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Posts
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i like to send the boys in but i dont get to select my stalker, they select themself and its simply whoevers got in there.
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I wouldn't kick someone for being a poor tanker either. I would for being the cause of mass faceplantage.
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Where a tanks positioned about an AV can be the cause of a mass team wipe.
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Or the lack of knowledge that quite alot AV's do a nuke at 5%
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Thats tells me you lack knowledge -
I look to save slots and so would seek to def debuff enough to not have "all" powers 2 accd. Have ya ever designed a rad rad build thats fully hamied? The more i look into rad rad corrupters the more i think it needs nerfing....but then i look at other sets and think meh its sonic repulsion that needs a buff!!
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I wouldn't kick someone for being a poor tanker either. I would for being the cause of mass faceplantage.
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Where a tanks positioned about an AV can be the cause of a mass team wipe. -
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Huh? Pardon me, but Inv has by far the worst taunt aura available to tankers. It´s a 1.25 sec MAG 3 taunt while all the others get an aura with a 13.5 sec MAG 4 taunt (or even two in the case of ice).
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Last time i checked Invulns Invincibility it looked fixed. -
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And then you get back to the whole question, what is the job of a tanker. Some say 100% aggro control, others say 'alpha damage taker', and all variations of this.
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Control the direction and placement of fire and to take sufficient damage and secondary effects "off" the rest of the team but not so much for the scrappers. -
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But I always expect from team members that they bring something desirable to the table and that they fulfill their duty reliably. A tanker that can sometimes hold aggro just doesn´t fit that bill, so I would rather fill that spot with something else.
[/ QUOTE ]So, if you had room in your team, and there was nobody online and available in your level range but a tauntless tank, would you invite them?
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You may be in a position of not really wanting a tauntless tank because what it is you could of needed the tank for can get done by a scrapper with taunt and then someone else considered more desireable can come to the team than a tauntless tank in regards to AVs
In regards to normal missions you dont always need a tank, you can set the rep lower if ya like but meh why bother buff the scrapper send em in and give them a few extra seconds or somit. Tanks do make easier work of missions and you should be safer with one but likewise you should feel safer with a tank that has taunt than one without. -
There are only 2 main powers worth endmodding and thats short circuit and powersink of which they have already been stated. Being as your just starting you need to level up as you go finding out what your needs are.
My Elec/Elec blows thru end like nobodies business pre20 but i know that 3 dam slots is immediately good dam per end with aim and build up making that even better, i need acc to be comfortable and even add end slots on attacks that would normally change to rechg later due to powersink.
If i had your concept and was inclined to take your powers at the time you have chosen Id initially plan like this and slot it with what i feel like when i felt it necessary:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Tuarus
Level: 50
Archetype: Blaster
Primary: Electrical Blast
Secondary: Electricity Manipulation
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01) --> Charged Bolts==> Dmg(1) Dmg(5) Dmg(5) Acc(13) EndRdx(21) Acc(43)
01) --> Electric Fence==> Acc(1)
02) --> Lightning Bolt==> Dmg(2) Dmg(3) Dmg(3) Acc(13) EndRdx(21) Acc(43)
04) --> Charged Brawl==> Dmg(4) Dmg(37) Dmg(40) Acc(42) EndRdx(42) Acc(43)
06) --> Short Circuit==> Rechg(6) Rechg(7) Rechg(7) EndMod(11) EndMod(11) EndMod(46)
08) --> Aim==> Rechg(8) Rechg(9) Rechg(9)
10) --> Havoc Punch==> Dmg(10) Dmg(23) Dmg(23) Acc(34) EndRdx(42) Acc(45)
12) --> Hover==> Fly(12) Fly(46) Fly(46)
14) --> Fly==> Fly(14) Fly(15) Fly(15)
16) --> Build Up==> Rechg(16) Rechg(17) Rechg(17)
18) --> Tesla Cage==> Acc(18) Acc(19) Rechg(19) Rechg(50)
20) --> Swift==> Run(20)
22) --> Health==> Heal(22)
24) --> Stamina==> EndMod(24) EndMod(25) EndMod(25)
26) --> Voltaic Sentinel==> Dmg(26) Dmg(27) Dmg(27)
28) --> Thunder Strike==> Acc(28) Acc(29) Dmg(29) Dmg(31) Dmg(31) Rechg(31)
30) --> Recall Friend==> Any(30)
32) --> Thunderous Blast==> Rechg(32) Rechg(33) Rechg(33) Dmg(33) Dmg(34) Dmg(34)
35) --> Power Sink==> Rechg(35) Rechg(36) Rechg(36) EndMod(36) EndMod(37) EndMod(37)
38) --> Shocking Grasp==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(40)
41) --> Stealth==> EndRdx(41)
44) --> Personal Force Field==> Rechg(44) Rechg(45) Rechg(45)
47) --> Temp Invulnerability==> DmgRes(47) DmgRes(48) DmgRes(48) EndRdx(48)
49) --> Force of Nature==> Rechg(49) Rechg(50) Rechg(50)
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01) --> Power Slide==> Empty(1)
01) --> Power Rush==> Empty(1)
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
01) --> Defiance==> Empty(1)
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My own plan has different powers selected. This is just how Id slot your build. However as i say when it comes to putting what slot in at what level would be down to how you felt but usually i go 3 dam 1 acc 1 end till 15 then go 1 acc 3 dam 1 end then about 30 getting the extra acc in when most tanks are getting confident to go do +4. -
Get the aoe blasts!!!!
When the tank has taunt control then it may still be only safe to blast due to enemy AoE but if your either buffed or the mob is debuffed and/or controlled then its safest to be all up in there blapping. -
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As soon as you start burning me i will sj miles away and land and be feared there so basicly ull get burn and with luck knockout blow in
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I am thinking you get feared, you get burned then you get kblow'd and haymakered as of Bloody Bay which would be better than Fear kblow'd haymakered chased. Whilst feared ya do no running. Its about the damage.
Do a build on test Doc have intimidate fear knockout blow and haymaker well slotted but taken prior to 25 and ill go into Bloody bay with ya, also have a build ya was gonna go with and ill go into bloody bay with ya and as Stalkobot is saying catch people perhaps in an attack chain. -
With my Kheldin00bs I called my PB Cassieopeia and my WS Ulyssa. Ulyssa is basically far traveller and Cassieopeia is a version of Cassiopeia which means beautiful or something but is a spelling version of the star constellation (its 2 latinised greek spellings mixed) but i prolly subconciously nicked it from Battlestar Galactica.
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Yes but slot attacks like ya would ya /sr
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I dont think its all that bonkers in some cases but id be more into fly by taunting with it.
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The damage per endurance of burn is extreme, for hardly any end you do so much damage and with that power once you have a target in pvp feared you can Burn then Knockout blow and then haymaker giving yourself more damage in a small time period. I dont think perma fearing in PVP is possible but whatever you do you have to do the most damage in a small time period. Knockout Blow and Haymaker may not chain up again to get that last hit in at times so Burn might be that one thing that seals the deal. Obviously if someone is mezz protected then ya may have to keep chasing in which case superspeed maybe alittle late.
Going fear -> burn -> knockout blow -> haymaker in bloody bay i wouldnt know if that would work out better unless you test it but in Bloody bay you should id imagine have more damage in a little period of time and then by sirens the dam/end gets better due to fiery embrace and/or rage depending on what sacrifices are makeable to get a possibly needed fitness back in. Ultimately i'd suggest forgetting end toggles on armours and adding dam slots to Burn as enormous damage per endurance on a feared target whilst getting on with your attack chain is possibly a god send.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Strengtho
Level: 50
Archetype: Tanker
Primary: Fiery Aura
Secondary: Super Strength
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01) --> Fire Shield==> DmgRes(1) DmgRes(15) DmgRes(17)
01) --> Jab==> Acc(1)
02) --> Healing Flames==> Rechg(2) Rechg(3) Rechg(3) Heal(46) Heal(46) Heal(46)
04) --> Haymaker==> NucleExp(4) NucleExp(5) NucleExp(5) Rechg(43) Rechg(43) EndRdx(45)
06) --> Hasten==> Rechg(6) Rechg(7) Rechg(7)
08) --> Provoke==> Acc(8) Acc(9) Taunt(9) Taunt(19) Rechg(42) Rechg(43)
10) --> Combat Jumping==> Jump(10) Jump(11) Jump(11)
12) --> Plasma Shield==> DmgRes(12) DmgRes(13) DmgRes(13)
14) --> Super Jump==> MicroExp(14) EndRdx(15)
16) --> Hurdle==> Jump(16) Jump(17)
18) --> Swift==> Run(18) Run(19)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Knockout Blow==> NucleExp(22) NucleExp(23) NucleExp(23) Rechg(37) Rechg(40) EndRdx(40)
24) --> Intimidate==> EndopExp(24) EndopExp(25) EndopExp(25) Rechg(31) Range(31) Rechg(34)
26) --> Fiery Embrace==> Rechg(26) Rechg(27) Rechg(27)
28) --> Rage==> MembrExp(28) MembrExp(29) MembrExp(29)
30) --> Acrobatics==> EndRdx(30) EndRdx(31)
32) --> Consume==> Acc(32) Acc(33) EndMod(33) EndMod(33) Rechg(34) Rechg(34)
35) --> Hurl==> Acc(35) Acc(36) CentiExp(36) CentiExp(36) CentiExp(37) Rechg(37)
38) --> Taunt==> Acc(38) Taunt(39) Taunt(39) Rechg(39) Rechg(40)
41) --> Focused Accuracy==> CytosExp(41) CytosExp(42) CytosExp(42)
44) --> Conserve Power==> Rechg(44) Rechg(45) Rechg(45)
47) --> Burn==> Rechg(47) Rechg(48) Rechg(48) Dmg(48) Dmg(50) Dmg(50) definately slot this but if its very effective with intimidate in bloody bay on top of the attack chain then nice! It is incredibly low on end so will save on it and therefore less end recovery is needed. Obviously for BB ya need to take it earlier.
49) --> Super Speed==> MicroExp(49) EndRdx(50)
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01) --> Power Slide==> Empty(1)
01) --> Power Rush==> Empty(1)
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
01) --> Gauntlet==> Empty(1)
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Endurance is mainly lost in the fight duration so the more damage per end the better as the less end you need to have to recover from making less attacks and reducing time to defeat. I am really wondering if high burst damage for little end use works out better in BB. -
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EDIT: I hope to also when i sort some respecs out to add an extra acc in attacks using HO ACC/dam. tho i think i should get by with just 1 v most foe
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Doc did state what he is doing for acc at the start.
Cos of someone saying they don't like my power choices much. The powerchoices are never mine!! I just look at the slotting. How someone plays i have no knowledge of and so its each to our own. I wouldnt be in this PVP section without special request and the tohit debuffs in intimidate had to go!!! -
The 3rd endred on enervating field saves what 0.05 eps? I am sure if you are spamming neutrino bolt at times you are using atleast 2 eps. You guys might need to rethink where you put your end slots. Id have upto 2 end in Neutrino Bolt from the amount of times i maybe using it and go 1 acc 3 dam 2 end and why 2 acc in all attacks? You do def debuff dont you?
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Power orderwise i am tempted to change it, most end drainers dont come into play till Sirens or after so consume at 30 aint that bad. I know ya can get short circuiters but if they are getting to stand there doing that then something is horribly wrong. Otherwise like most other tanks ya can just go with stamina till Sirens have taunt early make those saves that allow more time for other support or keep someone taunt locked with the best taunt around.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: PVP
Level: 50
Archetype: Tanker
Primary: Fiery Aura
Secondary: Super Strength
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01) --> Fire Shield==> Empty(1)
01) --> Jab==> Empty(1)
02) --> Healing Flames==> Empty(2)
04) --> Haymaker==> Empty(4)
06) --> Swift==> Empty(6)
08) --> Combat Jumping==> Empty(8)
10) --> Taunt==> Empty(10)
12) --> Plasma Shield==> Empty(12)
14) --> Super Jump==> Empty(14)
16) --> Health==> Empty(16)
18) --> Hasten==> Empty(18)
20) --> Stamina==> Empty(20)
22) --> Acrobatics==> Empty(22)
24) --> Knockout Blow==> Empty(24)
26) --> Fiery Embrace==> Empty(26)
28) --> Rage==> Empty(28)
30) --> Consume==> Empty(30)
32) --> Provoke==> Empty(32)
35) --> Hurl==> Empty(35)
38) --> Intimidate==>
41) --> Conserve Power==> Empty(41)
44) --> Focused Accuracy==> Empty(44)
47) --> Laser Beam Eyes==> Empty(47)
49) --> Super Speed==> Empty(49)
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01) --> Power Slide==> Empty(1)
01) --> Power Rush==> Empty(1)
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
01) --> Gauntlet==> Empty(1)
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Slottingwise the tohit debuffs in intimidate grabbed me. Que? Fear duration is better imo and all other powers I will assume will go Acc/Dam whilst hurl should be normal acc and dam/range. Powerchoices are down to tactics. I could be taunt locked but i still can footstomp other people. Its rubbish on one target but with rage is good damage per end no matter what. Rage is nice 2 rechg and hasted as when it rechgs you have an idea of when the crash is without looking at ya buffs but i think ya maybe at a road with it waiting a certain hami o, stacked rage is where ya real high burst comes in and thats 3 rechgs. Knockout blow is a hold so all those so many people dying to get rid of their dam mezzes i would take advantage off
A more indepth look i'd do if ya change it or say ya decide to keep what ya do. I dont normally look at PVP tank builds so this is alot for me already. -
If I have to become a granite stonetank and due to team make up may have to take damage off of the team by directing the damage away from them then I'd definately say 3 rechg 3 taunt I have seen stonetanks in granite lose aggro with less facing AVs and its great for the unhastened moments.
On my /fire melee i barely use taunt but by getting it asap i cant deny myself the later powers later and i will need taunt later for AVs cos i dont want to have to say things like get a Rad or a Kin etc cos I want to keep the team alive without the help of any specific defence set. Because my /fire melee is fiery aura when acc debuffed taunt is maybe my only effective reliable form of taunt.
On my Invuln she had to wait to 18 for invincible but i picked up taunt early to tank early. Gauntlet is poo at them levels and also attacks can miss. Inv/SS can go through endurance rather fast so no end is no gauntlet and also i can pick up the other better powers later. If end drained and in unstoppable i can still taunt. Not watch helplessly or have to say get a empath, kin or a rad to team with, I like them but i like to have to do things differently with the other defenders. It also helps prior to rage drop. I had to be sure to get a taunt in on the 54 AVs before rage dropped or risk losing them.
Taunt does add flexibility to what you can do with AVs later on especially with the various defenders. My mate did a States TF with a tank that had 3 rads in a team the day after completing the States TF with me set to invincible without a rad and he said "Almost no skill is required with 3 rads. I prefer mixed teams...oh and they died a hundred more times". We had problems with the nexus tree in the vine area and a Recluse + Flier situation till we worked out how to get the flier down.
Taunt is great. Even ranges offer an advantage. If you can taunt an AV and not be reached by certain attacks (especially the attacks that may also hit others) then its a haha situation thats why i have 2 rechg 2 taunt and 2 range in Shannon. -
Your an Ice/Ice then 1 taunt (if that?) in the aura should be fine especially if you have icicles. Taunt in those levels it maybe useful to be able to quickly spam it and not have to spread a debuffed mob but you do have icepatch so in those levels you may even get away with 1 taunt or 1 rechg, especially as some people will be prone to think that the icepatch is the good reason to see you herd (when there are multiple reasons). Dont put the icepatch before gaining and keeping aggro. I see alot of /ice do that, its like *i have icepatched so i can chat now* when ambushers/unseen stray have come along and are beating up someone. The slotting comes down to experience, how you have played, who you have played with and what powers everyone had. I aim for 2,2 always by 40, overkill to some alot of the time but for that time it may not be, i dont want it to be.
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I wanted to reply to this earlier but somit was up with the boards but anyway I think i can see what you are doing.
Hard to get all the right powers in before Bloody Bay so maybe making sacrifices here and there which is why leaderships is so early and stamina so late I am assuming.
It has improved on endurance but especially due to hami-os and i suspect you are having certain slotting awaiting more hami-os. With the following when ya get Hami's u have the right amount of slots immediately.
14) --> Fly==> MicroExp(14) MicroExp(15) Fly(15)
20) --> Tactics==> EndRdx(20) EndRdx(21) EndRdx(21)
But on both these powers you have got the 3rd slot of end redux each saving .03 eps. With CD 2 hami-os to buff def and reduce end would still be all i'd feel worth it.
30) --> Cloaking Device==> EndRdx(30) EndRdx(31) EndRdx(31)
16) --> Assault==> EndRdx(16) EndRdx(17) EndRdx(17)
The 3rd end slots would come out for me as they should be rather unnoticeable and personally would rather slows on caltrops or an extra recharge on bonfire or RotP or an end redux on hover unless that gets hami'd later. -
Tanks, controllers, defenders and blasters are more suited for the team environment whereas scrappers are more suited for the soloing environment. It probably said so in the little instruction booklet in the box for the game. The controllers ability to solo and do damage is like the scrappers ability to be a as useful as the other sets survivability in a team.
My Mind/Emp has nothing to buff herself with except her heal aura which is meh and i am not into blasts cos it not what i wanted to see her do and i have no damage slots whatsoever. She is mainly made up of accuracy and recharge with a duration enhancement in a power that takes anything to 20 seconds if its base time is less. My absolute fave toon due to the powerful effect she has had on teams preventing what would otherwise be a teamwipe when people don't play to prevent them through forethought.
In teams the xp/time comes faster and if i need missions done i'll make the team inviting people who'd love to do them for the xp and if i don't like the dynamics of the team i still have the star (the worse they are the more useful i feel tho to an extent).
In PVP i just see team pvp as the only type worth getting into. Some sets have won already at the powerset selection screen compared to others. In teams you can all make up for eachothers weakness and buff eachothers strengths so much that hopefully when ya go at the opposite side you quite literally "give them nothing but take from them everything". -
Certain controller secondaries psuedo buff or buff certain powers anyway.
I am not sure it does need more evaluating for balance purposes, different effects do scale for all different ATs. If a controller had been given knockout blow the hold would last a lot longer and the damage would decrease and the power would cost the same in endurance.
For quality of life purposes i think IOs can change things for the better abit depending on how you slot and how your build is currently slotted could be better. -
It does lack agility. When duoing with a Fireblaster the conditions required for eachother to perform safely on Invincible were different. Its kind of hard to explain but the size and type of mobs that we faced was one where the fireblaster had it easier due the action times being short, they could AoE and move using movement and the environment for survival and be cutting down overall fight duration with a faster chain. AR needed a bit more forethought, it is a bit of a shame you cant move with it even after a tiny period of being immobilised. I believe it has the highest action time count of all blasters and its exaggerated even more by its great recharge time of autofire and flamethrower. With no controller or tanker i see this as a bit of a problem in PVE. In PVP i wouldnt use these powers anyway cos the damage per end wouldnt be worth it nor risk and the bread and butter attacks are usually better as people dont huddle.
The action times are probably due to aesthetics and then the set is balanced in other ways around it but whether or not the set is balanced for extra "immob to self" i dont know.
I haven't all of the AR powers to find the agility in it when needed but i doubt Ignite and M30 would change my thoughts much.
Being an AR/Dev isnt too bad due to caltrops though and possibly AR/ice with ice patch but I'd imagine the others being more difficult to combine and work well. -
here for anyones use
It says it dont stack so yep it dont stack.
Edit: Incidently I posted to add the source of info for anyone without it. -
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I found that SS + follow, then Incinerate and Greater Fire Sword was enough to wipe out a sapper before you were drained.
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Nice and there is me thinking id need Char but best to be sure. Knockout blow + foc acc + rage can miss the sapper as you saw but a 3 attack chance is nice.