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Posts
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Um, what? Sure you can, super speed and super jump have always worked well together. Now combat jumping and super jump are incompatible with each other and with ninja run/beast run... is that what you're thinking of?
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Quote:While I don't have definitive proof I'm reasonably sure that the Phantom Army decoys are immune to sequestering. I've only run my Ill/Rad through two BAF's (where I got the booby prize uncommon both times) and in neither case did they get sequestered despite frequently having the aggro of both AV's. It's anecdotal evidence as I didn't try to scientifically test it but it seems that they're unaffected.No idea - I'm pretty sure I've seen pets get sequestered. But decoys are unaffected no?
Other pets like Fire Imps are absolutely vulnerable to sequestering; I've seen it happen on multiple occasions. Since nothing but Hamidon (HAX!) can affect or damage PA I'd be surprised if they could be sequestered. -
I have to agree with Strato, I believe firmly that a tanker's primary purpose is to protect the team... that most definitely includes preventing them from being mezzed. When you're tanking those two AV's PLEASE have the common courtesy to at least move back when you get a second warning so nobody else gets sequestered.
I'm very serious about tanking; I'm very serious about managing aggro. However I'm serving nobody's interest by being sequestered and I'm actively sabotaging the team by getting others sequestered along with me. The metric of "well we succeeded in the trial" is a pointless claim; I have NEVER done a failed BAF in over 50 runs. Therefore sure, you can succeed even with bad tactics. That doesn't mean that those tactics are suddenly good however, just that the task is easy enough and the rest of the league is strong enough to make up for it.
Most BAF trials I've run have had multiple tanks and the AV's just don't hit hard enough to seriously threaten a well built tank. You trade the aggro; as one tanker gets the second warning he jumps away to handle the reinforcements while another takes over the aggro. Doing this leads at WORST to the first tanker getting sequestered away from everyone else and most often it allows you to take up the aggro of the adds thus helping the group dealing with them. When the rings fade from you it's time to go back to the AV's and take over from the other tanker who's probably on his second warning and needing to get out.
Based on Unbound's statements I know that on his BAF runs I can't count on him to keep the team unsequestered so I'll have to adapt my tactics accordingly. If I'm running CMA I'll attempt to swipe the aggro or at least be out of sequester range so I can snag it after he gets himself and his team held. If I'm on a scrapper I'll make damn sure I'm out of melee after I see that second warning on him. Yeah, it'll cut my damage on the AV but that's better than being completely sidelined until the hold wears off. I may have never been a Marine but I know how to improvise, adapt and overcome so I can modify my tactics to the situation.
Bottom line is that the trials are easy enough to overcome even with poor tanking (and yes, just standing in melee by your teammates and getting them held instead of at least moving away from everyone else is poor tanking)... but just because you can succeed with poor tactics doesn't mean that you SHOULD. I've run many BAF's with Strato and we rarely have anyone sequestered and it's very rare that anyone on the AV team faceplants because the tankers trade aggro as needed. As a bonus it's also rare that the reinforcement team faceplants because one of the off tanks will be managing that aggro while waiting for the red rings to fade. -
With CMA (Inv/Stone) I've gotten 5 V-Rares and probably a dozen Rares out of 30 some trials. I did this by concentrating on tanking and liberal use of my AOE's; holding AV aggro on the BAF until I get the 2nd warning then moving away to the ads and holding them until the rings go away; then back to the AV's.
CMA's done considerably better in the drop department than my Fire/EM blaster has... I'm STILL waiting for a V-Rare on the blaster although I have at least 2 of every one of the Rares along with tier 3 on all 4 slots.
I haven't figured out what the admittedly broken participation metric is but obviously CMA "participates" more than Delta (my blaster) as far as the trial's concerned. -
Out of my 4 level 50 tankers my Inv/Stone is by far my most effective and extremely durable. I agree that Inv/Dark would be a fine choice but it's going to be very single target based since the AOE's are on fairly long timers. Stone Melee may only have one damaging AOE but it also has the awesomeness of Fault (at level 20!) which is a fairly quick recharging AOE knockDOWN and stun power that offers great mitigation and excellent aggro ability.
Looking at straight up survivability the Inv/Dark combo may slightly better the Inv/Stone but in actual game terms it's fairly meaningless since the latter can be nearly unkillable anyway and it's a better aggro machine. Any Inv tanker shouldn't have much trouble with aggro but the two quick recharging AOE's of Stone Melee make it even better. Check out my soft cap guide for IO slotting suggestions; it can EASILY be done for way under 500 million; with a little patience you can do it for under 150 million... leaving lots of room for extras like Numina's unique, Miracle unique and things like that. -
Destiny affects all in the AOE... since it's PBAOE that includes you. Rebirth and Barrier seem to offer the most bang for the buck, the Radial Rebirth tier 4 is a perma 200% regen buff and a ~800 hp heal... half the time that regen buff is MUCH greater as well.
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Quote:I could see that, but it still requires the tank to be at extreme melee range and every other melee toon to be at extreme melee range on the other side. Fine in theory but in reality you're going to get teammates sequestered if you stay in melee after two warnings. That's why you move away to the adds while someone else steps in to take your place holding aggro. It's much better to rotate aggro than to get yourself and your team held by staying on the AV after the second warning.I don't think the sequestering range is that big, especially on Siege as his model is large. I routinely stand on the other side from whoever is being targeted, right outside of the ring, at the maximum range of my melee attacks, and I don't get sequestered when the guy who has aggro does.
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Quote:I knew that, why the heck did I mistype it? ... brain fart. That should have read "Zephyr works in any travel power EXCEPT sprint". I remember when they yanked the ability to slot the universal travel IO's in Sprint and Swift for that exact reason.No, it doesn't.
You can't even slot it in Sprint.
It's because the devs don't want people getting absurd amounts of defense for only a few slots expended via having the veteran reward prestige sprints.
20 points of KB protection for zero slot expenditure would be a little broken too. "Yay, my controller has more KB protection than a tank!" -
Quote:In order to be out of range for the sequestering they'd have to be out of melee range of the AV and on the other side from the tanker... that's not very practical for scrappers or other melee heavy characters. Due to the mechanics of sequestering the tank needs to get away from the team or risk getting everyone held instead of just himself.See, this drives me crazy:
Why do people stand next to the tank? WHY?
There is no reason for anyone (except maybe a shield user) to scurry right next to me and stand there. Dart in and out if you need too, but don;t just hang out, for cryin' out loud! The AOE splash damage around a busy tanker is pretty darn lethal, and yet I still find myself dancing around avoiding my own team-mates, just to keep them alive a little longer.
If you're doing a trial, PLEASE GET ON THE OTHER SIDE OF THE AV.
How hard is this?
AOE splash damage is a fact of life for any melee character even if the tanker has a lock on the aggro. Unfortunately the only way to avoid it is to either have the tank holding aggro from range and therefore sacrifice the majority of his damage or for everyone else on the team to stay out of melee. Barring enough control to hold the AV (not going to happen on the trials) there really isn't any third alternative. -
Quote:The problem with that is if you get sequestered when you're close to your team then everyone on the team near you also gets held. When you get that second warning get out of range of the rest of your team.And you need a tanker (or two) with nerves of steel for the Keep 'Em Separated badge. Our briefing to the tanks: If you get the sequester rings, don't run. DIE IF YOU HAVE TO, BUT DO NOT MOVE!
People get really twitchy when their hit point bar goes red.
It's not about getting killed, it's about getting your entire team held along with you that's why you should get out of range. It certainly helps a lot to have a second tank to take up the aggro when you have to move off. -
In my experience on the Incarnate trials (BAF & Lambda) you're going to face noticeable amounts of Psi in Lambda and quite a lot of energy damage in both trials. The biggest problem I've had with CMA (Inv/Stone) on Lambda is the various Psi mobs draining my end and halting regen with Drain Psyche. Against those I'd think Electric would be an ideal pairing with it's immunity to drain coupled with capped energy resistance. Adding significant S/L/E/N defense would have an excellent tanker for the purpose.
On the BAF I've found CMA to be quite durable with the sole exception of the turrets which seem to be auto hit... I've yet to see one miss even with over 70% defense. The swarms of reinforcements during the AV fights can occasionally get problematic if they get some lucky hits through my defense but overall they aren't all that dangerous.
While I have a couple of Stone tankers I've yet to run them through a trial... I just finished getting CMA to T3 on all slots and started working on my Fire/EM blaster. Stone would have something of a dilema though; deal with the Psi by running Minerals or deal with the S/L/E/N by using Granite. I'd foresee quite a lot of swapping from Granite to Rock/Rooted/Minerals and back again on Lambda and pretty much perma Granite on the BAF.
For the other TF's any durable tanker can do the job nicely; for the STF you want high resistance and defense for Lord Recluse but if the team's any good any tanker should be able to use his insp. tray to manage until the team takes down the towers. The ITF is a cakewalk for nearly any well built tanker and the Tin Mage and Apex are fairly easily handled. Situational awareness is paramount in Apex to avoid the Blue Death and the real danger in Tin Mage is Bobcat's vengeance; you'll want to get maximum S/L resistance for that.
If you build it well and play it well you should be able to overcome any of these with virtually any tanker powerset combination. -
I generally hit Taunt when I first grab aggro then leave it alone and just attack. By the time I get the second warning I can usually jump away to the adds and let another tanker take up the aggro on the AV. By the time he gets a second warning and needs to leave I'm usually out of the red ring and can jump back in.
Multiple tankers is the ideal solution here, either that or a couple of Illusionists as I believe PA are immune to sequestering. Of course a tanker will strip aggro in a heartbeat from PA so that's an imperfect solution. -
Quote:Absolutely this. Yes the trials are hard, particularly Lambda. You don't need to be slotted out to the max for them however... talk about a chicken/egg thing there if you did... what you need is a group of competent players.Do not waste your time. Really. Just say I'm looking for a BAF or Lam. That all. Good players will take you. The rest will miss out on having you on the team.
Teams that insist on you having _x_ are generally not worth playing on. The exception to this would be the Tin Mage/Apex TF's where you need to have SOMETHING slotted in the Alpha slot or suffer the -4 level debuff. Even then a good team just wants players with something in that slot; they don't really worry about what it is. -
It's quite useful on the trials for my Invuln, it's a second slightly watered down Dull Pain on a 2 minute timer. Right now I've only gotten to tier 2 Radial on CMA... I just CAN NOT get that rare table to pop for the last piece of salvage I need for the T3.
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Quote:I've run into this same type of bug on several different occasions; unfortunately the only solution is to reset the mission and try again. Fortunately most tips only take 5 minutes or so to run so it's not a huge deal... of course if you're deep into a TF and you get that same bug you could have an issue. Hmm, off the top of my head the only TF that comes to mind where this may be an issue is the LGTF.I got the tip Ms. Thystle's Plea. In it, you need to rescue Frostfire from Nemesis. One of the Nemesis near him used the Nemesis Gas power. The DoT from the power damaged Frostfire, even though I hadn't freed him yet. The damage was enough to kill him before the effect wore off, thus leaving me unable to complete the mission.
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Quote:Elec should do quite well in the trials thanks to all the energy damage from the various clocks and if you get the defense up there I imagine it'll shine. Lambda taught me a bit of caution on CMA; it was the first time I'd really had to worry about my durability in ages; most of the time it was up close to the difficulty level of tanking Lord Recluse.Am I seeing a trend here, that Elec/ > Inv/ so far in the Incarnate Trials? I've done a few BAF/Lambda now as well; with the leagues being successful after learning the trials.
My Elec/Stone has suffered no defeats in the BAFs, and I've learned a new appreciation for Fault's range (especially slotted with Perfect Zinger). Using that Fault and Taunt allowed me to keep a bit of range from Siege and Nightstar, and make sure Sequestration circles were off other melee types. I didn't suffer actual Sequestration either - there were at least two other tanks on every BAF league I joined, and we did well in trading aggro. I didn't start any pulls of Nightstar/Siege, but did assist getting them to the courts. I didn't get close enough to the turrets to test their damage - I'll remember to do that next BAF I join.
The Lambda was more difficult - I did suffer some defeats in the run & grab temp powers portions, due to taking on too much aggro trying to keep teammates from getting pounded. Marauder didn't get Nova Fist on me, but I did get defeated during a battle with him once - his damage hit just when some other damage did, and it was enough. Still my expectations were not to avoid defeat completely, so that was fine.
I'm not sure Elec/ is really > than Inv/ here, as the Inv/ on the leagues I was with seemed to do OK as well - I'm just seeing more Inv/ complaints on this thread than Elec/.
Having resistance to fall back on when defense was down has proven very good in these trials. I still gotta get on an Apex TF - that'll likely tear up Elec/.
All in all it's a fairly massive ramp up of difficulty over all the earlier content... as it should be. It's a different experience having to worry about my survivability instead of only worrying about the team... I appreciate having a new challenge. -
Quote:Yeah, Call Me Awesome, my Inv/Stone tanker. It's possible you're correct in the Energy damage and that the blaster I saw taking damage was also packing ~30% ish energy resistance (not unlikely if he'd taken the electric epic shield) accounting for the similar damage numbers I was seeing. I'd just assumed since I was taking roughly the same damage that a squishy was taking that we were looking at unresistable damage. I admit that I didn't pay attention beyond that first run to what they were hitting other players for... I just assumed that we were looking at unresistable damage and we planned around it.CMA??
Yeah BAF, 2 tics of 15 damage (not sure if thats a single turret or 2 hitting me) vs my Elec Tanker. Ran 2 Back to back BAF yesterday and saw the same numbers each time I did it. Thats why I wondered if prehaps thier just really big Energy Damage hits. Inv only pack High 25-30ish Energy Resistance vs Elec 90.
Today if I get a chance to run a few more BAFs I'll pay more attention to combat window and see what exactly its shooting (unresistable or Energy, and the Numbers).
One thing I'm sure of was that the things never missed when they were aggroed on me and I had ~70% defense at the time. -
Quote:No, you should have them unlocked with your old characters. You may have to log in your MM first before it lets you make VEAT's (Villain Epic AT) and likewise you may need to log in your scrapper before you can make Kelds (Hero Epic AT).Hello all! I just returned to the game after quite a long spell of absence. I had a question about the epic ATs. It says that in order to roll one I need to get a character to level 20. I have a level 42 MM and a level 35 scrapper. Do I need to start from scratch and get a fresh 20 to then make an epic AT hero/villain? Thanks for the help!
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Quote:The Nova Fist attack is PBAOE so all you really have to do is back up 15' or so when you get the warning and it's a non-issue. Yeah, getting hit by it is no picnic but you've plenty of time to get out of range.i did both trials on the first shot with my wp/db tanker...
though i will admit, the "Lambda" trial beat me up and spit me out. i found all the -regen & -rec to be murderous... throw in the "new" softcap of 60 def and it was pretty rough going at times.
That said, once i got the hang of it i was able to gather mobs or even solo them... while taking down crates.
Marauder however... yikes... i could take his novafist... (it only did 2800 damage to me. and i have about 3100 hps)... the problem was after taking the punch you're pretty much 1 hit away from falling, and all the constant damage you're sucking from the mobs cancels out the nice regen my wp has...
so... yeah. Lambda was rough. I had no problem on the other trial... the avs aren't close to marauder, never even came close to dying in that one.
Quote:Really? ... Those turrents were only hitting me for 2 ticks of 15 dmg. My Tanker can stand out in the open getting shot at by those turrents all day long and not care *shrug*.
I'll have to pay more attention to the damage type. But prehaps its the type of damage they are and not that they are unresisitable. -
I'd move the Ill/Rad into the LT killing position; it still packs a lot of damage and is perfectly capable of killing the uncontrollable LT's reasonably quickly. Take the blaster/scrapper role in that portion of the trial instead of the controller role and I think you'll have a different outcome.
I find CMA to be quite effective in that role despite the lack of AOE damage. Pretend you're playing Shiver Shot instead of Area Man and just kill the mobs, don't worry about control.
For the rest of the trial Ill/Rad should be just as effective as normal. -
Wish I'd seen this on Friday; if you guys run this again next week I should be able to join.
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In case you hadn't found out already you cannot move the AV's from their spawn points at any time and get the badge. Last night we had Siege move about 100' from his spawn point during the final beat down and the badge wasn't awarded. I'm not sure what the exact tether range is but when he ended up about halfway between his spawn and the gun tower directly across from him we didn't get the badge.
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Well, after running about a dozen BAF's and Lambdas (collectively) here's what I found from a tanking point of view.
- BAF
Beyond that you have the "sequestered" bit if you hold an AV's attention too long... it's a MAG 5,000 hold (not a typo) and it'll get your teammates within a certain radius of you as well. Two tankers to trade aggro is recommended here. By the way, that hold from hell doesn't detoggle or do damage so it's mostly a nuisance as long as you get clear of your team. You get a "First Warning", "Second Warning" and then you're held the third time so back out of combat after the second warning and let someone else step in. Outside of that the two AV's aren't all that dangerous to a well built tank.
- Lambda
After you've completed the warehouse/lab maps it's time for Marauder. Make sure you use the Acid temp powers to close the portals ASAP to prevent the massive numbers of reinforcements from overwhelming you. Once you've eliminated the reinforcements Marauder isn't all that dangerous... outside of his Nova Fist attack. When you see the text that he's about to use it GET AWAY! It WILL one shot code you no matter what your defense or resistance is. It's a PBAOE attack so jumping back 20' or so is enough.
During the Marauder fight he'll jump away 4 times, once to each corner of the courtyard. Just follow him and keep the DPS up until he falls. -
Quote:I'd say the most likely explanation is a bug that's dropping Shards instead of Threads at random intervals. Either that or you still have the Shard drop % chance enabled along with the higher Thread drop % chance on the trials. In any case it seems likely that there's a bug somewhere that may or may not ever be fixed. (Looks at the team location "supergroup base" instead of "mission map" display error that's been around since issue 6)I think this is what people mean when they say shards should not drop:
http://boards.cityofheroes.com/showt...89#post3571089
Incarnate Components
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- Incarnate Shards can be earned by those who have their Alpha Slot unlocked even when exemplared. Incarnate Shards will not drop during Incarnate Trials, Incarnate Threads will drop instead.
I've read somewhere that maybe when you are in the hospital you could get shard drops. Could be the person did get a shard in the hospital and figure'd maybe it was excluded. Might be observational bias. -
Zephyr works in any travel power including Sprint... however it's no longer worth the slot cost now since it's values were cut a couple of issues ago. Originally it gave (from memory) just under 2% E/N def for two slots, now it gives ~0.6% E/N def for two slots. I no longer recommend slotting it for typed defense.
You should be able to get the Reactive pieces for around 5 million per IO provided you have patience and get level 30-35 recipes. If you insist on 40's expect to pay upwards of 30-40 million each... and the difference between slotting 30's and slotting 40's is under 2%... heck, 25's are just slightly less than 2% lower total enhancement than 40.
Kinetic Combat is expensive... I haven't checked prices recently but last month they seemed to go for 40 million - 150 million depending on the recipe. Look over your build and decide if they're worth it to you... but remember that you get the same benefit out of two sets of Smashing Haymaker that you do out of one Kin Combat... and those two sets of SH will cost a fraction of what you'd pay for a single Kin Combat IO.
For all PBAOE attacks I'd go with 3-4 Eradication and then possibly finish off with Scirocco. Juggle the individual IO's to get your maximum benefit... the Eradication Quad for example is extremely expensive; I skip that one and make it up on other enhancements.
A billion is more than enough to build a kick *** Invuln; you won't get purples but you'll get a really nice build. One thing you can do is run Tip missions for the A-Merits and redeem those for the really expensive IO's you need in your build. I have 4 level 50's I regularly run tips on and they're slowly filling up my storage racks with LotG 7.5% recharge, Numina & Miracle uniques and other high dollar IO's my other characters can use.