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Quote:How many uncapped granites are in the game?So, again I ask for the relevance of the math. By this I mean there is no question that you can run math and show incoming damage > healing, but how often does this actually happen to Granite tankers in game?
Yep. ITF gone bad. We beat Romulus after pulling the nictus away then had to try to deal with three overlapped Nictus. His Energy/Neg defenses weren't high enough and he was getting *****. Then came the ambushes and the defense debuffs... The Rad and the Emp tried though.Quote:Have you ever seen a Granite tanker that's getting healing die? It's an extremely rare event.
While, technically, you can't be one-shotted in the game, the way certain attacks pulse DoT effectively makes certain shots "one-shot-like".Quote:(But it just so happens I did see a Granite tanker die on the first LGTF of the two I ran the other night to test the effects of bubbles. He was bubbled with power boosted bubbles raising him almost to the defense cap all by themselves. He got one-shotted by the Clockwork AV in the first mission.)
And yes, with defense, you're always subject to the occasional 5% "lucky hit". Had a tank with 80% all-around defense get two-shotted by Lord Recluse on an MSTF a while back. The random number generator hated me that night.
But, if your granite guy with his high defense went down in a one-shot attack, how were you going to heal that? Oh wait! YOU WEREN'T!
Real argument please. Not pointless anecdotes. -
Quote:Damn fine job there Pum.For most teams bubbling may be unnecessary but once they are uber bubbled you can twist and contort them into doing your bidding...like this:
http://www.youtube.com/watch?v=EpgqMWfggLo
Because of a cheap tactic of untyped damage. Essentially making defense and resistance useless. I mean, tanks can quite literally TURN OFF THEIR ARMORS in a hami raid and lose no survivability.Quote:The only situation I can think where an emp is better than a bubbler is during a hami raid. -
Actually it is. If you've buffed them to the point that they're not taking damage, or taking damage that their native regereration can overcome, there's no need for healers.
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Again, you can STILL have it stacked on you to the point that you get mezzed (see ship raids). So I say again, it reduces the likelihood (albeit for most non-raid content is the equivalent of complete prevention).
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Quote:Simply because they didn't take the powers doesn't mean that their teammates couldn't have benefitted from the bubbles.First of all, because they're not spending time giving out bubbles no one needs, they can spend they're time watching the fight and directing their attacks where they're most needed.
Ok they could have just bubbled them in 2 seconds, leaving them able to survive the "dangerous aggro".Quote:For example, If a healer sudden gets some dangerous aggro, the MM can direct the bots at it or use Provoke to grab the aggro.
Your unsupportable opinion. Nothing more. If the person survives the aggro it's irrelevant. And if it doesn't pull an asset (the MM) off of attacking other enemies, even better!Quote:That'll do a lot more to save the healer than the little bubbles will do.
By bubbling tactically, you don't spend all your time being a buffbot. You still have the majority of your time available to you for tossing out attacks.Quote:Secondly, the MM can use their personal MM attacks and vet attacks to contribute to team damage. I'll grant you this damage isn't vast, but it's better than passing out bubbles that no one needs. And the OP stated clearly the team did great with no bubbles.
If you can bubble the pets to the point THAT THEY DO NOT NEED TO BE HEALED/REPAIRED, it makes the heals superfluous. Not the bubbles.Quote:Third, the MM can use Repair and Aid Other to keep his bots operating a full force. This will again provide extra damage which is better than useless bubbles no one on the team needs.
Then the MM should have taken another set with a forcefield like Traps. If you have the bubbles, you don't NEED all those healing pool powers.Quote:Fourth, by skipping the little bubbles the MM frees up two slots to take other types of support powers that may actually be useful. An example of that could be taking Recall Friend and Resurrect.
Please actually play a MM with the powers and tactics that are being talked about before spouting off your uninformed opinions.Quote:And no, body guard mode is not better than PFF. But the two compliment each other nicely. It's a relationship somewhat like an Ice Tanker with Hibernate. -



You aren't actually reading anything said to you are you?
You don't need bubbles in the same way you don't "need" a tank. And you don't "need" IOs and sets. And the same way you don't "need" the incarnate slot to play.
It's not REQUIRED. However, they do make things easier on sub-optimal teams.
Again, you don't know what the hell you're talking about. When I'm talking about a team that's sub-optimal, I'm talking about a team that's not necessarily self-capped for defense already. That has a few players who're either not fully slotted out yet or are sidekicking (or whose players just aren't exactly gamer-gods). Teams that have holes in their defenses, offenses, etc.Quote:Seriously, this talk of "sub-optimal builds" is just wrong. There's not too many things that are more sub-optimal than spending your time doing things the team doesn't need. And if you're spending a significant amount of your time bubbling toons that don't need bubbles, that's what you're doing.
Ran an all-tank ITF for Tanker Tuesday last night. Didn't require a healer OR a bubbler. Our lowest guy was in his early 40's. We simply stomped through everything.
This is NOT the sort of team I'm talking about. Please let this try to penetrate.
No. PFF is a Level 1 "Oh Crap!" button for FF's. A power that essentially negates your ability to attack and or assist your team isn't very useful to the team in a desperate combat situation.Quote:PFF and dispersion bubble are the strength of FF.
Incorrect. Dispersion bubble reduces the likelihood of them getting stunned or held.Quote:Dispersion bubble prevents the team from getting stunned or held.
As I mentioned earlier, I don't bubble everything in sight all the time. There's no need for that. I use the teammate bubbles reactively, save in big-bad fights.Quote:And it does it without the FFer having to constantly spend time passing out powers like CM. PFF provides survivability to the FFer, which let's him continue to do his job when things get rough.
What's more useful? Standing around "safe" while your teammates all die? Or being able to keep your teammates upright?
Take your time. I know that it's a tough question...
Quote:The little bubbles are nice powers. Nothing great, but no one ever complains about getting a bubble. But, in all honesty, if your toon needs little bubbles to do its job, your toon sucks.
Because everyone in the game has a six-billion Inf build right? -
Quote:MaelwysAlts, a very good post and I agree with it 100%.
The only thing your missing is to note that teams _already have_ mitigation before they ever invite a bubbler. To give a simple example, Granite Tankers do not need bubbles. But every once in a blue moon they need a heal.
This example shows _why_ teams look for healers and not bubblers and it shows why there's nothing wrong with skipping the bubbles on FFers.
Okay so you're basing your opinion off a defense capped stone tank?
Because everything else in the game is that durable right?
HELLO! Wedding Band IS A TEMP POWER. It works for a set amount of activation time THEN IS GONE FOREVER. Relying on that as a defensive strategy is lunacy.Quote:Blasters have wedding band to mitigate 30% of incoming damage in emergencies.
Still missing the point between having "some" mitigation and having "enough".Quote:This is why all the math on mitigation, while not wrong, is irrelevant. Teams _already have_ mitigation. -
Quote:Okay with common IOs, you are adding large lumps of enhancement to a power at a time. But, because you have limited space, something always has to give.Thanks for the advice Hyperstrike. I just have a few questions.
1)how would you Frankenslot Combustion? Frankenslotting is new to me and I don't quite have a full grasp on it yet so I'd like some advice. Also, since I farm alot and don't really have a problem with money (most of the time lol), I was looking at your build and saw how you'd slotted Scorch and firesword with regular Io's at the moment. Would you Frankenslot those as well or throw in more sets for bonuses?
6-slotting combusion it's possible to get 42% Acc/Rech/EndRed and 99% Damage buff.
Sets provide slightly better numbers in some areas, but with AoE damage sets, usually what gets left behind is EndRed a lot of times (though other sets make sacrifices elsewhere.
With Obliteration:
Acc: 66%, Damage 96%, EndRed: 18%, Rech: 89%
Now with Frankenslotting you have IOs that improve 2-4 aspects simultaneously. By taking the ones that improve the most aspects at once:
By using the Oblit triple and Oblit Quad, the Scirocco triple, and the two Multi-Strike triples you wind up with the following.
80% Acc and EndRed, 95% Damage, 60% Recharge. Damage is taking a slight hit. But you're not slurping down 1/6th of your Endurance bar every time you take the attack and the power is up quite frequently. With FSC, it becomes even more pronounced. Going from a set of Oblits to frankenslotting reduces endurance consumption by by almost 1/3.
In 5 slots.
If you wish to improve JUST the base enhancement of the power with a 6th slot, toss a DamRech from Scirocco in there and call it done. If you want to toss a damage proc in there, go ahead.
There's really nothing wrong with your choice of Pyre. What you might want to do, especially if you give up on trying to patch your psi hole, is use some of the slots that frees up to better slot things like char. A 4-slotted Basilisk's Gaze in there would make it a credible hold (especially since you've got acc bonuses coming in from other sets) AND toss a 7.5% global recharge boost in.Quote:2)If you chose Pyre mastery how would you do it differently? I love having Pyre mastery so I can get access to Fireball to round out my AoE set. I thought about taking Ice just so I could have its moves to add in and also have Slow on myself to help round it out, but fire has kind of stuck with me.
3)The 3 Healing sets I have that give extra recovery and regen I'd like to keep using because the bonus is very nice. Would keeping those in Health like I have it right now be bad rather than just doing Healing IO's?[/quote]
I understand, keep in mind your recovery is already going to be quite high with Rooted.
Quote:Again, thanks for helping a new guy out. As soon as I get some money built up again I'm going to do a third Active build and see if I'll be alright without the 6 slot in Stamina and try your current build kind of mixed with mine and see what I come up with. Any recommendations on a Non-Granite build?
Here's a quick look at a tentative rebuild of the build you put up earlier.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Charcoal Titan: Level 50 Natural Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(3), GftotA-Run+:40(3)
Level 1: Scorch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(5), Mako-Acc/EndRdx/Rchg:50(7), Mako-Acc/Dmg/EndRdx/Rchg:50(7), Mako-Dam%:50(9)
Level 2: Stone Skin -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11)
Level 4: Combustion -- Oblit-Acc/Dmg/Rchg:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(17), Sciroc-Acc/Dmg/EndRdx:50(17), M'Strk-Acc/Dmg/EndRdx:50(19), M'Strk-Dmg/EndRdx/Rchg:50(19)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(21)
Level 8: Recall Friend -- Winter-ResSlow:50(A)
Level 10: Boxing -- Empty(A)
Level 12: Earth's Embrace -- Mrcl-Heal/Rchg:40(A), Dct'dW-Heal/Rchg:50(23), Mrcl-Heal/EndRdx/Rchg:40(23), Mrcl-Heal:40(25)
Level 14: Teleport -- Empty(A)
Level 16: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 18: Mud Pots -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(25), Sciroc-Dmg/Rchg:50(27), Sciroc-Acc/Rchg:50(27), Sciroc-Acc/Dmg/EndRdx:50(29)
Level 20: Rooted -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal/EndRdx/Rchg:40(29), Mrcl-Heal:40(31), Dct'dW-Heal/EndRdx:50(31)
Level 22: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(31), Zinger-Taunt/Rchg/Rng:50(33), Zinger-Acc/Rchg:50(33), Zinger-Taunt/Rng:50(33), Zinger-Dam%:50(34)
Level 24: Fire Sword -- C'ngImp-Acc/Dmg/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(34), C'ngImp-Dmg/EndRdx:50(36), C'ngImp-Dmg/Rchg:50(36)
Level 26: Build Up -- GSFC-ToHit/Rchg:50(A), GSFC-ToHit/Rchg/EndRdx:50(50)
Level 28: Fire Sword Circle -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(37), Sciroc-Acc/Dmg/EndRdx:50(37), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(39)
Level 30: Weave -- GftotA-Run+:40(A), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(39)
Level 32: Assault -- EndRdx-I:50(A)
Level 35: Granite Armor -- HO:Enzym(A), HO:Enzym(40), LkGmblr-Rchg+:50(40), Aegis-ResDam:50(40), Aegis-ResDam/EndRdx:50(42), Aegis-Psi/Status:50(42)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(42), C'ngImp-Dmg/EndRdx/Rchg:50(43), C'ngImp-Dmg/EndRdx:50(43), C'ngImp-Dmg/Rchg:50(43)
Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(45), BasGaze-EndRdx/Rchg/Hold:30(45), BasGaze-Acc/EndRdx/Rchg/Hold:30(45)
Level 44: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(46), Decim-Dmg/Rchg:40(46), Decim-Acc/EndRdx/Rchg:40(46), Decim-Acc/Dmg/Rchg:40(48)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(50), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A), Run-I:50(36)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(13), RgnTis-Regen+:30(13)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(15), P'Shift-End%:50(15)
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 7.375% Defense(Smashing)
- 7.375% Defense(Lethal)
- 7.688% Defense(Fire)
- 7.688% Defense(Cold)
- 8.625% Defense(Energy)
- 8.625% Defense(Negative)
- 3% Defense(Psionic)
- 5.188% Defense(Melee)
- 8.625% Defense(Ranged)
- 7.688% Defense(AoE)
- 2.25% Max End
- 32% Enhancement(Accuracy)
- 57.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 161.64 HP (8.625%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 11.55%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.75%
- 9.5% (0.159 End/sec) Recovery
- 40% (3.13 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1.575% Resistance(Fire)
- 1.575% Resistance(Cold)
- 3.125% Resistance(Negative)
- 3% Resistance(Psionic)
- 30% RunSpeed
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Set Bonuses:
Luck of the Gambler
(Rock Armor)- 10% (0.782 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Rock Armor)- 7.5% RunSpeed
(Scorch)- MezResist(Immobilize) 3.3%
- 28.11 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
(Stone Skin)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Combustion)- MezResist(Stun) 2.2%
(Combustion)- MezResist(Sleep) 1.65%
(Recall Friend)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Earth's Embrace)- 2.5% (0.042 End/sec) Recovery
- 35.14 HP (1.875%) HitPoints
(Tough)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Mud Pots)- 10% (0.782 HP/sec) Regeneration
- 3.125% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Rooted)- 2.5% (0.042 End/sec) Recovery
- 35.14 HP (1.875%) HitPoints
(Taunt)- MezResist(Terrorized) 2.75%
- 10% (0.782 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
- 2.5% DamageBuff(All)
- 3.125% Defense(Smashing,Lethal), 1.563% Defense(Melee)
(Fire Sword)- MezResist(Immobilize) 2.2%
- 21.08 HP (1.125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Fire Sword Circle)- MezResist(Stun) 2.2%
(Fire Sword Circle)- MezResist(Sleep) 1.65%
(Weave)- 7.5% RunSpeed
(Weave)- 10% (0.782 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Granite Armor)- 7.5% Enhancement(RechargeTime)
(Granite Armor)- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
- 3% Resistance(Psionic)
(Greater Fire Sword)- MezResist(Immobilize) 2.2%
- 21.08 HP (1.125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Char)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.033 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Fire Blast)- MezResist(Immobilize) 2.75%
- 21.08 HP (1.125%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Fire Ball)- 2.5% (0.042 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
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Quote:This is what we've been trying to tell you. Yet your hands are still firmly clasped to your ears.What if no matter how many examples are provided showing you to be wrong, you're going to go on defending your point of view no mater how many improbable scenarios you have to invent to do it?
No matter how much you try to claim "this is the way of the world", you're still incorrect.
Quote:The problem with the math you present is it's not relevant. I've already explained this. It doesn't matter what the stats are on the little bubbles. What matters is what the team needs. 
Still having trouble grasping that a steamrolling team is a steamrolling team period.Quote:And despite the ridiculous claims being made on this thread in defense of a flawed idea, some how, some way, nearly every team in the game manages to kick <bleep> just fine with no bubbles at all.
Also still failing to grasp the difference between killing things and killing things faster.
That usually happens when you're correct.Quote:And, again, it doesn't matter what you or I say.
Correction, SOME teams or relatively unsophisticated players are looking for healers, not bubblers. Please try to confine your arguments to things you can actually prove, not your opinions.Quote:At the end of the day, teams are looking for healers, not bubblers.
The same way people "know" they need a smoke break. Or the same way people "know" that throwing salt over their shoulder prevents bad luck. Or the same way people "know" that putting expensive high octane fuel into cars designed for regular fuel is "good for them".Quote:They do that because they know darn well they need healers. And they know darn well they don't need bubbles.
Bad habit and silly superstition.
Hello?Quote:And teams ignoring your own personal point of view (which is what the vast majority of them do) doesn't mean they're wrong. Their success in mission after mission, day after day, year after year, demonstrates that conclusively.
Clue?
I didn't say the teams don't work. So stop trying to put words in my mouth.
With shields, if the damage is mitigated YOU DO NOT TAKE IT.Quote:It doesn't. It never has. And it never will. If you keep taking mitigated damage, there's a good chance you're going to die. If you keep getting healed, there's a good chance you're going to live. Simple as that.
Quote:At some point in a discussion, both sides have had their say and it's time to just agree to disagree. I think we've reached that point. 'Night.
Yeah, I'm sick of bouncing my head off a brick wall of idiocy here. End of discussion. -
Quote:While running the mission Betray Dr. Hetzfeld from the contact Dr. Hetzfeld in Neutropolis, I found a hole in the map. It's a doorway in the wall that has no door, and leads to an empty black space. If you step through, you fall to the bottom of the map, and are left with 1 HP. It is on the map P_TECH_BIO_15_LAYOUT_02_02, at /loc 409.0 -32.0 350.7 facing West.
Yeah. I reported this some time back too. -
Remember, your budget also needs to include kegs of beer. BIG ONES. Since you have to play the "We don't want no STEEENKIN' knockback!" drinking game.
Basically any time anyone cries or gives you any grief about KB (even if you're not slotting for extra amounts of it), you have to take a drink.
Then we see what hits the floor first in a mission. You or your blaster.
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Quote:Honestly, I wouldn't worry horrendously about it. See my advice below.Some quick notes before I had to leave for work and did not get to finish everything.
**10% Regen Rule of 5**
I didn't notice it, but I have more than 5 +10% regen bonuses through my Sets. Which one do you think I should drop in order to get a better set bonus or more efficiency?
First off, since you have multiple builds available, I'd go with one optimized for Granite and one optimized for the other armors for playing at lower (sub-granite) levels.Quote:**Granite Armor slotting**
I have been having a hard time slotting Granite armor. I took the 6 to max out what I could do with it, but I have found no Sets or anything that really gets the most of it. with 3 53 Resistance and 3 53 Defense in there, I'm all set. i'd really like to put a set or somehing in there though that gives damage or recovery bonuses but still maintains my solid defense, but I have to sacrifice either Defense or Resistance to do that. should I leave it the way it is or is there a good set that would do it wonders?
You're also WAY too fixated on psi. YES, it is a hole in your build. NO it's not a huge one. You've got your build all jacked around to try and take the edge off pure Psi damage (one of the rarest damage types in the game). Concentrate on getting to defense cap for your SLENFC and don't worry too horrendously about the psi. If it's likely you're going up against psi-heavy enemies, flip to your non-granite build.
Also, while it's expensive look at getting a pair of Enzymes Exposures. They're better than standard defense IOs, and have a BIG Endurance reduction as well. Then toss an LOTG into Granite. As for the resistance, if you're already defense capped, toss in a common Resist, an Aegis: Resist and an Aegis Res/End for the runspeed bonus. If you're short on Fire/Cold, three-slot Aegis Resist-Res/End-Res/End/Rech.
Not good enough to six-slot Stamina. It's a waste of slots that could be well used elsewhere. Throw in a common EndMod, a Perf Shifter EndMod and the perf shifter proc and call it done.Quote:**Efficacy Adapter**
I know alot of people go for Performance shifter, and especially with the 5% increase to movement and me being Stone you'd think this would be a no brainer, but the bonuses from Efficacy are really good. Your thoughts?
Again, look at creating two separate builds. Also look at reducing the number of slots used in some of these non-attack powers. This should give you enough to run Mud Pots while running between Combustion, FSC and Fireball. Stone/Fire is an AoE dream.Quote:**Psuedo Farm? What?**
Ok, I have an account for me and my wife and my wife doesn't play as often as I do(matter of fact, I play every day, she plays once a week with me). So I go into AE and farm and level her character up so that it is equal with mine. Charcoal here can do the farms I do(Khan Exp Farm 2) but it is sllllooowwww. It's not the movement, as in Khan all the mobs spawn right on top of you and you don't have to move, its the fact that I don't do much damage. I've got 2 solid AoE's (fireball and fire sword circle) and one ok one (combustion), yet I can't seem to handle them fast enough. I'm currently doing it on +2 x8 w/ Bosses for best outcome..but it takes me so long to do it. That's why I'm needing help in the damage department so I can make him better in those situations. I know he's not going to be a Fire/Fire tanker by no means, but I just want him to be able to deal decent damage instead of what little he does now.
See what I said about this earlier.Quote:**Useless Armors**
Why take all the other armors when they don't work with Granite? Gift of the Ancients and Luck of the Gambler and other Global benefits ^_^
Don't worry about the damage output. If you can balance your endurance usage and softcap the damage is perfectly fine. No, you don't kill stuff like a scrapper. But you're killing, steadily, from almost perfect safety. And you're doing it in a way that sandpapers entire mobs to death. You'll find that your kill speed, due to the plethora of AoE isn't really that much slower than a non-granite tank. Just make sure to stay surrounded by enemies.Quote:Thank you for looking and I appreciate any advice. this is my favorite toon so far, but I know that if i could just fix the Damage output he'd be "perfect" in my opinion. I'm hoping that I can up his damage without sacrificing his defense. Should I Frankenslot the damage dealing moves? Purple them out? Or just face the fact that I'm not a Scrapper and that Stoners suck at damage and give up hope?
Taunt is your friend.
Here's a look at my Stone/Fire.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Tectonica: Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Fiery Melee
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Rock Armor -- DefBuff-I:30(A), LkGmblr-Rchg+:30(3), GftotA-Run+:33(3)
Level 1: Scorch -- Acc-I:20(A), Acc-I:35(5), Dmg-I:35(5), Dmg-I:35(7), Dmg-I:35(7), RechRdx-I:45(9)
Level 2: Fire Sword -- Acc-I:20(A), Acc-I:35(9), Dmg-I:35(11), Dmg-I:35(11), Dmg-I:35(13), RechRdx-I:45(13)
Level 4: Stone Skin -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(17), S'fstPrt-ResDam/Def+:30(17)
Level 6: Earth's Embrace -- Dct'dW-Heal/EndRdx/Rchg:48(A), Dct'dW-Heal/Rchg:47(19), Numna-Heal/Rchg:50(19), Numna-Heal/EndRdx/Rchg:49(21)
Level 8: Rooted -- Dct'dW-Heal/EndRdx/Rchg:43(A), Dct'dW-Heal/EndRdx:43(21), H'zdH-Heal/EndRdx:40(23), H'zdH-Heal/EndRdx/Rchg:40(23)
Level 10: Combustion -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(25), Oblit-Dmg/Rchg:50(25), Oblit-Acc/Dmg/Rchg:50(27), Oblit-Acc/Dmg/EndRdx/Rchg:50(27), Oblit-%Dam:50(29)
Level 12: Mud Pots -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(31), Sciroc-Acc/Rchg:50(31), Sciroc-Acc/Dmg/EndRdx:50(31)
Level 14: Taunt -- Zinger-Taunt/Rchg:50(A), Zinger-Taunt/Rchg/Rng:50(33), Zinger-Acc/Rchg:50(33), Zinger-Dam%:50(33)
Level 16: Breath of Fire -- Det'tn-Acc/Dmg:47(A), Det'tn-Dmg/EndRdx:47(34), Det'tn-Dmg/Rchg:47(34), Det'tn-Acc/Dmg/EndRdx:47(34), Det'tn-Dmg/EndRdx/Rng:47(36)
Level 18: Recall Friend -- Empty(A)
Level 20: Teleport -- Range-I:30(A), Range-I:35(36)
Level 22: Boxing -- Acc-I:35(A)
Level 24: Tough -- ResDam-I:50(A)
Level 26: Weave -- DefBuff-I:35(A), DefBuff-I:35(36), DefBuff-I:35(37)
Level 28: Fire Sword Circle -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(37), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(39), Oblit-%Dam:50(39)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40), RechRdx-I:50(40)
Level 32: Granite Armor -- DefBuff-I:45(A), HO:Enzym(40), HO:Enzym(42), Aegis-ResDam/EndRdx/Rchg:50(42), Aegis-ResDam:50(42), Aegis-Psi/Status:50(43)
Level 35: Build Up -- RechRdx-I:35(A)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(43), Mako-Dmg/Rchg:50(43), Mako-Acc/EndRdx/Rchg:50(45), Mako-Acc/Dmg/EndRdx/Rchg:50(45), Mako-Dam%:50(45)
Level 41: Conserve Power -- RechRdx-I:45(A), RechRdx-I:45(46), RechRdx-I:45(46)
Level 44: Physical Perfection -- EndMod-I:35(A), Efficacy-EndMod:46(46)
Level 47: Focused Accuracy -- Empty(A)
Level 49: Super Speed -- Empty(A)
------------
Level 1: Brawl -- Acc-I:35(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:45(A), Run-I:45(48), Run-I:45(48)
Level 2: Hurdle -- Jump-I:30(A)
Level 2: Health -- Heal-I:30(A), Heal-I:30(48), Heal-I:35(50)
Level 2: Stamina -- EndMod-I:45(A), EndMod-I:40(50), P'Shift-End%:39(50)
------------
Set Bonus Totals:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 8.625% Defense(Fire)
- 8.625% Defense(Cold)
- 6.125% Defense(Energy)
- 6.125% Defense(Negative)
- 3% Defense(Psionic)
- 11.13% Defense(Melee)
- 7.375% Defense(Ranged)
- 9.563% Defense(AoE)
- 27% Enhancement(Accuracy)
- 22.5% Enhancement(RechargeTime)
- 28.11 HP (1.5%) HitPoints
- MezResist(Held) 3.3%
- MezResist(Immobilize) 4.4%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 7.15%
- 1.5% (0.025 End/sec) Recovery
- 32% (2.504 HP/sec) Regeneration
- 1.875% Resistance(Energy)
- 3.125% Resistance(Negative)
- 3% Resistance(Psionic)
- 12.5% RunSpeed
- 1% XPDebtProtection
------------
Set Bonuses:
Luck of the Gambler
(Rock Armor)- 7.5% Enhancement(RechargeTime)
(Rock Armor)- 7.5% RunSpeed
(Stone Skin)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Stone Skin)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Earth's Embrace)- MezResist(Terrorized) 2.2%
(Earth's Embrace)- 12% (0.939 HP/sec) Regeneration
(Rooted)- MezResist(Terrorized) 2.2%
(Rooted)- 1.5% (0.025 End/sec) Recovery
(Combustion)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Mud Pots)- 10% (0.782 HP/sec) Regeneration
- 3.125% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Taunt)- MezResist(Terrorized) 2.75%
- 10% (0.782 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
(Breath of Fire)- MezResist(Sleep) 1.65%
- 1.875% Resistance(Energy)
- 1% XPDebtProtection
- 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
(Fire Sword Circle)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Granite Armor)- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
- 3% Resistance(Psionic)
(Greater Fire Sword)- MezResist(Immobilize) 3.3%
- 28.11 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
While I didn't go for Pyre for my Epic (though I may respec into it once I've got my Tier 4 Cardiac).Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1368;672;1344;HEX;| |78DA65935B6F124114C7CFB28B14DADA722BF4C2A5DC2F655BD21A1F1BB56D6214D| |304DE09C129ACC55D5C88B63EF9017CF7519F4DD4E8D7F1F6E0B397772F78E69C2D| |8540427EB3FF39E7CC7FCECCD4CE0E16009EED83B270ABD71A0C9A8D96792A6C77A| |DD531DADE86680F2DD368B73C00B0C653CD037122CC81D0EB38259A37EC87961D75| |A66AA227847E6408FB9CC7FEDB6657D8C21CEA1783C0B165F5F4064EF62D7BD81A1| |A96B948D291D1E90E0DB333FDE5A3AF7A5F88FBC1C3BED1D60F4D6177B07A6B30C4| |55A2E82B8BFF8F5E707E2317C4113170851582179104BF6F1CE0863544103489146| |831C29529CC95115B10C02CC5C952386B8EB37CB1492C38E0AC4F6846A5B491A6A6| |709087AB714682B0BCC98890C3CF18EEE64554F73D94B6215043E810A823AA106A2| |076E02BC679B8ACEA91712508DD21ACEC53BD959B84209AF63AA6BDBF5DB242F40F| |E32F61ED1F6344D80055E20BA6CC3BA6E71F03CD3C21C4CF18E78CA784102EB2E89| |85EB4A850B2CF78C41810C218B7C471DAD21B90BBDA7CCB78C7784F487F2064F1A2| |F9391CFC23FC41DE23BB4E8A122CD1C9A64BD46D0567C24E6C984F454529C29B80C| |81619D5505A65C9B51AA7A83423C388A0C375A75DEBDCAE0CB72BC3EDCA71BB72DC| |AE1CB72B8565634ED9589956CA4FE11BF633C101EE449CEE45FE3A4253A178C15D3| |ADEE21EA1748DB0E293A6780BA932395CF5F12597A5B22754BDD46174095B06E301| |E394F0127D169C2751E08B5999C26B3CBF323B54CA495AA9F21CF7588157AA3C0BF| |6A0D329A43DF206B2B243CA86367E5000DCFDBB9312051D6BE3F7030A294519C38B| |8EBCCB209B49E3EFF2A539FD542AE46F7B0A3F2E034029D03DF839999321699B51C| |D90A15F9301492A5395C843F5056E34073B338E4B334A7546D99B51766794FF1141| |DB67| |-------------------------------------------------------------------|
Additionally, this build is not "completed"
Saving up for a set of Kinetic Combats. Then I'll frankenslot Combustion and FSC for better performance (while freeing up a slot in each). There's still a lot of play in my build and it's already tough as hell! -
Quote:Coccaine is a hell of a drug!I agree the "healer" debate has been settled. Healers won. By a landslide.
Your problem is you can't prove or disprove it. You can only go "My Magic Green Numbers Sez!"Quote:The entire topic of this thread is whether or not FFers should take the little bubbles. If you can't demonstrate improved performance in common situations coming from those bubbles, there's no reason to take them.
In common situations, damage prevention trumps damage repair. Flat out.
In corner cases (very high def teams), additional defense can be superfluous (though extreme levels of defense can help offset massive defense debuffs and massive to-hit buffs (i.e. Triple Digit Defense numbers on an MOSTF).
Wrong? No. If you wish to play a sub-optimal build that isn't contributing to the team as much as it could?Quote:And that's yet another reason why there's nothing wrong with skipping the little bubbles. -
Quote:No. It is the way SOME teams are run. Please make at least a PASSING attempt at understanding this. It doesn't mean they're "right".Again, it's not "I did two of a thing". This is the way teams are run.
Remember the old saw about "if everyone jumped off a bridge"?Quote:They look for healers, not bubblers. You may not like the idea, but it's what the vast majority of teams do. And they do it because doing so brings success. Again and again. Everyday on every server, regardless of team composition or mission.
It applies here. Simply because you see lots of this activity does not mean it's not ill-informed or misguided. It most CERTAINLY does not mean that healing is a superior form of support on a team. No matter how much you try to insist it is. -
Quote:Do what I do on raids. Bubble only the ones you consider "important" enough to make sure that they HAVE to stay upright. Then reactively bubble if you see someone getting in trouble.I think either I didn't explain myself well enough or you misunderstood. Basically I do have the shields, but even after getting myself to defense cap and even my pets it still does not seem good enough.
7 teammates and 6 pets X 2 bubbles = too much time wasted.
Those that don't need the bubbles will never miss them. Those that do need them will thank you for saving their bacon. And you fill in the spaces between with lots of butt-kickery!
Yeah, on a MM, you being alive and all your pets kacking every fight should cause you to rethink the build a bit.Quote:Basically this is one time where being at defense cap just does not equate to being at defense cap with my Traps toon. I'm basically capped but there is little else I can do. I think I was a bit short sighted with this build.
I am starting to think that maybe with a robot ff you need cap the pets and have enough tools to keep the pets alive and stay in the background. So getting repair and aid other and some holds as well might be in order. -
Quote:Still don't get it do you.In fact, he's come to pretty much the same conclusion that I did: teams don't need the little bubbles even a little bit. The only difference seems to be that I'm willing to give this unknown FFer credit for contributing to damage and not wasting time bubbling teamates that didn't need it.
Heals are a third or fourth-rate form of keeping your people upright and fighting.
The healing also adds nothing to their gameplay.
Bubbles and buffs make it harder to be hit (or in the case of sonic, reduce the damage taken), you regen faster (therefore have less need of heals), etc etc.
Bubbles won't turn a bad team into a Steamroll team (well, it MIGHT). But it'll turn a fair-to-middling team into one. -
Quote:Unfortunately this means jack squat. We don't know the composition of the two teams. What if the first team was semi-deficient for defense and your bubbles made the difference? And then the second team was all a bunch of defense cappers and buffers who kept everyone else up?The result: No difference whatsoever in the performance of the two teams. None. In both cases the teams health bars were at 100% the entire TF (except for hammi).
Anecdotal evidence...isn't.
Learn to read already. Nobody said they were "needed". Merely that they're superior to healing.Quote:Sorry folks, but little bubbles aren't needed.
Because you weren't looking and don't do the math. So why should anyone take your word over those who HAVE done the math?Quote:The entire FF set isn't needed. Not at low levels. Not at high levels. And I didn't see _any_ evidence that mitigation out performed healing.
Ah, I see. You're attempting to morph into one of those things that lives under bridges and is afraid of fire.Quote:In fact, it didn't even equal it, since not giving out bubbles meant I could spend my time attacking (which actually accomplishes something).
Yep, like you, they're stupid.Quote:There's a reason why teams look for healers and not bubblers.
And we're pointing out to you that it's irrelevant what people who don't understand the game do. Simply because there are lots of underinformed people looking for "h3@l0rz" doesn't mean healing is superior to buffing and bubbling. Please, allow this time to penetrate.Quote:No. I'm just pointing out that this what teams do. They look for healers. And there's a very good reason why they won't run missions without healers, but will run them without bubbles (or any other kind of buff).
Yep. Not a clue to be had here.Quote:That reason is teams with healers tend to succeed, whereas teams without healers tend to fail. -
Quote:I have recently come back to CoX from a very very long break do to schooling and work. I have a 50 Fire/Kin that is very task oriented and 4serious in the language of the internet.
As far as what I mean by fun? I mean an effective character that meshes well in most if not all team compositions. I've read a lot on these forums the past few weeks and I would love to see what people have to say about this.
Please don't hesitate to post builds, as I am in love with Mids and use several builds I have found around the forums to play with and what not. Facts as well as opinions are welcome, though when asking such a question I do expect a bit more opinion than fact!
Fire/Kins are nice damage output as well as excellent team damage buffers with great endurance and HP restoration tools.
Fire/Rads are no slouch either. Their buffing and recovery tools aren't quite at the same level as a Fire/Kin but they make up for it with hellacious debuff and several VERY nice AoE holds.
Grav/Kin plays like a weak sister early on. But once you hit the pet, your efficiency more than doubles.
I played Elec/Elec on beta. It's a bit...nuanced... Not really sure how it fits in on a team though.
Also have a Ill/Ice. Ill/* is a mayhem set. Basically you drive them nuts with confuse first, then fall on them like a Kansas farmhouse. -
Quote:Then your understanding is impaired. There is no "right" or "wrong" in my arguments. There's "optimal" and "less than optimal". Taking a mitigation set then refusing to use 1/3-1/2 is "questionable" and decidedly less than optimal.But my understanding of the the discussion is that if someone doesn't take they little bubbles they're doing it wrong. And I'm saying they're not.
Please point out where I said there was.Quote:There's nothing wrong with skipping them.
Actually, depending on the team, no they don't. I've run on teams where EVERYONE'S defense numbers were triple-digit. The few times we actually got hit, we had fully regenerated before we were hit again. And we just steamrolled right over the top of everything in our path (including tower-buffed Lord Recluse).Quote:No. But both need heals from time to time regardless of whether or not they have bubbles.
Way to dismiss people who attempt to do the math (and indeed, enjoy it) for others in the game as "not having fun".Quote:More importantly, this is a game. People aren't here to run spreadsheets on mitigation statistics or to follow someone's team composition and build philosophies. They here to have fun.
Giving people the data to realize a build in a manner OTHER than trial and error and allowing them to improve their survivability would be counted by many as "fun".
My FF/Archery Defender IS a tank (capped to E/N, Ranged, and AoE with high-30's in Melee, as well as high resists). And she regularly hauls in a supertanker of Whup*** during Rikti raids. While simultaneously keeping both her team and the green number cadre out of the Vanguard medical center. So don't tell me that I'm not having fun, or that I'm spending all my time keeping bubbles on 48-50 people.Quote:If you're having fun and the team is winning, you're doing it right. And if that means your FFer skips the little bubbles because it's more fun to blast, or because you want some stealthing abilities, or because you like playing your FFer as a tank, or you want chaos control powers for emergencies, then that's ok. -
Quote:Not if they're buffed properly they don't. Their native regen will be more than enough.And your saying it doesn't make it so.
Folks aren't going to build teams off of what you or I say on a message board. They'll build them off what's the best fit from the players available. And pretty much every time at every level they'll take a healer over a bubbler.
Players like bubbles, but they _need_ heals.
But please, continue to hold your hands to your ears and chant "I'm Not Listening". All because it's on a message board.
Stop making claims you can't back up. You have exactly zero data to tell you "almost no one in the game" is or is not doing. And even if they ALL were choosing heals over bubbles, that doesn't make it any less incorrect of a form of mitigation.Quote:I understand _exactly_ what's being said. You're peddling an opinion that almost no one in the game actually follows.
It's a well known fact that 73.9174356% of all percentages quoted on boards are pulled from someplace dark and fecal-smelling. Please stop spouting numbers you have no way to back up. It helps your arguments not at all.Quote:The 99.99% of players who don't build teams based on your opinion aren't stupid.
Simple proof that you DON'T understand what's being said to you.Quote:They didn't need bubbles to survive. They don't even need them to be good at what they do.
I didn't say they need them to survive. I said that the additional defense they bring is superior to attempting to patch them up after the fact with heals. Reading Comprehension 101. -

You REALLY have a problem understanding what's being said to you don't you?Quote:It's done all the time. Most teams running Synapse, for example, have no bubbler. And they do just fine.
I love FF. I have 8 level 50 FFers and several lower level FFers. But I'm not under any illusion that teams fall apart once I log off.
Nobody said the teams "fall apart". So please leave the hyperbole at the door.
At lower levels where defense is almost nonexistent, heals appear to be the better solution. At higher levels though, defense is the better option.
How much can you heal if your teammates are dead because the incoming damage outpaces your heals? -
Quote:Actually this is incorrect. It IS possible to soft-cap a fire/tank to at least S/L.Only thing i could answer, is no, still cant soft cap a fire tank

However the build tends to be severely compromised in other areas.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Blazing Aura -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(5), Empty(7)
Level 1: Scorch -- KntkC'bat-Dmg/Rchg:35(A), KntkC'bat-Acc/Dmg:35(7), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg:50(46)
Level 2: Fire Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(13), S'fstPrt-ResDam/Def+:30(13)
Level 4: Healing Flames -- Empty(A), Empty(15), Empty(15)
Level 6: Combustion -- Oblit-%Dam:50(A), Oblit-Dmg:50(17), Oblit-Acc/Rchg:50(17), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(19), Oblit-Acc/Dmg/EndRdx/Rchg:50(21)
Level 8: Temperature Protection -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(21), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), GA-3defTpProc:50(42)
Level 10: Consume -- Empty(A), Empty(25), Empty(25)
Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(27), Mocking-Taunt/Rchg/Rng:50(27), Mocking-Acc/Rchg:50(29), Mocking-Taunt/Rng:50(29), Mocking-Rchg:50(31)
Level 14: Plasma Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(33)
Level 16: Boxing -- KntkC'bat-Dmg/EndRdx/Rchg:35(A), KntkC'bat-Acc/Dmg:35(33), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(34), Mako-Acc/Dmg:50(46)
Level 18: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(34), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(36)
Level 20: Weave -- HO:Enzym(A), HO:Enzym(36)
Level 22: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(39)
Level 24: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 26: Fiery Embrace -- Empty(A), Empty(42)
Level 28: Fire Sword Circle -- Empty(A)
Level 30: Combat Jumping -- HO:Enzym(A), HO:Enzym(42)
Level 32: Super Jump -- Empty(A), Empty(43)
Level 35: Incinerate -- KntkC'bat-Dmg/EndRdx/Rchg:35(A), KntkC'bat-Acc/Dmg:35(43), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(45), Mako-Acc/Dmg:50(48)
Level 38: Rise of the Phoenix -- Empty(A)
Level 41: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(46), Mako-Acc/Dmg:50(48)
Level 44: Acrobatics -- EndRdx-I:50(A)
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A), Empty(50), Empty(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(48), Empty(50)
------------
Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 33.5% Defense(Smashing)
- 33.5% Defense(Lethal)
- 10.38% Defense(Fire)
- 10.38% Defense(Cold)
- 12.25% Defense(Energy)
- 12.25% Defense(Negative)
- 6% Defense(Psionic)
- 27.25% Defense(Melee)
- 11% Defense(Ranged)
- 10.06% Defense(AoE)
- 1.8% Max End
- 17.5% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 5% FlySpeed
- 147.58 HP (7.875%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 15.4%
- MezResist(Stun) 4.4%
- 2.5% (0.042 End/sec) Recovery
- 5% RunSpeed
------------
Set Bonuses:
Kinetic Combat
(Scorch)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Fire Shield)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Fire Shield)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Combustion)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Temperature Protection)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Temperature Protection)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Taunt)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
(Plasma Shield)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Boxing)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.14 HP (1.875%) HitPoints
- 2.5% (0.042 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Burn)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Incinerate)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Greater Fire Sword)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
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Quote:Feel free. I never said you had to agree with it. But that doesn't make you any less wrong.This gets tossed around on these boards a lot, and I disagree with it.
So nice of you to speak for "pretty much everyone who plays the game".Quote:So does pretty much everyone who plays the game.
Please, REAL arguments here. Not unprovable assertions in an attempt to bandwagon.
Yes, you still have people who are convinced of the "holy trinity" (Tank/DPS/Healer). I say again, THEY ARE WRONG IN THIS GAME.Quote:That's why teams will run without a bubbler of any kind and not give it a second thought, but will look for healers for even the simplest of missions.
Tanks are not "needed". Scrappers are not "needed". "Healers" are not "needed".Quote:Bubbles are great. Power boosted bubbles are awesome. But neither are needed.
So yes, bubbles aren't "needed". Good thing I never argued this. What I said was that bubbling was a SUPERIOR OPTION to healing up damage after the fact. -
Quote:Wrong. It's quite possible for mobs to simply out-damage the ability of the person tossing out the heals. The better option is to simply avoid the damage in the first place. While defense isn't PERFECT at that, it's still a damn sight better than trying to heal someone up after they've been whacked down to a sliver of HP in 1-2 attacks and having nothing to prevent the HP you just gave them back taken away again immediately.● If you have bubbles, you still need heals.
● If you have heals, you don't need bubbles.
∴ Heals > Bubbles
Depends on the team and the difficulty.Quote:Not taking the little bubbles is not a big deal. Teams run missions pretty much non-stop without bubbles. It's not difficult.
I didn't say it was wrong. I implied it was sub-optimal. Which it is.Quote:Big bubble for mez protection, force bolt to get people out of trouble quickly, PFF + aid self for the occasional heal.
Nothing wrong with that build. -
Punch and pie available upon request.
*RING!*
Hullo? WHAT?
A force of Rikti attacked the refreshment stand? Well yeah, maybe we shouldn't have hung those skinned rikti monkeys up there...
They drank all the punch? Well, I can see, assaulting the stand can be thirsty work...
They made off with all the pie too? Oh that's IT! They're goin' DA-OWN!
(Just an FYI, the WST (*COUGH*WTF*COUGH) is the LGTF this week.)
