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Sovera

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Everything posted by Sovera

  1. That was my thought as well. Strange we had to get it from third party site.
  2. One other thing for a slight extra damage bump would be removing the extra -4 KB and adding an Armaggedon +5 Damage in Burn. It would push Burn from 733 to 833 or near 14% boost.
  3. Another version I've been tinkering around trying to fit everything since Energy Melee wants a lot of power and slots and Stone Armor ALSO wants a lot of powers and slots. But I managed to fit it all in though with sacrifices. Some damage procs were lost along the way, recovery (though EM is not particularly endurance heavy thanks to Total Focus having such a long animation (more time for EPS to tick) and ET being endurance free), and it niggles me that E/N is not at 70%, but it is just too many moving parts. I don't particularly think that EM will do better ST than Fire Melee despite the numbers looking huge (Energy Transfer hitting for 722 without BU nor Brimstone's added damage that Mids does not show) and in AoE Power Crash being a cone will not hit all mobs like Combustion does. So why EM then? Well, burst, and a deranged amount of CC for a stupidly high hitting attack set. Time to CC all the annoying mobs before they heal, pop their T9s, or, the latest peeve, transform into werewuffies, or whatever other annoying crap they do. Even the spam of AoE (target boss, Total Focus, Energy Transfer, Power Crash, Whirling Hands, Power Crash, repeat) does AoE wide CC. Even AVs can be made to stagger. The ST rotation should be something like Total Focus, Bone Smasher, Energy Transfer, Barrage, Bone Smasher, repeat. This ends at 5.7 seconds and just in time for Total Focus to be used (5.7 seconds recharge). Barrage is not very good so there is something to be said for using Energy Punch instead and have the ending at 5,2 instead since any level 50 team will be handing recharge buffs like candy (often simply in the form of Ageless). Energy Punch is also better for exemplaring and leveling since it recharges so fast that it can be a filler. Total Focus, EP, Bone Smasher, EP, Energy Transfer, EP, etc. It's a good alternative while the slotting is not all in place yet, or exemplared, and the damage loss is not even that grievous (20 points). But even at max level if not minding spamming your T1. Energy Punch, Energy Transfer, Energy Punch, Bone Smasher, Energy Punch, ends with the same 5.7 needed for TF to recharge. With the ATO in EP there is something to be said for spamming it like that. In fact, I may have talked myself into doing it 😄 I'll make the changes and post both builds but will be using EP. In a team that does the talked about handing out of recharge buffs like candy it is easy to just use less Energy Punches since the linchpin is always TF. If TF is up then stop EP-ing. Tanker (Stone Armor -Energy Melee EP) Final build.mbd Tanker (Stone Armor -Energy Melee) Final build.mbd
  4. I keep advocating for an HP buff that is related to team size: One person: normal HP. Two persons: 20% more HP. Three persons: 50% HP. All the way to 8 persons and... 200%? Numbers would be tweaked. This would let mobs last longer and not crippler a soloer.
  5. 'Sentinels are rejected because...' Me who has played the game for years now and never saw any AT rejected from a team: huh?
  6. The bad with Trapdoor was the tunnels. But the good was spawns couldn't be skipped or running away easily. Seems fine to me though.
  7. Yeah, Tar Patch is about doing more damage, not taking less damage.
  8. Everything is looking good. You could try to play with your resistances where you see useful and remove about 5% since a second stack of the ATO will cover that 5% loss. So you could take the 6th sloth of the Synapse and regain the 107 HP you were sad of losing. Or putting a Gaussian back in Rage with two +5 recharges. Doing this you can recover one slot from the Unbreakable unique, and honestly, recover another one from the Kismet since Rage gives such large bonuses to accuracy. Even without the Kismet all your attacks are at 128% chanc to hit +3, 118% to hit +4, and 110% to hit +5. I think it's safe to say the Kismet can go. Tanker (Fiery Aura - Super Strength).mbd While it not as pretty as what you have a second ATO will put you at 90% and you have ANOTHER two slots to place where you'd like.
  9. One of us! One of us! One of us! As Zect pointed adding the last Synapse point would put your E/N at 84% at which one a second ATO stack will neatly insert you at 90% to it. But not with the Might of the Tanker in the damage aura since it will only tick once every 10 seconds. Place the trio of Gauntlet Fist that has the absorb proc in Blazing Aura and the four Might of the Tanker in whatever attack you find you spam the most. I know that might ruin your all proc attack, but... Again as Zect said (they nailed every point I would have pointed out but just reiterating) consider the possible slotting of saving some slots and take one from all the Unbreakables you have slotted. You're not aiming for defense so that S/L / Melee defense is adding very little. Even if you only save two slots you can put them in Haymaker for more procs, or split them into a second recharge in Fiery Embrace and a +5 end mod in Stamina. These are only minimal min-max tips because your build's super solid as proc monster.
  10. EM has a problem which is a too long and awkward recharge on TF which is the linchpin of the set (it gives the energy mechanic that in turn makes Energy Transfer fast). Because of TF's long recharge there is a lot of downtime to fill before it is available again. In most builds I have TF down to 6 seconds. 1.2 seconds for ET, 1.5 seconds for Bone Smasher, 1. second for Energy Punch. And now what? All combined it was just 3.7 seconds. So lets add more. TF, ET, EP, BS, EP = 4.7. Still not enough. Swapping Energy Punch for Barrage adds another one second. Now it's 5.7 which is close enough. But Barrage sucks. Might as well make Bone Smasher the repeat. So TF, BS 1.5, ET 1.2, EP 1, BS 1.5 = 5,2. Still short. Replace EP for Barrage and we have 5.7 which is acceptable. Of course we can replace one of these for an epic attack but it changes little since epic attacks are not available at every rotation. It leaves Power Crash as the flexible slot, but that's pretty relative. Whirling Hands is not particularly good AoE and having a cone we can chain (TF, Power Crash, Whirling Hands, Power Crash can be repeated ad infinitum) helps in AoE situations. It's a reason I can't fit EM with Stone Armor since Stone wants most of its powers and EM wants most of its powers too. There are no powers and slots enough to accommodate both the way I build.
  11. You need this for the builds: https://www.midsreborn.com/ For your endurance problems you need A) to slot endurance reduction in your attacks (more than in the toggles), B) slot endurance modification/procs (Panaceia proc, Performance Shifter proc, Miracle Unique), C) Buy as many Recovery Serums from the START vendor as you can. Check the newbie guide in my signature for more stuff.
  12. Brutes/Tankers will depend on when they have an AoE that opens. Sometimes it's at 18, and then there's no point in doing more than 0x1 until then since I have to kill everything one at a time anyway. There's the stuff that gets early AoE like Ice Melee or Claws, or Fire Melee (on a Tanker) and I usually crank it to 0x6 by level 10 when the ATOs open though if I have early AoE I have it at 0x4 at what ever time the AoE is obtained since 5 slotted with the prestige enhancements makes it a killer. For example most my runs on a Fire Armor Tankers start at 0x6 (if the AoE rule of thumb applies) to solo Posi 1 (which depending on the armor sets can be fine to a pain at the end with the 6 boss shadow clones. It continues being 0x6 for Posi 2 and then moves to 1x8 from Synapse onwards and doesn't move. High difficulties just make killing things slower which is not the fastest on a Tanker as it is. My last Stone Armor/Fire Melee was doing the same but it felt like on easy mode compared to my Fire Armor runs. I find Brutes/Scrappers too squishy for this early life style and one of the reasons I gravitate to Tankers since I lack the early bloom. But by level 40-ish the Tanker damage starts falling off while the Scrappers/Brutes get their slotting in place and their damage is now better so they can handle bigger spawns. I don't solo on other ATs since the bad mechanic of mobs running away is too much of a pain, but the few times I tried soloing with my Sentinel I found it too squishy same as the Brutes/Scrappers and mostly stuck to 1x4 mostly until the nuke opened which made me go back to 1x8.
  13. UltraAlt is one of the very few persons I have on ignore in this forum, so you might be on to something 😄
  14. Yeah, sneering at the devs for fixing it when we had people posting how multiple leagues worth of players were farming Adamastors so fast it had become APS (Adamastors Per Second) is funny.
  15. Paradoxically doing Posi 1 at level 8 turns it into a breeze. CoT that spawn don't have the huge +defense bubble nor do Earthquakes which are the main reason of death in Posi 1. Unfortunately for Posi 2 we have the bubbles and the Earthquakes. And you'll always be level 8 until finishing the TF because your level does not budge after having started, nothing to be done there. Doc Buzzsaw has been (thankfully) fixed a long time back to spawn at the appropriate level.
  16. Leveling and meeting the new Council left me with that sense too. They were not harder, I now just had to kill a respawned boss. Since I was soloing I just dragged it to the next spawn and went back to AoEing. But at some point I had four transformed bosses and sat down to finish whittling them since they had been softened by all the AoEs.
  17. Whatever character I play I consider myself the glue of the team. Most of the time not needed, but when needed if it goes south I consider it my fault. Either a Surgeon that needed killing and I'm bouncing and doing it instead of expecting others to, or trying to time a CC/KD on a PP so its T9 does not go off, checking the HP of team mates and bouncing to one who has gone to half HP to help clearing whatever they are fighting with, etc.
  18. Sovera

    Yup...it was me

    Whatever you need. Not being facetious. Need Melee defense? Kinetic Combat. Need resistances? Touch of Death. Need more resistances? 3 Sciroco. Need more E/N defense? Three Eradication. Slotting at random works, but it's smarter to slot for what you need. Either way your attacks get the stats.
  19. ... what's the connection with a Stone/Fire Tanker thread in the Tanker forums?
  20. The Performance shifters are not for the speed bonus. It's just the Performance Shifter proc + a +5 endurance mod IO which is the best bang for the buck. Not sure why you'd bother slotting for heal procs when you already have Radiation Siphon on an already very defensive build.
  21. I can't seem to get into Scrappers though I try lured as I am after spending 20 minutes killing an AV. But I always feel squishy, and when I build for survival the damage stops being impressive. I thrive surrounded by an ocean of enemies and for most of the game being a Tanker suits me but then I get those 20 minutes fight and my eye strays. Edit: It also doesn't help half the armor sets don't have agro auras and I'm long past any interest in chasing runners at every single spawn I come across.
  22. Was soloing Numina when I had to face CoT and got ToHit debuffed. Fortunately Focused Accuracy was there to rescue my butt, but then I thought how it is really not needed to always have it on, and checking on the numbers, there really isn't. It is used when mobs have extra defense or when a mob debuffs. So some painless minor slotting changes (acc/dmg/end instead of dmg/end) and the build has the hardcap to hitting +3 enemies without FA being turned on, which, at this point, means the endurance woes are licked at 1.6 consumption and 4.6 EPS leaving 3 EPS without accounting for the 4 endurance procs from Performance Shifters and Panaceia. That does not really change my original plans for Incarnates. I'll still take Musculature with the endurance boost and then decide whether I want Barrier for a buffer towards defense debuffs or Vigor to replace a heal. The gut says Barrier since no heals help once defense is in the negatives and the extra 5% will slow down cascading failures. Devouring Earth continue being a pain that I can't facetank, but it's a matter of going to a spawn, unload both AoEs, float away from the stacked buffs/debuff fields they lay down, then when they rejoin me BU + AoEs again. No biggie. Play smart 😛 Dat Jurassik must be resistant to fire because chrissakes it was a good 15 minutes to whittle it down.
  23. The first thing to consider is if those winter event IOs are REALLY needed. The biggest reason to slot them is for the defense, the second for the slow resist. If not chasing slow resist then a humble Kinetic Combat is almost the same defensive value for a laughable price difference. As I pointed above most of the time purples are not even the best in slot and are just more recharge than any other option, but at the cost of having no particularly useful bonuses (there is an argument to be made for the 15% accuracy and the recovery).
  24. Soloed Manticore in 1:36 minutes, of which 20+ were spent on the three AV fights 😄 Had to use three Recovery Serums during that time but was in literally no danger since what few hits landed were regenerated before another landed, so no inspirations used. The damage is very Tanker like with GFS hitting for 146 damage (not accounting for Fire Melee DoTs, Brimstone, or procs), but both got whittled down.
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