Call Me Awesome

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  1. Call Me Awesome

    Tough hide..?

    Quote:
    Originally Posted by lionsbane_EU View Post
    As for TH.. asked because I'm not sure what had changed within the game and was curious whether, bearing in mind I have tough and weave, I'm able to hit my defence cap without it.
    I have to question this. You're actually reaching 45% defense to S/L/E/N damage without taking Tough Hide? Absent a truly strange and incredibly expensive build I just don't see that being possible. Are you figuring constantly having Invincibility saturated with 10 mobs? Realistically you're seldom going to have more than 6 normal sized mobs in your aura at once and when you need it most against an AV you'll only have one mob. Commonly Invuln players try to soft cap their defense with only one mob in range for that reason.

    Invuln got a huge buff with issue 13 a couple of years ago and at the same time IO defense bonuses were paired up (a bonus that used to give 1.25% Smashing defense now gives 1.25% Smashing AND Lethal defense as well as .625% Melee defense) making it far easier to build defense. My guide was written in issue 13 so it doesn't mention the inherent fitness of issue 19 but Invuln hasn't changed since i13 so everything still applies.
    <edit>
    Oh, and ABSOLUTELY take Tough Hide. It provides (slotted) ~7.7% defense to all but Psi or a bit under 1/5 of the defense you'll need to reach 45% AND half of your debuff resistance in a passive power.
  2. Call Me Awesome

    Fire/Energy

    I built mine as a ranged attacker with 36% ranged def, perma boost range and 33% S/L/E resistance full time (hard capped at 75% with Surge of Power). Blazing Bolt I took as strictly a pulling tool... it has a range slotted in the base slot (with 48% global accuracy it has little trouble hitting) and it has a range of over 300'.

    I find it highly durable and very effective... it's pretty easy to take out crates in the Lambda trial unassisted (popping the occasional insp) and it's frankly overkill in things like the ITF... I've survived many team wipes in the first mission on that blaster and prevented not a few by doing a bit of tanking. Yeah, with a blaster. Of course if the RNG decides it doesn't like me things can go pear shaped in a hurry
  3. Archery's a decent set; it offers good AOE and decent ST damage with relatively quick attacks and extremely low endurance use... I took my Archery/EM blaster to 50 without fitness back in issue 12 and never had any real end problems.

    It's a bit behind Fire for AOE and ST damage but it burns FAR less endurance and it's more accurate with the inherent tohit bonus. I played mine as an exclusively ranged character and didn't have any issues with durability... I never built for defense either. Of course I also didn't solo him much; for a solo archer I'd try and get good ranged defense.

    My typical opener was to let the team aggro the spawn, fire Fistful at the spawn followed by RoA and queue up Fistful again followed by Exploding. After that I'd finish with Blazing on any surviving boss... everything else should be dead. Without the team to take the aggro I'd modify that to lead with RoA and queue Fistful followed by Exploding.

    I've never played /Mental so I can't really speak from that side but looking at the powers and what friends of mine have accomplished I have no reason to doubt it's effectiveness.
  4. Quote:
    Originally Posted by Forbin_Project View Post
    They are aware that the forums and the main website exist when they create their accounts and choose not to use them. Same goes for choosing not to set up email, twitter, or facebook accounts.

    (And Ironblade can attest that I have agreed with him that their email system sucks for the players that do choose to use it. )

    Not using them is a personal choice and the result is that they are willfully ignorant of current events affecting the game. So when they miss out they have no one to blame but themsleves. Being responsible for your own choices is a wonderful thing, but if it makes you feel better to paint me as the bad guy for telling it like it is, be my guest. It won't stop me from enjoying the game and taking advantage of any ongoing and future sales and events.
    Forbin, I'm hardly someone who ignores the forums. I read them several times a day and I generally check out the digest daily. Still, I missed any comment about discounted transfers myself. I saw something about character slots but nothing beyond that.

    I think I'm better informed about the game than the average player and this was something I didn't know about. Doesn't that seem to indicate that it should be publicized better?

    Facebook and Twitter aren't part of the official game or game notifications. As such I wouldn't consider a post there by the rednames an official notification... maybe I'm old but while I've heard of them I've never even gone to either site much less gotten an account and looked for others there.
  5. Quote:
    Originally Posted by _Klaw_ View Post
    Oh. Then they should change that.
    Agreed, there should be a compelling reason for taking both sides. Making core rebirth so much weaker than radial doesn't strike me as good design. It needs something more to bring it to parity with radial... either greatly increasing the +HP (of marginal value anyway to many who already approach their AT cap) or adding another secondary effect that's equally valuable to the +regen of the radial. What that secondary effect might be is open to interpretation but whatever it is it should offer something as useful as the regen. Possibly a larger heal or a shorter recharge?

    Trade offs are good things, it should be a question of "I could really use this side for x benefit but the other side for y benefit is also nice" The Alpha slot did this quite well; there was a valid benefit to going with either core or radial depending on the character. Heck, most of the other incarnate slots seem to likewise be a decent trade off for one side over another... I'll admit I haven't done an exhaustive comparison though. For some reason Rebirth Core got screwed.
  6. Quote:
    Originally Posted by Hyperstrike View Post
    Ze proc! She does nuzzink!
    Except give you part of the set bonus for cheap... which may be something to consider if the power's just a set mule. Still, the set as a whole isn't that expensive (for a purple) and I'd skip it.
  7. Quote:
    Originally Posted by _Klaw_ View Post
    I guess core is designed for melee toons but they will most likely choose defense.
    No way I'd take core on a melee when I could have radial instead... the +HP bonus is even less useful for a melee since it's a fixed amount that doesn't scale for AT.

    If core's designed for melee characters then there's a serious flaw in the design thought process. Heh, imagine that, a flaw in the implementation of the new incarnate stuff... whodathunkit?
  8. Quote:
    Originally Posted by UberGuy View Post
    No disagreement from me on Core Rebirth.
    True, after looking over the stats it's a complete no brainer to go with the Radial side. +HP sounds great and all until you look and see just how small that HP increase is... and how large the +regen on the Radial side is. At Tier 4 the Radial gives you perma +200% regen... and half the time it's much higher than that. Even comparing Tier 2 to Tier 2 the Radial wins out every time.
  9. I have one at 50, it was quite effective once I got my defenses above 25% and got really good once I got above 40%. There are still times when the RNG will suddenly say "screw you" and you'll eat enough of an alpha strike to drop you in a couple seconds but those are very rare. I've played Stone, Inv and Shield to 50 and while Shield is certainly third in the list it isn't weak by any stretch.

    Shield's really easy to soft cap (45% def to all positions); you can get really close just by taking and slotting your armors, Weave and the Steadfast 3% defense IO. I added a few other sets (Mako, ToD and Scirocco) to finish the job on mine. I could have done it by slotting Gaussian's into Build Up but that's a power I never get on a tank... I always find something else that helps me, well, tank better.

    Since it takes so little investment to soft cap Shield you're free to focus your IO bonuses in other areas. Gift of the Ancients is great for your def powers to eliminate any endurance issues you may have, Crushing Impact is good in your ST attacks to give a bit more recharge, things like that. I always take Taunt on every tank and usually slot it up with either Zinger or Beratement for some nice and cheap bonuses.

    Bottom line I don't think you'll be dissapointed in your SD/Fire tank; it's quite competent once it matures a bit. Yeah, the early levels will be tough since like all defense sets it's weak early. Once you hit 22 and can slot SO's things should get better and by the time you're in the early 30's you can soft cap with judicious use of IO sets. The damage output of the SD/Fire combo is high; it actually approaches scrapper levels.
  10. Ok, I just got off a TF with a couple of players running Barrier. While it doesn't cause me migraines (I've never had one, and from seeing friends get them I'm really happy I'm not susceptible) it is annoying and distracting with the pulse and spin of the graphic. I can easily see it being a trigger for people who are susceptible. It did cause a mild case of eyestrain for me though.

    The graphic seems to fade out quickly though; that's probably tending to mask any symptoms. It's only REALLY bad when it first fires off.
  11. No, I haven't had any issues with the graphics, but then I didn't have issues with the old sonic shields either. On the other hand if they are causing players problems with headaches and sundry then they definitely need to be changed.

    If Barrier is causing the same problems that the old sonic shields did then it needs to be corrected.
  12. Quote:
    Originally Posted by Bionut911 View Post
    Thanks, i didnt know it wasnt working >.
    http://www.cohplanner.com/mids/downl...63CE3F23D0EA1F

    Edit: After comparing the effects of clarion and Rebirth I think i'm going to go with Rebirth Radial..it gives a HUGE regen bonus, 70% heal. and it lasts 120s while also recharging in the same amount of time..
    On my Fire/EM blaster I went with the T4 Rebirth Radial... the ~800 point heal and (minimum) of 200% regen was hard to turn down. I do have a couple of friends who went with T4 Clarion for perma mez protection... that's another choice but frankly I don't spend a lot of time mezzed so I chose something that would offer me more benefit.

    If you're having problems with mez then consider Clarion. Otherwise Rebirth offers a lot of bang for the buck.
  13. Quote:
    Originally Posted by Necrotech_Master View Post
    mag 2 doesnt seem right, but mids is saying mag 2 as well

    thought it was always mag 3
    That seems off to me as well, I have it on all my characters with an AOE immob and I'd swear I've seen it hit LT's as well as minions. The 8 seconds sounds right though.
  14. Quote:
    Originally Posted by Sailboat View Post
    I don't think so. My Invulnerability Tankers have consistently had 50% DDR when I checked the "real numbers," despite variations in slotting. Also, RedTomax says this about RPD:
    • RES(Smashing, Lethal) +10% for 10.25s
      Effect does not stack from same caster
    • RES(Defense) +25% for 10.25s [Ignores Enhancements & Buffs]
      Effect does not stack from same caster

    If I am interpreting correctly, that looks like the DDR won't benefit from enhancement.
    That matches my observations with CMA as well; DDR sits at 50% despite any slotting as expected from slotting both of the DDR passives.

    Quote:

    Just two 3% defenses exist, the Steadfast unique and the Gladiator's Armor unique. Both go into resistance powers.

    There's also a 3% resistance IO, the Shield Wall unique, which, predictably enough is slotted into defense sets. It's generally less desirable for two reasons: it would have to give SIX percent resistance in order to equal a 3% defense unique, and there's little to stack it with, as few sets give significant resistance bonuses.
    I could wish for another 3% def IO but if it were added it'd probably be like the Stealth IO's... only one permitted per character so you'd have a choice of either the Steadfast or the hypothetical new IO. Currently you CAN slot both the Steadfast and the Glad Armor 3% IO's provided you're in the more money than brains club.

    The way IO bonuses are currently set it's futile to attempt to build any meaningful resistance bonuses unfortunately... I'd love to see some new IO sets that do grant meaningful res bonuses. As you mentioned for res bonuses to have parity with def bonuses they'd need to be twice as strong. If I had the option of soft capping defense or pushing resistance close to the soft cap it'd be a much tougher call on build choices. As things stand since it's impossible to build meaningful resistance via IO bonuses it tends to make for a lot of similarity in builds.
  15. Quote:
    Originally Posted by Snow Globe View Post
    That leader was an idiot. If the number of people in the trial are below the minimum, then the LFG queue automatically adds people from the queue up to the minimum. In the case of BAF, that is 12 people.

    I hope everyone kicked petitioned the idiot and the GMs gave him a much needed time-out from the game.
    Snow, kicking someone from a team or trial is NOT a petitionable offense, every team or league leader has the power to kick players for any reason. The leader in question was within his rights to kick anyone he may choose. The only recourse that the players who were kicked have is to not team with that person again.

    Again, this is something that wouldn't happen if the league leader could lock the league.
  16. I hate kicking players from a team or league, but sometimes we do want to run something with just a core group of players. For example this evening we ran a Lambda with 8 players intending to test the "synchronized" badge by seeing if it was possible to get the astral multiple times. All of us were very experienced and played together often and we were all on voice chat. (It isn't possible to get multiple astrals for getting synchronized several times in one trial by the way... we had 3 times for sure that we hit the 2 second timer and another couple of probables.)

    When we entered we picked up a pug player. The League leader explained to him that we were running a non-standard trial to test something and asked him if he was listening. After about a minute and the pug player having not responded he was kicked. Nobody wanted to have to get rid of him but what we were testing required tight coordination and if the player in question couldn't be bothered to respond then it was pointless to keep him on the team.

    Having some method for locking the league would have eliminated all the problems. Forcing an unwanted extra player on the league was beneficial to nobody. And Snow Globe, nobody has any "right" to be on anyone's team. Team and league leaders have the power to kick for a reason and the trials are the only instance in the entire game where someone can force their way onto a team. This isn't a raid that happens in an open public zone, it's just another instanced mission that can accommodate more than a single team.

    All that said I have no problem with the turnstile as long as it's an OPTION. Heck, allow it to work for normal teams if the team decides to flag themselves for it. Likewise allow teams and leagues to flag themselves as closed to the turnstile.
  17. Call Me Awesome

    ugh..virus

    Quote:
    Originally Posted by Jawbreaker View Post
    OK, Bill. Before I left for class this morning I found the MBAM.EXE in the infected computer and renamed it, but the virus shut it down when I tried to run it. Should I expect a different result this afternoon when I DL it to another comp and transfer it over?

    Yeah, Hyper, I just recently re-installed windows, so I shouldn't have too much of an issue if i need to re-install. THinking about upgrading to Win 7 anyway.
    I've only once gotten hosed that badly by a virus and I ended up doing a reinstall. I don't have Linux available but I did a copy of my outlook.pst, my documents and everything else to another drive (a USB would also work here) then I deleted the boot partition and did a fresh install.

    I agree with Hyper that if you get hosed that bad you're likely to have issues with the OS even after you clear out the virus. Considering that Windows is famous (infamous?) for corrupting it's registry just from normal use over time you're likely to have significant problems post-virus.
  18. Call Me Awesome

    Acrobatics...

    Quote:
    Originally Posted by BiohazardMan View Post
    First off, I take this power on almost all of my characters. I like the hold and knockback protection. Second, I have never really got into IO Set slotting (I play very casually - but am starting to play more again).

    I recently looked at a build for Rad/Rad Defender that was recommended in a guide and the build did not include Acrobatics.

    That got me thinking, do most of you take this power? Or do you rely on status resistance from set bonuses?

    Am I correct that status protection keeps the status effect from happening, while resistance reduces the time of the effect? If you do not have hold protection on a Rad/Rad, wont a hold being applied to you drop all of your toggles?
    Yes, protection will prevent a status effect from affecting you provided that the effect isn't higher MAG than your protection... and Acro only provides MAG 1 protection. Nearly every status effect in the game is at least MAG 3, therefore Acro won't help you... even a minion's hold/stun/etc. will bust through.

    If a Rad defender gets mezzed then yes RI and EF will drop. Leadership toggles will keep running though, as will travel powers and anything that doesn't affect enemies. Trying to get a meaningful amount of hold protection on a character without status protection is pointless; there simply isn't any way to get it short of being in a FF or Sonic dispersion bubble or having Clear Mind or similar maintained on you by another character. However... a status effect has to HIT you in order for it to affect you. Because of this many squishy characters are building for defense.

    The only real benefit Acro has is it's MAG 10 Knockback protection and it's a fairly expensive toggle to run. Unless you're a melee character you'll almost never get hit by more than a MAG 3 knockback... and one KB protection IO gives MAG 4 protection for the cost of no endurance and a single slot in an appropriate power.

    Pre-IO the only characters who ever took Acro were Fire tankers and Dark Armor scrappers... melee sets what lack any KB protection. Since issue 9 most players find a slot or two for a Karma or Steadfast KB IO... or, if you've the inf, you can get the Zephyr universal travel KB IO that fits in any travel power.

    Frankly I can't recommend Acro for any character anymore; it just offers too little benefit for it's cost in powers and endurance. Ranged characters will almost never need more than MAG 3 protection and even melee won't often need more than one MAG 4 IO. Acro's a power that served a purpose when the game launched but now it's in real need of a buff as it doesn't provide anything that you can't get through other means at lower acquisition cost in powers and endurance.
  19. Quote:
    Originally Posted by Aett_Thorn View Post
    Your -res aura should have been acting as an aggro aura on the Scrapper. However, Threat is calculated as such:

    Threat = Damage * DebuffMod * AI Mod * AT Mod * RangeMod * (TauntDurationRemaining * 1,000).

    As such, if your Scrapper friend didn't have AAO running, you're basically comparing his damage, DebuffMod, AT Mod, and RangeMod against yours. He should have won on all of those, except for the DebuffMod, which you should be tied on. However, you may have hit many enemies that he hadn't hit. As such, while his threat is near zero (basically only the debuff from your aura), yours is now the damage times the debuff mod.

    I'm betting that you got the aggro from the enemies he hadn't hit yet.
    That would be my assumption also Aett. Scrappers without an aggro aura tend to do a poor job of holding aggro off of ranged damage dealers. Now once that scrapper gets AAO it'll be a totally different story and he'll hold aggro nearly as well as a tanker.

    As an example my BS/Regen scrapper at 50 has good damage output but if I'm first into the group and nail several with my attacks before a blaster tosses an AOE I'll STILL tend to loose aggro to the blaster. No taunt aura means I'm competing with pure damage... therefore I loose some aggro to a higher damage blaster. Yeah, I usually keep stuff I've hit with headsplitter or disembowel but I tend to loose the stuff whirling sword hit.
  20. Call Me Awesome

    Judgement & ITF

    If that is actually happening then it's a bug... Judgement should be treated the same as any other attack for XP/Inf/Etc. purposes.
  21. Quote:
    Originally Posted by Breog View Post
    On the Cheap Inv > Shields.

    But doesn't mean shields should nessaryly be thrown out. Especialy if it fits your style/theme.
    I'd agree with that; also at the high end of the durability scale Inv will outperform Shields by a fair margin. I've both at 50 and with relatively equivalent IO investment (~350-450 mil) the Inv is considerably more durable in most situations. On the other hand the Shield does considerably better damage so it balances out.

    Shield is good though... it's just not as durable as a well built Inv. Still, Shield's more than up to the task and performs nicely. I've enjoyed my Shield/Fire tanker; it took a little bit to get good (in the 1-25 levels it's fairly squishy) but once it matured it got really good.
  22. Quote:
    Originally Posted by Hydrofoil_Zero View Post
    Great if everybody knows what there doing; and if they are paying attention to things other than the fight, and if they can even see that someone is in trouble under all the other attacks. Oh and if there's more than one tank. And if the others can successfully hold the AV in place. How often has all these conditions bin met. Meh 50-50. But there is no way you can know that they will be coming in to a battle.
    Much the same argument was made in the Brute forum this is, almost, the exact same answer.
    If a AV fallows you YOU are the one to blame. No one else.
    I've yet to have the AV follow me any distance at all in that situation... if it does find a path I simply move to the other side and force it back where it came from. The AV very quickly looses interest in me with the other melee pounding on it.

    If you don't have 4 sturdy characters (2 per AV) to share AV aggro then you have to improvise and in that situation you're probably best off just pulling the AV's. It's very easy to keep the AV in place while you're pulling out however... just pull out in a direction that the AV's path is blocked by other melee characters. The AV will look at you, turn sideways, turn back to you and try to figure out how to get past the obstruction. By that time another melee should have the attention.

    Admittedly if you have a league of idiots then you're best off just doing the standard pull to the tennis court but it really only takes two melee characters per AV who know what to do in order to handle the spawn point method.

    I agree that if the AV does follow the tanker then it's the tanker's responsibility to get it back in place before it moves beyond the spawn point tether... the easiest way is to jump to the opposite side of the team.

    For example:
    • Starting position: Team..Melee.AV.Tank
    • Tank gets second warning: Tank....Team.Melee.AV
    • AV starts to follow: Tank...AV..Team.Melee
    • Tank jumps to the opposite side: AV..Team..Melee...Tank
    • AV moves back into position: Team..AV.Melee...Tank
    • Another melee has aggro: Team..AV.Melee...........Tank is out and works with the reinforcement team until the red rings fade, then replaces the Melee.
    • Rinse & Repeat until finished.
  23. Quote:
    Originally Posted by Hydrofoil_Zero View Post
    No but I could be thinking of super speed and fly. Still with one of the booster pack runs nether is necessary much less both. That kind of speed is even almost useless when teaming.
    Super Speed also works with Fly... I use it on my Blaster to give me invisibility since I have the Freebird stealth proc in Fly. SS + Stealth proc = invisibility. Admittedly it doesn't boost Fly speed... which is already at the speed cap unslotted... but it does give the -aggro effect.

    Ninja Run + Sprint is slower than Super Speed and the jump height/distance is roughly equal to Combat Jumping and far less than Super Jump. Ninja Run also doesn't give any defense bonus like Combat Jumping does. On the other hand Ninja Run does admittedly make a decent substitute for a true travel power if you've a tight build and it's available much sooner.

    However I have to agree that most tanker builds don't have a lot of room for extras and in most cases multiple travel pools are frills that you can do without.
  24. Call Me Awesome

    Lore for tankers

    Quote:
    Originally Posted by Madadh View Post
    Thanks for confirming. I had just assumed so, but realized I hadn't verified, and assuming, well, we all know how that can get ya into trouble.
    That Vicky WarWork pet does quite a number on mobs... she's a buzzsaw with those blades. I took the Seers on my Fire/EM blaster and they're also useful... who doesn't like getting Fort?
  25. Quote:
    Originally Posted by Hydrofoil_Zero View Post
    Backing off to avoid being sequestered?
    Good idea UNLESS YOU'RE TRYING FOR THE BADGE!!!
    There is a badge for keeping the AVs at there original spawn point. http://paragonwiki.com/wiki/Gotta_Ke...eparated_Badge
    It's necessary for the Master's Badge. http://paragonwiki.com/wiki/Master_of_the_B.A.F._Badge
    You run THEY WILL FALLOW.
    So if anyone mentions making a run for the master badge you just stand there and take your lumps. Your a tank it's what your built for.

    I apologies for all the shouting but since there is a whole lot of threads giving the same incomplete advice I needed to get my point across.
    Please keep Bumped. Or arrange for this to be stickied.
    They won't follow if you're trading aggro with another tank/brute/scrapper; nor will they follow if they're pinned by other characters. There's some latitude for "killing at the spawn point" though so as long as they're close you're fine.

    I've done this many times; I hit Taunt when I first acquire aggro then leave it alone so that the other tanker/brute/scrapper can get aggro once I need to leave to avoid sequestering. It's actually fairly easy to do this and if the aggro holders have their act together it works very well and the AV doesn't move much if at all.

    In order for the AV to follow you it has to have a clear path to get to you... if other characters are in the way it just sits there and does a little shuffle trying to get past. If your team's any good at all the other aggro monkey on the team will establish aggro long before the AV figures out the pathing. They have the same idiot pathing AI that hostages have... how many times have you sat there watching a hostage run back & forth before finally figuring out how to use the ramp?