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Yellowjacket

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Everything posted by Yellowjacket

  1. My favorite character right now is my DA/Stone/Earth tanktroller. I have the fears from the Presence pool to stack with Cloak of Fear plus the Vigilante fear power. Fault, Stalagmites, and disorient proc IOs wherever I can fit them stack with Oppressive Gloom. I have the hold from Seismic Smash that stacks with Fossilize if need be. The knockdown from Fault and Tremor keeps everyone off their feet, total overkill. I took Vigor (whatever one is ACC, END, FEAR), and Control hybrid (the +mag controls and extra damage). The Control Hybrid with this build is very satisfying! I have Health 4-slotted for endurance IOs, Theft of Essence proc in Dark Regen, and Performance Shifter 3-slotted in Stamina. All that plus the end discount from Vigor makes end not an issue. I have capped Neg/Psi resist and about 75% S/L. Energy and toxic are pretty big holes in just about every DA build unfortunately. Def is around 15-20% across the board iirc. No tough or weave, I opted for upgraded cross punch instead and picked up Barrier for my Destiny slot. The control and -tohit make for plenty of mitigation. Force feedback procs and cross punch are my main source of +rech and make hasten perma or close enough. It's not much for damage, and it's totally against the current meta, but the total battlefield control makes it a blast to play. In a team you can hop into a mob, shut it down, then hop to the next while your everyone finishes off the first. Solo is slow, but you can do an AE farm on max settings for sure. It's an absolute aggro magnet and I usually end up with aggro on the AVs in BAF without taunting. I'll post the build If I can get to my PC, even though it would probably be picked apart, hah.
  2. Yellowjacket

    Tankroller?

    I have a dark/earth/earth tanker and I love it to pieces. I took the fears from presence as well to stack with cloak of fear. There's also a bunch of disorient proc IOs you can slot for extra effectiveness. You can hold/fear/disorient/knockdown anything that comes your way. Paired with the Hybrid Control incarnate power, everything is getting +mag status effects and extra damage dealt. In a group you can open with your disorients, leave a quicksand patch, jump to the next group while your teammates finish that group, Aoe fear and tremor, rinse and repeat. Barely any hits come through (even when they do you have the best self heal in the game), all the while everything sticks to you like glue. Troublesome enemy types you can hold as needed, or protect a squishy if you're at aggro cap. You also have a stealth option to sneak to mission objectives. It's complete control of the battlefield.
  3. This got a lot of (mixed) attention in the Tanker forum so I figured I'd post here as well. After having a blast doing +4x8 maps on a Claws/Regen Brute on beta, I'd like to see Regen proliferated to Tanker! I think it would be a fun addition for people that like to play with fringe builds like myself. Here is the original thread: https://forums.homecomingservers.com/topic/14862-can-we-have-regen-please/
  4. As I said I did try it on beta with a Claws/Regen Brute and it worked swimmingly. I didn't even use incarnates.
  5. The Sentinel version would be fun, but would need a bit of testing for Tankers, where resources could be spent elsewhere. I wonder if they have it in mind to test the Sentinel flavor with the other ATs eventually. I would think the Brute version could be added in the meantime without much trouble or testing at all.
  6. Brutes were meant to main tank on villain side and they got Regen so the alpha argument falls flat. In-set you have MoG and to a lesser extent IH to help with alpha (and technically the revive is for this purpose also). Plus there's plenty of pool powers and outside buffs to help a Regen with alpha these days.
  7. Shield/Ice would be my recommendation. The animations are not spectacular, but it is considered by many to be the most tanky tank secondary with mitigation from -recharge and slow plus some control from ice patch and frozen touch. Frost is a beast of a power too. There used to be a lot of hate for ice since the damage was lacking, but it was fixed long ago and I think there's some residual disdain for the set. It has some very high damage-per-activation powers if you crunch the numbers. Remember to use frost in your ST rotation. The whole theme behind the tanker is leading the charge and keeping your buddies safe and I think shield/ice best embodies that. Shield/elec is fun but it's more of a scrapper/stalker combo and if I remember ST damage is lacking (I could be wrong there). There's not a whole lot of mitigation coming from elec melee as well.
  8. I know everyone will tell me to just play Willpower or roll a Brute but it's just not the same. The Claws/Regen Brute I made on test was super fun without being OP steamrolling x8/+4 and I'd love to trade damage for the extra Tanker HP. All my powers fit on 2 trays which was refreshing. I feel like with the ubiquity of buffs and debuffs in the endgame, Regen has the potential to be the most survivable tank set. Is there some game-breaking reason we haven't been given Regen as Tankers? The numbers could largely be ported over from Brute as-is and be just fine for the few of us of us who want it.
  9. Will the target cap for Ice Melee's frost be increased 16? Literally the only advantage ice melee has damage-wise over other sets is the higher 10-target cap on its cone and it is a defining feature of the set.
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