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Posted

A while back I spun up a "fear tank" approach to DA, and have had a hankering to revisit.

 

Traditionally, we choose one of Oppressive Gloom or Cloak of Fear on DA, and OG wins out almost every time due to superior efficiency and general stun stacking opportunities. On this guy, I'm embracing the fear! It may not be 100% optimal, but it's pretty effective and a fun approach.

 

Most of my questions have to do with Kinetic Melee. I've skipped Concentrated Strike in my current build - do you think this is a mistake?

 

My rationale is:

  • I have a comparable DPA rotation without it, and can save the power pick.
  • Long activation time can result in overkill on teams.
  • I'm not stun stacking, so the secondary effect is less useful.
  • Quicker attacks have an advantage in KM, as they will reach 5 stacks on Power Siphon more readily.

 

The weak link here focused burst. I just wish it were a little bit better. Decent enough DPA procced as is, and contributes FFback to my ST chain though. 

 

If you have other input on the build, I'd value your feedback! My goals are:

  • Fear stacking fun with max hit chance against 3's.
  • Shoring up Energy Resist as much as possible without gutting other capabilities.
  • A side dish of melee defense to get within softcap on a small purple.
  • High slow resist.
  • Maximizing FFback opportunities, optimizing attacks through frankenslotting and procs where practical.
  • Feed the end best that is DA! 

 

Mesmerize is mostly a mule here, though the one-shot detoggle can be nice for certain bosses and AVs. I'm preferring to keep my attacks in set for theme, avoiding epic attacks.

 

Where I'd like to improve if possible without sacrificing the above:

  • Squeeze a slot for a damage proc in invoke panic.
  • A bit more global acc would be nice. Right now I'm relying on the small tohit from Power Siphon for max chance on certain powers, and uptime, while good with all the ffback firing, isn't 100%.
  • A little more slow resist.
  • Any opportunities to improve uncapped resists.

 

Build below. Note that I have procs toggled off for all my FFback powers. Power Siphon is on but with zero stacks. Man does KM feel bad without stacks up! I do wish it were practical to perma.

 

Tanker - Dark Armor - Kinetic Melee.mbd

 

Text:

Spoiler

Selected Powers

Level 1: Dark Embrace

  • Slot Level 1: Unbreakable Guard: Resistance
  • Slot Level 23: Unbreakable Guard: Resistance/Endurance
  • Slot Level 25: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • Slot Level 25: Unbreakable Guard: +Max HP
  • Slot Level 36: Gladiator's Armor: TP Protection +3% Def (All)
  • Slot Level 42: Steadfast Protection: Knockback Protection

Level 1: Body Blow

  • Slot Level 1: Hecatomb: Damage
  • Slot Level 33: Hecatomb: Damage/Recharge
  • Slot Level 48: Hecatomb: Damage/Recharge/Accuracy
  • Slot Level 50: Hecatomb: Recharge/Accuracy
  • Slot Level 50: Hecatomb: Damage/Endurance

Level 2: Murky Cloud

  • Slot Level 2: Unbreakable Guard: Resistance
  • Slot Level 3: Unbreakable Guard: Resistance/Endurance
  • Slot Level 3: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • Slot Level 48: Unbreakable Guard: Endurance/RechargeTime

Level 4: Smashing Blow

  • Slot Level 4: Superior Might of the Tanker: Accuracy/Damage
  • Slot Level 5: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge
  • Slot Level 5: Superior Might of the Tanker: Accuracy/Damage/Recharge
  • Slot Level 33: Superior Might of the Tanker: Recharge/Chance for +Res(All)
  • Slot Level 46: Hecatomb: Chance of Damage(Negative)
  • Slot Level 48: Touch of Death: Chance of Damage(Negative)

Level 6: Obsidian Shield

  • Slot Level 6: Unbreakable Guard: Resistance
  • Slot Level 7: Unbreakable Guard: Resistance/Endurance
  • Slot Level 7: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • Slot Level 43: Unbreakable Guard: Endurance/RechargeTime

Level 8: Dark Regeneration

  • Slot Level 8: Touch of the Nictus: Accuracy/Healing/Absorb
  • Slot Level 9: Touch of the Nictus: Accuracy/Endurance/Healing/Absorb
  • Slot Level 9: Touch of the Nictus: Chance for Negative Energy Damage
  • Slot Level 34: Theft of Essence: Chance for +Endurance
  • Slot Level 37: Perfect Zinger: Chance for Psi Damage
  • Slot Level 40: Fury of the Gladiator: Chance for Res Debuff

Level 10: Death Shroud

  • Slot Level 10: Superior Gauntleted Fist: RechargeTime/+Absorb
  • Slot Level 11: Superior Gauntleted Fist: Damage/RechargeTime
  • Slot Level 11: Superior Gauntleted Fist: Damage/Endurance/RechargeTime
  • Slot Level 17: Superior Avalanche: Recharge/Chance for Knockdown
  • Slot Level 23: Superior Avalanche: Accuracy/Damage/Endurance

Level 12: Cloak of Darkness

  • Slot Level 12: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • Slot Level 13: Reactive Defenses: Defense
  • Slot Level 13: Reactive Defenses: Defense/Endurance/RechargeTime
  • Slot Level 15: Reactive Defenses: Scaling Resist Damage
  • Slot Level 15: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 14: Combat Jumping

  • Slot Level 14: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • Slot Level 34: Blessing of the Zephyr: Knockback Reduction (4 points)
  • Slot Level 34: Kismet: Accuracy +6%

Level 16: Hasten

  • Slot Level 16: Invention: Recharge Reduction
  • Slot Level 17: Invention: Recharge Reduction

Level 18: Cloak of Fear

  • Slot Level 18: Glimpse of the Abyss: Accuracy/Endurance
  • Slot Level 19: Nightmare: Accuracy/Endurance
  • Slot Level 19: Nightmare: Accuracy/Fear

Level 20: Power Siphon

  • Slot Level 20: Gaussian's Synchronized Fire-Control: Chance for Build Up
  • Slot Level 43: Invention: Recharge Reduction

Level 24: Tough

  • Slot Level 24: Steadfast Protection: Resistance/+Def 3%
  • Slot Level 33: Steadfast Protection: Knockback Protection
  • Slot Level 42: Ribosome Exposure

Level 26: Weave

  • Slot Level 26: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • Slot Level 27: Red Fortune: Defense/Endurance
  • Slot Level 27: Red Fortune: Defense

Level 28: Burst

  • Slot Level 28: Superior Avalanche: Accuracy/Damage
  • Slot Level 29: Superior Avalanche: Damage/Endurance
  • Slot Level 29: Eradication: Chance for Energy Damage
  • Slot Level 31: Armageddon: Chance for Fire Damage
  • Slot Level 31: Perfect Zinger: Chance for Psi Damage
  • Slot Level 31: Force Feedback: Chance for +Recharge

Level 30: Provoke

  • Slot Level 30: Perfect Zinger: Accuracy/Recharge

Level 32: Intimidate

  • Slot Level 32: Nightmare: Accuracy/Endurance

Level 35: Invoke Panic

  • Slot Level 35: Nightmare: Accuracy/Fear/Recharge
  • Slot Level 36: Glimpse of the Abyss: Accuracy/Fear/Recharge

Level 38: Focused Burst

  • Slot Level 38: Superior Winter's Bite: Accuracy/Damage
  • Slot Level 39: Superior Winter's Bite: Accuracy/Damage/Endurance
  • Slot Level 39: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
  • Slot Level 39: Apocalypse: Chance of Damage(Negative)
  • Slot Level 40: Perfect Zinger: Chance for Psi Damage
  • Slot Level 40: Force Feedback: Chance for +Recharge

Level 41: Repulsing Torrent

  • Slot Level 41: Superior Gauntleted Fist: Accuracy/Damage
  • Slot Level 45: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime
  • Slot Level 45: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
  • Slot Level 45: Bombardment: Chance for Fire Damage
  • Slot Level 46: Force Feedback: Chance for +Recharge
  • Slot Level 46: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown

Level 44: Super Speed

  • Slot Level 44: Winter's Gift: Slow Resistance (20%)

Level 47: Mesmerize

  • Slot Level 47: Fortunata Hypnosis: Sleep
  • Slot Level 50: Fortunata Hypnosis: Sleep/Recharge/Accuracy
  • Slot Level 36: Fortunata Hypnosis: Recharge/Accuracy
  • Slot Level 37: Fortunata Hypnosis: Sleep/Endurance
  • Slot Level 37: Fortunata Hypnosis: Chance for Placate

Level 49: Harmonic Mind

  • Slot Level 49: Performance Shifter: Chance for +End

 

Inherent Powers

Health:

  • Slot Level 1: Panacea: +Hit Points/Endurance
  • Slot Level 21: Miracle: +Recovery
  • Slot Level 42: Numina's Convalesence: +Regeneration/+Recovery

Stamina:

  • Slot Level 1: Performance Shifter: Chance for +End
  • Slot Level 21: Performance Shifter: EndMod
  • Slot Level 43: Invention: Endurance Modification

 

Incarnate Abilities

Cardiac Core Paragon (Alpha)

Chunk:

Spoiler

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  • Like 1
Posted
1 hour ago, Meknomancer said:

mesmerize over dominate?

Because neither will be incorporated into my attack chain and would mostly be purple mules. Not going for proccy hold here.

 

Given that, the choice between a mag 3 hold with no stacking opportunities and mag 3.5 sleep is not very meaningful. At least a one shot boss sleep has some minor use cases in detoggling certain effects quickly. 

  • Like 1
Posted (edited)

This is pretty competently built considering the sheer oddballness of the build concept. You can shore up EN res slightly by changing your cloak of fear slotting to 3x unspeakable terror for 3 EN res.

 

Your death shroud is arguably overslotted. While any source of animation time free dps is welcome, damage auras are usually not a huge source of dps for endgame builds, and their value is in the taunt and the ability to slot ATIO/pbaoe sets. If you lose the 2 avalanches, the damage goes from like 21 to 17 per pulse which is 2 dps. You can then slot 2x blistering cold twice in brawl and boxing, for a net gain of 15% slow res. Though maybe you really like the KD proc in an aura.

 

You can consider slotting tough as follows: Steadfast +3 def, gladiator's armor x3 (R, R/E, +3 def) and boost the gladiators armors +5 (as PVPIOs they don't lose enhancement value or set bonuses when examplared, like purples). This loses only 1 KB resist, leaving you still with 11, and better SL res. This in turn might allow trimming some SL res from elsewhere.

 

A lot of the issues you face are due to poor set diversity. Usually, melees can get 30% acc easily just from a hecatomb and armageddon, but you don't have room for an armageddon unless you drop the procs in burst, for example. You also don't have good access to ranged and taoe sets (though in your case this is by informed choice). My suggestion is to choose 1-2 attacks (maybe 1 ST and 1 aoe) to procbomb and devote the remainder mainly to set bonuses. But again, it may be that a lot of issues can't be improved without significantly changing your build concept - something I really respect.

Edited by Zect
  • Like 2
Posted (edited)
1 hour ago, Zect said:

You can then slot 2x blistering cold twice in brawl and boxing, for a net gain of 15% slow res. Though maybe you really like the KD proc in an aura.

Good catch on the slow res! This is worth considering, and would bring me to 80%. 65% is decent, but 80+ is what I shoot for most of the time. Alternatively, I could keep my slow res as is and use that other slot for the damage proc in invoke panic.

 

The tradeoff is a bit of endredux and the passive utility of the KD proc. It's not a bad little bonus bit of mitigation in a damage aura. 

 

Unfortunately Nightmare, while a nice bonus, would sacrifice necessary accuracy and a large amount of endredux. I truly don't understand why Cloak of Fear has such low base acc and high end consumption.

 

You're right that there's a moderate tension between global acc and procs here. More global acc would give me more flexible slotting for my fears, and reduce reliance on power siphon uptime. However, KM attacks need every ounce of help they can get. One of their small strengths is the high availability of FFback as well, which reserves another slot, not to mention the obnoxious knockdown tax in Repulsing.

 

I like the Tough strat as well! I'll have to revisit the KD thresholds chart that lives out there somewhere. I think maybe there was a break point at 12 pts, though I could be wrong. 8 is enough for most content, but of course tanks attract more attention.

Edited by Onlyasandwich
Posted (edited)

I took your suggestion on tough @Zect - thanks!

 

I'll live with the KD proc in Death Shroud for a bit and see how useful I find it. I may end up doing the split you mentioned to pump slow resist further.

 

Re-apportioning my sets after adjusting tough netted me a little more end efficiency, defense, F/C/E resists, and some hp. Each element pretty small, but I think worth losing 1 point of KB protection. I'm even pretty end sustainable pre-Alpha! Not too shabby - thank you Harmonic Mind.

 

For anyone interested, here's the further optimized build.

Tanker - Dark Armor - Kinetic Melee.mbd

 

 

Does anyone have opinions on Concentrated Strike? I don't see many KM builds out there, so not sure how much stock folks put in it compared to focusing on maximizing DPA for the faster attacks as I have done here.

 

Edited by Onlyasandwich
  • Like 1
Posted
19 hours ago, Onlyasandwich said:

Because neither will be incorporated into my attack chain and would mostly be purple mules. Not going for proccy hold here.

 

Given that, the choice between a mag 3 hold with no stacking opportunities and mag 3.5 sleep is not very meaningful. At least a one shot boss sleep has some minor use cases in detoggling certain effects quickly. 

 

I wasn't implying you needed dominate as a procced out dps hold, i was just curious as to why a sleep. Dominate can easily be used as a mule for apoc/unbreakable sets and if your running the damage aura will the sleep really be that useful? I guess you'll find out after playing it, i'd be interested to know.

Posted (edited)
2 hours ago, Meknomancer said:

wasn't implying

Sorry, wasn't trying to project that intent!

 

I only mention the proc strategy as it is a common motivation for grabbing an epic hold.

 

The use case for mesmerize isn't so much to keep something asleep. Some bosses run toggles (cot bosses with dispersion bubble for example). The sleep will auto hit and detoggle them on one shot (3.5 mag cuts through boss protection). Once detoggled, they don't generally retoggle any time soon. 

Edited by Onlyasandwich
  • Like 1
  • Thumbs Up 1
Posted (edited)
7 hours ago, Nemu said:

Stun AND Fear AND Knockdown tank:

 

Nice, @Nemu!

 

Lightning Clap is doing a lot of work here. It's like a controller on wheels with mez protection, armor, and shorter cooldowns. Something for everyone.

 

You even manage to keep some decently slotted attacks while doing so. Looks fun!

 

You quite literally have your fears disorienting as well. Hilarious.

Edited by Onlyasandwich
  • Like 1
Posted (edited)

I've ran an Elec/Dark before and the idea of running the opposite (Dark/Elec) seems like a TON of fun. Kind of like a Tank-Troller with the controls.

@Nemu I see you went with Electric for epic pools. What other epic  pool would you or @Onlyasandwich suggest as well? Was thinking Psionic again for Harmonic mind. If I could get Endurance under control, I could see going Dark for the new Tar Patch being very tasty.

This is kind of what I'm looking at currently:

 

Dark-Elec.png

Tanker (Dark Armor - Electrical Melee).mbd

Edited by One IV All
Posted

The original build I had was stun focused so Mu mastery was chosen to slot the energy manipulator stun proc (which totally sucks by the way, but I did it for the memes)

 

Psi mastery is a good pick but you can just as well pick cardiac or vigor as your Alpha if you are looking to play this at high levels and get your endurance under control. It depends on what levels you plan to play at. Harmonic mind isn't available until level 38 and you'll only be able to get a few levels of value when you exemp (33-45) and there's just not a whole lot of content in that level range that provides the most bang for the buck for your investment in that single power. However, I do like the other options in that pool, mez, dom and psi nado are all useful powers, nado being a good FF +recharge power if your build has no other such candidates to boost your recharge.

 

With something like Tar Patch I would want spammable AoE within that 45 second duration to get the most value out of the debuff. If I took electric melee then I probably would just take another procced out Epic AoE to supplement my AoE damage. Despite the reputation as an AoE melee set, electric melee really is not when it comes to consistent AoE output.

 

That's my approach, it makes sense in my mind, but I also make builds with whirlwind so you know, feel free to look at me sideways.

  • Like 1
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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted
4 hours ago, Nemu said:

The original build I had was stun focused so Mu mastery was chosen to slot the energy manipulator stun proc (which totally sucks by the way, but I did it for the memes)

 

Psi mastery is a good pick but you can just as well pick cardiac or vigor as your Alpha if you are looking to play this at high levels and get your endurance under control. It depends on what levels you plan to play at. Harmonic mind isn't available until level 38 and you'll only be able to get a few levels of value when you exemp (33-45) and there's just not a whole lot of content in that level range that provides the most bang for the buck for your investment in that single power. However, I do like the other options in that pool, mez, dom and psi nado are all useful powers, nado being a good FF +recharge power if your build has no other such candidates to boost your recharge.

 

With something like Tar Patch I would want spammable AoE within that 45 second duration to get the most value out of the debuff. If I took electric melee then I probably would just take another procced out Epic AoE to supplement my AoE damage. Despite the reputation as an AoE melee set, electric melee really is not when it comes to consistent AoE output.

 

That's my approach, it makes sense in my mind, but I also make builds with whirlwind so you know, feel free to look at me sideways.

Thanks for this! I might rework back into Harmonic, or pick up something with more AOE!

Posted

I think Cloak of Fear is way underslotted.  The inherent accuracy is wicked low and the inherent endurance cost is wicked high, and if I'm going to bother with Cloak of Fear, I'm going to invest in it.

 

Oppressive Gloom is well worth having in conjunction with Cloak of Fear, and you can get away with scarce slotting if need be.  Going back to Cloak of Fear, pop an Unspeakable Terror proc in there as well, and you will periodically lay down mag 4 stuns.  It's good stuff.

 

I'd also try to invest more in Invoke Panic.  It's well worth to get that thing recharging as quickly as possible!

  • Like 2

Who run Bartertown?

 

Posted

The way you have your power picks laid out doesn't appear to show any consideration for exemp effectiveness. Is this meant to be played at level 50 only? If you take harmonic mind at level 38 you get some use from it before you get access to cardiac alpha, but at level 47 you might as well pick another pool since cardiac alone will solve your endurance issues. You don't need weave by level 30 since this is not a defense build, the only reason I have it in my build before level 30 is because the build was made before the power availability revamp, and I ran out of other powers to take.

 

Since the power availability re-balance I'd fit in chain induction, lightning clap and lightning rod earlier, especially lightning clap for the knockdown and stun synergy. That power and Thunderstrike will do more for your survival than weave ever will.

 

Other build comments:

 

Obsidian shield is way overslotted and puts you way over the psi resist cap

 

Lightning clap is not auto hit and has really poor acc to start, you need ACC in that power

 

Without tactics, some key control powers like lightning clap and oppressive gloom have really low acc. I don't think the leadership pool is necessary at all since you are not shooting for high defense with Maneuvers, and you already have +perception to counteract blind with cloak of darkness. You just need to make sure you slot more acc into powers or get +acc bonuses. My build goals always aim to have ~95% chance to hit against +4s. Since your toolkit does depend on hitting stuff to survive, don't skimp on ACC in favor of hard survival stats like resistance and defense.

 

This is what I would do with a very quick rework of the stun/fear/knockdown build I posted. It doesn't have the silly stun proc shenanigans. Note that I'm not hung up about getting 90% resists either. When you understand synergies and how to exploit them for survival, coupled with layered mitigation, inspirations and teammates (if you team), it's very rare that you will need that levels of survival on a tank.  This is also factored into my choice of alpha. It's not cardiac. The strength of dark armor is not 90% resists. It's dark regen, oppressive gloom and cloak of fear, all of which need to hit. Vigor is a better pick because it reduces end cost, increases ACC and heal and all of these attributes benefit the entire combo of dark/elec.

 

Also note that death shroud is taken later in the journey, at earlier levels you don't have the endurance to sustain it nor the survival to handle the aggro it draws.

Dark Elec Tank.mbd

 

 

 

 

 

 

  • Like 1
  • Thanks 1

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted
4 hours ago, Nemu said:

The way you have your power picks laid out doesn't appear to show any consideration for exemp effectiveness. Is this meant to be played at level 50 only? If you take harmonic mind at level 38 you get some use from it before you get access to cardiac alpha, but at level 47 you might as well pick another pool since cardiac alone will solve your endurance issues. You don't need weave by level 30 since this is not a defense build, the only reason I have it in my build before level 30 is because the build was made before the power availability revamp, and I ran out of other powers to take.

 

Since the power availability re-balance I'd fit in chain induction, lightning clap and lightning rod earlier, especially lightning clap for the knockdown and stun synergy. That power and Thunderstrike will do more for your survival than weave ever will.

 

Other build comments:

 

Obsidian shield is way overslotted and puts you way over the psi resist cap

 

Lightning clap is not auto hit and has really poor acc to start, you need ACC in that power

 

Without tactics, some key control powers like lightning clap and oppressive gloom have really low acc. I don't think the leadership pool is necessary at all since you are not shooting for high defense with Maneuvers, and you already have +perception to counteract blind with cloak of darkness. You just need to make sure you slot more acc into powers or get +acc bonuses. My build goals always aim to have ~95% chance to hit against +4s. Since your toolkit does depend on hitting stuff to survive, don't skimp on ACC in favor of hard survival stats like resistance and defense.

 

This is what I would do with a very quick rework of the stun/fear/knockdown build I posted. It doesn't have the silly stun proc shenanigans. Note that I'm not hung up about getting 90% resists either. When you understand synergies and how to exploit them for survival, coupled with layered mitigation, inspirations and teammates (if you team), it's very rare that you will need that levels of survival on a tank.  This is also factored into my choice of alpha. It's not cardiac. The strength of dark armor is not 90% resists. It's dark regen, oppressive gloom and cloak of fear, all of which need to hit. Vigor is a better pick because it reduces end cost, increases ACC and heal and all of these attributes benefit the entire combo of dark/elec.

 

Also note that death shroud is taken later in the journey, at earlier levels you don't have the endurance to sustain it nor the survival to handle the aggro it draws.

Dark Elec Tank.mbd

 

 

 

 

 

 

I do mostly intend to do 50/endgame content. Thank you SO much for this, I will look it over when I'm home!

Posted
On 3/23/2024 at 2:30 PM, Onlyasandwich said:

The use case for mesmerize isn't so much to keep something asleep. Some bosses run toggles (cot bosses with dispersion bubble for example). The sleep will auto hit and detoggle them on one shot (3.5 mag cuts through boss protection). Once detoggled, they don't generally retoggle any time soon. 

 

I use Mesmerize that way too and I think it's severely underrated. Could hardly believe we were getting this for Brutes/Tankers when Beta went public.

 

Something that's easily missed, purple triangles on AVs don't include sleep protection. This makes for extremely easy soloing even on suboptimal builds or against tougher AVs, you have a panic button at any point in the fight. Basically impossible to die. Helpful as an opener too if you're typically on x8, sleep the AV and get rid of his squad first. Also a great help when fighting multiple AVs, just permasleep the ones you're not hitting.

 

For that matter, it serves its purpose even as a one slot wonder. So this is an option if the only goal is a stepping stone to Harmonic Mind. On early/cheap builds I like to stick the Call of the Sandman proc in there, which does a 280 heal when it hits. The PPM is low so it hits rarely, but nonetheless it is "free" healing if I'm using it for the purpose of dropping enemy toggles.

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Posted
14 minutes ago, nihilii said:

 

I use Mesmerize that way too and I think it's severely underrated. Could hardly believe we were getting this for Brutes/Tankers when Beta went public.

 

I also hate to bring this up, but with no inherent recharge, a Call of the Sandman proc has a 45% chance to give you a 15% heal.  That's no joke.

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Who run Bartertown?

 

Posted

Wow, 45%? Funny how bias can work with "hit chances": from empirical experience, I assumed it was much lower than that. In fact I half-expected someone to come in with the *opposite* reply, using numbers to prove the Call of the Sandman proc would be a stupid choice... 😅

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