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Camel

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Posts posted by Camel

  1. On 5/23/2019 at 7:39 AM, Fatman said:

    You can get both Boosters and Catalysts through the Merit Vendors and ATMs. You can also get Catalysts as a very rare drop once you hit 50 and start earning Incarnate EXP.

    Has anyone noticed that Catalysts drop almost 100% of the time when you first log in? Is there an automatic drop, one daily? This has happened to me FAR too many times when I initially log in. I will log in, join a TF, mission team , etc.. And I swear, I ALWAYS get a Catalyst drop immediately. And then I never get one again until I repeat this process. Anyone else notice this too?

  2. On 6/11/2020 at 1:49 AM, Zeraphia said:

    I second this and even for Tankers honestly at this point. I've been finding that having it in an aura means it will proc much more often even if it isn't guaranteed (what you want it) than another power interestingly. Lots of people will tell you to put it in a fast activating good AoE or hard ST hitter, but the aura works great for both situations. Lots also would assume auras would nullify it, but if anything they seem to over-proc it.

    I've been so busy travelling, I forgot I had made this thread. I have yet to test the Critical Strikes set in a damage aura, this intrigues me. I have been having a lot of success with my Fire/Energy Tank and having the +res proc slotted in Blazing Aura, I love having it on auto-pilot so I can focus on using my slow, heavy hitters like Energy Transfer and Total Focus. Glad to know people are having success with the Critical Strikes proc in them too.

  3. 26 minutes ago, Hjarki said:

    You've got it backwards. Soft-capped S/L/M without DDR is meaningless against defensive debuffs - that's why it's called a 'cascading' failure. The difference between having soft-capped defenses and no defenses at all is meaningless in such situations, so it all comes down to resists/healing/regen/control. Builds which emphasize the latter have a much easier time with defense debuffs than builds which don't.

     

    You're also overlooking the fact that Soul Mastery effectively gives me soft-capped defense to everything if I so choose via -hit debuffs and an additional -20% damage. So, yeah, I'm 'dusting off the damage they do'. I very rarely use Darkest Night, I use Obliteration primarily for damage and Storm Kick is generally only used once a spawn is down to single target, but the options are there.

    I don't actually use the Heal much myself - the constant regen from procs is normally sufficient because I take almost no damage in the first place.

     

    What I'm trying to point out is that your 'layering' strategy is relatively inefficient. It definitely won't protect you against defense debuffs and your total mitigation is lower than it could be because you're dividing your attention between various different forms of mitigation rather than taking advantage of unusually strong powers and super-linear scaling.

    Toxic can easily be hard-capped if you've slotted the heal with enough recharge/resist. That's part of the reason I only 5-slot the purple sets - the additional damage procs are always useful, while additional Toxic/Psi is only rarely useful.

    I guess what I'm trying to point out is that I did build for layered defense. And it is definitely not meaningless or inefficient. Unless I'm misunderstanding, it sounds like you are telling me my build is bad. But my experience is telling me that I can Tank 100% of the games content easily. Because I have, and am doing so as we speak. Agree to disagree I suppose. Having 45% defense to Melee or S/L is more than worth it.

  4. 50 minutes ago, Brutal Justice said:

    Raising the minimums while holding the maximums is a catchy phrase for sure.  Slightly increasing the single target damage of a largely single target power set doesn’t seem like as much power creep as simply replacing a redundant single target attack with an aoe, ie cobra strike into dragon’s tail.  

     

    Mass aoe damage and blowing up entire spawns before other players can even contribute is the cry on these forums almost constantly.  In fact, these aoe death machine teams often have people just jumping from one large group to another, as quickly as possible, blowing up minions and lieutenants and leaving bosses behind for cleanup by the weaker/single target toons.  

     

    People are calling for energy melee to be returned to its former self.  Energy melee and martial arts have very similar playstyles and goals.  Heavy single target with minimal to no aoe.  The problem with these sets is they are outperformed in single target by sets that also outperform them in aoe damage by an astronomical amount.  

     

    As I said before, energy melee already stacks stuns.  Raising those minimums, as you say, would do next to nothing for the set.  Energy melee is your example of this already.  Is battle axe better than war mace because its minimums are more consistent?  Let single target sets do single target damage

     

    Power creep is giving dark melee more aoe damage.  Plain and simple.  Letting martial arts hit a single target with a 13% crit rate as opposed to a 10% crit rate is a minor damage increase.  I propose cleaving crane kick because it fits the animation and would increase single target damage and add “flavor” aoe, not any sort of meaningful aoe.  

     

    Restore energy melee to its former self and increase the single target of martial arts.  Let energy melee bring the cRuNcH @Camel and martial arts bring the KaPoW.  

    Moar  cRuNcH!!!

    • Like 1
  5. 9 minutes ago, Hjarki said:

    Consume gives you End Resist. You just need to use it before you encounter enemies that End Drain.

     

    In terms of the rest, I think you might be making a mistake pursuing S/L Defense. Fiery Aura is a resist/heal-based set, so getting to hard cap is more important than optimizing defenses. S/L Defense also isn't all that important if you've got S/L Resist maxxed.

     

    For comparison, my Fiery/MA:

      Reveal hidden contents

    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: Martial Arts

    Power Pool: Leaping

    Power Pool: Fighting

    Power Pool: Leadership

    Power Pool: Concealment

    Ancillary Pool: Soul Mastery

     

    Hero Profile:

    Level 1: Blazing Aura

    • (A) Superior Might of the Tanker - Recharge/Chance for +Res(All): Level 50
    • (3) Superior Might of the Tanker - Accuracy/Damage: Level 50
    • (3) Superior Might of the Tanker - Damage/Endurance/Recharge: Level 50
    • (5) Superior Might of the Tanker - Accuracy/Damage/Recharge: Level 50
    • (5) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge: Level 50
    • (7) Superior Might of the Tanker - Damage/Recharge: Level 50
       

    Level 1: Thunder Kick

    • (A) Empty
       

    Level 2: Storm Kick

    • (A) Superior Gauntleted Fist - Damage/Endurance/RechargeTime: Level 50
    • (7) Superior Gauntleted Fist - Damage/RechargeTime: Level 50
    • (9) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 50
    • (9) Touch of Death - Damage/Endurance: Level 40
    • (11) Touch of Death - Chance of Damage(Negative): Level 40
    • (11) Perfect Zinger - Chance for Psi Damage: Level 50
       

    Level 4: Fire Shield

    • (A) Unbreakable Guard - Resistance: Level 50
    • (13) Unbreakable Guard - Resistance/Endurance: Level 50
    • (15) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50
       

    Level 6: Healing Flames

    • (A) Unbreakable Guard - Resistance: Level 50
    • (15) Unbreakable Guard - RechargeTime/Resistance: Level 50
    • (17) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50
    • (17) Numina's Convalesence - Heal: Level 50
    • (19) Numina's Convalesence - Heal/Recharge: Level 50
    • (19) Numina's Convalesence - Heal/Endurance/Recharge: Level 50
       

    Level 8: Consume

    • (A) Synapse's Shock - Damage/Accuracy/Endurance: Level 50
    • (45) Synapse's Shock - EndMod: Level 50
    • (46) Synapse's Shock - Damage/Rechage: Level 50
    • (48) Synapse's Shock - EndMod/Increased Run Speed: Level 50
    • (48) Synapse's Shock - EndMod/Recharge: Level 50
    • (50) Synapse's Shock - Damage/Recharge/Accuracy: Level 50
       

    Level 10: Combat Jumping

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
    • (45) Kismet - Accuracy +6%: Level 30
    • (46) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
       

    Level 12: Plasma Shield

    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (21) Unbreakable Guard - Resistance: Level 50
    • (21) Unbreakable Guard - Resistance/Endurance: Level 50
    • (23) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50
    • (46) Steadfast Protection - Knockback Protection: Level 30
       

    Level 14: Super Jump

    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
       

    Level 16: Crane Kick

    • (A) Mako's Bite - Accuracy/Damage: Level 50
    • (23) Touch of Death - Damage/Endurance: Level 40
    • (25) Touch of Death - Chance of Damage(Negative): Level 40
    • (25) Mako's Bite - Damage/Endurance: Level 50
    • (27) Mako's Bite - Chance of Damage(Lethal): Level 50
    • (27) Force Feedback - Chance for +Recharge: Level 50
       

    Level 18: Burn

    • (A) Armageddon - Chance for Fire Damage: Level 50
    • (29) Armageddon - Damage: Level 50
    • (29) Armageddon - Accuracy/Damage/Recharge: Level 50
    • (31) Eradication - Chance for Energy Damage: Level 30
    • (31) Armageddon - Accuracy/Recharge: Level 50
    • (31) Armageddon - Damage/Endurance: Level 50
       

    Level 20: Dragon's Tail

    • (A) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 50
    • (33) Superior Gauntleted Fist - Accuracy/Damage: Level 50
    • (33) Superior Gauntleted Fist - RechargeTime/+Absorb: Level 50
    • (33) Obliteration - Damage: Level 50
    • (34) Obliteration - Chance for Smashing Damage: Level 50
    • (34) Force Feedback - Chance for +Recharge: Level 50
       

    Level 22: Warrior's Provocation

    • (A) Perfect Zinger - Chance for Psi Damage: Level 50
       

    Level 24: Kick

    • (A) Empty
       

    Level 26: Tough

    • (A) Unbreakable Guard - Resistance: Level 50
    • (34) Unbreakable Guard - Resistance/Endurance: Level 50
    • (36) Unbreakable Guard - +Max HP: Level 50
       

    Level 28: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
    • (36) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50
    • (36) Reactive Defenses - Scaling Resist Damage: Level 50
    • (37) Reactive Defenses - Defense: Level 50
       

    Level 30: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
       

    Level 32: Stealth

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
       

    Level 35: Crippling Axe Kick

    • (A) Hecatomb - Chance of Damage(Negative): Level 50
    • (37) Hecatomb - Damage/Endurance: Level 50
    • (37) Hecatomb - Damage: Level 50
    • (39) Hecatomb - Accuracy/Damage/Recharge: Level 50
    • (39) Touch of Death - Chance of Damage(Negative): Level 40
    • (39) Hecatomb - Damage/Recharge: Level 50
       

    Level 38: Gloom

    • (A) Apocalypse - Chance of Damage(Negative): Level 50
    • (40) Apocalypse - Damage/Endurance: Level 50
    • (40) Apocalypse - Damage: Level 50
    • (40) Apocalypse - Accuracy/Recharge: Level 50
    • (42) Apocalypse - Accuracy/Damage/Recharge: Level 50
    • (48) Cloud Senses - Chance for Negative Energy Damage: Level 30
       

    Level 41: Dark Obliteration

    • (A) Ragnarok - Accuracy/Damage/Recharge: Level 50
    • (42) Ragnarok - Chance for Knockdown: Level 50
    • (43) Ragnarok - Damage: Level 50
    • (43) Bombardment - Chance for Fire Damage: Level 50
    • (43) Ragnarok - Accuracy/Recharge: Level 50
    • (45) Ragnarok - Damage/Endurance: Level 50
       

    Level 44: Darkest Night

    • (A) To Hit Debuff IO: Level 50
       

    Level 47: Invisibility

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
       

    Level 49: Temperature Protection

    • (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50
       

    Level 1: Sprint

    • (A) Celerity - +Stealth: Level 50
       

    Level 2: Health

    • (A) Panacea - +Hit Points/Endurance: Level 50
    • (13) Numina's Convalesence - +Regeneration/+Recovery: Level 50
    • (42) Miracle - +Recovery: Level 40
       

    Level 2: Stamina

    • (A) Power Transfer - Chance to Heal Self: Level 50
    • (50) Power Transfer - EndMod: Level 50
    • (50) Performance Shifter - Chance for +End: Level 50
       

    ------------

     

    I disagree. Had I not built for layered defenses, I would not be having as much success as I am. You can get away with not building as much as you have a permanent +10% Def to all from Storm Kick. 90% resistance is laughable in the face of cascading defense failure from +4 enemies. Run an ITF at +4 and try to dust off the damage they do. They might only be hitting you for 13-100ish damage... But it doesn't matter when 16 of those are coming your way per second. 45% defense to either S/L or Melee is absolutely the way to go if you are trying to survive any and all encounters.

     

    If I didn't play aggressively, I would get WRECKED on a +4 ITF with minimal support, I am constantly dropping Burns/Whirling Hands as often as I can to thin the herd. I play very aggressively, often jumping and taking myself out of melee range while simultaneously taunting and controlling aggro. You built for a lot of recharge, which is fine. But I built for defense, I rarely have to use my heal, so recharge is a non-issue for me here, especially when I click Healing Flames MAYBE once a week. If I am rusty, I may hit it a few times. But outside of low level TF's it's rarely used. 

  6.  Thanks for the shout-out! Nice looking build too! I just recently flew to the pacific northwest for the 2020 wildland fire season, picked up a new gaming laptop as I was using my personal desktop when I was in Chicago. So I'm in the process of getting all my files in order. I'll get Mid's Reborn soon and might tweak my Fire/Energy to get to 45% S/L defense instead of 45% Melee defense. Not sure if I need to, as I don't die as it is. But might be an improvement!

     

    21 hours ago, Sovera said:

    Quotes from people I've played with 😄 :

     

    - Someone needed help with an AV they were not denting, 'What the heck, are you using envenomed daggers or do tankers do that much damage??'

    - Someone bitching because I was running ahead of a team in a TF and someone else tells them. 'They have Spin and Burn. They *are* the team'.

    One of my favorites was when I was forming a PI radio team, I had herded all the monsters on the Cutlass Isles and was just standing there. I didn't have Barrier or Melee Hybrid on and They couldn't dent me. The whole team eventually came to me and they ALL died. There was even a 50+1 Invuln Tank (minimal IOs) he sent me a tell asking me if I had "God mode" on. He couldn't believe what he was seeing, my HP bar never dropped. I once soloed Vandal during a Citadel TF, I popped a bunch of reds, hit BU and Fiery Embrace and I kid you not... My Energy Transfer did AT least 7-10% of his HP bar in one hit. It was weird to see an AV's health bar drop as if it were a boss. When the team finally caught up to me, he was laying at my feet. Someone asked if I had an "insta-kill" button. I said yes, and drug Energy Transfer to the chat window. 

    • Haha 1
  7. This is what I came up with on my first attempt. I left the incarnates blank, also didn’t select any accolades. I’m sure it could get a lot better, but the numbers seem decent! 
     

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    [url=http://www.cohplanner.com/mids/download.php?uc=1439&c=652&a=1304&f=HEX&dc=78DA65945B5352511886D7DA7BA372121050089100390B4887EBA6529B54669C69A65B87D12D520C32A03379D95FA88B6ECAD4EAA299B2D39F6AA6B4D30FD87DAEF7130AF6B079F6FACEEB5D6CAA8F165C27771EDF10D279BB59EB76D76F75F6764D5BB5566F6CE882AE51BA43CAB85E359BA6595A6C999DFA3E16613816CC2DB3D5EDB96EEE756AC2B1B6B3D32CDD6B9BE6A64B3DAE9AB576A35577ABC552A3BEBD4B2BCF856BD3EC74B71BEDF062BBB1D16B51EBEE9A9D7D8C14A23952748F48FA3ABF856513873462C5108E23E631E87AC57C0D8EBF01DF895EAE218252D946024C2F98F483B313E01841723FE93294CDEB668E83131EA6179CF4812794A5733F9DFB8D71BF31EE373BD0CF4EB00995236D6F35650B156859B10B87C4799CCF32FA1C3D665E300F982FC1F821F308FC405976B5114BD8E3A8E7A4A513F584B3AD29DB7B5AB931B3EE9EA28728E97705FAE5AF63C6B91C3163888F14E5E1584F02B6E20C588E81158E75117C3CBB2F8D7D5DCA30B3E0748E9907F305F01365F959473FEB18601D03AC639A75CCB08E09122A881C1964FD262F48BE29F64D71BDD01FEC51922FCC9A842DBAC4677A8EA89F8DA545CE1055FEA5AB4AE5DFA04E595156223AA04431FEBF12E384182B11DB12AADEE53A739BD900E30FC0FC43F00B21815C2DF115B324BF6186E477D0A05952AC568A779766B5D2AC5666402D1FE56479FEEC32EAE6969877992BFC96D1311610AB150E70427387F8F5CC1D832E8A292146949E2126493DE6D9361F41AD6943F065D1E75CEDFC9065DEE8BDB56CA90CC55C1DB25C1BB22CF5EB58AB43DE35839D6491CA62F7D2DB0B8B75EAE8FD0B0859C459FCE8DB7419C77E8C53E67DE85A59C6999FFD9B9F45FECFBE4D934FA09BF694C99AFD05E125CFE6]Click this DataLink to open the build![/url]

    Level 50 Magic Brute
    Primary Power Set: Energy Melee
    Secondary Power Set: Energy Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Barrage -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(11), SprBrtFur-Acc/Dmg/Rchg(11), SprBrtFur-Dmg/EndRdx/Rchg(13), SprBrtFur-Acc/Dmg/EndRdx/Rchg(13), SprBrtFur-Rech/Fury(15)
    Level 1: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx(7), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-EndRdx/Rchg(37)
    Level 2: Bone Smasher -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(17), SprUnrFur-Acc/Dmg/Rchg(17), SprUnrFur-Dmg/EndRdx/Rchg(19), SprUnrFur-Acc/Dmg/EndRdx/Rchg(19), SprUnrFur-Rchg/+Regen/+End(23)
    Level 4: Power Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9), LucoftheG-Def/EndRdx(9), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-EndRdx/Rchg(37)
    Level 6: Build Up -- GssSynFr--Build%(A), RechRdx-I(25)
    Level 8: Whirling Hands -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34)
    Level 10: Entropic Aura -- EndRdx-I(A)
    Level 12: Taunt -- PrfZng-Taunt/Rchg/Rng(A)
    Level 14: Dampening Field -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15), Ags-Psi/Status(43), ImpArm-ResPsi(45)
    Level 16: Energy Protection -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(46), RctArm-ResDam/Rchg(48), ImpArm-ResPsi(50)
    Level 18: Total Focus -- Hct-Dmg(A), Hct-Dmg/Rchg(27), Hct-Acc/Dmg/Rchg(27), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(29), Hct-Dam%(43)
    Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(21), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-EndRdx/Rchg(40)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(25)
    Level 26: Boxing -- Empty(A)
    Level 28: Energy Drain -- Rct-Def(A), Rct-Def/Rchg(48), Rct-Def/EndRdx/Rchg(48)
    Level 30: Tough -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(46), RctArm-ResDam/EndRdx/Rchg(46), ImpArm-ResPsi(50)
    Level 32: Energy Transfer -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(33), Mk'Bit-Dmg/Rchg(33), Mk'Bit-Acc/EndRdx/Rchg(33), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dam%(43)
    Level 35: Energize -- Prv-Heal(A), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(36)
    Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39), LucoftheG-Def/EndRdx/Rchg(40), LucoftheG-EndRdx/Rchg(40)
    Level 41: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(42), ShlWal-Def/EndRdx/Rchg(42), ShlWal-ResDam/Re TP(42)
    Level 44: Focused Accuracy -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx/Rchg(45), AdjTrg-ToHit/EndRdx(45)
    Level 47: Physical Perfection -- PrfShf-End%(A)
    Level 49: Super Speed -- WntGif-ResSlow(A)
    Level 1: Brawl -- Empty(A)
    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: Fury 
    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), Prv-Absorb%(5), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(3), PrfShf-End%(3)
    ------------

    • Thanks 1
  8. 25 minutes ago, Menelruin said:

    This intrigues me.  If I may go off on a slight tangent, do you have any experience with EM and Brutes?  For theme's sake I have an EM/EnA Brute (since Tankers are sadly denied Energy Aura), but the build I found is....odd.  It seems pretty damn durable, but didn't have room for Taunt.  And since EM lacks AoE, it can't Pokevoke crowds to hold aggro....decent at holding AV's attention though, at least.....

    I have a Energy Melee/Dark Armor Brute. He was pretty fun to play, but not nearly as enjoyable as this Tank. I’ve never enjoyed Energy Melee as much as I do on Tanks, not sure why. Do you mind posting your build? I could see if there were some way fit Taunt in there for you, maybe even swap some other IOs around to see if I can get some better numbers. I don’t have much experience with Energy Aura builds. But I definitely have several thousand hours of making builds under my belt, so it wouldn’t be too hard to figure it out. When the game shut down, making builds on Mids was my way of “playing the game.” So I like to think I’m at least moderately qualified to make good builds! 😎
     

    edit: The Brute will seem a bit anemic initially. They have the lowest damage modifier of any AT that has access to Energy Melee. This is no surprise to anyone who knows Brutes have fury. Eventually, you will overtake the Tank in damage, but it’s not a night and day difference. The Tank will always be tougher and be better at aggro/mob management. I would say make a Tank, but we don’t have Energy Aura. So your hands are tied. However, if you do make an Energy Melee Tank, I have a build posted for every primary (sans Super Reflexes, which I may make tonight), and they are all very similar to my Fire/Energy Tank. Some are borderline identical. 

    • Like 1
  9. I don’t believe this is top tier (the build is top tier, but the power set combo is not), but I do believe it is competitive. If you adjust your play style accordingly, you can get a lot of mileage out of it. I Tank very aggressively on this build. If I know my team is in zero danger of mopping up the leftover mobs, I leave and aggro the next, dropping a Burn patch immediately followed by Whirling Hands, then I smack the boss with Energy Transfer and Total Focus. By doing this, most of the minions are gone, LTs are around half health and the boss I have targeted is either knocked out or about to be by the time my team shows up. 
     

    edit: I will advocate for this build until it gets the respect it deserves! I really think people are sleeping on Energy Melee... specifically  Fire/Energy, Shield/Energy and Bio/Energy. 

    • Thumbs Up 1
  10. 12 hours ago, Sovera said:

    I loved the guide. It might be what I needed to feel better about Tanker ST damage actually.

     

    There's room for some tweaks (I wouldn't go as far as calling them improvements). The ATO proc in the aura was tested as not being ideal. Even in a target saturated medium it will at most stay at two stacks and between 5% chance of missing and PPM rules they might stay at one stack for periods of time. In the same vein there is too much S/L resistance going and some slots could be distributed, S/L defense cap reached to be softcapped with Barrier.

     

    But really, you're herding monsters in Peregrine and barely having to use your heal so are any of these actual improvements 😄 ?

    I noticed that too, it’s almost impossible to not go over the cap for S/L as much as I did. I was actively trying to avoid as many S/L resist as I could. With Touch of Death and Obliteration being the only IO sets I used in the build that offered S/L resist bonuses. I wanted the rest of the set bonuses in those sets, so I said to hell with it and didn’t care about those set bonuses being wasted. I could technically do something different here.. but I’d lose out on 7.5% defense to melee just to make sure those two set bonuses weren’t being wasted. 
     

    I’ve been noticing that with Blazing Aura as well. But I’ve tested the ATO in every single attack I could on this particular build, and the only time I could get three stacks was if I put that power on auto and did nothing else. Burn, Energy Transfer and Total Focus are my babies.. so I opted to put the ATO in Blazing Aura because it’s almost always at 2 stacks 100% of the time once things get going. The auto-pilot aspect of it means I’m free to spam my heavy hitters and completely forget about my ATO procs. With 2 stacks I’m at 90% Resistance to all damage types outside of Cold, Psionic and Toxic (which can easily be capped with Healing Flames).
     

    I’ve fully completed my build, have all accolades I wanted to get (the pretty autos that make your status window look BEAUTIFUL) and I can’t bring myself to stop playing him. Little did I know that herd management is my favorite part of the game. His name is Retro DPS if anyone has played with me on Excelsior. I’ll try to get some screenshots of some of the numbers I’ve been able to reach with Energy Transfer/Total Focus. They range from pretty modest (300-400 damage) to absolutely insane under the right conditions (3k+). I don’t want to jynx it, but if Energy Melee gets some well deserved luvin’... I can only imagine the insanity. 

  11. Take Temperature Protection. Always take it. Skipping it is only hurting any Fiery Aura build. You’ll save multiple slots and it allows you more places to put IOs that are vital to making any Fiery Aura build top tier. I would say that standard slotting is the two +3% Defense IOs, a KB Protection IO, the Aegis Psi resist unique and an Impervium Armor Psi resist IO. It’s a no brainer. It allows you to slot one more Psi resist than you otherwise could and it gives you more cold resist AND it gives you slow resistance. There are other things you can sacrifice to fit in whatever you’re trying to fit in. That being said, any top tier build follows the same pattern of cutting excess fat. What I mean by this is, you wouldn’t want to take EVERY power from Staff. Could you? Absolutely. But your build will be substantially less effective. This is the same for every single Melee/Ranged set in the game if you are trying to make a build top tier.

  12. I posted some Fiery Aura builds here. More of a parody guide, but the builds are pretty decent. I've had zero issues so far Tanking for any content at +4 with my Fire/Energy Tanker.

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  13. Updates. Been having a lot of fun herding all the monsters on The Cutlass Isles (I believe those are the islands) on the Excelsior server. Oftentimes reaching aggro cap and marching them all the way to Portal Corp. I just did this yesterday and it was a blast. Pure chaos, and about 20-30 heroes all blasting away. Sometimes I’ll herd the entire island, and let them hit me while I form teams. Even with 10-16 monsters aggroed on me, it is rare the I need to use Healing Flames.

     

    Thoughts on making the build better:

     

    Swapping the IOs in Barrage and Bonesmasher would yield a better proc rate for the +Absorb ATO proc, but also a slight yield in DPS (I am not the best numbers guy... but I’d imagine it would be 1%, or less, in DPS loss). I have not tested this yet, but putting the chance to heal proc IO from the Power Transfer set in Consume would turn it into another decent heal. It still can proc multiple times per enemy hit, yeah? I know it did when I was testing it in Dark Consumption on the test servers. If surrounded by enemies on my Dark/Shield Scrapper it was healing on average 600 HP. But I swear I’ve seen people mentioning that it no longer procs multiple times per target hit, I cannot confirm nor deny this because I haven’t changed the initial build I posted, because it feels really good as it is.

     

    Anyways, @triduum, how has the Tank been treating you? End up rolling it or did your alt-itis get the best of you? 😅

  14. 5 minutes ago, SuperPlyx said:

    What is this? I mean besides a figurine of Recluse,it appears to have some numbers that change in the base...curious.

    It looks like it's a figurine from some type of game of sorts. The icons next to the numbers look an awful lot like offense and defense.

  15. On 5/23/2020 at 6:16 AM, triduum said:

    Camel,

    I  woke up and read this before going to work. I am now amped up and ready to face the day and I am going to roll this tank tonight. Fun Fun!

    Glad to hear it! Make sure to prioritize the IOs in Health for recovery, KB protection IOs, the 2 +Def IOs, the Unbreakable Guards, And the ATOs. Not sure how much inf you have, or how you will level this character but those IOs helped a lot while leveling. Touch of Death and Obliteration in the build aren’t bad to focus for either. 

  16. 4 hours ago, Gammos said:

    Very solid looking! I did have one ATO set in Siphon Life but not the other set. I wonder how this build would stack up in everyday use against mine. On paper it is definitely better lol. 

     

    Why choose Shadow Punch over Smite?

    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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  17. 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.

    Monty Python And The Holy Grail GIF - Monty PythonAndTheHolyGrail ...



     

    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.

    Monty Python And The Holy Grail - Trumpet Scene GIF | Gfycat

    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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  18. 18 hours ago, Bopper said:

    I'm admitedly theory crafting a bit. I should defer to others who might have more expertise. I just can see the synergy if you wanted to try a set you havent fully played yet.

    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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