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If you have any questions or feedback, let me know!
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Given the choice, I would take Smite. But since you are forced to take Shadow Punch, I opted to use it as a mule for the +res procs and save the power pick for something other than Smite. The intended attack chain for my build is Gloom, Siphon Life, Midnight Grasp, throwing in Shadow Punches if I need the resist.
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And a few Fiery Aura builds here. Tanker - Fiery Aura - Broad Sword.mxd Tanker - Fiery Aura - Dark Melee.mxd Tanker - Fiery Aura - Spines.mxd Tanker - Fiery Aura - Titan Weapons.mxd
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Here are some other builds that include Energy Melee. Tanker - Bio Armor - Energy Melee.mxdTanker - Bio Armor - Energy Melee.mxd Tanker - Dark Armor - Energy Melee.mxd Tanker - Electric Armor - Energy Melee.mxd Tanker - Ice Armor - Energy Melee.mxd Tanker - Invulnerability - Energy Melee.mxd Tanker - Radiation Armor - Energy Melee.mxd Tanker - Shield Defense - Energy Melee.mxd Tanker - Stone Armor - Energy Melee.mxd Tanker - Willpower - Energy Melee.mxd
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Remember the glory days? You know..... Pre-aggro cap burn, no diminishing returns, original Energy Transfer (RIP... D:) What if I told you they never left? What if I told you that you can RE-LIVE those glorious times RIGHT NOW! All you have to do is believe a madman like me. Now, lets dive into why you should stop EVERYTHING you are doing, read this super informative and fact based thread, and then make a Fire/Energy Tank. Energy Melee & You® Why? - BECAUSE IT'S F*%$@ng Energy Melee! That's why! What about that cRuNcH you all KNOW you love? What about being able to file your taxes, meditate AND make your coffee in between attacks? Energy Melee offers all that and more! All silliness aside, let's dive into why Fire/Energy might be the most fun you've ever had as a Tank and why this classic deserves to be taken out for a ride. Let's go over the powers quick. Barrage - Standard T1 here except this T1 deals respectable damage and has a slower recharge for better proc rates if you're into that kinky stuff. Has the one-two punch and cRuNcH animation that feels great and overall a better pick than Energy Punch. Energy Punch - Nope. Don't take this power. You don't need it even for low level TFs and that is the only reason you would want it. Save the power pick for something more beneficial. Bone Smasher - What's not to like about smashing bones? More of that cRuNcH we all NEED and added job security for all the real heroes out there (shout out to all the medical personnel out there saving lives in RL!) You will frequently use this power at all levels and stages of your build, sort of a Swiss Army Knife power, take it and slot it. Proc it out? Just make sure you're smashing bones. Taunt - Even someone as delusional and mad as me laughs at any 'tAnKeR' who doesn't take Taunt! People tend to overlook this, but this power is useful for pulling villains off an ally who find themselves in over their head. The power description says to use this power cautiously but f*%# that. TAUNT THEM, TAUNT THEM ALL. Whirling Hands - Okay, can we all agree that the name of this power is the only thing that really needs to be looked at in Energy Melee? I'm going to say two things and it's going to confuse you. This power sucks and is a must have. Low level this power is incredible. I was running Posi 1 all the way to Numina's during a TF Commander Marathon and had a lot of success with this power. Build Up + Gauss BU Proc + Fiery Embrace make Burn + Whirling Hands (or any PBAoE lets be honest lol) do tremendous damage. Just take it. Stop asking questions. NEXT POWER. Stun - I'm not here to argue semantics, okay? Leave me alone. Don't take this power. NEXT. Build Up - This power is great and I'll explain in great detail why. Do more damage. Energy Transfer - The Holy Grail of Tanker attacks. Laugh maniacally as bullets and Infernos glance off you and enemies scream in terror as they see you charging up your attack. Demoralize them as they fail to damage you only to realize that YOUR attacks do more damage to YOU than they do. Maximum cRuNcH and insane damage when fully buffed by Build Up and Fiery Embrace. Total Focus - Total. Focus. TOTAL. I actually finished this thread about halfway through it's animation! That's the really great thing about Energy Melee, it gives you time to really do what YOU want to do. This things hits like a truck and you look hella fly while doing it! This rounds out your cRuNcH attack chain. Some of you may have noticed I haven't talked about the stunning aspect of Energy Melee. So let's talk about that. Energy Melee stuns. The end. It's all about the cRuNcH. Fiery Aura& You® Why? - Channel your inner pyromaniac, BURN ALL THE BABIES, ANARCHY! You are cloaked in FIRE. The visuals are stunning, the damage is amazing and the knock back infuriating. You want to be a part of this club, you WILL be a part of this club. Let's look at the powers. Blazing Aura - Name a better way to social distance. I'll wait. You literally radiate flames and burn everything around you, constantly. Free damage and a great place to put the +res proc from the Tanker ATO set. Also a great place to put the Winter ATO set too for added melee defense and a chance to knock down your enemies. Fire Shield - They say the best offense is a great defense. That's why you want to be on FIRE. Fire Shield grants you decent resistance to Smash/Lethal/Fire and slight resistance to Cold damage, as well as protection from disorient effects. Healing Flames - You can concentrate for a few moments to heal yourself, and since you are Totally Focused all the time this power will heal even more. Temperature Protection - Some people skip this and I think they are silly. Great place to put Psi resist IOs, +def IOs, KB IOs and grants you slow resistance. I normally take this at level 49. Consume - If you can find the slots to give this power love, do it. Consume really helps with endurance while leveling and even in some instances where you get drained. Plasma Shield - Not really much to say here, Plasma Shield gives you some solid resistance to Energy/Negative Energy and protection from Holds and Sleep. Take it and marvel in the beauty that is You. Burn - The moment we have all been waiting for.... We are nearing the end of this abomination of a guide. This power is amazing and absolutely essential in BURNING ALL THE BABIES. Take it and unleash your inner pyromaniac. Fiery Embrace - Fiery Embrace... old buddy old pal. I love this power, especially on Energy Melee. Total Focus and Energy Transfer have such huge base damage, and since the bonus fire damage is directly related to your base damage... Oh yeah. Wrap your fists in Energy and embrace them in Fire and watch your foes melt away before you! Rise of the Phoenix - Not a bad power, if dying as a Tank is your thing (and it shouldn't be... this is the ONE kink we should not allow) Whew... I'm not sure if that was more painful for you... or for me. Halfway through this I regretted what I had begun. All jokes aside, this is currently some of the most fun I've had in the game. I've heard Energy Melee is getting a look next issue, so I wanted to share my Fire/Energy Tank build. I was under the impression that Fiery Aura wasn't too great outside of farming and this build changed my mind entirely. So... If anyone wants to try it out, or use this as a very simple Energy Melee or Fiery Aura guide I'll be posting some of my other Fiery Aura or Energy Melee Tank builds. Here's the build! Quick stats at a glance: 2,586 HP 113.6 Endurance 258% Regen (27.8 HP/s) 197% Recovery (3.73 End/s) 0.93/s End Drain (including Super Speed + Sprint) +337 HP (18%) +57.5% Recharge +39% Accuracy +12 KB Protection No stacks/buffs (+Res ATO, Barrier) 46.8% Melee Defense 33.3% Smash/Lethal Defense 19.9% Defense to everything else 90% Smash/Lethal/Fire Resistance 73.8% Energy/Negative Resistance 56.5% Cold Resistance 49% Psionic Resistance 20% Toxic Resistance With stacks/buffs 51.8%+ Melee Defense 38.3% Smash/Lethal Defense 24.9% Defense to everything else 90% Smash/Lethal/Fire/Energy/Negative/Toxic Resistance 74.9% Cold Resistance 67.4% Psionic Resistance Toxic can be easily capped by preemptively using Healing Flames for the +Toxic resist. Melee Core has been overkill in terms of survivability for me, so Assault is something to consider here if you had to choose between one. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Fiery Aura Secondary Power Set: Energy Melee Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: zc_Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5), ImpArm-ResPsi(43) Level 1: Barrage -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(5), SprGntFis-Dmg/EndRdx/Rchg(7), SprGntFis-Acc/Dmg/EndRdx/Rchg(7), SprGntFis-Rchg/+Absorb(9) Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx/Rchg(11), SprAvl-Rchg/KDProc(13), SprMghoft-Rchg/Res%(13) Level 4: Bone Smasher -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(15), TchofDth-Dmg/Rchg(21), TchofDth-Acc/Dmg/EndRdx(23), TchofDth-Dmg/EndRdx/Rchg(23), TchofDth-Dam%(25) Level 6: Healing Flames -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx/Rchg(40) Level 8: Consume -- PrfShf-EndMod/Acc/Rchg(A) Level 10: Taunt -- PrfZng-Taunt/Rchg/Rng(A) Level 12: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Rchg/ResDam(37), ImpArm-ResPsi(43) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Whirling Hands -- Obl-Dmg(A), Obl-Acc/Rchg(17), Obl-Dmg/Rchg(17), Obl-Acc/Dmg/Rchg(19), Obl-Acc/Dmg/EndRdx/Rchg(19), Obl-%Dam(21) Level 18: Burn -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(29), Arm-Dmg/EndRdx(29), Arm-Dam%(31), FuroftheG-ResDeb%(33) Level 20: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27), Krm-ResKB(43) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Max HP%(34), ImpArm-ResPsi(46) Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36) Level 28: Build Up -- GssSynFr--Build%(A), RechRdx-I(36) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Temperature Protection -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(33), GldArm-3defTpProc(33), Ags-Psi/Status(45), ImpArm-ResPsi(45) Level 35: Energy Transfer -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(45), SprMghoft-Acc/Dmg/Rchg(48), SprMghoft-Dmg/EndRdx/Rchg(48), SprMghoft-Acc/Dmg/EndRdx/Rchg(48) Level 38: Total Focus -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(46) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def/EndRdx/Rchg(50) Level 44: Conserve Power -- RechRdx-I(A) Level 47: Physical Perfection -- PrfShf-End%(A) Level 49: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Qck-EndRdx/RunSpd(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(42), Mrc-Rcvry+(42), Prv-Absorb%(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(40), PrfShf-End%(42) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Cardiac Core Paragon Level 50: Ion Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Radial Embodiment ------------
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Back on live, someone posted a theory about Ice/Kinetic/Soul. Chilling Embrace debuffs damage (I forget how much), all your attacks debuff damage, Darkest Night debuffs damage, and then you can even slot the Interface proc that debuffs damage. I forgot what that OP claimed, but I believe it guarantees a 50%+ damage debuff to all enemies.
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True. I guess “quick recharging powers” is pretty vague. As a power that recharges in 1 second will get less proc rate out of a power that recharges in 4. But in a scenario like with the Tanker ATO +Res proc, you’d want it in a power that recharges quick enough to allow the possibility of 3 stacks. There’s a sweet spot, like I mentioned. And every proc has a different one.
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This applies to a lot of procs also, mostly ATO procs. The +Res proc and +Absorb proc for Tankers, +Damage proc for Doninators, even the sucky Defender ATOs. Certain procs are just more efficient in quick recharging, low chancE proc activation powers. Especially the ones you stack. The Scrapper ATO has the most confusion around it, with some reading the text and thinking it gives +50% critical chance to the power it is slotted in. I’m just here to help make uber builds uber-er.
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Here's my Shield/Dark Tank. Resists, Defense and Recharge are all improved. I noticed you didn't have the ATOs in your build.. The Tank ATOs are great and you should definitely prioritize them! Check it out, let me know what you think. 😄 Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Shield Defense Secondary Power Set: Dark Melee Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(7), LucoftheG-Def/EndRdx/Rchg(9), RctArm-ResDam(13), RctArm-ResDam/EndRdx(15), Ags-Psi/Status(43) Level 1: Shadow Punch -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(15), SprMghoft-Acc/Dmg/Rchg(23), SprMghoft-Dmg/EndRdx/Rchg(23), SprMghoft-Acc/Dmg/EndRdx/Rchg(27), SprMghoft-Rchg/Res%(27) Level 2: Battle Agility -- RedFrt-Def(A), RedFrt-Def/EndRdx(3), RedFrt-Def/Rchg(3), RedFrt-EndRdx/Rchg(5), RedFrt-Def/EndRdx/Rchg(5), RedFrt-EndRdx(7) Level 4: True Grit -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(40), ImpArm-ResPsi(42), Prv-Heal(43), Prv-Heal/EndRdx(43), Prv-Absorb%(46) Level 6: Active Defense -- HO:Membr(A) Level 8: Against All Odds -- EndRdx-I(A) Level 10: Taunt -- RechRdx-I(A) Level 12: Phalanx Fighting -- LucoftheG-Def/Rchg+(A) Level 14: Shadow Maul -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(29), SprGntFis-Acc/Dmg/Rchg(29), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Rchg/+Absorb(31) Level 16: Siphon Life -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(17), Mk'Bit-Dam%(17), TchoftheN-Heal(19), TchoftheN-Acc/Heal(19), TchoftheN-%Dam(21) Level 18: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Super Speed -- Empty(A) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(25) Level 26: Shield Charge -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(36), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(37), FrcFdb-Rechg%(40) Level 28: Soul Drain -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Rchg/KDProc(36) Level 30: Boxing -- Empty(A) Level 32: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(33), ImpArm-ResPsi(46) Level 35: Dark Consumption -- EffAdp-Acc/Rchg(A), EffAdp-EndMod/Acc/Rchg(50) Level 38: Midnight Grasp -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(39), Hct-Dam%(40) Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def/EndRdx/Rchg(42) Level 44: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Dam%(46) Level 47: Darkest Night -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(48), DarWtcDsp-Rchg/EndRdx(48), DarWtcDsp-ToHitDeb/EndRdx(48) Level 49: One with the Shield -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(50), ImpArm-ResPsi(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(9), PrfShf-End%(11) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Cardiac Core Paragon Level 50: Void Radial Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Rebirth Radial Epiphany Level 50: Melee Core Embodiment ------------
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DM is tricky, because we get Gloom from the Soul Epic, Shadow Punch just becomes obsolete. More so than other T1s. Which is a shame because it’s not a bad spot to place them if you do use your T1 in the rotation. Siphon Life would be a good alternative. Since you are Willpower and already self contained as a set, you could forgo the healing aspect of Siphon Life and slot an ATO set there. The +resistance ATO set wouldn’t be bad here since you would be spamming it and getting the stacks you want, you could even put both procs in here, considering the absorb as more ‘heal’. The +absorb ATO set could also go in Shadow Maul. You’d have access to both procs while exemplaring this way.
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What is your attack chain, considering only the powers that could slot the ATO? Also, what secondary?
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True, but keep in mind that the stacks have a duration. So there is a sweet spot. You wouldn’t want the +res proc in Soul Drain, for example, as you would get very limited use out of the procs there. You’ll find the best results making sure they are in powers that you frequently cycle through. Haymaker and Bonesmasher being some of the perfect power choices since they’ll most likely be vital in your attack chain.
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Hey all! Hope everyone is well and staying safe. I’ve been frequenting the forums more and have noticed some misconceptions about the Critical Strikes +50% crit rate proc and how it functions. Even from some in the community that have years of experience! So I wanted to touch on that a little bit. I’ve seen that quite a few players have been slotting this proc in powers with immense recharge times thinking either, A. It increases the critical rate by 50% for the specific power it is placed in. Or B. Placing it in a high recharge power (ex: Soul Drain, Lightning Rod) guarantees it’s activation. One of these is false (A) and the other (B), while true, is very inefficient and I’ll tell you why. While putting it in a power like Soul Drain or Lightning Rod does indeed increase it’s chance, it doesn’t guarantee it. There will always be a 10% chance, or more, that it will not activate. Meaning you’d have to wait an entire 30+ seconds to even have another 90% or less chance to proc it again. Putting the proc in powers like Smite, Lunge, Hack, Gambler’s Cut, etc opens up the possibility to proc that +50% crit rate as many times as you would use that power in your rotation. This allows attack chains like this to happen: Soul Drain -> Shield Charge -> Smite (proc activates) -> Midnight Grasp -> Smite (proc activates) -> Siphon Life. This is all easily done within 15 seconds for this specific attack chain. That’s 2+ procs every 30s to 1 proc every 30s. Had I slotted that in Soul Drain or Shield Charge that attack chain might look like this: Soul Drain (proc activates) -> Shield Charge -> Smite -> Midnight Grasp (proc ends) -> Smite -> Siphon Life. Or like this: Soul Drain (proc does not activate) -> Shield Charge -> Smite -> Midnight Grasp -> Smite -> Siphon Life. Just wanted to throw this info out there for anyone who may have been doing this! If you don’t care, then that’s okay! It really doesn’t matter for casual players. But if there are any min/maxers out there who are doing either A or B, I hope this helps and opens up new possibilities! The powers I mentioned were only examples. There is a sweet spot, so mess around with the attacks you spam and find where you’d think you would have the most success.
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When tweaking my Fire Tankers build, I had the most success with slotting the +res proc in Blazing Aura as well as 5 Superior Avalanche IOs. This mitigates damage by occasionally making entire mobs flop to their feet, but also guarantees having 1 stack of the +res proc at all times, but you’ll have 2 more often than not and sometimes even 3 if you are always surrounded by mobs. It depends on the build. Sometimes it’s better to put the full set of both ATO sets when needing max Smash/Lethal resist. Oftentimes, you can get to 90% Smash/Lethal resist without needing that set bonus, thus wasting a slot. If you are making a Fire Tank though, definitely recommend the above slotting. Then 5 slot the Gauntleted Fist set into a power you have before (or after if you don’t exemplar much) level 20 making sure to slot the absorb proc. I love taking my full IO, full accolade build Tanks through low level TFs, so I made sure to have both the absorb and resist proc available before level 20. edit: In a nutshell: 1. Slot the +res proc in a toggle damage aura when available. They stack just as frequently as it would in an attack you spam, with the added benefit of it being on auto-pilot. 2. 6 slot both ATO sets into the powers of your choosing on builds that need that extra 12% Smash/Lethal resist to get close or to 90% 3. 5 slot both ATO sets in the powers of your choosing, then place the procs into the power/powers of your choosing. This is for builds that can easily reach 90% Smash/Lethal. Oftentimes I will place both procs into one power I spam in my rotation, along with 4 more IOs from whichever ATO set I choose.
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In a nutshell. Corrupter - Offensive support, a Fire/Kin for example, can buff both of you to the damage cap and rain destruction with scourge DoTs + everything the Plant/Storm is dishing out. Defender - Similar to the Corrupter, but this is the AT you want to go for if choosing a set like Empathy, Cold, Pain, etc. Even Kinetics would yield better results with higher buff modifiers for Speed Boost, Increase Density, etc. I personally would go for the Corrupter if choosing Kinetics, one of the few exceptions being a Kinetics/Sonic Defender. Controller - Strength multiplier, doubling down on controls and debuffs is a sure fire way to victory. Kinetics and Darkness Affinity are top contenders here.
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Is the IO attuned? Or are you positive it’s the correct IO? Several times when I’ve gone from no IOs, to a full IO build via merits, AH bids, email, etc... something gets lost in translation. Actually, on my Warshade I had 4 out of 5 of the Avalanche set superior, I swore I did all 5. But one day (over a month later) I pulled up his final build in Mids and noticed his defense numbers were way off. Maybe check the build once over, you never know.
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That’s what I meant. New players wouldn’t notice a change, because nothing would have changed for them.
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One million times this. This game is a masterpiece and really, the only sure fire way to solve what we’re talking about here is having the option to make the game even harder. This would cater to everyone but brand new players, and the only fix for that is experience.
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I second this, Tanks are great. You could make a Fire/anything and it would be great AND tanky. Do it! 😎
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Are you a human form Warshade with the KD proc in Orbiting Death? You might be stacking low mag KB/KD to the point where the enemies do get tossed a little. Just a theory. I’ve noticed it happening on some of my toons with those two procs/interactions in the build. For reference, I have a Warshade with the Sudden Acceleration KB->KD IO and never experienced what you are. I have not played that Warshade in months though. So maybe it is bugged right now?
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Fire/TW is hands down the highest overall DPS Tank in terms of AoE and ST. I played a Fire/Energy Tank to 50, no AE but a lot of TFs... he was an absolute God and I can only imagine the insanity it would have been with TW. Having Burn and a full TW attack chain by level 20 is whacky and is IMO one of the best Tanks you can roll for the TF Commander TFs. I’m itching to make onE myself, but don’t like playing similar characters to 50 In succession. So for now I’m playing my Tom Cruise inspired Kinetics/Sonic Defender, Jack Screecher, but dreaming of my future Fire/TW Tank. edit: I also agree with going Energy Mastery, take Conserve Power and slot a 50 Recharge IO in it (+5 if you want) and then take Physical Perfection and slot the Performance Shifter +End proc and leave it at that. This allows you to focus on slotting your primary and secondary for maximum set bonuses. I’ve been combing over all kinds of Fiery Aura Tank builds if you’d like to see my proposed Fire/TW build. If I recall, it has 90% resists to Smashing, Lethal, Fire, Energy and Negative damage, over 60% resist to Cold, Psi and Toxic damage almost 100% of the time. Perma-hasten with some Force Feedback procs, 45% Melee Def before Defensive Sweep, 32ish% S/L Def and I think 30ish% Energy/Negative Def all before Barrier or Melee Hybrid. Cardiac Core (the one that grants the most End Redux) is absolutely essential to reach those resist numbers and help with endurance if you go for maximum tankage like I did. You could go Musculature for offense, swap Barrier for Ageless, but the gain in damage wouldn’t outshine the massive survivability of Barrier. My Fire/Energy Tank has almost a carbon-copy build, similar slotting, similar IOs, and I couldn’t be happier.
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Don’t let what’s on paper fool you into believing certain sets aren’t good. Numbers and DPS data don’t lie, sure. But they don’t take into account the fun factor OR how certain situations can make some pairings become evidently more powerful or just as powerful as others. I just recently mained and completed a Fire/Energy Tank, if you look through the forums you’ll see tons of people digging on the set. It’s unplayable, it does no damage, it can’t Tank anything, etc.. meanwhile, I’m 2 shotting +4 bosses as a Tank, Tanking +4 DA arc missions, Lord Recluse, +4 ITF spawns and even +4 psi damage mobs and absolutely destroying the TF commander TFs (on the Citadel TF I reached damage cap when fighting Vandal, my Energy Transfer + Burn + Bone Smasher all buffed by Fiery Embrace did around 20% of his HP, no exaggeration) The most fun you’ve ever had could be on the weakest build you’ve ever made, and the least fun you’ve ever had could be on the best.
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I read it wrong, totally read it wrong. 😅 That being said, I would still give Elec/Dark/Soul a shot if you’re really digging it for thematic reasons. I recently rolled an Elec/Elec Controller to 50 and had a lot of fun with Electric. I skipped the AoE hold though, I mostly always do on Controllers since the builds end up being so tight. Electrifying Fences + Jolting Chain + Engulfing Darkness + Dark Obliteration isn’t anything to scoff at, throw in a few procs and a fully saturated Soul Drain and.... ta-dah! You could maybe even try to sneak in Unleash Potential since you can buff it sky high with Dark Assaults power boost-esque power, which will also boost the endurance drain aspect of Electric and your to-hit debuffs from Dark. I have a hard time seeing you not having fun with this combo. The self heal in Dark and the ability to slot multiple heal procs in Electrics powers would make you pretty Tanky. Even if you didn’t soft-cap S/L defense, Melee or Ranged. I’m sure you could get close to 32.5% defense, which paired with your controls and -to-hit debuffs should be more than enough in most cases and would only require 1 small defense inspiration to reach 45%.
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If you have a theme in mind, do it. Some of my favorite characters are the ones you would consider “weaker.” Dark/Elec/Soul would be great! It would be pretty slot heavy, you could focus entirely on Melee, but taking Zapp might be worth it, you can have 4 pets up at all times with Haunts, Umbral Beast and Voltaic Sentinel. The only gripe I’d have with this pairing is the AoE immobilize is a cone, but you can easily work around that. I say go for it. The stun can take 5 damage procs and with a +5 Acc/Stun/Rchg becomes a mini nuke that can also shut down entire mobs. Seems like a good pairing to me.
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No, just directly uploading a recording of gameplay directly to the forums. No links from YouTube.