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If you plan on staying at range Thunderstrike is teh better set for your purposes.
The 6 slot bonus is 2.5% ranged defense. But....the 3 slot bonus is 2.5% E/N defense. They add together to give you 3.75% of ranged and E/N because each bonus also grants you half of it for the other.
Also gives you 2% recovery, 7% accuracy, and a movement speed bonus (which is awesome if you're a hoverblaster and use hover to get around in combat)
It just gives you more bonuses that are useful to a range-oriented blaster. -
Quote:
You can skip it and it's not that needed for a good attack chain anyway.
Could not disagree with this more.
It is one of 3 attacks you can use while mezzed. If all you took is the tier 2 you will be praying it recharges fast enough to kill that dude that mezzed you before he kills you.
I would agree that it is skippable on a corruptor, but not on a blaster. But, corruptors get the low recharge version of it, so it is a good attack to put procs in. -
Quote:Another thing you're pretty much completely discounting is the OTHER bonuses the set offers.
That's another thing I'd like to mention. Don't think of it as a three slot power versus a six slot power, because that does not accurately portray your investment into the power. To three slot a power, you add only two slots. To six slot it, you add five, which is more than twice the investment. It's a subtle difference, but it is very important on slot tight builds. In the case of Gaussian's, you're adding far too many slots for far to small a benefit. Arguably, there isn't even a benefit if the goal is typed defense.
I've used Gaussian's before, but only when I'm building for positional defense.
2 Slot: 5% Movement speed bonus. If you skipped a travel power to build for defense, this will come in handy.
3 Slot: 1.88% Max HP bonus. What tank DOESN'T want more HP?
4 Slot: 2.5% Recovery bonus. Dark Armor likes more recovery, I think we can all agree on that.
5 Slot: 2.5% Damage bonus. Not the most useful bonus, but if you get more than 1 they start to add up.
Then the 6 slot defense bonus.
I look at the WHOLE set and it's bonuses rather than just the defense bonus. All of the bonuses Gaussian's gives are useful to almost all of my characters. So I 6 slot it when I can afford to 6 slot a power to put it in. I don't consider it too little benefit for the slots I'm spending because all of the set bonuses are useful to me.
If it were just 6 slots for the defense and the rest of the bonuses sucked, I'd be inclined to agree with you on it not being worth it. But, since the rest of the bonuses are also nice ones to have, it IS worth it. -
Quote:I was planning on leveraging Conserve Power to help me get through them.
I've solo'd a number of AVs on my WP/KM. With that much -resist your only problem is going to be endurance. Hopefully with two performance shifters etc. you won't have issues, but as KM my end still goes down gradually due to hasten and using concentrated strike. I don't have stamina though, so you might be OK.
I have no idea how sustainable it will be, because the character itself is only level 13 at the moment, this is a long term project. -
Quote:I went with the attack chain I did because I don't have the recharge necessary to run Blinding Feint-Attack Vitals back to back, which the chain you suggest would require.I'd suggest making a few changes to your attack chain - though you shouldn't need to change the build much.
BF->AV takes 5.86 seconds to complete. You can roll through almost two of those before your bruising effect wears off. So, instead of NS->BF->AS->VS->SS->repeat, try NS->BF->AS->VS->SS->BF->AS->VS->SS->repeat. You'll do better DPS, and only lose the bruised effect (in a perfectly seamless attack chain that doesn't account for movement, dull pain, etc.) on the nimble slash, which is not that great an attack anyway.
In order to get the recharge I would need, I'd have to either A) Spend way more money than I have available, or B) short some of my defenses.
I'm good at making builds to do specific things on shoestring budgets, and that's what I did here as well. I'm planning on using Hero merits to get the expensive Kinetic Combat pieces. -
Quote:Because it's the only way to gain control of the zone for the faction you are fighting for.Just curious - why would you farm PVE mobs in a PVP zone?
I initially came to the threat thinking there was some way to farm PVP IOs, which would've been awesome.
If your side is in control of the zone you can buy useful temp powers from the vendor. If the other side is in control you can't buy anything at all from it.
And the more zone control battles you win, the more temp powers you get access to.
That said, Silverado probably has it right on this one. You want a character that can both kill the NPCs AND survive any attacks from enemy players, and Fire/Regen is one of the better builds for that, especially at the level you are exemped to.
Edit: just saw that it was already answered. My answer is still a valid reason to kill the mobs in Siren's Call though. But that's teh only zone killing NPCs has that effect in. -
Oh, okay. I was thinking they went ahead and did something that stupid without any kind of announcement. Glad to see they haven't gone off the deep end yet.
To further elaborate for the OP, here is what would happen:
You have an attack that activates in .83 seconds, and can fire again every .83 seconds because there would be no recharge slowing it down.
Now, if you slot a couple Acc/Dam IOs in the power you have your accuracy needs met.
Slot the rest with procs which would include:
Touch of Death: Chance for NE damage. 20% chance to deal 71 damage.
Mako's Bite: Chance for Lethal Damage. 20% chance to deal 71 damage.
Hecatomb: Chance for NE Damage. 33% chance to deal 107 damage.
And the KD proc from Kinetic Combat.
You'd end up with an enemy flopping on it's back fairly often, while potentially taking over 200 damage every .83 seconds (that's LESS than a second, in case it was confusing)
You could potentially break 200 DPS with just Brawl if the procs all consistently go off (unlikely, but possible). That would be horribly, brokenly overpowered to give that kind of ability to a power that costs no endurance. The only reason Brawl is even still balanced as it is, is that it still has to recharge like anything else.
I don't think the devs will EVER give us the ability to solo a pylon with Brawl, which removing the recharge would enable us to do.
Edit: My DM/SR brute deals 70+ damage with Brawl at full fury, and it's not even slotted for damage. -
Wait, what?
Did they actually remove the recharge of Brawl, or is it a suggestion that someone made?
If tehy actually DID remove the recharge, what the hell were they thinking? A brute could slot it with a couple Acc/Dam IOs and 4 procs and basically never need to use any of the attacks in their primary, because it would fire again as soon as the animation is over.
Just sounds like a horrible idea. -
Quote:Well, I did put the Hecatomb proc in Nimble Slash for that exact reason. I figured since I will be using it so much that would be a good place for a proc.
More damage out of Nimble, Ablating, and Typhoon would be good since the first two will be heavily used in AV fights, but I understand the need for set bonuses as well.
The only real reason I took Typhoon's Edge at all was for the Weaken combo, whihc will help keep me alive before my defenses really mature (Weaken has a -damage component to it), it will probably be used very seldom at higher levels. I'm pretty good at leveraging melee cones, so Sweeping Strike should cover that nicely.
I really haven't figured out what I'm going to do once Fitness is inherent. Maybe I'll pick up a couple of teh attacks I skipped in this build, dunno yet. -
Quote:As much as I respect your Dark Armor prowess Dechs, I have to disagree with this.
Gaussians is a waste. Six slots to gain 1.25% S/L? No. You don't want that.
How many sets give you 1.25% defense to every type except Psi for 6 slots?
Reactive Armor gives you 1.25% to S/L/E/N, but doesn't do squat for your F/C.
If you can afford 6 slots to commit to Build Up, go ahead and use them. By slotting Rectified Reticle, you gain .63% S/L defense. Big deal. For 3 more slots (since you said to add a recharge enhancement) you gain 1.25% to every type. If that caps you out on 1.25% bonuses for S/L/E/N you can slot 3 Aegis and a Steadfast in Tough for some extra F/C defense.
Also, the rest of the bonuses for Gaussian's aren't bad either. If all you look at is how much Smashing and Lethal defense something will give you, you're selling a LOT of sets short.
I'd be inclined to agree with the Rectified Reticle if the build is short on slots, but if you have them to spare, Gaussian's is actually not a bad idea. -
Quote:Already brought it up on the scrapper forums. Was specifically asking about recharge and such.I found mine to be very effective. I think the main issue is not a lot of tankers try to solo AV's so solid opinions may be a little more difficult to find. Maybe try the scrapper forums; they're familiar with the sets and AV soloing. I know Nihili solo'd a ton of AV's and the like with his DB/Inv scrapper, but I really don't know how it'd go on a tanker.
Figured I'd ask here too to get a tanker's perspective. Any reason this build wouldn't be effective at tanking as well? It seems like it should be a good tanker, but agro control isn't exactly my forte, so i could be missing something. -
Quote:And exactly how many different ways do you know of to fire a RIFLE?i agree with u on assault riffle. i dont play it because ehh, the animations are so blah.
I know 2. Firing from the shoulder, and firing from the hip, I'm pretty sure both are represented within the set.
Unless you want to be doing backflips and tossing your gun in the air when you attack, I'd say it covers how you would use an ASSAULT RIFLE pretty well.
So many people complain about things they want like they are trivial to do. They aren't.
You are demanding things that will take the dev team YEARS to do, and then you get bent out of shape at being told as much. The game isn't a freakin' Etch a Sketch, programming things in it take time, which you are apparently unwilling to spend waiting.
To which my only rational response is: Tough. -
Kat/Dark and BS/Dark will both be horrible in PvP, though you can get some very good performance out of them in PvE.
Why DA sucks in PvP:
-Your heal requires targets in melee range to function, no PvPer that has ANY clue what they are doing is going to stand there and let you heal off them.
-Two of the things that make DA nice, Oppressive Gloom and Cloak of Fear, will be shut off by any mez that gets through. And since every mez that hits will affect you, a split-second stun will shut them down. Death Shroud too.
-You lack any inherent KB protection. This is a problem, because, while you can get good amounts of KB protection from IOs and Acrobatics, you don't have the benefit of the 10,000% KB resistance that inherent KB protection grants you. That resistance reduces teh amount of KB that actually affects you, meaning you get more out of any KB protection you may have. If you fight a Psi blaster, Mind dom, or Energy blaster/dom, you're going to be bouncing around like a superball because you won't have enough KB protection to prevent it.
-Dark Armor's resistances are a little lower than some other sets to make up for the fact that it has a lot of tricks up it's sleeve.
Your choice of primary will do okay in PvP, but DA is the LAST secondary you want to take into a zone (I speak from experience here, I'm an average PvPer and my BS/DA AV soloing build got DESTROYED in short order in PvP) -
Quote:Nope.
But is there any ways to get my own dmg buff over 300% ?besides Insp.
That is also working as intended. Brutes were never meant to be able to cap their damage without outside help.
If you think about it, it's still more than fair. No other AT can even reach 300% without outside help (with the exception of Kinetics characters, and their damage cap isn't much higher than that anyway)
To actually reach the absolute damage cap a brute needs 2 kins popping off saturated Fulcrum Shifts simultaneously. I've seen my damage bonus number turn blue exactly ONE time, and that's how it was done. (if you monitor your numbers, the number will turn blue when you've hit the hard cap of whatever number you're watching) -
So, either it's so bad no one wants to comment on it, or it's solid enough that no one sees any significant improvements I could make.
If it's the second I can live with that. -
Quote:I've found Blazing Aura works well combined with Hot Feet if you are on a team with good agro control or crowd control, basically anything that lets you consistently stay in melee range where BA and HF will be ticking away. With both of them going, the number of enemies you have left over with a sliver of health drops significantly.I would strongly encourage anyone playing /Fire manip to skip Blazing Aura. Possibly after you get a bunch of IOs slotted (especially the +recovery/end procs), it may be worth adding, but even then it is doubtful. It costs too much end for such a small radius and smallish damage ticks.
I do have this power on two of my /Fire manip blasters. I am constantly trying to find a better replacement, but so far for my playstyle, BA still works OK. On the level 50 that is fully IOd (including a bunch of purples) I still have modest end issues, but it is manageable. On the level 40 slotted with commons and SOs, I am barely able to function unless I have a teammate that can make the end bar problem better or unless I turn BA or HF off. HF is the better power, so BA is the one I shut off.
They will also accept an Armageddon Chance for Fire damage proc. If you have enough foes in range you should see it tick on at least one of them every 10 seconds, and you should usually see more than one, since it has a higher chance to fire than normal porcs (33% as opposed to the more common 20%)
But that's on a team, I would be inclined to agree with the advice to skip it if you plan on soloing a lot. -
If you really want to deal a crap ton of damage in melee range, go Rad/Fire.
Sure, Energy and Electric have some good single target melee attacks.
But /Fire has Combustion, Fire Sword Circle, Hot Feet, Blazing Aura, and Burn.
Rad has Irradiate, which is a PBAoE attack with about the same radius as Combustion, but activates much faster.
You can single target blap with Energy and Electric, but only Fire lets you AoE blap.
Disclaimer: Fire Manipulation will deal obscene amounts of damage in melee range, but it adds almost nothing to your survivability. If you choose to play one solo, expect to die frequently until you get your timing down. -
Quote:Unlikely, actually.I suspect this will change if Katana and Broadsword are ported to brutes in their current states. Werner from the scrapper forums posted his Kat/DA scrapper build that managed to be soft capped to all three positions while using Parry. With a little extra work I suspect a Kat/FA could get similar results.
Dark Armor has Cloak of Darkness, which gives the same amount of defense as Weave, and doesn't suppress in combat.
Fiery Aura has no such power available, so you will have to make up an additional 5% defense from somewhere else. I've seen a few Sword/Fire builds that come close to softcapped using Parry/DA, but I haven't seen any that manage to softcap to all 3 positions, while actually remaining playable.
If you can get S/L/E/N to about 35% you should be in great shape. You won't be getting hit much, and you have a really good self-heal available every 20 seconds or so.
From what I've seen, shooting for really high defense on Fiery Aura forces you to make choices that gimp your damage output somewhat. Given the option I would shoot for "damn hard to kill and still deals good damage" rather than "nearly impossible to kill, with mediocre damage" -
Unless you intend to fight nothing but robots, it won't slow you down to any great degree. My two level 50 scrappers are Claws/Regen and Broadsword/Dark Armor, if lethal damage was a problem I probably would have deleted and rerolled them by now. I've never felt like I wasn't dealing enough damage just because it was lethal damage.
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Quote:I think he meant Melt Armor.katana can do more burst damage than broad sword and scrappers don't have access to shatter armor.
And I always interpreted burst damage as being "amount of damage in one hit", and Head Splitter does hit harder than Golden Dragonfly. Not by much, but it does hit harder.
If you're talking about "amount of damage in X time span", then yes, Katana wins. But in that case you're not talking about burst damage, you're talking about DPS. Broadsword is still one of the best sets for amount of damage in ONE hit. I think Greater Fire Sword might beat out Head Splitter, and I haven't seen Concentrated Strike at high levels yet, but I know Head Splitter deals more than Golden Dragonfly and Eagle's Claw. -
Here's the build I have planned out for my Invuln/Dual Blades tank that I wanted to try and spec for AV soloing.
Why Dual Blades? Because it can potentially stack 60% -res on a single target running an attack chain of Nimble Slash-Blinding Feint-Attack Vitals combo. There's the automatic -20% from Bruising, you can slot an Achille's Chance for -Res in Ablating Strike, and you can put a Fury of the Gladiator Chance for -Res in Sweeping Strike (IF you can afford it).
I have discovered through my own research, that while none of those things will stack with itself, they all WILL stack with each other for a potential -60% resistance for a good portion of an AV fight (an AV fight will NOT be short with a tank, there's a good chance you will stack all 3 more than once during it)
I was planning on playing to Invuln's strengths on the AVs I was planning on taking on, mostly aiming for heavy smashing/lethal using AVs and avoiding Psi users.
Here's the build I have planned out, any obvious flaws I need to rectify? I didn't put the Fury of the Gladiator proc in the build because there is no way I can afford one (Unless some generous soul wants to donate one
)
Pretty standard Invuln slotting, capped S/L resists, softcapped to S/L/E/N with one in range of Invincibility, decent end recovery (should be sustainable if I leverage Conserve Power in long fights), and better than average regen.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dual Blades
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(40), Aegis-Psi/Status(40), S'fstPrt-ResDam/Def+(40)
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(3), KntkC'bat-Dmg/Rchg(13), Hectmb-Dam%(37), KntkC'bat-Dmg/EndRdx(43), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(15)
Level 4: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(5), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Dmg/Rchg(43), Mako-Acc/Dmg(45), Achilles-ResDeb%(48)
Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam/Rchg(15)
Level 10: Taunt -- Insult-Taunt(A), Insult-Taunt/Rchg(11), Insult-Dsrnt%(11)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Typhoon's Edge -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(43)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Def/Rchg(19), LkGmblr-Rchg+(34), Rec'dRet-Pcptn(45), Rec'dRet-ToHit(45)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21)
Level 22: Blinding Feint -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(48)
Level 24: Boxing -- Empty(A)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 28: Vengeful Slice -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(50)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(33), LkGmblr-Def/Rchg(33)
Level 35: Sweeping Strike -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39)
Level 41: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 47: Physical Perfection -- Mrcl-Rcvry+(A), P'Shift-End%(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run
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I've never seen a Dark Armor tank softcapped positionally that was actually playable.
I've seen a few that did it, but the builds were absolutely horrible on end consumption. Like, "standing there letting Death Shroud kill everything because you'd run out of end in 15 seconds trying to attack" horrible.
Getting 4 out of 7 types softcapped makes Dark Armor a beast, and if you can manage to get Fire/Cold into the 30s you're golden, mostly because there are very few attacks that deal pure fire or pure cold damage, and the ones there are generally don't hit too hard....unless you're fighting Infernal of course.
There's also the fact that there are a number of attacks that lack a positional component. Gravity attacks are typed smashing and have no position, a lot of psi attacks have no position (but those only tickle DA anyway). -
Quote:Correct.As I understand it, Brawl is actually a different power with its own animation for every possible weapon/shield it can be used with. Kick would require the same setup.
Back Alley Brawler once mentioned that, of all the powers in the game, Brawl has the most going on with it's animation. It is keyed to work without redraw with every weapon set in existence. Each weapon set has it's own combat stance, and every time you use a power not in that set it causes redraw. For an example of that, look at Regen with a weapon set. You wouldn't think healing yourself would require a redraw, but it does, because it is a power not in your weapon based powerset.
In order for Kick to no longer cause redraw, they would have to give it a separate animation for every combat stance. That's what they did with Brawl.
Key point: They did that with Brawl because everyone has it. I doubt they will do all that work to remove redraw from 2 powers in a power pool that not everyone will have.
Apparently, BaBs was working on getting rid of redraw altogether, but ran into a snag where it broke something very badly (like, powers not working at all badly). We're probably going to have to wait until he fixes that to get Kick without redraw. -
I'm working on an Invuln/Dual Blades tank that will be geared toward soloing AVs by utilizing Bruising, an Achille's Heel -Res proc and a Fury of the Gladiator -Res proc (if I can save up enough money/merits for it)
Without Bruising I have doubts about it being possible. With it, it should be doable. -
Quote:My Fire/Shield Scrapper, 6 more hard core Scrappers and one random defender who can door sit. We will die well and repeatedly, serve our time in dev-enforced purgatory, then drink with the fallen in Valhalla.
I will be happy to volunteer for your mostly scrapper suicide squad Werner.
Where do I sign my death warrant?

No, it hasn't been done.