Gashes

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  1. what level are you? Until you hit 50, I recommend you keep it.

    Fighting energy, some AV's, you will want it.
    I've even used it while fighting an EB. Not that the eB could hurt me, but I couldnt have enough stamina to finish the fight. Unstoppable saved the day.

    since being an incarnate, maybe ... once? I rotate my toons a lot, so my main (invul/ss) doesnt get as much play. I think it was a team wipe on an iTrial, I rez/break free/unstoppable, popped greens, then purples, and held both the AV (nightstar/siege?) until the rest of the team could regroup and rebuff.

    Now, if I had the +Res/def incarnate buff, I probably wouldnt have needed it, but I was only +1, so I was getting hit hard by energy.

    I play a dual build now, a fast recharge, hard hitting build, wiht unstoppable, and a max defense build without it.

    If your not 50, you'll hate yourself for needing it, and its not there, esp in the 40-49 range.
  2. Gashes

    dark/?

    Ice melee (dont laugh) is great for extra layer of defense, mostly in ice patch.
    The AOE at lvl 38 does the same damage as footstomp, but cold damage (no rage, so it may appear to be less).

    I have used ice patch, and used it to catch my breath, when low on endurance.
    Its very survivable, low endurance, but not so hot on damage ...

    Though the others also suggest a very practical secondaries.
  3. Gashes

    Tanking as SR

    The only issue I've seen with the scaling resists of SR, is, we are using the scrapper/brute numbers. Which is fine, but the objection (only one) I've seen, should we be using the tanker numbers, ergo, they kick in at higher values.

    You'll ge ta lot of +regen, naturally, with many +health sets.

    Similiar to Calderone:
    ~60% Defense (M/R/A)
    Tough (fully slotted) (also can be used a mule for the +3% def IO)
    +Recharge (for hoarfrost). Ice tanks easily can hit +100% rech debuff resistance.
    +Regen (which actually comes along nicely from building for +HP anyway)

    Void Judgement (-50% damage tree)
    Rebirth Destiny (+regen tree)
    (yes to these both)

    Oh, if you dont want permafrost, you can slot 3% def IO in touch, and put the 20% slow/recharge movement IO (winter something) and still hit 100% recharge debuff resistance. Ever run across caltrops as if you were ice skating? ;-)
    I dont slot (as much) for +hp, since hoarfrost, accolades, and regular +hp bonuses put me within 100HP or so of the tanker cap.
  4. Quote:
    Originally Posted by Soul Storm View Post
    *Confused* So overall for my fire/ss tanker, which power out of KO Blow, Haymaker, Burn or Blazing Aura should I slot the ATIO Proc in to get it to work properly and stack. Does the game count the Taunt Aura's base recharge as 10s or 2s or whatever the aura's actual reacharge is? I was thinking that the taunt aura I wouldn't have to think about it, but I am not sure now that it would ever proc more than once?

    Help?
    Based upon the way the proc SHOULD (but doesnt) work, I'd put it in haymaker. 8sec (memory) base recharge, it wont always fire, but should about 80% of the time (remember to add animation time to recharge time). Sadly, we dont have any powers closer to 10s to make it work.
    It wont slot into a damage aura (I never found one that accepted it). The only primary powers on FA, I believe is consume (which isnt worth it, due to the long recharge). Why the damage aura's wont accept it, I dont know.

    Burn is nice, since it will ALWAYS proc, even with no foes in range. Its a pet. I think they coded a pet, which tends to apply things like heal procs to itself (not the caster), and made it: click burn, automatic proc application. In fact, burn (currently) is the ONLY power I can ensure it will always work.

    The game doesnt count taunt (gauntlet) as a timer, but AOE. The problem with the formula, its different for AOE's.
    AOEs use the timer, AOE size, and # enemies in the AOE. Ergo, even footstomp (base recharge of 20s?), will NOT always proc on foes, while KO blow should proc (but doesnt, since there is the gauntlet aoe affecting it)

    My opinion.
    With burn (base recharge of 25secs), you should get it firing off every 12s (or less with other global recharge).
    With AOE bug: recommend burn - in fact, you can do 2x burn, get +15% resistance to help with the alpha. With burn, you can have a constant 1-2 applications (7.5-15%) all the time.

    Without AOE bug: haymaker - in theory, you should be able to triple stack it quite often, and its a great attack.


    I have a fire/ice tank, not sure if it will go in GIS or freezing touch ... But for now, with the AOE bug, it stays in burn.

    7-15% extra resistance is very nice, and using my alpha, I can cap SL
  5. Quote:
    Originally Posted by Necrotech_Master View Post
    1. you have to hit a foe with the power in order to get the proc to activate, this goes for aoes as well as single targets

    2. i am not 100% sure what the duration is since i havent played with it yet, but i believe its in the range of 20-40 sec
    slight update: You dont need to hit, if it is slotted in Burn (I assume any tanker type pet power, but I cant think of any, but Burn). Click, and instant application.

    2. 20 seconds

    also: Tanker ATIO proc IS bugged (you can find a lot about it, posted by me).
    The tanker proc uses base recharge time. Thus, if you use the regular proc, every 12 secs is 100% sure to activate. I 'assume' 6 seconds base time is 50%, but I dont know the chance.
    So, if you have a 12 sec base recharge, 100% recharge, you should get it to proc every 6 seconds (Arbiter Hawk/Synapse).
    Problem is, for AOE's, it uses a strange formula, # foes in range, size of aoe. Thus, an aoe power with 12 sec recharge is not 100% guaranteed to proc, while a single attack will.

    Now add the bug: All tanker attacks are AOEs due to guantlet (taunt effect), which means, you wont get the applications on hits.
    Tested on 20sec recharge Total Focus, around 40-60% (if you add the streak breaker problem), of the time, it will proc.
  6. Thank you Kosmos.
    I wasnt aware of the other thread, and thought I21 bugs was appropriate, since ATIO's were released under this issue.
    Now, if we can get a time table for a fix ;-)
  7. Gashes

    Ice/Energy

    looking at your build, it seems a bit all over the place.

    Decent power consideration, and you have an empty slot.

    First, I'm surprised you have health/physical perfection slotted for +recovery.

    I've NEVER needed it with EA. I do have stamina slotted well, only for lowbie exempt, running TF or equivalent (anything below lvl 26).

    5 slotting reactives is a bit of a waste. You really dont need the endurance reduction, nor the .63% fire/ice defense value (melee/range/aoe doesnt help you, except for psi).

    Sadly, you dont like recharge. My ice/em took recharge, for 2 reasons:
    1. Hoarfrost is perma (100% recharge debuff resistance), which puts me at 3417 HP(!)
    2. whirling hands sucks as an aoe attack. Many, many times, it was easier to arrest the baddies one at a time using my single target attacks (plus, stun tends to make them wander away). EM is a very hard single hitter.
    3. (didnt I say 2 reasons?) There really isnt anything to help us. You hit the softcap easily, crushing impact is a GREAT set (esp acc/dam/end/rech values compared to mako/touch of death), is cheaper to buy and craft, etc.


    I saw some KC in your build, and they do help on STF (when LR is udner his +30% to hit buff) or incarnate trials (59% softcap, mostly smashing/energy damage), which is great (I do that, because I maxed out the 5% recharge between doc wounds and crushing impact), but not necessary.
  8. Gashes

    Tanking as SR

    I've yet to see any IO's give any decent resistant bonus.
    You are better off with tough, plus, if you want incarnate softcap, throw in a 3% def/res IO, add weave (you already have tough).
    Just using lvl 50 def IO's (via mids), that puts you at 52% melee/aoe, and 47% range.
    3 slot combat jumping and you are at 56%/51%

    I like kinetic melee (-dam debuff), to make up for your lack of resistance (what I'm currently playing, lvl 30). put 6 slot guassian in power siphon. 58%/54%.

    resistance wise, the ONLY IO I see worth anythign is scirroco, 3 set gives 3.13% dark (only) resistance ... (ignoring the pvp 3% res io)

    I'd go incarnate softcap, throw in aid self (cause nothing will hit you, or rarely), because, just a few 3 slotted power choices (and 1 full guassian set), you will be so close. stock up on oranges/greens instead of purples (never need them).
  9. Quote:
    Originally Posted by graystar_blaster View Post
    in an aura its sickness incarnate.
    which aura? I havent seen a single damage aura, which will accept the ATIO sets.
  10. Quote:
    Originally Posted by JakHammer View Post
    At present my understanding of the proc is:

    3) If slotted in a power where the base chance is longer than or equal to the X times limit divided into 60 seconds the chance to proc is 100% if you hit ( on Might of the Tanker that is 60 / 5 = 12)
    4) So if you put the +Res in a power with a base recharge time of 12 it will always trigger (if the power hits.) If you can enhance that power to to get hits every 6.5 seconds or so, you could maintain a 3 stack.


    I started a thread a few days ago in the Tanker forums asking about this so everything I just tried to say is better explained by others there.
    What Jak said, plus, the proc IS bugged.

    I put it in total focus (base recharge 20 seconds), and it does NOT go off every hit. Easily verified. I believe the taunt aoe is affecting it.

    According to ARbiter Hawk, AOE's use a different formula (which is stupid on the tanker version, but makes more sense for a damage proc). The chance to go off is DECREASED in AOE's depending on the size of the AOE and the number of foes inside ....

    This would explain why your attack is not going off as it should.

    I put it in footstomp, and yes, no matter how many are in range, only 1 application is valid per attack (even with 10 foes in range). So, why the extra nonsense of # foes in range AND aoe size? No clue. Hopefully, they fix it soon.

    Ideally, you want it in a power as close to base time (e.g. proc in 12 second base recharge, superior in base 10 second recharge, power).
  11. I tested this on several characters, using the regular proc and superior proc.

    Most of these results are using the superior.
    On my ice/em tank, I put the proc in Total Focus (base recharge: 20seconds). Superior proc should go off every 6/minute (e.g. guaranteed once every 10 seconds). Even the regular version is 5/minute (every 12 seconds).

    Simply put, it does not go off every successful hit. Easily to reproduce (I believe its a bug with the aoe of taunt effect per tanker attack). In fact, I tend to see the proc fire off on different streaks, with 1 application most typical, 2 applications uncommon, followed by no applications (stacked), and only saw 3 applications twice my entire time.
    I even hit 4 times in a row, and saw a single application take effect.

    In addition, there is some strange streakbreaker type code. During some streaks, I tend to have 60-70% of the hits (should a hit be required? I know I can use it successfully in burn, even with no foes around me), but then I'll hit a streak of no applications, typically 4-6 hits in duration, dropping my average down to 40-50%.

    At least single target melee tanker attacks seem bug. I dont know why we have aoe code for the tanker atio proc (according to arbiter hawk), since I've never seen more than 1 application take affect even in aoe's (tested on footstomp. Even with 10 foes in range, at best, 1 application per stomp).
  12. I agree. It saved my ss/dark brute.

    My fear aura prevented fury from building properly, but kept me alive (and kept them in range, as opposed to oppressive gloom).

    Add in this proc, and im 90+ on my fury bar, and WOW! New love for my brute!
  13. Quote:
    Originally Posted by Nericus View Post
    Hmmmm may not be able to incorporate it into the inv tank then.....ah well I suppose stone tank's mudpots should work.
    hehe, none of the damage aura's I checked worked.

    Strangely, a few minor primary powers (e..g. consume on fire armor) will take them.
    why damage aura's wont accept them, no clue.
  14. Adding to my testing, putting the proc in burn (which is a pet ...), I discovered it procs every single time burn is activated. Even with NO foes in range!

    I assume that was the pet fix, treat it like a click, always apply. Sadly, my burn tanker is huge on recharge, so I did get the expected 1-2 applications constantly. It was also nice, I can 2x burn, up my resistance, then charge in.
  15. Quote:
    Originally Posted by KnightofKhonsu View Post
    Changing the Proc from my 'Whirling Hands' to 'Bone Smasher' did the trick. It worked as advertise. I was able to stack it the 3 times and wow. It made a huge difference for character.
    I put a superior proc into bone smasher. Typically, I would get 2 applications, sometimes 3, a few times 1 and then a streak of 0 (the streak would last about 7-10 attacks). After the streak, it would seem to proc normally. Base recharge of 8 seconds, without knowing the math, I guessed it should proc 80% of the time.

    I decided to put it into total focus. I have recharge bonus of 55% global, 70% if hasten is active, and total focus itself has 96% recharge. base recharge of 20secs, so every hit should proc.

    In total focus with that recharge 20/1+.96+.55+.7 = 6.2 seconds (sans activation). In theory, with each application lasting 20 seconds, I should have nearly 3 applications at all times (with a few times of 2, if I missed).

    In fact, this wasnt the case. I think guantlet is causing problesm, arbiter hawk mentioned they REDUCE the probability due to AOE's, # in range, etc. Usually, I found small groups of 3 in PI, but TF is a single attack power.
    Even if I hit, it wasnt 100% application. From my count, 17 attacks (2 death mage boss, lvl 50), 2 misses, 15 hits, 10 times I saw teh resistance pop up (never had it at 40% long enough to disregarde the application of 3+).

    It seemed to work far better in bone crusher than TF, as a % of applications per hit, which doesnt make sense.

    To add to the weirdness, after I defeated the first boss, there was only 1 boss left. If the AOE code treats a single target the same as a single attack, I should see better results.
    Then the same streak happened: 1 application out of 7 hits(!!!).

    attacked 3 possessed scientists (lt's, lvl 50 each), ran into the same problem. 0 application streaks (about 4 hits each time). even without that, I was about 60% application rate (then they all died).
  16. Quote:
    Originally Posted by Easily_Noobed View Post
    THIS! Please! Please please!

    I know it would take coding, but how hard is it to trim sounds to certain sizes?
    This plus:

    1. Ice armor. The sounds are grating on the ears and dont disappear.
    2. Taunt. I feel like all my female tanks are heavy steroid abusers. I'd LOVE to have some alternate voices, like 'GET OVER HERE!' ala scorpion or even a 'your momma is soooo ...' ;-)

    Nothing infuriates villains like a 'your momma' joke
  17. I like the ideas.
    My favorites are:

    For all tanks:
    1) Make Tankers able to resist “unresistable” damage gimmicks. <=== FAVORITE
    ----I HATE that unresistable gimmick. Making tanks an exception makes them unique especially on TF's with these.
    2) Reexamine Tanker status protection. With the addition of more and more mobs that can cause status effects like confuse and fear, Armor sets have not been reexamined to handle them.
    ----Wont this mean all other armor sets (scrappers/brutes) get teh same extra protection too?
    3) Boost the range and area of Taunt, aggro auras, and gauntlet.
    ---also, increase the aoe effect of taunt the power. 5 is too small. The problem with this game, sometimes, the FX flood my screen and I cant see or target properly. Having tools to compensate for the pretty lights helps.
    4) Allow the Bruising effect to stack from multiple Tankers.
    ----Usually, more than 1 tanker doesnt add to a team. This will allow extra tankers to benefit a team. I've been on all control STF's, Id LOVE to be on an all tank TF (without requiring multiple pets or nukes)
    5) Increase the Tanker AT Threat modifier to 5, increasing their ability to hold aggro by 20%.
    6) Standardize the aggro auras on Tankers. WP and SR have significantly reduced aggro abilities.


    I like these ideas, but I dont think tanks need them for normal SO play. Perhaps on incarnate trials, these would take effect?
    7) Give Tankers the ability to exceed the current aggro cap, raising their cap to anywhere between 20 and 34. Maybe a scaling effect depending on team size or team health.
    8) Increase the Gauntlet Aura effect so that Tankers can easily strip aggro from Scrappers and Brutes.

    13) Give Tankers an inherent "Block" ability, that would allow a Tanker to get a temporary boost to DamRes and/or Defense at the expense of not being able to make attacks.

    New ideas:
    14) Temporary (or extended) try invulnerability if a tank dies, then rez's. Gives you time to armor up and use your many, many clicks and toggles. If its a tier 9 rez, greatly increase its invulnerability time.
    ------Personal peeve. Dying on an incarnate trial, trying to rez to help regain control and give other team members breathing room. Reality is, click rez, and before I can hit a breakfree/green/purple/blue/etc, I'm dead (again).
    15) AOE nullification. Basically, if an enemy targets a tank (aggro control) with an aoe, the aoe ONLY affects the tank. Basically, teams will love tanks to keep those AOE's off of them, and multiple tanks are multiple targets for AOE's. Tank still takes normal damage.

    summary:
    To me, stacking bruising and/or AOE nullification will help for a team perspective (more than 1 tank is a waste ...).
    I'm not big on damage increase, otherwise I'd roll the brute/scrapper, but immune to the unresistable bullocks ...
    And for incarnate trials, a huge aggro number/area increase, and perhaps rez god power or non attacking defense increase.
  18. Since you are SS, are you suffering rage crashes and the -20% def that follows (plus, near zero damage)? I dont know your map, but you mentioned crey (dont they use cold?). If they are stacking some -recharges on you, rage might not be perma, and you are hitting crashes. -20% defenese is significant.

    A thought.
  19. Quote:
    Originally Posted by LSK View Post
    I do not think it dose at least in my experience. You still get the rage crash and do not do much damage for bout 10 sec.
    yes/no. Double stacked rage prevents the defense (-20%) drop, the -dam and endurance drop still occur.

    The OP was talking about defense drop
  20. Quote:
    Originally Posted by Postagulous View Post
    The only toon I've incarnated up is my main blaster. I took the heal and never use it. My heal and endurance recovery power is Rise of the Phoenix, which I use about every 30 minutes or so, but it recharges in, I think 70ish seconds.

    And while I know it's theoretical, if anyone had to use Healing Flames every 10 seconds, they're doing something totally wrong.
    wait ... your heal/endurance recovery ability is based upon you DYING?!?! (Rise of the phoenix is the rez). And you think someone using healing flames a lot is doing something wrong?
    'I'm low on endurance'
    'dude, just rest'
    'dont have time to rest ... only time to die!'
  21. SLK has an important point. If you want an SO build, fine for now, but either take acrobatics (I dont see it listed) or find a KB protection IO (travel power, def, or resistance). Fire tank without KB protection is a ping pong ball ... Got caught between 2 groups of nemesis snipers and literally spent 3 minutes bouncing back and forth. My teammates were too amused to help (immediately). Didnt die, but the shame! the shame!

    Plus, some IO's (like multistrikes) can be incredibly cheap. You dont need to get 50's in everything. a lvl 40 dam/acc, lvl 30 dam/rech, lvl 48 dam/end/rech ... Any IO lvl 25+ is better than an SO (if you triple the SO, e.g. lvl 53, its close to a lvl 40 IO).
    I mention this, because bargain hunting for effective IO's will make a sturdier build you can start using now, instead of buying new SO's every 5 levels.
  22. Gashes

    Cloak of Fear?

    I have a ss/dark brute, and here is my take on it:
    A. If you dont have slots, get oppressive gloom. 1-2 accuracies (or a cheap HO) and your good. They (foes) do wander off, which I hate and messes up footstomp. It is best if you have a primary with stuns (to stack on bosses.
    B. If you have slots AND powers to spare, add in presense pool. I respec into it.
    Slot heavily for acc/end red. Add in invoke panic, and I stop bosses in their tracks.
    If you have dark melee, you can use that to stop bosses.

    I've had my brute outsurvive my invul/ss tank in the RWZ missions (renegade vanguard). THe cascade failure of their swords killed my tank on a team of 8 (of course, I did my usual, run in to soak invincibility maneuver). My brute, no deaths. Run in, invoke panic, and footstomp to my hearts content. Best control.

    Liked the effect so much, I made a dark/dark tank. On incarnate runs, I I can usually hold/fear around 2/3 of the mobs.
  23. Just want to say, da/ice is a very strong tanktroller set. I will make one comment. I notice you going for SL defense (reactive) and positional (melee). Choose one or the other. I recommend melee/range/aoe. I fiddled with it some and got 47.5% aoe, and 43% range/melee.
    freezing touch and electric fences are poorly slotted for your major attacks (freezing touch is your best dps), but ... those bonuses you selected are sooooo sweet, I couldnt figure out what else to put in there.

    Dark regen, has NO accuracy. In an AV fight, if you miss ... lost endurance, no heal, you will die.

    As a defensive team tank, the build looks pretty good (except dark regen, and you should concentrate on typed or positional defenses. reactive for position is only .63%. you'd get more slotting one side as aegis and a defense as red fortune).

    I would consider dual build, one more solo friend with more damage sets.
  24. Quote:
    Originally Posted by Dechs Kaison View Post
    Again, it's not just the Footstomp to Frozen Aura comparison (by the way, Footstomp has a larger radius). Footstomp also takes the +recharge proc.

    Rage affects more than Footstomp; with ancillary pools, we can get up to two extra AoEs, one of them hitting 6 more targets than FS/FA.

    Footstomp > Ball Lightning > Electric Fences isn't terribly difficult to pull off, and if you can it means double stacked Rage. Even if the Ice Melee character is throwing out Frozen Aura > Ball Lightning > Elec Fences > Frost, the Super Strength character is doing about 80% more damage.
    Not sure if ball lighting+electric fences > frost, especially if you look at the DPS.
    Not saying ice is better, I'm saying it is very viable AOE, like SS and warmace
  25. Quote:
    Originally Posted by Reppu View Post
    To say Ice has comparable AoE to SS is to think Foot Stomp is why SS is considered to-tier AoE. Ice doesn't have anything resembling Rage, which is the sole reason SS is so powerful. This was noted above.

    Ice's (poorer) Foot Stomp clone wouldn't be enough. Ice DOES have another AoE in it's kit (Frost), but it's a short-range, wide-width cone. It tends to either be a hit or miss depending on devotion to positioning.
    Just an fyi on frost (cone), it is a short cone, but if you slot 3 dam/range, it greatly increases the range of the cone, and you can hit substantially more (I find range is wonderful on cones, meh on single attacks or aoes). Of course, your giving up a full IO slotted bonus, at most 3 slots for accuracy/recharge/endurance effects.
    range is 90 degree cone, 10ft cone (with 3 slotted dam/range HO, goes to 15.6 ft range)
    I bought a few for 120k influence each (dirt cheap), and one of the best enhancers for cones. Pop in 2 Acc/Rech taunt IO's and you have a decent slot (feel free to go recharge or accuracy, ). Cheap, but VERY effective slotting. (if you have cardiac alpha, you can go 2 dam/range, then slot some dam/rech or dam/acc)
    On my fire/ice, I typically target farthest mob, frost, jump in frozen aura/burn.
    Frozen aura (base damage) does the same as footstomp, but its all cold damage (and less resisted). Though, you wont have rage up nearly as much (and 80%, sometimes overlapping, sometimes crashed), which makes footstomp/rage better than plain frozen aura.