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Maelwys

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Everything posted by Maelwys

  1. Set bonuses can be had elsewhere, for the most part. And usually even if you want all the recharge possible, you'll only need to use 5-pieces in your attacks - so that's one proc from the set plus another from the 6th enhancement slot, for two procs total. That said, for proccing purposes sets are often a bad idea in attacks since there are very few of them that can take more than half an IO's worth of recharge % enhancement without dipping below the 90% chance cap for regular 3.5 PPM procs. Optimal Proc slotting is typically two +3 Acc/Dam HOs (or one of those and a +5 lvl 50 X/Dam IO) plus 4 procs, assuming a Musculature Alpha and no endurance reduction requirements (Ageless, etc.). But it's very difficult to exploit that on sets that don't deal -Defence, -ToHit, Slow or Knockback because of the lack of available damage procs in single target ranged IO sets.
  2. I can confirm that Power Boost has never buffed Regen/Recovery. It does however buff raw +Endurance/+Healing; and (far more importantly) the +Defence granted via Fortitude. My slotting for Adrelaline Boost back in the day on live was 2x level 50 Rech IOs and a level 50 Rech/EndMod IO. That was enough to *just* put its +Recovery over 1000%, meaning that it offset the crash from a Blaster's T9 Nuke. These days I'd either stick two +5 level 50 Rech IOs in it, or a 5x/6x healing set for extra set bonus +recharge.
  3. Personally I'm a big fan of Ice Blast these days. It's one of the few Blast sets that doesn't require any recharge slotting to make a decent attack chain, and all its abilities take at least three procs (Ranged, Slow, -ToHit). It can stack high Mag holds, and a lot of -recharge debuffs, so it's also quite survivable. It's not wonderful at AOE outside of the T9, but when that goes off it's a spawn melter. Objectively, I suspect that Sonic's stacking -res debuffs will be "better" most of the time. But I'd still not discount the performance of proc-heavy blast sets on a defender. Lower base damage = better relative proc damage after all! [Edit: Voltak makes an excellent point. Secondary probably doesn't matter as much as the rest of the build. For an Empath I'd much rather have loads of +recharge, Hasten, Power Boost and a bad Secondary than just have the "best" Secondary!!]
  4. A Demon/Thermal Mastermind is probably one of the most optimal choices. It'd bring an AoE heal, +Resistance shields and a very decent +Damage buff... plus pets which are resilient and good at both melee and ranged damage output. Also since both those powersets are resistance based they will benefit greatly from the Crab's +Defense aura buffs. Thermal doesn't need much in the way of babysitting, and neither do Demons (providing you're not spamming the whip attacks). So you could just stick Warmth on autofire and then manually recast the bubbles + Forge every few mins. The end result will be Softcapped Defence, high Resistance, spammable AoE healing and on-demand damage buffs and -regen debuffs.
  5. Generally the thing to look for in attacks is not whether the game lists their damage as "minor" or "superior" or "extreme", but their DPA (Damage Per Animation). That's because it doesn't matter much if an attack does 1000 damage if it takes several seconds to animate. You can work DPA out in game if you turn on the 'detailed information' section of each power, but mids has a straightforward mode toggle for it. Traditionally Fire Blast is actually considered top of the leaderboards - its main attacks are decently damaging and animate in under 1.5 seconds, so it can put out a LOT of damage in a short period of time by chaining those attacks back to back. Ice Blast is a close second. Both of those powersets also deal a type of damage that is more rarely resisted in PVE than something like Assault Rifle's Lethal. However once you start adding Proc enhancements, powersets like Ice Blast get much better (lots of its attacks can slot multiple chance for damage, chance for -res, etc procs; and it has more "worthwhile" attacks to cycle so doesn't suffer from dropping recharge slotting) but Fire Blast stays largely the same. Fire is still brilliant these days for AoE damage, but it's become lacking a little bit for Single Target damage. Sonic Blast's gimmick is the -resistance debuff in each of its attacks. Traditionally it was seen as more of a team-friendly powerset since that -res secondary effect raises the damage output of your entire team. However it's DPA is very poor (and it doesn't proc well) so you're usually still better off with a different powerset.
  6. Mine skipped *Single Shot* and *Cutting Beam* from BR; and *Taser*, *Smoke Grenade* and *Time Bomb* from Dev. Whilst it can take an Achilles' Heel Proc, the DPA is a bit pants. So whenever Overcharge is on cooldown I'd usually just rather toebomb a Trip Mine. The Gun Drone is basically extra damage output that doesn't interfere with your attack chain. It's fire-and-forget every 90 seconds; so it's difficult to justify not having (at least) one of them up.
  7. Spines has LOTS of AoE potential. Unfortunately it also has painfully slow animation times. The DPA of 'Spine Burst' in particular is rather rubbish. Ripper is OK; especially with the wider arcs on a Tanker... but it's no Fire Sword Circle or Frozen Aura or Footstomp. Lethal Damage is also one of the most resisted damage types in PVE (it's not quite as bad as Psychic at endgame - but it still suffers against anything vaguely robotic; and lots of EBs/AVs). So outside of specific AE farming missions it can get a bit meh (as my poor old Katana Scrapper can attest...)
  8. That's interesting RE the +Endurance scaling... I could have sworn that +Endurance is always a flat boost (and/or based on your Base Maximum rather than your Adjusted Maximum, the same way that the "Absorb" mechanic functions)! 😕 My characters (at least the ones without Ageless!) aren't likely to bottom out in a minute, but it is pretty rare for them to remain between 1% and 89% endurance for prolonged periods of time. A minute simply seemed like a good benchmark: at endgame that's several spawns of regular mobs, or most if not all of an AV fight. My major complaint about PS is that its average performance might be decent, but how it delivers that performance is in practice very "spikey" (they both kick in every 10 seconds in auto powers, but I'd much rather have Panacea's 50% chance for 7.5% Endurance than PS's 25% chance for 10% Endurance!). I'm a mathhead whenever it comes to character building. When planning my character's level 50 build I'll always work out an optimum attack chain ahead of time; and then calculate the exact global recharge rate and recovery required to maintain that chain indefinitely (whilst running all their toggles etc) ... but PS's spikiness makes it difficult for me to rely on that particular proc activating during any period where the character would benefit fully from its effect. I'm always short on enhancement slots, and for me the return granted by a PS proc in Stamina will very rarely actually equal or exceed that of a regular +5 Common IO; because their endurance bar will hardly ever remain under 90% full for long periods of time. Admittedly I rarely exemp my fully-IOed characters except for TFs - and there are usually enough buffs flying around then that losing a bit of Damage or Endurance slotting is not a major concern for me. Yeah, that lack of much difference in Stamina is pretty much why PS's proc remains firmly in last place on my +recovery wishlist. I'm all for cramming as much performance into a build as possible, but +Recovery is one of the few effects that become essentially worthless to stack more of after it reaches a certain point. So generally once I hit that figure, any extra enhancement slots will get thrown into boosting damage output, damage mitigation or recharge. Physical Perfection typically just gets a Power Transfer Proc thrown into its default slot, unless I really want to scrounge a spare slot from Health (Panacea in one, Miracle in the other...) 😀
  9. Point taken RE SOs. My comparison maths was based on +5 Level 50 Common IOs, so the ranking was probably more accurate for endgame. Those two are more floaty; since +Recovery =/= +Endurance The first scales with your maximum Endurance pool (Accolades and set bonuses) and the second is flat. That pushes the benefit of Raw Recovery from Common IOs in Stamina so close to the PS proc that it's basically a wash. I'll accept the PS +Endurance helps versus sappers, but so does Panacea and it's a lot more reliable at kicking in. Panacea will also end up on the same timing cycle as Performance Shifter after login, which means often both will proc simultaneously. What I mean by that is that whenever you first log in (or zone!), your character syncs up with the server clock. All of their toggle and auto powers and set bonuses then immediately trigger if they're able to do so, which starts their refresh times cycling. In other words; After you log off and log in, any procs or set bonuses in your auto powers immediately have a chance to trigger, and then start counting again from "0 seconds" on the same cycle. Every 10 seconds they will have another chance to activate. They can't activate at 9.9 seconds or at 10.1 seconds - it's 10 seconds exactly. This means that if a character has both a Panacea and a PS proc slotted, then chances are pretty decent that both procs will often trigger at exactly the same time. You can see this happening more clearly with multiple Power Transfer procs and Panacea in the same build (e.g. Health + Stamina + Quick Recovery + Superior Conditioning + Physical Perfection) - it's not uncommon to see 4-5 green numbers floating over your head on the same server tick; then you need to wait exactly 10 seconds to see another green number. But Panacea has double the activation chance of PS, and a higher average return... so when combined with the latter's unreliability (I want that +endurance to kick in when I'm less than 90% full but more than 0% full - is my character likely to remain in those conditions longer than a minute?) I find that PS is often superfluous. (In theory you could log in, unslot a proc like PS, and then slot it again; which breaks the cycle time up... but you'd need to keep doing that every time you zone!)
  10. For recovery purposes: Panacea Unique is always the most powerful, by far. Miracle Unique is 2nd-best. Performance Shifter Unique is 3rd-best. A regular SO/IO in Stamina is a very close 4th. A second regular SO/IO in Stamina is a very close 5th. Then lastly there's the Numina Unique. For regeneration purposes: the Power Transfer Proc (which is NOT Unique - you can slot multiple copies of it) comfortably beats the Panacea Unique, which beats regular SOs/IOs, which beat the Numina Unique. Numina is technically "worst" at both... but it double-jobs. Therefore Panacea is the only one that's better than it 100% of the time. Personally my baseline is a Panacea + Miracle in health; and 2x Regular SOs/IOs and a Power Transfer in Stamina. I'll try to throw extra on top of that if I have the slots free, but I dislike Performance Shifter's unreliability - I'd much rather have the guaranteed steady recovery from regular IOs (and often Numina as well!) and since the average performance difference is negligible I tend to drop it. I never really miss the extra recovery - and I build all my characters to maintain an unbroken maximum-dps attack chain without running dry at endgame, often even without ageless. Performance Shifter only has a Proc rate of 25%. This means that over the course of a minute it has a 18.00% chance of not kicking in (see cumulative binomial probability) compared to the "always active" additional recovery from a regular or second regular IO in Stamina... and the theoretical performance difference between them is so slight (the region of 0.04 End/Sec) that PS becomes less attractive. Panacea technically suffers from the same issue, but its higher proc rate of 50% means that it is much more reliable in practice than PS - over the course of a minute it has only a 1.56% chance of not kicking in, and its theoretical average recovery rate is also considerably higher. Tidge has it right there actually: The Preventative Medicine unique functions as a set bonus. This means that it's always active, regardless of whether you actually use the power it's slotted into or not (it even works if the power is unavailable because you're exemplaring!) You'd be correct for the Numina and Miracle uniques, since they don't function as set bonuses but as a glorified proc e.g. a "chance for X to happen every Y seconds". Although in their case, it's a 100% chance for an effect to kick in and the effect lasts for 120 seconds... which means that their effect would always be active in a Perma Dull Pain setup anyway. And personally I'd be loathe to give up Perma Dull Pain on any INV; even in a high-end one with hardcapped everything, self-healing from their secondary powerset and a bunch of extra DDR from ageless. (Edit: Also, I should probably point out it's perfectly doable to make multiple powers trigger as soon as they're recharged with zero extra clicking effort. Whilst it's only possible to flag a single power as "autofiring" (as-in place the green circle around it) you can trigger as many powers as you want in sequence via the game's built-in keybinds/macro system. Many of my keybinds trigger a list of things like *Hasten* and *Dull Pain* FIRST before the other underlying powers fire off...)
  11. Maelwys

    Def vs Res

    Don't forget Staff. It pairs particularly nicely with the likes of WP and Bio because they natively buff E/N/F/C Defence and Guarded Spin buffs Lethal/Melee... 😀 Honestly, lots of different powerset combinations work. You can even cover certain holes with Epic/Patron pool abilities (such as 'Conserve Power', 'Darkest Night' or in the case Scrappers/Stalkers, 'Shadow Meld') or Incarnates (such as Ageless and Barrier). However if you're asking about efficiency, then SD is probably the set that is overall the most well-rounded (and yes, /SR is good too, but it doesn't have +Damage buffs or a Teleport Nuke...) It lacks a self-heal, but Dark Melee or Radiation Melee have that covered. Rad Melee + SD is rather difficult to beat in most sorts of content. Note that nothing is completely immortal - autohit abilities and certain mobs that deal ridiculous amounts of particularly tricky debuffs (such as the Crimson Prototype from Market Crash) can + will wreck your face if you're not careful. You can beat them, but it requires a bit more effort than "just roll your face over the keyboard until the mission ends"... ⌨️ ⌨️ 🥳
  12. Maelwys

    Def vs Res

    Indeed! A full discussion is probably beyond the scope of this thread, but if the OP wants to get into the nitty-gritty of it all, a good place to start would be https://hcwiki.cityofheroes.dev/wiki/Attack_Mechanics As a very quick summary:
  13. Maelwys

    Def vs Res

    In a vacumn, +Def beats +Res. That's because you cap at 90% Resistance (you take 10% damage) compared to Defence flooring your enemies hit rate at a 5% ToHit chance (you take 5% damage) However you can generally get a mixture of both - and characters start off with an inherent 50% chance to be "missed" by foes; which helps keeps things even-ish until you start really stacking up the numbers. The general consensus in the CoH community is to layer things. Focus on Softcapping Defence first, then raise your Resistance and Maximum Hit Points as much as possible. For a melee character, aim for at least 45% Defence (regular content) or 59% Defence (incarnate content) on at least your "Positional" Melee defence or your "Typed" S/L defence. Then make sure that you're packing some Defence Debuff Resistance (DDR) if at all possible. However certain defensive powersets have very little if any +Defence buffs - some examples here would be Radiation Armor and Electric Armor and Regeneration. In those cases, a valid way to build would be to largely ignore Defence and instead focus on hardcapping your damage resistance at 90%; and/or increasing your other mitigation ("clicky heals") by stacking +Recharge and Maximum Hitpoints. WP is a "good" powerset for damage mitigation - but not because it's Regen-based. WP provides +Resistance and +Defence and +Maximum Hitpoints in addition to its +Regeneration. +Regeneration is currently the weakest form of damage mitigation, because it is only designed to cope with a certain level of incoming damage. Beyond that level it gets completely overwhelmed. By itself, +regen simply can't keep up with the sheer amount of incoming damage that a melee character can expect to recieve in today's game. And a LOT of the newer enemy types have powers which debuff your regneration rate: +Absorb is often objectively better than +Regeneration because it can't be debuffed. I should probably point out that I do actually like +Regeneration. My namesake on live was a Katana/Regen Scrapper, and he could solo nearly anything. But that was due to him being melee defence softcapped (via Divine Avalanche) combined with being at the maximum hit point cap with a decent level of health regeneration.
  14. WHUT? You're /Flame Mastery. A dead hero does PLENTY of damage! More seriously: swap a few enhancement slots around. Get Bonfire perma with a KB->KD IO in it. That'll take care of 99% of your mitigation needs. (a Sudden Acceleration KB->KD plus a few Common Rechs is fine. Bonfire doesn't need accuracy and you'll deal plenty of AoE damage from other sources. But you can 5-slot sets like Bombardment or Ragnarok if you've enough spare slots free) Then slot RoTP for Recharge, Damage and another KB->KD IO. So if you *DO* ever faceplant, you get to nuke things. And they'll take the full 3 ticks of damage (which works out very similar to Inferno!) rather then gettting shoved out of range by the first tick. (my goto for RoTP is 3x Overwhelming Force Rech/End, Dam/Rech/End, Dam/KD plus an Armageddon Dam/Rech. Combined with a Musculature Alpha) For Mez protection, Clarion Core Epiphany Destiny is difficult to beat because it's perma. But you may find that Melee Core Embodiment Hybrid suits you better. It's also worth noting that Assault Radial Hybrid is generally a bit higher performance than Assault Core Hybrid because Blasters tend to be saturated for +damage buffs already via Defiance, Aim and Build Up.
  15. The Short Answer is: ReRoll as a Dominator and grab Power Boost. The Longer Answer is: You need to stack mez abilities (aside immobilize) to an EXTREMELY high Mag to hold AVs through Purple Triangles , and Higher-level Debuff Resistances mean that your mez effects will wear off faster... so you'll need to buff your duration as much as possible. You'll want to be able to inflict a smidge over Mag 57, permanently which is difficult/nigh impossible to attain on a Controller against higher-level mobs, even with Power Boost. Dominators get additional mez mag/duration via "Domination"; so it's much easier for them to keep that up. Although even they will struggle vs +4s. Some control powersets have Single-Target "Confuse" powers that possess a far longer base duration than Hold powers - these are much easier to use to keep AVs mezzed (especially with Power Boost) but it takes ages to set it up, and you won't gain Containment. There's a reason most Controllers are stuck using Immobilises vs AVs. Or Phantom Army/Mr. Poo to just tank the AV rather than mez it! 😸
  16. Can't speak for "current / inclusive of the most recent changes", but here's a slightly tweaked version of mine. (Note that personally I don't run Hover+Fly but Maneuvers+Tactics... I stealth in and toebomb things with Trip Mine; then go to town! However I've swapped the power pools around and added a spare IO to Combat Jumping to keep S/L Defence softcapped)
  17. Slightly older build but should still be reasonable. You may want to work more procs into Volcanic Gases these days - Posi Blast, Bombardment, Annihilation, etc... but bear in mind that the way its pseudopets are coded means that procs from mez/hold sets will in twice more often than procs from damage sets. The incarnates can be swapped around easy enough. If I recall correctly, the Resilient Core Alpha is mainly just there to ensure ol' Mr. Poo is as close to hardcap as possible whenever Barrier is swapped out for Clarion!
  18. That's a little better, your HP isn't quite capped (Dull Pain without any Health slotting is a sad Dull Pain, and it's not going to be perma unless you keep spamming Kick) but your Endurance consumption shouldn't be as much of a problem now. Looks like 3364HP now with accolades (not capped but much better than previously) and Softcapped S/L Defence with one foe in Invincibility range (perfect!). Your Energy and Negative Energy defences are about 10% under the softcap though, so you may struggle against certain Negative-damage enemies... but there are very few attacks out there that deal purely Energy-typed damage. Realistically you should be fine here on the vast majority of content. Your S/L Resistance is hardcapped without Tough running (good, this means you don't have to run Tough ever!) or the Might of the Tanker IO kicking in (this is technically a little bit inefficient, since you'll typically have at least one stack up and usually two!). A potential upgrade here would be to drop one of the Might of the Tanker IOs - the Dam/Rech - for a decent proc. A "Fury of the Gladiator: Chance for -Res" would get my vote. I'm not a huge Titan Weapon fan, but I've an INV/SS Tanker build that might give you some ideas:
  19. Your resistances are decent, especially Psionic. But unfortunately without Dull Pain you're lacking a self-heal, and your HP is scrapper-level at best (2239 in your mids file, rising to about 2614 with accolades? Compare that to with Dull Pain: 3534 HP and a self-heal of north of 2200 every few minutes...) Also, your Endurance is going to be an issue unless you swap to Ageless. So you're going to be playing like a lower-damage scrapper with no sustainability outside of popping green and blue inspirations. Grab Dull Pain. Stick the Panacea proc in Health and the Power Transfer Proc in Stamina. Personally, I'd drop Stealth, Infiltration, Grant Invisibility and Resist Physical Damage for Dull Pain, Super Speed (Celerity Stealth in Sprint), Conserve Power and Physical Perfection (which can take another Power Transfer Proc).
  20. Meh. It's a Big Red Button. I like Big Red Buttons. More seriously: back when I actually played my INV tanker, I had a costume change ready for triggering Unstoppable. So whenever I had to press it, everyone on the team KNEW that I'd just had to press it... because my normally Blue Big Spandex-Clad idiot became a Yellow Big Spandex-Clad idiot with a little red and white mulletcape. I didn't use it every fight, I used it to stay upright in certain AV fights whenever my healthbar was depleting too quickly to remain viable; or I was in danger of being mezzed beyond what Unyielding could handle. I also got very good at anticipating when the crash was about to happen - it got to the point that I could reliably activate "Dull Pain" immediately before the crash, and have its Health Bar refill kick in immediately after the crash (The +MaxHP and +MaxEndurance Accolades also helped to give a lot of breathing room). It was fun to do this in the middle of tanking multiple AVs such as on the STF. Fond memories of back when player reaction times and skill actually occasionally had an impact on regular teams! These days with incarnates? There's very little need for the level of extreme +resistance buffing granted by Unstoppable. So I'd certainly get behind removing/reducing the crash (at least the -HP and -Endurance portion of it; let it do -Recovery and possibly -Regen instead!)
  21. Yeah. Surely everyone knows the real trouble will be Freakshow, Battle Maiden flunkies, or (Ouroboros help us) Praetorian demons. (We're pretending AE doesn't exist right? Right...) I loved tanking on my INV/SS tanker back in i6/i7. That lovable taunting, raging, superjumping, footstomping brick that he was. I sometimes wheeled him out in later issues for TFs because he could tank anything. Playing him was easy mode. He could cope with any combination of teammates (PUGs and random SG teams) because he could control aggro and weather all the incoming damage without needing any outside support - he could basically solo the mission by himself (and that was COH in a nutshell to me - your character being powerful enough to simply not care what other powersets/characters are on the team. When you don't need a "Holy Trinity" of MMO pairings, you can simply have fun experiencing the content and mucking about with your friends etc.) However what that tanker couldn't do is bypass the aggro cap, so as everyone's characters gradually became more and more powerful (e.g. level 50 incarnates with full invention builds etc) then there became less and less point to bringing a dedicated tank (or a dedicated anything) along. Because it's faster to steamroll through 4-5 mobs in the time it takes to herd 2 together (even with a minimal strategy of "Taunt the nearest mob, jump into another one. Then repeatedly Footstomp/KOBlow/CrossPunch/etc and get everyone to spam their AoEs"!). You can still bring a tanker to a TF, but demanding everyone wait for you to tank is going to be an exercise in futility, and rightly so. If you want the job of playing "protector" then fine. Go for the most dangerous enemies - Quantums, Sappers, Bosses, EBs, AVs, GMs. Sort your targeting binds out and be attentive. Don't worry about grabbing ALL the aggro; the Blaster can likely handle a few (dozen) minions... ...and if they can't? Then you can hand them a wakey and gently point out that they'll grab a little less attention if they let you leap in first. But always consider that they might be a veteran who wants to use Rise of the Phoenix or something, rather than a newbie who got in over their head - Faceplanting in this game isn't particularly problematic unless you're running a "Master of X" TF. So let the rest of the team bite off whatever they feel they can chew, and just have some fun with it all... 😅
  22. Depends how you build them. Certain MM secondaries (particularly /Kin, and to a lesser extent /Nature and /Thermal) can put out some extremely impressive DPS figures. Primary matters too - e.g. Bots deal crazy amounts of AoE. Demons deal crazy amounts of ST. Thugs are somewhere in the middle. MMs don't have a taunt aura, and their damage output is staggered over the pets so there's fewer ego-boosting massive red number values floating over mobs' heads. But on the plus side, they don't share the same traditional weaknessess as Brutes/Scrappers - such as single target debuffs and endurance drains. The Crimson Prototype from Market Crash comes to mind - it's FAR easier to solo that AV on a Mastermind than on a melee AT.
  23. By itself it's a bit pants, but it takes a fair amount of procs and it can even be used as a decent survivability buff (make sure to stick at least a Power Transfer: Chance to Heal in it) To put some numbers against it: + Base damage of Lightning Field is 12.5123 damage every 2 seconds, or a little under 6.3 damage/second per target. + "Regular" slotting at level 50 (+Acc and +Dam and +EndRed) = roughly 12.5 damage/second per target. + With Procs and Incarnates (Armageddon Proc + Eradication Proc + Obliteration Proc + Acc/Dam HO + Armageddon Dam/End IO + Power Transfer Proc + Musculature Core Alpha Incarnate) = average of 36.29 damage/second per target. The Power Transfer Proc returns 66.93 HP every time it activates. It can't activate more than once every 10 seconds, but each target hit by Lightning field has a seperate 26.32% chance to trigger that activation... so the more targets hit by Lightning Field, the more likely that you'll get healed. It works out at anywhere from +1.762 HP/sec -> +6.693 HP/sec (for comparison, unslotted "Grounded" gives about +5.58 HP/Sec).
  24. Whilst I completely agree that debuffs are great, the problem with using -Tohit in your defcap calculations is that its effectiveness differs greatly depending on what you're fighting. +Defense is difficult to negate: very few foes have noteworthy +Tohit buffs or Autohit attacks (lategame it's mainly Nemesis, Rularuu and Incarnate content) so packing some Defense Debuff Resistance will be sufficient most of the time. However -ToHit debuffs get affected by enemy debuff resistances and level difference. So all your powers that inflict -ToHit tend to operate between 30% and 65% effectiveness vs regular foes in endgame, and they become negligible against AVs and GMs (e.g. best case vs a Lv54 AV is 8.45% effectiveness!)
  25. You can hardcap S/L resists and Softcap positionals fairly easily with /Shield; and the Panacea and Power transfer Healing Procs do a good job of keeping your health topped up. Energy Melee is also one of the lowest cost sets in terms of endurance consumption, so you can get away without Ageless if you prefer taking Barrier etc. Here's an example that hits the magic numbers regardless of your incarnate picks (although I'd still recommend picking up Musculature Alpha, Degenerative Interface and Assault Hybrid!)
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