Grey Pilgrim

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  1. Good times tonight, good times.

    The best was when our noob tank caused a team wipe. Definitely fun.

    Oh and the secret is out... our team was better after Ryxx crashed. Just so you all know. Heh.
  2. Grey Pilgrim

    Buff AR

    Quote:
    Originally Posted by Jorlain View Post
    Going by the description, the first time I used ignite I expected my toon to spray an arc of fuel out of the flamethrower and then either fire a single jet of flame or toss a lit zippo at it and it would to "fwoosh" and set a target on fire.
    Patches of fire are always kind of tricky. I hear you on the name, too.

    What you suggest isn't too different from what I've been wanting out of Burn from Fiery Aura for a long time as well. That power has the same fear effect problem, which makes it not very useful for a Tanker (AR has enough other tricks that I don't mind it as much, though).

    It'd be nice to see both powers tweaked that way: make it an attack with a to-hit requirement. If it lands, the DoT is applied. Adjust the damage, DPE, recharge, etc. as needed. I think most would be happy with that change-up, even if it'd make it less useful on AVs (as I'm sure the damage would reduced for this change).
  3. Quote:
    Originally Posted by Frosticus View Post
    Ice is a great set, just wish it had a no vfx option... as the armors are fugly.

    well, CE and Hoarfrost look great. And EA is about as blocky as is tolerable. Iceshield, wetice, and glacial armor are just ugly.
    So ironic, given your name.

    I have to give my Ice Tanker a roll with power customization, actually. I didn't really like how covered up he got either, but you can make it so your ice is pretty clear (you just can guess at the shape of the armor around you: it is otherwise translucent), and you'll be able to see your costume, etc. pretty well. A friend of mine had an ice defender that switched up like this, and I appreciated it. I like the ice shields they handed out, but not how they changed up my look.
  4. Quote:
    Originally Posted by North_Woods View Post
    Well I think I've been convinced to keep the toon as a tanker and I'm looking forward to leveling him up. I've been playing scrappers for awhile now, and haven't played a tanker seriously since EM got nerfed. My first tanker to 50 was an ice/em, and I really got spoiled with chilling embrace, hoarfrost, and energy absorbtion. I haven't heard any complaints about shield being squishy, so I assume that the durability comes in different forms, like HP and resistances like some people had mentioned.
    Well, Shield CAN feel squishy (well, squishy for a tank)... if they can get through your defenses, that is. So the mobs to be aware of are Nemesis, Devouring Earth, and Cimerorans. Nems are interesting, as you can be fighting them just fine in a team and suddenly run into trouble when Vengeance gets stacked enough that they can hit you frequently through your defenses. Same for those quartzes or whatever that DE throw down: you want to destroy those ASAP, as that will let any DE in the area hit through your defenses. Cimerorans are only an issue if they manage to debuff you to low levels.

    There are ways around those issues... being aware of your defense levels is the biggest thing. Grab Tough to help curb damage that comes through, more regen, or Aid Self. Popping One With the Shield preemptively is also key... if you're on an 8-man team and Vengeance is really stacked, you will survive if you hit OWTS quickly enough. If you wait until you're in the red... not quite a guarantee. For Cimerorans, just get out of melee range for a few seconds to shed all the def debuffs.

    Other mobs will be pretty easy, which is why those three groups stand out (there are some Praetorian mobs that debuff defense, but I didn't notice them as much for some reason). Carnies were no issue at all, and Rikti are laughably easy... I hardly got singed on the couple of raids I was on with my Shield Tanker, and I helped out fellow raiders around me with my defense aura.

    Probably the biggest thing I missed on my Shield tanker was a heal for when things went south. Other than that, it should be tougher than Ice Tankers, I would say (though Ice can handle things going bad a bit more easily).

    Quote:
    Another reason to pick a tank that I over looked, but was brought up a couple times, was teaming. My first IO'd toon was a fire/spines scrapper, and its amazing what it can do, but scrappers are often over looked for teams, and I enjoy teaming. Also, I like the mobs sticking to me when I'm thrashing them. The one thing I disliked about the scrapper was that, whatever didn't die in the first 3 seconds usually was running away from me. Now that isn't so problematic on a spines scrapper, but I could see it being annoying on a toon with no range.
    I always feel bad when I'm scrapping and I see a squishy being attacked. Sometimes you can help by running in and attacking, but it's usually not enough. I try to maintain scrapperlock/scrapperfocus, but it's still hard... always makes me wish I was a tank.
  5. I'm uh, all ready to "shout" you a new one, Scooter!

    Get it? I have a Sonic Defender: I'm going to "shout" you a new one! Get it?

    Yeah, it isn't very good.

  6. [quote=taekoUSA;2307570]
    Quote:
    Originally Posted by Jade_Dragon View Post
    It would be way worse if Brutes did not get Fury on pseudo-pets at all, though...

    I keep hearing this over and over and I guess on spread sheets that looks good for scrappers and bad for brutes. But that fury MUST be making a real big impact in game. This is the Delta that does make it better for brutes vs Scrappers and gets lost in a spreadsheet.

    How do I back that up? I put the spreadsheets down and just look what is happening in game.

    Let's take a look at spawns players like to farm that have 8 mobs or more. You know where they are...I always see brutes (shield/lighting the most) there Blowing up spawns and moving on the fastest. They herd, shield charge and BOOM all or most Insta DEAD. I sometime but not often see a tank, slowly turtling along with no fear of dying. I have to say I don't really see Scrappers. Why? The Brute Defense and Fury Damage delta pushes them over cleary vs a Scrapper. So, this is why I say the real question is why a scrapper rather than a Brute. You get MOST ( may be not all but close to it) of the damage of a scrapper with the survivability of a tanker. I just don't see the shield scrappers there vs Brutes and tanks, and I think they reason is survivabilty.

    I really don't think tanks have anything to fear.
    I don't think any AT has anything major to fear. Some adjustments may need to be made, but there is far too much doomsaying about ATs and Going Rogue. I think Scrappers and Brutes have pros and cons that can balance out as well.
  7. Huh, so it's only based on the base health for a Tanker? I read "base health" as being what your health was at 100%. I've always found heals in this game to be a little confusing, however. I'm a bit annoyed that a Brute's Aid Self heals a lot more damage for him than what my Pain Dom Mastermind can heal (except for the Absorb Pain type power). Silly, that.

    Oh well, as everyone has said, it at least helps your regen and the cushion of damage you can take.
  8. And really, either one can solo plenty fast (my Shield/SS Tanker felt quicker than my WP/DB solo, and my WP was no slouch). If you ONLY want to solo, a Scrapper is better, but if you want to be able to take damage for a team, that's when you Tank.

    Scrappers are quite fun, but they're a different approach to the game than Tanking. Decide which approach you want to take, and go from there. Elec and Shield are fun for both.
  9. Quote:
    Originally Posted by Calash View Post
    Actually I had a complete brain fart when writing that. You are 100% correct in that.

    After coffee the reason to aim for +HP is to have a larger base to absorb incoming damage. Assuming no +Def in your Fire/ build you will get hit with the majority of incoming damage (not all, just most of it). Resistance reduces this and your HP must absorb the remaining damage. More HP means less panic, at least in my book
    Also, having more HP means Healing Flames heals more damage, correct? It says it heals a percentage of your health, so that's how it should work. So more HPs means you can absorb and heal more.

    I go for all the +hp from IOs and accolades that I can, and it does help quite a bit: more HP for any Tanker is going to help a lot. It can help more squishy characters like Blasters, too, but you notice it the most on Tanks.

    Anyway, a few more thoughts. I tank just fine for the ITF with my Fire/Fire, and can fight the mobs on the Cim wall just fine the few times I've done it solo (so a lot of damage without support). So a Fire/Fire should be able to run the ITF if set up right. Also, while defense debuffs are going to hit you with full force on a Fiery Aura tank, it's still worth getting that defense. It'll keep some of those debuffs from hitting you (against defense or another debuff) and help you last longer. The Cimerorans generally have to take a few swings at my Fire tank before his defense starts going down, and that would not be the case if I did not slot for defense. When I'm fighting another type of mob, it's nice that they don't always hit, either. To use the ITF for an example again, it sure is nice while fighting all the Nicti. I have some slow resists, but it's even better for you if you can dodge the slow debuffs.
  10. Quote:
    Originally Posted by JuliusSeizure View Post
    I generally agree that a revamp of the FX for Battle Axe and certain War Mace attacks would really up the fun factor for these sets.

    Have you seen Clobber? That skill is the most boring extreme damage attack in the game, without a doubt.
    Ummm, what? I thought it was ridiculous when all it did (pretty much) was stun the foe. You smash a huge hunk of metal on the opponent's skull, and there is an entirely appropriate "thunk" to the power. Fits for me.

    You could maybe argue some of the weaker powers should lose the slight ripping sound to them, as not all customized maces have a tearing edge, but you'd probably get as many people disliking any changes BAB made as like the changes. Which is why they are loath to change things like that up.
  11. Grey Pilgrim

    Buff AR

    AR is a pretty solid set, with AOE being its strength (and not just damage, control: my AR Blaster feels safer than some of my other blasters because so much gets knocked on its butt). I really don't have too much to complain about after the animation adjustments.

    I do agree that Ignite's animation is far too long. Yes, it has high damage and all that, but I thought that was balanced more by its fear effect, rather than a four second cast. Cutting it back to two, or even three seconds would be nice... it'd make it less difficult to use while solo, that's for sure. Not sure if you could argue that it cuts into your DPS too much on a team, though, since if you're fighting a team, you can be cutting loose while it's doing a big DoT to the AV.

    Same thing for Flamethrower's DoT. Seven seconds is an eternity solo or on a team... I frequently forget its in my arsenal, as I rely more on the solid, up front damage of my ST attacks, Buckshot, M30 Grenade, and even Full Auto (it's still three seconds faster than Flamethrower). I fight a lot of Rikti with my AR Blaster, so I do break it out sometimes there (since they don't resist that damage type).

    But I really do not see any need to change up Ignite as you are suggesting. AR does not need even more AOE damage: it's quite good there. It really just needs some tweaking for a few of the powers, as I said. Ignite is good to help out for ST damage on teams or solo, and making it AOE (with a massive reduction in its damage potential: there's no way it would stay in the same ballpark at all) would be a nerf to my mind.

    Look at the set, you already have a ton of cones with plenty of damage in there, and for Blasters at least, you can pick up LRM Rocket. Ignite as a cone really isn't going to help the set out.
  12. Hmmmm, will there be more chat PvP tomorrow? Or just more of Madame P cracking the whip?
  13. Wow, those new badge limits for Illusionist and what counts for the badge makes a huge difference. I did the story arcs and a little bit of farming for illusionists with Grey Pilgrim, and I think he was still at 125ish when the new badge requirements came in.

    Magistero had zero Illusionists before the badge change, and he got the badge last night, after running 2/3 of the 40-45 arc on mid-sized to full-sized teams. Nice!

    Thanks for everyone who enjoyed in. Magnarsh, I'm sorry your connection was giving you issues! We would have liked to keep you around!
  14. Isn't DXP from Thursday to Sunday night this time around? Not that you can't run a TF on Monday, or anything, but just a little fyi.
  15. Pol, I'm not sure you can ever get an entire TF team together solely from the forums. You'll have the random ones like Des's milk runs, etc., but I have hardly ever seen them fill up entirely on the forums. I usually get a couple here and then get the rest from globals... same with Voo, Hamster, etc. And really, by posting it here, you will get some forumites from globals... they just might not have been sure if they could make it earlier (I know this has happened for me when DC, Shay, etc. joined in when I was forming up).

    I would join in on Tuesdays, but it's not a good night for me this semesters... I teach a class until 4:45, and I don't even get home until 5:30... it takes me past 7 PM before I can play, as we get supper ready, spend some time with my wife, etc., so I'm playing on Monday and Wednesday nights now.
  16. Calash covered it pretty well, though I'd say you can't really ever notice that Consume does damage. It occasionally drops a minion that's almost dead anyway, but it doesn't really do more than Blazing Aura was going to do anyway (unless you're slotting Consume for damage, and I have no idea why you would want to do that).

    Anyway, Fire/Fire is a little trickier to tank with, but it can be done well. Tough really does go a long way if you're just using SOs, as does Weave + Combat Jumping. If you go for IOs, you can do a lot to get more resilient. For me, I went for all around defense, +recharge, and +health. As well as some of the slow resist that has been talked about. Here's my build that works well for me, if you want to check it out.

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  17. Quote:
    Originally Posted by Calash View Post
    My Fire/ eats Rikti alive. If Elec/ will be supirior....I feel real bad for the Rikti
    Elec/ really should be more solid against the Rikti, at least for absorbing damage. Those capped elec resists and higher S/L resists will be handy, there. As for damage, Fire damage is nice against the Rikti, as they don't resist it. For that setup, Fire as a secondary is better than Elec, I guess.
  18. Yeah, it seems to play whenever the Invincibility Aura hits a foe. The bug/issue/whatever causes the Invincibility activation sound fx to replay... so if you're surrounded by mobs, as a Tanker tends to be, it plays A LOT.

    I ran a Sister Psyche with my Invuln/Mace, and it was quite annoying... I just played with my volume down. Hopefully a fix will come soon, as this is more annoying for Invince players and their teammates than that chat bug that was around for awhile.
  19. If a post on the COH Discussion forum is correct, the Manti TF is bugged with +5 Paragon Protector Elites again. If you're going to run a Manti, come prepared to fight those.

    I hope they keep patching and fixing things up. I16 seems to have shaken loose some animation bugs and other things (and just after BAB went and fixed a bunch... poor guy).
  20. Hey all, I will be running a team with my level 44 Controller, Magistero, on Monday night at 7 PM Central. I have the 40-45 Carnie story arc up, so we'll be running that.

    Before you all run for the hills, I've run good teams against the Carnies with this Controller, and now you can really work on your Illusionist badge. So whether it's the fun, the challenge, the xp, or the badge, join in! I hope I can get a good team going from the start.

    Let me know if you want in, and I'll save you a spot.
  21. You're taking the same approach that I did with my Fire/Fire, and for build purposes, I don't think Fiery Aura and Elec Armor are all that different.

    I chose to go for about 20-25% defense to Melee, AOE, Ranged, and Psychic damage on my Fire/Fire, and it makes him quite sturdy (with Tough as well, when it's needed)... I've tanked for pretty much everything in game. I would think it would help you out just as well.

    I did go for about 20% resists to psychic damage and as much +recharge and +hp as I could get, too. 20% is a decent amount for resists or defense... I know my Fire/Fire is much tougher all around after his IO build than he was during SOs, so it does make a good bit of difference.

    I would think you could go for a good amount of defense and get some good recharge and +hp, as they're all going to help you... you have Energize that you want up sooner so you can have a heal and +regen more often.

    It is worth noting that you do have some decent resists to psychic, as well as capped resists to Energy. So it might be better to go for S/L defense, +recharge, and +HP when you can. Kind of up to you: just get a good chunk for whatever defense you go for.
  22. Interesting, I wouldn't have thought that was enough DPS. Good to know, though, for future reference. I'm planning on getting the ranged attack and Shadow Meld from GW's patron pools for my Stalker, so it's good to know they can come in handy.
  23. Quote:
    Originally Posted by _Shenku_ View Post
    Our tactic for Romulus in the final mission was simple... Clear the platform and surrounding area as per normal, then stand about 100yrds away from Rommy, and pick off the Nictus 1 at a time from range,(starting with the healing one)
    Wait, what? How did you pick off anything at range on a Stalker? Do the Patron ranged powers do enough DPS to do that? Or did you pull one of them from range?

    I know the ranged trick can work, as that is what we did on the all Kheld ITF to clear the Nictus around Romulus, but I didn't think that was an option with Stalkers.

    Did you just have bad luck with your defense not saving you from the crystals? Or did some of the non-defensive stalkers forget to get out of range? Heh.
  24. Any tricks to what you guys did? Any hang ups, etc.? I do want to give this a try at some point. Heh, sounds like I wouldn't have hung you all up too much and could have joined you if it had been starting a little later.

    And glad you could join us, Magnarsh: it was a good run!
  25. Well, that was nice and smooth. Not really a difficult TF, just takes time to do. As I said during the TF, it's really nice getting XP even when exemped down. I was annoyed while working on the TF Commander Accolade on my other Tanks, but I could actually proceed as I'm going with this one... nice (and you generally want to exemp down for those earlier TFs).