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Warshades

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Everything posted by Warshades

  1. I would say that if you want an efficient (quick) AV killer (which ill/rad is an excellent combo for) then yes, you want to proc out blind. I go for 1 acc/dmg HO and 5 dmg procs to maximize the dmg it can do. It will proc very often without any recharge enhancements in blind and considering your global recharge should be very high for perma PA and with access to AM, you will be able to spam it often. You also don't need to worry about holding an AV since PA will maintain aggro. You'd also be better off slotting Deceive with the purple confuse set to keep an AV controlled as opposed to trying to hold them with blind. You can also check the average dmg difference in mids when you slot Blind with procs compared to an attack set. Keep in mind that the controller ATO dmg proc has a recharge buff in it as well, so best not to place that one in Blind as it will reduce proc chances.
  2. I think the top contenders are generally going to be stone, invuln, shield, and SR as they're the most "hybrid" of the bunch by focusing on a combination of defense and resistance (SR being the one that feels a bit weird to play for the first time as you can see your health dip low and then never move again as it hits 90% resists across the board). All of these when fully built don't have any issues with any end game content imo, it's mostly about what you enjoy playing most. I'm actually really loving stone armor without granite, it's extremely sturdy. As stated before, SR requires you being at lower HP to cap resists, but you can also build towards resist bonuses so that you can reach the resist cap earlier with a higher HP left. Stone is perhaps the easiest to cap nearly everything (defense and resistance) with granite with the exception of maybe psi defense that it gets none of outside of set bonuses while in granite. Invuln is similar, very easy to soft cap def to all but psi and hard cap all resists (including psi). Shield you'll easily soft cap positional def and can get close to hard capping all resists (my shield/dark gets within 4-8% of hard cap with barrier and 2 SMoT procs stacked, 13% short on tox/psi). Dark armor can soft cap and hard cap as well, but it doesn't actually have any DDR to carry that defense throughout a fight so I consider it more of a resist set than a hybrid (though it is nearly immortal anyway thanks to dark regen heal). Ice is also a hybrid but falls shorter on a few more resists and defenses than the other sets. If tanks ever get energy aura as a set, I think it would also be a top contender for a hybrid armor that can easily soft cap and hard cap nearly everything.
  3. There are quite a few things I would say you could improve with the build. I am by no means an expert on Willpower, my last WP tank was back when CoH was live and I haven't remade one since. Having said that, WP does not have a lot of defense debuff resistance, meaning it will be very vulnerable to cascading defense failure and you should instead focus on getting as much resistance built in to layer with your regen instead of trying to bring your defense up. By cascading defense failure, if you've not encountered the term before, it means that any mobs that have attacks that reduce defense when they hit will eventually plummet your defense to below 0%. The only way to prevent that is with defense debuff resistance (SR tanks get this at 95% and pretty much never have to worry about it). Willpower is on the very low end of 21%, less than tanks like Shield, Invuln, Ice, etc. Basically, any -def power that hits you will still apply 79% of that defense debuff and it won't take a lot of hits to make your defense non existent. While it is a tank that focuses on regen, do not go out of your way to chase regen bonuses. You will get plenty of them from going for resists which will add a lot more meaningful and reliable form of damage mitigation. In terms of slotting that you have; Rise to the Challenge has very low base tohit debuff. There is absolutely no point in wasting slots on the dark watcher set. If you hit effects and hover over the power, you'll see that it has a base of -3.5% to hit debuff. Heightened senses is way over slotted. Again, I would not recommend chasing defense and there is very little point in chasing recharge from red fortune if you're not including hasten in your build. The same applies for the titanium coating in mind over body (which is also taken way late and should be the first power you pick up). For me personally, I don't like using hover and don't make builds revolved around it. I will include how I would slot a WP tank for reference and ideas to build around. If you do go for hover, I would suggest 2 slotting Hypersonic for the resist bonus instead. I also wouldn't recommend going the route of force of will, but that's again up to you if you're doing it for theme purposes. Resurgence is again a power I wouldn't recommend. Reviving after dying doesn't help much when you revive without your toggles on (not to say you can't get them back on if you're with a team and they have aggro, but you're failing your job as a tank if you die in the first place). If you plan on reviving after a fight, an awaken insp will handle that. Again, this is just a base idea on how to slot and get more resistance. There may be more optimal power picks at various levels and better pieces of IO sets to use that I didn't explore to deeply. To highlight: Resists (does not include SMoT proc which can easily be stacked 2 times, add 13.4% to all resists if counting): s/l: 85.9 e/n: 57.1 f/c: 44.3 psi: 54.7 toxic: 23.3 Defense: l/e/n/f/c: 40% (this includes divine avalanche) melee: 37% psi: 35% smash: 26% tox/range/aoe: 19% Regen 786% with 1 foe in range, 98.9hp/sec (before accolades) 3018 max hp before accolades Tanker (Willpower - Katana).mbd Edit: forgot the include the blessing of zephyr kb proc in super speed. Also worth noting that this build is most definitely over the 200 mil inf that you're trying to keep under, but the most expensive parts are the Hecatomb (which you could substitute with touch of death) and tanker ATOs (not recommended to substitute as they add a good bit of e/n resist and you'll at minimum want the SMoT proc slotted).
  4. This is the final build that I settled on in case anyone else building an illusion/dark stumbles on this thread and finds it useful. Once again, thank you everyone for the input and advice, I do appreciate it! This version felt very sturdy and MG did provide a nice single target attack chain along with Blind and SW. I do feel that keeping aoe/range defense at soft cap is worthwhile. Because this build is often in melee range during AV/GM fights to use MG, aoe attacks are the most likely to land since PA will maintain aggro for any single target melee/range attacks. Definitely best to use Longbow lore pets for the additional source of -regen in fights. While the build is more than capable of clearing AVs and GMs without them, they would significantly speed up the fights when available. PA is perma with ageless, but there is a small gap without it (not a massive issue since you are soft capped, have an additional source of -tohit and -dmg in DN, and have a great heal in TG). Definitely endurance heavy in fights so if you do exemplar down, you may want to bring some blues or temp powers to help with recovery. No issues with mobs present because of Soul Absorption, but it doesn't help much with only a single target. Did a final quick test on test server and had no issues bringing down one of Lusca's tentacles. Although it would take a while to clear all of them and then Lusca, this build can absolutely do so. Controller (Illusion Control - Darkness Affinity)6.mbd
  5. That would actually make sense if that's the case.
  6. So apparently, I require Dark Servant to be able to immobilize AVs. Tried several times without any pets up to immobilize Requiem AV by spamming MG whenever it was up and the tentacles never appeared. Once I summoned fluffy and he used Tenebrous Tentacles, the immobilize kicked in. I'm able to get 4 stacks of MG up with a damage/mez +3 HO as the 6th slot (10.5 second total animation + recharge time with 50 second immobilize duration). So at minimum it looked like I need more than mag 12 and mag 15 appeared to be enough to trigger immobilize when fluffy chips in. Now the interesting part is when I went in for a second test and summoned PA, Phantasm, and Fluffy, it took only one use of MG to induce immobilization. I reset for a 3rd test summoning only fluffy and once again, only 1 use of MG was enough to immobilize when stacked with tenebrous tentacles (tested by dispelling fluffy right after and hiding behind corner to make sure it wasn't a visual glitch). Not exactly sure if it's a total amount of magnitude related deal, if fluffy is applying a higher magnitude immobilize than what is listed, or if it simply needs more than 1 sources of immobilize to take effect. Have no real explanation with this weird outcome. I tested a 4th time against a different AV, Black Scorpion, and the result was the same. 1 use of MG stacked with fluffy resulted in immobilizing the AV. Using 4 stacks of MG did nothing. Hold from blind worked in the same manner. When stacked with petrifying gaze from fluffy, boss was held in one hit from blind. These tests were done with lvl 50 AVs since I wasn't summoning PA to take aggro, but that still shouldn't have produced these results. I tested one more time against a 54 Requiem and it may have required 2 stacks of MG and/or Blind along with fluffy to immobilize or hold the AV (was hard to tell if it was because fluffy missed or not), but still a lot easier than it should have been. Worth adding that the 54 AV would break out of the immobilize and hold faster than the lvl 50. This also kind of explains my initial tests more since the immobilize was likely only triggering when it was being stacked with the immobilize from fluffy. So long story short, boosting immobilize duration is likely irrelevant for this build as it entirely depends on contribution from fluffy. I suddenly love that none damaging fuzzball a lot more!
  7. So from some very quick testing that I was able to do today, turns out the patron pets truly are really bad and not worth using (only tried Mu pet today). Dark mastery was faster by several seconds. The immobilize from midnight grasp actually sometimes helped trigger containment and increase the damage I was doing against AVs (also helped on a few occasions to stop the AV from running away as health dropped low). I may try changing the ToD proc to a mez/dmg HO to see if I can more consistently keep immobilize up as it already has a long base duration. I don't know how much soul consumption was really contributing, I would only ever get to use it once per fight because of the long recharge and against +4 AVs, the fights would last anywhere between 2-4 minutes depending on if it was an easy or hard target. The fact that it can also miss on such a long recharge doesn't make it feel very impactful to justify 6 slotting and I didn't see a significant difference in the one fight where I didn't use it compared to the ones that I did, but may need to test this more. More -regen is always nice, but the -60% isn't much of a difference compared to the -50% from TG and almost nothing compared to the -500% from howling. I was also using the longbow lore pets during my tests which may have also contributed to seeing less of an impact from soul consumption. There's no real better alternative pick since I already have a consistent attack chain cycling between blind, SW, MG, and TG and am also capped on 10% recharge bonuses so no real point going for umbral torrent for a ragnarok set. If soul consumption isn't making a consistent impact, I'll likely just leave it with 1 slotted acc IO and distribute the slots elsewhere for set bonuses/procs. I may give some of the other resist armor epics a try when I get more time just to see if there's a significant difference that consistently makes /dark better, but I suspect that the immobilize from MG will really give it an edge both for the bonus containment damage and preventing AVs from running as health gets low. I do appreciate all your help and the ideas you've bounced around for me, it's been fun using illusion/dark and will definitely make a nice impact on any team I bring it to. I'll see about posting the final version that I settle on when I get more time to play around on the test server and in case anyone else finds this thread and wants to use it.
  8. Mid's is definitely looking off. I went in and switched to second build just to try water spout. Used it in PI against even level Nemesis Warhulk boss and it was doing 5 damage per tick (this is without any buffs/set bonuses/slotting/etc). Using tar patch increased the tick damage to 6. For some reason mid's is doubling the number of hits it counts and as you said, hovering over it only shows 1x61 count instead of 2. The total maximum hit count of 61 seems to be relatively accurate from what I could tell. I had PA army up just to keep aggro off of me, but by the time Water Spout ended, the boss still had about 80% of it's HP bar full. Not a terrible attack, especially as you can cast it and let it do it's thing, but also nowhere near as good as mid's was showing it to be (fun water spout visual effect though). With the slotted ragnarok set and counting at 11 damage per tick x 61 ticks, it would do 671 damage if it's focused on a single target. I don't even know what magical calculation mids was doing because doing the manual math of 11x61 + 4x61 doesn't add up to anywhere near the 1777 it was showing, closer to only half that which the power wouldn't be doing anyway. I'll probably end up taking this to the test server and just comparing when I get more time. Regarding the Mu Guardian pet, it looks like it summons it's own pet and that pet has the EM pulse attack (-1000% regen for 15 second duration). Has a listed 50 minute recharge, but it looks like the summoned pet only lasts for 45 seconds. Again, will have to test to see if it will resummon it or not. Leaning a lot more towards /Mu mastery now from the patron options. Also taking a second look at /dark mastery as well. If mid's is to be believed, hecatomb slotted Midnight's Grasp would do ~305 damage on a 9 second recharge (jumps to 369 if I add an extra dmg proc). In the time it takes water spout to recharge, I could use MG at least 4-5 times (1200-1500+ damage). Dark Blast didn't make as much sense since Spectral Wounds would take up the apocalypse set. Also considering a decimation build up proc if I can find the slot for it, but may just have to stick in Blind since without any recharge enhancement, it should have the highest chance of triggering decimation. Soul consumption appears to decrease max HP by 4% for 60 seconds with a 4.5 minute cooldown, but another easy power to 5 slot with Panacea and 1 acc IO for more recharge bonuses. Build with dark mastery below. I think I'll just have to test them out on the test server to get to a final decision on what to go with. Mu and dark mastery actually look like the front runners now. Not sure how much I'll miss the lack of a good AoE skill with /dark. Also at the same time, I won't be setting any records using something like Ball of Lightning as my one true AoE attack when it has a base damage of 31. Controller (Illusion Control - Darkness Affinity)5.mbd
  9. I feel like the base recharge is way to long to justify going for it, at that point I'd rather have the continuous DPS from the additional pet. I'll have to look into exact damage numbers on them as well as the amount of -regen and duration on the Mu pet, but I'm thinking that might be the way to go. Quick cast time doesn't take away from the attack chain and any additional -regen would be a massive help. Thank you for the comparison, I never really researched the amounts that the procs gave and how they compared. Again, very true and saves me a slot to put towards better things. Thanks, will definitely grab Degen interface then. All good, I've done that before myself. Just wanted to make sure I wasn't missing anything specifically about arcane bolt that would make it a better pick. One last question if you know anything about it; I've not used Water Spout from leviathan mastery before, but mid's is displaying some really high damage values for it. Is it counting the damage from a maximum amount of possible targets that WS can hit or how does it work? I'm assuming the radius on it would be really small, but that would still work out well against AVs if it can deal that much damage from one cast to a single target. I'm pretty much down to picking between Leviathan or Mu for the patron and will definitely go for the extra patron pet. Thanks once again for helping fine tune the build!
  10. I really appreciate all those points, I will try the changes in mids and see where it's at. Didn't really think a single recharge from WotC would have such an impact on proc chances, but I do see the difference that mid's is showing with the change. I do have a habit of building anything like it's a tank so I always try to boost survival even when I strictly don't need it since PA does have aggro. The shield walls were for eng/neg resistance and the gladiator's net was to bring the AoE def up to 45% along with the recharge. I had slotted twilight with clouded for the recharge boost, but you're absolutely correct that 5 panacea and an accuracy IO is better and provides more recharge from panacea. A few questions, any particular reason to put the panacea proc in health when I can include it in twilight grasp as part of the 5 piece set instead of the endurance/rech? The only 2 powers that this build truly spams against a single target is TG (I may focus spamming TG more when the -regen from howling expires since there's a 15 second downtime) and Blind. Regarding arcane bolt, if I'm going for an additional attack is there any particular reason to use arcane bolt over spectral wounds? SW has a higher base accuracy, lower animation time, and even accounting for the heal back (which doesn't increase even when slotting for damage if mid's is correct) deals more damage than arcane bolt. Also, don't know how useful the pet would be, but since I am so heavily invested in recharge, I could go for summon coralax. Even with it not being fully perma (only 10 seconds away), seems like it could still help deal damage a good bit when soloing AVs/GMs and hopefully stay alive long enough between heals and shadow fall/fade. The build below is taking into account the changes you made but I diverted some slots from fade to 4 slot coralax. Another thing I haven't really considered much, but how annoying is the knockback from Phantasm? I figure he doesn't deal all that much damage and I can always just not summon him if I'm fighting mob spawns, but was tempted to put a sudden acceleration proc in him. If the coralax pet isn't worth going for (it does have a long cast time), then I can just do the 5 red fortunes in fade and maybe add an extra gladiator javelin proc for SW with those slots. I can also potentially take out the 4th Unbreakable Guard slots in tough and shark skin to 6 slot fade. While I tend to stay close to AVs/GMs so that TG heals the pets when they do get hit, they don't actually target me with melee attacks. Edit: Speaking of pets, the Mu summon guardian pet has EM Pulse which deals -regen and also has a quick animation summon time of 1.17 seconds. Not sure if it's worth the change. Controller (Illusion Control - Darkness Affinity)4.mbd
  11. Looking to finalize a build for my illusion/dark controller. The goal is to be good for general/all content but with a focus on perma hasten/PA and ability to solo AVs/GMs/TFs and such as well. While I do know that mace mastery and poison ray are the best options for AV/GM clear speed, I don't feel like scorpion shield is really useful given how easy it is to soft cap positional defenses so I went with leviathan mastery as a compromise since water spout will help with mob clearing and can also slot an achilles proc. I put a recharge IO in hibernate but if anyone knows which procs will still be useful and activate even while not using hibernate, I'd like to switch it out (iirc preventive medicine can definitely activate even without the power being used?). I could also just skip hibernate entirely and take vengeance especially for when I'm teaming. Also looking for input on incarnate choices. I went with spiritual core alpha but I'm also considering agility core/radial, the defense boost from it would allow me to switch some sets that I picked for reaching soft cap positional defenses towards other bonuses. Lore pet is the big one that I'm unsure on. My primary source of -regen is from howling twilight and spamming twilight grasp. I could go for Longbow which has an additional large -regen attack or go for something that perhaps deals more damage or has more -res debuffs. Destiny slot will be ageless to fix any endurance issues and firmly be at perma PA even with the recast time. Interface I'm also unsure on and would like to pick the one that would most increase AV/GM solo clear speed. I'd appreciate any advise and suggestions. Controller (Illusion Control - Darkness Affinity)2.mbd
  12. Here's a sample build. Mid's can sometimes cause a bug in the amount of defense that it counts for invincibility when loading a build in. If you're seeing defense totals below the 45% soft cap for s/l/e/n/f/c, just set the number of targets in range for invincibility to 0 and then move it back to 1. This build is within 2 stacked SMoT procs of hard cap resists to e/n/f/c/psi and also reaches 100% recharge debuff resist. There may be some more optimal ways to move around enhancement sets, I mainly prioritized focusing on the final set bonus totals. Similarly, didn't take into account exemplaring down so you can adjust what powers you take when however you want. Even with harmonic mind and performance shifter procs, this build may be starved for endurance so you may want to try it out on the test server first to see how bad/good the endurance drain is in fights to see if you need ageless destiny or if you can go for something else. Taunt especially I feel is pretty useless for invuln/axe. You'll constantly be herding mobs together, keeping them knocked down, and you have a taunt aura in invincibility + gauntlet anyway. Hope this helps. Small edit: if you want to save on the cost a bit, you can still end up with 85% recharge debuff resist and soft cap s/l defense and change the superior blister cold set in Swoop to a 5 set Hecatomb instead. Edit 2: Instead of the superior winter's bite in dominate, you can change it to a full set of superior entomb which has a much more useful absorb proc and provides the exact same defense bonus values. You'll lose some single target damage, but the build would be even tougher to bring down with another absorb shield. Tanker (Invulnerability - Battle Axe)4.mbd
  13. I'll take a look in a few hours when I get home, but what are your priorities for the build? Damage, survival, all around? If you haven't already, take a look at Infinitum tank collection, it may provide some slotting ideas.
  14. Understood. I made a stone armor tank for nostalgia purposes myself but I absolutely hated granite back on live and was happy I could run without. I have to go to work soon but I'll see if I can make a build later. This is a very quick and dirty build aiming for perma hasten, it can probably be improved with more tinkering but I don't have more time right now to do so. I tried to get the recharge debuff resist to 100% and got close. You could take a slot from Weave and the 3rd slot from Hasten and add 2 more slots into something cross punch or boxing and do a 2 set none superior winter to get to 100%, but you'd then need ageless destiny to keep up perma hasten. Hope this helps. Tanker (Stone Armor - Dark Melee) Perma Hasten.mbd
  15. What are you trying to perma for stone armor, hasten? Granite itself is a toggle so it will always be active as long as you have endurance and keep it toggled on. Homecoming has made several changes to stone armor compared to live, you may want to consider looking into running stone armor without granite as it is still insanely tough and doesn't have all the negatives associated with Granite (slow movement, damage debuff, recharge debuff). Some of the really nice changes is that rooted no longer prevents you from using travel powers and has no slowed movement associated with it. You get status protection and can still use powers like super speed and super jump with it. With set bonuses, you can still relatively easily reach hard cap resists or close to it for s/l/n/e/f/c/t and soft cap defense to s/l/e/n/psi. This is a build I have for stone/radiation without granite, but secondary can really be anything you want. I did prioritize survival over recharge so no perma hasten in the build, but you can see the stat totals and how sturdy it is even without granite. Mid's is bugged so it's not showing the bonus resist you get from SMoT proc, but you can easily keep up 2 stacks of SMoT and barrier destiny adds another permanent 5%, so add 18.4% resist to the totals of the build. The biggest issue with stone armor that you're likely to face, especially if you go without granite, is endurance management. This thing runs a lot of toggles so a secondary that doesn't consume a lot of endurance or has a reliable form of endurance recovery would be beneficial. Rad melee is pretty endurance heavy, I just made it for theme purposes. Dark melee would actually be a nice pairing since it's not end heavy and has great endurance recovery in dark consumption and adds an additional heal with siphon life. Tanker (Stone Armor - Radiation Melee)4.mbd
  16. Appreciate the input. I'll try those changes out and check on the difference it makes. I think it will probably be better overall to use musculature for the improved damage compared to trying to make PotD perma with spiritual (it wouldn't be very far off at ~10 seconds). Thx for catching that Unbreakable Guard, I was playing around a lot with the final slots and missed that I placed it in tough. Will also try out Brine in place of PB. I haven't felt a big need for more KB protection, but again that may be because of the defensive build and the KB attacks just not stacking very often before my pets deal with the minions and lts. I also don't recall if I specifically tested against Council or not. Haven't done as much testing against debuff heavy mobs to see how much of an impact the lack of slow resist is, but I may need to test that out more when I get the chance. Out of curiosity, did you find that one of those 4 pairs best with marine or was it more of a trade off among them? Damage is the one area that felt a little bit lacking on my necro/marine, but that may also be because of the spiritual alpha I had when testing initially (and I don't really have other MMs to compare as I never play MMs all that much). . The additional stacks of -res from demons sounds like an interesting combo.
  17. I don't normally play MMs, but I did want to try necro/marine as it seems to really fit perfectly together. I tend to build more for survival on most things that I play so I went for Scorp Shield to try and get s/l/e def to soft cap and get as much resistance from set bonuses as I could. PotD is nearly perma without factoring in force feedback proc from Whitecap. If you really want Brine, you could swap Power Boost for it. I didn't go for Fold Space or Web Envelope as most of the times mobs are on the floor with very few exceptions and I don't want to sacrifice other aspects of the build for those minor exceptions. You could adjust some things to get energy defense to 45% if you wanted to, but I'd likely run this build with barrier which will add an extra 5%. The build has a bit less recharge debuff resist, but you could swap one of the Unbreakable Guard sets for Glad Armor, take out the KB proc from SS, and 2 slot Boxing with Winter set to get to 50% recharge resist. Mastermind (Necromancy - Marine Affinity).mbd
  18. I do, it's more a combination of issues (varying work schedule, not much uninterrupted time to play for TFs, several other chars that I'm also building, etc). For the most part when I do find time to play, I've been using a second account that has a spine/fire brute to just power level various alts that I plan to play and build, but that limits how much influence I earn. Have been saving any purple drops since I can use converters to make useful sets that I need for other chars. I used to have a stone/stone brute before CoH shut down who was my main char that I did badge hunting with (not the best decision I ever made, but at some point I felt like I was to far along to stop and start on another char). I actually hadn't touched stone armor since then but with the changes to Rooted no longer causing the slow and preventing regular travel powers, I wanted to make a stone armor build again. Discovered that CoH servers were available again very late, only about 4-5 months or so ago I think. I'll definitely take a look at the brute and tank builds in your signature. My experience with stone armor was a mixture of love and hate. Holds a nostalgic spot in my heart since that stone/stone brute was my first 50 and main char that I used for badging, but also absolutely hated playing with granite/rooted and was not a big fan of TP as a travel even with binds. Thanks again for the awesome improvements!
  19. 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
  20. 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
  21. 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
  22. 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.
  23. 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?
  24. 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
  25. 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.
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