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Everything posted by Infinitum
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Trampeling bad guys into the ground and then casting their withered remains to the side maybe? Yeah - and if their style does not mesh with mine i am going to bow out gracefully - not going to stick around and play enabler for crap that drives me crazy. I have that right and so does everyone else. Sure it is - because if it doesnt line up - we have the right to bow out gracefully and form a better team. It isnt - i just disagree with your assessment - but you sticking wholeheartedly with something that drives you crazy is kinda in your dog park there.
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I never have issues with sappers. ET usually doesn't give them too many chances to hit though. Haha I am going to toy with the idea of making a new tank to incorporate Sovera's changes with a couple of my own twists, but Nova is holy ground and a relic from live - we don't change him. Haha I will likely make a new one - i am toying around with various shield builds combined with weapon sets also - and finally giving Bio one more shot thanks to a couple of pointers from @Myrmidon Eternal Patriot is the closest thing i have to a proc monster - and even if i missed the mark on that you should look him up - its a beast either way and still great survivability. I like shield a lot - Shield is probably the most versatile set for tankers honestly - great survivability - resists and defense top tier, +dmg, top tier DDR, a great AOE attack, great team benefits also - plus a t9 that doesnt completely suck. lol
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You said that in response and reference to what i said - that was not my meaning in my post. May not have been your intent but it looks like you attributed the playstyle of leaving stuff behind to my post. But - at the end of the day... This is a... Game. I am not going to hang around and let something in a game stress me out - to the point of complaining about it on forums... For the game. (Not anymore anyway 😁 i growed up) There are plenty of options to remove the stress from the game - life is stressful enough - i will not let one of my favorite recreational activities decay into something that stresses me out - team or no team. Again that is a personal choice and based on personal responsibility to guide ones on actions.
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But you did attribute something my post was not intending to it - because i do not play that way. But... If the team allows it and facilitates this behavior - it is the teams ultimate responsibility to dictate how they want the missions to run. You as leader still define how you want your missions to run. If you don't that is on you. But you are still the driver of the YOUTruck you can choose where you stay, how long you stay, or if its time to pick another team. If you stay in a situation you are not happy with - there are plenty of other opportunities to pick up another team - if you stuck around that is also on you and not completely fair to complain - because 1. The team sanctions the play style - and 2. by staying you do also by default. Then the team needs to first issue a warning, perhaps even advice - if it isn't heeded - kick. The tools are there to alleviate your issue - if you do not use them - it is still a you thing.
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My defense strategy for invuls when it comes to energy is 3 fold - melee defense will cover most potential dmg giving invincibility time to saturate at which point the en/neg will be well over 45% at that point - and the resists are also good - i usually maintain 2 stacks of might of the tanker but even at one the resists are in a good spot also. See if you are one on one. Or 3 on 1 even it wont matter if invinc isn't saturated - the build will handle it - i thin the break even spot is 4 or 5 saturation at which case you are still ok because you still have melee defense, resist, dull pain if needed also. I will need to check but i think i moved MotT to barrage and haven't updated yet. This build never has issues with en/neg incoming damage - but the key to that is having melee defense high - which also means i keep agility for the recharge and defense. Good suggestions though if you were building it for more extreme damage.
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Yeah that's not what i meant. Try not to project what some do on all of us. Also try to remember that if a team is playing that way - it isn't right or wrong but their choice - just as you have a choice to leave that team if it bugs you that badly. It is only up to you to define what is proper if you are leading the team - which you are also free to do. It is completely a "you" thing this game - you can make it work however you like at the end of the day. 😉
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Probably not exact - reason being is the ATOs are different. I will take a look tonight once i get home from work.
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How does that compare to FA?
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Not when you figure set bonuses in with it 😎
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I mainly have FA to not get blinded - i know there are other ways but the end doesn't hurt on this build running it and i don't have to waste a slot for perception. My mindset is inspirations are nice but never rely on them - not that it is bad to rely on them - just preference and everything needing to line up in my OCD worldview.
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That one is stronger - but i think my Shield/Electric is more fun honestly. You really do feel like a god when weilding lightning rod, shield charge, chain induction, thunderstrike, and mighty or ionic together. Its awesome.
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Depends on the situation - in the Linea content and i am assuming the new ASF you would probably meed everything at your disposal. At that point that extra 40% per tic might come in handy. Either way i would rather have it than not have it based on the slight investment to get it.
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Yeah whatever you call it - healing factor - regen - the long and short is you get more health back per second than you would without it. What i consider a common mistake on invul builds (if you are building for strength) is to neglect dull pain and consider it a high recharge heal. It is much more than that - i usually 6 slot it and keep it running as needed. This goes for Hoarfrost - Ice Armor, and Earth's Embrace - Stone also.
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Tanker builds updated - 1 new one added.
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Sounds like some Mother Mayhem shenanigans
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That is a 40% increase in your regen rate - regardless of what your HP bar is though. I have heard it called healing factor before also - but either way the amount of health you gain per tic increases. ie Regen. (not calling dull pain a regen tank though - but regen is a secondary mitigation source due to that.)
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I gotcha - like I said it is a great build - but a hole like that - there is no other way to slice it - that type of damage if you come across it will murder that build. Agree with you on the Dark/Dark 100% Mine is one of my favorites also.
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I should have asked this earlier - out of curiosity - what would your preferred build for this look like? I am genuinely curious how the +dmg crew looks at building a brute like this. I want to review a build to see how i would do playing a build like that also - because it is a running debate/joke among those i play this game with that i cant break free from playing everything like a tanker. Haha
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Thanks! Yeah these builds arent built for bruting as much as tanking - i tend to bring a scrapper or stalker if i need to do insane damage - not that a brute cant - its just i don't build them that way when the mitigation trends towards tanking.
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But the reality is its not a dramatic alteration to achieve it - and even after the tradeoffs it is its still nigh unkillable to the rest but adds psi and toxic to the list of honey badger points on the build. And the second reality is endgame there is a lot of psi and toxic - i listed it. You can avoid it - or pop oranges - but with my build you can keep on sailing and laugh off anything that crosses your path. Both builds are insanely powerful - one has a weakness - one does not. But to each there own.
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And double raged is even more - you could also add assault and maneuvers very easily to my build if you wanted either of those - but i do not believe they are necessary - i almost always pick assault core with heavy hitters like brutes scrappers and stalkers - and have melee core as a backup if extra tankiness is needed. Best of all you can approach psi and toxic just like you would everything else.
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Not really counterproductive - see the post above - it is actually fairly easy to achieve and no severe sacrifice needs to be made to achieve it.
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On the build with the hole - you can patch that without sacrificing either damage and also any noticeable mitigation from other areas - so all things being equal why wouldn't you patch it at that point? But it is weak enough against toxic and psi to where you would notice that fairly fast in a rough situation involving either of those types. I get it if you are selling out to dmg - but that build isn't set up that way in the first place.