Syntax42

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  1. What makes Dark Regeneration so special that it has a chance to proc for each target hit? My friend slotted a Force Feedback proc in his Thunder Strike and it never procced more than once per activation. Is it that Dark Regeneration spawns pseudo-pets, or is there something else going on here?
  2. Quote:
    Originally Posted by Minotaur View Post
    To give a bit of background, my first 50 in Jan 05 was a stone/axe tank, and I have a stone/DB tank and mace/stone and DM/stone brutes at 50 in addition. Most are cheaply IOd, but the mace/stone brute I spent some serious inf on.
    This makes me wary. My last guild leader tried to use his years of experience as a way of saying he was always right. I hope you're not the same type of person who does that, then uses things like post count and join date to make someone else not look credible.

    Quote:
    1. Granite is below the ED softcap for def and significantly below for res.
    Not a big deal. Defense in the build is soft capped. The extra resistance would be a maximum of 4% if you slotted 3 IOs. If it was under the resist cap for S/L, I would care about that, but since you have defense and regeneration to back you up on a Stone Tanker, you won't even notice that 4%.

    Quote:
    2. Stamina is underslotted for end mod (although you have spare slots to fix that, but prob not enough, when I rounded the build out with slots, I found I didn't have enough).
    The build will be fine on endurance. If someone thinks they really need it, I'm sure they can find a slot. I didn't finish the build for a reason. That is just a suggested slotting.

    Quote:
    5. Maneuvers is a big end drain that you don't need (on a tank, I do on my brute) if you slot your sets more carefully, you can easily softcap without it.
    Endurance won't be an issue. Pool powers are more efficient than slotting three or more powers for 3.5% defense.

    Quote:
    6. If you're going with your choice of epic pool, energy torrent is a great attack (the tank version does knockdown not knockback) and will take the force feedback chance of +rech which can really help a stoner.
    I said before that the power choices are not that important in this build. It is flexible enough to change them. You would lack slots with Laser Beam Eyes slotted for psionic defense, but do you really need that tiny recharge bonus?

    Quote:
    7. For mobs like psi clocks, crazed etc, you have no capability of coming out of granite to go into softcapped to psi/S/L mode.
    Aren't those critters usually seen in missions lower than you get Granite Armor? Even if I'm wrong about that, 30% psionic defense in Granite is plenty. Pop a small purple inspiration and you're at 42.5%. That's one set bonus away from soft capping. Also, the build is not designed for exemplaring below Granite Armor. I suggested in a previous post that a second build be made for exemplaring.

    Quote:
    8. On a tank, because your DDR is not great, you want to be a fair bit over 45% def so the first debuff doesn't uncap you. I know my build isn't, but that's because it's a cheap one, but if I built a tank with the same build as my brute, it would have 55% or so def to all, which is extremely useful on for example an ITF to avoid cascading failure.
    Inspirations and team buffs are more efficient than building in excessive defense that doesn't help in most situations.


    Quote:
    Originally Posted by Doomslayer_NA View Post
    Thanks for the input folks. As for how much I have to spend, I currently have about 40 million. However, I have a bunch of other toons with more influence so I can speand a decent amount. Purples are probably out but most of the Orange recipes are potentially doable. I'm assuming that for my single target Stone attacks I should go Crushing Impact. I did take the Earth Epic for Quicksand (coupled with mud pots seems to work pretty well); Salt Crystals (for the debuff mainly) and will probably take Stalagmites. Although now with basically 4 free powers (get the Fitness chain for free and a Vet Reward allows me to take the main travel power without any required powers in that chain) I'm really trying to figure out what to do with this toon. Once again thanks to all that responded!
    Influence should not be a restricting factor for making character builds. If you get two Hero/Villain Alignment Merits, you can buy a Luck of the Gambler global recharge IO. The level 25 ones sell for just as much as the level 50's. Right now, you could potentially be making 200 million every 4 days for each character you do that on. That adds up quickly if you have a few characters capable of soloing tip missions.
  3. Syntax42

    Best duo?!

    You need several things in a team. I'm not sure if two people can bring all of them, but you can come close.

    You need someone to control who gets attacked. Usually this is done by a Tanker, but a Scrapper or Brute can do this too. Some Controller sets offer options to prevent most damage to teammates.

    You need the person being attacked to stay alive. Either you use defense buffs, healing, or that person has enough self-healing to stay alive. Again, a Controller may have options for you.

    You will want DPS. If you don't kill fast, then its not an effective duo. AoE DPS would be preferred over single-target until you start facing AVs.

    You may want debuffs. Defense debuffs make it easy to hit things at lower levels. Resistance debuffs make it easy to do more damage.

    You may want offensive buffs. Kinetics is the best offensive buffer in the game, but other sets offer offensive buffs.


    Figuring out the exact best combo is hard. There are too many options to choose from. Usually, you will lack something with just two people. You may also lack the ability to focus your characters if you try to spread them too thin to perform too many roles.
  4. If you aren't having issues, don't upgrade your drivers. That may sound bad, but graphics card drivers tend to be released with more system-loading "features" than bug fixes. I'm not saying you should let your graphics drivers be a year out of date. Just wait on updates and read forums to make sure the drivers are going to give you a performance boost and not introduce new bugs. Be picky about which version of drivers you use, too. Make sure it is one that has been tested by others.
  5. Syntax42

    Spines/Elec.

    Fiery Aura and Electric Armor both have the same difficulty in obtaining high amounts of defense.

    Burn was changed in I19. It no longer causes fear, which means enemies won't run out of it right away. Instead, they attack a few more times until the mob AI code tells them to move out of an AoE patch. By that time, they have taken most of the damage or are dead from other AoEs. Besides, the extra mitigation from them not attacking while running is usually helpful. The other change they made to Burn was the high up-front damage instead of the damage being spread out over the duration of the patch.

    Fiery Embrace should work like a build-up for non-fire attacks. I'm not completely familiar with the mechanics of it. I just kill stuff.
  6. I didn't follow this thread very well. To answer an earlier question, going for S/L/E/N instead of melee/ranged/AoE has the advantage of fewer slot requirements, which leaves more slots for other bonuses like recharge and HPs. Going for melee/ranged/AoE will protect you against all damage types and attacks, as long as they have a vector flag. Only a few psionic attacks lack a vector flag, and those are mostly on Carnies like the Illusionists. Dark Armor's high psionic resistance ensures you can ignore those attacks.
  7. Syntax42

    Spines/Elec.

    Endurance is not an issue at 50 for most players. On my Spines/Fire Scrapper, I only use Consume for the endurance drain resistance when facing Sappers.

    Lightning Reflexes is nice, but I don't know if I would give up my most powerful AoE for what amounts to 2 purple sets worth of recharge bonus.

    Energy is more common than Fire, but my heal recharges in less than 20 seconds. With soft capped positional defenses, none of the damage types bother me.

    Yes, 32.5% is the magic number if you can't soft cap. A small purple is 12.5% defense. So, 32.5% + 12.5% = 45%. Most of the time, I find 32.5% defense to be enough. Often, a teammate will have defense buffs too.

    Play what you want. I'm just trying to help you realize that you're giving up a good amount of damage from Burn in exchange for a small amount of recharge and some resistance that won't matter too much because of a faster-recharging heal.
  8. Quote:
    Originally Posted by Minotaur View Post
    Syntax's template is horrible in lots of ways, he's gone for psi defence which is unnecessary. Most of the time where you meet occasional psi, just stay in granite, for heavy psi, minerals, tough, weave, rock armor, rooted.

    The build features soft capped defence to all but psi in granite, and softcapped to psi and smash/lethal out of it.
    What makes my build "horrible", exactly?

    It has everything a Stone Armor Tanker needs for staying in Granite all the time. It isn't finished because I wanted others to be able to adapt it to whatever power sets they want. However, it has soft capped defenses and decent movement speed. In my opinion, it has the essentials for Granite tanking and the psionic defense ensures you don't have to leave Granite. Just pop a purple and you'll be about as tough as if you were running Minerals for psionic defense. If you want to exemplar below Granite, make another build. We get 3 now.
  9. Syntax42

    Spines/Elec.

    I don't have Spines/Elec, but I do have Spines/Fire. The extra AoE (Burn) helps do more AoE DPS.

    If you can get 32.5% defense to melee, ranged, and AoE, you will feel immortal. Pop a small purple inspiration and you are soft capped to almost every attack in the game. If you find it difficult to get that much positional defense, you can get by with 32.5% S/L and E/N which are the more common damage types.

    Don't bother trying to "max" a resistance. Pick up Tough and Weave. That should put you high enough on S/L and E resistance in combination with your powers.
  10. Quote:
    Originally Posted by _Elektro_ View Post
    But my dilemma is I could really only afford to complete one set.
    Anyone who says they can't afford non-purple IOs has not farmed Hero/Villain Merits. They are the easiest way to get guaranteed INF from the market, and it doesn't take too much time each day. It only takes two alignment merits to buy a Luck of the Gambler global recharge bonus which you can then sell for 100-200 million, depending on market prices. Alternatively, you can do random rolls which are going to be just as good per merit, on average. There will be some good days and some bad days if you do random rolls though. The bottom line is that everyone can get into the player-market, no matter how new you are to the game. Just get to level 25 or so and you can start selling things that level 50s pay good INF for.
  11. OP: It may be useful to know that you can only keep the attention of 16 enemies at once. That is what the last few posts have been about. If your team attempts to fight any more than 16 enemies, your teammates will be attacked.

    Here is a useful page about limits and caps.
  12. I agree with the above assessments about Shield Defense and Willpower, but I would also include Invulnerability. They become "tough" earlier than most other sets, which is what makes them good for new players. However, Shield and Willpower may be more limited in what they can achieve with IO sets, compared to other primaries.

    As I stated before, any Tanker primary will work. Pick what you want to play.
  13. Any Tanker can perform well enough to tank any content in the game. It mostly depends on your build, your team, and the strategy you use.

    Mathematically, the best way to build a Tanker is with lots of healing, defense, and resistance. In practice, this means a Stone Armor Tanker in Granite form will be the best Tanker you can get. The trade-off is a recharge penalty, damage penalty, and a movement penalty that can be bypassed through teleport and IO set bonuses. The other Tankers that have the potential to perform almost as well as a Granite Tanker are Dark Armor, Electric Armor, and Invulnerability. All three of those sets have high resistances and can obtain high levels of defense.

    For specifics on builds, search the forums for the Tanker primary of your choice. I just posted a Granite Tanker build in another thread.
  14. Here is my Granite Tanker template that has everything you should need with room for customization. It has plenty of run speed with Rooted off. Rooted has a fast enough recharge time that you can toggle it when you need the regeneration from it or when you need to move. The sets are the important part. Exchange the epic pool and the secondary with whatever you want as long as you keep the same sets somewhere in the build. It has Stamina in it from I18, so put whatever powers you want in your I19 build. Add more recharge bonuses or HPs in the rest of the powers. It is really up to your personal preferences.

    Code:
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  15. This Paragon Wiki page shows a list of all the combos for each class. I'm sure you're aware of them already, but I thought I would provide the reference. To find out exact values for the buffs, debuffs, and damage, look at City of Data's page for Dual Blades. If you look at the finishing attacks and starting attacks, you can figure out which effects will be applied. For example, Typhoon's Edge has two combos associated with it. Look at One Thousand Cuts and you see it grants "Enable Dual Blade AoE Mode 1". Then, you can look at One Thousand Cuts again to see what AoE Mode 1 does.

    The Empower combo only gives 12.5% damage bonus, compared to Blinding Feint's 37.5%. It has lower DPS attacks in it, so it is almost always better to perform a higher DPS chain than to get that tiny damage bonus.
  16. Looks like a solid buld. You can cut back on one knockback reduction if you need the slot. I like taking Hover for the extra defense. If you can't stand flight controls though, you can live without it.
  17. Do knockdowns count as a debuff? They effectively cause -damage. Electric/Shield Scrappers can do a good deal of knockdowns to prevent enemies from attacking. Besides preventing damage, the only other debuff that is useful in most situations is -resistance. That is only available as a proc and only if you have -defense powers like Katana. To be clear, -defense is almost never useful because you will likely have capped hit chance with a decent build anyways.
  18. I finally got my Cold/Sonic Defender to 50 and into a build. I tested Benumb on a Cyclops in Mission Architect with a Power Analyzer to get an idea of how it works. If Benumb wasn't on the Cyclops before he activated Unstoppable, he got 70% resistance bonus from it. If I had Benumb on befor the power activation, he only got 7% resistance bonus. That explains why Benumb doesn't affect PToD; we can't put Benumb on AVs before they "activate" PToD.
  19. Quote:
    Originally Posted by Severe View Post
    either way you lose defense EVERY fight....no thanks! not worth slotting at all if you cant keep it.
    You're missing the point. You don't lose defense. The build is set up to have 32.5% defense while fighting (attacking and getting hit). I double-checked the build and my Mids' configuration to make sure I accounted for the combat suppression.

    Quote:
    incorrect my tank never died but once to bobcat after killing neuron first.in apex i didnt die until batte maden.so if yours is dying then your defeating your own case

    funny ive done it all on my build. apex,tin mage,hami,ms raids, all the tfs..what arent you getting done?
    Team makeup, strategy, and player skill matter a lot more than your build. I was only pointing out that mathematically, you will have a harder time surviving the heavy energy damage done by Clockwork in the new TF than someone who has defense against them. The great thing about this game is that there are so many ways to get things done.

    Quote:
    ummm no it aint.and after you hit something its more like 28%
    Why are you trying to argue this? Look it up. I already pointed out that combat suppression means you get half the defense bonus from stealth. In Mids', this means you get the defense value listed on the Info panel instead of double that value. Set up your Mids' right if you want to see the build in combat. Go to the options, and in math section it has suppression settings on the right for attacking and being hit by foes.

    Quote:
    yeah fine isnt what im going with here thanks
    I wasn't going for "fine" either. It just turned out that I had no problems surviving on my Dark/Fire Tanker with 32.5% defense and no buffs. When I get to harder fights, soft capping against EVERYTHING is a small purple away.


    Quote:
    Originally Posted by rforwark View Post
    I do like the idea of having cap defense so that I can eat a red instead of a purp. But in the long run, whats more damage for me?
    The obvious answer here is using a red inspiration. However, this assumes you stay alive to do damage. Also, it helps to know the math behind your damage. Let's assume you have an attack that does 100 damage. You enhanced it by 100% (approximating to make the math easier) with 3 damage IOs. You also have 150% damage bonus from fury. Your attack now does 350 damage. Now, you eat a large red inspiration for 50% more damage. That damage bonus is added to your total damage bonus instead of multiplies. Your attack now does 400 damage, which is only 12.5% more damage.

    Quote:
    Remember as of now, this brute is going to be a farmer. Mainly for tickets, and can help farm friends. I'll be running a fire farm if that helps out.
    If you are doing fire farms, you will probably want fire defense. Capped resistance is great, but capping both defense and resistance is much better.

    Quote:
    Let me know guys! Also I read something about a global recharge of 50+ gets a decrease?
    This is not true. There are no real diminishing returns on global recharge. The logic behind that statement was done based on math similar to the damage example I posted above. There is no magic point where global recharge becomes less effective. It is simply that 50% more global recharge doesn't equate to 50% faster recharging powers if you already have some recharge.

    Quote:
    Originally Posted by rforwark View Post
    So in mid's I want to stay under 150% which is really 50? Correct?
    I'm guessing you are talking about Fury here. I have not played my Brute since before I19 came out. I also don't follow the Brute forums. As far as I know, maintaining 75 Fury is normal, which gives you +150% damage bonus. That could have changed with I19.
  20. For PvE, slotting it in the passive that provides the least base regeneration is usually best. The alternative to the IO is a regular healing enhancement. If you were to put a proc in Health then enhance the regen on Physical Perfection, you would have less total regen than if you did it the other way around. If you don't plan on enhancing your regen, it doesn't matter where the procs go. I don't PvP, but I would imagine the logic is the same in most cases.
  21. There are multiple Fire Tanker threads on the first page. Try reading those first. I know the last poster already did it, but throwing a build at you won't help much. There are many ways to build a Tanker and you have to know what your goals are before you can make a truly effective build.

    To post builds: In Mids', click on "Import/Export" at the top, then "Short Forum Export". After you have configured that window, click the export button. Then, you paste the build in a forum post by hitting Ctrl+V.
  22. Paragon Wiki has a good list of enemy groups, with their attack damage types listed. While it doesn't say exact values for damage, buffs, or debuffs, it gives you a general idea of what to expect for damage types and types of debuffs.
  23. Quote:
    Originally Posted by Auroxis View Post
    Since your name is Elektro and no one's made an Elec tank pitch yet, I'll give it a go.
    I was going to suggest an electric tank, but you beat me to it. It definitely has the potential to handle every situation in the game almost as well as a Granite Tanker. Total resistance to all damage types is higher than all but Stone's. Total resistance to S/L and Energy is higher than Stone's. A Cardiac Alpha boost may be able to cap your S/L resist when the tier 4 one is released.
  24. Quote:
    Originally Posted by Severe View Post
    looking at your build ,you do realize how flawed your defense is when you use stealth for defense purposes and then attack someone right? you drop probably 7% just when you attack alone.stealth only maintains the def bonus when you arent attacking

    so if your using stealth for the bonus's thats one thing. but when you lose the defense itself in every positional and s/l just by using your powers then you need to recheck your thinking.so if you turn off stealth your left with what 23% to 28% defense which means your getting hit ALOT!

    id rather be soft capped in melee and s/l all the time.then not even a quarter soft capped in anything sorry.sure it would be nice to be able to do all 3 positionals but on a fire tank its just not possible.
    This is incorrect. You lose half the defense bonus granted by Stealth when in combat. The new version of Mids' allows you to view powers' values as they would be when suppressed by combat. I did account for the combat suppression when I made that build.

    I can understand the desire to be soft capped in S/L, but there are a lot of attacks that don't have S/L components to them. Clockwork in the new TFs will tear you apart if you only have S/L defense. I like to make my Tankers capable of doing as much content as possible. Besides, 32.5% is basically soft capped. You just have to eat a small purple to get to 45%. There are plenty of defense buffs when teaming, too, so you may not even need to eat a purple. My Tanker does fine in most fights at 32.5% defense and saves the inspirations for the tougher fights.