New Dawn

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  1. Quote:
    Originally Posted by Eldagore View Post
    This would solve the tanker woes.
    The single issue I have right now is that a Brute has more aggro generation on a Single Target than a Tanker. This is like for 0.5% of the game a potential problem.

    If they added an extra single target gauntlet to Tankers attacks, on top of the aoe gauntlet. The problem might be solved.

    Taking point; I as a Brute might like some of the alpha for Fury. As soon as the alpha is done, a Tanker present could be nice to attract succeeding aggro. I as a Defender type may feel it better for the team if I flyby tankmaged a group for a Tanker like character to intercept. As a Controller type I might take point to mitigate an alpha before there is one. List goes on.

    There is another thread for this though.
  2. Quote:
    Originally Posted by TwoHeadedBoy View Post
    What? Stygian Circle has nothing to do with Warshade DPS. In fact it's actually inadvisable to use it because it interrupts damage output.
    Stygian Circle is what can provide you with the much needed endurance to maintain DPS.


    Quote:
    Originally Posted by TwoHeadedBoy View Post
    Peacebringers already have substantially more raw survivability against anything but Psi damage anyways due to their ability to have much more HP and mirror Warshade's defense and resistance numbers.
    Survivability is dependent on conditions, under the conditions where a Warshade would thrive using Stygian Circle, a PB could die. Under conditions where PBs survive, a Warshade could die.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    They play very differently but are similar creatures- They just use different means to achieve most of the same goals. That argument could be applied to anything- Why make a Tank if you have a Brute already? Why make an Electric armor Scrapper if you already have a Willpower Scrapper? Different things while serving the same general purpose and functioning in a similar way can still provide enough variety to be worth having.
    Why make a Tanker when you have a Brute already? Well if someone has a Brute that can out Tank one of my Tanks versus all content I'd like to see it. The Developers of this game have no intention of making Tankers immortal, with a lower mortality line than Tankers, Brutes are certainly not.

    I have an Electric Scrapper and a Willpower Scrapper, I don't try to turn them into the same thing. They survive by different means. If I did try to turn them into the same thing then I wouldn't be sitting here wondering why some people do (as near as damn it) the same thing with a peacebringer as they do a warshade. My peacebringer can do things for a team my warshade can't. Both aren't simply human form, enter group, damage group, go to next group.
  3. Quote:
    Originally Posted by TwoHeadedBoy View Post
    The first build posted in that thread is old, that's why the link isn't working. Check the last one posted.
    THB Provoke = Frequency 4.678 Taunt duration remaining 27650
    AIB Antagonize (Dwarf Hastened?) = Frequency 5.438 tdr 35000
    Frequency is cast time + rechg time.

    I am not seeing where AIBs is a second faster even with Incarnate on or Haste on. I realize AIB has more haste as it says so in Advanced Totals but Antagonize isn't slotted at all for recharge unlike yours THB so there will be some making up with the lack of rechg bonusing by way of rechg with your power itself.

    First taunt with whats given AIB wins, but the moment you taunt again before AIB you win, being out of sync on taunt duration remaining alone you will play tennis, although you might not see that because the AV is caught up in a cast time.

    Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)

    Looking at your builds without being too precise as one wasn't there. I'll speculate a likelihood.

    Threat = THB wins on damage done * ? * AIB wins on AT mod * ? * DRAW ON RANGE * YOU ALTERNATE

    The more toggles you run, the more you represent yourself. In a test with Dark Armour Scrapper and my SR Scrapper what solely used Confront, me on Recluse, him on a the Red Gen, every time he soul drained with all his toggles on he drew aggro. Turning off the auras his threat was lowered and he didn't draw aggro especially notably so in the taking down of Recluse with which he was in melee range.

    No one knows exactly how the formula will work for one the AI mod is completely unknown, the debuff mod could be anything between 1 and 2, and each attack or effect that is simultaneous by way of another power may add a formula which stacks which is why I prefer physically testing things to theory. If you had your toggles on then perhaps you would of been the greater threat.

    I'd like to with my lvl 1 PB or WS on Protector come watch such a thing.
  4. Quote:
    Originally Posted by TwoHeadedBoy View Post
    The builds are both posted in other threads. The one I was running is in the thread I just posted, his Peacebringer's build thread was just updated (Serene Servant's build.) I don't have mids up right now but I'm 90% sure Provoke has a longer cast.
    If AIB put down a datachunk I can measure things better, atm I upload his build and its bugged. If he does that I will put some maths down.
  5. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Wrong again. His is recharging about a second faster than mine.
    Put both of the builds up for me and I will look at whats going on. I do know that recharge times need to be added to the cast times to get frequency rates.

    Do it in a PM if needed as ya know no matter what I won't post either.
  6. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Just checked his PB's build and he has taunt one slotted with the psi damage proc. Still though, even with our slotting taken into account his taunt has a 35s duration vs. 27.65s from my 6 slotted provoke. His taunt is also autohit whereas provoke is not.
    Yeah then look at his recharge. You are able to spam more times to have more of an effort on taunt duration remaining wins.
  7. Quote:
    Originally Posted by Bionut911 View Post
    I personally couldn't see my Kheldians without their forms (I used to think otherwise, but I just miss them to much.) In your situation, it would make the AT somewhat overpowered. If i could put two damage, two acc, and two recharge into nova form. I would have powers equivalent to being six slotted (24 slots) in exchange for only using 6. Those extra 18 slots can be used to six slot 3 more powers. In short, I'm getting 7 six slotted powers (42 slots) at the price of only 24 slots....and that's only accounting for nova form...

    If you don't want to waste slots on your form abilities, then Go human form
    The minimum to add to Nova is like 6 slots, 3 attacks are most important for a distinct advantage over human, add 2 to each of them. They could be useful slot mules for human form interests too. 115ft of range is like a minimum advantage. Nova for exemplaring and increased range.

    Then with Dwarf, ideally Antagonize would be 6 slotted, it'll then be near on par with what Tanks and Brutes get, just slightly less threat and range really. Add 3 to the melee attacks as they're +S/L Def slot mules for human form too, 3 to the AoE, (2 off potential slot mules), perhaps 4 to the heal (again slot mules).

    6 slots to Nova, 16 to Dwarf doesn't leave people with much but most of it is still buffing human form anyway and still can be whilst making Dwarf a worthwhile Tank form, and a Nova for exemplaring and increased range.

    In doing so a high end build may not be sacrificising perma eclipse, but might lose out on a human form attack and its procs.
  8. Quote:
    Originally Posted by TwoHeadedBoy View Post
    During the AV fights, I was consistently able to pull and sustain aggro off of both of my team mates who were in Dwarf form, using Provoke. AIB was able to get it back off of me when he taunted excessively, but I was just as able to pull it back off of him.

    This leads me to what is wrong with the forms. I've always said that Human Form Warshades had the potential to compete with Dwarf form in filling a tanking role, and this confirmed it to me. Looking at the Wiki, Dwarf form has the same threat level as Scrappers, which is 3, and Human Form is at 2. I really think that Dwarf needs to be given an increased threat of 4 to be on level with Brutes and Tanks, and it definitely, absolutely needs a taunt aura. When my Human Form Warshade can tank for 2 Kheldians who are in Dwarf form, there is a problem.
    The results are to be expected, if you have a 6 slotted Provoke and AIB has a 1 slotted Antagonize, so it's not a properly fair example. AIB will have to 6 slot his Antagonize for a proper comparison which otomh I am fairly convinced it isn't. Then the winner of aggro has to be the winner in threat formulas, a different times, one of you will have the great taunt duration remaining. The magnitude in threat level between the two of you is just a small part of the threat formula when compared to taunt duration.
  9. Using hero merits I buy Kinetic combats for between 20 and 40 million. TFs can be done quickly for quick merit accumulation. That's partly why some people do speed runs. I looked at a blaster of mine just yesterday for a surprise 500 merits which is worth 10 hero merits which'll save me a fortune. I say this because with Willpower it does need a lot of S/L def bonusing. TFs dont have to take that long and tend to give atleast somebody that purple that will go for a lot. The better option would be yours eventually.
  10. New Dawn

    Stone/Stone Tank

    Quote:
    Originally Posted by Tezzereth View Post
    I don't want to copy someones super duper special build, i just want some input on some the powers and possible ways to slot em, especially stuff that has several ways to do it, when to go for an IO or franken it or just the stuff that not everyone might not useand such.

    The whole Stone/Ice build is something I suppose you can't copy unless your Stone/Ice. The slotting in the build is some input on how to slot.

    Make a build and we will look at it. There is like almost 0 interest in doing builds for people in them in their entirety.
  11. When I put both ya builds in excel I had to quantify that Inner Light. Its not really a decaying buff. Treat it as two buffs applied at the same time, one lasts 10s and one lasts 30s. Either way me likes it.

    My concern was with any possible gap in the attack chain. It would be too much of a headache (as I have one) to look at it now especially as its after midnight. More so interested in if there is a gap in the WS chain at all and if so by how much time. Without Mids updated at this time of night and me a care bear with a sorehead, I'd have to leave it till the morning to work it out myself.
  12. Quote:
    Originally Posted by Grey Pilgrim View Post
    There is something wrong with Pulsar, blatantly so (and you have argued that... which is what I was calling you on). Warshades have superior mez (and not just their equivalent to Pulsar) and can do as well or better in the damage department.
    PBs have superior Tanker like qualities. They're not meant to mirror eachother. If you gave Stygian Circle to PBs, PBs would waste Warshades in terms of DPS, because the heals and endurance could be there to keep it going. WS could be envious of PBs and PBs could be envious of WS. I see with peoples builds they'll have a WS and have a PB and they're practically trying to turn the PB into their WS. Why bother? Why have both? I am perfectly happy to find two characters with two different deals going wherever I can myself.
  13. Both builds look like a Warshade to me. Also are you sure about this? Attack chain will turn out alright?
  14. Easily a Scrapper. I just love Controlling for Scrappers. I think thats a gorgeous to have duo. I would control vast numbers while a Scrapper deals with them, whatever breaks for me that I can't control a Scrapper could save for sure with a confront. If your friend picks thermal then you could go Fire/Fire or for something more layerable /SR. From a Controllers perspective Scrappers are my favourite team mate. Another Controller might just overshadow, a Blaster might not help in covering certain holes as well, Scrappers are better at raw DPS...or you could go Brute but then for furys sake you would be tempted to be controlling perhaps too much anyway and with your friends buffs have alittle too much survivability losing a bit of the "how did we survive that" excitement. Make ya friend work abit and be needed.
  15. One idea that I liked in the past and one that I think that the Devs are well aware of is adding Psionic Resistance which was first suggested I believe into Clarity.

    Aside from that, as one of the oldest Sonic/Sonic Corrupters ingame a -Dam element somewhere could be nice. In dealing with AVs/GMs the -res to them and the +res to team doesn't quite meet too well in the middle to give me a Corrupter that feels as all there as my other corrupters. I have a Fire/Thermal Corrupter to compare against.

    Sonic Repulsion is like the dead bird your cat brought in from the garden. You cast it on a friend who normally useless with it, or when all they had to do was stand still and blast, they don't, they run back. You just get a lot of wasted endurance with lack of real bang for buck and theirs a lack of control over where mobs are sprayed to anyway. I know there is always that one power thats skippable but thats a shame, we should be spoilt for choice. Knockback powers can be the answer to many a complaint (if we were all on SO builds) and knockback can be the active mitigation versus Psi mobs.

    What I propose is something to try and make that Sonic Repulsion that bird with a happy song. With each pulse of repel there could be a short duration, decent level of -Dam. In PvE against mobs, by the time they got up the -Dam is over but on a AV/GM, because they don't fall over they could be attacking under -Dam conditions. Why shouldn't repel act as a repellent of any force and in doing so limit the level of damage?
  16. Quote:
    Originally Posted by _Ail_ View Post
    Plus of course, maneuvers and weave are contributing +12.5% global recharge each and I think the most you could manage with flash was +6.25%.
    That's more like Flash unslotted. Least with Flash it effectively gives everyone something greater than weave, you don't have to softcap yourself and it could stack with manuevers as it actually does on mine. I effectively give people 15% defense.

    I know its one more click, what I do in teams is act as a Scouting Defender, in that I would knowing that all debuffs are anchor free and worryless, shoot ahead and Flash Arrow the next grp just before I would expect a Tanker to enter it. As a Tanker myself, I like to get to the next grp and ready it early, last few mobs to mop up doesn't mean people have to be babysat with, so as a TA I tend to have a rough idea of when to shoot to the next lot.
  17. New Dawn

    Stone/Stone Tank

    I have a Stone/Stone but its private, what I can offer though is a Stone/Ice to look at and adapt from and try not to have more than 17 mobs if you can help it :


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  18. Quote:
    Originally Posted by Comicsluvr View Post
    Large team (5-8): Here is where a Tank might begin to feel a bit out of sorts, especially on a higher-level team. Without a lot of ranged attacks (normally 1) the Tank has to mix it up. If the team doesn't wait for him to get stuck in then he might reach the mob only to find them defeated. Note that ALL melee ATs might suffer from this but we're focussing on Tanks here. A good high-level team can often melt a mob while the Tank is moving up for his first hit.
    Whoever that Tank might be he is definitely too slow.
  19. Ail, why didn't you pick Flash Arrow? I think otomh it can be about -10% tohit which to me is pretty damn nice. Better than weave, better than maneuvers, possibly put together depending on your own build, really just another click.
  20. Quote:
    Originally Posted by Schismatrix View Post
    Because arguing against ideas is part of how those ideas get refined and revised if the person arguing against them explains why they're opposed to the idea. It's part of how discussions work in the real world. "Agree or say nothing" is just another way of mandating sycophancy. i will always argue against mandatory sycophancy.
    That's false logic, but you're free to have it.
  21. Quote:
    Originally Posted by Bionut911 View Post
    I like your idea of the passive shift time reduction, but the passive mez protection might be a bit far. I figured a mez protection click would be a lot better. Those passive Leadership abilities seem like a good direction to go in as well.
    I didn't say a passive mezz protection, I said a Break Free power, which as you quoted it doesn't suggest a passive, you just click it like a Break Free. Each sentence in the second from bottom paragraph is a different idea, perhaps I should of seperated them.

    Bare in mind, I am producing ideas for both types of Khelds for a more universal epic set a break free power would be far more useful to a Warshade but because it also clears away what Eclipse doesn't protect ypu from too like a BF would, its still viable. You imagine jumping into a mob and suddenly being confused, all them powers relying on enemy targets would just be useless.

    Your third form makes Human form look weaker and the Human form attacks become skippable. That's my issue with your idea for now and why I came up with ideas that cross both types of Khelds thinking along a more universal vein.
  22. Taunt adds flexibility. The flexibility to Tank anything for any Team make up. If you join a STF with 7 blasters and just you, saying sorry I have got to go is a cop out, if they look at you without taunt and say sorry I have got to go I won't blame them. There is one thing worse than not having taunt and thats not knowing what to do with it. Every AT, every powerset that you could be teamed with offers of possibilities, dynamics rare seen is still a cup half full. Is taunt needed? No but then a Tanker isn't neither, take a Tanker without taunt and usually he's something that sucks up space better off with a Brute or Scrapper because realistically there is usually a bit more in terms of alternative support required anyway.
  23. Quote:
    Originally Posted by KnightofKhonsu View Post
    My concern was keeping the Defender and the MM out of trouble. Both were doing a great job of healing and the defender's buffs were great too. I wasn't worried about the others as they could take care of themselves. Anytime either Def or MM came near me, I redoubled my efforts to ensure they didn't get into trouble. I asked them to target through me so I'd get their aggro. That operation was very successful as neither were put down.

    Good, what I said was a digression, just to stipulate for no real reason but going further. I personally hate having other Tankers in the team. They will differ on experience, they will differ on what is the right or wrong mechanic, sometimes the simplest expectation of a fellow tanker doesn't come to light.

    I ask myself why a Tanker nearer to a troubled player doesn't do anything. Why is a tanker is in my aura, why are we mixing auras? This just leads to a who has who confusion.

    Why is it the other Tanker is bringing back another 17 mobs when it will take another 10s to get rid of the 17 we got? I know it'll lead to some loss and who has who confusion.

    The list goes on and on, I often don't get to play my Tanks cos I won't share a team with a random one, as a result last night I ended up tanking a +2 to me Romulus AV with my Spines/Regen for an afk Tank who missed all the AV tanking throughout the TF. It went virtually perfectly, confront on Rom and my AoEs all over ambushers, it was great but it just adds to my hate for many people and their tanks, waste of space on a very good AT.
  24. Last night I read this and I thought, if this idea was a pair of scissors, I'd have to take them off you.

    From now till Omega (that last incarnate) and then some I am pretty much not interested in AT wide changes to any AT. If anything maybe the proliferated sets to an AT still have some unfair disadvantage that's a tad extreme at some level, which won't exist for all anyway.
  25. Redirecting damage is my first response which doesn't actually mean taking it, defense sets wouldn't be tanks for a start if that was the rule.

    Grouping mobs for AoEs, all types of AoEs, damage aoes save on endurance, debuff aoes, save on time and endurance, holy moley we are supposed to make teams a bit more efficient and safer even with our lacking damage.

    There is a common core of abilities that all Tanks have, it's from them, you get the basic fundamental idea of what a Tanker should be doing.

    I personally will on any type of tank make it my goal to tank anything for any team make up. Then do it with a brute or scrapper or maybe in reverse order. Not fussed.