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Posts
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Quote:A tooled up fm/sd scrapper can easily do +2/8, and with a little slowdown, +4/8.I just saw some builds for Scrapper Fire/Shield that are purported to be highly effective - softcapped at 45% def, lots of damage, etc.
Anyone familiar with Fire/SD Scrappers that can chime in? One thing I read said that he was even handling +2/8-man solo missions! Realistic?
My vote would be a claws/inv scrapper, or if you REALLY want to throw down, a spines/inv. On my claw/inv I run +2/8 routinely, and a friend has a spine/inv that does +4/8 with no issues.
Neither build is cheap, either is a true sight to behold. -
Quote:I've recently started a claws/elec on freedom... and i was curious if its a good combo. He's currently level 10... and if possible anyone got any good builds?.... i can't think of a good one.
I am fairly familar with electric armor, its just claws im new to.
Also would it be any good in pvp? Or just good in pve? I don't have any set goals for him right now... so if someone wouldn't mind throwing in some input it would be fantastic.
NOTE: forgive any misspelling, i am typing this up on my droid x.
You want followup, focus, and spin, along with one or two lowby filler attacks.
Add in a ton of +recharge, PROFIT! -
Quote:Okay.Just a thought, if you pop over to vill side, you might be able to grab a load of epic mu AoE goodness.
THIS, folks.
http://paragonwiki.com/wiki/APP_Proliferation
Fire/Em/Mu.
Learn it, love it.
Tankers have gotten an OVERWHELMING buff with GR and i18, really and truly.
Whee! -
I see this is coming for Broots:
Brutes
Energy Mastery
1) Superior Conditioning
2) Focused Accuracy
3) Lazer Beam Eyes
4) Physical Perfection
5) Energy Torrent
YES!
The Energy Mastery Pool, made EVEN BETTER!
Oh, Physical Perfection, how I adore thee....
I see /Invuln brootage in my near future. MUAHAHAHAHA! -
Forget acc, you can slot Obliterations!
And, Burn is affected by Bruising!
Big deal? It is because you can alternate T1 attacks on bosses to get +20 percent damage...
And, unless I am completely wrong, all the above ALSO stacks with Fiery Embrace, because the mechanics are different. How does +65 percent damage feel?
Oh yeah, it feels NICE.
Add in the buff to Consume, and the effects of SERIOUS recharge builds...
All the folks talking about how Brutes are going to displace Tanks don't yet realize exactly how much buff Tanks got here. Brutes should be feeling nervous. -
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Quote:As I see it... cobra strike is now one of the best attacks available to scrappers. And it's available early, too. How anyone could be disappointed with that is beyond me. MA's a good set now. And now it has some uniqueness in that no other scrapper set does solid control while doing max damage.
MA/something is probably going to be my "Exploring Pretoria" toon next week.
What he said. MA has always been a popular set because it is iconic. Now, it has the OMG badassery to back it up.
It generates a LOT of mitigation now. A LOT.
I'm looking really hard at a MA/elec combo, for the speed buff, end/self heal, and damage aura.
Either that or a MA/fire. Man, the new fiery embrace, with all that MA mitigation to help fa's squichiness? A lot to love there.....
Hmmm.... Destroyers don't seem so bad now.... -
Yes, you can combine km with sd, they have alternate one-handed attacks.
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See the title, folks!
What'd the Dev's do to those two, after all the speculation that Castle ignited? -
Quote:My Inv/Ax is singin' with joy!The Issue 18 NDA was lifted today, so here's a new inherent ability that will be possessed by all Tankers: Bruising
The Bruising effect is added to all Tanker secondary tier-1 powers. When a tier-1 power hits an enemy, a 20% resistable damage resistance debuff is applied to that enemy for 10 seconds. Only one debuff as the result of this effect can be active on a target at any given time, even if multiple Tankers are attacking them. However, the durations of separate applications are allowed to overlap. So it's possible for even a single Tanker to keep the debuff going as long as they hit the enemy with their tier-1 power at least once every 10 seconds.
As an added bonus, the Tanker maximum health multiplier has been increased from 2 to 2.2. This means that at level 50, a Tanker's maximum health when buffed increases from 3213 to 3534.
I just got a straight-up 20 percent damage buff! (I always used my tier1 for the gauntlet and knockdown, this is just....awesome.)
Plus the extra 300 hit points ain't too bad either.
Thanks Devs! Woooo! -
Quote:Yeah, for my purposes, I ignore that "extra crit" silliness.Unless I missed a patch note, they didn't increase the damage to Eagle's Claw for Scrappers. That increase was for Stalkers.
Scrappers got a 33% increase to crit chance for the next 2 seconds if Eagle's Claw hits. This essentially translates to "on the next attack if you have it queued up."
In my opinion, the primary use for Eagle Claw now is as an 'opening shot' with CAK queued up right behind it. After that can-opener I doubt I'd bother with EC in a chain again, until time to start the next beat-down.
Is that enough of a benefit to make it worth taking EC? Depends on how tight the build is, and what I could mule in it.
Except, of course, that Eagles Claw is flatout pretty.I often throw it just to watch it.
(sigh) I lose more dps that way.... -
Quote:This.Don't forget that Crippling Axe Kick was buffed, too.
I'm going to be using a FreeSpec to swap Crane Kick for CAK, with the Haymaker animation, instead of that retarded default one. And I'll be replacing the Stun IOs in CS with Damage IOs.
My favored attack chain is likely to become Storm Kick, Cobra Strike, CAK, with a Dragon Tail every chance I get.
This is adding a 75 percent chance for a BIG stun and -7.5 percent defense debuff every time the chain cycles, which is pretty darn fast.
No, the dps isn't going up, much, but Martial Arts is EVEN MORE the uncontested king of scrapper mitigation sets.
Nice. -
Er....
If I were you, I'd hold off a few days before I throw a ton of resources into a SD toon.
When GR comes out, it is very likely that SD is getting a nerf. It may be minor, it may not, but I'd hate to see you put in a bunch of work and have to re-do it all in a few days.
It's not like your starting build is BAD, after all. -
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Quote:Indeed so.
I tend to favor the body pool, because I find that a fire/sd gets more use out of torrent than fireball.
Why, you say?
Torrent has knockdown, which I find synergizes nicely with shield charge for hard single targets. Torrent can also be a very nice opener on groups, as it is best used at near or close to maximum range to open up the cone to useful AOE dimensions.
Plus, any fire/sd can use physical perfection. -
Quote:....Manuevers on a tanker.
Tanker > < enemies < team
The little arrows are the direction in which each one is facing.
ST, Ranged, Cone attacks towards tank. ST,Ranged and Cone attacks towards, team none.
AoEs on tank. AoEs on ranged biased characters who could choose to stay range circa 40ft because there is no need for them to be compromised - none.
Therefore Manuevers might say only be helping out the Scrappers.
Scrappers don't need Tankers so I omit that part.
Grant Cover different kettle of fish as its worth the endurance for the def it'll bonus the team + res.
Um...
Manuevers, and indeed, every leadership power except Vengeance, has a radius of 60 feet.
Venge has a radius of 100 feet.
Trust me. Manuevers on a tank works great.
Grant Cover, on the other hand, only has a fifteen foot radius, and that power does indeed only help other folks in melee, be they scraps, blappers, etc.... -
Of those choices, wp/fire is by far the best for an 'all-rounder'.
Regen, mild resists, and +defense from sets takes care of the defense. Fire melee has excellent single target and more than adequate AOE for farming.
If you're rolling a new toon, and willing to commit some resources, fire/sd is hard to argue with.
However, my PERSONAL favorite of the ones you have up there is the bs/sd. Luv that combo. -
Quote:Er, point of order:Thanks very much for taking the time to fix my build was abit messed up when i found it and my mids fu didnt do a very good job of fixing it :P.
Just respecced into it but only level 14 but looks alot more level friendly now thanks very much. Will be great to be as powerful as a granite without being a big ugly rock
Thanks
ALMOST as strong as a stoner.
For apples-to-apples comparisons, nothing is as tough as a stoner. Nothing.
In my opinion, stoners pay WAY too much for that level of grunt, but there's no denying that it exists.
There's also the question of 'how tough do you really need to be' but again, that's a different conversation. -
Quote:Forgot to mention, IMO Maneuvers is a bad bargain for a tank; relatively little defense for a big end cost. And as you can see, it is not needed to soft-cap most damage types for an Invul tank.
I disagree strongly.
Manuevers is +def for the tank, and the whole team. As such, it is much stronger than a selfish "me me me" analysis will indicate.
Given Tanker's general team-friendliness, more tanks should look long and hard at the leadership pool.
Also, the Dev's should have their heads examined for their choices of which AT's get what bonsuses for that pool, but that opens up a much larger discussion.... -
Quote:For my money, electric or fire.I am going to start a Martial Arts Scrapper when GR hits, and I was just wondering which secondary synergies best with it.
Thanks for any input.
Electric is a very good resist set. Martial arts, despite all the hate, does 'okay' damage and excels at soft mitigation. MA's mitigation will help keep electric armor alive.
Electric has an inherent speed buff (20 percent) and a very good damage aura to help with Martial Art's damage issues.
Electric is very good on endurance and has a self-heal, all embodied in the same power.
Electric benefits very much from +recharge, which is usually a plus.
Of course, all of the above arguments also apply to fiery armor, and rumor has it that the Dev's is lookin' to buff FA.
So, electric armor based on what we know, fiery armor based on what might be, and with the caveat that fiery armor will be a bit rougher on the old endurance bar until you get the right powers in place. -
I tinkered on the build you put up a little bit:
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Havoc Punch -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(9)
Level 2: Reconstruction -- Mrcl-Rcvry+(A), Numna-Heal/EndRdx/Rchg(31), Mrcl-Heal(46), Mrcl-Heal/EndRdx/Rchg(48), Mrcl-Heal/Rchg(48), Mrcl-EndRdx/Rchg(48)
Level 4: Charged Brawl -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/Rchg(34), T'Death-Dmg/EndRdx(34), T'Death-Acc/Dmg(34)
Level 6: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-End%(37)
Level 8: Build Up -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(9), GSFC-ToHit/EndRdx(11), GSFC-ToHit(37), GSFC-ToHit/Rchg(37), GSFC-Rchg/EndRdx(39)
Level 10: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(21), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(23)
Level 12: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(13), Dct'dW-Rchg(13), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal/EndRdx(17), RechRdx-I(19)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Hurdle -- Jump(A)
Level 18: Chain Induction -- Mako-Acc/EndRdx/Rchg(A), Mako-Dmg/Rchg(25), Mako-Dmg/EndRdx(25), Mako-Acc/Dmg/EndRdx/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Acc/Dmg/Rchg(33)
Level 20: Integration -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx(40), Dct'dW-Heal/EndRdx/Rchg(46)
Level 22: Super Speed -- Run(A)
Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(39), Numna-Heal/Rchg(39)
Level 26: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(40), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(42)
Level 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-EndRdx/Rchg(31)
Level 30: Boxing -- Empty(A)
Level 32: Lightning Rod -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Dmg(42), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
Level 35: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(50)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 41: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(50)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
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Here ya go, I tossed this together.
It ain't optimized for exemplaring, but it caps S/L/E/N, has noticeable defenses and resists vs everything else, and has plenty of damage and utility to boot.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Slug -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39)
Level 1: Web Grenade -- TotHntr-Acc/Immob/Rchg(A)
Level 2: Buckshot -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(3), Det'tn-Dmg/Rchg(3), Det'tn-Acc/Dmg(5), Posi-Acc/Dmg/EndRdx(13), KinCrsh-Rechg/EndRdx(42)
Level 4: Burst -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Acc/Dmg/Rchg(29), Dev'n-Acc/Dmg/EndRdx/Rchg(31), Dev'n-Acc/Dmg/Rchg(34), Achilles-ResDeb%(42)
Level 6: M30 Grenade -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(7), Det'tn-Dmg/Rchg(7), Det'tn-Acc/Dmg(9), Posi-Acc/Dmg/EndRdx(9), FrcFbk-Rchg/EndRdx(42)
Level 8: Kick -- Acc-I(A)
Level 10: Targeting Drone -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(11), GSFC-ToHit/EndRdx(11)
Level 12: Sniper Rifle -- ExtrmM-Acc/Rng/Rchg(A), ExtrmM-Dmg/EndRdx/Rchg(19), ExtrmM-Dmg/ActRdx/Rchg(27), ExtrmM-Acc/ActRdx/Rng(33), ExtrmM-Dmg/EndRdx(36), ExtrmM-Acc/Dmg(40)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-EndRdx/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17)
Level 16: Smoke Grenade -- DisWord-ToHitDeb(A), DampS-ToHitDeb/Rchg/EndRdx(25), DisWord-ToHitDeb/Rchg(27), DisWord-ToHitDeb/Rchg/EndRdx(34)
Level 18: Flamethrower -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx/Rng(19), Det'tn-Acc/Dmg/EndRdx(37), Det'tn-Dmg/EndRdx(40), Det'tn-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(43)
Level 20: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(37)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
Level 24: Taser -- RzDz-Acc/Stun/Rchg(A), RzDz-Acc/Rchg(37), RzDz-EndRdx/Stun(46), RzDz-Acc/EndRdx(46), RzDz-Stun/Rng(50)
Level 26: Hurdle -- Jump-I(A)
Level 28: Caltrops -- P'ngTtl-EndRdx/Rchg/Slow(A)
Level 30: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(31), Mrcl-Rcvry+(31)
Level 32: Full Auto -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/Rchg(34), Det'tn-Dmg/EndRdx/Rng(43), Det'tn-Acc/Dmg/EndRdx(43)
Level 35: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36), P'Shift-EndMod/Rchg(36)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(46)
Level 41: Snow Storm -- P'ngTtl--Rchg%(A)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), EndRdx-I(50)
Level 49: Hoarfrost -- GA-3defTpProc(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
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Quote:Hi all, I designed a WP/SS tanker and was wondering if you could give me some feedback.
I'm usually designing Scrapper builds, but Tankers are slightly different so I wanted your critiques. Thanks in advance.
Huh....
Softcapped vs all..... notable regen.... decent hitpoints....
Attacks are a bit light, but it's obviously a main-tank build....
Seriously tooled-up taunt....
Looks good to me, man! -
Quote:Okay, I've got a few questions for you:
1) Are you talking about damage procs, or effect procs?
2) Are you leaning towards a certain secondary at all? Energy Melee can take stun sets, which opens up some additional Procs over Fire Melee, for instance.
3) Are you looking to get any set bonuses at all, or do you just want the procs?
All good questions.
I'd recommend one Melee and one AOE purple set, because it is easiest and most feasible to dual-proc purples. Perfect zinger procs can go into just about every tanker attack that exists, and they are nice.
After that, it gets messier.... For single target, three crushing impact triples and a mako quad makes a solid frankenslot frame on which you can hang a pair of procs. The touch of death proc and the old reliable perfect zinger proc then finishes it off.
For PBAOE, it's really hard to argue with six Obi's. That set is...nice.
It sounds like fun, do it to it!