I've been theorizing coming up with a 12-man trial gear/skill configuration to try and maximize penetration.
I'm basing this off PvE enemies having 18200 of each resistance. Is this constant, or do some enemies have more/less?
The current "meta" tank should be able to debuff the boss by about half (Major Fracture/Breach 5280, Alkosh 3010, 927 Crusher*)
*won't be up 100% of time
If you have someone in the group running minor fracture/breach (1320), this brings each resistance down to 7663 if all the debuffs are up.
I'm also assuming that penetration is equally tied to resistance. i.e. having 1K penetration is the same as reducing the resistance by 1K
Of course, reducing resistance benefits the group, where extra penetration only benefits the caster. But, I'm assuming if it's just me in solo play I'd do the same damage.
My plan was to require each DPS to have 5160 penetration (through sharpened, sets, CP ...) and have key members of the group run sets to reduce the rest of resistances.
Stamina has sets like Sunderflame and Night Mothers Gaze which can easily remove the remaining 2503 physical resistance.... shoot, if we run both we would nearly fully mitigate the physical resistance (leaving only 1643). That being said, we would never be able to debuff each target in a mob, so I understand that it's not practical for a full trial.
However, there doesn't seem to be any magic equivalents to reduce the target's spell resistance. Did I miss one? If not, should we recommend magic toons have 7500K penetration instead of 5000K?
Also, this is my first time building for a trial team... is my thought process on the right track? Any general advice on gearing up a group would be much appreciated.
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