Madadh

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  1. New to the server, and just wondering which Global Channel or channels are most used/popular for general chat, teaming, and TFs. Really appreciate any and all suggestions.

    Thanks in advance.
  2. New to the server, and just wondering which Global Channel or channels are most used/popular for general chat, teaming, and TFs. Really appreciate any and all suggestions.

    Thanks in advance.
  3. Only 190% regen? Seriously, if you want real toughness, you'll need to do better than that. C'mon man...
  4. Quote:
    Originally Posted by Soulwind View Post
    I would definately skip the "epic" ATs for awhile (Kheldians - warshades and peacebringers and Soldiers of Arachnos - Widows and Spiders).
    They are more complex ATs to play and until you get a feeling for the ropes of the game, I'd skip them for awhile. Just my opinion though.
    Add my vote to the above advice.

    Quote:
    Dominator - basically a villain version of a controller. Plays differently due to "Domination" though, and has better damage.

    Corruptor - basically a villain version of a blaster, but with team support abilities. Kind of a hybrid blaster/defender more or less.

    Stalker - the sneaky assassin kill type.
    Mostly agreed with most of the write-ups, but these 3 I felt the need to clarify, or contradict, or expand on...

    Dominator- A controller crossed with a blaster. Loses the controllers normal buffs/debuffs and gets a lot of attacks in exchange. And the 'Domination' ability, to boot.

    Corruptor- Basically, a villain version of a Defender. Except the Blast set is primary, and the buff/debuff set is secondary.

    Stalkers- Scrapper-lite, steam-lined for stealth and up close assassination attacks. While lite compared to scrappers (and also Brutes and Tanks, natch) they are still much tougher than most every other AT, and quite serviceable strait-up melee types.


    Lastly, while I usually agree with Adeon, I'm going to disagree on avoiding WP. WP makes a fine first tank. Yes, the aggro holding isn't as strong as other Tankers, not even close, but some of the games you've come from will have equipped you well enough to deal with that. And other than that, WP really, really shines. Just don't get PLed to 50, and then expect to tank for a x8 mish with a team of only other brand new players and I think you won't have any problems with an Willpower tank should you decide to go that route.
  5. Quote:
    Originally Posted by brynsul View Post
    Hello CoH Heroes and Villians. New Player here (currently on Justice server), with some questions.

    I am looking to make a toon that is able to fight off dozens of opponents at once, as I have seen many high level guys are able to do. I always played "tanks" in the other MMO's I have played (EQ, SWG, WoW, DCUO) and usually had a really fun time doing so.

    Ive made 2 characters so far: Lady Taser (based on this ) and a Tanker named Lady Viltrumite (Invuln/SS)

    Lady Taser was lucky enough to find some nice people to show me some of the ropes (Tanker101 and a whole bunch of people whos names escape me at the moment) They ran me through Architect Missions and at the end of the day I was lvl 28.... which was really cool, except I had no idea how to play this character and I am having major issues completing even solo missions now.... (which is why I made Lady Viltrumite, so I could learn more about the game)
    First off, "Welcome to the game!"

    Quote:
    Ideally I would Like to have a character that can fight lots of enemies at once and survive.... I have seen some controllers that are able to lock down a whole room and make it look easy... Maybe I should make one of those....
    Well, Lady Viltrumite will be able to take on giant hordes when she matures just fine, but all ATs and many combos could, too, not just tanks and trollers. So you generally enjoy the tank role, then I'd say the Invul/SS is a great choice to learn on, and to achieve that goal.

    Quote:
    My question is; What is a viable build that I can play from start to finish and not find myself unable to be useful to a group.... Is there a 'buffer' style class that can help others?
    There are tons of builds that can do this. Tons. TONS! And yes, there is a 'buffer' style class, that would be the Defender. Controllers, Corruptors, and Masterminds also have a Buff set, but it's the secondary powerset for those classes, meaning key powers come latter, and are a tad weaker in general than the defender variant. (Also, as a note, the 'buffer' powersets aren't pure 'buffs' but are buffs, debuffs, and/or heals, with different sets having differing mixtures. The debuff heavy sets tend to solo better.)

    All that said, the Invul/SS combo should be a rock solid choice, and if you're looking for some more help on build specifcs, without getting TOO specific, I'd look at this link.
    http://boards.cityofheroes.com/showthread.php?t=133483
    In general, Call Me Awesome has a lot of really solid advice and posts on Invul tanks and it seems to be good both for the new and to vets.

    Quote:
    I really have been enjoying these first two days of learning the game, and there is SO much more to learn...
    Glad to hear it! Again, welcome. And yeah, prolly more to learn than you may even expect, as this game plays a bit different than many I've tried.

    And as an aside, I play on Justice a lot, and am on a fair amount, feel free to shoot a tell in-game. @Madadh is my global, and I'd be happy to help in game, too, should you want.

    Cheers!
  6. Madadh

    Power Animations

    Is there any place where one can preview the power animations for the Epic and Patron sets before designing a character? I thought I might be able to find them on the Titan Wiki, but either they weren't there, or I couldn't find them.
  7. Quote:
    Originally Posted by StarGeek View Post
    Brutes do sometimes, it helps build Fury.
    I've put Parry on auto, too, on occasion. If I'm in melee and there is any pause in my attack chain, I at least do some damage, and build Def. But, most fights I'm preempting in a lot even then.
  8. Quote:
    Originally Posted by StratoNexus View Post
    Dark/Dark/Ditzy
    Hmm. Then in all likelihood, I have my very own lvl 37 D3! Yay; sorta....
  9. Quote:
    Originally Posted by Amy_Amp View Post
    Considering I can solo on my level 35 D3...
    Can it really be a D3 at level 35?
  10. Quote:
    Originally Posted by Obitus View Post
    Tankers could solo AVs well before I-20. The issue with je saist isn't that he's always wrong; it's that he pronounces sometimes hilariously inaccurate things with an air of absolute and unassailable certainty.

    Take the quote in question. He was responding to a thread in which people were talking about soloing AVs (not GMs, an important distinction), and his position was not only that it is implausible for Tankers to solo AVs; rather, his position was that a Tanker soloing an AV is such an outrageously implausible feat that it constitutes a borderline exploit, a game-breaking loophole so large that it would require immediate and emergency action by the development team:
    Ah.. He was talking about AVs not GMs... Mea culpa... I humbly stand corrected. Since WE had been discussing GMs I sorta assumed. And that's sometimes not the smartest thing to do....
  11. Quote:
    Originally Posted by _Pine_ View Post
    So are all powers. Temp or no. You have to achieve the correct level to get to use powers in your set.
    I worked for my Shivans and my Nukes. Do they then count again...

    I think the point is...

    Yes, it's an impressive feat. Not many people could accomplish it.

    It's a far sight less impressive that it would have been before I20, though.. Not your fault though, SK, for using all the tools provided and not taking away from what you did accomplish, but I think many of the naysayers are right, even if not very polite, or diplomatic; it DOES feel different.

    But, why the heck does it matter? You did it. Nobody can say you didn't. If they will only be impressed if you do it with an 1980s era KB, and no mouse, with your hands cuffed and typing with your toes, so what? Then they won't be impressed. It's not like the EULA has rules for what counts when soloing a GM. For those that are impressed, great. But, it's not like those that aren't are guilty of some sort of heresy. The GM-soloing DID get a boat load easier with Lore Pets. Those that think it didn't are deluding themselves.. So what if some folks aren't impressed by a feat that uses them. I'd say they have just as legitimate reason not to be impressed as people did when objecting to Shivan use before.. In fact a I19 tank with Shivans taking out a GM might be more impressive to me than the same tank with Lore pets in I20 doing it.
  12. Quote:
    Originally Posted by Nalrok_AthZim View Post
    So... je_saist was wrong?




    And you're surprised?
    Not that I'm supporting him, just supporting truth and fairness in advertising; I think his quote was taken from before Issue 20, so..... And, if anyone does think that truth is absolute, and therefore that it must be true or false for all time, then even then, this statement was prefaced with, "As things now stand," so.....
  13. Madadh

    Tough hide..?

    Quote:
    Originally Posted by I_trick View Post
    Yes, it gives as much defense as weave, and gives you some resistance against defence debuffs.

    I wouldn't skip it.
    I wouldn't make an invul without it..
  14. Quote:
    Originally Posted by Chyll View Post
    I never understand the [Soothing Aura] hate for Corrs. It isn't a high number, but it ticks fast enough that solo it can be a life saver, and it sure doesn't hurt anything on a team build either - particularly if you haven't skipped anything important to get it.

    I'd echo the [Hasten] comment, keeping the buffs/debuffs up fast is nice with pain.
    How fast does it tick? And, would it actually 'help' on a team build, or is it going to be mostly helpful during soloing? If it's best for soloing, I can find other things to do with the power slot, and enhancement slots.
  15. Quote:
    Originally Posted by shaggy5 View Post
    When CoV first came out, I made two quick 50s so I could have the experience. Now most of my villains sit not finished, many in their 20s. It's NOT that I don't enjoy them, or that I don't enjoy CoV, but I like teaming and I can never really find a team redside. Part of me just thinks I should move them all over to blue and play there only. I doubt I would ever actually do that, but there are days.

    I have no questions...just wanted to throw that out there.

    You are not alone. Almost all my villains are rogues now, for this very reason. I wish I could earn Rogue Merits, but, that's the price I knowingly pay for more access to teaming.
  16. Quote:
    Originally Posted by Zombie Man View Post
    I was never told ahead of time that my paid-for booster pack travel powers wouldn't work while doing the Ouroboros badges that required travel powers to be suppressed.

    I was never told ahead of time that my paid-for booster travel powers would be suppressed while attacking in PvE and suppressed in PvP when attacking or being attacked.

    I was never told that the costumes I paid for in booster packs couldn't be changed into instantly but had to obey a 15 second costume change cool down.

    I was never told in advance that many of the paid-for booster powers had a recharge cool-down and were not instantly available to me again as soon as I activated it. (Go ahead and look for the advertised recharge times of powers in boosters.)

    And so, I never developed the idea that a pay-for extra meant that it was exempted from any of the game's mechanics that limited the usage of powers and other features.

    The idea that pay-for means unrestricted privileged usage is actually quite ridiculous.
    I can certainly see both sides of this. But, my $.02 worth is that, all the extra goodies, outside of your core powers are, kinda a different animal. Vet powers, temps, paid for powers, day jobs, etc are all separate, in my mind, than powers that you spend slots on. If they choose to have some or all of them disabled in some limited amount of content, so be it. Now, if they said you could no longer use them in *any* content, then I'd be much more with the up-in-arms camp...

    All that said, if the uber high end stuff was going to disallow any of the *special class* of powers, I'd vote it be paid for ones, as opposed to the earned ones. I mean, if this is all supposed to be the best, most earned, elitist stuff, I think earned powers (through in-game accomplishments) make more sense to be available than stuff that is based solely on the capacity or desire of the person playing the game to spend cash.

    Don't get me wrong, I've spent the money, and accrued the vet badges, and earned in-game temps, too, so it's not like I have a bias one way or the other, but one does feel a tad more meritorious for Incarnate end game action... And it's not the one I paid real money for.
  17. Madadh

    Acrobatics...

    Quote:
    Originally Posted by streetlight View Post
    Or two a-merits...

    So much this. 5 tips are pretty fast, usually. 2 days worth and you've got a Hero Merit. Or Villain merit, but you said Def, so I assumed. 4 days worth and you can get most any non-purple, non-PVP IO in the game. That plus regular merits from the occasional TF (and WSTs are worth double merits), and even fairly expensive builds get much more manageable, price-wise.
  18. Quote:
    Originally Posted by Madamme Mayhem View Post
    Hi there, first off id get rid of Soothing Aura, sadly on a corr its a total waste of time. I have a 50 sonic/pain/dark and i tried soothing for a while and it was just pointless really. Pain in the *** then MM get a much better version but eh what can ya do.

    Secondly id make sure you have hasten in your build, you wanna try get the recharge of pain bringer and world of pain as low as you can so then you can at least have perma WoP and keep up with pain bringer.

    You basically need alot more recharge.

    I wouldnt be too concerned with def mainly because pain has a res aura so id mainly go with getting alot of res.

    http://boards.cityofheroes.com/showthread.php?t=196722

    Silas gives fantastic advice when it comes to corrs, so id highly recommend seeing what he has to say about pain in that guide.

    Hope this helps.
    Thanks so much for the feedback. I hadn't ever used Pain on a Corr before, and I guess I didn't look at Soothing Aura's numbers close enough. Yeah, that's pretty paltry. Thanks for pointing that out. Also, thanks for the link. I'd seen that write-up of Silas' before, but WAY before I'd even thought to make a Pain Corr... Totally forgot about it since then. GLad to reread through it.

    I'll juggle some stuff around and see what I can come up with.

    In the meanwhile, any more suggestions or feedback from anyone else out there with experience using Pain on a Corr would be welcomed.
  19. Just looking for some feedback on my build. Built for single target damage dealing, buffing, debuffing, healing, etc. I tried to get a good mix of Def and Recharge. Ended up not capped to anything, but a small purple away from s/l/e and ranged.

    Bear in mind that this is a team focused build. My solo build obviously looks a good deal different.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Corruptor
    Primary Power Set: Sonic Attacks
    Secondary Power Set: Pain Domination
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Shriek
    • (A) Thunderstrike - Accuracy/Damage: Level 50
    • (3) Thunderstrike - Damage/Endurance: Level 50
    • (3) Thunderstrike - Damage/Recharge: Level 50
    • (5) Thunderstrike - Accuracy/Damage/Recharge: Level 50
    • (5) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (7) Thunderstrike - Damage/Endurance/Recharge: Level 50
    Level 1: Nullify Pain
    • (A) Doctored Wounds - Heal/Endurance: Level 50
    • (7) Doctored Wounds - Endurance/Recharge: Level 50
    • (9) Doctored Wounds - Heal/Recharge: Level 50
    • (9) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    • (11) Doctored Wounds - Heal: Level 50
    Level 2: Scream
    • (A) Decimation - Damage/Endurance: Level 40
    • (39) Decimation - Accuracy/Damage: Level 40
    • (40) Decimation - Accuracy/Endurance/Recharge: Level 40
    • (42) Decimation - Damage/Recharge: Level 40
    • (42) Decimation - Accuracy/Damage/Recharge: Level 40
    Level 4: Share Pain
    • (A) Doctored Wounds - Heal/Endurance: Level 50
    • (11) Doctored Wounds - Heal/Recharge: Level 50
    • (13) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    • (13) Doctored Wounds - Heal: Level 50
    • (15) Doctored Wounds - Recharge: Level 50
    Level 6: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (15) Gift of the Ancients - Defense: Level 40
    • (17) Gift of the Ancients - Defense/Endurance: Level 40
    Level 8: Shout
    • (A) Thunderstrike - Accuracy/Damage: Level 50
    • (17) Thunderstrike - Damage/Endurance: Level 50
    • (46) Thunderstrike - Damage/Recharge: Level 50
    • (48) Thunderstrike - Accuracy/Damage/Recharge: Level 50
    • (48) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (50) Thunderstrike - Damage/Endurance/Recharge: Level 50
    Level 10: Conduit of Pain
    • (A) Recharge Reduction IO: Level 50
    Level 12: Boxing
    • (A) Accuracy IO: Level 50
    Level 14: Super Jump
    • (A) Winter's Gift - Slow Resistance (20%): Level 50
    Level 16: Enforced Morale
    • (A) Recharge Reduction IO: Level 50
    Level 18: Soothe
    • (A) Doctored Wounds - Heal/Endurance: Level 50
    • (19) Doctored Wounds - Endurance/Recharge: Level 50
    • (19) Doctored Wounds - Heal/Recharge: Level 50
    • (21) Doctored Wounds - Recharge: Level 50
    • (21) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    Level 20: Acrobatics
    • (A) Endurance Reduction IO: Level 50
    Level 22: Soothing Aura
    • (A) Numina's Convalescence - Heal/Endurance: Level 50
    • (23) Numina's Convalescence - Endurance/Recharge: Level 50
    • (23) Numina's Convalescence - Heal/Recharge: Level 50
    • (25) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
    • (25) Numina's Convalescence - Heal: Level 50
    • (27) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (27) Steadfast Protection - Knockback Protection: Level 30
    • (29) Reactive Armor - Resistance/Endurance: Level 40
    • (29) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (31) Reactive Armor - Endurance: Level 40
    Level 26: Amplify
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    • (33) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
    • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    • (33) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
    Level 28: World of Pain
    • (A) Rectified Reticle - To Hit Buff/Recharge: Level 20
    • (34) Rectified Reticle - To Hit Buff: Level 20
    • (34) Reactive Armor - Resistance/Recharge: Level 40
    • (34) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (36) Reactive Armor - Resistance: Level 40
    • (36) Reactive Armor - Endurance/Recharge: Level 40
    Level 30: Weave
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (36) Luck of the Gambler - Defense/Endurance: Level 50
    • (37) Gift of the Ancients - Defense/Endurance: Level 40
    • (37) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
    Level 32: Screech
    • (A) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
    • (39) Absolute Amazement - Accuracy/Recharge: Level 50
    Level 35: Anguishing Cry
    • (A) Achilles' Heel - Chance for Res Debuff: Level 20
    • (40) Analyze Weakness - Accuracy/Recharge: Level 50
    • (40) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
    • (42) Recharge Reduction IO: Level 50
    Level 38: Painbringer
    • (A) Recharge Reduction IO: Level 50
    Level 41: Scorpion Shield
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (43) Luck of the Gambler - Defense/Endurance: Level 50
    • (43) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
    • (43) Gift of the Ancients - Defense/Endurance: Level 40
    Level 44: Maneuvers
    • (A) Red Fortune - Defense/Endurance: Level 50
    • (45) Red Fortune - Defense/Recharge: Level 50
    • (45) Red Fortune - Endurance/Recharge: Level 50
    • (45) Red Fortune - Defense/Endurance/Recharge: Level 50
    • (46) Red Fortune - Defense: Level 50
    • (46) Red Fortune - Endurance: Level 50
    Level 47: Assault
    • (A) Endurance Reduction IO: Level 50
    • (48) Endurance Reduction IO: Level 50
    Level 49: Vengeance
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    ------------
    Level 1: Brawl
    • (A) Accuracy IO: Level 50
    Level 1: Scourge
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Health
    • (A) Miracle - +Recovery: Level 40
    • (50) Regenerative Tissue - +Regeneration: Level 30
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (37) Endurance Modification IO: Level 50
    • (50) Endurance Modification IO: Level 50
    ------------
    Set Bonus Totals:
    • 4.5% DamageBuff(Smashing)
    • 4.5% DamageBuff(Lethal)
    • 4.5% DamageBuff(Fire)
    • 4.5% DamageBuff(Cold)
    • 4.5% DamageBuff(Energy)
    • 4.5% DamageBuff(Negative)
    • 4.5% DamageBuff(Toxic)
    • 4.5% DamageBuff(Psionic)
    • 7.063% Defense(Melee)
    • 7.375% Defense(Smashing)
    • 7.375% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 17.38% Defense(Energy)
    • 17.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 20.5% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 2.25% Max End
    • 56.25% Enhancement(RechargeTime)
    • 18% Enhancement(Heal)
    • 14% Enhancement(Accuracy)
    • 13% FlySpeed
    • 52.21 HP (4.875%) HitPoints
    • 13% JumpHeight
    • 13% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 7.15%
    • MezResist(Terrorized) 6.6%
    • 18% (0.301 End/sec) Recovery
    • 42% (1.878 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 13% RunSpeed



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  20. If I try to grind my teeth and ignore all the things in the OP that I find annoying and counterproductive, and just answer the question posed.... And if I assume that the OP means Emp when he says Healer, I'd say RA would be the best autopowers. Pretty much a tie, with the deciding factor based on the team. But, if you were going to do that, you'd be pretty much obliged to stay close to the largest concentration of teammates..

    That said, I'd never set even RA to autofire. As several have said before, auto firing the aura is for very specific, limited circumstances. Pretty much what others have said before, when in mass combat where you just can't monitor all of the allies health situations. Even then, I usually don't as massed auto-fired AOEs from many alts with heal-type auras just make lag worse for folks. I always prefer to use my own judgment in response to the situation over auto firing a healing power.

    My personal choice of autofire powers in general are things like Practiced Brawler. I do also auto fire Parry on my BS scraper on occasion, as I like knowing if I pause in my offensive attack cycle, I will get a quick Def bump,and still do a bit of damage.
  21. Quote:
    Originally Posted by Carnifax_NA View Post
    I'll never understand the "Follow the tank" mentality. When I'm playing my Plant/Emp the tank is generally the last person I worry about, they tend to be built well enough to hold their own.
    The "Follow the Tank" mentality works like this.

    It is presumed that:
    1) The tank is trying to gather as many of each group to him.
    2) The tank will stay in melee range of those he has gathered.
    3) The other melee types will also be attempting to enter melee.
    4) A percentage of the non-melee types will be very close to melee some percentage of the time, to use short ranged attacks, or PBAOEs.
    5) The tank has an aura that has a taunt element, or a damage component, and that it is on.
    6) The tank will be attacking and thus using gauntlet, and that those attacks are most likely melee, or PBAOEs.

    If most or all of those presumptions are correct, being close to the tank is ideal positioning. Most if not all of the melee types will be in PBAOE range (of Heal Aura, or Leadership toggles) as will a fair percentage of the close blasting types. Heal other, and similar powers of tat nature, have a good deal more range, so if a specific team outside that range gets in trouble there is a good chance that they are in range of that, if they haven't headed off on their own to tackle a totally different group. And, by being in such close proximity to the tank provides a great deal of protection in that aggro will most likely go to the tank first, then any of the other melee types about.

    Yes, there are times when this strategy is all bad. Against enemies with lots of AOE attacks, it's pretty much suicide if you're squishy. But I'm specifically responding to the "I'll never get the 'Follow the Tank.'" If by that you meant that you'll never get why someone would want to do that 100% of the time, I'd totally agree. If you don't get that mentality ever, I hope I've been able to explain it's advantages in a lot of situations.

    All that said, I wish to point out that I at no point condoned auto-follow, aura rocking, or failing to attack. Nor did I suggest to blindly follow and not consider what was going on. If a fair number of the assumptions above aren't true, one should us a different strategy. If the team is a tank, a def, and 6 blasters/trollers, etc, and all the rangey types seem to stay at max distance and rain death for example, the follow the tank should obviously not be used.
  22. Madadh

    Shield/?

    Quote:
    Originally Posted by GI Justice View Post
    War Mace slightly outdamages Fiery Melee, on a Tanker; and also has better DPA with the high damage attack chain. Not certain on other Archetypes with Fiery Melee, however; and this is also if recharge isin't a factor. None of what I said factors in resistance, either; so against a majority of mobs, FM will outdamage WM. Numerically speaking, extracting resistance, WM outdamages FM.
    And speaking of War Mace, I quite like it paired with SD, to get back to the OPs question. If you've not already made up your mind, I'd give Mace some consideration.
  23. I think I'd go with Cardiac or Spiritual on an SO build. Cardiac for sure if you have any end issues, or spiritual if your blue bar moves on occasion, but not much or often. If you IO out, though, then you may very well want musculature.

    As for tips, you can get them easily just about anywhere with large groups. I do Talos, but anyplace with lvl 20+ enemies will work just fine. Personally, I like to choose a place with a train/ferry and a market and store access for convenience, but that's just my personal preference. After I collect 3 I want to do, I head to Atlas to do them. I try to get to the end as quick as possible, and leave as many enemies alive as I can. Then when I complete, I clear till I get a tip drop I like. I almost never have to go far, I can sell easily in between missions, and I never need to street sweep again until after the morality mish clears my list of tips. Rinse and repeat after every Hero Merit earned.

    Also, as note, instead of using 2 Hero Merits for 1 specific in-demand recipe, the random roll of 5 rares may actually be the best option over time, but the potential for a bad run of luck makes it much less appealing to many people. Just something to consider. Your mileage may, and likely will, vary, but it's worth considering.
  24. Madadh

    New Stone Tanker

    So, I'm thinking of making a new tank, and since a Stony is the only sort of tank I don't have a pretty high levels, it was an obvious choice.

    That said, what do I pair it with.... Those of you out there with some experience on this please point out some synergies, fun pros and unfun cons of different pairings, and other quirks you think a neophyte Stony tank should know about.

    Thanks in advance for your advice, experiences, and personal anecdotes.
  25. Quote:
    Originally Posted by Linea_Alba View Post
    I don't see the build now, but I could have sworn your suppressed melee defense was 43.5 or there abouts. That's why I said I'd add that little bit. One of the IO changes made once upon a time dropped my defenses from 45/45/45 to 45/43/40 and I absolutely felt the difference. Since then I try to stay as close as humanly possible to 45/44/43 minimum.
    It might have been, for all I know, but, as I said when I posted it, it wasn't complete yet, but was getting pretty close. It's a lot closer now, but still not quite there. I took it down though, as it was distracting from the topic I was hoping to get help with.

    Quote:
    As for the extra slot, really, I can't answer that for you. Personally I wouldn't proc the immobilize, and the extra slot in Surveillance could be a good thing. I know when I reduced Surveillance to 1 slot, I've kinda wished I hadn't, but I've also never found a slot to spare to put back in it. However, You probably have enough slots in it already. Huntsman are all about maddening compromises. Never the best at anything they do, but good at all the things they do.
    I am totally getting that impression. If I could free up 3 more slots, that would be worth a lot, but the one slot, doesn't seem to me that it'll be a big help anywhere that I can see. It's fun, yet I agree maddening on some levels.


    Quote:
    And yes, you're right about Accuracy and AoE attacks. However, I simply planned on putting one purple set into one power as the opportunity arises. With that +15% purple bonus the build will be fine. Purple bonuses, as I understand them, always apply regardless of other factors.
    You are correct about how Purp bonuses work. And that's a great idea. Because I knew I wasn't likely to slot any more purps in this build any time soon that never ccured to me. But I think that would do the trick quite nicely. If and when I can drop some more purples into this thing, I may have to respect to lose that power, and then probably spend a week agonizing over what to do with a single power and no slots.. lol