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Radiaria

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Everything posted by Radiaria

  1. I think this set really needs a rework. I think the sentinel pet should probably be improved (more damage, and also macro-able). The Endurance drain was really cool for a time, but it's definitely lost its place. In its current state, it just doesn't compete with other sets, it is lowest in damage, and very low for utility. The AOEs are decent, but this is not enough to compensate for the fact they're still lower damage and SC is a 3 second animation power that forces you into melee range and does relatively bad damage compared to "others" especially for its DPA (breath of fire, fistful of arrows, stream spray [by vast amounts], frost breath, energy torrent, empty clips, tentacles, cutting beam [not very good, but still better as it doesn't force you into melee range and is still better DPA], AR's numerous odd AOEs are better than this, irradiate [takes awhile but still better DPA], psychic scream) the only one worse than this one is probably Shockwave. Honestly, all of those are better than SC is by damage or better utility. Lots will even argue at least Shockwave knocks which is somewhat helpful whereas this does an end drain that won't do very much for you in the long haul, some enemies even being 100% resistant to it. Electricity needs a revisit. I think that they need to change SC in some way (make it a cone targeted AOE! with less activation time!), improve the damage on it slightly, and make, again, the sentinel do more damage and be controllable. IMO, this set is "aged," it has not been properly updated to reflect the changes of the current meta in the game, it is not damaging enough, too slow, and is not as good as other sets now are. It really could use some updating.
  2. Thugs/Storm is one of the highest if not the absolute King of single target damage. If you build this right, and use procs, this becomes a beast. It will streamroll in most difficulty settings (be careful of ambushes) you definitely want KB -> KD for tornado, and you want to take the AOE immob to not have everything spray everywhere, but you will waste spawns with incredible ease. You will get the majority of kills on a team, and they aren't just "pity" kills like ROF, they are legitimate extremely damaging combinations. You will have absolutely no problems downing enemies. This is chaos to an unstable degree, the sheer amount of damage types you're spraying out, smashing, lethal, fire, cold, energy, is in such volume that not many enemies will heavily resist it all. **if you have a tanker friend to keep your thuggies from dying and crowd up for you, it S-T-R-E-A-M-R-O-L-L-S. This can have the equivalent damage of full team of 8 people. At your full power mode with Burnout, you can unleash hell upon CoH with Double Gang War, and 4x Tornados, Double Freezing Rain, and 4x Lightning Storms with Lore Pets, and a team of the hardest hitting MM minions in game. That is BEYOND anything you can imagine. Thugs/Rad is safer and a much slower choice that isn't going to be so damaging to the degree storm is but is going to make +4 AV soloing easier on you. You will debuff heavily and in general be well-liked for it. I personally haven't tried this combination but I'm sure it performs decently.
  3. Yes, that is correct, which means that if you're swarmed with enemies, it's almost guaranteed to proc. The proc gives you a global +50% chance to crit all powers. Further, it lasts for 3.x-something seconds, so you'll only really get one move out of it but it's worthwhile because that's one very likely crit hit.
  4. I'll say this and yes there's going to be people who disagree but, IMO, the Superior Critical Strikes ATO is EXCEPTIONALLY good in damage toggle auras. Yes, it's lower proc chance, but it's permanently procing it against every enemy you fight and procs sometimes more than it's supposed to in large mobs. Highly underestimated. Even ST, it randomly procs pretty well.
  5. The Fear in the power pool limits your options for other power pools and IMO, isn't worth going that far out of your way for. If I were you, I'd personally take Dark Armor for this, it's an excellent primary for tankers anyways, you may "need" Ageless to help with endurance though. Why would you not want a damaging aura? That seems extremely counter-productive. That Aura TAUNTS enemies to you, this BRINGS them to your fear toggle. That aura also can be slotted with Might of the Tanker for TONS of survivability in the +res ATO. This is perhaps one of the most useful tools you can have as a tanker... And it helps you kill...
  6. Archery is a lot easier to work with than AR, AR is extremely controversial and requires lots of practice to use and IMO, does not provide the AOE consistently that Archery does. Beam is quite nice, it provides a lot of debuff proc options. It only lacks some AOE capability. AR/Beam are your best bets for primaries. TA is amazing for Arrows because you're permanently at range with mezzes to prevent deaths. It also gives you some defense, more recharge than any other secondary, and overall just looks good together. Devices is a really interesting secondary with a steal component but that component is easily achieved in other ways. However, it gives you one specialty: Trip Mines, which are an extremely good AOE damaging power, although you don't get huge utility out of that in groups. Ninja is going to try to "force" you into range, while not a bad set, if you want "ranged DPS" I don't think this is the secondary for you. Of all your options, I think the one most will find that they would favor is Archery/TA. The T9 is exceptional, good damage, and extremely short recharge, with TA paired, it's even easier to get it down to like a 15 second T9 nuke.
  7. It's actually quite viable. If not, extremely good. Stalkers aren't really meant for total AOE carnage, but I don't think it's a bad thing that this at least attempts to resolve that issue. As others have said, it leaves a lot of room for Recharge procs, I actually think this could be a great benefit of choosing Spines. Stalkers have inherently better ST due to their mechanics and AS, so this "fixes" Spines' hole which is traditionally bad single target, you still lose out on Quills.
  8. So... Here goes: With IO's, good slotting capability, and the choice, typically Resistance-based sets will outperform Defense-based ones HOWEVER... as a sentinel, that isn't so much the case. Sentinels have lower health and won't always make the "best use" out of resistance sets. The defense based sets are typically better suited for their playstyle. I don't think any set is disadvantaged for surviving in its own way, but I do think that there are some sets that do more for you than others. That said, a fire/fire sentinel is very damaging, tons of fun, and very sustainable!
  9. Here it is (Make sure you PUT SHIELDBREAKER: CHANCE FOR LETHAL DAMAGE IN ENFORCERS!!!) the Designer will not allow me to put this proc in there, but it absolutely can take this proc and it does make a difference. Also, you may have to read the text and "fill in" the build. It achieves softcapped S/L/E defense, minions are 50% AOE capped, 36% regular, and over softcap once you use Support Core Hybrid. 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 Mastermind Primary Power Set: Thugs Secondary Power Set: Storm Summoning Power Pool: Leadership Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Call Thugs -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Dmg(3), ExpRnf-+Res(Pets)(3), ExpStr-Dam%(5), HO:Nucle(7) Level 1: Gale -- SuddAcc--KB/+KD(A) Level 2: Dual Wield -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(7), SprWntBit-Dmg/Rchg(9), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(15), GldJvl-Dam%(5) Level 4: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(40) Level 6: Equip Thugs -- EndRdx-I(A) Level 8: Assault -- EndRdx-I(A) Level 10: Steamy Mist -- LucoftheG-Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(11), StdPrt-ResDam/Def+(23), StdPrt-ResKB(50) Level 12: Call Enforcer -- SprMarofS-Acc/Dmg(A), SprMarofS-Acc/Dmg/EndRdx(13), Empty(13), CaltoArm-+Def(Pets)(17), GssSynFr--Build%(17), TchofLadG-%Dam(25) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(25) Level 16: Freezing Rain -- AchHee-ResDeb%(A) Level 18: Gang War -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg/Rchg(19), SprCmmoft-Dmg/EndRdx/Rchg(19), EdcoftheM-PetDef(21), SvrRgh-PetResDam(21), SprCmmoft-Acc/Dmg/EndRdx/Rchg(23) Level 20: Arcane Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(40), Thn-Dmg/Rchg(42), GldJvl-Dam%(43) Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(33), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(34) Level 24: Weave -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def(31), ShlWal-Def/EndRdx(33), Rct-ResDam%(33) Level 26: Call Bruiser -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(27), SlbAll-Dmg(27), SlbAll-Build%(29), ExpStr-Dam%(29), HO:Nucle(43) Level 28: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(43) Level 30: Burnout -- RechRdx-I(A), RechRdx-I(31) Level 32: Upgrade Equipment -- EndRdx-I(A) Level 35: Tornado -- FrcFdb-Rechg%(A), AchHee-ResDeb%(36), OvrFrc-Dmg/End/Rech(36), OvrFrc-Acc/Dmg/End(36), OvrFrc-Dam/KB(37), OvrFrc-Acc/Dmg/End/Rech(37) Level 38: Web Envelope -- GrvAnc-Immob/EndRdx(A), GrvAnc-Immob(39), GrvAnc-Immob/Rchg(39), GrvAnc-Acc/Immob/Rchg(39), GrvAnc-Acc/Rchg(40) Level 41: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42), LucoftheG-Def/Rchg(46) Level 44: Web Cocoon -- NrnSht-Dam%(A), GhsWdwEmb-Dam%(45), UnbCns-Dam%(45), GldNet-Dam%(45), ImpSwf-Dam%(46), GhsWdwEmb-Acc/Rchg(46) Level 47: Lightning Storm -- Apc-Dam%(A), Apc-Acc/Rchg(48), Apc-Dmg/Rchg(48), Apc-Acc/Dmg/Rchg(48), FrcFdb-Rechg%(50), GldJvl-Dam%(50) Level 49: Boxing -- Empty(A) Level 50: Musculature Radial Paragon Level 1: Brawl -- Empty(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 -- Clr-Stlth(A) Level 1: Supremacy 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: Pyronic Core Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Ageless Core Epiphany Level 50: Support Core Embodiment Level 50: Longbow Core Superior Ally ------------
  10. They absolutely can when built for general things, it takes a crafty mindset, but the resistances fire provides and the tools available with incarnates are 100% available, I've seen a few rad/fire generalists other than just myself, I actually have *LOVED* this build so much it became my "main" badging character. Burn and AS are beautiful, the double aura and proc patch are just out of this world. I think if people really gave it a try, they'd really see how actually good it is and that incarnates really patch so many PvE holes for Brutes (like lower ST damage by itself) and becomes really synergistic. I also absolutely think Rad has much better ST/sustain/debuff options than Spines does in general PvE.
  11. This is my version of TW/Bio Scrapper. With Barrier you cap S/L resistances, and softcap F/C/S/L/E/N/M. Hasten is extremely close to perma. This isn't a "proc monster" but it does both extremely good ST and AOE damage. I'm using the standard mob size of 5 in DNA Siphon, but it has 700% regen pretty regularly and is at 50 hp/sec. Overall, very very very tough, very very very damaging. Extremely good soloist, great in teams too. 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 Scrapper Primary Power Set: Titan Weapons Secondary Power Set: Bio Armor Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Body Mastery Hero Profile: Level 1: Crushing Blow -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), SprBlsCol-Acc/Dmg(11), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(7) Level 1: Hardened Carapace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(5), StdPrt-ResDam/Def+(5), GldArm-3defTpProc(7) Level 2: Titan Sweep -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Acc/Dmg(46), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(19), SprAvl-Acc/Dmg/Rchg(39) Level 4: Boxing -- Empty(A) Level 6: Follow Through -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/EndRdx/Rchg(48), KntCmb-Dmg/Rchg(50) Level 8: Build Momentum -- GssSynFr--Build%(A) Level 10: Adaptation Level 12: Environmental Modification -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(13), ShlWal-Def(13), Rct-ResDam%(17), ShlWal-Def/Rchg(15), ShlWal-Def/EndRdx(15) Level 14: Inexhaustible -- Prv-Heal(A), Prv-Heal/EndRdx(17), PrfShf-End%(19) Level 16: Ablative Carapace -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(27), NmnCnv-Heal/EndRdx(27), NmnCnv-EndRdx/Rchg(33), NmnCnv-Heal/Rchg(33), NmnCnv-Heal/EndRdx/Rchg(42) Level 18: Rend Armor -- Hct-Dam%(A), Hct-Acc/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Dmg/Rchg(40), Hct-Dmg/EndRdx(40), AchHee-ResDeb%(23) Level 20: Evolving Armor -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(21), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(23) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(34) Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25), LucoftheG-Def/Rchg(43), LucoftheG-Def/EndRdx/Rchg(50) Level 26: Whirling Smash -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(43), SprScrStr-Acc/Dmg(43), SprScrStr-Dmg/Rchg(45), SprScrStr-Acc/Dmg/Rchg(46), SprScrStr-Dmg/EndRdx/Rchg(46) Level 28: DNA Siphon -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(29), Prv-Heal(29), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(33) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Arc of Destruction -- Arm-Dam%(A), Arm-Dmg/EndRdx(37), Arm-Dmg/Rchg(40), Arm-Acc/Dmg/Rchg(42), Arm-Acc/Rchg(42) Level 35: Genetic Contamination -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg/EndRdx/Rchg(36), SprCrtStr-Acc/Dmg(36), SprCrtStr-Dmg/Rchg(36), SprCrtStr-Acc/Dmg/Rchg(37), SprCrtStr-Dmg/EndRdx/Rchg(37) Level 38: Conserve Power -- RechRdx-I(A) Level 41: Super Speed -- EndRdx-I(A) Level 44: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45) Level 47: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(48), LucoftheG-Def/EndRdx(50) Level 49: Physical Perfection -- PrfShf-End%(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 -- UnbLea-Stlth(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 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 1: Momentum 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 ------------
  12. This is a WTF-level AOE spawn nuker MM and an absolute DPS cannonite. I actually have never seen anything that downs AVs like this build. It is so extremely damaging it takes Pylons down in under 40 seconds. Regularly. No insps even used. Thugs/Storm You can decimate any mob +4 or not in seconds, command minions to attack to take agro off of you, then quickly immob with the AOE, and then summon Tornado and Lightning Storm and watch them MELT. +4 AV soloing is indeed possible with this but dangerous, although, if you have a tanker to completely pull agro off of you, it will SURGE an AV worse than any other nightmare you can imagine. I LOVE this build, and I used to down MMs until I saw the potential this could wreak upon mobs and how fun this actually is. I regularly get TONS of kills in every group, I've stealthed and soloed x8 groups even at low levels on my own with this, I would definitely say this is one of my "hall of fame" builds. In Apex, I will literally take down two 54 War Walker EB's before sometimes even the rest of the team takes down one of the other ones. I have regularly taken down in Tin Mage a Goliath on my own before the Team even kills the other one. It really is extremely damaging. Also, you're not just great DPS, but you BOOST other's damage with your freezing rains and your -res. Note this: Your pets gain immensely better survivability with Support Core Hybrid and you are pretty required because of Storm's massive cost to use Ageless. Fun Party Trick: You can release 4 Storm and Double Gang War and 4 Tornados at once with Burnout hehehe I will post my build of it very soon, Pines is having issues actually saving the way I slot the build and isn't show where I really put the procs on the MM pets and just unselects them for some reason and I can't remember the exact slotting for it, so when the game comes back up I will look back into it.
  13. Here is my approach to an extremely friendly "Generalist" Rad/FA brute that can exemp down exceedingly well and is pretty tough even at 50 and **WITH BARRIER** caps S/L/F comes out to 75% Energy and Negative, Psi (the lowest resistance I have) even having 32.5% with barrier. Meets the softcap for Melee damage as well. Early levels are not bad with this because she receives a lot of aid for endurance with consume and decent Stamina slotting and Panacea as well as having Physical Perfection and Superior Conditioning. I have soloed every GM in game with this build. This build can rip through all content with relative ease although going +4 into debuff heavy groups (Rularuu, Banished, etc.) aren't pretty if you're not cautious. That's pretty standard though. Because of how often Rad Siphon is up, you have basically the equivalent of a 400 HOT (heal over time) ticking 100's each time every few seconds. Makes you really tough. I will not in any way claim that this is a tanker, but she can very well take a beating and deal some real damage to tell about it. I took ET because it is a great way to get a possible +recharge off of FF and it is a basic knockdown not knockback as well as another "gap AOE" that can help recharge burn/atom smashing, I think it's genuinely served me well. **This is not intended to run AE, I have another build to do that but I genuinely enjoy it outside of that purpose. 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 Brute Primary Power Set: Radiation Melee Secondary Power Set: Fiery Aura Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Energy Mastery Villain Profile: Level 1: Radioactive Smash -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg(48), Mk'Bit-Dmg/EndRdx(48), Mk'Bit-Dmg/Rchg(50), Mk'Bit-Acc/EndRdx/Rchg(50) Level 1: Fire Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(9) Level 2: Blazing Aura -- SprBrtFur-Rech/Fury(A), SprBrtFur-Acc/Dmg(3), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(5), SprBrtFur-Dmg/EndRdx/Rchg(5), SprBrtFur-Acc/Dmg/EndRdx/Rchg(7) Level 4: Healing Flames -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx(46), NmnCnv-EndRdx/Rchg(46), NmnCnv-Heal/Rchg(46), NmnCnv-Heal/EndRdx/Rchg(42) Level 6: Fusion -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(11), GssSynFr--Rchg/EndRdx(31) Level 8: Radiation Siphon -- Prv-Absorb%(A), Prv-Heal(42), CrsImp-Acc/Dmg(45), CrsImp-Dmg/Rchg(11) Level 10: Boxing -- Empty(A) Level 12: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(13), ShlWal-Def/Rchg(13), ShlWal-Def/EndRdx/Rchg(37), LucoftheG-Rchg+(37) Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(19), ImpArm-ResPsi(27) Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(19), StdPrt-ResDam/Def+(29) Level 18: Irradiated Ground -- AchHee-ResDeb%(A), FuroftheG-ResDeb%(33) Level 20: Weave -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(21), ShlWal-Def(21), ShlWal-Def/EndRdx(23), Rct-ResDam%(23), ShlWal-Def/Rchg(48) Level 22: Combat Jumping -- ShlWal-Def/EndRdx/Rchg(A), ShlWal-Def(25), ShlWal-Def/EndRdx(27), ShlWal-Def/Rchg(37), LucoftheG-Rchg+(39) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Devastating Blow -- Hct-Dam%(A), Hct-Dmg(34), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(43), Hct-Dmg/EndRdx(42), Hct-Acc/Rchg(43) Level 28: Burn -- Arm-Dam%(A), Arm-Dmg/EndRdx(39), Arm-Dmg(39), Arm-Dmg/Rchg(40), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(40) Level 30: Consume -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Acc/Dmg(31), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33) Level 32: Atom Smasher -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg(34), SprUnrFur-Dmg/Rchg(34), SprUnrFur-Acc/Dmg/Rchg(36), SprUnrFur-Dmg/EndRdx/Rchg(36), SprUnrFur-Acc/Dmg/EndRdx/Rchg(36) Level 35: Superior Conditioning -- PrfShf-End%(A) Level 38: Super Speed -- Clr-Stlth(A) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Energy Torrent -- FrcFdb-Rechg%(A), Dtn-Dmg/Rchg(45), Dtn-Acc/Dmg(45) Level 47: Taunt -- MckBrt-Taunt(A) Level 49: Temperature Protection -- GldArm-3defTpProc(A) Level 1: Brawl -- Empty(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: Fury Level 1: Sprint -- EndRdx-I(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), PrfShf-EndMod/Rchg(29), PrfShf-EndMod(50) Level 50: Agility Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Total Core Conversion Level 50: Longbow Core Superior Ally Level 50: Barrier Core Epiphany Level 50: Assault Core Embodiment ------------
  14. I've got to admit, this is hot garbage.
  15. Someone may have posted this already, and while I will admit, it is selfish, but I want you to understand from my perspective as a fire farmer. Just two accounts and for one boss I'm earning ~56k inf. If I add more to my team, it drops, substantially. Experience also drops. Unless that member is contributing, I am farming 2/3x as efficient as I could be by myself. I actually hate this and I totally think the teaming penalties should just go away, this game should aim to encourage it, not discourage it.
  16. You've made an excellent point. I still do not believe Ice is in the same league as the top 4 I placed, and I still do not think it's *quite* at the level of Bio Armor, but I can see an argument for its utilities being place in "Above Average" territory. I actually have played this set on a Stalker (ice/ice) I really love it, I just didn't believe being a defense-based set it would translate very well for tankers, but I can see now that it does. I will move it up on my list. The rest of them though I am pretty familiar with and I don't really think there's much that's going to change my mind about them at this point.
  17. By all means, more power to you! I love seeing people demonstrate the upsides in stereo typically "weaker" sets!
  18. I'd love it if Illusion went to Dominators, I think there's 0 reason it shouldn't be even if it's viewed as "inferior."
  19. I have to say that the primaries are difficult to rank because as the old adage goes, "one man's junk, is another man's treasure." Some tanking sets are really overkill IMO, and ruin the gameplay of a character or do not provide good benefits outside of their tanking. So I'm going to rank them based upon their totality of what they can do and achieve beyond just mitigating damage alone. Indefatigable - Fiery Aura, Radiation Armor, Dark Armor, Shield Defense Above Average - Electric, Bio Armor, Ice Armor Average - WP, Invulnerability (I actually love invul as a primary for mitigating, but overall not my "favorite" outside this purpose) Needs rework (or really doesn't but I personally don't like it) - Stone, Super Reflexes Why? Fiery Aura is damned good, it's clearly not the frontrunner for mitigating damage, obviously, but it provides Burn, which is just miles ahead of any other tanking set in terms of sheer damage with the only one coming close being Shield Defense. Fiery Aura can still quite reliably cap S/L/E/N/F, which is great! While it provides no other major mitigating properties (like defense, regen, etc.) it is amazing for all the benefits it has. While others may "tank," Fiery Aura kills it before it becomes a problem. Radiation Armor is awesome as well! Awesome resistances all in the right places! You can always count on capping quite a few really needed resistances with this set, along with it providing wonderful debuffs and its T8 being wonderful for some extra damage output! Definitely tankier than FA, less damaging, but this is definitely the one you tank LRSF with (although I still do this on FA!) Dark Armor has all the right procs all the right things in all the right places with lots of resistance capping and defense. This is another excellent set, it provides damage, and lots of hard mitigations and even CC for teammates, very good set, excellent to work with, although end is an issue early on, it gets worked out with Ageless. Shield Defense is another favorite of mine although it normally "belongs" on stalkers and scrappers to me, I still quite like it for Tankers! It gives great damage with the damage buff taunt power and its T9 "mini nuke." Quite an impressive set actually, gives a host of good resistances once properly IO'd despite not quite meeting the cap on them, you don't necessarily have to! With the defenses on this, you're quite good! -- Bio Armor I really like, it's a great set, really provides decent mitigation, but it is far more "micro managing" to get the best out of it than any other set sadly. Gives a damage aura (MAJOR plus!), great regen, even more damage for adaptations, and it really does allow you to go into "tank mode" with defensive. Great set, just don't like how "clicky" and situational it is. Electric has 0 wrong with it, but it doesn't boast the same feats that the top performers do. It has a damage aura (always a plus), gives you excellent resistances, and some minor mitigation with the -end of the aura. This set is not bad at all, it just isn't anything "awe worthy" in my opinion but it really is quite nice. Great set overall, does what it does, and it excels. Ice Armor (Frostweaver pointed some things out) is great for a variety of reasons and is surprisingly effective. While it is not as damaging as the top performers nor does it offer the resistances or same amount of caps, it does offer a great agro sustain, maximum HP, excellent DDR, lots of defenses, and it does mitigate damage for teammates with CE. I believe it is an underdog set. -- Willpower is still a great set, arguably one of the best ones early game, however it suffers largely due to being "outclassed" by Bio Armor in most regards. The regen it gives is roughly the same, I just can't get behind this one and it just doesn't give "enough" towards the end for me to *love* it, it becomes very average towards the end but still decent. Invulnerability is an AMAZING damage mitigating set. so it won't cap as many as Rad or Dark, but it will come extremely close, with tons of health, and lots of defense, with lots of debuff resistance, the only hole being psionics. The only reason this isn't "above average" or "indef" is it lacks a damage aura, and doesn't give lots of additional bells and whistles beyond damage mitigating. This set does not provide CC or damage buffs or a damage aura, otherwise this would be in the top category. I certainly put this above Willpower and SR (see below) any day, and I really think if it just had more beyond damage mitigation it would be at the very top. However, because it doesn't, I put it as "average." -- Stone Armor... this is controversial, but despite it's decent mitigation, this set is just not able to upkeep anymore. It is slow. Yes it can do the job, but if it takes 2-3x longer, why would you? This is the "ultimate" tank, but it loses pretty hard in actual gameplay. While a decent set otherwise, just loses so much effectiveness in its current state with how harsh the penalty for movement is and the heavy restrictions. Yes I'm fully aware you can get around it with teleport and turning granite on/off, but that just gets so annoying and you really have to build around its weaknesses to get it going. I just think this set has lost its place in the current meta beyond being a tank which I think is something easily achieved by other sets or party buffs for activities that require it. Super Reflexes gives nothing that I want in a tanker at all. Defense is not what I normally want for a tanker, also, it lacks resistances quite heavily even with scaling, yes, nothing will hit you, however, there's lots of "auto hits" in this game and this set can just screw you the wrong way. This is just not my favorite at all. There's no damage aura, there's no additional mitigation. No extra "bells and whistles," the recharge it gives does not make up for the lost damage, and IMO is outclassed in so many regards for tankers. This set is MUCH better on Sentinels/Stalkers/Scrappers.
  20. This is an excellent combo however it can be difficult to pull off initially - Illusion provides no immobilize which really helps out tornadoes. However, there's so much going for it in terms of everything else it becomes "worth it" I'd personally skip the AOE hold it's recharge is just too long I'd actually *consider* Thunder Clap, it provides a decent AOE mez that helps lock enemies in, although I can certainly see why people would skip it. I'd also skip Hurricane (you just don't need it, it's a decent power, but really unneeded and doesn't add "that much") I'd also skip all the invisibilities in Illusion for Steamy Mist unless you need an LotG mule in which case I'd take Superior. Deceive is skippable but I find it worthwhile and fun, really helps out if you slot Coercive in it. Spectral Terror is a 50/50, some will say it's useless and storm will reduce its effectiveness, I can't say I disagree but I do think it reduces their movement by a noticeable degree to where it's wortwhile and it does mitigate damage by still disallowing yourself to really "take hits."
  21. Here's a decent build I came up with Softcaps S/L/E/N, very close to softcapping F/C too, only Psi is the "hole" 45% S/L res, 53% fire, and capped cold, Icy Bastion caps all but Psi, E/N (they are 65% though) Recharge is pretty good, perma hasten, Bastion is up 40% of the time, not bad. Health is very high due to Hoarfrost, would be capped with accolades. You get all the AOEs. Good procs too. Villain Plan by Hero Villain Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Stalker Primary Power Set: Ice Melee Secondary Power Set: Ice Armor Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Soul Mastery Villain Profile: Level 1: Frozen Fists -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(37), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17) Level 1: Hide -- ShlWal-ResDam/Re TP(A) Level 2: Frozen Armor -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(21), RedFrt-Def/Rchg(23), RedFrt-Def/EndRdx/Rchg(25), RedFrt-Def(25), RedFrt-EndRdx(36) Level 4: Hoarfrost -- Prv-Absorb%(A), Prv-Heal(5), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(17), Prv-Heal/Rchg/EndRdx(19) Level 6: Assassin's Ice Sword -- SprStlGl-Rchg/Hide%(A), SprStlGl-Acc/Dmg(7), SprStlGl-Acc/Dmg/Rchg(7), SprStlGl-Dmg/Rchg(9), SprStlGl-Dmg/EndRdx/Rchg(9), SprStlGl-Acc/Dmg/EndRdx/Rchg(11) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Frost -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(11), SprFrzBls-Acc/Dmg(13), SprFrzBls-Dmg/EndRdx(13), SprFrzBls-Acc/Dmg/EndRdx(15), SprFrzBls-Acc/Dmg/Rchg(19) Level 12: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(50) Level 14: Wet Ice -- EndRdx-I(A) Level 16: Chilling Embrace -- HO:Micro(A) Level 18: Ice Patch -- SprAssMar-Rchg/Rchg Build Up(A) Level 20: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(21) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Boxing -- Empty(A) Level 26: Freezing Touch -- Hct-Dam%(A), Hct-Dmg/EndRdx(27), Hct-Dmg/Rchg(27), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), UnbCns-Dam%(31) Level 28: Glacial Armor -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(42), RedFrt-Def(42), RedFrt-Def/Rchg(43), RedFrt-EndRdx(43), RedFrt-Def/EndRdx/Rchg(43) Level 30: Tough -- Ags-Psi/Status(A), Ags-ResDam(31), Ags-ResDam/EndRdx(31), Ags-ResDam/Rchg(34), StdPrt-ResDam/Def+(36), Ags-ResDam/EndRdx/Rchg(42) Level 32: Frozen Aura -- Arm-Dam%(A), Arm-Dmg/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), FuroftheG-ResDeb%(34) Level 35: Energy Absorption -- LucoftheG-Rchg+(A), LucoftheG-Def(36) Level 38: Icy Bastion -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(39), Ags-ResDam(39), Ags-ResDam/Rchg(39), Ags-EndRdx/Rchg(40), Ags-ResDam/EndRdx/Rchg(40) Level 41: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(46) Level 44: Dark Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(46) Level 47: Moonbeam -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(48), StnoftheM-Dmg/EndRdx(48), StnoftheM-Dmg/ActRdx/Rchg(48), StnoftheM-Dmg/EndRdx/Rchg(50), Apc-Dam%(50) Level 49: Combat Jumping -- Rct-ResDam%(A) Level 1: Assassination Level 1: Brawl -- Empty(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), PrfShf-EndMod(3), PrfShf-EndMod/Rchg(3) Level 50: Agility Core Paragon Level 50: Ageless Core Epiphany Level 50: Assault Core Embodiment Level 50: Degenerative Core Flawless Interface Level 50: Banished Pantheon Radial Superior Ally Level 50: Ion Core Final Judgement ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1519;685;1370;HEX;| |78DA6594D94E53511885F7A145A450CA505A2A932D4327A83D0C268A86181124424| |2D207204DD94263A5B505870B2F7C03050DAF004E57CE2F2132DCE80338206AE29D| |37F5E7AC0525E94E9AEF9CB5CF5E67FDFBDFA7D377C76A5F4E3C185586F37226592| |8CC269692991B3A5F9548A5F5624ADB948C2AF97939313BAD335AC726531A57BE43| 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|95295365CA8C280615C352AAEBE5AB67B67DC7D1BF8732FA51D7EFE39A1FF5FC3AA| |E85F0DC9F925661AC612F2A56C855F09FF4DAC433C535F9944CBE773D50D2C7BDA5| |6B6BEC7597049FBB74FD1F0CFEF48D| |-------------------------------------------------------------------|
  22. Straight up DPS: Banished Pantheon +++, has been shown through a multitude of tests that this is the highest DPS lore pet. Farming: Banished Pantheon again, the untouchable pet gives a rain effect that adds as an offensive power (by far the best one) Hard content (GM/AV): Longbow, the degen debuff is noticed. Terrible damage: Seers (although they give fortitude if you're into that) Banished if builds already has regen debuff or is so high DPS that degen is unnecessary, Banished Pantheon as go-to, do not choose Seers unless you really love water-down Fortitude.
  23. Another build, I have the inf and I'm mostly planning on running 50 content.
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