Auroxis

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  1. Quote:
    Originally Posted by Shisui View Post
    i think the pylon thread has the highest dps tank listed as a fire/ss.
    i know thats dps and not aoe dps, but i think it should be considered. ss gets a very good aoe. and if you pick up an epic or patron aoe, you can chain burn-fs-fireball-consume-burn, etc etc
    We're talking about AoE damage. If you bring ST damage into the equation you have to start taking other things into consideration like survivability.

    Edit: One thing to note about the Shield Charge vs. Burn debate, is that while SC's recharge is over 3 times as long as Burn(25 vs 90), it also deals damage to over 3 times as many targets(16 vs 5).
  2. I know Burn is better than Shield Charge. However AAO is better than Fiery Embrace, and that's why I think a Shield/Fire could do more AoE DPS than a Fire/Fire(when up against 10+ foes), or at least compete.
  3. We did a +4 Sara Moore TF yesterday. Had a great team composition(with awesome players), and even with two under-50's in the team it went rather smoothly.

    I'm all for doing it again, as it got me a lot of shards and it was pretty fun.
  4. Quote:
    Originally Posted by Severe View Post
    either way you loook at it.. fire wins it has 6 aoes and shield cant compete...end of story
    Shield can't compete? Hell no. If Shield isn't better, it's very close. I would like to see numbers that compare the two in different circumstances(1, 5, 10 enemies), that would be interesting.
  5. Quote:
    Originally Posted by Severe View Post
    probably but isnt.


    fire/fire still wins the war in aoe madness and probably always will no mater who says different. the issue i have with sheilds is the nerf to shield charge not to mention the recharge time of it as opposed to burn which is up after it goes off for a non stop damage aoe.

    on top of that aao is great and all but fe is just as good since aao is better only for big groups and not so much for little groups.

    not to mention fire/fire can have more aoe goodness then shields so yes its a good tank to have.( i have both a shield/fire and a fire/fire and a shield/elec and a fire/ice all sitting at lvl 50 so trust me..i know first hand!)
    Burn is great, but it's not that great due to its 5 target cap(though I agree It's better than Shield Charge overall). AAO easily trumps Fiery Embrace when surrounded by a lot of mobs, which is what AoE damage is about IMO. Not 3 mobs, not 5 mobs, 10+ mobs.
  6. /Fire and /SS are the AoE secondaries. Elec too.

    Primaries that give a significant boost to your offense are Fire/, Shield/, and Elec/.

    Shield/Fire is probably the best for AoE destruction.
  7. Quote:
    Originally Posted by MayorOfAngrytown View Post
    I Bash in there for the bruising?
    Yep.
  8. I played a Rad/Sonic Corruptor for a lengthy period of time, and it was indeed nice being special and such. I played him as a team leader that fills the gaps: Makes a brute tank better(I took medicine too), makes the teams to-hit issues go away, and makes everything die faster.

    I didn't find it an amazing combination, as it was pretty endurance heavy and drew a lot of aggro. Nowadays with the cardiac alpha and the aggro adjustments to disruption field it would be better, but I retired the character due to RP reasons.
  9. Quote:
    Originally Posted by Call Me Awesome View Post
    The only tanker I'd call it optional on is Stone. I leveled two stone tanks to 50 without Fighting and found that ~40% ish defense to S/L with Rock Armor was adequate for light to medium tanking and fighting was pure overkill when I needed Granite.

    Since the issue 19 changes I've picked up Boxing/Tough/Weave on my Stone/Fire tanker and pushed S/L to the soft cap. Yeah, it does make life easier since I can avoid Granite in more situations. Still, it was an "if there's room" thing although I'm slowly coming to appreciate it on that tank.

    For Invuln it's invaluable and it's quite handy for Shield. I'm also finding it useful on my Ice/Elec (just hit 31 tonight on a Citadel TF); with Weave and a fair amount of IO bonuses I'm already soft capped to S/L/E/N damage.
    The way I see it, If you chose Stone you most likely want the excessive survivability as that's what Stone does. It also lets you go non-granite and stay somewhat survivable.
  10. I recommend you take a look at Dark Mastery. Soul Drain works extremely well with Hail of Bullets, as they are both on the same recharge timer and are PBAoE's.

    Dark Mastery is just awesome on corruptors in general due to Soul Drain.
  11. Quote:
    Originally Posted by Syntax42 View Post
    The defense is a small purple away from being soft capped. The HP difference isn't an issue with very high mitigation. DDR does give Stone Armor a slight advantage. The resistance was something I pointed out in my post. It is very close to S/L cap at 88.77%. I was hoping someone might be able to post on how to get it capped.



    I'm debating the idea that Stone Armor is the most durable in the game. The facts I pointed out in my first post led me to think Electric Armor could be a contender with the Tier 4 Cardiac Alpha and the right build. I did the survivability analysis and Electric Armor came out slightly ahead with capped S/L resistance. I think the numbers were something like 11,000 for Electric and 10,000 for Stone Armor's maximum sustainable DPS. I will have to post the math again tomorrow.
    I've been running a 32.5% positional defense build on my Elec Armor for a while now... I think I know a thing or two about what it's capable of(and he's an amazing survivalist, not as good as Stone however). HP difference is significant(Hamidon, hard hitting AV's in general), DDR is significant(ITF), and softcap without insps is better than relying on insps, like it or not.
  12. Auroxis

    Ice Armor

    Quote:
    Originally Posted by Syntax42 View Post
    Ice Armor is probably the worst set in the game for PvE right now. It only gives S/L and E/N defenses, and only caps Cold resistance. It provides a very small amount of Fire and Toxic resistance. The self-healing is not reliable due to the long recharge. The defense debuff resistance is around 50%, which is not high enough to ignore heavy defense debuffs without consuming purple inspirations. It does have debuffs to reduce incoming damage, but the mitigation from them does not make up for the weaknesses of the set.

    If you want to play it, go ahead. Any Tanker set can perform the role required of a Tanker. Teammates' buffs, your playstyle, and strategy can help overcome numerical disadvantages of any set.
    S/L and E/N are a large majority of damage types. Cold resistance is maxed, and you can get a fair bit of Fire resistance through IO's, as well as Fire/Cold defense through IO's and Energy Absorption. You have immunity to slows with EA on(Hello Tin Mage). 50% DDR is sufficient considering you can get your S/L/E/N defense far far beyond the softcap with regular use of EA. You have the best Aggro management tools, a damage aura, and a great endurance management tool in EA. You have one of the best tier 9's in Hibernate.

    Saying Ice Armor is the worst doesn't do it justice... Sure the other sets can pull ahead with IO's, but Ice Armor is pretty good before IO's and stays solid(pun intended) after IO's.
  13. Sorry, you won't be more survivable than a well built Stone Armor. You have less defense, less resistance, less HP, and no DDR.

    Stone Armor is the most survivable. If Elec Armor was more survivable than Stone Armor while also having a recharge bonus(as opposed to a penalty), the best endurance management, and a damage aura... Then it would be overpowered(or Stone would need a buff).

    The reason I love Electric Armor, is that it gives me more than enough survivability after IO's, while also giving me great offense enhancing tools. Not because it's the most survivable.
  14. I think the best chain is: Bash/Clobber/Jawbreaker/Shatter/Clobber/Jawbreaker/Shatter. It'll take a fair bit of recharge to get, about +250% in Clobber and Shatter.
  15. Another much cheaper option is to go for 32.5% to all positionals, and rely on team buffs/insps to fill in the gaps if needed. Pop a purp when needed to softcap your defense to all positionals, pop an orange when needed to cap your S/L resistance.

    I found this gave me great flexibility, and enabled me to do some cool stuff like tanking hydra(the mob, not the tentacles). The sets that boost positional defense(mako's,obliteration, etc.) usually give a global damage bonus and a proc, so my offense got a nice boost out of it as well.

    I went for S/L defense on my brute however, as the resistance to S/L is significantly lower than on my tanker.
  16. Quote:
    Originally Posted by Signpost View Post
    Each wave of attacks can only hit a cap of 16 targets regardless.
    There is a pseudo-exception for this rule, in the rain powers(Rain of Fire, Ice Storm, Blizzard). Once a target dies it immediately attacks another instead, if possible.

    Take a look at this: http://www.youtube.com/watch?v=qsrmHbGFAB8

    I have never seen a huge mob "handled" so well, particularly at the 6 minute mark of that video.
  17. Quote:
    Originally Posted by Smash_Zone View Post
    If you're okay with exemping down then it's fine with me.
    Cool! Then I'll be there with Pyradical, my Fire/Rad corr.
  18. Would it be acceptable to bring a lvl 20 praetorian toon and exemp down? I have this Fire/Rad corr in praetoria with plans to haul it out this weekend.
  19. Ice Armor is pretty awesome before IO's come into the eqaution. Great endurance management and easily softcapped defenses.

    After IO's the other primaries pull ahead, but Ice is still pretty solid(no pun intended).
  20. Auroxis

    Fix Praetoria

    Quote:
    Originally Posted by TheJazMan View Post
    I think the same holds true for blue side. It is kinda bad. I thought after those to sides were developed they would maybe improve their thinking/design with GR. Nope. Repetition all over again. Not a very good 'expansion' pack really. I would prefer quality over quantity.

    I also don't make tons of alts but have sent a few through Prae. It isn't fun anymore. I realize the objective for the company is to make max $ so they drew in a new player group. They couldn't do much for the vets due to limited resources, I'm sure. I think they did a decent job at getting more players etc but it really is the same old, same old.

    Resources are one road block for getting a ton of stuff out but I also think a lot of the stuff being added is questionable (day jobs, day costumes, too many resources on AE - all fine but other things would have been better).

    Sadly, I can't see anything too different or innovative coming out for this game. I base this on the track record where it's more of the same old but in a slightly different wrapper. I do like this game but it is coming to that time where it might be time to move on.
    This just seems like a general rant to me. What exactly did you want from GR that didn't meet your expectations? What feature did you think would make the repetition go away, and didn't come with GR?
  21. Quote:
    Originally Posted by Smersh View Post
    For anti-archvillain work, you would want the Achilles Heel Proc in AS, and the Gladiator's Fury in SS. You would easily be able to keep 40% negative resists on your target. Adding in NS would increase that to 60%, but would produce a DPS hit.
    I doubt that's true, considering the 20% chance for the procs to go off.
  22. The best possible attack chain is BF/AS/SS/AS, so with bruising it would be the same chain times two, with nimble slash added once before it. However, that chain requires a lot of recharge to run more efficiently than AV, and obscene levels of recharge in order to run it seamlessly(+313% recharge on AS).

    The only place where you'd miss VS, assuming you have the sufficient recharge for the top chain, is while exemping down and on -recharge debuff environments(Tin Mage's TF). Considering you're a tanker and not a scrapper, I would rather take an Invuln passive over VS.
  23. Note that you don't have to build for resistance in order to handle the ITF. A simple orange insp will just about get you to the resistance hardcap.
  24. Quote:
    Originally Posted by MrTweety View Post
    I'm quite new to corruptors and especially Fire/ but this is what I've found ..

    ST: FireBlast/Blaze/(Fireball if needed)/FireBlast - yeah I use Fireball for ST as I never took flares
    That's not really a seamless attack chain. Unless I'm mistaken, you have to fit Flares in there to fill in the gap. So it would be:

    Blaze/Fire Blast/Fire Ball/Blaze/Fire Blast/Flares