Call Me Awesome

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  1. Call Me Awesome

    ElA/SS

    Quote:
    Originally Posted by Kyriani View Post
    Maybe its just the uber IOs.. but from playing with Mid's I can make an elec/elec tanker with:
    31% smashing/lethal defense (and 20-23% defense to pretty much everything else)
    82% smashing/lethal resistance
    90%(actually more but it exceeds the cap) energy resistance
    46% negative resistance
    63% fire/cold resistance
    16% toxic resistance
    61% psionic resistance

    Now Tankers are most definitely NOT my strong point but I am curious as to how a tanker with this kind of potential qualifies as "squishy". The only real gap is toxic but the resistances and defense seem pretty comprehensive besides that 1 type.

    Now I do understand if you're talking pure SO's that alot of bells and whistles get lost cause of the IOs but isnt every character much less when running on SO's alone?

    I'm not trying to be argumentative... I just genuinely want to understand where you're coming from when you say it's squishy.
    You're getting into significant IO bonuses to get those numbers; I was comparing the sets on straight SO's. Straight SO enhancements, every power including Tough slotted to ED cap nets you 78% S/L resist, 90% Energy and roughly 45% - 55% to everything else. Those numbers are directly from my level bumped Elec/SS on test. With no defense at all in the set you're going to get hit by the majority of all incoming damage... an 8 man spawn of +2 mobs will chew your resistances away in very short order.

    I've no doubt that adding ~30% S/L defense would make a huge impact on the survivability, but in order to get that you'll need some pretty noticeable IO slotting; Kinetic Combat, Reactive Armor, Steadfast Unique... you're getting into a pretty steep price range there. IO's will make a difference in performance certainly, but the set's got to be able to do the job on straight SO's... if it can't then something's wrong with the set.

    What makes sets like Invuln so powerful isn't their resistance levels, or their defense, or the +hp and heal of Dull Pain... it's the combination of all three layers of protection. Shield is the same way, it has high defenses to prevent the vast majority of damage from landing in the first place backed up by decent resistance for the stuff that gets thru. Electric has, basically, only one line of defense in it's resistance. Energize helps as a heal and short term regen boost but it'll only be available at best once per fight. That's not enough to keep up with the steady HP bleed of damage and your resistance numbers aren't high enough to keep the incoming damage down to what Energize can sustain.
  2. Call Me Awesome

    ElA/SS

    Quote:
    Originally Posted by Failsight View Post
    Looking at ElA/SS, though...all I can say is that I'm very impressed with ElA's mitigation numbers. Especially where they can go with IOs.

    But what really blows my mind is just how well ElA covers up for SS's downsides: slow recharging signature powers and Rage crashes. Cutting recharges in half for KO Blow and Footstomp is so easy on many builds with IOs that it becomes hard not to do with ElA. Double stacking Rage, if desired, is also easier, but more importantly, with the rech debuff resist, being stuck with the Rage defense penalty is in almost all practicality not going to happen. What's more, ElA's Power Sink seems to be the perfect counter to the end crash on Rage.

    SS also has enough skippable powers to grab both Tough from Fighting, as well as a few Ancillaries--Pyre being a very sexy choice, as Energy, at this point, looks like significant overkill.

    I've never been this excited over ElA before. Energize has made it survivable. Tanker mods make it tasty. Paired with a recognised high damage secondary (as Tankers go) that is dependant on recharge for performance and bam! A significantly tough, extremely end efficient, relatively high damage (as Tankers go) juggernaut.
    One thing you should be aware of is that, operating on pure SO enhancements, Electric is highly squishy. My testing of an Elec/SS tanker at 50 with SO's showed a tanker who will have extreme difficulty as a main tank on larger teams.

    I tested the following tanker sets, all operating on pure SO enhancements and all level 50, all slotted to ED cap for resist or defense as applicable:
    • Electric/SS - with Tough, no Weave
    • Shield/Electric - With Tough/Weave, defenses were in the 38% range
    • Invuln/Stone - no Tough/Weave
    And for giggles I also used a Broadsword/Shield scrapper as a comparison... this character was fully IO'd to the 45% soft cap.

    My testing involved setting my difficulty to an 8 man team facing +2 enemies... something that would be fairly typical to face as main tank.

    The enemy groups tested were Carnival of Shadows and Council, using Radio missions in PI.

    My results:
    • The Elec/SS typically lived about 5-8 seconds against a 8 man spawn of Carnies containing a Dark Ring Mistress boss... Energize only seemed to add a couple of seconds to his lifespan. If a group didn't spawn a DRM then about one in 5 tries he could survive long enough to kill the spawn. Against Council it was better, but it still faceplanted in 15-20 seconds on average.
    • The Shield/Elec was able to handle the Carnies provided they didn't get lucky... on average he managed to defeat solo about 2-3 spawns before the Carnies got lucky and took him out. If a boss spawned or not was largely irrelevant to his survivability. SO survivability was good. Against Council this tanker was never in serious danger; performance was quite good.
    • The Invuln/Stone was effectively immortal against the Carnies... a test with the aggro cap of mobs all pounding on him without any response lasted for almost 30 seconds before I hit Dull Pain. Adding a DRM boss made things a bit tougher but it was doable. Eventually they would have worn thru his armor but overall I'm satisfied. Against Council the issue was never even in question, I left him standing in the middle of 17 mobs for almost 3 minutes without his health dropping significantly.
    • The IO'd Broadsword/Shield scrapper was the best of the bunch against both Carnies and Council having effectively no problems surviving and killing off all the mobs.
    My theories on the results I got are that the Elec/SS, being a pure resistance tanker, simply doesn't have enough raw mitigation. Possible solutions would be adding defenses to the mix via Weave and IO bonuses... since you'd be starting from scratch this would be a major undertaking. If I were suggesting changes to the powerset I'd try boosting the S/L resistance up by 12%; that would allow you to cap it at 90% with Tough... current numbers put it at 78% with tough. Alternately I'd shorten the recharge of Energize to match Healing Flames or boost the regen component.

    I find it interesting that the other pure resistance tank, Fire, actually seems to have higher survivability... I put that down to the much faster recharge of Healing Flames over Energize. This last is from third hand comments of other beta testers comparing Fire and Elec.

    The Shield had decent defenses to start out backed up by some pretty good resistance numbers and of course the mitigation provided by Shield Charge and Lightning Rod. It's plenty good enough on SO's... adding IO's to the mix moves it up into the "incredible" category. I see no need of any changes to this set.

    The Invuln has the layered defenses that make the set so good, decent defense, good resistance and Dull Pain all make it a great set, even on SO's. Add a little IO love and the set becomes almost unkillable.
  3. For some reason the title of this thread scares me, particularly with Pepsi as the OP....
  4. Quote:
    Originally Posted by Igor_The_Mad View Post
    As I calculate numbers off of the power quantification on City of Data, I notice the following...

    Battle Agility - 17.3 res def debuff (enhanceable) - slotted grants 27.25 debuff resist.
    Grant Cover - 17.3 res def debuff (unenhanceable)

    My question concerns Active Defense. It grants 21.625 def debuff (enhanceable) - If I slot a membrane and get enough global recharge to double stack it, will it grant (21.625*1.2 = 25.95)*2 = 52.9 debuff resist giving me a total of 97'ish res? What's the defense debuff resist cap for tanks? My SR scrapper has over 90 percent resist, so I can only assume tankers can reach similar numbers.
    Membranes do indeed boost the DR of Active Defense; my BS/SD scrapper runs roughly 78% debuff resistance with one Active Defense... double stacked (I get roughly 45 seconds of stacking with my slotting) it caps out at 95% debuff resistance. That's slotting 3 Membranes in Active Defense.
  5. Quote:
    Originally Posted by HwaRang View Post
    Fuzzy memory, for Stone, shouldn't swift be 3 slotted to help with movement?
    Certainly, I probably should have mentioned that... mea culpa.

    Yes, slot 3 runspeed into Swift; it won't solve your mobility issues by any means but it does help.
  6. Quote:
    Originally Posted by Coldmed View Post
    did you take tough and weave cma?..i know some like to rely on buffs like penn and stargazer and dont bother with maxing out the builds full protential


    not that i dont trust you in a tank atomsphere...but playing a invul soft capped in defense and capped in s/l really hurts you playing other tanks that arent calable of either.

    thats why i gotta ask.

    also i dont think anyone plans s.o builds anymore.which may hurt your arguement in them being squishey.lvl bumps dont help the cause either although it was ok for wp...any guide including your own has little or nothing to do with s.o's at all

    i got alot of faith in myself as a tanker that i can build a monster elec tank and be as successful as your invul tank. i.o build to i.o build.


    plus with tough and weave and physical perfection and 40% defense...ill be around 85% s/l itll be darn good.tons of regen,hp,recov,acc and recharge to boot.

    should cover every hole i got.
    My level bumped Elec/SS had Tough, but not Weave and was on straight SO's due to the total lack of any salvage to make IO's on Test... they gave us 9,999 merits with the bump to 50 but no tickets and salvage was nearly non-existent on the market.

    I worked up a theoretical Mid's build that soft capped S/L def; with significant defense I can easily see Elec being a monster but you're building defense from scratch which isn't cheap or easy to do.

    From memory, my Elec tanker looked roughly like this on Test with SO's:
    • S/L - 78% (with Tough)
    • F/C - 54%
    • E - 90%
    • N - 46%
    • Psi - 54%
    That was with every power in the primary slotted to ED cap resist and Tough also slotted to ED cap. Energize is a nice power, but it wasn't coming back fast enough to handle the incoming damage... I had it slotted like old school Dull Pain; 3 rchg/3 heal.

    All of my testing was done with mobs set to spawn at +2 levels for an 8 man team; I was testing solo simply to stress test the build.

    Just to cover the bases I also tested an old, SO'd version of CMA from around issue 7 with the same difficulty settings against the same enemies I faced with the Elec/SS... in every circumstance the Invuln easily out-survived the Elec. I also had a Shield/Elec tanker in the level bump... interestingly enough it was tougher out of the box on SO's than either the Invuln or Elec comparing SO build to SO build.

    Heh, I was just remembering I tested my BS/Shield scrapper vs the same missions with the same settings... it mopped the floor with the mobs. (Said BS/SD scrapper DID have about a $150 million IO build... possibly a relevant item)

    Once you throw IO's into the mix of course the situation changes; I can see a soft capped Elec (If you can get there to more than one type/position) being tougher than a soft capped Invuln but it's going to be a lot harder to get done. The one I came up with used 5 sets of Kinetic Combat, 5 sets of Reactive Armor and a few other bonuses to get to about 44% S/L defense with Weave and Maneuvers. Doable, but difficult in today's market.
  7. Physical Perfection is 20% regen/12.5% recovery and it's enhanceable. Think of it as a Numina regen/recovery unique that you can enhance.
  8. Shield/Elec is startlingly effective; I've a level bumped 50 on Test and it's pretty incredible. You have the equivalent of TWO shield charges available every other spawn not to mention all the AOE from the Electric secondary.

    It's not as fast a killer as my 50 BS/Shield scrapper but the scrapper is a fully IO'd out build and the SD/Elec tank is on SO's. I'm currently leveling a SD/Fire on live and I'm considering rerolling as a SD/Elec once i-16 goes live.
  9. I found Electric Armor to be pretty squishy during closed beta operating on SO enhancements; it had considerably lower survivability than any other tanker primary I've played. I was toying with a build to punch S/L defense into the 40% range in Mids but on SO's it definitely had at best scrapper level durability. That was with all resist powers slotted to ED cap and Tough.

    My level-bumped tank was Elec/SS... the KD in SS helped some but it wasn't enough to survive more than about 5 seconds against an 8 man spawn of +2 carnies. It was some better against 8 man/+2 Council but still went down in about 15 seconds. With enough IO defense bonuses I can see it being fairly potent but out of the box I wasn't impressed.

    I was hoping it would have decent survivability because there's a lot of nice stuff in the primary and lots of utility but it's just too squishy to be a main tank on a big team.
  10. Quote:
    Originally Posted by Yoshitomo View Post
    I forgot to mention, I'm not a great fan of powers with a huge crash, like One with the Shield, but I didn't really know what else to take in it's place, any ideas?
    OwtS does NOT have a huge crash, it takes a chunk of your endurance, roughly 50%, when it crashes but that's all. While it's active it boosts your damage resistance and offers a recovery bonus... just make sure you've more than half a bar of end when the power drops and you're golden. The crash isn't much more severe than Hasten's crash.

    It's not an Unstoppable type power that crashes your end to zero and HP to 10%.
  11. From Stone Armor you'll want the following:
    • Rock Armor
    • Earth's Embrace
    • Rooted
    • Stone Skin
    • Mud Pots
    • Granite Armor
    • Possibly Minerals at level 41 for a half-dozen missions of all psi damage
    From Energy you'll want the following:
    • Barrage
    • Bone Smasher
    • Whirling Hands
    • Taunt
    • Energy Transfer
    • Total Focus
    Other needed powers:
    • Swift, Health, Stamina
    • Recall Friend/Teleport
    Useful powers:
    • Hasten
    • Hover - this makes using TP for travel much easier.
    You'll have one or two open power choices at 39 after all of the above; possible choices would be another attack or you may want to snag either SS or Fly for zone travel... you'll need TP for tactical mobility in missions.

    Slotting choices are pretty open, a Granite tanker is the next best thing to unkillable even on SO enhancements so you don't need to worry about IO bonuses for defensive purposes... look for recharge or runspeed bonuses to offset Granite's penalties. Don't neglect the basic enhancement values of your powers for bonuses however... you'll want to ED cap the defense of Rock Armor (~55% enhancement) for example; Rooted needs ~90%+ of heal; Granite needs ~55% resistance first, THEN ~55% defense enhancement.
  12. The AOE it's showing is the taunt effect, or Gauntlet, of the attack. All tanker attacks show an AOE taunt effect in the detailed information.

    Incinerate is most assuredly a single target attack, it will only do damage to one target. As with all tanker attacks it does taunt the mobs close by the one you actually hit, but do damage is applied to the taunt effect.

    Incinerate only accepts melee damage IO sets (and taunt sets), it does not accept PBAOE sets or Targeted AOE sets.
  13. Quote:
    Originally Posted by LostNinja View Post
    What is the best simple tank?

    I generally play Scrappers (or defenders, controllers & blasters) in melee, but have wanted a good tank for a while. Especially recently when the quality of tanks seems to have dropped through the floor. "No really a tank is supposed to hold agro and not work like an underpowered scrapper."

    I'm looking for a tank that doesn't need expensive sets to be good, has good survivability in most situations, I won't be tanking Hami ever, would be a good tank for the high level TFs (especially STF, ITF & 5TF).

    Less bothered about secondary as I'll either pick something that synergises well or SS which I quite like.

    I already have a DA/DM tank (at ~level 25) but now I read that they aren't actually very good as tanks...
    Obviously I'll chime in with the suggestion of Invulnerability.

    In all fairness though you may want to think about Shield; it'll need some IO love to reach it's full potential but it's not that hard to soft cap a Shield tanker with power selection and moderate IO slotting. The last character I took to 50 was a Broadsword/Shield scrapper and it was a real eye opener; once I got it close to the soft cap it suddenly jumped into tanker levels of survivability.

    One of my latest projects has been a Shield/Fire tanker; the set's a slow starter but once it starts to mature it gets really good really quick. Based on my scrapper who's run the ITF as main tank (yes, a SD scrapper can main tank an ITF) I've no doubt it'll mature as a very sturdy and functional tanker.

    Shield is also a "set and forget" set, your only click defensive power is One with the Shield. It also gives you a really NICE AOE attack with Shield Charge... it gives Scrapper levels of damage. While it can be a bit end heavy I solve that problem by slotting Gift of the Ancients in my defenses... that gives 2% recovery and 1.8% more endurance for 4 IO's.
  14. Quote:
    On a sidenote though, I was very disappointed in the AoE aspect of incinerate, it doesn't work very well with a Tanker. I just consider it a single target attack. And Burning Patch is simply annoying, so I didn't take it.
    Well, that's because Incinerate IS a single target attack, NOT an AOE. It's a single target attack that does a lot of damage over time, it's not a sudden spike but several (I don't have Mid's in front of me right now) tics of moderate damage over about 5 seconds or so.

    Burning Patch? The only thing I can come up with that you may be talking about is Burn, and that's in the Fire Armor set, not in the Fire Melee set so it's a non-issue with an Inv/Fire tanker since you can't get it anyway.
  15. Quote:
    Originally Posted by Heraclea View Post
    I wouldn't make long term decisions about slots based on what you're fighting at level 5.

    At any rate, I would plan on giving Shadow Maul six slots eventually, and probably six slots early. Slotting decisions at TO levels probably should be made with a road to their long term benefits. But over the short term, you aren't going to be able to enhance the effects of TI or DP significantly with TOs.

    Slotting up your primary can be done a bit later, in the levels after you start taking stuff like your travel power prereq, your travel power, Swift or Hurdle, and Health. The next level after those will give you 2 free slots that you aren't immediately going to need to give to the power you just took. Give those go-anywhere slots to TI and Dull Pain and slot up your attacks to the extent possible while you can afford it.

    Later on, 32+, look into the Multi-Strike set for Shadow Maul. That is a very basic, well balanced, and affordable set that gives bonuses that aren't game-changing but certainly useful; and as Dark Melee you have several places it could go, and they do add up.
    This is very sound advise for your current level; and in all honesty your slotting won't matter much until at least level 12 when you can start slotting DO enhancements.

    In the low levels, 1-11, I generally don't even bother to actually slot anything. Sure, if an accuracy or something else I can use drops I'll slot it but in general TO enhancements don't offer enough boost to really be worthwhile. The sole exception to that would be accuracy; and really since the "beginner's luck" tohit buff in the first 20 levels went in even that's not critical.

    Anyway, hopefully we've made things clear as mud for you
  16. Shadow Maul is a decent if slow attack; I'd probably have 5-6 slots there... eventually. Key word there is eventually since there are lots of other demands for your slots.

    If you're unsure of what to get or slot you may want to check out my beginner's guide to the first 20 levels of an Invuln tanker (link in my signature).
  17. Call Me Awesome

    Making A Tanker

    Quote:
    Originally Posted by Teehka View Post
    There are people out there who are convinced only a stone tanker can tank the ITF so it was problematic getting her on ITF teams. I lead a lot of generic mission teams, not a lot of Task Forces, but with my tanker now I find myself putting task forces together.
    You really hear that? Only Stone for the ITF? I guess the idiots are everywhere.

    I tanked an ITF last night with my Broadsword/Shield Scrapper, any competently played and decently built tanker can handle the job. Top choices would be Invuln or Shield. WP is tough enough if built well but unless the player knows what they're doing holding aggro will be more difficult.

    Getting back on topic I rolled up my first Tanker, Call Me Awesome, back in early issue 3. He was my second character created and my first level 50... I rolled him up after finding out just how easy it was to get killed over and over as a Fire blaster played by a raw newbie. CMA came about because at the time Invulnerability was the toughest primary out there and I was sick and tired of faceplanting every other spawn. I went with Stone Melee for two reasons... first because super strength was way too common and second because it let you smack someone upside the head with a big freakin' hammer. Over the issues I've come more and more to appreciate just how well those two sets work together but originally it was mostly a spur of the moment decision of "hey, that'd be cool".

    Over the years I've played most everything on Heroside but I seem to always gravitate back to tankers; something about the whole idea of grabbing all the aggro and bodyguarding my team seems to click with me. Heck, I frequently play my scrappers like a tank as well... and my Dark/Dark defender actually does a pretty good job pinch hitting for a tank if need be.

    Huh, funny, but I was just looking over my character list and while I tend to identify myself as a tanker I actually have more controllers than anything else... 5 total tankers (3 at 50) vs 7 total controllers (2 at 50 and 1 at 43).
  18. Unless it's changed in the last few issues the Blaster version of EMP is a STUN, not a hold like the Rad defender/controller version. If that's the case it should take stun sets instead of hold sets.

    In my opinion this is a rip, but at least back in issue 7-8 ish the blaster APP version of EMP was definitely a stun.
  19. Mind/Kin is a very "clicky" set once it matures so be prepared for a busy playstyle with it. The good news is the set is quite powerful early as Mind gets most of it's good stuff by level 20. From 1-32 I've found Mind to be one of the most powerful controller sets... once you get into the mid-30's and beyond the other primaries start to catch up and in some cases surpass Mind. Still, it's a solid performer all the way to 50.

    I have a Mind/Kin at 50 and it's a competent controller with a ton of zero-aggro control; by that I mean that you have lots of ways to control the mobs without them ever knowing you were there. Confuse, Mass Hypnosis, Mass Confusion all can be used in perfect safety. One of my favorite tricks while solo is to use Mass Hypnosis to sleep a group, fly in and hit Fulcrum Shift, then fly back and hit Terrify.

    On a team some of your tricks are somewhat wasted... for example Mass Hypnosis is of highly limited use since it's an AOE sleep and your teammates will, obviously, wake them up when they attack.

    The guide you linked is a good foundation for the set and it's still quite valid. It was written after IO's came in so the slotting advise is still valid as well. Some of the newer IO sets could change slotting for the Kinetic side but by the time you're ready to think about that you'll probably have a fair idea of what works and doesn't for you.
  20. Quote:
    Originally Posted by Kierthos View Post
    In all honesty, the Hecatomb and Armageddon sets are more wishful thinking than anything else... it's probably going to be a 6-slot Mako's Bite and a 6-slot Obliteration instead of those... which will actually increase my Melee and Ranged Defenses by a decent chunk.

    But if I slot a Resist set in True Grit, aren't I losing out on a couple hundred hit points? Or should I just assume that I'll make those up through Accolades and whatnot?

    Likewise, if I slot a Resist set in Deflection, I lose out on a good chunk of Melee Defense, but if I slot a Defense slot in there, I lose a good chunk of Smashing/Lethal resistance. It seems to be a bit harder to make up the Resistance then the Defense....
    For what it's worth, on my Shield scrapper I slotted True Grit like so:
    Steadfast +3% def unique
    Miracle +recovery unique
    Miracle Heal
    Generic Heal
    Generic Resist x2

    Deflection got:
    GotA defense
    GotA def/end
    GotA def/rchg
    GotA def/end/rchg
    Generic resist x2

    That slotting has been highly effective; I tanked an ITF last night with that scrapper without many problems... outside of OwtS I had roughly 45-50% resist to all and soft capped defenses to all. That's on a scrapper with scrapper base numbers.
  21. I just skimmed your build, but if I can make a couple of suggestions:
    • Try 4 slotting Gift of the Ancients in your defenses, it gives you a 2% recovery bonus and 1.8% additional endurance. My Shield Scrapper does this and while running 8 toggles is nearly as end efficient as a regen with quick recovery & stamina.
    • For Deflection I tossed two generic resist IO's to finish out the slotting.
    • Get the Steadfast Resist/3% defense unique... True Grit is a good place for it. Ah, I see it in OwtS... move it to True Grit.
    • You're waiting a looooong time for a travel power; I still like to get that taken care of at 14. I slot 2 Blessing of the Zephyr for a 3.13% ranged defense bonus.
    • I don't understand the attack slotting, why the Touch of Death if you're not going for the 6 slot melee defense bonus? Why the Mako's Bite if you're not 6 slotting for the ranged defense bonus?
    • Hecatomb? Armageddon? Really? For less than the cost of a single one of those 12 IO's you could pay for an entire considerably more effective build. Just a FYI, I got a Hecatomb Dam/Recharge drop a couple of days ago and it sold for $200,000,000. Two Hundred Million for a single recipe. If you've that kind of inf to throw around cover the basics first; snagging the Miracle & Numina uniques will do you a lot more good for less than that same 200 million.
    • Consider 3 slotting Active Defense for recharge to get some overlap; getting hit by a slow and having your mez protection suddenly no longer perma really bites. For optimal slotting put 3 Membrane Hami-O's in there to boost your debuff resistance.
    • Remember that as a Shield tanker you're working for positional defenses, not typed. Therefore the Smashing Haymaker set isn't a good choice for you.
    Here's the sets I used on my BS/Shield scrapper to reach the 45% soft cap; as a tanker you won't need as much help getting there.
    1. Full set of Mako's Bite - 3.75% ranged def for each set.
    2. Set of 5 Scirocco's Dervish in AOE's - 3.13% AOE def for each set
    3. Set of 2 Blessing of the Zephyr in Combat Jumping/Super Jump - 3.13% ranged def per set
    4. Five sets of 4 Gift of the Ancients in the defenses for 2% recovery and 1.8% bonus endurance per set. That gave me a grand total of 111.3 points of total endurance (11.3 more than a "full bar") and an additional 10% recovery.
    5. Steadfast 3% defense unique.
    As a Broadsword/Shield scrapper I had Parry to make up the melee defense; as a tanker I'd substitute a couple of Obliteration sets for Scirocco as needed to reach the 45% soft cap. Another choice is substituting Touch of Death for Mako's Bite. While these sets aren't in the bargain bin they're far, FAR cheaper than the purples you had in your build and they'll be more effective.
  22. Call Me Awesome

    STF still bugged

    Quote:
    Originally Posted by EverStryke View Post
    Just ran an STF last nite, on Invincible. Managed a 1:37 time. Never had a problem.
    But you either had location based KB or AOE damage to kill the repairmen instantly or you had massive damage to overpower their heals I'd bet? I'll fully admit the team I had wasn't optimal for damage but it was getting the job done up to that point; then there simply wasn't enough damage to overpower the repairmen's heal or location AOE to kill them before they became targetable.

    I've no question that it can be done with either massive damage or AOE's to KB or kill the repairmen the instant they spawn. The problem lies with more typical PuG teams that may lack those advantages.
  23. Quote:
    Originally Posted by Master-Blade View Post
    Hurricane works very well, as long as you are careful not to knock the Repairmen back into previously downed towers. The Repairmen will reconstruct the towers if you don't keep track of them and kill them in time.
    Yeah, I've seen that happen several times in previous runs; it doesn't happen much to people familiar with the STF but newcommers sometimes don't realize what the repairmen will do.
  24. Call Me Awesome

    STF still bugged

    Quote:
    Originally Posted by Hericane View Post
    ahh, so that's why the last few tiems I've seen STF announcements there was the request for Force Bubble and like powers. good to knwo thanks CMA
    Yeah, it was an unpleasant surprise for me... I hadn't run an STF since issue 15 hit and I guess I just assumed that this bug had been squashed somewhere along the line.

    I've heard people handling it with several blasters keeping rain of fire or similar active over the tower as well; and if you've truly massive damage you can probably simply overpower the heals... we were only adequate damage wise for the TF leading up to that point.
  25. Quote:
    Originally Posted by CharybdisClan View Post
    Call Me Awesome, I think you were the one running it on Guardian that prompted this post. Somebody asked my kin/rad if I wanted on, and I warned them of the bug; they said it was fixed.

    Would a bubbler keep them away long enough to target? The repulsion bubble power, I mean.
    Well, the run was on Guardian this afternoon so it may have been. I was tanking LR in the back corner so I didn't see what was happening at the towers but the reports I got were that the repairmen were healing before the team could kill them; and at least one person on the team was an SG mate who'd run probably close to 50 STF's with me.

    We weren't an ideal team but we shouldn't have run smack into a brick wall like that. I think we had a scrapper, couple of 'trollers, a couple of defs, one a dark (who didn't have darkest night, go figure) & one a storm and two blasters. I was tanking with CMA.

    From reports I've gotten from other SG mates they had no issues on their runs but they were running Fire/Rads and using Bonfire on the towers. Maybe if the stormy had used Hurricane? Funny what occurs to you to try long after the team breaks up.