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Posts
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Joined
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PBU will not work on powers that have a +resistance component.
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Quote:To be fair Stone gains just as much as Invuln does when paired with DM.I would say stone is second best XD and Invuln is best if it is paired with a complimentary secondary like Dark. Gasp XD.
Seriously, I love my stoners but they come with a huge cost and penalties. With my Invuln/Dark I get capped S/L/N/E/F/C, capped HP, self heal, and etc... With this combo I get to have my cake and eat it too.
Lots of tank combos get to "have their cake and eat it too". But it really depends on what type of cake you're talking about(see post #4 ITT). -
Isn't Kin/Elec the best powerset combination for sapping? If having your enemies dry of endurance constantly isn't defending your team, then I don't know what is.
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Quote:You can do great stun stacking with Cosmic Burst and all the other stun powers in EM. Easily enough to permastun Bosses with an attack chain and even EB's.I just rerolled my peacebringer as a rad/nrg blaster; I colored all the powers blue/white. He's only level 16, but so far it's been a blast. He plays a bit like a scrapper, what with irradiate and more melee attacks than ranged ones (I skipped the eye blast). Energy Punch and Bone Smasher do heaps of damage and stun occasionally to boot.
For AoE blapping goodness though, I'd take Mental Manipulation. Solves the end issues and blapper survivability issues with Drain Psyche, and gives you another close range AoE attack, giving you a 3-hit combo of Irradiate-Psychic Shockwave-Neutron Bomb. -
Quote:My first corruptor to 50 was a Rad/Sonic. I can tell you with certainty it is end heavy. Just look at Neutron Bomb and Irradiate.Fire is awesome with Sonic, but as you say it's very end heavy. This can be solved by APP/PPP powers (but that's only 40+) or IOs and slotting (which can be pricey).
I think it's important to get a set with a decent offensive punch to make the most of the -res /Sonic brings. Dark...really doesn't. Sonic/Sonic would be highly effective, but as others have said better as a Defender. Not to mention booooooring as hell, my god.
I think Rad would be a good pairing with it. It's not end heavy, its got decent damage and AoEs to make the most of the -res, the -def in conjunction with your secondary makes you a debuffing machine. Plus you can put an Achilles -res proc in Irradiate for even more -res spamming. -
Quote:I find I always have time to pop a break free if needed, heck I even have time to combine inspirations into a break free.One you're held, toggles surpress, everything can hit and that's it, very quickly lights out. Defense is a very good way but so is proactive defense. I have macros that allow me to auto target certain enemies as I run in, then I slap a hold on them or something before they do unto me instead.
Also, while powers are suppressed during mez, IO bonuses are not. So there's another reason to build your res based tanker towards defense. -
DM has great synergy with Inv. The high max HP, Defense, and capped resists, work wonders with the self heal DM provides. Your only weakness is the low AoE damage from DM , and you should definitely try to get an APP/Patron pool AoE attack later on to deal with that issue. Soul Mastery fits quite well thematically, while giving you great mitigation.
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Quote:Mez resistance can't proof you, as there are diminishing returns. 100% mez resistance will only make the mez effects last 50% as long. 20% mez resistance will make the mez effects last 83% as long. It's a good idea to have the Aegis mez protection IO slotted, but aiming for any more than that from IO's is pretty unnecessary, and you're better off getting defense.That's actually kind of reasuring.
Having worked to get a tank to 50 (I have many stalled at 30-40) after all these years, I was becoming concerned that I'd taken one that was particularly unable to deal with something really critical.
Even so... has anyone managed to protect an ele tank... or heck, a fire or dark, with mez resistance above and beyond the basic shield up to the point where it's bombproof on large teams? -
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My Elec Tanker is always the first into the bowl, and I can avoid the mez for quite a while. I use one small purple to put me at the positional softcap, and that keeps me safe from almost everything.
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Sonic Blast is indeed much better on Defenders. I would try to avoid Sonic Blast(It's still a good powerset, I just couldn't bear the thought a sonic/sonic defender does everything I do better). I would also avoid Energy and Elec Blast, since they don't synergize well with Sonic, IMO(KB works against your buffs/debuffs, Sonic has nothing to help with Elec's end drain).
Keep in mind that the more end heavy blast sets(Rad, Fire) will take a toll on your endurance, something Sonic Resonance already does all too well by itself. The Cardiac Alpha solves that problem somewhat, but it could be a long way till you get 50. -
Yes, please buff PB's. Mine is collecting dust, mainly because of the KB. And even if they fixed the KB, I would still feel something's missing.
As a PB, you have to constantly be switching forms to maximize your damage output. I would expect such hard work to be rewarded, except the damage barely comes close to a damage dealers output. At the very least, give us a 100% Build Up. -
Quote:Mine isn't that serious. It's a good game to vent it out, though.OCD sucks sometimes...I really struggle IOing characters because I'm unhappy unless all enhancements within a given power are the same level! For example, at level 30, I turned off XP to try to farm up some Thundergod's sets for my archery blaster. After all was said and done, I now have 3 attacks 6 slotted with the set.
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It's a good power for the reasons stated above. Leveling up my crab, it helped quite a bit when the team didn't have an amazing alpha soaker.
The problem is it's on a long recharge, so it will be up at every few fights at most. And it is for that reason I can't recommend taking it. If you really want to try it out, take it as you level, and respec out of it at 50.
The only good usage I can see for it is as an "oh crap" power. -
Quote:If anything that just shows how Empathy is underrated(Note I said Empathy, not healers). Fortitude and AB are amazing.Super Strength.
Empathy and Pain Domination (A.K.A. H3a1z0rx)
Buffs and DeBuffs are almost always more effective than "Heals". Enough said!
I think I can speak on behalf of all the good empaths out there, that I cringe a little every time I hear good heals, even though my hard work at prioritizing+using my buffs while blasting was much more beneficial to the team. Compliments are compliments though, can't be choosy. -
For me it has to be 45%, but I'm just OCD like that. I like my numbers.
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They should sell hero merits too, 1 buck a piece! Today's deal: A purple IO of your choice for 20 dollars! Fully IO'd char for 200! We'll play the game for you, 300$!
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Yes there are definitely some endurance issues there. I did some fiddling around to reach the softcap and ease up on the endurance a bit.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(25)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(23), RctvArm-ResDam/Rchg:40(37)
Level 2: Haymaker -- KntkC'bat-Dmg/Rchg:35(A), KntkC'bat-Acc/Dmg:35(3), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(11)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Rchg:50(17), Dct'dW-Heal/Rchg:50(31), Dct'dW-Heal:50(40)
Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(40)
Level 8: Knockout Blow -- KntkC'bat-Dmg/EndRdx/Rchg:35(A), KntkC'bat-Acc/Dmg:35(9), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(15)
Level 12: Blazing Aura -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(13), Erad-Dmg:30(15), M'Strk-Acc/Dmg/EndRdx:50(37)
Level 14: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(31), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(46)
Level 16: Plasma Shield -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam:40(39)
Level 18: Rage -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(19), RechRdx-I:50(19), RechRdx-I:50(34)
Level 20: Consume -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(21), Erad-Acc/Dmg/Rchg:30(21)
Level 22: Tough -- S'fstPrt-ResDam/Def+:30(A), TtmC'tng-ResDam/EndRdx:50(25)
Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def:50(34)
Level 26: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/EndRdx/Rchg:50(36)
Level 28: Burn -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Rchg:50(42), Oblit-Dmg:50(43), Oblit-%Dam:50(43)
Level 30: Super Jump -- Jump-I:50(A)
Level 32: Foot Stomp -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Erad-Dmg/Rchg:30(33), M'Strk-Acc/Dmg/EndRdx:50(33), M'Strk-Dmg/EndRdx/Rchg:50(34)
Level 35: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 38: Tactics -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit:20(40)
Level 41: Gloom -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Acc/Dmg/Rchg:50(46), Thundr-Dmg/Rchg:50(50)
Level 44: Dark Obliteration -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(46)
Level 47: Soul Tentacles -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/EndRdx:50(48), Enf'dOp-EndRdx/Immob:50(48), Enf'dOp-Acc/Immob/Rchg:50(48), Enf'dOp-Acc/Immob:50(50), Enf'dOp-Immob/Rng:50(50)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(39)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(31), P'Shift-EndMod/Acc:50(37), P'Shift-EndMod/Rchg:50(39) -
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You're fine with the part where Bobcat, an AV many characters can easily solo, becomes the most powerful AV in the game just like that?
Personally, I'd like it if there was a dramatic cut-scene after Neuron dies showing how Bobcat goes crazy(And maybe a cut-scene somewhere before that highlighting their close relationship). Kind of like the Romulus cutscene when he turns Nictus.
And while I'm on a cut-scene frenzy, how about adding one before the Battle Maiden fight, where a powerful entity charges at her head-on and gets decimated by blue flames(A vanguard heavy? An elite Rikti squadron?). -
Super Strength. Not that it's bad, it's just that I hate, hate the rage crash.
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Quote:I agree with this somewhat. The new TF's don't do a great job of making you feel heroic/powerful in the final AV fights. War Walkers however are pretty fun to beat.Well, the fact of the matter is, I feel weaker than I did before. Before, I could almost take down Battle Maiden on my own. I could at least hold my own against her. Same with Bobcat and Neuron.
So what did the devs do? They give Bobcat uber Vengeance that can two shot my Tanker and give Battle Maiden a rapid fire unresistible nuke that will put any of the Judgment attacks to shame even when they unlock.
But I get a minor boost to recharge.
Whee. -
Lots of good options, I'd personally get Psi because WoC and CA look nice when active together. Synaptic Overload should stack pretty well with WoC, and it does work great with end drains(First few attacks are on their allies, and then they're out of endurance). Having both Psionic Tornado and Psychic Shockwave is also nice.
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The fighting pool is much better for Blappers than it is for the ranged blaster.