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Well its not a bad build. I tend to give tanks who are out to tank early a lot of credit, space and in teams "my insps" regardless of how well they are doing as we all learn at some point. Unfortunately in the lower levels Mr Knockback Energy Blaster likes to knock mobs into even more mobs, everything away from you rather than to you and then wonders why your level 8 isn't doing too well for his lvl 12 team; that has debt dodging scrappers with more hitpoints etc etc. I do love PuGs.
Its a fine build order (although why take boxing and then health?). I take it you will be getting 2 temporary travel powers and being careful not to waste them. I don't get Handclap tbh I'd rather Rage, its not a bad power at all. 49 resurgence or weave? -
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Since the cast time changes and defiant changes I think its daft not to have flares.
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/e slap
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LOL
/em CATFIGHT!
Didnt they change the range on this as well to 80ft?
Sometimes I don't talk sense because I am trying to talk in code. You have to turn what I say on its head. Then at other times I have one thing confused with another. Sometimes it all depends on peoples perspective and intent; but most of the time I have been drinking. -
Big Gratz!!
My first 50 took 620
They don't get much quicker now.
Course they do! -
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Level 30: Hasten -- RechRdx-I:40(A)
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Number 1 problem! Wheres the other 2 slots? -
Since the cast time changes and defiant changes I think its daft not to have flares.
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Granite isn't easy mode if the getting and keeping of total aggro control and redirecting of attacks is your main motivation because then you can find it challenging.
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You PvP with that? (cos thats all acc in taunt is good for)
Some of the slots are excessive for small paltry bonuses I can only assume that they are there waiting to change to some special IO. -
I think its nice to have a place where you can keep things in storage without a worry about other folk. I have such a place hero and villain side on all servers XD.
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One could change an Acc in Swipe and Slash for an end slot but against good defense you will miss more and waste end. The only immediate change would be to seriously lower the end cost in Dark Regeneration. Without slotting any endurance in Dark Regeneration it costs 1/3rd of your endurance bar and then depending on targets may not save you. In your posted build Dark Regeneration is only 5 slots but you are missing a slot in the whole build which leaves me hoping you have 6 slots there to squeeze in 2 end slots. I would remove recharge for end and stick to teams until you respec. A respec is definitely a good idea to put 2 ends in tough rather than 3 in CoF (keep 2 in CoF) and get every attack with an end slot. With SOs 2 acc 3 dam 1 end attacks. With Spin recharge can be better than an end slot if used above certain numbers.
Swipe is a good power, in the lower levels where it looks like it does a lot, it used to have a longer action time that meant the endurance cost by it was quickly regained and you were able to spam it at near 0 end, never quite losing end but later when you have better end recovery and more attacks people take a higher tier attack.
CoF:
Foes close to you are treated to visions most horrific, forcing them to tremble in terror, only attacking if attacked, and even then, at reduced Accuracy.
So Death Shrouds damage is an attack which should break the fear causing them to attack back. At reduced enough accuracy their attacking back doesn't matter but then why use fear. If I had to drop a boss amongst minions then I'd keep the minions alive and feared whilst single targeting the boss; leeching the minions now and again with Dark Regen. -
By posting your current build people can try to reslot you to offer the most immediate help by making the slightest of tweaks to make the claws/da fun now.
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READ THIS NOW OR ELSE.
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As a TA/A, I like Entangling Arrow. The above average accuracy and long duration really help in the early levels and keep it useful in later levels, and in AV fights it can be invaluable if used well.
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Yes for me this has proven to be very true. -
I don't know what your experiences are but I can if you like TA against you in PvP so that you can have a basic idea of what your like to go against and then think about it.
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The old thinking of Brutes cant have weapons because they would be detrimental to fury has obviously fallen to the wayside (with them being given DB).
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I prefer to use getting hit as a fury builder. Fury can be at 90% from nothing in the first 10secs! -
Editing helped as it helps to be able to import the build. I have to do a build suggestion for a friend and so would be looking at your ideas. I would suggest doing a search for Maelwys: Nightdagger build to see if you can take from it doing a power by power comparison and taking into account what matters to an experienced player of those sets.
The planned build you have is "very expensive" and would require a lot of influence and a lot of game time to acquire. You can "gimp" a build with IO sets as there are trades for bonuses you maybe making that just aren't worth it. -
I don't think there is any serious must-nots when looking at the many different intentions and teams make ups. I have taken nothing other than PB powers and in the different teams the levels of usefulness vary. If you don't like the sound of it don't take it....unless you do PuGs then Dwarf form and light form are priceless and one would keep kb aoe to a minimum. Also certain powers come under the good to have for events when most people don't have them but are rarely needed. Put mass immobilisers/sonics on your friends list.
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With most of the support effects in the game alongside a typical build I see unstoppable being far less needed to an Invuln than Granite is needed or Hibernate is needed to Stone or Ice respectively. However there are times when Granite isn't at all necessary but still gets used. A decent team are just people with caution and consideration of each others builds. In my mind that seriously just includes people who "know" almost every build ruling out most of the populace and so one is happy with people doing their best with what concept they have got whilst being progressive in finding out how well others can cope.
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A bad invul tanker tends to die. A bad stone tanker tends to survive while the team dies.
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I don't get this. Such simple black and white contrasting. Such flippant pigeon holing. I do not understand.
In both sentences the team aren't accounted for as though they can do no wrong.
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With Invuln tanks you can gain survivability from consolidating aggro in the aura. A good Invuln would then do his job well and have good survivability (38% def is great). A team may prevent an Invuln from consolidating aggro in the aura but not in actuality in which aggro control exists without the survivability. None of this matters to a Stonetank. Their survivability isn't so based on what the team does. The teams survivability is more based on what the Stonetank does. Invulns can have far less of a problem of getting aggro than a Stonetank would in keeping it. No matter what Tank is in the team it is important to not always have the same expectations and adapt. -
I don't care which Tank I play really just as long I keep in mind which one I am on.
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I'd be happy to tank any AV in the world for you, any AV!! Oh wait no entangling arrow...forget I said anything
Up against the wall in terms of survivability one can use it. -
You end slotted combat jump
Read the figures and look at your game play. A lot of endurance can come from tping about and so it may pay to end slot tp self more. Little things have to be tweaked from observing. I would add atleast one more recharge to taunt personally whilst wondering why you end slotted rooted. -
Why Boxing so early when tough is so late? Why put off GIS for stamina? I would consider Frozen Aura, it will do damage, how much I don't know but I can't think of anything less offensive in melee than WP/ice or Inv/Ice. I will suggest being a team builder otherwise one could either end up leveling slow or hanging around the streets like some pick up girl for most of your game.