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Posted

Looking for some advice on how to best distribute the slots I have in Cross Punch to the rest of the build. A proc'd out rad/ss is probably my favorite tank combo to play, but I found that I rarely ever use Cross Punch in the build. After a rotation of Stomp, GZ, Rad Therapy, and Psionic Tornado, usually only bosses are left which I then pick off with Dominate and KO Blow. My current plan is to replace Cross Punch with Vengeance as a LotG slot mule for the recharge proc, but having difficulty deciding where to distribute the extra 5 slots.

 

Several thoughts I had:

  • 1 slot to Punch for force feedback proc. While Dominate and KO Blow are my heavy ST hitters, recharge is to long to fill a ST chain without another attack.
  • 1 KB protection steadfast proc in Tough and moving one of the other procs to another armor to get the tiny recovery bonus from steadfast in addition to more KB protection.
  • Gaussian BU proc in Rage (not sure how well this would work since I want the 2 membrane HO's to keep perma, double stacked rage).

 

This still leaves 2 extra slots. Maybe another in punch for the Gauntleted Fist proc, finish the Synpase set in Stamina to up the neg resist more, or maybe some Gift of the Ancients procs to make movement from mob to mob faster. Would appreciate any input on what else I might be missing seeing.

Tanker (Radiation Armor - Super Strength) 4.mbd

Posted (edited)

Handclap is mitigation and force feedback proc fuel. You can use it as an opener to buy you time to cycle through your nukes, you can use it during rage crash and alternate knockdown with footstomp. It also stuns minions which reduce incoming chip damage while you nuke them. It also takes 2 damage procs.
 

You don’t need cross punch.

 

I am really tired of this “it does no damage therefore it’s not useful” mentality when it comes to evaluating powers. Some of the old guards and “elite” players that run the damage only meta for hard mode keep perpetuating this. Rather look at overall synergy with a build it seems that a vast majority of posters I see are only looking at a specific power in a vacuum. It’s time for that message to change.

 

SYNERGY makes a build better.

 

That’s my grump rant for the day. Thanks for coming to my TED talk.

Edited by Nemu
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Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted
On 11/4/2024 at 5:53 AM, Warshades said:

 I found that I rarely ever use Cross Punch in the build.
...

  • 1 slot to Punch for force feedback proc. While Dominate and KO Blow are my heavy ST hitters, recharge is to long to fill a ST chain without another attack.

...
Would appreciate any input on what else I might be missing seeing.


Why not just treat Cross Punch as a Single Target attack and proc it up like this:
image.png.91ececed576f82e9d80ccbb7d1ddff2c.png

You're missing that -res proc in the other attacks anyway; and it's even a gain in raw average damage over the previous slotting if you've already decided you don't need the Set Bonuses.

Posted
1 hour ago, Maelwys said:


Why not just treat Cross Punch as a Single Target attack and proc it up like this:
image.png.91ececed576f82e9d80ccbb7d1ddff2c.png

You're missing that -res proc in the other attacks anyway; and it's even a gain in raw average damage over the previous slotting if you've already decided you don't need the Set Bonuses.

 

I figured I could use the extra slots in a more meaningful way. Since I'm forced into taking Punch anyway, was going to treat it as that ST attack, just not as proced out because of the SMoT set. The only bonus I do want is the global recharge which was why I was thinking of taking Venge for the LotG mule. I'm currently able to just keep up perma or near perma Hasten with the force feedback procs if I'm constantly attacking.

 

I'll need to experiment with the -res proc, although maybe it would be better in an AoE like Foot Stomp instead so it can trigger on more enemies?

 

1 hour ago, Nemu said:

Handclap is mitigation and force feedback proc fuel. You can use it as an opener to buy you time to cycle through your nukes, you can use it during rage crash and alternate knockdown with footstomp. It also stuns minions which reduce incoming chip damage while you nuke them. It also takes 2 damage procs.
 

You don’t need cross punch.

 

I am really tired of this “it does no damage therefore it’s not useful” mentality when it comes to evaluating powers. Some of the old guards and “elite” players that run the damage only meta for hard mode keep perpetuating this. Rather look at overall synergy with a build it seems that a vast majority of posters I see are only looking at a specific power in a vacuum. It’s time for that message to change.

 

SYNERGY makes a build better.

 

That’s my grump rant for the day. Thanks for coming to my TED talk.

 

I'll give this a try on the test server. I do like the idea of more mitigation with Hand Clap during rage crashes, but I do already have a 2nd source of knockdown with Psionic Tornado. Regarding the minion stun, I don't know if that will really factor in, minions even at 54 just don't survive an AoE rotation, even during a rage crash. I do see a benefit of having a 3rd knockdown source though, or even an opener should Foot Stomp be recharging as I'm heading into the next mob.

 

I appreciate the suggestions, will give both a try and see how they perform.

Posted (edited)

Tried out Hand Clap on test server and I definitely like the added mitigation with another knockdown power so I'll respec into it soon. Had no issues still keeping hasten perma while attacking. I also tested the gaussian BU proc and it activates at a pretty good rate. The only thing that is a little weird is the timing of rage recharging with a previous rage crashing. Once I get 2 stacks going, I may have to delay further rage uses until the crash ends, otherwise the BU proc gets wasted.

 

I did not try the Fury of the Gladiator -res proc in Cross Punch, but I did replace one of the damage procs in Foot Stomp to test it out. Did not see a noticeable difference in clear time, but may require more testing.

 

These changes leave me with one more slot left to use somewhere. May just do the gauntleted fist proc for absorb shield in Punch since I'm not really seeing anything massively impactful from additional set bonuses/procs. Updated Hand Clap version below.

Tanker (Radiation Armor - Super Strength) 5.mbd

Edited by Warshades
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