New Dawn

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  1. I just thought with it double xp an all, and if Nicky is not 50 or anyone is not 50 and wants to lvl up on TF then I can give it a miss this time for someone who can lvl on it if ya know anyone between now and the time.
  2. Id be interested with my Mind emp called ALY pls
  3. In doing a STF ya can make up an ideal team of 1 ice tank 7 controllers or have to deal with what ya got. Tank with taunt or no taunt changes playing field (thats all) but no taunt lacks so much flexibility. In doing that kite Id want AB or SB not rely on AM, as the moment id go for AM lord recluse may use suppression, and as for level of -end recovery of channel gun in stf i wouldnt know yet (i will say in RV my emps AB works fine). But kited he is more likely to get his men out.
  4. If you range him he may end drain you, then ya stop flying and get caught up with and get mullered.
  5. Streakbreakers would kick in even if he was missing alot and icetanks with lack of res would be floored. Everyone needs support, in one form or another so doing things as a team combining powers is the only option. Right powers, right places, right time. If ya cant do it with a team then ya fail as a team.
  6. Just saying what i did cos ya would of avoided alot of unnecessary feedback on your choices once ya given what your toon is about.

    [ QUOTE ]
    You’re a Scrapper, don’t be a wuss.

    [/ QUOTE ]

    Most people say this in guides when referring to concealment pool but concealment pool has its uses, not necessarily for escape and debt avoidance.
  7. When it comes to power choices and needs concept wins imo. How to slot them best is another matter cos mostly i dont know anyone conceptually slotting XD. At start of a guide, a statement as to what a build is about could be stated to avoid any further surmising (although doesnt always).

    My BS/regen is having phase shift despite what other guides say! Indigo and a bit of a knives of artemis theme ftw!

    More thought into slotting order has probably gone into this build than most others i have seen.
  8. You dont have to kill to help win a war.
  9. [ QUOTE ]
    [ QUOTE ]
    with a team that has just a sonic/ or /sonic for a defence set

    [/ QUOTE ]do not underestimate the sonic defender, if you have ever tried a fire tanker you know that he turns you into a real monster: very high resistances and high damage (thanks to Disruption Field).

    [/ QUOTE ]

    I have a sonic corrupter and have found that versus psionic damage its interesting. Hence Mother Mayhem suggested. A sonic caps a firetanks res to all but psionic and untyped.
  10. People herd, keep aggro and still find it boring.

    Anyway damage is an important part of tanking. You as a tank need to survive long enough and in some teams that means you need to be a contributing part of the reduction of fight time to below your tankers life expectancy. The one that really is reducing your life expectancy could be a +3 dark ring mistress boss or a +3 sapper. These are the guys i like to knock off for myself.

    I enjoy tanking from an experimentalist point of view. "OMG we got a ftl make up of a team but everyone is in it to win it so what can we do in terms of survival that must come from outside of our builds as a team?". So many people resort to saying "i couldnt do it cos i didnt take or we didnt have a" but as a tanker you help create the dynamics by offering players what they need. What you do, can either keep them at maximum effect or reduce it but yet despite some doing or knowing all this they can be still bored or not having as much fun as they would with another build/AT.
  11. Well i totally get the inv/nrg or inv/ss being boring in comparison to others and even with inv/stone id get it. Inv has no dam aura so lower xp rate but has better acc but that makes m00t difference when ya doing so little damage with a poo pbaoe or no pbaoe cos it comes so late. Secondaries make a huge huge difference imo to levels of fun.

    From 101 Ways to spice up ya tanklife:

    #56 Go do mother mayhem with a team that has just a sonic/ or /sonic for a defence set
  12. Thing is your bots poison and thugs dark, not thugs poison, so its not quite the same. With bots you have bubbles and resistance and bots that heal eachother plus a repair as well as alkaloid. Even playing my dark/dark or my bots/traps and my merc/traps i see three different kettles of fish.
  13. [ QUOTE ]
    Actually, both wouldn't have too much time for that as they are busy controlling/debuffing the enemy and juggling him with Air Sup.

    [/ QUOTE ]

    My thugs poison that doesnt speak of the enemy as a "one off" so with only one real multihit debuff id like the chance to heal for the cost of less end than it takes for getting any one of my men back. The less end used in healing means more attacks to my end bar as well cos i like to shoot things. Me and the thugs have cone attacks and we do more damage per end from hitting many mobs at once

    [ QUOTE ]
    The joy of playing this set is the pleasure of seeing it evolve - I am also looking forward to the Bruiser/Noxious Gas combo (- eee that's made me chuckle)

    [/ QUOTE ]

    Its 20 secs in every 112 secs as best and although i am one level away from it i see that as possibly situational cos id hate to use it when i dont need it and then need it. How well it will work with a handclapping brute i dont know but i can always skip that upgrade.
  14. Invulns get more challenging 40+ with all the end drains and psionics but then people go and do somit stupid and get weave to make it less challenging and back to being boring

    But as my invuln i pretty much 8 man teamed it all the way till then anyway and after. Solo was a no no.

    I will admit the lack of an AoE till 38 for an inv/SS made thing comparatively grindy to my other tanks and energy melee AoE comes early but is pants damage wise to make up for the fact its a heavy single targetter so would still be more grindy.

  15. If its that late 10:30pm id like to do it with my scrapper if poss pls
  16. Yeah ya right with a kin aid self would be wasted but i was referring to how i play without one but with a kin or any corrupter id get the aura even sooner. Brutes gauntlet is single target and pants. My sonic sonic corrupter with a brute whose without an aura is the aggro magnet.

    Fire stone should be wicked!
  17. You will save more endurance from the damage slot than anyother slotting when not at much of an accuracy disadvantage. When at an accuracy disadvantage accuracy and tohit is needed and is also good to gauntlet. My stance on gauntlet is its poo and i dont rely on it unless there is ample range with it. The less fight duration you have the better survivability you have. Anyone slotting 3 acc and 3 end needs to be knocked on the head. I mean just quickly compare 3 acc 3 end to 3 acc 3 dam, 3 acc 3 end = plus fight duration.

    [ QUOTE ]
    Quite often tanks have only a few attacks until the higher levels. Most of the sets have decent attacks available at levels 28,35 and 38, so you haven't got there if you are at the early 20s.

    For each attack you get, your endurance requirements will increase. Slotting end reducers will help that, slotting recharge or running Hasten will make it worse. If you are happy having slower recharges on your attacks then I think you should be able to manage without stamina. I've never tried it though, mainly because it is more demanding on slots than one with stamina.

    [/ QUOTE ]

    What Unthing speaks of is heightened eps and not allowing end recovery to stand much of a chance plus using more endurance per each attack which is right. Great for pvp but when ya need to long haul it or have been end drained in PVE its no good. My post is merely a reply to take what he says into account but adding an exception to pbaoes which by hitting 10 do much more dpe to group and so much more its worth recharging it. Footstomp to a group is 4 times knockout blow for same end and the more of it the less group to single target with knockout blow etc with, well thats my thinking. With sets like sonic and TA to tank for the faster the mob goes down the better.
  18. With lack of slots PBs and WS could specialise in certain areas and be about a certain thing. My Warshade AoE monster, my PB ST monster, job done!
  19. Thugs aint hot on secondary effects, if it was then the assault and tactics effect of -fight duration would stack even better but what what multihit debuffs i have as a poison thug in terms of personal survival is largely in the -dps after the alpha strike and the only one of good recharge is called Neurotoxic breath. I find aid other costs way way less than alkaloid and gives a better heal. So if i am close to a thug its a lovely heal for low end, alkaloid is great for range and res to toxic to me but even if i use both in quick succession its better than the would be call thugs and then equip and upgrade them.

    Aid other base heal 22.3% 6.5 end rechg 10
    Alkaloid base heal 17.5% 16.3 end rechg 4
    Call any thug 19.5 end
    Followby equip thugs 16.3 end
    Upgrade 22.5 end
    Cost difference of getting a new thug out compared to healing them = 51.8 end with aid other or 41 end with alkaloid.

    Whilst attack rate of enemy is reduced i think aid other is fine. Alkaloid could blow ya end bar in no time with such an end cost at low rechg and your not even fighting toxic damage.

    Brutes i know properly, have auras, mine have auras early and taunt very early compared to most (pre 20 on 1) but i play mine on another server to them with my thugs and the one good brute i have teamed with on the server came from my home server, the rest were strangers in PuGs better built for duel PvP.

    Poison is great on a single target and imo should be the best single target debuff set in game but i run into groups first unless teamed with 1 good brute on defiant who i know who is Fire/Fire, totally fearless and a bit hard to keep up with. But i dont even try to play well with that MM anyway and prefer to shoot things.
  20. I think Carnifax is comparing defender TA to defender any which is what only matters really so Caltrops and Earthquake wont count.

    With a TA defender as a tank id need to herd fast with as minimum fight duration to self as possible, gain taunt control asap and "hopefully" have the right debuffs in order and then live off of a fast fight duration. Health loss is a problem with which my TA has aid other to reduce down time.

    Id sooner tank for a TA than a Rad when there is some anchor killing twit in the team.
  21. [ QUOTE ]
    i hear SR is a very tight build tho and you have ot take everything to really get the most out of it.. leaving little room for customizing

    [/ QUOTE ]

    That Id agree and like the above poster says invulns aggro control better so ya more likely to get more out of cones and pbaoes an all.
  22. The more fury you have the more damage per endurance you do. The aura makes sure i get hit and build fury and i tried to get hit by 10 in every mob and aoe as many as possible in short time for more damage done per end. If your basically getting less than 4 with it most of the time then its a wasted power but like with my tanks fighting 10, whilst i have concentrated on doing the first 4 the other 6 are halfway done. As an elec elec fighting 10 leaves me coming out of a mob looking like i have had an unstoppable crash and end recovery is faster than health recovery so aid self will serve to reduce down time well as well as increasing survivability playing this way.

    i might time how long it takes me to fight different amounts at a time for most efficiency and how much end bar i have left in the process for it. But I wouldnt get lightning aura till ya can attract and finish the desired amount its worth having for unless you like to keep aggro of others some.
  23. [ QUOTE ]
    A /poison with medicine pool? Sorry, you won't have time to be your minions' carebear. The self heal just isn't worth the effort: Either you use Bodyguard and don't need it or you direct your troops from the back... and don't need it. (And make sure you take at least the armour from your PPP. Armour+Bodyguard = tough kill)
    On the other hand Leadership is a must. The good old Assault+Tactics combination works like a charm and with a rez in your secondary set you might want to top it off with Vengeance as long as you team occasionally.

    [/ QUOTE ]

    I do play one in bodyguard mode and assault tactics add damage output and accuracy. How much i and my guys get hit is completely outside of that. MMs at the front running in with Brutes is the best way to play. Standing at back directing is inefficient. Get aggro with all your hitpoints as much as possible so people like dominators dont. Most brutes i have seen neither have taunt or aura so would be pants for doms who miss and then get aggro. id sooner heal than remake and upgrade. Maneuvers def is only good if stacked with a -tohit or +def power of decent size.
  24. Damage slots are the best slots to have in a power. The more damage you do with an attack the the less amount of times you have to hit someone and thus save end. With 3 damage slots you double the amount of damage per endurance point. 3 damage slots are worth more than 3 endurance slots on saving endurance. Then there is hitting people which is good cos then your not spending endurance on thin air which would make you use an attack more plus there is gauntlet. Recharge means you do your greatest damage per endurance more often and therefore use other attacks of damage per endurance less often and therefore save on using more attacks which would of cost you extra endurance but recharges in attacks that will cost you much needed extra attack chains arent good because endurance slots add more attack chains to an endurance bar.

    As a tank 3 dam slots is the most beneficial 3 slots. Then ya have to hit for gauntlet and using less attacks sake and less fight duration, then ya possibly could do with being able to do with more attack chains to an end bar but where the damage per endurance is so high from hitting many you may want more of it to save on other attacks being used more often. In pnaoes like footstomp the total damage to group can be so good it effectively would save you or someone from using the other attacks more often and thus save on end. The more you use it in groups the more you could save on end from having to use other single target attacks. So the more often you use aoes on maximum targets the more end you save.

    3 dam slots are best, you need enough acc for the mobs face, end slots are great to add attack chains to an end bar and if your a singletargets this is good and recharge slots on aoes can do so much damage to groups that they can save on singletarget attacks and thus save end.

    So if facing +4 i would say 2acc 3 dam 1 end and a recyclable attack chain and on the aoes 1 acc 3 dam 1-2 rechg 0-1 end (an end in case ya cant get a completeable ST attack chain). But with taunting and moving in teams a completely recyclable ST attack chain wouldnt be necessary anyway.

    Stamina with base end recovery almost acts like an end slot in most attacks so without end slots i could be 5 attack chains to a end bar, with an end slot i get 25% more and with stamina i could get even more.
  25. Stimulant can tend to effects that antidote wont and aid other and aid self can help make up slightly for lack of a aura heal at times. Leaderships can tend to effects that antidote wont and stack with pets so that pets get a better buff. I might have both :P and forget the patrons.