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Radiaria

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Everything posted by Radiaria

  1. I rate them based upon mainly: does it have a damage aura? If so, it rises to at least average imo, because it helps maintain agro and gives a good place to put the tanker ATO resistance proc. I also rank them in the place that they are if they do more than "one thing" meaning, does this set help you both in dealing damage AND taking it? This is the reason why Invul is rated imo, as average. If a set is not going to help you to deal damage in this meta, as the game exists, I do not think that it's a very well designed set. The top sets I rated are either very good at dealing damage and getting good resistances or have a strong variety of tanking options along with things like CC that push them to "indef." Shield defense is going to get some massive buffs incoming and provides resistances, gaining a good PBAOE, and is overall a nice set and pretty tough, Dark provides CC and -to hit which really helps teammates and has a damage aura, Fiery Aura is the most damaging of all while allowing you to get decent resistances even though clearly not the tankiest, and Rad is well, indisputable. I've stated that these are the reasons these sets are placed the way that they are, so I don't really understand what you mean by the fact I haven't defined top tier, I've stated that IMO to be top tier, the set must shine in a variety of ways. These are not just the sets I've played, I've genuinely played them all except Ice Armor as a Tanker, but I will make a beta on it and *try* it but I do not believe my opinion will be dramatically changed. I did not rate Ice as the downright middle, I rated it "above average." But I still do not think that it rises as high as Bio Armor does but they are ultimately in the same category.
  2. Go with Thugs instead, WAYYYYYYYYYYYYYY more damaging, WAY more fun, and WAY more powerful! They're like Merc's way better, more handsome, dark, tall, and handsome cousins that got all the family jewels and heirlooms.
  3. Yes, I made a build, it is 100% possible with these new Tanker changes to create a build that **completely** ignores Rage crash (Rage right now is at -20% defense, it will be 10% defense) and brings you to Brute-level damage caps with a Scalar that is now going to be .2 higher than them. Meanwhile your Footstomp will hit almost TWICE as many enemies as the Brute AOEs will now (it's a 60% damage increase). With Accolades, you're at 2,900 health. Because this can double up on Active Defense, you literally cannot be mezzed whatsoever. You also have a WHOPPING 90% defense debuff resistance!!!!! When rage is crashed, you are STILL at the softcap! You literally feel -NOTHING!- When not on a rage crash, you are at 55%+ to every positional that means that an enemy has to do -100% defense debuff to even lay a hand on you... All this while having almost capped S/L resists. Meanwhile, you enjoy a footstomp that has to potential to get an FF proc and permanently bring you +100% recharge along with 4 other strong AOEs. You are going to see 200%++ damage buff **ALL THE TIME** you are a WRECKING BALL. If you want something that can farm AE WELL AND ALL OTHER CONTENT, this will be it once the Tanker changes go live. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Shield Defense Secondary Power Set: Super Strength Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Deflection -- LucoftheG-Rchg+(A), Ags-ResDam(9), Ags-ResDam/EndRdx(9), Ags-ResDam/Rchg(15), Ags-ResDam/EndRdx/Rchg(17) Level 1: Jab -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Acc/Dmg(42), SprMghoft-Dmg/Rchg(42), SprMghoft-Acc/Dmg/Rchg(43), SprMghoft-Dmg/EndRdx/Rchg(43) Level 2: Battle Agility -- LucoftheG-Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3), LucoftheG-Def/Rchg(5), LucoftheG-Def/EndRdx/Rchg(7), ShlWal-ResDam/Re TP(7) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5) Level 6: Kick -- FrcFdb-Rechg%(A) Level 8: Against All Odds -- EndRdx-I(A) Level 10: True Grit -- Prv-Heal(A), Prv-Heal/EndRdx(11), Ags-Psi/Status(11), Ags-ResDam(13), Ags-ResDam/EndRdx(13), Ags-ResDam/Rchg(15) Level 12: Active Defense -- RechRdx-I(A) Level 14: Phalanx Fighting -- LucoftheG-Rchg+(A) Level 16: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(17), UnbGrd-Max HP%(46) Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19), LucoftheG-Def/Rchg(21), LucoftheG-Def/EndRdx/Rchg(21) Level 20: Cross Punch -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Acc/Dmg(31), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), FuroftheG-ResDeb%(46) Level 22: Haymaker -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Acc/Dmg(23), Mk'Bit-Dmg/EndRdx(29), Mk'Bit-Dmg/Rchg(31), Mk'Bit-Acc/EndRdx/Rchg(31) Level 24: Knockout Blow -- Hct-Dam%(A), UnbCns-Dam%(25), Hct-Dmg/EndRdx(25), Hct-Acc/Rchg(27), Hct-Acc/Dmg/Rchg(27), Hct-Dmg/Rchg(29) Level 26: Grant Cover -- Rct-ResDam%(A) Level 28: Rage -- RechRdx-I(A), RechRdx-I(48) Level 30: Shield Charge -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(36), SprGntFis-Acc/Dmg(36), SprGntFis-Dmg/Rchg(37), SprGntFis-Acc/Dmg/Rchg(37), SprGntFis-Dmg/EndRdx/Rchg(37) Level 32: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34), LucoftheG-Def/Rchg(34), LucoftheG-Def/EndRdx/Rchg(36) Level 35: Taunt -- Range-I(A) Level 38: Foot Stomp -- Arm-Dmg/EndRdx(A), Arm-Dam%(39), Arm-Dmg(39), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(40), FrcFdb-Rechg%(40) Level 41: Electrifying Fences -- Ann-ResDeb%(A), PstBls-Dam%(42), PstBls-Dmg/Rchg(43), PstBls-Dmg/Rng(48), PstBls-Acc/Dmg(50), PstBls-Dmg/EndRdx(50) Level 44: Ball Lightning -- Ann-ResDeb%(A), Rgn-Acc/Rchg(45), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Knock%(46), Rgn-Dmg/EndRdx(50) Level 47: Super Speed -- Clr-Stlth(A), Clr-EndRdx(48) Level 49: Combat Jumping -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Agility Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Longbow Core Superior Ally Level 50: Ageless Core Epiphany Level 50: Assault Radial Embodiment ------------
  4. Shield Defense / Super Strength. Given the new Rage changes (now only being -10% defense vs -20%) and the fact that SD damage buffs Tanks on their better Scalar (0.95 vs 0.80 - which also puts their T8 at the Stalker Scalar .95 vs 1.00), I am willing to bet that these new changes indicate a MASSIVE buff to these two sets now being able to properly synergize each other. Double-stacked Rage should be relatively no issue for them anymore with SD's damage buff, they'll be at the damage cap without problems and they'll feel indefinitely like Brutes. Any thoughts?
  5. Choosing FA and not taking Burn is like an MM choosing none of their pets. If you're not going to take Burn (the KEY power in this set that makes it shine) then you should choose another.
  6. I thought my post pretty clearly defined that it can do more than just be "tough." Or doesn't have issues being "tough." As nice as you make Ice out to be, I've been in a number of teams with Ices recently (yes IO'd) in ITFs and I must say that defense-based secondaries for a tanker are just not preferable there are a lot of AV's/monsters that have streakbreakers/autohits and this makes defense less appealing on Tankers. If proc'd out, Radiation Armor is not only excellent at providing the toughness a tanker needs, it gives you the health through means of absorb which saves you embarrassing health losses, and it becomes one of the best proc-monster sets for tankers. And while yea, it doesn't have CE, it has Beta Decay which is by no means an insignificant specifically TYPED OUT taunt aura. Rad also has a far more consistent self heal even if you decided to totally proc it. I'm sorry, Ice does NOT have these tools, nor does it provide SCALING REGENERATION/RECOVERY. Dark being where it is probably isn't a shocker to anyone. And Shield Defense ESPECIALLY with the new tanker changes and rage changes, can be EXTRAORDINARILY good with Tankers now (remember: that T8 PBAOE? Yeah, it'll now be at almost the Stalker Scale now .95 vs 1.00) and they can take SS too and can now build enough defense to make it so they can totally ignore rage crashes now. Shield/SS will be on the rise. So now you ask, why is Fiery Aura so high on my list then? Because FA offers damage at a level Rad does only if proc monster'd out. But far far far more often with its own set of amazing proc options in its powers. It also does Taunt fairly reliably with BA and the damage you're CONSTANTLY doing. While CE may give you the taunt you love, Bio Armor can arguably do the same thing. I hate bursting this bubble but as great as CE is, Bio Armor has Evolving Armor which is also a TAUNT SPECIFICALLY TYPED AURA THAT ALSO DEBUFFS, and it also has a DAMAGE AURA just like Ice does (in fact, I have never seen anyone peel off my Bio tanker, ever, now that may be because Ice isn't used that often, but if that's the only one more "taunty," I'll gladly take being able to do that with much better regeneration, levels of consistency, absorbs, better resistances, etc.) Also, I'll mention that you could easily make a macro so that Hasten and Ablative are both on autocast and completely fix all issues with "clickiness" besides using DNA Siphon (also is a much more reliable heal than Hoarfrost is, down for a minute plus is not that consistent when you need it, down 20 seconds is a LOT different) once in awhile with big mobs every 30 seconds and Parasitic but I skipped Parasitic. So only one clickie? I'm sorry I don't see how this set is "so clicky" after Macro'd properly. So while clearly Ice is ahead of certain sets, I wouldn't put it so far above everything or any higher than where I placed it after the revision.
  7. While the new target cap is true, the only one that can sustain the damage buffs for tanks needed to be competitive is SS (you'd need to mitigate rage crash in your build but can be done, you'd also have to account for entire 10 second periods of nothingness slowing your run time down pretty consistently) unless you can chug so many ridiculous amounts of reds to make spines or rad work (which won't happen at the rate most think it will, ESPECIALLY if like you said, you're PLing other characters - drastically decreasing the red rate which is killing your damage for Tankers), it's been demonstrated that the tanker starts off better early, and it eventually loses ground to the brute when it builds fury. However, it does make tank farmers a lot more competitive especially for non-AE. Brute still pulls ahead but it's not by the large margins it used to be. Another note is that it won't AFK farm nearly as well. No matter how you slice that one, even if you rolled Rad for double patch as tanker, you've lost Rage's consistent damage buff which means your damage is weaker than the brute's will be by non-trivial amounts. But most wouldn't pick Rad as a tanker anyway and would choose to go the SS route, which would mean you get NO double aura which is going to kill your afk farm time. Bottom line: I do not think that Tankers are replacing Brutes. I think they're getting needed buffs for content outside AE.
  8. Looking into this more I'm seeing arguments that are more and more against having to reroll as a Tanker. The most important being: how would any set reliably get +dmg buffs besides SS? And SS has crashing and entire 10-second windows of being "useless." It would also force you into building enough defense and resistance to ignore the crash (do-able). Any other set besides SS will have a much more difficult time reaching fury-level damage bonuses needed to make it competitive to Rad/ or Spines/ brutes that get build-up as well and another aura. Yes, inspirations exist, but you would have an extremely difficult job of getting that many inspirations unless you had a pocket kin. Even with the new modifier .95 (was .80) vs .75 is not enough to close the gap that fury brings to the table for farming. It has some serious pros and cons, overall because sets such as Rad/ and Spines/ have been proven to out-perform SS, I am still going to say that I'm not going to ultimately reroll my Brute.
  9. Due to the Tanker changes, are they now going to be significantly better than Brutes? Will they be slightly better? Or will Brutes still pull ahead? Should I reroll my Rad/FA to FA/SS Tanker? What do you believe is the future of farming?
  10. Where is the highlight about Dark?
  11. So Water is a primarily range-based primary. Interestingly, it is one of few that has very good AOEs and ST's in its own primary that the secondary doesn't have to play as active of a role. /Mental will force you into Melee Range even more than Atomic will. Mental will almost entirely force you to use Drain Psyche and Psychic Shockwave and the various ST hits. Atomic will still encourage you to be in Melee from time to time, but it doesn't "require" you to do it to seem benefit out of this secondary. Personally, I think if you build it correctly, Water/Atomic is a very good combination with a really strong thematic science theme.
  12. I was going to say for damage AR is better and AOE than Sonic but... the damage is still on the lower side and as sad as that is, there's still very little mitigation from either your primary or secondary, and your secondary highlights this issue even worse by FORCING you into melee range. At least with Sonic you get Siren's song and you can take them out one by one and it won't be sooooooo bad. This combo has literally nothing going for it to prevent faceplants and it offers not great damage to go with it. Good luck. Even your "nuke" T9 is a small arc cone that takes a really long time to finish, is a DOT, and can leave enemies hitting you the entire duration of it.
  13. The Stalker will be flat out more ST-focused, the Scrapper will be more inclined to do AOE damage. One isn't so massively better than the other, it's your personal preference if you want more AOE or more ST focus. Personally, I prefer the Stalker variant as it appears to be stronger.
  14. Eh, I think you're downing bio a lot. The sleep effect in this for stalkers makes them deal a lot more damage than AAO. Bio in offensive mode is giving all of your powers a +20% increase. Bio also offers regeneration. As much as I like SD, the damage buff it provides in reality is minimal due to the fact that stalkers get very consistent build-ups so the small damage buff they'd normally gain from SD doesn't really compare to Offensive Adaptation. There's also the fact that you can put a Sandman's proc in the stalker aura and you are now at almost IH-level regen pretty consistently, while weakening their damage, and also gaining extreme amounts of extra damage if they are slept from that aura due to stalker extra damage mechanics on sleep effects. Bottom line: Bio Armor is NOT bad at all or less than SD for Stalkers. Scrappers are a little different, but Stalkers no.
  15. Something about a Stalker wielding a massive boulder while starting an Assassin's Strike on that poor soul and then bashing his head in and with momentum coming in just sounds GLORIOUSLY FUN!
  16. I agree, I think an AR/Ninja blaster would be a nightmare to solo with.
  17. As the adage goes, "all melee sets are great on Scrapper, but alas, they don't have Energy Melee."
  18. The four that are standout resistance sets I'll always recommend: Fiery Aura (if tank/brute), Dark Armor (fear can have an effect where the enemies are pretty locked in place for scrappers), Rad (this should be your go-to), or Elec (if tank/brute). Because this is a SCRAPPER forum, I would highly recommend Rad Armor, it will keep enemies in your AOE/melee range. You can also turn this set into a massive damage proc-monkey. This is an A++ set, but if you can deal with defense, I also recommend Shield Defense. However, again, if you don't want to deal with a defense based set (which I understand, I hate being oneshot/faceplanting without warning), I would 100% go with Rad.
  19. @ApollyonJones Here is a really decent build I came up with for you. You can totally choose to not go with Parasitic Aura, that's your choice there, if you want to take SJ for example, you 100% can if you want. You can also choose not to take Assault if you wish. I set the number of enemies at the "standard of 5," I find this to generally be an average mob size that's realistic, of course there are situations you can land 10, but there's some you can only get off 1. I think this is a decent expectation for realistic gameplay. Further, with this build, you are *almost* capped to S/L resistance with barrier (74.5% vs 75%) and *almost* capped to S/L defense at 44.1%. I think this is good enough to "call it a day." especially with the absorbs and further damage mitigations. So with T4 Barrier Core (because it permanently boosts you 5% res/def) you are effectively softcapped to S/L/E/N/F/C and capped res to S/L. Relies on Agility T4 as well. Build is not the cheapest, though not the most expensive I've made. You get very good procs in this build, you'll have an Achilles proc for -res, you'll also have two purple-level procs in your CU, making it deal massive damage. You also have both AOEs. I put a sandman's proc in the Genetic Corruption because that could be some serious regeneration to you. Even with SS and everything else on, you recover almost 3 end/sec more than you lose, more if you turn it off, and you have plenty of procs (panacea, PS) to mitigate that quite heavily. Villain Plan by Hero Villain Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Street Justice Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Villain Profile: Level 1: Initial Strike -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Acc/Dmg(9), SprAssMar-Dmg/Rchg(40), SprAssMar-Acc/Dmg/Rchg(43), SprAssMar-Dmg/EndRdx/Rchg(46), SprAssMar-Acc/Dmg/EndRdx/Rchg(46) Level 1: Hide -- LucoftheG-Rchg+(A) Level 2: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5), StdPrt-ResDam/Def+(5) Level 4: Boundless Energy -- Prv-Heal(A), Prv-Heal/EndRdx(7), PrfShf-End%(7) Level 6: Super Speed -- HO:Micro(A) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 10: Environmental Modification -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(11), ShlWal-Def(11), ShlWal-Def/EndRdx(13), ShlWal-Def/Rchg(13), Rct-ResDam%(15) Level 12: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(48) Level 14: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), GldArm-3defTpProc(19) Level 16: Adaptation Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(33), LucoftheG-Def/Rchg(33), LucoftheG-Def/EndRdx/Rchg(34) Level 20: Ablative Carapace -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(21), Prv-Heal(21), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(25) Level 22: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(33), LucoftheG-Def/Rchg(50), LucoftheG-Def/EndRdx/Rchg(50) Level 24: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(27) Level 26: Sweeping Cross -- SprAvl-Acc/Dmg(A), SprAvl-Rchg/KDProc(37), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(39) Level 28: DNA Siphon -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(29), NmnCnv-Heal/EndRdx(29), NmnCnv-EndRdx/Rchg(31), NmnCnv-Heal/Rchg(31), NmnCnv-Heal/EndRdx/Rchg(31) Level 30: Assassin's Strike -- SprStlGl-Rchg/Hide%(A), SprStlGl-Acc/Dmg(34), SprStlGl-Dmg/Rchg(34), SprStlGl-Acc/Dmg/Rchg(36), SprStlGl-Dmg/EndRdx/Rchg(36), SprStlGl-Acc/Dmg/EndRdx/Rchg(36) Level 32: Build Up -- GssSynFr--Build%(A) Level 35: Genetic Corruption -- CaloftheS-Heal%(A) Level 38: Spinning Strike -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(40), Rgn-Dmg/EndRdx(40) Level 41: Shin Breaker -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(42), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(43), AchHee-ResDeb%(43) Level 44: Crushing Uppercut -- Hct-Dam%(A), Hct-Dmg/EndRdx(45), Hct-Dmg/Rchg(45), Hct-Acc/Dmg/Rchg(45), Hct-Acc/Rchg(46), UnbCns-Dam%(50) Level 47: Assault -- EndRdx-I(A) Level 49: Parasitic Aura -- Prv-Heal/Rchg(A) Level 1: Assassination Level 1: Brawl -- KntCmb-Acc/Dmg(A) 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 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 16: Defensive Adaptation Level 16: Efficient Adaptation Level 16: Offensive Adaptation Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Agility Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Longbow Core Superior Ally Level 50: Barrier Core Epiphany Level 50: Assault Core Embodiment ------------
  20. When I have a moment, I'll put one together for you.
  21. I second Archery/Tactical, it's solid, syngerizes very well. So does Ice/Tactical. Honorable mention as well: Dark/Tactical, you get a sniper, a good way to put on Clouded Senses procs, you're hardly ever resisted, you get an immobolize, heal, and your enemies have less of a chance to beat you as time goes on with your to hit debuff stacking.
  22. 1) This is not 257.5% recharge. Ageless gradually decreases to 10% (maybe 12%) and does not really give you as much recharge, by the minute and a half mark, you have lost 2/3's of Ageless benefit. Further, unless you are running around spamming Kick all the time, you cannot rely on Forced Feedback (all the time meaning at least once every 5 seconds, which you'd probably need to kick 2-3 times to pull this off.) I'm not trying to be rude, but saying you have a ridiculous number such as "257.5% without Hasten" is not accurate. If you aren't going to allow kick to disrupt a good ST and AOE chain, you have 87.5% recharge (possibly 97.5% if you really want to count Ageless' end recharge number). 2) Hide being turned on in Mids Reborn is not accurate of hide when broken (your actual defense numbers) your actual defense numbers really need improvement. 3) This is true, but Bio very well can be made to survive quite nicely if it is properly slotted, in this case, it will not. You need to use your actual recharge numbers, not rely on Kick which will lower your DPS by considerable amounts, and you need to turn Ageless off. I would heavily consider revising this build and making your endurance issues subside enough so that you can run Barrier and cap things much easier and have an entire period of almost 20 seconds of pure invincibility.
  23. It does get better, especially at 50. You need to come up with a decent build and really try it out then along with decent incarnates and a level shift.
  24. Yes, this is what I was thinking as well. I thought actually this would be one of the most synergistic because the KD keeps enemies within the PBAOEs fire provides. For a truly awful pairing I'd go with Elec/Ice. Elec as a primary is a "don't pick this" type of primary in that its secondary effect is either minimally effective or entirely resisted. It possesses nothing that another set doesn't have any much better (minus Sonic but Sonic has a few decent tools.) There's just no synergy, you consistently get a wonky playstyle with this between the in and out of melee range due to SC. There's really not enough damage with this set to be worthwhile unfortunately. Elec suffers from low base damage, doesn't offer a very beneficial secondary effect, and ice offers no really good AOE except the PBAOE sleep at the very end, and provides damage mitigation which I guess Elec needs but still isn't enough to make this "well rounded." /Ninja as a secondary quite often forces you into Melee range which can be really counter-productive for lots of primaries that would keep you safely in range, while not offering enough incentive most of the time for me to choose this (unlike mental manip, martial, fire, etc.) Unhonorable mentions: Archery/Ninja (again, this is so counter-intuitive due to the ranged primary now being forced to be in melee for little to no reason) same with Water/Ninja, Sonic/Ice (not enough damage) I should note that while I may have said a pairing or listing that you like or feel is "OP", that doesn't mean that with the right choices it can't be or in the context you're using it that it's not adequate, but from my personal observations, this is what I have concluded are some of the worst pairings.
  25. This is controversial, but I skipped Hurricane altogether, there's more than enough mitigation with the knockdowns that tornado + lightning storm and your thuggies will do constantly. Only with GMs do I have an issue where they're actually running away from me.
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