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Warshades

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Everything posted by Warshades

  1. You could get as much as +35% psi resist. 5x impervium procs and 1x aegis. You really don't need to 6 slot rage, you're not getting much out of the defense especially since you don't have DDR and rage crash will neuter it further. I have a rad/ss tank focused fully on resists and he does fine tanking the hardest content with no issues. You could replace one of the recharge slots in meltdown for an impervium psi resist proc. Move some of the slots from rage to add more impervium procs and aegis and you can really boost that psi resist to near 80% while keeping the others capped. Another option for the accuracy replacement in stomp is the Nucleolus Exposure HO, offers a 33% acc/dam buff which is slightly better than any acc/dam IO from a set, but it will cost more to get it. Alternatively, give the superior avalanche acc/dam (33.1%) to stomp and put the acc/dam/rech replacement in cross punch.
  2. Here's an alternative slotting for the build that tries to reach soft cap to S/L/E/N/F/C defense while maintaining the high damage resist. I changed the SMoT set to Hack. As far as I know, it's better in a power that can be spammed often as opposed to a damage aura since there's a longer cooldown on damage auras for proc trigger chances. From experimenting with my own build for a dark/ice/soul tank, I found going for typed defense to be easier to hit soft cap due to the purple winter sets that give high 5% values for some of them. I don't know if there is a specific reason that you went with a hold set in dominate, but I kept it as that and just changed it to a full set superior entomb. If you want to focus on getting better damage out of dominate, you can replace it with a full set of superior winter's bite which has the exact same set bonuses but will buff the damage more. There may be a better way to add a small addition of S/L defense to hit soft cap for both instead of running a 3 set triumphant in taunt, but I was running out of ideas. Parry doesn't add smash defense and I'm not a big fan of relying on such powers for the initial alpha strike in case the previous buff ran out, etc. The only power change that I made was replacing acrobatics for super speed. IMO, this will help you stealth some missions with a combination of SS + Cloak and it also reduces your end drain by reducing the number of toggles. Hope this helps or at least provides some ideas. Good luck. DARTH Radica.mbd
  3. Also an alternative slotting. Gives up some recharge and a little bit of KB protection, but hits soft cap melee and very near soft cap s/l defense which should work much better as most attacks have some s/l component to them. Didn't really see any good place to get that last 1.3% s/l defense. Tanker 2 (Dark Armor - Ice Melee).mbd
  4. Got it, thanks. I'm thinking for practicality and better slotting I'll give up on getting toxic resist close to the 90% cap. I went with 5 slotted unbreakable guard in the armors and removing a slot gives me an additional 3-4 slots to use elsewhere like Death Shroud and maybe some more rec/end procs in health. The build below is with the changes I made ignoring toxic resist. This one has more global recharge, recharge debuff resist, and mag 11 knockback protection at the cost of about 30% toxic resistance. Tanker (Dark Armor - Ice Melee).mbd
  5. So I wanted to make a very tanky dark armor tank and decided to go with /ice for the secondary. Aiming to try and get close to 90% resist to all damage types with a single SMoT proc and soft cap melee defense which this build essentially gets to (just slightly short on energy/toxic resist and a bit short on melee defense). However, this build is very short on available slots and I feel like I might need another knockback protection slotted. Any suggestions on where I can improve the build? I'm tempted to just forego the toxic resist cap considering how rare it is and pull a slot from Taunt, GIS, and Dark Obliteration to get a second knock protection slotted and maybe a 2 set Blistering Cold in boxing for the recharge debuff resist. I've also heard that Frozen Aura can be slotted with CotS heal proc, does anyone know if that has a chance to trigger from each foe hit in mob or will it only activate once? Tanker (Dark Armor - Ice Melee).mbd
  6. Wasn't trying to actively build for defense at all, just ended up getting some going for other stuff. That's why I split the 2 Blistering to get the extra resist recharge. The 3 Synapse in meltdown was to get the recharge debuff resist to 100%, was around 95% before that but maybe that's sufficient. Haven't built radiation armor before but browsed through several discussions about it. I'll look into moving it, was a bit worried about accuracy since I skipped tactics. Great point on that, I'll change one to another damage proc since I don't need the s/l resist from the 6th bonus. I also realized that I completely forgot about Armageddon set so I moved the proc from Rad Therapy to run a 5 set Armageddon in FSC, that upped my fire resist to cap with a single SMoT proc. This is an updated build, switched out the 4th Unbreakable Guard to get psionic resist up, put some of the extra slots into health procs as I wasn't sure where to really place them. It's no longer over the cap on s/l resist. If you have any suggestions on where to put the meltdown slots into, that would be great. Thank you for the suggestions. I'll likely move some of the power picks at certain levels around some for when I exemplar down for TFs and such, but just trying to figure out the final build for now. Test - Tanker (Radiation Armor - Fiery Melee).mbd
  7. Hello. I'm trying to work out and finalize a build for my rad/fire/energy tank. My goal is to both be tanky enough for general content when teaming with others as well as being a solid damage dealer to be able to run +4/8x solo if I choose to. I tried to prioritize resists, recharge, recharge debuff resist, and damage output. I'm not really interested in building for defense when rad armor doesn't have inherent DDR. Is there anything I can do to optimize this build further? Two things I've been considering: Replacing the 4th resist/end/rech Unbreakable Guard in my armors for Impervium Armor Psi resist procs to shore up psionic resistance. Replacing Meltdown with Tactics. Although if I do keep Meltdown I can hit the 90% resist cap to all but cold with a single SMoT proc and it would help with damage output. Open to any suggestions/improvements. Test - Tanker (Radiation Armor - Fiery Melee).mbd
  8. I'm aware. My old ill/dark wasn't great or fast with mobs either. Mainly focused on the challenge of clearing hard bosses like AVs and GMs. I may go this route to have some protection especially since /cold doesn't get heals. That's the only thing I think I'll miss from /dark secondary is having the extra protection and heals. Worst case if I don't end up liking /cold, I can always reroll a /dark or /time and just transfer over most IOs. Hopefully with the right incarnates, staying safe won't be to big of an issue.
  9. Thanks!
  10. I'm leaning heavily towards going with ill/cold right now. It's got a lot of -res and -regen debuffs it can stack. Quick question regarding the LotG recharge proc, can I use the ice shields in /cold as mules for them and get the recharge procs without using the shields if I'm playing solo?
  11. Thank you for the suggestions. I'll take a look into TA, cold, and poison to try out something different from /dark. I know that /rad works really well for this, but I have just never liked playing the set since before CoH shut down.
  12. Hello everyone. To preface, I just recently discovered that CoH is back up and got back into the game while also realizing there are quite a few new sets and combinations allowed along with several changes. Before the game shut down, I had a illusion/dark controller that I built with the concept of soloing GMs/AVs and I would like to replicate that concept. With additional pets from the incarnate system, I was actually able to solo the Kraken in IP along with all the tentacles. It took quite a bit of time, but it was a fun challenge to accomplish. With all of that said, I'm wondering what secondary pairing would work best to build for the same goal and if any of the new secondary options can improve on what I was able to do with /dark. I would like to avoid using /rad. Ideally, the secondary set would provide a good amount of survivability while having enough debuffs to be able to wear down GMs and AVs solo.
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