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Quote:Looking at the rare and very rare Alpha Slot enhancements on the Alpha Slot page, you can see a "level shift" effect is in those enhancements. It would be safe to assume that as you gain up to ten "level shifts" (from ten incarnate slots) you will be fighting level 60 enemies while technically being level 50. Those "level shifts" are to remove the penalties associated with fighting enemies higher than you are, I'm guessing.expanding for Issue 20 (Levels 50+)
Am I the only one to wonder if this heralds plans to reverse a long-standing position on the lvl cap...
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Put them in the (preferrably auto or a toggle you will use all the time) power that gives the least total un-enhanced HP/s. This would be Health, for most builds.
If you are going for a set bonus, putting Numina's unique in RttC is fine. If you were to slot Miracle unique in Fast Healing, however, you would be missing out on some regeneration if you are tight on slots in your build.
Uniques, procs, and global IOs that give a global or proc bonus and enhance a power will say what they enhance in Mids'. The two I can think of are Steadfast Protection and Luck of the Gambler. -
I can't tell if this is a joke or not. This is completely incorrect information. Someone might read this and think you are serious.
Open beta for Issue 19 started on November 12th. A closed beta means it is not open to the public for testing. -
Scrappers do more damage when buffed. Brutes do slightly more damage when not buffed, but they have to generate and maintain fury, which can be a challenge sometimes. Brutes also have a few more hit points. Both have the same defense/resist modifiers for their secondary sets.
That applies to all Scrapper vs Brute discussions. People should really stop asking that same question. -
Yes. Survivability has a tradeoff, and in this case it is DPS. How much? About 9/63 (14%) of your DPS will be lost. However, you don't always need both to stay alive. Sometimes, Regeneration is enough on its own. Also, you can use one just before a fight starts and not worry about it when it drops if the fight goes fast enough. It is nice to have enough situational abilities to handle things.
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Shadow Meld is amazing to combine with the Regeneration set. See this post for a nice way to combine it with Moment of Glory and have a very tough character to take down.
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Quote:Focused Accuracy is a good spot to drop a 6-slot Gaussian's in. To-hit bonuses are completely different from accuracy, even though Mids' doesn't show it. It mostly makes a difference when fighting something that has high defense, like AVs that use Elude and other similar powers. Conserve Power may never be needed if you never run low on endurance. I guess it is mostly a play style choice if you take Conserve Power and slot your Build-Up with Gaussian's instead.I agree wholeheartedly with most of your suggestions, but I'm going to disagree a bit on this. Not that the OP needs CP, I agree that he/she probably won't. However, I think CP is the "lesser of two evils" when it comes to prereqs for Physical Perfection.
Focused Accuracy is a huge end hog, and you can also replicate most its benefits with a couple of set IOs. If you're actually going to use it, it needs at least a couple of slots for end reduction. I suppose it would be useful strictly as a set mule, but since the OP has Build-Up, which can also take a Gaussian's set, it's not even needed for that.
I treat CP like Boxing, something you have to take to get something better. At least CP can be easily be left at its base slot, and who knows, it might even come in handy during an AV fight.
Quote:Minor quibble here, you don't really need defense bonuses in your shields; a SD tanker is close enough to the soft cap on SO's that you can focus on other bonuses instead. I would most definitely save two slots for resistance; it provides a significant boost to S/L resistance.
Quote:Agreed, but if you have the slots Grant Cover increases it's debuff resistance by the amount of defense slotted into it, so it's useful to have if you have the slots. Take care of everything else first though.
Quote:I have a different approach here; on a shield character I use my shields for GotA slotting to handle all my endurance issues and use my attacks to pick up the minor additional defense needed... my SD/Fire tanker is around 46%-50% to all positions. I generally go with Pyre mastery for more damage & a ranged AOE attention-getter... therefore I solve my end issues without resorting to Physical Perfection.
The great thing about SD tankers is how easy it is to reach their maximum defensive potential. A SD Scrapper has to devote almost all of their set bonuses just to soft cap, but a SD tanker can do it with one set bonus. That leaves the rest of their slots and powers for enhancing offense through recharge bonuses. If you choose to manage your endurance through set bonuses, you tend to miss out on recharge bonuses. -
Quote:A /Regen scrapper gets a ton of regeneration from their powers. There is no set number to reach. Just make sure you enhance your powers to the ED cap, at least.Now, I am by no means a scrapper, however I do love to tweak builds and mess with numbers. So let me pose these questions below:
1. On average, how much regen/recovery is adequate for a /Regen scrapper?
With Quick Recovery, you should be fine without Stamina. Inherent Stamina in I19 will make it unnecessary to slot Numina's/Miracle uniques.
Quote:2. Based on the answer to question 1 what if someone was able to reach said regen amount as well as 45% S/L def, how awesome would that be? Is it worth Dull Pain being 18.47s shy of perma?
This build is designed to run the Golden Dragonfly >> Gambler's Cut >> Soaring Dragon >> Gambler's Cut attack chain. Your click-defenses are your friend. Start with Moment of Glory. As soon as that expires, press Shadow Meld. You will have 9.7 seconds without defense before you can press Shadow Meld again. After it expires the second time, Moment of Glory will be ready again.
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I would suggest looking at other Shield Defense builds. Possibly, copy one and and adapt it to your requirements. Figure out your goals for your build, first. Something every Shield Defense Tanker should have is 45% defense to Melee, Ranged, and AoE. This can be done very easily with only Weave and Combat Jumping taken for defensive pool powers. I explained how to do this in another Shield Defense Tanker thread.
Here are some helpful suggestions for building a Shield Defense tanker, as well as builds in general:
Slot Deflection for defense bonuses. Try hard to slot it for resistance as well, but it isn't the end of the world if you run out of slots first.
Mako's Bite is not a very good set to use unless you go all the way to the 6th slot for the melee defense.
Gift of the Ancients is not a good set to use for Shield Defense.
Turn on Hasten so you can see how close you are to perma-Hasten. You generally don't need more recharge than what it takes to get perma-Hasten.
True Grit needs to be slotted for healing. Resistance bonuses should be a secondary objective on it. Two regular healing (and resistance) IOs is fine. You don't need a set bonus in every power.
Slot for Melee/Ranged/AoE defense, not Smashing/Lethal/Energy/etc... defenses. If you get to the end of your build and you only have a couple powers left that only accept sets that add typed defense, then its ok to use those if they will get you to the soft cap.
Don't slot Boxing, unless you have slots left over or are looking for a bonus that only Boxing can hold.
Gaussian's is a good set for Shield Defense, but only if you 6-slot it.
Don't slot Phalanx Fighting with more than a Luck of the Gambler +recharge, or a Kismet +to-hit. Don't increase the nearby allies counter for it either. Defense enhancements don't increase the defense given when no allies are nearby and you need to be as self-sustaining as possible on a Tanker.
Grant Cover is another power that should not be slotted for defense. It gives no benefit to you, other than some defense debuff resistance.
Conserve Power from Energy Mastery is not very useful. Between Stamina, Physical Perfection, and Miracle and Numina's uniques, you will have more endurance recovery than you need. Also, you over-slotted Stamina and Physical Perfection. I tend to not go for set bonuses in those powers because they gain very little benefit after reaching the ED cap for endurance modification.
In general, slotting for recovery set bonuses won't get you any worthwhile endurance. Slot for reaching the defense soft cap first, then slot for recharge, then HP. Any other bonuses will have little impact on your character and should not be slotted just to obtain those other bonuses. -
Do you have a I18 build for claws/SR? If so, there isn't much required to improve it.
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Fire Armor received a 50% end drain resistance in Consume recently. Getting Consume down to a 60-second recharge (to double-stack the end-drain resist buff) is not too difficult.
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Epic pools can take the Achilles Heel debuff proc. I have one in Laser Beam Eyes on my Tanker.
WP/DB used to be the flavor of the month. Other set combinations eventually became better-utilized and surpassed it. Defense debuffs are almost never needed. You need resistance debuffs for AVs more often than anything else. If you really want to contribute to a steamroll team, make a tanker that focuses on AoE damage. Fire/Fire is a good one, and was made more useful when they removed Burn's fear effect. SD/Electric can do great burst AoE damage, even on a Tanker. The taunt aura is also better than almost every other taunt aura in the game. You could also try mixing things that people haven't used often before, like SD/Fire or Fire/Electric. -
Quote:How about a build that can handle psi while in Granite? When you do face psi enemies, dropping out of Granite will most likely cause you to take more damage because the other damage types amounted to more than psi was doing. Here is an incomplete build for Granite tanking, with decent run speed and psi defense. The defenses are complete, but the offense is up to you.I would like to see a good competent stone build that can handle psi out of granite and everything else in granite.
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Here is a list of damage per activation times for each attack in War Mace, with Arcanatime included. This goes by the base damage. Enhancements will not change this list, unless you fail to include damage bonuses in slotting for some powers.
28.09 - Bash
42.52 - Pulverize
44.04 - Jawbreaker
89.47 - Clobber
17.16 - Whirling Mace
40.44 - Shatter
31.92 - Crowd Control
So, the first attack in a chain should be Clobber if you are going for max DPS. Its base recharge is 16s. The highest you can reasonably expect to get your recharge bonus is 275% (includes slotted recharge bonus) for perma-hasten. That would put Clobber's recharge at 4.26 seconds. I basically have to pick three or so attacks to fit in that time frame that would give you the most DPS.
Jawbreaker, Pulverize, and Shatter are are so close that a difference of only 10% in enhancement bonus could put Shatter ahead of Jawbreaker, so I will consider those three attacks equally. I don't like knockbacks and Mids' says Shatter does knock back, so I will avoid that one. Bash adds a -20% resistance debuff for 10s which increases DPS for you and your team. Here is what I came up with, including the activation times and necessary recharge bonuses:
Bash - 1.58s - 0% rchg
Clobber - 1.45s - 203% rchg
Jawbreaker - 1.98s - 110% rchg
Pulverize - 1.72s - 60% rchg
1.2 * 334.56dmg / 6.73s = 59.65 dpls
You might be able to squeeze more DPS out of it if you use more attacks in the 10s that Bash's debuff is on them. I was not going to attempt to make such a long attack chain because the required recharges start to go beyond what is reasonably attainable, or you end up using knockbacks. Whirling Mace has low single-target DPS, making it a bad choice in an attack chain against a hard target. -
If you want to look at the sets from a purely mathematical standpoint, there is a thread that shows you how to do that. Super Reflexes is more survivable, unless Regeneration gets a significant amount of defense bonus from sets and pool powers. I'm not even sure if it is possible to make a build with enough defense for Regeneration to be better than SR.
Don't forget about Shield Defense. It does everything SR does, but instead of a recharge bonus, you get a damage buffing taunt aura. -
I have never played a build that uses Aid Self as the only self-healing, so I'm not sure how well you will survive without it. I would imagine you will depend on inspirations more.
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Quote:If you want to fight solo and at full strength, try to hit the soft cap with the "nearby allies" bonus from Phalanx Fighting at 0.Here is my build...I put it together with a variety of ideas. I'm sure it has some holes but I love the 46.9% Melee, 44.4% Ranged, and 44.7% AoE Defense. If anyone has suggestions, including the OP I'd love to hear them!
You could drop some enhancements from other powers to get Hasten down to a decent recharge time with two more enhancements in it. You could move the Kismet to Grant Cover, freeing up one slot. The other slot would be up to you. -
Quote:Those three slots are needed for health and stamina. Without those slots, you would be missing out on about .5 end/sec.So getting closer to perma hasten while taking up the 3 slots isnt worth it for this build?
Let's say you use a 33% uncommon recharge in your Alpha Slot when I19 comes out. One-third (11%) is not affected by ED while two-thirds (22%) is. With three recharge IOs, the enhancement value is 99.08%. Add in the Alpha Slot bonus and you get 114.10% recharge enhancement. Mids' would display a 131.73s recharge with Hasten on. Remember the actual recharge will be more than that because you lose the 70% from hasten when it expires. That 11.73 seconds turns into something a bit longer
The 45% Very Rare Spiritual IO would be a different story, though. Unfortunately, it won't arrive until Issue 20, at the earliest. I'll do the math anyways. You would have 132.05% recharge bonus in Hasten with three recharge IOs. Mids' would display a 125.16s recharge.
I realize that situation isn't giving you perma-Hasten still, but you shouldn't expect to get everything you want without spending more INF. You don't have enough global recharge bonuses to get perma-Hasten on that build. If you could farm up the merits to buy the Gladiator's 3% defense IO, that would allow you to slot more recharge. Also, picking up Maneuvers or Stealth is equivalent to three set bonuses, but you would have to give up Aid Self. -
Aid Self is a popular choice for defensive characters. I have never used it, but I would imagine you can fire it off fairly consistently. The chance to be interrupted will always be there, but as long as you use it before you REALLY need health, you should be ok.
Defense Debuff Resistance is nice to have, but you can live without it as long as you don't go up against heavy debuffing mobs. I would suggest picking up Grant Cover with I19, since it doesn't really need any slots invested in it.
For I19, I would suggest picking up Aid Self and Grant Cover. -
The only problem with BS/SD is that you have to stop DPSing to heal yourself. Also, Aid Self can be interrupted. That's why Dark Melee pairs so well with SD.
You can drop a slot out of Tough and still remain over the AoE soft cap.
Phalanx Fighting should only be enhanced with a LoTG or a Kismet 6% to-hit. The defense provided while no allies are nearby is not enhanceable.
If you want to hit the Defense Debuff Resistance cap, you will need 3 Membranes or 2 Membranes and 1 Enzyme in Active Defense. You will also need to pick up and run Grant Cover. -
That's a nice run speed bonus, but it is a bit overkill. As long as you get over 15mph or so, without Rooted, you are fine. I rarely turn Rooted on when I play my Stone Brute. You should only need it for the extra regeneration. It recharges fast enough to toggle between fights.
The defense soft cap is 45%. You went a bit over that.
I prefer to slot for Psionic defense. You can get 30% fairly easily while in Granite.
Rooted is not slotted well for healing. It is your primary source of healing and should be closer to 90% enhancement bonus.
Tough is over-slotted. You won't gain any benefit from turning it on. It might be better to move your 3% defense PvP IO to Tough instead of the Hami-O you have in it. That saves you a slot for something else, like enhancing Rooted more. -
Like Dechs said, Tankers feel like they have to struggle to contribute on high-quality teams. Fortunately, Bruising was added to Tankers. Spam your level 1 attack on AVs and your team will do 20% more damage. I'm sure that counts for more damage than you being any other AT could possibly do. If you have a defense debuff power too, use an Achilles Heel proc for even more resistance debuff goodness. Any Tanker can get a defense debuff power with Laser Beam Eyes.
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Your original build does not appear to have slots left over. You should try to save at least three slots for Health and Stamina. Health can be slotted with the Miracle and Numina's uniques. Stamina can use three Performance Shifters, one being the proc. In my opinion, that is the most efficient slotting of those powers for builds that need more endurance.
Active Defense should have another Membrane instead of Enzyme to get it closer to perma double stacked.
Phalanx Fighting gives a small amount (2.25%) of unenhanceable defense when no allies are nearby. Due to the small radius, and frequent soloing/farming done on Scrappers, it is a bad idea to slot Phalanx Fighting for defense and depend on it to reach the soft cap. Leave it with one LOTG or Kismet.
Hasten should have 3 recharge IOs, max.
Tough should be slotted with resistance and endurance enhancements if you can afford the slots. -
Tankers are just taunt bots for me. I play one of my Scrappers when I want to do DPS.
I'm not saying you can't set a Tanker up to farm, or do some decent damage, but a Scrapper will farm faster. A Scrapper can survive almost as well as a Tanker with the right setup and IO sets, in most situations. Shield Scrappers, if played right, can hold aggro for a team as effectively as a Tanker.
I really only play my Tanker when I need extreme survivability. My Tanker is Dark with soft-capped defenses, by the way. -
There is not a significant difference between SR Scrappers and SR Brutes. The hit points will be higher on the Brute. Buffed damage (with a kinetics) will be higher on a Scrapper. Damage without Fury will be higher on a Scrapper, but unbuffed damage with Fury will be higher with the Brute.
Check out this thread if you want a numerical comparison of Brute vs Scrapper. Brutes will only be slightly higher due to higher HPs giving them more HP/s from regeneration.