Barkumo Posted May 6 Posted May 6 Howdy all! I wanted to post my Super Strength/Invulnerability tank that I have been using non-stop for about a month and a half. The build feels "perfect" to me, but I would love to get some additional feedback in case I am missing something. I started with Captain Citadel's build and then made various adjustments. A major difference was to incorporate Energy Torrent, which combined with Foot Stomp keeps high level enemy groups bouncing in place for almost constant crowd control. Also makes grabbing aggro more consistent. I'm currently at 1274 badges with all iTrials done, so there doesn't seem to be anything in the game that I can't tank or can't survive. Downsides to the build would be a lack of the Leadership pool. I wish I could fit in those 3 to make a team stronger. It doesn't "feel" like I need more recharge, but I see a lot of builds with Luck of the Gambler slotted and I currently have zero. I dislike the crash from Rage, but there doesn't seem to be any way to get around it. In a perfect world I'd like to deal even more damage and generate even more threat, but I'm not sure if that is possible. Anyway, I am sure I have a blind spot somewhere. I would love to hear any suggestions so that I can make this character as solid as possible. ────────────────────────────── Spoiler Powers taken: Level 1: Resist Physical Damage A: Steadfast Protection: Resistance/+Def 3%42: Aegis: Psionic/Status Resistance42: Gladiator's Armor: TP Protection +3% Def (All) Level 1: Punch A: Superior Blistering Cold: Accuracy/Damage40: Superior Blistering Cold: Damage/Endurance40: Superior Blistering Cold: Accuracy/Damage/Endurance40: Superior Blistering Cold: Accuracy/Damage/Recharge42: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime Level 2: Temp Invulnerability A: Unbreakable Guard: Resistance3: Unbreakable Guard: Resistance/Endurance3: Unbreakable Guard: RechargeTime/Resistance17: Unbreakable Guard: Resistance/Endurance/RechargeTime17: Unbreakable Guard: +Max HP Level 4: Haymaker A: Superior Might of the Tanker: Accuracy/Damage5: Superior Might of the Tanker: Accuracy/Damage/Recharge5: Superior Might of the Tanker: Damage/Endurance/Recharge15: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge15: Superior Might of the Tanker: Recharge/Chance for +Res(All) Level 6: Boxing A: Touch of Death: Accuracy/Damage7: Touch of Death: Damage/Endurance7: Touch of Death: Damage/Recharge11: Touch of Death: Accuracy/Damage/Endurance13: Touch of Death: Damage/Endurance/Recharge13: Touch of Death: Chance of Damage(Negative) Level 8: Unyielding A: Unbreakable Guard: Resistance9: Unbreakable Guard: Resistance/Endurance9: Unbreakable Guard: RechargeTime/Resistance11: Unbreakable Guard: Resistance/Endurance/RechargeTime Level 10: Fly A: Hypersonic: Flying Level 12: Resist Elements A: Impervium Armor: Psionic Resistance Level 14: Resist Energies A: Impervium Armor: Psionic Resistance Level 16: Taunt A: Perfect Zinger: Threat/Placate/Recharge/Range Level 18: Invincibility A: Shield Wall: Defense/Endurance19: Shield Wall: Defense/Recharge19: Shield Wall: Defense/Endurance/Recharge37: Shield Wall: Defense39: Kismet: Accuracy +6% Level 20: Knockout Blow A: Superior Gauntleted Fist: Accuracy/Damage21: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime21: Superior Gauntleted Fist: Damage/Endurance/RechargeTime25: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime34: Superior Gauntleted Fist: RechargeTime/+Absorb Level 22: Tough Hide A: Shield Wall: Defense/Endurance23: Shield Wall: Defense/Recharge23: Shield Wall: Defense/Endurance/Recharge25: Shield Wall: Defense Level 24: Tough A: Impervium Armor: Psionic Resistance Level 26: Cross Punch A: Superior Avalanche: Accuracy/Damage27: Superior Avalanche: Damage/Endurance27: Superior Avalanche: Accuracy/Damage/Endurance29: Superior Avalanche: Accuracy/Damage/Recharge29: Superior Avalanche: Accuracy/Damage/Endurance/Recharge Level 28: Combat Jumping A: Reactive Defenses: Scaling Resist Damage Level 30: Foot Stomp A: Armageddon: Damage31: Armageddon: Damage/Recharge31: Armageddon: Damage/Recharge/Accuracy31: Armageddon: Recharge/Accuracy34: Armageddon: Damage/Endurance34: Armageddon: Chance for Fire Damage Level 32: Weave A: Shield Wall: Defense/Endurance33: Shield Wall: Defense/Recharge33: Shield Wall: Defense/Endurance/Recharge33: Shield Wall: Defense Level 35: Focused Accuracy A: Gaussian's Synchronized Fire-Control: To Hit Buff36: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge36: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance36: Gaussian's Synchronized Fire-Control: Recharge/Endurance37: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance37: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 38: Hasten A: Invention: Recharge Reduction39: Invention: Recharge Reduction39: Invention: Recharge Reduction Level 41: Physical Perfection A: Performance Shifter: Chance for +End Level 44: Energy Torrent A: Ragnarok: Damage45: Ragnarok: Damage/Recharge45: Ragnarok: Damage/Recharge/Accuracy45: Ragnarok: Recharge/Accuracy46: Ragnarok: Damage/Endurance46: Ragnarok: Chance for Knockdown Level 47: Dull Pain A: Preventive Medicine: Heal48: Preventive Medicine: Heal/Endurance48: Preventive Medicine: Endurance/RechargeTime48: Preventive Medicine: Heal/RechargeTime50: Preventive Medicine: Heal/RechargeTime/Endurance50: Preventive Medicine: Chance for +Absorb Level 49: Rage A: Adjusted Targeting: To Hit Buff/Recharge50: Adjusted Targeting: Recharge ────────────────────────────── Inherents: Level 1: Gauntlet Level 1: Brawl A: Invention: Damage Increase Level 1: Sprint A: Quickfoot: Endurance/RunSpeed Level 2: Rest A: Invention: Interrupt Reduction Level 1: Swift A: Invention: Run Speed Level 1: Hurdle A: Invention: Jumping Level 1: Health A: Miracle: +Recovery43: Numina's Convalesence: +Regeneration/+Recovery43: Panacea: +Hit Points/Endurance Level 1: Stamina A: Performance Shifter: EndMod43: Performance Shifter: Chance for +End46: Invention: Endurance Modification Level 10: Afterburner Barkumo Ardentguard.mbd
Warshades Posted May 6 Posted May 6 Here's an example build with some adjustments. Take what you want from it and how it's slotted. Some points worth outlining: This reaches soft cap s/l/e/n/f/c defense with 1 foe in range of invincibility. It also reaches hard cap resists with 2 stacks of the SMoT proc to s/l/e/n/f/c/psi damage types. I went with Laser Beam Eyes as it provides more useful defense set bonuses from the winter set. You want to focus on typed defense with invulnerability instead of positional. This is also why I removed the 5 slots in focused accuracy, it's just not worth the small amount of typed defense you get on the 6th bonus and is better used on a positional armor set. Do not ignore slotting your passive resist powers (elements and energies), you're missing out on a good bit of resistance to e/n/f/c by doing so. Hand Clap provides the same knockdown effect to keep enemies down as Energy Torrent, the bonus being that it's an AoE instead of a cone and can help layer stuns. I went with SJ travel instead of fly to make room for another pool choice and get Maneuvers in the build. Splitting the SGF set into 2 sets of 3 helps to increase e/n resist which is second most common after s/l. There's little use in 3 slotting hasten with recharge IOs. Just do 2 slots and boost the recharge IOs to +5. Chance for build up proc from Gaussian is best in invincibility, which is another reason not to 6 slot FA with the set. When loading build into mid's, you may need to set foes in range of invincibility to 0 and then back to 1 and detoggle and retoggle the power to see accurate numbers For destiny incarnate slot, I would probably suggest having radial ageless to get the debuff resistance that it offers. Also always good to have a barrier core built as well that you can swap to if you plan to run 4* content. You can change the level at which powers are taken as you want. I had a different /secondary invulnerability tank build that I changed to super strength and did some slotting adjustments so some of the levels at which powers are picked aren't ideal. This is more so about showing the final build with set bonuses. If you want to make a damage focused build, this would result in sacrificing some of the defensive and resist bonuses to do so. The best way to increase damage with super strength is to proc bomb your attacks with damage procs and try to get a solid amount of recharge built into it. Double stacked rage along with musculature alpha can handle buffing damage/accuracy and without any recharge enhancement buffs to your attacks, the damage procs will fire off often to boost damage. It also has the added benefit of mitigating the -dmg crash form rage since it doesn't affect proc damage that's done. This would need to be rebuilt from scratch with a different focus to the build, but it is something you can do since you can swap between builds and have one focused on damage output and another on tanking. Tanker (Invulnerability - Super Strength)2.mbd
Barkumo Posted May 6 Author Posted May 6 @Warshades I appreciate the effort you went through, I am just confused by some of the choices. You made the build more defensive for sure, but I am having a hard time understanding why. I know that my existing build doesn't hit all of the defensive caps, but if nothing kills me then why would I sacrifice so much to be even more defensive? Sacrifices include no longer being able to fly, Recovery drops by 50%, ToHit drops by 51%, damage is nerfed across the board, and I only get 1 of 3 leadership powers in exchange for all of that. I did mention that one of the major things I wanted "was to incorporate Energy Torrent" but also losing Cross Punch feels like far less damage output. Either I am just missing the aim of your changes, or this is an entirely different playstyle with the goal of maximizing defenses at the cost of everything else. One thing I like is that you demonstrated how taking all of Superior Might of the Tanker is probably unnecessary. I'm not a fan of boxing/kick so using those slots for something else like Hand Clap or Luck of the Gambler's recharge speed is probably more useful than what I am doing now.
Uncle Shags Posted May 6 Posted May 6 For me, Warshades is the go to for tanky builds. His min/max is second to none and he gets to numbers that make you scratch your head, "How the hell is that % so high?!" And he's also really nice. So I'm going to try to not be grumpy about your response to him. To me you seemed a little bit defensive? When you put your builds up you have to be ready for feedback. Here's my thoughts: Only need two 50+5 recharge enh in Hasten, not 3. Don't need Kismet. Your accuracy is way higher than it needs to be. For +3s your acc only needs to be 95%. Even with Focused Acc off you're at double that. You could gain more slots by cutting back on that wasted accuracy. It looks like you're missing the Shield Wall unique. Agreed, Hand Clap is awesome. Getting that and dropping epic pool might be your only way to get leadership, if that's what you really want. Something's got to give. Are you sure "nothing kills me"? My Inv/SS has similar offense and better defense than your build and there's stuff out there that gets me down. Several groups of +4/8 Arachnos with multiple spider bosses, for instance? Improvements to your stats can be a good thing. I linked 2 builds. One is my standard, the other is going for damage. I'm certain neither is perfect, but maybe they can give you some slotting ideas. One is my standard tanky version, the other I went for lots of damage. Our power choices are different, so it may be only so helpful. Good luck! Tanker (Invulnerability - Super Strength)FS Dom and Hasten.mbd Tanker (Invulnerability - Super Strength)DMG+gloom+procs.mbd
Barkumo Posted May 7 Author Posted May 7 @Uncle Shags I don't see why there is a need for anyone to be grumpy. I have no need to be defensive, and I especially want feedback. I didn't post here because I thought I had the best build ever, I want people to poke holes in it so that I can improve it. I said that I appreciated @Warshades effort and asked questions about what I didn't understand. I am not being disrespectful toward him or to you. In order for me to improve my build I need to understand why changes are being proposed. I asked if there was a way to improve damage, threat, or add 3 leadership abilities, but instead his feedback addressed next to none of what I asked. That's fine because maybe in his opinion those things are irrelevant for a tanker, and he feels I can get greater value by increasing defense, so I just admitted my confusion and asked why. I'd like to respond to your thoughts one by one. • I see everywhere the people don't want to put the 3rd slot in Hasten. I know I am getting very little but I always thought getting it back ASAP was worth it. What does 50+5 mean? • In the leveling process accuracy was one of my biggest issues. Obviously if I can't hit things then I'm just being useless, but maybe you're right and I have far overdone it. If I am at 95% is it safe to assume that I will hit everything that I am supposed to? I want to run 54 content and never miss. • You're right, I am missing the Shield Wall unique! This was a bizarre oversight and even Captain Citatel's build has it but I totally missed it. Thank you for pointing that out. • You are also right that something has to give. Maybe trying to shove Leadership in there somewhere was a bad idea. How do you feel about dropping Rage for Hand Clap? I feel like I might get more use out of the CC than I would the extra damage, especially the accuracy bonus if you feel I am too far beyond the cap. • I am absolutely certain that nothing kills me that I have encountered. I can play around with +4/8 Arachnos and see if that challenges my defense. I often doubt if I should take Dull Pain because I almost never need to press it. I have some additional questions if you don't mind. Can you explain your IO Medley in Knockout Blow, Foot Stomp, and Dark Obliteration? I'm also curious about fold space, I have heard a lot of tanks swear by it, but I haven't tested it out myself. Again, I want to stress how much I appreciate the feedback. I know this takes time and I am thankful for it. I am here to learn and understand. Reading the forums has only taken me so far, I am trying to engage and ask questions to learn about the parts that I don't know.
Warshades Posted May 7 Posted May 7 5 hours ago, Barkumo said: Sacrifices include no longer being able to fly, Recovery drops by 50%, ToHit drops by 51%, damage is nerfed across the board, and I only get 1 of 3 leadership powers in exchange for all of that. I did mention that one of the major things I wanted "was to incorporate Energy Torrent" but also losing Cross Punch feels like far less damage output. Either I am just missing the aim of your changes, or this is an entirely different playstyle with the goal of maximizing defenses at the cost of everything else. First thing worth asking, are you comparing the two builds with the build up Gaussian proc turned on in your build and off in mine? That may account for a lot of the difference in tohit and damage that you're seeing between the builds. The yellow dot that you see next to your build's Focused Accuracy is toggling on the build up effect from Gaussian's proc. That won't be up all the time since it's only a proc and I have that turned off in my build where I placed it in Invincibility. There is very little difference in damage on most of the major attacks like Foot Stomp and KO Blow, though Punch and Haymaker are a bit under slotted so you will see a bit larger difference there. If you want Energy Torrent, just replace Hand Clap with it and slot it with Ragnarok. It's an easy replacement to make if you want to keep it. With regards to recovery, you can drop a slot or two elsewhere to give the numina/miracle uniques back to health. Here are some changes to adjust to more of what you wanted. I will also include a second image with gaussian proc turned on in invincibility (the yellow dot you see next to the green) and you should see the changes to tohit in the totals (and damage on powers if you load it into your build and turn it on) be more similar to what you have in your build. There is 0 need to run Kismet unique when you're getting massive tohit buffs from rage and FA already. With gaussian proc turned on in invincibility. If you must have fly as a travel, then by all means remove SJ and Maneuvers and pick Fly and Cross Punch back up. As I said in my original post, you can take whatever adjustments you want from the way I slotted it. Tanker (Invulnerability - Super Strength)3.mbd
Uncle Shags Posted May 7 Posted May 7 Yes, no need for grumpiness. Apologies. If you look at the difference between hasten 2 (2x55) vs 3 slotted the difference is minimal, and not worth the extra slot. +5 refers to the ability to boost certain enhance. You can buy boosters in the merit vendor and add 5 levels to your level 50s. You can have that show up in mids by hovering over the enh and hitting the num pad + 5 times before clicking to slot it. Jeezus this game is complicated... Accuracy is important, but there are all sort of set bonuses that add up once you hit 50, and sometimes that isn't an issue anymore. Rage and FA add a ton of accuracy, also. At the top of the window in mids you can select "Enemy Relative level" and set it to +3, which represents you with incarnate compared to 54s. 95% is the best you can get. Leadership is great. But you could also argue that you provide a ton of team utility by being sturdy, setting the pace, grabbing aggro, cc for your teammates, and decent damage. If you can fit it in, that's great, but I don't think it's common or expected of tanks. It's a very silly game we play. And some of us make it sillier by trying to push the limits of build performance and obsessing over minute details. Sometimes I'm guilty of this. It's fun. Try the Arachnos radio challenge. IO medley! I like that. Warshade referred to it as proc bombing. It's a way to increase damage past the normal boundaries by adding IOs that proc extra dmg. Compare your build's dmg on those powers to the one on my damage build. Certain powerset combos can take advantage of "proccing" and SS is one of them. Rage and lots of inherent recharge lets you get crazy with the slotting. It's kind of complicated, but there's lots of info out there if you're interested. You basically trade set bonuses for extra damage. I think Fold Space is amazing, especially for tanks. Battlefield control. I try to fit it into all my builds if I can. Others like it less, and that's okay. Damn this game is crazy, eh?
Psyonico Posted May 7 Posted May 7 2 hours ago, Barkumo said: How do you feel about dropping Rage for Hand Clap? I personally hate rage. Well, let me rephrase that… I hate Rage’s crash. Because of this I have tried all kinds of different things with different primaries combined with SS and have come to the following conclusion: if all you do is team in larger teams, you can get away without rage. If you solo, or if you team in smaller teams (2-3) you’ll hate not having Rage. Sadly, SS is balanced around Rage being up most or all of the time, so if you need to do damage you’ll find SS without rage to be anemic. On my SS toons, I don’t use rage if I’m doing more difficult content where the -defense crash would hurt more. But if a team is light on damage and you don’t have rage to activate, you’ll wish you had it. What this team needs is more Defenders
Jacke Posted May 7 Posted May 7 I've looked to @Psyonico for guidance in my Inv/Super Strength Tanker build. He told me his position on Rage more or less as he just stated above. I know how to work around the Rage crash. But I just do not want to. For all the things I've got to take care of while running a Toon, I just do not want to have to pull out the Prestige Powers to attack with during a Rage crash because being resistant to Damage enhancement means they're resistant to Damage negative enhancement. Or if not them (or they're not available), nothing at all. For 10 seconds. So talking it over with Psy, I decided to reroll my Inv/Super Strength Tanker as a Super Strength/Shield Defense Brute. (Already have a perfectly good Inv/Dark Melee Tanker.) The SS/Shield Brute will be skipping Rage. I'm much happier. Although recently, I wondered about adding in a mutually exclusive Power to pair with Super Strength's Rage. (Kind of like how Super Reflexes Sentinels can pick one of Practiced Brawler or Master Brawler.) What's its name? Why, Mellow of course, the perfect name to pair with Rage. Mellow will have no crash. Because it's mellow. 😺 Remember! Let's be careful out there! IMPORTANT SAFETY NOTE: First Toon through the Door into a Mission sets the Notoriety. Let the Leader go first. City Global @Jacke, @Jacke2 || Discord @jacke4913 @TheUnnamedOne's BadgeReporter Popmenu Commands Popmenu including Long Range Teleport Available Zones Finding Your City Install Root on Windows for HC Launcher, Tequila, Island Rum
Uncle Shags Posted May 7 Posted May 7 14 minutes ago, Psyonico said: I personally hate rage. Well, let me rephrase that… I hate Rage’s crash. I hear you. I sometimes regret choosing it on my invuln. I didn't manage it well, and when it synced with the hasten crash it got me killed too often... 1
Barkumo Posted May 7 Author Posted May 7 Here is my attempt at a hybrid build where I have attempted to incorporate everyone's ideas while still trying to maintain some of my own. It is by no means "final", but I hope people will share their thoughts one more time before I finalize it. Please give me one more round of critique. If you have already made a point against what I have here, please bring up the point again. Some of these choices that I made are just to see if it will pass opinions here. Notable oddities are mostly around the Energy Mastery Epic Pool: Trying to make 6-slot Gaussian work in Focused Accuracy, taking Physical Perfection, and of course, insisting on Energy Torrent. I am very torn on my decision to replace Rage with Hand Clap, but people here have made some extremely convincing arguments against Rage that I completely agree with. @Warshades I think you're right about me not knowing how to toggle Gaussian properly. I don't know how to click off the yellow dot only in Mids. I can see that you clearly prefer Laser Beam Eyes, but I tested this for about a week and just couldn't get it to feel right. I am hoping that I can replace it with Cross Punch, and still have enough accuracy so I won't need Rage. @Uncle Shags Thank you for your argument against the Leadership pool, I am 100% no longer worried about taking it anymore. The game is crazy, but I appreciate you helping guide me through the crazier math. I guess in the end when I had to choose between defense and "proc bombing" I still preferred the defense. Thanks for sticking with me through this, I know I am close to making the build better over all. @Psyonico & @Jacke I hear you both loud and clear on Rage's crash. Thematically, I still want to take it, but I can't stand the damage crash more than the endurance or defense penalty. When I solo I notice myself hitting the button often, especially for bosses at the end of a mission. However, I hate my choice every time the crash happens and I am back to hitting like a wet noodle. Barkumo v3.mbd
Warshades Posted May 7 Posted May 7 9 hours ago, Barkumo said: I think you're right about me not knowing how to toggle Gaussian properly. I don't know how to click off the yellow dot only in Mids. I can see that you clearly prefer Laser Beam Eyes, but I tested this for about a week and just couldn't get it to feel right. I am hoping that I can replace it with Cross Punch, and still have enough accuracy so I won't need Rage. You can't be on the "totals" tab as that will only allow you change whether a power is toggled on or off (the green dot). Go back to the "info" tab and then when you click on the yellow dot on a power it will toggle procs off. This will turn off the Gaussian build up proc. Doing it in attacks with damage proc (such as Foot Stomp) will turn off the bonus damage calculated from the chance that damage procs in an attack activate. There are other procs that can change the totals you're seeing, such as the Force Feedback +rech proc. If you have that in a power and turn the proc on, it will show you having 100% extra recharge in everything from the FF +rech proc (this only lasts for 5 seconds whenever it procs and isn't permanent).
Psyonico Posted May 7 Posted May 7 9 hours ago, Barkumo said: but I can't stand the damage crash The damage crash is actually the easiest thing to deal with. The prestige attacks from START (Nemesis staff, black wand, sands of my) and your incarnate Judgement power are not affected by your global damage, meaning you can just cast those 4 powers during the crash and they will hit for 100% damage. If I’m soloing my inv/SS I regularly use Rage because of that. What this team needs is more Defenders
Uncle Shags Posted May 8 Posted May 8 Looks good! Things you might consider: Force feedback +rech. You have an extra slot in Hand Clap that you could swap in FF and take out the purple. FF in aoe abilities goes off much more reliably than in single target attacks. Along the same lines, it might not be doing much slotted in Haymaker. Also, to me it looks like doubling up on knockdown in energy torrent with the ragnarok kd is going to make that power do knockBACK. I'm not certain, but I'm pretty sure that io adds .67 kb to whats already in that power natively (.67 kb) which get it above 1, which makes it knockback. Which you might not want. You could put FF in there instead, keep it a knockdown, and have two aoe +recharge powers. You could do that in Foot Stomp too, but you might not want to lose that much tox/psi resist. Your E/N defense is a little low - it takes 7 enemies in melee to cap it. Which would probably be fine most of the time, but for the various enemies that throw around a lot of that damage type you'd have to be aware. Energy is fairly common. Or you could make a build adjustment to grab a little more energy defense. Eradication gives 3.13% for 3 slots, for instance. You haven't included incarnate choices in mids. Those make a huge difference in rounding a toon out.
Psyonico Posted May 8 Posted May 8 1 hour ago, Uncle Shags said: I'm not certain, but I'm pretty sure that io adds .67 kb to whats already in that power natively (.67 kb) which get it above 1, which makes it knockback. You are correct, this *will* cause knockBACK. I’ve ran into this problem when slotting the winter IO that does knockdown into a power with knockdown. I will not it won’t always cause knockback, only when both chances proc at the same time. What this team needs is more Defenders
Barkumo Posted May 8 Author Posted May 8 (edited) I did some extensive testing yesterday and landed on this as a potential final build. My only concern is that it is not S/L Resistance capped without the proc in Punch. However, 88% is pretty close to 90% and the proc is up almost constantly. Let me know if this a bigger problem than I may realize. Otherwise, the v7 build I posted here should incorporate even more of the advice given. I hope you guys like it, but if not then I will keep hammering it into perfection. @Uncle Shags In all high level content the knockBACK functions the same as knockDOWN. I only see knockback when I am fighting enemies under level 50, and they just die immediately. Now that I have Hand Clap, there is no reason to use Energy Torrent on anything that is low enough to get pushed away. I take the six slots for the tox/psy resistance, which I assume I need all that I can get. The same is true for taking six slots in Focused Accuracy, it is all about the defense bonus there. One of the things I really hated about v3 was my lack of melee defense. I wonder if that is the reason "nothing kills me", so I beefed it back up in v7 with Touch of Death and other set bonuses. @Warshades If you wouldn't mind taking one more look at my v7 build posted here then I would really appreciate it. I am worried you might be most concerned with the lack of fire/cold defense, but with the resistances so high I'm not aware of content where this would be a problem. If you can think of any please let me know so I can go run and test it. Otherwise, I took most of your suggestions here and the build feels like it is playing especially well. I just want to make sure there aren't any blind spots that I might be ignorant of. Let me just give another massive thank you to everyone that has given me feedback so far. I have learned a ton. In the end I decided to drop Rage because I can technically just get there with inspirations, while Hand Clap is offering actual group utility. I haven't needed to slot it in order for it to be useful, so I put the slots elsewhere to be more effective. Edit: Tried my best to answer my own questions. Unless I get any other feedback this v8 should be the "final" version. Barkumo v8.mbd Edited Friday at 07:09 PM by Barkumo
Jacke Posted May 8 Posted May 8 4 hours ago, Psyonico said: You are correct, this *will* cause knockBACK. I’ve ran into this problem when slotting the winter IO that does knockdown into a power with knockdown. I will not it won’t always cause knockback, only when both chances proc at the same time. It also depends on the relative Level and type of mob, as with more +Levels and some types, they'll have KB Protection and won't be knocked down on just 0.67. 1 Remember! Let's be careful out there! IMPORTANT SAFETY NOTE: First Toon through the Door into a Mission sets the Notoriety. Let the Leader go first. City Global @Jacke, @Jacke2 || Discord @jacke4913 @TheUnnamedOne's BadgeReporter Popmenu Commands Popmenu including Long Range Teleport Available Zones Finding Your City Install Root on Windows for HC Launcher, Tequila, Island Rum
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