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Warshades

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  1. You're not really building a tank, you're building a farm char. There is a very distinct difference. The goal on a farm char is just to have sufficient survival and maximize damage output, not to take alpha strikes and tank a variety of damage types since you'll only be facing fire typed attacks. This is a very quick sample build of what you could do. There are likely ways and places to optimize it to make it faster at clearing, but it should work without major issues. I do highly suggest that you work on building Ageless Core destiny slot to T4 first and then work on the others like Musculature Core, Reactive Radial, and BP, and Pyronic. Farm builds tend to be very endurance hungry and Ageless Core destiny will help significantly to eliminate any endurance issues. This sample build is fire/axe, axe has several AoE attacks and places to slot FF +rech procs. Tanker (Fiery Aura - Battle Axe).mbd
  2. Don't use dark melee, it's not good for farming. To get sustainability, you just need to hit 45% fire defense which you can do with set bonuses. Tanks can hit 90% fire resist without trying.
  3. I don't recall off the top of my head which armor set might have/give the most tohit debuff resistance, but very generally speaking, you'd benefit most from running a defensive armor set and soft capping your negative or positional defenses by lvl 30ish. One of the biggest reasons that defensive armor sets have such a big advantage is that fewer attacks land and thus you suffer from fewer debuffs, including -tohit. You could consider invuln as invincibility also provides a tohit buff as well and it should be easy to hit 45% negative def on a tank. Sets like SR and shield should also easily soft cap positional defense, the latter giving an excellent AoE that will help thin minions from mobs and greatly reduce the number of incoming attacks. With resist sets, I'd say your best bet is to try and thin the mobs as quickly as possible. Tactics can definitely help, but I'd prioritize using what AoEs/cones you have + build up to thin the mobs and reduce how many debuffs you're taking. If you've taken a lot, consider retreating around a corner somewhere to provide time for the debuffs to expire and allow them to clump up again. Edit: can also pop purple insps on resist armors so that you're soft capped to decrease the number of attacks/debuffs that land. You'd likely need far fewer purples to hit soft cap which the vampyrs don't debuff than you would need yellows to counteract massively stacked -tohit from their attacks.
  4. Not trying to change your mind, but putting Sudden Acceleration KB to KD proc and Force Feedback +rech proc turns Hand Clap into a knockdown power that provides soft control as well as almost always procing the +rech proc. Builds can vary a lot in how much they cost to actually build depending on what IO enhancements you build with. A few things about regeneration specifically worth mentioning: You do want to partially have high recharge in your build so that you can access your heals like Reconstruction and Second Wind more often when needed, as well as access your T9 power (Moment of Glory) that temporarily makes you nearly invincible for 15 seconds. Regeneration (not the power set itself) as a form of damage mitigation is typically considered the weakest, mainly because it takes time to regenerate health which you may not always have if you take high amounts of burst damage quickly. Fighting pool will be useful to get another resist power in Tough. Regeneration has been reworked recently and can be built to be durable, but it does take a little more knowledge to build and pilot than a typical resist and/or defense focused armor set. Regeneration I would say is a little bit of a late bloomer in terms of becoming tanky. Reactive Regeneration will certainly help a lot when you get to lvl 18 and can pick it up, but it's also a set that becomes more durable when you can build in resist set bonuses from IOs so that you take less damage and can give regen the time it needs to work and regenerate HP.
  5. Only those that are "global" unique IOs. https://homecoming.wiki/wiki/Set_Enhancements_with_Special_Effects
  6. Welcome back! There have been quite a few changes related to tanks in general with the most recent update, but one specific one for Radiation Armor is that Radiation Therapy works on adaptive recharge (short recharge if 1 foe is hit, long recharge if you hit 10 foes). This is a new mechanic which essentially aims to lower the viability of procing out powers, also makes some powers more useful that used to have long recharges and may recharge faster when fighting a single enemy. The target cap limit on Ground Zero was also significantly lowered, though it's still an excellent power and procs well. A few general points: Combustion is a great power to slot damage procs in if you can afford to since it has a high proc rate. You do not need to slot the Preventive Medicine unique into a passive power like Health that's always active. Preventive Medicine unique will work in active powers even when they're not used. It's a good idea to fully 6 slot the set if you have a good heal/absorb power (like Particle Shielding) for the set bonuses as well. Power Transfer run speed unique is a wasted slot in Physical Perfection, Radiation Armor doesn't really have endurance issues nor do you really need a small amount of run speed unless you're going for concept, and then an armor set with a passive that boosts run speed would be a more optimal choice (like SR and 5x slotting gift of the ancients run speed uniques). I would suggest reconsidering how much value you want to place on the melee defense soft cap. Radiation Armor has no DDR and any mobs that lower defense, like Cimeroran Traitors for example, will still quickly and easily drop your melee defense into the negative values in very short order. 6 slotting BU with Gaussian is a lot of slots for a very small return. Enhancing recharge of BU will additionally lead to lower activation rate on Gaussian's proc. I'd just 1 slot it with Gaussian proc (maybe add 1 regular recharge IO slot at most) and use the rest elsewhere. I'd suggest putting the SMoT proc into a power that you'll spam more often than Radiation Therapy. With the recent adaptive recharge change, Radiation Therapy proc chances were significantly reduced. It would also still have a very long recharge if you use it when surrounded by a mob, so not a great place to put the SMoT proc which can stack with itself. Try to keep your recharge debuff resist high on any resist based armor sets, particularly when they also rely on clickable powers like Particle Shielding as part of their sustainability. Recharge debuffs are very common and you'll encounter a lot of them. Being a resist based armor set, you're also often getting hit with many debuffs as well. Radiation has a few resist holes, most notably cold. But I wouldn't really recommend chasing for f/c resist bonuses since cold damage isn't very common and you borderline almost never get hit by cold damage outside of Winter event or specific AVs. I've adjusted the build a bit, though it does drop you to 33.6% melee defense (still within 1 small purple inspiration of hitting soft cap). This build relies a bit heavily on Focused Accuracy for the tohit buff to get the accuracy of your attacks to 95%+ against +3 enemies (ideally I'd suggest checking the accuracy of your attacks without any BU/BU procs or other temporary sources of tohit buffs active when looking). This hits 95% just barely with FA active, but it does mean that it won't exemplar as well below lvl 36 when you won't have FA available (if you're still fighting +3 mobs at lower exemplar level). I've kept most of the slotting (like Touch of Death and Unbreakable Guard sets) similar to still maintain a high-ish melee defense, but I think you'd get better value by allowing it to be a bit lower and getting more offense via recharge bonuses/procs/etc. I'd suggest musculature alpha to further boost damage output, fire is among one of the best melee sets for damage output on tanks. There are 4 extra slots left over that you can place towards whatever you want for set bonuses/uniques, etc. Tanker (Radiation Armor - Fiery Melee)2.mbd
  7. As the title says, sharing a build that I've recently tried and had a lot of fun with in case it is of interest for anyone else. The original idea (at least from where I found it) came about from @Thraxen who posted in the brute topic about getting a high recharge ss/elec brute to make use of the new, crashless Power Surge T9. After looking over some of the powers and the amount of regen they can provide, I decided to make it a dual concept of high recharge/regen Elec Armor build on a tank (higher base max HP certainly helps the hp/sec regen rate here). Posting the current version of the build as I have it down below, it's been extremely fun to use and has been very sturdy in general. A few notes regarding the build: It's a concept focused on maximizing recharge and regen. There are certainly better ways to slot the attacks to help mitigate rage crash by using damage procs (and not using a recharge boosting alpha incarnate to maximize proc chances). Personally the few seconds of no damage from rage don't bother me that much and 5 slotting attacks with purple sets was needed to max out the 10% recharge bonuses (along with picking Spiritual alpha to go past ED cap on recharge and healing buffs). Power Sink is pretty insane. With the high recharge, it can be stacked up to 3 times. When fully saturated, it's providing almost 400% regen rate buff (a little over 30hp/sec) with each stack. This does come with some cons. It's not easy to keep 3 stacks saturated fully in actual gameplay, mob size is usually diminished when Power Sink is back up. However, it's easy to maintain 2 stacks fully saturated by using it as an opener when going from mob to mob. The effectiveness of Power Sink is greatly reduced when you're fighting a single AV/GM foe since it's providing regen per enemy hit. Outside of using Power Surge and Unleash Potential, your regen rate will be low while tanking someone like LR or the patron AVs during MLTF. I didn't prioritize closing resist gaps on negative/psionic/toxic damage with set bonuses since the point of the concept was to max out recharge and regen. Power Surge (since it will be up often with the high recharge) closes the negative/toxic resist gap by a solid amount along with the SMoT resist proc. This build is very much for end game as the attack chain doesn't really finalize until you get Gloom at 35. The high recharge nature of the build allows me to essentially spam Punch -> Gloom -> Punch and then sprinkle in KO Blow and Weaken Resolve against single targets. Can also still use Foot Stomp for any minor gaps in recharge. Overall, it works well exemplared as early as 25 since you'll still have access to Foot Stomp then, but anything lower isn't as fun to play and you'll be relying a lot more on Sands of Mu, Black Wand, Nemesis Staff, etc to fill out your attacks. It doesn't quite reach 100% recharge debuff resist without relying on a combination of Ageless Radial and the Ouro/Time Lord day job passive (not hard to get). This can be altered to 2 slot boxing/brawl with Superior Blistering Cold for the slow resist if you want to take a different Destiny incarnate slot. Regarding Force of Will pool powers, this isn't really needed or mandatory, but does contribute to the high regen theme of the build. It also offers a spot to mule LotG +rech and Weaken Resolve is a nice 1 slot for Achilles proc. Mighty Leap also gives access to Take Off, which aside from boosting your jump speed can also act as an AoE kd power for some soft control. I've rather enjoyed having it on this build. With Energize providing endurance discount and Power Sink being spammed, I don't even bother to detoggle Mighty Leap, endurance is not an issue. With the patron pool choice, this is flexible. You could stick with Mu Mastery for the electricity theme if you prefer. My primary reason for going Soul is that Gloom offers better proc chances and higher single target DPA since it has a longer base recharge than Mu Lightning. Since it is slotted with 5 pieces of Apocalypse + Spiritual alpha to boost recharge/regen, it's unavoidable that proc chances will be lowered and this is worse on Mu Lightning. Ideally it's best to have short activation time powers in your epic/patron pick which both Soul and Mu offer. To maximize both recharge and regen, Spiritual alpha was a given choice for incarnates. Ageless radial, aside from providing some debuff resist, also boosts recharge. The rest are rather flexible. I went with Melee Radial hybrid to further lean in on regen, can go Melee Core if you want another power that closes the resist gaps on negative/toxic/psi besides Power Surge or Assault hybrid to further boost damage. Ion judgement would fit electric theme best here and is an awesome power in general for the slot. Went with Reactive Radial as I find it most useful when soloing, but if you do team a lot, it's a common pick and you could go Preemptive Radial to lean into endurance drain/recovery debuff a bit more. Mid's doesn't have accurate recharge numbers on Power Surge even when ignoring the fact that the tanker version is still listing it at a base of 1000 seconds. From in game values, counting the minimum 10% recharge boost from Ageless radial, Power Surge shows a 77 second recharge time after use. In practice, this is usually a few seconds faster with Force Feedback procs being applied from Foot Stomp/Hand Clap. To sort of cap off, I've had moments where this thing puts Regen and Willpower tanks to shame with my regen rate sitting at 2500% cap and getting ~246ish hp/sec while Power Surge and/or Unleash Potential is up and Power Sink is triple stacked and highly saturated (again, doesn't happen often and requires ideal situations). This thing is easily able to keep up 110-150hp/sec regen teaming through regular content at 50 just through Power Sink and Energize alone. This build is very click heavy with Power Sink, Energize, Rage, and Hasten along with some slightly longer recharging powers like Power Surge and Unleash Potential, but very fun combination to play overall. It's also rather expensive as I did +5 boost the Panacea pieces, any damage and dam/end purple set pieces, and the 3 Impervious Skin resit/end, resist/rech, and resit/end/rech pieces. It's an effective build, but is centered around maxing recharge/regen concept as opposed to maximizing damage/proc rates and closing and resist gaps. Values displayed are with Ageless Radial > 60 seconds elapsed time, Melee Radial set to 0 (only counting the base small regen buff), and just Energize and 1 fully saturated Power Sink active. Edited for grammar and to include screenshot of build. Tanker (Electric Armor - Super Strength)4.mbd
  8. Personal preference, but as far as shielding sets go, I always prefer Cold Domination. It is among one of the best debuffing sets with Heat Loss, Sleet, and Benumb. I normally skip Frostwork and Snow Storm, though Snow Storm can be a useful power for pulling groups around corners and into Sleet if you plan to solo a lot more. It's fairly light on required slots for the secondary so you can focus a lot more of your slotting on the primary and pool/epic powers.
  9. Warshades

    SS/Elec notes

    Adding one additional image, this is with just triple stacked Power Sink and Energize regen buffs, no Power Surge or Unleash Potential. 189hp/sec is pretty impressive imo. Again though, this does depend on getting fully saturated Power Sink stacks which isn't practically achievable outside of farming and ideal circumstances. Power Sink regen scales evenly per enemy hit up to 10 enemies, so while it provides about 38% regen per hit (1140% regen with 3 stacks and 10 enemies hit per stack), it would provide barely anything against a single target like an AV/GM, only giving a max of ~114% with 1 target per hit.
  10. Warshades

    SS/Elec notes

    This image is triple stacked Power Sink, Power Surge, and Energize regen buffs active (very close to regen rate cap). Once again, apologies for posting tanker example in brute forum, but I really just wanted to see how far the hp/sec regen could potentially go and tanks do get higher base max HP values. This is same as above with addition of Unleash Power which temporarily caps regen rate while both Power Surge and Unleash Power are active. Looking over it, Unleash Power doesn't really add much that Elec Armor can't already achieve on it's own if Power Sink is continuously stacked and saturated. Could be worthwhile to have and cycle interchangeably with Power Surge as opposed to using both at the same time.
  11. Warshades

    SS/Elec notes

    Just tested it on beta server, multiple applications of Power Sink stack with themselves. At one point, my regen was capped at 2500% (regen monitoring value turned blue) which was giving me 272hp/sec, this was with 3 stacks of Power Sink, Energize, Power Surge, and Unleash Potential all active at the same time. One use of Power Sink (fully saturated) was giving me ~30hp/sec regen, with 3 stacks up (all fully saturated when surrounded on a fire farm map) it was giving 90hp/sec for brief moments just from spamming Power Sink (again, tested on tanker values). It was honestly very fun to use, love the concept and going to try building it on live when I get the time and influence to make it (kinda expensive build). Additionally, could also use Take Off from going Force of Will and Mighty Leap as an additional knockdown power for soft mitigation (doesn't hurt that it makes you jump really fast to for traveling purposes). For reference, this is the build I used for the tank version on beta. Mostly transferable to a brute build with the exception of the ATO set pieces. Tanker (Electric Armor - Super Strength)4.mbd
  12. Warshades

    SS/Elec notes

    Want to do the same. Going to try the tank first, based on values from mid's, it was showing about 200hp/sec regen while Power Surge was active, around 100hp/sec without Power Surge (does also assume saturated Power Sink with 10 foes). Do you know if the regen from Power Sink stacks? With the high recharge you could easily have 2x stacks going, at times 3. Also, not sure if you considered it, but Force of Will would be an interesting concept to double down on the regen aspect of the build. Mid's is showing ~237hp/sec regen for a tank with Power Surge and Unleash Potential both up and 10 foe saturated Power Sink. If the regen from Power Sink stacks with itself, it could easily hit 267hp/sec at times, which while not permanent is still pretty crazy. Can use Weaken Resolve with just the base slot to put an achilles proc in, should have no issue hitting with double stacked rage and would provide a useful resist debuff for AV fights. Unleash Potential can also mule a LotG +rech as well. Gets to 133 second recharge on a 60 second duration with 325% haste in the build using minimal values on ageless. Realistically, it will end up being a bit faster after counting Time Lord recharge boost from day job and the FF+rech procs hitting during fights.
  13. Personal slotting and styles can vary, for me I usually drop 4x Shield Wall sets (def, def/end, def/rech, def/end/rech) into the 3 SR toggles, this is to get the eng/neg resistance bonuses (the max HP is also very beneficial for SR). For the 3 passives, I'll 3 slot them with 1 LotG +rech and then will do 2 Red Fortune (def, def/rech or def/end) to get the s/l resist. In one of the passives, I'll replace the 2 Red Fortunes with Reactive Defenses (def and scaling resist) which also provides s/l resist bonus. Usually I'll take fighting pool for SR as you want Tough to increase your s/l resist and be able to slot the resist uniques like Steadfast, Gladiator's Armor, and Unbreakable Guard. Weave also provides great defense value and I'll usually 4 slot it with Shield Wall as well and place the resist unique here (def, def/end, def/end/rech, and resist unique). Generally speaking, SR requires very few slots to slot up so you'll usually have plenty for any attacks and some remaining leftover slots. Depending on what other powers you take that can mule LotG +rech like Combat Jumping, you can also add slots to the toggles to slot the LotG +rech until you have 5 total on your build. Also worth slotting is the Power Transfer chance for self heal procs in Stamina (and either Harmonic Mind or Physical Perfection if you go with psi or energy epic respectively). On SR specifically, I do like to build as much resists as I can, this helps so that you end up hitting 90% resist cap with a higher HP left remaining from the passive scaling resist effects. You can usually sit around 30-40% HP and have capped resists to everything but psionic with SR if you build for high resists.
  14. Warshades

    SS/Elec notes

    Now I'm kinda interested in trying this on a tank. I'm not sure on how accurate mid's is right now with the recharge values, I didn't manually double check but tried adding in Adrenal Booster and didn't see any changes in recharge (not to mention that toggling and detoggling Adrenal Booster would change recharge times to different values, so something is definitely off there). Still, electric armor has a surprisingly high amount of regen with Energize, Power Sink, and Power Surge running at the same time, will be even higher with tanker HP. I'll experiment more with this concept when I have more time. Build below adds more global recharge and Adrenal Booster. Brute (Super Strength - Electric Armor)RechBuild2.mbd
  15. Warshades

    SS/Elec notes

    You need to make sure to get your recharge debuff resist to 100%, otherwise that can significantly impact your recharge rates on a resist armor set that will take any and all debuffs, especially during rage crash. Here's a quick sample aiming for maximizing recharge. Without any procs turned on and minimum recharge value set for Ageless, it gets Power Surge down to 70 seconds. Will likely be a bit quiicker with FF +rech procs going off every now and then. Brute (Super Strength - Electric Armor)RechBuild.mbd
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