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Posts posted by Infinitum
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9 hours ago, Hyperstrike said:
There are no "newbie tankers".
There is only a numerical value for "Butts Kicked"I prefer a different metric.
Anything can kick butt.
Only a tanker causes broken attack deployment - fists, legs, swords, shields... Lamp posts. Etc. All with our just our faces even. I have had the enemy actually give up before and take to heavy drinking because their attacks ran dry while I made myself a sandwich.
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**forgot about the FF thread here - I also posted this in the patch notes thread**
Any chances this could be counter balanced a tad with fire/cold resistances elsewhere?
It may seem like a little ding but EA is lacking in the fire/cold resists dept innately and this change is noticeable enough to be annoying - tested it in the Infernal mission last patch - but life prevented me from inquiring about this then.
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On 6/10/2024 at 3:17 PM, The Curator said:
Power Shield
- Fire and Cold defense lowered from scale 2 to scale 1.7.
Any chances this could be counter balanced a tad with fire/cold resistances elsewhere?
It may seem like a little ding but EA is lacking in the fire/cold resists dept innately and this change is noticeable enough to be annoying - tested it in the Infernal mission last patch - but life prevented me from inquiring about this then.
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1 hour ago, string5 said:
I see that the tank builds you have here do not have taunt. I heave threads that other swear by this. I think your position is clear, but can you please elaborate?
TYVM in advance!
Taunt is a good and useful power.
Having said that - Tanker Gauntlet is strong enough in my opinion that if you want to skip taunt for another attack or pool power it is perfectly acceptable to do so for 99% of the game.
If you continue attacking especially with aoe - it's going to keep the enemy grouped around you. The only thing that will peel enemy off is another tanker with taunt. The only potentially dangerous situation that might arise is if your group over aggros - which will happen but the game is so insanely forgiving - even that is only a minor hiccup.
More often than not steamrolling with even half a team of proficient players will succeed without taunt.
Hardcore might be an exception to taunt being a requirement - I can't say for sure because I have never played hardcore. Not my cup of tea.
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On 5/11/2024 at 5:08 PM, Tiresias said:
Can I get some feedback on my next build?
I got the Shield/Sword Tanker to 50 and have been slowing taking my friends through endgame activities. I also got my Peacebringer to 50 and consulted with Laucianna about that build, and I feel like it's in a good place. I play the Peacebringer solo, so she's bringing in WAY more influence than my Tanker.
I'd like to use that money to fund a Villain Dark/Dark/Soul tanker that I could use feedback on. The general purpose is to support my friends when they play through the red-side content, which is next on our list.
I've attached the build, but here is the general concept:
- Overcapped resistances to prevent Resistance shred. I've been able to achieve this on everything but Energy, because Dark has a MASSIVE Energy hole. If there are at least 3 enemies in range of Melee Core Embodiment, everything is at 100% Resistance except for Energy, which is simply capped.
- Use To-hit debuffs in place of Defense, as I won't have reasonably up-time on DDR effects (only Ageless Radial Epiphany). Yes, I know debuffs are resisted by Purple Patch, but not everything I fight will be purple, so I feel like the debuffs still have a place.
- Truly glorious amounts of healing and regeneration.
- Fill the Knockback hole in status protection.
- 100% Recharge Time protection (thanks to Ageless Radial, which always provides at least 21% Recharge Time Reduction).
- Perma-Hasten (thanks to Ageless Radial).
- A Summon Widow that is permanent, for almost all practical purposes (I believe she will have a few seconds of downtime).
- Good single-target damage.
I achieved this by putting aside all damage and cost considerations. As such, here are places where the build could be changed:
- I'm using Oppressive Gloom as a mule, opting for it over Touch of Fear. I don't know if that's a good thing or a bad, but the build will certainly lack AoE damage as a result, relying entirely on Death Shroud and Shadow Maul (i.e. very low AoE damage). This isn't to say that I can't turn it on, but I'm not sure how effective it actually is in real-world scenarios.
- Only 4 Luck of the Gambler global recharge enhancements, as I just ran out of room. This could be fixed by dropping Taunt for Evasive Maneuvers, but I feel like this Tanker will need Taunt due to the low AoE damage potential.
- I have heard that you may actually need 16 points of Knockback protection to cover all content, so I would have to drop a slot from Smite to get a Blessing of the Zephyr into Hover, which would hurt my "Filler" attack and reduce my Endurance recovery slightly.
- No Maneuvers or Tactics, largely because I believe the build is hard enough on Endurance. I actually don't know how big of a problem this will be. I know I could drop Combat Jumping for Maneuvers (which I would simply mule), which opens me up to dropping something like Taunt or Hover for Tactics.
- No To-hit debuff protection outside of Ageless Radial. I know that can be an issue with Resistance-based Tankers, but I'm not sure how to fix it outside of "more Accuracy".
Thank you for any feedback you or anyone else can provide!
Here is what the Core Stats look like with no enemies in range of Melee Core Embodiment:
And Debuff Resistances without Ageless Radial:
Ravenwraith - Tanker (Dark Armor - Dark Melee).mbd 45.88 kB · 34 downloads
How is your build working out? - it looked pretty good from first glance - but how does it handle Endurance - Knockback etc?
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On 5/29/2024 at 6:48 AM, Semler said:
no worries, Ive put together a build that is getting me by for now, but i know it can be improved.
Sorry it took so long to get back to you - I am actually recovering from the shingles the last 2 weeks in addition to EoM at work a few weeks ago. Been a hectic rough stretch but I am still here lol.
Try this build out - I ticked all the boxes for great survivability for Elec Armor - and went with a more ST route with Battle Axe - you could always switch one of the ST attacks out for Pendulum if you would rather go that route instead.
Hope this helps! -
On 5/29/2024 at 9:12 PM, SgtGrim said:
I would love to see a Electric armor/ Ice melee build. Got one?
I sent a PM reply for this you had requested there. Hope it helps - should be pretty strong though.
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23 hours ago, PeregrineFalcon said:
. I usually end up with
MagnumFrank Reagan.
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So, little background here - I haven't always liked Bio Armor - at first mainly because I didn't understand it. I pretty much played every armor set to death and then took a deeper dive into Bio and finally made it work for me - it takes a bit of patience and time to learn the ins and outs of it, but it has really started to grow on me because it is unique.
The first thing that crossed my mind when I saw the huge changes this morning was - sh** just when i started to like something. lol but I get it - you can do some crazy stuff with Bio and while fun - might be a tad too tuned up. - I realize that is probably an unpopular opinion, but I stand by it.
So for my first round of testing on these changes - Dark Bio etc I am running all tankers to see how these mesh with the tanker changes also in this patch.
I ran with my build Laceritus - Bio/Savage
I tried the Lady Gray TF at +4/8 and honestly it wasn't so bad.
You definitely have to switch to Defensive occasionally at that level, but for the most part I was able to still live in Offensive - but the extreme durability that was once in Offensive is for sure no longer there - which is ok.
I still don't have a use for Efficient, but I was extremely durable in Defensive and a wrecking ball in Offensive.
Wanting to check further - I went to an ITF - where the DeBuffs are pretty extreme at +4/8 - however with Defensive on and the debuff resistance in ablative - It was extremely durable no matter how many I aggroed - and was never really threatened - while still being able to hack through them.This definitely created use for two of the modes - efficient I am not sure about, but will continue to test more, but overall I don't think this is a bad change - plus it kinda moves away from the regen niche a little into a combination of the 4 res, def, regen, and absorb.
I am still not sure if the 3 power redesign is going to hit the feel good spot - especially with Scrappers, but bill test more on other Melee types soon to see if it carries through to those as well.
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I just tested this because I was curious to see how the regen would help or would it even be noticeable.
I tested live and exp.
Test scenario +4/8 ITF agro one of the inner chambers of the first mission cometely.
I used my Omega Infinitum build 1:1 how it is slotted on live.
Actually, I was surprised that the experimental version worked better than the live version of dark regen.
The added regen smoothed out the HP spikes noticeably and the change seemed stronger than how it functions on live.
On live the HP fluctuation spikes was more noticeable and more uncomfortable even though DR is up more often - it just had a harder time keeping up.
The only thing that feels off is how much the cooldown is now but that is without testing in conjunction with soul transfer which I will do next and report back.
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21 minutes ago, Tater Todd said:
I think folks missed it....well I missed it because I'm spoiled and use to the Focused Feedback link being placed right next to the Powerset, Power or AT adjustments.
I admittedly was too lazy to go searching for it 😅.
Probably wouldn't hurt if the listed changes were pinned at the top of each respective feedback thread also.
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I think the problem with Bio as is - is there is no risk from running offensive 24/7.like no risk at all.
So what is the incentive to run defensive or efficient then?
Like I said I will test this to make a firm Judgement on it - but the look of it changing Bio what made Bio unique is not a good look or feel IMO. But it does need to be tuned down or re tuned rather to make the Modes worth existing in their own right.
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Just now, Coyotedancer said:
It's gotten adjustments in the past... nothing like this, though.
Just looking at it, I'm not a fan of the powers changes. They really feel like they're in "solution in search of a problem"-territory. The set just doesn't need a tear down and rebuild.
I haven't tested it yet, I will soon but I think I am in agreement here. If it needs to be tuned down. Then tune it down - but changing the feel of the set may be an issue.
I hope not I was just getting to the point I liked the feel of Bio and had it figured out lol. Just my luck.
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Wow. That's a lot of changes. Some look good, some promising, some iffy, and some (look) bad. lol
Would it be possible for the changes to be updated to include the current game iteration of the powers so we could compare and cross reference without having to dig it up for each change?
IMO that would help target testing to see how it stands and what direction it went from where it is currently.
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I think a lot of the problems with boxing and kick are how ugly and underwhelming the animations are.
If boxing had the animation of either initial strike or heavy blow from street justice - it would be feel little less boring.
Kick - should be something like crane kick from MA or storm kick from martial combat.
As is neither look impressive enough to fill an attack chain.
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13 minutes ago, Maelwys said:
Individual powersets being OP or non-OP has no dog in the fight here, it's a coding consistency issue which produces weird and unpredictable effects on in-game power performance and can mislead anyone who is unaware of very specific differences in the powers code.
Take two powers from within SD as an example - why should DDR differ in Battle Agility but not in Grant Cover depending on the power's enhancement slotting?
That's inconsistent code and it results in confusing behavior for the end user when working with the affected powers.
To pull an example out of my ass: someone could choose to mule globals in Grant Cover or Tough Hide and still have maximum DDR; but not do the same for Battle Agility or for any of the passives in SR. And what about if a SD or SR user pops RADIAL Clarion - since that's a Boost effect that would likely affect their DDR as well.
I doubt it is intentional that we can do that sort of thing for some of these powers but not others.
If the devs want SR and SD to have more DDR than the rest, fantastic.
Just make it all static. Or make it all volatile.
But for Faathim's sake please PICK one and STICK with it...
(╯°□°)╯︵ ┻━┻Well, I'm going to stick with none of that matters enough to lose sleep over - because all sets involved are working well without any outlier level variances.
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3 minutes ago, Maelwys said:
I didn't mean it was unfair and inconsistent that SD/SR have more DDR than the others - I meant that it's unfair and inconsistent that one self-buffing power in a Defensive Tanker powerset ("Battle Agility") can slot Enhancements to boost DDR beyond the base rate and another self-buffing power in a Defensive Tanker powerset (let's pick on "Tough Hide" from INV) can't.
Changing it one way or another would result in invul being slightly OP if added there or shield and SR being underpowered if it was removed.
None of that would make sense given how close the performance is currently.
As I said earlier Invul has one extra tier in dull pain - so chalk it up to that for consistency sake.
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20 minutes ago, Maelwys said:
This seems rather unfair and inconsistent given the similar powers available to the other powersets...
Have to disagree here because each of the other powersets have a self heal/HP buff, endurance boost/defense click etc. Which is 3 tiers of mitigation in most cases - Bio has all 4
Shield and SR only have the defense and resistance categories to work with so it wouldn't make sense to not give them the ability to come close to capping DDR or capping it in SR case. Naturally they should be the best at it and have the best ways to protect it.
It's not like they are extreme outliers - invul is only ever so slightly behind them - because it has dull pain and slightly higher resistances to mitigate incoming damage.
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1 hour ago, Maelwys said:
I knew you can stack Active Defence a few times; but that value for Battle Agility is interesting. Judging by CoD ; Battle Agility only gives 17.3% rather than 27.25%
(Looks like it's missing the "Ignore Enhancements and other Boosts" flag... so is possibly getting buffed depending on slotting/external effects. Do you happen to have ~57.5% worth of Defense enhancements slotted in it?)
Without looking - I am pretty sure it has a whole set of Shield Wall in it.
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Here are a few Screenshots from my Res Tankers - all very good also.
Electric Armor
Dark Armor
Radiation Armor
And Fiery Aura
I know they don't get DDR but I have built each one to have Softcapped+ Melee defense to help absorb the alpha and any effects that might come with it.
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This is how the SR Shield and Invul compare by the numbers - my builds
Invul - with 10 in Invincibility - and one stack of Might of the Tanker
Shield - one stack of Might of the Tanker
SR - one stack of Might of the Tanker/Agile Dodge and Luck set to 0 Sliding Scale Res
SR - one stack of Might of the Tanker/Agile Dodge and Luck set to 50% Sliding Scale Res
SR - one stack of Might of the Tanker/Agile Dodge and Luck set to 100% Sliding Scale Res
SR never gets that low on my tanker - the 100% slider value - normally under extreme duress it is in between the 50% and the 100% and fluctuates - it looks very scary but is super safe at that point.
All of the above is so close in performance it splits hairs - and Invul is right there but there are larger fluctuations due to the DDR - but it has the slightly higher res - and also dull pain which equalizes the situation quickly and stabilizes as any heavy enemy group has to chew through a greater HP/Res wall.
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2 hours ago, Maelwys said:
INV and Ice both have almost as much DDR as Shield these days.
It's 56.23% (Shield) vs 50% (INV) vs 51.9% (Ice).
SR is the extreme outlier: 77.85% DDR without Elude, 121+ (capped at 95) with.
WP gets ~21.6% and Stone gets 34.6% without Granite running.
Dark, Elec, Rad and Bio all get nothing.
So INV is actually in not too bad a spot survivability-wise these days - it just does bugger all to buff your offense besides a smidge of +ToHit.For Shield with one stack of Active Defense - its a click power
with 2 stacks of Active Defense - there is about a 20-30 second gap usually for this but its not noticeable.
SR - always capped
Like I said earlier these two do not get a dull pain type power like Invul - so that goes a long way towards equalizing this DDR deficit Invul has - but Shield and SR (rightfully so because of the absence of a self heal/HP Boost) experience less hiccups to the defense fluctuating - still happens, but all depends on how high you build the defense.
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2 hours ago, Erratic1 said:
If having resistance at all makes an otherwise defensive set hybrid, are there any pure defensive sets? And conversely, is a resistance set required to have nothing whatsoever to do with resistance. If so, every armor set is hybrid except Fiery Aura and Electric Armor...and if you extend the axis of protection to include regeneration/healing then everything is hybrid.
That is why I have tended to look at a set being hybrid based on the necessity of working multiple axis to achieve basic functionality (e.g. Bio does not really work without bringing up Resistance and Defense value).
I would say there are no purely defensive sets anymore - because just taking a power on any of the sets I will mention below results in res, defense or both on one power.
I would call any set inherantly possessing 3 factors a hybrid.
1. Resistances - Shield SR and Invul all do
2. Defenses - Shield SR and invul all do.
3. DDR - this is the game changer - yeah you can add defense to any set - but IMO it's only a defense set if it has DDR.
Energy Aura, Stone, Ninjitsu, and Ice would also be included in the above IMO.
You could also make the argument for Willpower - regen/res/def
Bio - regen/res/Def - no ddr though but I think it still fits.
So yeah, I'm not sure any defensive set is purely defensive anymore.
Resistance sets are purely resistance - with Dark having a slight exception of defense in Cloak of Darkness - very limited and no ddr though.
Infinitum Build Collection
in Tanker
Posted
It's been a rough year my fellow heroes.
I am very sorry I haven't been around. I'm still not able to dive into the game like I would like to. I wanted to explain how my year has been because you all deserve to know why your requests have gone unanswered the last few months
At the start of the summer I had a really bad shingles outbreak which also made my long running gastro issues worse -inflammation throughout my body. It took me from May to late July to get it under control.
August was just recovery mode and kids back to school and things started returning to normal just in time for Hurricane Helene to hit late Sept. We were right in the middle of the worst hit areas. Not as bad as parts of NC but things are just now getting all of the debris off the roads where we are.
Next up my Mom had a hemorrhagic stroke Nov 11 and passed away Nov 13. Totally unexpected -she was seemingly in good health. It hit hard and for a few days was very very crushing, but I'm good now and at peace with it. Still miss her though.
I really have wanted to be back in the mix of this but life just isn't allowing it right now -don't give up on me though please. I'm tanking life like a boss right now and still winning at +4/8 with a team wipe around me. 🤙😉. But it is doing damage -not going to lie. I could use a stretch of easy right about now.
I will be back. Just can't game right now my friends. Thanks for following and keeping up with my crazy.