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Warshades

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Everything posted by Warshades

  1. This is pretty much par for the course on resist armors and a massive reason to build for 100% recharge debuff resist, which also unfortunately means waiting until 50 to be able to slot the winter purple sets to get that recharge debuff resist efficiently. The armor is functional once you build for that recharge debuff resist as it relies heavily on it's clickable supporting powers for sustainability, but debuffs will always be a resist armor's kryptonite. I do think some amount of soft control in the secondary would help out a lot which fire melee doesn't have.
  2. First image was the build skoryy posted, second image are the adjustments/changes I did to it, and third image is the revised build by skoryy. Edit: as a side note and something I didn't catch initially, Power Up was toggled on when I was making adjustments and that did affect the defense calculations from powers. Without Power Up, the build I posted only hits 41.3% range defense and not 48% as shown in the image.
  3. I should add that psionic did go through some fine tuning. I had tested the set initially before the DDR was added to it.
  4. Not a dom expert by any means and haven't ever played /arsenal on a dom so take the suggestions with a grain of salt. To me it looks like you possibly have to many attacks and not enough slots to spread around to some powers. I removed Buttstroke to have some extra slots and changed some sets to get more recharge and ranged defense, also added an armor to provide you some resistance to the most common s/l/e damage types. Kept most of pyro slotting the same, I haven't really experimented with it to know what would work best so others may have better ideas there. I don't know about the merits of having achilles proc in Burst sine the PPM rate would be so low in it. Foxfire - Dominator (Pyrotechnic Control - Arsenal Assault).mbd
  5. My first psi armor char will be a psi/ice tank. I wanted to try out the idea of having Aura of Insanity while also laying down Ice Patch. If they're not CC'd by AoI, they'll be falling down on the ice and provide more time for the regen to work. This is more for the fun than any theme or OP combo. I could also see this working out nicely for scrappers and stalkers since you can lay down the Ice Patch, back out to use the cone version of Devour Psyche, and then get back into the middle of the action with the mobs not scattering or moving much. The only version of psi armor that I tried on beta was a psi/ma tank. Unfortunately without any DDR, the soft capped defense with Storm Kick would get destroyed to easily and quickly to really be a factor beyond reducing the impact of the alpha strikes by mobs.
  6. You're completely fine @luficia. My apologies for my own part in going off topic. Going back to your original question, Overload would primarily be useful if facing significant tox/psi damage. It may depend on how you build your EA tank as to whether you need it or not. I ran my EA tank on beta through both Arachnos and Carnies at +4/8x and did not feel that I was ever at risk of dying. If you build for tox/psi resist through IO sets, it gets more than enough to survive such content compared to how relatively rare tox/psi damage is as a whole. You could use Overload as a slot mule if you slot toggles like I did with 4 piece shield walls as an example. I've always built EA on other ATs to get as much resist as possible after reaching S/L/E/N/F/C soft cap and it has always turned out extremely tough for any mobs to kill.
  7. That's completely fair. I'm currently looking into running something like this for my regen/ss based off of your build, will see how it goes whenever I manage to finish building it. I never really fell in love with Cross Punch so opted for Fire Ball instead and Melt Armor for additional -res. Did change some of the slotting to try and get more max HP to hit close to cap with accolades. My only current concern is endurance and how that will go. Tanker (Regeneration - Super Strength).mbd
  8. Excellent looking regen build as always. I think the only power I'm thinking of skipping for regen on tanks is Second Wind. Tanker version of regen very nearly caps max HP without it and the revive would be incredibly rare and situational in usefulness. Could open up a power slot if you wanted to pick up anything else like Melt Armor.
  9. You do realize that tanks just got EA? There was no previous version of EA that tanks used to have that got changed to qualify as a nerf as this is their first iteration of it. EA was nerfed on other ATs by those changes but for tanks specifically, only changes from this current form could be quantified as a nerf or buff. Hence the part after that quote where I stated "at least as far as tanks go". We'll just have to agree to disagree. In my opinion, Power Armor is a superior passive buff and more useful than Energy Cloak would ever be for tanker version of EA. As I said in previous post on this thread, I'm all for Energy Cloak being added back as a mutually exclusive option in place of Power Armor for those that prefer that option, but I view Power Armor as an improvement for the tanker version of EA.
  10. That's a fair point and like I said, I can understand EA struggling if you're playing without set bonuses. If I build a char and intend to play that char often, I will work on fully IOing and decking them out to get the most that I can out of them. With regards to limited resources, there are ways to earn influence through the AH or farming, though even playing naturally you will eventually earn enough influence to fully build out a char. I don't really look at how well a set performs without set bonuses and IOs. To me, that's like comparing 2 completely different sets and you could say that a lot of sets will feel weak and underwhelming without bonuses. Like playing illusion controller without perma PA is a night and day difference in what they can accomplish. I'll provide a quick example of EA tanks with and without set bonuses. With just regular lvl 50 IOs, it's nothing impressive. Once you actually throw in sets and get bonuses (I did have resilience alpha slot on, but that was the only incarnate added), it looks very different. It really depends on what perspective you're looking at for power sets and builds. I prefer to look at the final build that I have planned out for a character. Looking at how it is to play that character from 1-50 without sets is a different perspective and you'll have a different experience out of it. The final product of EA can be extremely tough, but that takes time and investment into it.
  11. In many ways, the alternative Power Armor that we got is significantly more useful in that the set already easily over caps most typed defenses (except toxic/psi) and the new power provides more useful resist and max HP buffs that makes EA sturdier than just another defensive toggle. What they could've done is made Energy Cloak a mutually exclusive power where you get a choice between it and Power Armor. Energy Cloak certainly wouldn't break EA nor is it the first tanker set that has a stealth toggle as Dark Armor already had that and it would've satisfied the players that preferred to keep it. I can see the comparison, though I like to compare it more to a typed defense version of Shield Defense. Shield has it's advantages, positional defense is better than typed defense, it also gets Shield Charge and AAO to boost damage output. Comparatively, EA on tanks has an easy endurance management tool in Energy Drain and a reliable heal/regen tool in Energize. I am not sure how you were testing it. I could see EA struggling if you didn't do an IO'd out set build. I ran mine through several Arachnos and Carnival +4/8x missions and didn't feel like it struggled to survive at all. I do tend to build more towards survival so that may be part of the reason. EA doesn't really need to focus on building for defense as it already gets rather high base numbers. Focusing set bonuses towards resists helps out a lot as you can easily hit 70-90% resists to most damage types on top of having soft capped to def to all but toxic/psi, reliable heal, and decent regen with Energize active. It can become really sturdy when built to be so. I'm also not really sure what significant nerfs you're referring to, at least as far as tanks go. IIRC, the defense scale of Energy Drain and Power Shield were slightly lowered. This makes little to no impact for tanks who already start with higher base defense values. If anything, replacing Energy Cloak with Power Armor buffed EA even more as it makes it easier to reach near capped max HP, improves regen from Energize due to higher max HP, and gets higher resists.
  12. I wouldn't say that Overload is really essential. The set has very solid defenses to all but psi/toxic and gets solid resists across the board if you go for resist set bonuses. It also has high DDR which you could boost further if you decide to go with radial ageless destiny. At minimum, the 21% DDR from ageless radial + 64% from the armor set would put you at 85% DDR, with additional defense stacks from Energy Drain, you should never have to worry about defense failing for you which makes Overload pointless besides providing toxic/psionic defense. I didn't have the set on mid's to play around with various set bonuses and it's a tiny bit different than the brute/scrapper versions which have Energy Cloak. I did do some IO sets to see various defense/resist values I could get on beta and posted a screenshot on the focused feedback page if you want to take a look. It was hovering around 60% to s/l/e/f/c defense, just a bit lower on negative. This was before factoring in any defense from Energy Drain.
  13. This is a quick brute build that can also reach 90% f/c resist and 45% f/c defense from the template of my tank, but it needs to run a lot more winter purple and regular purple sets and would cost quite a bit more to build. There may be cheaper ways to achieve those numbers on a brute, I only did a very quick rework based off of my tank. Brute (Radiation Melee - Stone Armor)farm.mbd
  14. You'll find it a lot easier to build an AFK farmer by making a stone/rad tank instead of brute. Tankers higher base resist values make it far easier to cap f/c resist that you'll struggle to do on a brute. The 2 powers that provide f/c resist (Stone Skin and Brimstone) when slotted similarly as the build I attached below will provide 47% f/c resist to a brute compared to 62% for a tank, that can be a big gap to make up while still getting enough f/c defense to hit 45% on the brute. Even with the upcoming changes to tanks, they'll still be more reliable at AFK farming due to them being easier to keep alive than the equivalent brute (unless you decide to use Granite, but that has it's own negatives of decreasing recharge/damage and not having the bonus fire damage from Brimstone and bonus recharge from Minerals). I've uploaded a stone/rad tank that I use for AFK farming. It's relatively cheap in that it mostly avoids purples (except the few Armageddon pieces in Atom Smasher), but will still cost a bit because you will need a few uniques/globals. It hits 90% f/c resist and 45% f/c defense, has enough regen to survive. I do not toggle Rock Armor/Tough as they're not useful on fire farms and are only there for bonuses and to get Weave. Tanker (Stone Armor - Radiation Melee)farm5.mbd
  15. The option is still available, it has just been moved to the inherent power section called "Current HP" and you have to have a power that provides HP scaling effects before it appears in the inherent section. Now moving the slider will affect the resistance gained from all the SR passives which makes it a lot easier than having to individually adjust all of them.
  16. I'm definitely rolling an energy aura tank, but I haven't decided on a secondary for that one just yet. My regen tank will be either battle axe, SS, or MA secondary. Will maybe do a psi/ice melee for the ice patch, but not sure if I really want to make a psionic armor tank.
  17. I've always found ice control to be underwhelming, especially at end game. Perhaps that will change with the new patch and someone that has tested the various control sets will have better insight into those changes. As of the current live build, I would vote for fire/ice for both general, hard, and solo content.
  18. I don't recommend exporting via mid's, the easiest way to share your build is to drag the saved build file from whatever folder you have them into the section below where you type your comment. It make it easy for anyone to download the build and then open it in mid's. I personally don't like the restrictions and negatives of Granite Armor, so I'll post a tanky non-granite stone/stone build. This is a rework of a different stone armor tank build that I had which was more offensive, hence the musculature alpha. You can easily swap that out for a more +def or +res alpha incarnate to boost survival more. Ageless radial is there to provide you with more debuff resistance which will be more useful for end game content on PUG teams than running barrier (with the small exception for 4 star content, though you wouldn't run this with PUG teams normally). Edit: typos. Tanker (Stone Armor - Stone Melee).mbd
  19. I've only tried psionic armor on a tank, but of those mobs you listed, the only one that truly provided issues was Arachnos and since they've added some toxic resistance to the set it hasn't been terrible. You'll definitely want to build for 100% recharge debuff resist (or close to it) as the set partially relies on it's clickable sustains and the web nades can absolutely floor your recharge. The only time I ran into issues and got killed was when aggroing 2 mobs of Arachnos at +4/8x. I suspect that on a team you'd likely have enough additional buffs that it shouldn't be an issue. While not common outside of the shadow shard TFs, the Soldiers of Rularuu are another tough mob that can be problematic for psionic armor because of the heavy debuffs and toxic damage. Outside of the endurance drain, Carnies and Malta weren't very problematic, though I would target and kill the sapper as quickly as possible. My testing was with psionic/MA tank and did include alpha/destiny incarnates. I think that part of the problem for stalkers/scrappers/sentinels is that aside from the lower resist values, you're also getting lower regen rates due to lower max HP cap and similarly lower absorb shield values. I've always found defensive sets to perform better than resist sets for survivability on those ATs. Psionic armor doesn't quite have as high resists to begin with because it's also trying to leverage other things for survival like like the absorb shield, regen, and some defense (though defense isn't very effective due to no DDR). This isn't as big of an issue for tanks/brutes who have higher max HP caps and base resist values, but it's a bigger issue for the other ATs that don't have that advantage. The result is that psionic armor usually can't take alpha strikes as easily outside of tanks/brutes, but take this with a grain of salt as I've only truly tested psi armor on a tank, the rest is mostly extrapolating and experience playing other primarily resist sets on stalkers/scrappers/sentinels. You could aim to get better set bonuses on your stalker, but without having access to mids, it's harder to plan out on test server through trial/error. Consider maybe slotting some of the winter attack sets in to leverage and get more defense. This won't really help in prolonged fights against debuffing mobs, but it can take some of the additional sting out of the alpha strikes when fewer initial attacks get through. Even though my psi/MA tank would hit soft cap positional defenses with Storm Kick, Arachnos would easily debuff that defense into the negatives within a few seconds of fighting so YMMV with going for defensive set bonuses, but try it out and see if it helps. I would particularly suggest getting soul mastery on your stalker and grabbing Moonbeam (great single target DPS and with quick snipe it's easy to use in fights) and more importantly, Shadow Meld. Between the cycling Psychokinetic Barrier, Memento Mori, and Shadow Meld (along with the regen from Devour Psyche), you should be a lot more survivable. Get as much +recharge slotted into your build as possible also to get those powers up quicker.
  20. I haven't played sonic resonance since live I think, but this is about as close to perma PA that I could get with a quick build while taking all the same powers that you did. If you're more flexible on what powers you can take, then it can definitely hit perma PA, but the build will look a bit different. Ideally, you'd want to get 2 more powers that take defensive slotting to be able to put in the LotG +rech which would help some more. Now, if you're counting incarnates, then a recharge boosting alpha incarnate (like Spiritual) will get your PA perma for lvl 50 content. My quick build didn't aim for any recharge debuff resist so if you expect to be hit with a decent amount of -rech from enemies, then I would suggest reworking it to add in some 2 piece winter sets to get it. I'm not entirely sure why you're picking up the entire medicine pool unless it's mainly for theme, those power picks could be spent for better slot options. However, I stuck with the same power choices from what you posted. There may be some better slotting picks for some of the /sonic powers that I'm not aware of since it's been a long time that I've played one, I just tried to prioritize recharge where I could get it. Controller (Illusion Control - Sonic Resonance).mbd
  21. Could also depend on what you want the build to do. If you're trying or want to try to solo AVs and such, then Mace Mastery is the optimal choice for Poisonous Ray which you can proc out and slot an Achilles' proc for additional -res. While Disruptor Blast doesn't provide as much damage as Ice Storm, it does allow slotting of the FF +rech proc, so some things to consider on what you want to do with your controller. Edit: I would also add that survivability shouldn't be a big concern for you since you'll have PotD from marine which helps a lot in that department along with all the other goodies like Toroidal Bubble, and Barrier Reef.
  22. Warshades

    Dark/Psi

    A slightly different, high positional defense take on dark armor. Also extremely costly and not a level up build. To be clear, DA is not a defensive set and it will get easily stripped against mobs that do -def, but should be even more bulky against mobs that don't debuff your defense. Additionally if you're on a team with supports that can further boost defense, you'll get some cushion before you start encountering cascading defense failure. Stuck with the psi blade team that @The Trouble did, also agree that it looks awesome. Tanker (Dark Armor - Psionic Melee).mbd
  23. Iirc (and someone can correct me if I have this wrong) the -tohit from the targeted AoE is only applied to the initial target. The only thing that surrounding enemies get is the damage effect and not the -tohit. As a result, the only dark melee power that can hit multiple foes with -tohit is Shadow Maul since Sould Drain and Consumption don't apply -tohit either. If you want an AoE that can hit multiple foes easily and apply -tohit to all of them, soul mastery is the best patron to pick for Dark Obliteration, and this can be done with any melee set pick.
  24. I'll second @Spaghetti Betty and say that going for a secondary with a lot of knockdown soft control as being the best choice for making a durable regen tank. The biggest downfall of regen from what I tested so far is getting hit by to many debuffs. Mobs that are constantly getting knocked down won't be able to use attacks and debuff you while also giving your regen time to work. FF +rech procs unfortunately may not hit as often anymore on tanks due to the other changes that are happening. Regarding -rech/slow and -tohit from spines and dark melee respectively, mobs tend to have multiple attack powers to hit you with so I never found -rech useful end game and dark melee -tohit is largely ST which doesn't actually help when you have many enemies attacking you. Having said that, spine is very thematic for obvious reasons. Staff would actually be more useful for the (iirc) +13% resist to all buff they get from one of the form combos and it should also have a little knockdown in the set. It is however extremely low on damage output. Long animation times on attacks can also be problematic if you're stuck in the animation when you need to pop a heal.
  25. The answer to this will depend on everyone's perspective on what a tank should be. @Yomo Kimyata brings up a good point that for anyone who doesn't remember tankers from when CoH was live, they may feel this is a massive nerf. Personally I agree with others that a tankers main role should be to tank and be able to soak up/hold aggro. The issue with these changes is that it affects every secondary melee set on tankers. The sets that already overperform like SS, fire, axe, etc will be fine. It's the sets that underperform that will get truly killed by these changes. There is to big of a disparity between the top and bottom damage dealing melee sets and I would've preferred that they worked on closing the gap by increasing the performance of some of the weaker sets before scaling back damage output the way they are. I think there's also a legitimate question of why to even run tanks if scrappers/brutes can hold aggro and take alpha strikes while doing higher damage (haven't actually compared to damage output to brutes on test server just yet), similar to the current situation of brutes not having much of a niche when tankers are more survival and had better AoE damage and close ST dmg performance. One thing they can consider doing is maybe increasing the aggro cap for tanks so that they can do so against a higher number of enemies which would fit the theme of a tank.
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