Ribic

Apprentice
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    125
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  1. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    500M is a pittance...?
    For a L53 Nuc, yes.
  2. Quote:
    Originally Posted by Nericus View Post
    The proc I definitely like from the set, but only set bonuses 2 thru 4 appeal to me. Bonuses 5 and 6....eh.

    I just gained the proc the other night and I might slot it into my inv/ss tank, probably in invincibility if I can, then see if I can get a few others.
    The proc can only go into an attack from your primary or secondary, and will only fire from that power. So invincibility is an option, unfortunately.
  3. Quote:
    Originally Posted by JakHammer View Post
    At present my understanding of the proc is:

    1) each trigger lasts 20 seconds.
    2) it is part of a new class of procs. Their trigger chance is gated by X per minute, interacting with the base recharge of the actual power the proc is slotted in, which affects the chance to trigger.
    3) If slotted in a power where the base chance is longer than or equal to the X times limit divided into 60 seconds the chance to proc is 100% if you hit ( on Might of the Tanker that is 60 / 5 = 12)
    4) So if you put the +Res in a power with a base recharge time of 12 it will always trigger (if the power hits.) If you can enhance that power to to get hits every 6.5 seconds or so, you could maintain a 3 stack.

    On a practical note, I put it in Fire Sword Circle (20 second base recharge) looking for multiple triggers per activation (oops), with an enhanced recharge of about 8 seconds. Since the Proc can only trigger once per activation, it keeps a double stack all the time, with about 1 sec of triple stack. Can't really improve the recharge time of FSC any further so I'll have to move it to Greater Fire Sword (base 12 sec) and see if that works for a triple stack.

    Or I could just put it back in Scorch like I had it in Beta. That hits so often and is used at all times for brusing and AoE filler, that a triple stack usually occurs no problem.

    Or I may be daed wrong. This new proc metric is pretty confusing to me.

    Jak

    I started a thread a few days ago in the Tanker forums asking about this so everything I just tried to say is better explained by others there.

    Jak's description is right on, per Synapse. I have it in Crowd Control (again, thinking along the old AoE = more proc chances) but fortunately crowd control has a long enough base recharge and in my build recharges fast enough that I could maintain a triple stack full time, but I just forget to fire the power off sometimes.
  4. Quote:
    Originally Posted by Ribic View Post
    That actually wasn't what I was questioning, it was the fact that the tanker proc ALWAYS fired, regardless of how many targets I hit, up to the max stack of three.

    I hope it is WAI, but I have a feeling it may be broken ala the recharge proc from back in the day.
    Turns out the proc is working as intended. In a long(sh) recharge power like Crowd Control, it should fire every time. That's great news, especially if you have enough recharge that the power has a short enough recharge time to easily triple stack
  5. Quote:
    Originally Posted by Ideon View Post
    From what I can tell, only primary and secondary, to whichever powers are applicable (such as Scrapper's Strike can be put into Shield Charge in a Scrapper's secondary if they took Shield Defense).
    Yes, Brawl and Boxing most definitely do NOT take ATOs
  6. Quote:
    Originally Posted by Ironblade View Post
    I think that's WAI. They seem to effectively have a 'recharge' duration (although it's variable) so they can't ever fire more than once on a single attack activation.
    That actually wasn't what I was questioning, it was the fact that the tanker proc ALWAYS fired, regardless of how many targets I hit, up to the max stack of three.

    I hope it is WAI, but I have a feeling it may be broken ala the recharge proc from back in the day.
  7. Quote:
    Originally Posted by Organica View Post
    I think I went a little overboard. >.>

    I have a very strong feeling that the price of these sets will rise. There's a glut on the market from people buying the Super Packs, but historically anything that offers defense sells very well, and anything that offers big recharge numbers sells very well. And I especially see the Scrapper and Brute ATOs selling very well because of the Superior defense numbers. Also, the stalker set is considered very good, and I expect more people to play stalkers come I22.

    Consider that most Kinetic Combat pieces sell very well, LotG +recharge sells very well... those can be had for 2 a-merits (ignoring the 1 a-merit KC for the moment). 2 a-merits = 100 merits + 40 million. So roughly speaking, 1 ATO = 4 kin triples or 4 LotG +recharges. 1 ATO Proc = 5 kin triples.

    Not that it's that simple, of course. But the scrapper and brute ATOs are still going for 75 mil up to 150 mil maybe. That seems pretty low to me. I don't expect people to continue to buy the Super Packs at the rate they did the first week, so there will be fewer of these ATOs being put on the market as time goes on... and the big influx of merits from the Super Packs, that's going to slow down too. And inflation always drives valuable things up in price over time.

    So... I spent most of my money on ATOs the past couple of days, scrapper and brute versions in particular. I have well over 200 stored up. And my marketing toons are all much poorer at the moment.
    All valid points, but one item to keep in mind is this: Most of the toons I slot with Kinetic Combats slot five sets, and need all four of the non procs to get the def bonus (I replace the riple with the proc when I slot a set of four in Brawl of Boxing, obviously). Those toons can only slot one each of the the ATOs, which will limit their demand too. I understand that purples work the same way, but there are slight differences, I can slot a ranged damage purple set on every toon I have, same with melee and even pbaoe for the most part, but I can only slot the tank ATO set on my four tanks.

    I do believe they will eventually creep up a bit, but I don't think at any point they will be insane. 200 million or so sounds about right for each of the scrapper/brute ATOs which have high defense AND high recharge.

    We'll see, though I suspect it may take a good month+ to filter through the MASSIVE pack buying surplus (counting ATOs from packs AND ATOs purchased with the insane amount of merits). a LOT of people had WAY too many PP that they never spent and then dumped them all on packs, so we'll see once we get back to VIPs buying just the normal 5 packs a month...
  8. I don't know if it i WAI, but I have mine slotted in Crowd Control, and no matter how many enemies I hit, it will only fire once per power activation. I have gotten it to stack three times fairly regularly though.
  9. Quote:
    Originally Posted by Comicsluvr View Post
    Ok this was the build I finished this morning. I'm aiming for high Regen, S/L Resist, damage bonus so I can actually hurt something outside of Rage and the ability to watch my blue bar seldom move unles I get mugged by an all-Sapper spawn.

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    Thanks for the help in advance.
    I have a WP/Stone tank who's been around for quite a while and seen more than a few respecs. What I can tell you is this: When I soft capped him to S/L/F/C/E/En, his survivability went through the roof. Yes, with low DDR you will get it debuffed by heavily debuffing enemies (tarantula Queens, Cimerorans, longbow, etc) but I've found regen debuffs and defense debuffs rarely come in strong pairs, and having both pretty much assures that you can lose one thing and still be just fine. Losing your regen to +4 x8 carnies, with no defense to help is going to hurt. a lot.

    As for the build, I'm at work and so I can't see it but based on your summary I do have a few notes: Max HP >>>> more regen. Try and get as much HP out of the build as possible. 30 extra HP will do more for you than 10% more regen on a toon with high regen already.

    Defense is (as mentioned above) a very good thing.

    Damage bonuses are almost useless from sets. If you're happy with the extra damage, awesome. I just personally wouldn't bother as I would try to fit more HP into the build.
  10. Quote:
    Originally Posted by Syntax42 View Post
    When facing defense debuffs, inspirations can help overcome them for power sets that lack defense debuff resistance. Self-healing and resistance are more difficult to obtain outside of your chosen power sets.
    Really? Purple inspirations are more common than orange/greens? I never knew that.
  11. Here are a few invuln builds which can still be made cheaply.

    The first one soft caps (or reasonably close enough enough) S/L/F/C/E/N rather cheaply. The Perf shifters will be the most expensive pieces, and they're not integral. Next may be the Kismet, but again, not integral. As for the reactive armors, all can be had using bronze rolls from AE, its how I get mine.

    http://www.cohplanner.com/mids/downl...A1F53F9A32FCCC

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    For a more open ended build, here's a skeleton focusing on super cheap S/L/E/N defense without manuevers. It should also be very easy to adjust this to personal taste. I used a hold and st ranged attack from the fire APP, but most APPs have those or something close enough if you go with a PPP.

    http://www.cohplanner.com/mids/downl...0BF67FCD0FF0C7

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  12. Quote:
    Originally Posted by Smersh View Post
    It was a quick five-minute build. I don't use anything like it myself - I was just offering it as a data point.
    Just so you know, since I knew it was thrown together I had no intention of going to deep into it, just wanted to let people know that these days Rectified Reticle and cheap are in no way related. They used to be, but eventually too many people caught on to the fact that they're awesome for S/L def. Once I made that comment, I felt I would be remiss if I didn't at least put some thought into the post.

    Again, sorry if I came off as impolite/rude/snobby/on fire/etc in any way.
  13. Quote:
    Originally Posted by Smersh View Post
    It was a quick five-minute build. I don't use anything like it myself - I was just offering it as a data point.
    That's exactly what I thought it was. Sorry if I was unclear about that. It's why I offered the changes as I did, didn't figure I was likely to offend with a quick critique of a quick build. I guarantee there are ways to improve on the build resulting from the suggestions I made. Just trying to help provide a starting point for a super cheap Invuln build.

    As for the comment earlier about 2 AoEs in fire being an issue, I believe SS, Ice, and maybe Dark (depending on the slotting of Dark Consumption) would have an issue with that. WM and Axe each have 3 pbaoes, dual blades has at least 2, so I think it's a pretty legit way to go.
  14. Quote:
    Originally Posted by Smersh View Post
    Here's a build skeleton that softcaps S/L/E/N/F/C... There are a couple of the Eradications that are a bit pricey, but they can easily be gotten with alignment merits, and the AE to grab the Reactive Armor. Otherwise, it's relatively inexpensive. Likewise, using an A-merit to buy a Steadfast Res/Def should be almost any tanker's first priority.

    It's a skeleton - there are 16 slots I haven't even placed, let alone slotted. It should be fairly easy to adapt to any other secondary. For those concerned with Fire Melee having two AoEs - thunderstrikes in an epic blast will cover the defense from that second Eradication set and cheaper, though you'll need six slots instead of three.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(11)
    Level 1: Scorch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(7)
    Level 2: Dull Pain -- Empty(A)
    Level 4: Combustion -- Erad-Dmg(A), Erad-Acc/Rchg(21), Erad-Dmg/Rchg(29), Erad-%Dam(31), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31)
    Level 6: Combat Jumping -- DefBuff-I(A)
    Level 8: Unyielding -- RctvArm-EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 10: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(13), P'ngS'Fest-Dmg/Rchg(13), P'ngS'Fest-Stun%(17)
    Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(40), Mocking-Acc/Rchg(40), Mocking-Taunt/Rng(42), Mocking-Rchg(42)
    Level 14: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-EndRdx/Rchg(17)
    Level 16: Super Jump -- Empty(A)
    Level 18: Invincibility -- RedFtn-Def(A), RedFtn-Def/EndRdx(19), RedFtn-Def/Rchg(19)
    Level 20: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(21)
    Level 22: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(23), RedFtn-Def/Rchg(23)
    Level 24: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 26: Tough Hide -- RedFtn-Def/Rchg(A), RedFtn-Def/EndRdx(27), RedFtn-Def(27)
    Level 28: Fire Sword Circle -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg(33), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(34)
    Level 30: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(37)
    Level 32: Resist Energies -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam(37)
    Level 35: Incinerate -- S'ngH'mkr-Dmg/Rchg(A), S'ngH'mkr-Acc/Dmg(36), S'ngH'mkr-Dmg/EndRdx(36), S'ngH'mkr-Dmg/EndRdx/Rchg(36)
    Level 38: Greater Fire Sword -- S'ngH'mkr-Dmg/EndRdx/Rchg(A), S'ngH'mkr-Acc/Dmg(39), S'ngH'mkr-Dmg/EndRdx(39), S'ngH'mkr-Dmg/Rchg(39)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42)
    Level 44: Fire Blast -- Empty(A)
    Level 47: Fire Ball -- Empty(A)
    Level 49: Unstoppable -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)



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    Not a bad build, though I'd make a few changes.

    I wouldn't worry about softcapping F/C, there's just so little of it our there and it can easily raise the cost of a build.

    I'd get rid of the rectified reticles, since those are the most expensive IOS in the build, by far. I wouold change the slotting on FSC and Combustion to use the three cheapest Eradications (and there are three very cheap eradication IOs) and use Multi Strikes to fill the power out, you're going to end up with MUCH better enhancement numbers on the power (I usually use the two triples and the Acc/End from multistrike myself).

    To get the S/L def back from the loss of the Rec Rets I would change the Punding Slugfests to Smashing Haymakers. throw 3 thunderstrikes into char on top of the basilisks will get you and extra 2.5% E/N def to more than make up for the loss of the Pounding Slugfests. It would take you down to 15 free slots, but remove around 500 million from the cost of the build.

    Side note, one should NEVER use A-merits for steadfast uniques... use the A-Merit for a Kin Combat DDam/End or Dam/Rech and sell it to fund the entire build for this tank...
  15. Quote:
    Originally Posted by streetlight View Post
    If I was building an Inv/* purely for survivability, I'd look to defense (S/L/E/N), then Regen, and finally Recharge. You'll hardcap your HP just from Dull Pain, Accolades, and whatever set bonuses come to you through the rest of the build. Regen, coupled with capped HP, gives you a very nice backup plan for what little damage sneaks past your defense and remains after your resists. Recharge will help keep Dull Pain up and your heavy hitting attacks cycling faster.

    I made my Inv/SS to handle Psi damage, for some reason or another (I didn't really know what I was doing then). Impervium Armor and Crushing Impact sets were the basis of the build. It works pretty well overall. It works amazing well compared to a non-Psi Inv/* build when you're facing Psi-heavy opponents. It just doesn't work as well as defense-focused builds do when it comes to everything else. And there is a LOT of "everything else" in this game.

    As long as he's facing S/L damage and has a few opponents around him, he's still effectively invincible. I can walk away, take a phone call, grab a drink, and come back to a full health bar. Take him out of that comfort zone, though, either with fewer opponents or non-S/L damage and survivability is a lot less assured. It's still really good, but he's faceplanted enough that I know better options are out there.

    So I'm working toward an S/L/E/N softcapped build (1 opponent) that will end up MUCH more expensive than the previous build, but also a lot more capable. It trades HP & Regen for Recharge, which does hurt his survivability a little, but Dull Pain and Accolades put him a little over the HP cap anway. The additional recharge should cycle his big hitters more often, too.
    Having gone the route of PSI def/res with my tank before soft capping, I can tell you you will notice a huge uptick in survivability vs "everything else".

    Anyway, I'm hoping all of the cost of your new build is based on getting recharge, as softcapping S/L/E/N vs 1 foe is crazy easy. Tough Hide, invicibility, Weave and CJ get you pretty darn close. Use the three cheapest Eradications in any PBAoEs you have (using Multistrikes to round out the power so it is slotted properly) for 3.13% E/N def, Smashing Haymakers in your single target powers, using a 5th slot to fill the slotting out - a 6th slot for the heavy hitter(s) - and reactive armors in TI, Unyielding Res El and Res En, plus a steadfast 3% and you should be there.

    That concept should cost you almost nothing (if you use AE to get the reactives, which is crazy easy as well) and leave you with a TON of slots left over for whatever else you have planned.
  16. Quote:
    Originally Posted by StratoNexus View Post
    liar!
    Holy crap... I'm just a horribly unreliable person lately...
  17. Quote:
    Originally Posted by New Dawn View Post
    Maybe the devs will deliberately leave this in, this what took too long to be noticed by people imo, but just so any team mix gets it done. "Need" is a dirty word and I hate seeing certain sets regarded as needed. Using Lord Recluses' limitations against him is putting brains over braun.
    Honestly, if they haven't removed it yet then they have no intention of ever removing it. You can tank LR sans the hover method with any set. I've never seen one "needed" with the possible exception of simply ignorant pug leaders, which doesn't count, those guys are still asking for healers.
  18. Quote:
    Originally Posted by NetMinder View Post
    And slapping a toggle on LR so he can't summon banes helps ALOT.

    Thats how we beat him on the all Tanker STF. (Ring of Pain temp power is a 10min toggle, we used 2.) The tanker in LR's grill was a stoner.
    I'm fairly certain that's no longer an issue. They turned of the bane summoning and changed him so he now uses that ranged channel gun power. Which also drains end.

    Softcap would work once the blue tower is down (it's where the 25% to hit buff comes from) as long as you have a heal of some sort. Would need soft capped def to S/L and E/N - My Energy res capped Lect/Elec tank needed external heals when LR started using that channel gun on me. 400 dmg every 8 seconds or so hurts. a lot. Side Note: Grounded sucks. I have a -KB IO in grounded for those time I'm using T-Strink or Lightning Rod, and even with that and grounded Running LR still managed to knock me back with his channel gun.

    Softcapped WP would be good, but if one was to actually try and go toe to toe with LR you would need 70% S/L/E/N def and a decent heal (aid self would work). Getting an Icer that high wouldn't be too hard, but would you want to play the resulting toon? I'll have to play with mids and see. Also note, you'll be susceptible to RNG hate. 2 shots in succession while the red tower is up will flatten you. One shot should be doable as you'll have Aid Self, hoarfrost and hibernate, but 2 in a row and you're most likely done.
  19. But more to the OP's intended point: Yeah, you could build something with defenses that high, but you wouldn't want to play it. Also, in your criteria, you left off "Without temp powers/accolade/day job powers/etc"
  20. or just taunt and a jet pack. so it opens it up to ALL tankers with taunt... God I hope they fix that someday
  21. Quote:
    Originally Posted by Capa_Devans View Post
    *prods Ribic*

    I LIKE cheap.
    Yeah, kinda forgot to post that. I'll get to it tonight (this afternoon for us left coasters) Cappa, promise.
  22. Quote:
    Originally Posted by FreakofFate View Post
    So these new fire farms.. are they AE only?.. or are there some that you can actually get purples off of?
    99% are AE farms. But the behemoth farm is used often for those in search of purples, etc. You get it from Harvey Mayor (?) in IP. The only downside is the behemoths resist fire damage, so they don't die at the obscene rate the AV enemies do, but it's still rather effective
  23. Quote:
    Originally Posted by FreakofFate View Post
    Thanks for the posts, yea.. I sloted the kinetic combats purly for the defence the set provided for S/L and melee.. Just wondering.. doesnt burn just get you out of holds?... why is that so important?... you can just use insperations for that..
    The burn change is a large part of the reason fire farming is back en vogue.

    Build up + Fiery Embrace + Burn = a lot of AoE damage that you can easily make permanent. Yeah, it only hits 5 enemies, but those 5 are dead long before it's done (bosses not withstanding) and then it starts on its new targets, and then its time for a new burn patch, etc.

    Add in any AoE from your secondary and you've got a darned good farmer!

    And since you can cap fire resists sooo easily on a fire tanker or brute, having all fire damage enemies makes the whole thing trivial.
  24. Quote:
    Originally Posted by Werner View Post
    Apex soft cap
    Not to derail the conversation, but I've seen this term used a few times and I can't find a definition for it... so, by Apex soft cap are you referring to Battle Maiden's elevated to hit only? If so, what is her to-hit? I had thought it was 65%, which would make "apex soft cap" 60%, correct?

    Would there be any advantage to doing this beyond preparing for the BM fight in the Apex TF? Def debuffs aside.

    Sorry, just confused and bored @ work.