Breog

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  1. This is going to sound really crazy... but Ill throw it out thier.

    On my Fire Tanker I slotted Consume with Obliteration set.
    Oblit has massive Recharge and solid Acc boost great for consume, and with the Damage boost + Proc it turns Consume into a pretty nasty attack.

    Consume + FE + BU + Proc = Rather damaging attack. With the added bonus it recharges your End

    It was nice running into a big spawn, Hitting FE + BU,, then dropping Burn, Frozen Aura + Consume. Everything died and you were back at 100% end.

    As to slotting I definitely wouldn't under rate Cardiac on any primary Res based power set.

    5% doesn't sound like much but it adds up. At the Very Rare stage your improving your S/L by 9.4%.. that puts you basicly at 80% s/l. Thats pretty high. On my Elec Tanker it cardic will cap me to 90%.

    Cardiac or Spirtual are definitely the 2 to look at for fire.
    Do you go down the More Resistance, better end efficency root.
    or
    Quicker recharger, bigger Heal root. (of course spaming Healing Flames is a perfectly effective way to tank things to. On my Fire Tanker if I leave Healing Flames on Auto Fire.. I can get 4 stacks of it for 80% Toxic resistance heheh).
  2. Quote:
    Originally Posted by Sailboat View Post
    My personal record is 44 on a Broadsword/Shield Scrapper (died trying to rescue a younger Tanker from three Master Illusionists and their associated spawns & minions). My record for Tanker is 32, Fire/Dark Melee (died fighting the simulacrums at the end of the Positron I TF...we had an Ice Blaster in the team, so Built Up cold damage went right through my cruddy Cold resistances...and I was exemplared down, of course).
    Exemplared down shouldn't count in my view. reason... Your Enchancments do nothing. Exemplared down, unless your packing IO purples, your weaker then characters of the correct level doing the TF. (you do get the +5 thing... but so wouldn't the level 20 character who still at least has DOs in thier powers vs your Nothing in your powers).

    Its a unfair challenge for the no dieing while leveling. Not to mention, would Superman really die just because he was pulling his punchs vs thugs with guns?? His Invulnerability is still thier after all even if he wasn't hitting them as hard as he could (red mist anyone? hehe). Death should only count when your fighting at your normal level or higher. Or if you want say within 5 levels of your level (so exemplar from 40 to 35 everything is still working fully so death should count at that point).

    But thats up to what ever rules your playing with
  3. Quote:
    Originally Posted by Auroxis View Post
    I love Elec but it isn't as tough as Stone, Invuln, WP, and even Dark.

    I will say it is very well rounded and it gives you great offensive boosts(end management, +recharge, damage aura).
    Are we talking out of the box, Basic IO, or IO set biuld?

    Not much question on Granite Stone tanker.... no ones as tough as that (granite form). Though getting thier will be rougher then Inv.

    Inv vs Elec kinda hard.... Inv blows Elec out of the water on DEF. But Elec blows Inv out of the water vs Res. Only thing Inv beats Elec in for Res is S/L. And even then... not by much. (10% or less). Were as Elec has a good 35% difference in other resists over Inv, and even a huge 60% difference when it comes to Psi Res. Inv also is vulnerable to Drain, and can have End Issues. Heal is also slower on Inv, thought it does have the Hp boost.

    Out of the Box/IO (non sets). I will tip my hat to Inv due to the DEF. But its not so cut and dry.

    Elec vs Dark . Out of the Box ...Elec Beats dark in my view. Better Res, Better End endurance (vs End Hog Dark)..biuld in recharge, biuld in end discount. Capped Res to one of the more Common Dmg types in the game. Immunity to Drain (even Dark isn't immune.. but its good). Dark also has a Knockback hole in its status protection. Dark does pack the best heal in the game, and biuld in Def. However the over all starting package Elec is much more forgiving to play before IO sets then Dark. (After IO sets.. it gets really muddy).


    Elec vs WP... Never played WP so can't really comment on it. I will say on Paper WP looks a bit like Shield in its capacity. Non-IO set biuld isn't so impressive compared to multi-billion biulds. Shield I know really really likes its IO sets.


    So playing a 1 death your out toon, Elec/Dark is a Very strong contender as a choice to me.

    These would be my 3 picks:

    Inv/Dark
    Elec/Dark
    Stone/???

    *Stones secondary is a tough one... Ice, Stone, Dark.. each add thier own levels of uberness to Stones increable toughness. Inv and Elec could take those secondarys as well but really shine in toughness with Darks mitigation and extra heal.
  4. Elec/Dark might be a intersting combo to try for this.

    Elec:
    Highest base Res across the board (bar Granite). Only Inv has higher base S/L then Elec.
    Comes packing a Self heal, End discount, full status pro, end recovery.
    Res vs Everything... but Toxic but toxic is basicly everyones bane. Thats makes you pretty darn flexable over all.

    Combine with Darks -Tohit Debuffs, Self Heal, add in Tough, Weave, CJ, Manuver you can push yourself into 13-15% Def range vs All... then useing your to hit debuffs effectively get around 20% Def (most of the time) without IO slotting. This is all done pretty easyly. Even Basicly IOs can really push this biuld up into some very nice Res and Solid Def.

    If you make it to 41, you pick up a Epic/PPP with lots of AoEs (like Mu).

    End should never be a issue with this biuld (2 End Recovery powers, + your packing 2 heals).

    Lets not forget... Sapped out Enemies are a lot less threatening.
  5. How about...

    After meltdown...
    -75% End, -50% Health (the crash)

    Burnout Debuff is applyed.
    -1000% dmg for 20s
    -100% Recharge for 20s

    1. If your not careful, you will detoggle yourself on crash (end crash).
    2. With negative Dmg and recharge your not going to be hurting anyone after the crash, but still able to throw out your attack chain (once) to help keep aggro.
  6. Meltdown....

    Just a thought... might not be practical but could be a lot of fun.

    What if Meltdown instead of a typical 3 minute timer tier 9... was on a 1 minute timer.

    Over the course of the minute, you gain more and more partical effects as you reach critical mass. During the 1 minute biuld up you gain (+res, +Status, +Dmg, and a -To Hit PBAoE).

    After 1 minute you exploded ala Self Destruct. BIG BOOM (Extreme), Knockback, Stun (Mag. 4), debuff (-Reg -Def for 30s vs those hit).


    20 secs after your death... it triggers a Self Rez (50% Health, 25%).
  7. Heheh Considering I have 2, PVP IOs (about 4 Billion influence right thier) on top of all the kinetic combats, luck of the gambler recharge etc etc....


    ...Nope multi-biulds arn't going to happen here

    Looking more into this, I definitely think Im going with the first biuld. Psi Res suffers a bit... but I even found a way to keep a tad bit of the boost so I keep my Psi Res about 70%.

    Final numbers would look more like this.

    S/L Def: 45.63% (soft Cap!!)
    -Melee Def: 38% (ish)
    E/Ng Def: 24.52%
    -Range Def: 22.02%
    F/C Def: 19.52%
    -AoE Def: 19.52%
    Psi Def: 19.52%

    S/L Res: 90%
    F/C Res: 71%
    Eng Res: 90%
    Neg Res: 57%
    Psi Res: 71%
    Tox Res: 3% /cry

    This doesn't impact any other parts of the biuld. And netted me more hps and reg oddly enough.

    PS - I need to get mids to like my Computer.
  8. I am currently biult with the High Psi res, but as my Biuld becomes 100% I have gone back trying to see if thiers any more tweeks I could do to the biuld (without scratch rebiulding).
    Note on the first one... If I went that root, as S/L is now over softcap I might be able to move something else around for more En/neg Def. So its definitely a strong possiblity.



    Ghost Widow
    - Never really notice much a issue with her Negative Energy Attacks other then her mag 100 hold.

    Reichsman
    - Until recently when I was reading the forums I didn't even realize Reichsman had Negative Energy attacks. And I have done 10+ Kahn TFs tanking him.

    Nictus Romy
    - Currently Neg Energy Res and Def seem fine vs Romy.

    Cyst spawns on the ITF are examples of this
    - These can be a pain here and thier, but Engerize has dealt nicely with them. Only part of ITF that get rough for me has been the big mass Nictus spawn at the Oracle.. but thats dealth with easyly with Power Surge or a orange/purple.


    Always seems like Psi Damage Is killer, at least was until I push my Psi Res up into the high 70s and then into the 80s. It is fun laughing at Lady Crey and Clockwork king AVs

    Combine with my Elusive Mind Accolade I can Soft Cap DEF vs Psi and hit 90% Psi Resistance O_o
  9. Question....

    Would you rather have...(on a Elec Tanker)

    S/L Def: 48.14%
    E/Ng Def: 24.52%
    Psi Def: 19.52%

    Psi Res 65%

    Or

    S/L Def: 43.14%
    E/Ng Def: 19.52%
    Psi Def: 25.16%

    Psi Res 83%
  10. Quote:
    Originally Posted by Auroxis View Post
    Goliaths biggest hitters will be their physical attacks, and they do come pretty often. Yes I also agree getting defense for E/N or positionals should be a high priority, I just don't think getting E/N to 45% is that important on Elec compared to HP/Rech/Regen like I stated earlier. 32.5% is very viable, and 20% should work ok(You should have over 20% E/N anyway if you have 45% S/L).

    Should??....

    19.52% E/N . Do I win a prize? ^_^
  11. Breog

    Rikti EBs

    Death has a end Drain? O_o

    Didn't know that...

    For me I just pop a Breakfree to stop Famine from terroring me and pound away. Of course this doesn't help you much as im a Elec tanker... So my Blue bar doesn't go anywere unless I want it to.

    I would say Eating the purple and hopping for the best is probley the way to go. Fact of life for basicly any Archtype that can be drained.
  12. Breog

    Ss/ele/??

    As a Elec/SS/Mu Tank just want to chime in on this.

    I've Never really found the Foot stomp Fense issue a big deal. Opening Attack, use Footstomp and follow it up with Electric Fense, then Ball Lightning. Generaly not much is left standing at that point. Save for Boss who quickly go down from a KO Blow *and many boss types are immune to knockdown anyways*. So the need to knock things back down isn't that big.

    The 1, 2, 3 AoE (plus add in Lightning Field) attacks gives you a pretty massive AoE potential thats hard for others to deplicate. And this is coming form a tank mind you... under Brute Fury I really can't see much getting back up to even worry about the Fense Imm.

    Electric Fense also gives you a 2nd form of Aggro Control. 2 groups of Bad Guys? Nail one with Electric fense and go pound the other group.

    And of course... Power DRain + EF + BL = Basicly No End for Bad guys.
  13. Breog

    S/L vs Melee

    Quote:
    Originally Posted by Dragonhawk View Post
    Should the price of the Kinetic Combat set ever come down

    Might I suggest Hero Merits here.

    Buy the Acc/Dmg Kinetic Combat (its the cheapest by far) and use Hero Merits to buy the other 3 you want (asuming your doing the traditional 4 slot Kinetic Combat).

    On my Server, pound for pound Kinetic Combats are one of the best use of Hero Merits.
    (KC middle 2... not the triple go for 150ish Mil.. and only cost 1 Hero Merit.)

    After Farming up the Cash for my Shield Wall Enchancment I went back and contiuned doing Tip missions to gather up the 4 sets of Kinetic Combat I needed.

    ps - The Acc/Dmg Kinetic Combat can also randomly be gotten from AE tickets buying the 30-35 range Recipes... which also give you a chance at Steadfast Recipes.
  14. Breog

    leadership pool

    Really depends if your END can handle it, and if you have a power slot to use on it.
    (if my memory is correct) Tanker Manuver is 2.26% Def Buff, its not massive but its still a buff.

    I currently use it on my Elec Tanker, and Teams of course like having an additional 3% (ish) Def Buff... ever bit helps.

    But Really is dependent on your biuld and what your going for.
  15. Breog

    S/L vs Melee

    I dont really worry about it. My current Biuld is sitting at 40% S/L and 36% Melee.

    Due to how the bonus are handed out, Biulding for ether is going to give you solid Def for the other. S/L is just so much more useful over all your better biulding for it as a primary vs just Melee. (which would still net you a solid S/L Def).
  16. Ok I have to speak up on this issue.

    My Elec/SS Tanker is my favorite Tanker to play, and most certainly DOESN"T suck.
    3 Different times I have been on TFs someone confused me for an INV tanker because I was near untouchable. *which in itself is amuseing since thiers a bright red electrical field around me LOL*

    At no point leveling up my tanker did it ever feel (Sucky), or underpowered. Yeah DEF is a weakness of Elec, but DEF is also one of the easyest things to add with Invention.

    Combat Jumping, Weave, Tough are Automatics for Elec. But then again most of my toons always end up with those 3 powers on. Due to Elec non-END issues and Cardiac Alpha I also Run Manuvers.

    ITF Rommy? Absolutly no issues with tanking him. Even the Negative Energy Spam part on the mtn top isn't that big of a deal. It hurts no joke.. but ether pop a Purple... Orange... or just use Power Surge and problem solved. In fact I find for the most part Power Surge is a rather... unless power. Elec has such high Res to begin with about the only thing Power Surge is really good for is Toxic and Neg Eng.

    The Recovery bonus is kinda a joke.
    I person would have loved to see Power Surge give like a DEF bonus or Damage bonus vs the Big Res bonus it has. Brutes might be the only ones that really get much bang out of Power Surge. Scrappers cap out to soon to make good use of it (like Tanks).

    I'm not saying Elec is the end all be all of Tank sets. But more then any other Tanker set in the game Elec is crapped on the most by the player base for no other reason then many not knowing what the set can do.


    Anyone thats on Infinity that wants to see What a Elec Tanker can do jsut let me know
  17. CJ, Manuvers, (mule powers not really slotted for DEF. Both have Luck of the Gambler Global Recharge)
    Weave
    Steadfast +3%
    4 Sets of Kinetic Combat
    2 Sets of Obliteration
    2 Partial Sets Mocking Berratment (Taunt and Power Sink)


    This gets me around 42.5% S/L. PvP Def boost would easyly hit the Soft cap for expensive root. However for cheaper way Im going to swap out a few enchancments out of one power that really only nets me a small Recharge boost and instead slot something else for the last of the S/L Def bonus I need. Currently thiers 3 different roots I could easyly go with, from the slots I would free up.

    On one hand... 4 sets of KC and 2 Obl not exzactly "cheap" by some standards. In the grand scheme of things.. its really not that bad (considering I have a 2 billion PvP Aug on this toon). Especialy with Hero Merits you can buy your Kinetic Combats and not have to worry about the 150 mil+ each one costs.

    I know some dont like Manuvers running on a tank, but Electric Armor has the End to do it rather easyly. Espeicaly in my case as I went with Cardaic Alpha Slotting. Between 70-85% End reduction in just about everything and Power Sink running on 180% Recharge. Endurance is not a issue even running 10 toggles.

    I laugh loudly at Sappers.
  18. Elec never seemed meh to me. And I have done both a Scrapper and Tanker.

    My Tanker (Ele/SS) almost feels like cheating at times.

    Elec definitely became Uber once you start putting some DEF into it. Even 10% DEF was noticable differnce. My Tanker is Currently Running 38% S/L... I can easyly Soft Cap if I want to give up my Electric Fense Slotting. (Still debating).

    The Big thing about Elec is you really dont have a weakness save for your lack of Biuld in DEF. So once you start piling up DEF throw IOs sets the set quickly moves into Uber mode.

    Im currently Running 10 Toggles, with no issues of End. use power Sink offensively to drain everything.

    Energize Loves 5 Sloted Doctored Wounds set.
  19. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Fairly close to what I have....
    But mine is a Claws/ElA Scrapper with 97.5% global recharge prior to hasten.
    OK you got me bit on resists by a wide margin but I do have Shadow Meld every 28 seconds to cap defense to all when i need to
    Nice, very nice.

    If I need to push my tanking up more I can also use Power Surge for 90% resist vs Everything (except Psi which is 83%).

    Also have the Accloades for the +25% Psi Def + 7.5% Psi Res (which puts me to 90% Psi Res for 1m)

    If I time it right, I can use Power Surge for 3ms, then just as its crashing hit Demonic + Power Sink and never really Crash. Oddly enough while under Demonic I hit 90% Res in everything as well, Plus the benefit of Massive DEF.
    * Thier is a window of threat as my hps nearly bottom out, a lucky hit in these few seconds can drop me. But doesn't happen after with Enemies looking at 56% or higher DEF to punch through *

    4m straight of butt kicking tanking at Caps

    Plus Power Sink + Electric Fense + Ball Lightning = No End for Mobs
  20. Quote:
    Originally Posted by Scirion View Post

    *I thought the Steadfast +Res/Def only worked if the power was active? If I could have been slotting One with the Shield with it all this time, I might have to respec my main AGAIN...*

    Obviously, my responses are in red. When I have more time, I'll do a rebuild with your suggestions and see what happens. Thanks for the suggestions.
    Just to make sure I double check my Tanker, Yup Steadfast works in Surge. I have noticed most enchancment powers work all the time reguardless of were they are. The only Enchancment I found that had to be put in a active power was Kismets To hit bonus. (Granted I haven't tryed all of these werid things out).


    PS on a side note I can also confirm that Shieldwall +3% resistance works even if you turn off the power its in.
  21. I run Lady Winters at /x8 spawn. I get between 60-100 Candy Canes a run.

    I like the Lady Winter one over Baby new years because thier seems to be more body count, or at least the lay out makes it easyer to quickly hit them all. *shrugs*.

    However you need to be able to beat down Lady Winter solo if you plan to complete each mission for the 5 Candy Cane bonus. I do, but I know many were complaining they couldn't solo her.

    Stacking 8 Crysatlize can kinda due that lol.


    Last Night Candy Canes spiked to 600k each O_o

    Only reason I was even farming them was to buy the badges I missed on this toon.
  22. Couple of things...

    Your past ED cap on a lot of things, and many of those sets really dont have much to shoot for as a tanker 6 seting them.


    Reative for example I would only 4 slot, useing all the +Res Enhancments. You can do the same thing with Aegis, but really only need the big 3 Res enchacments. So you could even get away with 3 slotting them.

    As to Energize... Im confused by the 6 slot 3 and 3 slotting. Doctored Wounds 5 sloted will just about hit ED cap in Heal, Recharge, and End, with also getting you a nice Recharge bonus. And cheaper I might add. Unless your really gunning for those Reg bonus....

    I would always make sure Im getting maxium Res mod out of any of your base Shields. Currently your static shield is only 1 sloted with a IO. Granted thats not horrible but even just 2 IOs would get your much nearer to your ED cap.

    If you go with what I suggested above the slots you save from some of your toggles could be used to boost up Static.

    On my Ele Tanker all resistance Toggles are 4 slotted. (Charged, Conductive, Static, Tough), Grounded is even 4 sloted. (need some mule slots for res slotting).
    Some will argue about Groundeds low Dark Resist isn't worth modifying. I went with 2 IO Res in it, then use 2 more slots for mule slotting Imperium Armor +3% psi, and Aegis +3% Psi res.
    But I was also trying to crank up my Psi resistance as well.

    Also with removing some slots from resist toggles, you can bump up your Ball Lightning (excellent choice) to 5 slots. Your 1 slot away from picking up another nice Recharge boost.

    As a Rule of thumb I refuse to use any slotting that puts me 1 away from a Recharge boost I can use.

    Drop Static Discharge... a 1 sloted con power isn't doing you much. I would pick up Hover, reason is first it can act as a mule slot for another Luck of the Gambler: Global Recharge. Two, its pretty handy on certain missions to be able to hover in place. It has a bit of defnsive biult in which is nice as well, and even thought groundeds knockback protection only works on the ground with hover you only flip for a fraction of a sec. not a big deal.

    Power Surge..... I would put a Your steadfast Protection here. Your running a lot of Global Rechage (and hasten) Surge will be up a lot anyways. The same Bonus of Res that Steadfast has will go nicely with the massive 70% res mods that Surge has. Plus gives you a mule slot for steadfast you dont need to burn else where.


    Just some thoughts off the top of my head.


    PS - 6 slotting many things is a waste, but you have to look at the totals. Some sets make sense to 6 slots... like obliteration. Are you hitting ED limits? are the set bonus worth the slots? can I find better use of the slots else were?

    My Elec Tankers attacks are for the most part only 4 sloted, save for my AoEs which are 6 slotted.
  23. For those that think Ele falls behind other tanks.

    Resistance:
    Smash/Lethal : 86.72%
    Energy: 90% (more like 118%)
    Negative: 54.52%
    Fire/Cold: 67.77%
    Psi: 79.5% (yeah thats right)
    Toxic: 3% (yeah its a hole, but thats what Power Surge is for 90%)

    Defense:
    Smash/Lethal: 41.96%
    Energy/Neg: 22.52%
    Cold/Fire: 16.92%
    Psi: 16.92%

    *Need my gladiator still to soft cap S/L defense and push others up*

    Global Recharge: 87.5% (No Hasten)

    No powers were gimped in anyway to reach these numbers.
    *Mids hates my computer or I would jsut post link*


    I think Elec is still getting a bad rap from when it didn't have a heal. It seems to get looked over as a Tanker set compared to other sets. Of course personaly preference plays a huge part. If your not having fun with a set then dont play it.


    Ele/DM Tank sounds scary,
  24. I'm not a Ele/Ele tanker, but my Ele/SS tank kicks Major butt.

    I have taken my Tanker throw +4/x8 missions with easy, includeing Rikiti missions with 4 bosses of mentalist in them (I scare people when I tell them how high my Psi resistance is).

    Currently my biuld has no Purples ether, and I can Soft Cap S/L defense with 1 small purple.
    Once Completed the biuld is going to hit or nearly hit S/L Defense Cap. (few last minute choices to work with).

    Final Numbers: (Which Im nearly at atm)
    Final resistances: 90% S/L/E 83% Psi 71% f/C 57% Neg 0% Toxic
    Defense : 42%-45% S/L 20% E/Neg 16.5% F/C/Psi (Melee Def will be around 38%... Rng/AoE 18% ish)

    Power Surge: 90% S/L/E/N/F/C/T 83% Psi

    *If Mids work on my computer I would post the Mids biuld but currently mids hates my computer*

    Never listen to anyone that says Ele is a Meh Powerset. Thiers Advice #1


    Netphenix5 has Excellent points already made.

    To add to what he said,

    I would STRONGLY suggest picking up Tough and Weave. And to a lesser extent Combat Jumping. This not only is what allows you to Cap S/L Res (if you head down that road) but also forms the base for your Def. Weave + CJ = around 11% Def give or take depending how you slot each. Thats a solid base to then work on IO sets with, vs your normal base of 0.


    Slotting of Power Surge is questionable. The reason I say that is currently I only have the base slot in Power surge. Its up pretty often and I cap my Resistance useing it without useing other toggles.

    Of course thiers a few factors in thier. 1. Steadfast Res/Def goes prefect here, Base Slot and a excellent use of it so your not cutting into res slotting of your other toggles. My biuld runs 87.5% gobal Recharge, and my Incarnate slot is Cardaic (End/Res).

    Depending were your at at 2 of the above factors might not even be possible (Global recharge and Incarnate). Before These I can see merit in useing recharge and res boost in it. Im not sure if I would go as much as 3 and 3. But 2 and 2 useing IOs for near ED cap boosts definitely has merit. At worst 2 slots (1 Recharge and 1 Res IO) gives you a nice base to work with, with minimal slot investment.
  25. Quote:
    Originally Posted by _Pine_ View Post
    >.> I use Conserve Power. Does that make me a bad brute?

    It allows me to use Energy Drain as a heal, when I need it as a heal.
    It doesn't make you a bad brute, your biuld might have needed it. The 2 difference characters I made with EA never needed Conserve Power. Generaly speaking I find any set that has a Energy Draining power, doesn't need much else in the way of End efficiency.

    Particlary when in EAs case it needs to basicly fire Energy Drain when ever it can to top its Hps off.


    Front Loading Energy Drains Heal would help a lot (along with increaseing its targets). As pointed out its basicly useless for healing vs 1 -2 mobs. The 5 target cap right now on its heal further limits how much it can heal for.

    Im total for Brutes getting CP removed when its proliferated to Tankers (and I truely hope it does as some point).