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Warshades

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Everything posted by Warshades

  1. Interesting, it's been a long time since I played DB so may have to give this rotation a try. My bigger complaint is less about Vengeful Slice and more that 1k Cuts takes 3.3 seconds to animate, really wish this would get reduced by a bit.
  2. This build sacrifices a good bit in several areas, but it gets higher resist and defense totals if your primary goal is maxing those out. The stats below do take into account T4 cardiac alpha and the minimum 5% resist/def that you get from T4 barrier core, but manages to reach soft cap def to s/l/e/n/f/c with 1 foe in range of invincibility and the minimum 5% resist/def from barrier with higher overall resist totals. You can adjust the level at which powers are taken as you want/need, I ended up moving a lot of stuff while adjusting the build to get slots into the powers that needed them and didn't take into consideration what levels powers were picked up. This mainly just showcases the final totals with set bonuses and always active incarnate values. Some general notes on how you slotted the original build, do watch out for which power you're slotting between Temp Invulnerability and Resist Physical Damage. The latter is the passive that offers very low resist, the former is the toggle that should be slotted and offers a very large s/l resist. Again, if going for survival, fighting pool > leadership pool and I swapped out assault/tactics/cleave to get tough + weave. Epic was changed to psi mastery, Harmonic Mind is better at reducing endurance cost (although it's unlikely to be a big issue with cardiac alpha anyway) and the build needed 2 ranged ST attacks to 6 slots Mesmerize and Dominate with winter sets and get the 5% e/n/f/c defense set bonuses in order to soft cap the defense to those. Do make sure to reset invincibility to 0 foes and then back to 1 when loading build into mid's see accurate defense numbers. |MBD;26347;1593;2124;BASE64;| |G+pmACwKbBuZfSeOBuYtPTK/LkW69vx0/pRH40CY9ztWwpKmt2bK0Cw6XX2dMkt59LI| |USj+lT/gTZja1763ayOrdlCmaKDXilrlbFAwW4PeP/+/e2gq7wuNUS+gjLHIldvKTUE| |t7fw6Z0P9Z1RyotSNXUYvUezxW/Hzau08NYyRuQC1ewZqMiV0HXRM7jmgAQ4z8WDPHI| |uNU9O7RB3uPcKrUr4UybhtA+RMjvN556TcBfkibRyiKFQJdRr7RxOJ8zr5kGQc3pHo6| |8j7A1r129PHVxDyNAaGUto2wSrYM8D7bteC9JHMw7FXPtO9YeDxRd9iMbOMw3mF7Rj8| |/+EI6YcAMwb6Z8HFjF7rpRPYfft4Gt3WuHX7YmWHzB97ls1mZJ5a/8b5Y/p64YX1wQL| |Zec5aG60URl1Z/krufLevmgZ9XRnjfSM3dxQ+r3y890xb0ZspywdQde0j2XD66ueNYr| |Rnp0XEz48p2M3Tznm2Zkr5jFI/hNxLef1Rwz9+C3A/X50Ftc/BllCtlsH7Uj1rw21zA| |L7uKrvtslRHcK28kdB+HUGZW1ucV1clPwgAHvc0jOP3V07oRt/t9Dyc+l30d8gYf4EX| |nnhf+T63LdG8InQv+x+y/ArBKoAisCmIbKAGrAe/Cwt3mq5eA2vC6uVBaTQ6lSyl6Xd| |XWO4eV/GzR726wtPW3UG9ldok61ZjF5z7WRr7pWYRckXWdorRrN7ThWEt018iKxBUKl| |yKdvj1h8CY5QgsSb7UeVp66f70NJlmK21I1UlRQidWX/K4UsLWqORClvoIleAntRyZY| |Q0QDVmAQNLUjZI73uhMtIE+4hmKv2W55MGy6Dn0Op+xuFT6kUYIBZyaYgvaSlcDyHlT| |eUPSsqVgPbvqelUVqCdyG4jbHfhqzdO///ivj9TAkldqtXbB6+pqceV00Z7drPhMux8| |7CXTzgFXF2xG33oe7Uf2gzBpJDWEwCJtB5ghm20+qrsm5kLModt20hMpcI1kF/zDk1C| |wJHerCRiKiXll2uuar42Ew79VvfsK0UmsST2riLLtJQkLTu4+Sr+Ap52MeMwmdQVZwW| |2exSPiiWO+mQ6cf5iBmllng4kbKZdAdeFFFCas9geMNjtTIjGBzgc6XBkcal+jpqQnv| |3p5P9qanUYYr98g+fKmUv6k+fEsU1XxAqTfgPVcwYb+vtnwoTkwUwU8dhmzUTpJDvJl| |agmYw+VpkpMpwCM63MarWC1zwJrAuObNaoc2CLeXA1+uHAW5sq3rULXrAp7Z51lky68| |S0kfTrypQAW1Cn9Bvbwpc3uMrVFwWPRDPKc3wLjt1bpSkYiAFdgRmg3rsHLqLlDhoza| |Hb5vTRNXPYNW4MCCYv0HIRe/IBLuVF+c6QpJwAj6WkhDxqBa7Dom75Hql/qqFaOknQ9| |a6V+vb4UJ3WxmOk7SEYZeDGCOaOAJWQAo78MWeJwBsyObP5bx4cn4MAZPVrZkaTxOm+| |xzSarPMV5xXjcdKrjTsvpD5yalDTonJc41dEhKoLq2IX9R9U4LyStwGscU5JdVF0VQa| |nRMzuk4VchY2hxsNRnZ7xFbpYEFxRp3DlzcsR7GksJMFqagK0UkRBRgDE2Vml03JP7K| |KNOx1Ln7H8CFaIEwfoK4qPM7vJE5oxRq7JYUkJSAETSvLK7aRjlRC6lfCXiha+1MqLp| |QEbUxfMXimKMU2sKCvAEMwaIAI7BYaHJ8Y7U11dIoDMBMD5apcSAoXRVfrPPe4DcAG1| |+gA4ad1GWvBlwkaZXTkRJ3Ds2Zs+3iweqi5sADxUPDBhvZr322pqUb+MOcZzu7odLFv| |LFT+6j4fCNvzrLeyQiW8DxhMG0E/nHF/GR8XvwC8Tyf4TFD6Y5k8rtRTXh7LZbD/KHF| |XtLRs7+g0uCFugEWuAruPyH2r7Df9dnRaeM//GE6Torh0s6Bs4oQ3onpAux8gTsuQTr| |zG9m81Pk2vEsIjx6BnZNpo54hXl+HMnansZiQoUYTw0+hejKHL07nAbzVqMlJu0nqjp| |0UCcrWfbM7PNemog2j2Wf/TEELdTNJlK9Wk5Nf4dfpi3zB9EyW0JJn1sR1hbGg5jRDe| |iY2WZ2uO1F3mBTBT5SlMnlvGv72ImY+XMVIp+HkI5Q4+9U7| Brute (Battle Axe - Invulnerability).mbd
  3. Essentially yes, a ranged armor set character with a few caveats to be aware of. The main point, as far as I know, was to offer players an AT that can use ranged blast attacks for a primary and have the protection/survival of a scrapper. Some of the caveats worth mentioning and being aware of: Unlike blasters, corruptors, and defenders, the Sentinel's AoE attacks have a target cap of 10 instead of 16. They in general will deal lower overall damage compared to Scrappers/Stalkers/Blasters/Corruptors. The benefit is that you can play a ranged set while having mez resist and armor/defense for protection, they can be a better solo experience compared to trying to do so with other ranged characters. Blast power sets have been altered slightly, Sentinels do not get a snipe attack (if the blaster/corruptor/defender versions had one). Some variations in powers and damage values. As an example, Tesla Cage on electric blast for Sentinels does massive damage whereas it does nearly no damage on blasters, corruptors, and defenders (unless proc'd out). Electric blast is actually perhaps strongest on Sentinels partially because of this and a new shock mechanic for electric blast when enemies are drained of endurance (which armor sets like Energy Aura or Electric Armor can help with their draining powers to add to Short Circuit and Thunderous Blast). There are some changes to the secondary armor sets and they are not direct ports from a scrapper version. As examples, Invincibility from Invuln and RttC from Willpower do not scale from nearby enemies surrounding you. Along with some other changes or unique/different powers. Your max HP is on the lower side with Sentinels so I wouldn't really recommend regen as an armor pick (not that it can't eventually be made effective with the right investment and build, but hp/sec regen rate scales with max HP and you will have less as a result). Generally speaking, defense focused or mixed defense/resist armor sets tend to be easiest and most durable to play on Sentinels (though you are not a tank so if you tend to team a lot and rely on other melee chars to take alphas, any secondary will work out fine). Not sure if this is up to date, but essentially it's a debuff that also causes any other debuffs used against the target of Vulnerability to be more effective as well. This is actually really useful against AV/GM fights. but generally not worth clicking over launching an attack against regular mobs/bosses. https://homecoming.wiki/wiki/Vulnerability The game is pretty easy and forgiving so any combination of power sets can and will work. I prefer regen on higher max HP chars personally, but as mentioned that if you team a lot and have a melee char on the team that can soak up alpha hits, it won't really matter if you use regen. If you're intending to solo at +4/8x, I would suggest picking a more durable armor set. Haven't played DP on Sentinels so not sure how well it performs here. Edit: Meant to also add that sentinels have a slightly shorter range on their blast attacks compared to blasters, corruptors, and defenders.
  4. Warshades

    Breath of Fire

    Most likely a mistake/error in Mids, it should accept ATOs. Can't confirm 100% as I never take that power in fiery melee.
  5. You know, now if I ever get around to building a fire blaster that I've been thinking of trying, I'll have to give a warning on joining and ask if anyone is running Vengeance and wants me to wait before using RotP to rez myself.
  6. This may depend on what mid's version you're running. For mine, I have a sliding "time elapsed" bar that can be adjusted when hovering over the destiny incarnate power (you can also right click on any power to lock it so that when you mouse over to the info side bar it doesn't change what power you're looking at as you're mousing over other powers, hitting the red unlock will remove the lock). What this sliding adjustment bar does is change the amount of buffs you're getting from the destiny incarnate power based on the amount of time that has passed since using it. All destiny slot power values degrade over time. The barrier core destiny provides a minimum value of 5% def and resist to all from 60-120 seconds, so setting the time elapsed anywhere in that range will have mid's show the 5% def/resist increase to your totals. This is generally considered a permanent buff for any content where you're lvl 45+ and have access to incarnate powers. Destiny incarnate powers recharge in 2 minutes so right when the 5% def/resist expires, you can fire off another T4 barrier core. While the radial has the res effect, it does come at a cost in the resist/def bonus values that it provides. The effects of the barrier radial buffs completely expire at 90 seconds instead of the 120 seconds of the core side. Additionally, the minimum value that you get from radial barrier comes in between 45-90 seconds and that minimum value is only 2.5% resist/def to all instead of the 5% from core side. For any 4 star content TFs and such, T4 barrier core is pretty much always a requirement since cycling the barrier core destiny with 8 players provides high, permanent resist/def buffs that will easily resist cap and defense soft cap the entire team. To add to that, 4 star TFs also require no defeats so the res effect is completely useless in those types of hard mode content.
  7. Would also add that if you want to prioritize sustainability, maybe consider adding Hasten over BU. This will increase the availability of Energize which is useful as a heal, regen buff, and endurance discount power. Below is a quick adjustment to the build I posted above that factors in the minimum 5% resist/def from barrier core and replaces BU with Hasten (I'd suggest picking it up earlier than lvl 49 though). Without Hasten, recharge on Energize is at 47 seconds (this is with additional LotG +rech changes that I mentioned in the first post, the build that I posted for download has Energize recharge at 50 seconds). With Hasten active (10 seconds from perma) it's down to 37 second recharge on Energize.
  8. You could try splitting the Superior Gauntleted Fist into 2 sets of 3 to double up on the 6% eng/neg resist. 3 piece Eradication can help you get some more eng/neg defense. What I would also suggest is slotting more heal set IOs into Power Armor as it provides max HP. Even doing a 4 piece Preventive Medicine (heal, heal/end, heal/rech, heal/end/rech) will give you an additional ~217ish max HP and since you're running resilient core alpha, it will help to max the resistance buffs from the power. This should be a more "balanced" resist total, though still needs to rely on 2 stacks of SMoT to hit 89-90% resist to all. I don't know what your plans are for the T4 destiny slot, but barrier core does provide a minimum of 5% resist/defense if you want to factor that in. If you do factor in barrier, I'd probably suggest removing the CJ slot and just 1 slotting it with LotG +rech. The additional slot can be moved for another LotG +rech in Energy Drain. Edit: small adjustment to build Tanker (Energy Aura - War Mace).mbd
  9. I agree with Maelwys and ZemX, it's very situational and more often than not there are much better powers to pick up over Fold Space on melee ATs. I actually prefer the power on MMs, particularly the melee pet sets like necro and demons. On tanks, Gauntlet does a great job at keeping enemies nearby and there are very few situations that you'd need it. Fold Space does have a long base recharge so if you're trying to make it as useful as possible, it's best to take it on a high global recharge build so that it's up often. 2 slotted Ectosome Exposure HOs boosted to 53 for the double acc/rech is generally the most efficient way to slot it (though very expensive HOs to get on the market).
  10. You can split the Superior Guantleted Fist into 2 sets of 3 to double up on the 6% eng/neg resist bonus if you want to close the negative hole. While you'd lose some melee defense, you're well past the 45% soft cap and can afford to lose some. Instead of doing a 6 set LotG in Weave, you can do a 6 piece Shield Wall which will get you another 3% eng/neg and still provide tox/psi resist. You also seem to be missing the Superior Might of the Tanker set. This is important as the proc can be easily double stacked and provides 6.7% resist to all per stack along with providing more toxic/psi resist with the 5 piece bonus. I would suggest avoiding fly/hover as you'll potentially be losing out on the KB protection from Grounded. Power Sink stacks and provides regen for each enemy hit. Rather than slotting it for end modification, I'd suggest slotting for heal to maximize the regen boost that you get. It will add another layer to your sustainability beyond resists. Consider doing a fresh install and delete the old one. Should fix it for you. Here's a quick sample build with some of the above changes. The resist/def totals in picture are with 1 SMoT proc and the minimum 5% resist/defense from T4 Barrier Core after 60 seconds have passed. This is without Cardiac alpha and should open up other options to consider. Force of Will is actually a pretty useful pool set. Aside from offering another useful emergency power in Unleash Potential, it also gives Takeoff which can be used as a soft control knockdown when you have Mighty Leap toggled on (and with Power Sink and Energize, you won't really need to worry about endurance). Tanker (Electric Armor - Staff Fighting).mbd
  11. Warshades

    SS/Elec notes

    This is on a tank, but briefly when I triple stack Power Sink (1st stack was blinking and about to expire), he can hit mid 60s hp/sec regen at lvl 20 (this is Synapse set to +4/8x). Double stacked Power Sink was giving me about 47 hp/sec regen. At this lvl, hasten was about 12 seconds from perma. Was not at risk of dying, but this is with ideal circumstances with mostly energy damage that Elec Armor has very high resists to. As a side note, I wouldn't actually recommend soloing Synapse at +4/8x solo, while the tank won't die, you won't be clearing mobs quickly with only ST attacks. Now if Foot Stomp was available earlier at say lvl 24, then it would be a different story.
  12. Warshades

    SS/Elec notes

    Yes, the last patch removed crash from Power Surge and lowered it's base recharge to 350 seconds. Thraxen wanted a high recharge build to have Power Surge up often (iirc, the build gets it down to like 75ish seconds give or take as some of it depends on FF +rech procs). I then tested and saw that Power Sink stacks and can offer quite a lot of regen so I figured why not make it a mix of high recharge/regen. With the high recharge in the build, you can have Power Sink triple stacked easily. It's a bit more difficult to actually have those stacks fully saturated with 10 foes outside of ideal circumstances such as farms or kill most ITF runs, etc. If anything, this build actually hurts damage since taking Spiritual alpha (+rech) hurts proc chances. Also, going for purple sets to get the 10% +rech bonus takes away from being able to 4-5 damage proc powers like Foot Stomp, KO Blow, and patron/epic AoEs. It is a fun concept though that actually makes Elec Armor into a high resist/regen armor in most circumstances where you have mobs to saturate Power Sink with. A lot of powers in Elec Armor now offer regen buffs including Power Surge, Energize, and Power Sink. You could turn it into a more practical build by taking Musculature alpha slot and damage procing the more ideal powers. This will take away a bit from the regen/recharge but it would still be a highish recharge/regen build, just more functional and higher damage output. Have no real experience with TW and haven't had a desire to play since it was nerfed so can't really help you with how to slot TW or what powers are best to take.
  13. This might depend on what you mean by "challenging endgame" content. For a lot of 4 star stuff, the general setup is for everyone on the team to cycle T4 barrier core destiny which will cap your resists and soft cap your defenses regardless of what your primary armor set pick is. If that's what you're going for, a utility set that provides absorbs/heals/damage (Bio is a top pick for this) is preferable over a set that can maximize survivability on it's own like invulnerability. If you're trying to build a tank for random PUG teams on difficult TFs and not specifically 4 star content, Invuln is a great pick and can be made extremely durable on it's own without relying on a specific set up like cycling T4 barriers. I'll link you a sample invuln/dark build. The focus is primarily on maximizing survival. You do want to make sure that you reset invincibility when loading in mids by setting the foes in range to 0 and then back to 1 to see accurate values. The one advantage of /dark is that you do get an extra heal that you can spam with Siphon Life, but it's built for such high survivability that you'll be hard pressed to find game content where it's needed. Another good secondary consideration is /ice melee for Ice Patch and further maxing survival against mobs (again, not something that Invuln will ever really struggle with when built for survival). It will exemplar well since Ice Patch is available early. Frankly, invuln is so sturdy that again, for PUG teams, you can just pick whatever your favorite melee set or concept that you have in mind is and run with that. They can pretty much all be built to be soft capped to s/l/e/n/f/c with 1 foe in range of invincibility and hard capped to all with ~1 stack of SMoT proc. Tanker (Invulnerability - Dark Melee)8.mbd Edit: Added picture of totals from linked build. This is with 1 foe in range of invincibility, 1 SMoT proc, and minimum 5% def/resist values from T4 barrier (after 60+ seconds have elapsed from use). Second SMoT stack will cap all resists.
  14. Warshades

    SS/Elec notes

    It's fully possible, the only thing you'd really be missing is a good place to slot the FF +rech proc since fiery melee doesn't have any AoE KD powers (and Cremate won't proc it often). Imo, fiery melee is a better pick on a tank since they get an additional, very procable AoE in Combustion whereas the brute version just gets another ST attack with Cremate. The basic goal of the build can be done with any melee power set as it's mainly aiming for high recharge (and possibly regen if you're aiming for both) which relies heavily on set bonuses and alpha/destiny slots. Some secondaries with good AoE KD powers have an advantage as they can slot and more often proc the FF +rech proc.
  15. I've not played a D3 defender or controller, however I do have an illusion/dark controller that I love to play. I personally enjoy playing my ill/dark controller solo and like the challenge of taking on and soloing AVs and GMs with him. On teams he's a lot less fun to play, but that's also due to how poorly designed illusion is to deal with large mobs. Darkness control certainly has more AoEs and more places to proc some of them out to get some damage. I would personally say that if you want to challenge and solo AVs/GMs, take the controller. If you plan to team a lot, take the defender. You can honestly build both and switch depending on if you want to team or solo. I'll also add that darkness affinity is honestly one of the tankiest controller secondaries available. With a combination of Fade + Shadow Fall and some set bonuses and pool/patron/epic powers, you can soft cap positional defenses while also getting some solid resists across the board. Soul Absorption is excellent on large mobs and provides a lot of regen/recovery as well which will benefit any nearby teammates also when it's used. Howling Twilight is a great rez power, but it's also a fantastic -500% regen for 30 seconds power with ~45 second recharge on a high recharge build, I usually 5 slot it with Absolute Amazement set and spam it whenever it's up against AVs/GMs.
  16. Most important thing is that you enjoy the journey doing it! I don't think anyone would really question the ability of getting any melee char to 50, even if it's regen and playing it solo. It's more about how much time someone is willing to invest, especially when it can take a bit longer for a set to hit the ground running and take on stronger levels of difficulty.
  17. Asteroid map is often used for AFK farming where you set a char in the center of the map, put your AoE on auto fire, and then let the char clear the map while you do something else. With incarnates you can also fire off BP radial (has an immortal support essence that stays alive, fires a debuff rain, and helps for mobs to cluster), ageless, judgement, assault hybrid at start. Asteroid maps often have a 10 minute timer so that it boots your char out of the map to make it easier to reset. It requires more effort to reach enough survivability (high enough regen, definitely a must to hit 45% def and 90% resist) to survive the asteroid map while AFK. This is easiest to achieve on tanks (usually stone armor, Rooted helps regen a good bit here) who have higher base max HP which helps with achieving higher regen. There's no reason why you can't active farm it also, but it's certainly not something you'd normally farm with a team. You'll far exceed the normal aggro cap and any teammates that aren't built up to also farm and survive at +4/8x will get killed. If you want large outdoor maps, Carnie map is a good one and has a large number of mobs that cluster fairly close and allow for some herding/grouping of several mobs at once.
  18. 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
  19. 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.
  20. 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.
  21. 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.
  22. Only those that are "global" unique IOs. https://homecoming.wiki/wiki/Set_Enhancements_with_Special_Effects
  23. 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
  24. 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
  25. 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.
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