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Sovera

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Everything posted by Sovera

  1. This was something I was building as a Scrapper and then I looked at it and decided if it had no agro aura then why not make it a Stalker instead and enjoy AS (even if it comes at the cost of Mud Pots). The premise: everyone hates runners but we are stuck with the cottage cheese. Ice Patch, in theory, should minimize this. Apply, or re-apply, at around 50% HP and mobs will be flopping at the time they should be running away (will not work on AVs). Stalkers are a bit squish as they level but a corner pull and an Ice Patch allows to solo 99% of the content. Stalkers are, IMO, a much better experience than Scrappers be it leveling or end-game. While leveling Scrappers have RNG crits that may happen, or not, but a Stalker always ensures an initial crit when starting a fight from stealth. Then they also get Build-up resets on top of stealth resets on TOP of their RNG crits similar to Scrappers (which are further boosted if playing in a team unlike Scrappers'). So a good driver can initiate combat in stealth, use Build-up, use Frost. Keep brawling (Stalkers no longer are ambush backstab rogues, they brawl) and at getting the stealth reset use it with Frost Aura. If BU reset in the meanwhile then use it with Frost Aura too. I 'solved' (airquotes) the problem I had with Ice Melee that was not having a good ST chain since Greater Ice Sword did not merit picking and slotting as Frost almost did the same damage, but Frost is an AoE so it does sucky ST damage (tells ya all ya need to know about Greater Ice Sword). So it starts as Assassin's Strike, Ice Sword, Freezing Touch, Ice Sword. Repeat. This has some small gaps, such as Ice Sword recharging in 1.7 seconds and Freezing touch being a 1.2 animation so there is a 0.5 second delay, and Freezing Touch taking 5,3 seconds and Ice Sword x2 + Assassin's Strike only taking 5 seconds. I use airquote because placing both ATO procs in Ice Sword has its own downsides such as having it hit like a wet noddle, but placing the stealth reset in AS would give the crit to Ice Sword (so, wet noddle crits). Same as putting it in Freezing Touch. But having it in Ice Sword has a chance of making the stealth reset happen to AS which will trigger the slow AS (if I've kept up with Stalker mechanics (it's been a while)) which is a nono too. Perhaps a veteran Stalker player can chime in. There are some choices to be made as for example whether it is worth to keep Earth's Embrace over Geode. Even removing all HP accolades and the 100 HP unique in Unbreakable Guard EE will still only give 700 HP. Once having accolades and the unique this comes down to a measly 300 HP. Worth it? The player can decide but Geode doubles as an HP AND an endurance clickie and I think that trumps EE since Stalker's low HP pool means they only regen 36 HPS (30 HPS without EE). I left EE in anyway but consider the pros and cons. While leveling there will be huge gaps in the rotation to fill up with Frost. In the end the build boasts of softcaps and about 50% resistances across the board but I'd still take Barrier since it's not enough to fend off defense debuffing on its own. I have Brimstone turned off because it has a bug where it is adding much more damage than it should and I didn't want to lead people on, but the goddevs of Mids are aware of it and its been fixed just not released yet. Hasten at 128 is not the fastest thing around but its okay, I guess. At 2.55 EPS (and if taking Geode) that extra endurance mod in Crystal Armor could become another damage proc in Frost Aura too. As always I build tanky and hate being accuracy debuffed so I went with Targetting Drone instead of a snipe and Shadowmeld etc, so this is not the highest damage possible. Stalker (Ice Melee - Stone Armor).mbd
  2. Only the lack of an agro aura holds me back from delving into Stone Armor with Scrappers.
  3. At the risk of sounding weird Stone is a better WP than WP like WP is a better Regen than Regen. WP's weakness is the lack of defense debuff protection (only 17%) coupled with no resistances since it is meant to rely on those said defences. Generic IOs only: Defences: 4% to S/L, 15% to F/C/E/N, 12% to psi. Resistances: 22% to S/L, 20% to psi, 5% to F/C/E/N/T. IOs, Tough, and Weave will add to this. So anything that debuffs defences will mulch WP. Then it only has regeneration to regain health. Like Bio it handles generic enemies pretty well (anything strictly S/L, or E/N enemies that don't debuff defence) and hates anything that debuffs. Bio has no resistances to E/N and relies on E/N defences while having no protection against debuffs. Enter Stone Armor. Like WP it is hands off being mostly passive other that one buff in Earth's Embrace. It too also has an extra recovery passive (Crystal Armor), but has other perks (recharge in Mineral Armor, damage proc in Brimstone, damage aura in Mud Pots) on top of reaching high defence to all (WP only has native defence to F/C/E/N), having still mediocre defence debuff protection that's nonetheless a bit better than WP (41%), and to top it a decent chunk of resistances that we can bolster with IOs since the defences are mostly handled natively. Generic IOs only: Defence: 25% S/L/E/N. 29% Psi Resistances: 12% to S/L/E/N, 47% to F/C and 50% to Toxic. Ah, and both rely on regeneration as their means to recover. WP regens much more on paper (even with just one enemy in range but it goes up the more enemies there are) but in practice the difference is not that high since EE (easily) caps Stone Armor's HP. Scrappers have a low HP pol so the amount regenerated is not large anyway. With one enemy in range WP regenerates 39 HPS (with accolates and still on generic IOs) where Stone regenerates... 33 HPs. Willpower wins the regen race as IOs will make it close on the HP cap. With only generics and accolades it reaches 2k HP where Stone Armor with just EE reaches 2500 (but is capped at 2400 anyway) especially with more enemies around them.... but Stone Armor gets Geode which doubles as heal AND recovery tool and can be up once a minute. The one thing WP has is a taunt aura where Stone Armor does not for Scrappers (boo, remove the fear code already!). Well, that and an easier concept both in name (willpower) and how little FX it covers the character in. Any Captain America/Punisher/Daredevil/non super superhero can use WP but good luck doing that with Stone Armor. Summing it up, Stone Armor makes for a good WP with better tools and equally mostly passive without caring about having to juggle defensive clickies. WP is outdated but then so was Stone Armor before the devs gave it a pass so once they get around to WP it will get that buff and polish it needs.
  4. I'd like more 'bad' teams. Everyone is so tanky there is barely a point in playing a Tanker until very late end game.
  5. Despite the sonorous 45% in Musculature it's actually about 15% which is still nice, so going from 45% to 33% is not a huge loss, and yes I always put end mod in Crystal Armor as I have it in the (near) immortal build in my signature and other stone armor builds in that thread. Honestly I'd keep selling merits or using them to make money since another 60 million for a complete set of normal ATOs should not take too long. I'm assuming you know how to sell or use merits but just in case check the newbie guide in the signature if not.
  6. With the tanker ATO (Mids is borked and does not show SMoT but it's 6.7% and two stacks are easy to keep up so it's what I account for) and Barrier you account for 18.4%. So S/L is already overcapped with all of this. On the same vein F/C has 5% too much. And E/N is at the weakest spot but splitting Superior Gauntled Fist allots 12% which, with the above, puts it at 79.6%. With some changes S/L is at 69.8%. 69.8% + the 18.4% mentioned above ends at 88.2%. E/N ends at 87.9%. And F/C ends at 87.5%. If you get a third stack of the ATO (unreliable but not impossible either) they are all capped at 90% as well. I changed the order of the powers a bit. You don't need an early Earth's Embrace since it is a minimal heal and the HP buff is neutered by the low level raw stats, and you don't need an early Fighting pool since you reach 45% without Weave. Weave will probably be turned off most of the time and just toggled on for enemies that debuff defence. Once that happens you rely on Weave and Barrier for an extra 10% making your defense be 55% without outside aid. I've also changed Cardiac for Musculature. It's at 2 endurance positive and turning Focused Accuracy should make endurance infinite. You can only turn it when facing enemies that debuff accuracy when solo (slightly tweak the IO choices for more accuracy to be at 95% when facing +3 if wanting to keep FA off). When in a team it does not matter as there is always someone throwing Ageless around since it's a pretty popular choice. If not, well, carry a few Recovery Serums. Or move back to Cardiac since Cardiac Radial will finish capping your resistances without a third ATO stack. I simply prefer the small boost in damage (about 10% from Musculature 33%). I wouldn't bother too much about a FF proc in Radioactive Smash since there are no particular CDs in the build, but swapping the slotting between Radiation Siphon and Radioactive Smash would allow for it. Tanker (Stone Armor - Radiation Melee).mbd
  7. Someone was asking advice about a Ice/Stone Scrapper and though I mentioned the runners and how Stone is so sturdy it does not make much synergy with Ice, I do consider an Ice Patch at around a group's half HP point would help with runners. For those of us with all HP bars shown all the time gang 😜
  8. On the upside KM will shine once the dev team gets to it. Their updates to lagging sets have a good track record.
  9. Looks good. The way I build is just A way to build, not THE way. Plus respecs are cheap so you can add more damage later when you feel like twiddling a bit more. At a glance there are just three slots I'd consider superfluous: the extra LotG in Combat Jumping (10% regen is one more HP per second (from 36 HPS to 37 HPS. The slotting gives 0.7% extra defence too)) and the two slots in Fly (the -fly debuff resistance is already taken care of by Evasive Maneuvers). You can also place the slot from Karma in CJ to Tough and add a KB protection from Steadfast Protection to get the same KB protection but add a fraction more recovery (won't ever be noticed, but, why not?). You can place two slots in Consume and get more E/N resistances than you were getting as well as a substantial 7.5% recharge by swapping to Synapse. Or place two slots in Focused Accuracy with Adjusted Targetting and improve its stats a bit while also recouping your E/N resistances. Or place all three in Brawl and slot four Kinetic Combat which can replace the slotting in Burn or Total Focus, or ET, while still preserving your defenses (though I feel you have too much as it is). Plenty of choices, one of which is also let things stay as you have them as the build's pretty solid as is.
  10. Defence on a resistance armor is just a little bit extra. Resistances are doing the heavy work. But I find I usually have enough latitude to bring some defense in while still having capped resistances and decent (around 135 second Hasten) recharge. With that said I aim for 45% (with Barrier) to S/L which often ends being Melee too. Usually I don't bother using Barrier for that. Barrier's my panic button. If my HP dips too fast even after Healing Flames then I use Barrier and I'm assured the huge defense boost will keep me alive until Healing Flames has finished recharge. As a bonus it caps my defenses and resistances since it turned out to be a situation where those 5% might be useful to have. Aiming for more is generally not advised because anything that does defence debuffing will eat those defences anyway since Fire Armor has no resistance to it, and what doesn't do defence debuffing is generally not hard to begin with. But, IMO, 45% is a nice buffer since even resistance based armors suffer from defence debuffing. It's best to have those 45%, then eat a small purple and be at 57% (if it's REALLY being hard), and now those defence debuffers need to work hard to peel all that defence down. In the meanwhile Healing Flames is recharged, Barrier is recharging, and they can be used again. It's how I soloed the ITF on enemies buffed, no inspirations, etc, despite Fire Armor being 'squishy'. During that time you're smacking things. Especially with an Energy Melee where between those tweaks to increase the damage and the immense crowd control Energy Melee brings you can get rid of a most of a spawn in the initial 10 seconds.
  11. What Barrier does is give a large amount of defense and resistance during the first 10 seconds, then it slowly decreases. At the one minute mark the decrease halts at 5%. It will continue being 5% for the last minute. It lasts two minutes total if you pick the side that says 120 seconds, and recharges in two minutes which means it is permanent for content that is 45+.
  12. My signature has plenty of examples but this is the last one I posted.
  13. If you want to pump up your damage there are some tweaks to be done. Burn, for example as you have it, is at about 304 where it could be at 460. And Energy Transfer, your huge big hitter, could be at 770 instead of 638. We can even ditch having Tough toggled on and still be capped. Another few things to consider is that with a second stack of the ATO you will have an extra 6,7% that Mids is not showing you. So rather than having Might of the Tanker six slotted and be at 99% to S/L you should move your slots around and aim to be at around 83% like your E/N currently is. Or you can toggle Tough off and replace the slots in Healing flame for Preventive Medicine to be around 83% with Tough on. My own approach is to always account for Barrier and it's permanent 5% defense and resistance so that even with Tough toggled off they are still at 90%. Anything too easy to not need Barrier does not need the extra 5% anyway. So accounting for two stacks of the ATO (6.7% x2) and Barrier (5%) has my builds looking to put their resistances at roughly 77/78%. Any more than that and it is useless once all those things are activated. Like, currently you have S/L at 99. But once the second ATO stack procs you'll have it a 105%, then if you use Barrier because you're in trouble it goes to 110%. But 90% is the cap anyway. Your E/N resistances are at the sweet spot for the second ATO stack to put them at 90%, but if you use Barrier they will go to 95%.
  14. My opinion on the three would be: Rad/Staff: pretty sturdy, weak AoE propped by Rad Armor if you proc bomb Rad Therapy and Ground Zero, weak ST. If you like the theme it works just fine though but temper your expectations of whittling bosses at a fast clip because it won't happen. The FF procs Staff can slot will help Rad's recharge to have thos mini proc bombs come back sooner. Dark/Dark: sturdy as well from a combination of Dark Regeneration, high resistances, and layering -toHit. Usually I wouldn't praise the -tohit but it will be supported by at least one aura (no more than one IMO) and the defense from the stealth. The AoE will be weak and the ST mediocre, with Soul Drain being a nuisance since we need to decide whether to use it and help finish killing half a spawn when it runs its course or save it to use it on a full spawn. Fire/Claws: Effective, brutal, simple. Still Tanker ST damage but helped by Fiery Embrace, but strong AoE between Spin (who is above average), Burn, and Shockwave if deciding to take it. I prefer nt to to since it is easier to just sit in the middle of a group and spam PbaoEs while focusing on the boss(es) but Shockwave does prop up Fire Armor with soft mitigation as one of the less sturdy armor and it IS an extra AoE. As a bonus both Focus and Shockwave take Forcefeedback procs that accelerate Fire Armor's clickies like the heal and the endurance, as well as the second Build-up effect.
  15. As someone who has messed around with Fire Armor somewhat extensively I say your build is good as is for whatever content you'd like to play. That said there are numerous tweaks you can do but they depend if you care about increasing your damage. If no, because playing a Tanker and intending to team and the team is the one who is doing the damage, then leave it be as is. If yes then it's going to be a matter of changing slots around. Some small tweaks you can do even without chasing damage would be: - Putting the ATO that you have in Blazing Aura somewhere else. Perhaps Barrage. This is because it's a stacking buff (6.7% per stack and goes up to three stacks). In Blazing Aura it only ticks once every 10 seconds even if surrounded by enemies so you'll only have one stack at most. Putting it in a single target attack will allow you two spam it more and in return get the proc happening more times. For example your Energy/Negative resistances are currently at 82.2% (Mids accounts for one stack of the ATO but not more). Having it go off a second time would neatly place your E/N resistances at 88.9%. - Taking Energy Punch instead of Barrage gives you two benefits. One benefit is that it's a super fast attack which is a great filler while you wait for Total Focus to return. You can fo TF, Energy Punch, Bone Smasher, Energy Punch, Energy Transfer, Energy Punch, Bone Smasher. Repeat. The second benefit is that Barrage 'steals' Energy Focus which is what turns Energy Trasnfer from a 2.9 seconds animation into a 1.2 animation. If ET misses (as it is possible to do thanks to the 5% minimum miss rate) and Barrage eats Energy Focus then you only get it back next time TF is up. You may think about the -regen as important, but, mathematically speaking, it is not. The -regen debuff is good against big HP meat bags and these are exclusively AVs and GMS. Elite Bosses don't have enough HP for the -regen, and especially such a small value as 100% (the normal regen debuffs are 500%) to have an impact on how fast they are downed. Even those big bags of HP have protection against debuffs, and the higher the level difference the more that resistance to debuffs is diminishing the effects. That said if you like Barrage and want to lay that -100% regen debuff then continue because you're not breaking the build by doing so. - The ATO is Total Focus should go into Blazing Aura. The proc is a small absorb shield and it does not stack so it's fine if it only has a chance to go off every 10 seconds. Total Focus is one of your two big damage dealers and depending on your intentions you can either throw five Hecatombs and a Touch of Death proc or what you'd like. - Tactics is not needed. Even without it you're already at 91% chance to hit +3 enemies. The Hecatomb has 15% accuracy which will finish putting it at 95% (which is the softcap since there is alwas a 5% chance of missing). Check the accuracy of your attacks by changing the relative enemy level in Mids and then go over the accuracy of each attack. - Agility Core incarnate is not particularly helpful to this build. It gives some defense, but Fire Armor is not a defense based build. It gives some recharge, but recharge is not particularly needed either. You could either go Musculature 33% for a bit more damage (around 10% if I recall correctly) and a bit more endurance, or Resilient for more resistances. - Speaking of endurance I don't know how you've been handling your blue bar with Consume not being slotted. If it has worked out then it's fine and carry, but I wouldn't leave home without six Synapse Shock in there because A) Synapse Shock is chockfull of good bonuses, and B) a slotted Consume can ignore most sapping effects, the very thing that makes 90% of the other characters tremble in fear. Fire Armor may not be the sturdiest thing around but sapping problems ain't one. I won't add to this novel before you decide on what direction you'd like to go.
  16. Lumi, no. Zeke, stop encouraging her!
  17. Defence is an addendum. You're still a resist based character and your resistances should be at 90%. The 45% is just an extra that allows to dodge most things Fire Armor is bad at (debuffs and psi). The 59% is just for defence based characters to worry. The good news is that resistance does not care about incarnate caps. If you're at 90% then you're set. Resistance debuffs? Resists resist resistance debuffs and you have those at 90% ergo you're 90% resistant to resistance debuffs. (I like this phrase, now say the whole thing ten times fast). Even to reach 45% is already a gimmicky affair relying on not completely optimal slotting, plus Storm Kick, plus Barrier. So I don't think that you will get much higher. Not with that character, you have resistances to keep up, three types of defenses to keep up, and on top try to have a decent recharge. You should not even need more defence overall but while it is not as fun consider that having 90% of your inspirations dedicated to small purples lets you bump that 45% to 57% on the off chance you do find your HP dipping.
  18. @Lindharin This is one of those options I mentioned above where the person doing it will be invisible. No one will suddenly say 'oh heck, I'm suddenly immortal' though they might say 'oh heck, I'm suddenly dying and don't know why' when the person leaves the team. It may not be glamorous but it will help everyone a lot.
  19. I agree. Heat of the moment are the best. Even if then there can still be roleplay nitpicking (can't save everyone? But I'm a speedster, I am super fast!) or biased moral choices we don't agree (in SWTOR I got dark side points for saving medical data that could save thousands, if not hundreds of thousands, over saving a single person dangling from a cliff). But saying it doesn't work is also not quite so. We routinely have a Batman doing his best when he could just phone the Flash and have him clean everything in a couple of seconds, or Superman fighting magical creatures instead of phoning one of his magic friends to come clean it up. But 'heat of the moment' avoids that measured response. It's happening NOW, gotta do something NOW, seconds to decide, go go go!
  20. Yes, but there are only a finite amount of defense options once having taken Combat Jumping, Weave, Maneuvers, etc. That's where Kinetic Combat comes in for those who want to up their defense.
  21. Finally went around to punching a few pylons. Turns out that despite 'feeling' good (and having a -res proc) the times are average for a Tanker: 4:01 4:44 4:13 Omg, Tankers, so much DPS O_O; Can't wait for the inevitable nerf to Tanker damage over a vocal minority showcasing 5-6 damage-proc-per-attack builds as irrefutable proof of Tanker superiority! Good news is that the endurance is completely licked and even with Focused Accuracy + Tough + Weave the blue bar stayed at 80% for the whole 4 minute fights (AoE will drain it faster though). Anyway, not as exciting as I hoped. But it made me curious if Incinerate was worth the swap. So I respecced out of it and back to Scorch. Having Scorch makes the build semi-impervious to exemplaring (lacks a third attack until 25 (exemplared) while Scorch recharges but one of the AoEs can do it in a pinch, or one of the prestige attacks) but is it a damage loss? It should be as it is a T1 but Incinerate is a DoT, so meh. 4:27 4:16 Everything seems to be about the same so there is no particular reason to change to Incinerate. Place Incinerate's slotting in Fire Sword and Fire Sword's in Scorch if wanting the swap. Incinerate as a DoT sucks since we hardly ever know if we actually killed a mob and will often hit it another time just to be sure. Now, I drool at the prospect of having Cremate... but not at the cost of Combustion. ... *eyes Fire Breath, useless as sand to a beduin*
  22. No, they are useless. There are some cherry picked ones like Kinetic Combat and Steadfast Protection (just the proc), but the OG devs expected us to spend a couple of weeks in the low levels. Now we spend two hours in the low levels. One QoL I'd like would be for all sets to be slotted by level 10 instead of having arbitrary minimum level. It's busywork to wait until 17 or 27 to slot something and in the meanwhile use a filler.
  23. In the same way as Brutes the procs are bad and just about useless. The BONUSES are good though so don't skip on slotting the ATOS. But since the procs are near useless there is pretty much not much point in thinking too hard. My own way to do it is: - Is my nuke a rain? Then one can go there as rains don't proc well (or at all). - Is my nuke NOT a rain? Then it does NOT go there as proc bombing the nuke increases it's damage in 30% and Sentinels need all the damage help they can get. - Will I be using my T1 or T2? One of the ATOs goes there as T1s and T2s proc badly due to their fast recharge. - Do I have an AoE? The other ATO goes there as AoEs tend to be bad with procs anyway.
  24. While obviously a buffer and a debuffer will provide a lot to a team you need to consider they don't actually are necessary while leveling and the closer you to go max level the less they are really needed (which seems paradoxical but that's how it is). If you intend to 'just' do normal content then anything you bring is fine as long as your build is decent and you're hitting things. If you want to go into Hardmodes (CoH equivalent of raids for lack of better word) then specialized builds come up but that's 1% of the current content and not something a new player ought to worry about just yet. - You can pick a Tanker and just be the first to jump into the thick of it. That's all a Tanker is required to do, no memorizing routes or worrying about cycling defensive clickies or etc. This is a simple game. Your damage won't be super amazing but it will let you defeat enemies well enough (Build-up + both AoEs = 90% of a group defeated) when you're soloing and you will be s t u r d y. This is my advice for new players. The (near) immortal build in the signature is my usual recommendation. This solos and teams well and can do up the difficulty pretty early on. - You can pick a Kinetics in whatever flavour you care. They give Speed Boost early on which grants recharge that is always welcome while also giving endurance recovery. Both those buffs are deeply appreciate in the low levels before IOs kick in. Later on they are less impactful (though usually desired nevertheless) but then you're also giving Fulcrum Shift and increasing the damage of the team. The ultimate buffer would be something like a Kinetics/Sonic Blast Defender. Corruptor is fine too but Defender gets the buffs earlier. Your attacks with Sonic naturally do -resistance so your team does more damage and your Kinetic buffs are buffing the team to recharge faster and hit harder. This is not as easy to solo and you might never really up the difficulty much more than mid level. - Any sort of shielder. You will be invisible. No one notices you're around. But people will simply take less damage. The further you get to maximum level the less impact it has as people gear up, but non meleers will still be sturdier simply by hitting your shields every couple of minutes. Same as above regarding soloing. - The basics would also be a Blaster. Okay, you're not buffing. and okay, you're not debuffing. Who cares? If you're hitting Build + Aim + your nuke you just killed a whole group of enemies. If there is nothing alive there is nothing left to hurt the team. Caveat, you only do this every 40-50 seconds so roughly 2-3 groups. This is just as squishy as the last two suggestions (until a lot of money is poured in though thankfully money is not hard to make) but might not be as hard to level by dint of doing a lot of damage very fast. Again, if nothing is left alive after the first seconds... For all three do consider picking up Flight and Hover to be hovering out of melee range as ranged attacks hurt less than melee ones. - And just like the previous suggestion so will any melee character. Not buffing, not debuffing, but if defeating enemies at a good clip then nothing much left alive to hurt back the team. They will be squishier than the Tanker but hardier than the buff/debuffer characters. As a bonus they come immune to crowd control which the ranged characters are not. This also soloes decently well and later on will increase the difficulty easily once some money is poured. Higher difficulty = more money. - With the exception of the last suggestion: the humble Sentinel. Decent damage, sturdier than the buffer/debuffer choices, less damage than the Blaster but also capable of doing the nuke combo under 30 seconds unlike the Blaster. As a bonus it is the only ranged character who is also near immune to crowd controls. They might be grumbled at because they don't do a tremendous amount of damage but they are a super solid first pick for a new player. There is no downside as later on any gear bought for them can be respeced out and transferred to other characters. Also check the newbie guide for info and money making tips via easy selling of Merits. Making your own superbase is free and a good place to have your gear stashed for alts to pick up.
  25. Made some truly minor tweaks to the slotting to slightly boost the damage of Crushing Uppercut and sprinkled more accuracy since without Focused Accuracy you were a bit under the cap (place your Relative Enemy Level at +3 and verify your accuracy when building). You have around 74% to most resistances with just one ATO stack which is better than my usual. If you can be arsed pick up the accolades to boost your HP and endurance. It'll leave you HP capped and slightly more endurance will help your recovery. There's a how to for the accolades in the newbie guide in the signature though it's minimal min maxing for end game. Concrete Pebble (Stone Armor - Street Justice).mbd
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