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Posted (edited)

Hey Homecoming

 

A while ago out of aesthetic curiosity and because I had a concept I started up a Dual Blades/Bio Armour tank. At the time I was unaware of the recent patch changes to Dual Blades, the most important being that you can combo without needing to hit anymore which for Tankers makes the Weaken combo decent on taskforces or anything else without enough targets where you're going to hit a fair few of them and add some minor debuffing to the damage you're doing. Between that and Bio Armour's different modes I'm finding it fun enough to play.

 

Of course between Bio Armour and Dual Blades I'm in a bit of a state of picking everything from my power sets and not having a lot of room to pick others. I know Scrappers have a reasonable use of Dual Blades but Tankers not so much so there are not many threads about it. As such I'm posting in the hope there's people who can offer suggestions about which powers are or are not necessities as well as general slotting advice (or even "this powerset pairs better!" for later tanks).

 

Power Slice feels like one to drop. Low level when power picks are tightest, only enables one combo and the other end of that combo does not show up till level 38 for the Tanker. So it's out for most stuff I might level down to do without providing any major benefit where it may be used.

 

Movement powers I ended up going Super Speed because it makes my preferred merit farming mission (Vaz Pollutant Plot) that bit quicker with the stealth benefit. Theoretically I could end up losing it and using P2W movements instead which would free up a slot.

 

Something that might be brought up is that based off some forum posts I've seen best route for damage was proven to be combo-less Dual Blades a while ago. I am not certain if that still holds true now that missing does not break the combo but am happy to be shown the path to true destruction.

 

Slotting wise I have Achilles Heel Resistance debuff in Ablating Strike which is fairly fast recharge for something part of multiple combos and (I think Gaussian's targeting) Build Up chance in Blinding Feint and will likely keep the former at least unless there's some big advantage to dropping it. Other than that I am slowly building up the other assorted bits and pieces of various sets without having any certainty about what I need.

Edited by Oneofthe1d4

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