Super Reflexes for Tanks


Aett_Thorn

 

Posted

Quote:
Originally Posted by New Dawn View Post
SRs are kind of fun. I remember fighting high level Malta in the days of just SOs with my scrapper and losing almost my entire life bar in a jiffy, so I went to click Elude. After fighting for my life for about 45s I thought "thank you Elude!" only to find I hadn't actually clicked it like I thought I did. One of them sets where just because you are in the red doesn't make ya soon dead.
Adding Med Pool to an SO'd SR scrapper gives way more average damage sustainability than a bog standard Invuln Tanker so a SR Tanker with Med Pool is going to do pretty damn well for almost all of the entire game.
That's about the same as I found. Med pool works very well with SR. Never found Elude all that great once they instituted the scaling res.


 

Posted

Street justice is coming out with i21 right? I wanted to try pairing SR/SJ together. Any thoughts of this combo.

Can someone post a link to the street justice powers list so I can read the descriptions off all the powers.

Thanks


 

Posted

Quote:
Originally Posted by Mint View Post
Street justice is coming out with i21 right? I wanted to try pairing SR/SJ together. Any thoughts of this combo.

Can someone post a link to the street justice powers list so I can read the descriptions off all the powers.

Thanks
Street Justice is NOT coming out with I21. It'll be released shortly after. We don't know how long "shortly" is.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Mint View Post

Can someone post a link to the street justice powers list so I can read the descriptions off all the powers.

Thanks
Yep.


 

Posted

Quote:
Originally Posted by streetlight View Post
I expect Fire, Dark and KM to be the most popular secondaries. Fire just does more damage, so it'll always be popular. Dark has a self healing attack and -ToHit, which will help against those circumstances that would normally overwhelm 45% defense. KM has nice damage and a -Dmg debuff that will help when an attack squeaks through.

That said, I think it'll be competent in traditional content, but maybe not quite as good for Incarnate content. At least it won't melt from debuffs. The added resists and other attributes of Ice, Invuln and Shield should make them better defense-based choices. If Tankers get Energy Aura, that should be a better option, too.
I would expect MA to hold up very well with SR on tanks too. With a +10 Def in Storm Kick (I think), Cobra Strike for mezing and Dragons Tail for lots of mitigation, it would be very nice primary. Not to mention, it's a classic.


 

Posted

Quote:
Originally Posted by Shadey_NA View Post
I would expect MA to hold up very well with SR on tanks too. With a +10 Def in Storm Kick (I think), Cobra Strike for mezing and Dragons Tail for lots of mitigation, it would be very nice primary. Not to mention, it's a classic.
Its indeed a 10% defense to all (but psi) both typed as positional. Yet as SR hits softcap already and has a insane resist against debuff, i dont think they benefit so greatly from storm kick as other sets might that have a minor hole to softcap.

Ok, Granite will benefit greatly as it boost your defense over softcap to all types, but serious.. Eagle Claw and Dragon's Tail on a granite.. no, really no.

(sidenote, the defense cant be stacked like Broadsword or katana versions).


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