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Auroxis

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Everything posted by Auroxis

  1. Bruising could have been buffed. Tankers could have also received a support passive that buffs your teammates' damage, to expand on the role of being a team anchor.
  2. I've built a lot of Tankers and Brutes. I know how to get Brutes to the caps, and how to get Tankers there too. Brutes require more investment, you just can't argue against that simple fact. It's an advantage no matter how insignificant you wanna make it out to be. With damage cap Brutes win by a hair. Heck some Tankers might even beat Brutes there once you factor in stuff like slightly better debuff values on -res powers (Evolving Armor, Rend Armor, Eye of the Storm, Rib Cracker, and Arctic Breath). The Tanker's ease of building can also benefit your DPS by making it easier to slot procs instead of recharge/accuracy/endurance reduction enhancements. We're changing so much about the Tanker here, that adding extra QoL in the form of +20 endurance seems superfluous and unnecessary.
  3. You can cap them with far less ease, which means you need to sacrifice elsewhere (probably in recharge). If you wanna argue for not "needing" the extra mitigation that's one thing, but you can't argue against the fact that Tanker has better Brute mitigation numbers. Especially once you factor in the ATO proc. It does change the equation, the Tanker is almost identical to the Brute in terms of single target DPS in that scenario, while still retaining all other advantages. Tankers don't usually take ageless anyway, mine often take Rebirth for the extra healing unless I'm playing a set like Bio. Also if the change is irrelevant, why include it in the first place? Why make Tanker the only class with such an advantage?
  4. It's not just the target caps being changed, the radius and arc buffs make a massive difference outside of a target cap scenario. And even if we use the "single target tanks and AoE tanks" analogy, Tankers still have the advantage of having superior defense/resistance numbers and not needing to build up Fury. Then there's the damage cap change and the endurance change on top of that.
  5. Well, fun is subjective. I don't mind the attack being weak if it has a nice debuff attached to it, I like having a 3rd useful single-target attack after Haymaker and Knockout Blow, and in Titan Weapons Defensive Sweep was part of my attack chain which gave me bruising and a melee/smashing softcap.
  6. It isn't even remotely as big of a disadvantage that'd call for such changes. You say that, but: 1. You can add support passives to Tanker without changing the way it plays. 2. You removed Bruising which fundamentally changes the way the tanker plays by making it less of a support, while also changing attack chains. 3. You massively buffed AoE's radius/arc/target caps which makes the Tanker's role of being an aggro magnet more of a passive one than an active one. Might be an improvement, but it still changes how the class is played. There are lots of ways to make tankers more team-support centric without changing the way they play. And yes, Tankers enjoy herding and having all the attention on them, but making their AoE's simply hit more targets is unnecessary power creep since it puts the squishier Brutes to shame, especially once you add the damage buffs and damage caps on top of it. You wanna enhance their herd and taunt aspect, you can do that without buffing their effective damage output. It seems to me you went way overboard in buffing their effective AoE damage under the guise of aggro management, which could have been addressed in other ways. You also removed Bruising (instead of giving it a well-needed buff) which takes away the team support aspect many rolled the character for. It seems you already invested a lot of time and effort into it, so I expect most of the changes to remain. All I can do is bargain for more team support (leadership-style passives and aggro management) and less Brute levels of damage.
  7. I suggest you try to fit tough and weave in there, and then build up your s/l resists and endurance management. You could afford to drop Vengeance (rarely ever useful), TT:Leadership(Mind Link and Follow Up give ToHit) and Combat Jumping (you have more than enough defense once you get Weave).
  8. I'd say it's definitely the most difficult due to the way Build Momentum disrupts your attack chain. This is coming from a pylon tester with the top time for Tanker TW.
  9. It would destroy attack chains players are familiar with (no 2nd Follow Through) so that's a no from me. If a change is made, then it shouldn't be jarring and disheartening to the players used to playing the set. Especially in this game where being OP isn't that big of a deal. Remember that while TW is the top performing set in the end-game, it's also the most difficult one to play and is slow to get going in the leveling phase.
  10. Nice, is that with 2-4 procs in each attack and Moonbeam? Also, Hybrid toggled on or off?
  11. That's a fine approach if you just want to play. But you don't need to read even a single page into this thread to know that a lot of people want considerably more time invested into the project. And to make that happen it would be helpful to secure more funding by offering rewards to donators.
  12. I think we'd need two things: 1. A revamped donation system that recognizes donors in some way in the forums (optional forum titles, special font/color/style on forum names depending on donation tiers, limited-time rewards) and in-game(no p2w or content gating though). 2. Staff getting paid if possible, to help keep some of the amazing members of the team.
  13. Comes from Rebirth, which on average puts the build at 500% or so but mids can only display the peak.
  14. Bane can hide the backpack. As for future plans @Razia, no guide is in the works though I'm still tinkering with builds. Also, the test server having some of its features disabled made me slow down with experimenting. I do have a lot of builds that I'm happy with, but didn't post a guide about them in the forums for few reasons: 1. There are already existing threads about the combo and I don't want to "claim" a combo that someone else is actively working on. For example I have an Inv/SS tanker build I'm proud of, but I don't want to claim one of the most popular combos in the game. 2. The build is too tailored to my taste, for example a Fortunata with a focus on DPS through claw attacks, when most people seem to prefer going for psi attacks despite the lower DPS. 3. I don't wanna manage too many guides/build threads due to time limitations. I expect that any future build thread I make will be more like the Empathy guide I made rather than threads like these which just showcase a build without explaining the logic behind power picks.
  15. 5%, it's already off in the screenshot. You can enable combat in mids yourself by going to Options ->Configuration->Effects & Math and checking the 'Attacked' checkbox under 'Suppression'.
  16. Good balance of damage, debuffs, lore (Arachnos has warworks), and not being a gigantic robot/monster that takes up the screen like the Banished Pantheon and Longbow ones.
  17. I know full well how accuracy and ToHit work. Anyway, the OP is talking about getting equivalent chance to hit as they would otherwise get from slotting an accuracy SO/IO. Which TT:L and CT:O slotted with a single ToHit SO each do just fine. OP didn't ask about being able to have a 95% chance to hit against +4's, and i wouldn't worry about it too much while leveling either since you won't have the defenses to take on +4's anyway at those levels. Unless you're teamed with good supports, in which case there would likely be sufficient tohit buffs/defense debuffs to get you to to 95%. Sure it would be nice to have solo, but slots are valuable early on.
  18. The endurance loss from picking up Tactics from Leadership is worth a slot on its own, so that's overkill. It's a fine idea for early levels, but I would lose Combat Training (and even Tactical Training: Leadership) on a later respec once you get some accuracy from set bonuses. I recommend picking up the Kismet +Acc IO while leveling as well.
  19. -def is a pretty inconsequential debuff. Keeping Achilles' up on a target isn't that difficult of a feat either on other sets, nevermind Sonic which can keep a much higher -res value on a target without relying on the most common -res proc. Like I said, rad is pretty good for procs. But it's far from being the "go-to for debuffs".
  20. Radiation Blast is definitely not the go-to for debuffs, as Achilles' -res proc doesn't stack with itself even from multiple casters. Beam Rifle is a different story thanks to its -res and -regen, and Sonic is the king of -res debuffs. Rad blast is nice because of the number of procs you can fit in each power, it's more of a damage set than a debuff set if you go for a full proc build.
  21. Stalker loses out on Irradiated Ground so it should be a downgrade.
  22. I use this one:
  23. There's Soul Mastery for Moonbeam and Shadow Meld, and Mu Mastery for Zapp and Ball Lightning. The snipe can replace Crushing Blow in your attack chain for a bit of extra DPS.
  24. Bio has a lot of synergy with DM. It has a damage aura you can scale up with Soul Drain (which also addresses your AoE issues) and being a resist/defense hybrid it benefits from the -tohit debuffs.
  25. While having offensive utility for content where your mitigation isn't needed is important, keep in mind late-game doesn't only encompass that. Late-game can be hami raids and some incarnate trials, where heals+regen buffs are useful. Late-game can be doing the weekly task forces for double merits, where you'll often play together with very weak characters and those heals+buffs will come in very handy. Late-game can be keeping your team's lore pets alive longer. Regeneration Aura makes you quite tanky with high uptime, and my Empathy build has hardcapped resists as well as softcapped defenses. Then there's the subject of blasts, which a good defender can definitely get some damage out of if built correctly. Whether it be by choosing sonic or by proccing out your blasts.
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