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Quote:Yeah the random number generator can be unkind at times.I have about 37% melee defense if I remember correctly and he still gets beaten down like a ***** from time to time but it is fun. I went for +melee defense and +end recovery.
One thing I did with mine is I took caltrops (I dropped impale).
I use that before using burn.
It's nice, very nice and both caltrops and burn recharge pretty quickly.
I was thinking of using Caltrops (had in my first version in fact but that was before heavy IOs). I might give it another go ... how do you like it?
(I love Impale but mostly because I'm lazy)
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Quote:What can I say ... you win. Grats. (this is killing you isn't it?)Lol, that's the best you can come up with? I made claim and backed it up. You made a claim and put your hands over your ears and started yelling 'lalalalala.'
However I will relate a story about the figurative "the customer is always right" that's stuck with me over the years and that I think is relevant to this thread.
Back in the 80s I had a chance to meet Tom Monaghan, who is the founder of Domino's Pizza and a former owner of the Detroit Tigers. He told me a story on this exact topic. Back then Domino's Pizza had a guarantee that if you weren't satisfied with your pizza for any reason they would give you another for free (this was spoofed on in the movie Fast Times At Ridgemont High in fact). In one of his stores a customer started abusing this ... he would call in every week, order a pepperoni pizza and a two liter bottle of coke ... have it delivered and call back 2 minutes later saying the pizza was overcooked/undercooked/missing pepperoni/too thick/too thin/what have you. And every week that Domino's store sent him another pizza. This went on for a couple of years until a local newspaper ran the story which was in turn picked up by a local TV station, which in turn became a national news item when ABC aired it.
At a press conference he alluded to the fact that while yes, they gave a person who obviously was just abusing their policy (i.e. wrong) free pizza every week, it had in turned more then paid for itself with the amount of free press the subsequent story had engendered in the various news outlets.
Talking with him afterwards, I couldn't help but point out that he (Tom) couldn't have known that this story would have circulated as much as it did, especially given the fact that this had been going on for years (in other words it wasn't obviously a press stunt of the moment).
He replied back that while it was true that he couldn't have known that the story would become as pronounced as it had, it still didn't really make a difference ... his store still made out.
You see the price of a large pepperoni pizza and two liter coke delivered was about $10.00 at the time. Dominos Pizza would write off the entire retail cost of the pizza as a loss amounting a tax credit of about two dollars and change. The pizza (with overhead and delivery expense) cost about a dollar fifty to make and deliver. And then you had the full price (and profit) of the soda (which by the way was their top profit margin ... not the pizza itself). For two years.
Additionally they tracked 13 new customers who mentioned the "bad" customer specifically, some of whom went on to do the same scam from time to time and others who just laughed about it but were "good" customers otherwise (this was before the story aired btw).
So Tom looks at me and says, "remember, the customer is always right ... even when he isn't." And winked.
BTW the cost of equivelant advertising as to what that story generated in print and TV amounted to somewhere along the lines of 10 million dollars (back then).
Anyways to make this relevant to the change I originally proposed in this thread (since this constantly goes off on tangents), some people have mentioned it *might* unbalance the game for that level of content, and it *might* give the new player an indication that this game is easier then it is (!).
My point to all this is who cares? the majority of the game isn't L1-20. This is the extended tutorial of the game for all intents and purposes. And too easy? Virtually every MMO starts their games off on a curve of easy ramping up to whatever difficulty the game is supposed to culminate at. This is one of the very few exceptions where the hardest parts of the game are in fact at the very beginning (due to clunkyness no less ... not very customer friendly eh?).
In other words ... make the customer happy .... you will retain the customer. And that's what recurring billing (CoH's primary mode of income) is all about. -
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Quote:Arc anyone can come up with a scenario where any axiom is not 100% correct. That's the nature of axioms ... they apply as a thought process, not a literal.It depends. If your job is to take direction, then the customer's direction is always right. However, if your job is to provide expertise, then the customer is not always right. They are paying you to be always right.
My motto is not "the customer is always right" but something closer to "the customer pays us to prevent them from being wrong."
The customer *is* always right. Your (the merchant's) job is to make sure they are "right" in whatever you and the customer come to agree upon. If you've done your job correctly the customer is *always* right.
If you're the fry guy at a White Castle and nerdrage over what anonymous fools say on a message board, then I'm thinking you not only don't get it but don't want it either.
Shrug. -
Quote:Which is why I told the person who posted his build after mine that you don't want to totally ignore Ranged Defense.However, keep in mind that once the enemies run out of melee range and start using Ranged attacks, those bypass the higher level Melee Defense that has been discussed in this thread and count against the considerably lower Ranged Defense attribute.
Having said that, running about at about 20% or so Ranged defense seems to have taken care of most stuff I face (TFs and full group MAs) in that melee damage is always the more immediate concern (I don't think I've fact planted once with this build due to ranged damage yet). -
Quote:Virtually any of the AT power sets that can go Stamina-less, do better with Stamina (make that all of them in fact).LOL, do you enjoy not knowing what you're talking about.
First, Stygian Circle will fill up your end bar. Problem solved. If there are no bodies to draw from, then you're not doing your job as a Warshade. Stamina also doesn't carry over into the forms.
Warshades included.
Quote:Second, the customer isn't always right. That is fact. I prefer to think of it as(not sure who I'm quoting): "the customer isn't always right, but they are always the customer and it's ok for them to be wrong" For example, a customer walks into my bar already hammered and thinks they can drink more and that I have to serve them. Simple fact is they are wrong. When I used to manage a place they were also wrong when they were abusive to my employees.
Quote:Third, I'll give some examples of builds that don't need stamina. Some require IOs, some don't. I'll let you figure that part out.
Cold Domination(defender or corruptor)
Radiation Emission(Accelerate Metabolism is better than stamina if you get it perma)
Willpower and Regen characters(QR)
Energy Aura
Electric Armor
Warshade(already mentioned)
Quote:That is several possible combos that can be made more than competent without stamina. Just because you can't figure it out, doesn't mean it's not true. -
Quote:I would so kick you off my farm team but your wife is hawt in vent.I have decided to make a themed build for fun (not really for power tanking) that is going to be based on a WP/Mace little league baseball player.
I have a pretty solid main build already set up for when I need to play seriously that pretty much soft caps defense and gets resists quite high with IO sets.
What I am looking for is fun (maybe even silly) ideas that will allow me to still tank decently but do things like hit "home runs" on mobs with knockback IOs in a couple powers to make me laugh. I am already seeing that I could sacrifice some damage and slot a couple powers with force feedback (will also give me access to two +recharge procs).
I am just hoping for some ideas to maintain tankability and yet have some laughs out of "swinging for the fences" and would love to hear if anyone has some fun ideas.
Thanks,
Kes -
Quote:Quote:
How many builds have you seen (in game) without Stamina? More to the point, how many competent builds in game have you seen without it? Quote:Quote:(the customer is always right ... even when they're not) Quote:Quote:I would probably continue to build like I do, aiming for early Stamina even on Willpower and Regen characters that also get a Stamina substitute. I dislike the endurance mechanic that much, and find characters whose endurance is a significant limiting factor unplayable. This is the main reason why I've never gotten a Kheldian to high level. I don't think I have any on the live servers.
Wow you're just a font of bad information. -
Quote:Assuming that it is enhancable for recharge and heal/regen (as that tier power should normally be) this should have a huge impact on Electric Armor as a tanking set.It's a solid change, but how much of an impact it will have will depend on the specifics of it (is the heal/regen slottable, recharge enhanceable? etc).
Power builds can get this to perma status. -
Quote:One thing that I'd like to point out is that if you have even 25% S/L defense with no foes in range, on a Invuln Tanker that has Tough and Weave you will survive any content outside of some ridiculous MAs.Wow! CMA action on my little thread. Thanks!
Of course now I am just going to rely on your awesomeness, grin
-If CMA says that cold/fire is not an issue, I will indeed pull out the extra Reac armors and may as well lose (or not take) Resist Elements.
-CJ seemed to add a few Def points, but let me recheck that.
-I usually take Hurdle with SuperSpeed and Swift with SuperJump to cover the other side of things, not a good idea? SuperJump needs more help? (I also have the jetpack too of course.)
-I stole the slotting of Health from DSorrow, but let me re-examine that - def want to keep the +Recovery stuff I think. (Numina/Miracle) I hate running out of end - but maybe I will try playing without them for a bit and see how it feels.
-Why do I need ST attacks again? I have Scorch/Sand of Mu/Nemmy Staff - can't I just eschew them completely and go with my AoE?
-I think I am feeling your suggestion about dropping Melt Armor and getting Fire Blast. Plus that will give me some extra set options if I slot it with some of the slots I am removing from elsewhere.
I guess I am open to thinking about most of what you say - your are Awesome, after all.It's just the ST stuff that has me flumoxed - for dps I want to focus on a lot of high AoE damage because presumably I will have a lot of baddies aruond me. Therefor BuildUp, Combustion, FSC, Fireball. And AoE attacks have the added benefit that each one is a taunt.
Now if you think I ought to consider dropping Hasten and getting GFS in its place, that could be doable - Hasten isn't making *that* big a difference for me.
Is that what you would recommend?
And you will easily survive the popular MA farms (my Invuln Tanker can afk while I change the oil in my car on a full group L54 boss farm).
People seem to get fixated on hitting soft and hard caps, but in this case it's basically overkill. If you wanted to bring up your offensive numbers (which you seem to want to do) you can easily afford to sacrifice some defense in your build.
Just an FYI. -
Quote:Burn doesn't scatter the mobs past your auras (much less Spine Burst or Throw Spines (or even Ripper)).I'm not sure how its a mitigation tool other than scatter, and I don't want scatter with an AoE toon... ever. I'm using only lvl 30 common IOs atm, and have 7ish empty slots, and have had no trouble at all with +1 boss maps spawned for 6. I don't see myself having any trouble with +2s, even with the common IO build. With the set build, I'm imagining pretty easy goings.
And the difference between your experiences and mine is that I don't have to pray that the right inspiration drops in my tray -
I don't have any end issues at all on mine but that build is more for farming bosses then doing AVs. In a group, I've had no end issues on AV maps. Haven't tried soloing an AV with him yet but I'd imagine you wouldn't have a problem endurance wise as the real end suckers are Spine Burst and Throw Spines.
However I think you're missing the boat on Burn. Burn is FA's best mitigation tool even though most consider it a damage power (especially given its past incarnations). You can solo farm +2 bosses pretty easily using burn. I couldn't imagine doing it without. If you're fine with just farming LTs/mins then never mind all that -
Quote:The OP said he was using this character for AE farms.I would say follow DSorrow's build as much as possible. I have pretty much the same thing going on with my inv/ss tank who is sitting at 37 and I come across very very little that can hurt me.
I don't have resist elements or energies yet and I only come into real issues with psionic enemies.
ALL of my primaries that take a resist damage enhn i have 4 slotted with Reactive Armor and i have 2 or 3 single target attacks with smashing haymaker in it to get the S/L set bonus.
Also, full set of Perfect Zingers on taunt is amazing.
Finally, i agree with skipping unstopable and heal self and I'd say get tough and weave.
Like I said, there really isn't anything that can hurt me at the moment, and when I get resist energies I will very very very rarely have faceplant issues.
To that extent DSarrow's build will physically survive but is not a particularly good farm build. -
Quote:The point made here usually is why would you choose to run something that isn't fun to play (subjective to be sure) versus something that is if they both can cruise through the same content?On Granite.I still don't understand these people saying "Penalty here, penalty there". I have no problems running my Granite through TF's, AE boss farms, etc.
People are talking about penalties to Stone with regards to how "un-fun" it is to play compared to a Tanker without penalties. Not as a handicap to actually completing content.
If the penalties don't bother you, then obviously we know which one you'd rather place -
Quote:Nope you pretty much summed up the steps a person has to go through in planning their toon.Ok guys, I played a while when the game came out, just started back a few months ago, and have been asking around my SG for temps and such for my characters. I would love to learn what to put in a template, how to make them, things to look out for, etc.
Does anyone know of a "Template guide for dummies" thread around here? I Looked in the guide section and saw some good stuff, but nothing that goes into pretty basic detail on the thought process on creating your first template (as oppsoed to finding someone elses and just using it). For instance, I want to try a shield / ?? tanker (going with SS for now) but I have so many qustions, and I dont really know the answers.
I think I'm going to play with the hero designer first, and post different templates and my thoughts behind them, and see what people think - after I get corrected and straightened out move to the next part, I'm talking basic power selection, them moving on to how to slot powers, then on to which sets to use and why.
Before I did all this, I wanted to see if something like this existed already.
Hopefully it will be a very informative thread to any other noobs coming into the game wondering the same things.
So, Hello and thanks in advance for the help!
And of course playing it
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Quote:That's all well and good (and I agree from a personal standpoint) but doesn't go far in answering the OPs question.Much of the game, possibly inclusive of the MA content is biased towards the more popular sets. If the more popular sets didn't make the content easy then they wouldn't be popular. I look at different sets as offering differing levels of a challenge. One is either up to completing the challenge or not. The challenge must be about finding and playing to ones own strengths and not the strengths of some other type of tank.
Assuming the OP wasn't looking for metaphasic hooplah of course. -
Quote:Yes via IOs, however you might find it expensive getting those Kinetic Combats to do it. Check out Call_Me_Awesome's guide to Invuln Defense (the IO choices would apply for you by and large).Is it possible to be an effective ice tank without tough and weave? Can I soft cap my ice tank without the fighting pool?
http://boards.cityofheroes.com/showthread.php?t=126983
Shannon: Not precisely true ... Fire Tankers and WP Tankers would have an extremely hard time doing a lot of full group content without Tough/Weave as the main Tanker. So would Shield Defense for that matter.
I would highly suggest Tough and Weave for any Tanker (including Ice) other than Stone and Invuln planning on full group and/or TF tanking as the main tanker.
*EDIT* Most of the (US) servers don't offer up the population to be able to hand pick cherry teams in my experience. -
Quote:I wouldn't call this a big mistake (desirable in some circumstances maybe). Invuln Tankers have been skipping passives for years and doing just fine through all of the content of this game.QR
I think it's a big mistake skipping the passives. Each of them add 10% Resistance to different types of damage AND some effect resistances, most notable of them being 25% -DEF resistance in RPD.
If you're tight on power choices, the passives are usually the first skippable powers in an Invuln build (along with Unstoppable if you want to get right down to it).
I would skip REl, RE, Unstoppable and then RPD in that order of skippable. -
Quote:Absolutely.I think (think?) strengths can come from knowing your enemies, choices of dynamics available and teamwork. The Devs know that tanks aren't supposed to sit there and take it all on invincible for an 8 man team. With what I said in mind Icetanks are good enough. Atleast I seen enough getting to 50 on a single debt badge and some of them were probably from being afk.
However the scope of this conversation was started with "my Ice Tanker feels squishy *at times*" and has quickly devolved into the merits of Ice Armor on its own and stacked against other Tanker primary sets.
Without saying that the OP totally doesn't know how to play his/her toon (which I couldn't possibly know and wouldn't be inclined to say unless given some wildly outrageous set of circumstances) I tried to indentify why they might be seeing this on their Icer and in what circumstances they might find themselves having issues in (based on personal experience).
Neither right nor wrong ... just stating what I've experienced (as is Darrow ... our experiences just differ apparently).
Having said that, I agree that any of the Tanker primaries can be taken through all of the content in this game if driven by the right player/group.
P.S. - I don't think the devs *know* that Tankers are not supposed to be able to afk on CL5 (re: Stone and Invuln, both of which I can afk on most any content in this game) but rather were trying to come up with novel approaches on the same role and something I think they've done a pretty good job at overall. But the by-product of this development is that some sets are more durable out of the box then others. -
Quote:It's not a bad idea, but like many Gauntlet revamp ideas it involves more work then the management of CoH is probably prepared to devote to it.I honestly stopped reading after the first page where someone said that brutes have the same endurance problems as tanks . . . wrong.
At this point I would like to appologize for the following rant and ask those of you reading this to at least read the following which origionally appeared at the end of my post but I moved up so that people would read it. I tend to get a bit . . . worked up when it comes to tanks. I dont want to be superman ( I actually hate him lol ) but I think tanks could and should be something more.
Add an inherrent, leave gauntlet, its really hardly an inherrent imo. Instead add the following.
Grit : Drawing the ire of your enemies only hardens your resolve to see the fight through to the end.
Use a fury like bar system that increases ONLY through incoming attacks not those you dish out. Have it about as easy to build and maintain as a brutes fury bar currently is. Now instead of having it increase damage, which has been repeatedly rejected , have it decrease the endurance cost of all powers. Something along the lines of .3% end reduction for each percent of Grit. So 90% Grit would give about a 27% end reduction with 30% being the thearetical cap.
I believe this would help bridge the damage gap without actually making them do more damage. While other archtypes are sucking wind and forced to rest the tank could continue to plod on. The old addage of slow and steady wins the race.
Thoughts anyone?
Yes at a glance one could argue that for the most part the endurance consuption of the powers is the same.
One GLARING differance though. By the time the brute takes the alpha strike, even on a small solo mob he is doing more damage than the tank most of the time. Once he is finished with that mob (which he does so much quicker than the tank) he moves on to the next one and starts one hitting minions, for some sets even lt's. Thats before you even reach level 6.
The tankers problem boils down to one thing. Damager per endurance. That simple. If you slot everything for end reduction you can function. At a much slower pace, a brute can do the same thing and still run a nice 70 to 80% rage bar and as I said one shot stuff. If you stock up on blues for at your contact a brute can easily blaze through a mission before those run out. A tank cannot because they cannot do the damage per endurance a brute can.
Oh and dont even get me started on pvp where all the squishies get a free 40% resistance buff that costs them no endurance while tanks have to run 2, 3, heck for some sets 4 not counting tough and weave to get all of their resistance. Brilliant move that. . . .
Ive wanted a buff for tanks in general for a long LONG time. Alot of interesting ideas that would have added some very different strategies to my favorite class have been shot down by the forumites so I do not see anything ever changing.
Now I am going to go read the rest of this thread now so I appologize if the above idea was expressed.
That and as posted in Starsman's Gauntlet 2.0 thread by Castle, he doesn't feel there is a need to adjust Gauntlet (and I take that to mean "add to it" as well). I'm of the personal opinion that no idea will get much attention from the devs that includes an across the board damage buff for Tankers (no matter how situational).
I agree with you about Brutes ... they don't have near the end probs Tankers do for the reasons you've mentioned. -
Quote:This is about the only thing you've said that I can really agree with.The point of my "nerdrage" or whatever you want to call it, is that Ice Armour isn't squishy. Granted it isn't as sturdy as Granite ...
Ice Armor isn't "squishy" ... but it isn't as reliable as other Tanker sets either.
To that end, the OP should know to expect this with his/her Icer build and that it is not their "fault". -
Quote:Either of those are fine. It really comes down to what turns you on about the character you're playing.I am a mature and experienced player. I have tried SS/Inv and Mace/WP and thought so-so on both. Neither tanker I created did not get past 20 b/c I got, honestly to say a bit tired of just smashing things but that's what a Tanker does. But that does not scare me away from this class. I always see teams looking for tanks and that keeps me motivated to keep in mind they are fun and usefull.
I am always wanting to be on teams, not much of a soloer, but anyone got any recomendations for a good team playing tank? Should I stick with my toonss that I have allready? I am more than willing to re-roll a new toon.
Plant Priestess
She-Fire
Duke of Dudes
Ho Lee Cow - all on Freedom server
Get past 20 ... Tankers are horrid to play until after Stamina.