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Posts
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I think that the same can be said with Superstrength, you get your first Dam AoE at 38. That's a lot of damage to live without for a long time.
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Karma or Steadfast IO for KB. Hover won't be too bad if you have the patience.
Fear is the same. They'll attack you if you attack them. I wouldn't bother with presence pool at all myself.
I always thought the disorientated walked anywhere. -
Quote:You can opt to play different types of tanks differently. Some servers are abundant of people who can't do X without a tank thats passively heavy in survivability. It's the people not the powerset. Squishier than granite, yes, has to play the same way Stonetanks do, no. The entire game can be done and no you won't necessarily need greater support doing it.After chatting to a few friends on my server (Union) I was informed that fire tanks are actually quite squishy and poor. Is this true? Are they really bad? In my experience I have seen very few fire tanks running around - especially level 50.
I had literally tanked into the lvl 40s without ever getting Fitness or Tough because people told me before I made one that I needed them. So much for that. -
Quote:Scrapper boards tend to assume people can afford Gladiator sets etc compared to the other sections. In the other sections people await to not know but instead have some idea what the person requiring build advice can or will afford and is aiming for. Less of who can come up with an ultimate build and more of, concept/functuality up to a price bound builds.First I must state that I understand that there are varying degrees of min/maxing, but overall do you believe that min/max'ers are common? It seems like it is around the scrapper boards but I haven't really ventured into the other AT sections. Am I correct in my assumption?
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I thought that the Rikti pylon was an AoE power tagged as a Range attack meaning range def was needed. However, I not really gone into it.
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Best off adding a datachunk for feedback.
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Alright seeing as people are being specific his my summation:
Single target attacks have to land to serve gauntlet on other targets plus the target your hitting. The greater the base end cost the likelier the greater the AoE. Hit 5 max.
AoEs tend to aim to hit every target within max amount but you can miss everything, which can be done. Blazing Aura, Death Shroud and the likes rely on an accuracy check to hit and I've seen reasons to require build up or -def powers like stalagmites to make missing less likely. They've without fail tend to aggro around their natural radius.
Gauntlet duration can be extended by taunt slots, the threat level is also greatened by damage slots if you bare in mind that the higher the level of enemy the more resisted your taunt effects should be then you won't be always expecting enemies to stay on you the exact base durations you've read. Also some enemies have resistance. Mako placates if your within 50ft, better to have some aggro duration that surpasses that..
Never in my life would I be without the power taunt as gauntlet alone isn't acceptable to me, taunt auras aren't always autohit plus I like a bit of flexibility, if I personally don't want to be hit by Soulstorm I'd rather taunt without allowing it to happen. No need for that mezz buffer, def buffer etc, etc. The power Taunt is autohit except in PvP. -
It was a long time ago when I relied on gauntlet alone to test this and I was sure it did.
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I am sure I would of been waiting to see how much advice you get, take on board, change the build and post again, before I look at it.
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Salt Crystals and quicksand are necessities for the -def with this build. For AVs, it's not jack of all trade enough.
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EM was overpowered in the upfront ST burst department, especially noticeably so in PvP. Castle then balanced it more inline with the other sets. Now people compare it to how it was and think it is overly gimped. Overall I basically don't find my EM any worse off to my SS etc. There are many different attributes and across the different powersets, cost per attributes vary, so you will/can be well/better off in some area, at times. People tend to only notice ST damage output over a small amount of time rather than other attributes.
I am not saying there couldn't be tweaks, I thought with the last changes perhaps Whirling Hands could recharge sooner to balance out the whole of the set with other sets better but apparently that is fine. -
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Masterminds well..I do have a Ninja/TA who is alright, not as strong as my Necro/Dark but I would accept that some combos are easier than others and it can't be helped.
With Defenders, TA does work and pass as a Defender, there is no way most people, I am hedging bets here, play with the support of a TA to a TAs strengths, but it does have it's strengths. It's quite special which is why I nonchalantly said earlier in other words that its not for keymashers.
However some particular buffs might help. I do believe that defender TA should not only scale differently to controller TA etc but should have some figures such as recharge times autonomous to other ATs. -
It's one of my favourite TA powers, sure you can sometimes get its effects from someone else but I prefer having the tools for myself.
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Quote:-Regen in Acid Arrow, made unstackable and rank biased would be good. It's the AV fights that can take too long but not a massive amount, perhaps just lowering the fight duration by 30% would be about right.The best suggestion, and most of them are good, is the regen debuff.
There are just a few buff sets with it that are always in demand for GMs and AVs, and giving that to TA would at least give it that niche while providing more sets with that ability for more flexible teams. -
Quote:I don't condemn people for not having taunt, some tauntless tanks will suffice for whatever you are playing and some won't but the same can be said even with some who have taunt. However I am merely stating that those with, potentially have the greater amount of flexibility. I say potentially as I feel that it's up to the player to get the most out of it.I'll say this, and hopefully this does not turn into a "take taunt"/"don't take taunt" debate. Currently, my tank has taunt. I have known plenty of tanks that have held their own without taunt. I have known plenty of tanks that could not hold aggro with taunt. Again, I am ambivalent as long as that tank can do their job with their build and hold agro.
I won't condemn one over the other as long as the player can hold their own. -
Quote:There is more people with taunt who don't know the full extents of just how flexible they can be than there are people without probably..So guess long story made short - it works! And I'm suitably impressed. Now to press on to getting up to lvl 50. Oh, btw - any thoughts on whether "Taunt" is really necessary? Seems like I haven't had to use it at all since as soon as I get close to any group - they automatically target me anyway. And if a teammate gets in trouble, I just wallop their attacker and get their attention. And how about an Epic power? Ice Mastery maybe? Or is it even going to make much of a difference?
A good response to people who are uncertain is "dual build". You can make something leaning towards solo/pvp yet somewhat teamworthy and make something that is overly ("Hey y'all shoot fish in barrel here") team worthy.
Alot of people find taunt good from when they do AVs which might be 45+ in their minds but there are low level AVs and you might want to prove that it doesn't matter what team make up your in, even when so far exemped, that you as a Tanker can produce the goods versus AVs.
Better of with, than without, is more true around those people who are good with it than those who have it and aren't. Hell even some skilful tauntless tanks have moments where they've proven better than someone who has taunt but seemingly don't know when to use it. -
Quote:Forget about that as you don't need taunt to tank, but ask yourself "How would I tank so and so AV for such and such a defender?!" edit: and more similar stuff. You might think it doesn't matter, there may come a day when it does but overall it still doesn't. You may think the quickest of surefire recoveries don't matter despite the day when it might. There is no point arguing whether someone has taunt or they don't but know this, tankers with taunt are potentially more superior at tanking than tauntless ones. It's the inarguable truth on the matter and they who would argue on this one are very likely to get mullered in a tanking competition.One or two notes - on Taunt, I personally am ambivalent, I have played with and without, but you may run into some hate for the lack of. Again, not trying to sway you one or the other, just letting you know. There are a few schools of thought on this, but some people believe in tauntless tanking, relying on auras and punchvoke, others believe in having taunt, taunt, and more taunt.
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I actually got this on a stalker but have yet to find a good use for it. Some people may say its worthless, and some may say that its worthless until you get conserve or energy drain about which I am inclined to agree but has anyone found it useful other than a "gtfo someone else!!" panic button?
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I don't know how ya gonna get a bear but, ranged damage is lower than melee damage as there is less risk involved. Your dam per end on ranged attacks may not be as good neither making a less end friendly build.
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One of my most favourite characters in another game is a assassin necromancer that feeds off of corpses. She only has to drop one enemy to get a full life bar and oh yes its great! Basically she can end up being the last one standing and self sufficient enough to afford a resurrect which can be such a boon to pugs going through new content in that game. Medic stalkers are a fine idea (certainly a team oriented one) but I would only make one out of certain primary secondary pairings.
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Definitely don't be shy to show the build as is.
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Quote:I said if you want to sacrifice attacks for shields, which can mean whenever, there is no need to bite any bullet but tank. If your head is fixed on being decided that you need to take every primary then do so, but for me, outside of paragonwiki which covers the combos I wouldn't look at dual blades without considering what the primary is.My own (somewhat limited) experience is that a Dual Blades Tanker needs to bite the bullet and go ahead and take Everything from his Secondary. I have L30 WP/DB and L28 Fire/DB Tankers and a L14 Inv/DB. What I've been hoping for is a discussion of slotting and priorities between the Tanker's Primary and Dual Blades - ie Growing the Tanker
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