R jobbus Posted August 18 Posted August 18 (edited) I have been having alot of fun with this SD/MA solo tanker build by the legendary Werner that I've been toying with making variations on it, all be it they are far less optimized and effective, but some variety can be fun just for messing around. but I made this exact same build, but with broadsword (instead of MA) in the beta server, thinking that it could work in a similar way, allbeit far less effective and optimized. Basically, you just are supposed to use Parry instead of Storm kick, for a similar, lesser defense boost within your attack chain. But what I've run into, and what i wanted to ask you guys about... this build cannot hit cimerorans to save it's life. This is essentially the BS portion of the attached build below, that is largely the same as the MA portion, I just didnt use gloom because I was testing which BS stuff I liked. But I was genuinely amazed at how like.. i dont know 10+ parries will miss in a row on clumped up cimerorans, other moves as well. Now, when I'm talking about this stuff, the attached build for me has let me beat +4/x8 ITFs no temps/inspirations. I'm very aware of how to fight hordes and hordes of cimerorans, and the rate at which you should expect to hit them even when clumped up with 20-30+ of them at a time. But is there something I'm missing about broadsword? like it literally seems like such a bizarrely low rate of attack when slotted the exact same way. I initially thought maybe it was cimerorans vs lethal damage? or maybe armor ability that protects against -DEF hits but my katana scrapper has no problem hitting them with an identical damage type, unless I'm mistaken. Any information on this would be fun, I'm just genuinely curious. Nothing is going to beat this SD/MA build for me, it's just a genuinely fun, strong and flexible build if you like playing solo (made by the legendary Werner), but I was trying to branch out for other builds just to try something new. Does anyone have any strong solo builds they would like to share? or any info regarding soloing tanker at higher levels, etc. Cheers, thanks for any replies SD MA tanker.mxd Edited August 18 by R jobbus
Psyonico Posted August 18 Posted August 18 Against clumps of Cimerorans you're dealing with stacks of Phalanx Fighting, which is going to make hitting them harder. But that's going to be across the board, not just to one damage type. BS has a base accuracy of 1.05, which is the same as MA and Katana What this team needs is more Defenders
Uun Posted August 18 Posted August 18 If you're fighting Cimerorans, you're going to need tohit buffs and/or defense debuffs (or you need to tackle smaller groups). All Cimerorans (except surgeons) have two defense powers, Roman Armor and Phalanx Fighting. Roman Armor provides 8% (minions) or 15% (lieutenants/bosses) S/L/F/C/E/N defense. Phalanx Fighting provides 2% (minions) or 3% (lieutenants/bosses) S/L/F/C/E/N defense in an 8 ft radius AoE (16 target max) that stacks. Assuming a spawn of 10 with 1 boss, 2 lieutenants and 7 minions, you're looking at 31% defense on the minions and 38% defense on the lieutenants and bosses. Your defenses should already be over the soft cap with Shield, making Parry redundant. I would drop Parry and Slash for Slice and Hack. Uuniverse
R jobbus Posted August 20 Author Posted August 20 (edited) On 8/18/2024 at 9:07 AM, Uun said: If you're fighting Cimerorans, you're going to need tohit buffs and/or defense debuffs (or you need to tackle smaller groups). All Cimerorans (except surgeons) have two defense powers, Roman Armor and Phalanx Fighting. Roman Armor provides 8% (minions) or 15% (lieutenants/bosses) S/L/F/C/E/N defense. Phalanx Fighting provides 2% (minions) or 3% (lieutenants/bosses) S/L/F/C/E/N defense in an 8 ft radius AoE (16 target max) that stacks. Assuming a spawn of 10 with 1 boss, 2 lieutenants and 7 minions, you're looking at 31% defense on the minions and 38% defense on the lieutenants and bosses. Your defenses should already be over the soft cap with Shield, making Parry redundant. I would drop Parry and Slash for Slice and Hack. Thanks for your help. I actually found this out as well, and decided to go SD/war mace/gloom+darkestnight which was able to clear ITF +4/x8/no temps inps deaths. It's a nice little variation on SD/MA, due to not having to depend on storm kick and having an extra cool cone kd with crowd control. I would say the original SD/MA build is probably more damage and just all around better just because it's faster but maybe WM is probably more on single target cause clobber just starts being nuts with assault and build up, etc. It's really probably very similar though. It put down stage 4 rommy much faster than I was used to. I had a question, do you have any tanker primaries that you'd recommend with soloing +4/x8 difficult stuff with, that isn't shield defense? I'd like to try out some of the secondaries for tanker that you can't use with SD, like tw, katana, etc. I've heard invul is good or people saying dark armor is great too Edited August 20 by R jobbus
Uun Posted August 20 Posted August 20 2 hours ago, R jobbus said: I had a question, do you have any tanker primaries that you'd recommend with soloing +4/x8 difficult stuff with, that isn't shield defense? I'd like to try out some of the secondaries for tanker that you can't use with SD, like tw, katana, etc. I've heard invul is good or people saying dark armor is great too I tend to avoid +4/x8 because I find it too much of a slog but you should be able to do it with any primary. The issue is what clear speed you find tolerable. This relates more to secondary, although selecting a primary with a damage aura will help. I've got a Fire/Fire that positively melts stuff. Bio might be a good choice, since it has both a damage aura and a damage buff in offensive mode. Invul is very sturdy, but it doesn't increase your damage. Dark is sturdy and has a damage aura, but can be challenging to manage endurance. Uuniverse
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