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Everything posted by Infinitum
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Yeah went Elec armor crazy there for a while. I have a Elec Nrg tank, Nrg Elec brute, Rad Elec brute, Rad TW brute and the last one I made was a Psi Elec brute. I first made the Elec Nrg tank first and got to looking how the res numbers were borderline overkill so I started looking at brutes just for the heck of it. That's when my main from june to august was born the Rad Elec brute because aside from being a circus trick one shot boss killer Nrg isn't great. So I explored Rad. Then I rolled a TW Elec brute which just never caught on with me - it was good, and I really wanted to like it, but in the end it sits dormant on the shelf completely unslotted. Finally I rolled the psi Elec brute which became my main from July through september sharing time with the Rad Elec. The psi Elec is faster and does mire damage than the Rad but is slightly weaker. Late Sept I rolled the shield out and revamped my invul. And that's how I got to be a shield fanboy, exemplared, endgame doesn't matter it plays more sturdy than anything I've built. I even put it in AE with my Rad fire brute and put it on follow to double buff ageless and also double agro control the mobs and it won't die there either with no input needed. I can literally herd all of monster island if it would let me and they cant kill it either. I was nervous about not having a heal at first but not anymore, I dont need it. On Elec armor though - back to it, You can soft cap melee defense which goes a looong way with elec armor.
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TW is on the cusp of a nerf anyway its so good. I have actually fought against it because its such a finaky set to play. IMO its not user friendly enough to deserve a nerf, because one error and the mechanic goes out the window. Not to mention the endurance hog that it is. So you definately dont want it getting any better than it is.
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I dont think there is one concise link yet From what I understand 1. damage modifier to .95 2. Damage cap to 500 3. Increased cones on most sets-not TW 4. Increased aoe target cap. 5. Increased aoe radius 6. Increased taunt radius and scale I may be wrong on some of that or they may have changed it, and none of that is set in stone.
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Bobcat and Lord recluse are the only ones I know about that can do that.
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yeah mine isn't worth measuring anyway so that's not what this is. lol. At least I have a chance to win a tank measuring contest. LOL. Flame away on that if you wish. I find all the different ways people come to an endgame result fascinating. I like taking information I didnt previously have an adapt it to be a better tank. For instance before shield you couldn't have convinced me anything was more durable than Rad or Elec. In fact I built brute versions of them and still was stronger than what I perceived my invul tank to perform at. Next I started running SR Scrappers and stalkers for a month or so. Fast forward to the tank changes that are coming, I start reading more, and build crafting on tanks - 3 of them I already have invul, fire, and Rad and the shield I built. Shield still feels the best but I didn't know about the scaling resist on SR - so I learned something that's useful that I'm definately going to check out. This is all a collaboration of knowledge and yeah I want to be the best, but isn't that the goal for everyone?
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If you are calculating your SR numbers statically like when you enter battle what does that put SR at? I have SR scrappers and stalkers but I'm seriously thinking about a tank now. In your experience is there anything that gives it grief?
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can you figure those up, for peak survival, first one is melee core, and rhe second one is the kitchen sink. Shoot I forgot to activate hover.
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Heh all these years I didn't know SR did that. Functionally though reactive defenses operates the same way and should be included on the other builds or no mechanic like it should be included on any. There's not really any way to qualify taking damage when you are doing a baseline comparison of a static situation 100% of the time. Glad you had a safe trip.
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I don't ever assume or budget getting that low on hp, but mine has the reactive defense scaling resist also. I think that's one if those variables you don't include here kinda like me not including melee core rotating with one with the shield to perma cap resistances to everything but two. And it's in the 70s or 60s at that point. Or not including 1 ally in range for phalanx fighting for me, IMO the scaling resist proc is a more wild card modifier than any of the above because you have to assume you are getting your butt kicked in the first place in which none of the initial numbers would be that strong at the beginning to let you drop like that anyway. I just take the 100% guarantee from reactive defenses and leave it at that because it's that number 100% of the time. Could You post your build so I can see how you got to that conclusion?
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Yeah I always go by incarnate softcap when i figure anything with an endgame build because thats what you will be facing the majority of the time. I cant figure the tool out honestly - like how you get the comparative resistance numbers by type. Oh btw Safe travels sir 👍
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How is the FIre and Cold more on the invul when the minimum positional defense on the shield exceeds the invul 53.3 to 46.4 and the fire cold resistance of the shield exceeds the invul 71.1 to 62.7?
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The baseline doesn't include melee core or one with the shield - honestly I never have to use them. But they are there if I do need them. The only incarnate slot on that was Alpha Resilient. My IO slotting is what accounts for the high positional defense and also high resistances across the board. Resilient is all that adds to thst on the baseline. The baseline only takes into account the alpha slot because it's perma. I do utilize ageless radial, which lessens OWTS already mild hit and also increases recharge and ddr and other rebuff resistances. Even if you take incarnate completely out with that IO setup the positional defense is high enough to where nothing gets through anyway.
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Captain Infinitum - Tanker (Shield Defense).mxd
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hey bopper can you calculate my Shield survivability based on those numbers in the post above here please?
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That's my baseline no melee core, no one with the shield. That's 100% of the time possible also with double active defense for added DDR. Thats with melee core running if I need it, which I rarely do. The numbers of one with the shield are similar to melee core. You can pretty much perma rotate the two for the above numbers if you wanted to. So by my calculations defense alone on the baseline puts this shield build over your invul build because not much is going to get through, then what does you have a slight advantage over it in SL but the rest of the res exceeds your invul in every category without melee core or one with the shield.
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I think what all this boils down to is preference honestly. I dont think there is a way to separate the best tank sets and rank them accurately. For me the top is Shield, but I see the case for the rest also, and I think it boils down to play style and preference. From my experence theres not a whole lot that seperates Invul, Elec, and Rad. Fire isnt quite on their level IMO but isnt far behind. I could also see how a SR tank could be at the top . Shield is My favorite at this point - it seems the most durable from my perspective. I havent ever played any of the rest, except stone and we all know the limitations there. It never hurts to look at different perspectives. But I think we can all agree everything we have seen here are bad*** tanks and what a tank should be. The rest boils down to preference and play style. Has anyone collaborated with a tank build repository on here? Maybe we should because this is all good stuff. Where would the best place for it be, guides or the tanker forum itself?
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Didn't say it was rocket science, you asked for builds I gave you builds that cap nearly everything 100 % of the time. Those numbers you screenshotted have to be in a saturated non debuff environment to achieve. The numbers on the rad build or the Elec build will do that whether it's 1 or 100 around. It will also survive any amount of psy that gets thrown at it. Yours won't. I don't know anything about dark, didnt say anything about dark. However When you are down to Mother mayhem on +4 she is you g to hurt you. When you are on a sutters TF and you go in the tunnel those praetorian mobs are going to hurt you - mixed bag of psy major re and def debuffs with a ton of energy damage. Any mission in dark Astoria is going to get through that defense. 50% ddr is not enough and I don't build to ever have insp use in mind - necessary to use sometimes yes but I never include them as a qualifier as to how strong a build is. My invul puts out similar numbers but there have been situations where they cut through it pretty fast so I rely a ton on ageless radial so it does not. I'm not saying invul is weak or not top shelf even but it has its limits and I don't like my health bar to move past 80 % and I don't want to depend on inspiration use.
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Radianite - Tanker (Radiation Armor).mxdElectrokute - Tanker (Electric Armor).mxd Two solid builds. Top Tier, you dont have to worry about DDR, and you wont have to worry about getting spiked by that Psi AV or Psi mob that is prevalent late game. That was 2 glaring weaknesses in your build - it wasnt bad but late game you will have a cascade failure if you dont pick ageless with that build, and at that point your res isnt high enough to carry you through some situations if your team is weak. These builds have lots of mechanics that work wonders also that gives them an edge most sets dont have. On these builds you are nearly res capped on everything but toxic on the elec and cold and psi on the rad - but even then those are in the 60s and 70s. Toxic is a weakness on the elec but you also have energize which is back every 30 sec, and 2 sec shy of perma regen increase. If you get into trouble with either one, melee core is there which will fully cap the rad to everything but cold, and fully cap the elec to everthing but toxic. On the rad you can rotate melee core and meltdown and basically have perma capped resists. The end drain is irrelevant because neither of these builds have end issues, and both have end drain and recovery debuff resistance.
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I have one on live that's not nearly as good as my rad fire brute. I'm kinda just waiting around for the changes to hit live to see how much better it is.
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I'm wondering what a fire fire pyre tank could do myself.
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I'm not seeing enough difference to say that it will remove the brutes as king of the hill honestly, if anything we have other options now.