Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Mezmera

Members
  • Posts

    1666
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Mezmera

  1. You can slot for both. On top of resists I also slot for psi resists as well. For defense I go with the Agility alpha slot so I can get away with lower slotting on my defenses but still get good numbers. This would be the base of what I do with my Shield tank if I take every power. Deflection: I slot 3 Aegis w/unique, Impervium psi resist and the 2 Defense + Def/global recharge LotG's Battle Agility: 4 Shield Walls w/Unique True Grit: 2 Impervium w/psi resist, Steadfast +def and 3 Numina Heals w/unique Active Defense: 50+5 Recharge Against All Odds: 50+5 End Redux Grant Cover: Def/global recharge LotG Phalanx Fighting: 3 Reactive Armor w/unique Shield Charge: 6 Armageddon One With the Shield: 6 Unbreakable Guard I use 50+5 IOs all just about since mostly end game is where I need to be the best I can be. My stats look alot like @PLVRIZR's but my Fire/Cold resist is naturally 61%, E/Neg is lower at 50%, same with Toxic. But my HP is 3100.
  2. Mezmera

    EMP Arrow hold

    On use my EMP Arrow seems to hold electronic targets with much more frequency than organic ones. It's real apparent how this hold reacts on use when you're running something like say an Apex or Tin Mage. Even if its targets don't get held it has great synergy with Ice Arrow for those harder targets. The least of the reasons to take TA's EMP Arrow is the hold though. Everyone in that bubble gets 13 mez protection from everything which you will really notice how good it is for instance on the ITF against Romulus' rez stuns. You also give everyone 15% resistance across the board and also you get 33% endurance debuff resistance. This lasts for 4 minutes as long as you're in the cage but you can get its recharge down to say 1:30 so it travels with you well. You're also applying a nasty debuff to targets inside this cage for a minute. You're doing the potential of your TA a big disservice not taking this power. Fantastic t9 power in its current form.
  3. Rains are a trash proc rate. But be it as it may you slot the Achilles procs in all the powers you can, low proc rate or not. Slot it into your intended debuffs and don't overthink it.
  4. And some tanks without a heal think outside the box and use the off brand non-autohit taunt, unless you're telling me they coded Provoke as autohit for tanks as well? Which why would they. The point was more so that you won't be hitting anything with your powers if you're debuffed to hell with your tohitt which easily can happen and your Tactics ain't fixing you. There's a reason people avoid Carnies and those types of enemies. If you want to plan for bland engagements yes take Tactics. But maybe some people like to plan to be as good as they can be against anything thrown at them. You're way behind the curve on this one sorry Mac.
  5. Okay besides the 6% difference in added tohitt easily covered with things like Kismet and Build Up type of powers what exactly are the other benefits that make it so much better than Focused Accuracy? Again I don't care about the endurance cost because it's easily managed. Tactics is good because it stacks with the team. Okay I'm with you there and most ATs yes I can see it better to have Leadership pools to contribute to the team, like say Defenders since they get some great values from Assault/Tactics. A solo character I see so much more potential in not having spikes of -tohitt affecting you though and an added 20% accuracy is never a bad thing to have. The main tank of the team definitely should only be concerned with how best to maintain their top form at all times for the teams sake. A wicked -tohitt spike on the team from Carnies, CoT, Arachnos or anything else they may have cooking is going to get the team into a lot of trouble. Now say the tank can shrug that off and still get full effect out of their Foot Stomp, Shield Bash or Taunts, that's going to keep the team in good shape as opposed to having Tactics and whiffing like everyone else now is. So in most instances Leadership is good for feeding the team. If you're the main tank, solo a lot or would like to free up a pool by getting the most attractive power from the Leadership pool at minimal cost then I see Focused Accuracy as the better route for some.
  6. Because a lot of builds are tight on recharge and only have seconds to click or people get distracted and forget to re-click domination. But I agree I don't auto Domination. Knowing I have it ready for the click I run as much of my blue bar dry that I can so I can get it filled all back up so then I can click it on demand.
  7. It's called Soul Mastery. But I think you know this, you're just showing your insecurity by purposely not calling it Soul Mastery which on its face sounds like such a better pool than Ice Mastery. Misdirection can only give you a moments reprieve. Then you'll have to explain why all of these powers in Soul Mastery are so much better than Ice.
  8. I'd also like to point out that the devs themselves said there will be a larger grouping of content with enemies that will harshly affect your accuracy/tohitt and or have high defense hence the auto hit sleep powers in anticipation of more of these types of engagements. That tohitt debuff resistance is going to be gold moving forward.
  9. It can't be both? Plus it's also great that it's a minimal power pick commitment for something arguably better in most areas than Tactics which you need to take an almost ineffectual power to get. The endurance cost is very manageable. My tank runs all kinds of toggles along with FA and I even leave sprint and Mighty Leap running and I don't even take Conserve Power. I think the zomg the endurance cost angle is a bit overstated.
  10. Yes the end cost is quite high which could be brought in line with Tactic's cost. Since FA doesn't stack with the team that's the con of that power compared to Tactics plus also the lower to hit value easily made up with saving a slot for a Kismet. You're going to have to chew a lot of yellows to equate to overcome what that 86% debuff resistance nets you. Plus you get 20% accuracy for all of your powers, which is nothing to scoff at. All rolled into one power pick which you don't have to take a marginally effective power for tanks in maneuvers or assault to chase a "situationally useful" power in tactics. FA lets your tank to be always consistent, one bad -tohitt debuff and your tank becomes quite less effective which Tactics offers no help with. Missing soft control powers with knockdown or taunts can have a significant effect for your team. It's much more of a contest than you think between these powers.
  11. Pretty true but that's why I said it frees up a whole other pool for a power that in most regards equates to be about as good as tactics, each having their plus and minuses. The debuff resistance is very good though. The only other real good utility tanker epic pool would be dark for Gloom and Darkest Night which are both real nice powers. There's quite a few powers you need to fit in to be the reliable tank for a relentless Aeon. Getting a tactics-esque power in one pick and freeing up a pool is pretty nice adaptability.
  12. Well that pool does come with Conserve Power and Physical Perfection. Which I haven't either on my tank but I do run Focused Accuracy without issue even with the high endurance cost. Having an extra pool available allows my tank to take the Force of Will pool then which I can get a nice little power in Unleash Potential. So if I'm ever having endurance issues I'll have this power in my pocket for huge recovery along with high defense values and regen.
  13. It just seems like a very situational pool altogether. It would be hard to tweak it just right so that it's an attractive pool with strong values but not overwhelmingly good to the point its a must take for some characters while being useless for others. Plus support characters provide pretty much all of this in buffs so you're marginalizing support yet still when the game is already quite solo friendly already.
  14. 10x this! If they want to crop it a tad and make it so you can't color it white I'd be totally fine with that. Of the signature female characters the pieces I want the most available for all to use would be Widow's hair and Desdemona's boots. Edit: Good to know though @Apparition
  15. Relentless Aeon the baddies see an inherent buff to their Defense, To hit, Resistance and Damage of 30%. You miss a lot if you're not surrounded by teammates feeding your tohitt with stacking tactics. If I'm off solo on my dom I'll wait to use my best aoe controls after I reclick Domination since it gives a 25% tohitt buff for 15s, it's real noticeable how much I miss if I'm alone and don't wait to reclick Domination first compared to how many targets I hit when I do wait to use my control after Domination. I agree though Kismet is more beneficial in different situations. If you have an extra slot and want to save one of your pools you can slot the Kismet for half of what you get from tactics. This whole topic is why my tank has Focused Accuracy. It gives only 6% tohitt which is the same as Kismet but it also gives all of your powers 20% more accuracy, you get high perception and high resistance to tohitt debuffs. This saves me from venturing into the Leadership pool so I can use the extra available pool on something else.
  16. Well I'd think the allowed slotting would go something like Regen: Healing sets Tohit: Tohit sets Status Effect: Knockback (like acrobatics) Recover: End Mod sets DDR: Defense sets Along with enhancing the resistance values maybe the powers could give some small values along with the protection like recovery or minor defense. As far as if this seems like an attractive pool, meh. Armor characters already have these abilities in their powers so that's half the population not going to use this pool.
  17. Yes it's a give and take if and where you want to +5 pieces the ones that give recharge since they'll go messing with your proc calculations. If I'm specifically looking to use a power for procs then yeah I'll take this into consideration. Most of my powers carry at least a set of 5 of purples and pvp IOs though.
  18. Yes it is very well liked because its very straight forward, has minimal mezzing encounters and armor characters can get the full use out of their builds either through high S/L resist and/or high DDR. So most every character has a good time on it except for actual control characters which is fair since there's minimal mez altogether on it then its only fair that control gets kneecapped against these targets as well. It's good we have this cake TF to play but there's no need to emulate most of it, we already have one of its kind. To me it looks like they are doing right by taking the bits and pieces of frequently played TF's to add to their own crafting of future content while sprinkling in some actual challenge. We have ITF, we don't need 7 ITF-esque TF's. I hope they keep pushing things so we get very different things we have the option of doing for endgame. Quality content and no need to copycat it.
  19. Mostly with you on signature pieces. These shoulders for sure along with his helmet and extra arms are his most identifiable features. A few lesser distinguishing pieces though I would like to see available from characters, especially hair and footwear. I don't think its beyond hair stylists and bootmakers capabilities to be able to recreate some aspects of a characters appearance if you were to hand them a picture and say make it look like that.
  20. Trick Arrow is really good out of the box and benefits very little from high slotting. Here's what I do with my TA/DP. Flash Arrow: 4 Clouded Senses no proc Glue Arrow: 50+5 Rech/slow Ice Arrow: 50+5 Acc and 5 Dmg procs (this is my lead attack in my chain) Poison Arrow: 2 50+5 Fortunata Hypnosis Acc/Rech Acid Arrow: 3 Devastation w/-res proc and Achilles proc Disruption Arrow: 2 Synapse Shock Endmod/Rech Oil Slick Arrow: 5 Ragnarok and Achilles Proc EMP Arrow: 2 Synapse Shock and 2 Superior Entomb all with recharge As for DP I take Pistols, Swap Ammo, Bullet Rain, Executioners Shot and Hail of Bullets all 6 slotted with -res procs where I can.
  21. Yeah I'm a big Soul Drain advocate. My doms almost always go Soul. TA is just such a busy set I don't have time fidgeting with Soul Drain with all those arrows I need to layer and I have good pbaoe damage already. So I found the coinciding power boosting effect along with the damage boost to be big.
  22. Oh buddy you should see my new TA/DP. I'm not relying so much on it for TA's stuff but for my pools and that 80% dmg plus the Gaussian proc always firing even with that whole set +5 in PBU. It's nice to have a Build Up power to fill in for DP's lack of one.
  23. Okay good to know, it's my first defender so be gentle So it really only affects the hold portion. Big whoop I can just hop to my dom for that. This is still a great power for me otherwise and I was already under the impression Power Build Up did nothing for me anyways on this one but if it did do something good for EMP Arrow I would just wait to use it when PBU is active.
  24. Power Boost doesn't affect powers with resistance baked in. Always has been and always shall be. You're likely misremembering, it has been a long time since live. Buuuuutt since we have @Bopper here I'd like to get some clarifying on TA's EMP Arrow and Power Build Up. Seeing how it gives resistance to players but also is dual nature in that it debuffs enemies does power boosting affect the -regen portion since resistance technically isn't in the enemy affecting portion or is it all just prohibited due to the player resistance buff?
×
×
  • Create New...