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Warshades

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  1. I'm still recovering funds from building out 3 new tanks (psi/ice, regen/ss, and energy/energy) so I haven't actually IO'd this char yet. I have a few other chars that I'll be deciding from on who to build first including an elec/dark, pyro/marine, and pyro/dark controllers. I picked Poison Ray for this build to have some better ST -res debuffs for fighting tough targets like AVs/GMs. For regular mob clearing, Disruptor Blast or even a completely different patron/epic pick could be more optimal. It just isn't very useful imo. Low damage, fragile, and a regular damage proc will likely end up doing more damage than the energy font can. The ATO procs are also paired with a recharge reduction enhancement and can hurt the proc rate of the power it's slotted in unless it has a long base recharge to begin with. I avoid the energy font (and Dom version fiery orb) proc in general as I'd rather just slot a regular damage proc over it.
  2. Warshades

    Dark/Savage

    If you want a high damage secondary, sets like battle axe, fire, and SS (if you don't mind rage crashes) are some of the best options. Ice is a fantastic melee set, but it's more of a utility set that can boost survival in mobs further thanks to useful powers like Ice Patch rather than being known as a high damage dealing set. As an aside note, if you really want a high damage dealing tank, you'd also want to pair the secondary melee set with an armor that can significantly boost damage. These include stone, fire, bio, shield, and radiation. Other armors, outside of having a damage aura (these are very minor contributors) or recharge boost passives, don't have any significant damage increasing powers. If comparing dark/ice to your shield/fire, you'll notice a significantly lower damage output since DA doesn't have an offensive buff/attack like AAO and Shield Charge while ice melee doesn't have the raw damage output of fiery melee.
  3. A few things I noticed: You're missing both the Shield Wall and Reactive Defense uniques. Since rad armor at it's base is a resist set, I would find ways to try and fit them in. You could easily remove a slot from Heavy Blow since you wouldn't need the s/l resist and gain that back from a Shield Wall along with resists to other damage types. I would put the Power Transfer from Rad Therapy into Stamina. Personally, I don't think the slots in beta decay are worth it. It has a low base -tohit and with rad armor completely lacking in DDR, I don't think it's worth trying to chase to shore up defenses. Shin Breaker probably isn't a great spot for the achilles -res proc since it has such a low base recharge, though I've not tested it personally on StJ. Rather than using Spring Attack, I would consider an epic AoE that would be part of your regular rotation more often. Fire and psi are both excellent choices, the former providing Melt Armor as an additional -res (and def, great place for Achilles proc also) debuff while the latter has Psionic Tornado which you could slot with a FF +rech proc. Even soul patron is an option since you'd only need 2 powers to get the target AoE attack and it would give you an additional -tohit attack if you want to stack more with Beta Decay. I've provided a sample build with soul patron since it only required 2 powers to get the target AoE, though you could change it to fire or psionic epic if you prefer and can find another power that you can do without. It still has 6 extra slots you can distribute to whatever you want for uniques/set bonuses. I've not really played the new rad armor in depth other than testing my old one and Rad Therapy proc chances have really been heavily neutered. I kept a 3 piece TotN just to get the accuracy bonus, but IMO it's not worth slotting much beyond chasing for set bonuses that you may want. Tanker (Radiation Armor - Street Justice).mbd
  4. This may require some tweaks to it since accuracy is a bit on the low side, but should be able to do well enough on PUG content and still be able to do S/L farms. The goal to have sustainability in a farm is to reach 45% defense and 90% resist against whatever damage type you're farming against (at least for Brutes/Tanks). Some additional considerations are needed if you plan on AFK farming with an AoE like Atom Smasher on auto (in this case, regen needs to be built up some to have continued sustainability, not an issue for WP) or active farming where it's more easy to pop a heal like Healing Flames or Earth's Embrace and regen rate can be ignored. WP can easily hit 90% S/L resist but requires some specific set bonus chasing to reach 45% S/L defense. Personally, I would just suggest making this char into a regular content tank and create a second account that you can level a dedicated farmer on to then use and power level your main account chars. Willpower lacks any offensive buffs/damage auras that other armor sets, primarily stone armor and fire armor, can provide to make farming faster. Good luck! Tanker (Willpower - Radiation Melee).mbd
  5. Short answer is no. Here's an example with and without procs and how close using a full damage set is compared to average damage slotting of a proc'd out power: With some exceptions like SS due to rage or else stacking FA + Tactics, normally you'd partially proc out a power along with some acc/dmg slotting. This is FSC slotted with Superior Avalanche acc/dmg, acc/dmg/end, and a acc/dmg HO. This is FSC slotted with a 5 piece Obliteration set (excluding the proc). Now let's look at the addition of procs. This is the same slotting as the first example but with the addition of the Eradication, Obliteration, and Scirocco procs. This is a full 6 set Obliteration. The point of these examples is that you can still 3-4 proc a power and get near identical base damage enhancement (131.6 vs. 138) as what you would get from using an IO set. This gap would be further closed if you used musculature alpha. Having 3 additional procs, even if damage ends up partially resisted from them, would still heavily out damage not using procs or having only 1.
  6. If you want to hit high regen, taking melee core embodiment hybrid would be a better choice. While it's not a permanent buff, it does last for 2 minutes with a 2 minute recharge and you can easily cycle between it and Rune of Protection to get high resists to stack with your regen. My regen tank with capped HP hits 167 hp/sec regen with a fully saturated Reactive Regeneration (this is with 1136% regen). Using vigor core paragon would boost that to 184 hp/sec according to mid's (1254%). Without vigor and instead using a fully saturated melee core embodiment hybrid, it brings regen up to 229 hp/sec (1556%). Having both vigor and melee core incarnates would take it to 246 hp/sec (1673%). Essentially, vigor would give me an additional 17 hp/sec regen when surrounded by a mob compared to getting an additional 62 hp/sec from melee core embodiment hybrid. Here's an article on how ED works : https://homecoming.wiki/wiki/Enhancement_Diversification It's already been mentioned, but alpha slot applies buffs to the base values of powers, not the already enhanced values you've got after slotting (but those values do factor into ED calculations). So it's never as straight forward as taking your current regen rate and multiplying it by a 45% (i.e. 132 x 1.45). Additionally, a portion of the regen rate from Reactive Regeneration ignores enhancements and thus gets no benefit from vigor either (you can see this in mid's by looking at the effects tab when you have the power highlighted and can right click on the power to lock that selection, the 250% base regen from Reactive Regeneration does not increase from slotting any healing IOs or even turning on/off vigor, only the regen rate you get per surrounding foe up to 10 foes is affected). Integration also has a portion of it's regen that ignores any enhancements iirc.
  7. I've not tested this, but my initial impression is that it wouldn't affect allies since the proc specifically says "chance to heal 'self'".
  8. I'll offer a few points to consider: You may want to fit in another attack, either Shadow Maul or ToF. Your only regularly available attacks are all single target and you only have 3 of them (Shadow Punch, Siphon Life, and MG). Recharge on Soul Drain and Dark Consumption are to long for either to be considered a part of the regular rotation. I also wouldn't bother with using slots on Impervious Skin +regen and Regenerative Tissue +regen as those are better spent elsewhere. Psionic isn't a regen only set, it mitigates damage in multiple ways including CC from Aura of Insanity, resistance from toggles, and absorb shield from Psychokinetic Barrier. Aura of Insanity shouldn't be slotted as a damage aura. It's more effective a source of damage mitigation through it's various crowd control effects. It won't proc well since it's a toggle, but self affecting procs like Entomb +absorb can work well. Slotting for mez is useful here since it boosts the magnitude of the mez effect so it can affect more than just minions. You could do 2x of the endoplasm mez/acc HOs boosted to +3 to cover boosting all of the mez effects it can inflict. I added the Contagious Confusion on the off chance it goes off sometimes and help lockdown bosses briefly, but that slot could be moved elsewhere as they wouldn't fire off with good consistency. Since psionic armor at it's base is a resist set with very little DDR and also relies on several clickable powers as part of it's damage mitigation effects (Consume Psyche for regen, Psychokinetic Barrier for an absorb shield, and Memento Mori in emergencies) I would strongly recommend hitting 100% recharge debuff resist. Not having those clickies up will get you killed if you're hit with enough recharge debuffing attacks, something that is very common from mobs like Arachnos. Similarly since you want those clickable powers up often, Hasten would be a good idea for psionic armor in general. You could consider dropping Teleport pool to be able to pick more powers up unless it's there for theme. While Fold Space is great, it becomes hard to fit into builds that want to take all of the powers from the set like psionic armor does. Do not waste slots on Impenetrable Mind, you can leave it with just 1 slot and put a steadfast protection def/res unique in there. Psi armor gets additional psionic resistance from the other armors and has no difficulty capping psi resist. Impenetrable Mind doesn't offer anything else in terms of damage resistance other than psi resist which you'll have plenty of already. Since psi armor already has access to some end recovery tools, I would say that Dark Consumption with its long recharge is not needed and you can swap that for either ToF or Shadow Maul depending on your preference. I would probably then swap the slotting in Soul Drain to either ToF or Shadow Maul and put the slotting in Dark Consumption to Soul Drain. I've not made this change in the build I posted, just offering an option on what to switch for another attack that can be used in a regular rotation. I tried to mostly stick to the original power picks you had with a few small changes. Energy Mastery was switched to Psionic. Harmonic Mind is better for reducing endurance use and Dominate provides another attack that you can slot with winter sets to get recharge debuff resist bonuses with. Focused Accuracy is relatively unnecessary since you'll often have Soul Drain up boosting your tohit. This build could definitely use more fine tuning, but can maybe offer some ideas on different ways to slot it. Tanker (Psionic Armor - Dark Melee).mbd
  9. Stalkers specialize in offense and I would personally go all out offensively with this combination since both energy melee and bio armor are offensively focused sets. Energy melee in particular is the best single target damage set for stalkers and can do absolutely monstrous amounts of damage. I've not played bio armor on stalkers so there may be more optimal slotting and power picks, but I like to take Adrenal Booster on stalkers to further maximize damage output. I took Power Crash to offer some more AoE, but if you want to prioritize ST damage then you could swap it for Bone Smasher instead. Additionally if you want more -regen, you can take Barrage (requires Energy Focus to apply the -regen debuff) or swap Energy Punch for Barrage. I don't think Barrage is worth it personally though as you want fast animation powers to build up Assassin's Focus stacks. Stalker (Energy Melee - Bio Armor).mbd
  10. Quick sample build. The accuracy of some powers isn't the best and it would help to get Tactics earlier into the build or else change some of the power slotting to improve accuracy. Without Tactics, if you exemplar down, Arc of Destruction, Rend Armor, and Dominate don't quite hit 95% accuracy to +3. I've not played Titan Weapons since back when CoH was live so I kept your same power picks from it as I'm not very familiar with the set. Tanker (Regeneration - Titan Weapons).mbd
  11. I can take a look after work, but a few suggestions off the bat: Do not skip Reconstruction. If there's any power that's most skippable it would probably be Fast Healing. It offers a relatively low amount of regen compared to what you get from other sources like Reactive Regeneration and set bonuses. Reconstruction is your fast recharging heal and you want to have it, preferably slotted. You can boost your e/n resist by splitting Superior Gauntleted Fist into 2 sets of 3 for the 6% e/n resist it offers. Priority for getting resists is based on the most common damage types, s/l first, e/n second, then whatever amount of f/c/psi/tox you can get on top which are less common. I wouldn't recommend slotting to much recharge into Build Up. High recharge slotting reduces the chance of the Gaussian build up proc activating. Maybe 1 recharge IO at the most. Rather than doing regular 1 acc and 1 dmg IO in some attacks, it's more effective slot the acc/dmg HOs which boost both while using 1 slot. Priority is to try and get your accuracy to at least 95% (make sure build up and the Gaussian proc aren't toggled on) to enemies at +3 (you can set relative enemy level at the top area of the mids screen).
  12. If you actually look at his build after importing and scroll down on the powers, he's got the support radial hybrid incarnate power toggled on which is skewing the defense values that you're seeing. Since it's a 2 minutes on and 2 minutes off on cooldown, you want to build for those values without relying on the hybrid incarnate since it's not permanent.
  13. This is a quick adjustment from a different invuln build so it's not optimized, but does reach high resist/def values with just 1 foe in range of Invincibility (image below) and 1 stack of SMoT proc. Add barrier core destiny which at minimum provides 5% def/resist and you're at soft cap to s/l/e/n/f/c and hard cap resist to s/l/e/n/tox, close to cap on f/c/psi. Tanker (Invulnerability - Super Strength)4.mbd
  14. Appreciate the improvements you suggested and modified the build. The HOs will help save some slots. Definitely should've checked accuracy without FA toggled on, switched the dam/end Armageddon to a dam/rech/acc. Also swapped Synaptic Overload back in instead of FA, haven't played elec control since the recent update and didn't realize that Synaptic Overload was improved so much. Had some extra slots towards the end so I'll try out the Gaussian in Shifting Tides and see how it goes. Controller (Electric Control - Marine Affinity).mbd
  15. Hello, I would like to get another set of eyes on this elec/marine/mace controller build to see if I missed or could improve anything. I'm not sure how the new sleep mechanic would interact with the SWotC and Ice Mistral procs, but I can easily swap SWotC to Tesla Coil and put Fortunata set in Static Field. Trying to make this into an all around build and maximize damage where possible. Synaptic Overload was an intentional skip, partially since this combination is already slot heavy and also because of it's long cast time. Controller (Electric Control - Marine Affinity).mbd
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