Tsuji

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  1. Ah ok, that's cool. I guess without the end drain from DM it might be harder to keep yourself fighting after using dark regen on one target, especially if you have hasten crashes to deal with too. So it's kind of like throttling your damage to make sure you don't run out of gas.

    By the same do you mean similar dps or just that both can solo AVs?

    Also I guess we should have done this through PMs, since we're the only ones left here haha...
  2. I think it'll be a long while before EATs get power customization. Power pool customization would definitely come first, and that's still a long while off.

    Plus the devs might not ever want us changing the appearance from what the npcs use given that EATs are supposed to have the same power source.

    Kinda sucky, but we should be realistic here.
  3. Quote:
    Originally Posted by ClawsandEffect View Post
    I DID use Parry...that's how I softcapped. I did it positionally instead of typed.

    As far as I know, the only sets that can do that with DA are the Sword sets (BS and Kat)
    OK, we're getting way off tanker discussion but I'm pretty curious about parry. I have it on my only scrapper (regen) and I'm pretty sure I've self capped melee def before without using IOs or anything. Are you using it less often so further increase your damage or did it change or am I just totally confused and wrong?
  4. Oh that's cool, I didn't realize the end drain was so manageable. Is there any reason you didn't use parry instead of softcapping though? DPS chain or something?
  5. Hahah I meant recharge for the purposes of conserve power, not your attack chain. I was assuming your scrapper had a ton of recharge since most av soloers I've seen have crazy amounts of recharge.
  6. Quote:
    Originally Posted by JD_Gumby View Post
    Liquify is too awesome to have a faster recharge. Besides, 5 minutes isn't so bad. Three L35 IOs gets it down to 2m33s and means you have to use it strategically rather than just spamming. Nothing wrong with that. Pair it with a set that you're going for massive recharge on anyways (say, Illusion Control where you want at least 200% global recharge) and you'll get it down to under 1m20s.



    The only terrible thing about Gravity Control is how slow Propel animates (cut the animation down to 2s and reduce its damage accordingly) and blocks your view.
    I think a weaker but more consistent version of liquefy would be much more useful; as it is it's essentially a defensive nuke. But for most play you don't really need a defensive nuke, you want something that's more consistent so that you can keep leveling. That's an opinion I'm aware not everyone shares though.

    To say gravity is fine is definitely not true, it's just not on par with the other sets in terms of control and damage. I'm not going to derail the thread so after I say this I won't reply about gravity, but wormhole sacrifices too much for an effect that isn't so useful. It comes too late and its radius is too small, and in return you get an effect that makes aoes harder to use. With the AOE hold again, its radius is smaller than, for instance, paralyzing blast's. Dimension shift is another power with issues I have no idea how to address, particularly given how fast the game normally plays.

    The set overall apparently is meant to sacrifice control for damage, but it does less damage than most of the sets with better control. Singularity is the main thing that lets the set come close to parity since you can pull all sorts of tricky things with corners, but really you end up doing more work for less control.

    At least wormhole's aoe now and the level 32 power isn't a team teleport anymore.
  7. Liquefy is horrible and needs to recharge faster, but the rest of the set is fine I think. On my Grav/Sonic controller I found myself leaning very heavily on the secondary given how terrible Gravity is, and I was not disappointed.
  8. Quote:
    Originally Posted by ClawsandEffect View Post
    Didn't expect to.

    My build is almost endurance sustainable as it is, it will drain slowly through the course of a fight. All I need Conserve Power for is for when my end starts getting low, it will let my recovery fill my end bar back up, at which point it will start slowly draining again after Conserve Power wears off.

    I used the same tactic with my Broadsword/Dark Armor AV soloing scrapper and it worked beautifully.
    I don't know how fast you'll go through end, but if it worked on a broadsword it ought the work on a tank I guess. The only thing I can think of that might be an issues is your build doesn't have much recharge, but even then I'm sure you can tone down your strikes for a while if it ends up being an issue, it looks like you've got most of the attacks from dual blades anyway.

    Make sure you post about it when you've killed something, I want to know how long it takes a DB able to stack all that -resist.
  9. Well, I don't think you're going to be killing the AVs before conserve power wears off. I used to use conserve power to solo AVs on my Inv/EM back when you could six slot Dam/Acc HOs and have a massive damage bonus, and also had perma hasten/super fast ET and it still usually took me 3 or 4 cycles of conserve power to kill an AV.

    I think, if your current chain drains end in your final build, you should also come up with another chain that's low end use. I have the strategy on this WP tanker that I use strength of will for end recovery and go all out while that's up, then when it's down I conserve end by just using the first 3 attacks, which go slow enough to let me regain end but as far as I can tell just barely stops AV regen.
  10. Quote:
    Originally Posted by ClawsandEffect View Post
    I went with the attack chain I did because I don't have the recharge necessary to run Blinding Feint-Attack Vitals back to back, which the chain you suggest would require.

    In order to get the recharge I would need, I'd have to either A) Spend way more money than I have available, or B) short some of my defenses.

    I'm good at making builds to do specific things on shoestring budgets, and that's what I did here as well. I'm planning on using Hero merits to get the expensive Kinetic Combat pieces.
    Use hero merits to buy more expensive IOs, then sell them to get Kinetic Combats. Most are worth about 2/3 to 1/2 of the more expensive IOs.

    I've solo'd a number of AVs on my WP/KM. With that much -resist your only problem is going to be endurance. Hopefully with two performance shifters etc. you won't have issues, but as KM my end still goes down gradually due to hasten and using concentrated strike. I don't have stamina though, so you might be OK.
  11. I can't speak for scrappers, but AoE's pretty piss poor for my KM/Wp, so I think it's a good idea to go for something with a damage aura or damage booster.
  12. Quote:
    Originally Posted by Bringer_NA View Post
    Does putting Performance Shifter into Stamina even do anything? I noticed a considerable difference with that and Miracle on my Night Widow when I decided to do a respec, but I don't see any numbers that tell me it is proc'n.

    I'd think it works, simply because I can kill mobs in a line without running out of endurance.
    Performance shifter will actually only function properly in stamina, quick recovery, or physical perfection. In all of the others it'll give the enemy endurance. So yeah, it does do something, though I'm not sure what it averages out to.
  13. Well the most obvious thing would be to add the performance shifter chance for end into stamina and remove regen tissue and put a miracle into health. And get the accolades.
  14. Quote:
    Originally Posted by Arbegla View Post
    so something like (ps)->QS->SB->BB->CS->SB->BB->CS would work best? though i'm not sure i can get the recharge of CS down that far without tossing a ton of purples into the mix.
    That would be your best option outside of power siphon, I think. With it up just add in another QS BB before the first CS to push yourself to 125%.

    You actually don't need that much recharge to get a really solid attack chain going. You're ice, so you have space for many, many lotgs which aren't too tough to get if you're going to play your character at level 50 for a while. I have 3 or so on my tank along with a couple other random sources of recharge bonus and i can manage a pretty good attack chain even though none of my ST attacks have any recharge. So put a recharge in each of your attacks and maybe you can hit that along with hasten.
  15. Frenzy is so, SO worth it. As soon as you get it you now have a margin of error for permadom in case you forget to hit hasten or whatever. At higher levels, for ice at least, playing without status protection even for a little while really really sucks. I don't even bother toggling arctic air without dom up half the time thanks to all the half second stuns flying around.
  16. Definitely worth it, and I think pretty much every dom can at least cap S/L def along with getting perma dom. It's not necessary for normal play, but then again neither are IO builds. But it's pretty fun to do it.

    I've seen ways to get capped ranged def too without losing perma dom, and like one of the above posters said, it's apparently possible to cap both and still have perma dom (presumably using a lot of purples tho).
  17. This kind of thought exercise always makes me so frustrated when I think about how much single target specialized sets (particularly melee sets) suck in this game, heh. That said...

    Elec/SD Scrapper
    Fire/SD Scrapper
    Elec/Fire Scrapper
    Cold/Sonic Defender
    Sonic/Sonic Defender
    Fire/Rad Corruptor
    Fire/Kin Corruptor (me)
    Plant/Radiation Controller

    Edited for being way, WAY too long.

    Gist of it is all the characters have the fighting pool + the sonic buffs. Scrappers because the shield ones will hold aggro almost as well as a tanker or brute (better than some sets actually), don't need to deal with rage, bruising isn't useful enough to sacrifice the aoe damage, and the higher base numbers make the buffs better for when someone messes up and everyone isn't damage capped for a little while. Everyone is skipping stamina due to dual stacked AM + speed boost +accolades, using the plant controller specifically for confusing enemies so that they add to your damage, and the massive amounts of -resist for hard targets. The cold is the defender for better power boosted defense and also more importantly for the -special against stuff that uses heals, e.g. the nictus. I can't imagine anyone wants to actually read a wall of text or examine my choices more closely, but feel free to PM if you want to hear the reasoning behind everything, haha.

    Also I'm the kin because....Well, I'm under the impression it has to be something you actually have.
  18. Quote:
    Originally Posted by Ebon_Wrath View Post
    I've been reading the threads about electric melee, and I noticed that a lot of people take different attacks. Chain Induction and Thunder Strike were taken by pretty much everyone, but that was about the only agreement.

    For the following attacks, which would you take, and why?

    Havok Punch
    Jacob's Ladder
    Air Superiority (a lot of people seemed to take this one)

    I'm just curious as to why people take such different paths and what their reasoning is.
    Well, this is the first time I ever actually looked at electric melee and now you're making me wish that I'd made a WP/Electric tank instead of a WP/KM. As far as I can tell he'd be better in pretty much every way that matters in this game and would look even more like a wizard.

    Anyway, take jacob's ladder for sure; it's a cone and it's flat out better than havoc punch. If you want to fly take air superiority. If you don't want to fly or have city traveler take havoc punch. Air superiority isn't that useful for a tank since you're already so defensive. Better to push out as much damage as you can.
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    I'm working on an AV soloing Invuln/Dual Blades tank build. I'll let you know how it works out.

    I'm planning om utilizing Dual Blades' ability to potentially keep 40% -res active for most of the fight. And if I manage to acquire the Fury of the Gladiator -res proc my potential for -res increases to 60%. Attack chain will be Nimble Slash-Blinding Feint-Attack Vitals combo. I'll be putting a couple procs in Nimble Slash to up it's DPS contribution.

    I've worked out a build that hits 90% resistance to Smashing and Lethal, and softcaps all defense types except Psi with one in range of Invincibility. The build should be perfectly capable of soloing some of the tougher AVs like Marauder and Siege, given enough time.

    And before it's even brought up.....YES, scrapper players put the same amount of forethought into their build before they attempt to solo an AV. It is not a case where Scrapper = automatic AV soloer. The ones that do it build specifically to do it, and it usually compromises their build in other areas. An AV soloing scrapper usually sacrifices most of it's AoE capability to do it, because those powers are either skipped or used purely as set mules to improve their single target DPS. And even when they do that, there will still be AVs they cannot handle for various reasons.

    But since the game is NOT balanced around being able to solo an AV, it shouldn't matter. I decided to build an AV soloing tank simply because this thread piqued my interest in the matter, and I wanted to see if I could do it (according to the build I put together it should be not only possible, but pretty easy)
    For what it's worth, I was playing around with soloing AVs on my WP/KM tanker who's mostly built for survivability, and I was able to chip away at the HP with just bruising and more or less normally slotted attacks. I couldn't keep my endurance up though, so I pulled it down to 2/3 health and had to give up. I'm going to give it another go when I'm fully IO'd out and see if I can handle it then. With that much -res I'd be genuinely shocked if you couldn't manage it.
  20. Well, you definitely should start with quick strike, that resist debuff is pretty important. Your attack chain seems OK for when power siphon is down, but when you're using power siphon it really should be a bit different. I think you should off on using concentrated strike until you've built up to 125% damage, you're losing a decent chunk of its damage by using it too early. You should be able to fit in two fully powered CS during power siphon once you have the proper recharge.

    When power siphon is down though you obviously wanna use CS and SB whenever possible.

    And pull focused burst out of your attack chain and use it for hitting people running away, for ranged punchvoke, when you're recharge debuffed etc.
  21. Axe/SR brute. Even without softcapped you'll do fine; I've run +4 missions on all my tanks using no shields before. I'm sure you can handle it with softcapped SR, and it's going to be the cheapest to get super survivable, and of course whenever the free stamina comes it'll be even easier to fit everything into your build.

    WP does have an advantage if your'e teaming though; the taunt aura sucks so you won't be tanking all that much with axe even if you want to
  22. Maybe it's just freedom but I see lots and lots of tanks. Most teams I'm on have at least 2, and I've had more than a couple with 4 tanks. If there's one AT I'm seeing less of it's definitely defender, though.
  23. Tsuji

    So... rularuu

    Also, fire tanks (and probably brutes) work really well against rularuu. I used to run around the palace of storms and fight the rularuu groups there for fun on my fire/ss
  24. Quote:
    Originally Posted by General_Masters View Post
    Which is why my KM tank is Elec/KM, since the +recharge from Lightning reflexes gives a (admittedly small, overall) leg up on getting PS up more often.

    I would go with KM myself, but then I already have a L50 INV/SS and as such would want a different attack set anyway. KM is a little slow for Tanks at first, since they don't get PS until L16, but the stuns/KD from the first couple of attacks do add a nice bit of mitigation when they trigger. Mobs weak to KB will get knocked back instead of down, but they don't go very far so it's not really an issue.
    I actually ended up getting hasten with my KM tank yesterday, and it's pretty amazing how night and day it was. Kinetic siphon was up for almost every single group. I'd imagine adding any kind of recharge, either through set bonuses or powers, really boosts up your damage speed.
  25. Quote:
    Originally Posted by Col_Blitzkrieger View Post
    By the way, how noticeable is the -DMG on Kinetic Melee? Especially against AVs and such, but also against regular mobs.
    The -damage is around -15% in an AoE and about 35% against a single target. The -15% isn't too noticeable, but given that I'm WP/ I definitely notice the -damage against AVs. For instance I'm not IO'd out yet but was able to tank the giant monster hydra's toxic damage without support up until I ran out of endurance, at which point I couldn't keep the -damage debuff up and died pretty quickly.

    SS is definitely much more offensive though, and will be better for dealing damage etc. Power siphon is nice, but it doesn't really compare to rage unless you have lots of recharge bonuses.