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Everything posted by Sovera
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Hmm. Sure. Kinda? Earth's Embrace COULD be a pass. All it adds is 20% Toxic and another about 1.100+ HP (EE says about 700 HP but there is some multiplicative at play. Probably the accolades?) to the build (from 3534 down to 2466). This in turn also affects regeneration of course (63 HPS down to 44 HPS) which is the only sustain the set has, but, inspirations and incarnates could take over. That said it's a 1.1k buffer for all effects comparable to an absorb shield like Bio or Rad has. But both Bio and Rad could pass Ablative or Particle Shield too if they wanted. It might not be a GOOD plan, but it's a plan 😄 It's also what would affect the build the least, IMO. As mentioned above Mudpots is the agro aura so invaluable, Minerals is +recharge and psi defense so invaluable, and Brimstone is both damage proc and fire/cold/toxic resistance which is needed since the build has no F/C/Toxic defense. While leveling I push EE way back since the heal is miniscule and having near or be at softcap defense is godmode that doesn't require more. Early leveling mobs hit slower and weaker to help leveling players. Mobs get stronger the close we are to 50, but, we are at such a power creep peak with IOs (and especially with Stone Armor) we might never even notice it. That said Toxic can be nasty and we have no defense against it so we need to rely on resistances.
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It would be plenty bad to skip any of those three. Minerals is your source of psi defense. Without it you'd be naked to psi since you don't even have psi resist. You'd also lose the +recharge baked into the power. Mudpots is your agro aura. Without it you'd be relying on punchvoke and Taunt only. Definite no in my book. Brimstone you'd lose resistance to Fire, Cold, and Toxic, on top of losing the Brimstone damage proc. As a Tanker you kinda want all the help you can get for a bit more damage, IMO. Stone Armor does not have defense against Fire/Cold so you survive that damage on your resistances, which you'd be skipping if not taking Brimstone. The only skippable power IMO is Granite. And yeah, it's difficult to fit everything which has held me back more than once on some Stone Armor combos, but on the other hand it's nice to have a set that is solidly good instead of SOME sets I will not name where I'll always skip three or more powers that are simply so bad. If they are that bad and are never picked then there is something wrong with the set. But it does make fitting things easier.
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I was summoned! Are you sold on Elec? The ST is lacking which keeps pushing me away, but if you're into that pairing then give it a try. You'll have 85% to S/L and 62% to E/N. To garnish it you'll have 40% to melee defense as well. If you take Barrier, which I recommend, you'll have the last 5% for defense and S/L resistances. E/N will be the small hole at only 67%. Open with Build-up, Lightning Rod, Burn, Thunder Strike, Chain Induction, Havoc Punch, Jacob's Ladder, Havoc Punch. After that if there are still more than one enemy up keep the rotation going. Each time Burn is up it can substitute one Havoc Punch. Chain Induction is a weak link where it's neither a good AoE skill (it's a chain, and they suck in this game) or a good ST skill (because it's an AoE it does poor ST damage) but it animates really fast and it's needed to have a gapless ST rotation. If you have just one enemy then ThunderStrike, Chain Induction, Havoc Punch, Jacob's Ladder Havoc Punch. Burn isn't a good ST skill, but, if so much as two enemies are in range then use it as mentioned above. The upside of the build is that in AoE situations we can go ham on the AoE. Lightning Rod is an AoE, Thunderstike is an AoE, Chain Induction is an AoE, Burn is an AoE, Jacob's Ladder is an AoE. The downside is that most of Elec AoE is mediocre to bad. Thunder Strike is a very weak AoE, Chain Induction is not only weak but because it's a chain there's a chance the chaining will be interrupted. Jacob's Ladder is a cone and they suck. The star is Lightning Rod who will easily clean half a spawn when backed with Build-up while leveling. The other downside is the single target damage of Elec. Fire Armor will help with Firey Embrace but gone are the days Burn would be a solid help for ST for the sets with weak ST. If you feel like trying something else than Elec then Claws/Fire Brute was my best all arounder character for a good chunk of my play time with blenderizing in AoE and solid ST (2:30 pylon times which is not something Elec could hope to match). Fire Melee is also the new hotness but I'd recommend the Tanker version since they have, IMO, the best version of Fire Melee with two PbAoEs. Brute (Elec Fire).mbd
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Claws is the opposite of hitting like a truck. Claws is an AoE blender machine (though this is at its peak on Scrappers since they get slightly faster Spin/Shockwave) with fast animations. Spin, in particular, is way overtuned for a level 6 power. Follow-up means we play with a perma 70% damage boost plus the accuracy it comes with. Shockwave allows to bite more than we can chew with the constant KD spam. In the same vein Focus is good soft CC with the KD spam and can be used with good effect to prevent problematic mobs to activate powers. Usually it's all about using Follow-up, Slash, and Focus for single target, and Follow-up, Focus, Spin and Shockwave for AoE (just Follow-up, Spin, Shockwave for Scrappers) with Shockwave having an Overwhelming unique to make the KB into KD. With both Shockwave and Focus able to slot Force Feedback procs any build that pairs with Claws will have its cooldowns appreciatively shorter.
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If Pets are this bad, what is the point of Masterminds?
Sovera replied to Caios's topic in Mastermind
To have fun. When you no longer have fun you play something else. This applies to the AT as to the game and most things in life. -
It's valid, it's just not very efficient, but, remains valid. The thing is that we usually start combat with Build-up and murder half the group and Build-up (with a Gaussian proc) allows to bull through most -ToHit BS if you use it for that purpose. But it is enough of a problem that I always take Focused Accuracy to be just about immune to those debuffs since it offers a colossal 80% something resistance. Without resistance to -ToHit debuffs then accuracy melts like defense melts against defense debuffers without DDR. So it's not to say the approach of loading on accuracy is a bad approach, but, you don't need more than 95% for most of the game and only a few factions will do -ToHit debuffs, at which point you can toggle Focused Accuracy for them. I build for having it up 100% of the time which allows me to ease up on accuracy slotting. But that's just how I build and not the only way to build. As for procs ED means we can't go higher than 100% anyway, so once we are are 95%-ish and another slot won't increase the damage more then we can add a damage proc to bypass the ED restriction. You don't specifically need to do it but it helps with the damage if damage is something you care about. Most people who builds Tankers just focus on being super sturdy.
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After downloading the new Mids it works. So, at first glance: You don't need so much accuracy. Your attacks are on average 134% or more to hit +3 enemies so that Kismetic and all those LotGs could be swapped to give yourself damage procs, a second recharge in Melt Armor (and a first recharge too I guess?), a end mod in Stamina, etc. Do consider a Winter's -20% recharge in Super Jump. I would probably lean a bit harder on the resistances like swapping in four Titanium Coatings in Tough and/or Shield Walls in all the toggles, swap the Ragnorok for Bombardment etc, but it's a choice to go that high into the defense angle as well. Everything looks well in order so it's just min maxing according to where you wish to take the build.
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I'd go with Titanium Coatings for more resistances all around. The other sets just add more defenses that SR should not be hurting for.
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The top of the hill in the ITF's first mission.
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Kinda. Impossible to be at health cap with a Fire Armor since we don't have a big HP buff like Invuln or Stone has. Only the small passive from Consume but at best 2.9k (2.6k without) but the cap is 3.4k. The rest like Energy resists (of course, 90% to most except psi 25-30% and Toxic at near 50% by stacking Healing Flames), defenses (Martial Arts version with 45% to melee/ranged/AoE or any other secondary and just 45% to S/L). It's the Turtle build in my signature.
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Remember also that as Yomo said that the CC has a duration. You might not notice it on a +0 or +1 enemy but since you're not a controller you won't be slotting for duration and instead for damage. Because of that the stuns will happen but be blips. The only one who will make longer duration stuns is indeed Energy Melee since every attack has a chance to stun and those will stack up fast enough you can even stun AVs (while their triangles are down). The talk of slotting stun procs usually misses this angle. The stun may or may not go off, but then it lasts for a very short duration.
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Welcome aboard, new friendo! There's a guide in my signature for these moments. Use the /help and /lfg channels liberally for questions as everyone's pretty friendly to newcomers.
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If you're building for melee you're automatically building for S/L as well. So if those ranged attacks have a S or L component it's helping.
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Even with fully saturated Drain Soul it's middle of the pack. Which isn't bad since it's a middle of the pack that packs (heh) a heal AND an endurance recovery which is otherwise unheard of in any melee set (Radiation Melee has a heal but that's it). So it's pretty useful and it can make smooth the edges of sets that are difficult, like Shield, by providing the heals and endurance they lack. But it is a pre-incarnate set. Nowadays once at 50 the incarnates fix all heal and endurance problems so that utility-in-exchange-for-damage becomes simply a damage loss. Still brutally good for the ones who like exemplaring and soloing. Especially solo. In teams we don't have the time to pull off a glacial Drain Soul before all minions are dead (same problem that any Kin has with FS). But it can be said if the team is bulldozing then does it matter if SD was saturated or not? If we bulldozin' we bulldozin'. Which is why it shines more when solo. No one kills the minions before SD goes off, no buffers in the team means the healing and endurance are appreciated ,etc. Obviously we can't have that kind of utility on top of top damage because then what's the point of playing anything other than the set that heals, has endurance recovery covered, AND does top damage?
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Yes, but only kinda. ED is still a thing.
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6/10. You did ask to be rated 😄 Some obvious mistakes: You want an Overwhelming Force proc in Shockwave. You might even want a Force Feedback as well to get the extra recharge. Eviscerate is not great (though it's not game breaking to take it and use it either). But you can do a complete attack chain with Follow-up, Slash and Focus with just a small gap. Or trade Slash for Eviscerate and not have a gap at all. Speaking of Focus you might want a Force Feedback proc in there as well. I'm not sure what you're aiming with Experimentation. Is it just the Super-Speed simile? Because Combat Jumping (or Hover if you're into fighting while floating as I am) would add another 2% which would finish capping Negative and let you ease up on the slotting for the other defenses. I have a Claws/Energy you can take a look at and copy some of the slotting ideas. Scrapper (Claws - EA).mbd
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Mids says 51% for Stone. Without Granite.
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And Stone. 55% defense, 81% (if we consider two stacks of the ATO as perma) to all except psi, but psi has 56% defense and doesn't DDR. And HP almost capped... I mean, the cap is 3554 and the build has 3553, so it's not capped. At that point we can argue for resistance armors... for the 9% more that they bring to the table 😄 I could change Musculature to Resilient and be at 85%-ish. Or even Cardiac though the endurance is handled. The only 'downside' is the lack of a heal. It has to survive on 63 HP regen.
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*looks at all their Tanker builds at 70% being advertised as '90% across the board'* Y-yeah!
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Somehow? Come now, Dian, you cannot be that naive. It's not like we haven't spelled things out when ever you post. You just ignore it. Anyway, glad you found a Tanker you liked. Try the (near) immortal in my signature, the framework, and (near) immortality, starts at level 13. Everything else from then on is just adding more power or more bells and whistles, and, yes, you can two shot three fourths of a group by level 20 in the first 10 seconds of combat while still be (near) immortal.