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Posts
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Joined
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uHM uHM.... make this build on test.... it's all u need following the concept u posted. The slots are right...
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab dam(01) dam(50) dam(50) dam(50)
01 : Temp Invulnerability damres(01) damres(3) damres(3) damres(5) damres(5) damres(7)
02 : Resist Physical Damage damres(02)
04 : Dull Pain hel(04) recred(7) recred(17) recred(19) recred(19) recred(29)
06 : Hurdle jmp(06)
08 : Unyielding damres(08) damres(9) damres(9) damres(11) damres(11) damres(13)
10 : Haymaker recred(10) dam(13) dam(15) dam(25) dam(27) dam(27)
12 : Air Superiority dam(12)
14 : Fly fltspd(14) fltspd(15) fltspd(17)
16 : Taunt tntdur(16)
18 : Health hel(18) hel(37) hel(40) hel(43) hel(46) hel(48)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(23) endrec(25)
22 : Invincibility defbuf(22) defbuf(36) defbuf(36) defbuf(36) defbuf(37) defbuf(37)
24 : Hasten recred(24) recred(31) recred(31) recred(31) recred(33) recred(33)
26 : Tough Hide defbuf(26)
28 : Knockout Blow recred(28) dam(29) dam(33) dam(34) dam(34) dam(34)
30 : Rage recred(30) recred(48)
32 : Unstoppable recred(32)
35 : Hand Clap disdur(35) disdur(48)
38 : Foot Stomp recred(38) dam(39) dam(39) dam(39) dam(40) dam(40)
41 : Conserve Power recred(41) recred(42) recred(42) recred(42) recred(43) recred(43)
44 : Laser Beam Eyes dam(44) dam(45) dam(45) dam(45) dam(46) dam(46)
47 : Resist Elements damres(47)
49 : Resist Energies damres(49)
Note:
1. Swift doesn't help your flight situation... i know lotz of peeps go with that if they are using flight. But u can't beat having a little jump boost while u're on the ground. You won't be flying all the time in a fight with the end drain on fly. Even if u do have conserver power cuz it will run out and then what?
2. Air superiority isn't worth the slots... us it to add to the knockdown of your other attacks as a filler and to knockout fliers.
3. Teleport Foe is kinda a waste in this build as u have it since u can fly to them and air sup them outta the sky. If you're using it for runners you already have eye beams to pick em off... so they really cancel each other out. Drop Eyebeams if you want to go tp foe.
4. Resist Energies/Elements is a waste of slots in i5... you won't get a good return on that 10 slot investment. If things get rough...see entry #5.
5. UNSTOPPABLE... is major mandatory in i5 in order to cap all res. In fact, it's good enough with unyleilding that u don't even need to take resist elements/energies. And resist elements is only worth a small look since the toxic resistance was moved from dull pain to it.
6. RAge needs on only 1 recharge with hasten.... it'll go down but it's ready to click when it does... u get a 10 sec window to wait. 2 recharge with hasten and u get about 10 secs of double rage and man o man is that sweet.... but don't get happy and try 3 to 4 slots for triple rage etc.... u'll kill your toon from exhaustion cuz then u will have double fast endurance drop penalty that will make managing your endurance a nightmare in a hot fight.
7. Unstoppable... 6 recharge... no exceptions....u'll come to rely on his power in the arena or in non S/L fights.... u get 3 minutes of go nuts and only 60 to 70 sec (or so) of down time before it's up again with hasten to go stupid again with the best res you can hope for in i5.
8. hand clap i wouldn't really choose cuz when u need them on you tight for invincibility to do it's job properly...u have less defense to range which gives the mob an advantage over your protection. Also, since u have foot stomp that move totally disrupts your opposition by knockin em off their feet anyways. You would also have unstoppable if things really hit the fan!
Have Fun!
Honor Before Glory!
UNITED HEROES BRIGADE -
Yea....I'm aware of all that.... I added this response to share what's happening from where i saw it regardless. Statesman may not need any players to co sign.... i'm sure he can handle things on his own as fars as responding to it.... my post was for him after all..
but thx, -
oK Ok.... i really can appreciate the fact that we're getting a resistance to defense debuff... that's a great start.... BUT I NOTICED THAT THE REGENERATION INSTAND HEALING HAS THE SAME RESISTANCES AS Super Reflexes PRACTICED BRAWLER, although with an added regneration boost. i was curious as to why practiced brawler didn't have a DEFENSE BOOST for it's set from this power??????????
And to share a little test server run with a new build....Holy freaking cow.... the SR fixes are supposed to be a step towards helping defense, right?.... omg... i just tested in the arena against aim + build up and focused accuracy + tactics... here is my build i tested out so you can see my problem with defense:
01 : Focused Fighting defbuf(01) defbuf(3) defbuf(3) defbuf(5) defbuf(5) defbuf(7)
01 : Storm Kick acc(01) dam(7) dam(9) dam(9) dam(11) dam(11)
02 : Focused Senses defbuf(02) defbuf(13) defbuf(13) defbuf(15) defbuf(15) defbuf(17)
04 : Agile defbuf(04)
06 : Focus Chi recred(06)
08 : Crane Kick acc(08) dam(17) dam(19) dam(19) dam(21) dam(21)
10 : Practiced Brawler recred(10) recred(23)
12 : Combat Jumping defbuf(12) defbuf(23) defbuf(25) defbuf(25) defbuf(27) defbuf(27)
14 : Super Jump jmp(14)
16 : Hurdle jmp(16)
18 : Health hel(18) hel(29)
20 : Stamina endrec(20) endrec(29) endrec(31) endrec(31) endrec(31) endrec(33)
22 : Quickness runspd(22)
24 : Boxing disdur(24)
26 : Tough damres(26) damres(33) damres(33) damres(34) damres(34) damres(34)
28 : Weave defbuf(28) defbuf(36) defbuf(36) defbuf(36) defbuf(37) defbuf(37)
30 : Maneuvers defbuf(30) defbuf(37) defbuf(39) defbuf(39) defbuf(39) defbuf(40)
32 : Eagles Claw acc(32) dam(40) dam(40) dam(42) dam(42) dam(42)
35 : Evasion defbuf(35) defbuf(43) defbuf(43) defbuf(43) defbuf(45) defbuf(45)
38 : Elude recred(38) recred(45) recred(46) recred(46) recred(46) recred(48)
41 : Conserve Power recred(41) recred(48) recred(48) recred(50) recred(50) recred(50)
44 : Tactics thtbuf(44)
47 : Vengeance defbuf(47)
49 : Dodge defbuf(49)
as u can see.... defense up the wazu and still i die as much as if i never had any slots in the defense at all. Even in elude i get sacked right now on test server... However, in pvp.... all works as it should for an all out defense build... I left the toon active in a mob and they hit about 5% of the time w/out elude with this kinda defense set up.... but in pvp....even with 20 defense infpirations... build up+ aim and Focused Accuracy + tactics delivered fatal blows from a blaster and scrapper easily. So, i don't think that all applies to the new resistance to debuffs that's being offered..... that wasn't the major problem anyways.... it was the fact that SR can't use pool defense to compensate a for balancing what's available to other sets with build up + AIM OR focused accuracy + tactics. SOMETHING IS NOT RIGHT ABOUT THIS EQUATION.... if defense is a mastery then it should feel like it.... and logically....defense should and has always been superior to resistance in a one on one confrontation. ALWAYS!.....
This is more of a rant to devs than for you.... just adding that i don't see that the patch has been added to any degree of significance... and in pvp the only option i had was to use a build that incorporated fear..(ala intimidate) but now that tactics has fear res that's totally out now to stop a pvp foe from engaging after his build up + aim strategy! Don't get me wrong..the tactics addition is awesome for what it's worth....however, it's just that i couldn't get a fair shot in pvp otherwise..... and an all out defense + res build like that doin poorly in the arena with pool power help and elude should sing LOUD N CLEAR THAT SOMETHIN'S WRONG!
Oh and i used SO++ on each slot.... omg!
dangit!
Honor Before Glory!
UNITED HEROES BRIGADE -
[ QUOTE ]
In order to rectify this situation, we will be adding a Resistance to Defense Debuffs to a number of powers. This Resistance will not be enhanceable, but it will increase over level.
[/ QUOTE ]
1. So, am i clear in understanding that by resistance to defense debuffs means exclusively scaling resistance but this does not increase the actual DEFENSE of each power. So, rather than RESISTANCE in the way we may think of against dmg.... this is DEbuff Resistance... and not an increase to defense for the SR set?
2. If this is only a DEbuffs res addition and not DEfense that the set needs to have up'd to handle aim + build up or Focused Accuracy + Tactics which are made more common in pvp builds these days... and there are no defensive pools high enough to match those accuracy to hit buff pools....then what good is the Resistance to debuffs against that equation? I'm not ripping.... i'm seriously inquiring for clarity.
3. In the scrapper set...Super Reflexes is the dominant Defense set so then why is regeneration's moment of glory higher defense than SR's ELUDE (which offers resistance making the defense of that power more useful)? Will Elude be receiving a bump to a higher defense stat than mog in the future? And same for the other toggles.... if they matched up with evasions defense increase then that may be something.
This is a great start in helping us not delete our lvl 50 Super Reflexes toons... as some have called the set "not-so-super-reflexes". This step means a lotta hard spent money month to month and good player time grinding a SR to 50 is taken into account and this is helping some of us feel a bit better about keeping those memberships. Thx for taking the time amid our daily frustrations. We do appreciate that at least.
Honor Before Glory!
UNITED HEROES BRIGADE -
Yea...i finalized my free respec and dropped burn....my primary is fire but my secondary is super strength....... all attacks are six slotted but jab and punch (4 slots).....blazing aura gets 2 end redux.....and i added focused accuracy...... the offense in super strength has good dmg mitigation to stop foes.....and six slots in healing with healing flames means i to damned well as a tank.
Though i dropped taunt as well..... blazing aura is doin the job all by it's self.......and better since it adds dmg and taunts w/ each hit under the gauntlet system. I was and still am against the res nerf's and defense nerf's since player accuracy or accuracy pools did not get nerf'd to balance out as was or is the case with bosses, av's etc....being nerf'd for lowered accuacy vs the new lower defense. Somethin is not quite balanced about all this balancing stuff devs are talking about.
Honor Before Glory!
UNITED HEROES BRIGADE -
[ QUOTE ]
I think it suffers more from being a uniquely offensive power in what is generally a defensive primary.
[/ QUOTE ]
Why does fire primary suffer from being uniquely offensive?.......That's (well at least from what devs release during the many tweaks to fire) what is was meant to be in the first place......for the lack of resistance and NO DEFENSE in the set at all........devs released an explaination that fire primary is an offensive set......they're supposed to do dmg in in..ie: healing flames, consume, blazing aura, BURN....... I totally get the run for your life change with burn.but the min dmg?...and the overall limited aoes in a mob?.........even the longer recharge times "ok".but the min dmg?.....and min aoe overall?
For my fire/ss build i dropped burn...it's useless and slotted up aura......hell i even dropped taunt cuz aura does the job.......all i can say is i see a few worthless powers in fire primary now......was that intended?......or is the need to stop herding to insure the game's longevity a bit more the overall most important thing here?
Honor Before Glory!
UNITED HEROES BRIGADE -
The United Heroes Brigade
Our Code: Honor Before Glory
Our Symbol: Lion
Our Colors: Red (burgundy), White, Gold -
It's a start....a good start. I'd like to read it from the characters 1st person. I think it would really bring mes to life.
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actually with SO++ slotted into fire shield.........and 2 in tough u cap 91 (90%) smash/lethal. So, tough is still helpful......take weave as well....u need all the defense u can handle with a fire tank.......take conserver power epic as well......and 6 slot defense only into weave
u'll be sorry u didn't listen.