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Quote:That would be a normal implication of what you posted. Whether that was your intent or not.I hadn't been playing devil's advocate, though, but expressing an actually held preference. The poster had just been wildly exaggerating what I said.
I was suggesting smaller spawns with individually more dangerous mobs. From that he went on to claiming that I wanted to fight mobs one or two at a time. -
Quote:Very true, but all had a large impact on herding. Anyone of those (and certainly ED and GDN) by itself really took care of that issue by and large.Well, ED and the GDN weren't done to specifically limit the ability to herd. They were done to weaken the characters, and bring the power levels closer together, to allow for more balanced content in the future. Basically, the Devs, without the GDN and ED couldn't have created content that challenged Tankers without it being nearly impossible for someone else to do.
Now, those did have an impact on the feasibility of herding, since your power levels weren't up to snuff to herd whole maps anymore, but they were not done to specifically limit herding. The aggro cap and the AoE target caps were specifically done to limit herding activities.
The aggro cap has a completely different purpose from ED and the GDN, though they are corrolary.
Adding the target limits (which I agreed with) really put the kabosh on herding altogether. Adding in the agro cap was overkill imo.
Even considerring that IOs sort of repealed the effects ED and GDN had on the game (at least partially).
The sad truth is that the game doesn't have content that fullfils a fully developed character and fully developing your character is too easy (made moreso by the MA system). -
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Quote:It's considered the most skippable power in SS (and possibly the game).So, I'm currently 37th level on my SD/SS tanker, and I'm looking at how many more powers I will be able to take. I know I'm going to take One With The Shield, and I know I'm going to take Foot Stomp (and not take Hurl), and I want to pick up the Fighting power pool for Tough and Weave, but that will require taking Boxing or Kick as well.
That would eat up all five of my remaining powers. However, I could respec and not take Jab at all, giving me one more power slot.
So, the question is, is Hand Clap worth taking? According to the paragonwiki site, it can't take PBAOE sets, and the stun sets seem a bit less then stellar....
Basically, I'm looking for your views on the matter, sort of a second opinion.
In my opinion ... don't bother.
P.S. - You can't respec out of Jab as its your default secondary power. -
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Quote:That's the problem with playing devil's advocate ... it looks like you're actually advocating what you're just making a comment on.I haven't the foggiest clue where you get the idea that I'm in favor of fighting only one or two mobs at a time.
Similarly, nowhere did I say that a superhero fighting army-sized crowds doesn't happen, just that (in general) it isn't a good fit for the genre. Just because there are occasional examples of it doesn't mean that it's typical. More generally, it happens for a specific narrative purpose and isn't done too often (simply because comic books, unlike MMORPGs, would have to stretch the already suffering limits of their credibility even further to explain where all the thousands of villains come from).
A fairly normal human reaction.
I understood the points that you made (and happen to agree with them) but I don't believe they're applicable to the focus of this thread within the scope of the current game. In other words, raising or eliminating the agro cap is a lot more likely then the CoH devs devoting the time and resources to totally revamping their current encounters.
In my opinion. -
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Quote:From what I gathered Spines/Fire would still be better due its better AOE damage and to Elec's slower heal.Who will be making Spines/elec?
now that elecs getting a heal and itll be great on end with lots of AoE and res. only thing is im not sure how to edit database to see other stuff (in Mids)
From a farming standpoint. -
Kinda the point of all this ... you can pull multiple packs now and not even HAVE a Tanker in the group. Specifically because of an artificial agro cap.
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Quote:Ahhh you're correct.Its hard to read is it? I am not talking about damage, i reply to this part:
This i reply to, where does he say anywhere 'and does trashload of damage'?
Im saying that nearly everything is done purly by kin, the reason other AT's cant easily reach that (or basicly, never - brute perhaps only due already high dmg cap and fury). A corrupter and defender might do the same (provided they have SL armor from the epic/patron), and i know they wont do the same damage, but regarding this post.. they can also do this.
Most people would take it for granted if you're talking about damage capping a toon, you're actually going to work on damage capping the highest damage toon possible. -
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Quote:Then you're just cluttering up the thread with over thoughtful crap.I didn't say that it wouldn't be fun. My very narrowly tailored statement that you keep missing was that "more mobs" doesn't necessarily equal "more superheroic".
Quote:For what it's worth, and separate from what I wrote above, my personal preference would be for generally smaller spawns with individually more dangerous mobs. That's because I suspect that the reaction you are seeing is mostly that you're introducing an element of danger that normally isn't there, and is only tangentially related to the number of mobs; adding more mobs is not the only way to add an element of danger, though, and fighting army-sized crowds has the disadvantage of not being a good fit for the genre.
You can also do Longbow missions in a full group ... even on Heroic they tend to present most groups with a fairly decent level of challenge (especially blue side).
However there is a seperate thrill from being surrounded by an "army" of mobs that can never be duplicated with a few uber buffed mobs. Most people who do my farm and pull multiple packs squeal (yes actually squeal) with delight ... and that pales in comparison to what we used to be able to do in this game.
Before you knock it ... you should really experience it. It's a rush.
For those that can actually handle it at any rate. -
Quote:Yeah we all know about how you (and Sorciere) play the game though.I would say thats based on how SHE feels, not on whoever cared but it's not my place to guess her position. I can talk about mine, though. In my eyes:
3-7 minnion/lts? nah, not heroic.
3-7 bosses? Depends on AT.
3-7 EBs? Now thats heroic.
3-7 AVs? Now THATS SUPER-Heroic
100 minnions/lts with occasional boss, not heroic, just bullying and farming. Nothing heroic about it in MY book.
But for each his own.
Edit to add: all this aside, the main reason to kill farming was NOT powergaming. Making the team feel useless in the face of a herding tank may had definitively helped, but the true reason behind it is the servers were not able to handle it. People that herded enough may remember occasionally causing zone crashes with their herds and this was in a time where the server handled less than it does now. The server just can't handle every tank going out there herding full maps and having them all active at once. Heck, it can barely handle the AE as it is.
ZZZzzzzzzzz. -
Quote:He wanted to keep it affordable so Hamios probably wouldn't fit that route.If the character is already level 47+ then the best slotting for Invincibility is 3 Hami-O Cytoskeleton enhancements; that ED caps all aspects of the power in only 3 slots. There's some logic to tossing a 4th slot for a common taunt IO but more than that strikes me as overkill... I've never had aggro issues with CMA with that slotting.
What you're doing would work, but I think you'd be better served with alternate slotting... those two or three extra slots in Invincibility may go better somewhere else.
However if you have the money I would go with the following:
Try 3/6 LotG (including 7.5% recharge), 2/3 Rectified Reticle (for S/L def bonus) and Gaussian's Chance for Build Up. That's generally how I slot Invince.
Unless you absolutely need the slots elsewhere this is pretty good bang for your buck.
I would slot Gaussians: Chance for BU in Invince at any rate ... for one slot on a toggle you'll be running almost always anyways it's a nice gravy power and fairly cheap. -
Quote:And that was based on *never* hearing people go "OH CRAP!" when I've pulled 3-7 mobs before.Then it's a good thing that I didn't do that.
To recall, what I was responding to was your general claim that:
You were telling other people whether what they feel is and isn't super-heroic. I was explaining why this is a non-sequitur. I don't care what you do or don't find heroic. I was simply pointing out how your conclusion didn't follow from the premise, and how in particular it didn't match my personal preferences.
But I have heard (in vent and in chat) all sorts of excited and crap-in-your-pants exclamations when I've rained down literally dozens of mobs on a group.
The first time I did it.
The thirtieth time I did it.
It might not be your cup of tea, but there are A LOT of people who appreciate and desire that kind of game play. This game used to offer that. It should again. -
Quote:Since he has purples slotted I'm going to assume he has the money to burn. I'd recommend LotG over GotA because of the +recharge IO, and take care of your endurance needs via the Numinas and Miracle rares.As Kruunch said your build is rather unusual; his advice for changes is sound. One thing I'd suggest is to slot 4 Gift of the Ancients into your defenses; that gives you 2% recovery and 1.8% more end for each set... in my experience with my BS/Shield scrapper endurance seems to be the biggest problem after you've soft capped your defenses; and running 8 toggles on my Shield scrapper I still have nearly the endurance efficiency of my regen scrappers with both quick recovery and stamina.
As a suggestion I'd get Deflection at 1, True Grit at 2, Active Defense at 6, Against All Odds at 8 then as your build opens up a bit pick up Battle Agility by no later than 22. Don't forget Shield Charge at 26.
I've been frankly amazed at just how good Shield is once you soft cap it; when I rolled my shield scrapper I wasn't expecting tanker level performance out of it... but that's exactly what I ended up with. I've just started a Shield tank myself; Shield/Fire in my case and if the build runs true to my scrapper's experience it should be really good.
Hi recharge also helps if you want to go Grant Cover-less which he is trying to do, in getting Active Defense stacked. -
Quote:In my mind FFVII was to RPGs what Quake was to FPS games.FF VII has nostalgia going for it. It is one of, if not the, most important RPGs ever made. Simply because it brought a genre into the mainstream. RPGs were popular before FF VII, but they reached a whole new level because of that game. Every Final Fantasy since VII has had gameplay vastly superior to it.
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Quote:If you knew that Fire Controllers represent the best damage then why did you make that silly post in the first place?Yet, doesnt change the fact that the 3 i mentioned can be achieved by any other primairy, i wasnt talking about actualy damage itself. (fire provides damage, the rest is done by the secondairy and epic)
I have 3 trollers myself (ill, earth, fire), i very well know fire is by far the most damaging.
(if they ever would nerf the hell out of fire/, i think it would be par with regen's IH toggle to a clicky nerf)
Back to tankers. I wonder what elec is gonna be for tankers, with the new energize power they have a interesting new power, although i dont think that it will be enough alone to keep you going. But it has a auto hit end-recovery with only slots already below 30sec, build in 20% recharge (40%ish to go).
I'm still jumping around with my WP/fire and fire/ice, last one to see if the original concept is still viable (after numberous of nerfs on burn). WP/fire has huge survivability, so i can mainly focus on the attacks, and with several powers with heal, those doctored wounds help alot getting alot more recharge and still keep it rather cheap. (as altoholic, life is harsh here).
/boggle -
Quote:This only really applies to fighting AVs or similar single target threats. If you had an AV on each corner that mode of fighting would get boring as well.Not really. Just as 200 zombies aren't necessarily more frightening than a single zombie. Or, as the saying goes, one death is a tragedy; a thousand deaths are a statistic.
When you deal with really large numbers of something, this something loses individuality and significance.
As a matter of fact, I'd actually prefer for spawns in the game to be smaller: this whole "defeating critters by the dozen" is something I associate more with Tolkienesque fantasy and less with superheroes: superheroes tend to be superheroes because they deal with superhuman threats, not because they can dispatch masses of nameless minions with ease.
The point of all this is diversity which is the real key to keeping game play entertaining. Just like I wouldn't herd a group of ten Malta Sappers, I loved pulling 100+ Freakshow back in the day. By the same token I love being able to solo AVs.
Everyone has their own tastes and play preferences. My contention is with those who seek to limit other people's options because of their own narrow minded view of what everyone else should be enjoying.
If you want to have an epic fight with three Hellions in an alley, knock yourself out.
Just don't say that my wanting to tank 100 mobs is silly and not heroic. You're not me. -
You took Active Defense way too late ... that's your mez protection. You want that before you hit 20 (most take it before their travel power).
You took Deflection way too late ... that's half your defense.
I'd take Hurdle if you're going to take Combat Jumping. Hurdle + CJ is a ton faster (and more maneauverable) then Swift + Sprint + CJ. Just an FYI.
Your Battle Agility is over slotted (you really only need 3 or 4 LotG in it (4 for set bonus)).
Your One With the Shield is wayyyyy over slotted (most Shield Tankers consider this a skippable power). If you're going to use it as a set mule, find a better set
You took Taunt way too early (if you need a power to delay to get Active Defense and Deflection in there earlier).
Rage is slotted badly ... you want enough recharge to double stack it. Might as well go for Gaussians and get your juicy bonus that way.
This build will get endurance starved once you start trying to chain Footstomps. I'd highly recommend ponying up the cash for the Miracle and Numina uniques.
Throw an extra slot into Stamina and put 4 Performance Shifters (including chance for Endurance).
Take the extra slot out of Boxing (2 slots?!).
Phalanx Fighting only realistically needs one slot ... LotG: +7.5 Recharge.
Against All Odds only needs one slot (endRedux) ... especially if you're taking Taunt.
Tough and Weave need sets and/or endRedux in them.
If you're going to slot Taunt, at least put in enough slot to take advantage of Perfect Zinger's or Mocking Beratement's recharge bonuses.
Super Jump only needs one slot.
CJ only needs one slot.
Lose the extra slot in Jab (what's with all the 2 slotting of worthless attacks?)
Haymaker only needs 5/6 Crushing Impact for the bonuses. Use the last slot to bring up the lower attributes (I would concentrate on end and recharge).
Active Defense needs to be 3 slotted for recharge, especially since you're not taking Grant Cover. Preferably with Hamio Membrane Exposures.
True Grit needs to be 6 slotted for Health and damage resist.
Swap the Mako's Bites in Punch for Touch of Death. Your Melee Resist isn't soft capped (as a matter of fact I'm showing you at 35% which doesn't seem right either).
Your Deflection needs to be slotted (pref with LotG).
Those are the more obvious things I see. Come back with another build and we'll fine tune it. -
When you export your Mid's data use the UNB Forum Code in the box on the right.
Here's your build:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Le French Tickleur: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(7), LkGmblr-Def/Rchg(15), LkGmblr-EndRdx/Rchg(37), LkGmblr-Def/EndRdx/Rchg(50)
Level 1: Jab -- Acc-I(A), Dsrnt-I(11)
Level 2: Punch -- Mako-Dam%(A), Mako-Acc/Dmg(3), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(29)
Level 4: True Grit -- Heal-I(A), ResDam-I(5), ResDam-I(9)
Level 6: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), DefBuff-I(34)
Level 8: Against All Odds -- EndRdx-I(A), Taunt-I(9), Taunt-I(13)
Level 10: Taunt -- Zinger-Taunt/Rchg(A), Zinger-Dam%(11), Zinger-Taunt(34)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Heal-I(A), Heal-I(15), Heal-I(17)
Level 16: Haymaker -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Dmg/Rchg(17), C'ngImp-Dmg/EndRdx(21), C'ngImp-Acc/Dmg(29), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(43)
Level 18: Super Jump -- ULeap-Stlth(A), Jump-I(19), Jump-I(27)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(23)
Level 22: Knockout Blow -- Hectmb-Acc/Rchg(A), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Dmg/Rchg(25), Hectmb-Dmg(34), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(37)
Level 24: Phalanx Fighting -- DefBuff-I(A), DefBuff-I(25), LkGmblr-Def/Rchg(40), LkGmblr-Def(46)
Level 26: Deflection -- Empty(A), Empty(27), Empty(31)
Level 28: Rage -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg(31), GSFC-ToHit(33)
Level 30: Shield Charge -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(31), Armgdn-Acc/Rchg(36), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dmg/Rchg(50), Armgdn-Dmg(50)
Level 32: One with the Shield -- Aegis-Psi/Status(A), Aegis-ResDam(33), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(40), Aegis-EndRdx/Rchg(42), Aegis-ResDam/EndRdx/Rchg(43)
Level 35: Boxing -- Acc-I(A), Dsrnt-I(37)
Level 38: Hurl -- Apoc-Acc/Rchg(A), Apoc-Acc/Dmg/Rchg(39), Apoc-Dmg/Rchg(39), Apoc-Dmg(40), Apoc-Dmg/EndRdx(43), Apoc-Dam%(45)
Level 41: Tough -- ResDam-I(A), ResDam-I(42), ResDam-I(42)
Level 44: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(48)
Level 47: Weave -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48)
Level 49: Active Defense -- RechRdx-I(A)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
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Set Bonus Totals:
* 10% DamageBuff(Smashing)
* 10% DamageBuff(Lethal)
* 10% DamageBuff(Fire)
* 10% DamageBuff(Cold)
* 10% DamageBuff(Energy)
* 10% DamageBuff(Negative)
* 10% DamageBuff(Toxic)
* 10% DamageBuff(Psionic)
* 1.88% Defense(Smashing)
* 1.88% Defense(Lethal)
* 4.69% Defense(Fire)
* 4.69% Defense(Cold)
* 1.88% Defense(Energy)
* 1.88% Defense(Negative)
* 5% Defense(Psionic)
* 3.75% Defense(Melee)
* 3.75% Defense(Ranged)
* 4.69% Defense(AoE)
* 55% Enhancement(Accuracy)
* 47.5% Enhancement(RechargeTime)
* 5% FlySpeed
* 161.6 HP (8.63%) HitPoints
* 5% JumpHeight
* 5% JumpSpeed
* MezResist(Held) 6.05%
* MezResist(Immobilize) 5.5%
* MezResist(Stun) 2.2%
* MezResist(Terrorized) 2.75%
* 8% (0.13 End/sec) Recovery
* 56% (4.38 HP/sec) Regeneration
* 5.04% Resistance(Fire)
* 5.04% Resistance(Cold)
* 13.1% Resistance(Toxic)
* 8.63% Resistance(Psionic)
* 10% RunSpeed
* 2.5% XPDebtProtection
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Set Bonuses:
Luck of the Gambler
(Battle Agility)
* 10% (0.78 HP/sec) Regeneration
* 21.1 HP (1.13%) HitPoints
* 9% Enhancement(Accuracy)
* MezResist(Held) 2.75%
* 3.13% Resistance(Psionic)
* 7.5% Enhancement(RechargeTime)
Mako's Bite
(Punch)
* MezResist(Immobilize) 3.3%
* 28.1 HP (1.5%) HitPoints
* 3% DamageBuff(All)
* MezResist(Held) 3.3%
* 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Luck of the Gambler
(Combat Jumping)
* 10% (0.78 HP/sec) Regeneration
Perfect Zinger
(Taunt)
* MezResist(Terrorized) 2.75%
* 10% (0.78 HP/sec) Regeneration
Crushing Impact
(Haymaker)
* MezResist(Immobilize) 2.2%
* 21.1 HP (1.13%) HitPoints
* 7% Enhancement(Accuracy)
* 5% Enhancement(RechargeTime)
* 2.5% Resistance(Psionic)
Hecatomb
(Knockout Blow)
* 4% (0.07 End/sec) Recovery
* 2.52% Resistance(Fire,Cold)
* 15% Enhancement(Accuracy)
* 10% Enhancement(RechargeTime)
* 5% Resistance(Toxic)
Luck of the Gambler
(Phalanx Fighting)
* 10% (0.78 HP/sec) Regeneration
Gaussian's Synchronized Fire-Control
(Rage)
* 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
* 35.1 HP (1.88%) HitPoints
Armageddon
(Shield Charge)
* 4% (0.07 End/sec) Recovery
* 2.52% Resistance(Fire,Cold)
* 15% Enhancement(Accuracy)
* 10% Enhancement(RechargeTime)
* 5% Resistance(Toxic)
Aegis
(One with the Shield)
* 5% RunSpeed
* 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
* 2.5% XPDebtProtection
* 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
* 3.13% Resistance(Toxic)
* 3% Resistance(Psionic)
Apocalypse
(Hurl)
* 16% (1.25 HP/sec) Regeneration
* 56.2 HP (3%) HitPoints
* 4% DamageBuff(All)
* 10% Enhancement(RechargeTime)
* 5% Defense(Psionic)
Obliteration
(Foot Stomp)
* MezResist(Stun) 2.2%
* 3% DamageBuff(All)
* 9% Enhancement(Accuracy)
* 5% Enhancement(RechargeTime)
* 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing) -
Quote:A good example of maybe why your opinions about that game (and this) are in the minority.Yeah, the liking of a game is pretty much moot. If you're playing it a lot, you probably like it. Heh. I just still find WoW's overwhelming popularity to be a little confusing. It was fun, but it wasn't THAT great. But of course, I still can't figure out why some people think Final Fantasy VII was the best Final Fantasy ever, when FFVI and IV blow it out of the water (even if their graphics aren't good, nor are FF VII's anymore).
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Can invince be slotted with Mocking Beratement?
But otherwise that should be fine.