New Dawn

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  1. New Dawn

    Ice/Fire Advice

    [ QUOTE ]
    Hi i have a lvl 41 ice/fire and found aid self and hibernate to be very useful Teamed with Shannon a fair bit recently so she knows my build a bit

    [/ QUOTE ]

    Id like to clarify that rads tank hasnt teamed with my tank.

    Shannon of defiant is not me.
  2. I looked and thought ouch on the endurance so i thought with "most" of the power choices what would i do?". Please bear in mind it would be a cold day in hell lol before i would pick /axe with invuln.

    Kick over boxing to lose weapon drawtime
    Endurance lighter build to add more attack chains to the endurance bar.
    More than enough acc for pve hopefully.
    Acc removed from taunt because its only need in pvp.

    More likely a lvl 50 respec build:

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name:
    Level: 50
    Archetype: Tanker
    Primary: Invulnerability
    Secondary: Battle Axe
    ---------------------------------------------
    01) --> Temp Invulnerability==> DmgRes(1) DmgRes(9) DmgRes(9) EndRdx(46) EndRdx(46)
    01) --> Gash==> Acc(1) EndRdx(33)
    02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(3) Heal(5) Heal(7) Heal(7)
    04) --> Beheader==> Acc(4) EndRdx(5) Dmg(13) Dmg(13) Dmg(15)
    06) --> Combat Jumping==> DefBuf(6)
    08) --> Unyielding==> DmgRes(8) DmgRes(11) DmgRes(11) EndRdx(15)
    10) --> Taunt==> Rechg(10) Rechg(17) Taunt(17) Taunt(23)
    12) --> Hurdle==> Jump(12)
    14) --> Super Jump==> EndRdx(14)
    16) --> Health==> Heal(16) Heal(27) Heal(27)
    18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) Taunt(23)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Kick==> Acc(22) EndRdx(43)
    24) --> Tough==> EndRdx(24) EndRdx(25) EndRdx(25) DmgRes(37) DmgRes(37) DmgRes(37)
    26) --> Tough Hide==> DefBuf(26)
    28) --> Weave==> EndRdx(28) EndRdx(29) EndRdx(29) DefBuf(34) DefBuf(34) DefBuf(34)
    30) --> Whirling Axe==> Acc(30) EndRdx(31) Rechg(31) Dmg(31) Dmg(40) Dmg(42)
    32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33) DmgRes(48)
    35) --> Cleave==> Acc(35) EndRdx(36) Dmg(36) Dmg(36) Dmg(40) Rechg(43)
    38) --> Pendulum==> Acc(38) EndRdx(39) Dmg(39) Dmg(39) Dmg(40) Rechg(43)
    41) --> Conserve Power==> Rechg(41) Rechg(42) Rechg(42)
    44) --> Swoop==> Acc(44) EndRdx(45) Dmg(45) Dmg(45) Dmg(46) Rechg(50)
    47) --> Focused Accuracy==> EndRdx(47) EndRdx(48) EndRdx(48)
    49) --> Build Up==> Rechg(49) Rechg(50) Rechg(50)
    ---------------------------------------------
    01) --> Sprint==> EndRdx(1)
    01) --> Brawl==> Acc(1)
    02) --> Rest==> Rechg(2)
    01) --> Gauntlet==> Empty(1)
    ---------------------------------------------

    The only time i have needed to use all them slots in unstoppable was chaining unstoppables between +hp of dullpain with haste + AB + FORT + lucks in my tray to get the chain against 2-3 AVs in RV on test server. You could go less on slots on unstoppable for any reason really, defenders and controllers in a team shouldnt be that bad imo especially if your trying to set things up so they work well.
  3. [ QUOTE ]
    08) --> Unyielding==> Acc(8) DmgRes(9) DmgRes(9) EndRdx(15)

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    acc is meant to be a dam res with so much overall end usage on the build the end slot here would be better off on temp invuln

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    10) --> Taunt==> Acc(10) Taunt(11)

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    take the 1 too many dam res slots from unstoppable and 1 from conserve energy and move them to taunt

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    14) --> Super Jump==> Jump(14) Jump(15)

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    how high do you need to jump?

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    18) --> Invincibility==> Taunt(18) TH_Buf(19) DefBuf(19) DefBuf(46)

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    at least 3 def buffs what ever ya do, id gain a slot from sj

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    32) --> Unstoppable==> DmgRes(32) DmgRes(33) DmgRes(33) Rechg(33) Rechg(34) Rechg(34)

    [/ QUOTE ]

    3rd dam res wont do anything, 2nd dam res will just about if you have no passives i think.

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    41) --> Conserve Power==> Rechg(41) Rechg(42) Rechg(42)DefDeBuf(50)

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    end slot and not def debuff perhaps? id remove the 4th slot and add it to taunt for AVs

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    44) --> Focused Accuracy==> TH_Buf(44) Rechg(45) Rechg(45) Rechg(45)

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    This is the highest end toggle you have 2-3 end slots wouldnt go a miss and rechgs dont help really.
  4. [ QUOTE ]
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    There's not really a comparison between Devices and Traps

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    Traps is better designed than Devices, but that shouldn't be much of a surprise with the experience the devs have gotten between the design of the two powersets.

    [/ QUOTE ]

    Alot of that is down to it being a defensive set and not a blaster secondary as well as working with pets in a conceptual way. I agree with everything you have just said though.

    Devices played well, could be, taking out atleast most of whole groups using just enough mines to do enough of for team survivability/complete job against enemy keeping set up time to a minimum between fights. Some tanks may want to herd a huge dangerous mob and say "mines please".

    Ideally for teams:

    Set up+fight duration = normal fight duration of team without set up

    But it wont as mines can stack into a enormous laggy bang that could offer the team a risk free non-fight, so balance has to be somewhere.
  5. New Dawn

    My Inv/Nrg Tank

    I personally think you should pick powers because of the arcs/missions you do, reading combat mode and the team your in, but smash and lethal damage will mostly exist. I took all my primaries pretty much asap when i levelled. I was more of a taunt bot who could only jab punch and brawl till 20s.
  6. As an invuln tank tanking hamidon all you could make use of is:

    3 rechg 3 heal dull pain
    3 rechg haste
    3 rechg 3 taunt taunt
    3 heal health
    additionally 3 int 3 heal aid self

    The rest is just not going to help.

    A build such as the one you have made will have a constantly decreasing endurance bar with everything on.
  7. New Dawn

    Electric armour

    [ QUOTE ]
    I think i read the same post by castle .. i'm sure he said something along the lines of jumpkick when it hits makes the other player go through the KU animation but theres no actualy KU and they can hit right back.

    Or something .. i've been asleep since

    [/ QUOTE ]

    Awww seeing the knockback when i used it sure had me fooled zzzzzz....
  8. New Dawn

    My Inv/Nrg Tank

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    Your attack chain is probably quadruple that of toggles on endurance consumption as it is right now.


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    Isn't that a good thing that it's the attacks that eat up the end instead of the toggels. Besides won't Stamina stop that from being a problem. (After all the whole point with stam is or should be that you can use your powers more, i would hope!)

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    Base end recovery looks after basic toggles. Whilst your attacking wouldnt you want to keep your endurance high and be able to have more attack chains? Id use attack chain planner if i were you.

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    Laser beam eyes is a good replacement for energy punch.

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    Yeah, but you get one at lvl 2 and the other at lvl 44. Besides both are cool which is why I want them.

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    Never said take it just pointing it out.

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    This would be in my dull pain funnily enough which for me is a must take very early.


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    Yes but why is it a very early take? Is it for the wonderful tox rez you get against Vaz or is it just a very good self heal? But if it's a self heal in which way is it betterthan just stocking up on greens? (Besides being in unlimeted supply and free)

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    I have answered this in another post. Dull pain has nowt to do with toxic res.

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    (Look i don't dislike DP I will take it along with my more traditional inv/mace tanker once I get wings. It's just that since I need to take 3 power from the fittness pool including Stamina to even be able to use my powers I need to lose 3 power from my primaries and secondries. Right now that means, stun, BU and DP or energy punch. And energy punch more suits the concept of the toon.)

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    My answer to the "why to take dull pain" is in the other post, however if you dont want to take it for concept reasons then i would suggest the defensive route as you may need it.

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    Another thing. On this forum the general concensus seems to be that inv tanks should max out the S/L defences and ignore the defnces from other types of attacks along the idea that if they can eliminate S7L damage they can just soak the rest. How does that work and is it a viable approach? Sounds a bit risky to me, sort of like only wearing armour on the front so that the weight won't encumber you and make you more deadly and in case a foe gets around to attack you unprotected back, that's just tough.

    [/ QUOTE ]

    Mobs tend to be mostly smash and lethal so you see it more often. Groups may have a little bit of fire or energy etc. But their are enemies that completely mainly energy, or neg energy, smash/energy, smash/fire. I think if you mainly look to gain a resistance and/or def of 30% in all damage types you are survivable with good team support. However i say that about builds with dullpain.

    Invulns are imo better to have these basic sets:

    Temp invuln
    Dull pain
    Unyielding
    Invincible
    Tough Hide
    Unstoppable

    The passives can easily be swapped for tough and weave. I would definately suggest having more def or res than i have listed.
  9. Its 20% base heal enhanceable to 40% plus adds 40% in hp to your life bar.

    Reasons to get it:

    More hp, for resistance/def to cover.
    Not all defenders heal and maybe you might need one before/whilst debuffs are being added.
    Sometimes during the start of fight initiating its not safe for a defender to be that close to you to heal aura you.
    No dullpain often seriously means less likely to survive alpha strikes.

    Id put this before the passives if I were you. I have never seen a pure superman build do as well as tanks with dull pain yet, its usually too painful to watch.
  10. It stacked energy melee disorients, stuns being the worse. Its a good idea to dissipate the tsoo attacks by not just jumping straight in with any tank. For example stone tank with rooted on tps into middle of mob is chancing it. Have them come to you, so one by one they come to you and then their attacks wont be so all at once.
  11. [ QUOTE ]
    Do those 3 mitigate my (puny) losses from the two Reses?

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    If you see them as puny then yes get fight pool. Your level of endurance use would be greater as a result. Herding carnie will be so much easier.
  12. New Dawn

    My Inv/Nrg Tank

    When it comes to armours, have the slots there for when you buy DOs but work on slotting schedule A TO's. This would be in my dull pain funnily enough which for me is a must take very early.

    3 res slots in unstoppable is 2 too many.

    Your attack chain is probably quadruple that of toggles on endurance consumption as it is right now.

    Laser beam eyes is a good replacement for energy punch.
  13. [ QUOTE ]
    Shields:
    How come people seem to start up with resist Physical damaged or take it early on? Doesn't temp inv give much better protection? And wouldn't one of the other shields give you better protections against damage in general since they will boost you defence against none physical damage which you lack?

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    Temp invuln is more beneficial at the start. People either take RPD as well to get their smash and lethal up to as best possible early in the game as its most likely what they will be facing, or decide they want over a certain amount of percentage res of each type.

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    Dull Pain:
    Okay, I get that it's great to boost you HP esp. with unstoppable but do you really need to take it so early, like i did in my build? Is't it just another slef heals in the lower level and you'd be just as good with some greens? Sure, i give you tox res against Vaz but if you don't fight Vaz you don't need tox res.

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    Being a science tank with my invuln i had vahz arcs, fortunately dull pain was possibly my first 6 slotted power and the one i slotted first anyway and i dont recall major problems, its for additional hitpoints, taking alphas (often you could be quicker than a defender) or atleast having a heal while/before someone adds buffs/debuffs. I dont recall res to toxic from this.

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    (Also, I believe End requierments should be nerfed so that you can play all powersets perfectly fine without Stamina)

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    3 recharge rest and slot for endurance.
  14. [ QUOTE ]
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    You specified DUELs which currently cannot take place between Heroes and Villains in the arena.

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    Yes they can.

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    I do have a duel between my sr and a stalker, but mostly i have teamed pvp on odd occasion i just accepted that maelwys was mentioning something new that i didnt know about. I will get MoG one day but i will see it as a nothing left to use, buy time power as i normally see them anyway and find out. From what i have seen though regens are least likely to hit panic buttons as often as sr's especially SR's that dont get aid self. I can only compare regens and sr's by playing them and the whole set has to be looked at at once and not power for power.
  15. Before i started this game? I bought it when it came out live and didnt register on these forums till after my 3rd 50. When i meant tweaked i mean slotted by me a certain way. The only time i have played /mace was during that weekend on testserver when we could level up to 40. I made an invuln/mace as its lowest dps, then i went into warburg got a mission and went through them rather nicely like i would any tank. Dropping damage slots if necessary for recharge slots due to secondary effects of the set wouldnt of bothered me much especially as longterm dps is the same however my endurance would of needed looking at so i might devise a more arcane attack chain compared to the one i have on superstrength.

    Mace is basically Axe for action times but has slightly better recharge times and more secondary effects that help with survivability which you need as your more likely to be in the fight for longer due to less damage. Your hardly going to be disorientating mobs for concept and just as damaging as axe. I am one of those people that looks at clobber and says what a handy power to have than it does no damage->get rid, I am like "whose best to use it on?".
  16. [ QUOTE ]
    And quite frankly I can't tolerate war mace when hasten is not running.

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    Which is why i actually dont consider haste a good option to have as a must for powers that are of low recharge, id sooner have low recharge powers tweaked to what i prefer them to be so that when haste isnt there it isnt a problem.
    Only in long recharge powers do i have a purpose for haste. For my taunt or attack chain to rely on haste would be not good (plain dumb imo) because of when haste drops, which is why i said:

    "Only useful with long recharge powers as its unsustainable to be considered good with anything else 'imo' unless pvp."

    Pls note the "imo" and in pvp you can use haste when it is a good time for high burst damage and not when your standing around waiting or travelling around a zone looking etc. But I guess you are right in applying logic to DPS in PVE but i wouldnt need haste for my taunt to be good or to actually 'have' an attack chain, when i meant not good i meant not worthy to be relied upon. Your DPS can increase overtime i agree.
  17. This is what id slot, its not so much a build order cos i changed stuff around to adapt to your power choices a bit. Try it on test server anyway. This has greater taunt control which is good.

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: invaxe
    Level: 50
    Archetype: Tanker
    Primary: Invulnerability
    Secondary: Battle Axe
    ---------------------------------------------
    01) --> Temp Invulnerability==> DmgRes(1) DmgRes(3) DmgRes(3) EndRdx(37) EndRdx(50)
    01) --> Gash==> Acc(1) EndRdx(11)
    02) --> Dull Pain==> Rechg(2) Rechg(5) Rechg(5) Heal(7) Heal(7) Heal(15)
    04) --> Beheader==> Acc(4) EndRdx(15) Dmg(17) Dmg(17) Dmg(21)
    06) --> Resist Physical Damage==> DmgRes(6) DmgRes(13) DmgRes(13)
    08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(9) EndRdx(40) EndRdx(45)
    10) --> Taunt==> Rechg(10) Rechg(15) Taunt(34) Taunt(34)
    12) --> Combat Jumping==> DefBuf(12)
    14) --> Super Jump==> EndRdx(14)
    16) --> Swift==> Run(16)
    18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) Taunt(21) Taunt(48)
    20) --> Health==> Heal(20) Heal(23) Heal(23)
    22) --> Stamina==> EndMod(22) EndMod(40) EndMod(43)
    24) --> Resist Energies==> DmgRes(24) DmgRes(25) DmgRes(25)
    26) --> Tough Hide==> DefBuf(26) DefBuf(27) DefBuf(27)
    28) --> Whirling Axe==> Acc(28) EndRdx(29) Rechg(29) Dmg(31) Dmg(33) Dmg(34)
    30) --> Resist Elements==> DmgRes(30) DmgRes(31) DmgRes(31)
    32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33) DmgRes(46)
    35) --> Cleave==> Acc(35) EndRdx(36) Dmg(36) Dmg(36) Dmg(37) Rechg(37)
    38) --> Swoop==> Acc(38) EndRdx(39) Dmg(39) Dmg(39) Dmg(40)
    41) --> Pendulum==> Acc(41) EndRdx(42) Dmg(42) Dmg(42) Dmg(43) Rechg(43)
    44) --> Focused Accuracy==> EndRdx(44) EndRdx(45) TH_Buf(45) TH_Buf(46) TH_Buf(46)
    47) --> Conserve Power==> Rechg(47) Rechg(48) Rechg(48)
    49) --> Build Up==> Rechg(49) Rechg(50) Rechg(50)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Gauntlet==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------
  18. [ QUOTE ]
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    When each damage type is treated the same you have to have some weakness, you cant have everything.


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    My point exactly. Elude adds defense to everything and MoG has major holes in Toxic and Psi. If you compare the two, you have to conceed that MoG is substantially weaker.

    It's weaker than Unstoppable, it's weaker than Elude.
    As pointed out earlier, IMO even Dark's self-rez is better than it.

    Next argument, please.

    [/ QUOTE ]

    i call it chatting, i use forums to chat, i never argue...much, but its text itll be wrong to read into emotions. I can see how its weaker than unstoppable in pvp, i can see how it can be weaker than elude in pve especially with the other def toggles stacking. Its an inbetweener in that case good for neither pvp or pve unless the "moment" of moment of glory is meant literally. To keep within regen like boundaries perhaps no drop in hp and def only would be better, defence from an adrenaline rush making you dance like a butterfly, unless a regen is regen due to DNA rebuilding extremophile bacteria that can sacrifice themselves to create a armoured shell beneath the skin in order to create resistance leaving few to carry on the usual regen work and having to repopulate over the duration of MoG i dont see where the res comes from, same from resilience.

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    Scrappers don't have Knockbacks. They Have KnockUPs and KnockDOWNs. They don't upset the spawn position, that's the squid or NRG blaster doing that.

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    MA scrappers storm kick i thought was knockback, certainly looked that way last time i checked, i thought it would be a right pain.

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    They are far from the overpowered Godlike AT they used to be and are now completely on par with Dark and SR.

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    The completely on par reason is why i dont see a reason why regens need a buff. SR is good once you add aid self to the mix.

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    Jumping in and hitting all your Defenses is a tried and tested scrapper method of prolonging the life of a team, particularly when fighting against damage that the tank has poor resistance to (OMG Carnies, Psi Clockwork!).

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    No worries for any tank really due to defenders and controllers. I barely ever see a scrapper with taunt (unless my own) that would actually bail a tank out, usually survivability comes from controllers and defenders.
    Scrappers mainly lead in ST dps not survivability from wherever i stand except maybe in -fight duration before all the debuffs or controls wear off. My mate reckons impale is good for grabbing aggro but thats only the case if it hits and does more damage than the person getting aggro has done.

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    Against controllers, blappers and ranged damage dealers regen is far from the optimum scrapper secondary.

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    You think my SR drops blappers easily or even drops blappers? SR has a great edge versus controllers but regens have a better edge versus anything with good accuracy.

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    Why is it important to be able to defeat everything? And why people on the same side? Hero PvP teams should be dishing it out against villains and only have villains to worry about.

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    You specified DUELs which currently cannot take place between Heroes and Villains in the arena.

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    They can take place in a pvp zone, people like to duel with my brute whilst she is trying for longbow badge and almost dead anyway.

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    and will have less access to psi damage. But right now this is a very, very rare occurance.

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    defenders and dominators have access to psionic damage and thats it i thought, very rare altogether.

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    In Team PvP both villains and heroes will cut right through MoG, just like Elude.

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    Yep so ya not alone us eluders have little time whilst ganked just as much.

    I have 2 regens, i dont like them much but i chose regen over invulnerability with one because it opened more powerpools to me alot easier with the QoL i wanted (which in its own right a balance perk). Also the thought of a invuln scrapper or brute makes me wince despite levelling an SR before scaleable def. The other one is conceptually chosen cos the body needs to be repaired with spines sprouting out and retracting in.

    I dont mind regen, i just find regen scrappers generally in their uberness try to race through missions with lack of thought to how other people with their toons need to be played or whether they can keep up, ie they dont see past their own noses. The amount of them that i have to listen to go on about what they can do even whilst the team are getting battered due to the regen already having being such a show off and not allowing for "conditions" that are best for other members. One regen so called great player on a TF would start fights he cant handle, then have a personal defender come to his aid, doesnt keep aggro and so then eventually the defender bites the dust and then he went on about how good he is cos he survived! When it was the defender whilst she was alive who actually saw him through it. I was playing another defender in the team that stays with bulk of the team SO I wasnt about to assist.

    Another one said how teams dont need tanks tried to tank infernal and then in his moment of need gave up and brought infernal to my tank, but as i watching this I turned the aura of and XD he shut up after. I dont deny i havent seen many good ones but i do have a couple of best friends with regens that are thoughtful to team players just they are so self sufficient many think theyre great.
  19. [ QUOTE ]
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    Who said i missed? its just a case of getting past their extra resistance


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    Fair enough. Shouldn't be a problem in the slightest with a few critical hits though.

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    i was speaking from the other ATs point of view we dont all get crits.

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    Same with elude except elude doesnt make you resistant so you can have your whole healthbar which is 75% more health but without the possible 75% resist.

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    So "Same as elude" then, since the lower Health Pool and increased Resistance effectively cancel out.

    With elude you can still be healed and you have high toxic and psi defense since it's positional not typed. With MoG you dont have any toxic or psi defense and effectively take 400% normal damage from psi attacks.

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    When each damage type is treated the same you have to have some weakness, you cant have everything

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    If you're a CONTROLLER/TANKER you should be paying attention to the ebb and flow of the fight. Chances are you'll see THE REGEN SCRAPPER overshoot and aggro a second or second and third 8-man mob whilst the tank's otherwise engaged...

    [/ QUOTE ]

    Edited for reality. Especially with scrappers on follow, either following their own kbs that are directed towards extra mobs or some khelds or blasters. A good reason for allowing a tank to move groups even further from eachother really, but some scrappers dont allow for that, they have already started on the next mob whilst people are finishing with one just to show how good they supposedly are, i dont mind it as an empath, theyll often find out that i am not one of those that leaves the rest of the team to become their personal heal bot and faceplant.

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    On that point I'd like to see an AoE-build fire/fire blaster scrank two 8-man Carnie or Hydra mobs whilst a badly battered tank and the rest of the team runs for cover.

    [/ QUOTE ]

    Having to do 2 mobs at a time is unnecessary unless there is an ambush involved, and most ambushes that do happen are completely avoidable as they arent even planned ambushes by the game makers. In one case it was a dumb tank who attacks a group in the middle of 3 mobs and the rest of the team being herded like sheep just up the overall aggro cap but my controller sorted it. Being mind control and the enemy not being mechanical or nem it was fortunately easy.

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    it's pretty rare for a well played melee toon to hit the floor unless they're intentionally biting off more than they can chew.

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    You are right i must of seen some (some?) ALOT of pretty bad scrappers. As a tanker i dont really want them in the team. I'd rather tank on my terms.

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    Regens are generally considered to be the better secondary for one-on-one melee AT duels.

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    Thats the point i am getting at, alot of people dont team pvp where i think its really where things are at.

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    Illusion Controllers can hold through MoG and damage you something shocking too, there's no shortage of them about... Defender and Controllers also get some nice psionic powers in their epic pools. Psi damage is pretty commonplace in pvp (and so are /energy blappers)...

    [/ QUOTE ]

    Why is it important to be able to defeat everything? And why people on the same side? Hero PvP teams should be dishing it out against villains and only have villains to worry about. As things sometimes are, people can be thug minded though. Internal squabbling can only boost the real oppositions chances
  20. id work either stone prison or hurl into the build but preferably stone prison for the useful immob and -fly by removing maneuvers which is too much end points and too low def to be of real value to a stone tank imo.
  21. Are regen scrappers normally always flavour of the month?

    Are regens generally the hardest scrapper to take down overall in a duel?

    If yes is to both why do we want them even more empowered? you have to have some weakness. Not often a regen scrapper goes MoG and its not very often one faces a psionic defender. Dominaters with or without psionic may pose a problem.

    If each scrapper min/maxxed were to have a list of ATs and sets that could drop it in a fight i wonder who'd have the shortest, the one that can deal with all damage types?

    Maybe revive should be tier 9 with a stun.
  22. [ QUOTE ]
    If you can't hit MoG'ed PPs then you sir, have poor accuracy!

    [/ QUOTE ]

    Who said i missed? its just a case of getting past their extra resistance

    [ QUOTE ]
    In PvP most decent blasters can hit right through slotted MoG. As can anyone running Geas the Kind ones accolade or with a few Fortitude Buffs.

    [/ QUOTE ]

    Same with elude except elude doesnt make you resistant so you can have your whole healthbar which is 75% more health but without the possible 75% resist.

    [ QUOTE ]
    If you've never seen a /regen scrapper take care of your squishies in 4000 hours then then you either haven't been paying much attention or you've teamed with a LOT of bad scrappers. Most scrappers I know would rather take the last hit than see a squishier teammate die.

    [/ QUOTE ]

    Its more to do with timing and point of engagement of most regens that i have seen compromise team, also "the taking one for the team" is a nonsense almost all of the time as there are almost always alternatives.
  23. I thought you lost 25% hp of base health, anyway in dealing with paragon protectors whom you have to hit down to a certain amount of hp then one hit the rest to prevent the panic button i find i have to attack them with iirc about 3 times more attack chains than i would of needed to use on their whole lifebar had they not mogged. Unstoppable on tanks leaves you with very low health and they are the ones getting hit the most. Balance is looked at across the powerset i believe and even towards xp/time via potential downtime of which regens are low on.

    And i barely ever in over the 4000 hours i have probably spent ingame ever seen a regen play in a way that actually cares about other people dying.

    My heart bleeds....NOT!
  24. I dont think you used herobuilders attack chain planner, i would if i were you and reduce the endurance of your build around the attack chain. Also id let temp protect wait to get acrobatics sooner.
  25. Your aura can effect 10 with taunt and taunt can effect 5, i'd 2 rechg your attacks before secondary effects like disdur and taunt because your gauntlet may effect what your aura and taunt are effecting adequately enough anyway. If in granite your waiting on attacks then your slotting for gauntlet from them is canceled out and you have less chance to use the secondary effect also.

    [ QUOTE ]
    02) --> Stone Skin==> DmgRes(2)

    [/ QUOTE ]

    i'd 3 slot it anyway, there is smash, lethal and heavy psi mobs so with minerals on id want good def and res.

    [ QUOTE ]
    06) --> Mud Pots==> Dmg(6) EndRdx(7) Dmg(11) EndRdx(11) Dmg(15) EndRdx(15)

    [/ QUOTE ]

    the damage component can miss so acc it, damage stacks with taunt so 3 damage slots is good a yaunt slot in addition will also be good.

    [ QUOTE ]
    10) --> Taunt==> Rechg(10) Rechg(36) Rechg(36) Taunt(37) Taunt(40) Taunt(42)

    [/ QUOTE ]

    6 slot this asap at the levels you are most likely in granite to tank effectively especially whilst your not mr speedy

    [ QUOTE ]
    16) --> Earth's Embrace==> Rechg(16) Rechg(19) Rechg(19) Heal(39) Heal(40) Heal(42)

    [/ QUOTE ]

    very late, in all ways, jab wouldnt of been looked at for slots due to this if it was me.

    Your slotting choices is though your more towards damage dealing than being survivable.

    [ QUOTE ]
    38) --> Foot Stomp==> Acc(38) Dmg(39) Dmg(39) EndRdx(40) Rechg(42) Taunt(43)

    [/ QUOTE ]

    dmg and taunt stack so ya may aswell minus fight duration with a rechg instead of taunt, that way you gauntlet more often and give as good dps as you can reasonably offer.

    [ QUOTE ]
    47) --> Mineral Armor==> DefBuf(47) DefBuf(48) DefBuf(48)

    [/ QUOTE ]

    late imo id of got it between 30-35 and i would say it would most certainly be nice to have by 40.

    [ QUOTE ]
    49) -->Grant Invisibility==> DefBuf(49)

    [/ QUOTE ]

    anything you can tank with is better than this power.