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Posts
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Dual Blades relies on hitting targets to be very effective. Given that Invuln is a very good idea.
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I don't know many people with a good idea on your budget. Try using basic IOs then post. From there that can be looked at and then somethings that might help you further the build could be said. Take one power at a time and see what the likely cost is. I don't personally keep tabs on the market.
Most Willpower suggestions are likely to be expensive. A common trend is to up S/L with 4 kinetic combats in 5 of your attacks. That's already expensive but thats to get it upto some peoples idea of good. Smashing Haymakers are probably cheaper but then they do less. Reactive Armours in your shields maybe best but again that maybe pricey but you can with patience pick them up cheap at times. 6 slots of perfect Zingers is a cheap way of getting S/L up in taunt.
Edit: I did have a build suggestion for a mate when it comes to WP/Mace, if I still had it, it might be still too expensive. -
There is smash with psi, lethal with cold or fire, smash with energy, smash with neg energy etc etc. Going by that you do cover alot by covering s/l. Melee is fine if you can force melee attacks and ranged damage is weaker anyway. I went for keeping my firetank a completely different feel to my other tankers.
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Mids, Window, Powergraphs, Powers taken, End/Sec will show everything immediately. The DPE on jab is still alright but its rechg is greater.
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You could have the greatest and longest look at a defender set, max it to a point where you can see how you would play it versus anything in the game. You could go further and see how your powers stack or pseudo stack with anyother character creatible and work out tactics. What you can't do is play other peoples characters for them and that's where everything falls apart.
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For endurance issues during a fight, end slot attacks. For best end recovery between fights, end slot toggles. Look at what costs the most over time and end slot them first. Jab, Boxing and Tough have pretty high eps for what they do.
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You owe alot to the teams you've played with. I've always said that when things go right for me. I probably rotp more times solo than teamed. I like to push it when on mine even when alone, testing my limits literally. If I make a team then thats rare because I usually on for a mish or two and making a team and being around for just 2 missions is not my style. If I join a team its normally a tf and they tend to be easy settings half the time.
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Cold, all rounderness. I dunno whats best and couldn't give a monkees but I do think there is an element of an I win button with Cold.
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Quote:Any critter with Darkest Night on should be last, but yeah to stand a fair chance versus AoEs and runners go for highest rank. I got a target macro which I can edit quick in missions.In the content I've been in so far, there's been maybe two fights where I could predict in advance that a given critter would be alive more than about five seconds. How would I use DN effectively? And given that, what would I drop or shuffle in the other powers?
/macro T, "$$targetname something"
Ofc just change the something. -
Sitting in the middle of those brackets is what I would refer to as one of the most crucial Dark Powers, one I would slot early as I would rather see a well debuffed group than have to spam heals. It's a no brainer. Darkest Night.
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I like the CoD as it means I get attacked late, the sooner your being attacked the more damage you take over the fight duration (plus cj would mean I have locked into a power pool pick when perhaps there is another 4 I could go for...thinks about it..flight or tp, fitness pool, speed pool, fight pool, yeah so say I was wanting haste, fitness, fightpool and flight I'd need to avoid cj.
I look at DPE when it comes to Death Shroud. Your attacks have a base DPE, now whatever figure that is, you can double it with damage enhancements and then reduce it further with end reduxes. Some attacks hit 1, some hit 5 max, gauntlet always hits 5 but the lower the end cost of the power the smaller the aoe of gauntlet which means low aggro control, death shroud hits 10, people can see death shroud, it needs to be slotted well at the point its really needed. It's nto until 28 when DM gets a hit 10 in the secondary. 10*dpe adds up. In the lower levels you can only really make a couple of attacks half good or DS really good.
Combining all that with me personally liking to wherever possible due to team support or good teamwork to tank off of the bat, my glass is half full and I think why not herd up frostfire like a lvl 50 making good use of obsidian shield (lvl 6) when/if you can? But I do know that really until lvl 10 people on any character are pretty much even on survivability and so up until 10 a tank getting all the aggro, or little more than the alpha is very unnecessary so I am not trying to impose any right/wrongs here.
Edit: an end hoggy character on a server with few decent teams (people who can cooperate with eachother within good reason) could be very unfun and I wouldn't want to solo with death shroud, death shroud could then wait. -
I got a thugs/ta and a Ninja/ta, tbh demons/ta sounds like a nice idea. Demons what I paired with thermal is very good.
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Death shroud is a bit late for me Dechs, I like to have it about level 1 or 2 and then taunt is a must at 10, given the choice between CJ or hurdle I'd of prolly picked up cj first however I deffo would of taken cloak of darkness at 12 (but i am a 63 month vet what don't use that cj to get sj). I found immobs start after 10 anyway along with kb so then there would be a kb res in that CoD or CJ in that builds case.
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Blasts can draw aggro if the aggro isn't otherwise taken care of. Yes the holy trinity is complete balls here. Given that, why make a defender? Concept ofc. I'd go make a pacifist cos people told me not too XD
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Quote:If you want to make a Pacifistic hero go right ahead. Powers are there to offer players flexibility or other players flexibility or the enemy a lack of. So decide on what you want to do. It's the players you meet ingames whose opinion of your playstyle that may matter more than some random person on another server on the forum.Are there viable builds out there that completely forgo the use of your secondary power set, and focus more on maximizing Empathy and investing heavily into power pools?
Empathy buffs people, you could say perhaps that as it is you provide fort you could go dark blast. I will say that AoEs of any secondary always look good to me, because if I am going to not be able to heal someone in the time it took me to attack then I rather atleast do some damage that hits 16 than a single target as it adds up more.
When people pay for my account and my time they can inform me on what concepts I'll have. -
It's like this with me, played on tanks what rarely go down, when they did go down, I thought a self res would be nice to help the team, when I came to a tank which offers a self res I take it.
Argue with people over the usefulness of it.
More arguments.
Now comparatively abuse RotP relentlessly. -
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Reduce end costs and its fixed.
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I think that, that build is a build that won't die either from avoiding hardcore stuff, life as an offtank scranking and again avoiding hardcore stuff or from having good support or a good team in general. It won't matter how you slot it, it's not going to be 100% unkillable. Also Dark melee isn't one of the better secondaries for this endeavour by a mile.
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The fiery aura set may in some (some?) many peoples opinions need a rethink but that could be talk of the rest of the set. Tier 9s aren't by law the defining power except maybe conceptually. I started on Invulns and yes Unstoppable is a nice oh bleep power but there is a crash (and people complain about dying because of it). WPs tier 9 is skippable to some. Granite is god mode for a reason, when you lose the flexibilities of other tankers you need it, what I can do as other tanks makes up for the lack of granite alot of the time.
Doesn't matter what tank ya on full bore is going to be where you are taking all the aggro, the teams healthbars aren't moving, yours is, and there is that thing where if your not near death experiencing ya just aint pushing ya tanky hard enough and it adds to the fun to of come so close and yet been so far. My FA is probably my most frequently dead, but its fun and easily a great xp/timer. Debt rate is met by xp/rate. I should get into good habits with mine though. -
I teamed all the way to footstomp, the damage is bad until rage with single targets then bad until footstomp versus mobs. I would possibly consider taking my latest a shield/ss off of the low pop server now that ya made me think of this. Solo, prior to 38 no ty.