New Dawn

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  1. New Dawn

    Peekaboo!!

    Quote:
    Originally Posted by Aero_ View Post
    I did indeed start out there as an intern, which later became full-time employment then redundancy (BOO!!!!). I have to say it was easily the most enjoyable job I've ever had, and being made redundant has kind of screwed me in the A** quite terribly. I'm now working in the glamorous local Shell garage as a result!
    It seems even one year working in the industry counts for little when other games companies don't understand the concept behind what our team did.
    Yeah, the earth server sucks.
  2. Lol you don't give people time do you? Best one I saw was someone post in the early hours on the EU forums, give it like 20 mins and then claim no one had the balls to answer. XD

    Plus I am sure people have already addressed this so a little search fu might of helped. With builds, no one is going to want to completely make someone a Invuln/SS everyweek because they can't be bothered to research. Plus half the time you do a build for someone you have no idea if they even came back to look at it.

    Right, on paper it should be up to the job. If not slap yourself. If its not you; it's everyone else; not allowing you to play to your strengths; or playing alongside you like you was a Icetank when you are not; or a Stonetank when you are not etc; then get a new set of friends because different tanks can mean different methods.
  3. New Dawn

    All Scrapper STF

    I'll try and get the guys on Defiant up for a Scrapper MoSTF and we should get a printscreenie of a super low deathcount for you to see just how close we can come.

    Edit: All this is in aid of showing just how brilliant the Scrapper AT is.
  4. New Dawn

    Statesman TF

    Every kind of Tank can be made able to take on Recluse and live to tell about it with practically any team mix, in some really seemingly harsh mixes, the results could be very surprisingly successful if you play to eachothers strengths.

    One could be amazed at the amount of stuff that isn't common knowledge so keep experimenting.

    I'd have success with all Primaries.
  5. Quote:
    Originally Posted by Electro_Cute View Post
    There's actually no particular concept behind this, I choose Elec mainly for Powersink, but you are probably right about it.

    What epic pool and powers would you suggest instead?
    I will tell you my reasons for Power Mastery.

    1) Staying ranged is safest. You could only end up compromising yourself or your ability to help the team by getting within melee range of enemies; trying to return endurance from Powersink. I like the option to be anywhere safe and keep going. I would conserve, EMP, pop a blue if needed and stay ranged.

    2) Power Build practically doubles the effects of EMP as well as boosting other assets. It recharges quicker than EMP and doubles the end drain and duration of hold. You can stay ranged and do all the end drain powersink and EMP would of given you anyway. Movement from range to melee is not needed making your character more on time with the effects.

    When you are sure about your power choices you can truly focus on the slotting as the slotting should be related to the entire build.
  6. I think having Medicine Pool is taking the bleeping bleep but as for anything else I couldn't care less. I like defenders prioritizing the defending part. Play what makes you happy and be marmite. People will either like your character or not.
  7. I don't get elec mastery but you could have a nice concept that needs it. TA/A, being end friendly but for EMP can do with Powersink after EMP but only for some endurance. It is likely that whatever you have end drained is held anyway and by the time they're free from holds they'd have their endurance back. Or by the time they would of been free from the hold they're dead. I would swap the hold in EMP for an Endred. From experience that's basically what I needed more. Improving what I could do from an end bar but then again you got Powersink.

    Poison Gas and Flash Arrow are sweet stackers to other peoples builds. Rain of Arrows was a nice tier 9 but groups disappeared too fast for me to get any real use from it. Either the fight was spent entirely defending the team or a team that didnt need defending defeated everything before the arrows landed despite it being my opener XD. The 4s cast time is such a long time. Explosive Arrow was a power that I never entertained. Slightly less AoE DPS than Fistful iirc with KB...KB can lower other peoples efficiency if your not careful. A time and place for RoA and Explosive would be too rare for me. So I would swap those attacks to complete the primary.

    Slotwise, I balanced my build around a 20 second fight duration and travel time between groups. I ordered my powers in a way that means I basically almost use them all in a set order (does change in some instances) but it prevents me from overusing a power. Just because a power is recharged, doesn't mean you should use it straight away. So I set my tray so that I don't pointlessly stack the unstackable or stack powers needlessly. Waste not want not. Also if I was going to 3 IO anything, ie 3 Res IO I would consider looking at 3 Res SOs just to be tight on inf and not spend it. Gaining a percentage extra res I'd never notice, same with short rechargers. I might say 1 IO recharge and 2 SOs such is my tightness.
  8. /macro T, "$$Targetname Sapper"

    So I always pick them out fast, then it was Superspeed in and Knockout Blow (which made a nice hold) then chain them down.

    Sometimes they'd be hovering and so in with flyby Hurl or flyby taunt to a low ceiling or behind something.

    Sometimes they could be unseen and so I would taunt them out by taunting a group they maybe connected too before hiding, then as they come I pick the Sapper out and surprise them instead.

    Worst kind of team to be on is those who are up a tankers butt, you may need to assess the situation but oh no too late someone has pulled and so you have to shoot in and gain control of off everything, potentially that can mean finding 3 sappers in a room that other players had to be in perception range of. So first move for those careless teams and that situation could be the tier 9 as you aim to make the recovery. Ofc once you have your build IO setted it could get easier.

    Was usually: shoot in, knockout blow sapper, footstomp Malta group, taunt anything not grabbed and then chain down the sapper.

    Never: Someone elses responsibility.
  9. I have a Macro when doing Malta and it's

    Macro T, "$$targetname Sapper"

    That way I can pick them out instantly before one shotting them.
  10. The multiquoting is to split things up in my mind and reply with what I am willing to give away. Bare in mind that I don't have any self unanswered questions on this topic.

    Quote:
    Originally Posted by StratoNexus View Post
    There is a minimum range below which you cannot debuff.

    Even though I think it is unlikely to be true, I have heard, that -range from multiple Confronts do not stack.
    There is a minimum range, correct. One person with confront can actually do.

    Quote:
    Originally Posted by StratoNexus View Post
    Rushing GW with 8 def capped scrappers has a serious drawback, IMO. Every time she casts the hold, she gets eight ~9% (is that right for a +4 AV?) chances to land it. Over the course of the fight, it seems pretty much guaranteed she will land it under those circumstances.
    There is no need to rush really and in the time it takes to defeat her she is not going to Soul Storm that often.

    Quote:
    Originally Posted by StratoNexus View Post
    Naturally, the scrappers in melee with GW should shut off taunt auras.
    Very good on the turning off of auras as this is one of the things I do actually insist on. Few people after finding out about the threat mechanic formula actually use it to create survivability. I've used threat mechanics to provide the bulk of survivability.

    Quote:
    Originally Posted by StratoNexus View Post
    The real trick is for the range/taunt scrapper to be able to deal enough damage to overcome the range threat modifier and higher damage the melee scrappers will get. I believe the long duration of Confront (and thus its high threat multiplier) combined with a decent ranger-scrapper build should be able to manage this, but I am not sure how much the range modifier would reduce this by if we are keeping out of range of her hold.
    Attention can be kept from having a high level of threat via Confront only and other people lowering theirs. It's not always necessarily just a matter of turning taunt auras off.

    Quote:
    Originally Posted by StratoNexus View Post
    If you rotate shield/wp scrappers to tank LR, you can try to make sure the one tanking LR always has OOtS or SoW active, which can allow a better inspire payload. You could also pull the Hover/taunt trick, while having a Shield or WP scrapper stay in melee with LR. This might prevent the summons, while keeping LR unable to attack.
    I tank LR, well actually I tank all the AVs with no switching. I put it to you that all types of Scrappers (therefore also Tankers) have the ability to be made able to do so. It don't matter what Tanker I am playing, that's for sure.

    Quote:
    Originally Posted by StratoNexus View Post
    The tower attackers should have an ample supply of red inspires, which they use. I'd strongly recommend being overly cautious and pulling out after each tower goes down in order to refresh inspire trays. This allows you to just go crazy and use tons of inspires without fear of running out, since you know in 2 or 3 minutes you will be getting more.
    When I tanked LR there has been an order of towers in which has been found to be straight forward and more stress free. You just take them all out in turn, none of the pulling out business, just carry on, but having said that, as it would be your first shot you might want to be cautious, but we wanted to do the lot before the flier came back and so we did, no one planted last time during that process.

    Quote:
    Originally Posted by StratoNexus View Post
    Orange inspires do not suck here. OK, they still suck, but they are what you got, and if you are defense capped already, oranges, reds, and greens will go a long way.
    I farm the best insps from the Shards as a precaution for the tender moments. For my SR I turn 3 large lucks into large sturdies and store them in the base for when I have to do it.
  11. New Dawn

    Random Idea

    I tend to simply act as point as a Tanker, this can mean leading the assault or aid the assault for non Scrappers (I really don't worry about them).

    For me it's not quite leading because I still have to base my play around the powersets that other people have and it's quicker if you don't have to ask. Being that I have every powerset I don't ask how to play, I just play like I would want to see me play from the other characters perspective. Different people have different ideas on dynamics and sometimes what can be expected doesn't happen.
  12. New Dawn

    All Scrapper STF

    An all Kheld STF is something I have 4 other people for on Union, still need 3 more. I've worked it out. It just needs to be done. The trouble with Blasters is first: volunteers; and so when it comes to the team and method it's going to come down to who you can get and what they can offer. Most peoples Khelds are very similar.
  13. Quote:
    Originally Posted by DaveMebs View Post
    It doesnt matter how large the range is with -75% range stacked at least 8 times constantly the range is gonna be like a few feet. And since they cant hit you, the secondary really doesnt matter (for the AVs at least). Only thing though is that you would need to pull the AVs seperately to remain completely unscathed
    The pulling of AVs separately is something that is easily done with a Scrapper, the solution to single pulls came to me on the last run and was sweet. I've had to handle 2 at a time before. That's an option even on a Mo Run. Currently installing games on a new computer so it'll be awhile before I get back on this one to test your theory out (I'd want to). What you are talking about should work with a Trick Archer. Unbeknownst to many people can be a massive help on a MoSTF. I've endorsed Entangling Arrow since day one.
  14. New Dawn

    All Scrapper STF

    An all Tanker STF that's been done, employed lots of temps. In its own way it would be smoother. Depending on team make up it could actually have more deaths if threat mechanics isn't taken into account. You guys would only be doing something that on scrappers you've already done, it'll be slower, that slowness means more of a fight duration to put up with, more streak breaks. I can get round all that but I'd sooner think on the Blaster one because its super crazy.
  15. Quote:
    Originally Posted by Tyrantula View Post
    [Edit: Oh, my plan is full-bore tanking, not really a 'concept' character]
    I see, I didn't see before when you've already said:

    Quote:
    Originally Posted by Tyrantula View Post
    I have a sweet concept for an Ice/Ice tank, but I need to lose two powers from the offense. I have been over Mid's doing different alternative builds, but I really need is a hands on player to tell me what I can lose just for the secondary.

    I had some of my friends just tell me to go with a /Stone for concept/look using the crystal appearance but I love pairing sets. I have to do this with /Ice.
    So we can forget about concept but for the love of having icepatch due to a blaster who has something similar. Ice Sword, for my own personal taste I'd be reluctant on dropping anything else, except maybe just maybe frost. Too much locked down time.
  16. Quote:
    Originally Posted by Call Me Awesome View Post
    True, I wonder if you wouldn't be better off just rushing her... the problem I've had with range tanking her is that the melee characters have problems keeping in range of her... they attack, then run forward, attack, then run forward. Actually keeping at range of her isn't the issue; if I can do it with a Granite + Rooted tank there's no excuse for anyone to have problems.
    Finding a sweet spot as someone put it years ago, with AVs, getting that range that AVs settle for and are quite happy to sit at spamming some attack that had a maximum of 100ft range as it usually was, without an immob was by far much easier to achieve before the -range debuff. Most AVs I've played with at it go upto 310ft in range. I wouldn't attempt it. There is no real need to bother with it. No need to look at Immobs or sweet spots. However with Immobs I'd prefer to see them whilst doing the Aeon Mission, but they're really not essential. A reason for weapon mastery in pve does exist though. It is literally something we don't entertain at all and we have had repetitive success.

    The guy above saying spines/ secondary unimportant, basically the primary and secondary aren't that important but clearly some help more than others. I do fancy the Dark Armour in there when the Banes spring for control.
  17. Quote:
    Originally Posted by Fury Flechette View Post
    If I'm taking a defender over a blaster for the last team spot, I better see some buffs and not some oddball offender build
    I think with most people, if they have specifically searched for a defender they expect a defender (potentially shouldn't matter what type in my experience). If they wanted a Blaster they would of looked for one.
  18. Quote:
    Originally Posted by Aett_Thorn View Post
    Ice Patch is a great power for a Tanker. Adds a great amount of survivability to a Tanker. Sure, the cast time is kinda long, but it's still a good power. I'd probably go so far to say that if you're not going to take Ice Patch, you probably are better off going with another secondary. At that point, other sets have just as much control or more, and better damage.
    I do have Ice patch but I can live without it. I do use it but not if there is something more important to see to. The one power I don't have is tier 2. I have the rest. I chose /Ice to go with Ice/. With or without Icepatch the concept still remains.
  19. Quote:
    Originally Posted by Hellwraith View Post
    I believe the devs have said that you should be able to use sets out of the box without requiring IOs or specific pools, but I really don't believe that that is possible, especially at higher levels. The cascade of problems with the set become very apparent with 8 man teams.
    The Devs are correct, you should be able to. When it comes to 8 man teams you should expect teamwork. It is not the fault of the Devs that people play this game bringing their own rules and expectations that I have even noticed sometimes come from other games.
  20. New Dawn

    Burn DPS...

    I feel like making a Kat/Fire all of a sudden.
  21. If I had to drop 2 from the offense it would be Ice Sword and Ice Patch but I am not a Guru so take that info as a pinch of salt. Might I ask what you would be dropping the two powers for?
  22. I'd love some competition, the only thing is I don't know if everyone I team with warms to competition. Some people do not like pressure or responsibility. For me having those two things to weigh you down is a bad thing. The objective is to be cautious, calculating and commited. Bad luck happens. It would just as easy for me to get something wrong as it would anyone else. Someones demise could be a result of something I didn't do right. One good day is what you can hope for as no matter what something can go wrong. One of the reasons why I'd love people just to work at it, or beat us to it, is because, it'll prove my point "It's doable". I would be right.
  23. Quote:
    Originally Posted by Call Me Awesome View Post
    you need a method to prevent the hold from landing
    Suggestion: Work on this one.
  24. New Dawn

    Eviscerate

    Quote:
    Originally Posted by Bill Z Bubba View Post
    I can tell you what my solution is:

    Dual builds. One AoE based for farming, the other ST based for AVs/Pylons/etc
    Exactly what I am doing.