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Camel

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Posts posted by Camel

  1. 2 hours ago, Techno said:

    What do you think of this build? Is it overkill?

     

      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: Staff Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Blazing Aura -- Erd-Acc/Rchg(A), Erd-Dmg(43), Erd-Acc/Dmg/EndRdx/Rchg(43), SprGntFis-Acc/Dmg/Rchg(45), SprGntFis-Dmg/EndRdx/Rchg(46), SprGntFis-Acc/Dmg/EndRdx/Rchg(46)
    Level 1: Mercurial Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), SprBlsCol-Rchg/HoldProc(11)
    Level 2: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam(3), Ags-ResDam/EndRdx/Rchg(3), ImpArm-ResPsi(5)
    Level 4: Healing Flames -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(37), NmnCnv-Heal/Rchg(40), NmnCnv-Heal/EndRdx/Rchg(42), NmnCnv-Heal(43), NmnCnv-Regen/Rcvry+(50)
    Level 6: Guarded Spin -- LucoftheG-Def/Rchg+(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(17), SprMghoft-Acc/Dmg(48), SprMghoft-Dmg/EndRdx/Rchg(48), SprMghoft-Acc/Dmg/Rchg(50), SprMghoft-Rchg/Res%(50)
    Level 8: Temperature Protection -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(9), ImpArm-ResPsi(33)
    Level 10: Taunt -- PrfZng-Taunt(A), PrfZng-Taunt/Rchg(46)
    Level 12: Plasma Shield -- Ags-ResDam/EndRdx/Rchg(A), Ags-ResDam/EndRdx(13), Ags-ResDam(13), ImpArm-ResPsi(15)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Super Speed -- BlsoftheZ-ResKB(A)
    Level 18: Eye of the Storm -- Erd-Dmg(A), Erd-Acc/Rchg(19), Erd-Acc/Dmg/Rchg(19), ScrDrv-Acc/Dmg(27), ScrDrv-Acc/Rchg(34), ScrDrv-Acc/Dmg/EndRdx(34)
    Level 20: Burn -- Erd-Dmg/Rchg(A), Erd-Dmg(21), Erd-%Dam(21), FuroftheG-ResDeb%(23), Arm-Dam%(23), Obl-%Dam(27)
    Level 22: Staff Mastery 
    Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(25), ShlWal-ResDam/Re TP(25), LucoftheG-Def(34)
    Level 26: Fiery Embrace -- Empty(A)
    Level 28: Serpent's Reach -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(29), SprWntBit-Acc/Dmg/EndRdx(29), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Dmg/EndRdx/Acc/Rchg(31), SprWntBit-Rchg/SlowProc(31)
    Level 30: Boxing -- Empty(A)
    Level 32: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(33), Ags-Psi/Status(33)
    Level 35: Innocuous Strikes -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(36), SprGntFis-Dmg/Rchg(36), Erd-Dmg(36), Erd-Acc/Rchg(37), Erd-Acc/Dmg/Rchg(37)
    Level 38: Sky Splitter -- Hct-Dmg(A), Hct-Dmg/EndRdx(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dam%(40), Hct-Dmg/Rchg(40)
    Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42)
    Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(45)
    Level 47: Super Jump -- BlsoftheZ-ResKB(A)
    Level 49: Consume -- PrfShf-EndMod/Rchg(A)
    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 -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11), Prv-Absorb%(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(17)
    Level 1: Combo Level 1 
    Level 1: Combo Level 2 
    Level 1: Combo Level 3 
    Level 22: Form of the Body 
    Level 22: Form of the Mind 
    Level 22: Form of the Soul 
    Level 0: Portal Jockey 
    Level 0: Freedom Phalanx Reserve 
    Level 0: Task Force Commander 
    Level 0: The Atlas Medallion 
    Level 50: Agility Core Paragon 
    ------------
    ------------
    Set Bonus Totals:

    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 11% Defense(Smashing)
    • 11% Defense(Lethal)
    • 25.38% Defense(Fire)
    • 25.38% Defense(Cold)
    • 25.38% Defense(Energy)
    • 25.38% Defense(Negative)
    • 6% Defense(Psionic)
    • 8.5% Defense(Melee)
    • 18.5% Defense(Ranged)
    • 15.69% Defense(AoE)
    • 14.4% Max End
    • 6% Enhancement(Heal)
    • 15% Enhancement(Accuracy)
    • 50% Enhancement(RechargeTime)
    • 22.5% SpeedFlying
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 133.5 HP (7.13%) HitPoints
    • 22.5% JumpHeight
    • 22.5% SpeedJumping
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 83.75%
    • MezResist(Held) 83.75%
    • MezResist(Immobilized) 83.75%
    • MezResist(Sleep) 83.75%
    • MezResist(Stunned) 83.75%
    • MezResist(Terrorized) 83.75%
    • MezResist(Teleport) 100% (20% chance)
    • 12% (0.2 End/sec) Recovery
    • 52% (4.06 HP/sec) Regeneration
    • 30% ResEffect(SpeedFlying)
    • 30% ResEffect(RechargeTime)
    • 30% ResEffect(SpeedRunning)
    • 11.75% Resistance(Smashing)
    • 11.75% Resistance(Lethal)
    • 26% Resistance(Fire)
    • 26% Resistance(Cold)
    • 22.25% Resistance(Energy)
    • 22.25% Resistance(Negative)
    • 22.25% Resistance(Toxic)
    • 45.25% Resistance(Psionic)
    • 22.5% SpeedRunning

     

    Definitely not! That's a beautiful build! Been thinking of making a Fire/Staff Tank as well.

  2. 3 minutes ago, Sovera said:

    Let me know when you do and we'll pewpew together. THE WORLD WILL BURN! 😄

    Well, I'm in the pacific northwest waiting to get called for forest fires, IE, I have SO much free time. Other than that, I have no dedicated schedule. I'm actually playing right now and can initiate the transfer. I'll PM your global when I do. 

  3. 7 hours ago, Sovera said:

    Cardiac? Boo! Musculature FTW!

     

    ...seriously though, I'm running Focused Accuracy with no end red, and Assault, and living off Consume. Very occasionally I pop a Recovery Serum if either fumbling Consume or met with end drain. This lets me go Musculature 45%. Claws isn't EM though.

    I've seriously been considering swapping out my T4 Cardiac for the T4 Musculature. My end bar refuses to move unless I get drained. I mentioned it earlier in this thread, but my Melee Core Hybrid is also a bit overkill, so I've thought about going Assault Hybrid as well. I tank for teams, so there is almost always some buffs, whether a literal buff like Fortitude, or a static buff like 8 stacked Maneuvers. I'm convinced that my build + Barrier is more than enough to handle every scenario in the game since I don't solo on this toon.

     

    edit: I'm going to do a server transfer one of these days if you'd like to team up. I'm positive we could duo almost any TF, or we could build a super team and literally carry them to victory. I routinely make Blasters jealous when they see a Tank doing over 2k damage, it's hilariously fun to show off sometimes.

  4. 10 minutes ago, Werner said:

    It looks like you're only counting 5% from Barrier, but Cardiac Core buffs the resistance of Barrier Core from 90% -> 32.5% -> 7.5% -> 5% to 108% -> 39% -> 9% -> 6%. (Agility Core does the same to defense.) So you're actually 1% higher on a couple rare damage types. Woo?

    WOO! Thanks for that. I have a decent understanding of this game but I learn something new almost every day! I remember watching your 240p (360p?) videos over a decade ago on YouTube. Back then, I was a rookie. Didn't farm, had not honed my build-theory skills, etc. Eventually I was able to make my one and only "God-tier" build before the Live servers went down. I believe you posted something on the forums back then about Dark/Shield being far superior than your Dark/SR Scrapper you had spent so much time on. I eventually built one, spent months acquiring all those IOs we used to have to pull out loans for... I have vivid memories of playing that scrapper on S/L farms back before they nerfed them, and you could make every enemy a boss. Glad to see some familiar faces on some of my forum posts.

    • Thumbs Up 1
  5. 2 minutes ago, Veelectric Boogaloo said:

    They're one per toon per day, so if you're trying for more you'll need to alt.

    I knew it. It was just too frequent and controlled to be random. I always get one with 15 minutes of playing. Thanks for confirming!

  6. This isn't Invulnv/SS, but it is an Invuln Tank. So almost everything will still apply. You'll notice that my build I'm sharing has 45%+ Defense to Smash/Lethal/Energy/Neg Energy/Fire/Cold... This is huge, and you will always want to reach 45%+ to all these damage types. Someone can correct me if I'm wrong.. But slotting Health and Physical Perfection with anything other than Unique IOs is a waste. You can get much more regen from taking those slots, and using them to put the Power Transfer chance for heal IO in Stamina and Physical Perfection. I don't know exactly how much regen this will yield, but it's definitely noticeable.

     

    A lot of people opt out of the Fighting pool on Invuln.. I can see the merit in that.. But Weave is such a great power... I'd 100% recommend taking the Fighting pool and either find a way to reach 90% S/L resist with or without Tough toggled on. Combat Jumping is something to consider here. I absolutely despise using flight as my main travel power. Almost 100% of my characters run Superspeed + Sprint + Combat Jumping as their means of travel. YMMV though. Anyways, here's the build. Hopefully you can draw some inspiration from it and make some improvements of your own! 

     

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

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

    Hero Profile:
    Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-Max HP%(13), UnbGrd-EndRdx/Rchg(29)
    Level 1: Barrage -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Dmg/EndRdx/Rchg(7), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Rchg/Res%(9), SprGntFis-Rchg/+Absorb(11)
    Level 2: Resist Physical Damage -- ImpArm-ResPsi(A), ImpArm-ResDam(29), ImpArm-ResDam/EndRdx(33)
    Level 4: Bone Smasher -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(45), SprBlsCol-Dmg/EndRdx(46)
    Level 6: Dull Pain -- Pnc-Heal(A), Pnc-Heal/Rchg(46)
    Level 8: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(17), ImpArm-ResPsi(17)
    Level 10: Unyielding -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(31), RctArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx(46), ImpArm-ResPsi(50)
    Level 12: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/Rchg(25)
    Level 14: Taunt -- PrfZng-Taunt/Rchg/Rng(A), PrfZng-Dam%(43)
    Level 16: Whirling Hands -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(34), Erd-%Dam(37), ScrDrv-Acc/Dmg(37), ScrDrv-Acc/Dmg/EndRdx(40), ScrDrv-Dam%(40)
    Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19), GssSynFr--Build%(21)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), ShlWal-ResDam/Re TP(23), Rct-ResDam%(42)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27)
    Level 28: Build Up -- RechRdx-I(A)
    Level 30: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx(48), ImpArm-EndRdx/Rchg(48)
    Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(33)
    Level 35: Energy Transfer -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(36), SprGntFis-Acc/Dmg/Rchg(36), SprGntFis-Dmg/EndRdx/Rchg(36), SprGntFis-Acc/Dmg/EndRdx/Rchg(37)
    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%(45)
    Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- PrfShf-End%(A), PwrTrns-+Heal(48)
    Level 49: Unstoppable -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(50), Ags-Psi/Status(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+(5), Mrc-Rcvry+(5), RgnTss-Regen+(34)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(3), PrfShf-End%(3), PwrTrns-+Heal(34)
    Level 0: Freedom Phalanx Reserve 
    Level 0: Portal Jockey 
    Level 0: Task Force Commander 
    Level 0: The Atlas Medallion 
    Level 50: Agility Core Paragon 
    Level 50: Ion Core Final Judgement 
    Level 50: Reactive Core Flawless Interface 
    Level 50: Barrier Core Epiphany 
    Level 50: Melee Core Embodiment 
    ------------

     

     

  7. On 6/4/2020 at 9:41 AM, Doc Ranger said:

    So odd to see all the different slotting methods for a couple of powers 😉

     

    Here's my take after playing /DA on several controllers. 

     

    Typically in a /DA build you are hunting some recharge for perma Fade. 

     

    I slot Twilight Grasp with 2 Touch of the Nictus (1 Acc/Heal, 1 Dmg Proc) and 4 Cloud Senses ( which includes another Dmg Proc and the set of 4 gives 6.25% Rech).

     

    For Soul Absorption I will tell you that slotting for Acc is useless. Please don't think you need to do this. It hits everything no matter what.

     

    For slotting...if I have plenty of slots left I will 6 slot it with: 2 Efficacy (End, End/Rech), 2 Perf Shift (End, End/Rech) and 2 of your favorite Heal Set (Heal, Heal/Rech). 

    If I need to steal slots I will pull the EndMods from Efficacy first, then Perf Shift. If I absolutely have to steal another then I will take the Heal. Minimum slotting for me is Efficacy End/Rech. Perf Shift End/Rech and a Heal/Rech.

     

    The key is to max the recharge. Perma soul absorption and Fade will make your party unkillable...as long as they hang out near you 😉

    It's definitely a key power. As long as 4-5 slots are being used for it, it's hard to go wrong. I prefer to have my Heal values in the red, and am perfectly fine with End Mod being 80ish%. Most of my builds have enough recharge to get it perma with around 89% Recharge value. I haven't dusted off my Fire/Dark Controller in ages.. But I have a new build that still gets over 45% Def to all positions even with the Fade not being affected by  the +special nerf. So maybe I'll do that soon!

  8. 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?

  9. 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.

  10. 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.

  11. 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
  12. 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. 

  13.  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
  14. 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
  15. 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
  16. 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
  17. 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. 

  18. 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.

  19. 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.

    • Like 1
    • Thanks 1
  20. 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? 😅

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