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Posts
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Freedom and Virtue have the highest populations. The other servers felt empty to me, when compared to those two.
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If you're willing to farm for a Gladiator's proc, try this:
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Would you like fries with that?
There have been a lot of discussions about Stone Armor builds lately. I even posted my two builds in some. I'm sure if you use the search feature, you can find something. Melee sets are not so different that you can't swap between them, so don't look for /BA.
If you put together a build and want advice on it, you would likely get more help. -
There is no point in running the Steam version. You can download and run the standard version from the CoH web site. Steam should still be able to show updates if you set it up right, if that is why you are running the Steam version.
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Other than the Battle Maiden encounter, where do we see 64% base to-hit on critters? Is that going to continue in I20?
At 20% psi defense, two small purples, or one medium inspiration takes you to the soft cap. That's why I focused on it.
I don't care about the to-hit debuffs on Dark Melee. I chose it purely for Siphon Life. -
Super Strength and Dark Melee would also be good to combine with Fiery Aura. Both have damage boosting powers that can be on permanently (takes a lot of recharge for DM's) and would boost the damage bonus of Fiery Embrace. Rage crashes are the only issue with Super Strength. Dark Melee lacks AoE attacks, so you would have to depend on Burn and your epic pool.
There was a Fire/SS thread recently about soloing ITF. Just be aware that it isn't the only combination capable of doing that. -
These forums are usually quite helpful, but you have to show an effort first. Even if it is a horrible build, people will usually point out where you went wrong or post a completely new one. The only time you get turned away is if you do what you did, and just ask for a build. There are plenty posted on these forums if you use the search feature.
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Quote:Nothing really threatens my Tanker, and I laugh maniacally while saying that. Lord Recluse got me once, before I had experience with his new debuff. I didn't have Rooted on when I pulled and he destroyed my endurance bar before I could react. Psionic damage isn't really a threat. Not many AV's use it.Have you gone up against anything that really threatens your stone tank?
I suppose it is overkill to have that much defense and resistance, but you never know what Incarnate content will bring. Capping my energy resistance made a big difference when fighting Recluse. Taking less than half the damage I did previously is very easy to notice.
Quote:I am trying to create the most survivable tank I can. I´d prefer to do it by using just the one build if possible.
Quote:Any tips for increasing the resistences on my stoner? -
Quote:In my build (what this is based off of) the Miracle set in Rooted put me at the 20% mark for psi defense. It looks like he used mostly the same sets for achieving the same thing with Maneuvers on.I would take the miracle unique out of rooted. It will serve you better in Health. If it is there for the Psi defence, I really wouldnt bother. Unless it tips you over the 32% mark, then at least you could softcap it with a small purple. right now, it really isnt doing much for you.
Quote:I would take a slot out of Heavy Mallet, and put it elsewhere. That way you keep the recharge bonus.The psi resistance it not worth the slot. Same thing with Seismic Smash.
Quote:Teleport is overslotted in my opinion, but if you need it for the speed bonus, I can understand that...
Quote:If you can fit a few more slots in tough, I would slot it with 4 reactive armors for the defence. You can switch out tactics for stone skin, and slot the steadfast unique in that... You will be getting enough accuracy incedentally through set bonus's. and plenty of to hit from focused accuracy. You can also slot the kismit unique in any of your defence powers...
Quote:I would recommend tossing in another slot and putting a force feedback chance to recharge in fault.
Quote:Granite... you might as well turn those 3 resist io's into some sort of frankenslotting to get some bonus out of it. I would actually throw another 4 reactives into it, and switch out the generic def IO.
Quote:I would probably go with Entrophic chaos in Mace blast, to get extra recharge out of 5 slots.
Quote:Web envelope, I would try to get another slot into it, and complete the set for an extra chunk of defence.
Quote:Also, if you are going through the trouble of side switching, I recommend you take a good look at Soul Mastery. Darkest night helps both your defence and resistance, and is a hell of an aggro tool.
Call me biased, but I like my build better. It just seems more efficient. I don't go more than 1% past the soft cap and I hit all my resistance goals at the same time. Stone Melee is nice for knocking down groups of minions, LTs, and bosses, but won't do much against an AV. I wanted the ultimate AV tank, and Dark Melee was the best set for doing that. Maybe Doomslayer's goals are different. -
The attacks taken were fine. Those were the main AoE attacks.
Multi Strike is good for powers that need capped endurance reduction AND when you need the defensive set bonuses. You may as well use something else, like Obliteration with a regular end reduction in the 6th slot for your damage auras.
Consume is over-slotted. You should have 2-4 slots max in that.
Tough is slotted better than Fire Shield, but Fire Shield gives better base bonuses. This should be reversed at least.
The PvP sets in Throw Spines and Fire Ball are useless. Positron's Blast would be much better for the recharge bonus.
Healing Flames should be slotted with 5 Doctored Wounds unless you reach the rule of 5's on 5% recharge bonuses first.
Rise of The Phoenix should not be slotted for healing. I wouldn't even slot it at all.
Melt Armor need something else in it. Are you really slotting for Accuracy bonuses?
If you want a farming build, you need to focus on two things: perma-Hasten and as much mitigation to your chosen damage type as you can afford. Get more global recharge in the build to get perma-Hasten. If you come close with the tier 4 Spiritual Alpha, that's good enough. Focus on FIRE DEFENSE, since you stated that is what you will be farming. In AE, you can customize your critters so they only use pure fire damage attacks. Get at least 32.5% so you can soft cap with a small purple inspiration. I don't think 45% would be worth getting since you would give up a lot of recharge. -
Quote:Going back to the first page, my original point was that building up to 45% defense is the easiest way to make a Scrapper "awesome". Most people don't need to know about the intricacies of the to-hit code. They just need to know that 45% is the magic number and going past it doesn't help in most situations. Do you really think a player who is new to the game will take the time to learn all the math behind everything? That is for min/maxers to do, not brand new players or people who have been gone a while.Which is the problem. Many player do not understand the mechanics behind the golden number of 45% defense. Your statements make it appear as 45% defense means you only get hit 5% of the time against any mob. It's the sort of thing that gets repeated over and over but folks who've never taken the time to read the actual explanations as to how players came to the 45% defense values. Not the sort of statement you wanna make to a player seeking advice.
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You have enough global accuracy bonuses to not put any accuracy in Benumb and still have a 95% chance to hit vs +4's.
Here is my build. It could use the advice mentioned above, but I don't care enough to respec to do it. It features perma Benumb, Heat Loss, and a pet, and enough defense to not feel squishy. My first priority is debuffing, so I make sure to keep Benumb and resistance debuffs on the enemies as much as possible. Benumb is low on accuracy, but if I use Sleet before Benumb, it has a 90% chance to hit vs +4's, assuming no other teammates debuff defenses. I figured the best attack chain for debuffing and swapped in Howl. I posted my math for the best debuff chain here.
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Quote:I'm not missing anything. I was (over?) simplifying it to illustrate that the only defense amount to worry about is 45% defense. I understand the mechanics of accuracy, level differences, attacks with inherent accuracy, and to-hit buffs. The main point I was trying to make is that we can't do anything to our defense to affect mitigation vs. increased accuracy, so ignoring it is acceptable when creating a build.OK, reading this I do wonder if there's something you're missing here.
I responded because you stated implicitly that everything had a 5% chance to hit you once you're at 45% (or higher defense), and that is incorrect. That's only true if they have both a 100% accuracy (total) and a 50% base hit chance, and anything that's not a +0 minion will have more than 100% total accuracy. The 5% number is incorrect without getting into toHit buffs. -
You are correct and I did not include it in my post. However, I did not want to include it because it complicates the math and it is pointless to consider the accuracy bonus granted to critters of higher level or of higher rank. No matter how much defense you add past 45%, you can't affect their chance to hit you, in most cases. Only a few critters have to-hit buffs where the defense past 45% would help, and making your build for those situations is a waste of a build when you can just use buffs or inspirations.
That's debatable. If I have 10 enemies attack me for 100 damage each (1000 damage total) and I only take 100 damage, did I take 10% of the original damage dealt? Does it really matter if that was resistance or defense, even though I didn't specify? Defense follows the law of averages. Even though it can be streaky, the streak-breaker code helps to prevent it from going too far out of the average it should be. -
Quote:This does not discuss the Stone Tanker build that this thread was created for. This is called thread hijacking and you should have created a new thread instead of posting it in someone else's. Since someone else already replied, I will add my bit.i dont think im grasping the concept, so maybe i could bounce what i think i know off you guys and you could correct me as needed, since im fairly frustrated after the ridiculously pathetic display i put on tonight.
wasnt the whole point of the IO Sets to gain the bonuses a set could offer? doesnt only having 1 or 2 of a set make it fairly pointless? arent IOs better bonuses individually, based against the slight though multiple bonuses a single set enhancement can offer? saying that the dmg % on a lvl 50 Dmg IO is greater than the dmg % found on a Dmg/Acc/End Set IO? so id have to slot the power for more enhancements to be placed, but in the end, the % would be higher.
also, given the .... i dont even know what to call it... "hostile takeover" of the auction houses(???) and the ridiculously jacked up prices, isnt it fairly impractical to try getting your mitts on all the IOs listed for these designs, seeings as how you would need several billion infl/infa/praetorean $$(i dont know what theyre called...) just to get even half of the stuff on this list? whereas common IO recipe drops are plentiful, even if all the salvage needed isnt.
im 1) frustrated with the turn of events in-game, everything from the nerfing of my tank:my main toon:my baby, to seeing the prices now listed in the auction house for everything im looking to get, but cant sell any of the crap thats useless to me for more than 1K... 2) confused over the new incarnate system and hearing ppl tell me they think its actually made their toons worse!... and 3) lost over how to rebuild my toons properly, efficiently, cost effectively so that theyll resemble something a little bit less like mud.
i thought i19 was supposed to bring about more solo friendly playing? did i miss something? could use any suggestions you guys have to offer.
Besides frankenslotting, not all IO set bonuses are worth getting. An extra bit of mez resistance is generally worthless to a Tanker. A lot of builds go for regen and recovery bonuses, which frequently come at the 1st or 2nd set bonus. I am not a fan of doing that because it leaves you without more important bonuses, sometimes. A lot of bonuses, like resistance, are not possible to get enough of to make a big difference in most characters. The most important bonuses that people go for are defense and recharge.
Getting into the market is not hard. You just have to sell things. Alignment Merits provide easy access to the second most expensive category of IOs: non-purple, high-demand. For example, Luck of the Gambler: Global Recharge IOs were 150 million last time I checked, and Kinetic Combat IOs were also pushing over 100 million. Alignment Merits can be earned in less than 2 hours per day of farming, and you can start earning them almost as soon as you can get to 25 and sell the expensive ones. A level 50 can't farm them any faster than a level 25, except for maybe less playtime per day. I would call that very casual farming that puts you at an equal standing with everyone else in the market. -
Quote:You have to account for the animation time as well as the recharge because a power doesn't start recharging until after it finishes animating.My current build grants 240HPs−1 if Siphon is continuously spammed (assuming perfect hit rate):
Max health: 2931.368
Siphon heal: 21.72%
Siphon recharge: 2.658
Therefore:
Heal Activation−1: (2931.368/100)*21.72
Activations min−1: 60/2.658
HPs−1: (((2931.368/100)*21.72)*(60/2.658))/60 = 239.5
From your build:
406.98 HP / (2.658s rechg + 2.112s Arcanatime animation) = 85.32 HP/s -
Most people don't post builds for free unless they already have them made. Your best bet is to look at other Regen builds and mimic theirs. Also, look at DM/SD threads to see how people achieve attack chains for DM. The more important slotting is Regen, though. You can almost always replace a melee set for another when it comes to set bonuses, but it rarely works that way for armor sets.
Some goals you may want to consider:
- Smite -> Midnight Grasp -> Smite -> Siphon Life is Dark Melee's top attack chain, but requires a lot of recharge to perform.
- With a lot of recharge, you can cycle Shadow Meld -> Moment of Glory -> Shadow Meld with only a few seconds of vulnerability between the end and beginning of the next cycle. That alone can take care of your defenses and survivability in long, heavy fighting.
- The Alpha slot adds new bonuses to the game that make builds easier to put together, or even make builds possible that weren't before. It may make it possible to perform both of the above goals without extremely expensive purple sets if you use the Tier 4 Spiritual Alpha boost. See Paragon Wiki or the CoH Going Rogue page for details. -
You should not need as many defense sets as you have. With 2 generic defense IOs in Deflection, Battle Agility, Combat Jumping, and Weave, a Steadfast Protection 3% defense, and a Gaussian's set, you will have 44.2% defense. Hitting the soft cap after that is just a matter of slotting Deflection and Battle Agility a little bit more to reach the ED cap. I'm not saying you should put generic IOs in those powers, but you should enhance those to more than 2 generic IOs worth of enhancement value.
Active Defense needs to recharge in 60 seconds or less to double-stack it for the defense debuff resistance. Some people don't like using Membranes in it, but that is the only way to reach the defense debuff resistance cap on Shield Defense Tankers.
Your resistance powers (Tough, Deflection, True Grit) are severely underslotted for resistance bonus. Every bit counts when you are trying to tank tough enemies.
You went for too many regeneration and recovery bonuses. You left too many powers poorly slotted because of your quest for regen and recovery. You will not run out of endurance with Stamina, Physical Perfection, and the two +recovery uniques. Regeneration is difficult to get it to the point where it will really make a difference. Getting 30 HP/s vs only 20 HP/s won't really help in fights where you take real damage, like against Lord Recluse. If you want real healing, pick up Aid Self. That can easily get you 60 HP/s if you don't get interrupted. Siphon Life can easily grant 75HP/s if you would slot it better.
You could easily get perma-Hasten by not slotting for defense. Rely on defense debuff resistance to stay alive instead of a buffer. You could also run the top DPS attack chain for DM with enough recharge bonus.
Edit: Forgot to mention that Phalanx Fighting and Grant Cover should not be slotted with more than mule bonuses. Phalanx Fighting's 5% defense that it grants with no allies nearby is not enhanceable. You should not depend on allies nearby to reach the soft cap. Grant Cover is needed to reach the defense debuff resistance cap, but none of its other qualities affect you. Your team won't likely be relying on you to cap their defenses. -
Temperature Protection is a good mule for 3% defense or knockback protection IOs. It is easy to be capped to fire resistance without it.
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The key to achieving Scrapper "awesomeness" is to reach high levels of mitigation. This can be done through resistance, defense, or healing (regeneration), but it is easiest to perform with defense. At 75% resistance (Scrapper cap) you still take 25% of the damage dealt to you. It is difficult to boost resistance significantly through IO sets. At around 1500% regeneration (approximate for /Regen) you heal about 140 HP/s. Many encounters may do more than this, and spike damage will kill you. At 45% defense, most enemies will only hit you about 5% of the time because their base chance to hit is 50%. This means you only take 10% of the original damage dealt. With only Health and IO sets to enhance regeneration, a Scrapper can easily regenerate 14 HP/s. Multiply that by your defense and it is easy to see how they can mitigate 140 DPS like the Regen mentioned previously.
Any power set can be built to be defensive enough for what you saw. Squeezing in offense through recharge bonuses is the only difficult part, sometimes. That Regeneration Scrapper probably had a fair amount of defense, or used a combination of Moment of Glory and Shadow Meld to reach the defense soft cap.
You don't have to reach 45% to feel invincible. At 32.5% defense, one small purple inspiration can put you at 45%. For most fights, you won't feel the need to use an inspiration. If you have a defense-based set (Shield or Super Reflexes) you should hit the soft cap.
Combining resistance, healing, and defense makes your character much tougher than just getting high levels of defense. Resistance and healing is mostly limited to your secondary set, or Dark Melee's heal: Siphon Life. While a defense-based character is easy to reach the soft cap, a resistance or healing-based character will be much tougher when IOed out.
Invulnerability is a defense-based set when not fighting S/L damage. Dull Pain is a big heal, but the long recharge makes it unreliable for staying alive. Praetorian Clockwork in the Incarnate content make this set's primary strength (capped S/L resistance) insignificant. A lot of people like it for how easy it is at low levels, and how easy it is to reach the soft cap.
Willpower includes defense, moderate resistance, and regeneration that increases when you fight more enemies. It is a great set for low and high level content.
Fiery Aura has decent resistance and a nice heal. Its biggest feature is AoE damage through Burn, and Fiery Embrace enhances that damage in a unique way. With IO sets, it can be a great balance between AoE offense and survivability, but may lack high amounts of recharge.
Shield Defense and Super Reflexes are easy to reach the defense soft cap. Both sets lack a heal, but they can also be made to ignore defense debuffs through defense debuff resistance.
Dark and Electric Armors are resistance-based sets and have resistance to just about everything. They both have nice healing powers. Dark can heal to full health every 20 seconds or so if there are enough enemies in range.
Regeneration is the weakest set in the game until you obtain high amounts of defense. It is difficult to do this without high global recharge (expensive) so you can cycle between Shadow Meld and Moment of Glory. -
There have been a lot of Stone Armor threads lately. I'm sure if you search, you will find a build that I posted that achieves 90% resistance to all but psionic. It does that through the Cardiac Tier 4 Alpha boost, so it isn't very expensive.
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Quote:Enemies still run out of Burn, but that is only based on the AI's code to avoid AoEs like that. I find that slows from Spines powers are good enough to fight with Burn patches on the ground.Just in case you missed the memo, Burn was revamped fairly recently so that it had a large up-front damage spike and no longer causes a fleeing effect for enemies sitting in the flames. Tenebrous Tentacles is a fine power in any case, but Fire Armor users no longer need to use an immobilize power to leverage Burn.
As for the defense itself, can't look around on Mids atm, but there are other means cheaper than Kinetic Combat to crank up the S/L defense to moderate levels. Grabbing some pool powers that boost defense is very handy to lower the cost (Weave, Maneuvers, and Combat Jumping are all nice), but there are some lesser used sets that provide decent values. With Alpha Slots to fill in gaps, you can get away with some unorthodox slotting (like not maxing out an attack for damage) if you have an eye for it, and find some debuff sets that work.
Cost is not a consideration for people seeking to min/max, like me. -
At 32.5% defense, a small purple inspiration can soft cap you. Anything in between 32.5% and 45% is wasted slots. You also have mixes of sets that give S/L and melee defense. It is best to focus on one, because they cover most of the same attacks. I would suggest going for 32.5% S/L and E/N. That will get you enough defense to not be squishy in most content while leaving you with plenty of slots for recharge and other bonuses.
Slotting your defense toggles better would help a lot.
You picked up Hasten but didn't slot it very well. It is not worth taking if you can't get the recharge time reasonably close to being perma with a good build.
I felt like doing it, so I made the build the way I would.
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Looks fine to me.
The Mocking Beratement should be a regular IO since you don't have set bonuses in Taunt.
I hope you meant to put the Force Feeback proc in Foot Stomp.
I posted a build that achieves 90% resistance to all but psionic recently. I don't know if that is your goal, but it does make a big difference. Having enough psionic defense to soft cap with 1-2 small purples is nice. -
Quote:I will review the defense sets in more detail, then. Shield Defense can get 25% F/C/E/N resistance, just like Invulnerability. It would be difficult to reach the HP cap through set bonuses, but I'm sure it can get over 3000 HPs easily. Ice Armor does not get resistance in as many categories, but can reach the HP cap easier than Shield Defense. My point still stands that Invulnerability is comparable to the other defense sets when dealing with non-S/L damage.Invuln is not "just another defense tank". It's another defense tank with capped hit points and 25% resistance to everything. While it's not as nice as 90% S/L resistance, it's far frm negligible.
Also, 25% resistance is not very significant. It won't make or break your power set. If you are only living through encounters with 20% HP left (due to 25% resistance) there is probably more you can do to make your build more survivable.
Quote:And by the way, did you miss the set with strong across-the-board resistances and the ability to build for softcapped defenses along with a self-rez and the biggest heal in the game? Y'know, Dark Armor? Oh, I forgot. That sucks.