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Warshades

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Everything posted by Warshades

  1. Thank you for the in depth overview and adjustments you made, I really appreciate it and that's a much better balanced build. I focused a bit to much on trying to keep f/c def soft cap when I really didn't need to since cold is almost none existent and there's little pure fire damage outside of AE fire farms. I don't really have the budget to get both full sets of the tanker ATOs, but I do like the splitting of SGF to get the e/n resistance up as that's what I struggled with when I made the first build. I'll use the 1 SMoT proc and another 5 set touch of death to save a bit on the cost and go for the full SGF so I can split it. Ended up moving back to a 5 set Numina in Rooted and added extra slot to health for a 2 set PrevMed to make up for the s/l resist without SMoT set. Ends up with similar resist numbers but slightly less recharge and higher end/sec usage (think I lost some end discount bonuses?). Also like the 33% musculature alpha. I normally always go with the 45% core version of the alpha incarnates but the end mod is definitely useful for this build (think it's got like 12-13 toggles). Since crystal armor can take end mod sets, I wonder if it's worthwhile to try and put a 3rd Perf Shifter proc in there? Would move the Touch of Lady Grey proc slot in Siphon for it if you think it's worthwhile considering the heavy end use of the build. Uploaded the very small changes I made after seeing your build. Again, really appreciate the changes you made to improve it. Edit: actually went a little over what's needed on s/l resist so I could also just take the 1 health PrevMed slot to give to Crystal Armor for the Perf Shifter proc instead. Tanker (Stone Armor - Radiation Melee)3.mbd
  2. Wanted to give this combination a try and have a theme for a radioactive rock hero, but would appreciate a second look over to see if I can improve it anywhere. Trying to keep this build relatively cheap so no other purple/winter sets besides the one SMoT set. Stone doesn't seem like it's overly reliant on recharge so I cut out several LotG sets/procs to get more eng/neg resist from shield wall set. Planning to do cardiac alpha and barrier destiny incarnates. With barrier and SMoT proc, the build will soft cap all def except toxic and hard cap all resists except eng/neg/psi. Don't know if it's worth it to try to get an extra slot in Maneuvers to run a 4 set shield wall for more eng/neg resist (currently sitting at 60% with barrier + SMoT), possibly try to add a slot to Tough for an impervium proc for more psi resist, switch over the SMoT set to another power to give a force feedback proc into Radioactive Smash, or anything else I can do to get better value. Just trying to get the build to be very tanky and have no desire to try and use stone with granite armor. Would appreciate any suggestions, or even confirmation if the build looks relatively good and sturdy and doesn't need much changing. Tanker (Stone Armor - Radiation Melee).mbd
  3. This is my rad/ss tank build and is my main and one of my favorite tanks to play. I went with cross punch as an additional cone attack that I could slot force feedback proc into, but you're welcome to replace it with taunt if you like and distribute the slots as you want. A single SMoT proc will cap all resists except neg/cold. 2 stacks will cap negative as well. Tanker (Radiation Armor - Super Strength) 2.mbd
  4. I have room to 6 slot TB, but going with both procs will make me lose out on the recharge set bonus from a 5 set Apoc, which I guess may not matter all that much if I get extra chances to get the FF proc up without annoying teams with the KB from it. Edit: I could alternatively just 3 slot TB for the FF and OF procs and 1 acc IO and just move the other 3 slots elsewhere. Already have all attacks 6 slotted, but could just dump those slots into health/stamina and maybe combat training offensive or leadership to boost the acc/tohit buffs (although that seems like overkill). Even proced out, TB doesn't really seem to do much damage.
  5. Thanks for the explanation, it does make more sense when considering that the -regen on Poison Dart is very small. Is TK a better spot for the forced feedback recharge proc over Psi Tornado?
  6. Building a hybrid Fortunata and would like to see if there's anything I can improve. Took Poison Dart as the -regen seems more useful against AVs than anything MB or TB would offer. I like the idea of possibly alternating RoP and Melee Core hybrid incarnate to give myself some extra resistance. Endurance will be managed with T4 Ageless for end game content. I picked the Musculature Core alpha slot, but it doesn't seem to make as much of an impact on damage values as I would expect based on what Mids is showing, so open to other options there. Took confuse so that I could possibly spam and confuse AVs with it, but also open to other ideas there. Arachnos Widow 4 (Fortunata Training - Fortunata Teamwork).mbd
  7. You don't need to have the travels toggled to get the KB protection, it will work all the time. I've not tested a dark/BS tank build before, but I took the dark/ice I was building to the test server to try out the build I had and if I continuously spammed attacks only the ageless destiny incarnate slot would keep my endurance up. With T4 ageless active, I found that I didn't need the cardiac alpha slot so you could switch that up to something else if you'd like, no point in running 2 endurance discount/recovery incarnates when having just 1 should do the job of managing your endurance. The difference between a superior entomb and winter's bite is that the winter's bite set shows 128 dmg in mid's compared to 65 with entomb (this is without build up active). Hold duration is 12 seconds with the attack set compared to 23.5 seconds with entomb. So up to you in the end. It's not going to make much of a difference in terms of damage output overall for your build so you could go for whichever set is cheaper. The longer hold duration can have some benefit when teaming and trying to stack holds on AVs/GMs and the proc is more useful with the chance for an absorb.
  8. You could get as much as +35% psi resist. 5x impervium procs and 1x aegis. You really don't need to 6 slot rage, you're not getting much out of the defense especially since you don't have DDR and rage crash will neuter it further. I have a rad/ss tank focused fully on resists and he does fine tanking the hardest content with no issues. You could replace one of the recharge slots in meltdown for an impervium psi resist proc. Move some of the slots from rage to add more impervium procs and aegis and you can really boost that psi resist to near 80% while keeping the others capped. Another option for the accuracy replacement in stomp is the Nucleolus Exposure HO, offers a 33% acc/dam buff which is slightly better than any acc/dam IO from a set, but it will cost more to get it. Alternatively, give the superior avalanche acc/dam (33.1%) to stomp and put the acc/dam/rech replacement in cross punch.
  9. Here's an alternative slotting for the build that tries to reach soft cap to S/L/E/N/F/C defense while maintaining the high damage resist. I changed the SMoT set to Hack. As far as I know, it's better in a power that can be spammed often as opposed to a damage aura since there's a longer cooldown on damage auras for proc trigger chances. From experimenting with my own build for a dark/ice/soul tank, I found going for typed defense to be easier to hit soft cap due to the purple winter sets that give high 5% values for some of them. I don't know if there is a specific reason that you went with a hold set in dominate, but I kept it as that and just changed it to a full set superior entomb. If you want to focus on getting better damage out of dominate, you can replace it with a full set of superior winter's bite which has the exact same set bonuses but will buff the damage more. There may be a better way to add a small addition of S/L defense to hit soft cap for both instead of running a 3 set triumphant in taunt, but I was running out of ideas. Parry doesn't add smash defense and I'm not a big fan of relying on such powers for the initial alpha strike in case the previous buff ran out, etc. The only power change that I made was replacing acrobatics for super speed. IMO, this will help you stealth some missions with a combination of SS + Cloak and it also reduces your end drain by reducing the number of toggles. Hope this helps or at least provides some ideas. Good luck. DARTH Radica.mbd
  10. Also an alternative slotting. Gives up some recharge and a little bit of KB protection, but hits soft cap melee and very near soft cap s/l defense which should work much better as most attacks have some s/l component to them. Didn't really see any good place to get that last 1.3% s/l defense. Tanker 2 (Dark Armor - Ice Melee).mbd
  11. Got it, thanks. I'm thinking for practicality and better slotting I'll give up on getting toxic resist close to the 90% cap. I went with 5 slotted unbreakable guard in the armors and removing a slot gives me an additional 3-4 slots to use elsewhere like Death Shroud and maybe some more rec/end procs in health. The build below is with the changes I made ignoring toxic resist. This one has more global recharge, recharge debuff resist, and mag 11 knockback protection at the cost of about 30% toxic resistance. Tanker (Dark Armor - Ice Melee).mbd
  12. So I wanted to make a very tanky dark armor tank and decided to go with /ice for the secondary. Aiming to try and get close to 90% resist to all damage types with a single SMoT proc and soft cap melee defense which this build essentially gets to (just slightly short on energy/toxic resist and a bit short on melee defense). However, this build is very short on available slots and I feel like I might need another knockback protection slotted. Any suggestions on where I can improve the build? I'm tempted to just forego the toxic resist cap considering how rare it is and pull a slot from Taunt, GIS, and Dark Obliteration to get a second knock protection slotted and maybe a 2 set Blistering Cold in boxing for the recharge debuff resist. I've also heard that Frozen Aura can be slotted with CotS heal proc, does anyone know if that has a chance to trigger from each foe hit in mob or will it only activate once? Tanker (Dark Armor - Ice Melee).mbd
  13. Wasn't trying to actively build for defense at all, just ended up getting some going for other stuff. That's why I split the 2 Blistering to get the extra resist recharge. The 3 Synapse in meltdown was to get the recharge debuff resist to 100%, was around 95% before that but maybe that's sufficient. Haven't built radiation armor before but browsed through several discussions about it. I'll look into moving it, was a bit worried about accuracy since I skipped tactics. Great point on that, I'll change one to another damage proc since I don't need the s/l resist from the 6th bonus. I also realized that I completely forgot about Armageddon set so I moved the proc from Rad Therapy to run a 5 set Armageddon in FSC, that upped my fire resist to cap with a single SMoT proc. This is an updated build, switched out the 4th Unbreakable Guard to get psionic resist up, put some of the extra slots into health procs as I wasn't sure where to really place them. It's no longer over the cap on s/l resist. If you have any suggestions on where to put the meltdown slots into, that would be great. Thank you for the suggestions. I'll likely move some of the power picks at certain levels around some for when I exemplar down for TFs and such, but just trying to figure out the final build for now. Test - Tanker (Radiation Armor - Fiery Melee).mbd
  14. Hello. I'm trying to work out and finalize a build for my rad/fire/energy tank. My goal is to both be tanky enough for general content when teaming with others as well as being a solid damage dealer to be able to run +4/8x solo if I choose to. I tried to prioritize resists, recharge, recharge debuff resist, and damage output. I'm not really interested in building for defense when rad armor doesn't have inherent DDR. Is there anything I can do to optimize this build further? Two things I've been considering: Replacing the 4th resist/end/rech Unbreakable Guard in my armors for Impervium Armor Psi resist procs to shore up psionic resistance. Replacing Meltdown with Tactics. Although if I do keep Meltdown I can hit the 90% resist cap to all but cold with a single SMoT proc and it would help with damage output. Open to any suggestions/improvements. Test - Tanker (Radiation Armor - Fiery Melee).mbd
  15. I'm aware. My old ill/dark wasn't great or fast with mobs either. Mainly focused on the challenge of clearing hard bosses like AVs and GMs. I may go this route to have some protection especially since /cold doesn't get heals. That's the only thing I think I'll miss from /dark secondary is having the extra protection and heals. Worst case if I don't end up liking /cold, I can always reroll a /dark or /time and just transfer over most IOs. Hopefully with the right incarnates, staying safe won't be to big of an issue.
  16. Thanks!
  17. I'm leaning heavily towards going with ill/cold right now. It's got a lot of -res and -regen debuffs it can stack. Quick question regarding the LotG recharge proc, can I use the ice shields in /cold as mules for them and get the recharge procs without using the shields if I'm playing solo?
  18. Thank you for the suggestions. I'll take a look into TA, cold, and poison to try out something different from /dark. I know that /rad works really well for this, but I have just never liked playing the set since before CoH shut down.
  19. Hello everyone. To preface, I just recently discovered that CoH is back up and got back into the game while also realizing there are quite a few new sets and combinations allowed along with several changes. Before the game shut down, I had a illusion/dark controller that I built with the concept of soloing GMs/AVs and I would like to replicate that concept. With additional pets from the incarnate system, I was actually able to solo the Kraken in IP along with all the tentacles. It took quite a bit of time, but it was a fun challenge to accomplish. With all of that said, I'm wondering what secondary pairing would work best to build for the same goal and if any of the new secondary options can improve on what I was able to do with /dark. I would like to avoid using /rad. Ideally, the secondary set would provide a good amount of survivability while having enough debuffs to be able to wear down GMs and AVs solo.
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