Call Me Awesome

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  1. Quote:
    Originally Posted by Tenacious_T View Post
    I already have a Performance Shifter proc in Stamina; I thought I could only have one of those?

    And I had Perfect Zinger IOs in there before for that reason, but now that I've got the more defense, I think I agree with you. I'll play around with it some more and post my latest revision.
    The Performance Shifter isn't a unique so you can toss in as many as you have powers to put them in. Hmm, the rule of 5 may apply; I really don't know. Immaterial to you however since you don't have more than 5 powers available to you that would hold it.
  2. Quote:
    Originally Posted by Xaielao View Post
    Thanks for the suggestions guys. I'll try and get a police band mission with Malta. The mission itself is from FF contact, Indigo. The quest is just a generic 'kill x Malta' quest with no specified zone or group, which makes things easier.

    Maybe I can even find an AE mission around my level that has Malta in it.
    Remember, unless things changed with issue 15, AE missions do not count for kill badges or kill x missions.
  3. As a bit of a disclaimer I'm not an expert at Dark Melee... I've never played the set. With that said if it were me I'd be looking for adequate accuracy, 95% damage and as much recharge as I can beg, borrow or steal. Don't bother with slotting for debuff, the amounts are fairly minor and if it's like the Defender Dark Blast set the actual debuff portion is pretty short, on the order of 5-10 seconds.

    Looking over the set it's main benefits are the utility it provides via Siphon Life and Dark Consumption; both of which generally aren't issues a Stone tanker needs to worry a whole lot about.

    I'm sure it will work but it's strong points aren't things a Stoner really needs that badly. It's also very strongly single target focused which could be an issue later on in your career. One of the things people tend to do with a Dark Melee character is build a buzzsaw build with enough recharge to spam SP, Smite, Siphon Life & Boxing as a chain for raw single target DPS... something Granite tends to interfere with.
  4. You're really, REALLY gonna have to work to get aggro from that Shield scrapper... his aura is I believe a Tanker level MAG 4 and I believe the same duration as Invuln... have to check on that in-game as Mid's is wrong about the Shield taunt aura. Unless I'm mistaken the scrapper aura is identical to the Shield tanker aura. The only way you'll have a chance to keep aggro is to make damn sure you have it solidly before the scrapper attacks.

    I've main tanked several AV's and a whole ITF with my Shield scrapper... a WP tanker was completely unable to get aggro from me despite his best efforts. Now, my scrapper is soft capped and was actually more durable than said tanker so it was no big deal for me.

    Just assume that once that shield scrapper enters melee you're going to loose aggro... the only way you'll keep it is to use Taunt before he enters melee and you'll have to keep Taunt up while also spamming attacks.
  5. Quote:
    Originally Posted by Xaielao View Post
    I have a quest to kill some Malta but I don't know what zone they spawn in (every time I find some they are always upper 40s and when I ask in game nobody seems to have an answer.)

    So.. anyone know where I can find some low 40's Malta?
    If they have to be in Peregrine Island you might try around the two cargo ships just north of Ghost Falcon; they're an occasional spawn there and they should be level 40-43. Still, they ARE a rare spawn. If they don't have to be in PI then I'd suggest grabbing a radio mission against Malta as the easiest way. They're a fairly common spawn a little closer to Portal Corp but those will be 45+.

    Of course the easiest way to deal with them if it is PI specific (if the mission says something about protect Peregrine Island from Malta) is to simply drop the mission... that's what I always do for Harvey Maylor's hunt 50 Carnies in PI mission.
  6. Quote:
    Originally Posted by Strykr View Post
    Been playing for about a month, give or take now. I hit level 32 tonight and I am sort of stuck. I want to build a semi decent solo tank, but mainly for grouping. My build right now is this.

    Temp Invulnerability - 4 Slots
    Dull Pain - 5 Slots
    Unyielding - 4 Slots
    Invincibility - 3 Slots
    Tough Hide - 3 Slots

    Scorch - 4 Slots
    Combustion - 4 Slots
    Taunt - 1 Slot
    Fire Sword Circle - 3 Slots

    Combat Jumping
    Super Jump

    Swift
    Health - 3 Slots
    Stamina - 5 Slots

    Boxing
    Tough

    Now I need to figure out where to go from here. I was sort of thinking to maybe go with Resist Energy, but haven't seen much with this.

    Really don't think I want to do Build Up, but maybe that is important?
    or Weave?

    Any suggestions would be great.
    Build Up is, in my opinion, a highly skippable power on any tanker; your main intent is survival and aggro management after all, damage, while important, is secondary. While it might be useful there's just way too many other powers that will help you more.

    Your build to date is fairly decent; I'd swap Hurdle for Swift... particularly for a jumper the extra jump speed and distance is much more useful. Frankly I've found Hurdle more useful than Swift on everything I've ever played but a Stone tanker.

    <edit> Oops I just saw your slotting for Stamina... unless you're slotting an IO set for bonuses you're wasting your slots, stick to 3 slots in Stamina. Also, I wouldn't slot Health yet; while it's useful it can wait until much later when slots aren't at such a premium.

    I presume you know about ED? After a certain point slotting enhancements becomes nearly worthless; as a thumb rule 3 Single Origin enhancements of a single type reaches this limit. In your Stamina example the first SO gives you 33% enhancement; the second takes that to 66% but the third is slightly degraded and only takes you to 95%. A fourth is only worth 5%.</edit>


    You've actually one more power than you listed by level 30; I would suggest Resist Physical Damage and Weave being added to your build at level 32. From there on you'll probably want Incinerate and Greater Fire Sword taking you to level 41 and your APP. I'd suggest getting Resist Energies in the 40's sometime and probably skipping Resist Elements entirely. Your other power choices aren't make or break things so it's up to you which way you go. I've always been partial to the Pyre epic for Fire Blast and Fire Ball but the new power in Energy for issue 16 makes for a pretty attractive reason to take that set.

    If you want to be an unkillable monster you may want to check out my guide to soft capping an Invuln tanker linked in my signature.
  7. I've always played with a Belkin Nostromo game pad, the thing has 16 programmable buttons, a scroll wheel and an 8 way thumb rocker switch; I've set it up with the first 10 buttons mapped as 1,2,3 etc.... they directly correspond to the bottom power tray. I map the rest of the buttons to useful powers and of course Crtl and Alt for using the middle and top trays. The thumb rocker I map to the arrow keys and use it for movement and strafing. It sits under my left hand anytime I'm not actually typing on the keyboard and the mouse sits under my right.

    I really can't see playing while sitting back in the recliner; it'd be a bit tough working the mouse and those "air mouse" things are a huge pain in the butt to use. If you really want to use the big screen TV you'll probably want some flat space in front of you for KB/controller/mouse... a TV tray would probably work for that.
  8. You could try something like this:

    (By the way, this is Zetaboards export, color scheme Fruit Salad... the default Navy is hard to read on the hero skin)

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Electric Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- GftotA-Def/EndRdx/Rchg:40(A), GftotA-Def/Rchg:40(3), GftotA-Def/EndRdx:40(3), GftotA-Def:40(5), ResDam-I:50(5), ResDam-I:50(7)
    Level 1: Charged Brawl -- Mako-Dam%:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(43), Mako-Acc/Dmg:50(43), Mako-Dmg/EndRdx:50(43), Mako-Dmg/Rchg:50(45), Mako-Acc/EndRdx/Rchg:50(45)
    Level 2: True Grit -- S'fstPrt-ResDam/Def+:30(A), Heal-I:40(7), ResDam-I:40(9), Numna-Regen/Rcvry+:50(9), Numna-Heal:50(42), ResDam-I:50(42)
    Level 4: Jacobs Ladder -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-%Dam:50(11), Oblit-Dmg:50(11), Oblit-Acc/Rchg:50(13), Oblit-Dmg/Rchg:50(13), Oblit-Acc/Dmg/Rchg:50(15)
    Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(17)
    Level 8: Against All Odds -- EndRdx-I:50(A)
    Level 10: Battle Agility -- GftotA-Def/EndRdx/Rchg:40(A), GftotA-Def/Rchg:40(17), GftotA-Def/EndRdx:40(19), GftotA-Def:40(19)
    Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(21)
    Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(21)
    Level 16: Hurdle -- Jump-I:50(A)
    Level 18: Health -- Numna-Heal/EndRdx:40(A), Numna-Heal:50(48)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(23), P'Shift-EndMod/Acc:50(23), P'Shift-EndMod/Rchg:50(50)
    Level 22: Taunt -- Mocking-Taunt/Rchg/Rng:50(A), Mocking-Acc/Rchg:50(25), Mocking-Taunt/Rchg:50(25), Mocking-Taunt:50(27), Mocking-Rchg:50(27), Mocking-Taunt/Rng:50(29)
    Level 24: Thunder Strike -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-%Dam:50(29), Oblit-Dmg:50(31), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(33)
    Level 26: Shield Charge -- Sciroc-Acc/Rchg:50(A), Sciroc-Dmg/Rchg:50(33), Sciroc-Dmg/EndRdx:50(33), Sciroc-Acc/Dmg:50(34), Sciroc-Acc/Dmg/EndRdx:50(34), RechRdx-I:50(34)
    Level 28: Chain Induction -- T'Death-Acc/Dmg:35(A), T'Death-Acc/Dmg/EndRdx:35(36), T'Death-Dmg/Rchg:30(36), T'Death-Dmg/EndRdx:40(36), T'Death-Dam%:40(37), T'Death-Dmg/EndRdx/Rchg:40(37)
    Level 30: Phalanx Fighting -- GftotA-Def/EndRdx/Rchg:40(A), GftotA-Def/Rchg:40(46), GftotA-Def/EndRdx:40(46), GftotA-Def:40(48)
    Level 32: Boxing -- Acc-I:50(A)
    Level 35: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(39), Aegis-ResDam/EndRdx/Rchg:50(39), Aegis-EndRdx/Rchg:50(50)
    Level 38: Lightning Rod -- Sciroc-Acc/Rchg:50(A), Sciroc-Dmg/Rchg:50(39), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(40), Sciroc-Acc/Dmg:50(40), RechRdx-I:50(42)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- Heal-I:50(A), EndMod-I:50(45), Heal-I:50(46)
    Level 47: One with the Shield -- ResDam-I:50(A), ResDam-I:50(48)
    Level 49: Grant Cover -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  9. Call Me Awesome

    Inv or Shield?

    Quote:
    Originally Posted by Failsight View Post
    Quote:
    Originally Posted by Heraclea View Post
    True; but on the other hand, the postponability of the Inv passives means that early Taunt is easier to work in.
    Also true. All goes to show that there are plenty of ways to look at this. Should definitely have at least one each!
    I always snag Taunt at 10 on my Invuln tanks; typically it waits to 22 on other primaries with an early taunt aura.

    Thinking it over I'd say that Invuln is probably the strongest tanker primary in the under-20 game when you consider the mobs you typically fight. I believe Dark is the only primary I haven't played at least into the teens and all of them have felt squishier than Invuln early. Sure it has kryptonite early; but for the most part those mobs aren't what you commonly face.

    I guess we all seem to be coming to a consensus that you can't go wrong with either Invuln or Shield
  10. I've the habit of playing zoomed way out; it's from playing tankers and needing to see what was happening with the rest of the team. I almost never zoom in to the default level or more; the only exception would be if I need to see under a tree or something similar.
  11. My likes... whew, I've enjoyed playing every AT blueside so I have pretty wide ranging tastes. Maybe I'd do best to say what I like in a particular AT:

    For Blasters I like a lot of damage output, preferably AOE, and decent survivability. My 50 blaster is Archery/EM and I have a mid-20's Fire/EM and Fire/Electric. I really get frustrated with a blaster with low durability so I tend to build them to survive, possibly at some expense in damage output.

    For Tankers I like anything that can hold aggro really well and survive that aggro. Damage is nice, but it's a secondary consideration. My 50's are Invuln/Stone, Stone/Fire and Stone/EM... I've a mid-30's Fire/Fire and a 23 Shield/Fire.

    For Controllers I like control, damage and utility. My 50's are Mind/Kin and Fire/Rad. I've a number of lower levels, including a 43 Plant/Storm, 39 Ill/Rad, 39 Ill/Emp and a few others in the teens and below.

    For Scrappers I like damage, and lots of it coupled with good durability. My 50's are BS/Regen, Spine/Regen and BS/Shield. I have several in the 20's and below of various sets.

    For Defenders it's support and utility first with damage a distant second. My 50's are Rad/Rad and Dark/Dark; I've a mid-30's Kin/Rad and Rad/Sonic as well as several in the 20's.

    Kelds are a bit of an odd duck requiring a lot of mental flexibility to play well; my 50 PB is a tri-form built as a Scrapper/Blaster/Tanker hybrid. My highest WS is in the low 20's and is also building as a tri.
  12. Call Me Awesome

    Inv or Shield?

    Quote:
    Originally Posted by Failsight View Post
    In my experience, Shields soft-capped, with the option of OwtS is as survivable as Invul soft-capped with the option of Dull Pain (but without counting Unstoppable). Ultimately, the trade-off becomes one of the extra survivability of Unstoppable, which is highly situational but extremely potent, against the constant fluctuating damage bonuses of AAO and Shield Charge. In most cases, I'd take the latter. Soft-capping simply cuts down enough damage on its own that the underlying resistance and extra HP tend to be enough to hold things together no matter what.

    Ultimately, my preference is Shields, due to its offensive-minded nature, even though I still love my Inv Tanker. They're my two favourite Tanker primaries.
    I'd agree with your assessment there; my BS/Shield scrapper is durable enough to main tank the ITF unassisted and a Shield tanker would be even better. One possible advantage is the ease of soft capping a shield tank; if you take Weave & Combat Jumping you're only 2% short of the soft cap; the Steadfast unique will finish out your defenses.

    One point in Invuln's favor is that it matures faster... a lowbie Shield tanker has a fairly tough time until the mid-20's or beyond; I know my SD/Fire tanker still feels very squishy at 23 while an Invuln, facing the foes you typically face in the low levels, feels pretty tanky at around level 12. Mature build to mature build however it's probably very close in durability.
  13. It's entirely possible to build a soft capped BS/Shield with the endurance efficiency of a regen running stamina/QR. The build was put together about a month ago and cost roughly $150 million and can fight at maximum speed for over 5 minutes before it needs to stop or pop a blue... it's been quite awhile since I had my end drop below 50% even playing Main Tank on an ITF.

    Keys to the endurance management are the Gift of the Ancients sets; together they give me an additional 7.2 points of endurance and 10% recovery. The two sets of Impervium Armor also contribute significantly but they get pricey. I also strongly advise getting the Atlas Medalion and Portal Jockey accolades for an additional 10 points of endurance.

    Here's what mine looks like right now.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sword of Damocleve Current: Level 50 Natural Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Hack -- Mako-Dam%:35(A), Mako-Acc/Dmg/EndRdx/Rchg:35(3), Mako-Acc/Dmg:35(3), Mako-Dmg/EndRdx:35(7), Mako-Dmg/Rchg:35(7), Mako-Acc/EndRdx/Rchg:35(17)
    Level 1: Deflection -- GftotA-Def:35(A), GftotA-Def/EndRdx:35(13), ResDam-I:30(15), ResDam-I:30(25), GftotA-Def/Rchg:35(39), GftotA-Def/EndRdx/Rchg:35(43)
    Level 2: Slice -- Sciroc-Acc/Rchg:35(A), Sciroc-Dmg/Rchg:35(5), Sciroc-Dmg/EndRdx:35(5), Sciroc-Acc/Dmg:35(15), Sciroc-Acc/Dmg/EndRdx:35(19), RechRdx-I:35(43)
    Level 4: True Grit -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:35(19), ResDam-I:35(39), Mrcl-Rcvry+:40(43), Mrcl-Heal:40(45), Mrcl-Heal/EndRdx:40(46)
    Level 6: Combat Jumping -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(40)
    Level 8: Parry -- P'ngS'Fest-Dmg/Rchg:30(A), P'ngS'Fest-Acc/Dmg:30(9), Mako-Acc/Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg:35(11), Mako-Dmg/EndRdx:35(13), Mako-Dmg/Rchg:35(17)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(46)
    Level 12: Hurdle -- Jump-I:35(A)
    Level 14: Super Jump -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(39)
    Level 16: Against All Odds -- EndRdx-I:35(A)
    Level 18: Health -- Heal-I:50(A)
    Level 20: Stamina -- EndMod-I:35(A), EndMod-I:35(21), EndMod-I:35(21)
    Level 22: Battle Agility -- GftotA-Def:35(A), GftotA-Def/EndRdx:35(23), GftotA-Def/Rchg:35(23), GftotA-Def/EndRdx/Rchg:35(37)
    Level 24: Phalanx Fighting -- GftotA-Def:35(A), GftotA-Def/EndRdx:35(25)
    Level 26: Disembowel -- Mako-Dam%:35(A), Mako-Acc/Dmg/EndRdx/Rchg:35(27), Mako-Acc/Dmg:35(27), Mako-Dmg/EndRdx:35(29), Mako-Dmg/Rchg:35(31), Mako-Acc/EndRdx/Rchg:35(40)
    Level 28: Grant Cover -- GftotA-Def/EndRdx:35(A), GftotA-Def:35(29), GftotA-Def/EndRdx/Rchg:40(48), GftotA-Def/Rchg:40(48)
    Level 30: Whirling Sword -- Sciroc-Acc/Rchg:35(A), Sciroc-Dmg/Rchg:35(31), Sciroc-Dmg/EndRdx:35(31), Sciroc-Acc/Dmg:35(34), Sciroc-Acc/Dmg/EndRdx:35(40), RechRdx-I:50(42)
    Level 32: Head Splitter -- Sciroc-Acc/Rchg:35(A), Sciroc-Dmg/Rchg:35(33), Sciroc-Dmg/EndRdx:35(33), Sciroc-Acc/Dmg:35(33), Sciroc-Acc/Dmg/EndRdx:35(34), RechRdx-I:35(34)
    Level 35: Shield Charge -- Sciroc-Acc/Rchg:35(A), Sciroc-Dmg/Rchg:35(36), Sciroc-Dmg/EndRdx:35(36), Sciroc-Acc/Dmg:35(36), Sciroc-Acc/Dmg/EndRdx:35(37), RechRdx-I:35(37)
    Level 38: Build Up -- AdjTgt-Rchg:35(A), AdjTgt-ToHit/Rchg:35(42), RechRdx-I:35(42)
    Level 41: Boxing -- HO:Nucle(A)
    Level 44: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(45), ImpArm-ResDam/Rchg:40(45), ImpArm-ResDam/EndRdx/Rchg:40(46)
    Level 47: One with the Shield -- ImpArm-ResDam:35(A), ImpArm-ResDam/Rchg:35(48)
    Level 49: Weave -- GftotA-Def/EndRdx/Rchg:35(A), GftotA-Def/Rchg:40(50), GftotA-Def/EndRdx:40(50), GftotA-Def:40(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  14. Call Me Awesome

    ElA/SS

    Quote:
    With all that additional information I can agree with you there about Elec Armor. In my testing I did not find it lacking, but maybe I am more conservative in my testing. I did go solo versus the Heavy Assault Suit (level 54 EB) out in the War Zone. It was taking a while but I was whittling him down, but it could hardly hurt me. I also took on a spawn of 8 Rikti (Level 52) including 2 Chief Soldiers. Admittedly that is also going against stuff Elec Armor has high resistances too, but I didn't have a lot of time that night to test.
    From my solo testing I'd say the set is probably acceptable for a small team of up to 4 players facing relatively mundane foes... where it has problems is on large teams or facing the tougher villain groups. Testing against +2 Council set for an 8 man team started to show the problems... with a good team it could probably manage that with difficulty. Trying the same settings vs Carnies leads to an almost immediate faceplant... my best survival time against an 8 man spawn of level 52 Carnies with a boss was 10 seconds. My worst time was around 4

    Add a force fielder into the team and it's going to be a really good tank in most any situation but on it's own merits it's lacking.
  15. Call Me Awesome

    ElA/SS

    Quote:
    Originally Posted by Manowar View Post
    Questions:
    1) With Fiery Aura + Tough do you get to 90% Smashing/Lethal (Resistance)?
    Nope, one of the reasons Fire has been on the bottom of the durability list until the addition of electric... and Fire has the advantage of a much faster recharging heal

    Quote:
    2) With Stone Armor -- any combination of toggles/armors, do you get to 90% Smashing/Lethal (Resistance)?
    Oh yeah, Stone Skin + Granite Armor will more than cap S/L resistance. Stone Skin with one resist slotted and Granite with 3 resist slotted. Your protections look like this on pure SO slotting:
    • S/L resist - 90%
    • E/N/F/C/Tox resist - 78%
    • Defense to all but Psi - 31.2%
    • Regeneration of 350% (with Rooted)
    And it only takes three powers in your primary to get that. Nothing beats a Granite Armor tanker for raw survivability. Invuln is more than enough to handle anything in game built to the soft cap but it's still not going to reach Granite levels of protection; even with the Stone tank running SO enhancements and the Invuln fully IO'd out.

    Quote:
    3) With Dark Armor + Tough 90% do you get to 90% Smashing/Lethal (Resistance)?
    4) With Invulnerability + RPD + Tough do you get to 90% Smashing/Lethal (Resistance)?

    The answer to the first 3 should be NO, but with Invul you will hit the 90% cap. Why? It is meant to be the king of Smashing/Lethal damage, but everywhere else it is quite a bit lower.

    Here is my main character on Virtue (Manowar) – who is an Ivul/SS/Pyre Tanker (all IO Sets)
    Smashing/Lethal: 90% (93.71% according to Mids)
    Fire/Cold: 31.12%
    Energy: 29.55%
    Negative Energy: 32.67%
    Psionic: 8%
    Toxic: 29.55%


    No Hasten on this build, but my Dull Pain comes back in 160 Seconds.

    I will use the numbers posted by Kyriani on Elec Armor for comparison.



    Compare the numbers then – how is Elec squishy? And I would also love to hear why there needs to be a boost to its Smashing/Lethal Resistance?
    Invuln depends as much or more on it's defense than it's resistance; it's the layers of protection that make Invuln so powerful. That's the key, Invuln has three layers of protections... first you have a solid defense; 20% to all but Psi with one foe in Invincibility not including Weave. Second you have solid resists to S/L; 71% not including Tough and frankly, mediocre resists to everything else. Third you have Dull Pain to boost your HP by 60% and heal you by 80%. By the way, all these numbers are with SO enhancements... no IO bonuses at all and no pool powers.

    Electric pretty much has one solid layer of protection with it's resists and a slow recharging heal without any +hp function.

    No defense means you're getting hit by far more attacks... resistance alone won't be able to handle massive incoming damage. Invuln is, out of only it's own resources, getting hit about half as often as an Electric. Defense is simply more effective at keeping you alive than resistance; 1% defense is equal to 2% resistance. Best of all at survival is multiple layers of protections; that's what Invuln offers that Electric doesn't.

    I'm not saying that the solution to Electric's woes is raising it's S/L resistance; just offering that as a possible option. Another possibility would be drastically shortening the recharge of Energize to about the level of Healing Flames; that would put the set on par with or a bit above Fire but still short of Dark Armor... to say nothing of Shield, Invuln, WP or Stone. A third possibility could be increasing the regen component and duration of Energize. A fourth, and by far the best possibility would be adding 15-20% defense to it along with some debuff resistance.
  16. Quote:
    Originally Posted by FUCTARD View Post
    Hi, I'm very new to the world of MMORPG, and online gaming in general. So please excuse any stupid questions that are about to appear.

    I downloaded the 14-day free trial of City of Heroes, and went through the registration, serial code, verification process. Now when I open the program, the only option is to open the City of Heroes Updater. This wouldn't be so bad, if it wasn't trying to download 3 gigs of information.

    My question is: Do I have to wait for this updater to finish before starting the game? If not, how do I start it? It's only downloading at about 15k, so if I have to wait, the first 4 days of the 14-day trial will be spent waiting.

    It's the corporations!!

    Again, this may be a really dumb question, but I appreciate any assistance or guidance. Thanks in advance!
    Yep, the game has to patch to the current version in order to play, although it shouldn't be taking that long... either you're on a very slow connection or something on your machine is hogging all the bandwidth.

    As an aside I'd rather strongly suggest you change your forum handle by sending an email to CoHForums@ncsoft.com and requesting a change... your current one is likely to get hit by the ban-hammer and even if it doesn't it will create a negative impression of you in everyone's mind.
  17. Call Me Awesome

    kinetics

    Quote:
    Originally Posted by 8thSeraph View Post
    unfortunately i disagree with the above poster regarding sb. i guess i take it personal, but a good fire/kin killing machine doesn't stop every minute and a half to 2 minutes to sb everyone. he should be busy in the mix with the tank rocking everything.
    Speed Boost is one of the best buffs you can give your team; it allows your teammates to use their heavy hitter powers more frequently, gives them additional endurance and as a side effect increases their movement speed. It really makes a considerable difference in the kill speed of the team.

    Your personal contribution to killing mobs as a Fire/Kin is significant of course, but you're only one person... making the rest of the team as efficient as possible lets the team move through missions faster. It's about 15 seconds of your time every 2 minutes to accomplish this; I see that as an efficient use of your time. Heck, as a Fire/Kin you can hit SB on your team while you're using Fire Cages/Hot Feet to melt the group you're currently working on. Flashfire, fire cages, run in with Hot Feet and the monkeys following. While you're melting the mobs SB a couple of teammates then on to the next group. I can't see that affecting your kill rate in any significant fashion, but it will have a noticeable affect on your teammate's kill rate.
  18. This is something I've wanted for 5 years; it's amazingly easy to loose your cursor when there's a lot of action on screen.
  19. Call Me Awesome

    ElA/SS

    Quote:
    Originally Posted by Kyriani View Post
    Ok so going purely SO's

    like you said 78% smashing and lethal.
    capped energy still
    43% negative
    54% fire/cold/psi

    15.2% defense against everything

    Is that really that bad? (again I have very little experience with tankers)
    Ok, to get that defense you're 3 slotting Weave, Combat Jumping and Maneuvers for defense. Yes, it will help some but the opportunity cost in power selection is pretty high. For what it's worth I've noticed that defense starts to make a significant impact around the time it gets close to 20%. 15% would help; I'd have to test it myself to know just how much.

    Remember you've no debuff resistance though so mobs that debuff defense will chew your 15% away in a big hurry... and there are a LOT of mobs who debuff defense. A thumb rule is anything that uses Lethal damage or Energy damage is likely to debuff defense.

    Quote:
    Now swapping to cheaper non-rare IO sets you see a bigger shift:

    79% smashing/lethal res
    capped energy
    44% neg
    59% fire/cold
    55% psi

    32% melee def
    20% ranged def
    19% aoe def
    28% smash/leth def
    18% energy/neg def
    15% psi def
    17% fire/cold def

    Now I see that even using the cheaper non-rare IO sets makes a big difference. But it does that for everyone to varying degrees does it not?
    Is the SO'd el/el tank not adequate to handle an 8 man team's spawns? Maybe he can't handle invincible... maybe he can't solo the 8 man mish... but for a team of 8 (let's say at diffculty level 3) can he perform his function on SO's? Looking at the numbers it seems like he could given smart play. Now I can see how an invuln tank can have a potent advantage thanks to invincibility stacking with multiple mobs... but do other tanker primaries without that have issues or do they simply have alternatives to make up for that?

    Maybe I am wrong though. Since my highest level tanker is only 21 I can't speak with the experience many of you have. But I like being educated so feel free to discuss more and make me understand tanking better!
    At this point you're getting pretty effective; I've never disputed that building massive defense bonuses would completely change the way Elec plays. You're still working on an very tight build to shoehorn in your Travel power, Hurdle/Health/Stamina, Boxing/Tough/Weave and Maneuvers. In my quickie tossed together Mid's build that takes up every single power slot in the build leaving no room for an APP.

    I've no doubt that the numbers you've listed above will lead to a tanker who can do the job; my main objection is in the level of investment required. Looking over the primary it seems to me that you'll want everything in the set with the possible exception of the Unstoppable clone Power Surge. The SS side you'll want Jab, Haymaker, Taunt, KoB, Rage & Foot Stomp. Then you add CJ/SJ, 3 from Fitness, 3 from Fighting and Maneuvers and you've used all your power slots.

    I realize that a soft capped Invuln also suffers some from this same problem; the difference is that Invuln is effective without that extreme a build. Adding the fighting pool to Invuln is gravy in other words, while it's a near requirement for electric.
  20. Call Me Awesome

    Inv or Shield?

    Quote:
    Originally Posted by StoneColdJoker View Post
    Hey Moondog, Do you have a rough number on how much that build cost?

    It's starting to sound like a maybe building one of each for sure. The more I think about it the more a stronger offense sounds really good. After all, Dead is the best damage mitigation.
    I don't know what that build cost, but the build on my soft capped BS/SD scrapper cost roughly 150 million... I had to build a lot more def than a tank does though.

    Looking over a build in Mid's you'll be sitting at 43% to all three positions simply by slotting deflection, battle agility and weave to ED cap and taking Combat Jumping... that only leaves you 2% to find with set bonuses... one Steadfast unique will do the job. I'd suggest saving up the 75? merits to buy it from the merit vendor... that's one Positron and one Synapse TF. That's the cheapest way influence wise to reach the soft cap, but it's pretty expensive in terms of power selections forcing some really hard choices in what you're going to leave out from your primary, secondary and APP.

    Assuming you don't take Weave then you're looking for 10% in set bonuses. The Steadfast unique is good for 3% leaving you 7% to find. For that 7% you can look at Mako's Bite for single target attacks, a full set is worth 3.75% ranged defense and will probably run around 10 million in today's market. Melee defense can be provided by Obliteration, a full set is worth 3.75% melee defense... you may or may not get it done for 10 million per set. AOE defense you can get from Scirocco's Dervish; 5 of them gives 3.13% AOE defense.

    Going that route you're looking at 2 sets of Mako @ roughly 20 million; 2 sets of Obliteration @ roughly 20 million and 2 sets of Scirocco's also roughly 20 million. That's pushing your cost into the 60-70 million range to soft cap. You may well be able to get these IO's substantially cheaper if you're patient... remember you don't need level 50 IO's; level 30-35 will do the job just as well and usually are considerably cheaper.

    Please bear in mind that I'm guessing somewhat on the prices for the sets as they fluctuate considerably from day to day. A recipe that costs 2 million at noon may be selling for 100,000 that evening. There's also salvage costs which are extremely volatile with some pieces increasing and decreasing by a factor of 10 or more. I've seen Hydraulic Pistons for example selling for $500 one time and a few hours later selling for $100,000. Many types of common salvage have been yo-yo'ing like that for the last month or more... there's a lot of inf to be made with that kind of volatility.
  21. Call Me Awesome

    ElA/SS

    Quote:
    Originally Posted by Dersk View Post
    Before making a long-winded post about that statement, I'll ask that you simply clarify if you would feel "complete aggro control" could be replaced with something a bit less stringent.

    It seems to me that expecting a tanker to hold the attention for all enemies and survive the damage it draws is as reasonable as expecting a blaster to be the sole source of damage and to be responsible for defeating everything (without relying on buffs or debuffs).

    I think all tanker primaries, without relying on secondaries, should be able to withstand the initial attacks from an entire spawn and survive it. I'm a bit undecided on what difficulty or level difference that should be achievable, or how much time the rest of the team should have to suck up their end of the deal. But, complete control over enemy agro for the entire duration of every fight is only setting up every tanker for failure.
    That's the standard I hold myself to and if I can't hold the attention of an entire spawn then I've made a mistake somewhere. I try my dangdest to catch any loose aggro on the fly; like if a blaster has tossed an attack at an un-aggro'd mob but that's sometimes getting into problematic territory.

    All of my high level tanks are capable of holding the aggro of one 8 man spawn; with work I can routinely hold the attention of 17 mobs allowing for a few adds. I take my responsibility for aggro control seriously, while I don't worry so much about a couple of stray mobs going for a scrapper I really don't like seeing loose aggro headed for squishies.

    I admit that the majority of tankers don't even try to hold aggro but in my opinion that's a failure on their part; a tanker has the tools to hold the attention of up to 17 mobs. If a tanker can't hold the attention of a single spawn then they need to work on their technique. With the exception of WP grabbing the spawn is simply a matter of moving around them to hit them with your aura and tossing taunt on any leakers.
  22. I'm going to weigh in on the "any combination of highly competent players can accomplish x"... I've been on teams that I thought had no prayer of completing an STF due to AT's and powersets and managed a MoSTF run. I've also been on dream teams with an ideal selection of AT's and powersets that couldn't fight their way out of a paper bag.

    While I haven't run an all-blaster MoSTF I wouldn't be surprised to see someone manage it. I've run a couple of all-controller STF's; our best run had I believe 5 deaths total so I can easily see that being possible with practice and tighter coordination.

    My only try at an all-scrapper STF was shortly after it went live; we had massive problems mainly due to the fact that everyone was playing a regen and spike damage was dropping us. All-scrapper with Shield scrappers? I don't see any reason why not, everyone should have well over 100% defense with all the grant cover's stacked and massive damage output.
  23. Call Me Awesome

    Inv or Shield?

    Invuln will serve you well, and with moderate IO investment it can become incredibly effective.

    That said, a high end soft capped Shield/Elec will be an amazing killing machine with more than enough survivability. It won't equal the durability of a soft capped Invuln but it isn't far behind and offers considerably more offensive punch.

    Invuln will mature earlier; it really starts getting good (considering the low level foes) in the early teens and at 18 when you get Invincibility it moves from good to very good.

    Shield is a late bloomer; my experience is that until you get your defenses above 25% you'll feel very squishy. You start feeling like a tank about the time your defenses reach the 35% area and everything really rocks once you reach the 45% soft cap.

    In the end it's your decision and neither primary will let you down. I rolled a Shield/Elec tanker in the issue 16 closed beta for the level bump... at 50 even on SO enhancements this thing is a monster; I'll definitely be rolling one once issue 16 goes live.
  24. Call Me Awesome

    ElA/SS

    Quote:
    Originally Posted by Failsight View Post
    Plenty survivable if you're considering regular tanking duties for a team. Seriously, most people forget what teaming with non-power gamers is like.
    The tank dropping in less than 10 seconds to an 8 man spawn of +2 mobs? Are you just assuming every team will always have a sonic defender or force field? What about the typical PuG where you have pot luck with whoever joins up? I'll take a Shield scrapper as a main tanker any day over an electric tank; at least the Shield will likely survive.

    I'm sorry, but "normal tanking duties for a team" WILL have you tanking an 8 man spawn; and difficulties above level 3 (current difficulty implementation) will have you facing +2 mobs. Right now there are two tanker primaries that can't handle that absent considerable buffing or IO sets: Fire Armor and Electric Armor and Electric is the weakest of the lot.

    Let me explain what my definition of "normal tanking duties" is.
    1. The tanker must take the alpha strike of an entire spawn of enemies on an 8 man team.
    2. The tanker must maintain complete aggro control of that spawn until the spawn has been defeated.
    3. The tanker must be able to survive against an 8 man spawn of enemies without any outside buffs for as long as it takes the team to kill it off.
    That's the bare minimum that a tanker must be capable of in order to do his job... right now Electric and Fire are the ONLY two primaries that cannot do this. Fire is actually closer to that level due to the rapid recharge of Healing Flames.

    As a tanker you won't always be able to count on having outside buffs available; therefore you MUST be able to handle the bare minimums listed above out of your own resources. Stone can, Invuln can, Shield can, WP can, Ice can, Dark can with good play. Fire is marginal and Electric simply can't. This is all figured on straight SO enhancement; what we've been repeatedly told is the standard level of performance.

    IO bonuses of course change things considerably however if a set cannot stand on it's own with SO enhancements then that set needs adjustment. 6 out of 8 tanker primaries easily pass that metric... the two worst performers need to be brought up at least to the level of Dark Armor.
  25. My experience with Unstoppable back in issue 12 and before on my tanker is that about 1/3 of the time when it drops I don't loose my toggles. Apparently that's the one time in three I get lucky with the timing of a tic of recovery.

    Here's a suggestion for you, go to the auction house and buy the temp. power "ethereal shift"; a 5 use CLICK (not toggle, so it isn't affected by the crash) phase shift power. When unstoppable is about to drop click on the temp power... you'll have 30 seconds to get your hp/end/toggles back up before the power expires.