resist debuffs. Edit: also... Fault and Tremor are they knockback, up, or down?
  11. With that level of resists coupled with the Tanker's ATO resist proc, does that make it basically deduff proof? Also, insane regen!
  12. OK after much deliberation....and taking everyone's advice into account....and wanting to at least try one power set I haven't yet....I've chosen Rad/Stone. And so more questions are likely to follow, Like... Does Fault knock up or back? Also, why does /Stone seem to have such low accuracy? Let me know where I can improve or if I've made some poor choices. I wanted it to recharge quick and max out as many resists as possible and pepper in some defense. I know Rad fairly well, @Sovera helped me build one of my best Brutes an Energy/Rad. I also wanted to throw in as many -res as I could and try to make it so I could maintain -20% on the mobs. I shot for as many debuff resists as I could get as well. My endurance use came out a bit high, IMO but I think it'll be OK. Thanks! -WT Tanker (Radiation Armor - Stone Melee)1.0.mbd
  13. Yup I agree! My only thing is that each AT is different. Knowing how to play/build a Blaster doesn't really help you with a Corruptor and knowing a Corruptor doesn't help you know a Defender. I like hollering at the community and getting educated on how the specific AT works and maybe look over some builds to see how people are slotting certain powers. I can build a tough AT, but most of the time my damage output isn't terribly high...until after I've learned what can be loosened or what it can live without. I also haven't yet experienced at the different power sets, nor all the powers within the sets I have used. Like I've got 2 Dark Blast Corruptors and only just found out how great Torrent is. But sometimes I can't be trusted even with an AT I think I know...I absolutely ruined my SS/Inv Brute lol Gotta fix that guy! I'm coming up on a year with this community...and I'm still learning from each of you.
  14. Yup and if I ever wanna get around to making my 1000th character, less trial and error will help.
  15. HAHA! My man that is some sick defenses! Question about Aid Self, is it really a 4.33 cast?
  16. @Spaghetti Betty Do you remember the /Bio Brute build you helped me with some weeks back? For a Tanker, do I take a similar approach, or is it more about survivability?
  17. I do like how Battle Axe works.
  18. 'Nother question The +resist ATO, it's a proc but some are recommending it go in a toggle PBAOE. Tooltip says the +resist last 10 seconds but don't toggle procs only have a chance to hit every 10 seconds? And just how many times can it stack, realistically?
  19. AWWWW Y'all are fighting over me! But seriously... I'm prob gonna take Taunt if I don't take an epic pool with a ranged attack. Ok... So next question... I only have one Brute with SR, but I understand it's mechanics now and it is nigh unkillable. BUT with a Tanker would I be better off with a damage aura to take advantage of the increased targets and AOE damage? Am I wrong...but I think all the damage auras are on resist set, right? Which brings me to... Resist vs. Def I have Brutes with resist sets that also have soft cap defenses. I don't worry so much about DDR since my resists are high, but then when there aren't any debuffs going around, I'm all god mode and stuff. I don't mind clicky defenses... I did see an Electirc/Psi build @Infinitumposted that looked mighty good, from my very inexperienced perspective. It checks a few boxes, but I'm not a huge fan of Psi.
  20. Can anyone tell me if the sword effects in Fiery Melee can be switched to "fists" like Stone Melee can?
  21. I go back to my adage... If I'm not the Tank, then I follow the tank.
  22. Oh man I like them both. Teleport is not only the fastest way to travel but add a Void Skiff in the mix and you don't even have to worry about the 15 second...umm please don't fall because I forgot to turn off my auto-cast! And it can be used just like Combat TP in a fight, it only has a very slightly longer cast. It can be used with a macro to get to a very far away teammate. It is also the only travel power that only uses endurance "on use," versus an end-drain. And Super Speed has Phase, which to me has a cool effect, and adds a stealth element which can make it easy to "stealth" to the end of a mish. And you get a "long jump" and if you add in START vendor jump pack and you have a vertical. Fly is still universally the most useful travel power, with Mystic Flight arguably being the best.
  23. @tidge I've never taken it on any build, except for the build I made for my son's Brute. I have to admit the ranged aggro magnet looks pretty handy since he can pull without having to change position, and he can also "drag" mobs with him as he passes for an even bigger murder ball.
  24. To taunt or not to taunt... Expected of a Tanker or fine without?
  25. Son of a......stupid outdated tooltip!
×
×
  • Create New...