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Onlyasandwich

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Everything posted by Onlyasandwich

  1. It's like if weave and every passive in the game had a perfect baby!
  2. Stone skin provides a meaningful baseline s/l resist, though of course not as much as a toggle.
  3. Excellent build, @oedipus_tex, as always. Since you have Vigilance enabled in Mids for this build, it does indeed incorporate the 30% bonus for Defenders. Not all the time, as Gaussian is only 5 seconds. This won't really matter for your nuke, but the other powers in your rotation will appreciate the love. I'm not sure that Defender Damage cap is a huge barrier for you here. I feel like this one could go either way between Defender/Corruptor! You can really make Nature supremely tanky on a Defender if you care to. I rather enjoy Rune on my own Nature/ Defender, as it lets me basically cap all my resistances 1/3 of the time with extremely little slot investment. If the Sorcery pool is at all thematically appropriate for this character, I would encourage you to consider it. This also provides a decent mez protection solution so you can skip clarion and pick up something more fun. Certainly rune isn't 100%, but you will be able to dodge a lot of mez, and keep a lot of it locked down with Entangling as well. I wouldn't avoid Lifegiving Spores either! It's end positive out of the box if you stay within the radius, and is a really nice extra layer of mitigation and team happiness, especially when exemping. It also looks pretty. : ) Your proccing and attack choices are looking strong here. Just a small quibble - the Bombardment proc is a superior damage type to Shield Breaker in Upthrust. Of course my power recommendations above would require sacrifice elsewhere, and I don't see any really obvious drops. I think doubling down on self-buffs for damage is a strong path! No arguments here if you keep the focus as is. I see that you have neglected both of the +res uniques here, perhaps intentionally. Even though you are at cap for S/L, I think the uniques would still be worthwhile for the other res totals, given that you have a pretty solid baseline across the board. One easy slot to drop would be the power transfer heal proc in stamina. Regrowth heals you as well as your allies, so self-healing is very well covered. Along this same line, some extra res slotting in Wild Growth would also be welcome. This extra S/L pad would also free you up to swap the Obliterations in Soul Drain for Ragnaroks instead, increasing the damage, pumping local totals, and buffing Fire/Cold res as well along with some additional recovery. Even without any other changes, definitely move the Steadfast +defense/res IO to Wild growth. This gives you more res for no loss at all. Go ahead and shuffle the KB prot IO along with it to keep the bonus. Given the damage cap situation along with the strong resist powers, I would probably go Cardiac Radial on this one. You don't really need the extra end redux from core, and the Absorb actually helps too! Stack all of my recommendations above, and you won't even need Rune to be hitting close to Resist cap on more than just S/L.
  4. Here's the one I just put together for a recent concept: Very similar to @Carnifax in overall power choice and proc focus. However, I've gone a little proc crazier, and incorporated near immunity to slows as well. I do incorporate tough here to max out S/L res, and my old friend Combat Teleport is here to help me throw Steam Spray in without interrupting the pbaoe madness. I'm pretty happy with the result! Looking at the totals, I don't feel like I've sacrificed anything to achieve higher proc damage. As mentioned here, Time allows a wacky amount of flexibility in slotting. Typically I would find a way to squeeze in the Bastion ATO proc, but I didn't really want the set, and don't think I'll feel the loss of the proc itself given the strong healing over time provided within Time itself, and the bit of extra from Dehydrate here and there.
  5. I wonder how the soulbound build up proc measures up. I've used it on a few builds in tornado, but never delved into a deep comparison. I would think it fares better, as one proc will buff all damage the nado does for the duration, and nado is constantly ticking so the buff window will be fully utilized.
  6. Against all odds also provides a stronger damage buff on scrappers, on top of higher base damage in the first place. Additionally, aao Taunts on scrappers, minimizing runners. It taunts on brutes too of course, but this negates something that would otherwise be a brute advantage.
  7. Interface choice isn't super impactful one way or another, though certainly some do more damage than others. Degen and reactive are popular for this reason. I definitely wouldn't bother with the confuse proc version, as you don't have anything to stack it with. The damage oriented version is fine if you want a taste of psi damage on top. There are some edge cases where you might want the effect rather than damage out of interface, but I don't see any that are relevant to this combo.
  8. To clarify, the build I posted is very graniteful. 😃 I'm happy to share my graniteless build later when not on mobile. @Bopper's build is an outstanding example of what you can achieve if focused all-out on durability. My build still makes some sacrifices in the name of procs.
  9. I can see where it would be neat! However, you are effectively immortal to everything, even without any KD at all. Like AFK in the middle of any content out there other than a barrage of pure Psi enemies level of immortal. I put together my own approach to this basic concept. Though this isn't how I would build my own Stone/Ice (my own is graniteless and more offense-oriented), this pulls a healthy bump to your damage potential as well as even higher Psi res, while maintaining softcaps. Proc rates are much higher due to swapping from Spiritual Alpha. This +recharge loss is made up for in global recharge. Note that your current build also has very low hit rates against +4's (like 57-75%) without Build Up or Combat teleport enabled. This build gives you max hit chance against +4's as well. You also gain an additional strong aoe, as tough/weave are not needed to achieve totals. This also means you pick up tactics, which has the extra benefit of mitigating those pesky blinds! This build also adds 95% slow resist. Although you are still a brick, nothing will slow you down! Don't let the end Use #'s fool you - since you have Vigor Core, end usage is actually pretty manageable, as your attacks are dirt cheap. I left the other Incarnates open to taste. Build: Totals:
  10. Have you gotten much mileage out of the KD proc in pots? I'd think Ice Patch is plenty, given that it is perma out of the box. I'd also be afraid of KD mag stacking with the proc, causing KB instead.
  11. I'm glad you found the input helpful! It looks like this is a "stay in Granite" type of build, is that fair to say? From here, it looks like the basic goal is softcap to all types except Psi, max resists in Granite, and as much Psi res as you can get otherwise. Let me know if I'm off base! If so, I think there are some further efficiencies you could pursue with deeper reworking. Do you have any basic priorities in mind beyond this? I'd be happy to give you my more complete take in line with these expectations.
  12. You've achieved melee softcap here, which is enough in my eyes. Going too aggressive with other positions or types on a resist based set sacrifices too much damage potential. Honestly you've balanced it pretty well here as is! Perf shifter proc is better mileage in Gamma boost, and you really don't need extra end support beyond just baseline slots in Stamina and gamma boost with perf shifter, as you have particle shielding and even Rad therapy helping you along. You don't really need the Theft proc either. Consider also that EM is one of the more end-friendly secondaries. You really won't run out of end with baseline slotting here. You are correct on foot stomp! It is already plenty big enough as is though - no need for that tanker radius increase. : ) I really don't think either Rad or SS have the upper hand here - it's just a matter of your priorities. Both sets appreciate the extra aoe that Rad/ brings to the table. Foot Stomp, as great as it is, isn't an aoe rotation unto itself. If you go SS, you could definitely drop tactics and instead rely on the tohit buff from Rage, freeing up a power choice.
  13. Don't forget that Stone Skin buffs Defense (except Psi) across the board now, and is basically as strong as Weave. You'll get more mileage here by hybrid defense/resist slotting in Stone Skin, rather than pursuing only the smaller defense set bonuses you have in place. Just off-hand, try swapping it to: Reactive Res, Res/End, Res/rech Lotg global, lotg Def (can plus it out for fun - won't miss the 10 regen when exemping). Impervium Psi res. This nets you ~2% extra defense across all types while preserving resist totals, and adds more global recharge. I see that this build is seems focused on survivability above all else - it achieves it well! However, it's a shame to see Freezing Touch and Frozen aura, some of the best attacks that Tankers get, neglected for damage. With my above slotting, you don't need the E/N from Overwhelming in Electrifying Fences, and could slot Frozen aura with the love it deserves. Even if you Keep Freezing Touch as primarily a hold with a bonus damage, swap the damage proc out for the Purple hold proc instead. You could use 3 slot Eradication in Frozen Aura for E/N as well, filling it out with something else for good measure beyond. This would allow you to drop the full Entomb set from Freezing touch and still maintain E/N softcap. You can keep the Absorb proc if you like, and maybe do something like 4 kinetic combats Plus Absorb proc, plus Purple hold proc. That then allows you to drop the 3 extra slots in Kick and use them elsewhere as you please.
  14. That's a very fair point I hadn't considered. In any event, my vote is now even further towards Tank. : )
  15. Personally I prefer it on an AT with a Nuke, so I'd be leaning towards a Corruptor or Defender. What good is all that damage buffing if you can't wipe the floor with a big boom? Ultimately, I think Corruptors lose very little vs Defenders with Kin, so Fire/Kin Corruptor is a great place to be. You might consider Dark/Kin as well. Kin can be a bit tough to build defenses around, and Dark gives you some good defensive tools between some mez and tohit debuffs. You can also get away with a bit less damage enhancement and proc out more, as Fulcrum is making up the difference. Dark/ picks up further here with an extra available damage proc. You do have some in/out dancing to do with Dark's cones, so it requires some more attention to drive optimally. @Darkir has some good explorations of Fire/Kin in their "kintank" builds.
  16. As others here have said, Force Field is useful, but a bit lacking in diversity. If its major trick isn't needed, it doesn't bring much else to the table. That being said, I like it for a few purposes: Sort of a Sentinel approach to defendering. Fire blast is great for this, so you're off to a good start. Just toss your buffs when needed, and otherwise enjoy the high personal defenses and mez protection while you blast away. Making random PUGs or introductory iTrial experiences a lot smoother. Power boost or build up+ shields = easy safety for all with little attention needed. Your buffs will be more welcome when people aren't sure what to do and make a lot of mistakes, or have suboptimal builds for the content. Doing silly stuff with Force Bubble. This is not typically optimal play, but can be fun to mess with when solo or on a team who's game for silliness. Smash them baddies in a corner old-school hurricane style and blast away. This is a lot easier with an aoe immob though, so point to /Dark blast or a controller. : ) I rather enjoy my own FF/Energy/Power Defender. He's oriented towards offense as much as possible. Much of the slotting (minus the KB set IOs) would be transferrable directly to /Fire if you want some ideas. Even in /Fire, Repulsion Bomb would be a worthy addition to your aoes. I break this guy out when I want to zone out and and blast in safety. Build:
  17. Have you tried running it without the sudden acc? I don't find it necessary on LS, especially on controllers where the immob tames things. Typically a quick hop up keeps it KD anyhow, and what little KB happens is pretty small. In some cases, I even appreciate its "goalie" effect, and will place it on the rear of a mob to knock back towards me, or keep things pinned in a corner. In my current slotting, preserving the 10% recharge from the Apoc 5 piece is pretty strong for the build overall. If I were purely optimizing for LS performance above overall build priorities, I think I'd do something similar to what you say here like: Apoc 4 piece (Dam/Rech, Dam/End, Acc/Dam/Rech, Proc). Javelin proc, Explosive proc. On my defender, I have a ranged defense focus, so my LS looks like this instead: Thunderstrike 3 piece (Dam/End, Dam/Rech, Dam/End/Rech). Apoc Dam/End and proc. Javelin proc.
  18. Mind Control on Doms is solid, but I have never felt it approaching something like say Plant. What is your perspective on what makes it OP?
  19. Since it is 3.5 ppm, you could parse out a -def damage proc instead and the logged hits should be a valid comparison, yes? My tornado slotting is precisely the same as yours - 4 expedient, Overwhelming KD, FFBack. Lately I've taken to slotting Lightning Storm with 5 Apoc (No straight damage) plus javelin proc, at least on controllers. I prefer to preserve the Apoc proc for an actual blast on Defenders. I haven't formally parsed out the impact of these procs, but have done some solo testing with just LS spam and nothing else, and it seems subjectively quite powerful.
  20. I agree with @ninja surprise that rad is a great starting point. SImplest to build and survive, and super end friendly. MA would give you a powerful tool to build positional defense top of your resists, and also has a very fluid and procable attack chain. Upon first glance you might think aoe is on the low side, but dragon tail is superior to most tanker aoes, and provides the whole package in one awesome power. it's worth noting that rad gives you some extra aoe all by itself, so one more point in the ma corner! I Wouldn't mind building a rad/ma myself, actually! Just a clean and effective combo. I also agree with ninja on savage. This would be my second choice, and a good option if you want more aoe power, though at the expense of single target. Savage ST is a bit below par, but not bad.
  21. Don't you like being impaled by your own powers?
  22. To me this just says that WM even with its outstanding aoe and superior mitigation manages to equal BS in a ST scenario, making WM superior all around. As to the topic, I'll say KM/ice just to encourage more Nascar miming in the world!
  23. Damage aura - point to brute! Controls as mitigation, which are equally effective on both - point to brute! Only psi resist over capped on tanker. Very little potential wasted when properly built. Much easier to build for broad resist on tanker - point to tank! Some very proc friendly attacks which equalize damage potential to a decent degree - point to tank. Better ATOs - point to tank. Fair enough to go either way, but I like tank at least a bit better for this combo personally. The other obvious differences between the ATs are at play as well, but these are the factors I see unique to the sets.
  24. Here is something I cobbled together just now for a "pure DPS" build. I am ignoring all IO focus on defenses except the uniques or incidental gains, instead choosing to add even the most marginal bit of extra damage on any power possible. I'm not saying this is the optimal way to play, but it should be plenty fine on teams! Even so, it does maintain some decent resists across the board. To further empower this all out strategy, it includes Combat Teleport so you can pop in and out of the action even more efficiently. : ) Normally I would go Fire Breath over FSC, but FSC can do more optimal damage when properly procced. Burn is an even more powerful proc monster, but I have gone FSC instead here for ease of use (larger area, less scatter without an immob). You could do a 1:1 swap for Burn if you like - same slotting. Regardless, no need for any end support beyond the Blaster sustain. Squeezed in recharge wherever possible without sacrificing sweet, sweet procs. Max hit chance against +4's even without BU/Aim active, some nice recharge resist to keep you churning. Note that this build has build up/aim/guassian turned off in Mids, and snipe is in Quick Form. Flares is better DPA filler than Fire Blast these days, though you should have a smooth chain between Blaze, Blazing bolt, Char, and Fireball as needed. Yes, Fireball is good ST damage! For Pylon tests, incorporating -resist in here (Burn, FSC, maybe one of the ranged aoes) will bring you ahead. However, in most engagements a damage proc will bring equal or greater return. Build:
  25. This is fair to be sure! Granite is still a good and efficient power. Personally I can't stand how slow Rooted in Granite makes you, even with Teleport to keep me moving. I am thankful that Rooted no longer slows you down outside of Granite these days. The -recharge and -damage can definitely be made up for, but given how tough one can make Graniteless these days without going to crazy lengths, it's a much more balanced trade.
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