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Warshades

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Everything posted by Warshades

  1. In addition to what Psyonico said, Power Surge doesn't have a crash (shorter duration - 30 seconds, but also shorter base recharge). This isn't really needed by elec armor on tanks as they have plenty of resists, but it gives a pretty high regen buff which can be pretty useful. Power Sink I would now slot with healing sets. In addition to providing regen per enemy hit and still recovering endurance, the regen from Power Sink stacks. You can look over the changes here:
  2. I don't run a dedicated ST chain on ice melee for tanks, I'll mix in whatever AoE or cone attacks I have as needed to keep attacking. Normally I just take Ice Sword and Freezing Touch as the ST attacks from ice melee, you can add in and use attacks like Cross Punch, epic ST attacks like Gloom or Dominate, and Frost. I personally don't consider ice melee on tanks to be a high damage set so I don't really focus on damage output or establishing a ST rotation. If I pick ice melee, it's for the utility of the set (primarily from Ice Patch and the hold from FT that can be stacked with an epic hold or something like Aura of Insanity on psi armor).
  3. You'll want all of the powers from ice armor, the one choice is between 2 mutually exclusive powers in Rime vs Hoarfrost (imo, Hoarfrost will feel more beneficial in the very early levels, but for later levels and an IO'd build, Rime is significantly better). From ice melee, I would say Frost, Freezing Touch, Ice Patch, and Frozen Aura are must haves. The rest depend on preferences and what you want to focus on with your build. I prefer to skip Greater Ice Sword.
  4. Widows can be built in so many different directions that it really depends on your preferred play style and how you want to play them. You can build both by switching between build slots whenever you want, though obviously will increase cost significantly as you're building out 2 chars. Fortunatas are like a mixture of Scrappers, Corruptors, and Dominators imo, it really depends in which way you want to lean into more on the build. You can still take the Widow Training attacks to have a high ST attack chain with FU, Strike, and Lunge (along with proc'd out Dominate). You can also go with a range build instead and use Hover to largely stay out of range of enemies. Fortunatas also get access to Aura of Confusion and Total Domination along with a mag 4 ST stun in Scramble Thoughts and spammable Confuse, so they can have several control abilities. Like all VEATs, the Tactical Training powers support teammates and Widows take this a step further with Mind Link. You also get Indomitable Will which provides you with mez protection and Psychic Wail is a fast recharging nuke that's also a mag 3 stun. Night Widows are a little more durable thanks to Pain Tolerance and have higher ST damage potential, basically play similar to Stalkers and are largely melee with similar team support abilities from TT toggles and Mind Link. Widows can get really high positional defense, well beyond soft cap, but this is also partially needed/wanted. Unlike SR or Shield, Widows don't have high DDR so the additional defense beyond soft cap helps to act as a buffer to prevent cascading defense failure. Generally, you want to build Widows for high recharge. This will help with maximizing your ST damage rotation, increasing the availability of crowd control powers/nuke, and getting Mind Link and Hasten perma. They perform very well both solo and on teams. Tanks also exemplar really well, though obviously are less directly supportive unless you go with something like Shield. You likely won't have to worry about face planting with most tanks when they are built well. Personally, I rather like electric armor with a high recharge build. It exemplars extremely well all the way down to lvl 18 when Power Sink becomes usable (can be picked up as early 22 and you have access to powers up to 5 levels above exemplar lvl) and does extremely well against large mob groups. There's a topic on the brute forum on ss/elec - I prefer the combo on a tank.
  5. Delusions are truly limitless. Who exactly voted, agreed, or decreed that you are in fact a "good player" or made "good" posts (in relation to CoH and tanks, not whatever other games you play) other than yourself? We could easily create a forum vote on the subject if you'd like. You seem to have your own "interpretation" of what a tank is and ignore the fact that the game didn't design the tank class around your interpretation. Continue being delusional as much as you want, but save yourself the trouble of getting flamed and posting the same thing ad nauseam as you have been. Here's the thing, you can play and build your tanks (or any character for that matter) any way that you want, no one will truly care how you decide to play and build them. However, don't be surprised that when you try to get other people to build tanks your way that others will argue against your opinions, flame you (when it's apparent that you don't listen to anything that's said from your previous post history), and tell you that you're wrong. There are two sayings that come to mind here. If you can't take the heat, stay out of the kitchen. In translation, if you don't like being told that you're wrong by literally everyone on the forum and getting flamed, then stop posting your opinions about tanks on the forum instead of coming back and doing so again and again. Just play the game and play it your way instead of trying to convince others to play it your way. Insanity is doing the same thing over and over again and expecting different results. This one should require no translation.
  6. Nice build. Only one small point to emphasize, that debuff resistance with Ageless Radial isn't what you'll have up 100% of the time. The amount of debuff resistance you get degrades as time passes. At 60-120 seconds after using it, you're only getting 21.25% debuff resist from Ageless Radial. At 30-60 seconds it's at 42.5%. Only during the first 30 seconds you'll have the 85%. Still useful to reduce effects of debuffs and when timed well to have the 85% amount for the first 30 seconds.
  7. I tend to avoid using insps as they feel like a crutch, but personal preference and also why I prefer the dark melee pairing here. I think my top 5 favorites (in no particular order as I really love all of them) are: Elec/SS - high recharge build that can 2-3 stack Power Sink, hits 160+ hp/sec regen with 90% resists to everything but negative/tox/psi, super fun spamming a lot of knockdown powers and feeling like a regen tank. SR/dark - for whatever reason I just like this combo more than my shield/dark, but both are extremely powerful and borderline unkillable in 99.9% of content. Invuln/dark - my most durable tank. Psionic/ice - really fun combo, Aura of Insanity + Ice Patch for some fun controls against mobs. Stone/fire - lots of AoE goodness and very sturdy, no Granite. Rad/SS used to be on the list before the previous patch nerf.
  8. Not really. No access to any heals, I personally prefer pairing sets like shield or SR with dark melee for that reason, but it's still an extremely sturdy combo with some good KD mitigation in Dragon's Tail from MA to add to Shield Charge. There are other ways to get some heals into the build such as Power Transfer procs into Stamina and Harmonic Mind or Physical Perfection. Rebirth destiny slot is also an option along with some other pool powers, but Shield is so durable that you won't run into many situations where you'll need healing when fully kitted out.
  9. You could consider something like this. Tanker (Energy Aura - Energy Melee)3.mbd
  10. That's fair. I tend to think of inspirations as a crutch and hate to rely on them so I generally don't use them. The few exceptions would be popping reds to make farming faster or break frees on chars without mez protection. I prefer to build and rely on power picks to have sufficient survivability.
  11. You end up paying a tax for powers regardless, so it depends on how you look at it. I don't think many people are taking Boxing/Kick from fighting pool in order to use them, most pick them up to get Tough/Weave. The other 2 powers out of Sorcery do not need to be completely useless to your build to where you have to look at it as if you're paying a 2 power pick tax to get the power that you want. Mystic Flight can be used as a travel power, something I still prefer to have access to even with the availability of prestige/temps/teleports and is a place to slot the slow resist unique in. At most, I consider it a 1 power tax pool as I usually don't take Arcane Bolt or Spirit Ward to use those powers and the latter isn't even useful on a Regen set to slot the Preventive Medicine unique/global. You could consider taking Arcane Bolt and using it as a replacement attack for Haymaker (assuming SS for the melee set) and avoid wasting a power pick, they do comparable damage and the only downside is the inability to slot ATO sets in Arcane Bolt.
  12. It's no invuln in terms of just standing in the middle of mobs and not even having to pay attention to your health (if your invuln is built for max defense/resists), but it can be made powerful enough to tank just about anything at +4/8x if you want. Much like Psyonico said, regen is a late bloomer and benefits a lot from set bonuses. Being able to cycle between Rune of Protection from sorcery pool and melee hybrid incarnate slot can give it a lot of durability and help in maxing out resists.
  13. Quick sample build, you can really choose whatever you want for your epic/patron pool powers. Goes into sorcery pool to be able to cycle between RoP with melee core hybrid. Regarding the incarnate choices: Alpha: Vigor avoids recharge buffs while boosting healing, can swap to Spiritual if you don't care about proc chances and want the recharge buff for closer to perma hasten or musculature for a damage boost. Judgement: Vorpal gives some additional defense for 10 seconds, but really can choose whatever you want here. Destiny: Barrier will provide another perma 5% resist/def, can go ageless radial to get more debuff resists. Hybrid: Melee core to alternatively cycle with Rune of Protection. With a saturated melee core hybrid or RoP active, you'll hit 90% resist to most damage types, very little downtime periods where both powers are on cooldown. Tanker (Regeneration - Dark Melee).mbd
  14. You're missing the Reactive Defense scaling resist unique IO. I would personally move the SMoT set into Crushing Blow, you want the +resist proc to be available early so it's best to slot in your T1 or T2 attack for exemplaring on TFs (you also don't need all 6 pieces of SMoT, the 6% s/l resist is pretty useless since you can cap your s/l resist without it, will save you a slot). You can move the Blistering Cold set into FT. I would then suggest moving the 3 piece Avalanche from Titan Sweep into Arc of Destruction, you can also slot the remaining 3 pieces Superior Gauntleted Fist into Arc of Destruction. Replace the 3 piece Avalanche in Titan Sweep with a 3 piece Eradication.
  15. Maybe it was also accounting for the value of recipe and salvage drops during the farming process. Not sure how old the post you're referring to is, but it's also possible that influence gain from AE in general or from mobs with that particular combination of powers was reduced.
  16. Resilience core alpha, barrier core destiny, and melee radial hybrid are the main ones to help boost survivability. There are some choices you could go for with judgement and interface that could also help boost survivability further, vorpal radial judgement gives a significant 30% defense boost for 10 seconds while void radial does a -50% damage debuff against enemies (though most regular mobs will die from judgement and other AoE spams quickly at 50+ content and AVs/GMs resist debuffs, so neither are that big of an impact and you could go for whatever you prefer). For interface you could go with diamagnetic core for the -tohit or paralytic for -dmg, however /dark melee doesn't have great AoE options as both Soul Drain and Dark Consumption have long base cooldowns. To really get the most use out of the interface slot, you'd probably want to swap Shadow Maul for Touch of Fear so that you can hit and affect more targets with the interface ability. Others might have better suggestions on what lore pets provide the most useful buffs if you're trying to maximize survivability further. I normally go BP radial in the lore slot. If you want a recharge boosting alpha, I would suggest agility core for this tank. While it provides a slightly lower recharge buff, it does enhance defense which will put you further past the 45% soft cap and give you a bigger buffer against defense debuffs from mobs. You will still be able to hit resist caps on most damage types by having 2 SMoT procs running, which is relatively easy to keep up if you're constantly fighting and going from mob to mob. Below is the build with agility core alpha, a second stack of SMoT would add 6.7% resist to all which would cap everything except psionic (89%). You could also consider moving the performance shifter proc from Harmonic Mind to 3 slot Dull Pain with Preventive Medicine (heal/rech, heal/end/rech, and end/rech) to get your HP capped (does rely on getting all the +max HP passive accolades as well).
  17. It is one of my builds also I think (at least based on the name since I'll often just add a number any time I make changes to a build and save to have easy comparisons). It's low on recharge bonuses as it also focuses on maxing resists while hitting soft cap defenses with 1 foe in range of invincibility. If you toggle on the SMoT proc and T4 barrier core which are turned off in the screenshot of the build, you'll hit 90% s/l/e/n/f/c resist. 89% on toxic and 85.9% on psionic. A second SMoT proc would cap those as well. You also want to reset the foes in range of invincibility to 0 and back to 1 when loading in invulnerability armor sets to see accurate numbers from it (you can right click on the power in Mid's to lock it so that you can easily go to the info tab and change values like foes in range or time elapsed from using a destiny incarnate power). I always set time elapsed on destiny incarnate powers to over 60 seconds to see the minimum values provided by the destiny incarnate which are in essence permanent if the duration of effects is 2 minutes, some do last only 90 seconds instead of 120. I made one other change to that build that sacrifices a tiny bit of e/n resist to add more global recharge which would be more useful to increase the uptime of Dull Pain to near perma (may be slightly off from perma during the hasten downtime periods). Below is the comparison of both with SMoT and barrier active, 8th version on the left and 7th on the right. Essentially I just distributed the Maneuvers slots to add more LotG pieces, did replace one of the Superior Blistering Cold to a heal IO to increase the amount of HP restored since the f/c defense at 53% was overkill. Posting the 8th version of the build below. Edit: one small side note just in case, I did boost the PvP set pieces like Shield Wall to +5 in mids. This can be slightly expensive but will boost defense a bit higher and you still will get PvP set bonuses when exemplaring even if they're not catalyzed and are boosted to +5. The same is not the case for none PvP sets like Unbreakable Guard, I would recommend getting the catalyzed versions of those IOs on the market (or crafting if you have recipe drops and using a catalyst) so that the set bonuses exemplar with you when doing content below 50. Tanker (Invulnerability - Dark Melee)8.mbd
  18. Shield is in fact really good, you'd pretty much be splitting hairs trying to pick between shield and invuln, both can be built to be insanely durable. I would recommend /dark for shield just to have access to a heal to add some sustainability and Dark Consumption for endurance (also helps that /dark is light on endurance as an attack set). Invuln doesn't really need to go with /dark for Siphon Life as it's high def/resist and access to DP is sufficient imo, so you could go for other secondary options. Posted a sample shield/dark below. The build is focused more on trying to reach high resists, I don't know that I would recommend going this far for it as it makes several sacrifices, but it should be very durable. With 2 stack of the SMoT proc, you'd be hitting 89% s/l resist, 87% e/n/f/c, 85% toxic, and 76% psionic without relying on OwtS, you could honestly swap that out for taunt. Again, at this point it's more about what flavor of tank you prefer and like playing more. Both invuln and shield can hit such high survival stats that only extreme cases and specific scenarios would ever pose any issues. Willpower has a few holes that make it, imo, less of a durable armor set than invuln or shield. Regeneration takes time to work, so you're inherently more vulnerable to burst damage. WP can easily cap s/l resist, but you won't be reaching such high e/n/f/c/tox/psi resist with it that you can on invuln and shield. Additionally, it's DDR is pretty low and your defense can get floored more easily than it would on invuln or shield, at which point you'd be taking a lot of hits. It also wants RttC saturated with 10 foes around you to max out the regen bonus. You'll end up losing a good portion of your regen if you only have 1-2 enemies around you. With a saturated RttC, you could hit ~205 hp/sec regen with Vigor Core alpha. Drop the foes surrounding you from 10 to 1 for RttC and that regen will drop to ~130hp/sec. It will still do fine in most content, but there will be more scenarios where high burst damage that's not smash/lethal can create problems. Tanker (Shield Defense - Dark Melee)7.mbd
  19. Any tank can handle general content without issue when built well, but you'll be hard pressed to match invuln in terms of sheer survivability. This is a sample invuln/claws that can hit resist cap to all damage types with 1 SMoT proc and the 5% minimum resist/defense from T4 barrier core destiny. It also hits 50%+ def to s/l/e/n/f/c with 1 foe in range of invincibility. It doesn't really matter much what secondary you take, you can go with /dark for the extra heal in Siphon Life, /ice is a good one for Ice Patch, and you could also consider /MA for Storm Kick which gives 10% positional defense (while invuln is a typed defense set, the extra positional defense will be slightly helpful against psi/toxic typed attacks which you can't easily get typed defense set bonuses for). As @Psyonico stated, you can go for Soul patron to get DN for the additional -dmg. Do reset invincibility to 0 foes in range and then back to 1 when loading invuln build into mids as there is a known bug that defense totals won't display defense from invincibility when loading a build into mids. Shield is also an extremely tough set capable of easily soft capping positional defenses and having high DDR. You can also build it to reach high resist totals, though it won't cap all of them like invuln is capable of doing without relying on OwtS. Tanker (Invulnerability - Claws).mbd
  20. You could try something like this out. Electric armor did get some changes and buffs recently and Power Surge no longer has a crash. You don't really need it for the resist, but it does offer a very nice regen bonus. Power Sink can be stacked and also offers a large amount of regen when it hits the max (10) targets. Energize also provides a regen bonus on top of the heal and endurance discount. Elec armor very much feels like a mix between regen and resists now. While you don't really need to go into Force of Will pool, I do find it nice and fun since Unleash Potential also provides a strong regen buff and keeping Mighty Leap toggled will let you have another AoE knockdown power in Take Off for some soft control. For DPS, you want to 4 proc your main powers (KO Blow, Foot Stomp, and epic attacks). Epic pool is flexible, you can go for Mu if you want to have more AoE with Fences + BoL. Soul provides better ST damage with Gloom. Brute (Super Strength - Electric Armor).mbd
  21. Warshades

    Radiation

    You have your debuff toggles slotted with recharge instead of endurance reduction. You'll have hasten + high global recharge with AM and the debuff toggles have a very low cooldown to begin with, slot them with endurance discount instead. You also have Sprint toggled on in your build which contributes a decent amount as well to your end drain/sec. Additionally on fast moving teams at end game, you likely wont even have time to apply both Radiation Infection and Enervating Field, whether you need to use them or not is going to be more situational and depend on team make up and how much damage everyone is doing so your end consumption won't really be that high most of the time. Maybe try something like this below. Others may have some better slotting ideas/options. I like to have the option to double up on Aim + BU so picked up ice mastery for it. Hoarfrost is not a bad power to have to increase your max HP as that will help with durability. I'm not a fan personally of single target rez powers like Mutation. There's free access to a self rez from the start Vendor so it's basically never needed unless someone didn't pick it up. The only ally rez power that I ever bother to pick up is Howling Twilight from Dark Miasma/Affinity which can rez multiple allies (and also applies -500% regen to enemies). Fallout is to situational as well imo. Corruptor (Radiation Blast - Radiation Emission).mbd
  22. Also, you should have a few free respecs available, you can always change things unless you've used them all. Type /respec into the chat window when you get into the game and you'll see if you have the option to repick your powers and power slots (you can always cancel by backing out and it won't consume the respec unless you finish the entire process).
  23. Hasten in my build probably won't be perma, but may be close depending on how often the force feedback +recharge procs go off for you. I accidentally left the procs turned on in Foot Stomp so it's counting the +100% recharge from the FF proc (those only last 5 seconds so it's not a permanent buff). For a cheap build, you're unlikely to hit perma hasten and 45% f/c defense at the same time.
  24. I like my farmers to have 45% f/c defense as that eliminates worrying about popping purple insps. You won't have that luxury as you'll need to pay attention to rage crashes (-20% def), but popping 2 small purple inspirations before a rage crash will keep you above 45% f/c defense. This is a really quick rework of a spine/fire that I used to use before. Still hits 45% f/c defense and avoids purple IOs. Some things you will want to try and get, like the steadfast/glad armor +def uniques and LotG +rech. This build will be very endurance heavy, so craft Ageless Core destiny T4 first before anything else. Then you can add on musculature, interface, etc. I didn't spend to much time on this, so there may be some better slotting options and improvements. The goal was to keep it as cheap as possible by avoiding any purple/ATO/pvp IOs other than the necessary uniques. You shouldn't really even need to 3 slot LotG in Weave/Maneuvers if you want to save more influence, can easily replace the def and def/end ones with a cheaper Red Fortune def and def/end. Just need the LotG +rech to help with global recharge. Again, monitor your blinking rage while farming to see when it's about to crash, low defense can still get you killed if you're hit enough even with 90% fire resist. You can also go to combat attributes (on the top bar after clicking "powers" on power tray), then go to defense attributes and right click on fire defense and hit monitor to have your fire defense total show up on screen for you to see. Brute (SS - Fiery Aura).mbd Edit: I like to use the xtomic carnival map. Can just search "xtomic" in AE search bar.
  25. Can depend on preference, I find Tesla Cage to have very good damage. It's slightly lower damage per activation time compared to Zapping Bolt, but it does easily beat out Charged Bolts and Lightning Bolt which don't proc well and are below 200 damage per animation. I run 4 attacks for my ST rotation, Charged Bolts, Zapping Bolt, Tesla Cage, and Havoc Punch (also proc'd out) from electric mastery. Below is the damage per animation time of both Tesla Cage (4 damage procs) and Zapping Bolt (no procs) on my build (it is elec/energy instead and not elec/psi). Does include musculature alpha and reactive interface on the mid's build. They are nearly identical. The damage per activation on Tesla Cage with 4 procs is 598 according to mid's. Really comes down to preference and how/what you enjoy more. I find the additional 0.5 second animation time of Tesla Cage (as compared to Lightning Bolt) to be well worth picking it over Lightning Bolt since it has high proc rates.
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