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NumbSoLdi3r MJ7

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  1. Now this is a good point that I completely missed. Slightly smaller radius than Melee Radial (8ft versus 10ft), but the effect remains the same. This solidified my answer to go Core, thank you. I get the logic, I do. Assault is the common trope to simply set-it-and-forget-it increase damage. I just have a hard time swallowing a tank not doing everything in their power to stay alive. A low damage undying tank is still doing more damage than a dead tank capable of mediocre damage, I guess is my thought process. Ah, I didn't know there was a name for it. If we are doing Level 54 content, the +3 still results in characters being -1 to the enemies though, no? A fair point! I've considered trimming that and the Epic power pool out in favor of fold space, but that's a whole three power slots for one AoE grab ability... My build is in the spoiler below.
  2. I know it doesn't increase the cap, but it does offer a constant taunt, so that when 1 of the 16 bad guys dies, another is immediately taunted. I struggle with this. In my opinion, the tank is there for two purposes: keep aggro and stay alive. I will never be a damage dealer. Rather than try and be well rounded, I'd rather excell at what the tank is designed to do. Not sure what you mean by "the purple patch"? It's there as a mule for enhancements and an "Oh sh*t" power just in case. I'm open to suggestions though.
  3. So, I'm working towards decking out my Invul / SS tank and could use some advice. Looking at the Melee Hybrid incarnate slot, I have to choose between Core (providing a boost to resistance, even without enemies neaby), and Radial (providing a boost to defense along with a taunt aura). The taunt aura calls to me, as I think of completing the towers in ITF. Half the time I just hope the DPS/Control can destroy the mobs before the mobs destroy them, as I can only maintain aggro on 16 bad guys. I was hoping the taunt aura would make this easier. Maybe I am incorrect in this? The other thing to consider is the stat boosts. I already sit comfortably without the boost: The resistance boost from Core brings (nearly all) my totals to the 90% cap, which is nice when you think of the 5% of attacks that are going to make it through regardless: The defense boost brings many of the types closer to the 45% cap and/or the 59% cap for incarnate trials, plus that taunt aura I'm tempted by: Both abilities are set to "5" enemies nearby. Its worth noting that I do have Unstoppable in the build, but rarely use it as that crash is a killer (sometimes literally). What do y'all suggest? Thanks for your thoughts.
  4. Hello good people, Below is my old Elec/Shield brute build back from Live. I was a different person then, and things have changed in the game since. I know the powerset combination isn't the most ideal for a brute, nor is it the best thing in play at the moment. This character remains one of my absolute favorite to play, so I'd like him to be at the top of his game. So I read up on the new stuff and look at other build out there. I redux-ed the build to include some of the things I've found. Chiefly, items to address the endurance drain and not six slotting Build Up. These changes resulted in a bit of a defense drop, though positional defenses remain above the softcap. Please take a look and let me know which build you think would succeed better, and what changes you might make. Thanks for your time and consideration folks.
  5. I've been playtesting Psi/Bio up to level 41 so far, and think I agree with you @Without_Pause, and will likely reroll to /Energy Aura. Strangely enough, I feel the current set up has too many offensive abilities, making it easy for me to lose any idea of an attach chain. Yes, /Bio gives me some additional AoE damaging attacks, including a proc-bomb in DNA Siphon, but these attacks generally are not high damaging and seem to pull the ire of the mob on me more often then not. As you point out, with /Bio being less of a Defense set, that mob tends to chew me up. I recalibrated my psi/energy build and changed out Speed of Sound for Vengeance and Psi Mastery with Soul Mastery. Gives me an extra defensive power in Shadow Meld, with only 9 seconds of downtime. Any thoughts anyone?
  6. Hello good people, I've only recently been back into CoH, and I'm trying to dust off my MIDS chops. Since I've been gone, some of the build theory has changed. I've read a ton of what has been posted here and on Reddit and tried to apply that methodology to my builds. I'm set on a Psychic Melee Stalker, but need to choose between Bio Armor or Energy Aura. I've crafted a build for each, see below. Arguments for both. Speed of Sound is taken for flavor, I am aware it is suboptimal for builds. There is no glorious purpose for this character, he'll just be playing endgame content with friends. No PvP (ew...) and I'm not the type to try and solo an arch-villain. Comfortably completing +4/x8 content to help farm up others would be a bonus! /Bio seems to rely more on activated healing/absorption abilities, while being able to eek out a bit more damage. It also benefits from an absurd level of regeneration and recovery compared to /Energy. /Energy seems to be more "ready-out-of-the-box" with nearly double /Bio defenses from toggles and activated health/endurance generators. It also benefits from superior recharge compared to /Bio. /Bio relies on Agility Alpha Incarnate to perma-hasten. /Energy can instead go for Musculature Alpha Incarnate to close that damage gap. From what I can see, /Energy would be the superior choice with better recharge and less ability maintenance (less to pay attention to while playing). Does anyone disagree, or have a counter-point I've missed? Thanks all for any feedback you can give on the builds or my thoughts.
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