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Shoulung

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Everything posted by Shoulung

  1. I guess you’re looking for a high recharge build, to stack as many FS and -res attacks as possible?
  2. I’m curious as to which TFs require bypassing enemies? I’m familiar with Superdouche that wants to speed through everything and if you’re not super tanky/stealthy then you suxxors, but I can’t think of any where it’s an actual requirement. I’m annoyed with people thinking that the only way to enjoy this game at breakneck speed; it’s akin to going to a buffet and trying to cram five plates of food down your throat in ten minutes because it’s efficient, rather than enjoying what you’re ingesting. Also, when soloing the TF AVs on my MM, it’s more of an issue of doing enough damage than keeping my pets alive. The wall blocking point is really a non issue, but I probably wouldn’t enjoy taking my MM through the TPN scenario. Passive pets can still act kind of wonky.
  3. First, I’m going to start off by saying that there’s some awful high expectations for some volunteer devs who keep this running for love of the game. Now, as far as making CC useful, they could take cues from other games where they use CC to control high damage mobs that are otherwise invincible while the rest of the team focuses down the boss. They do this to a degree in hamidon, but they could make it much more pervasive throughout a TF for instance. Raids in other games feel much more like a dance, where here it’s a hammer driving in a nail; everyone has the same move. Personally though, I’ll just continue to be happy that this is available to play at all.
  4. Shoulung

    El blast

    My secondary is storm; son of Thor theme. Neither of those sounded like good damage options, so just curious what people went with. Guessing my epic pool might be another option when I get there in a few levels.
  5. Shoulung

    El blast

    I’ve currently got lightning bolt and Zapp for ST attacks, but that leaves a lot of downtime. What’s best to use for a third? Thanks.
  6. Looking at your goals, ice might be a good option as it’s considered the troller tank set.
  7. I slot the fear aura for-hit to help with defense. As a tank I like having a heal that can get me back on my feet with full health, so it’s worth a power slot to me. As far as DM, I paired it with WP to cover one of WP’s weaknesses, the lack of a heal.
  8. DA has good all around resist though you’ll need to grab KB prot from a power pool or IO. It’s very expensive endurance wise, but that’s less an issue once you start gearing out with set bonuses and incarnates. If you pick up DM for your secondary it has an endurance recovery power for some nice synergy. Tankers weren’t designed to solo everything in the game btw, they were meant to be part of a group, preferably one that has the tools to cover your weaknesses. Thermal and sonic both have resist shields, and FF has a lot of defense, so try to keep one of those in your group. Also, aegis has a non-unique IO you can slot in each of your resist powers for 5% psi resist a pop.
  9. Everything after T1, because you can slot pool powers after that. I tend to slot most the powers in my primary and secondary sets though, as I want the flavor of that particular build.
  10. Wouldn’t having all-kheldian groups remove one of their biggest advantages? Though I guess a light form or dwarf tanking with a bunch of squids or multiforms laying down the aoe would do okay. Still, Khelds aren’t known for their ST damage, so I imagine AVs might be tough.
  11. So, does that mean you only get 15% of the enhancement, or your total bonus drops down to 15%; as I’m at 100% damage bonus, then I slot another damage enhancement and now I’m at 15% damage bonus.
  12. If I’m not mistaken bonfire will get you multiple knockdowns for continued cc, which is useful for soloing. In teams I’m usually moving too fast to worry about cc.
  13. I may have missed it as I hate staring at builds, but make sure you have some kb prot in there. It was embarrassing to get defeated by two bosses juggling me with their kb attacks.
  14. In regards to incarnates making content too easy, there’s nothing stopping a group of like-minded people from getting together and creating an SG to run content with their own artificially induced limits, such as no incarnate powers. Personally I’ve yet to create a character I thought was too powerful for the content.
  15. Shoulung

    WM/SD

    I’d say the only time the difference is really going to matter is when fighting AVs/GMs, where health and resists shine in a prolonged fight. Brutes also clear large groups of mobs quicker, everything else being equal.
  16. I usually start slotting IOs at level 22, as it’s cheaper in the long run, and they’ll last you until 50. Lvl 25 IOs are the point at which they pass SOs in performance. You can create them at the university or in the vanguard office. There are videos on YouTube that’ll help explain how to make them. For money to make them, try selling your rare salvage on the AH.
  17. Shoulung

    Stealth

    I have noticed that smoke in combination with/dev stealth on my blaster allowed me to click on the bombs in the Posi 2 TF without being detected.
  18. Remarks complete.
  19. I’d say skip the T1 in claws, I use pretty much everything else. Some people skip the rez in Regen, but I like being able to pop back up in the middle of a fight relatively safely. My question is what are you trying to prioritize most; the Regen, survivability, damage or recharge? For the last two, note that they’re two means to the same end, though recharge will also help your Regen clickies come back up faster, and a lot of people consider perma dull pain a necessity to max out its healing capabilities.
  20. I personally find some of the incarnate trials more complex than hamidon. Perhaps we’ll start having some SGs that pop up that are focused on end game raiding, where they can have a little more accountability of their group members. There’s nothing you get from hamidon that you can’t get another way, outside of the badge, so I don’t see a gearing problem with it. I really just think it’s leaving the raid open to griefers with such a low zone cap.
  21. I’m no math guru, but on your Achilles + annihilation formula, shouldn’t your end number be bigger, as all I see is multiplication and addition, which makes things bigger, not smaller.
  22. You’re missing the opportunity to really decimate groups of mobs on your /dev if you do any solo play. The ability to smoke trip mine x3, then funnel mobs into a huge explosion is too much fun to be missed. I think /dev shines in solo play more than group, as groups move really fast and/dev rewards patient play.
  23. I’d say 1-2 acc in each attack will be fine if you’re fighting level appropriate stuff. For group stuff, taunt is auto hit so you’re fine there.
  24. Zone caps at 50... hmm, so if I was a turd banned from a hami raid or MSR and I knew several other turds in the same boat, because we wanted to afk all the time, all we’d have to do is drop into the zone a little before the raid is scheduled to start and we’d deprive the raid of a full team to tackle the content with. Yeah, I could see why someone would think it’s a good idea to sabotage end game content with arbitrary restrictions. It’s not like the server hasn’t been able to handle the zone load for the last few months.
  25. Summer blockbuster is an event trial you get into through the lfg tab. It requires 4 people to run, so smaller than the usual TF. You have to be at least 15 to join one, but gets easier in your late 20s when you get some initial IOs slotted. It’s fun and takes about a half hour to clear. As far as inv/katana there is some nice synergy there with the +def in some katana attacks bridging the gap to def cap until you get your IO sets.
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