Dechs Kaison

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  1. Dechs Kaison

    Dark/SS

    Quote:
    Originally Posted by Gilia View Post
    Defense Debuff Resistance works like status resistance, not damage resistance. This translates to defense debuffs having about 44% less of an effect. Against heavy -defense enemies (like Arachnos or Longbow), your defense can still melt very quickly.
    Oh really now? That's not something I was aware of, and I hate to say it, but it doesn't sound right.

    If it really worked like status protection, then softcapped SR characters with 95% DDR would worry about defense debuffs a lot more than they currently do. As it stands, a SR character with 47% defense has enough to virtually ignore defense debuffs.

    If the 95% capped DDR was really acting like status protection, than a single standard 7.5% debuff would be enough to start the cascade.

    I know that's not the case.

    Status resistance reduce duration, not magnitude of effects, thus the "100% resistance is half duration." DDR decreases the magnitude of a debuff.
  2. The best "healers" rarely have to heal.

    In our game, damage prevention is far and away better than damage recovery.
  3. Dechs Kaison

    Dark/SS

    Quote:
    Originally Posted by Adaptionist View Post
    That was what I thought, I am wondering if it is the same problem I have experienced on my SD/SS tank in the 40s too? Arachnos tear him apart faster tho (in spite of his DDR with high recharge and three slotted active defence). Or maybe it was non positional psi attacks?
    I blame it more on the defense debuffs. You probably have about 50% DDR, less if you don't run Grant Cover, which means debuffs still hurt, especially if they're +anything in level.

    Dark Armor has heavier resists and an amazing heal to fall back on. Shields is more one trick pony. There's resist there, for sure, and +max HP, but without defense, Shield's only saving grace is the ability to kill enemies before they kill you.
  4. MM running Tactics here.

    Poison Trap: Just recharge. The debuff is autohit, and I'm outta slots.

    Acid Mortar: Frankenslot some Accuracy, Endurance, but mostly Recharge and a -res proc.

    Seekers: Cloud Senses six slotted for the defense bonus.
  5. Quote:
    Originally Posted by seebs View Post
    No group fly yet, but I have the whole teleport pool. I'll let people know that, for the Best Experience, they should turn off teleport prompting and just go with the flow.
    Just a quick FYI: Team Teleport bypasses the prompt.

    My MM used to teamport his bots and anyone unlucky enough to stand near him right into the middle of mobs. People figured out pretty quick that it was actually keeping them safe, since the FFG was guaranteed to come with.
  6. Quote:
    Originally Posted by AnElfCalledMack View Post
    That means that after a team wipe, I can hit Rise, and everyone else can use a wakie in perfect safety, because all the mobs are doing the drunk walk, too.
    This is one of the main reasons I like Dark Armor so much.

    I rarely ever eat dirt on my tank, but when I do, I can still hold my aggro.
  7. I am by no measure a Tanker expert. I happened to do fairly well with my DA/Fire tank, but I have little to no experience with any other primary.

    What I love about my tank: He is absolutely invaluable on a sub-par team. With a bunch of poorly built, low budget characters or simply bad players, it generally doesn't matter. With my tank, I can lock down aggro and assure that my bumbling teammates are not in danger, then turn everything into a war of attrition that I won't lose. The enemies will not kill me, and my team will eventually overcome them.

    What I hate about my tank: On a top end team (read: heavy on defenders/masterminds/corruptors/controllers), my tank is absolutely worthless. I feel like I'm not contributing at all. The best teams share aggro and turn AVs into trivial minions with a lot of hit points. In this scenario, my aggro control is not needed, and my damage output pales in comparison to the rest of the team. Simply put, I offer nothing to this kind of team.
  8. Do you want to be a tank or do you want to be a brute?

    Do you want to be harder to kill or do you want to be a bit more offensive?

    That'll answer which character type for you.
  9. Every time I see a request like "I need an x/y build with z caveat" or something similar, I always reply with the same.

    Quote:
    I charge a flat fee of one billion influence for a build. If you're not putting any work into it, I'm going to get something out of it. I promise that build will meet your every expectation.

    However, if you come up with your own build, I will offer advice and suggestions on how to optimize said build, free of charge.
    For the record, I have been paid for builds. Some people are that lazy.
  10. I realize now that editing in comments may not have been the best idea, since you may not have noticed. Please scroll up for my suggestions.
  11. Dechs Kaison

    Dark/SS

    Quote:
    Originally Posted by Adaptionist View Post
    Any thoughts?
    Were you taunting? My DA tank has kept aggro from Shield Scrappers without problems.

    Also, Reichsman has some nasty AoE that can damn near one shot anyone squishy.

    AAO is undoubtedly the most powerful taunt aura in the game, but to understand why, you have to understand the aggro formula. Aggro is determined by a combination of character threat level, taunt value, taunt duration remaning, damage being done, and debuffs being applied.

    Both taunt auras have the same duration and taunt value (I belive), but AAO pulses twice as fast. Your threat value is higher because you're a tank, but the scrapper does more damage to begin with, so it's about a wash. Death Shroud can miss; AAO cannot. Death Shroud has no debuffs (I don't believe status effects count, because OG will never stun Reich); AAO debuffs damage. Also, since AAO buffs damage, the scrapper is doing a much larger amount of damage than you are, even with Rage. Without Taunt, shield scrappers tend to steal aggro a lot.

    It's not impossible to keep aggro off of a scrapper. Just rotate in some Taunts.
  12. Dechs Kaison

    Soloing +4/x8?

    Quote:
    Originally Posted by JuliusSeizure View Post
    Pretty much. It's all about the soft cap...
    And for a good explanation why, read the softcap guide in my sig.
  13. Quote:
    Originally Posted by Jasra View Post
    FWIW, after i19 releases I expect more people to be running "kill all" TFs for the shards. This will also mean more purple drops being generated, both for you (if you're on the TFs) and among the population in general, making more available on the market.
    Which means my +2 (minimum) TFs will not change at all.
  14. I am at work right now, so I don't have mids with me, but I will take a look at this when I get home and edit in my comments.

    Edit:

    Alright, I can see what your goals are, and you've done a fine job of it. I can see you plan to be heavy on the forms, and stay out of human except to buff up your forms. If anything, you went a little overboard on the recharge. Hasten is permanent, and it doesn't actually need to be. You did manage to put in a modest bit of defense, which will be noticeable.

    I don't know if you exemplar ever, but if you do, you'll want to move sunless mire up to level 12 and Gravity Well up to 18. You can push those pool power mules to the higher levels and not lose anything, and still move super speed up to say 14 or 16. Since the LotG bonus is global, it won't matter where in the build you put the mule powers.

    I notice you have mostly level 35 enhancements, which leads me to believe you do exemplar (that's really the only reason to get lower level IOs). That in mind, I would definitely take the powers you plan to use as soon as they're available.

    Ok, without moving any of the powers around, here's what I'd do differently:

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    I stole three slots from Stygian Circle. The 5% recharge wasn't worth all those slots, and you can do more with them elsewhere. Hasten still recharges in 120.7 seconds, and Eclipse in 83, so there's still some comfortable overlap.

    The first slot went into Eclipse to slot some accuracy. Eclipse does require a tohit check, and in anything short of a full spawn you'll start to notice misses.

    Second slot went to Black Dwarf to put the Performance Shifter proc in there. Powers get endurance hungry with the kind of recharge you're packing, and the Performance Shifter really helps. Speaking of, I changed the Dark Nova slot from end mod to the Perf Shifter proc as well. It provides more benefit than a single end mod enhancement does.

    Third slot I threw in Gravity Well. That power is the heaviest hitting power we have, so you might as well slot some damage in it.

    The other thing I changed was dropping Gravimetric Snare for Gravity Shield. Without slots, I don't picture you using Gravimetric Snare, and Gravity Shield lets you put the Steadfast +3% defense unique in there.

    Something else to consider: Dark Nova Bolt tends to go almost unused in high recharge builds because the other three blasts do more damage and make a full attack chain. You could put those four slots into Gravitic Emanation and slot the Stupefy set for the same 6.25% recharge bonus, but you'd be picking up a really useful stun.
  15. Dechs Kaison

    Soloing +4/x8?

    Quote:
    Originally Posted by Eiko-chan View Post
    Well, fortunately, Dark Armour isn't without stun protection, and Tankers have the highest mez protection in the game.
    For what it's worth, while soloing +4/x8 Malta, there have been occasions where they managed to stun me.

    Fortunately for me, you have to kill Dark Armor twice to actually kill it. And slamming the Malta troops with an autohit mag 30 stun was a kind of poetic justice that just makes me giggle.
  16. Quote:
    Originally Posted by Jibikao View Post
    I swear!!!! I joined PUG two weeks ago in Praetoria and this Grav Dom kept using DS on every mob. Why do we need DS at lvl 4???? The mobs were -1 level...
    Dimension Shift is a level 12 power. It cannot have been used while you were level 4.

    You must have been mistaken.
  17. Quote:
    Originally Posted by Big_Soto View Post
    Does the Spiritual +health increase the HP to powers that grant HP?
    Yes and no.

    Imagine the alpha slot as an enhancement, not a set bonus.

    Essence boost: Yes. Because the +HP is enhanceable, this will be increased by Spiritual Alphas.

    White Dwarf: No. Because the +HP is not enhanceable, Spiritual alphas will have no effect.
  18. Quote:
    Originally Posted by Rajani Isa View Post
    And both are sets of all Unique (only one slottable per BUILD) IOs.
    I do not believe the PvP IOs are all unique. Some of them (the +3% defense) are, but most of the sets are not.
  19. Quote:
    Originally Posted by Lothic View Post
    Perhaps they "should" be run that way but the fact that they can actually succeed with other team makeups with other kinds of tactics pretty much shows us your "should" is nothing more than a recommendation.
    Oh, I certainly agree.

    I have personally completed successful Master of runs with absolutely bottom optimal teams. They were both fun and stressful. A particular example is a MoSTF with my tank, a PB, an NRG/NRG blaster, a storm defender... and nothing else I can remember. I think we at least had a radiation emission. Controller or defender I couldn't tell you.

    I also have completed a Master of run where my tank was along for the ride because we had four illusion/storm controllers. The other three spots on the team were /sonic blast defenders. Nothing has ever gone that smoothly.

    All I'm saying is this: If you're serious about getting the badge and don't want to rely on gimmicky strategy, just bring a team of defenders (which, in and of itself, could be considered "gimmicky strategy").
  20. Quote:
    Originally Posted by Lothic View Post
    But if you have a less-than-optimal team it's always safest to keep the team out of an obvious meat-grinder when one death can ruin it for everyone. *shrugs*
    But if you have a less than optimal team, forget the Master of attempt, set if for +2 and have fun destroying Nazi wannabees with no fear of consequence.

    That's how I'd run it, at least.

    Master of attempts should be done with no less than seven defenders/controllers/masterminds/corruptors on the team.
  21. Bah.

    Bring a tank/brute that can hold Reichy all day long. Let him do so.

    Bring enough defenders that the rest of the team can handle the ambushes all day long on their own. Let them do so.

    The ambushes eventually end. At this point, turn your defenders on to Reichy and make him disappear in seconds.
  22. Those are purple "ultra rare" recipes. They have a chance to drop from any enemy that is level 47+, so long as that enemy cons green or higher to you.
  23. Two things:

    The Mu pet should be able to survive since you are a tank and could likely keep the aggro on yourself. Check to make sure, though, as I thought only the Dominator version of the Mu pet actually healed.

    I have a spreadsheet which helps in analyzing survival. It'll let you compare a "sustained survivable DPS" of two builds pretty easily. Link to topic.
  24. Quote:
    Originally Posted by SquidheadJax View Post
    What server are you making Helpy McHelperson on, Seebs?
    Better be Freedumb, but he'd have a better shot at being accepted on Virtue.