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Fire/MA: the Brunker, and compilation of Fire Armor builds.


Sovera

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How is the Fire/Spines end up workign out?    I have a spine/fire brute that I am thinking about turning from a farmer into an actual playable character.    I never really knew how to approach it and if i should just level up a  fire/spines tanker instead or some other fire/* tanker. I have this angelic concept that I'm tossing around and fire suites it really well. 

 

Is this build that you posted a month back what you are finally shooting for with Fire/Spines?    

On 8/20/2021 at 5:43 PM, Sovera said:

 

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This Hero build was built using Mids Reborn 3.0.5.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Spines
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Barb Swipe -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(9), TchofDth-Dam%(40), ImpSwf-Dam%(45)
Level 2: Fire Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(27), UnbGrd-Max HP%(29), GldArm-3defTpProc(46)
Level 4: Lunge -- Hct-Dam%(A), Hct-Dmg/Rchg(19), Hct-Acc/Dmg/Rchg(19), Hct-Acc/Rchg(21), Hct-Dmg/EndRdx(21), TchofDth-Dam%(25)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25)
Level 10: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(27), Pnc-Heal/Rchg(11), Pnc-Heal/EndRedux/Rchg(11), Pnc-Heal(13)
Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), StdPrt-ResDam/Def+(33)
Level 14: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech/Acc(33), SynSck-EndMod/Rech(33), SynSck-Dam/Rech(34), SynSck-EndMod(34)
Level 16: Ripper -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(23), SprMghoft-Acc/Dmg/Rchg(36), SprMghoft-Dmg/EndRdx/Rchg(36), Erd-%Dam(36), FrcFdb-Rechg%(37)
Level 18: Burn -- Arm-Dam%(A), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Erd-%Dam(39)
Level 20: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(29), GssSynFr--Build%(40), RechRdx-I(49)
Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(42)
Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(34)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 30: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(47), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(49)
Level 32: Tough -- EndRdx-I(A)
Level 35: Quills -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(45)
Level 38: Throw Spines -- Bmbdmt-+FireDmg(A), Bmbdmt-Acc/Rech/End(40), Bmbdmt-Dam/Rech(42), Bmbdmt-Acc/Dam/Rech(42), Bmbdmt-Dam(43), Bmbdmt-Acc/Dam/Rech/End(47)
Level 41: Focused Accuracy -- EndRdx-I(A)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48)
Level 47: Physical Perfection -- PrfShf-End%(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Gauntlet
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(13), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(46)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(15)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
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 4: Ninja Run
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Freedom Phalanx Reserve
Level 22: Afterburner
Level 50: Musculature Radial Paragon
------------

 

 

 

 

Edited by SmalltalkJava
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1 minute ago, SmalltalkJava said:

How is the Fire/Spines end up workign out?    I have a spine/fire brute that I am thinking about turning from a farmer into an actual playable character.    I never really knew how to approach it and if i should just level up a  fire/spines tanker instead or some other fire/* tanker. I have this angelic concept that I'm tossing around and fire suites it really well. 

 

Is this build that you posted a month back what you are finally shooting for with Fire/Spines?    

 

 

I got bored with it. It's going to work but Ripper's slowness was sapping my will to live since I kept comparing it with Frost who did the same but with more range. Once we remove Spine Burst and Impale is it really a Spines build though? 😄

 

Both are bad enough I'd still not include them though, at least for my own consumption, but the build works being dragged forward by Fire Armor.

 

Check the first post for my top picks in Fire Armor, but plenty works like Fire/Katana if you want to go angelic fiery sword.

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  • 2 weeks later

Some more optimizing. Sacrificed some EPS (not visible in Mids since it does not show Performance Shifter's endurance proc and I have removed two from the build) for more -slow resist.

 

I've been tinkering the endurance costs more and more so I feel it's fine since we have blue insps, we have recovery serum, but -recharge comes from us or incarnates, and when we get slowed we die.

 

So while the very first original build had 45% -slow this third iteration now has reached a quite beefy 85% recharge debuff resistance. Should be enough to tank the ocean of khelds at the end of the ITF's first mission.

 

EPS is at 3.75 (without Consume clicked in Mids since that buff only lasts 15 seconds) and down to 1.59 EPS consumption. Usual 40% S/L defense and 77-78% resistances so that two ATO stacks = 85% + Barrier puts them at 90%. Anything not difficult enough to warrant Barrier isn't content that needs 45% defense and 90% resistances.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Ice Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5), SprGntFis-Dmg/Rchg(45)
Level 1: Frozen Fists -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg(9)
Level 2: Ice Sword -- SprMghoft-Acc/Dmg/EndRdx/Rchg(A), SprMghoft-Acc/Dmg(21), SprMghoft-Rchg/Res%(21), SprMghoft-Dmg/EndRdx/Rchg(23), TchofDth-Dam%(23), ImpSwf-Dam%(25)
Level 4: Frost -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(34), Bmbdmt-Dam/Rech(34), Bmbdmt-Acc/Dam/Rech(36), Bmbdmt-Acc/Dam/Rech/End(36), Bmbdmt-+FireDmg(36)
Level 6: Fire Shield -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(13)
Level 8: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(45)
Level 10: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(33), Rct-Def/EndRdx(46)
Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-Max HP%(13), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(33)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 16: Build Up -- AdjTrg-Rchg(A), GssSynFr--Build%(34), RctRtc-ToHit/Rchg(45), RctRtc-Pcptn(46), AdjTrg-ToHit/Rchg(46), AdjTrg-EndRdx/Rchg(48)
Level 18: Burn -- Arm-Dam%(A), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(39), Erd-%Dam(39)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Fly -- WntGif-ResSlow(A)
Level 24: Consume -- SynSck-EndMod(A), SynSck-Dam/Rech(25), SynSck-EndMod/Rech(27), SynSck-Dam/Rech/Acc(27), SynSck-EndMod/+RunSpeed(29)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40)
Level 28: Freezing Touch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(43), UnbCns-Dam%(43), Hct-Dam%(43)
Level 30: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 32: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 35: Focused Accuracy -- EndRdx-I(A)
Level 38: Kick -- Empty(A)
Level 41: Physical Perfection -- SynSck-EndMod/Rech(A), SynSck-Dam/Rech(48), SynSck-EndMod(50)
Level 44: Tough -- GldArm-3defTpProc(A)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(47), Rct-Def/EndRdx(48)
Level 49: Temperature Protection -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(50)
Level 1: Gauntlet
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(40)
Level 1: Sprint -- Clr-Stlth(A), Clr-RunSpd(40)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(50)
Level 2: Stamina -- SynSck-EndMod(A), SynSck-EndMod/Rech(15), SynSck-Dam/Rech/Acc(29)
Level 50: Assault Core Embodiment
Level 50: Degenerative Radial Flawless Interface
Level 50: Barrier Core Epiphany
Level 50: Ion Core Final Judgement
Level 50: Intuition Radial Paragon
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Freedom Phalanx Reserve
Level 22: Afterburner
------------

 

 

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1 hour ago, Sovera said:

So while the very first original build had 45% -slow this third iteration now has reached a quite beefy 85% recharge debuff resistance. Should be enough to tank the ocean of khelds at the end of the ITF's first mission.

I'm a big fan of high recharge debuff resistance, 95% on my Shield/MA, 80% on my Dark/MA.

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1 minute ago, Werner said:

I'm a big fan of high recharge debuff resistance, 95% on my Shield/MA, 80% on my Dark/MA.

 

It takes doing the ITF on a leveling build with 0% of it to really appreciate it. But even at 45% I got slowed enough to be killed by the ambush. Though they are a bit much to handle thanks to the -def and being so many enemies. 85% should be enough.

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3 hours ago, Sovera said:

 

It takes doing the ITF on a leveling build with 0% of it to really appreciate it. But even at 45% I got slowed enough to be killed by the ambush. Though they are a bit much to handle thanks to the -def and being so many enemies. 85% should be enough.



This is why, on Resist armors, care should be taken to max Resists as much as possible, and any Defense should be treated as incidental and disposable.  As you have NO DDR.

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:

This is why, on Resist armors, care should be taken to max Resists as much as possible, and any Defense should be treated as incidental and disposable.  As you have NO DDR.

 

Yes. But resistances are too easy to raise for resist sets. Is there are Tanker resist set that doesn't easily cap resistances?

 

The fun challenge comes in getting them up, getting good recharge, good EPS, defenses up as an extra layer, then maximize damage as well.

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6 hours ago, Sovera said:

 

Yes. But resistances are too easy to raise for resist sets. Is there are Tanker resist set that doesn't easily cap resistances?

 

The fun challenge comes in getting them up, getting good recharge, good EPS, defenses up as an extra layer, then maximize damage as well.



Define "easily".

Sure, if I want to simply cap S/L or your primary Resist (Fire on Fire, Cold on Ice, etc)

Capping ALL resists is a much DIFFERENT prospect.  And it takes work.

It also makes you FAR more durable in general.

Simply slathering Defense (with no DDR) on is basically turning yourself into an eggshell.
The second they crack your Defense, they start hitting inferior Resists, and you're smootching linoleum.
This is why I recommend that, if you build Defenses, you do it as an AFTERTHOUGHT and treat it as an ablative layer.  Meant to be disposable.
You, yourself, mentioned the -Def of Cimerorans.
You know what happens to a max-Resist Tank when Cims blow off incidental Defense?
"Oh NO!  My Defense is negative numbers!  How shall I EVER surviHMBOOWAHAHAHAHA!!!  HIT ME AGAIN!  AGAIN!  AGAIN!  HARDER!  YOU CALL THAT HARD!  OOH!  ALMOST FELT THAT!"
Does that mean a Resist tank or a Defense Tank will NEVER go down?
Of course not.

Some of the other stuff is admirable.  One just needs to realize that there ARE tradeoffs.  And we were talking about DURABILITY.
 

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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1 hour ago, Hyperstrike said:



Define "easily".

Sure, if I want to simply cap S/L or your primary Resist (Fire on Fire, Cold on Ice, etc)

Capping ALL resists is a much DIFFERENT prospect.  And it takes work.

It also makes you FAR more durable in general.

Simply slathering Defense (with no DDR) on is basically turning yourself into an eggshell.
The second they crack your Defense, they start hitting inferior Resists, and you're smootching linoleum.
This is why I recommend that, if you build Defenses, you do it as an AFTERTHOUGHT and treat it as an ablative layer.  Meant to be disposable.
You, yourself, mentioned the -Def of Cimerorans.
You know what happens to a max-Resist Tank when Cims blow off incidental Defense?
"Oh NO!  My Defense is negative numbers!  How shall I EVER surviHMBOOWAHAHAHAHA!!!  HIT ME AGAIN!  AGAIN!  AGAIN!  HARDER!  YOU CALL THAT HARD!  OOH!  ALMOST FELT THAT!"
Does that mean a Resist tank or a Defense Tank will NEVER go down?
Of course not.

Some of the other stuff is admirable.  One just needs to realize that there ARE tradeoffs.  And we were talking about DURABILITY.
 

 

What is it that you call 'inferior resists'? It's at 90%. You can't go higher than 90%. You -can- slot to go higher than 90% but it's wasted since 90% is the max. Are you ignoring the math because you're seeing 77-78% to S/L/E/N and think that's it? A second ATO stack puts it at 85%, Barrier puts it to 90%. You can ignore Barrier and ATO stacks and just put it natively to 90%, sure, then you get ATO stacks and it goes to... 90%, and another stack and it goes to... 90%. Then if Barrier is needed is goes to... 90%.

 

I have yet to touch a single resist armor set that did not easily cap 90% to S/L/E/N. Seriously, I just slapdash throw some resist on toggles and poof, done. Only things like Fire/Cold or Toxic/Psi remain often uncapped if they don't have a toggle for it. My Rad Armor builds have toxic/psi at 90% because they have a toggle for it.

 

And we must be having different experiences because 90% resists on -45% defense is death. I mean, yes, I would love for a resist set to go hahahahahahahahahahahitmeagainIalmostfelthat because resist sets -should- be like that. In practice defense sets mostly ignore -def because they have DDR, and ignore -res because they either don't have res or don't care since the hits need to get past defense first.

 

I have my resists monitored. 90% is not enough. Resists don't protect against enemies who do -defense. Resist sets are screwed. Anyone who plays resist sets knows this. It's kinda ok up to -10% or -20%, then iffy at -30% and at -45% you'd better be kitting your behind off because standing your ground is suicide.

 

You are way too experienced for me to understand how you can say that 90% means -def is negligible so I don't understand why you've using that argument. Is it because you're used to only playing Invuln? Invuln does mock -def because it has a toggle that increases defense the more mobs there are around, plus high resists, plus DDR.

 

But why ignore defense? Or at least not aim for good numbers? The second thing that screws resist sets is that they eat every single debuff in the game. -rech, -end, -rec, -acc and more. Any faction that does debuffs but does not do -def specifically meets the defense wall and saves the tanker from having to take the slathering of debuffs.

 

 

The only thing I can think of is that you don't want to depend on ATO stacks nor in having to using Barrier. Which is perfectly valid. I said my view point on the matter. 95% of the game? No reason to maximize things. A Lady Grey TF? A Qhan (or whatever it is spelled)? Even a Lord Recluse TF? No need, just play the game, 40% defense and 85% is enough, we don't need more defenses for those, we need more damage.

 

Then there's the 5% which wants care and all buffs on and that's when Barrier comes.

 

Even in the ITF I don't throw Barrier on CD and just use it when my HP is dipping like mad despite being at 90% and my heal already on CD.

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2 hours ago, Sovera said:

 

What is it that you call 'inferior resists'? It's at 90%. You can't go higher than 90%. You -can- slot to go higher than 90% but it's wasted since 90% is the max. Are you ignoring the math because you're seeing 77-78% to S/L/E/N and think that's it? A second ATO stack puts it at 85%, Barrier puts it to 90%. You can ignore Barrier and ATO stacks and just put it natively to 90%, sure, then you get ATO stacks and it goes to... 90%, and another stack and it goes to... 90%. Then if Barrier is needed is goes to... 90%.

 

I have yet to touch a single resist armor set that did not easily cap 90% to S/L/E/N. Seriously, I just slapdash throw some resist on toggles and poof, done. Only things like Fire/Cold or Toxic/Psi remain often uncapped if they don't have a toggle for it. My Rad Armor builds have toxic/psi at 90% because they have a toggle for it.

 

And we must be having different experiences because 90% resists on -45% defense is death. I mean, yes, I would love for a resist set to go hahahahahahahahahahahitmeagainIalmostfelthat because resist sets -should- be like that. In practice defense sets mostly ignore -def because they have DDR, and ignore -res because they either don't have res or don't care since the hits need to get past defense first.

 

I have my resists monitored. 90% is not enough. Resists don't protect against enemies who do -defense. Resist sets are screwed. Anyone who plays resist sets knows this. It's kinda ok up to -10% or -20%, then iffy at -30% and at -45% you'd better be kitting your behind off because standing your ground is suicide.

 

You are way too experienced for me to understand how you can say that 90% means -def is negligible so I don't understand why you've using that argument. Is it because you're used to only playing Invuln? Invuln does mock -def because it has a toggle that increases defense the more mobs there are around, plus high resists, plus DDR.

 

But why ignore defense? Or at least not aim for good numbers? The second thing that screws resist sets is that they eat every single debuff in the game. -rech, -end, -rec, -acc and more. Any faction that does debuffs but does not do -def specifically meets the defense wall and saves the tanker from having to take the slathering of debuffs.

 

 

The only thing I can think of is that you don't want to depend on ATO stacks nor in having to using Barrier. Which is perfectly valid. I said my view point on the matter. 95% of the game? No reason to maximize things. A Lady Grey TF? A Qhan (or whatever it is spelled)? Even a Lord Recluse TF? No need, just play the game, 40% defense and 85% is enough, we don't need more defenses for those, we need more damage.

 

Then there's the 5% which wants care and all buffs on and that's when Barrier comes.

 

Even in the ITF I don't throw Barrier on CD and just use it when my HP is dipping like mad despite being at 90% and my heal already on CD.


 

Sovera, I'm not saying ignore or neglect Defense, Regen, etc.

I'm saying you're better off aiming for capped Resist FIRST.
And because Resist sets have NO DDR, simply treat it like you do +Absorb.  It's an ablation layer.
If you jack around your build, and push for +Def and other things while ignoring maximum improvement in your Resists, yeah, you're going to have major survivability problems.

This is the long and short of my point.

As such, I'm unsure what other things you're reading into my posts.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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10 minutes ago, Hyperstrike said:


 

Sovera, I'm not saying ignore or neglect Defense, Regen, etc.

I'm saying you're better off aiming for capped Resist FIRST.
And because Resist sets have NO DDR, simply treat it like you do +Absorb.  It's an ablation layer.
If you jack around your build, and push for +Def and other things while ignoring maximum improvement in your Resists, yeah, you're going to have major survivability problems.

This is the long and short of my point.

As such, I'm unsure what other things you're reading into my posts.

 

Probably more than you intended, but it's all good o/

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This Hero build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(3), SprAvl-Acc/Dmg/Rchg(3), SprAvl-Acc/Dmg/EndRdx/Rchg(5), SprAvl-Dmg/EndRdx(5)
Level 1: Stone Fist -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(50), KntCmb-Dmg/EndRdx/Rchg(50)
Level 2: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(9)
Level 4: Stone Mallet -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(11), Hct-Dmg/EndRdx(13), Hct-Dam%(13)
Level 6: Heavy Mallet -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(23), SprMghoft-Acc/Dmg/Rchg(27), SprMghoft-Dmg/EndRdx/Rchg(29), SprMghoft-Acc/Dmg/EndRdx/Rchg(29), SprMghoft-Rchg/Res%(46)
Level 8: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(33), Prv-Absorb%(33)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(34)
Level 14: Temperature Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48)
Level 16: Build Up -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(17)
Level 18: Burn -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(19), SprGntFis-Acc/Dmg/Rchg(19), SprGntFis-Dmg/EndRdx/Rchg(21), SprGntFis-Acc/Dmg/EndRdx/Rchg(21), SprGntFis-Rchg/+Absorb(46)
Level 20: Super Speed -- Clr-EndRdx(A), Clr-Stlth(34)
Level 22: Kick -- Empty(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(25), UnbGrd-Max HP%(27)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(39)
Level 28: Tremor -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(40), Arm-Dam%(40), FrcFdb-Rechg%(40)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
Level 32: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(37), ShlWal-ResDam/Re TP(37), Rct-ResDam%(50)
Level 35: Gloom -- Apc-Dmg(A), Apc-Dmg/Rchg(36), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(36), Apc-Dam%(37)
Level 38: Seismic Smash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Rchg/HoldProc(43)
Level 41: Dark Obliteration -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(45), Rgn-Knock%(46)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48)
Level 47: Taunt -- PrfZng-Taunt/Rchg(A)
Level 49: Rise of the Phoenix -- PrfShf-End%(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(23)
Level 1: Hurdle -- Jump-I(A)
Level 1: Stamina -- PwrTrns-EndMod(A), PwrTrns-Dam/EndMod(15), PwrTrns-+Heal(15)
Level 20: Speed Phase 
Level 50: Agility Partial Core Revamp 
------------

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On 9/26/2021 at 3:48 PM, Sovera said:

've been tinkering the endurance costs more and more so I feel it's fine since we have blue insps, we have recovery serum, but -recharge comes from us or incarnates, and when we get slowed we die

I appreciate the slow resistance.  I am the type of player who forgets to check the blue bar and will basically run myself dry and die from my toggles dropping for lack of blue.     I actually must have some kind of mental block about this because it happens on a lot of builds I run.  For people with a mental block like me would you suggest your prior /ice build or this new update?   How drastic are the endurance  adjustments?  

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4 minutes ago, SmalltalkJava said:

I appreciate the slow resistance.  I am the type of player who forgets to check the blue bar and will basically run myself dry and die from my toggles dropping for lack of blue.     I actually must have some kind of mental block about this because it happens on a lot of builds I run.  For people with a mental block like me would you suggest your prior /ice build or this new update?   How drastic are the endurance  adjustments?  

 

To be fair it should not be happening at all on the grounds of Consume filling up the bar every one minute. But I was doing an ITF and noticed I never bothered to use Consume at all since I regenerated endurance enough between fights. This is anecdotal though, since I was not paying attention if there was Ageless being cast in the background.

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3 minutes ago, Sovera said:

 

To be fair it should not be happening at all on the grounds of Consume filling up the bar every one minute. But I was doing an ITF and noticed I never bothered to use Consume at all since I regenerated endurance enough between fights. This is anecdotal though, since I was not paying attention if there was Ageless being cast in the background.

Cool,. Thats good enough for me.  

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2 hours ago, ArgentClover said:

So, we all know Broadsword is bad. But, just for the sake of discussion; How hard do you think Fire Armor could carry it with how you tend to build it? Would it have similar weaknesses to Katana, or more in common with axe?

 

I'm going to say it should be closer to Axe than to Katana. In fact you could pretty much copy Axe's slotting onto Broadsword though some scrounging of slots would be called for in order to slot Parry as well.

 

And Fire Armor would carry it hard as it does. But does it help Fire Armor? It does have a place for FF in Disembowel and Slice is pretty spamable. Burn would give an AoE until Whirling Sword comes.

 

Quickly cobbled something together though it's unrefined and untested but it should be a decent base to build based on your tastes:

 

Spoiler

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Broad Sword
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Hack -- KntCmb-Dmg/EndRdx/Rchg(A), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx(7), KntCmb-Acc/Dmg(9), TchofDth-Dam%(36), SprMghoft-Rchg/Res%(42)
Level 2: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(9), Pnc-Heal/Rchg(11), Pnc-Heal/EndRedux/Rchg(11), Pnc-Heal(13)
Level 4: Slice -- Obl-Dmg(A), Obl-Acc/Rchg(13), Obl-Dmg/Rchg(19), Obl-Acc/Dmg/Rchg(19), Obl-Acc/Dmg/EndRdx/Rchg(21), Obl-%Dam(21)
Level 6: Fire Shield -- GldArm-3defTpProc(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(27), UnbGrd-Max HP%(29), UnbGrd-ResDam/EndRdx/Rchg(29)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25)
Level 10: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech/Acc(33), SynSck-EndMod/Rech(33), SynSck-Dam/Rech(34), SynSck-EndMod(34), SynSck-Dam/Acc/End(34)
Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), StdPrt-ResDam/Def+(33), StdPrt-ResKB(40)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 16: Parry -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39)
Level 18: Burn -- Arm-Dam%(A), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(39), Erd-%Dam(39)
Level 20: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(23), GssSynFr--Build%(40), RechRdx-I(47)
Level 22: Fly -- WntGif-ResSlow(A)
Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42)
Level 28: Whirling Sword -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(45)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 32: Boxing -- Empty(A)
Level 35: Focused Accuracy -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(45), EndRdx-I(48)
Level 38: Disembowel -- SprMghoft-Acc/Dmg/Rchg(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Dmg/Rchg(46), SprMghoft-Dmg/EndRdx/Rchg(46), TchofDth-Dam%(48)
Level 41: Head Splitter -- Obl-Dmg(A), Obl-Acc/Rchg(46), Obl-%Dam(42), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(47), Obl-Acc/Dmg/EndRdx/Rchg(50)
Level 44: Physical Perfection -- PrfShf-End%(A)
Level 47: Tough -- EndRdx-I(A)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(49)
Level 1: Gauntlet
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(15)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
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 4: Ninja Run
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
Level 50: Musculature Radial Paragon
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Freedom Phalanx Reserve
Level 22: Afterburner
------------

 

 

 

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Ok I'm not going to lie, I was super biased against /Ice, being such an old powerset that I remember as being, well, wimpy with lame animations.  So I started a Fire/Stj which is ok, animations are nice and crisp and crunchy but I didn't love the combo into the mid 20s.  So I rolled a Fire/Ice and I gotta say, BU + Frost + Burn is amazing.  /Ice still has old, kinda lame animations and sound effect but I'm just chewing through mobs (halfway through the Faultline arc now, lvl 23 x6 w/ bosses)

Edited by mcdoogss
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5 hours ago, mcdoogss said:

Ok I'm not going to lie, I was super biased against /Ice, being such an old powerset that I remember as being, well, wimpy with lame animations.  So I started a Fire/Stj which is ok, animations are nice and crisp and crunchy but I didn't love the combo into the mid 20s.  So I rolled a Fire/Ice and I gotta say, BU + Frost + Burn is amazing.  /Ice still has old, kinda lame animations and sound effect but I'm just chewing through mobs (halfway through the Faultline arc now, lvl 23 x6 w/ bosses)

 

It's easy to be biased against Ice due to Greater Ice Sword being the third attack that should finish the attack chain, but it sucks. This leaves the second rate option of using Frost or persevere with Greater Ice Sword.

But, once we are actually playing the game using Frost neatly on CD between Freezing Touches and Ice Sword it all coalesces together. It just does not do the best single target damage, but I call it the Ice Patch tax.

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 I was trying to make Rad Melee work without the use of Devastating Blow.. and it kinda not really works.

 

It's great for leveling since +1 mobs are pretty squishy, but I could notice it was not really brilliant in the ST department despite melting enemies just fine while handling a boss. I took it to the test server and it's as I thought. Even with incarnates and purples it was still a 4:40 time.  Overall not -terribly- worse than the standard 4 minutes of other sets and I could have slotted both -res procs into Irradiated Ground for better pylon times, but since I don't find them useful for gameplay I kept the slotting as if for regular playing.

 

Devastating Blow is needed for better damage.

 

Or is it?

 

Respecing out of Contaminated Strike for Devastating... gave about the same time. A bit worse actually but the pylon was almost dead then I whiffed and it regenerated so I'm not holding it considering it was one try only. Still, 4:55.

 

Devastating Blow lacks the oomph to merit using it outside of a build that has room to maneuver a lot of damage procs because it's a great carrier for them.

 

In the meanwhile I leave the Contaminated Strike build since it's still a great little thing to passively murderize a spawn while we hit a boss. I messed with the previous build of this combo to reduce the EPS imprint since the build drinks endurance and it now has the almost free Combat Jumping instead of Maneuvers, got rid of Assault for more -slow in Temperature Control, and now no Tough is needed to be toggled to reach 90%.

 

I ran out of interesting powers to take and in the name of helping the endurance guzzling Conserve Power got picked.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Radiation Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5), SprGntFis-Dmg/Rchg(15)
Level 1: Contaminated Strike -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), TchofDth-Dam%(47)
Level 2: Fire Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(13), UnbGrd-ResDam/EndRdx(13), UnbGrd-ResDam/EndRdx/Rchg(15), StdPrt-ResDam/Def+(36)
Level 4: Radioactive Smash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(19), TchofDth-Dam%(21), TchofDth-Acc/Dmg/EndRdx(21), TchofDth-Dmg/EndRdx/Rchg(23), FrcFdb-Rechg%(23)
Level 6: Healing Flames -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(25), Prv-EndRdx/Rchg(25), Prv-Heal/EndRdx(27), Prv-Heal(27), Prv-Absorb%(29)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33)
Level 10: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-EndMod(29), SynSck-EndMod/Rech(31), SynSck-Dam/Rech(31), SynSck-Dam/Rech/Acc(31), SynSck-Dam/Acc/End(33)
Level 12: Plasma Shield -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(34), TtnCtn-ResDam(34), TtnCtn-ResDam/EndRdx/Rchg(34)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 16: Radiation Siphon -- SprMghoft-Acc/Dmg/EndRdx/Rchg(A), SprMghoft-Rchg/Res%(36), SprMghoft-Acc/Dmg/Rchg(37), SprMghoft-Dmg/EndRdx/Rchg(37), TchofDth-Dam%(37), Hct-Dam%(39)
Level 18: Burn -- Arm-Dam%(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(40), Erd-%Dam(40)
Level 20: Fusion -- RechRdx-I(A), RctRtc-ToHit(42), GssSynFr--Build%(42), RctRtc-ToHit/Rchg(42)
Level 22: Fly -- WntGif-ResSlow(A)
Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
Level 28: Irradiated Ground -- Mlt-Acc/EndRdx(A), ShlBrk-%Dam(43), Erd-%Dam(45), ScrDrv-Dam%(45), Obl-%Dam(45), TchofLadG-%Dam(46)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 32: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(46)
Level 35: Focused Accuracy -- RctRtc-ToHit(A), EndRdx-I(48), RctRtc-Pcptn(48)
Level 38: Tough -- StdPrt-ResKB(A)
Level 41: Physical Perfection -- PrfShf-End%(A)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(47), Rct-Def/EndRdx(48), Rct-Def(49)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Temperature Protection -- GldArm-3defTpProc(A)
Level 1: Gauntlet
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(49)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(17), NmnCnv-Regen/Rcvry+(17)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
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 4: Ninja Run
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
Level 50: Musculature Radial Paragon
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Portal Jockey
Level 50: Freedom Phalanx Reserve
Level 22: Afterburner
------------

 

 

Edited by Sovera
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47 minutes ago, Sovera said:

 I was trying to make Rad Melee work without the use of Devastating Blow.. and it kinda not really works.

 

Came to hate Devastating Blow after my first go at Rad Melee and on my current go at it I have dropped it in favor of Cross Punch. Yeah, its AoE but it also has half the recharge of Devastating Blow (besides animating faster).

 

 

Edited by Erratic1
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So I took my Fire/Ice through the Faultline arc, and by 21/22 was at +1/x6 with bosses which actually meant I outleveled the arc.  Even at this difficulty versus Arachnos though I didn't have real problems, the aoe was just too strong.  The only thing that was even annoying was the night widow blinds.  However, there were definitely signs that this wouldn't be as smooth as any of my other tankers (since all my others have defense or hyrid sets like Inv and Stone).  After finishing at 27 I went to croatoa and this time totally outleveled the Skipper part, so went straight from gordern brewer to kelly nemmers to buck salinger if you are familiar. 

 

The Cabal were annoying, the bosses have gobs of hp, -to hit (hurricane), and knockback.  Red caps, tuatha, firbolg were absolute cake though, by this time S/L/F res is capped. I was at x8 by lvl 28-29.

 

Then came the hard times.  At 37 I tried to start the NIght watch story arc.  Couldn't get past the first mission, the one with the extremely hard to see specters that just look like they reused the tornado animations.  Anyways, pure energy damage, -to hit, end drain, probably other debuffs absolutely tore this partially built fire tanker apart.  Ok, can't win them all so bounced over redside to do the Black Scorpion patron unlock arc.  Crey were cake even if there were times I was surrounded by 5-6 Paragon Protectors with MOG active lol.  Malta was another eye opener on the gap between resist sets vs defense sets in mitigation effectiveness.  Sappers of course were the primary threat, and FT deletes them (if it hits) with a couple caveats.  Having to close to melee means they always get a shot off (the end drain happens at the very start of their slow animation it felt like), low defense means it usually hits, and it's so potent that pre emptive Consume doesnt do enough, better to eat it, kill the sapper and then refill the whole bar.  Also, on x8 very often there are multiple groups in close proximity which meant multiple sapper situations.  The rest of Malta is no joke either with -recharge and -regeneration debuffs which, being a resist based toon hit very frequently.   LOTS of LOS + ice patch shenanigans to clear those maps at +1/x8 (especially since Gunslingers have no melee attacks, so you have to get them to group together somehow).

 

Anyways finished that with arc and on to the PI arcs.  Here's the build I'm working on.  I definitely build more defensively than maybe is the 'brunker spirit' but that's how I always build toons, call it a character flaw.  With one stack ATO +res it has 90/90/90/74/73/73/58/73 S/L/F/C/E/N/T/P and 40% S/L, 42.5% Melee.  I sacrifice a decent amount of slots to paper over the psi (and lesser extent toxic) hole, if I don't do that I can easily softcap S/L/M, so we'll see how it performs vs later psi heavy groups.  I do take GIS, it sucks but not quite as much as frozen fists and with it i have to use FF less.  I tried kick as a +recharge attack but it's got a horrible proc rate.  Overall even with the three purple sets I can fit recharge is only ok.  I might drop the one in burn to turn it into a proc-bomb, undecided there.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

fireice: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (3) Superior Gauntleted Fist - RechargeTime/+Absorb
  • (3) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (5) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (5) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime

Level 1: Frozen Fists

  • (A) Kinetic Combat - Accuracy/Damage
  • (7) Kinetic Combat - Damage/Endurance
  • (7) Kinetic Combat - Damage/Recharge
  • (9) Kinetic Combat - Damage/Endurance/Recharge

Level 2: Ice Sword

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (13) Superior Blistering Cold - Damage/Endurance
  • (13) Superior Blistering Cold - Recharge/Chance for Hold
  • (15) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (17) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime

Level 4: Frost

  • (A) Ragnarok - Damage
  • (19) Ragnarok - Damage/Recharge
  • (21) Ragnarok - Accuracy/Damage/Recharge
  • (21) Ragnarok - Chance for Knockdown
  • (23) Ragnarok - Damage/Endurance
  • (23) Ragnarok - Accuracy/Recharge

Level 6: Fire Shield

  • (A) Unbreakable Guard - RechargeTime/Resistance
  • (25) Unbreakable Guard - Resistance
  • (25) Unbreakable Guard - Resistance/Endurance
  • (27) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (27) Unbreakable Guard - +Max HP
  • (29) Impervium Armor - Psionic Resistance

Level 8: Healing Flames

  • (A) Preventive Medicine - Chance for +Absorb
  • (15) Impervium Armor - Psionic Resistance
  • (29) Preventive Medicine - Heal/RechargeTime

Level 10: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 12: Plasma Shield

  • (A) Unbreakable Guard - Endurance/RechargeTime
  • (31) Impervium Armor - Psionic Resistance
  • (31) Unbreakable Guard - Resistance
  • (31) Unbreakable Guard - Resistance/Endurance
  • (33) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (33) Unbreakable Guard - RechargeTime/Resistance

Level 14: Hasten

  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO

Level 16: Build Up

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 18: Burn

  • (A) Armageddon - Chance for Fire Damage
  • (34) Armageddon - Damage/Recharge
  • (34) Armageddon - Accuracy/Damage/Recharge
  • (34) Armageddon - Accuracy/Recharge
  • (36) Armageddon - Damage/Endurance
  • (36) Eradication - Chance for Energy Damage

Level 20: Ice Patch

  • (A) Recharge Reduction IO

Level 22: Kick

  • (A) Empty

Level 24: Consume

  • (A) Preemptive Optimization - Accuracy/Recharge
  • (37) Preemptive Optimization - EndMod/Recharge

Level 26: Fiery Embrace

  • (A) Recharge Reduction IO

Level 28: Freezing Touch

  • (A) Superior Might of the Tanker - Recharge/Chance for +Res(All)
  • (39) Superior Might of the Tanker - Accuracy/Damage
  • (39) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (39) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (40) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (40) Unbreakable Constraint - Chance for Smashing Damage

Level 30: Tough

  • (A) Impervium Armor - Psionic Resistance
  • (36) Aegis - Psionic/Status Resistance
  • (40) Gladiator's Armor - TP Protection +3% Def (All)
  • (42) Gladiator's Armor - End/Resist
  • (42) Gladiator's Armor - Resistance
  • (42) Gladiator's Armor - Resistance/Rech/End

Level 32: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (37) Red Fortune - Defense
  • (37) Red Fortune - Defense/Endurance

Level 35: Greater Ice Sword

  • (A) Hecatomb - Damage
  • (45) Hecatomb - Damage/Endurance
  • (46) Hecatomb - Chance of Damage(Negative)
  • (46) Hecatomb - Accuracy/Damage/Recharge
  • (46) Hecatomb - Damage/Recharge
  • (48) Touch of Death - Chance of Damage(Negative)

Level 38: Frozen Aura

  • (A) Superior Avalanche - Recharge/Chance for Knockdown
  • (43) Superior Avalanche - Accuracy/Damage
  • (43) Superior Avalanche - Damage/Endurance
  • (43) Superior Avalanche - Accuracy/Damage/Endurance
  • (45) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (45) Fury of the Gladiator - Chance for Res Debuff

Level 41: Focused Accuracy

  • (A) Endurance Reduction IO

Level 44: Physical Perfection

  • (A) Performance Shifter - Chance for +End

Level 47: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (48) Reactive Defenses - Scaling Resist Damage
  • (50) Reactive Defenses - Defense/Endurance

Level 49: Temperature Protection

  • (A) Impervium Armor - Psionic Resistance
  • (50) Steadfast Protection - Resistance/+Def 3%
  • (50) Steadfast Protection - Knockback Protection

Level 1: Gauntlet 


Level 1: Brawl

  • (A) Kinetic Combat - Accuracy/Damage
  • (9) Kinetic Combat - Damage/Endurance
  • (11) Kinetic Combat - Damage/Recharge
  • (11) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance
  • (17) Miracle - +Recovery
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (19) Performance Shifter - EndMod
Level 50: Reactive Radial Flawless Interface 

Level 50: Assault Core Embodiment 
Level 50: Intuition Radial Paragon 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 50: Freedom Phalanx Reserve 
------------

 

Edited by mcdoogss
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2 minutes ago, mcdoogss said:

The Cabal were annoying, the bosses have gobs of hp, -to hit (hurricane), and knockback.  Red caps, tuatha, firbolg were absolute cake though, by this time S/L/F res is capped. I was at x8 by lvl 28-29.

 

Then came the hard times.  At 37 I tried to start the NIght watch story arc.  Couldn't get past the first mission, the one with the extremely hard to see specters that just look like they reused the tornado animations.  Anyways, pure energy damage, -to hit, end drain, probably other debuffs absolutely tore this partially built fire tanker apart.  Ok, can't win them all so bounced over redside to do the Black Scorpion patron unlock arc.  Crey were cake even if there were times I was surrounded by 5-6 Paragon Protectors with MOG active lol.  Malta was another eye opener on the gap between resist sets vs defense sets in mitigation effectiveness.  Sappers of course were the primary threat, and FT deletes them (if it hits) with a couple caveats.  Having to close to melee means they always get a shot off (the end drain happens at the very start of their slow animation it felt like), low defense means it usually hits, and it's so potent that pre emptive Consume doesnt do enough, better to eat it, kill the sapper and then refill the whole bar.  Also, on x8 very often there are multiple groups in close proximity which meant multiple sapper situations.  The rest of Malta is no joke either with -recharge and -regeneration debuffs which, being a resist based toon hit very frequently.   LOTS of LOS + ice patch shenanigans to clear those maps at +1/x8 (especially since Gunslingers have no melee attacks, so you have to get them to group together somehow).

 

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This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

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fireice: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (3) Superior Gauntleted Fist - RechargeTime/+Absorb
  • (3) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (5) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (5) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime

Level 1: Frozen Fists

  • (A) Kinetic Combat - Accuracy/Damage
  • (7) Kinetic Combat - Damage/Endurance
  • (7) Kinetic Combat - Damage/Recharge
  • (9) Kinetic Combat - Damage/Endurance/Recharge

Level 2: Ice Sword

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (13) Superior Blistering Cold - Damage/Endurance
  • (13) Superior Blistering Cold - Recharge/Chance for Hold
  • (15) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (17) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime

Level 4: Frost

  • (A) Ragnarok - Damage
  • (19) Ragnarok - Damage/Recharge
  • (21) Ragnarok - Accuracy/Damage/Recharge
  • (21) Ragnarok - Chance for Knockdown
  • (23) Ragnarok - Damage/Endurance
  • (23) Ragnarok - Accuracy/Recharge

Level 6: Fire Shield

  • (A) Unbreakable Guard - RechargeTime/Resistance
  • (25) Unbreakable Guard - Resistance
  • (25) Unbreakable Guard - Resistance/Endurance
  • (27) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (27) Unbreakable Guard - +Max HP
  • (29) Impervium Armor - Psionic Resistance

Level 8: Healing Flames

  • (A) Preventive Medicine - Chance for +Absorb
  • (15) Impervium Armor - Psionic Resistance
  • (29) Preventive Medicine - Heal/RechargeTime

Level 10: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 12: Plasma Shield

  • (A) Unbreakable Guard - Endurance/RechargeTime
  • (31) Impervium Armor - Psionic Resistance
  • (31) Unbreakable Guard - Resistance
  • (31) Unbreakable Guard - Resistance/Endurance
  • (33) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (33) Unbreakable Guard - RechargeTime/Resistance

Level 14: Hasten

  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO

Level 16: Build Up

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 18: Burn

  • (A) Armageddon - Chance for Fire Damage
  • (34) Armageddon - Damage/Recharge
  • (34) Armageddon - Accuracy/Damage/Recharge
  • (34) Armageddon - Accuracy/Recharge
  • (36) Armageddon - Damage/Endurance
  • (36) Eradication - Chance for Energy Damage

Level 20: Ice Patch

  • (A) Recharge Reduction IO

Level 22: Kick

  • (A) Empty

Level 24: Consume

  • (A) Preemptive Optimization - Accuracy/Recharge
  • (37) Preemptive Optimization - EndMod/Recharge

Level 26: Fiery Embrace

  • (A) Recharge Reduction IO

Level 28: Freezing Touch

  • (A) Superior Might of the Tanker - Recharge/Chance for +Res(All)
  • (39) Superior Might of the Tanker - Accuracy/Damage
  • (39) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (39) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (40) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (40) Unbreakable Constraint - Chance for Smashing Damage

Level 30: Tough

  • (A) Impervium Armor - Psionic Resistance
  • (36) Aegis - Psionic/Status Resistance
  • (40) Gladiator's Armor - TP Protection +3% Def (All)
  • (42) Gladiator's Armor - End/Resist
  • (42) Gladiator's Armor - Resistance
  • (42) Gladiator's Armor - Resistance/Rech/End

Level 32: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (37) Red Fortune - Defense
  • (37) Red Fortune - Defense/Endurance

Level 35: Greater Ice Sword

  • (A) Hecatomb - Damage
  • (45) Hecatomb - Damage/Endurance
  • (46) Hecatomb - Chance of Damage(Negative)
  • (46) Hecatomb - Accuracy/Damage/Recharge
  • (46) Hecatomb - Damage/Recharge
  • (48) Touch of Death - Chance of Damage(Negative)

Level 38: Frozen Aura

  • (A) Superior Avalanche - Recharge/Chance for Knockdown
  • (43) Superior Avalanche - Accuracy/Damage
  • (43) Superior Avalanche - Damage/Endurance
  • (43) Superior Avalanche - Accuracy/Damage/Endurance
  • (45) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (45) Fury of the Gladiator - Chance for Res Debuff

Level 41: Focused Accuracy

  • (A) Endurance Reduction IO

Level 44: Physical Perfection

  • (A) Performance Shifter - Chance for +End

Level 47: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (48) Reactive Defenses - Scaling Resist Damage
  • (50) Reactive Defenses - Defense/Endurance

Level 49: Temperature Protection

  • (A) Impervium Armor - Psionic Resistance
  • (50) Steadfast Protection - Resistance/+Def 3%
  • (50) Steadfast Protection - Knockback Protection

Level 1: Gauntlet 


Level 1: Brawl

  • (A) Kinetic Combat - Accuracy/Damage
  • (9) Kinetic Combat - Damage/Endurance
  • (11) Kinetic Combat - Damage/Recharge
  • (11) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance
  • (17) Miracle - +Recovery
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (19) Performance Shifter - EndMod
Level 50: Reactive Radial Flawless Interface 

Level 50: Assault Core Embodiment 
Level 50: Intuition Radial Paragon 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 50: Freedom Phalanx Reserve 
------------

 

 

I can imagine those ghosts being a problem with all the debuffing and being ghosts so they float and ignore the ice patch. I was doing redside and fighting ghost pirates and ghost arachnos and they were being annoying with all the fleeing and becoming invisible.

 

I rush Focused Accuracy at 35 to avoid the -tohit. It saves from Banished Pantheon, from CoT, from Tsoo, from Cabal, and of course from Arachnos and the smoke Grenades. But until 35 (30 exemp) we gotta work with bursting the problematic mobs with BU. Not having it properly slotted might be a disfavor. To be honest I don't fear Malta because going full damage means bursting things dead but a slower approach would give them more time to fight back.

 

This was a thing back in Guild Wars 2 where the meta was going full on damage and I stubbornly refused because I didn't want to be squishy. It took a while of wearing more armor with defensive stats instead of full damage stats to realize a 30 second fight might extend to 45-60 seconds, which gave more time to get hurt once we ran out of dodges and had to kite.

 

This does not mean it is the appropriate method to use here, or the appropriate method for every person in a one size fits all, but it might explain a bit your woes as you try to straddle the fence. Fortunately respecs are simple and cheap so you can keep on testing stuff.

 

Your problems with sapping seem weird though. Consume gives a 98% protection against sapping and no sapper can get through that, but Consume does need to be slotted otherwise the protection is just 50% (if I recall correctly). With a two minute CD on the sapping protection and a one minute recharge I found difficult to be caught with my trousers down. Do remember pre-emptive Consume needs to hit something for the buff though.

 

 

Ah yes, I took a peek at your build. That Consume slotting might explain your sapping woes. Both it six slotted with Synapse's Shock and six slotted Bombardment will push your E/N up. Bombardment has all around great bonuses unlike Ragnorok. An unslotted Heal is also not going to do you favors, but as you've already noticed the game is not that demanding that you can't handle things with your own spin of the build and you did a good job cranking up psi and toxic so high. Once all three stacks and Barrier's 5% are going you got both pretty close to the cap.

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2 hours ago, mcdoogss said:

Welp the numbers don't lie:  GIS is a turd.  I'm experimenting dropping energy mastery for Soul, and using a procced out Gloom instead.  We'll see how this goes, probably fine until it isn't (aka heavy -tohit debuff mobs)

 

Fine until it isn't sums it up. But on a team it shouldn't be a problem.

 

But it's not -that- bad. Keep in mind that my 'best' builds break a pylon in 4 minutes (with no -res shenanigans) and Ice Melee with Frost replacing GiS does it in 4:20-ish. So the difference is not that huge and even less in actual gameplay since we'd be spamming Frost anyway. It's something I'd suggest you try and see how it feels.

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