New Dawn

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  1. [ QUOTE ]
    EPS of toggles (herobuilder uses end per tick so double) :

    [/ QUOTE ]

    The builder uses end per tick on powers like focused accuracy and hurricane and end per sec on other powers-->bin.

    Right enough confusement on this its using eps on these and so with end slots (i forgot that part):

    Snowstorm 0.38
    Steamy Mist 0.38
    Hurricane 0.44
    Hover 0.2
    Charged Armour 0.24
    Total 1.64
    End Recovery 2.49
    Resulting End 0.85

    meaning i will have to alter the build again to reduce end cost >

    I done a quick fix:

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: Hurricane Cindy
    Level: 50
    Archetype: Defender
    Primary: Storm Summoning
    Secondary: Electrical Blast
    ---------------------------------------------
    01) --> O2 Boost==> Rechg(1) Rechg(3) Rechg(3) Heal(5) Heal(5) EndRdx(7)
    01) --> Charged Bolts==> EndRdx(1) Acc(46)
    02) --> Snow Storm==> EndRdx(2) EndRdx(7) Slow(11) Slow(40)
    04) --> Gale==> Acc(4) EndRdx(9) Acc(43)
    06) --> Steamy Mist==> DmgRes(6) DmgRes(15) DmgRes(17) EndRdx(21) EndRdx(27)
    08) --> Freezing Rain==> Rechg(8) Rechg(9) Rechg(11) EndRdx(33)
    10) --> Hover==> Fly(10) Fly(21) Fly(46)
    12) --> Hurricane==> TH_DeBuf(12) TH_DeBuf(13) TH_DeBuf(13) EndRdx(15) EndRdx(40)
    14) --> Fly==> Fly(14) Fly(17) Fly(43) EndRdx(50)
    16) --> Swift==> Fly(16)
    18) --> Thunder Clap==> Acc(18) Acc(19) EndRdx(19)
    20) --> Health==> Heal(20)
    22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
    24) --> Hasten==> Rechg(24) Rechg(25) Rechg(25)
    26) --> Aim==> Rechg(26) Rechg(27) Rechg(40)
    28) --> Tornado==> Rechg(28) Rechg(29) EndRdx(29) Dmg(31) Dmg(31) Dmg(31)
    30) --> Tesla Cage==> Acc(30) Acc(36) EndRdx(39) Hold(39) Rechg(39) Rechg(43)
    32) --> Lightning Storm==> Acc(32) EndRdx(33) EndRdx(33) Dmg(34) Dmg(34) Dmg(34)
    35) --> Short Circuit==> Rechg(35) Rechg(36) Rechg(36) EndMod(37) EndMod(37) EndMod(37)
    38) --> Combat Jumping==> DefBuf(38)
    41) --> Electric Fence==> Acc(41) Acc(42) EndRdx(42) Immob(42)
    44) --> Charged Armor==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(45) EndRdx(46)
    47) --> Power Sink==> Rechg(47) Rechg(48) Rechg(48) EndMod(48) EndMod(50) EndMod(50)
    49) --> Group Fly==> EndRdx(49)
    ---------------------------------------------
    01) --> Power Slide==> Empty(1)
    01) --> Power Rush==> Empty(1)
    01) --> Sprint==> EndRdx(1)
    01) --> Brawl==> Acc(1)
    02) --> Rest==> Rechg(2)
    01) --> Vigilance==> Empty(1)
    ---------------------------------------------

    Ill look at that post in detail later when i can Chi (of to work now) but i am gonna have to look at each and everypower again on this.
  2. [ QUOTE ]
    If an attack hits you within the interrupt period, no matter how long or how short that period is, it'll still interrupt you.

    [/ QUOTE ]

    The shorter the interrupt time the less of a window of opportunity there is for an attack to interrupt.

    You have people in the team that are there to support you, how about concentrating on supporting them and let them support you?
  3. [ QUOTE ]
    Might be worth considering taking Tough And Weave instead though, both work in and out of Granite, you should have a few spare power slots and it's somewhat useful to have that extra defence when you need to tank Psi mobs. I imagine that only the toughest AV/GMs would require you to run Tough/Weave when in Granite.

    [/ QUOTE ]

    Not would require you, its could require you.

    You dont need fightpools on any tanker. You may depending on what you get upto or who you team with be better off with them.
  4. [ QUOTE ]
    Endurance usage is fairly heavy on INV primary... I'd plump for one or two endreds over interrupt reductions unless you find yourself actually having difficulty timing it right (or fighting very high accuracy enemies!).

    [/ QUOTE ]

    You have confused me there. Interrupt time is a window of time for which an attack can hit you and prevent the power from activating, the longer it is the greater the chance is of an attack interrupting you. The end cost on invulns is nothing special but aid self does use alot tho and end drains, DoT, psi bosses, -def, autohits etc dont help.
  5. [ QUOTE ]
    [ QUOTE ]
    Tough and weave arent as high as you may think. They are listed as endurance per tick on herobuilder and not endurance per second. In endurance per second terms both use .16 of an end point, 16/1000ths of your end bar.

    [/ QUOTE ]

    Incorrect. They're listed in Sherk's Hero Builder as endurance per second. Each tick costs 0.1625 Endurance and happens every 0.5 seconds... so that's 0.325 Endurance per second, each.

    [/ QUOTE ]

    My apologies i didnt check, i thought it was the other way around for some reason confusing it perhaps with the miswrite in the attack chain planner which would say eps instead of end per tick without thinking. I am so used to not looking anymore with the amount of times i used to look at them cos either way the 3rd slot in end didnt matter which is pretty much all i rely on needing to really know.

    [ QUOTE ]
    Temp Invunerability and Unyielding Cost slightly more endurance than Invincibility, so it might be worth moving the spare endreds from Tough and Weave into them.

    [/ QUOTE ]

    On test server i did a test to see what my toggles ran like and i found invincible to be lower than what i read from herobuilder and so i dont have endreds in it despite what was said but i never clicked why -> tick rate. Long time ago tho and I am gettin on
  6. 3 res in granite and just having stone armour reaches cap for s/l but go 3 res 3 def any way.
  7. Of all the people in a team you are most likely to be hit, or should be, and on a good team with good tanking skills should be the only one aside from scrappers getting hit by cones and blappers who you cant save from aoes etc.

    Before aid self try a aoe power that has a secondary effect to buy time or atleast get your defense up. I am only considering aid self on my icetank who has icepatch atm.
  8. [ QUOTE ]
    [ QUOTE ]
    I've found end reduction more useful than interrupt reduction on Aid Self. If you click the power and get interrupted, the power remains available, but you pay the full end cost. You can try cklicking it again. If you do this many times and get interrupted, the end cost is staggering. But in the end you do get healed. And the base interuuptible time on Aid Self is very short. Sure, you can reduce it furhter, but I'm not sure its worth it.

    [/ QUOTE ]

    This is a valid point. I`m going to experiment with that.
    Thanks

    [/ QUOTE ]

    If you change an interrupt for an end redux then you are more likely to be interrupted. On a tanker i'd want defense and/or a secondary effect power such as a aoe disorient or kb to buy time for less interruption. Mileages will vary per build and enemy faced as often damage over time can be effecting you.
  9. 01) --> Stone Fist==> Acc(1) take an end from tough and stick here

    06) --> Kick==> Acc(6) take an end from weave and stick here


    12) --> Combat Jumping==> DefBuf(12) DefBuf(50)<--moot defbuf, i dont like decimals really, teamed with a defender and a controller all your needs to effectively reach soft cap with can easily be met and/or survivability is gained in so many other ways even taking weave could be a wasted powerchoice with the right dynamics and defenders. In fact with a trick archer the flash arrow a power that some people say dont take, effectively gives the whole team weave for free except better. Flash arrow reduces perception by 90% so whilst herding alot cant even target you till herdpoint. If people say dont bother with that power then you know other powers do so much.

    14) --> Super Jump==> Acc(14)<--bugged herobuilder

    16) --> Tough==> EndRdx(16) Heal<--bugged(17) DmgRes(17) DmgRes(25) DmgRes(31) EndRdx(43)move an end red

    28) --> Weave==> EndRdx(28) EndRdx(29) DefBuf(34) DefBuf(36) DefBuf(37) EndRdx(46)move 1 endred

    Tough and weave arent as high as you may think. They are listed as endurance per tick on herobuilder and not endurance per second. In endurance per second terms both use .16 of an end point, 16/1000ths of your end bar. Both are less than invincible, 3rd end slot saves you half what you will read it to be and imo what you will read it to be is nothing to worry about. A 2nd endred on temp invulnerability does more than the 3rd end reds on tough and weave put together but id stick them on your 2 attacks that arent reduced in cost. You may cos they are there use them.

    Endurance per tick is decieving once you change everything to endurance per sec .

    44) --> Hurl Boulder==> Empty(44) range is nice but aslong as you can when needed kite an AV (better for the types of defenders that cant match the damage to team with heals per sec) hit an AV with it between taunts its okay and so okay at base but i find extra range is better than travelling.
  10. [ QUOTE ]
    The goal was to make pretty much a pure team tanker and figured this one would do the trick (after a few times):

    [/ QUOTE ]

    You left invincible late to 26 and its your aura. Unstoppable is way over ressed as 1 res is enough with passives. Invincible lacks taunt durations for high res/levels and movement, taunt also lacks love for AVs imo with flexibility to all defense sets in mind and for spread recoveries without leaving a debuff zone. 2 of your attacks are without an end slot and if you use them then slotting your invincible toggle and any 2nd/3rd slot with endreds is a definate waste as your attack chain is end heavier than your toggles. Powerchoice wise i differ due to what i expect from defenders who are very important but its each to their own. I wouldnt increase the kb in fault as it minimises your def.
  11. [ QUOTE ]
    Then, the question: IS IT POSSIBLE TO PASS ON THE FITNESS POOL?

    [/ QUOTE ]

    Yes but more so in teams.

    An end slot in each attack is a start plus supplying great damage per group per end using aoes. Herding tanks who group up are effectively saving the whole team endurance if they stack aoes. As the aoes hit 16 if your a blaster and your cones hit 10. What compromises this of course is the fact you do get people who dont knockback to walls or dont save their knockbacks for a finisher. A kb opener can spread mobs outside of the cones other people supply and outside of the smaller aoe other people supply also effectively lowering the damage per second of the team. Usually the energy/energy blaster in my experience does alot of damage but takes away the damage potential of the team.

    If you solo you may single target more but you still can go by without stamina, just dont use your aoes on foe numbers too small to get as good damage per end to group as you would single targets.

    What may go against you is in AV fights with no endurance buffer as the fight may be strewn out into too much of a lengthy one but even with stamina + end slots per attack that too can happen.

    My AR/Dev has stamina atm but it wont be long before i can remove it. The reason she has it is because naturally i like to fight with targetting drone, cloak, acrobatics and superspeed on but these wont kill her endurance and neither will the attack chain. What kills her endurance is the fact that i accidentally leave super jump on as well.

    1 end slot per attack should pretty much do it plus getting toggles down to a reasonable figure that all toggles average to. You may just not end slot 1 because its combat jump and 2 end slot acrobatics, 1 end slot an armour etc.

    I have scrappers, a stalker, a brute, blasters, a tank, a dom, a defender and a mm without stamina but the more efficient a team can play the better it works.

    [ QUOTE ]
    Has actually anybody tried this with good results?

    [/ QUOTE ]

    Even with a dark armour brute, but you just cant team with players that lack in the knowledge of the team dynamics you require.

    If everyone would look at who they team with when they join the team and if they knew the special requirements of those people we wouldnt all be playing in such an inefficient manner because there is untapped survivability as well.
  12. [ QUOTE ]
    [ QUOTE ]
    Did ya miss one of these?-->

    [/ QUOTE ]
    I vaguely remember a time when humans communicated in the written word and didn't use little smiling faces to explain every nuance of their speech, and instead we used our comprehension skills and looked at the visual clues to pick up on small things like a gigatonne of sarcasm.

    [/ QUOTE ]

    To free from ambiguity is always better than leaving things open to some assumption.
  13. If its a hit one attack it wont have the tankers aoe gauntlet effect but if its a hit many then the effect will be alike to a tanks aoe effect.
  14. [ QUOTE ]
    dont go afk on you.

    [/ QUOTE ]

    [ QUOTE ]
    barely chat

    [/ QUOTE ]

    i did actually mean that during a fight duration, but there is nothing wrong with ANY type of defender in my book, its usually the people who dont have the flexibility to play to assist them that makes things sour.
  15. Gravimetric snare has been stacked upon my invuln to seriously slow me to an out and out crawl, but i dare say if i was hit by as much as a firetank would of been i'd of been immob'd, and i probably was temporarily although it would be for a sec now and then but its hard to remember as i had done moonfire a seriously longtime ago when i 'could' aggro stupid amounts of them.

    An immob resist from combat jump is weaker than integration, and integrations is weaker than burn, i might get burn now that i thought about it!
  16. [ QUOTE ]
    Wow, don't ask for much do you?

    [/ QUOTE ]

    When i give perfection, i expect perfection

    No seriously, thats the standard i even set myself as an empath.
  17. It was sarcasm but it pays to be careful as somethings go unnoticed sometimes.
  18. Its your fault Maelwys bringing up your perma raging on the forums last week!

    We have you and only you to blame!

    Alot of players are keeping stum about other things especially pvpers!

    [ QUOTE ]
    I don't really see it as an issue on my SS/Invul Brute to be honest and while I usually run it all the time, I generally don't auto the power because of possible slows etc...

    It's not exactly a nerf at all.

    [/ QUOTE ]

    Yeah i never really perma raged for same reasons, plus as a tank 10 sec downtime can = someone in debt if things are manic or keeping aggro of so many is tight.
  19. There are so many what would be to you idiots in the game, you just have to let them play with eachother and find your own friends.



    Empath defenders that make my global tend to be ones that:

    dont go afk on you.

    barely chat

    mostly have a heal ready when you need it and arent lost in their attack chain.

    have and use all primaries.

    have mostly cmed you before you need to ask.

    have forted those that are most likely to get aggro and not simply their best mates.

    dont just use a power for the sake of it but use it when its actually needed or before it could be in cm and forts case.

    will help make the other defender look good by any reasonable means rather than see them as the competition.

    Tells the blaster whose just nuked that he wont get AB as its not a good idea to have an invuln tanker under heavy -end effects without it whilst RA aint up .

    i think i have 3 people on my list.
  20. [ QUOTE ]
    30) --> Aid Self==> Heal(30) Heal(31) EndRdx(31) Rechg(31) IntRdx(46) IntRdx(46)

    [/ QUOTE ]

    This is one power i wouldnt use an end redux, your health is bound to drop faster than your end in pvp and if it isnt your either winning or someone is draining it and in the end drain case i dont hold out much hope for ya.
  21. [ QUOTE ]
    [ QUOTE ]
    plus your giving up another power to take it that you probably won't be using much.

    [/ QUOTE ]
    As someone who's duoed with a claws/invuln a LOT I can say that Stimulant is not a wasted power at all! Maybe in bigger teams if you're lucky enough to have a defender around with a mez resistance bubble, but I've found Stimulant is infinately useful to help get mezzes off of squishies who need it so they don't... well, go squish.

    [/ QUOTE ]

    If ya only defender is held then ya free them! great power! aid other on a scrapper is more ftl in that circumstance as i am sure the defender does a much better job at aiding people.
  22. [ QUOTE ]
    I really wouldn't consider DP (And equivalent powers) a proper self heal. The 6-minute recharge means you can use it maybe once per 5 groups, which is far too little, compared to proper self heals.

    [/ QUOTE ]

    How long? Firstly most people get that down to 180 and with haste its down to 135 and if ya also sb'd its perma, having those hitpoints in combination with res buys time and playing sensibly (in the support sets favour) as a scrapper should mean you have more than enough survivability coming from them in combination with your build.

    Of course if you solo alot aid self can reduce downtime but you still can have end worries in which case you have a rest button and if its too hard its probably poor xp/time.

    I have stimulant and aid self on my /sr tho and they work wonders.
  23. I am not understanding why some people choose look at the firetank as more as a scranker unless its cos of the lack of autohit taunt from their aura.

    Which imo needs a fix.
  24. [ QUOTE ]
    And here's the clincher. Your cage isn't perma, and it's even less perma with that slotting. I only have to be out of the cage for about 30 seconds every four minutes. While you have me in the cage, the rest of my team is going to be all over you like a rash. Caging the sonic is caging the wrong person.

    [/ QUOTE ]

    Being squishie hunted by ya team would be fine, its just cat and mouse thing and in a pvp zone (a place of my initial thinking) tp foe would be best if it could be uninterrupted.

    [ QUOTE ]
    [ QUOTE ]
    06) --> Sonic Cage==> Rechg(6) Rechg(7) Rechg(7) Acc(9) Acc(9) Range(11)

    [/ QUOTE ]

    I can see what you're saying here, but then my cage would no longer be perma which is really what I'm going for. When Acc/Range/Recharge Invention-Os come in you can bet that my cage will have 3 of those in it instead of 3 recharge 3 acc.

    [/ QUOTE ]

    Get them, anyone can get them, i dont want to go into my stick will be bigger than your stick with you as i had merely theorised with the build ya had at the start without and still without being too insightful. The cage could of been hasted or i sb'd but a fix of 3 rechg and 3 range is still enough all depending on what i had in my insp tray.

    I wasnt seeking to play whose got the biggest stick with ya i was just playfully theorising with the first build. You can be put out of action by another without question and so can i. As i have basically already have stated with your build being a pain for the opposition you'd need to be.
  25. [ QUOTE ]
    and my response after a few nights of the frustrations of being able to tank reasonably effectively but not entirely to my satisfaction? I installed WoW

    [/ QUOTE ]

    I am not too fussed cos as long as they have a taunt duration they are ok to start on (preferably holds etc). When it comes to aggro management all ATs are able to share in it in their own way and needing controllers that much more is a good thing. I still havent taken weave on my invuln despite seeing it as great for herding as everything i could want is usually "hopefully" in some defender or controllers set and as long as the team can play in a way that the defense sets can perform at best there is great chance of survivability. Tanks can be seen as in the driver seat on some teams but other peoples toons with their abilities should be considered key to success and what they are capable of doing and how it is they are capable of doing it matters. Teams can frustrate me tho ie "back up pls" but its great when they are working together on form. I do prefer things taunt controlled first.