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Posts
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Quote:You already admitted influence rewards would be slightly better. Satisfaction/pride is a possible benefit, depending on the player. TF runs, of course, cannot be set at -1, so you get the benefit there now.No, really, if we are specifically talking about a person playing this game in a situation where they can increase the level to cancel knockback, what benefit do they get from the +1 boost that isn't already available by lowering the level?
Of course, the need to increase the difficulty past 0 is non-existent since -1s are not KBd. -
Quote:Normally, I am not really for adding taunt to scrapper auras without very good mitigation reasons (I do not think Shield scrappers should have taunt in their aura, tbh). At this point, since the Burn change was supposed to help equal out Fiery Aura's offense relative to other sets (and let's face it, Shield's offensive potential was one of the big impetuses behind that perceived need), perhaps the Shield model should just be followed. Offense as mitigation is one of the theories behind Fiery Aura, after all.The addition of taunt to scrapper blazing aura would make me very happy.
I think at this point, I could easily get behind adding the taunt effect aura to all scrappers (even SR and maybe even Regen). Or, maybe just removing the taunt aura from Shields would be the way to go. OTOH, I am fine with the status quo as well. -
Quote:I remember things the way Sarrate does. They removed the taunt sets because some of the procs were hitting the tanker and had a chance to do it every ten seconds.If so, then why is Lightning Storm still allowed to use ST damage sets? The procs in those occasionally deal damage to the summoner don't they? Of course, I have no stormers myself so I'm basing that only on rumor.
A damage proc in LS hitting the user is the same kind of bug, but only occurs on the cast of the power and not on the pet casting the power (technically it might, but the Lightning Storm taking damage is not really a problem). -
Enemies have always fled from the scrapper version. They would flee from the tanker and brute versions as well, but the taunt overrides their normal AI desire to leave damage patches. Burn no longer has an overriding avoid/fear mechanism. Enemies still are not stupid enough to stand in damages patches unless you make them that stupid somehow. (Although it is worth checking into more, in case I am mistaken).
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Quote:What are you talking about? I have freely admitted that I choose to play the way I choose to play. I am not complaining or whining about what I do not have. I do not have all the best stuff because I have not yet found a need for it and therefore I choose to do other stuff with my time and/or influence. It is all about me and my choices.its about you!...YOU have every resource to do whatever you want including a higher placed build.YOU can make it real easy.YOU choose not to.
but whatever you do dont blame the game...its gotten WAY easier now then its ever been and it proves my point even more so.
That does not mean it is invalid to discuss builds that only require 1 billion or less influence. That does not mean all we should talk about are unlimited influence builds because some small percentage of the player base chooses to play in a way that makes having things easy. -
Quote:Enough to make solid IOs builds? I can. Enough to make that first WP build I posted? I can, but that is still high priced. Enough to make that 2nd WP build I posted? I could, but I'd have to let my other characters linger much more. So my priorities are different than yours which are different than some of my other SG mates which are different from other people.and god knows what else im missing you cant possibly make any influence what so ever?
really?
Can you not understand that? Really? -
Quote:There is no KB problem when you run at +0 for level shifted characters. This a myth, a fabrication, a mistake, a misunderstanding, a lie, an untruth, a bad assumption, an error, etc.On a mixed team of level shifted & non, say running end game TFs, it's not fair for the non-level shifted toons to have to run +1s just so some of your attacks don't do KB. If I'm doing a speed ITF, I have exactly zero motivation to run it at +1, certainly if I'm not already level-shifted. Most teams I've run in the last month are of this sort--doing end game content, esp if they're the WST, with a mixed bag of level shifted & not (or hell, not even 50s yet). They're not all speed-oriented teams, but almost all of them run at +0.
Quick Strike is, so far, the only confirmed power where -1s get knocked back instead of down. I think it should be fixed. Are there any others? -
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Hmm. When I first looked at this thread, slotting the Nerve made the most sense. However, the build I posted might prefer the Spiritual Core. You lose some small bit of defense, but get a big boost on Hasten and can run GC-SD-GC-GD gapless. The build's accuracy loses out fighting +4s, but it is still solid against +3s (and with the level shift, that is all we are going to be facing, at least in the near future). Endurance use may be an issue in longer fights, though we can always attack slower.
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Petrifying Gaze is indeed skippable. I like your build. I'd likely go with 3 Performance Shifters in Stamina (proc, mod, mod/xxx). I'd strongly consider the Musculature Alpha, although the Cardiac is appealing as well.
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Quote:This is NOT true. This very thread has demonstrated this is NOT true. It baffles me that someone would post that non-true statement in this thread where it has been spelled out mutliple times that it is NOT true.B. Yes, KD turns into KB against -1, on most powers. This can be a serious annoyance for melee characters.
KD turns into KB against -2s on most powers against almost all enemies. Almost all -1s still only suffer KD when hit by almost all KD powers. Quick Strike should be fixed to 0.67 KB, IMO, although it is almost a non-issue generally. -
Musculature has several useful effects for a Kat/WP. The End Mod is useful in both QR and Stamina. The defense debuff is helpful in most Katana attacks. The to hit debuff works in RttC (although not very useful, it is still there).
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Yes. Thank you. That has been driving me nuts. I have been trying to remember what I was fighting on my EA brute that gave me fits with Aid Self (I was trying to include it in the post you quoted). When I realized that the Nullifiers sonic field interrupted, on those instances where I got in trouble and I was between Energy Drain recharges, I'd have to jump away to get out of that field (which is likely a doubly good idea if I am getting overwhelmed).
If you do get the time, I'd be curious how that WP build I posted fares with and without SoW in your comparison thingy. -
With WP, you do not need Tactics, especially since you also slot the Rectified Reticle. Heightened Senses already gives you +perception and perception debuff resists.
Here is a sample build, based on yours, kind of expensive though.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Trixi Chalk ASBUILT via Titan 110324: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Hero Profile:
Level 1: Gambler's Cut -- Achilles-ResDeb%(A), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 1: High Pain Tolerance -- Aegis-ResDam/Rchg(A), Aegis-ResDam(7), Aegis-ResDam/EndRdx(9), Numna-Heal/EndRdx(9), Numna-Heal(11), Numna-Heal/Rchg(11)
Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(19)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 8: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), LkGmblr-Rchg+(25)
Level 10: Indomitable Will -- Ksmt-ToHit+(A), LkGmblr-Def(33), LkGmblr-Rchg+(40), LkGmblr-Def/EndRdx(42)
Level 12: Mind Over Body -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(50)
Level 14: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(29), RechRdx-I(31)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(31), Numna-Heal/Rchg(31), DarkWD-ToHitDeb(33), DarkWD-Slow%(33)
Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(36), P'Shift-EndMod/Acc(37)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam(37), RctvArm-ResDam/EndRdx/Rchg(39)
Level 26: Soaring Dragon -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(42), LkGmblr-Def(42)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(43), LkGmblr-Rchg+(43)
Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 35: Hover -- Flight-I(A)
Level 38: Fly -- Winter-ResSlow(A)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(46)
Level 44: Assault -- EndRdx-I(A)
Level 47: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 49: Resurgence -- EndMod-I(A)
Level 50: Nerve Total Radial Revamp
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50), P'Shift-EndMod/Acc(50)
Level 1: Critical Hit
Level 4: Ninja Run
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I'd strongly favor Nerve.
Fly no longer needs Fly speed enhancers slotted, it reaches the cap just turning it on. Hover, OTOH, benefits greatly from Fly Speed enhancers. I'd stick the Winter's Gift in Fly and add the 2nd slot to Hover. That way Hover can be slotted with 2 fly speeds (or 1 fly speed and a LotG +recharge).
I'd consider Maneuvers over Resurgence, although the self rez can be handy (but I do find Resurgence to be a low quality self-rez). -
Oh, Tough is OK, Aid Self is bad? You can use Weave, but Aid Self is right out? Aid Self is mostly just a side conversation, but there is nothing wrong with discussing it in the context of builds made for maximum survivability.
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Not correct. They render it less likely to work. I have gotten Aid Self off on top of triple stacked Caltrops. Many (most?) ticks of DoT will come slow enough that you can get Aid Self off, if you slot for interrupt. That being said, DoT does often hinder the power. Certain toggles will always interuupt it (like the Radioligists).
I assume you actually play an Electric tanker. Could you post a build you play? The builds you have posted so far sacrifice so much and have terrible endurance consumption, I can't believe most people would be happy playing either of them. -
Quote:I frequently use Aid Self on several characters. Most DoT is easily worked around with one or two Interrupt IOs and paying attention. It is especially easy to use on the types of builds we are discussing, where defenses are high. That is not to say that it never fails me, but it is much more reliable than you might think. I have never had a tanker with it, but my EA brute still uses it and I had it on a Kat/Inv for a long time and both of those characters have been in tanking situations more often than not.Aid self doesn't count as really being a tanker heal in terms of a damage reduction power per se; being interruptible, it can be made useless by several situations, DoT attacks being one common situation. A heal counts for survivability when it _will go off (provided you have the end for it), no matter what. Not just if there are no DoT attacks active on you, or no one manages a hit right as you hit your heal.
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Hover benefits from fly speed enhancing. Fly does not, IIRC.
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Nice. You should always set a death challenge, so that way you can see the number of deaths for giggles.
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Well, if you do not like Flamethrower, I can see that. Maybe the following would be better for you.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(29)
Level 2: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 4: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(23), Thundr-Acc/Dmg/Rchg(43)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(9)
Level 10: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(33), C'ngBlow-Acc/Rchg(46), C'ngBlow-Acc/Dmg(48), C'ngBlow-Dmg/EndRdx(48)
Level 12: M30 Grenade -- Acc-I(A)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def(15)
Level 16: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(19), GSFC-ToHit/EndRdx(19), GSFC-Build%(21)
Level 18: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21)
Level 20: Vengeance -- LkGmblr-Rchg+(A)
Level 22: Build Up -- RechRdx-I(A)
Level 24: Boxing -- Acc-I(A)
Level 26: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40)
Level 28: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), P'Shift-EndMod/Rchg(34), P'Shift-Acc/Rchg(34)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(48)
Level 32: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37), RechRdx-I(40)
Level 35: Burn -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), C'ngBlow-Dmg/EndRdx(46), C'ngBlow-Dmg/Rchg(46), C'ngBlow-Acc/Rchg(50)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(39)
Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
Level 44: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(45), RctvArm-EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(45)
Level 47: Bonfire -- RechRdx-I(A)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 50: Spiritual Total Radial Revamp
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Level 1: Brawl -- Acc-I(A)
Level 1: Defiance
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A) -
Not terrible, although not slotting Flamethrower hurts my sensibilities.
Slot Ring of Fire with Thunderstrikes. It gives you better defense and Ring of Fire is your best single target attack.
Do that and you can do fine with your build. I would choose to make some other changes if I would play it. I would allow myself to have lower ranged defense in order to slot Flamethrower and Ignite. I'd drop Combustion and take Slug. Maybe something like the following.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(29)
Level 2: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 4: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(9)
Level 10: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(33), C'ngBlow-Acc/Rchg(46), C'ngBlow-Acc/Dmg(48), C'ngBlow-Dmg/EndRdx(48)
Level 12: M30 Grenade -- Acc-I(A)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def(15)
Level 16: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(19), GSFC-ToHit/EndRdx(19), GSFC-Build%(21)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/EndRdx(50)
Level 20: Vengeance -- LkGmblr-Rchg+(A)
Level 22: Build Up -- RechRdx-I(A)
Level 24: Boxing -- Acc-I(A)
Level 26: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40)
Level 28: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), P'Shift-EndMod/Rchg(34), P'Shift-Acc/Rchg(34)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(48)
Level 32: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37), RechRdx-I(40)
Level 35: Burn -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(39)
Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
Level 44: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(45), RctvArm-EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(45)
Level 47: Bonfire -- RechRdx-I(A)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 50: Spiritual Radial Paragon
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Level 1: Brawl -- Acc-I(A)
Level 1: Defiance
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A) -
Quote:I think it is important to note that the Electric build in this comparison does not have energy drain as mitigation, it lacks Power Sink. That is important also from on offensive standpoint, because that Electric build has bad endurance use while Energize is active, and absurdly unplayable end use for the brief Energize downtimes.And overall, your own Invuln build's survivability is comparable to your Electric's survivability, and while Electric has better long-term survivability and energy drain as a secondary damage mitigation effect, Invuln has better alpha strike resilience - something you yourself originally focused on with mitigation - and better defense debuff resistance to maintain those high defenses.
That Electic build is, IMO, nearly unplayable. -
Quote:Maybe. Here is my current WP/Mace build. It is possible I am utilizing my experience with using SoW to place WP higher in the ranking than I should in a no tier 9 contest, but I do not think so.You do realize the OP is about 'survivability' right? If you're putting WP and Invuln over Elec/Dark in survivability, I am guessing you need to start IO'ing your tanks.
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