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The Blaster is an offensive juggernaut. Whether up close or afar, he can deal out tremendous amounts of damage. In comparison to the other Archetypes, the Blaster is by far the most damaging to the enemy with Buffs or in a high burst sense.
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edited for my sense of math fu -
Have you tried Short circuit? Its nice to watch the enemies endurance disappear and with the epics you can stack it with power build up whichll turn you into a group sapper and boost other effects or stack it with powersink which'll do better end drain over time and give yaself possibly much needed end back.
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Ill be getting those ranged holds on my other tanks. I am very synergistic like fire/fire/fire or ice/ice/ice. Sappers i can flyby taunt out using their buddy if i dont know where they are for the need to see them to target and surprise them. With the ranged holds it'll be not much different really cos i still like to be first in but atleast ya have more time and the benefit of range.
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When it comes to Hami-Os putting them in my /SS build was the most important side. The Hami-O DAM/MEZZ was important due to knockout blow which is my heaviest hitter and my hold which for going into mobs. Its great to plant on the most dangerous one before footstomp. Then i may need to have a taunt on some before saying ready before finishing the guy off whilst he is still held. It pays to attack, sometimes what survivability a tank cant get from their defences has to come from being offensive.
I remember the early days when people said things like we need a controller or we need a SR to deal with Sappers when a hold + decent attack chain from the tank would suffice. If its held and then defeated it doesnt end drain you but if ya miss its a pig and as an invuln its unstoppable + taunt like mad! -
I got shivers as a powerpick.
Blaster = Ranged/Support
Shivers = -recharge and slow = Support
Wouldnt people will be better off with someone doing that to mobs. I havent worked out if picking it would be superfluous to what id already do though as Ice/Ice but i would rather fire and forget than take chilling embrace! -
If you dont get much out of Ripper, I cant say that you'd get less out of eviscerate. With Shockwaves ability to kb you can bunch at times. If you could multihit with to the maximum amount of targets everytime then each damage to a target adds up to quality damage per end but even 2 targets makes it better than most single target attacks.
That 1.3 secs only needs to finish with Shockwave/Spin really as shockwave can sometimes be an opener or spin the more tanker friendly before follow up.
Eviscerate does have really good critical hit capability but how that varies to anything else i dont know but i probably get more out of Eviscerate than Spin myself.
My build is only missing swipe anyways and its a case of using the attack for the situation. -
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Even with a good team, with a good tanker, its just too dangerous
[/ QUOTE ]With a good tanker, it's NOT dangerous. A good tank can keep 99% of the aggro on themselves.
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How would any tanker save a fire blaster from Pbaoes, AoEs or cones directed at the tank?
[/ QUOTE ]they wouldn't. If there's a lot of those flying around (Which is only when facing few spesific groups), the blaster should apply common sense and not get close to the tank.
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So to clarify you should of said to Dawn pick better moments to move into melee. Unless a controller has mobs under control or the mobs are sufficiently debuffed or say the blaster is forted and cmed i prefer not to have them near my tank and when doing AVs i prefer my tank not near the team without such circumstances. -
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Even with a good team, with a good tanker, its just too dangerous
[/ QUOTE ]With a good tanker, it's NOT dangerous. A good tank can keep 99% of the aggro on themselves.
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How would any tanker save a fire blaster from Pbaoes, AoEs or cones directed at the tank? I try to point cones away from people but it doesn't stop someone from jumping in next to me at a bad time. Ideally a tanker would have mobs tight enough and then a controller holds them all and then its safest for a fireblaster to get in there. There are less safe but survivable scenarios but ultimately safety comes from the whole team. -
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I didn't want to use the coldfront editor because it requires a MS environment to function... But it looks like all other planners out there simply do not work. I'll have to surrender to MS, it seems.
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Sorry, it will help with all toons tho. On ya build Id imagine Irradiate will stack well enough on radiation infection so that you can minimise how much def debuff is needed and put more end slotting in but! I aint no pro Rad so I best leave the advice to those that are.
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Yep you understood me and buffs from team can help versus the lack of cone/AoE def or from simply being single targeted by much melee damage.
I think Eviscerate is worth getting. Everyone in my opinion should have a ST chain and AoEs to multihit with.
Your follow up is every 5secs which is good to keep up tohit and buff accuracy as well as buff damage. Once you have 3 SOs in each power the buff is small but in time works out to be alot.
The ST attacks are always better used on ST than AoE attacks on any toon and Eviscerate is an AoE. If lots are attacking you or there are lots to defeat then you are better off with AoEs and if you can hit as little as 2 or more with Eviscerate most of the time then its the greater power.
So only if your planning on PVP duels etc then skip eviscerate and keep to follow up focus strike slash 1.3 sec gap? follow up but that 1.3 sec gap is a problem id fill with eviscerate and use follow up a second later than normal.
For me though if ya not multihitting everything in sight you have missed the real damage of claws. -
I quoted ya and changed it to what i think ya meant
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it doesn't make things one sided in the slightest in a duel between defensive toons.
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That reads better to me. -
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I'd advise you to pick up the "Geas of the Kind ones" accolade too, it gives a very large ToHit buff (as well as a large -defence debuff, so use it carefully) and will let you hit him through his Tier9.
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Needs to be removed from PVP imo. It makes things so 1 sided. I dont know if the devs have factored this in but an SR using the first Elude is easily dropped and then resses waiting for Practised Brawler to return. Maybe it will be removed very soon now just like when ya mentioned "Perma-Rage" i was sworn to secrecy over this and hated being sworn to secrecy but now you've mentioned it "YAY!!" -
Have you tried this?
Click Here
It wont have you going from Grant Invis to Phase Shift or give you 3 more slots than you can actually have (or is that bad editing?)
This may take awhile to fully connect also: Click here bud!
Do your homework using these sources and make any changes and then we can see if anyone has anything insightful and i say that cos every source may have figures but thats not the end all.
Regarding endurance of my planned build: Accelerate Metabolism is down 30 seconds in every 150 cos its hastened and sped up by itself. But AM on top of base end recovery is slightly better than Stamina on top of base recovery but anyway for 1/5th of the time its like i will be stamina less and but in the final build id have conserve power perhaps to say something about that which is up almost 50% of the time or I could be feeling Vigilance which is an endurance discount. -
Well, if a fire tank went for all his armours and only one or two attacks from his primary, I think it's safe to assume he's a tanker. Likewise if he chose all his (or most) of his primary and very few secondaries - Its safe to assume he's a scranker. IMO all stone tanks are scrankers...uber scrankers.
Ripped if ya cant make sense out of that, then you will understand how i feel about your words.
A tank should always be the main target. If its a defence build he is targetted but dont get hit. If its a resistance build he is targetted and gets hit. If its a control build it gets targetted and gets hit less. If its a damage build it gets targetted and gets hit less cos they are all dead.
But then i dont fall back on anything like comics to define what a tank is only this MMORPG. -
Concept and Aesthetics mean that you dont always get the type of balance you maybe looking for.
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as far as pools go, dont get weave. but tough is very useful.. even for 'scranker' builds. stamina and acrobatics are MUST HAVE powers tho imo
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Can you show me what a scranker fire/fire tank looks like pls. -
I have 'yet' to take stamina and tough, i cant discount them as I have not walked into Malta or Carnie yet.
Compared to my Inv/SS who has stamina and conserve energy my firetank does more 'raw' damage per endurance and so can afford to currently rely on hastened consume+build up and i do mobs that work out to be good xp/time with AoEs.
I like to Fire Sword Circle whats in my Blazing aura so mobs feel taunt and gauntlet stacking then Burn (greatest damage per end) Mobs feel a 1/3rd of the damage and run but during Burns action time I have clicked combustion so those trying to escape get caught again by more gauntlet and run back into Burn for the last 3rd of its damage output. Mobs feeling 1/3 - 2/3rds of what Burn is capable for 5,2 end is a bargain. Some stay range then get taunted unless i use the environment. When i get Ring of Fire and Char Burn will be really good on bosses. Well anyway i think in terms of damage per endurance and fighting the best xp/time. -
My corrupter is almost 50 (has been sat at 49 for weeks), so straight forward are they i have never planned a build for mine or even done more than 1 respec. There is a big difference between PVE and PVP specs imo but would both be very similar to sonic/sonic defender guides except for patrons.
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It is tight, i can understand ya wanting spin but in the middle of a fight cones and aoes can stack against you. I took spin early in respec but late in actuality.
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I have yet to do a respec on my fire/firetank but breath of fire is in to replace fire sword when i do, even with having to reposition it can be worth it. Some people will think its too tight a cone and so you can add a range to widen it and hit more foes but it is still good damage per end if you use it on a minimum of 2 targets no matter what.
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However I could see some people who solo in PvP being bad in teams, just due to lack of knowledge, or a selfish playstyle.
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Alot of people probably have toons that could become good in PVP if they adapted their build a certain way. Due to how PVP is played and what goes on, you may need to be more self sufficient than in PVE and be more of a single targetter cos AoEs are a bit of a waste. Changing your build for PVP can mean you contribute less to PVE teams. People buy games to play a character with a concept in mind and it may not be ideal for PVP and so the choice is already made. -
Scranker is an insulting word to some tanks who rather be challenged and use skill to make up for lack of cookie cutter build. Maybe we have different definitions of the word.
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I serious dont know what you are talking about...We're doing Fire/fire here, what has fire/ice to do with it? I dont see any 'misinforming' points there regarding a fire/fire scranker/tanker.
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The fact that a fire/fire doesnt have tough, doesnt have stamina, has build up, has fiery embrace doesnt make it a scranker. Tanks just have to taunt control and take hits off the team to tank and the Firetanks offense is part of their defense as the less time in the fight the better cos its one way of taking less hits. Even the Defenders that reduce fight duration are adding survivability to a team.
All other advice is good tho even the slotting is similar to mine. I like to see a build of what powers are taken and then suggest slots.
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-consume can go 1/2acc 3 rech 1 end-mod.
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I have 2 acc 3 rechg and 1 end mod, in a situation of tohit debuffers i dont always wait till my end is near bottom, i like to use build up for +tohit in case of +def enemies or heavy -tohit. Mines hastened to have consume every 67 secs, my build+movement tries to keep end use down based upon that. With or without stamina you can be at low end if not careful or anyway! The more you use it on the better with those slots. -
Ammon, so you can look at more accurate figure on anything
The above site will help on all toons, information from a clever clogs whose name i possibly am not libel to say, but i led to believe may of hacked the game for it!
My CE is 1 end 1 taunt and a 1 slow so far (for the higher levels mainly).
EA slotting should differ with different secondaries imo.
My icetank hopefully will be as pure as i can get her as ice/ice/ice with just haste and ss for an extra. -
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Scranker goes without fighting pool, gets burn and/or fiery embrace, most attacks. Leaping/fitness remains kinda needed due lack of mez.
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I do think your interpretation of the scranker and tanker builds are misinforming. A Fire/Ice doesnt need Tough and still tanks therefore Fire/any doesnt need tough to tank and there are those including myself that do actually prove my point for me by tanking for full teams of 8. Your evaluation makes invulns proportionally more scranker to granite when both types are actually tankers. Scrankers lack taunt control, they generally can be scrappers playing like a tank or a tank with so little aggro keeping skills you have seen scrappers do better. Burn doesnt have to equal loss of aggro control neither.