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Id sooner stimulant than aid other to perhaps cm the real defender but i dunno what ya planning on. But within a fight i wouldnt want to use either on anyone cos i direct attacks on em but maybe a pre buff to defender b4 goin in is nice.
Given that game is doable on SOs and these new slots are superior its hard to go wrong as long as you stick to the AT themes. I think they kinda make a toon a bit more powerful in some light and make cookie cutting a bit more history with more diverse builds.
I havent even gone into my ice/ice planning or any of my tanks as yet so "stimulant ftw!" is my main comment. -
Well alot of people have been using them from the days khelds came out but for some they'd be new and most things on the forums prop up again and again which is good for newr people.
I would have a target macro like:
/macro T, "$$targetname Void $$targetname Quantum"
if i didnt from nearly day one decide that i wasnt gonna spend time looking for them in every mob. Instead its attack mob and get surprised. -
Use the herobuilder to do an attack chain that you "might" use and see where most of your endurance loss is coming from just to be sure about slotting end in toggles over attacks. I actually find icepatch a bit of a culprit an all. Otherwise i think you have thought about it although i would haste ss it to fit in more S/L shield powers earlier either and more hp more often and a heal more often and then respec into fly about 24 after you have icepatch. Bit like superman superspeeding before flying.
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That should turn into a steamroller build extraordinaire.
Stick at it, get acid, poison gas trap, super slot them, make sure you get gang war and caltrops and get out in front of the team and run into anything with bodyguard mode on (no pulling just keep steamrolling). -
Rather than write figures down that i can get from a source "have the source".
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The hero I have the most fun playing is a kin defender -- I use a buff/debuff chain, and hardly ever click an attack
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Wilfreds tank would probably have no need for aid self with your kin. -
There are to me wasted slots. You can go "thanks anyway but I'll keep it like that due to feel" but I'd rather you looked at the figures and see how much effect they have. IOs may go in and save on these slots that could be better spent elsewhere.
Level 10 : Combat Jumping
Endurance Reduction ( 10 )
Defense Buff ( 43 )
Defense Buff ( 46 )
The defense is so low most people without greater defense to stack it to pick jump slots instead. It doesnt do much in a tohit calculation on its own to make a significant change in damage sustainability in only def terms. The endurance cost of the power is insignificant as its only .07 endurance per second and your trying to save 0.02 endurance if perma stealthed you will save more end "overall" slotting an extra end slot in stealth. I am not really gonna suggest better places for these slots but if you could find better places then fine. Shriek is a tier one power I'd end slot on say a Sonic/Sonic but on a Kin/Sonic its different. 3rd end in acrobatics and 3rd end in Assault also do very very little and id want Assault after Total Focus to slot Total Focus more.
Extra tohit is imo very beneficial. Its a sod when ya debuffs miss and any room for tactics would be an out and out blessing. I think you can eventually get a stealth invention to go into SS (which i'd end slot to play with it always on btw cos it does stealth you more anyway) and then if its within your concept possibly change stealth to grant invis. -
Power choices, pick them for concept and fun then play around them. Some people will work with you and some will work against you. Teamplayers act to try to help the whole team without exception and we all should choose our friends wisely.
I know i am gonna talk about a fire/fire tank but alot has to do with /fire. Trying to repeat Castle escapades in Dark Astoria i found offense can be the best defense.
More offense = less damage taken + less secondary effects = less fight duration = more xp/time.
More defense = more fight duration + more secondary effects over time = less offense = less xp/time.
Less need for defenders = more need for offenders
Its just about getting the right mix.
Effectiveness of builds can largely come down to who you team with and levels you face and then your also locked into doing levels you can adequately taunt control for the sake of team.
Builds need to be fun and well rounded imo soloing +3 or +4 sappers or a +3 Dark Ring Mistress as an invuln shouldnt have to always be a pant wetter and having more than necessary survival is a waste. Playing right in a typical team you could be gaining from support anyway and your survivability in terms of such and such was there anyway.
So many people havent got a clue about the flexibility taunt can offer and for me its plain view especially for the def set tanks that may have high damage streakbreakers to worry about against AVs and for the res sets they can use it to lower the damage per second upon themselves but for me the real reason for taunt versus AVs for either the def or res set should be for taking damage completely away from the team as and when needed, not cos 52 infernal (who I'd taunt with my scrapper) would kick ya butt in an unideal team make up if ya couldnt kite.
Levelling up you can better keep an extremely useful debuff zone and collect strays into taunt control with taunt as well as autohitting, useability at low end due to no end cost and range being faster than travel power. -
I like it especially the facial features cos i think there is something about the look and style all on its own. The pose itself is unusual and I have to give props for that also.
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Id like to PvP in them zones in the way them zones are meant to be played but the chance of accumulated debt puts me off.
I did 5 mins yesterday in Sirens buffing NPCs to get a win against an MM and lots of NPCs. How many people go there for xp? and how many badgers would stop going there for lack of xp? and why cant i have a see all healthbars of npc allys as an option? The Siren zones can be won helping the npcs when ya a pacifist emp with no attacks or as a brute pulling mobs into ambush areas. You could have a virtual mastermind of a legion experience with just you in the zone and then win it without chance of debt or go both pvp and pve for a new PVP&E rating without debt. But either way the rewards for risk isnt that enticive and things just get old ie after the first time ya came out got tped AS impaled or ganked by all the PVP names.
Repetitive same same tacts like that make me go afk in the hosp, with me as the most wanted, build planning and getting time badge "no bounty for you today". -
Dang thats the most short notice post i think i have seen and on a dxp weekend so how many would be reading forums i wonder?
I bet a shout out on arena worked better. -
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I can imagine that, with constant TK use, you will need stamina IF you can't get your hands on a Miracle and an Numina's +recovery IOs.
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They wont quite replace stamina with constant TK use and id be more inclined to put them IOs on other toons but still staminaless is still doable depending on how you slot. TK doesnt necessarily usually account for all your end consumption and just enough to get by between RAs is fine, although forethought on economic use of powers and team dynamics help all that.
I like leaderships assault and tactics on Mindcontrol cos its res to taunt placate confuse and fear and the tohit buff from tactics is a beauty considering minds inherent acc penalties and so will leave out the psionic blasts. Id actually love to hover, fly and group fly but mine is gonna finish as more mind control than telekinetic but if i can wing them in ill try. -
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Nongranites only penalty is -speed from rooted, AFAIK.
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Which part of this is in contradiction with what we said?
You sound like a broken record.
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Your replying to Cognitos reply to Synergy X so this all looking weird from my perspective and scaring me XD .
The -speed aint a prob worth bringing up as most stonetanks either have their pocket kin sidekick(or is it actually..the stonetank is the kins sidekick?
) or tp self. I put concept over efficiency as i see the game as more of a tool for a comic book story that we can create and escape to for ourselves than anything else. How we play not what we play matters most.
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i prefer mezz protection on my controller cos if she cant control her own mind thats not good. I do have power boosted RA on my empath atm and it is very nice but not actually needed so concept wins to me and i may even go psychic mastery for concept again.
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It was the clear mind that stopped me from making my toon mind/kin as clear mind happens to be a mind control power and therefore my toon became mind/emp.
id say heal other, cm, fort, recovery aura are the 4 main basics but i still feel guilty leaving out the rest cept res and maybe ap. -
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None of the tanker epics are 'essential' to any build imo. Energy gives focused accuracy for pvp and conserve power to those who'd need it (I don't know who would).
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Me soloing the SFG missions that are set to invincible with so many carnie dark ring mistresses and sappers about with my non end drain resisting and typically no autohit attacks/holds invuln/ss.
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- Mass Sleep is really, really useful, and I speak as someone with lots of damage AoEs that break it. Sleep is a strong contender for "most unfairly underestimated effect" among players as a whole. I took a team of scrappers and blasters through the Mother Mayhem mission largely on the back of Salt Crystals. With good slotting and hasten, it may be possible to perma-sleep, I haven't tried yet. Even where sleep isn't necessary, it's a mass defense debuff, a very notable one.
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The size of its AoE is lovely and against some enemies it might detoggle armours. I have yet to check this but my combat logs when trip mining council soldiers have said i have turned a power off and that they are no longer able to use it. This is partly why i dont want frozen aura changed yet, i have yet to get it (icetank last on level list out of my tanks for being so unchallenging) but when i do get it i wanna do a few tests and make macros with it. My controller has had mass sleep since the day i got it and it can make things so much smoother especially with those who are single target biased anyway. They could even ST first then open up with AoE rather than AoE then ST. -
hastened dull pain is my thing in those levels.
id read the differences slots make to the powers as you level and be aware 6 DO slots may help if ya happy to use a respec. -
Id look to go 1 acc 1 end 2 dam and 2 rechg in attacks on this for better endurance, still good dps and good rechg when in granite a change to single IO slots would be straight forward an all.
Taunt is underslotted for Granite mode taunting imo and i have done tests when holding AVs taunt duration must reach the recharge of the next taunt, you dont want to be "damn i have lost aggro, hang on taunt is recharging" just as *rage crashes*. Your -rechgd in Granite and then some attacks go and -rechg you. Psi attacks do that but with them you should be in Minerals. I loved taunt early on my stonetank, with a lack of slots and long fight durations versus kbd mobs having to tp about at high end cost would of been a pain where as taunt costs nothing and will be autohit.
Your end reduxing your toggles and not the attack chain so it could be a case of a 2.5 eps attack chain for the sake of getting toggles to 0.75 eps from 1 eps. The /SS attacks may average 1.16 eps but the attack chain is always higher.
My figures are rough guestimates cos i cant be bothered to look in order to outgeek anyone. -
I am pretty sure there is almost nothing in the difference between SR and Invulns for toggle costs however Invuln is more likely to suffer from being effected by endurance drain.
My bs/regen is squishie but then i slot up attacks first. I figured id of been better off invuln as it allows more time for me to get healed and the action times of bs get in the way of heal clicking (but then when ya barely have any slots in regen side it would). -
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From urban dictionairy:
The "tank" can survive longer while taking damage than the other characters. Ultimately, the tank needs to be able to occupy the agressor without dying. The method employed, whether avoidance or absorption, does not matter, as long as the tank can mitigate damage in some way.
And that i see as tanking.
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Being the last one standing in the reactor room with granite aid self and you name it but with no aggro control capabilities has led to everyone running out of awakens and in hosp but nevermind it still means that the tanker has satisfied the urban dictionaries classification of tanker...but would forever be a planker in my book.
No AT should ever be immortal and therefore have an incentive to keep the team upstanding. -
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If you need another scrapper for this I'm more than happy to join in.
Focus has quite a good range for pulling AVs.
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May aswell work upto the middle one and brawl.
Confront, Warriors challenge and Calling of the wolf, all the same power, can up the team survivability on this enough to keep dps up (better to have one fall at a time than whole team fall). Some scrappers kite in turn whilst one runs back from hosp. Insp trays full of blues unless ya can keep yaselves ticking over like mine can and stick to best dpe attack chains on AVs thatll obviously be ST attacks only and dont all huddle up in front of AVs so that AVs can hit ya all with one juicy AoE or cone attack.
I wont be surprised if it can be done. -
I am not enthralled by the SG bases etc i think people should have a personal room that they get into using a lift and have more personal items such as their own enhancement/insp racks that no one else can access. The fact that things arent global aint good neither as the whole kick and invite system is conceptually amiss and a pain in the butt.
Many people are trying to write their own comic so to speak and prefer atleast some greater independence and personal item security. Being in a large SG doesnt always allow for that, more personal space with personal items would help....oh and id still want to see apartments. -
Id also get stunning shot for times when perma mezzing controller bosses is the only real "efficient" option