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tidge

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Posts posted by tidge

  1. On 8/8/2023 at 3:43 PM, Mezmera said:

    A lot of control sets have a confuse power already available and if they do I'm taking it and slotting the full set of Contagious for that 5% ranged defense at the 6th bonus.  There's far better Epic pools for dommies that allow you to do far more and like @MoonSheep says that epic pool is a bit redundant and lacking in comparison to other pools like Ice, Soul etc.  

     

    On 8/8/2023 at 8:09 AM, MoonSheep said:

    i use the proc in my ST confuse on my mind/fire dom, procs quite regularly for some added chaos, one of the best procs out there for fun

     

    Single-target Confuse powers is IMHO really where the %Contagious Confusion shines(*1); those powers are also a more natural place to slot the entire set for the tasty bonuses. The set bonuses from Coercive Persuasion are tailor-made for Dominators. The Epic World of Confusion has a bohunkus Endurance cost, with a relatively small radius. I won't argue that the %Confuse from the %proc increases the utility of WoC, but it is IMO entirely due to the base magnitude of the %proc compared to the inherent magnitude/duration of WoC.

     

    I completely understand the appeal of trying to sell WoC as a no-extra slotting wonder, but for my build-crafting (and using the Psionic Mastery Epic pool on a Dominator)  there will always be a better choice... not just from the other powers in the Epic pool (for Dominators) but from non-Epic pool powers that can serve as Global +Recharge mule powers (again, Dominators). Indomitable Will and Mind Over Body can both be one-slot wonders, Link Minds deserves at least two slots (more if chasing set bonuses).

     

    (*1) The %proc rate from six pieces of Coercive Persuasion, even with slotted recharge, gives new life to the single-target confuse in large-spawn, non-AV fights. The other (Confuse/Accuracy/Recharge) enhancement effects of the set simply make the single-target Confuses better for hard targets, or enemies which will buff/heal the player. I really wish that there was an equivalent Very Rare enhancement set (with a %Contagious piece) for Fear powers, as the single-target Fears lose a LOT of utility as spawn sizes increase and towards high-levels.

    • Like 2
  2. I find Combat Teleport to be really useful on Blappers: 

    • teleport into make a melee attack, including those you have targeted but are otherwise blocked from range attacks
    • teleporting "backwards" for a ranged cone attack
    • getting "unstuck" from map geometries (and from slow/immobilize patches)
    • It offers a short +10% ToHit after BAMFing

    Some attacks do have long-ish animation times... but that's not a reason to avoid Combat Teleport. If the Blaster has put down some sort of (soft, or not) control patch like a slow or knockdown BAMFing around works just fine.

     

    I generally agree that the Teleportation pool isn't a great one for mules, but the powers do offer places to put the Universal Travel global pieces, including the 20% Slow Resist. Personally, I don't like Teleportation for zone travel. Two pieces of Blessing of the Zephyr offers some positional ranged defense as a set bonus.

    • Like 1
  3. 3 hours ago, Nemu said:

    ... Of all the other ATs can you think of any that promotes skipping half their powerset as the norm?

     

    No disagreement, but I feel like mentioning the Traps secondary for Masterminds has five skippable powers in Web Grenade, Triage Beacon, Seeker Drones, Trip Mine and Detonator. I'm not saying that they can't have their uses, it is more that I feel like I'd have to be playing a lot of very specific content to want to work any of those back into my build.

     

    To emphasize the point by @Nemu: Blasters have a Melee Damage Scale of 1.0; there is no a priori reason to skip melee attacks on them if the primary goal is to do as much damage as possible with a Blaster.

  4. I like Water Blast/Atomic Manipulation for Blapping, paired with Combat Teleport.

     

    The Primary leans heavy on the AoEs, the Secondary can pair a couple of single-target melee attacks (I use Negatron Slam and Positronic Fist) along with some PBAoE (Radioactive Cloud, Atom Smasher). I particularly like that the AoEs (and DoT) eliminate/thin out the large spawns, allowing for eventual focusing on the hardest targets.

  5. 4 hours ago, Hedgefund2 said:

    You are not RC (recalling correctly) here.  End Mod slotting in Chrono Shift definitely increases recovery for 30 seconds.

     

    https://cod.uberguy.net./html/power.html?power=defender_buff.time_manipulation.chrono_shift&at=defender

     

    The 15% endurance boost is not enhanceable.

     

    Maybe I'll slot in the third piece I mentioned. As it is, I still want the initial Endurance cost of the click to be low enough that I'm not waiting for enough endurance to allow it to auto-fire.

  6. 3 hours ago, Raikao said:

     

    Would a Robots/Time be on par? 10% worse? What's your take on that?

     

     

    /Time's last three powers are absolutely NOT skippable, like /Traps are.

     

    My hot takes on the Time secondary (for MMs) are:

     

    Temporal Mending <- This power is worth taking in place of Maintenance Drone, since it will heal more than just the henchmen.

     

    Time Crawl <- Single Slot, but keep for hard targets. Yes it can %damage, but ST damage from the MM is not a winning strategy.

     

    Time's Juncture <- The -ToHit is probably most important. Won't need many slots, consider keeping. (2slot HO Enzymes)

     

    Temporal Selection <- Hard to pass up a potential Buff for one of the Henchmen, I would consider keeping it, but delaying the choice of it.

     

    Distortion Field <- Two slots max [ Pacing of the Turtle – Endurance/Recharge/Slow: Level 50+5,  Superior Entomb - Endurance/Recharge], could be used to take aggro off the henchmen. (I like slows when playing MMs)

     

    Time Stop <- I like holds, but this is single-target. I'd skip it on a MM.

     

    Farsight <- DO NOT SKIP. There are a lot of ways you can go with this. You'll have at least 4 slots in it. Off the top of my head, I'd go with

     

    Level 24:               Farsight

     (A) Luck of the Gambler - Recharge Speed

     (*) HamiO:Membrane Exposure (Endurance/ToHit Buff/Defense Buff): Level 53

     (*) HamiO:Membrane Exposure (Endurance/ToHit Buff/Defense Buff): Level 53

     (*) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

     (*) Gaussian's Synchronized Fire-Control - Recharge/Endurance

     

    Slowed Response <- I would keep (again, AoE aggro magnet), and I'd be tempted to have it be a %damage power (requiring accuracy)

     

    Level 28:    Slowed Response    
     (A) Analyze Weakness - Accuracy/Recharge: Level 50+5
     (*) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50+5
     (*) Shield Breaker - Chance for Damage (Lethal)
     (*) Touch of Lady Grey - Chance for Damage (Negative Energy)

     

    Chrono Shift <- You want this, I recommend:

     

    Level 30:    Chrono Shift    
     (A) Doctored Wounds - Endurance/Recharge: Level 50+5
     (*) Panacea - Endurance/Recharge: Level 50+5
     (*) Panacea - Heal/Endurance/Recharge: Level 50+5

     

     

  7. 2 hours ago, Raikao said:

     

    But wouldn't you want to use two lvl 53 Cytoskeleton in Tactics? And add Gaussian: Chance for BuildUp? Still only 3 slots instead of 6 (and having wasted recharge%).

     

    My opinion: the Gaussian's %Build Up piece is generally less useful in a toggle (e.g. Tactics) than it is in an on-demand click(*1), unless the following applies:

    • the character with Tactics is always playing with a LOT of teammates/henchmen/pets in range of Tactics
    • the character has a decent damage scale, and is making attacks, such that the %Build Up is making meaningful contributions for the attacker.

    Considering the above, taking teams out of the equation, the ATs I've found to benefit more from a Toggle %Build Up (as opposed to a click %Build Up) to be Crabberminds and (to a lesser extent) the ATs that have multiple persistent pets (like 3x Fire Imps). I do run Tactics w/ %Build Up on one of my MMs, but the MM damage scale is so bad I rationalize its inclusion (with a HO Cytoskeleton) only because that MM is constantly making attacks.

     

    If playing a high-DPS AT on large teams/leagues, slotting the %Build Up in a toggle is a fine choice (if not already at the high end of the damage scale).

     

    (*1) I often slot the Build Up powers with only a Recharge 50+5 and the Guassian's %Build Up. With typical global Recharge bonuses (and not counting primary/secondary powers that provide MOAR Recharge) that typically has the %Build Up at the ceiling of 90% and the power is usually available when I want it in an attack chain. I do like the 6-piece bonuses from Gaussian's too!

  8. 11 hours ago, tidge said:

    Level 30:    Chrono Shift    <- Healing is less important than Recharge and Endurance saving, but Healing is not nothing!

     (A) Doctored Wounds - Endurance/Recharge: Level 50+5
     (*) Panacea - Endurance/Recharge: Level 50+5
     (*) Panacea - Heal/Endurance/Recharge: Level 50+5

     

    2 hours ago, Raikao said:

    Could you go in depth about Chrono Shift? Why is your slotting better than three D-Sync Conduit? What am I missing here? You gain some healing but the EnduranceDiscount doesn't do anything does it? D-Sync gives EnduranceModification instead (and no increased healing).

     

    The recharge bonus is very similar because of diminishing returns.

     

    Dsync Conduits are Endurance Modification, not Endurance Reduction. IIRC Chrono Shift ignores enhancements for EndMod, so that portion would be wasted(*1). Also, I want Endurance Reduction more than I want Healing or +End, as explained below.

     

    Specific to Chrono Shift (an auto-trigger power for me), it is the base 20-ish Endurance cost that puts it in my personal 'danger zone' of risking the blue bar being too empty to trigger (or forcing detoggles), so Endurance Reduction is important. The long base recharge (360+ seconds?) obviously demands Recharge slotting on top of whatever Global Recharge. In the case of HO/DS I was looking at three slots of 50+5 Endurance/Recharge, but the diminishing returns were such that turning one of them into Heal/End/Recharge was next to nothing (in terms of Endurance Discount or Recharge, so I slipped in the PVP's set with Heal, and can have the set's Recovery bonus be exempt from exemplar effects.

     

    If the +Endurance portion of Chrono Shift were to be enhanceable, I might be tempted to use the last slot for Preventive Optimization EndMod/Endurance/Recharge at 50+5 although it is hard to give up the near-constant personal Recovery boost.

  9. As others have written: (level 50 and above) HO/DSyncs are most useful when a power is starved for slots(*1), and a HO/DSync offers combination of the attributes that a player wants to enhance.

     

    Writing only for myself: I tend to go with HO/DSyncs that combine Accuracy or Endurance Reduction with some other attribue I want enhanced. It could be a Mez, Range, a Buff/Debuff, whatever. There are a small number of powers that (in my preference) that really benefit from other combinations  (e.g. Recharge) but Accuracy and Endurance Reduction are typically the big ones for me.(*2)

     

    (*1) A player may not want to put (m)any slots in a power, or most of the slots are being taken by something else (like a %proc, or global) that isn't otherwise enhancing the power.

     

    (*2) There are some combinations of attributes that don't have Hami-O/Dsync options such that a level 50+5 piece (or a Superior Winter piece) is a better choice (for me).

     

    Here are a couple of oddball examples of powers (from different characters) that I really sweated over using (or not) HO/DSyncs:

     

    Level 30:    Chrono Shift    <- Healing is less important than Recharge and Endurance saving, but Healing is not nothing!
     (A) Doctored Wounds - Endurance/Recharge: Level 50+5
     (*) Panacea - Endurance/Recharge: Level 50+5
     (*) Panacea - Heal/Endurance/Recharge: Level 50+5

     

    Level 35:    Dark Consumption    <- Recharge is vital, but Accuracy is needed for the %damage and the EndMod effect is kinda important
     (A) Recharge Reduction IO: Level 50+5
     (*) D-Sync Conduit (EndMod/Recharge): Level 53
     (*) D-Sync Drain (EndMod/Accuracy): Level 53
     (*) Obliteration - Chance for Smashing Damage
     (*) Eradication - Chance for Energy Damage

     

    Final Note about my builds and choices: If a character has multiple ranged attacks, I will sometimes frankenslot to get the ranges roughly equivalent, especially for cones and single-targets. HO Centrioles and Dsync Guidances come into play in these builds.

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  10. I don't think there is anything wrong with using a respec before level 50; on the contrary there are often powers that can be taken for "test drives" (even with minimal slotting, as you level).

     

    Specific to Tankers: My experience has often been that early tier primary powers (defense/resistance toggles) often do very little (even with slotting, modulo Global IO pieces) for the Tanker at low levels... so I wouldn't fault anyone for downplaying primary power choices and concentrating more on the secondary(*1)... later when you feel like you have a better performing attack chain (in my experience: mostly this comes from slotting) ... then maybe a player will want to respec (in the mid 20s?) to have a more "classic" looking set of power selections?(*2)

     

    (*1) I feel that some players of Tankers skip or delay Taunt because t can feel like a dangerous choice for a newbie Tanker: why not take an Attack or something Defensively instead of something that is not going to do damage and will also draw more aggro? I can excuse this, but only to a point. Let me simply write that I believe that Taunt (as opposed to Confront or Provoke) is crucially important to being the best possible Tanker, and if  its choice was delayed until the mid 20s (or later), it's worth using a respec to get it back into the build as early as possible.

     

    (*2) Again, strictly from my experience... which is based a LOT on playing different ATs through content for XP (as opposed to power-levelng dozens of levels at a time) is that while leveling I often taken powers that won't be in a final build or I take powers in a different order than I want in the final build. The former could be because some sort of pool power is offering me something I wouldn't otherwise have until an epic power level; an example of the latter is taking powers early explicitly as mules for IOs... in a final build I usually delay mules until the final power choices, but sometimes I want those global IOs ASAP.

  11. 19 hours ago, catsi563 said:

    we need a tf by Radio RADIO RAAAAADDDDIIIIOOOOOOO Free opportunity

     

    time to take that talking trashcan TV down a peg

     

    Along the lines of  "abstract mission givers" I have often felt that the Potted Plant model could be leveraged as a sort of nutty mission contact.

     

    As for potential TF givers: Blue side, I think it would be cool to have one of the Newsboys (often situated near train stations) to offer some sort of arc/TF.

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  12. 19 hours ago, Xandyr said:

    With Bots, what "secrets" does anyone have on slotting Equip and Upgrade Robot? I'm assuming the Imp Skin unique works in Equip? Does the Heal Procs (Panacea, Numina's) work in Upgrade Robot?

     

    My Robotics MM's primary slotting is:

     

    Spoiler

    Level     1:            Battle Drones   

     (A) Superior Mark of Supremacy - Damage: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Level 50

     (*) Soulbound Allegiance - Chance for Build Up: Level 50

     (*) Expedient Reinforcement - Resist Bonus Aura for Pets

     (*) Sovereign Right – Accuracy/Damage: Level 50

     (*) Sovereign Right - Resistance Bonus: Level 50

     

    Level 2:                 Pulse Rifle Burst

     (A) Sudden Acceleration - Knockback to Knockdown

     (*) Sudden Acceleration - Knockback/Accuracy/Damage

     (*) Sudden Acceleration - Knockback/Accuracy

     (*) Sudden Acceleration - Knockback/Damage/Endurance

     (*) Sudden Acceleration - Knockback/Damage/Recharge

     (*) Sudden Acceleration - Knockback/Recharge

     

    Level  6:                Equip Robot      

     (A) Unbreakable Guard - Resistance

     (*) Unbreakable Guard - +7.5% MaxHP

     

    Level 8:                 Photon Grenade             

     (A) Annihilation - Accuracy/Damage

     (*) Annihilation - Damage/RechargeTime

     (*) Annihilation - Accuracy/Damage/Endurance

     (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime

     (*) Annihilation - Chance for Res Debuff

     (*) Annihilation - Accuracy/Damage/RechargeTime

     

    Level 12:              Protector Bots  

     (A) Superior Mark of Supremacy - Damage/Endurance: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Endurance: Level 50

     (*) Defense Buff IO: Level 50+5

     (*) Edict of the Master: Defense Bonus

     (*) Call to Arms: Defense Aura for Pets

     (*) Call to Arms: Accuracy/Damage

     

    Level 18:              Maintenance Drone

     (A) Preventive Medicine - Heal

     (*) Preventive Medicine - Heal/Endurance

     (*) Preventive Medicine - Endurance/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime/Endurance

     (*) Preventive Medicine - Chance for +Absorb

     

    Level 22:              Assault Bot        

     

     (A) Superior Command of the Mastermind - Accuracy/Damage: Level 50

     (*) Superior Command of the Mastermind - Damage/Endurance: Level 50

     (*) Superior Command of the Mastermind - Damage/Endurance/Recharge: Level 50

     (*) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 50

     (*) Superior Mark of Supremacy: Accuracy/Damage: Level 50

     (*) Superior Mark of Supremacy: Endurance, +Resist (All) +Regen(Pets): Level 50

     

    Level 26:              Upgrade Robot

     

     (A) Healing IO: Level 50+5

     

    My MM is Robotics/Traps, which has one HUGE difference from any potential Robotics/Cold build: I can skip the last three powers in the Traps secondary (Seeker Drones, Trip Mine, Detonator) and suffer no performance issues, with Cold Domination I suspect that a majority of the performance would be tied to the use of the final three powers in the secondary (Benumb, Sleet, Heat Loss).

     

    I suspect that if I were to theory craft a Robotics/Cold build, I'd be obligated to add Hasten (for recharge time on Heat Loss). My own experience for Robotic Henchmen is that for most content Defense is more important than Resistance... so I'd probably frankenslot those Shields. This is almost painful to write: I'd probably skip Infrigidate (on a final build), as I just don't think I'd have the power picks or slots to do anything clever with it. It would come back in on a "One Big Robot" build, but that would be a niche design.

     

    If folks haven't seen my writings on my approach to Robotics/Traps, one of the performance enhancers for my build is cramming the same (here Annihilation) Chance for Res Debuff into as many powers as possible in an effort to keep as many different AoE powers as possible triggering/extending the Resistance debuff. Robots shine in AoE.

  13. 10 hours ago, kelika2 said:

    golgi in upgrade 2 because why not.

     

    A single Healing IO 50+5 is almost certainly a better choice than a single level 53 Golgi in Upgrade Robot. The Endurance discount from the Golgi is doing next-to-nothing for a Mastermind.

  14. 1 hour ago, SeraphimKensai said:

    The biggest issue with cold though is that you're reliant on protector bots to heal your pets. You could use rebirth if you find necessary or just lean into barrier for them to stack with their defense/res.

     

    Maintenance Drone says "whirr"

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  15. I don't use Hasten on my Grav/Kin Controller.

     

    My general thoughts on Hasten follow, YMMV.

     

    If I don't have powers with (a) extremely long recharge times, (b) a minimized attack chain that relies on precise timing, or (c) a specific power (usually defensive, or something like Domination) that relies on an auto-fire before expiry, I usually never think twice about excluding Hasten. A second or two of baseline recharge (modulo enemy slows, etc.) almost never motivates me... I could be combining inspirations or doing something in those seconds other than button mashing (picking targets, whatever) instead. FWIW. I try to build perma-Doms such that Hasten isn't needed.

     

    I dislike that committing (in my feels) to Hasten implies that I'm going to want to invest a second slot in it.

     

    In build-crafting, I dislike that I have to figure out where in the build (level-wise power pick) to put Hasten so that it offers meaningful returns on the powers I want it for. Since Homecoming has made higher-level (aka signature) powers available earlier in builds, I simply have less room for Hasten than before. As an aside: Homecoming has made it much easier to get enhancement set bonuses that improve global Recharge passively,  almost all of these scale down to level 20 (some scale lower, some scale higher). I never take Hasten below level 10, and rarely before level 20. Specialty builds (such as Incarnate only) have varying mileage of course.

     

    I dislike the Endurance drop when Hasten expires. I know that this can be ¯\_(ツ)_/¯ , but if I have to slow down button mashing, or re-toggle powers that have dropped, I feel that I've basically sabotaged the reason for taking Hasten in the first place.

     

    I prefer to have travel powers; Super Speed (from the Speed pool) is ok, but I prefer other travel powers (including those that are akin to Super Speed). Other power pools tend to offer me more of what I am looking for in a build... either straight-up with powers that will improve the play experience or as mules for Enhancement pieces/sets.

     

    TL;DR: I have to be strongly persuaded to put Hasten in a build.

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  16. Herding huge numbers of Rikti Monkeys (less so Giant Monsters) on Peregrine Island was fun (for some definitions of the word), but it isn't the kind of thing I feel like we need to bring back.

     

    I am almost never bothered by the current "aggro cap". I am much more annoyed by the secondary effects of enemy AI and mission objectives, for example: when enemies run (so far) away that they essentially never re-engage with a player... and the mission completion is somehow tied to 'defeat all'... either on the map or in certain spawns. Similarly, I am non-plussed when enemy mobiles need to be defeated in order to reset events, but those also fall into the category of 'pay attention and you won't have an issue'.

     

    I see no need to make radical changes for minor peeves when I am feeling lazy.

     

     

  17. On 7/26/2023 at 12:06 PM, Vic Raiden said:

    There was this one recent suggestion thread proposing a rework of the scanner system so that players can get level-appropriate missions no matter the zone they're in, and I wholeheartedly support it.

     

    8 hours ago, Random Axis said:

    That's a fantastic Idea I'm 100% onboard for. It's thematically better and spreads out players which makes things easier on the computers. 

     

    To a certain extent this is how Tips/Alignment missions work. There are some that will send you to a specific/different zone, but for the most part (at least blueside) you can run them in any non-Hazard zone.

  18. I see this quite a bit in Croatoa, not just with Fir Bolg. I typically see it on characters that have a power that a targeting macro is commonly used for. There are a handful of other maps with areas where this happens, but Croatoa is the most common (for me).

  19. 1 hour ago, carroto said:

     

    It's pretty much required on ranged characters with a snipe if you want your quick snipe to do full damage.  Kismet + Tactics is enough to get close (but not quite there) on most ATs.

     

    I can put the Kismet piece in whatever defensive toggle, at that point I call it quits. Not every ranged character has a Snipe, and if I have to keep Tactics on (another toggle) I end up paying the full Endurance cost for whatever part of my attack chain is using a Fast Snipe. Build Ups (and the equivalents) already puts the bonus above the +22%, albeit for a short time... but I'm generally hoarding the Blue bar. I don't doubt that keeping Tactics running can work (or just grabbing it as a doorway to Vengeance), but for me it almost always comes down to picking it instead of another LotG Mule. YMMV, but I don't think Tactics is going to help the OP's issue.

    • Like 1
  20. On 7/28/2023 at 7:54 PM, Techwright said:

    I've a character in the mid-20s now that I was surprised to discover was squishier than probably any other character I've played.  There's not really any defenses in the first and second power sets, at least nothing that provides a designated protection.

     

    Mid 20s can be tough: Not only do enemies get a better variety of attacks, but DfB/Beginner's Luck expire, and P2W Boosts become pricey. You can also run Drowning in Blood to get some boosts that continue until level 30. My thoughts on the actual question:

     

    When power choices are tight: I typically pick something like Infiltration. I like to have an actual travel power, and it can be used as a mule for Defense pieces (including, eventually the Scaling Resistance piece) and Universal Travel pieces. I find Defense to be a better first choice than Resistance. For a power that will be toggled on most of the time, I will slot -/Endurance Reduction (for Infiltration this is either Travel, or Defense).

     

    If I am not otherwise going into power pools by the mid-20s (*1), I think ---/Tough/Weave, slotting Tough with Defense globals (and not toggling it on), and then Weave as a Mule (with Defense/End slotting too) is the best choice for me. I don't usually pick up any other Defense toggles until much later (*1, again)

     

    Another personal preference is that I usually don't go out of my way to take the Leadership pool, except for Defenders/VEATs/Tankers/Masterminds. Tankers is only because I generally expect some teammates to be close to the Tanker; Mastermind is only for the henchmen (level shifts!). Otherwise if I have room for it as a fourth power pool, I may take Maneuvers as a mule power at level 49. I'm not ignorant of how the extra Defense can help teams in higher level content... it's more that I don't like relying on so many extra toggles hit some arbitrary personal 'cap'.

     

    (*1) Now that Homecoming has lowered the levels at which primary/secondary power choices can be made, I find that for my preference (playing sub-45-content) I now only have about 3 (sometimes 4) "open" (non-primary, non-secondary) power picks before level 26. Prior to this change, there were many more 'gaps' so *I* found it easier to slip in a -/Tough/Weave on more characters. I believe that having the higher-tier powers available earlier has mitigated my 'need' for higher defenses/resistances earlier.

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  21. Something I noticed that happened to me while solo on Faathim the Kind: As leader of the TF (I was solo) I intentionally clicked on the contact (via the window) during a series of 'auto-advancing missions' with the intention of 'getting the next mission' but I wasn't reading the contact text and unintentionally selected the 'abandon this mission from contact text' and ended up having to repeat two missions. On the Faathim the Kind TF, this happened during the 'Recover the key of Destruction from the Malta Group' portion.

  22. I enjoy speed runs, but I really enjoy speed runs the most when:

    1. They are advertised as speed runs.
    2. It is made clear to everyone playing what it takes to speed run.
    3. They are played as speed runs.

    (1) is on the organizer, but everyone who joins is free to ask. The organizer should not turn up difficulty, otherwise it will not be a speed run.

     

    (2) Not everyone knows which missions may be defeat alls, nor will they know which missions are glowie (only) or which missions require only a single room clear

     

    (3) I have seen MANY "speed runs" where the leader engages spawns that they don't need to engage. The best example I can think of are the missions in the Penny Yin TF. Especially in that first mission, not every group of Freaks needs to be engaged! I've been scolded on "Penny Yin Speed Runs" for skipping the unnecessary groups. Also, no complaining about someone clicking all the computers in the final mission ASAP on a "Penny Yin speed run". Generally: by this point everyone should know if the team can handle a quick respawn of Clamor.

     

    I totally accept that not every player on a TF will be able to speed run all missions. For example, I'd rather that a player with an aggro aura NOT try to run through 5 floors of a map (or through a set of Oranbegan choke-points). On an 8-person TF, there is nothing wrong with some of the team engaging early spawns while others dash to the end of the map. Nobody thinks less of folks that adapt based on their character.

    • Like 1
  23. 15 hours ago, StriderIV said:

    I’ve ran an Elec Armor/Dark Melee tanker, but have been really interested in running the inverse of the combo! Would love to see your builds to use as a base!

     

     

    Here is my current noodling:

     

    Spoiler

    Primary Power Set: Dark Armor
    Secondary Power Set: Electrical Melee
    Power Pool: Experimentation
    Power Pool: Leadership
    Power Pool: Concealment
    Power Pool: Leaping


    ------------


    Level 1:        Dark Embrace    
     (A) Gladiator's Armor - End/Resist: Level 50+5
     (*) Gladiator's Armor - TP Protection +3% Def (All)
     (*) Steadfast Protection - Resistance/+Def 3%

     

    Level 1:        Havok Punch
     (A) Superior Gauntleted Fist - Accuracy/Damage
     (*) Superior Gauntleted Fist - Damage/RechargeTime
     (*) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
     (*) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
     (*) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime

     

    Level 2:        Murky Cloud    
     (A) Unbreakable Guard - Resistance
     (*) Unbreakable Guard - Resistance/Endurance
     (*) Unbreakable Guard - Resistance/Endurance/RechargeTime
     (*) Unbreakable Guard - +Max HP

     

    Level 4:        Jacob’s Ladder    
     (A) Superior Might of the Tanker - Accuracy/Damage
     (*) Superior Might of the Tanker - Damage/Endurance/Recharge
     (*) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
     (*) Superior Might of the Tanker - Recharge/Chance for +Res(All)
     (*) Perfect Zinger - Chance for Damage (Psi)
     (*) Scirocco's Dervish - Chance for Damage (Lethal)


    Level 6:        Speed of Sound    
     (A) Blessing of the Zephyr - Travel/Endurance: Level 50+5


    Level 8:    Dark Regeneration    
     (A) Touch of the Nictus - Accuracy/Endurance/Recharge
     (*) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
     (*) Touch of the Nictus - Chance for Damage (Negative)
     (*) Scirocco's Dervish - Chance for Damage (Lethal)
     (*) Eradication - Chance for Damage (Energy)
     (*) Theft of Essence - Chance for +Endurance


    Level 10:    Obsidian Shield    
     (A) Unbreakable Guard - Resistance
     (*) Unbreakable Guard - Resistance/Endurance


    Level 12:    Cloak of Darkness    
     (A) Shield Wall - +Res (Teleportation), +5% Res (All)
     (*) Shield Wall - Defense/Endurance: Level 50+5
     (*) Shield Wall - Defense: Level 50+5
     (*) Kismet - Accuracy +6%
     (*) Reactive Defenses - Scaling Resist Damage
     (*) Luck of the Gambler - Recharge Speed


    Level 14:    Taunt    
     (A) Mocking Beratement - Taunt
     (*) Mocking Beratement - Taunt/Range
     (*) Mocking Beratement - Taunt/Recharge
     (*) Mocking Beratement - Recharge
     (*) Mocking Beratement - Taunt/Recharge/Range
     (*) Mocking Beratement - Accuracy/Recharge


    Level 16:    Thunder Strike    
     (A) Multi-Strike - Accuracy/Endurance: Level 50+5
     (*) Superior Gauntleted Fist - RechargeTime/+Absorb
     (*) Scirocco's Dervish - Chance for Damage (Lethal)
     (*) Eradication - Chance for Damage (Energy)
     (*) Perfect Zinger - Chance for Damage (Psi)
     (*) Explosive Strike - Chance for Damage (Smashing)


    Level 18:    Death Shroud    
     (A) Superior Avalanche - Damage/Endurance
     (*) Scirocco's Dervish - Damage/Endurance: Level 50+5


    Level 20:    Experimental Injection    
     (A) Preventive Medicine - Chance for +Absorb


    Level 22:    Corrosive Vial    
     (A) Positron's Blast - Chance for Damage (Energy)
     (*) Bombardment - Chance for Damage (Fire)
     (*) Javelin Volley - Chance for Damage (Lethal)
     (*) Touch of Lady Grey - Chance for Damage (Negative)
     (*) Javelin Volley - Accuracy/Endurance/Recharge: Level 50+5
     (*) Ragnarok - Accuracy/Recharge: Level 50+5


    Level 24:    Chain Induction    
     (A) Hecatomb - Damage: Level 50+5
     (*) Hecatomb - Accuracy/Damage/Recharge: Level 50
     (*) Hecatomb - Accuracy/Recharge: Level 50
     (*) Hecatomb - Damage/Endurance: Level 50+5
     (*) Hecatomb - Chance for Damage (Negative): Level 50
     (*) Gladiator's Strike - Chance for Damage (Smashing)


    Level 26:    Cloak of Fear    
     (A) Siphon Insight - ToHit Debuff
     (*) Siphon Insight - Accuracy/ToHit Debuff
     (*) Siphon Insight - Accuracy/Recharge
     (*) Siphon Insight - ToHit Debuff/Endurance/Recharge
     (*) Siphon Insight - Accuracy/Endurance/Recharge
     (*) Siphon Insight - Chance for +ToHit


    Level 28:    Lightning Clap    
     (A) Absolute Amazement - Stun: Level 50+5
     (*) Absolute Amazement - Stun/Recharge: Level 50+5
     (*) Absolute Amazement - Accuracy/Stun/Recharge: Level 50+5
     (*) Absolute Amazement - Accuracy/Recharge: Level 50+5
     (*) Absolute Amazement - Endurance/Stun: Level 50+5
     (*) Sudden Acceleration - Knockback to Knockdown


    Level 30:    Lightning Rod    
     (A) Armageddon - Damage/Recharge: Level 50
     (*) Armageddon - Accuracy/Damage/Recharge: Level 50
     (*) Armageddon - Accuracy/Recharge: Level 50
     (*) Armageddon - Damage/Endurance: Level 50+5
     (*) Armageddon - Chance for Fire Damage: Level 50
     (*) Range: Level 50+5

     

    Level 32:    Build Up    
     (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
     (*) Recharge Reduction IO: Level 50+5


    Level 35:    Adrenal Booster    
     (A) Recharge Reduction IO: Level 50+5
     (*) Recharge Reduction IO: Level 50+5

     

    Level 38:    Maneuvers    
     (A) Luck of the Gambler - Recharge Speed


    Level 41:    Combat Jumping
     (A) Luck of the Gambler - Recharge Speed


    Level 44:    Soul Transfer    
     (A) Power Transfer - Chance to Heal


    Level 47:    Super Jump    
    (A) Blessing of the Zephyr - Knockback Reduction (4 points)


    Level 49:    Stealth    
     (A) Luck of the Gambler - Recharge Speed


    Level 1:    Brawl    
     (A) Empty


    Level 1:    Gauntlet    

     

    Level 1:    Sprint    
     (A) Empty

     

    Level 2:    Rest    
     (A) Empty

     

    Level 1:    Athletic Run    

     

    Level 2:    Swift    
     (A) Run Speed IO: Level 50+5

     

    Level 2:    Health    
     (A) Panacea - +Hit Points/Endurance
     (*) Numina's Convalesence - +Regeneration/+Recovery
     (*) Numina's Convalesence - Heal

     (*) Miracle - +Recovery


    Level 2:    Hurdle    
     (A) Jumping IO: Level 50+5


    Level 2:    Stamina    
     (A) Performance Shifter - Chance for +End
     (*) Performance Shifter - EndMod

     

     

     

    I suppose there are two personal motivations for this build:

    • I wanted to try some powers I haven't used (or didn't work as well as I liked on other ATs)
    • I wanted to make a scrappy tank (so leverage larger AoE and %procs)
    • I wanted the build to be "essentially complete" by level 32

    For example: I've never used Dark Armor, and I was disappointed with Electrical Melee attacks on my Dominator. Electrical Melee (and Corrosive Vial) seem to work pretty well for this Tanker.

     

    To those ends, I recognize that this build is committing (at least!) a couple of "Tanker sins":

    • I did not make an effort to maximize either Defenses OR Resistances (sorry Fighting Pool!)
    • I did not pursue +Max Health/HP (also there may be some room for more Regeneration)

    Frankly: I don't mind living on the edge and allowing teammates to provide buffs. I can sort of see which enemies are going to be problematic. I will consider a second build that leans into those things missing from this build for when a sturdier Tanker is needed.

     

    I haven't actually settled on the powers (order, choices) for levels 38+. I was initially going to not include the Leaping pool and simply leverage the Concealment pool as LotG mules, but I figured "What is one more toggle for some more defense?" and slipped in Combat Jumping, which casually allowed Super Jump as a mule for some KB protection (or Slow resist).

     

    Some noodling on Lightning Rod may happen. As of right now I have a Range IO and the Armageddon %Fire... but I have considered doing this instead:

    • Swap out the Range IO for a Centriole 53 (I have them cluttering storage!)
    • Swap the Armageddon %Fire for the Damage piece, and then boost each to 50+5

    The second swap would allow me to add the %Fire to an earlier-level power (like Thunder Strike or Dark Regeneration). I need to get more practice using Lightning Rod... I think once the global Recharge is higher I will leverage Lightning Rod more than I have been while leveling.

     

    I also haven't made a final decision on the slotting of Cloak of Fear and Build Up. Normally I'd 6-slot Build Up with Gaussian's (if not going with the 2-slotting as shown) but I kind of want the -ToHit (and Fear) effect, so improving Accuracy and Endurance consumption in the aura seems like a better investment ATM.

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