StratoNexus

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  1. I climbed to the top of the TV reactor with sprint and hurdle when I was around level 25.

    Quote:
    Originally Posted by New Dawn View Post
    Ah what you've determined from that post and what is in actuality are two different things. I am merely pointing out that when I talk about powersets, I talk from play experience, not just Mids, not just CoD and come up with ideas on changes.
    That is what I said you said. So, what I determined from your post is exactly what you intended.
  2. Quote:
    Originally Posted by Big_Soto View Post
    Will we be able to slot the new KB to KD set into APP or PPP? I really like to be able to pick up Energy Torrent in the Energy Mastery APP.
    On the one hand, you will be sad to learn that Energy Mastery Energy Torrent has been KD for years and you could have been using it all this time. On the other hand, now you know and can use it freely!
  3. Quote:
    Originally Posted by Johnny_Butane View Post
    It's also not a role that has anything to do with superheroes. You're unlikely to find the world "aggro" in any issue of JLA, Avengers, X-Men or Spider-Man. The trinity, pulling, tank and spank, has absolutely nothing to to with this genre. Super hero fights do not generally work like that. There was NO dedicated low damage tank or healer in the big climax fight in the Avengers movie that everyone though was so cool. The conventions of the super hero genre should not be throw out because copying some silly and primitive model of combat from a dungeon crawler was the thing to do 8+ years ago.
    Tankers are not knights so weighed down with their shiny attention grabbing plate armor that they can't swing their sword properly.
    Tanks are not some D&D concept in the sense that MMO tanks are. This is not some fantasy concept that does not translate into comics. I played table top RPGs for years and I had never heard the term tank or tanking until I started playing CoH. Tanking may have come into play with fantasy based computer role-playing games, but it is a computer role-playing game role, not an archetypical fantasy role.

    Comics use tanking all the time. Iron Man leads enemies to other Avengers (herding to other teammates (or into some other trap) is often seen in comics, Spiderman frequently herds people into a web as one example). Characters setup distractions. Big tough guys will hold off some enemy or large group of enemies while the plan comes together. That last one happens in comics all the time and is the essence of tanking. Tough guy can't beat the enemy alone, but can stand toe to toe with it for awhile giving allies time to enact the plan that will allow for victory.

    Sure, for gameplay some of these scenarios are simplified, but to say they do not exist in comics is wrong.

    It is true that most tough guys can deal out lots of damage. It is also true that often the tougher one is in comics, the more damage they can deal. That said, some of the most destructive people in comics are not the toughest. Gameplay at some point will conflict with story, and yet I do not often feel weak or ineffectual on any of my tankers (early game I can have some issues due to end problems).
  4. Elven noble Bladedancer. Based loosely on a friend's D&D character.

    Power concepts: master of the sword, spells for personal empowerment: Haste was a favorite as was the ability absorb damage (stoneskin). The character also got near death a lot, but managed to pull through. A few good offensive spells, Fireball, Sand Storm, Chain Lightning. Of course, as an elf there was also the stealth aspect.

    Back in I3 when I made the character, I could never get there. But I could get a fair bit. Katana was a no-brainer, I just preferred its looks over BS. Super Speed allowed for great combat speed. Super Speed + Stealth meant I was a stalker with invisibility that did not go away, I could tactically remove opponents while other enemies were unaware. I could flash past enemies getting in hits while they twirled around trying to figure out what was going on.

    The concept likely would have been better as Invuln, but I already had a Kat/Invuln (plus I had run a mission with a /regen and was intrigued by how strong it seemed). Instant Healing allowed for such rapid recovery of health it could feel like stoneskin, add in DA and Tough and enough damage never hit to make it feel OK, plus the occasional bouncing health bar would give me the feeling of near death but pulling through. So Kat/Regen is how I went. Hasten, Super Speed, and my top tier super power was Whirlwind. Enemies bobbed up and down and while I blurred through them (and watched my blue bar go down).

    Sadly, there were no APPs that could allow for flashy offensive spells that worked for me. Energy Torrent was close, but the other powers to get there didn't work for me.

    Of course, a lot has changed. They changed IH, so I am more clicky now, but I like that better anyway (although it is out of concept, I prefer the gameplay and I only had IH for like a week anyway, as I hit 28 just before the change). They gutted Super Speed in combat and made Whirlwind a sad echo. Stealth suppresses. They made MoG interesting and gave me inherent Hurdle. Happily, with IOs, I was able to recover a good deal of speed (but I wish it were more). Blaze Mastery gave me flashy offensive spells I could love and Judgement gave me my choice of Chain Lightning (Ion) or Sand Storm (Pyronic colored sandy). Reactive gives me the ability to cast Touch spells through the sword. Lore gives me Lightning spells and more self buffs (Storm Radial) and Ageless lets me cast a form of Mass Haste (and I need the end help).

    If the KB to KD proc works in Whirlwind, I may have to drop Lotus Drops and pick Whirlwind back up.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Aquiel: Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Concealment
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Sting of the Wasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/Rchg(5)
    Level 1: Fast Healing -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx(7), Numna-Heal(7), Numna-Regen/Rcvry+(9)
    Level 2: Flashing Steel -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(9), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(11)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Rchg(13)
    Level 6: Stealth -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(15), GftotA-Run+(15)
    Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17), GftotA-Def(19), GftotA-Def/EndRdx(19)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 12: Dull Pain -- RgnTis-Heal/Rchg(A), RgnTis-EndRdx/Rchg(23), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(25)
    Level 14: Kick -- Empty(A)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(25), Heal-I(27)
    Level 18: Reconstruction -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx/Rchg(27), Numna-Heal/Rchg(29), Numna-Heal/EndRdx(29), Numna-Heal/EndRdx/Rchg(31)
    Level 20: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(31)
    Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), TtmC'tng-ResDam/EndRdx(33)
    Level 24: The Lotus Drops -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/Rchg(34)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), KinCrsh-Acc/KB(36), KinCrsh-Rechg/EndRdx(36)
    Level 28: Instant Healing -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx/Rchg(37)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/Rchg(37), LkGmblr-Rchg+(37), GftotA-Run+(39)
    Level 32: Golden Dragonfly -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg(39), Sciroc-Acc/Dmg/EndRdx(40), KinCrsh-Rchg/KB(40), KinCrsh-Rechg/EndRdx(40)
    Level 35: Resilience -- Aegis-ResDam(A), Aegis-ResDam/Rchg(42)
    Level 38: Moment of Glory -- Aegis-ResDam/Rchg(A), Aegis-EndRdx/Rchg(42), GftotA-Def/Rchg(42), GftotA-Run+(43)
    Level 41: Ring of Fire -- Mael'Fry-Acc/Dmg(A), Mael'Fry-Dmg/EndRdx(43), Thundr-Acc/Dmg/EndRdx(43)
    Level 44: Fire Blast -- Mael'Fry-Acc/Dmg(A), Mael'Fry-Dmg/EndRdx(45), Thundr-Acc/Dmg/EndRdx(45)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Dam%(50)
    Level 49: Combat Jumping -- GftotA-Run+(A), Ksmt-ToHit+(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-RunSpd(A), Clrty-Stlth(45), QckFt-EndRdx/RunSpd(46)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A), Run-I(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- RgnTis-Heal/Rchg(A), RgnTis-Regen+(46)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
    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 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Musculature Radial Paragon
    Level 50: Pyronic Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Ageless Partial Core Invocation
    Level 50: Storm Elemental Radial Superior Ally
    ------------
  5. Quote:
    Originally Posted by Biospark View Post
    And what do I do with an Empath that has billions of influence invested, hundreds of hours and memories played. Do I always get to be that "side-kick" or will I ever experience what it is like to be a team unto himself, a "Cosmic Avenger" ?
    I never thought of Merlin as Arthur's sidekick. Empathy defenders make gods. It stands to reason that those that create gods are at least as powerful as those they create. Sure they lack offensive punch themselves, but they have massive mitigation capabilities.

    Heck, I want defenders improved too, but I never feel like a sidekick on any of the ones I play (of course, I find managing buffs to be as fun as managing blasts and managing aggro).
  6. I once ended up in Fulmens signature for a bit for completing the RWZ challenge on my blaster, before I13 and the defense IO changes.

    Quote:
    Originally Posted by Nihilii View Post
    All I'm reading in this post is him saying he has experience playing many characters. How is that bragging?
    Allow me to elucidate.
    "I play every powerset ingame, some more than once, make no mistake"
    which makes me very knowledgeable and experienced and I know more than others thus,
    "I am very intolerant of someone not grasping the full scope of a powerset"
    like I do.

    The post was made to extol their own virtues (I leave the shamelessly for you to determine) in order to demonstrate why they were right and others were wrong. There was no other reason to boast about their breadth of experience. I have no problem with boasting, by the way. I like loud-mouthed braggarts, but they better be right more often than not and they should not be condescending (too much or too often, sometimes it's OK). And they should not be hypocritical, that really annoys me.
  7. Quote:
    Originally Posted by Tyger42 View Post
    The problem most people are seeing is that there's no need for that role.
    There is no need for any role outside of trials and even in trials good players can obviate the need for roles. One can argue the need for aggro management, but just like good buffs and debuffs, good aggro management makes things easier and faster.

    The only role I have ever seen as truly unneeded was damage because everybody does damage.

    Also, even in heavy buff/debuff environments I think the role of aggro management and positioning is useful. Not vital, but but still useful.
  8. Quote:
    Originally Posted by Zyphoid View Post
    I call BS on that one. Not BS that he said it, because I saw him say the same several times. I say BS because we BEGGED for the cone in KM to be changed to KD in Kinetic Melee and he flat refused and balance was his whole argument. Because of this, the power sucks and I rarely see a KM build that has it.
    I am a little confused. He didn't want to change the power from KB to KD because it would have gone from a neutral (with multiple applications) to a benefit (with slightly fewer applications) and you don't see how that is a balance issue? He didn't want to make the power "stronger" overall, but less situationally effective.
  9. Quote:
    Originally Posted by Aura_Familia View Post
    I thought this thread was about Tankers?
    Nope. It is about naked bear wrestling.

    Quote:
    Originally Posted by Johnny_Butane View Post
    I'm willing to wager their actual survivability isn't truly 75% that of Tankers, that across the board they don't faceplant 1.33 times more often than a Tanker does for all content in the game.
    That is an interesting thought. I cannot know the exact ratio, but I would say that I see scrappers faceplant far more often than tankers. Also, the tanker HP advantage over scrappers is enormous. When you argue about brutes vs. tankers you are on much firmer ground, although I'd still be cautious of sinkholes. Scrappers are noticeably squishier than tankers therefore they should deal noticeably more damage.
  10. Quote:
    Originally Posted by MajorDecoy View Post
    This one is very clever, I quite like it.
    Indeed. I very much like the idea of a quick escape (or charge) power.
  11. Quote:
    Originally Posted by Johnny_Butane View Post
    That's why I said that if Tankers don't get their damage cap raised
    Re-examining all the damage caps (as well as other caps possibly) for all the ATs could be in-line, considering the new levels of incarnate goodness coming. Not a lot of point to some of the incarnate buffing if the caps hold back too often (not that I think we are there yet, even with Hybrid, but we are getting close now).

    Quote:
    Originally Posted by Johnny_Butane View Post
    Lets' assign an arbitrary "survivability" number to a fictitious defensive set: Carp Armor.

    Carp Armor gives 100 units of survivability on a Tanker, and 75 on a Scrapper.

    Follow?

    Now, lets introduce Carp Melee. Carp Melee has a lot of disorient adds an additional 50 survivability units to both a Scrapper and Tanker.

    The Tanker's total survivability, combining both what they get from their primary and secondary power sets would be 150 (100+50). The Scrappers total would be 125 (75+50).

    125 is not 75% of 150.
    Except, and this is important, offensive mitigation doesn't simply add to survivability, it often multiplies it. This principle applies across all armor sets to varying degrees, but it does apply to all of them. Attack sets with solid control will do more for tankers than they would do for a scrapper (assuming both ATs are to the point where they need mitigation from their attack set).
  12. Quote:
    Originally Posted by Reppu View Post
    OH, and keep in mind; Double your Regen due to superior Drain Psyche ontop of the superior HP.
    It should be noted that the dominator will only have 40 more HPs (while Hoarfrost is active and it can't be made perma, so it will have downtime during which the blaster will have more HPs (likely a fair amount more)) and the regen cap means the dom will only exceed the blaster by ~300% regen saturated.
    While Hoarfrost is active:
    10 targets for DP: 133.9 hp/s for the dom vs. 112.2 hp/sec for the blaster. Not an insignificant difference, but also not nearly as large as you try to make it out.

    Even at lower saturation points, say 5 targets the difference is not huge: 79.97 hp/sec for the dom vs. 63.14 hp/sec.
  13. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Also it is worth mentioning that the primary use for my Clarion is status protection but it also grants me +secondary effects, including a period of +defense.
    What do you during the 30 second downtime? When fighting Malta or Carnies at +4 / x8? I have been waiting for your video of you fighting Malta at +4 / x8 but your YouTube page only has that GM fight so far.
  14. Quote:
    Originally Posted by New Dawn View Post
    "He does not boast about his ability, or shamelessly extol his own virtues." -
    Sima Qian
    It's a sad dog that doesn't wag its own tail.

    Just me, baby. Just me.

    Oh man.
  15. Quote:
    Originally Posted by Johnny_Butane View Post
    As for tanking itself, I certainly don't mind tanking and filling that role for a team. What I DO mind is that unlike Brutes who also tank, that's ALL I can do and I'm punished for doing it with crap damage.
    Be straight with me. Do you honestly believe tankers do crap damage?

    Crap damage. Not less than scrappers and brutes. Crap damage.
  16. Quote:
    Originally Posted by EvilGeko View Post
    It is readily apparent that KB is worse than KD. I'm not railing against KB, I'm railing against sets having been saddled with a 'benefit' that is nothing of the sort.
    It is readily apparent that immob is worse than hold. That doesn't mean immob is not sometimes beneficial and it doesn't mean all immobs should be holds instead.
  17. StratoNexus

    -Resistance

    Quote:
    Originally Posted by Tater Todd View Post
    Could someone explain this to me again? I think it was explained to me in 09' or 10' but back then I was pretty DERP when it came to understanding debuffs of any kind.
    The joy is, -resistance always improves your damage by the same percentage, no matter the target.

    If you have a 100 damage attack and the target has no resistance but -20% resistance debuff, you deal 1.2 times the damage or 120 damage.

    If you have a 100 damage attack and the target has 50% resistance but -20% resistance debuff, you deal 1.2 times the damage you would have dealt. Normally you would do 50 damage, with the debuff you do 60 damage. This is because the enemy uses their resistance to resist the resistance debuff. So the 20% debuff is reduce by 50% to 10%, thus lowering their resistance to 40%.

    If you have a 100 damage attack and the target has 80% resistance but -20% resistance debuff, you deal 1.2 times the damage you would have dealt. Normally you would do 20 damage, with the debuff you do 24 damage. This is because the enemy uses their resistance to resist the resistance debuff. So the 20% debuff is reduce by 80% to 4%, thus lowering their resistance to 76%.
  18. Quote:
    Originally Posted by viper_kinji View Post
    Ageless is a godsend for quite a few defensive sets due to their average DDR values. The fact that it helps again end drain (present in more than average quantity in Incarnate content) strengthens its case for one of the better Destiny powers for defense oriented toons, imo.
    I have to admit, I am glad to hear that Ageless works so well against Defense debuffs as well when compared to Barrier. I had trouble with my endurance in Lambda trials thanks to all the recovery debuffs, which was the primary thing that pushed me away from Barrier to Ageless. I have often wondered whether losing out on the +resists was worth it (I haven't had any issues with Ageless, but wondered if Barrier could help prevent some of those rare spike damages better). It seems it is very much worth it.
  19. I am a big fan of Nerve on my WP. Defense and Taunt were very nice and I built around the lower Accuracy since Nerve would make up for so much.

    Outside of Sm/Le the extra resists from Resilient are not much and SoW will cap your SM/LE without it anyway. The extra stun duration could be nice for StJ though.

    Agility has the the Recharge/Defense combo, which is nice. WP doesn't get anything from Recharge, but the attack set may like it. +End Mod is OK, but WP usually doesn't have end issues, so it may not be needed.

    I don't think I'd go Vigor. WP seeks other mitigation to stack with its already high regen, a tiny bit more regen is much less useful and if the Accuracy is desired, Nerve is a better choice all around I think.
  20. Quote:
    Originally Posted by Sulfur_Tios_EU View Post
    The attack chain would be Energy punch-> Bone Smasher -> Energy Punch -> AS, which leaves the animation heavy Energy Transfer and Total focus out of the loop.

    My main consern is end usage. With the new stalkers changes I can really feel the end usage on this toon, even though he is not particulary toggle heavy. The insane recharge, I am afraid, will only make it worse
    While ET has a long animation, its damage is so high, it is still your best single target DPA. I'd recommend using it, although I can understand the desire not to be animation locked on a regen. I haven't played my EM/Regen since the stalker buffs, but I would think the extra HPs would mitigate a lot of that issue now (especially using Shadow Meld).

    My EM/Regen burns end very fast as well (although my build is not nearly as good as yours). It is likely to be an issue. However, since you took Ageless Core, I think you will manage fine as long as you pay attention and use your destiny. Recovery debuffs will be painful, I recommend monitoring your recovery so you can be more cautious when it gets flat-lined.
  21. Quote:
    Originally Posted by Caulderone View Post
    It's phenomenal how being able to basically wipe off debuffs with a click can help. Even at it's lowest values in the second minute, it's still awesome.
    It is nice when my defense is lowered to single digits or even on those very rare occasions pushed negative, in one click I am back to near full def and it stops the cascade failure cold. But I always presumed Barrier could basically have the same effect?

    Of course, my build also rides a much closer line on endurance whereas the OP's build is flush with end, so Ageless has additional appeal to me.
  22. This was one of the funnest times I have had in game.
    The Charlie's Angels pose, the FF Def successfully getting caught in the air mid-leap for the cutscene, ignoring everything except the green and yellow towers and Recluse, a good shot of Rise of the Phoenix. So silly, but thoroughly enjoyable.
  23. Quote:
    Originally Posted by _Toxa_ View Post
    So I guess the lesson to take away from this is that my problem isn't set bonuses, it's WP itself. It just isn't up for the task in a post-incarnate world.. =( Well, at least not without Darkest Night.
    Are you level shifted? My WP/Mace tanker has no trouble in DA (and looks like it has slightly lower mitigation than your build). I have to herd two or three groups together and not use SoW and inspires in order to get killed. BP, Knives, Talons. None of them pose much threat in a single spawn. I do have and use Ageless, which helps a ton vs. the end drain and debuffs though. Just trying to figure out the differences in our perceptions.
  24. I really like Kin/Elec. Unless you choose Fire, Ice, or Psi the loss of a tier 3 blast is not very meaningful, since the other tier 3s have longer animation times. Since you will be switching between Kinetics and blasts frequently, Lightning Bolt, Charged Bolts, and Ball Lightning are not any worse a chain than most other sets can muster. Short Circuit hurts the damage output, but allows you to lock whole spawns down. For both defenders and corruptors, many enemies will live long enough for the end drain to be meaningful.

    If you can handle the resummon, Voltaic Sentinel is a good power (but very annoying to use, IMO).

    Rad is a nice set, but I prefer the control Electric brings plus I like getting the AoEs early. Fire is great damage, but I prefer the control Electric brings. Sonic is always good, especially on a defender, but I prefer the AoEs of Electric for Kin.

    I prefer the defender; getting Transference at 26 instead of 35 matters to me on top of the better values you can get from personal shields. That said, scourge is a very strong ability vs. the hard targets and the defender damage buff from Vigilance is decent early, but post Fulcrum Shift it will be much less useful and the higher base damage of a corruptor will be much more useful.

    Neither AT has the fastest kill speed in the game (the slowest as a matter of fact, although Kin helps).

    I do not know if you like to turn your difficulty up or play at base, but you should be able to use the following two videos as a reference. Smaller spawns would be easier to manage and go faster.

    Level 26 with mostly level 15 Common IOs

    Level 50 Incarnate, IO defense build
  25. Quote:
    Originally Posted by TwoHeadedBoy View Post
    :| Shut up. You rule at this game. I bet your Fire/Ment can do all of the same stuff my Arch/Ment can.
    I really do rarely build "well", at least for solo play.
    Plus my Fire/Mental went into the, "Yeah, maybe someday bin" shortly after I hit 50. Someday has not yet come. Heh, I still have old fitness.

    I took Nerve on my Kat/Invuln/Power so I could have more taunt.

    I built my Kat/Regen/Blaze for run speed, because she needs to go fast.

    My primary blaster is a melee centric build with resistance, +HPs, and +regen. Her true strength comes from having so many defender (and tanker) friends.

    My Emp/Elec/Power is built for +damage and I took Musculature so I could be even more damaging (on an Emp/Elec, yeah, building for my strengths ), the Barrier with 2x res instead of the one with perma buffs, and I shamefully (and I mean it really hurts me, but I do it anyway) buff my Vicki with AB and Fort when she is out, and I have a tier 4 Gravitic because I was hoping the recovery debuffs would help me keep harder targets drained easier (it doesn't seem to do anything). So I pretty much built my Emp/Elec for mediocrity (despite having all of my primary and using it constantly when teamed, I built to be OK for solo on +1 (well +2 now since the level shift) / x3 to 5) and have a measly 1217 HPs, no resistances, and just ~8% defense.

    That isn't to say I don't have a few more solid builds, but generally, mediocrity holds sway. I shoot for +1 / x5 not +4 / x8 (and I don't even always make it to that).