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Posted
3 minutes ago, Azari said:

I dont think I want any more recharge procs because it would cause my other powers to proc less. And my attack chain is perfectly fine, really no need for any more speed.  And I consider that slow resistance to be rather important. It resists recharge debuffs, which are super annoying.  I prefer to keep it 🙂

 

plus when am I ever gonna find the time to use kick? 



To each his own.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted (edited)
7 minutes ago, Hyperstrike said:



To each his own.

Is there another set bonus you think would be better to have? Where else would you put the slot? Nothing really sticks out at me when looking at it. I dont think I’d take time out of my attack chain to use kick… 

Edited by Azari
Posted
5 minutes ago, Azari said:

Is there another set bonus you think would be better to have? Where else would you put the slot?



There's fairly few things you can really cram in those sections that are really useful with a multi-dimensional nature.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted (edited)
14 minutes ago, Hyperstrike said:



There's fairly few things you can really cram in those sections that are really useful with a multi-dimensional nature.

I could put another slot in tough hide for a tad more defense?  Hmm. Probably not worth a respec?  I could do two FFs in boxing for more run speed?

Edited by Azari
Posted
3 hours ago, Azari said:

I dont think I want any more recharge procs because it would cause my other powers to proc less. And my attack chain is perfectly fine, really no need for any more speed.  And I consider that slow resistance to be rather important. It resists recharge debuffs, which are super annoying.  I prefer to keep it 🙂

 

plus when am I ever gonna find the time to use kick? 

 

REcharge from procs does not affect proc chance. But I agree that sticking a recharge proc in Kick would be useless at the best of times. An attack chain should be complete and gapless. Sneaking in a a two second animation (?!) in a power not slotted for accuracy, not slotted for damage, with a terrible damage baseline, for a CHANCE at a proc? I say thee nay.

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Posted
5 hours ago, Haijinx said:

I always pick boxing because it sounds cooler.  And reminds me of Heroes Unlimited.


Neglecting "leg day"....

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

I'm a little flummoxed by the @Azarichoice (in multiple powers) to +5 only three pieces of Unbreakable Guard and then go with a 4th generic IO of Resistance.

  • Enhancement Diversification is absolutely putting a crimp on MOAR, in these cases Resistance....
  • Resistance has a low threshold for ED...
  • MOAR Resistance is only fractionally reducing incoming damage, so I see a sort of double-whammy of highly marginal returns past the ED
  • The 4th set bonus from Unbreakable Guard is right there for the taking
  • The Reactive Defenses Scaling resistance piece is almost certainly doing more for the build's Resistance profile than any of those 4th Resistance IOs.

I have a suspicion that the Tank build could be well served by having a Numina Health 50+5 paired up with the Numina %proc instead of the Miracle +Recovery. I certainly value Endurance management more than Regeneration, but the greater HP of Tankers is where I start to pay close attention to each.

 

I think a slot can be saved from Invincibilty, while also improving the ToHit nature of the power. My own slotting is:

        

 (A) Luck of the Gambler - Recharge Speed

 (*) Shield Wall - Defense: Level 50+5

 (*) Shield Wall - +Res (Teleportation), +5% Res (All)

 (*) HamiO:Cytoskeleton Exposure (Endurance/ ToHit/Defense): Level 53

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

 

 

Posted (edited)
52 minutes ago, tidge said:

I'm a little flummoxed by the @Azarichoice (in multiple powers) to +5 only three pieces of Unbreakable Guard and then go with a 4th generic IO of Resistance.

  • Enhancement Diversification is absolutely putting a crimp on MOAR, in these cases Resistance....
  • Resistance has a low threshold for ED...
  • MOAR Resistance is only fractionally reducing incoming damage, so I see a sort of double-whammy of highly marginal returns past the ED
  • The 4th set bonus from Unbreakable Guard is right there for the taking
  • The Reactive Defenses Scaling resistance piece is almost certainly doing more for the build's Resistance profile than any of those 4th Resistance IOs.

I have a suspicion that the Tank build could be well served by having a Numina Health 50+5 paired up with the Numina %proc instead of the Miracle +Recovery. I certainly value Endurance management more than Regeneration, but the greater HP of Tankers is where I start to pay close attention to each.

 

I think a slot can be saved from Invincibilty, while also improving the ToHit nature of the power. My own slotting is:

        

 (A) Luck of the Gambler - Recharge Speed

 (*) Shield Wall - Defense: Level 50+5

 (*) Shield Wall - +Res (Teleportation), +5% Res (All)

 (*) HamiO:Cytoskeleton Exposure (Endurance/ ToHit/Defense): Level 53

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

 

 

If I take a slot out of invinc to do that slotting, where would you put the extra slot? In health?  I do have an extra Cyto 53 I could try this with.

Edited by Azari
Posted
6 minutes ago, Azari said:

If I take a slot out of invinc to do that slotting, where would you put the extra slot? In health?  I do have an extra Cyto 53 I could try this with.

 

I'd certainly use your version of Mids to see if adding a 50+5 Numina Health piece to Health improves the Regenration in a noticeable way. Slotting Health by itself helps with Regeneration, and the 2-piece Numina bonus is IIRC a regeneration increase.

 

Otherwise... your Invuln build is doing things radically different enough that I don't have an easy answer. My own invuln build burns the green bar a little faster than I'd recommend for EXTREME content... but that is something less than 0.1% of my play time... so a little more Regeneration would help me in a way that may not help you.

 

If more Regeneration doesn't do much, I'd look at what the Hit rolls look like for the extreme content, as Tough Hide can hold the Kismet +ToHit piece. Invuln doesn't need much in the way of ToHit bonuses, until the fight is 1-on-1. I get a (perverse?) sense of satisfaction when playing the Manticore TF and it is my Tanker who is finishing off the Paragon Protectors in Moment-of-Glory mode.

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Posted (edited)
25 minutes ago, tidge said:

 

I'd certainly use your version of Mids to see if adding a 50+5 Numina Health piece to Health improves the Regenration in a noticeable way. Slotting Health by itself helps with Regeneration, and the 2-piece Numina bonus is IIRC a regeneration increase.

 

Otherwise... your Invuln build is doing things radically different enough that I don't have an easy answer. My own invuln build burns the green bar a little faster than I'd recommend for EXTREME content... but that is something less than 0.1% of my play time... so a little more Regeneration would help me in a way that may not help you.

 

If more Regeneration doesn't do much, I'd look at what the Hit rolls look like for the extreme content, as Tough Hide can hold the Kismet +ToHit piece. Invuln doesn't need much in the way of ToHit bonuses, until the fight is 1-on-1. I get a (perverse?) sense of satisfaction when playing the Manticore TF and it is my Tanker who is finishing off the Paragon Protectors in Moment-of-Glory mode.

Keep in mind I’m a Super Strength with double stacked rage. I generally have plenty of tohit even 1on1.

 

this toon does fine in 4* TFs by the way. Takes it like a champ. If only I was better at playing it lol.

Edited by Azari
Posted
On 4/16/2024 at 6:17 PM, Sovera said:

Welp, the Bio/Fire was going fine until Manticore. Then I started dying. Then I wised up to be careful about being confused. Then kept dying anyway. So I went more carefully, got ready to flee when needed. Then got hard countered by a spawn with four +2 bosses, two of which were debuffers and they hard walled me with four deaths in a row, return from hospital, get killed, etc. I could have gobbled inspirations to pass them, but, heh.

 

I went to look at why the Stone/Fire Melee had breezed through Manticore and the only thing I saw was the softcapped defense to psi... Well, softcapped defense to everything I guess. I had 38% defense to energy and once debuffed Ablative was of no help.

 

Bio lives up to the idea of being pretty strong offensive and against generic enemies but folding against debuffs. A bit like Willpower I guess. It did make me feel like a Scrapper. Or at least a Brute. Very strong trip up to 45 and Manticore at least.

 

I just came back to homecoming after a couple of years, and I just got my first Bio Armor character to 50.  I didn't have quite the same experience in the 40-50 range but my secondary is BA.  I love fire melee but I think BA has a stronger synergy with Bio.  So much KD means both soft control (more regen ticks without incoming damage) and FF +recharge can be up a ridiculous amount.  

 

40-50 running +2/x8 the only times I ran into big issues like you experienced is those Mother Mayhem praetorian missions with tons of psionic damage + debuffs.  I think /BA really helps Bio shine. 

 

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