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Sovera

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Posts posted by Sovera

  1. 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.

  2. 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.

    • Thumbs Up 4
  3. 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.

  4. 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.

    • Like 1
  5. 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

  6. 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.

     

    Spoiler

    This Hero build was built using Mids Reborn 3.0.5.7
    https://github.com/Reborn-Team/MidsReborn

    Click 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 Mastery

    Hero 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
    ------------

     

  7. 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?

    • Thumbs Up 1
  8. 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.

     

    Spoiler

    This Hero build was built using Mids Reborn 3.0.5.7
    https://github.com/Reborn-Team/MidsReborn

    Click 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 Mastery

    Hero 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
    ------------

     

     

     

    • Like 1
  9. 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.

  10. 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.

     

    Spoiler

    This Hero build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click 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 Mastery

    Hero 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
    ------------

     

    • Like 1
  11. 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.

    • Like 1
  12. 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.

     

    Spoiler

    This Villain build was built using Mids Reborn 3.0.5.7
    https://github.com/Reborn-Team/MidsReborn

    Click 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 Mastery

    Villain 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
    ------------

     

    • Like 1
  13. Just now, MoonSheep said:

     

    hmm yes that's what i suspected - especially with clever placing of the scrapper crit IO i expect the damage will be quite different

     

    some aspects which make it tempting to play a tank over the scrapper (even though i'm a sucker for as much damage as possible):

    - center of attention, get all the buffs (woo)

    - has a defined role in the team

    - larger AoEs = things easier to hit

    - i really enjoy lower-end TFs, those up to Yin. a shield/ice tank would have shield charge, AAO, grant cover, frost, freezing touch etc on lvl 25 TFs - pretty much fully formed. would have to wait until lvl 35 on the scrapper for shield charge

     

    time to whip up a build on test 😁

     

    Exactly. That's why I love my Fire Tankers and even Scrappers I feel as slow (despite maths and testing showing that they are not).

     

    There's also the matter of burst. Once something is dead it cannot be made double dead, so Tanker damage is more than fine once we start thinking that Build-up + AoEs will kill most things. It's the tougher and longer fights where the damage difference shows.

     

    Scrappers are definitely for maximum damage though, but Burn has a.. uhm... how to put it...

     

    Lets say that Scrappers have more horsepower under the hood, but until a certain level they lack the means to let it out. Where when I level/play a Fire Tanker I can start (near) every fight either with Build-Up or Firey Embrace thus bursting for the initial seconds and then have my AoE from the secondary with Burn as a second AoE/heavy ST attack as low as Posi 1.

  14. 2 hours ago, MoonSheep said:

    thank you for the highly informative post - are tanks and scrappers worlds apart? currently choosing between a shield scrapper or tank

     

    do you also know the extent of the tank AoE increase? e.g what does a 10ft AoE become if i’m in a mob

     

    Scrappers and Tankers are worlds apart. My most destructive Tanker will do the Trapdoor test (Scrapper forums for more info) in 6 minutes. The best Scrapper times are as low as 4 minutes and something. My best Pylon time is 3 minutes. A Scrapper can scrap past one minute (though usually 1:30 for the top models).

     

    On the other hand Tankers do the ITF solo challenge (+4x8, enemies buffed, players debuffed) and survive it. This is not as great as it sounds since when the hell does this metric ever enter in regular gameplay? For most things Scrappers can be build sturdy enough to survive content as long as they kill it fast enough.

     

    I play a Fire Armor combo because I find Fire Armor Tankers bloom super early. No waiting until level 30-40 to feel powerful or sturdy enough as Scrappers (in my experience) need to. By level 20 I'm melting swathes of enemies and laugh in the face of danger (especially with the FireArmor/Ice Melee variant).

     

    It's a simple case of deciding whether to build to be more damage oriented or more sturdy.

  15. 5 hours ago, Diantane said:

    So what's the advantage to having Evasive Maneuvers at all?

     

    You're the only one who can answer that. Having it turned on increases Hover speed, as well as Fly speed, it increases KB protection, it gives protection against -fly effects. And yes, it adds another one slot wonder for LotG 7.5%.

     

    If this is important to you or not only you can say. Personally I love it since it turns Hover slow crawl to a fast jog and increases Fly speed to almost reach the cap and I'm starving for places to slot LotG.

  16. 8 hours ago, Diantane said:

    As much as I've tried, I just can't afford to upgrade my enhancement upgrades. Only play a handful of alts and every one's enhancement page is lacking. The enhancements are either red or some have IO's that are 20 levels lower than the character. Now DO's dropping as loot sure helped, but its not enough to catch my characters up. I've been told that when I reach 50 that the influence will be coming in a lot more (course level 50 enhancements are very expensive too). See players with IO sets and I'm thinking how could they possibly afford it.

     

    Everything that could possibly be said on this subject has been said, but if you are at the level where not knowing how to afford your SOs then you can probably make good use of the guide in my signature.

     

    Just to give a perspective by running the first TF in the game (and the least rewarding) you get something like 3 mill. Completely slotting in generic IOs (not SOs because as you noticed they go red, while generic IOs never go red) costs something like 2 mill. You can even solo these if you feel so inclined because of not liking groups.

     

    Running missions arcs (not newspaper missions, not Architect missions) also gives merits. As per the guide in the signature check your salvage, see how many you have, you might have a lot more money to your name than you think.

  17. You're chasing too much recharge considering you have zero cooldowns. I would break apart more stuff (toxic damage and fire/cold is not that prevalent to spends slots on) and add more damage procs.

     

    Despite this I would replace the psi proc in Focus for the Force Feedback or at least a Gladiator's Javelin proc. Toxic isn't great but psi gets slapped hard too. Again the FF proc would be the usual thing but with zero cooldowns I don't see the point.

     

    I would replace Agility. It only adds a bit of defense but you're already at 57% for Melee and 52% for the rest (both +3% uniques in RoP). Take Alpha 33% if you want damage and some endurance recovery. Resilient for more resistances could be a given but it doesn't add much since SR has no resistance powers and the autos don't seem to count according to Mids. Consider maybe Cardiac to ease your endurance.

     

    Which cues into not taking Shockwave being bold. Spin is great, true, but Shockwave adds more AoE and soft CC. It will eat your endurance though hence maybe Cardiac.

     

    I'd keep the ST rotation to FU, Slash and Focus even with a gap. With all the recharge chasing you've done the gap is a measly 0.3 seconds so worth it.

     

    For Incarnates you can either go for Rebirth as a big heal and lots of regen which plays well with all the defense, or Barrier, which seems stupid since there is so much defense to begin with, but it will also pump up your resistances. You can probably ease up on the resistance chasing and shuffle things around, then consider alternating Barrier and Rune of Protection, and when I mean 'alternate' what I mean is 'when you're in trouble these two are your panic buttons. If there is no panic then let them be'.

     

     

    Overall I think your build is already solid and it's just some min maxing. Just consider you don't need a ton of recharge because you have no cooldowns, that your attacks might welcome damage procs to help your Tanker damage, that Shockwave is a worthwhile addition,

  18. It doesn't buff damage (I don't consider 20% recharge as buffing damage), doesn't have a heal nor endurance. The game being what it is a heal and endurance are needed. Much later it can ignore most problems as long as those problems don't auto hit. There are some things who will do this but not enough to be considered a problem (until doing whole arcs or TFs with Ruularu or just fighting Hami).

     

    The problem is that it requires nearly all powers and without resistances and without a consolidated defense SR has nothing so someone trying it starts squishy (as 20-25% defense is good in spreadsheet terms but does not stop someone getting killed), has no heal to make up for this, runs out of endurance. If they are a tank and build in a very specific manner they can be near impervious (40% defense) by level 24-26, but anything else will not.

     

    Also take how both +3% defense uniques come into play to help reaching non squishy levels but are tied to having Tough which invariably gets pushed to level 30+ (unless taking Rune of Protection early by going Sorcery for a travel power).

     

    So overall it's like Neme just said. It has a rocky start and needs lots of love despite the 'but it's so easy to get good numbers on it'. It gets those good numbers when all powers are taken and then slotted, but someone leveling/exemplaring won't feel it.

     

    My own experience differs from SR lovers like Bill perhaps because of my lack of experience with the builds, but with me a SR character crumpled when stress tested where they talk about going into +4x8 with 'enemies buffed' and the enemies unable to hurt them even if going AFK. But where I rarely touched SR Bill and others make SR their lifestyle so definitely listen to the ones who have the experience backing up their opinion.

     

     

    Now, if you want to talk Fire Armor then come along with me 😄

    • Like 2
  19. I find Tanks tend to suffer more with late peakness. In a MMO 90% of content is killing things. Slogging through 32-38 levels to get important powers is just bad.

     

    But it would be okay if exemplaring ever was reworked (vain hope). Slogging -once- to 38 to get Footstomp and finally an AoE would be reasonable if from then on every exemplaring had it available albeit at a reduced power a la GW2 system.

     

    Sets that have an early AoE and early ST work a lot better when their later powers is just something to add more spice.

     

    Tanks also suffer from the sadness that is having Taunt pushing important powers for later. Swap Taunt for Rage and suddenly SS is a lot more palatable as a SS character at least has damage backing its ST to make for their bad... well... everything, starting at level 16-18. Same with Soul Drain for the same reason. Stone Melee's sole AoE at 28. Exchange places with Taunt and a Stone Melee in an AoE game like CoH can do something.

     

    Some sets show a lack of understanding of the game. Tanks got Martial Art's sole AoE down to 20. I applaud this. But looking at a Brute version of the Martial Arts/Fire Armor build I never even desired to play it since my first AoE comes at 26 and the next at 28 Have fun leveling with only a P2W attack for AoE. Which again, would be okay, if from then on that 'danger' did not loom if exemplaring lower than that happened.

     

    It's why I wax poetic over things like Fire Armor/Ice with early AoE at level 4, Build-up at 16, Burn at 18, Ice Patch at 20, Fiery Embrace at 26 and Freezing Touch at 28. Everything else is just filling.

  20. I personally don't even like +4. Fortunately I find +3 the cut off point since its where incarnates leave me. +5 is ridiculous and I don't even touch it with a ten feet pole after the few times I join ITFs while leveling. My hardest attacks doing double digit damage is in no way entertaining.

     

    Which is mostly my problem with calling for higher difficulties. I just don't equate slogging slowly with double digit damage as difficult, I just equate it with slowness.

     

    Difficult is more like my recent incursion into First Ward. Heck, even IOed to the eyeballs my Fire Tank just melted at a miserable +1x8 versus Shepherds. The problem with difficult is that is can be pretty binary. It's either too easy and nothing stops us (every other faction in First Ward) or so difficult it deletes me (Shepherds). Fortunately I was on a character with Ice Patch that allowed me to push the envelope.

     

    But the (really) nice thing about CoH is that it comes built in with a gradient for that binary scenario. Shpherds too tough? Remove bosses from soloing. Lower to x6. Go to x0. Other games will just throw us into the content and then it's like, WELP! YOU NEED A CONTROLLER FOR THIS! Or X buff, or a healer, or etc.

    • Like 1
  21. Everything that could be said has been done in a clear and concise manner.

     

    I am like you that do not like going around with an endurance and health recovery mechanic, but this is also because I hop up and down the scale and examplar lots. Having everything tied to set bonuses which may disappear and incarnates that do disappear, is not something I want to play with.

     

    Even 45% defense isn't enough. We take hits. We will need to recover the HP lost from those hits. The answer is getting tons of resistance on top of the defense or heals.

     

    Invulnerability for example can AFK in the middle of the ambush atop the hill in the first ITF mission. Shield can do the same. One has more defense than average for a resist set, and other has more resistance than average for a defensive set.

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