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Posted (edited)

Coming back to the game after a bit. take a look? think theres something funky going on.. IDK if its just me.. What am i missing? maybe a recent nerf? maybe im just old with my numbers but I shouldnt be going down so quick.

 

testing 50+1 SR with aggro cap at (+4x8) council paper..

 

  • not as indestructible as Id like..
  • have all passive accolades. only alpha slotted
  • mixed slotting with +5 crafted and attuned.. ((cause I raided other toons I had))
  • im resistance capped at 15% health on the main resistances.

 

Titan Weapon/ Super Reflex Brute

Defense Resistance
Melee: 54% S/L: 39%
Ranged: 47% F/C: 38%
Aoe: 48% E/N: 35%
Recharge/ Movement debuff resistance: 100% Tox: 20.75%
Defense debuff resistance: 95%+ Psi: 31.75%

 

(Stealth currently toggled on) +-def%s

Spoiler

image.png.15d070706ca9f3857ee3582f110fa3e2.png

 

Image of Current Slotting

  • not able to include mids build.. cause reasons..?

 

Spoiler

image.png.80ce809b6cc7e135d30d46e3909a8919.png

 

 

 

Edited by insome1
Posted

Ranged and AOE are getting you.  You want to be overclocked into the 50's on everything.  If you can get it into the 60's, that's even better.  Could also be the enemies that you're fighting, etc.  The Rularuu eyeballs, for example, have massive +to hit bonuses that tend to negate a strong defense based set.

 

At +4/8 you're going to want that +1 level adjustment for your Alpha slot, which I think you get at the tier 3 level?

Posted

The build does have +1 from the alpha ("testing 50+1 SR with aggro cap"). They also do have 50% def to all positions in combat with stealth on (maybe ranged slightly lower at ~49), assuming the values in the tables are without stealth and the ones in the screenshot are with unsuppressed, out of combat stealth. Council were buffed and now do more -def, but nothing an SR can't tank, and while I have not looked at their new powers in detail, as far as I am concerned they are still pushovers, albeit very bulletspongey ones with all the ressurecting wolves.

 

Recently I took an SR scrapper with 50% def to all through some +4x8 council papers and it was fine.

 

I think the issue with the OP build is just a lack of sustain. Mitigation is fine and all, but melee toons soloing on high difficulties need good dps to kill the mobs and at least a little sustain to stay in the fight, or they will die the death of a thousand cuts. Case in point, my scrapper has medicine pool since it's an AV soloing build, and that's probably why it has no issue.

 

Once you get rebirth (visible in your screenshot, though you mention you have only the alpha slotted), maybe some PT heal procs, and a dps interface, things should be a lot comfier. Or just reroll SR tank, the whole 90% resist thing works a lot better when backed up by tanker ATIO's, tanker base HP and tanker defenses.

Posted

@Zect Well, I have a tier 3 incarnate brute that is Savage/SR, and I run everything at +4/8, so I certainly agree with you that it is totally doable.  Just trying to figure out what the OP might be missing in their build, that is causing them difficulty.  Honestly, if they haven't played in a while, it may be nothing more than being a bit out of practice.  I know when I go on hiatus and come back to it later (say after a few months), I always have to put myself into "AE Boot Camp" and get used to playing my power sets again.

Posted (edited)
Spoiler

1.thumb.png.8b02d20312670a5e2ae001e3d0ea98c9.png

..still cant mids to export the build, getting an error that wants to force close the program. so. heres an ingame screenshot.

 

 

Thanks everyone for the comments and suggestions. I did add a few 5% heal procs, 1 in Dominate and 1 auto in Harmonic Mind.  would have to give up too much for the power pool heal. So I just loaded up on temp power heals!

 

.and went ahead and changed all the attuned to crafted +5 IOs. It did bump the numbers a bit. but nowhere near the +50% mark that was suggested. May have to just respec out of an attack to move some slots around to the passive defenses.

 

New numbers after swapping to t3 agility

 

image.png.d8c7fa2ba737993bcbcb6590d3f0f080.png

 

Maybe I can get away with a different alpha that offers the 20% def boost. I do have the alpha t3 musc slotted to give the +1 level shift. BUT emps are easy to get 🙂

 

Im deff prob just out of practice. I have no issues while playing tho. TW offers enough kb/kd. This afk test was just to see benchmark numbers and general stats since SR takes a min to update full resistance during combat.

 

 

Edited by insome1
  • 2 weeks later
Posted (edited)

Late to comment but no it's unlikely due to defense values being too low.  47% defense should be sufficient as long as:

  1.  your DDR is 95% (you'd need a defdebuff greater than 40% to even drop below the soft cap)
  2. they have some sort of +To Hit so you aren't, in fact, capped
  3. something they do is detoggling and your defenses are affected
  4. or it's a non-positional attack(s) getting in.  

     That is, you are likely going to take that amount of damage even if your defenses were 50, 55, 65 or higher yet.  Even if it was say a defdebuff of -100% (-5% effective) leaving you under at 42% that's not even going to double incoming damage (without even taking into account scaling resistances against the second+ blows).  You should survive long enough to do something and check your combat logs to see what happened.  Especially if it's recurring.  And yes Council were buffed but fairly sure my scrapper has taken them on and I don't recall them being that buffed.  But I'll give it a try solo and see what happens.

 

EDIT:  and Rularuu don't just get a large to hit bonus it's massive at +100%.  That's going to move your softcap to 145%.  That's a use an enhanced Elude (~70% iirc) plus pop lucks shift in defense.

 

EDIT 2: So far, my Claws/SR/Body scrapper has no real issues but can see some things that are causing the most issues I have to pay attention to.  First up is Starless Step.  Not familiar with the Warshade power but appears to be a clone much like Combat Teleport.  It's a self To Hit buff of +10% for 5 sec according to an Analyzer. So here higher defenses would help but not sure it happens often enough to make an overall build change.  Next is the mesmerist's use Mesmerize (duh).  This is a non-positional Psi attack, a 3.5 mag Sleep doing Psi damage.  Last is a bit of a mystery, Flame Thrower.  I've yet to see or note an attack roll.  Nothing says auto hit or otherwise do I see an attack roll percentage.  But it also hits me a number of times for DoT.  Speaking of which overall there are seemingly a lot of DoT attacks incoming which I think could mislead one watching the floating numbers (and not their health as closely) that they aren't taking all that much damage but .... 

Edited by Doomguide2005
In game info
Posted

Lot of the newish flame thrower or ignites set a patch on ground that’s auto hit. Just have to move out of it. 

Posted

We're talking about nu-Council, here. I've noticed that...

 

- the uniformed Lts and bosses have some kind of leadership buff. Sometimes it's Tactics! Sometimes 2 of them have Tactics! But not all the time. I target those Lts first above all else. 2 spawns of these close together can be really hard. 

 

- the Doggies have a claw swipe that is way more accurate than their other attacks. 

 

-i haven't clocked the Galaxies' TP as a combat tp, but yeah, that would make them hit more often too. And their rez is auto hit. 

 

I have the best luck if my defense- based toons have 54%+ def. My high-res tanker has the easiest time. 

Posted
2 hours ago, Thraxen said:

Lot of the newish flame thrower or ignites set a patch on ground that’s auto hit. Just have to move out of it. 

I'd figured as much.  The confusing part is it seemed to also be generating "missed" lines.  And when I did [Flame Thrower] in game nothing popped up unlike the other two.

  • 3 months later

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