-
Posts
4 -
Joined
-
Oh, and final note. I haven't really tested it exhaustively, but my gut feeling agrees with you that Blind is the best spot for the controller ATO set. That is what I went with, and I have been happy with it.
-
I don't have the time to go over the build with a fine-toothed comb right now, but I'll provide a few quick thoughts from what I did with my Ill/Time.
- As Ill, you really want to keep Phantom Army up all the time. Having Chrono Shift up all the time gives you an additional 50% towards this goal, which is very nice, so I'd slot that for recharge. If you run Hasten and Chrono shift you need around 70% global recharge to keep both up permanently, which is quite manageable without purples (this will also give you permanent Phantom Army).
- Using Power Boost with Farsight gives you a boatload of tohit (22% without slotting for it) and defense (26% with ED-capped defense slotting), both of which last for the whole duration of the buff. If you have Hasten/Chrono shift this can be up all the time without needing to slot any recharge in farsight.
- All the "free" tohit from farsight means I would ditch tactics from the build to save on endurance, as you will have no problems hitting anyway (nor will your team if they clump up for farsight).
- If you already use power boost with farsight, group invis also benefits from the boosted defense for the whole duration (giving another 5% or so to the team), which in my opinion makes it better than superior invisibility. The duration of farsight and group invis are the same, so you would be casting them in sequence. It is also much cheaper endurance-wise.
- The downside to this way of building is that you have to run a buff sequence of Power Boost->Chrono Shift->Farsight->Group invis every 90 seconds, which can get a bit annoying over time. In return you get a lot of defense (~30%), tohit (~20%) and recharge (50%) for yourself and the team, so I'm pretty sure it's optimal from an efficiency point of view. :-) -
Quote:If you slot the cardiac ultra rare, 6 level 50 res IOs in fire shield/tough (cardiac takes care of their endurance use just fine) and the PvP +3% res, you get 86% res on FA. Add in two PvP melee sets and an Air Burst in your epic AoE blast, and you can get to the 90% cap. That PvP stuff is quite expensive, though, so for me it's more of an long-term goal :-)As a Elec/SS/Mu Tanker with the Ultra-Rare, let me mention this.
I can still bottum my End Bar out.
So yes.. that 45% end Reduction was a big help.
As to the S/L res... I wonder as well at the slotting to get a FA to 86%.
I have the purple IO Shield wall +3% Res, and Ultra-Rare Cardaic Alpha.
S/L: 88.49%
*was capped but I just swapped around some stuff and I lost a bit of S/L*
Still, going from 70% ish S/L resistance to 83% ish (The cheap/easy stuff: Rare cardiac, one Air Burst set and 6 level 50 res IOs) has already made quite a noticeable difference on survivability. -
I've gone with the Cardiac for my Fire tank - another benefit is that the end reduction allows you to overslot for resistance instead of end reduction. I'm well aware that normally it's not worthwhile to go beyond ED, but with the t3 cardiac my smash/lethal res is sitting at 82.5%, or in other words taking just over half as much smash/lethal damage as normally. Another side effect is that E/N resists are 55% instead of 45% - not quite as noticeable, but still a nice perk.
If you care to go for the PVP IOs that grant extra resistance, capping smash/lethal resistance is actually quite feasible, though this has been out of my budget range so far.
Admittedly, part of my motivation for this was that I already have defense based scrappers, so I didn't feel like building for defense set bonuses yet again. As such, you may want to take this option with a grain of salt.