New Dawn

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  1. I see holes but I think it'll be better if you treat this build as a science experiment as it does defy convention, I especially like the stamina less one.

    I think when you come up to AVs you will see why convention is the way it is but it'll be good if you went up against as many AVs as possible, looked at how many different types of defenders your build can competently work with and survive, also see how well your tanker can keep AoE damage off the team and not lose aggro.

    I do science experiments and they can crash and burn but sometimes you can come out all the wiser from it. I would be interested in how much threat level that build can maintain around other ATs of certain types versus certain AVs but take notes on dealing with all of them.

    All of my tanks have to be able to tank any AV for any team make up. After concept comes that self made law.
  2. Using your build FTShadow I went from what you had to this in just a couple of minutes, but you could do more to it, change things back or change a hell of a lot if you wanted. I am just doing an any old reinterpretation of it and you can chuck out the bits you don't like:


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    FT Shadow: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: War Mace
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 1: Bash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(40), S'ngH'mkr-Dmg/EndRdx/Rchg(40), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Dmg/Rchg(43)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(11), RctvArm-EndRdx(21)
    Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
    Level 6: Pulverize -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(21), S'ngH'mkr-Dmg/EndRdx/Rchg(39), P'ngS'Fest-Acc/Dmg(39), P'ngS'Fest-Dmg/Rchg(39)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(19)
    Level 12: Combat Jumping -- DefBuff-I(A)
    Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A), QckFt-EndRdx(19)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(33), P'Shift-End%(43)
    Level 22: Clobber -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(23), S'ngH'mkr-Dmg/Rchg(23), S'ngH'mkr-Dmg/EndRdx/Rchg(34), P'ngS'Fest-Acc/Dmg(34), P'ngS'Fest-Dmg/Rchg(36)
    Level 24: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 26: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Rchg+(33)
    Level 28: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(29), Mocking-Taunt/Rchg/Rng(29), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(31), Mocking-Rchg(31)
    Level 30: Whirling Mace -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
    Level 32: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(33)
    Level 35: Shatter -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg(37), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(46), Sciroc-Acc/Dmg/EndRdx(48)
    Level 38: Boxing -- Mako-Dam%(A)
    Level 41: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-EndRdx(46)
    Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45)
    Level 47: Crowd Control -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(48), M'Strk-Acc/EndRdx(48), M'Strk-Dmg/EndRdx(50), M'Strk-Acc/Dmg/EndRdx(50), M'Strk-Dmg/EndRdx/Rchg(50)
    Level 49: Resist Elements -- ResDam-I(A)
    ------------
    Level 1: Brawl -- Mako-Dam%(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  3. Quote:
    Originally Posted by Talen_Lee View Post
    22-24: Dark Astoria
    This was pretty much why I made a fire/fire tanker.
    I liked to compare different tanker types in DA as in one BP group you can have upto 3 lieuts, all shamans but different ones ie Avalanche, Death and Storm. At 21, on DOs I liked to aim to solo entire groups using "build only" and see how high in +lvls I can go with them. It was after ED and prior to healing flames being buffed in recharge so it used to be harder but anyway..its a good check on your playstyle and build as between those 3 Lieuts alone you would be -spd, -rechg'd, -def'd (like ya care ), kb'd, immob'd, -acc'd (which if you do +enough levels could make you whiff air outside of the build up period). You can be affected by -fly, have pets spawn and have a slight end drain on you (with which it doesn't help how many attack chains to the end bar you put out).

    Firetanks being a Res set, find special effects somewhat hard to dodge and so what DA offers is the chance to see how you and your build fairs against them relying on as little as possible. Once you get SOs its easier and like I say with healing flames of greater recharge now its easier, the -rechg doesn't hold it off so long but still you can see how far up in levels above you that you can solo whole groups and hone the playstyle.

    But anyway as a Firetank doing +lvls insp less its still a nice test. The -end and -spd can mean you have to cut fight duration to self by as much as possible before you try to wipe out a group. I did taunt pulls to an outside corner to tighten up before they can hit me or if they were tight enough just jumped in. It's no good taking on loads at a time and then running out of end before defeating them, so the idea would be to herd fast with least number of effects on you then do as much AoE as possible to defeat them as fast as possible before all the secondary effects take their toll/time.
  4. Coming from a fairly easy tank to play you may have to think more with a Firetank and, be quick to click. Sometimes, mid attack chain, I have to turn on a 6 pence, which means weigh up my options quick and decide on the next best thing.

    Blazing Aura is not autohit. You may want to have taunt to actually be of use if your accuracy and tohit is not high enough for what you are facing in the team you are in.

    Healing Flames being Schedule A enhancements is what I slotted first along with damage and acc in attacks. It's hardly worth worrying about slotting schedule B till you need to worry about having enough around for DOs. Stack it and you can have tasty toxic res before running into toxic damage type dealing enemies.

    A good combo is Fire Sword Circle, Burn and then Combustion. Combustion being the bigger AoE catches enemies leaving Burn and can tempt them back to you.

    I found that before KB prots, acrobatics was my must have at 20, hastened consume and then using it on numbers helps with end and haste went well with healing flames to boot, but healing flames has been buffed since.

    In fact I can only think that the first few levels are only easier now so its not bad at all.

    Coming from a fairly survivable tanker in terms of common durability tests you may actually like RotP, and enjoy using it when you have to, rather than feel down about it. Firetanks are fairly paceful so sometimes being more liable to the debt makes up for the xp/rewards/time you make.
  5. One Proc in an attack that is used no less than every 15 secs (Shadow Blast) could provide greater reliability than a Proc in a constantly used attack. As there maybe a chance to go off during a period when its only going to be suppressed anyway.

    I have no idea if a Proc in one attack is suppressed by a Proc in another attack tho. 2 attacks both used consecutively at 15 second intervals might lead to one suppressing the other, I don't know. Shadow Blast and Gravitic Emanation would be my 2 choices of powers to put them in.
  6. Quote:
    Originally Posted by Kruunch View Post
    There's a reason why you don't see this feature in other MMOs ... and you just answered for yourself why.

    And I don't blame the devs. I blame the direction of the management (Positron specifically here).
    And with the blame game, no changes are likely to be made, and I would be grateful as its not "my needs" that I think off.

    The Devs do have people who don't farm and who don't PL, who basically do not repeat content so that it is easy from being highly predictable and fast. They have not failed that. These are the people with the type of gaming spirit that all MMO creators compete for custom. No game would get far on doing the same thing over and over. It is by being without a wide variety of content to test characters differently that developers would show little sign of imagination, talent and or hardwork.

    AE is meant to encourage peoples creativity but peoples abilities to challenge eachother and themselves. If you wade through each and every arc you should have a lifetimes worth of unpredictable content. People who cut their teeth on unpredictable content will always be the better gamers. If you choose to farm the same things all the time for an easy life then that is the character in you.

    AE is a great idea but it just needs anything that can be exploited taken out and as much as people may not like it, asap, hopefully in a way that can auto adjusts peoples missions rather than break them.

    I seen what looked like the Brute with 4 sonic and 4 bubble dispersion and G knows how much +Dam buffs on him running around followed by friendly NPCs who were obviously the buffers cleaning up lots totally and absolutely unchallenged, he probably had an SO build.
  7. Quote:
    Originally Posted by _Deth_ View Post
    Pulling 3-7 AVs is actually not as big of a challenge as you make it out to be, especially if you are IO'd pretty well. There is a vid out there of a WP tank holding 10. I can hold 8 on my DA, which isn't quite to the def cap, will try 10 again when I get there. Can't kill em, but I can tank em all day. Back in the day before the aggro cap, I would intentionally see just how much I could get away with, and I died a lot.
    A DA is capable of doing more, much more, depends on what AVs we are talking about but the real trick in teams is keeping them all and that makes dealing with so many pointless to me.

    Well not quite.
  8. Quote:
    Originally Posted by Guardien View Post
    QR

    I only managed to skim this thread, fair warning .

    I remember the days of herding entire maps in a garbage container. Please, DO NOT remove the aggro cap. I think it's very telling that the only group I've come across even asking for it, are tankers...possibly because it was so incredibly boring for the rest of the team? Teams are much more fun, content is much more challenging, as is (compared to a no-aggro-limit environment). Not that consensus among us would influence the devs, but, thankfully, we do not have it anyway so, no real point in arguing it. Not likely to happen, sorry.
    This. I play more than tanks.

    Its clear that some of the sort of people who'd like these changes sit on farm maps and powerlevel theirs and other peoples toons as a form of easy mode. Such people should ALWAYS have their requests denied.
  9. Well to test, I sent ya my adaptation of ya build in the right code and already said what the code I am using is : phpBB/Zetaboards as it can be sending a buggy build using the wrong one. Lemme know if ya got it or not k.

    Ya build was fine, I'd tank with it but I like to play with builds, compare my adaption of it anyway and I hope that code works out.

    Oh and to say again Minerals + Weave can give 45% def to Psionics. At such times you can have stone armour + rock armour + tough on as well
  10. New Dawn

    Ice/Ice Brutes?

    Ice slows enemy attack rates down and so is not much good for fury building.

    Claws is a pretty quick set and is probably going to be really good for fury.
  11. Quote:
    Originally Posted by BillZBubba View Post
    8 scrappers. Any/Any
    Have to say that, that has been my best team experience but I like anything desperate looking ie someones worst idea.
  12. Quote:
    Originally Posted by _____ View Post
    i think the word "need" is often not used literally in the game
    substituting it for "would be better off with" probably conveys something closer to the intended meaning

    now to be sure there are going to be cases where people do mean it in a literal sense but my experience says they're in the minority so quitting any team in which a "need" for x is brought up seems like an overreaction
    Many a leader has made a team wait for what could easily of been the duration of the TF for a much needed whatever. ITF = 30 mins but the team building for it took = 1 hour. XD
  13. Quote:
    Originally Posted by Smurphy View Post
    I leave any team where a player says "we need x".
    Yeah I have a bee in my bonnet about that as well.

    Tbh there is even more survivability on offer than either people need to know or will ever know. It varies. Although some team make ups should be more efficient than others I wouldn't for potential go about writing every desperate looking team make up off.
  14. Quote:
    Originally Posted by M_I_Abrahms View Post
    Alright, new solo build:

    Click this DataLink to open the build!

    Damn it, I've seen Mids work on the new board. What am I missing?
    In that build I have seen the +6.25% rechg bonus about 7 times on that build which won't work. On 2 attacks you may as well either franken slot them bonuses out and aim to get extra slots. Read what small bonuses some slots give you and ask is it worth that slot?

    I do Ar/Dev and my team and solo build are pretty much the same.
    Only thing that matters to me are +rechg bonuses and so much, well enough comes from haste. You can rely on AR and the right gadgets alone and in doing so offer controls, debuffs, cut fight durations, let gun drone take an alphas of mezzes, anything that can help save other people not just yourself. Between AR/Dev/Mun I have a blaster/controller/defender hybrid and the drone is an alpha taker.

    If I as any type of tanker couldn't find both a defender and controller on a STF team an Ar/Dev could fill both roles. We'd have to make do. That's how the game works, another AT can fill the role, just not as well. I am so v confident with tanks.
  15. Quote:
    Originally Posted by Heraclea View Post
    Most of my Willpower tanks get Salt Crystals, and Quicksand if they can. Again, Salt Crystals is also a defense debuff. The Sleep sets are one of the few reasonably priced any more. Call of the Sandman has attractive bonuses.

    The point of Salt Crystals is not the sleep; it's a HUGE 30' AoE that debuffs defense, and carries with it a full taunt payload versus everything it hits. This is very nice in case an unexpected spawn gets aggroed. It stops some, and all who are stopped are also taunted to you even if attacked by somebody else.
    Crumbs that is a huge text.

    EU side, I barely know anyone who cares about def debuffs. Its been pretty much ruled out due to how we generally make our builds. Also if he has aggro cap, any extra won't be taunted but will hopefully be slept. As the enemies are defeated then the ones effected by the power should remember him.

    Also for the OP, I would if I were you replace Miracles with Doctors Wounds as Earths Embrace has a res component and with that I don't think the +heal will work. You could if like me put them in the enh tray and use them on another toon, I dunno.
  16. Quote:
    Originally Posted by Aett_Thorn View Post
    <QR>

    Quick question: what are you planning on doing with Salt Crystals?
    Sleep potential ambushers on a steam roll maybe.
  17. I cheekily read comments between character changes or crashes so here is a quick reply from an instant look.

    Check out the eps of your attack chain, compare end recovery to it but plus cost of toggles running. Then possibly decide that Granite doesn't need end slots and add more res/def. From then being over the soft cap of 45% def wonder how else you can slot for other bonuses.

    Power choice wise, I think its great however I might consider Minerals over Fossilize.

    I think your character building is good but the chance to disorient would be best as a Mocking Beratement Rechg for sure.
  18. I think quicksand is of more use to non-stoners really but it's still a worthy pick. Lots of nice secondary effects that would give me reasons to take it and it can be of use for as little as one slot. Its a beaut really, and reliable, partly on account that it doesn't rely on an accuracy check.
  19. New Dawn

    Blaze Mastery

    I can see that being v popular.
  20. Quote:
    Originally Posted by Polydeuces View Post
    With Hasten's drain and a high amount of recharge, I find that Conserve Power helps alot. But then again, I haven't gotten around to putting a Miracle unique IO in my build yet.
    Hasten works out to be something in the region of 0.08 eps otoh. I can't be bothered to work it out again and it differs in a minor way for those with +rechg on top.

    Your attack chain is end heavy from being hasted the higher dam attacks are more end costly and rechg quick. Toggles like Manuevers, Foc Acc, Assault affect end rec in a big way.

    But ya prolly know.
  21. Crumbs I barely ever touch the Kheld section but they are my current projects in terms of build finalization.

    What I first saw with Khelds was the Jack of All Trades AT, not meant to step on other ATs shoes but a great AT for anyone who has made 50 to play many different roles for those teams of new players, now 4 years on one can't think of people as new but ya still have a toon that can fill in for other ATs.

    My Warshade is a bit like my Dervish on GW who is essentially all about AoE DPS..and then tanking, ghosting, blasting, maging, control.

    But my PB had an identity crisis. Although is a better support toon than my WS...Tanking, Ghosting, Blasting, Spiking with Mezz Protection, Healing, Control and Grp Flight..

    The PB is awesome enough.
  22. New Dawn

    Orbiting Death.

    Quote:
    Originally Posted by _Uun_ View Post
    The graphics and the flight path of the fluffies have nothing to do with anything. They're purely flavor. The power works like any other PBAoE damage aura. It ticks every 2 seconds and anything in the radius can be hit, subject to tohit check. OD is damage scale 0.17, which is somewhat less than the 0.20 most auras have, but it has a 20 foot radius rather than 8 foot radius of most auras. Like any other aura you need to slot for acc, endred and damage for it to be effective.

    If you play in human form on large teams, OD can do a respectable amount of damage. It helps to have a tank to hold the aggro.
    In playing with it 4 years ago, having to line up the flight path to score a hit was how I remembered it, however it could of been missing "alot" and hitting at the times when I did line it up. Back then there was not a lot of info or as a new gamer I was definitely one of them people who would not test things properly. 20ft Radius Aura at level 4 makes for a "No wonder it got known as Orbiting Debt". Telling me that its not flight path bound has altered my perception of it.

    Using the power graphs I think for me to get value for money out of OD mobs would have to survive for 7.5 secs of its use and be a minimum of 2 targets. That doesn't sound bad.

    So depending on who I team with that power does have some use.

    To everyone. Thanks for all replies so far, I think so far of all uses its possibly the hitting targets you can't see is one thing but that's something other powers can do too no?

    Inky aspect detects one then you AoE the found target.

    (Am used to sets with +per)
  23. Quote:
    Originally Posted by Sarrate View Post
    I absolutely agree. I think making Invuln Brute/Scrappers wait until lvl28 for Invincibility is really lame - it's been a big gripe of mine for a while. It could be a turn off for some people to wait that long before your set comes into its own.

    Having said that, I know that changing the level powers open is considered a last resort, so I don't really see it happening.
    As an Elec Brute, waiting till lvl 28 to come into your own is nothing
  24. New Dawn

    Orbiting Death.

    Hi.

    I haven't had nor really seen hair or sight of this powah since mid 2005.

    This is how I remember it:

    3 fluffy things float around on a circumference. Enemies between you and them didn't get hit but enemies on their flight path did get hit. So effectively I would have to line up fluffies to the enemies for them to get hit and produce good dpe.

    The tick of dam although like a tankers in tick rate was nothing like a tankers unbuffed.

    The end cost at 0.78eps is staggering. If I am running it and mobs are barely ever on the fluffy flight path then the ticks of damage are doing a lot of nothing for the end cost lowering its actual dps and dpe.

    Being fiddly and perhaps a power best left for later I thought I would respec it out and look at it again later...

    Four years later, I have never needed or seen a good use for what comes to be known as Orbiting Debt by some but given its popularity, it must do something and that is my question..

    What can you use it for?

    In teams, if you don't get in and AoE blast quick there will be nothing left, often when I used to double mire I would wonder why I double mired as the moment I had there was nothing left so the whole point in bothering to turn OD would of stumped me too.

    Solo I would possibly do a number of things and still not know what I was missing from not having OD. Clearly its not a needed power but still if one wanted it..why?

    If anyone EU can show me ingame I would like to see it in action pls.
  25. Quote:
    Originally Posted by LordXenite View Post

    Whenever you feel unchallenged, gather 7 lowbies with you and go do a Lv50+ Boss AE farm. That should get your blood running...
    AE is broke and farming is boring. I'll wait till we can adjust the team size if I fancy something extraordinary.