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Posts
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Joined
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Quote:Ice / Stone is a ton of fun.Is Ice not a very good set? I have a concept i'd liek to try, was thinking Ice/stone or Ice/kin or Ice/Ice. Any advICE? :P
Also, I don't think anyone's mentioned that Ice has maximum Slow resistance, meaning you can just run right across those stupid Knives of Artemis' Caltrops and punch them in the glasses with a humongous stone mallet.
Good times. -
I'd say switch from being Resistance + Fighting to Defense: Ice Armor or Shield Defense. Ice is easiest to soft-cap with cheap sets, and instead of always stressing for Fiery Embrace to recharge, you just chill in your ice cube when necessary.
And then go from EM's primarily single-target attacks to AoE: Mace or Fire. -
Quote:Shield Charge is a fantastic attack.Shield Charge huh? Hmmm must be good? Thanks for that input. If SD will give me more defense like you say, then I will be happy. Keep in mind I'm still 20 levels away from 50. I know that getting good enhancements will only help.
At 30, I think you already have all the defense powers in SD, so now it's about set bonuses and maybe Tough + Weave to become invincible. -
So to get the benefit of Against All Odds for Shield Charge, you'll have to first run into the crowd, let them bunch up around you, and then Shield Charge in place.
If you use the Combat Stats, you can monitor your Damage Bonus and watch for it to rise before Charging. -
And you can still get a travel power, by doing something like swapping Air Superiority for one of the punches, taking Fly at 14, and shifting everything else down.
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I like it now that I can turn off the glowing spinning fx.
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Do you have any particular goals for this build? Are you hoping for soft-cap Defense, or +recharge, or max regeneration, or all 4 travel powers?
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Quote:Perhaps you were being ironic, but comparing your post with hers, you didn't actually address any of her points, except maybe where she said "It is a rather slow" and you categorically disagreed with her by asserting "it is a slow activating set" and then you both compared it to Energy Melee.Hera: I have to disagree with you categorically, on every single point. Kinetic Melee has been judged by me to be frigging awesome for tanks.
We all agree it is a fine melee set, it just does no favors for Willpower Tanks.
Personally, I'm trying it with Fire Armor, hoping the knockdown can buy me time while Healing Flames recharges, and want to use the KB cone to bunch up foes for the new no-fear Burn. -
Excellent. I just upgraded, and things are nice and smooth.
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You could try this. Remember to back-up your registery, don't tweak it if you're not comfy with it, etc etc.
http://www.annoyances.org/exec/forum...sta/1229369134 -
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Ditto what Dechs says, and the "play what you think is fun" disclaimer, with the addition:
With SS, I'd go Electric, for endurance management with Rage.
I got a Dark/SS into the low '40's before deleting it and retrying with Elec/SS. What I noticed:
It sucks to Rage-crash at the same time you need some Dark Regen, in the middle of a fight when you're already at half endurance. With Electric Armor, you just hit Power Sink, use Vet powers until the crash is over, and then resume the beat-down.
At the high levels, foes start to become resistant to fear or stun (Nemesis and Cimerorans), or the difficulty set up a few notches so that the auras' accuracy penalty means they don't hit as frequently and so they weren't as useful to me.
Elec's about the same toughness, but much tougher vs Electricity -- maxing out in time for the early TFs -- which it trades for Dark's tremendous Psi resist. But, I run into electrical enemies much more frequently than psi.
I like Grounded's KB resist, which Dark lacks, but I still got a -KB IO so I wouldn't get knocked down while jumping over a crowd. The +20% recharge bonus is great for bringing Footstomp back quicker.
Dark's its own kind of fun and you might have to play both to pick a favorite, but for me, my Ela/SS tank is now 47 and I'm having a blast. -
Two suggestions beyond what others have said...
If you move that into Health, it'll be on permanently, instead of just for 2 minutes after you use Transfusion.
With those 5 Ragnaroks, you're WAY over the ED cap for damage enhancement. If you trade out the Ragnarok - Damage for the proc, you'll still be at the enhancement cap for damage, and get the bonus proc damage. -
Quote:Or just throw the IO in Super Speed for nearly-free invisibility that allows you to attack with a bit of suppression penalty.I wouldn't get either.
Given the option, I'd go with the Concealment pool tier #1, Stealth, plus a Stealth IO in Sprint (jump or run, doesn't matter). That will grant you full invisibility when you run both toggles together, since the stealth IOs stack with any other form of stealth. You don't even need to leave sprint on (since you can just "tap-on" sprint for 120 secs of stealth every two minutes). -
Give Illusion / Trick Arrow a try.
My background: After getting a Grav/Kin to 50, I tried out a whole bunch of controller combos for another that felt as hard-hitting, much like you. Illusion looked good, it has a pair of good, solid single-target attacks (Blind and Spectral Wounds). But the set loses a bit of Containment damage without any way to easily set up Containment, aside from Blind.
So I paired it with TA for Entangling Arrow. Entangle, Blind, SW, next! TA helps Illusion with a bit more control, and eventually, Phantasm will ignite Oil Slick Arrow for you, which is very convenient. Good combo overall, although it's a bit slower while Phantom Army is gone.
I keep hoping to find a Mind combo I enjoy. -
Quote:Yep yep, and personally, I don't mind the animation.I would be concerned that if the animation time were reduced too much, that they would have to bring down the damage to compensate. Having that one, heavy hitting attack is one of the things that makes the Gravity set unique.
What always gets me killed (when I'm sloppy and just switched over from a Scrapper, etc) is activating Wormhole when I'm standing where the unaggro'd critters can see me. Then they all get a free shot before they get wormholed and stunned. -
Have you given a thought to an Electric Melee / Shield Scrapper? You'll have plenty of AoE, the Kin to help recharge your massive attacks, and the heal to keep you from splatting before you get soft-capped Defense.
Or Claws / Dark for all sorts of scrappy fun. -
I'd roll as Amasu, my DM/SR Scrapper, with Flight.
Not that I'd expect to get into many fistfights in real life, but I could really to for not getting hit by anything, ever.
... but that's only if IRL SR works against cars, unlike in-game. Otherwise, I'd re-roll as DM/Inv (soft-capped for defense) with the graphics turned off. Don't want any emo chicks mistaking me for a wussy vampire. -
That was fun!
This was our nearly-winning run; I forgot to take a screenshot of our award-winning Persistent run. (I ran as Cute Kenetic and Ninja Surprise.)
Good times.
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For a farming build, you should focus on recharge and regeneration, so that your attacks and heals come back faster.
Some specifics:
Level 1: Lightning Field -- Re-enhance this to focus on Acc/Dam/EndRedux. Don't use a full set, just mix and match IOs.
Level 2: Conductive Shield -- Two ResDam/EndRedux and two ResDam
Level 10: Hasten -- Three recharges is enough, unless you get enough +Recharge set bonuses that five-slotting it gives you the needed final 1sec recharge reduction.
Level 14: Tough -- S'fstPrt-ResDam/Def+(15) This won't do you any good unless you get LOTS more defense from other set bonuses
Level 24: Energize -- Re-slot to maximize recharge and heal.
Level 26: Knockout Blow -- This is your heavy hitter, give it at least 5 slots to get Crushing Impact's recharge bonus, and to max out damage and recharge.
Level 28: Lightning Reflexes --The default slot with 1 Run is sufficient.
Level 30: Rage -- You'll want Rage to be perma, if not stacked, so put enough recharges in it.
Level 32: Power Sink -- Same here, maximize recharge
Level 38: Foot Stomp -- Scirocco's doesn't maximize the recharge of a power, use Eradication or Obliteration instead.
Level 41: Power Surge -- Unenhanced, this'll cap your resistances, so it only "needs" 3 recharge if you want to use it as frequently as possible.
Other than that, looks good! -
Quote:How long would it take a Claws Tank to solo a pylon?Higher than the current pathetic damage output so that I could actually tolerate playing one.
I wish I could personalize the Fire and Ice attacks to be either all or no swords (except for the breath attacks, of course). I think it's dumb to have most of the attacks be icy or fiery fists or bursts, but then a couple attacks are perfectly shaped swords. Fire's swords don't actually cut, so replace them with a gout of flame. Replace Ice's with a giant icicle/spear thing. -
I'm glad to see that a bunch of these suggestions seem to have already made it into the game!
Although, many of the other suggestions would look almost identical in the game when reduced to character size or with the camera zoomed out.
I'd suggest something like the Sig 556 pistol,
or AR-15 pistol, but the Sig would be better because the AR's buffer tube in the back would clip with many of the gloves.
A Buntline would be really spiffy:
And the Le Mat is pretty darn steampunk. 9-shot revolver with a shotgun barrel:
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If you mean slotting for set bonuses, I recommend 4 Curtail Speed for the S/L def bonus.
Slow enhancements seem to only affect critter movement speed and not recharge speed, so if you think your enemies are already slow enough, 1 EndRedux is fine. -
No point in the S'fstPrt-ResKB in HPT; you could swap it for a Resist or Heal.
You should put 1 - 3 Heals in Rise to the Challenge to boost your regen in battle.
Other than that, I'm just amazed you could afford to put a full set of Kinetic Combats in Brawl!