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Posts
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Joined
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I think because SS has the advantage of Rage. Having the ability to stack Rage, Against all Odds an Fury can lead to some pretty impressive damage as well as goo mitigation with Foot Stomp.
However as a person who owns a Shield/Elec Brute ( no Mu.. didnt have room for it) I find that most things are toast after the Lightning Rod. Shield Charge Thunderstrike combo.. -
Quote:Im thinking that maybe I need to respec into Power Build Up instead of trying to make Power Sink work.End drain is still a good strategy, although if you stick with even cons, you can often kill off the minions and even Lts before they are drained. For bosses, OTOH, I find it very viable.
Since Short Circuit cannot Drain in one shot anyway, I highly encourage you to slot it for damage as well as drain. 1 Acc, 2 Rech, 1 End Mod, 2 Damage. You can get much better results by franken-slotting set IOs (a few PBAoE damage IOs and some End Mod IOs).
Short Circuit one slotted for End Mod and Transference one slotted for End Mod (and Transference often gets more than just one slot of End Mod) will drain a +2 boss, IIRC. The rest of the spawn has eaten the Short Circuit and hopefully a Ball Lightning as well, the boss is neutered, and you have Transfusion to fall back on if you have taken too much damage.
Kin/Elec is very good. Power Sink is a very good combo with SC, but so is Power Build Up. PBU + SC will drain an entire spawn, and you can PBU before aggro, so its like a one shot drain. Of course, if you are like me, you won't want to use an AoE without FS first, so you will PBU, run into the middle and eat the alpha, FS, SC, BL, Trasnfusion and cackle madly. -
Quote:End drain is still a good strategy, although if you stick with even cons, you can often kill off the minions and even Lts before they are drained. For bosses, OTOH, I find it very viable.
Since Short Circuit cannot Drain in one shot anyway, I highly encourage you to slot it for damage as well as drain. 1 Acc, 2 Rech, 1 End Mod, 2 Damage. You can get much better results by franken-slotting set IOs (a few PBAoE damage IOs and some End Mod IOs).
Short Circuit one slotted for End Mod and Transference one slotted for End Mod (and Transference often gets more than just one slot of End Mod) will drain a +2 boss, IIRC. The rest of the spawn has eaten the Short Circuit and hopefully a Ball Lightning as well, the boss is neutered, and you have Transfusion to fall back on if you have taken too much damage.
Kin/Elec is very good. Power Sink is a very good combo with SC, but so is Power Build Up. PBU + SC will drain an entire spawn, and you can PBU before aggro, so its like a one shot drain. Of course, if you are like me, you won't want to use an AoE without FS first, so you will PBU, run into the middle and eat the alpha, FS, SC, BL, Trasnfusion and cackle madly.
hmm maybe I need to respec into PBU instead of Powersink -
Here is my build as it is on live. Survives very well and I never have an issue with Unstoppable drop although I rarely need it. Has enogh defense (35% with one foe in range ) that he can survive most things well. EM is a slow set but IMO im a tank so I dont worry so much about DPS.
Eventually I will get some LoTG recharge in the build to speed up attacks and shoot for perma-dull pain ( im very close right now )
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Excalibur: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(3), ImpArm-ResDam(5)
Level 1: Barrage -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(11), Dct'dW-Rchg(13)
Level 4: Energy Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17)
Level 6: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(7), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(50)
Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(19), ImpArm-ResDam(21), S'fstPrt-ResDam/Def+(21)
Level 10: Hurdle -- Jump-I(A)
Level 12: Kick -- Acc-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(43), Numna-Heal(43), Numna-Regen/Rcvry+(43)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(45), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 22: Whirling Hands -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(25), Sciroc-Acc/Dmg(25), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(27), Sciroc-Acc/Dmg/EndRdx(29)
Level 24: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 26: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(34)
Level 28: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(46)
Level 30: Resist Physical Damage -- ResDam-I(A)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(37)
Level 35: Energy Transfer -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Unstoppable -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Taunt/Rng(48), Mocking-Rchg(50), Mocking-Acc/Rchg(50)
Level 49: Conserve Power -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 5.5% Defense(Smashing)
- 5.5% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 8.63% Defense(Psionic)
- 4.25% Defense(Melee)
- 3% Defense(Ranged)
- 4.56% Defense(AoE)
- 8.55% Max End
- 73% Enhancement(Accuracy)
- 32.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 105.4 HP (5.63%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 8.8%
- MezResist(Terrorized) 2.2%
- 11% (0.18 End/sec) Recovery
- 70% (5.48 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 3.13% Resistance(Negative)
- 1.26% Resistance(Toxic)
- 11.3% Resistance(Psionic)
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Can we PLEASE Get a Brute with a SWORD ???!!!!!! Broadsword already !!!!!!!!!!! I mean come on.. Shield and a Broadsword already !!!!!!!
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Quote:Nor are they tankmages, or even overpowered. They're popular for very specific content and when played in a certain way. Take them out of that content and force them to play differently, and their performance is not significantly better than any other controller build.
This is very accurate. -
Im playing my Fire/Psi Dom lately and the end cost seems to be a bit over the top. Maybe Fire/Psi uses more end than others but if I didnt have perma-dom and drain psyche to refill my end bar i would say the toon would carry so many blues around he would start playing in clubs in St Louis...
Has any comment been made about the increased end costs??? -
I skipped it.. I found that the patch was rather small and by the time i drop FullAuto Buackshot, Flamethrower and M30 grenade the mob is usually dead.
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NRG is considered one of the better secondaries. In fact it was considered the best for a very long time. Why do you believe it sucks big time...
Oh and by the way.. you are gonna get mezzed... and its gonna start happening a lot around late 20's to early 30's. -
I think without Stamina you will be very challenged. I have a Spines Fire and with Stamina and a Chance for End Proc I am often sucking wind AND I have consume to fill my end bar as well. IMO its not worth skipping Stamina.
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Im going for Elec/SS I think it will be lots of WIN if I can get everything in the build I want at the right levels. Hoping to get the defense to around 35% if I can do that I think it will be a solid build. Not as tank as others but solid.
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I have a Crab Spider build for AoE Chaos..
Heavy Burst, Suppression, Venom Grenader, Frag Grenade, Omega Manuever, Ball Lighting and now Static Discharge, plus the Arachnos Pets have an AoE as well. -
Quote:Well here is an issue that many blasters deal with. And I play many blasters as well so I can speak from experience.Something I have noticed while fighting lvl 52 bosses in ae farms with my lvl 50 fire blaster.
I can strip aggro from a tank who only uses auras as their taunts far, far easier than a tank who spams taunt whenever it is up.
So my imput to a anyone who want to be a tank is take your auras, TAKE TAUNT.
First off taunt is not a magical button that will keep all aggro no matter what happens.
Taunt only works on five targets at a time. It will not lock down a whole spawn by itself. Taunt will work well in juncuntion with auras.
Blasters need to allow the tank a few seconds to establish the aggro. Typically what I have seen happen is that the fireball is coming right up my backside right when I make contact with the mob. It takes a few seconds to establish that aggro and get the mobs focused on me.
Secondly there is an aggro cap and if I remember correctly that is set at 17. This is something unfortunately many blasters dont recognize. The tank is already working with one or two groups and in those AE farm missions where they are close together its vry EASY for your big fat fireball which hits 16 targets to spill over into another group OR exceed the tanks aggro limit. Then all that extra aggro belongs to you.
This is the one of the mistakes I think people make. Aggro is a TEAM issue not just a tank issue. -
Quote:I can't see playing my crab without them - they're the single target damage that takes down the stragglers that are left after my AOE barrage. Then again, I also skipped all the melee attacks, so YMMV.
I didnt take any melee attacks at all. I went ranged and AoE I have three decent single target attacks. The one thing I keep looking at is how the Reinforcements help with Boss and AV fights. -
Sometimes you have a streak where the rolls are not in your favor, but more often than not being at the soft cap is a serious benefit. My Fire Tank would love to have some kind of defense at all other than IO sets. My Ice Tank and Shield tank just laugh at most things. My INV tank can hit the soft cap with a few foes around which helps his survivability. Its much better to be at that soft cap than not at all..
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I didnt take the first pets the Spiderlings and I am strongly considering dropping the second pets. I am thinking of just adding more AoE into my build. However I think the big pets do help on tough boss and AV fights.
Anyone else not take the pets or drop them and what has been your experience ??? -
Yay im on vacation this week too !!! SWEET !!!!
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Quote:Personally, if there's one buff I'd give Blasters and not be ashamed one bit is a buff to Snipers up to 3.56 scale damage (up from 2.7 now). Right now, a Snipe is not worth the time it takes to animate. Unless I want to pull, I have no use for a Snipe, because my regular attacks do more damage in less time. A Snipe's DPA is terrible, and that's assuming you use it as soon as it recharges, which isn't possible with an interruptible power.
To me, Blaster Snipes pay the cost of performance they don't really need. Their recharge is faster than you typically need or want it, and while the range is good, the damage isn't worth it. If Blaster snipes underwent the same treatment as Dominator Snipes, with associated balancing, I'd say Blasters would be just about right.
/signed
Blaster Snipes need a boost... This has been the case ever since ED happened. Used to be you slotted a snipe with at least 4-5 Damage SO's so you could take out a dangerous LT or Minion.. Isnt that what a Snipe is supposed to be about.. a one shot takedown of a target ??? -
So is it taunt than makes a tank ??? Cause Scrappers have taunt too??
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I have a Sonic/Dark who was awesome and I enjoy that toon. I decided I need to make a new corruptor.
I am thinking Fire/Dark because once Issue 16 drops I can make black flames.. sweet...
Also thinking Rad/Dark and going with a negative energy bolt theme as well...
However I have never tried traps and heard good things about it. How is AR/Traps I have an AR/NRG blaster who can really pour out damage on teams and solo..
I am not thinking Ice because I have enough Ice toon already.. Ice tanks.. Cold/Ice defender. Ice controller.. gonna roll and Ice/Cold controller when issue 16 drops..
Thanks for any suggestions and comments in advance. -
However it is one of the few nukes that work at range (I think Full Auto, Rain of Arrows and Blizzard are the others) and it is fun toi watch them Shake and Keel over !!!!
I usually throw Ball Lighting in there first and then shoot the nuke... -
A ten second crash isnt going to kill my tank. and if they are flopping on their back after my foot stomp thats less time for them to kill me...
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If I would change something about blasters.. Something just doesn't seem right with Electric Blasters. It might be perception but it doesn't feel like it does as much damage as other sets. I think the secondary effect of end drain needs to be revisited.
Energy is right in the middle of the pack. Explosive Blast and Energy Torrent are very " meh " powers IMO that a lot of people hate because it scatters foes. Power Push seems to be more of a secondary power rather than something that should be used in a primary. -
Did you slot it yet.. Oftentimes people get a nuke.. use it and are unimpressed. Gotta Slot it first...
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Seriously no one has every complained about my Fire/Fire/Pyre not holding aggro and it doesnt have taunt. No one ever complained about my INV tank not holding aggro when he didnt have taunt ( although now I have it for more defense slotting ). In fact on the tanks that do have taunt I took it very late in the build usually post 40 and never had an issue before that..
Taunt only works on 5 foes max so you will need to use all your skills if you are REALLY going to manage aggro.
And I am not talking tanks leveled up through AE boss missions. Im talking good old fashioned leveling...
You have either played with badly designed tanks or tanks who didnt know what they were doing.
Taunt is a tool and while it is a good one, to suggest that a tanker that doesnt take taunt is no better than a scrapper IMO is somewhat shortsighted. I also notice how you particularly blame the tank for the entire team faceplanting. I would like to know what maps you are running. What the level of the foes you were facing were relative to the tank itself. How many mobs did you engage ???
I guarantee you that I could run my Inv, Ice, or Fire tanks and never hit taunt once and you would not get any more additional aggro...
ALSO as a person who has played somewhere around 28 toons of every AT both hero and villian to 50 this one thing I know.. Aggro management is not the SOLE responsibility of the Tank. If the tank is engaged in a mob and you aggro another.. its YOUR fault.. I play lots of squishies and every single one of them I know how to handle the aggro they generate.