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Posts posted by Sovera
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6 hours ago, ZemX said:
Is any tanker really vulnerable if you throw IO sets and Incarnates into the mix though?
This sums up my point of view. We have too many tales of 'haha, my tank just puled X enemies and laughed'. Well, yes, it's a tank? It is what they do. ITF and romans are nice and good, but lets talk about something a bit more problematic to tank.
How about soloing some Shepherds from First Ward? They mulched my Fire Tank by -res (and no resistances resist resistance debuffs helped), -defense, and I think -accuracy but don't quote me. It might have been slows. Regardless between -res AND -def a single +1x8 would kill my tank np.
What about Banished Pantheon, but not the watered down version we get from DA since all the incarnate boosts turn them into +1.
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Put hover on for the extra bit of defense, then, if you are not and old like SOME people I shall not name, manually approach what you wish to kill.
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I'll say it again, Fire armor/Ice melee. By level 20 you're melting whole groups and it does not need a ton of IOs to be safe because you get Ice Patch. Once you get Burn you'll be addicted.
Check my signature for builds.
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45 minutes ago, I-Dirty said:
everything seems the same. IDK I need aspirin lol
You need to click the lil buttons so that they are green.
All da little buttons, unless you don't want them, for example Build-up so it does not skew your accuracy maths. I'd still suggest just copying a build instead of making one. If you're super new it's best to use a build. For example, if you take Weave you don't need to do that particular slotting for Contaminated Strike and Radiation Siphon.
I did some tweaking. Doesn't mean it's better, it's just different. Resistances don't need to be at 90% because the Tanker proc in Radioactive Smash will put the resistances to 89% with a second stack (and the Scaling Resists unique in Battle Agility gives +1% resistances when at 90% or lower HP).
SpoilerThis Hero build was built using Mids Reborn 3.0.5.7
https://github.com/Reborn-Team/MidsRebornClick this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Radiation Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: FightingHero Profile:
Level 1: Deflection -- LucoftheG-Def/Rchg+(A), UnbGrd-ResDam(3), Rct-Def/EndRdx(3), Rct-Def(5), UnbGrd-ResDam/EndRdx(5), UnbGrd-Max HP%(7)
Level 1: Contaminated Strike -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(9), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11), Mk'Bit-Dam%(11)
Level 2: Radioactive Smash -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(25), SprMghoft-Acc/Dmg/Rchg(25), SprMghoft-Dmg/EndRdx/Rchg(27), FrcFdb-Rechg%(27), TchofDth-Dam%(29)
Level 4: Proton Sweep -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Dmg/EndRdx(39), ScrDrv-Dam%(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Rchg/KDProc(40)
Level 6: Battle Agility -- ShlWal-Def/EndRdx(A), Rct-ResDam%(15), ShlWal-Def/Rchg(17), ShlWal-Def(17), ShlWal-ResDam/Re TP(19)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 10: Against All Odds -- EndRdx-I(A)
Level 12: Active Defense -- RechRdx-I(A)
Level 14: Super Jump -- WntGif-ResSlow(A)
Level 16: Radiation Siphon -- HO:Nucle(A), HO:Nucle(19), HO:Golgi(21), HO:Golgi(21), TchofDth-Dam%(23), TchofLadG-%Dam(23)
Level 18: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
Level 20: Fusion -- AdjTrg-ToHit/Rchg(A), AdjTrg-EndRdx/Rchg(29), AdjTrg-Rchg(31), GssSynFr--Build%(31)
Level 22: Taunt -- MckBrt-Taunt/Rchg/Rng(A)
Level 24: True Grit -- Prv-Heal(A), Prv-Heal/EndRdx(31), TtnCtn-ResDam/EndRdx/Rchg(33), TtnCtn-ResDam(33), TtnCtn-ResDam/Rchg(33), TtnCtn-ResDam/EndRdx(34)
Level 26: Shield Charge -- ScrDrv-Acc/Dmg/EndRdx(A), ScrDrv-Dam%(34), ScrDrv-Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Acc/Dmg/Rchg(36)
Level 28: Irradiated Ground -- Obl-%Dam(A), Arm-Dam%(36), Erd-%Dam(37), TchofLadG-%Dam(37), FuroftheG-ResDeb%(37), AchHee-ResDeb%(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 32: One with the Shield -- GldArm-3defTpProc(A)
Level 35: Devastating Blow -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(42), Hct-Acc/Rchg(42), Hct-Dmg/EndRdx(42), Hct-Dam%(43), TchofDth-Dam%(43)
Level 38: Atom Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(43), SprGntFis-Acc/Dmg/Rchg(45), SprGntFis-Dmg/EndRdx/Rchg(45), SprGntFis-Acc/Dmg/EndRdx/Rchg(45), SprGntFis-Rchg/+Absorb(46)
Level 41: Boxing -- Acc-I(A)
Level 44: Tough -- TtnCtn-ResDam/Rchg(A), TtnCtn-ResDam(46), TtnCtn-ResDam/EndRdx(46), StdPrt-ResDam/Def+(47), TtnCtn-ResDam/EndRdx/Rchg(47)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(47), Rct-Def/EndRdx(48)
Level 49: Grant Cover -- LucoftheG-Def/Rchg+(A), Rct-Def(49), Rct-Def/EndRdx(49)
Level 1: Gauntlet
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Heal-I(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13), NmnCnv-Regen/Rcvry+(13)
Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15)
Level 14: Double Jump
Level 50: Ageless Core Epiphany
Level 50: Void Radial Final Judgement
Level 50: Assault Radial Embodiment
Level 50: Degenerative Radial Flawless Interface
Level 50: Musculature Core Paragon
Level 50: Banished Pantheon Radial Superior Ally
Level 50: The Atlas Medallion
Level 50: Task Force Commander
Level 50: Portal Jockey
Level 50: Freedom Phalanx Reserve
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In teams you're not going to notice Bio's squish.
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SR a trap?
in Tanker
Werner sings the praises of Shield for damage but the buffing aura is something I didn't notice at all. Shield Charge at least is a semi demi mini nuke. I should have paid more attention to the damage buff when plunging into the middle of a group, but just hitting things with and without it didn't seem to have much of an impact in killing speed.
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40 minutes ago, I-Dirty said:
ok someone tell me what to do! OMG 😜
You got 5k slots. DO IT ALL!
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Just now, Werner said:
You can avoid the space lobster ambush. Just stay away from the whole front section of the area, where front is where the stairs are. I fly straight up from the cave, and I try to not advance farther than the oracle, but I'm not sure exactly where the triggering area is.
Other tricks I've used when going for speed instead of a kill most:
- Just rescue the Sybils, don't take down the big spawns. Probably an obvious one.
- Just destroy the Shadow Cysts and ignore everything else. Probably not doable on Fire, as it wasn't on my Dark, just too many debuffs to handle. In that case, kill everything around the cysts and leave the cysts with just a few hit points. Then destroy all the cysts on a second pass ignoring the ambushes. They'll have a hard time catching up to you.
- I'm not sure if turning off burning aura and doing this would go easier or faster for Fire, but rather than killing them, you can run through the crowd in front of Romulus to hit the aggro cap, then drag them to him. Then you can generally deal with the AVs one at a time. Less worry about survivability, plus on Shield at least, a big damage boost.
- When you're down to just Romulus, drag him over to the door to the right of the platform where the spawns spawn. They won't spawn, so won't interrupt your damage or have even a chance to heal him.
I'd love it if anyone has other suggestions for solo ITF speed, and I apologize for being off topic. Also, while I started a kill all ITF yesterday, it's been a while and I haven't finished and it was a kill most, so if there have been any changes that might affect these strategies, I wouldn't know. It did seem like their defense was higher that I remembered.
I knows, I've done all of those when soloing the ITF twice. Once normal and once with all the modifiers. But doing the ambush on purpose is the point. Can we really call it the ITF and soloing it without that ocean of seafood at the top?
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5 minutes ago, Werner said:
Good point. Also no temps, no insps. Though the Fire/Ice run I'm aware of was done in 2:25:51, and Shield/MA has done the same in 1:24:06. That said, the difference in those times is almost certainly survivability rather than raw damage output. Get rid of "enemies buffed", and I have to believe the Fire/Ice would be significantly faster, as it probably would be in most other situations. How about Super Strength for Rage? I'm told the crash is generally no big deal, and double Ragers kill really fast. And foot stomp is fun. I wonder how Shield/SS would work with all that damage boosting, plus Foot Stomp, Shield Charge, and throw in Mighty Judgment? That's a whole lotta powerful feeling attacks, at the very least, and probably for real powerful.
I can try running it and see what time I get. Definitely will need either some tweaks or my Lore to distract the ambush since I tried to solo the ITF on normal mode and almost could do it but in the end I got slowed to a crawl and not even Barrier and Ice Patch was enough. I have another build with 65% -recharge though. That ambush atop the hill is just too much with 20+ bosses who all do -recharge and -defense.
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1 minute ago, SmalltalkJava said:
How is the Fire/Spines end up workign out? I have a spine/fire brute that I am thinking about turning from a farmer into an actual playable character. I never really knew how to approach it and if i should just level up a fire/spines tanker instead or some other fire/* tanker. I have this angelic concept that I'm tossing around and fire suites it really well.
Is this build that you posted a month back what you are finally shooting for with Fire/Spines?
I got bored with it. It's going to work but Ripper's slowness was sapping my will to live since I kept comparing it with Frost who did the same but with more range. Once we remove Spine Burst and Impale is it really a Spines build though? 😄
Both are bad enough I'd still not include them though, at least for my own consumption, but the build works being dragged forward by Fire Armor.
Check the first post for my top picks in Fire Armor, but plenty works like Fire/Katana if you want to go angelic fiery sword.
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Right. Everyone suggesting their favorites so guess which one I'm going to suggest??
Fire Armor! Surpriseeeee!
No seriously, if a fire armor can solo the ITF on +4x8 with enemies buffed then then it's fine as 'tough enough'. Go Fire Armor/Ice Melee and you're good to tank the whole while feeling good about your damage.
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SR a trap?
in Tanker
33 minutes ago, Hjarki said:The problems I experience with SR:
- It has no resist powers. While it does have the scaling resist, the real issue is that it doesn't have powers to slot resist sets. Every unique resist IO has to be packed into Toughness and you can't use non-unique resist set IOs (such as for bolstering Psi resist).
- When it fails, it fails hard. All sets have a 'hole'. But most of the time, that 'hole' just means not being hard-capped/soft-capped against that particular attack. With SR, the 'hole' is extremely narrow (non-positional attacks) but SR is completely defenseless against them. So instead of struggling against certain enemies, it simply faceplants against them.
- No endurance management/protection. Not having endurance management is a nuisance. Not having any endurance protection means that 5% of the time, the sapper effectively kills you by knocking down all of your toggle.
SR on a Tanker is also a bit over-the-top. While you've got completely unassailable positional defenses, you'd be in essentially the same place on most other AT. Certainly, they're not quite as tough (lower health, smaller scaling resists), but you're not really gaining much advantage as a Tanker so you might as well just be a Brute/Scrapper/Stalker/Sentinel.
You're gaining close to 20% resistances from the ATO which is pretty brutal since it goes across the board. Minor nitpick because I agree with everything else. My one play with a Widow crashed at my first Hami when the same blasts that my Tanker shrugs off nearly one shot her. A bit like Shield where I start pondering combos and then see I end up shoehorning myself into DM to get health/endurance.
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3 hours ago, Neiska said:
For argument sake, lets say the AE was removed by magic pixies in the night. Poof, gone. Everything is magically better, right? Well, no. Not at all. I would expect several things would happen.
I'm just going to snip the rest because it's much shorter than what you've said.
What would happen? Nothing. Nothing would happen. How did people farm before the AE? They picked a mission and would run it over and over. The infamous Dreck comes to mind.
Nowadays there are no hoops to be jumped. The first mission of the Market Crash 100% looks like a regular farm mission from the AE but at 100% the XP. It may not be as OPTIMAL as patrolling mobs who come to meet at the center but it's a gazillion Freaks to be reaped,
The only way to calm down the anti farming crowd (incidentally I haven't received an answer about how inflation did not balloon prices, and neither about how it takes casual play two weeks TOPS to buy all the purples and winters, and half that if a bit more aggressive about playing which seems about right if actively playing a character we are enjoying) would be to instate a GW2 diminishing returns.
And it's universally loathed in GW2. GW2 is a game with a lot of grind and hours killing things, so it's HILARIOUS to find the drops slowing and eventually stopping if having farmed a map for more than an hour. The game about grind with an anti-grind mechanic is stupid as can be.
Before anyone sneers I don't farm. I've long since stated this. I don't farm, I don't even bother playing the market other than crafting the recipes I happen to find for a % more profit than if I sold the recipe. I just play the game, do TFs, do a daily Tinpex/Hami (have actually not done this in a long while other than Tinpex for my most recent character I am incarnating). What I do and some don't is clean an alt I stop playing to gear another alt. Even so I have something like a billion, 4-5 characters fully IOed to the gills with all the expensive stuff, plus a dozen packed enhancement tables.
So I have no sides that I am picking. BUT! It annoys me to see all this sneering going on.
PROOF, FFS! PRODUCE IT!
'OMG FARMING IS KILLING THE ECONOMY!!!'
'No it's not, things were more expensive before. They are -less- expensive now.'
'IT IS!!!!'
'...do you have proof of this?'
'NO, BUT IT IS!'
GTFO.
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If the doom saying was as real as being reported in this thread the amounts of inf created out of thin air would have balooned the price of things for purples to be 50 mill because, so much inf around, demand, big bids being made to ensure farmers got their goods.
Empirical means say this is otherwise. So now we need more of a proof that the small segment of the population that farm requires pitchforks and torches.
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1 hour ago, Wavicle said:
There is one more important element that is not mentioned here.
The zombies are DUMB. What importance is that you ask?
The zombies need a human to give them orders. If you kill all the Reapers and Mortificators and then fall back a little ways the zombies will forget about you and stop attacking. You can then pick them off one at a time or separate them out a bit.It was 😄 But yeah, it's a near hidden mechanic. In a full team in particular, but a good tidbit for soloers. Also a great little mechanic to add regardless.
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I think it is the shouting that makes them more resistant to KB effects. My Ice Patch sometimes works and sometimes not. Most often not. I suppose yelling does make the ground less slippery or something.
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As someone who soloed Posi 1 and 2 at (nearly) level appropriate Vhaz really are tough. But the fact I soloed them at x6 or x8 at level appropriate (AKA slot starved and without all the goodies in place) also says it can be done. But inspirations can be the secret sauce.
No, as bad as Vhaz can sometimes be (KILL THE GREEN EYE LASERING EIDOLON!!!!!) it's low level CoT that are a complete nightmare.... but again, having soloed Posi 1 and 2 it is also doable. Still nightmare though.
-ToHit ON TOP of the deflection bubble on top of -def, sometimes all applied in AoE -and- auto-hit because why not
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Snipe won't be up enough to be used in a regular chain. Either take Shadow Punch instead and have a fast Siphon Life , Shadow Punch, Smite, Shadow Punch, or take Midnight Grasp for a slower but stronger Midnight Grasp, Smite, Siphon Life, Smite.
Burn is strong enough to be used as a ST attack as well so I moved the purple damage proc there instead of Shadow Maul. Burn has a very good synergy with damage procs due to under the hood mechanics so a minimum of two damage procs there and more if recharge/damage can be kept up.
This isn't perfect yet but tweak things a bit more to reach 70% to S/L and you can trust Barrier to give you the last 5%. Fire Armor is squishy so you're going to want Barrier anyway, so you might as well play to its strengths AKA permanent 5% to defense and resistances, ergo building defense to 40% only. For most of the time you will have no need for Barrier as you melt things, but when you're in trouble you can lean on it and Shadow Meld for the last minute before Barrier is back up.
As a last note you might get more bang for your buck with a Brute since they will keep mobs close. The second you drop Burn mobs high tail it and even if you don't they will -still- high tail it when their HP drops to 20%-ish. Benny Hill themesong in the background. This won't happen with a Brute/Tanker.
SpoilerThis Hero build was built using Mids Reborn 3.0.5.7
https://github.com/Reborn-Team/MidsRebornClick this DataLink to open the build!
Level 50 Technology Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Soul MasteryHero Profile:
Level 1: Smite -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(27), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(29), SprBlsCol-Dmg/EndRdx/Acc/Rchg(31)
Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), StdPrt-ResDam/Def+(13), UnbGrd-Max HP%(15), UnbGrd-ResDam/EndRdx/Rchg(15)
Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(3), SprAvl-Acc/Dmg/EndRdx(3), SprAvl-Acc/Dmg/Rchg(5), SprAvl-Acc/Dmg/EndRdx/Rchg(5), SprCrtStr-Rchg/+50% Crit(7)
Level 4: Shadow Maul -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg(7), SprScrStr-Dmg/Rchg(9), SprCrtStr-Acc/Dmg/EndRdx/Rchg(9), SprCrtStr-Dmg/EndRdx/Rchg(11), Erd-%Dam(11)
Level 6: Super Speed -- BlsoftheZ-ResKB(A)
Level 8: Siphon Life -- Hct-Dam%(A), Hct-Dmg/Rchg(17), Hct-Acc/Dmg/Rchg(17), Hct-Acc/Rchg(25), Hct-Dmg/EndRdx(27), Heal-I(45)
Level 10: Healing Flames -- Prv-Absorb%(A), Prv-Heal(31), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(33)
Level 12: Temperature Protection -- GldArm-3defTpProc(A)
Level 14: Kick -- Empty(A)
Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(34)
Level 18: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-EndRdx/Rchg(19), UnbGrd-Rchg/ResDam(25)
Level 20: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(21), Rct-Def/EndRdx(21)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(23), ShlWal-ResDam/Re TP(23)
Level 24: Dark Consumption -- SynSck-EndMod/+RunSpeed(A), SynSck-EndMod(36), SynSck-Dam/Rech(47), SynSck-EndMod/Rech(47), SynSck-Dam/Rech/Acc(50), SynSck-Dam/Acc/End(50)
Level 26: Soul Drain -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(37), SprScrStr-Dmg/EndRdx/Rchg(37), SprScrStr-Acc/Dmg/Rchg(39), SprScrStr-Acc/Dmg/EndRdx/Rchg(39)
Level 28: Burn -- Arm-Dam%(A), Arm-Dmg/Rchg(40), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(40), Erd-%Dam(42), Arm-Dmg/EndRdx(42)
Level 30: Stealth -- LucoftheG-Def/Rchg+(A)
Level 32: Infiltration -- LucoftheG-Def/Rchg+(A)
Level 35: Moonbeam -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(45), StnoftheM-Dmg/ActRdx/Rchg(46), StnoftheM-Dmg/EndRdx/Rchg(46), StnoftheM-Acc/ActRdx/Rng(46), StnoftheM-Dmg/EndRdx(48)
Level 38: Touch of Fear -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(45)
Level 41: Shadow Meld -- LucoftheG-Def/Rchg+(A)
Level 44: Fiery Embrace -- RechRdx-I(A), RechRdx-I(48)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Rise of the Phoenix -- Empty(A)
Level 1: Critical Hit
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(36), Mrc-Rcvry+(36)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(37)
Level 6: Speed Phase
Level 49: Quick Form
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Farming is fine. People who like farming are fine. There is no gross inflation as some people are talking about. Purples used to cost 22-25 million and are down to 15-17 mill. ATOs have always cost 8-10 mill and haven't budged, winter IOs used to go as high as 40 mill and nowadays are 20-22. LotGs used to be a solid 7 mill and nowadays are a solid 5-6 mill.
Yes, farming gives more, but does it matter as long as we have enough? Well, does it?
I have a 'start with no inf transfers, no IOs' challenge documented in the Brunker thread and though it was not pleasant having no money at all and scramble for everything I still finished the first day with 83 million just by leveling via TFs which already bough most of the basic and expensive IOs. Tell me that in one week I wouldn't have the character fully kitted in purples and winter IOs?
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Some small changes.
You were focusing a bit too much on fire/cold defense and resistance which isn't terribly important. Energy was a bit too low which is more important. You also didn't add a Force Feedback proc in Thunderstrike which is useful considering Hasten was not taken. The Theft of Essence in Dark Regen will be a game changer as well. The tanker ATO proc will work much better in a single target attack too.
It's late so I'm stopping here despite the build still being a mess but you might get some ideas. I would personally lower defense to 40%, then lower resistances to around 78% with one stack of the ATO and then rely on Barrier for the last 5%. Coupled with two stacks of the ATO you would get all resistances that were at 78% to end at 90%. It's gimmicky and relies on incarnates but allows to play with the slotting instead of pushing to 90% as you have which then wastes further ATO procs.
For endurance I would -probably- take Cardiac, but possibly just live off Recovery Serums since they are cheap and for regular play with multiple opponents the Theft of Essence proc can almost work like a ghetto endurance recovery clicky.
SpoilerThis Hero build was built using Mids Reborn 3.0.5.7
https://github.com/Reborn-Team/MidsRebornClick this DataLink to open the build!
Genicyte: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy MasteryHero Profile:
Level 1: Dark Embrace -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(5)
Level 1: Charged Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(37), KntCmb-Dmg/EndRdx/Rchg(39)
Level 2: Murky Cloud -- RctArm-ResDam/EndRdx/Rchg(A), RctArm-ResDam(13), RctArm-ResDam/EndRdx(15), RctArm-ResDam/Rchg(15), StdPrt-ResDam/Def+(17), StdPrt-ResKB(46)
Level 4: Havoc Punch -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Acc/Dmg/Rchg(19), SprBlsCol-Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/EndRdx(21)
Level 6: Jacobs Ladder -- Erd-Dmg(A), Erd-Acc/Rchg(23), Erd-Dmg/Rchg(23)
Level 8: Obsidian Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(25), RctArm-ResDam/EndRdx/Rchg(25)
Level 10: Dark Regeneration -- SprGntFis-Dmg/Rchg(A), SprGntFis-Acc/Dmg/Rchg(29), SprGntFis-Dmg/EndRdx/Rchg(29), ThfofEss-+End%(40), Prv-Heal(47), Prv-Heal/EndRdx(47)
Level 12: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31), ShlWal-Def/EndRdx/Rchg(33)
Level 14: Taunt -- Empty(A)
Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 18: Thunder Strike -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(34), Erd-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(36), FrcFdb-Rechg%(37)
Level 20: Death Shroud -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(27), SprGntFis-Acc/Dmg/EndRdx/Rchg(27), Erd-Acc/Dmg/EndRdx/Rchg(34), Erd-Dmg/Rchg(37), Erd-Dmg(39)
Level 22: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(46)
Level 24: Fly -- WntGif-ResSlow(A)
Level 26: Kick -- FrcFdb-Rechg%(A)
Level 28: Build Up -- GssSynFr--Build%(A), RctRtc-ToHit(33), RctRtc-ToHit/Rchg(33), RechRdx-I(46)
Level 30: Chain Induction -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(34), SprMghoft-Acc/Dmg/Rchg(40), SprMghoft-Dmg/EndRdx/Rchg(40), TchofDth-Dam%(42), GldStr-%Dam(48)
Level 32: Oppressive Gloom -- Acc-I(A)
Level 35: Lightning Clap -- SuddAcc--KB/+KD(A)
Level 38: Lightning Rod -- Arm-Acc/Dmg/Rchg(A), Arm-Dam%(42), Arm-Dmg/EndRdx(42), Arm-Acc/Rchg(43), Arm-Dmg/Rchg(43)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx/Rchg(43), ShlWal-Def(45), ShlWal-Def/Rchg(45), ShlWal-Def/EndRdx(45)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Tough -- GldArm-3defTpProc(A)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(49), ShlWal-Def/Rchg(49), ShlWal-Def(49), ShlWal-Def/EndRdx/Rchg(50)
Level 1: Gauntlet
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(7)
Level 1: Stamina -- SynSck-EndMod(A), SynSck-EndMod/+RunSpeed(7), SynSck-Dam/Rech(11), SynSck-EndMod/Rech(11), SynSck-Dam/Rech/Acc(13), SynSck-Dam/Acc/End(39)
Level 24: Afterburner
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1 hour ago, Bill Z Bubba said:
Your "fix" for cimeroran stacking defense now makes the entire thing a whiff fest of deflected messages. It's not more difficult, it's just more boring. It was unnecessary. Yes, I could alter my builds to add more acc and tohit buffs, or buy offense amps or chew through yellow insps but instead I just won't bother anymore.
What did they fix? I know I did one this morning and the whiffing was pretty noticeable.
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In my random quest to lower endurance costs I have tinkered a slightly different version of the Fire/Ice. Near the same but dropping out of the Leadership pool. Defense remains the same thanks to picking up Combat Jumping.
The loss of Assault does not please me since I'm pushing for more damage but if Mids can be trusted and despite Assault stating it is a 15% damage boost it actually can be as little as 3.86% (Freezing Touch), or 4.7% (Ice Sword), or 4.6% (Burn) or 5.1% (Frost).
When chasing damage 3-5% sed 3-5% but replacing it for Temperature Control does free a slot (don't level without -KB though, just place it there once doing the level 50 respec. It will still work when exemplared), adds more cold resistance (negligible considering since cold isn't predominant) and a hefty 20% slow resistance which the build was lacking (goes up to 65%).
The only other consideration is that Maneuvers and Assault are team wide buffs though it can be argued that giving everyone 3.46% defense and about 5% damage isn't going to save anyone or shave much time killing things (that said if everyone in the team had Maneuvers it would be 27% defense and 40% damage).
The combo of losing Assault and replacing Maneuvers for the near cost free Combat Jump lowers the end consumption from 2.07 to 1.60.
SpoilerThis Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsRebornClick this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Ice Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy MasteryHero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5), SprGntFis-Dmg/Rchg(45)
Level 1: Frozen Fists -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg(9)
Level 2: Ice Sword -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx/Rchg(21), TchofDth-Dmg/Rchg(21), TchofDth-Acc/Dmg/EndRdx(23), TchofDth-Dam%(23), ImpSwf-Dam%(25)
Level 4: Frost -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(34), SprMghoft-Dmg/EndRdx/Rchg(34), SprMghoft-Acc/Dmg(36), Bmbdmt-+FireDmg(36), PstBls-Dam%(36)
Level 6: Fire Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(13)
Level 8: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(45)
Level 10: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31)
Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(13), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(33)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 16: Build Up -- RctRtc-Pcptn(A), RctRtc-ToHit/Rchg(29), RechRdx-I(33), GssSynFr--Build%(34), RechRdx-I(40)
Level 18: Burn -- Arm-Dam%(A), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(39), Erd-%Dam(39)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Fly -- WntGif-ResSlow(A)
Level 24: Consume -- SynSck-EndMod(A), SynSck-Dam/Rech(25), SynSck-EndMod/Rech(27), SynSck-Dam/Rech/Acc(27), SynSck-EndMod/+RunSpeed(29), SynSck-Dam/Acc/End(31)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40)
Level 28: Freezing Touch -- Hct-Dmg/EndRdx(A), Hct-Dmg/Rchg(42), Hct-Acc/Rchg(42), Hct-Acc/Dmg/Rchg(43), Hct-Dam%(43), UnbCns-Dam%(43)
Level 30: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 32: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(47), Rct-Def(48)
Level 35: Focused Accuracy -- EndRdx-I(A)
Level 38: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(40), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(46)
Level 41: Physical Perfection -- PrfShf-End%(A)
Level 44: Tough -- GldArm-3defTpProc(A)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), Ksm-Def/EndRdx(47), Ksm-Def/Rchg(48), Ksm-Def/EndRdx/Rchg(49)
Level 49: Temperature Protection -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(50)
Level 1: Gauntlet
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(46)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(50)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 50: Assault Core Embodiment
Level 50: Degenerative Radial Flawless Interface
Level 50: Barrier Core Epiphany
Level 50: Ion Core Final Judgement
Level 50: Intuition Radial Paragon
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Freedom Phalanx Reserve
Level 22: Afterburner
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Just now, StriderIV said:
Nice man! I know Fire/MA still holds the Brunker title, but would you still say Fire/Ice is your fave/most enjoyable combo, at least currently?
I've reorganized things in the first post. My new ranking is:
- All rounder good-out-of-the-box build: Fire/Ice. Pick it up, play, no need to fuss with IO castle of cards. Ice Patch keeps the player and the team safe until defenses are in place. The slightly slower pylon times do not reflect that cold damage is a lot less resisted than smash/lethal in the 'real world'.
- Turtle defensive build: Fire/Martial Arts. Best defensive option. Even most psi attacks meet the Ranged defense wall. Doesn't lose in offense but relies on extensive IO gimmicks which means it blooms late.
- Dragon offense oriented build: Fire/Claws. (Near) permanent 70% damage boost. No fuss burninating between Burn and Spin being PbAoEs so no need to re-position as with Frost. Both also crunch in ways that leave other sets deeply envious and the single target is (slightly) the best of the three.
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14 minutes ago, StriderIV said:
PSSSHHHHH What does this Sovera guy know about Fire Armor??? 😉
*smack*
Anyway, I was messing with a Ice Melee/Fire Armor Br00t version earlier on and got this. At the cost of about 27% resistance to E/N it will make up the loss of early Burn with Fury which will clear entire groups with Frost. Later on Fury makes a substantial difference in things like Freezing Touch (180+ extra damage compared to Tanker) but less so in others (about extra 60 damage in Burn which is about the damage increase in the other attacks as well because of sacrifices in not including damage procs).
But considering S/L defense and resistance has been wrangled to near Tanker equivalent levels and Ice Patch helps with survival it might be worth it. I prefer Fiery embrace at 28 instead of 35 and Burn at 18 instead of 28, but Fury makes a difference and not having to take Frozen Fists is nice.
It's up for the individual to decide.
SpoilerThis Villain build was built using Mids Reborn 3.0.5.7
https://github.com/Reborn-Team/MidsRebornClick this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Ice Melee
Secondary Power Set: Fiery Aura
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy MasteryVillain Profile:
Level 1: Ice Sword -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), TchofDth-Dam%(7)
Level 1: Fire Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(9), StdPrt-ResDam/Def+(29)
Level 2: Frost -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(21), SprBrtFur-Acc/Dmg/Rchg(21), SprBrtFur-Dmg/EndRdx/Rchg(23), SprBrtFur-Acc/Dmg/EndRdx/Rchg(23), SprBrtFur-Rech/Fury%(25)
Level 4: Blazing Aura -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(11), SprUnrFur-Acc/Dmg/Rchg(11), SprUnrFur-Dmg/EndRdx/Rchg(13), SprUnrFur-Acc/Dmg/EndRdx/Rchg(13), SprUnrFur-Rchg/+Regen/+End(15)
Level 6: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(15), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(17), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(19)
Level 8: Ice Patch -- RechRdx-I(A)
Level 10: Fly -- WntGif-ResSlow(A)
Level 12: Hover -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(29), ShlWal-ResDam/Re TP(31), Rct-ResDam%(31)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 16: Plasma Shield -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(33), TtnCtn-ResDam(34), TtnCtn-ResDam/EndRdx/Rchg(34)
Level 18: Build Up -- GssSynFr--Build%(A), RechRdx-I(34), RctRtc-Pcptn(37), RechRdx-I(39), RctRtc-ToHit/Rchg(50)
Level 20: Consume -- SynSck-EndMod(A), SynSck-Dam/Rech(36), SynSck-EndMod/Rech(36), SynSck-Dam/Rech/Acc(36), SynSck-Dam/Acc/End(37), SynSck-EndMod/+RunSpeed(37)
Level 22: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(33)
Level 26: Freezing Touch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(40), KntCmb-Dmg/EndRdx/Rchg(40), Hct-Dam%(40), UnbCns-Dam%(42)
Level 28: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(43), Obl-%Dam(43), Arm-Dam%(43)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(48)
Level 35: Focused Accuracy -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(45), AdjTrg-ToHit/EndRdx/Rchg(45), AdjTrg-EndRdx/Rchg(45), AdjTrg-ToHit/EndRdx(46), AdjTrg-Rchg(47)
Level 38: Fiery Embrace -- RechRdx-I(A), RechRdx-I(46)
Level 41: Physical Perfection -- PrfShf-End%(A), PrfShf-EndMod(46)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(50), Rct-Def/EndRdx(50)
Level 47: Assault -- EndRdx-I(A)
Level 49: Temperature Protection -- GldArm-3defTpProc(A)
Level 1: Fury
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(25), Mrc-Rcvry+(27)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(27)
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 4: Ninja Run
Level 50: Born In Battle
Level 50: Invader
Level 50: Marshal
Level 50: High Pain Threshold
Level 10: Afterburner
Level 50: Intuition Radial Paragon
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Pylon Damage Thread
in Scrapper
Posted
Might still get better results with Degenerative too.