-
Posts
1274 -
Joined
-
Quote:Oops.IOing for defense is, in the majority of cases, the best way to increase your survivability. Since you already have some defense from invince and tough hide to stack with your IOs, it's definitely a good idea. Take a look at reactive armor - it gives you some S/L as well as E/N. Other options include eradication and cleaving blow.
I don't know what I was thinking here, somehow I saw 'willpower' and thought 'invul'.
Regardless, you still have some S/L/E/N def to start with in heightened senses, so stacking on top of that is a good idea.
As for what to aim for, I find that about 20-25% is where it starts to make a real difference when layered on top of other mitigation. You should be able to get there between smashing haymakers (like kinetic combat but doesn't cost a bazillion inf), reactive armors, weave, and a steadfast 3%. -
IOing for defense is, in the majority of cases, the best way to increase your survivability. Since you already have some defense from invince and tough hide to stack with your IOs, it's definitely a good idea. Take a look at reactive armor - it gives you some S/L as well as E/N. Other options include eradication and cleaving blow.
-
Well, it happened again. It settled down for quite a while, but it's back to not booting with the exact same symptoms as the first post - and unlike last time, it's been like this for several days and hasn't cleared itself up. I already opened the case and checked all of the cables and didn't find anything loose. All the fans still work and I'm not trying to overclock anything.
At this point I'm guessing it's a component failure of some kind. At first I suspected the video card since it's the video card fan that's spinning at hyper speed and making that noise. I tested this by turning it on and waiting a few minutes such that, if it was actually booting and just nothing was getting to the screen, it'd be waiting at the login screen. However, typing in my password at that point failed to produce the login sound from the speakers I left on, so I'm fairly confident that it's not booting at all. My current guess is that the motherboard must have died.
With the understanding that I don't have any other computers available to swap components into for testing, does anyone have any ideas on how to diagnose this more precisely? If it's a component failure I'd certainly prefer it to have been the motherboard rather than the video card as that'd be much cheaper to replace, but I certainly don't want to buy a new one and then have that not fix the problem. Anyone have any ideas? -
Quote:I am in the same boat as you are.
Tank or Brute
I am looking at SS/SD on both and I am seeing the same things you are and while some of the replies are useful to me I am still not getting it.
I like you, want to be the Main Tank in a group.
Both Need 45% Defense in melee ranged and aoe. thats 5% chance for a mob to hit you. Anything more on either is a waste of time and money.
The brute just cost a bit more to get to that magic number.
Both need resistance, The two I downloaded tanker and brute.
Tanker has a high of 36% for lethal smashing
Brute has a high of 30%
so if I get hit with 1000 lethal damage is that
300 damage for the tank
360 damage for the brute
Damage
The tanker can Knockout Blow for about 600
the brute with 85 fury is 883.
so is the difference in resistance really that important end game?
I am new and just trying to decide my path. If I can tank 99.9% of the game and get more DPS out of it then why would I play a tanker.
See I would really like to play a tanker and be done with it but when and if I ever to get to the level of doing the Elite stuff and a brute steps up and can tank just as well as me then I will be left feeling cheated.
Maybe its just me maybe I am just to new to see but I just don't see the gap that large between tanking. Where as the gap between damage is huge.
So with enough time and money I can tank as good as a tanker but no amount of money and time will get me close to the damage of a brute? is that a correct assumption?
Thanks guys I am really just trying to figure out the best route.
To a new player the game mechanics can be very confusing as characters can have the same values but the ratio of a given power is different from class to class.
Someone posted above saying if your team wipes you will lose the buffs and die with a brute. So am I supposed to believe that the tanker will just sit there and dodge and resist till the rest of the team gets back up.
Keep in mind I am from wow and very new so that's two strikes against me starting out. So go gentle
Oh and I really don't know the difference in the IO slotting cost or rarity.. So that's three strikes.
Well, it is true that with enough time and money invested a brute's tanking ability can be near that of an actual tank's. However, no amount of investment (assuming equal investment on the part of the tank) will allow the brute to erase the tank's HP advantage, or change the fact that the tank will have 45% S/L resistance compared to the brute's 33%. And no investment of influence can give the brute the tank's inherent splashing taunt on melee attacks. So no matter what, the tank will have more HP, more resistance, and better taunting abilities - just as a tank isn't going to match a brute's damage (though it can try), the brute won't match the tank's resilience (though again, it can try).
And while at the very top end of IO builds the differences narrow, getting there is a prospect whose cost shouldn't be overlooked. A tank only needs about 10% extra defense to hit 50% (leaving a healthy 5% buffer against debuffs), while a brute needs 20%, and the cost of IO builds is most emphatically *not* linear. Getting 20% defense is going to be much more than twice as expensive as getting 10%, because you start having to slot more and more expensive sets when you run out of 'cheap' options.
For example, my shield/mace gets her extra 10% defense from four sources. The first is a steadfast 3% defense in true grit, which, while not peanuts, isn't *that* expensive (and can be gotten for only 75 merits, to boot). Next, she has the dirt cheap multistrike set in all 4 AoEs, for an extra (1.875% * 4) = 7.5% defense to melee and AoE attacks. In weave and battle agility I have full sets of red fortune, which were also reasonably cheap and give me 5% ranged defense. Finally, I have 3 pieces of reactive armor in deflection, tough, and one with the shield for (.625 * 3) = 1.875% more ranged defense, leaving me near 50% to all three positions.
This represents a total investment of perhaps 10 million influence, because I was able to fulfill my needs with the low-hanging fruit of reasonably cheap sets (and I was patient enough to avoid the 'buy-it-nao' tax). At this point, though, I've more or less exhausted the possibilities for defense bonuses that are both cheap and still give good enhancement values. If I wanted 20% defense instead, I'd have to either start slotting sets where some of the individual pieces can cost as much as my entire outlay so far, slot some powers with sets that would be more or less useless for their actual purpose, or both. If I wanted 20% defense, I'd guess that I'd spend more than 100 million if I also wanted to actually enhance my powers well.
Finally, keep in mind the particular sets you're using. Shields and super strength both rely heavily on damage buffs, which are in general more noticeable on a tank - they multiply a slightly larger base number, and they're not diluted by the effects of fury. Also, shield charge is better for tanks than for brutes. A shield/SS tank may still be inferior offensively to a SS/shield brute, but the tank is no slouch. -
Yup, war mace does do that. It's awesome.
My shield/mace does do a different sound for taunt with her shield out, but it's not the tough activation sound. If the regular taunt is an 'ah-HAH' sound, then the mace taunt with shield out is a 'grrRRR!' sound (while pointing the mace at the target), followed by banging the mace on the shield. I don't have any other shield tanks, but I wouldn't be surprised if the taunt sound is different since the animation would be. -
The *caps* are the same, but the *base values* aren't. The brute and the tanker both max out at 90% resistance, but unbuffed, the base values that the powerset provides won't be the same.
With slotted tough, true grit, and a (2 resistance slotted) deflection, a shield tank will be at 44% S/L and 23% other resistances, while a brute will only be at 33% S/L 18% other resistances. With slotted deflection, battle agility, weave, combat jumping, and phalanx, a shield tank will be sitting at 40% M/R/A def, while a brute will only be at 30%.
While the max HP cap for brutes is 3212 compared to 3534 for tanks (only a 10% advantage for the tank), neither will be at their HP cap by default. With slotted true grit, a tank will be at 2239 HP and a brute will have 1791, so the tank in this case has a 25% advantage.
So a shield tank only needs about 10% M/R/A def from IOs or buffs to softcap and maintain a buffer against debuffs, while a shield brute needs 20%. Also, the shield tank will still have more resistances and a lot more HP.
Now, if you're heavily buffed and on a team, these differences won't matter as much. But you still need almost 60% S/L and 70% E/N/F/C resistance buffing to equalize the two at 90% resistance, and the brute will never catch up to the tank in HP no matter how many frostworks you recieve (which won't be very many as that's not a common power). If you're relying on external buffs to softcap, 10% is a lot easier to get than 20%, as 10% could be gotten incidentally from things like shadowfall/steamy mist/maneuvers/etc but 20% is more likely to require a dedicated defense buffer like FF/cold/etc.
Also, what happens if the team splits, a massive ambush comes in, there is a near-wipe, or any other situation occurs which might deprive you of those team buffs? If you're relying on the team to make up the defensive differences between a tank and a brute, you're gonna be a lot more squishy than the tank when those buffs drop.
Finally, a tank has better taunting ability than a brute. They both have taunts in their auras, but tanks get an AoE splash taunt in their ST attacks while brutes only taunt the target they hit.
So I guess my point is that while under the right situations a brute can become as tough defensively as a tank, a tank is far more reliable as you can be that tough all the time instead of relying on others (as well as having splash gauntlet). If tanking is your primary goal, the Tank is still the better choice. -
I usually take the axe on characters who'd actually want the help killing ghosts - my dark blast defender and BS scrapper, for example. Sands is the default choice, but the axe is occasionally more useful, I think.
-
Yes, bodyguard will still work if the bots attack something while still in defensive follow - it's based off the stance, not what the bots' AI is telling them to do at that particular moment (well, as long as 'what the bots' AI is telling them to do' doesn't take them outside supremacy range, but that's not likely).
On a side note, while bodyguard *does* stop working if you hit your attack/defensive macro, they'll only be out of bodyguard until that target dies. Once the target of an attack command drops dead, the bots will automatically revert to following you - which puts them back into follow/defensive and bodyguard. As long as you keep track of the batte, if you're careful you can use this to quickly drop a troublesome target without too much danger. -
I don't think that GR removes the need for proliferation. While some people care about which side they play on but not which AT they play, some - like me - are the other way around. I will happily play my characters on whichever side of the game matches their concept, but I still want their AT to have the properties I envision for them or enjoy playing. Even though I can make a heroic brute, that doesn't mean my desire for a heroic stone/fire aura melee character is fulfilled, because I don't care for the fury mechanic and I don't envision the character as a beserker. I want stone melee proliferated to scrappers. Ditto for fire blast for defenders, illusion for doms, etc....
-
Hmm. My general answer for every AT would be 'every apropriate set they don't already have', but if you're asking what *first*, this is how I would answer:
Tanks: Katana or BS, ninjitsu or SR.
Controllers: Traps and dark miasma
Defenders: Thermal and fire blast
Scrappers: Stone melee and ninjitsu (of course wouldn't happen in the same wave due to thematics, but would be nice)
Dominators: Illusion control and some sort of MA or throwing weapon or blade themed 'natural assault' set
Blasters/brutes/MMs/stalkers/corruptors: no personal preference, either none of the remaining possible proliferations interest me, or I don't care for the AT. -
I really wouldn't like it if they tied elements of ingame performance to your origin. At the moment, I am free to make any character concepts I dream up with whatever powersets suit them best with no repercussions. If you tie stuff like variations in base regen/recovery/defense/resistance/etc to origin, that forces me to limit the possible character concepts in favor of jacking up the stats most appropriate to my AT/powersets, pick origins completely counter to my concept and then ignore them, or accept worse stats for no reason other than my imagination happened to dream up a character that didn't neatly fit the mold. No thanks.
-
I like castle, mostly because I think the poor guy gets a heck of a lot of undeserved grief sometimes. Of course training at his NPC avatar does jack-all to help, but in some obscure way it makes me feel better.
-
Hmm. About 25 characters, exactly 1 uses her second build (a hami raiding build on my shield tank). Another used to use a second build back when I dabbled in PvP, but that got gutted of everything useful pretty quickly.
-
Well, I respec'd my ice/ice/lev into ice/ice/ice, dropping hiber, waterspout, shark skin, and hasten for sleet, ice storm, hiber, and hoarfrost, so this will let me add hasten back in. I might grab CJ to stick a -KB in. Not sure on the last one, maybe recall friend or something.
-
I think my FF/nrg will add conserve power for those long fights, probably assault, and maybe tactics if I can figure out where to steal slots from for it. If we were allowed to take 5 epics I'd grab FoN instead, but alas. I'll probably have to steal another slot from somewhere for health and merit-buy the two recovery uniques to handle the end cost, though.
-
Quote:This I could get behind. As it is, godmodes just make it tedious - if they're pushed to the point where they had to use the godmode, you were probably winning already, so the godmode is just gonna drag things out. But if they were weaker defensively, didn't last as long, but buffed their offense, it'd actually be interesting.I'd like for, as suggested, these godmodes to have maybe "half" the current effectiveness they have now (which would make these actually much weaker than half when dealing with, say, resistances) ; but at the same time, have the power give some kind of offensive boost to the enemy, be it tohit, damage, recharge, or all three. So instead of being super slow to kill (which ends up just being tedious), they'd be a bit harder to kill and more threatening.
-
Well, I'll finally be able to make a build I'm happy with for my grav/storm. I always wanted one more power than I could take, so now I can jam in snow storm and get hover to go with my recall/TP combo to boot.
As for the last one... eh, maybe hasten with one slot to hit during tough fights.
My earth/TA won't care as much, but I will be able to pick back up stone prison instead of having to use entangling arrow, which will be nice. Again I could take one-slotted hasten for tough fights. The last one... I dunno, maybe an extra epic power, or recall friend, or something.
My plant/storm is already slot-starved, but I can still use it to pick up spirit tree. With just 1 heal it won't do much, but I can lay it out for AV fights and it is also pretty and nicely thematic. Again I can fit in hasten, and maybe I'll take recall friend or something.
A lot of the time the powers this change frees up aren't very important, but what I really, really like about this is that it lets you take things *sooner* since you aren't trying madly to fit in stamina and the prereqs by 20. I might actually be able to go back to taking a travel power at 14 instead of pushing it off and using ninja run until I can fit it in around 30. -
I wouldn't personally go for KB either - mind you, I *like* KB, but I know that most hate it. KD would be nice though, and then crazies like us can slot a KB io or the stupefy proc to get some KB action. Giving it some AoE splash like thunderstrike (so not full AoE damage, but a fraction) would also shore up the set's AoE weakness nicely.
I honestly don't understand the rabid hatred for the current animation. Ok, fine, it's 2.67s long, but look at some other sets' heavy hitters:
Cleave: 2.33
Vengeful Slice: 2.43
Thunder strike/total focus/etc: 3.3
Greater X sword: 2.33
KO blow: 2.23
Shatter: 2.33
Headsplitter: 2.33
Eagle's claw: 2.53
Energy transfer isn't *that* out of line compared to other sets, especially since it hits significantly harder than every one of those attacks. The DPA is still through the roof, and the DPE and damage/recharge ratio are still better than normal attacks. If it wasn't for the fact that it used to have a ridiculously short animation, nobody would bat an eye at it.
They aren't going to lower the cast time and leave the damage unchanged, because that would lead it right back into the same 'ludicrously high DPA' area that it used to be in. But if they lower the cast time and also kill the damage at the same time, I don't honestly think that'd be an improvement. If I'm going to invest some of my health in an attack, I damn well want it to hit like a semi truck. -
For binds, if you try to execute a power you don't have, it will just skip that power. I believe the hero accolades aren't usable when you have the villain ones, so it should be relatively simple. Try this:
/bind q "powexec_name Megalomaniac$$powexec_name Vanguard Medal"
As long as your character never has access to both of those powers at the same time (which he shouldn't), then that bind *ought* to activate whichever of the two he has at the moment (if I recall correctly).
You could also macro it as:
/macro Mez "powexec_name Megalomaniac$$powexec_name Vanguard Medal" -
Yup. Lame as hell. I wish the devs would just admit that the merit systems completely screwed up the low level market and that it needs to be fixed. It's not like the solution is far away - just allow random rolling at the level specified by the slider, and poof, low/mid-level supply! I know I'd be all over that in an instant. As it stands I'm not supplying the market at all - anything I earn on my 50s goes toward spec-buying exactly what I need, because I want level 30 recipes and have no use at all for level 50s. And anything I earn on the way up gets random rolled at level 30 and then stored away since I have no prospect of any ongoing supply. GIve me the ability to random roll at 30 with my 50s and I'd be doing that all over the place and selling what I don't need.
-
Since they're talking about grabbing these procs with merits or A-merits, they might as well grab the lowest level since they all cost the same amount of merits/A-merits anyway. At the very least it means they can be slotted the soonest, and if you ever decide that you don't like the character and strip him they'll be worth more for resale (if you want to sell them).
-
I hope you're kidding. Ya know, if you had taken some attacks, maybe you could have taken advantage of your indestructibility to whittle down the number of foes a bit so that there weren't extras to spill over onto your teammates? Being a tank is not simply about surviving everything. Survival is a means to an end, and that end is protecting your teammates. If your teammates died, it doesn't matter if you lived. You failed. Now, everyone fails sometimes, but it's not something to be proud of.
-
Got another decent drop - playing tip missions with a level 50 and wiping out masses of baddies can be rewarding, I guess.
Up for grabs is a respec recipe. I know we all just got a freespec recently, but if you burned yours and still need another I've got one. Between yesterday and today I've seen them going for about 70-100 mil, so I'll offer mine for 50 mil. Same rules as before - for a guardian character, and please don't buy to store it away or resell. Post here if you're interested!
EDIT: thanks to moving into a new place, I won't have internet again until probably next weekend. So post if you want the respec, just be aware I won't be able to get back to you immediately. -
Honestly, I think it'd be too complicated to work out very well. Keeping up an SG base, dealing with getting every single interested person into the SG, keeping everything organized, etc... It strikes me as a lot more work than it really needs to be. If you wanted to do something like this, I'd think using the forums would be easier - much less work for all involved (that's what I'm doing for my own clearinghouse-style thread).
-
Well, my villainous claws/dark scrapper really ought to have been redside from the beginning, but since I can't do that I'm using her to explore the praetorian content. Once she's redside I'll just pretend she's always been there, so this character is going the 'ignore' route.
Whenever the devs get around to proliferating illusion to doms I'll be making an illusion/energy redside and then taking him blue. His story is that he was a powersuit designer for the PPD who was mindwarped by a fortunata into defecting to arachnos. Eventually his daughter (shield/mace tank) finds him, defeats him in an epic (at least in my head) powersuit battle and manages to take him back to paragon and get his brain fixed. So here I'm using the 'reformed' route, with the variation that neither the villainous beginning nor the reformation were completely voluntary.