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Everything posted by Infinitum
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Basically what I'm getting at is its a mirage that EA would be any more OP than anything else already there if it were ported to tankers. I dont think it would be the best by any logical reasoning and practical gameplay I have experienced. I have all the tanker armor sets at least one of each and I think EA would fall somewhere like this Stone, Invul, Dark, EA, Shield, (maybe Shield, EA), Ice, Willpower, SR, Rad, Elec, Fire. In terms of a broad scale shear survivability against debuffers/multiple dmg types at once Etc.
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No I'm saying its close to capped to everything once the ATO stacks 2 more times 84% on fire cold energy neg energy. SL is what you want capped and even over capping isn't bad because almost everything in the game has a SL element to it. Energy Aura is similar in that it accomplishes that more with SL defense with lesser resists but ends up at the same mitigation once you factor in the tactical heal/regen also. Things eventually get through to EA especially toxic whereas on invul it really doesn't - luckily EA has the clicks to bring it to the same level of performance Invul has. At the end its basically a busy body invul clicker.
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Those are nice, but if comparing to invul - it has no issues in any of those areas - in fact I only cast dull pain for the HP buff to run perma capped HP. You don't need heals or end with a properly built invul. With EA you actually need those clicky buffs to survive (similar to absorbs in rad) which is why I said it was a clicky version of invul where invul is the Ron Popeil set it and forget it variety. They both mitigate similarly. This is my invul build with only 1 stack of the ATO.
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yeah with rad or elec or fire you will be dead within seconds if you dont mitigate by staight up killing them first. its nuts how fast an otherwise unstoppable build like rad can be dropped in the ITF i didnt believe it the first time it happened and thought it was a glitch until i saw -100 defense pop up when i was monitoring stats. lol
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Most resist sets have other goodies to boost them too - absorbs, endurance, regen, etc Its all about how good you can juggle and timing.
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It's 95 according to Paragon wiki From my experience anything 50% or higher is pretty much unkillable Because even SR a pure defense set gets scaling resistance. So whether hybrid or pure defense - everyone of them gets a mix of defense and resistance with DDR so they are more durable in high level stuff like the ITF with lots of debuffs. Now resist tanks like Elec and Rad are more of a cakewalk against stuff like lord recluse from my experience because they have better end management and pure resist to what is being dished out - so resist sets are not without advantages in other areas. My rad elec brute made it a habit early on in embarrassing lord recluse. But it was mentioned if you are on a resist set and against debuffers - you have to be on your toes. Dark is a different resist set animal. It dont need ddr to own just about all content.
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It caps at 90 dont it?
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Yeah my invul puts my Shield to shame in the itf as far as sheer survivability goes. Invul Dark Shield Willpower SR Ice Stone I have one of each that can just camp a double spawn at +4/8 in the ITF walk away for 30 min come back and they aren't getting anywhere with taking me out. Almost makes the argument that every tanker set should have a little DDR. Thats kinda what tankers are supposed to do. As far as damage goes - my brutes still outdo my tankers as far as dmg is concerned - especially st dmg. Tankers are at a point where they contribute to fast paced teams now - I think they are exactly where they are supposed to be. Funny its popped up a few times lately that tankers are useless at high level. I don't agree with that either. As far as EM goes, its exactly where it needs to be - high level ST dmg mediocre AOE dmg - sets like shield, and fire especially boost the aoe output by having burn and shield charge which give an added AOE boost to the still mediocre EM AOE dmg output. Thats just working as designed though. EM was so bad before it feels really good, but doesn't perform out of line compared to anything else - from a feels stand point and also numbers standpoint.
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It's not really though - in the right hands it's a technicians play - but if you mess up any sequence for survival you all of the sudden find yourself squishy. It has a huge toxic issue and the same old psionic issue most toons have. I ran numbers on this a few weeks ago and it's basically a clicky version of invul - so there is no reason to not port it over. See below: That's base brute numbers invul vs EA saturated. I'm pretty sure that's with both energy drain and invincibility saturated. Extrapolate that to tanker numbers using invul as a guide from brute to tanker. No reason to not port it. It's a clicky invul that's not quite as durable.
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Are you opening with energy drain at all? Occassionaly I will get rocked but energize pulls through. That's just how the set plays. Harder groups open with energy drain for the added defense, and save energize for when you get in trouble, then recast energy drain - it recharges so fast there's no reason not to use it liberally as needed. Squishy isn't how I would ever describe EA on any thing.
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Either Luck of the gambler +rec or def/end
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like makos bite accuracy damage recharge endurance 4 effects boosted in that one enhancement
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What should the aggro cap on Homecoming be?
Infinitum replied to oedipus_tex's topic in General Discussion
i like either being the tanker or having a tanker for the steamroll they just collapse the spawn together a bit better to make it more effecient and their aoe radius are awesome now and can murder minions and lieutenants in a shot or two usually -
no i would put a blessing of the zephyr knockback into SJ for the added protection. Barrage just a cheap 4 effect IO like acc dmg rec end
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What should the aggro cap on Homecoming be?
Infinitum replied to oedipus_tex's topic in General Discussion
I dont know where this comes from but since the tanker update they are very useful on teams - solo - doesnt matter. And without map herding too which should never return IMO. -
As a tanker you HAVE to take barrage, there is no instead. You definately don't want to swap out combat jumping for anything. That is one of the most valuable powers in the game in terms of movement and the defense bonus it provides is a plus. You dont need conserve power with this build - the performance shifter procs and the panacea procs generate enough energy to not need it. 1. Swap out fly - put in super jump 2. Swap out hover - put in bone smasher 3. Deslot barrage - put those slots on bonesmasher. 4. You have a free slot for whatever you want to put into where afterburner wss - even Conserve power if it makes you more comfortable. Other options You could use where AB was - is maneuvers or stealth.
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You can swap out fly - and nope no bonesmasher rotation is fast enough to not need it as a tanker to be successful. For that matter swap it in place of hover or afterburner since you are swapping out fly anyway and deslot barrage in place of bonesmasher. Easy peasy. But that invul build is unkillable.
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Yep yep, look on page 1 Nova Infinitum
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Its ok. I got this. **Activates Tough** "RAWR" Done
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Its all good my friend :-) Tankers are a very passionate bunch myself included - it is to be expected and honestly if it wasnt then i would be worried hehe.
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**looks at thread title** *looks again at thread title* **yells: TANKERS ARE >* **
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The game that made me buy 3 gold Champions Online memberships when it ended to try to fill its void somewhat successfully only to discard that 600.00 once i found out it returned years later because... It's.... Just..... That.... Good.
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Edited for the latest version of Mids - let me know if any of these builds do not come up.
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Try this, it accomplishes what you are looking for i think. Omega Infinitum - Tanker (Dark Armor - Dark Melee).mxd Hero Plan by Mids' Reborn : Hero Designer 3.0.1.9 https://github.com/Reborn-Team/Hero-Designer Click this DataLink to open the build! Omega Infinitum: Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Dark Melee Power Pool: Flight Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Death Shroud -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/Rchg(3), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Rchg/Res%(17) Level 1: Shadow Punch -- TchofDth-Dam%(A) Level 2: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-EndRdx/Rchg(5), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Max HP%(43) Level 4: Fly -- BlsoftheZ-ResKB(A) Level 6: Smite -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(7), TchofDth-Dmg/Rchg(7), TchofDth-Acc/Dmg/EndRdx(34), TchofDth-Dmg/EndRdx/Rchg(42), TchofDth-Dam%(50) Level 8: Murky Cloud -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-EndRdx/Rchg(13), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(42) Level 10: Combat Jumping -- Rct-ResDam%(A) Level 12: Obsidian Shield -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(13), UnbGrd-EndRdx/Rchg(15), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(42) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Dark Regeneration -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(19), TchoftheN-Acc/Heal(19), TchoftheN-Acc/EndRdx/Heal/HP/Regen(21), TchoftheN-Acc/EndRdx/Rchg(21), TchoftheN-%Dam(23) Level 18: Cloak of Darkness -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(33), ShlWal-EndRdx/Rchg(33), ShlWal-Def/EndRdx/Rchg(33), ShlWal-Def(43), ShlWal-ResDam/Re TP(43) Level 20: Shadow Maul -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(48), Mlt-Dmg/Rchg(48), Mlt-Acc/EndRdx(48), Mlt-Acc/Dmg/EndRdx(50), Mlt-Dmg/EndRdx/Rchg(50) Level 22: Siphon Life -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(23), TchofDth-Dmg/Rchg(25), TchofDth-Acc/Dmg/EndRdx(25), TchofDth-Dmg/EndRdx/Rchg(27), TchofDth-Dam%(27) Level 24: Boxing -- Empty(A) Level 26: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45) Level 28: Soul Drain -- GssSynFr--Build%(A), SprAvl-Acc/Dmg(29), SprAvl-Rchg/KDProc(29), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx(31) Level 30: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(45), ShlWal-EndRdx/Rchg(45), ShlWal-Def/EndRdx/Rchg(46), ShlWal-Def(46) Level 32: Touch of Fear -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(36), SprGntFis-Dmg/Rchg(36), SprGntFis-Dmg/EndRdx/Rchg(36), SprGntFis-Acc/Dmg/EndRdx/Rchg(37), SprGntFis-Rchg/+Absorb(37) Level 35: Dark Consumption -- PrfShf-End%(A), PrfShf-Acc/Rchg(46) Level 38: Midnight Grasp -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(40) Level 41: Focused Accuracy -- GssSynFr--ToHit/EndRdx(A) Level 44: Physical Perfection -- PrfShf-End%(A) Level 47: Hover -- BlsoftheZ-ResKB(A) Level 49: Afterburner -- BlsoftheZ-ResKB(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Sprint -- Qck-EndRdx/RunSpd(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11), NmnCnv-Regen/Rcvry+(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Momentum Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: Cardiac Core Paragon Level 50: Mighty Radial Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Longbow Core Superior Ally Level 50: Ageless Radial Epiphany Level 50: Assault Radial Embodiment ------------
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My friend why are you still beating this dead horse? we moved on like 2 days ago. But good soap box! thumbs up! No role is needed but on a Sara Moore TF the tanker we had sure made it easier - no we didnt "need" it but he grouped things together much nicer to take out more effeciently - and was a good bit safer too for my scrapper to go nuts. Council roflstomping yeah you dont need a tank - even a petless mastermind could pull that one off - but there is content where a tanker makes it more effecient. So you are entitled to your opinions even if they are partly if not more than partly incorrect.