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Posted (edited)

The resist proc from superior might of the tanker, and the absorb proc from superior gauntleted fist, my question was, do these work like damage procs or other procs where the idea is that on longer recharge moves they will proc more often? Or is it better to just slot them in a move that you're going to be using often, or does it really matter.

 

My main question is for like /martial arts on tanker, storm kick has a 2 second cool down, is that an ok power to put superior might of the tanker in, and will the resist proc trigger as often as one would want it to during cycles?

 

I was just curious about how this worked on lower recharge faster damage cycle sets like /martial arts, because if you throw it in slower secondaries like war mace, or battle axe, etc, i'm assuming it might trigger more often.

 

Is that even how it works, or can I get some clarity on this. It's a weird thing because I (and most people) slot the entire sets with the proc, which adds recharge (not global) to the move, so it should mess with the proc chance..? or not?

Edited by R jobbus
Posted

The +resist proc has a 10s duration and can stack. It also has a very high 6 PPM proc rate. You want to slot it in a power that you're using a lot (maybe not Storm Kick, but any one of Cobra, Crane or CAK). How much you need this will depend on your primary and how close you are to the resist cap.

 

The absorb proc has a longer duration (20s) and a lower proc rate (3 PPM). I don't recall if it stacks, but I don't worry about it.

Posted

Yes, the proc chance works like any other proc.

 

The thing about the +resist proc is that it can stack with itself, so there is some worth in putting it in a power that recharges faster, though I don't know how that balances out with longer recharge powers.

What this team needs is more Defenders

Posted

Generally, the ATO and Winter %procs have such good proc chances (when catalyzed) that they can tolerate being included in even fast-recharging powers. This is convenient because those sets often offer decent set bonuses.

 

I rather like the options that the set bonuses and %procs offer Tankers (from the ATO sets), I mix-and-match all sorts of ways with them.

Posted (edited)

thank you guys. I'll probably throw it in cobra or crippling axe just to be safe. Normally I wouldn't worry too much about this but I am trying to reliably and comfortably solo tank and defeat the 4 AV fight at the end of stage 4 of the ITF at +4/x8, no temps/inspirations/deaths with the 'Enemies buffed' challenge checked. The build can currently do this fine, but it did go to  like...maybe 35% or 40% health at one point during the very long fight. It's probably unavoidable to have that happen during a super long fight maybe once/a few times in a build that is just absolutely stretched so incredibly thin with being able to not only tank all 4 of them under these conditions comfortably but do enough damage to kill them at the same time. That's really the only reason I'm trying to just be extra careful about being sure i'm procing the AT set procs to be sure they're hitting as often as they can. SD/MA is super disgustingly good.

 

Thanks for the information. The only question I have left is, which of the AO set procs is more important, you guys think the stacking resistance one is the priority, or the absorb? The resist seems more important since it can stack and is a 6x a minute proc, right.

Edited by R jobbus
Posted
18 hours ago, R jobbus said:

Thanks for the information. The only question I have left is, which of the AO set procs is more important, you guys think the stacking resistance one is the priority, or the absorb? The resist seems more important since it can stack and is a 6x a minute proc, right.

 

I think it depends on the nature of the Tanker, but I would almost always go for +Absorb first, because there aren't cascading Resistance failures, and at a certain point more resistance is only contributing to the debuffing of resistances (in a good way). By "first" I mean I'd put the piece I want to trigger in a regularly used AoE with a 15 second-or-greater base recharge.

 

I'm sure you are also leveraging the Scaling Damage Resistance piece (quite important for Tankers) as well as the pieces that are %+Heal (Power Transfer's healing amount is superior to Panacea's healing for Tankers).

 

I haven't played all Tanker primaries, but generally with solid HP and Scaling Resistance available the only thing I worry about is -MaxHP or a particularly bad damage type mismatch (or gameplay equivalent).

Posted

I don't know your primary but I usually toss the absorb set/proc in a damage aura as I find it less important than the 14%-ish resistance I get from two stacks of the resist ATO. On my MA I placed four slots of Might of the Tanker in Crane Kick since it already had a tax of Overwhelming Force to turn the KB into KD, and then a Force Feedback proc to capitalize on the KD.

 

That left four slots which naturally fit for MotT to get the recharge, good raw stats, and the +res proc going. My ST rotation is Storm Kick, Crane Kick, Storm Kick, and then either Crippling Axe Kick or Cobra Strike. Difference in damage is negligible between both but CS is available under level 20 so we can exemplar with near impunity. My Fire/MA was one I always considered the most exemplar friendly character as with Cobra Strike it had the complete ST rotation and with Burn and Dragon's Tail it also had the complete AoE rotation all by level 20.

 

But CaK can slot a -res proc which is valuable too (even if not AS valuable as pylon tests make it seem).

 

 

If you don't have a primary with a damage aura I'd place the Spiked Gauntlet in Storm Kick and forget about it. SK recharges too fast for damage procs to have value in there and Spiked Gauntlet has to somewhere. I don't place much value on the absorb shield but it depends on the primary and your access to heals/regen,

Posted (edited)
On 10/5/2024 at 9:41 AM, Uun said:

The +resist proc has a 10s duration and can stack. It also has a very high 6 PPM proc rate. You want to slot it in a power that you're using a lot (maybe not Storm Kick, but any one of Cobra, Crane or CAK). How much you need this will depend on your primary and how close you are to the resist cap.

 

The absorb proc has a longer duration (20s) and a lower proc rate (3 PPM). I don't recall if it stacks, but I don't worry about it.

 

trying to not make a new topic but since this is related to enhancements tankers use, do you know if gladiator's armor TP protection def+3% needs to be slotted into a toggle for it to work? or anything that takes resist damage. i'm putting it into one with the shield but all of a suddenstage 4 rommy is landing big 3k heals over and over again and i do not know how or why, and it's never happened before, nothing has changed on my build but that. it may not have to do with that but nothing at all has changed, all toggles are on, i dont get it. it's enough to negate the damage i do, which hasn't ever happened before, and ive beaten this many times

 

edit: i am confused, I took the enhancement out and put it back into a toggle, and he didn't land but one heal and lost hp at a normal rate. it wasn't hard to beat him. But i have notes and a screenshot saying that I had it slotted in owts the other day and did beat him .. so I have no idea. does anyone know if this enhancement works if slotted in a non toggle or with owts? Maybe it was just alot of luck, I don't know what that attack is based on

Edited by R jobbus
Posted
1 hour ago, R jobbus said:

trying to not make a new topic but since this is related to enhancements tankers use, do you know if gladiator's armor TP protection def+3% needs to be slotted into a toggle for it to work? or anything that takes resist damage. i'm putting it into one with the shield but all of a suddenstage 4 rommy is landing big 3k heals over and over again and i do not know how or why, and it's never happened before, nothing has changed on my build but that. it may not have to do with that but nothing at all has changed, all toggles are on, i dont get it. it's enough to negate the damage i do, which hasn't ever happened before, and ive beaten this many times

 

edit: i am confused, I took the enhancement out and put it back into a toggle, and he didn't land but one heal and lost hp at a normal rate. it wasn't hard to beat him. But i have notes and a screenshot saying that I had it slotted in owts the other day and did beat him .. so I have no idea. does anyone know if this enhancement works if slotted in a non toggle or with owts? Maybe it was just alot of luck, I don't know what that attack is based on

Gladiator's Armor +def and Steadfast Protection +def are globals and don't have to be slotted in an active power. You can confirm this by pulling up your Combat Attributes and looking at the Defense tab. With respect to Rommy, I would chalk it up to luck. 3% defense one way or the other shouldn't move the needle.

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