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Id love to be able to do that but i wouldnt know where to start.
Its very good. -
If you was solo the word Team wouldn't be in red.
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OMG no one can have a quiet private conversation without it being brought up on the boards...
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I find its impossible to slot all 3 forms and be effective at any one thing not even if i had hami slots. My dwarf has both 6 slotted mire and antagonise and 3 res. My novas aoes are 6 slotted for extra aoe and then the rest is in the human form aoes. I think you need to specialise in something somewhere to have an identity and mine will pretty much just go nuts on aoes. My PB maybe more dwarf blapper.
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i found as others, a well timed footstomp before the crash eliminates half the crash time anyway.
mostly its bad when you run into a new group and it crashes straight away, doh
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Has happened to me, you run in and do nothing...then everyone else starts and you just cant do anything.
I like to use f7 for ready or footstomp, icepatch, fire sword circle etc cos that way if i mishap/dont quite have aggro i simply dont say ready and can plant and pay for my own. People who would watch me go down and not attack could most likely end up on my global. -
At 7, aggro is seriously difficult to keep with such poo gauntlet so with that alone initially its the alpha taking. Also everyone around that level mate has similar hit points, blasters higher than you maybe able to take alphas better and if I was there i'd of read ya hit points and most likely of gone for it. If you have an aura then its easier to keep aggro but its weak in duration against plus levels.
No one maybe likely to resurrect you in every mob, its a game not a job, your not getting any fun from planting so that everyone can have theirs and a trip to hosp in every mob is -xp/time. The responsibility of peoples health bars is the whole teams imo and whoevers taking the alpha needs lucks of people with no defender/controller present. The leader is out of line imo. Alot of people think they know better, who may not even have a tank and unjustifiably decide that your no good. At 7 that's pants. Also your build is your build and only you will ever know its actual needs.
Alot of people like a good fight but they soon disappear if its too hard and if the good fight is poor xp/time, anyone faceplanting often should soon realise the leader is not a good one.
A leader needs to work to the average level of team to start imo and progressively increase the reputation after people have learn't to work together. The rep should be enough to get both good xp/time and a good fight, a good fight is getting things to a close fight in every group where you just manage to cope. People can feel like they live on the edge rather than just get trampled on (but i am one of those that see that, what maybe close for one person is close for all).
Anyway I slot the heal at those levels, it is in fact my first few slots. The resistance or defence slots do next to nothing till DOs but the rechg and heal do more. So i add the res/def slots just before I can get DOs. This makes life a bit easier cos i like being in first.
Lastly its better to make the teams yourself and tank on your terms and then try to keep teaming with the people who are happily respondant to it.
Oh and she is probably bernard from solihull aged 43, likes dominoes, darts, guiness and pork scratchings and washes once a week :P -
Ill take a guess that Fault is Faultlines signature move.
The secondary powers will vary to everyone with their different primaries. Id probably prefer Fault too for chance, magnitude and rechg. Footstomp and Tremor to me are in fact almost completely identical. To not take tremor would be like not taking footstomp. -
Ill take MoG and ill take Revive (and not care about debt so 3 rechg it :P ) my basically mentality of it all is down to downtime as the less the better.
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Hasten is definately worth getting your hitpoints and heals over time has improved alot. Your dps gets a boost and you do what you should be doing and thats damage. Scrappers should lead in Raw dps. MA puts together lovely attack chains. Be aware of how much acc you have to how much acc you need versus the levels you tend to fight. Ofcourse in PVP plenty of it is good.
I like what Unthing put tho, your about offense at the end of the day. MA is a single targetter mainly and doesnt cut through groups like the other sets can however the attack chains can so go together so fluidly and dragons tail is part of your defense whilst being offensive as you keep mobs of their feet.
On a scrapper that wants to just scrap id forget the fight pool...well maybe not on a regen.
The passives are meagre, tanks complain about it and theirs is greater and effects greater hitpoints. Tanks do gain better overall survivability from taking weave over the passives amongst herds and running in for an alpha, whilst missing out on secondary effects. However for a tanker id prefer my resistances versus an AV who has good acc ty very much.
Hasten on an Invuln is a take it...take it!!!
If you did a build without haste I wouldn't suggest to take it unless you were looking for something in particular. With SB your Dull pain if thats 3 rechg and 3 heal will be perma, so you could be perma dull pained. AM and AB also do it. Without a speed boost your not that far outside of it. So most of the time your running on high hitpoints. -
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The Lotus Drops==> Dmg(18) Dmg(25) Dmg(34) EndRdx(37) EndRdx(37) Acc(37)
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Fighting within a group, this, golden dragonfly and flashing steel provide most damage per endurance you can get. Flashing Steel for example may not do much hitting one but if you times that by the amount you hit you deal alot of damage. Lotus Drops is even better and with skill Golden Dragonfly is better still. Putting 2 endurance slots in an AoE potentially lowers your DPS and DPE against a group. If you used a rechg you can use Lotus Drops again sooner and get the great damage per endurance more often. 2 endurance slots makes it into a worthy single target attack should you fight an AV or PVP as the damage you'd deal per endurance is more inline with the single target attacks. Of course though due to how you get to play a Katana the recharge may never be viable.
@Nightmarer. I realised it can look like i am getting Nightmarer confused with Avenger and have already posted an idea build to avenger long ago keeping aid self in cos he had it anyway and not suggesting weave due to no tough pool :P
Weave can say help you in the getting in stage (which is the most dangerous part) when you scrank and then you can turn it off. Running alot of toggles counts against end recovery but when it comes to toggles you don't have to keep them on. Keeping them on at times would be like a stonetank running brimstone armour facing children of anger which would be silly.
I used to look at the overall endurance of a build but now I look at how much damage per endurance i can try to get out of one and save on endurance that way but it all falls down if I use a heavy finisher on an enemy that only needed a light attack. One can min/max and then play counter-productively. Not all players that have stamina need it in PVE but with the teams they play in, it is decided on for them. -
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Weave isnt worth it.
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I believe it is worth it. Worth more than the passives in PVE. DA is melee and lethal only, excluding so many other areas that can combine with other secondary effects. Its better to not get hit at all.
In PVP res is good as the world and his mum will hit you. Aid self is workable anywhere.
Maelwys is right that Aid Self is potentially better in terms of damage sustainability than weave but weave is better than the passives. Weave instead of Rel and Ren frees up a power choice to a person who was taking tough anyway. The more you try to stack DA the less offense you have from not using more damaging attacks (as seen in the above attack chain^^).
I recommend getting Dr Rocks AT comparison.
The OP stated he is looking to be a PVE tanking build, weave improves his chances at this, he didnt have build up. Weave in being able to replace both Ren and Rel can free up a power slot for build up. -
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The Reservoir Dolls, an all AR/Dev theme Sg on Union, has been going for a while. As a team they're pretty effective in pve. Granted we haven't faced an AV yet but it's only a matter of time.
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My /Dev alone can lay 15/16 tripmines and a timebomb and then pull. My tripmine is 1 acc 3 dam 2 rechg and i hasten it. I made people wait for me to lay them before AVs just to see how much damage I can do and how much fight duration i can lower the fight by, and only the village idiots prevent anything from reaching them. I don't have much doubt in my mind that an all /dev team can instantly drop an AV. 3 min setting up and a pull to the mines and it should be over. You would of probably been fighting for longer than 3 mins. Pull when the arrows are down too. 8 people could be 120 trips (120*superior damage + 8 timebombs of extreme damage). You may not need the time bombs but timing a foe to a time bomb isn't too hard neither and the trip mines can be turned into time bombs.
Id love to be there when ya do one btw and I have always said it can be done. I am New Dawn Ar/Dev lvl 50 on Union and would happily like to join the SG an all.
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Multiple Caltrops and ignites should be enough to take an AV down pretty quick. You can use 8 Smoke Grenades to get a decent to hit debuff too, despite only being a 3.25% base.
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Id feel alot safer just making a very laggy boom for a second than waiting for some streakbreaker. -
I am pretty sure there is no redraw now, Divine avalanche you can double stack but its just melee and lethal aint it. With weave he could even squeeze more damage out of DA and put together more offensive chains. Aid self is potentially a better idea especially if its a Samurai in samurai armour whose been on the board of the Star Trek Enterprise and stole a tricorder.
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Rage crash is fine if you taunt an AV or taunt and footstomp a group (I don't like all other less guaranteeing options). I just don't happen to use it around certain mobs in certain team make ups. The damage increase per endurance saves you endurance and you just have to know when its going to drop and possibly tell a team they have to wait. Since the flashing buff change its been easier to work with but I still maybe preoccupied with something else at the time to even notice.
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06 : Dull Pain recred(06) hel(7) hel(7) hel(17)
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I would 3 rechg 3 heal this for more hp and heals over time
taking the 4th and 5th slot you have in stamina. The 4th 5th and 6th really do next to nothing for you.
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08 : Divine Avalanche acc(08) defbuf(9) defbuf(9) defbuf(15)
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To meet duration with rechg under non hastened conditions id take the 6th slot from stamina and rechg this. Id also want one more acc in it. You can take the 2nd and 3rd def slot from combat jump which shouldnt be doing as much for you as this power will.
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22 : The Lotus Drops recred(22) acc(23) endred(23) defdbf(25) defdbf(25) defdbf(27)
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Id put damage in this, your def debuffing for other people whose accuracy like yours acc + foc acc + inv is good enough anyway. When hitting 10 with it, its better to hit them twice in 1 go.
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24 : Boxing acc(24)
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Id of taken kick, on a scrapper its not bad and under -rechgd conditions you may need to use it and you dont have to put your weapon away.
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26 : Tough endred(26) damres(27) damres(31) damres(31)
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Am extra end red on this, I'd take a tohit from invincible and put it here foc acc + acc + base tohit of invincible should be more than enough. Id also add another one to temp invuln from invincible.
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35 : Tough Hide defbuf(35) defbuf(36) defbuf(36)
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3rd debuff is squeezing out all the def you can get with its decimal point extra, in terms of damage sustainability a 3rd on health iirc would be better. Often i find keeping my second life bar the endurance bar nice i have more survivability. If i cant keep toggles on or keep attacking its a downhill slope. I would rather an end slot on unyielding or any attack without one than a 3rd def on tough hide.
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38 : Unstoppable damres(38) damres(40) damres(43)
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You can only have so much resistance i think 2 res slots is enough.
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41 : Conserve Power recred(41) recred(50)
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and then another recharge slot can be afforded but is optional.
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47 : Resist Elements damres(47) damres(48) damres(48)
49 : Resist Energies damres(49) damres(50) damres(50)
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Weave stacked with invincible, tough hide and parry would do more for you. If you take fight pool you may as well go the whole way unless your completely resistance based. Id slot 2 end 3 res in tough and 2 end 3 def in weave minimum. Its better to not get hit than to get hit and to miss out on secondary effects.
Apologies for all the quotes it does save on me typing power names and i am able to look at what I am replying to. Depending on when you read this it'll save you time from having to look at your own build. I would state figures but you can read them of herobuilder or websites. -
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I'll be happy to show Unthing on test cos hes been away and it'll be good for his Phoenix Firetank.
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I think I can guess how, but I'd like to see anyway.
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Meh tried it flying but the minky -flied me.
As for taking tentacles, no need, its about selection of leg, positioning of tank, positioning of team and the perfection of taunt slotting. Healing flames was just about good enough before the changes but is just so much better now. -
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I go charging into the middle of the next mob whilst the team
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Tending to the enemy with taunt control is herding to me, always has been, just like tending to sheep, keeping them together.
If my tank + team can drop 2 mobs in the time it'll take 1 and I am going in that direction anyway, I am herding as you would put it. If we are near an ambush point then i am also herding. If I need to see a sapper before he sees me then i will herd the group of malta by taunt and hide till I can see the sapper then pop out and whack him. If foes are too spread on a small team i'll herd them cos sometimes its quicker to drop 10 at once than 3 at a time. -
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Even WITH the fighting pool, I wouldn't like to see anything but Granite (or maybe a well-built INV) tanking the likes of "Lusca" without **major** support. That's the whole point of GMs.
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Maelwys I now have a Firetank that can, with no outside help, taunt Lusca till the cows come home. No temp powers and no insps needed either.
My Warshade got her butt handed back to her after i tried to get her sorted for it on test. If she could be sorted the PB could of been automatically sorted with a no brainer. Unfortunately the Warshade lacks the right type of heal and I couldn't do it.
The PB could almost achieve the same thing due to its heals but switching out of dwarf mode for dull pain was required which was compromisational.
Despite all that though Antagonise will never be a substitute for auto hit taunt. The Firetank was much more comfortably handling Lusca and with no tough involved.
Think of it as a puzzle if ya cant see how but you probably can by now due to one of my other posts.
I'll be happy to show Unthing on test cos hes been away and it'll be good for his Phoenix Firetank.
And if it can become fashionable the devs can nod off if they think of making changes but i am hoping its playing as intentioned and is especially good for fire/ imo. -
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I got an 1 acc, 1 end 3 dam and a rechg and i use foc acc or rage or both.
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1 Acc, Rage, Foc Acc and Invincibility ( 3 targets ) will cap you against +6s, assuming no to hit enhancements...
1 Acc, Rage and Invincibility will cap +4s.
1 Acc, Foc Acc and Invincibility will cap +3s.
1 ACC + Invincibility was all I ever needed for Golden Golem. Rage 1 slotted with to hit buffs and invincibility is generally better than that. I think I have Rage 2 or 3 slotted for to hits with Hibernal Flea and I think I don't use ACC enhancements except maybe on KO blow, which I hate when it misses.
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Thanks for that. My 1 acc makes me exempable prior to foc acc and rage as well as it would be if I wasn't currently built to get around to doing most of the pvp zone content eventually. But I sometimes have enough on my plate versus some enemies and with some teams than worry about rage crash and so use foc acc for bonus to acc. Also Foc Acc under -Per conditions (Arachnos) is simply great. I could pop a yellow but id rather not need to store them. I have 2 Acc on knockout blow, apparently it has a base +20% acc to one source and yet I am more likely to miss with it than anything else :s. Good to see ya back, i was wondering where ya went. -
No AT is an absolute necessity. People make a type of toon for a type of journey though and as long as everybody gets to fulfil the role that they created a toon for, its iced gems all round!
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I got an 1 acc, 1 end 3 dam and a rechg and i use foc acc or rage or both.
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Depends on the person and who they team with. The highest level of storm i have played is 40. If the team is in good health your doing well, if the team is in bad health your not doing well "as a team" and some tactical meet in the middle is preferable. There is a time and place for powers, they can be used to positively combine with other peoples or act against them. Random actions can have a seriously bad effect. Galing barely touched mobs into more and more mobs is in mission griefing for one.
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Chaos:
1. a state of utter confusion or disorder; a total lack of organization or order.
2. any confused, disorderly mass.
A bad stormie will bring it upon the team and a good one will bring it upon the enemy. Sometimes people need to get to know each other and get used to each other progressively.
I made the key thing between my storm and elec side about the end drain and planned to get elec mastery. Storm is rather endurance unfriendly so a mix of sap and replenish is nice especially as storm has -end in it anyway from lightning storm. -
I have been using /macro <name>, "$$targetname sapper $$targetname void $$targetname quantum $$targetname dark ring mistress $$targetname mighty saguro"
and when ya looking for somit like caleb or adamastor its easy aslong as ya spell correctly.