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Posts
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Quote:If you move the steadfast to Permafrost and take the extra slot from Permafrost and put it in Hoarfrost you would be able to get even more recharge into it. FYI the DW slotting I mentioned earlier gives like ~92% enhancement to healing and recharge and you get 5% global recharge as a bonus.Yeah, GIS is no good. I used to have it way back when, but then I read a guide here on this forum ("Guide to Offensive Ice Melee" or something to that effect, probably still on the board somewhere) that confirmed with number-crunching what I had always suspected based on experience: GIS is largely worthless. So I respec'd out of it long ago and haven't missed it.
I picked up Hover and Stealth when they made the fitness pool inherent a while back. I didn't have the slots to justify taking any powers that needed more than one slot, so I just took some one-slot wonders (Hover, Stealth, and Hibernate) to replace Hurdle/Health/Stamina. I actually use Stealth for more than just muling LotG, but I suppose Hover could be replaced with one-slotted Hasten. Every once in a while Hover is useful to get to places I can't quite reach with Super Jump alone, e.g. in the Shadow Shard, but I suppose that's what Raptor Packs are for, heh. Hasten would doubtless turn out to be way more useful now that I think about it.
I will probably also take the suggestion to move Steadfast Protection to Permafrost so I can get more recharge in Hoarfrost. Undecided whether to put just a plain recharge IO there or the Numina's Heal/Rchg/End. Hmm.
Some good ideas, thanks all.
An interesting thing I found is the Call of the Sandman proc (chance to heal). It has proved quite useful while slotted into FA. It's completely unreliable, but it is a 95hp heal (for me) and it can proc multiple times (I've seen 5 in one go, for 475hp heal). Just a minor, but interesting thing you can do with Ice Melee. -
Using Obliteration in Icicles is bad because of Oblit's lack of endredux. Your other toggles are a bit light on endredux, as well. You have the right idea for the build though. Softcap defense, then hp/regen/recharge.
Do you have a budget for the build or things you want to avoid, such as using Purples or PvP IOs? Are you locked in to using Arctic Mastery? Soul Mastery is highly recommended because of stacking the -dmg from Darkest Night with CE.
Squeezing Permafrost into the build will do two things for you: 1) free spot for a steadfast +3% def. 2) makes you 100% resistant to slow and -rech effects when you use EA. While it is the most skippable power, I still recommend it for those two reasons.
I'll try to remember to work on the build some more later tonight as I'm about to go to sleep. In the mean time, you can find my Ice/Ice/Soul build in one of the other threads in this forum - on the first page, too. -
Quote:WM/EA will be stronger and prettier than ever!http://boards.cityofheroes.com/showthread.php?t=265045
I wonder if the beefed up EA will make a WM/EA, high-tech mace wielding toon worthwhile? I'm sorta out of scrapper secondaries to roll anyway.
Axe is a cool addition too, but I like Mace a bit more for the better cones. Sorta disappointed at the lack of Ice Melee & SS (not that I expect scrappers to ever get SS). -
About time they made Energy Drain like EA from Ice Armor.
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Quote:I would change ToE: Acc/Heal to Acc/Heal/End and the ToE: Heal/Rech to either TotN: Acc/Heal/End or a heal/end/rech IO from Doctored wounds. This will cut Dark Regen's end cost to ~17 end compared to the 20 end it was costing with your posted slotting. This also gets rid of that ignored 1.8end bonus you had.Just been playing on my tank and noticed I had changed a few things around since I last worked on the build, (steath slot still there mind lol) so here is my current build, still have not got round to buying the Glad proc but not sure if I need it now.
I personally would have just shot for 32.5-33% defense to the different types and got some other bonuses like +hp or some more recharge, or perhaps some more acc in your attacks. Even if your defense were, say, 42-43% you'll still feel like your softcapped. I speak from experience with my arch/dev blaster that has 43% range defense and rarely gets hit.
Just a suggestion if you feel like you need to enhance your attacks a little bit more and needed the slots.
I think someone suggested earlier about getting OG sooner and I will have to agree with this, too. Getting it and using it to stack with Fault will be great mitigation for those times you exemplar. -
Quote:To be perfectly blunt, your post was unnecessary to begin with, let alone needing to redirect it at LSK as he also did nothing wrong or offensive. He was merely stating that he stealthed missions in the same manner I did.No need to get your back up.
It just seemed to me that three separate posts telling the OP why he shouldn't have/didn't need something as innocuous as a Stealth IO bordered on nagging.
Though granted, two of the three posts were not from you so perhaps I should have addressed my post to LSK instead.
At no point did either of us tell the OP that he should remove his stealth IO or anything of the sort. It was a simple statement explaining an alternative method to achieve the goal the OP set out for with a stealth IO. I even stated in the original post that it was not my intention to say the OP was in the wrong or to tell him how to do this or that. It was a post about stealthing in general. Nothing more. Nothing less. -
Quote:GIS is generally considered the crap power of the set due to low dps and dpa based on recharge and activation times, I believe.At a glance, do you really need all those LoTG +Recharges? You've not taken Hasten or really gone for other +Recharge sets, so all you're really doing is taking powers you don't really need (Hover, Stealth) as LoTG mules that you're not getting much benefit from. In fact, just taking Hasten would very nearly replace all the LoTGs you're slotting.
Put some more recharge in Hoarfrost if you can, the more often it's up the better and you're well short of the ED cap as it stands.
/Ice secondary isn't really my strong point, but is there a particular reason you haven't taken GIS? -
Hoarfrost is underslotted for recharge. I typically use 5 Doctored Wounds - all except the heal/end/rech piece. The Steadfast +3% Def can go into Permafrost and you could reasonably get by without the extra resist IO in it, too. I do like how you slotted Frost (it's what I use). The main thing I dislike is the amount of set bonuses you had to use to softcap s/l defense. Adding Weave to your build may cost 3 power picks, but the defense you get from it will save you those bonuses you could use towards something else like hp, regen, or recharge.
You can softcap s/l/e/n defense fairly easily on Ice Armor. Here's my Ice/Ice/Soul's current build to show you how I went about it.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Rchg(7), Dct'dW-Heal(11), Dct'dW-Heal/EndRdx(34)
Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 2: Ice Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Dmg/EndRdx(21)
Level 4: Frost -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(9), Posi-Dam%(21), Mocking-Taunt/Rchg/Rng(46)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Boxing -- Acc-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34), Ksmt-ToHit+(40)
Level 12: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(13), LkGmblr-Def/EndRdx/Rchg(33)
Level 14: Chilling Embrace -- EndRdx-I(A), Taunt-I(15)
Level 16: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(17), C'ngBlow-Acc/Dmg(17), M'Strk-Acc/Dmg/EndRdx(31), FotG-ResDeb%(37)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(19), LkGmblr-Def/EndRdx/Rchg(33)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(34)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(33)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(27), P'Shift-End%(31), P'Shift-EndMod/Rchg(37), P'Shift-EndMod(46)
Level 28: Freezing Touch -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), Dmg-I(40), Dmg-I(43)
Level 30: Taunt -- Range-I(A)
Level 32: Hibernate -- Heal-I(A)
Level 35: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(36), AdjTgt-Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(37)
Level 38: Frozen Aura -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Dmg(40), CSndmn-Heal%(46)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Build%(42), Decim-Dmg/EndRdx(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Slow%(45)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(43), RgnTis-Regen+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
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Quote:I never implied that he thought it was a necessity and I wasn't challenging his gameplay decisions. I was merely stating that "stealthing" through a mission can be done without "stealth" when you have high defense.He never said he thought it was a necessity, he said that was how he liked to play. I have a stealth proc on all my tanks too; sometime I use it and sometimes I use "tanker stealth".
Not all personal play decisions need to be challenged if they don't match yours--especially something like this that won't hurt his effectivenes in any way.
Not all generalized comments need to be bashed based on assumptions and taking said comments out of context. My apologies to the OP if he felt offended by my post, however, as that was never my intention. -
Quote:It's not that it is useless. It's that if there is a power you 'need' in your build and have problems getting it in there, Frostwork is skippable for that end. I have it on my cold/rad and I'm able to keep it on at least 3 people full time.Personally I think that this is a really cool power but I think I remember reading somewhere that people regarded it as useless? Does anyone besides me use this? And if so, who do you use it on?
I typically try to use it on either the main tank and then usually a squishie. Sometimes the squishie takes priority if the tank is perfectly fine on their own.
I use it on whoever has a habit for getting aggro, whether it be a tank or a blaster. Pets are also a good target - it can make those vet. reward buffing pets able to take a hit, for a change. -
Here's the build you posted, Ghost_Ripper, tweaked a bit based on my km/reg's build. I kept all your power picks the same except in the 40-50 range and just redid slots/enhancements.
As to your specific questions about Incarnate slots:
Alpha: Agree with others for Spiritual - go radial if you want to squeeze out a little more tohit from Tactics. Otherwise stick with Core.
Interface: To taste, but if your goal is DPS, then go Reactive Radial.
Judgement: To taste.
Lore: To taste.
Destiny: Either Barrier to cycle with Shadow Meld and MoG or Rebirth to use while IH is recharging (or use before any of your other clickies).
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This is what I'm currently shooting for on my KM/REG. She is currently level 40, so this is more of a long term goal for a build. Has 33% s/l defense and 63.75% global recharge. Pretty sure you could obtain the defense and maybe better recharge with your DB/REG.
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Quote:With softcapped defense you don't need stealth. Just turn off your auras and haul butt. Do it with my Ice tank all the time. You'll maybe get hit a small handful of times from weak ranged attacks.Should say stealth Procs are just the way I play as I like to be able to ghost on all my toons even tanks if the mish needs it.
Not saying you're wrong or anything. Just saying it's not really a necessity to have stealth with high defense - especially on melee ATs. If you're going after glowies I can see the procs' use, though.
That said, it is more fun with run with your auras on lol. -
Quote:Drain Psyche lasts 30 seconds and can be made perma (see my build on the first page of the thread). Also, it doesn't require endmod slotting unless there's some foe out there with buffed recovery I don't know about. /Psi also has -recharge mixed in, so even if a mob has a enough end to consistently use their weak attacks, they won't be able to use them as often.My goal with my Elec/Earth Dom is to drain an AV dry and keep him/her dry but I failed. I took power boost and Mu mastery. I have to find a balance between survival (since I am all melee) and draining but I just can't find that balance yet. My build isn't perma-dom yet because I had to get all kinds of +defense.
For regular mobs, Electricity control itself is good enough to sapp and it works even faster if you put some +end recovery, but power boost works wonderful when you want to sapp a Boss dry in the first few seconds. I think with Power Boost and Energy Drain from Mu Mastery, you can drain an even boss dry in one go. If it's +2 level or higher, you can follow up with Jolting or single confuse.
The problem isn't draining to zero. The problem is KEEPING it zero. I could drain AVs pretty low but as long as there is any recovery, they can use an attack (which may kill you).
I think eventually, Elec/Elec is the best choice for AV-drainer because electricity attacks can proc for "no recovery" for several seconds. Between elec control powers and elec attacks, you can eventually stop endurance recovery for a long time and then eventually drain an AV dry and keep him dry.
Elec/Psionic actually sounds quite cool. I didn't think about Drained Psyche. I went with /Earth because of the aura and the fact that Earth has 3 melee, 1 pbaoe and 1 short target aoe. Everything is just so... melee. -
For the debate between s/l and range defense on a /kin I will have to say go for range if you're going be teaming and s/l if you solo more. Reason being that you only have to get into melee just long enough to get saturated with FS. Then you can back off to the edge of Transfusion's radius, which is outside melee, and attack from there and still buff yourself and your team.
Getting s/l defense is indeed much easier to accomplish and you can do so with a lot more recharge than you can get with a range defense build. However, a range defense/hover build is going to be overall safer because you're also protecting yourself from attacks that can mez you, which are mostly ranged attacks. Any melee/aoe attacks that have a mez should rarely hit you if you keep your distance, too. -
Quote:The iTrials have higher amounts of energy damage and the ranged attacks are usually pure energy - so no smash/lethal component to them. There's still plenty of s/l, but it is mostly in melee form.Instead of S/L defense, can someone post a build that has high ranged defense? Seems like in the Incarnate trials there's a whole lot less S/L damage. Or is my impression wrong?
Here's a high range+hover build. It is and it isn't softcapped. By that I mean that while you're running around not attacking or getting hit, you'll be at 45% range defense, but once Stealth gets suppressed you'll drop down to about 42%.
That said, I have an Arch/Dev blaster that is built just like this with the range defense+hover @ 42-43% defense and he does fine, even on the iTrials with just 1 level shift from the Alpha slot. I should note that this build does not have Hasten. My blaster doesn't, either, but I was able to get more recharge into his build than this one (mainly because /kin isn't very beneficial for set bonuses). You could also sacrifice a couple slots and 6 slot siphon speed with a slow set to officially softcap the build, but the slow set lacks decent recharge, which siphon speed desperately craves.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Concealment
Villain Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(40)
Level 1: Transfusion -- Theft-Acc/EndRdx/Rchg(A), Theft-Acc/EndRdx/Heal(11), Theft-Heal(17), Nictus-Acc/EndRdx/Rchg(43), Nictus-Heal/HP/Regen/Rchg(45)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dmg/EndRdx(25), Posi-Dam%(34)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/EndRdx(21), Posi-Dam%(34), RechRdx-I(46)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(23), Posi-Dam%(37)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(15), RechRdx-I(31)
Level 12: Aim -- GSFC-Build%(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-ToHit(50)
Level 14: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(15)
Level 16: Boxing -- Acc-I(A)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(40)
Level 20: Speed Boost -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(42), HO:Enzym(50)
Level 24: Tactics -- HO:Cyto(A), HO:Cyto(25)
Level 26: Blazing Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(40)
Level 28: Inertial Reduction -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(31)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Inferno -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Dmg(33)
Level 35: Transference -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Rchg(36), P'Shift-EndMod/Acc(36), P'Shift-EndMod/Rchg(36)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42), HO:Enzym(48)
Level 44: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(13), Numna-Heal/EndRdx(43), Numna-EndRdx/Rchg(46), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(13)
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Quote:You're absolutely right. I understand the concepts behind slotting Invulnerability, but in practice, well, I need more practice. Thanks for picking up on that. Eventually I'll get the hang of all the sets lolInfini, your build isn't bad, but some slotting makes no sense to me. Why add additional accuracy slots to the KC sets when you could add a sixth slot that gives you a bonus? Better yet, why not get the Kismet +Acc and skip the extra accuracy all together?
Why underslot Tough Hide so ridiculously--it has the same def value as Weave after all--and then get Maneuvers to cover the hole? As a rule, I wouldn't recommend Maneuvers to an Invul tank at all unless they were going to skip Weave altogther. That's a power slot that can be better used for something else. -
Quote:Indeed, but at least it's just one that I can shoot for instead of a whole set's worth. Just as I'm slowly working towards the -res pvp IO for my Ice tank, lol.Looks solid, but the PvP IO kind of spoils the whole "cheap build" thing you were aiming for.
Even without the PVP +3% defense, I'm still looking at ~42% defense, which is effectively softcapped, IMO, or so it feels. I know that much from experience on my arch/dev blaster that rides on 42-43% range defense.
So definitely wouldn't be in a rush to get the PVP IO. Anyway, thanks for the help, comments, feedback, and everything else, Auroxis! Now to make a concept that fits! :-) -
Try this. Softcapped S/L/E/N with 1 foe in range of Invincibility.
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Quote:How about this? Elec/Mace with positional defense softcapped with one luck. Kept Power Surge for scenarios with lots of exotic damage (namely the sewer run in Apex - Toxic). Also has 132.5% recharge with hasten running.I can certainly see going for Barrier instead of Rebirth, and then building around Barrier for the Defense and Resistance caps being a more affordable option, albeit less effective overall.
S/L/N/E 32.5% is easier to build for than the positional 32.5%, but it also provides you with less exotic protection.
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Aha! I'm pretty sure it was that you were the one with the build I saw. Thanks, Auroxis! Such a crazy build. Way out of my budget, right now, however. I try to build without purples and PvP IOs, though the random unique or proc isn't too bad.
Building without those two types of sets, would 80%+ s/l resist and 32.5% s/l defense (if positional def isn't achievable) with a decent chunk of recharge for Energize be good? /KM is out along with /DM, /IM, /ElM, and /SS as I try to not use the same powersets multiple times. Energy Melee is out, too, since the change to ET.
Kinda interested in 1 of the 3 weapon sets or Stone Melee. Most of my tanking experience is with an Ice/Ice/Soul tank and I had a WP/FM tank for a while (she got rerolled into my km/reg scrapper). Suggestions?
My main goal with a new tank, whether it's Elec/ or not, is to have a tank that is better suited for the things that my Icer probably shouldn't handle. That said, my Icer has handled at least 90-95% of the game's content very well. I'm also looking ahead at what future content may bring and Elec/ seems best suited for the job.
Side Note: I did something similar to your build with a dark/wm tank. Difference was that instead of positional it was all typed defense it was ~33% defense (s/l/e/n/f/c). -
Say if I were to go about making an elec/ tank and shot for capping s/l resists, would I also want to build for defense or just straight recharge? Curious if defense is necessary (I know it would be great to layer it over the resist) or focusing on getting energize up faster would be enough.
Also, are there any sets that make it easier to build for? i've been looking at /wm or /ba and having to 6 slot laser beam eyes from energy mastery to get that last little bit of resistance (6th slot of Analyze Weakness gives the largest s/l that I could find together).
I know I've seen a build with capped s/l/e resists but I can't remember where or what the secondary was.
Thanks for any/all help! -
Quote:Haha. When I was playing my grav/kin fulltime (my first toon, after all) I was always the first into a spawn. Mainly because I was always the fastest on the team from triple stacked siphon speed. I would try to wait on at least the tank, but they were always too slow. I'd get there, wormhole>CF>FS>Fireball and half the spawn would be dead (this was before the changes to containment were made).No attempt was made for exemplar friendliness. The whole point of Kinetics is to turn you and the players into steamrolling juggernauts. Jump into the pack, wait for a melee (or not, especially if they are timid) and fulcrum -> AoE. If any one else is with you hopefully they follow suit and can partake in the glory of the damage cap.
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Yes. Once I figured out how to add in suppression in Mids, my range softcap arch/dev blaster became 43% range defense. Oddly enough it still plays like it's softcapped so I haven't worried about it.