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KaiOte

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Posts posted by KaiOte

  1. From what I've seen it looks like this will just be a broad improvement. Anything that capitalizes on the vulnerability mechanic might shine so secondary effects that aren't DoTs might become a bit better but I don't imagine by enough to be noticeable. Perhaps sonic would see a sizeable bump?

    • Thumbs Up 1
  2. While I like the new changes I think something like an inherent would be more useful. Basically my idea is that you passively add the debuff to any enemy you target by 1% (or however much) until you get to that 15%. Fading stacks that will dissipate unless stacks are reapplied fast enough. Basically you'd attack 15 times, or it comes back on a timer, some sort of appropriate limiter, and get the same effect we have here on any single target ability. Maybe even gives them a little mark so you know where your debuff is. As it is I don't see it seeing much use as it is still too inconvenient to rotate on enemies that are going to die in a few seconds anyway. at least this way you get a slowly scaling effect that will show at least some minor use on small enemies and gets stronger as you need it too for tougher stuff. Your proposed version is ready for AVs and what not but you'll never use it on anything else even with such generous timers because you'd have to click one more button that is largely unnecessary. Regardless all these changes are still better without outdamaging a blaster/scrapper, at least from first glance, so as is it's still good. These benefits while also being as tanky as they are might need to be looked at if I was being objective. Its hard to beat being able to fly and do good dps and be more survivable than most at the same time but that may be a problem with game balance at large. Scrappers are already being pushed out of their niche by stalkers (and tankers with their aoe) but sentinels will definitely start being a competitor for that slot now too. I think this is a net positive as scrappers aren't as interesting imo but I'm sure others might disagree.

  3. I tinkered with an infinitum inv/ss build and got this. I've not done any hard mode stuff myself with it but i always liked the pure idgaf. The most i end up worrying about are ddr as has been noted and end drain but there's countermeasures for ddr in ageless and a little bit for end drain in conserve power. Keep in mind I've modified it with the recent inv buffs against psi in mind so there's not really a psi hole if that shows up on your mids. There's some variations to it I can think of like slotting 2 power transfer heal procs, maybe gutting a lot of the dps in favor of some leadership powers, possibly could remove tough altogether but unsure of any thing else that can mule similar set bonuses. The bones of it seem solid, probably because infintum built them, and quite the dps for a tank. Y'all think this could handle hard mode or do i need to go back to the drawing board?

     

    Spoiler

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Jaxin: Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-EndRdx/Rchg(5), UnbGrd-Rchg/ResDam(5), ImpArm-ResPsi(50)
    Level 1: Jab -- PrfZng-Dam%(A)
    Level 2: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(7), Prv-Absorb%(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11)
    Level 4: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Rchg/HoldProc(17)
    Level 6: Haymaker -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(19), SprMghoft-Acc/Dmg/Rchg(19), SprMghoft-Dmg/EndRdx/Rchg(21), SprMghoft-Acc/Dmg/EndRdx/Rchg(21), SprMghoft-Rchg/Res%(23)
    Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-EndRdx/Rchg(25), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-Max HP%(27)
    Level 10: Combat Jumping -- Rct-ResDam%(A)
    Level 12: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-EndRdx/Rchg(29), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(31)
    Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Rchg/ResDam(33), UnbGrd-EndRdx/Rchg(33)
    Level 16: Cross Punch -- Obl-Dmg(A), Obl-Acc/Rchg(34), Obl-Dmg/Rchg(34), Obl-Acc/Dmg/Rchg(34), Obl-Acc/Dmg/EndRdx/Rchg(36), FrcFdb-Rechg%(36)
    Level 18: Invincibility -- GssSynFr--Build%(A), ShlWal-Def(36), ShlWal-Def/EndRdx(37), ShlWal-Def/EndRdx/Rchg(37), ShlWal-Def/Rchg(37)
    Level 20: Knockout Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(39), SprGntFis-Acc/Dmg/Rchg(39), SprGntFis-Dmg/EndRdx/Rchg(39), SprGntFis-Acc/Dmg/EndRdx/Rchg(40), SprGntFis-Rchg/+Absorb(40)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 24: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-EndRdx/Rchg(42), UnbGrd-Rchg/ResDam(42), UnbGrd-ResDam/EndRdx/Rchg(43)
    Level 26: Resist Physical Damage -- GldArm-3defTpProc(A), ImpArm-ResPsi(43), StdPrt-ResDam/Def+(43)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(45)
    Level 30: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(45), ShlWal-Def(45), ShlWal-ResDam/Re TP(46)
    Level 32: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
    Level 35: Conserve Power -- RechRdx-I(A)
    Level 38: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48), SprAvl-Rchg/KDProc(48)
    Level 41: Physical Perfection -- PrfShf-End%(A)
    Level 44: Focused Accuracy -- GssSynFr--ToHit/EndRdx(A)
    Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 49: Kick -- FrcFdb-Rechg%(A)
    Level 1: Gauntlet 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- IntRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11), NmnCnv-Regen/Rcvry+(13)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50)
    Level 4: Athletic Run 
    Level 50: Mighty Radial Final Judgement 
    Level 50: Degenerative Core Flawless Interface 
    Level 50: Longbow Core Superior Ally 
    Level 50: Ageless Radial Epiphany 
    Level 50: Melee Core Embodiment 
    Level 50: Agility Core Paragon 
    Level 50: The Atlas Medallion 
    Level 50: Portal Jockey 
    Level 50: Freedom Phalanx Reserve 
    Level 50: Task Force Commander 
    Level 1: Offense Amplifier (1 hour) 
    ------------

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  4. 2 hours ago, Supertanker said:

    Buffing Invulnerability was hilarious but I'll take it. I was able to drop all my Psi Resist IOs and still end up with higher numbers than before.

     

    resist.jpg.9ae3404e8548f9ca2b8e15010f7b4cc3.jpg

    Excited to completely reconstruct my build, had 70%ish on psi before the patch and now that'll mean I can probably grab another hard cap somewhere. All kinds of possibilities now!

  5. This is my current build and it's pretty unorthodox from what I've seen. Still undergoing a lot of tweaking as I test things like multiple power transfers in autos, how much recovery I actually need, whether to use musculature or spiritual alpha and if I'm willing to use blazing blast over dominate. Blazing blast is annoying, it has an unmodifiable knockback built in, you can get around picking it up by grabbing dominate instead(slightly superior anyway). You can choose to not go for dominate and have an extra power slot for finaggling but in that case you'll want assault to hit similar dps. Just as well I grabbed sorcery purely for mystic flight because it's my fav travel power and thematic but I ended up making rune of protection useful as a mini MoG. You have to take the fighting powers, they're non-negotiable and increase the value of your regen exponentially. Hasten also mandatory as recharge is the only real synergy here. 


    The basic thesis is buffing global recharge for MoG up time and to use dominate/blazing blast (proc focused) with blaze in a 2 power rotation. There's about 1.5 sec of extra slack in the rotation to sprinkle in something of your choice. For most things you add in fire ball, and flares only for the opportunity proc but it is surprisingly good in a pinch. This makes you fairly free to focus on the clicky regen stuff if needed as well. Downsides I've found is regen itself, because even though this is the best version of regen you still are a slave to MoG and it is nigh impossible to hit any caps otherwise from what I can tell. Additionally the total regen you can squeeze out is limited by the fairly low hp cap of the AT.

     

    By no means a perfect build but I hope it points ya in the right direction.

     

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    • Like 1
  6. Not to dismiss you outright but I already have one of those as a tanker. The point of gathering this information is to better perform in a team to tackle things like 801 and any future content of the sort. Sure I have plenty of heroes I like to play, i love my fire/regen sent for example, but not all of those heroes can or will make the cut for the absolute hardest things I can throw at them. By petitioning for this info I can make something that isn't cookie cutter while also being top of the line.

    • Confused 1
  7. I've been doing a ton of research trying to nail down exactly what kind of tanker I want to play. Thanks to my StJ stalker I no longer am looking into damage, I've got that type of character covered. While reasonable damage would be nice on the tanker given its better aoe what I've settled on is trying to make a tanker that is as indestructible as possible. While doing the research I came across a thread comparing SR to invuln on its effective health pools. The discussion made it quite clear, even more than was previously thought that all powers are not the same. Iirc invuln was something approximating 5x as durable. While invuln is likely the best choice for the tanker im setting out to build I'm here to petition those who understand the complex formulary involved with this game:

     

    What is each power's EHP at full health?

    What is each power's EHP at its optimal/suboptimal setting? (SR ehp goes up as it loses health at certain resistance levels, WP gets massive regen when surrounded)

    What is each power's EHP/sec? (Regen might play the biggest factor in this distinction)

    What is each power's worst ehp scenario and what is its ehp at that time? (Invuln when encountering psi is likely to have lower ehp than willpower)

    What is the best secondary to compliment primary ehp? (MA might compliment WP better than invuln seeing as it helps shore up def with one of its abilities)

    When fully IOd does the EHP meaningfully change versus what it was capable of at just reaching 50 with SOs in relation to the other powersets? (Invuln when IOd can plug that psi hole quite effectively and reduce its primary weakness)

     

    I want to eliminate from the equation any of the special gimmicks a particular power may produce such as damage auras, or self debuffs that dont directly affect tankiness. This post is here for pure survivability, not utility or dps, so yes even stone could be strongly considered in this situation. In broader play these gimmicks wildly change the usefulness of powersets but at what cost/benefit? Knowing a far more accurate survivability can help understand the justification for taking those specific gimmicks over pure survivability. If stone is only just barely tankier than invuln then it can be disregarded in the broader tank conversation but if its leaps and bounds over invuln then it might be worth bearing with the debuffs. In my research I didn't come across any post that singularly could answer these questions so I was hoping that this post may consolidate that information that is spread across the forum. I realize that not everything to do with tankers is just being hard to kill, but it is an important aspect in the tankers relationship with the other ATs. This is a lot to ask but I hope by asking those who are knowledgeable in the game and likely have already made excel spreadsheets about this, we may find something a bit more definitive, or at least updated so it is easier to understand how to leverage the tanker's inherent value.

     

     

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