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Quote:The better question is:You seem to be taking this thread personally. I'd advise you to distance yourself just a little bit.
I'm not worried about EBs. I can solo EBs on any of my characters.
The new arcs however are not content with one EB. They seem to be trying to one-up one another in terms of difficulty now. In First Ward, there was an EB who constantly refreshed his health for no reason other than "EBs weren't hard enough."
This was annoying, but beatable.
In Night Ward you have multiple instances of Elite Bosses either refreshing their own health or summoning help, or just having multiple, spooled-up bosses showing up in the level (that can see through stealth, might I add).
The last fight in Night Ward involves an extremely strong Elite Boss who not only refreshes some of her health but also calls in a second Elite Boss to help her.
These are all in missions that they're expecting players to take on their own since they're so heavy on narrative, but they gear them towards about a quarter of the game's total AT count.
Anyway, I'll just ask this: PRAF, sir, please stop with the hyperbole. I'm complaining about multiple, health-restoring EBs showing up in missions, not wanting to "turn AVs into minions."
Yes, I remember when AVs showed up in arcs. You get seven friends and you take them down. That was how the game was back then: Group-oriented, MMO fun with friends.
I was okay with that, in fact I loved that.
But the game has changed. They're making very big, very detailed zones and arcs with a LOT of narrative in them that are meant to be experienced by one person at a time. This is appropriate because you are a superhero, but they seem to believe that "Superhero" ends with "Superman" and so go on throwing huge, powerful enemies at players, forgetting that there are some who don't have the defenses to deal with Titan Weapon EBs or the damage output to deal with Health-Refreshers.
Your suggestion that the content is perfect and I just shouldn't play it is a bad one, but I'll let you try to puzzle out why on your own.
Also, yes, I'm aware that I can pop inspirations to max out my defenses and become unkillable (woo challenging, everyone) but it doesn't work in cases where 1) The EB can weather my DPS to the point where my inspirations wear off and I die or 2) The EB gets a lucky strike via RNG and I die.
Yes, I can invite other players. Unless, you know, it's late and I can't find anyone in the zone, or anyone who wants to travel all the way to the zone to help me kill two EBs. But that isn't the point. Why should I have to summon help for a mission intended to be experienced by one player?
Why should we expect to be able to beat everything we run across the first time without help?
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Why should we expect that nothing in the game should ever pose a real challenge to us? -
Quote:It would definitely help, and it's a small enough change that the devs might go for it.Good idea with helping with the mez problem certainly less complicated than some of the ideas here. You think that is really enough though?
It also doesn't require them to add any code that doesn't already exist. Since, after all, it's just a smaller amount of the same thing a break free or Clear Mind already does.
So, no new code, just a repurposing of existing code. -
Quote:Except my idea ISN'T "straight up mez protection".Striaght up defence, resistance or mez protection is going against the theme of the blaster.
It's mez protection that is entirely dependent on you constantly attacking, because it only lasts as long as the duration of your Defiance damage buff.
And if you don't think it's appropriate to the theme of the blaster.....try throwing a net on someone while they're shooting at you. -
They gave Freakshow a mob type that isn't a joke to fight?
Imagine that.
Really don't see the problem here. I can set my Soul Transfer on autofire, and hit everything in range with an autohit mag 30 stun the instant I drop....be glad they don't do that.
Losing a little bit of endurance isn't a big deal at all, and if your entire team is dumb enough to dogpile one and he rezzes with full health.....well you deserve to have to kill him again, IMO. -
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Oh, I didn't realize I had left those at 35. That's what happened alright.
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Quote:My soft-capped WP build with 70+% S/L resist AND 833% regen on 3233 HP says: "I'll take that challenge"Defense is great, as I've said. But put a SR Tank and a WP Tank in a mob of Cimerorans and watch how fast the WP Tank's Defense gets shot to hell. Furthermore, put a WP Tank designed with Defense in mind vs. one that has better Resists and higher Regen and see which one will last longer.
Quote:That's the problem I see in a lot of Resist builds now. People think that Defense is the best route to go. If you don't get hit, you don't take damage. Unfortunately you are going to get get hit, and when that defense cascade fails on you you are going to take damage like crazy.
My WP build I mentioned above? I soft-capped it without sacrificing reisistance or regen. Its regen is 833% with only 1 enemy in range of RttC, and it's sitting at over 70% to S/L resistance. But, its E/N/F/C reisistance is only at 10-12% or so, which means if I fight something like Mu or Freakshow, I better hope I have some Energy defense or it's gonna hurt. Also, electric attacks can't drain your endurance if they can't hit you to do so.
Quote:Build to the strengths of the Powerset. If you have Elec, Fire, or Dark build towards Resist caps and healing.
If you are getting hit 50% of the time with 60-70% resistance and a heal, you are going to die MUCH faster than the guy who is getting hit 5% of the time with 50-60% resistance and the same heal.
Not opinion, not even subjective at all. Stone cold FACT.
It is nearly impossible to build toward the resistance cap on most damage types on a resist based build. Pit your low defense Dark Armor build against a crowd of Mu and tell me how that works out for you. Adding defense is the only way to not end up using Soul Transfer quite a bit in that situation.
Sorry, I'm normally not this judgemental about anyone, but that post has proven to me that you don't know what the hell you are talking about. -
Good call Werner.
Shield Wall in Maneuvers gives the same 10% regen bonus, and lets you fit the 3% Res proc in without dropping the defense totals that much. (to 48.1%)
So, swap that out and you hit resistance cap to S/L with this build. -
Quote:Don't suppose it really matters a whole lot. The end reduction would probably come in handy.If you're +5ing everything anyway, you might as well use the Hecatomb: Dam/End rather than the Hecatomb: Damage; you'll still be well past the ED-cap.
Quote:I'm not sure if there's a reason behind having four of the Crushing Impacts in Disembowel at 35, or if that's an artifact from putting Kinetic Combats there and changing them?
Quote:And of course, +5ing procs has no effect, so you can save a few boosters there (I'm actually not sure if you even can +5 a proc).
And yeah, I'd probably go Rebirth Radial on this build.
I'd also probably go with Preemptive Interface, since I'm familiar with the character in question. He's a robot, so energy damage would work for theme. Probably go Ion Judgement for the same reason, and Clockwork or Warworks for Lore. -
As far as how good I believe it will be?
I'll put it this way. Iggy Kamakaze soloed a Master of ITF badge on his Katana/Willpower scrapper.
I think this build will have an even easier time of it.
I'll explain:
-You have more resistance to all the damage types in that TF than Willpower is even capable of achieving.
-With a crowd around you you will be sitting at around 60% defense to every damage type you are going to encounter in it, making it virtually impossible to debuff you beneath the soft-cap.
-You are capable of permanently sitting at scrapper HP cap.
-Your damage output should be high enough to kill the AVs. -
Here ya go KOIS.
I whipped this up for you real quick.
The highlights:
-Softcapped to all damage types except Psionic with 1 enemy in range of Invincibility. Incarnate soft-capped when Invincibility is fully saturated.
-1.5% away from capped S/L resistance. (73.5% out of a possible 75%)
-Perma Dull Pain, which equals permanently capped HP. (2409)
-Good all around damage output.
-No major weaknesses other than Psionic, but there's not much you can do about that.
-I chose Agility Core Paragon for the Alpha, and I highly recommend going that route. All other Incarnate slots are up to you, as they don't really affect the build any.
Warning: This build will be EXPENSIVE. I normally don't put together builds with this kind of price point, but you said you have the money, so I figured I'd go all out on it.
Also, as it is built here, every enhancement is boosted to +5. That might cost you some real money if you don't have a few hundred Enhancement Boosters laying around.
That's about the best BS/Invuln build I can put together for you. I would feel safe wagering that no one is likely to make it much better than I did here.
The build:
Hero Plan by Mids' Hero Designer 1.955
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Dmg/Rchg(11), Hectmb-Acc/Rchg(31), Hectmb-Dam%(31)
Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25), GA-3defTpProc(37)
Level 2: Slice -- Erad-Dmg(A), Erad-Acc/Rchg(3), Erad-Acc/Dmg/EndRdx/Rchg(11), SScrappersS-Acc/Dmg(39), SScrappersS-Dmg/Rchg(40), SScrappersS-Acc/Dmg/Rchg(40)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(5), Aegis-ResDam/EndRdx(43), Aegis-ResDam(43), Aegis-ResDam/EndRdx/Rchg(43)
Level 6: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(7), Panac-Heal/Rchg(7), Panac-Heal/EndRedux/Rchg(42), Panac-Heal(42)
Level 8: Parry -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(45)
Level 12: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(13), RechRdx-I(13)
Level 14: Boxing -- Empty(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(17), Aegis-ResDam(46), Aegis-ResDam/EndRdx(50), Aegis-ResDam/EndRdx/Rchg(50)
Level 18: Whirling Sword -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), C'ngBlow-Acc/Dmg(34), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Acc/Rchg(42)
Level 20: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(21), Aegis-ResDam/EndRdx/Rchg(21), S'fstPrt-ResDam/Def+(46)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Super Jump -- Winter-ResSlow(A)
Level 26: Disembowel -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Head Splitter -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), SScrappersS-Dmg/EndRdx/Rchg(33), SScrappersS-Acc/Dmg/EndRdx/Rchg(34), SScrappersS-Rchg/+Crit(48)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(45)
Level 47: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48), P'Shift-End%(48)
Level 49: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(50)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Empty(A)
Level 4: Health -- Numna-Heal(A), Numna-Heal/EndRdx(46)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(15), P'Shift-End%(15)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
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Looks better.
I tweaked it for you a bit.
Switched some things around and made you tougher.
Still soft-capped to S/L/E/N.
With Accolades you have over 2200 HP.
With 1 enemy in range of RttC you have 833% Regen.
I put Strength of Will in place of Resurgence. (with this build, Resurgence will sit in your tray unused 99% of the time) Slotted the Steadfast Res/Def in Strength of Will to.
I also switched the Alpha to Vigor which accomplished 2 things: 1) It boosted your max HP and regeneration to where they are, and 2) It boosted your accuracy, so the Mako's Quads in your ST attacks are now unnecessary. I moved those slots to Physical Perfection for another pair of Numina's for the regen boost it gives you.
I also used a lot of enhancement boosters throughout the build. It helps boost lower level sets up to better enhancement, and it turns regular set IOs into purples (in enhancement value, not rarity)
Here's the build for reference:
Hero Plan by Mids' Hero Designer 1.955
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(39), RctvArm-ResDam/Rchg(39), Numna-Heal(40), Numna-Heal/EndRdx(40)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(5)
Level 6: Spin -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(7), Erad-Dmg/Rchg(7), C'ngBlow-Acc/Dmg(17), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Rchg(39)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(9)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
Level 12: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Rec'dRet-ToHit/Rchg(15), Rec'dRet-ToHit(36)
Level 14: Kick -- Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(21)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(23), RctvArm-ResDam(23), Aegis-ResDam(36), Aegis-Psi/Status(37), Aegis-ResDam/EndRdx(37)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Eviscerate -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(27), SScrappersS-Rchg/+Crit(27), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(31)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Mind Over Body -- RctvArm-ResDam(A), RctvArm-EndRdx(48), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48)
Level 32: Shockwave -- SScrappersS-Dmg/EndRdx/Rchg(A), SScrappersS-Acc/Dmg/EndRdx/Rchg(33), SScrappersS-Acc/Dmg/Rchg(33), ExStrk-Dam%(33), FrcFbk-Rechg%(34)
Level 35: Focused Accuracy -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(36), HO:Cyto(50)
Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A)
Level 41: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(42), Numna-Heal(43), Numna-Heal/EndRdx(46)
Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 49: Super Jump -- Jump-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Vigor Core Paragon
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Quote:If those enemies are going to be debuffing your defense....wouldn't you want to make it as difficult for them to hit you as possible?Seeing as how WP only has a 21.6% Defense Debuff Resistance you are going to have those defenses dropped in a heart beat by the enemies that do mostly S/L Damage to begin with.
Because logic dictates that an enemy with a debuff attached to an attack has to be able to hit you before that debuff will affect you. 5% chance to hit = 5% chance to debuff in this case.
You're talking here like those enemies are going to ignore your defense and debuff everything away no matter what you do.
Also, if you're so fatalistic with the "It's going to be debuffed away anyway" mindset...why are you even bothering with ANY defense?
If my Regen scrapper gained survivability by soft-capping S/L defense, I can't help but think a WP tank would gain more. Especially seeing as how a WP tank gets 21.6% more debuff resistance than my scrapper does. -
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Quote:I use Tactics more frequently than FA. I usually take Maneuvers anyway to add some defense, so it's not like I'm wasting a power pool choice.Most, if not all tanker secondaries have a power that can slot Rectified Reticle or Gaussian's without having to take a pool power for that purpose.
As I said, given the high endurance cost and the fact that you have to take an additional power *and* use a power pool to get it, IMO it's simply not worth it for benefits you can get in another way at a much lower cost.
Is there a rule that says you're not allowed to slot Rectified Reticle more than once? -
Quote:This.You'd be better off skipping secondary powers than dropping Burn and Fiery Embrace.
Burn is a HUGE part of a Fire tank's damage output.
And more to the point: The existence of Burn and Fiery Embrace is the entire reason that Fiery Aura is squishier than other mitigation sets.
It makes absolutely zero sense to use a set that gives up survivability for additional damage.....and then skip the damage.
Out of curiosity, what is the secondary you are considering? Because I would all but guarantee there is something in it you can skip in order to keep at least Burn. Consume and Temp Protection are indeed skippable, but if you're going to skip Burn you might as well use a primary that will survive better instead. -
Quote:Follow Up should be at the beginning of EVERY ATTACK CHAIN when you are playing a Claws character (except a Stalker, because they don't get it)Follow up is not on my list because I rarely use it. I might manage to add it with moving some powers and taking slots from kick (not planing to use it anyway) and stamina.
I'll explain it like this:
Follow Up gives you a damage boost roughly equal to a medium red inspiration, and you can double stack it.
Double-stacked Follow Up will give you a 75% damage boost all the time. For reference, that is only 5% less than perma-Rage, and it's on an AT that has higher base damage.
Follow Up is arguably the single most important power in the entire set.
Drop Conserve Power and move stuff around to fit it into your build early. You're in pretty good shape as far as defense goes.
A few things I would change:
Pull some of the slots out of Focused Accuracy and slot Rectified Reticle in there instead. You'll lose 1.25% E/N defense, but you can afford to.
Add Follow Up as early into the build as possible in a respec and slot it 4 Kinetic Combat and 2 Rectified Reticle. The additional S/L defense you will gain will let you pull a Reactive Armor out of a resistance toggle, add a couple more slots, and slot 3 Aegis as well for the F/C defense. You could potentially do that twice and get around 42% F/C defense to go with your soft-capped S/L/E/N. It's definitely possible, but exactly how you do it is up to you. -
You would be better off going with Smashing/Lethal defense on this one, rather than melee or ranged.
Why?
Defense debuffs. The vast majority of the defense debuffs you will encounter are coming from lethal damage attacks, and that includes the large amount of machine gun fire you will face throughout the game.
Even if a machine gun wielder is standing right next to you, his gun attacks will still be flagged ranged. If you focused on melee defense, that means there won't be much to stop his attacks from hitting you and stripping away all your defense. Lethal defense will at least make that less likely to happen (it still will though, there's no way to completely avoid it)
The nice thing there is you don't have to be at the soft cap to notice a difference. My Claws/Regen scrapper's survivability jumped quite a bit when I got his S/L defense up to 35% or so. (It IS possible to soft cap it without gimping the rest of your build, though it will be expensive and require some unusual slotting)
You don't NEED to get high levels of defense with those particular characters, but I do recommend getting at least SOME defense. -
Quote:And I disagree.I have to agree with LSK that both FA and Tactics are a poor choice given that they are very high-end toggles and can be replaced for the most part by the Kismet +Acc.
I take at least one or the other to slot Rectified Reticle in, and it is only toggled on when I actually NEED it to be.
I worked out a WP/Fire build that soft-caps all damage types (including Psi), has 3233 HP, and is close to 800% regen with one target in range of RttC. I posted that build in the Build Workshop in response to a post. I'll see if I can work out a similar build using KM instead of Fire Melee.
Might take me a while to get to it though, I'm pretty busy these days. -
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I posted in the S&I section with an idea for a blaster Defiance tweak.
My idea was to leave it pretty much unchanged, but add a small amount of mez protection to the most crippling mez types (Hold, Stun, maybe Sleep) that is determined by the number of Defiance stacks you currently have, up to 7.
Each attack you make gives you mag .5 protection to those types, and if it stacks up to 7 you can gain mag 3.5 protection, provided you can consistently keep attacking. Leave the ability to fire the first 3 attacks while mezzed as well, so you can maybe break a mez that lands by attacking through it.
It works with the "offense is defense" idea, in that while you are actively laying down damage you are more difficult to mez, but if you let up at all you give your enemy an opening.
The majority of my blaster deaths occur toward the beginning of a fight, when an inconveniently timed mez reduces me down to only being able to use my first 3 attacks against a full spawn. This idea would reduce the frequency of that happening, probably by a not-insignificant amount. -
Quote:The idea was to keep that as well. That way you could stack mez protection while mezzed and break the mez.I like this idea. It's almost like a battle focus. If they were to do something like this, I'm sure we'd lose the free to fire when mezzed tier one and two powers we have now. I'm fine with that, though.
My goal here was to come up with something that required as little change as possible to the existing mechanic. -
Yes, they work with each other.
Thanks to all the Experienced powers and XP Boosters I had accumulated from Super Packs mt DA/Staff tank has reached level 36 in record time (for me at least).
Hint: If you have multiple Experienced powers, claim them one at a time. If you claim one and use it immediately, then claim another, you can use that one immediately too instead of having to wait for it to recharge. -
It's among the more useless Interfaces.
The enemies it would be useful against resist the bejeezus out of its effects, and the ones that don't resist it are dead quickly anyway, so you wouldn't get much mileage out of it there either.