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Warshades

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  1. Overall good, but a few things to point out: Elec melee is getting significant changes that are currently being tested on the test server. Lightning Clap will be a strong ST damage attack and you'll want to slot for damage. Chain Induction is becoming a true chain and the power will only accept AoE damage sets. You have one to many of the 6% fire/cold resist bonuses and one of them isn't being counted (you're capped at 5x of any specific set bonus that has the same % value). Consider replacing one of the 3 Ragnarok pieces in either BoL or Fences to a different 3 piece set that will offer more value. You have really good resists and defenses, but your recharge is extremely low. Turn off all FF +rech procs when looking at cooldown rates (you have the one in Lightning Clap toggled on). The FF +rech proc is only active for 5 seconds and will be up infrequently during combat. Consider fitting in more LotG +rech IOs into the build. You could replace either SJ or SS for Maneuvers, even as a 1 slot power, you can still put in a LotG +rech IO. Rather than putting the Shield Wall unique into CJ as an extra slot, just replace one of the def/rech shield wall pieces in Weave for the unique and put the LotG +rech into CJ instead. Similarly, you can save a slot from Resist Physical Damage by moving the Unbreakable Guard +max HP into Resist Elements. The Unbreakable Guard end/rech IO does nothing in Resist Elements which is a passive power and always on, costing no endurance. Replace the end/rech Unbreakable Guard for the max HP in Resist Elements and you can move the extra slot to add another LotG +rech to help your global recharge. You don't really need the s/l resist bonus from Preventive Medicine as you're already over 90% or the extra max HP bonus since DP will cap your max HP. Consider doing 2x of the heal/rech HOs boosted to +3 and moving the Preventive Medicine unique into Health.
  2. Elec armor can also achieve some insane level regen when built for high recharge with power sink slotted for healing. The regen amounts will depend a lot on mob size, ideally you want max 10 targets for power sink to maximize regen. With a high enough recharge, you can upkeep 3 stacks of power sink which offers some insane levels of regen in ideal conditions.
  3. The code allows them to make mutually exclusive powers, I was only saying to offer a 3rd mutually exclusive option and not to make 1 power have 2 different effects based on which armor set was chosen.
  4. Resist sets do feel it, it's just not as impactful when soloing compared to how bad the -def is for defensive sets. Walking into an alpha strike from a mob hits a lot harder with -20% def even on a resist set. In team scenarios, a lot of that -def ends up being mitigated by team wide buff toggles like Maneuvers (at least end-game). But isn't this the point of the change that was made? To make rage crash more fair for defensive armor sets? It's not like the damage was adjusted and the set itself was essentially balanced around using Rage. It certainly wasn't over performing compared to other top melee sets. If the point is to make it more fair for defensive armor sets, why not offer a version of the rage crash specifically for them? Or if they think this new -10% def and -20% resist is fair, then add this option but keep the old one in place. If they want to add this new option, I'm totally fine with that, but offer us the option of sticking with the old one if we want to, particularly if we built chars specifically with the -20% defense crash in mind, and not a new -10% def and -20% res. Regardless if you're a defensive armor set suffering from -res or resist armor set suffering from -def, the effects are still felt. This change just severely impacts characters that I've built (and maybe others) keeping in mind only the -20% def.
  5. My point was to emphasize how ridiculous the -20% resist crash change is. No defensive armor set would ever want to take a Rage crash with -40% resist crash either as it would be even worse than -20% defense which is easier to mitigate by going over the soft cap or popping a purple insp.
  6. How about giving a 3rd mutually exclusive Rage power? Keep the original with the -20% defense, have the new one be -40% resist (since they seem to equate 1% def = 2% resist), and have the toggle. Now if defensive sets are worried about defense crash but still want Rage, they can take the resist crash one (although I suspect it won't work out well for them either when they're suffering -40% resist). I really dislike the current change though as a lot of the SS built tanks and brutes that I have chose SS/Rage because they were a resist based set and could help mitigate/not care as much about the defensive loss. Hell, keep the old Rage (-20% def), have the new version (-10% def and -20% resist), and have the toggle. Changing the existing rage to include -20% resist is such a sucker punch for those that specifically built SS chars with resist armor sets and there's really no freaking need to do so when you can just add more mutually exclusive options to fit other armor sets.
  7. It would be interesting, but then you'd get people complaining "hey, why do I have to take Scorpion patron to get the T9 that I want" or things along that line. Potentially a lot of issues for people that build around theme as well. A somewhat simple solution is just to keep the duration and recharge where they are but remove the crash. I just fail to see how having a T9 that lasts 180 seconds with a base recharge of 1000 seconds would break the game if it didn't crash when the timer expired, if someone can explain why the duration/recharge needs to be changed or the effects of the T9 need to be reduced because there's no crash anymore, I'd love to hear it. I am mostly referring to the long/hard crash T9s like Overload, Unstoppable, Elude, etc here.
  8. Lack of slots mostly with the areas that I focused on. You're more than welcome to adjust and remove the slots from Defensive Sweep or Teleport to add the LotG. In addition to giving some f/c resist, the second end/range slot in Teleport was to help when relying on it as a travel power. The Winter's Gift slow resist unique wasn't there for reducing movement debuffs but to give 20% recharge debuff resist. I tend to prefer building for high recharge debuff resist so that any attacks that inflict -rech slows won't cripple the recharge of important powers. This is less of a factor for Invuln since the only clickable power is DP, but up to you in the end. TW is an endurance heavy set, the main concern here would be if you have enough recovery in the build to throw all those attacks in continuous combat. It's up to you. Personally I like Build Momentum as it will trigger the Gaussian proc more consistently. If you feel like you need Follow Through, by all means adjust the build as needed to fit it in. No major issues, only other small concern besides endurance might be the accuracy on Defensive Sweep since it's not slotted, but my mid's isn't factoring the tohit buff from Combat Teleport so maybe it will be fine if you plan to use CT -> Defensive Sweep as an opener.
  9. Also realized after the fact that I forgot the Reactive Defense scaling resist unique (normally I put this in Combat Jumping but had to cut it to fit Fold Space). Adjusted the build to run 2 heal/rech HOs boosted to +3 in DP and moved the extra slot into Invincibility for the Reactive Defense scaling resist, higher overall resist totals. Tanker (Invulnerability - Titan Weapons)fold space2.mbd
  10. I like to build invuln to try and reach soft cap with 1 foe in range of invincibility. I would do something along the lines of the build below if you want it with Fold Space. This doesn't quite reach 45% on e/n with 1 foe, but is close enough. With 10 foes in range, which is what your build was set to, this one gives considerable cushion on your defenses. Totals with 10 foes in range of invincibility. Most slot efficient set up are 2x Ectosome Exposure HO's boosted to +3. This power wants 2 things, accuracy and recharge enhancement. Ectosome Exposure HO boosts both which you already had in your build. Taunt requires no accuracy in PvE, I usually just slot Perfect Zinger chance for psi damage in it since it has short recharge anyway. You had some weird slotting in your build and a proc turned on that you should really detoggle so that you're seeing accurate numbers. Kick will rarely hit, and when it does, it has very low proc chances so you will rarely see the +100% recharge proc active (and even then, it's active for just 5 seconds). Keep this in mind when looking over recharge times as it doesn't reflect what you will normally be at. There's really no point in even putting anything in Kick as you really shouldn't be using it. Similarly, the 1 Blistering Cold in Brawl does nothing. You need at least 2 pieces to get the first set bonus for the recharge debuff resist. The way you slotted Dull Pain is also really bad. The only health IO proc that works like a unique and doesn't require that power to be used or a passive to proc is Preventive Medicine. All the other procs like Numina and Regenerating Tissue will only have a chance to activate when you use Dull Pain. If you want to slot those (or the others like Miracle and Panacea), you want to put them into Health. Slot DP for recharge/heal. Tanker (Invulnerability - Titan Weapons)fold space.mbd
  11. The biggest impact is going to be from the new rage crash mechanic. Before it did -20% defense which a resist (or resist/regen in the case of Regen) armor set didn't really care for. The new rage crash now does -10% defense and -20% resistance. The -20% resistance may potentially cause some problems since you will no longer be sitting at or near the resist cap to all damage types with either RoP or melee hybrid incarnate running. You do have the alternative of running the toggle version of rage that doesn't have a crash, but it will be a somewhat significant downgrade in your damage output compared to running double stacked rage and proccing out powers like Foot Stomp, KO Blow, and epic/patron powers. I think that much like PyroBeetle said, you may have to pay a bit more attention and perhaps use MoG or your heals a bit more often if you decide to stick with Rage over the toggle version. If you want to prioritize survival over damage output then you can build around the toggle and maintain the same level of tankiness as it currently has.
  12. I'm glad they aren't reverting Power Surge on electric armor at least.
  13. Sounds like it might be time for some mutually exclusive T9 power options, that way players can choose if they want the long duration + crash or short duration and no crash. Just a thought. From a personal perspective, I do prefer the no crash change, but I do wish they kept the % uptime the same or relatively close. There are certainly cases where having a longer lasting T9 could be useful such as tanking LR while teammates deal with towers and such. 30-40 second duration are pretty low.
  14. That's actually what your scaling resist from SR passives is for. With a focus on resist set bonuses and double stacked SMoT proc, you can typically reach 90% resit caps to all but psionic with ~30% HP left. Perfection of Body combination from Staff adds and additional 13% resist to all iirc, so if you keep that running with double stacked SMoT, you should be able to hit resist caps to all but psi with ~45% HP left. At that point you're bordering on immortal as you're positional soft capped to incarnate levels with capped resists.
  15. When you quoted my section in your response, I thought you referencing my comment about making Attune into a aura toggle and that you "like it in theory", but were then saying it would make it top tier if that was done and that it would be a "bad" thing from the "big bad DPSing" section of the comment. Again, apologies for misinterpreting the comment, I think I just really need to go get some sleep at this point.
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