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How unkillable can you get?


Klipster

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On 1/9/2020 at 4:24 PM, Haijinx said:

For survabilty.  That would be wild.

 

Usually they IO for recharge and movement.  

DON'T TEMPT ME.

 

 

I have thought about doing this, the penalties of Granite wouldn't really bother me since I almost always team with friends (and one of them has a /kin).

 

Hmm....Stone/Rad. 2 damage/taunt auras...another "heal" attack...awesome PBAoE attack...stack -defense...

 

Hmm...🤔

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And in case anyone wonders how STUPID Granite can get:


 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Archie Bunker: Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Speed

Hero Profile:
Level 1: Stone Skin -- GldArm-ResDam:50(A), GldArm-End/Res:50(3), GldArm-Res/Rech/End:50(3), GldArm-3defTpProc:50(5), StdPrt-ResDam/Def+:30(5), ImpArm-ResPsi:40(7)
Level 1: Jab -- GldStr-Acc/Dmg:50(A), GldStr-Dam/Rech:50(7), GldStr-Dam/End/Rech:50(9), GldStr-Acc/End/Rech:50(9), GldStr-Acc/Dmg/End/Rech:50(11)
Level 2: Earth's Embrace -- Pnc-Heal/EndRedux:50(A), Pnc-EndRdx/Rchg:50(11), Pnc-Heal/Rchg:50(13), Pnc-Heal/EndRedux/Rchg:50(13), Pnc-Heal:50(15), ImpArm-ResPsi:40(15)
Level 4: Haymaker -- GldStr-Acc/Dmg:50(A), GldStr-Dam/Rech:50(21), GldStr-Dam/End/Rech:50(23), GldStr-Acc/End/Rech:50(23), GldStr-Acc/Dmg/End/Rech:50(25), GldStr-%Dam:50(25)
Level 6: Mud Pots -- ScrDrv-Acc/Dmg:50(A), ScrDrv-Dmg/EndRdx:50(27), ScrDrv-Dmg/Rchg:50(27), ScrDrv-Acc/Rchg:50(29), ScrDrv-Acc/Dmg/EndRdx:50(29), ScrDrv-Dam%:50(31)
Level 8: Rooted -- Pnc-Heal/EndRedux:50(A), Pnc-EndRdx/Rchg:50(31), Pnc-Heal/Rchg:50(31), Pnc-Heal/EndRedux/Rchg:50(33), Pnc-Heal:50(33)
Level 10: Taunt -- PrfZng-Taunt/Rchg/Rng:50(A), PrfZng-Dam%:50(33)
Level 12: Kick -- FrcFdb-Rechg%:50(A)
Level 14: Tough -- GldArm-ResDam:50(A), GldArm-End/Res:50(34), GldArm-Res/Rech/End:50(34), GldArm-RechRes:50(34), ImpArm-ResPsi:40(36)
Level 16: Weave -- LucoftheG-Def:50(A), LucoftheG-Def/EndRdx:50(36), LucoftheG-Rchg+:50(36), ShlWal-ResDam/Re TP:50(37)
Level 18: Maneuvers -- LucoftheG-Def:50(A), LucoftheG-Def/EndRdx:50(37), LucoftheG-Def/EndRdx/Rchg:50(37), Rct-ResDam%:50(39)
Level 20: Knockout Blow -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(39), Hct-Acc/Dmg/Rchg:50(39), Hct-Acc/Rchg:50(40), Hct-Dmg/EndRdx:50(40), Hct-Dam%:50(40)
Level 22: Teleport -- WntGif-ResSlow:50(A)
Level 24: Assault -- EndRdx-I:50(A), EndRdx-I:50(42)
Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 30: Vengeance -- LucoftheG-Rchg+:50(A)
Level 32: Granite Armor -- Rct-Def/EndRdx:50(A), ShlWal-Def/EndRdx:50(43), LucoftheG-Def/EndRdx:50(43), UnbGrd-ResDam/EndRdx:50(43), GldArm-End/Res:50(45), Ags-ResDam/EndRdx:50(45)
Level 35: Hurl -- Apc-Dmg:50(A), Apc-Dmg/Rchg:50(45), Apc-Acc/Dmg/Rchg:50(46), Apc-Acc/Rchg:50(46), Apc-Dmg/EndRdx:50(46), Apc-Dam%:50(48)
Level 38: Foot Stomp -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(48), Arm-Acc/Dmg/Rchg:50(48), Arm-Acc/Rchg:50(50), Arm-Dmg/EndRdx:50(50), Arm-Dam%:50(50)
Level 41: Rock Armor -- LucoftheG-Rchg+:50(A)
Level 44: Crystal Armor -- LucoftheG-Rchg+:50(A)
Level 47: Minerals -- LucoftheG-Rchg+:50(A)
Level 49: Brimstone Armor -- ImpArm-ResPsi:40(A)
Level 1: Brawl -- Acc-I:50(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 -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A), Run-I:50(17)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(17), Mrc-Rcvry+:40(19)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(19), EndMod-I:50(21)
Level 50: Cardiac Core Paragon
Level 50: Ion Core Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Longbow Core Superior Ally
Level 50: Ageless Core Epiphany
------------

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Not sure if this is on topic or if it would be better placed in its own thread, but I was wondering how unkillable can Rad/SS get?

 I’m trying to decide if I should go back to leveling one of my Inv/ alts or stick with this guy. I like the theme and the combo but I want to be able to tank the planet. 
One thing is for sure, I can not take the stone/ tax.

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3 minutes ago, Hequbis said:

Not sure if this is on topic or if it would be better placed in its own thread, but I was wondering how unkillable can Rad/SS get?

 I’m trying to decide if I should go back to leveling one of my Inv/ alts or stick with this guy. I like the theme and the combo but I want to be able to tank the planet. 
One thing is for sure, I can not take the stone/ tax.

I have this combo on a Brute, so I'm speaking from that experience. It's tough, very tough. But, with no inherent defense and no defense debuffs resistance, you will need to rely on your healing to outpace some incoming damage. 90% of content is a non issue. Resist caps are easier to hit on tanks and you should be able to cap everything with set bonuses. My Brute has some holes to cold, psi, and negative iirc. 

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6 hours ago, Xandyr said:

DON'T TEMPT ME.

 

 

I have thought about doing this, the penalties of Granite wouldn't really bother me since I almost always team with friends (and one of them has a /kin).

 

Hmm....Stone/Rad. 2 damage/taunt auras...another "heal" attack...awesome PBAoE attack...stack -defense...

 

Hmm...🤔

I have done exactly this after reading Bopper's proc rocks experiment trying to make up for Granite's penalties with procs. My Stone/Rad is fully IO'd and waiting for tanker changes to go live. Haven't gotten the accolades and incarnates yet, but still.

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3 hours ago, Hequbis said:

Not sure if this is on topic or if it would be better placed in its own thread, but I was wondering how unkillable can Rad/SS get?

 I’m trying to decide if I should go back to leveling one of my Inv/ alts or stick with this guy. I like the theme and the combo but I want to be able to tank the planet. 
One thing is for sure, I can not take the stone/ tax.



Wondering how unkillable can Rad/SS get?

TheWorldMayNeverKnow.gif.8faccf18508d2cfa7db82e384bf002b7.gif

 


 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Rad-SS Blood from a Stone: Level 50 Magic Tanker
Primary Power Set: Radiation Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Alpha Barrier -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(3), ImpArm-EndRdx/Rchg:40(3), ImpArm-ResDam/EndRdx/Rchg:40(5), ImpArm-ResDam:40(5), ImpArm-ResPsi:40(7)
Level 1: Jab -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(7), SprMghoft-Rchg/Res%:50(9), SprGntFis-Acc/Dmg:50(9), SprGntFis-Dmg/Rchg:50(11), SprGntFis-Rchg/+Absorb:50(11)
Level 2: Gamma Boost -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(13), Prv-Heal/Rchg:50(13), Prv-Heal/Rchg/EndRdx:50(15)
Level 4: Proton Armor -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(17), UnbGrd-Rchg/ResDam:50(19), UnbGrd-ResDam/EndRdx/Rchg:50(19), ImpArm-ResPsi:40(21), StdPrt-ResDam/Def+:30(21)
Level 6: Fallout Shelter -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(23), ImpArm-EndRdx/Rchg:40(23), ImpArm-ResDam/EndRdx/Rchg:40(25), ImpArm-ResDam:40(25), ImpArm-ResPsi:40(27)
Level 8: Radiation Therapy -- Mlt-Acc/Dmg:50(A), Mlt-Dmg/Rchg:50(27), Mlt-Dmg/EndRdx/Rchg:50(29), DctWnd-Heal/Rchg:50(29), DctWnd-Heal/EndRdx/Rchg:50(31), DctWnd-Heal:50(31)
Level 10: Haymaker -- Hct-Dmg/Rchg:50(A), Hct-Acc/Dmg/Rchg:50(31), Hct-Dam%:50(33), SprGntFis-Acc/Dmg/Rchg:50(33), SprGntFis-Dmg/EndRdx/Rchg:50(33), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(34)
Level 12: Beta Decay -- AchHee-ResDeb%:20(A)
Level 14: Taunt -- PrfZng-Dam%:50(A)
Level 16: Combat Jumping -- Rct-ResDam%:50(A), ShlWal-ResDam/Re TP:50(34)
Level 18: Particle Shielding -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(34), Prv-Heal/Rchg:50(36), Prv-EndRdx/Rchg:50(36)
Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(36), SprBlsCol-Acc/Dmg/EndRdx:50(37), SprBlsCol-Acc/Dmg/Rchg:50(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(37)
Level 22: Kick -- FrcFdb-Rechg%:50(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(39), ImpArm-EndRdx/Rchg:40(39), ImpArm-ResDam/EndRdx/Rchg:40(39), ImpArm-ResDam:40(40), ImpArm-ResPsi:40(40)
Level 26: Ground Zero -- FuroftheG-Dam/Rech:50(A), SprAvl-Acc/Dmg/Rchg:50(40), SprAvl-Acc/Dmg/EndRdx/Rchg:50(42), SprAvl-Rchg/KDProc:50(42)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 30: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(43)
Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(43)
Level 35: Hurl -- Dvs-Acc/Dmg:50(A), Dvs-Dmg/EndRdx:50(43), Dvs-Dmg/Rchg:50(45), Dvs-Acc/Dmg/Rchg:50(45), Dvs-Acc/Dmg/EndRdx/Rchg:50(45)
Level 38: Foot Stomp -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(46), SprAvl-Acc/Dmg/EndRdx:50(46), Arm-Dmg:50(46), Arm-Dmg/Rchg:50(48)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Laser Beam Eyes -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(48), SprWntBit-Acc/Dmg/EndRdx:50(48), SprWntBit-Acc/Dmg/Rchg:50(50), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(50)
Level 47: Physical Perfection -- Mrc-Rcvry+:30(A)
Level 49: Meltdown -- ImpArm-ResPsi:40(A), Ags-Psi/Status:50(50)
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 -- Empty(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(17)
Level 50: Cardiac Core Paragon
------------

 

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  • Like 1

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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20 hours ago, WillParkinson said:

Can you share this build?

Here's my current build. I'm thinking about changing the Incarnate powers (dropping Musculature and going with either Resilient or Agility for the Alpha, and dropping Assault as my Hybrid and picking up Melee instead...not sure yet). When Parasitic and DNA Siphon hit only 1 target each, that adds 133.58% to my regen. If, I hit the max of 10 targets each, then my regen goes up by 1,335.8% (which brings me to 227HP/Sec). When I am farming, I consistently hit 198 HP/sec, with the occasional 210 HP/sec. This is all in Offensive. If I go Defensive, then it's increased (along with my Defenses and Resistances. 

 Any ?s or comments, please fell free to add/ask.

 

http://www.cohplanner.com/mids/download.php?uc=1522&c=719&a=1438&f=HEX&dc=78DA65945B4F135110C7CFB65B8152A4D042B955A0054B8B2C547DD6A8DC441AB9E96BB38163D9886DB3E5017C33D1A86F8A1A1F7D353E9078F92C4AF40B880A1A2E025EB24E77FE9686DDA4FD9D333BE7CCCC7FCED9D4D2A06F75E4CE79A1F82E2DE885427A46CFDE94A627A5678C59517C2AE8D7C1D6F4A0BC21B305A95D3472E9AB6646CF1AB3E90BE6AD9CD90687945C90529BD2E70C7DD1C865792E6A2672B9056DD8C8CC2F1AD94CAD3D1B97FA9C340BF346DE6BCFA7F352CEF9FEBFCA935F60286FCC6A4359696696D329BDB028CDE5264A46A3DF5694FE94627A965B1CB88548AAC2B5C35477C13DE66A4CE0B13C6282105145FD2831AC8AD824CFFB2FF33C39C5F3E434739BE2281CC7A35C57ECFD8E5D032799951B1CA7F233D3BBCEDCA1B56EE4E86E605F6F90E9F333EB03CC5DF2F5B0AF7540E30A1EAB15D3F09F611E2FC68C114798C951E63BAAB18A6B14550597104155FCA27DAA15D58E5F0D6D82D026086D1AF7A11D75B906EB6B5A846D7393AD96F370D59E663F7F58B175F28798BF29469D2D90E5AA43AE71E41A873E2AED13403D8161C41D63365D6126B699FDD0A98ED6342076036C4DD0AE05DABDA69A439CB33B84BE76A19F5DE8631FFAF887F26C461F9B1FAABCCF5D66C703F01E789FD9F98973DAEA11A2156B5BBFB8ECBADBD6C1AFCC139BE006F88D19A13AC2A823DCCBBA761EE15FCAAD9D35F4B443C328348C42C328FADC85BE27A6D8FE863488E06C479E71DEA79E828FC0C7CCBE15F009F32DADEDC6DAEEF75CEBC90FE047708D19BBCDB9C696988D54570FEAEA417FE2E84F02FD79414B7B71A67A51EB2B3A641AAF53B4737C86FAC7B8A610ED3900FF81568EDBA696EE6EF16A589688ABA59B6F251C6F071C96A4C372C66139EBB08C3B2C132AC29245B12D557EBADF6CB136BCA5EF04DE7E2FB77472359B0EAF1F87164579EEE2BBB8C2DC2B7E13B0FFCFB2F17ED9B7E2C8F392CE4212AFC60387E3B5B2F13F441C0C45

 

 

 

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4 hours ago, Menelruin said:

In a related note to this thread, what is the absolute max HP you can get (without teammate buffs), and what combo is best for doing so?

3534 for Tankers.

 

You can use my survivability tool to see the limits for any character and to play around with the survivability effects of HP, regen, defense, and resistance.

Edited by Bopper
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PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


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Tri-Dark Tank could handle anything. Pretty much any tank, properly slotted and played, could handle anything.

 

Some may need to use insps at times, like in cases where there is no def debuff resist it would be wise to keep a healthy tray of purples to avoid cascading etc.

 

I main Invulnerability myself, and have had no trouble with anything outside of psi heavy mobs, and even then, just popping an orange or purple insp once a minute keeps things smooth sailing. Invuln has been touted plenty already tho... so I’ll put my vote with Dark Armor, which is extremely capable and undervalued the same.

 

The only issue DA has that can’t be mitigated with IO’s is that it can’t reach the HP cap on its own.

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Just mucking around in mids and managed to get Stone/Stone tanker up to 55% defense to all but Psi, capped resistances to all but Psi, which was 40% AND about 30% bonus recharge as thought experiment to see how silly I could get defensive wise whilst still being somewhat viable. If you willing to sacrifice more recharge you can get to 60% defense to everything with capped resistances to everything with the usual Psi hole left.

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As an academic thing it's fine to look for -the- most unkillable thing, but in practice you don't want -the- most unkillable thing, just unkillable -enough- for content.

 

Which is why I look at Tankers and dither because once we can throw ourselves at +4/x8 content and thrive the idea of needing -more- survivability is moot.

 

 

Path of Exile works in the same system. Only niche builds aim for maximum uberest survivability. Everything else aims for survivable enough and then damage/utility/speed.

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Although the OP has never responded and hasn't been on the forums since January 9th, I have liked the discussions so far. I am curious to see how "unkillable" some of your tank builds can get though and would like to see how "unkillable" some sets can achieve. For example, I've designed a stone tank with capped HP (3534 HP), with 400-500% regen, 45+% defense to all but psionic (in granite), 45+% psionic defense (in minerals), 90% resistance to all but psionics (in granite), and 84% resistance to psionics (tank proc should turn this to 90%).

 

But I get it...that's Stone Armor for ya. But still, I'd love to see what others have been able to achieve. 

 

P.S. I'm on my phone now, but I will edit later to show a screenshot of the build.


PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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In ye oldie days we just made tanks, started several +4/8 missions and run in a group and see how long you survive (be it by defeating all, or just stand around full health). Arnachnos, longbow, carnies, agents of.. no idea their name, hell even those later new missions where a room full of 'voidlike' things. Each could survive in their own area, massive buffed by IO's, smart play of their abilities, or just stand and get punched.

 

Main part is, what are you facing? A granite facing massive -recharge, a resist based against -resist, or any with not enough resist to -defense, or relying on self-heal-hits while getting trashed with -acc, or our lovely end-drain from several mobs, with IO's you could overcome a huge part of those weaknesses, hell even brutes could get around enough and bring along a trashload more damage. 

 

With enough investment, i believe all can be unkillable in their 'field of strength'. Ice laughts at any -recharge, elec from drain, SR or shield against -defense, dark doesnt even know what psi damage is (and fire just kill stuff). It only boils down to the point.. what are you willing to sacrifice and avoid? My granite is bar psi unkillable, but slow as.. well slow, but having used teleport since my ever level 32, i dont mind the slow movement (and i had kin friends). 

 

And that tbh, compared to majority of 'tanks' in other games, is why i love COH. You really become nigh-unkillable, you are the superman that can take on anything (apart kryptonite), not a flimsy 'meatshield' that only can survive if the 'healers' keep up their rotation. 

 

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So, I made myself a WP/TW a while back, and while he's fun and all, because I was chasing after defence, resistance, regen, recovery, global recharge and damage, he's a little all over the place and therefore doesn't really soft cap anything except for S/L resistance.

 

I'd like to take another shot at making a tanker, and this time actually focusing more on the unkillable aspect rather the current grab bag that I have going on.  My intention though is to still stick with /TW as my secondary.  With this in mind, I've been looking at Invul, Radiation Armour and Bio.

 

My understanding so far is that Invul is good for soft capping defences and getting high resists, as well as having defence debuff resistance.  It technically has a heal in Dull Pain, but it doesn't have much to offer in regards to regen and recovery.  If I take this, I'm going for soft capping defences first, then resists, while trying to maintain some End recovery via proc IOs.  Psychic is a hole I will need to patch up through set bonuses and specific IOs.  I can avoid taking the T9 power and not worry.

 

Radiation Armour is a resistance focused set, so soft cap as many of those as possible.  There's no innate defence buff, plus no DDR, so while I'll be getting it from things like Weave, don't count on it as it'll get stripped pretty quickly.  With some regen and healing built into it, that's another layer of defence.  It also has built in recovery, because TW is hungry like that, and recharge which is also good.  I will want to pick up every power.

 

Bio Armour is more defence focused, but doesn't have DDR.  It also has lots of regen, healing, absorption and some okay resistance.  It also has built in recovery, which is again good for TW.  So I'd be aiming to soft cap all of my defences first, and then resistance?  It has a decent number of click powers I will need to manage, which can interfere with TW's momentum flow.  I will also want to take every power with this set.

 

Is my impression correct regarding these three sets?  Still trying to decide between the three as I'll more than likely end up picking up every /TW power except for crushing blow, so power selection and enhancement slots are at a premium.

Edited by wheresmycow
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I still think Elec Armor is the best Resistance based armor out there.  It has a self heal, self end gain, and a damaging aura that taunts.  With the right IO sets you can Hardcap all resists but Neg and Tox to 90% while still picking up some decent defense numbers.  Paired with TW and it's a killing beast that can take any hit.

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6 hours ago, oOStaticOo said:

I still think Elec Armor is the best Resistance based armor out there.  It has a self heal, self end gain, and a damaging aura that taunts.  With the right IO sets you can Hardcap all resists but Neg and Tox to 90% while still picking up some decent defense numbers.  Paired with TW and it's a killing beast that can take any hit.


You can do the same thing with Fire and Rad as well.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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6 hours ago, Hyperstrike said:


You can do the same thing with Fire and Rad as well.

I think Electric's actual bragging right is its immunity to end drain, which you can't build for in IOs. Every set has its thing, but most of them can be patched on other sets through strategic slotting. Various sapping, assuming it hits through streak breaker or autohit or whatever, can ruin your day pretty badly.

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3 hours ago, wheresmycow said:

Are there any skippable powers in Rad?  Do I need the T9 or is it something I could pass over?



Meltdown isn't, strictly speaking, REQUIRED.

But it's almost too nice to just ignore.

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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