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What would happen if you activate TK then TP?
As i know they stay a certain distance from you etc.
[/ QUOTE ]They don't, they just continuously repel away from you until they hit an obstacle. TP wouldn't be any more effective than SS.
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Except it would allow you to make them instantanously change direction, so you could do some more interesting tricks.
[/ QUOTE ]I can't think of too many things that would be possible with TP but not SS tho'. -
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Yeah, well I'm sure we coulda done that as corrs, our defences/resistance was enough IMO, it'd just be acc problems. So, we should have gotten a rad/ to irradiate or something
[/ QUOTE ]No point playing on higher difficulty tho' -
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But it only effects 10 enemies at a time, which means that if for some reason you're in one of the few situations where spawns last an unusually long time (eg. DE when multiple Cairns have been dropped, Nemesis with stacked Vengance, CoT with overlapping Acc debuffs) sooner or later some of them won't be taunted.
[/ QUOTE ]If you and the foes stay in the same place, yes. However, if you move around you can keep all 17 taunted, continuously. -
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With Hover Terra Volta is easy.
It is the best catch up power of the 3. Superspeed in missions means I can catch up fast. It needs no extra slots.
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it's easy with just superspeed too... you just need to know the way!
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Getting out of the canyon bit is really annoying with jst SS (possible though, activated my long-lost Manic Miner / Chuckie Egg 2 skills and got out eventually).
[/ QUOTE ]Just never get into the canyon in the first place
Personally, I prefer SS+IR for kin. -
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DE Totems
[/ QUOTE ]BP totems or DE something else? -
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What would happen if you activate TK then TP?
As i know they stay a certain distance from you etc.
[/ QUOTE ]They don't, they just continuously repel away from you until they hit an obstacle. TP wouldn't be any more effective than SS. -
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But none of those three auras can reliably hold aggro up to the aggro cap by themselves
[/ QUOTE ]And yet I continously do that with CE...go figure. -
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we did the brute on relentless
[/ QUOTE ]*Sigh* Some people never learn.... -
Argh, who made arch/dev FotM?
Anyways, PvE build (Decent for casual PvP):
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name:
Level: 50
Archetype: Blaster
Primary: Archery
Secondary: Devices
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01) --> Snap Shot==> Dmg(1)Dmg(3)Dmg(15)
01) --> Web Grenade==> Immob(1)Immob(48)
02) --> Aimed Shot==> Dmg(2)Dmg(3)Dmg(5)EndRdx(25)
04) --> Fistful of Arrows==> Dmg(4)Dmg(5)Dmg(13)Rechg(17)EndRdx(25)Range(43)
06) --> Blazing Arrow==> Dmg(6)Dmg(7)Dmg(7)Rechg(15)EndRdx(17)Range(46)
08) --> Hasten==> Rechg(8)Rechg(9)Rechg(9)
10) --> Targeting Drone==> EndRdx(10)TH_Buf(11)TH_Buf(11)TH_Buf(13)
12) --> Hurdle==> Jump(12)
14) --> Super Speed==> Run(14)
16) --> Health==> Heal(16)
18) --> Explosive Arrow==> Dmg(18)Dmg(19)Dmg(19)Rechg(23)EndRdx(23)Range(40)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Cloaking Device==> EndRdx(22)DefBuf(46)DefBuf(48)DefBuf(48)
24) --> Aim==> Rechg(24)Rechg(37)Rechg(37)
26) --> Ranged Shot==> Dmg(26)Dmg(27)Dmg(27)IntRdx(36)EndRdx(37)Range(46)
28) --> Trip Mine==> Acc(28)Dmg(29)Dmg(29)Dmg(31)Rechg(31)Rechg(31)
30) --> Caltrops==> Rechg(30)Rechg(34)Rechg(36)Slow(36)
32) --> Rain of Arrows==> Dmg(32)Dmg(33)Dmg(33)Rechg(33)Rechg(34)Rechg(34)
35) --> Aid Other==> Heal(35)
38) --> Aid Self==> Heal(38)Heal(39)Heal(39)IntRdx(39)EndRdx(40)Rechg(40)
41) --> Char==> Hold(41)Hold(42)Hold(42)Rechg(42)Rechg(43)Rechg(43)
44) --> Fire Shield==> EndRdx(44)DmgRes(45)DmgRes(45)DmgRes(45)
47) --> Rise of the Phoenix==> Rechg(47)
49) --> Auto Turret==> Acc(49)Dmg(50)Dmg(50)Dmg(50)
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And a PvP respec build:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name:
Level: 50
Archetype: Blaster
Primary: Archery
Secondary: Devices
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01) --> Aimed Shot==> Dmg(1)Dmg(3)Dmg(3)Acc(5)EndRdx(36)Range(37)
01) --> Web Grenade==> Acc(1)
02) --> Snap Shot==> Dmg(2)Dmg(11)Dmg(11)Acc(36)
04) --> Caltrops==> Rechg(4)Rechg(5)Rechg(9)Slow(37)Slow(37)
06) --> Blazing Arrow==> Dmg(6)Dmg(7)Dmg(7)Acc(9)Rechg(17)Range(17)
08) --> Combat Jumping==> Jump(8)
10) --> Hurdle==> Jump(10)
12) --> Targeting Drone==> EndRdx(12)TH_Buf(13)TH_Buf(13)TH_Buf(15)
14) --> Super Jump==> Jump(14)Jump(15)
16) --> Health==> Heal(16)
18) --> Ranged Shot==> Dmg(18)Dmg(19)Dmg(19)Acc(23)IntRdx(23)EndRdx(36)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Cloaking Device==> EndRdx(22)DefBuf(40)DefBuf(43)DefBuf(46)
24) --> Aim==> Rechg(24)Rechg(25)Rechg(25)
26) --> Stunning Shot==> DisDur(26)DisDur(27)DisDur(27)Acc(29)Rechg(29)Range(46)
28) --> Assault==> EndRdx(28)
30) --> Tactics==> EndRdx(30)EndRdx(31)TH_Buf(31)TH_Buf(31)TH_Buf(34)
32) --> Rain of Arrows==> Dmg(32)Dmg(33)Dmg(33)Acc(33)Rechg(34)Rechg(34)
35) --> Aid Other==> Heal(35)
38) --> Aid Self==> Heal(38)Heal(39)Heal(39)IntRdx(39)EndRdx(40)Rechg(40)
41) --> Snow Storm==> EndRdx(41)EndRdx(42)Slow(42)Slow(42)Slow(43)Rechg(43)
44) --> Frozen Armor==> EndRdx(44)DefBuf(45)DefBuf(45)DefBuf(45)EndRdx(46)
47) --> Hibernate==> Heal(47)Heal(48)Heal(48)Rechg(48)Rechg(50)Rechg(50)
49) --> Acrobatics==> EndRdx(49)EndRdx(50)
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You go /dark without stamina, good luck trying to solo harder EB's.
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Which ones are the harder EBs?
[/ QUOTE ]Anything that tends to kill lots of your henches, resummoning and buffing mid-battle is a real endurance killer. -
Flurry is [censored], don't take it. A much better choice is to find a player in the 25-30 range who has the sands mission, exemp down, and get it again. Clicking the glowie will award the temp power, and the mission can be reset infinitely(until the time runs out) to get the temp power to lots of people.
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Does an MM really need stamina, mine isnt going to have any attacks really apart from dark miasma powers e.g. Feasome stare.
Is it better to just get other powers instead? [img]/uk/images/graemlins/confused.gif[/img]
[/ QUOTE ]You go /dark without stamina, good luck trying to solo harder EB's. -
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Chilling embrace is great also for those that do manage to stand up, especially as it is -dmg aswell as -recharge and -spd.
[/ QUOTE ]Wasn't the -damage only for the tank version? -
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Actually PVE is all about slotting Chilling Embrace with Taunt Duration, then you'll hardly need Taunt. Slow is useful in PVP only.
[/ QUOTE ]You don't even need the taunt durations, usually [img]/uk/images/graemlins/tongue.gif[/img] -
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Is it being a skranker? well here you probably have to say yes, unless its for concept reasons. If you take something like boxing/tough/weave instead of taunt, I can sort of understand. If you take another attack instead of taunt, well inevitibly its going to push you towards the skranker camp isnt it?
[/ QUOTE ]Maybe. However, IMO a tank who can both keep the aggro, AND contribute offensively is FAR better for the team that one with zero offensive value. -
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Not sure I agree with you. In 22 levels of IH loveliness, endurance was more of an issue with it running and not slotted for end rdx, than it was when it wasnt running - an issue which I solved by adding endrdxs and using it in conjuction with Conserve Power (tho' I accept CP saves endurance on ALL powers, not just that one)
Just checking Hero Builder and looking at Instant Healing, the description says, "Instant Healing uses a great deal of endurance when running", and displays a cost of 10.4 (which I'm assuming is the activation cost), although in the recovery figures, there is no "EPS", which would suggest there is only that initial end hit.
Hmm test server time me thinks.
[/ QUOTE ]The planner description is from the time IH was toggle. It's now clicky, and like ALL other clickies, it doesn't cost any endurance to run. -
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However, the real question is, does Tank B hold aggro well enough?
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I think you've done a fine job of explaining that you can tank well enough without it.
It would seem to me the issue being discussed comes down to people's perception of what a tank is. I'm of the agro management crowd; a tank's first job is to hold agro and one of the keystone tools in doing that job is taunt.
Therefor if a tank *doesn't* take taunt the automatic assumption that they've not made agro management their primary concern and hence the scorn for being a scranker.
[/ QUOTE ]Agreed. -
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As i have said you can not constantly keep 17 foes taunted with an aura. You would need to slot 3 taunt durations to effect 10 on one tick for as long as possible, while jump to the others and effect the other 7, then jump back and reaffect the first 10. Now how long does 3 taunt durations last? Its hard to measure, but on all my tanks i have tried.
[/ QUOTE ]That depends on the aura. CE either applies instantly, or ticks at a VERY fast rate, so it's perfectly possible to keep 17 with it. I don't have that much experience on the other auras. -
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I love this thread. 17 pages and still no conclusion in sight [img]/uk/images/graemlins/smile.gif[/img]
So, with that in mind. Here's a hypothetical situation;
Player X rolls two tanks. He builds them identically, same powersets, same slots, everything EXCEPT one has taunt (Tank A), and one doesn't (Tank B).
So, we've eliminated player skill from the equation, along with powerset differences. The question is simply this; which out of the two tanks would be better at holding agro?
[/ QUOTE ]The taunting one, of course, I doubt anybody thinks otherwise.
However, the real question is, does Tank B hold aggro well enough? -
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My Cl / Reg 50 does not have stamina, and doesn't really have any end troubles at all. The only thing that hogs endurance is Instant Healing, Follow Up, Eviscerate and Shockwave. Stick end reds in those powers (3 in IH, 1 each in the rest), make sure you take Conserve Power from the body mastery epic power pool, use that in conjuction with Instant Healing, and if you have 3 or maybe 4 slots in Quick Recovery, you're laughing.
[/ QUOTE ]...IH an end hog? Definitely not after it was changed to clicky... -
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Just to answer the OP, NO.
I don't understand the reason why you shouldn't pick THE defining power of tankers.
[/ QUOTE ]Except that taunt isn't the defining power, not after aggro caps got implemented...Aggro aura is.
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Aggro cap is 17, does your aura constantly always taunt 17?
No its impossible.
It cant do better than 10.
[/ QUOTE ]It can, as I've stated previously in this thread.
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it cant
maximillian you are wrong
[/ QUOTE ]First of all, the name is MaXimillion, not maximillian.
Secondly, while the target limit at one tick is 10, if you move around you can keep 17 people aggroed just with your aura. -
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Just to answer the OP, NO.
I don't understand the reason why you shouldn't pick THE defining power of tankers.
[/ QUOTE ]Except that taunt isn't the defining power, not after aggro caps got implemented...Aggro aura is.
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Aggro cap is 17, does your aura constantly always taunt 17?
No its impossible.
It cant do better than 10.
[/ QUOTE ]It can, as I've stated previously in this thread. -
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8:30, still not that late :P
[/ QUOTE ]It is when you have to wake up for school the next morning [img]/uk/images/graemlins/tongue.gif[/img]
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Surely you can sleep in class, MaX? [img]/uk/images/graemlins/wink.gif[/img]
[/ QUOTE ]I would, but I'm slow at falling asleep [img]/uk/images/graemlins/tongue.gif[/img] -
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bit of topic but do flying baddies still run off at 100mph when stuned?
[/ QUOTE ]I'm pretty sure that was fixed.