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Posts
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Quote:/Fire has got a good mix of AoE and ST damage - with SS probably does the most damage overall.I've got a level 18 shield/energy melee tank that's not doing a lot for me. The shield side of things is fine and he tanks quite well, but the few times I go solo I'm finding it a very hard slog with EM (power usage versus miss ratio combined with slow recharge isn't make it fun). Other than super strength (got 1 tank, 3 brutes with that already), what's recommended for reasonable (as far as tanks go) DPS? Or what just seems to go well with shields?
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Quote:Not on your list but I strongly recommend Plant/Storm - great solo or on a team, with a good mix of damage and control.Hey there, most of my characters are damage-oriented (brute,scrap,blast,corr) and I want my controller to be as such too. I've decided to pick storm for my secondary because I love the powerset, but I have no idea what to pick for a primary. I've narrowed it down to either fire, earth, illusion, or gravity, but I want to know the benefits and downsides of each. Damage potential, Aoe vs ST, Solo or Team, etc. I don't care about AVs and Plants dont sit right with me, any help is welcome.
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Quote:IMO Foot Stomp with stacked Rage is better especially with the larger radius.Sometimes subtle differences make a big deal to a Scrapper primary. Broadsword's Slice power is a short cone, but it has good damage for a Scrapper area attack, and recharges in 8 seconds, letting you cycle it pretty fast. Its Katana equivalent, Flashing Steel, does less damage per use but recharges in a blazing 6 seconds. Compare to other cones having 10-12 second recharges or PBAoEs having 12-20 second recharges.
Similarly, Spin in Claws is the second-most-damaging non-nuke PBAoE melee characters can use, after Fire Sword Circle, but you can get two of them off and start a third one before FSC recharges. People don't always recognize how awesome that is. -
The big difference for me is - to buff or not to buff!!
Currently I'm going through an anti-buff phase and have no intention of starting a new alt that requires you to buff the team.
Buffing defines the playstyle of the alt.
In regards to it's ability to take on hard targets, the first vidoe that I saw of a Rikti Pylon being taken down was by SFX aka TalN with his Ill/Storm and this back in 2007.
http://www.youtube.com/watch?v=cvAi8...eature=related
Also taking on an AV.
http://www.youtube.com/watch?v=6ELs7qZrrs0 -
Quote:I'm not a number grinder but from my understanding Fire Melee is top of the heap for damage in both ST and AoE.War Mace is sick for a Tank, plain and simple. Good DPA, diverse slotting for enhancements.. In terms of sheer damage, it falls second to only Super Strength, and that's due to Rage. Granted, you'll find a lot more mobs with more resistance to Smashing than Negative or Fire, but I personally feel like it's one of the best secondaries for Tanks.
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Quote:What you said - Earth/TA or Earth/Storm.I just started back up again after getting sick of "the other game" and figured I'd make a new guy. I went through the first 10 pages and searched a bit and while I found some information and opinions I couldn't really find a dedicated discussion on what controller was the "Most controlling"
I want to lock down as much as possible, with useful secondary abilities as well like -res mainly so my team can kill faster.
From what I did discover, it looks like Earth or Mind are the most controlling primaries. A lot of these posts were old, so the newer sets weren't in yet though. Is Plant controlling? Or is it still distant compared to Earth or Mind? Or is there another set possibility?
For secondaries it seems like it's either /Storm or /TA or maybe /Rad. I have multiple /Rads already so that's out. I only have 1 /storm and its low in the 20s so I never really experienced late game storm firsthand and never had a /TA at all so I know nothing about it.
So what do you guys think? Any help is appreciated :-)
Personally I'd go with Earth/Storm, simply for concept - I can control the Earth and I also have a bow doesn't quite work for me. -
Quote:Although you're correct in saying that Shields, like Ice hasn't got any Psi defense, you're incorrect in saying that it has the same Psionic hole.Ice and Fire Armor are drastically different power sets. Ice combines strong defense with mitigation, whereas Fire combines resistance with increased damage. I'd say that the reason you like Shield is because it gives you a bit of both, and shares the psionic hole of Ice.
Shields has positional defense and not typed (Ice has typed defense, such as smashing or fire) and because most Psi is positioned as ranged it actually does very well against Psi. Obviously there are exceptons and as such a positonal defense alt is unable to cap defense against Psi attacks for the simple reason that some attacks have no positonal component.
Overall Ice will struggle against Psi, Shields won't so...........no not a Psi hole on Shields. -
Quote:Thanks for the reply - EU servers show as up.http://www.cityofheroes.com/news/ser...er_status.html
Server status still shows as down. And there's plenty of complaining going about, don't worry.
http://eu.cityofheroes.com/en/news/server_status/ -
Hey guys,
What's the current status on this?
I've checked the boards and no seems to be compaining still that they can't get on and the server status shows as up - but I can't get on still -
Quote:Ooops my bad, both powers are available at 2 but obviously it's not possible to have that many powers at L2.Actually, you don't have the availability get your third power from the primary until level 4. And at level 4, Illusion can (and in my opinion, should) take Deceive..
Agreed on Decieve, it should be taken early.
Quote:Only Grav Dist protects you from attacks -- an Immobilized foe is still shooting at you. For Illusion, I use Deceive a lot to completely prevent any damage to me whatsoever.
Crush reduces the foe to ranged attacks which are often weaker and map dependant - walls etc can be used to eliminate incoming damage.
Quote:And setting up Containment really isn't much of an issue . . . Blind sets Containment for SW, just like GD sets up Containment for Crush and Lift/Propel. It only becomes a problem when Blind misses . . . if GD misses, then Crush is there as a "back-up" to set Containment for Lift/Propel.
Grav also has Crush (Mag4 immob) which sets up containment on Bosses with one application - Illusion needs two applications of Blind before double damage begins.
Quote:That's why Deceive is so valuable. It provides MORE mitigation than any Immob or knockup power, and for a lot longer than any single target hold, and can't be disturbed by any attack the way a Sleep can. And since it hits without drawing aggro, you can attack any group without taking any damage whatsoever if you just take the time to use Deceive first.
Quote:Nope, not at all. I was comparing the single target attack chain and suggesting that Illusion can take down a single foe as fast as Mind or Gravity, as long as it is a minion or lieutenant so it can be defeated before the heal back. I admit that Mind and Grav's attack chain will do better against a boss because a boss can usually outlast the 10 second needed for the heal-back.
Illusion is great provided the foe is taken down by Blind - SW.
If it doesn't then Mind and Grav will pull ahead in taking down the same foe because it has an extra attack to complete it's ST chain.
Quote:Illusion has a safer way to handle small groups: Deceive. (Of course, Mind has the same power in Confuse.) You can entirely take two guys out of the fight before it starts, then take down the third with Blind-SW-SW. It is a little bit slower to Deceive foes before the fight begins, but far, far safer than relying upon an Immob, a knockup or even a hold that might miss. You don't have to worry about accuracy, as it has a 20% accuracy bonus and if you miss, you just re-cast.
Quote:The point I'm making is that while adding Air Sup can be nice, it is certainly not "necessary" or even "always recommended" since Air Sup requires moving into melee. The burst damage that Illusion gets from SW lets an Illusionist defeat low level foes often on one application of Blind-SW, even with TOs. If it takes one more application of SW, no problem because it recharges so quickly . . . faster than the attack chain from Mind or Gravity. If the Illusionist is at range, then the time spent to run into melee and use Air Sup will be longer than time needed for a second application of SW.
Quote:In comparison, I think that Mind's Dom-Mez-Lev works very well but actually takes longer to take down a minion than Illusion even in low levels
Quote:At upper levels, it is no comparison since Illusion can add an APP blast into the mix and has the contributions of Phantom Army and Phantasm. And Grav's GD-Crush-Lift/Propel takes longer, too.
As I said "Illusion does NOT have a great attack chain without the APP blast, even with a ton of global Recharge. To get that chain, you need Blind-SW-APP Blast-SW".
No, wait!
Hold on, what I said was - "Illusion only has a decent ST attack if you insert Air Superiority into it; Blind and Spectral Wounds aren't too good on their own."
Quote:Illusion does NOT have a great attack chain without the APP blast, even with a ton of global Recharge. To get that chain, you need Blind-SW-APP Blast-SW.
http://boards.cityofheroes.com/showthread.php?t=254737
Maybe you should take up the issue with yourself. -
Quote:As I said my comments are based around low level/mid level play when the player will be using TO/DO and to a lesser degree SO's. By the time the player has SO's PA will player a bigger part in the overall damage and control.A key thing about Spectral Wounds is not only that it has the Illusory Damage that give it an extra 64% damage over the base, but it also recharges in only 6 seconds. With a little bit of Recharge, that can easily get down to 4 or even almost 3 seconds. And it animates in just barely over 1 second. That means that by the time you finish a Dom-Mez-Lev chain, Illusion will be able to do a Blind-SW- -SW chain and do more damage than Mind's three attacks in the same amount of time. Yes, all three of Mind's attacks have a mez componant . . . but if the foe is held with Blind, does that really matter?
Air Superiority is a nice addition, but it certainly is not needed. Illusion does plenty of damage without Air Sup. I agree that it is a nice way to handle bosses . . . but I often Deceive them first so I never have to worry about taking them out fast. It is slower, but safer.
With some Recharge in higher levels, you can actually get in three SW attacks before the heal back. Especially with Containment, that adds up to a fair amount of damage that can be used to take down a minion or leiutenant quite quickly. Bosses last long enough to get the heal back from the first attacks, but with some Recharge you still are able to keep about 3 applications of SW's Illusory damage on the boss until he drops.
To the OP, sorry about the Threadjack.
By level two both Mind and Gravity have access to 3 attacks while Illusion has only 2.
Without going into specifics all have similar recharge times and do similar damage - as you said the damage types differ so in reality Illusion will benefit in that area.
Having played all 3 many times - in practice:
Gravity allows the player to handle many mobs at the same time.
By using Lift, Crush and Gravity Distortion Grav has good small mob mitigation and damage.
Grav also has the benefit if an immob that sets up containment in one hit which Illusion lacks.
Mind can do a similar job alternating between Mez, Lev and Dom.
Provided that you are carefull the order of the attacks you can maintain containment on multiple mobs.
Playing in Atlas both allowed me to take on groups of 2/3 red mobs at level 2/3 - pop a yellow insp for the accuracy.
Illusion can't do this.
Use Blind and SW one mob and then you have to wait a few seconds for the attacks to recycle. With SW having no mitigation survival is also an issue.
You also make the assumption that the player is attacking a single target - just because the attacks are ST it doesn't mean it's the same target. With only one method to setup containment again Illusion falls behind.
I love Illusion as a set but based on my experience it really needs that extra attack in the low/mid levels to be comparable with Grav or Mind in ST damage.
A person starting a new Illusion controller who intends to solo would be doing himself a massive favour by taking AS from the flight pool - the difference it makes in the low mid levels is massive. -
Quote:Provided that you can take the target out with a quick - Blind, SW - one, two I would agree with you. If the target has a slither of health left then the other two will pull ahead.I think it was your "Blind and Spectral Wounds aren't too good on their own" comment that bothered me. Very few people seem to recognize how the Illusory damage in Spectral Wounds allows Illusion to do a lot more burst damage that it would appear by looking at the base damage numbers. Illusion can take out foes in low levels faster than Gravity or Mind, even without that extra attack, because of that burst damage and the fast animations for Blind and SW. And in those upper levels, that attack chain is very fast -- combined with some good debuffs from the secondary, Illusion can take out foes pretty quickly.
Also Grav and Mind have more mitigation in their attacks.
At the low levels all 3 are good boss killers, but Illusion does need AS as that extra attack. Especially as GI or SI allows you to get in the first hit and keep the boss bouncing till he's held. -
Quote:I can understand why you would want to exclude the secondary from the discussion as it adds an additional level of complexity to an argument that's already complicated.In a debate between the survivability of primary powersets, I do not believe the secondary should be considered at all. It introduces too much variation.
However if one Primary has an espect that can be enhanced by the usage of a particular secondary then personally I feel that it should be considered.
If some one asked what the most damaging AoE Controller Primary is it would probably be between Fire and Plant. However due to the direct nature of it's damage Fire makes better use of Kinetics to move ahead of a Plant/Kin.
Should the synergy of Fire and Kin be ignored? -
Quote:Fair enough, I was simply highlighting the fact that in themselves Grav and Mind have complete attack chains without needing to dip into pool powers.
The point of my post was that Illusion, along with Gravity and Mind, are pretty good at taking down single targets even in low levels. Plant and Fire are more AoE damage focused, and Earth, Electric and Ice are somewhat lacking in damage in those early levels.
Illusion doesn't, it needs that extra attack. -
Quote:I was talking about pre Epic.Prove it. My Illu/Kin's attack chain shreds anything I hit it with.
Blind, Patron Blast, SW, Patron Blast.
The Illusion attack chain needs the addition of another attack to be complete, obvioulsy you can fill that with multiple vets or later on an Epic.
Some one without access to Vet attacks and pre Epic would do well to get Air Superiority as this greatly increases the ST damage of Illusion in the low/mid levels. -
Quote:That's true but -End takes a while to work, stuns are instant and can be stacked with stuns from the Secondary, if going against mobs with debuffs this can be very important.Hold the phone!
I may be the resident Dark Armor proponent here, but I have to let you know that Electric has control: Power Sink and Electric Field. Used together, these powers can eliminate enemy endurance, effectively "controlling" mobs much higher in rank (LTs and bosses even). Dark Armor can only hit minions on its own.
That said, I still put Dark over Electric. You only get 15 seconds (or sometimes less) to kill a Dark Armor character.
As you said though, you're the expert - if you say that -End in ELM gives as much control as stuns in OG that can also be stacked with a secondary then I'll bow to your greater knowledge.
Currently I'm running a DA/EM (only about L28) and stacking stuns negates a mass of damage. -
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Gravity/Storm Controller or a Gravity Dom.
If you go Dom I'd recommend a secondary that gives extra control and preferably stuns - Energy or Earth are two that I'd consider. -
Quote:I would put Dark above Electric.I agree mostly.
But if the argument was 'pure' survivability, I'd reorder that to,
Stone
Elec/Dark (not sure which now)
Invuln
WP
They are quite similar in numbers but Dark has an additional layer of mitigation that Electric doesn't posess - control.
Oppressive Gloom allows Dark to Stun all surrounding minions thus reducing not only all damage from them but also any debuffs including -defense. This allows Dark to survive against mobs that Electric is not able to.
You can go even further and pair this with a Secdondary with a Stun component such as EM or WM for stacking stuns on Lts and Bosses thus negating all damage and debuffs from nearby mobs (excluding AV's and the like).
So Dark can eliminate alot of the incoming damage before even taking into account Defense/Resistance or heals.
Dark for me. -
Fighting against Trapdoor on my Illusion controller, during the fight I was spamming Blind and Confusion to see if I could stop him replicating - not sure if confusion did anything or not.
Any way got his health down low enough to the point that he turns blue and you can talk to him. However because he was decieved he saw me as an enemy and pounds me into the ground, I could no longer target him and the pets stopped attacking him.
A bug surely. -
Quote:Good points and all I can say is OOPS!Psiphon: ...Why is Deflection held off until level 18? And why an Accuracy IO in Taunt? It only needs Accuracy if you plan on PvPing. Why is the Numina Proc in Aid Other where it won't do any good? It'll only activate if you use it all the time. Why not put in Health where it'll be on all the time? Why is Aid Self only slotted for interrupt and heals? Where's the recharge? If you ever exemplar DOWN you'll lose all your global recharge and Aid Self will have nothing to speed up it's availability. And you could slot in Numina or Miracle sets for more bonuses. And True Grits has no Heal slotting, so your not getting any HP bonuses from it.
The monster Global Recharge on it is awesome, don't get me wrong, but it the build seems to focus on it and softcap alone.
This is a build that I adapted from another that got a little corrupted. The proper build is on my other PC - I'll try to post it later.
The build is aimed at capped defense and recharge though.
Recharge allows me to stack Rage for the damage, have permanent capped DDR and Footstomp up as often as possible.
Footstomp is not only great damage it provides mitigation. -
Here's the build that I'm working towards.
Takes a different approach to yours as I use Aid Self, so less bothered about the regen.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Saint George: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(3), LkGmblr-Def/Rchg:50(3), LkGmblr-Rchg+:50(5)
Level 1: Jab -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Dmg/EndRdx:50(15), C'ngImp-Dmg/Rchg:50(21), C'ngImp-Dmg/EndRdx/Rchg:50(29), Hectmb-Dam%:50(33)
Level 2: True Grit -- ImpSkn-ResDam/EndRdx:30(A), RgnTis-Regen+:30(9), ImpSkn-ResDam/Rchg:30(13), ImpSkn-EndRdx/Rchg:30(31), ImpSkn-ResDam/EndRdx/Rchg:30(43), ImpSkn-Status:30(46)
Level 4: Haymaker -- C'ngImp-Acc/Dmg/EndRdx:40(A), C'ngImp-Dmg/EndRdx/Rchg:37(5), C'ngImp-Acc/Dmg/Rchg:33(7), C'ngImp-Dmg/Rchg:33(9), C'ngImp-Acc/Dmg:30(11), C'ngImp-Dmg/EndRdx:31(11)
Level 6: Active Defense -- HO:Membr(A), HO:Membr(7), HO:Membr(39)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(23)
Level 10: Taunt -- Acc-I:50(A)
Level 12: Phalanx Fighting -- LkGmblr-Rchg+:44(A)
Level 14: Aid Other -- Numna-Regen/Rcvry+:50(A)
Level 16: Against All Odds -- EndRdx-I:50(A)
Level 18: Deflection -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/Rchg:40(19), LkGmblr-Def:40(19), LkGmblr-Rchg+:40(21)
Level 20: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(25), Hectmb-Acc/Dmg/Rchg:50(27), Hectmb-Acc/Rchg:50(27), Hectmb-Dmg/EndRdx:50(29)
Level 22: Aid Self -- Heal-I:50(A), Heal-I:50(23), IntRdx-I:50(25), IntRdx-I:50(33), IntRdx-I:50(43), Heal-I:50(46)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Shield Charge -- Oblit-Acc/Dmg/Rchg:30(A), Oblit-Dmg/Rchg:30(34), Oblit-%Dam:30(34), Oblit-Dmg:50(34), Oblit-Acc/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(36)
Level 28: Rage -- RechRdx-I:45(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A), ImpSkn-ResDam/EndRdx:30(37), ImpSkn-ResDam/Rchg:30(37), ImpSkn-EndRdx/Rchg:30(37), ImpSkn-ResDam/EndRdx/Rchg:30(50), ImpSkn-Status:30(50)
Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(40)
Level 35: Weave -- LkGmblr-Def:40(A), LkGmblr-Def/EndRdx:40(36), LkGmblr-Def/Rchg:40(39), LkGmblr-Rchg+:40(45)
Level 38: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(40), Armgdn-Dam%:50(40), Armgdn-Acc/Rchg:50(42), Armgdn-Dmg/EndRdx:50(42), FrcFbk-Rechg%:50(42)
Level 41: Focused Accuracy -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:40(43), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(50)
Level 44: Physical Perfection -- Mrcl-Rcvry+:40(A), P'Shift-EndMod:50(48), P'Shift-EndMod/Acc:50(48)
Level 47: Grant Cover -- HO:Enzym(A)
Level 49: Super Jump -- Winter-ResSlow:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(15), P'Shift-EndMod/Rchg:50(17), P'Shift-EndMod/Acc:50(48)
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 6.125% Defense(Smashing)
- 6.125% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 9.25% Defense(Melee)
- 5.5% Defense(Ranged)
- 5.5% Defense(AoE)
- 89% Enhancement(Accuracy)
- 82.5% Enhancement(RechargeTime)
- 15% FlySpeed
- 231.92 HP (12.38%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Confused) 15%
- MezResist(Held) 15%
- MezResist(Immobilize) 19.4%
- MezResist(Sleep) 19.4%
- MezResist(Stun) 17.2%
- MezResist(Terrorized) 15%
- 13% (0.217 End/sec) Recovery
- 40% (3.13 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 2.5% Resistance(Psionic)
- 15% RunSpeed
- 4% XPDebtProtection
Set Bonuses:
Luck of the Gambler
(Battle Agility)- 10% (0.782 HP/sec) Regeneration
- 21.08 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Jab)- MezResist(Immobilize) 2.2%
- 21.08 HP (1.125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(True Grit)- MezResist(Sleep) 2.2%
- 28.11 HP (1.5%) HitPoints
- 2% XPDebtProtection
- 5% Enhancement(RechargeTime)
- Status Resistance 7.5%
(Haymaker)- MezResist(Immobilize) 2.2%
- 21.08 HP (1.125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Phalanx Fighting)- 7.5% Enhancement(RechargeTime)
(Deflection)- 10% (0.782 HP/sec) Regeneration
- 21.08 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Knockout Blow)- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Shield Charge)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Tough)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Tough)- MezResist(Sleep) 2.2%
- 28.11 HP (1.5%) HitPoints
- 2% XPDebtProtection
- 5% Enhancement(RechargeTime)
- Status Resistance 7.5%
(Combat Jumping)- 10% (0.782 HP/sec) Regeneration
- 21.08 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Weave)- 10% (0.782 HP/sec) Regeneration
- 21.08 HP (1.125%) HitPoints (Exceeded 5 Bonus Cap)
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Foot Stomp)- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Focused Accuracy)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.14 HP (1.875%) HitPoints
- 2.5% (0.042 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Physical Perfection)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Super Jump)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.14 HP (1.875%) HitPoints
- 2.5% (0.042 End/sec) Recovery
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Quote:Syntax42 has pretty much nailed it - cap with a set of Gaussians and then go for recharge.Slotting your toggles + CJ + Weave + Steadfast 3% defense + a Gaussian's set should put you at the soft cap. That is the most efficient way to do it on a Shield Tanker. That saves you a lot more slots for recharge or whatever other bonuses you like. You could easily reach perma-Hasten without purple sets because of how easy it is to soft cap Shield Defense.
It may be a good idea to slot Tough and Deflection better for resistance. Every bit helps you survive longer.
The 6th Crushing Impact doesn't give you a useful bonus.
Regenerative Tissue is a 120s duration proc and should not be in One With the Shield.
Slotting 2 Membranes in Active Defense (and 1 more reacharge if needed) can help you reach the defense debuff resistance cap.
You should not need to chase after recovery bonuses. With Stamina slotted well, the two +recovery uniques, and Physical Perfection, you won't need any extra recovery.
Personally I slot 3 membranes in AD. -
Thanks for the replies.
I'm definately going with invuln but undecided on the secondary, how does Kinetic Melee gel with invuln?
It meets the criteria in that it doesn't have a standard build up.
What is the damage like?
How well do the damage buffs stuck?
Damage/mitigation verses Dual Blades?
Again any thoughts?