Recent posts
#61
Last post by Atom Bomb - Dec 23, 2024, 07:36 PM
Quote from: Redlynne on Dec 20, 2024, 07:43 PMquote author=Redlynne link=msg=5582 date=1734741830]
Sure, it would be NICE to be able to get to 90% Resist S/L, E/N, F/C and T/P (if practical) ... but is it always absolutely necessary (or GTFO)?
Nah, getting to 90% isn't required. My fire tanker "Scoria" who has MT'd a fair number of trials is 90%vs S/L, 82%vs Energy, and 47% vs Toxic/Psi (Psi really only comes into play in MoM trial). In UG there is a lot of toxic damage so I am constantly pushing my self heal that also adds Toxic Resist (even when I'm at full health I'll keep popping it off).
During the "MoM" Trial I do have to pick up some extra resist enhancers for when I'm pulling Penny and getting her set up.
Now my Electric Armor tanker, she is pretty good in all her resists except for one. Toxic. That sits at a lowly 25%, so I had to come up with a more permanent way of correcting that. As it stands she is the only tank that I have Force Barrier, but with all the Toxic damage in UG that was the best option to "fill the hole". But again, I've MT'd UG (which IMO is the most "dangerous" of the trials), with her more than a few times without issues.
#62
Last post by Atom Bomb - Dec 23, 2024, 07:18 PM
And I had to split the images. *sigh*
Ok, one thing I noticed is I am not 90%vs cold, only 86% (NBD).
The key to these numbers is having "Superior Might of the Tanker" +Res Proc in the power Irradiated Ground. Since Irradiated Ground is a "pseudo" pet it procs constantly. I am always at 2 procs (as you can see in the photos) and am at 3 procs quite often (which then gets my Cold resists max and Neg and Psionic resists up to 80%).
I am not running Cardiac or Resilient in my Alpha slot. If I did, then I would be even closer to max, but as Kismet said I am at max resists as it stands for 90% of the game/trials. Why waste the Incan slot on a few points in Neg and Psi when they don't have much of an impact.
#63
Last post by Atom Bomb - Dec 23, 2024, 07:12 PM
Quote from: thilenium on Dec 20, 2024, 07:45 AMRA's sustain is good (better than DA's for sure) (I have corrected that part in my build description).
After some testing around with Radiation Armor Secondary and checking some different builds by other people i still do not get the resistances Atom mentioned. Unless someone has a template that covers the weak spots in the resistances Cold, Negative and Psionic i will still favour DA over RA. I also found that i like working with DA better as slotting is more straight forward.
Mids doesn't show what the true numbers are in game for Atom. So I took a couple pics (hopefully you can read them, had to shrink them down quite a bit to meet the requirements of this board). Just Atom standing around in Ouro.
#64
Last post by Joshex - Dec 22, 2024, 09:13 PM
Card crashed, system doesn't even see it any more. had another tdr which blue-screened me, albeit playing a different game. so it's a me problem not a city of heroes problem.
I'll have to look into getting a replacement card if I need it, this one must be fried. it started acting up only a few days after getting this refurbished computer back in 2019, it would black screen once every few months.
something tells me that as this computer was used, the last owner probably burnt the snot out of the graphics card bitcoin mining or something.
oh well, I'll have to look for it to pop up in device manager after boot one of these days and right-click>disable again so it wont cause any more issues.. sad though.
blank screen on boot today, no bios, kept trying and sure enough the system saw and was booting with the NVidia card again. > Disabled.
#65
Last post by Joshex - Dec 22, 2024, 03:24 PM
We already have some sonic attacks which fire from the mouth, and of course flame and ice breaths respectively. but what about a big energy beam?
For those who are familiar with Akira Toriyama's works, the mouth-cannon is a staple attack to be expected. Yet here in City, we have yet to include this attack.
Rather than include it in a powerset, I was thinking it should be in a powerpool or ancillary pool. I'm leaning towards it being in an ancillary pool as that would afford it more power. for the attack itself I was thinking something along the lines of the following:
Mouth Cannon: Ranged, Narrow Cone, Superior Damage Energy/Smashing, moderate DoT energy + Knockback over Time (4 ticks), interrupt time moderate, activation/animation time 10 seconds, recharge time Long.
Knockback over time is a new thing, essentially the KB magnitude increases every tick, it could double every tick, starting at mag 2, then mag 4, mag 8, mag 16, and finally mag 32. naturally enhancement can effect this upto max KB enhancement value around +100%% so upto mag 64, kb bonuses if any could be added for comical effect.
naturally however the Mouth cannon beam would have an initial normal hit calculation done, but lets say the target has mag 10 KB protection from powers and bonuses, this would give the target a 3 tick time window after the initial hit to move out of the blast cone (which would not follow the target after the initial hit).
lastly it'd not be a sniper attack, and while it wont re-aim itself, it may extend on the given attack vector to the target if the target is knocked back which could cause it to hit more targets.
fitting it into a pool or ancillary set is the hardpart. I'm not sure what to package it with. it'd probably be the last power in the ancillary, requiring 2 other ancillary powers before it can be taken. but I think it should be available to all ATs not just ranged ATs..
Edit, I'm now imagining an STF/MLTF where Lord Recluse gets knocked back to the grandville port by mouth cannon so the rest of the team can destroy the web towers unabated.
#66
Last post by Redlynne - Dec 21, 2024, 11:12 PM
Quote from: Kismet on Dec 21, 2024, 10:12 PMthe wonder of Gadgetry's Force Barrier. The survivability it offers is too great to pass up, imho.
The +Absorb from Force Barrier can be pretty clutch at times, no argument.
Quote from: Kismet on Dec 21, 2024, 10:12 PMit's either a lack of power pools or enhancement slots that makes Enflame a no-go, as far as I'm concerned.
I figured it was probably something along those lines, but that's definitely a case of
The Demonology Is In The Details.
Ironically, this might be one of those situations where having a primary or secondary that you don't need to slot heavily could be an advantage ... since that would leave more slots available for other purposes in a build. Kinetics is a powerset that has a reputation for being something that isn't that "slot hungry" due to the scarcity of sets that can be usefully slotted into Kinetics (there are a few, but that few is a short list). But then you're back to the problem of Transference not being 100% reliable, although ... I suppose that could be partially mitigated by slotting the Theft of Essence proc into Transfusion, so there would be a backup option for gaining +End, rather than just being a One Trick Pony™ with Transference exclusively.
Which then begs the question of whether a Kinetics/Electric Defender who also has Whirlwind+Enflame, since Electric Blast would include additional options for endurance drain/transfer from Foes to Self that could help to keep Whirlwind fueled longer.
Quote from: Kismet on Dec 21, 2024, 10:12 PMI'll admit that Enflame is an interesting possibility.
And I'll readily admit that Enflame is a "poorly researched and documented" power. It's really hard to find builds, let alone testimonials, as to the effectiveness of Enflame. Bare minimum though, it's something of an indirect damage power. Enflame doesn't
directly damage the $Target, instead it puts a pseudopet burn patch under the $Target and it's the pseudopet that does the damage so long as the $Target stays in the AoE patch (kind of like with Caltrops). Which means, that to get the greatest amount of "damage throughput" from Enflame, you need to prevent Foes from running away from the damage patches ... which will usually mean either Immobilize, Hold, Attract or Repel into a corner (so they can't get away).
Hmmm ... perhaps Enflame would work better with Gravity Control (Wormhole) than it would with Whirlwind. Might be "too much movement" with Whirlwind to make Enflame truly effective, since ideally you want a cluster of Foes to "stay stuck" in an immobile patch of burn damage, which Gravity Control might be best suited for.
#67
Last post by Kismet - Dec 21, 2024, 10:12 PM
I've not used Enflame on Pooka or Madhouse because of the wonder of Gadgetry's Force Barrier. The survivability it offers is too great to pass up, imho. On both characters it's either a lack of power pools or enhancement slots that makes Enflame a no-go, as far as I'm concerned.
I'll admit that Enflame is an interesting possibility. However, on both Madhouse and Pooka I've got places for the Annihilation proc in Ball Lightning and Dark Obliteration, respectively. On top of Annihilation in Dark Oblit, I've got the Witchcraft proc in there to add to the -res goodness. On Madhouse, I've got Fury o' the Gladiator in Psychic Shockwave to help on that front.
As far as rain powers go, I find that on either character when facing +1s or even +2s that all the minions and LTs are dead by the time a rain power would start ticking in earnest. It might help against bosses, but rains are pretty slow. There isn't a rain option for Pooka, but Siphon Life, Midnight Grasp, Gloom, and even Smite work well to help drop bosses reasonably fast. Madhouse has her Gremlins and some fair single target attacks. On Madhouse, I value Power Sink to sustain Whirlwind more than anything a rain power might bring.
#68
Last post by Redlynne - Dec 21, 2024, 09:08 PM
Quote from: Kismet on Dec 21, 2024, 08:15 PMRelying on Transference will always fail you eventually.
This is a very good point. The 5% (minimum) "unreliability" of powers that require a ToHit check will always (eventually) fail at the least opportune of moments.
Quote from: Kismet on Dec 21, 2024, 08:15 PMKilling enemies, especially trash, like minions and lieutenants, as quickly as possible is crucial to maintaining Whirlwind.
I'm curious, Kismet.
Have you tried to blend Whirlwind with Enflame from the Sorcery pool in a build? I presume that there must be some sort of obstacle (limited number of pools, limited number of power picks, limited number of additional enhancement slots) that would prevent Enflame from being a practical choice (somehow) to supplement Whirlwind with as a "partner" damage dealing AoE power that would offer unique synergies.
The angle that I'm approaching this from is the assumption that faster defeats of higher ranking Foes will "save" more endurance than running Whirlwind by itself and taking longer to defeat Foes (thereby making Whirlwind cost more).
Enflame can slot Target AoE and Universal Damage sets.
So a 5-slot Annihilation (keep the -Resistance proc) could be useful. The Annihilation proc is 3.0 PPM, so if I break out the proc formula for an 8ft 360º Toggle AoE ...
- 3.0 * 10 / (60 * (0.25 + 0.75 * (1 + 8 * (11 * 360 + 540) / 40,000))) = 29.85% per $Target
... that's not looking too bad, especially if Whirlwind can only slot Knockback sets(?) and not Damage sets. That would be a -12.5% Resistance debuff for 10s in Enflame which can proc onto multiple $Targets being Attracted by Whirlwind to their
OF DOOM™ (+3). Combine with an Interface: {Damage} Radial proc (for the DoT), which both Whirlwind AND Enflame would both be applying to Foes Attracted by the Whirlwind and things start looking ... synergistic.
At that point, I'd start wanting to have some sort of Rain type power to throw into the mix as well, to really
BRING THE PAIN.
What's your opinion, Kismet?
#69
Last post by Kismet - Dec 21, 2024, 08:15 PM
Though neither of the characters I'm going to present here are Controllers, they both feature Whirlwind.
For better or worse, to make Whirlwind work as more than a momentary novelty it needs to be center of the character.
Things I've learned about Whirlwind from experimentation:
1) While +rec is important, it's the +end that really makes all the difference. I'm talking about Power Sink, Dark Consumption, Ageless Core (because it does double duty as +rec and +end), as well as the Theft of Essence proc. For the example of my Brute, Pooka, Power Surge factors in because of it's tremendous +rec. It doubles as a nice, crash free, option for capping out all resistances except Toxic.
2) Relying on Transference will always fail you eventually. Much like the promise/curse of Defense, attack powers always have a 5% chance to fail, meaning that you are guaranteed to have Whirlwind drop if you rely on a single target end gain power like Transference. (more on this below)
3) Killing enemies, especially trash, like minions and lieutenants, as quickly as possible is crucial to maintaining Whirlwind. Unfortunately, since Whirlwind needs to be core to your character if you intend on it being any more than a novelty, once it drops, you've lost a significant amount of what makes your character effective. Builds in CoH are zero sum games, meaning that you only get so many power choices and enhancement slots. What you invest into maintaining Whirlwind may have some utility beyond Whirlwind, but it's very likely to be of limited benefit outside of maintaining the mighty cyclone.
Closest to what you've built here, Thilenium, but suggested by you is an Elec/Psi Dominator that I recently built. One of the apparent advantages of Dominators over Brutes is their 50% higher Recovery cap (750% instead of 500% for Brutes).
Additionally, as you observed, Conductive Aura does grant some +rec and +regen on a per mob basis. On top of that, Static Field grants a +end bonus per mob from every mob in the area of effect. While the detailed power description offers no info on this ability, City of Data 2.0 (an HC resource) indicates that Static Field yields 1.87 End per mob/every 4 seconds. The real question with Static Field is whether that return is worth the 15.6 End cost up front.
Drain Psyche caps out on the +rec front fairly quickly because it yields +100% recovery per mob hit. When you add in Conductive Aura and what you get from Stamina, I concluded that slotting it for Recovery was a waste of slots. The far better yield, imho, is in slotting it for +regen, along with plenty of +acc and +recharge, and a Theft of Essence proc which will give you the +end that you'll really need when trying to use Whirlwind on the sorts of spawns generated by setting a mission to x8. As I have Drain Psyche slotted, it inflicts a -741.25% regen debuff on anything it hits, enough to even matter against AVs!
I've not taken this character to I-Trials, so I don't have Ageless Core available, which should make a difference in terms of +rec and +recharge.
The biggest disappointment that I've found, relative to the Brute build I'll also post, is that Power Sink for Doms/Controllers (as well as Defenders/Corruptors, for that matter) has a 2 minute recharge vs. the 1 minute recharge for Brutes/Tankers.
Much like with Pooka, I've found that slotting some damage into Whirlwind and employing AoE powers that exploit damage procs and -res procs aid greatly in making minions, LTs, and even bosses die relatively quickly. However, Fury and the damage aura available to Elec Armor are advantages that Brutes have over a Dom/Controller.
Transference: while this power theoretically appears perfect for Whirlwind, the chance of missing baked in guarantees that Whirlwind will drop. Power Sink includes no to-hit chance, and even though Dark Consumption (present in my Brute build) does have a to-hit chance, it needs to hit very few enemies to top off end. If you're losing a lot of end, you must be surrounded by enemies, right? They're all targets for Dark Consumption.
I tried Transference on a Corruptor but found that I still needed at least one more source of +end. Since the version of Power Sink available to Corruptors has a 2 minute recharge, a second alternate source was necessary, meaning Ageless Core. The problem with taking Ageless Core means that Clarion can't be taken, meaning that a single mez effect will rain on your Whirlwind parade.
Even trying Whirlwind on an /Energy Composition Guardian, which features mez prot so that they don't need Clarion, I still found the guarantee of a miss off-putting enough to make it not worth it, imho.
While a Controller can take Indomitable Will for mez protection, that locks them out of taking Power Sink. However, I'm still not convinced that on a Dominator that the 2 minute recharge on Power Sink is enough, even with Ageless Core and Drain Psyche (with the Theft of Essence proc) AND Conductive Aura to maintain Whirlwind.
Indeed, Whirlwind appears to be a cruel and demanding mistress.
Here is the best set up that I've found, so far, for Whirlwind in my Brute, Pooka:
Energize and Cardiac Core reduce the end cost of the WW toggle, but nothing can reduce the per target endurance cost. The real benefit to Energize and Cardiac is that they reduce the end cost of EVERYTHING else. I've avoided the Fighting pool as well to minimize the number of toggles I'm paying for. (Cardiac's Resistance boost aids in making the Fighting pool unnecessary)
Ageless Core Paragon, Power Surge, Power Sink, and Dark Consumption all directly give end or rec (or both in the case of Ageless). Furthermore, I've got a Theft of Essence proc in Siphon Life that also helps maintain endurance equilibrium when I wind up with 5 or 6 Bosses or EBs that refuse to die quickly.
A significant aspect of my effort to sustain WW is killing enemies fast. Brutes have Fury to increase the damage in WW. Soul Drain also give a great damage boost, but requires caution in use (more on that below). Lightning Field constantly chews away at enemies and is nicely boosted by Fury.
Additionally, I open with Dark Obliteration, which has the Ragnarok KD proc, Annihilation Proc, Witchcraft Proc and a couple damage procs. The two -res procs really help stuff die faster.
Basically, I throw Dark Obit as I jump in, follow up with Power Sink or Ageless, depending on which is up, use Siphon Life to proc ToE, and use Dark Consumption as a back up since its got a long recharge.
Power Surge is only activated when the Ageless buffs begin to drop. Ageless Core Paragon will put you at the Recovery cap for 30 seconds, so I stagger my usage of Power Surge with it.
Pitfalls:
1) Using Soul Drain immediately. Jumping into a large spawn and using SD straight off will often make WW drop. The activation time is just too long. I use SD after Ageless, Power Sink, or Dark Consumption has refilled my gas tank.
2) Unfortunately timed Hasten drop. Sometimes the -end of Hasten will short out WW.
3) Mob rich environments. UG herds (especially with a large league) can simply overwhelm Pooka's ability to sustain WW. Even popping CaBs sometimes isn't enough. The first phase of Magi can have a similar result, but there's often a Kin around with Transference to shore up end. There are places in ITF that can also be troublesome. Outside of those three problem spots, though, I find that with careful management, I can generally keep WW up.
Here is Madhouse, my Elec/Psi Dom. Perhaps with Ageless Core I'll feel better about her ability to sustain Whirlwind, but so far Pooka is much more stable, in my experience:
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Here is Pooka, whom I've generally found to be quite successful. For reference, she can sustain Whirlwind all the way through DD, excepting for the mandatory drop when Diabolique 'kills' everyone. Another point of reference would be dealing with all the pulled mobs inside TPN, where she really shines.
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#70
Last post by Redlynne - Dec 20, 2024, 07:43 PM
I have to say, Kismet is offering good advice here.
I'm nowhere NEAR as familiar with the Dark Armor powerset, so grab the salt shaker for the following musings on my part.
Since I have no way to parse Mids' code hashes into builds (since Mids' won't work on my computer), I don't know if you're doing this already, but ... it occurs to me that there's an opportunity in Death Shroud. 6-slot Death Shroud with Overwhelming Force (to get the -4 Knock Protection set bonus). Unless I'm misremembering, Dark Armor has no "native" Knockback Protection, so you'll need to slot for it (somewhere). However, the REAL advantage of putting Overwhelming Force into Death Shroud (and many other PBAoE damage auras) is that because the proc is a flat 20% check every time a Foe is successfully hit, (I think) you shouldn't be looking at a 10 second suppression of proc chances after a successful proc when putting the Overwhelming Force proc into Death Shroud. In other words, I suspect that you'll be getting a 20% Knockdown chance every 2 seconds against anything within your 8ft PBAoE damage aura ... which isn't bad.
As for slotting Resistance Toggles (Dark Armor has 3) ... one option would be 2 slot Titanium Coating (+1.5% Resist E/N, +2.5% Resist Mez set bonus) plus 3 slot Unbreakable Guard, including the +7.5% Max Health in one of them (2.5% Endurance Discount, +2.25% Resist E/N, +3.75% Resist Mez set bonus). This would still give you 1 slot to play with in each toggle, for which I would recommend Steadfast Protection: Resist/+3% Defense, Impervious Skin: 7.5% Resist Mez/+25% Regeneration, Gladiator's Armor: Resist TP/+3% Defense. If you 6-slot Death Shroud with Overwhelming Force, you won't need to spend a slot in your Resistance Toggles on Knockback Protection. Additionally, with the 2-Titanium Coating and 3-Unbreakable Guard combo done 3x you'll add +11.25% Resist E/N, you ought to be able to get at least +50% Resist enhancement into Murky Cloud, which will give you at least 30% Resistance E/N as your foundation.
So with 4 powers with +5 slots each, you're already over 40% Resistance Energy, which would not be bad for a Dark Armor build. You could then use additional set bonuses from other powers to increase that amount even higher ... and that's before including (Superior) Might of the Tanker procs for +Resistance into the mix.
So while Kismet is quite correct on the point about Resist Energy being something of a "weak point" for Dark Armor, you still have OPTIONS to be able to shore up that weakness through clever design of your build via set bonuses. You probably won't be able to reach the Resist Energy hardcap of 90% on a Tanker ... but then, do you really NEED to get your Resist Energy to 90%? Is this a case of "go max or go home" (so to speak)?
Sure, it would be NICE to be able to get to 90% Resist S/L, E/N, F/C and T/P (if practical) ... but is it always absolutely necessary (or GTFO)?
I can envision build strategies that work towards getting as much Resist as is practical for you, while also diversifying into +Max Health and +Regeneration ... that way, whatever cannot defeat you
only makes you colder and more embittered.
Your mileage may vary, of course.