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Posts
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Joined
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Teleporting to the train station might be a chore to some people and so one power pick that could of been anything might not be a bad thing but I agree that it is lacking, you should be able to teleport to any zone except Ouro.
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I think that the changes have been in the right and only true direction.
It might of been nice to have the option of being a glowball that you can choose at the tailor in the power customization part for those that characterized to it. Original is original Lightform, Customized is Human with Lightform aura. -
Thats what it did have but it was too good for controllers. I don't know if the set was buffed elsewhere but I certainly think it could do with one.
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I started to read your first comment properly rather than just scan it as I may of done before about blasters. I know an all blaster team can drop them all without a blaster defeated. What you can't out def, out run you just out range. If you can get enough ranged DPS with attacks above 100ft+ mainly but 110 ft+ ya gold. Its easy to see how easy it would be for an all Nova team of Khelds to take out the STF but the hard find for some situations is a WS with Gravimetric Snare and when it comes to Aeon a team that gets things right first time on time.
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Quote:AV AI could differ these days but I am doubtful to the idea that they have to prevent the possibility of soloing them. Just because I took her down roughly 20% with 20% of what I had doesnt mean the other 80% would of went well. I was happy with the potential enough to say that it was doable. The temp pets I put out attacked her, they might just stand around with their hands down their trousers now for all I know.I'm curious to know how you managed that, since the largest obstacle Ghost Widow presents isn't damage output per se, but her mega hold which breaks through melee mez protection and her heal which would make defeating her solo much more difficult without very high defenses.
It comes down to giving her the least amount of opportunity to use powers I'd rather she didn't.
Scrappers get confront - rare seen but something that's always been on every single one of my scrappers. Certain things are worked out by different people with different mindsets. If you never take a power, you never play around with it. Anyway whilst your outranging what you don't want upon yourself (Soul Storm 80ft - Clarity, Clear Mind never needed unless you lacked flexibility) you need to taunt control adequately so that any temp pets can carry on untouched. To solo each one in RV does require splitting them, I wouldn't want two AVs attacking me really. Drone one, save the other. -
Quote:Thanks so much for that. I was alright with Supergirl till Superman showed up. Last thing I want is some man moulding her into his vision.Yes actually, that is one of the big things DC is doing with this whole reboot thing, same day digital release.
https://read.dccomics.com/comixology/#/dc_the_new_52
I thought Supergirl was a pretty good reboot. Got a really good sense of the character from the issue.
All the Superfamily books so far have impressed me
Still I bought Wonder Woman! Gonna like that! -
Quote:1) No heavies usedSince 2007, the following changes would make soloing AVs and Heroes in RV harder than in the past:
1. If you intend to use heavies, they can no longer be healed.
2. DR reduces buffs: certain things like perma-PA and perma domination are no longer generally possible, and with it tactics like perma-confuse through the triangles. It also significantly reduces the damage buffs you can generate on yourself. And some archetypes simply cannot be buffed high enough to be able to tank AVs in RV due to DR; in particular most squishies cannot exceed about 22% defense in RV regardless of how strong the defense buffs are.
Certain other changes have improved matters:
1. Incarnate pets, some of which do a lot of damage and all of which (being critters and not players) are immune from DR.
2. Alpha slot level shift which can reduce the level gap to +3, and Ultimate inspirations which can reduce the level gap even further to +2.
The combination of the two means its still possible, but not with older techniques.
And Heroes and AVs spawn two and three at a time in RV when faction reinforcements are summoned.
I believe they are all theoretically soloable on both sides. Whether they all have been under the current RV conditions is something I don't know. Some luck is involved with some of them, like Ghost Widow: no matter how high your defense if she gets lucky with her mega hold it can mess up any attempt at soloing.
2) Testing done with Firetank versus Ghost Widow
All the other things you mentioned would just make it easier now.
All I did was go in and adapt how I would tank GW unaided for an unlimited amount of time using a Firetank back then, this is before -Range in taunt I am sure, using roughly a fifth of what I could of used over time and took her down 20%. My main interest was how to tank and second to that is what more can be done. I did mention this on european forums I am sure or something about it. I mentioned things just to get people thinking. -
Why are you no longer a Tank Humulass?
Have you thought about a Dark Melee/Shield type of character? -
It is possible to solo them. I worked that out in 2006-2007.
Edit: Just quickly I think Scirroco would be a pig, never worked out if he's doable but with new incarnate pets I wouldn't be too surprised. -
Is there a place where I can buy digital downloads of them?
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Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Superman: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Jab -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(11)
Level 2: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
Level 4: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(25), Aegis-EndRdx/Rchg(37), Aegis-ResDam/EndRdx/Rchg(43)
Level 6: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(21)
Level 8: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(15), Aegis-ResDam/Rchg(21), EndRdx-I(23)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(34), Mocking-Taunt/Rng(36), Mocking-Rchg(36), Mocking-Acc/Rchg(37)
Level 12: Boxing -- Empty(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(25), DefBuff-I(31), Rec'dRet-ToHit(31), Rec'dRet-Pcptn(33)
Level 20: Weave -- LkGmblr-Def/EndRdx(A), GftotA-Def/EndRdx(33), GftotA-Run+(34), LkGmblr-Rchg+(43)
Level 22: Combat Jumping -- DefBuff-I(A)
Level 24: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), BasGaze-Acc/Hold(40), BasGaze-Rchg/Hold(40)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(36)
Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37)
Level 30: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(40), Aegis-ResDam(42)
Level 32: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(43)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(45), Erad-Acc/Dmg/Rchg(45), C'ngBlow-Acc/Dmg(45), C'ngBlow-Dmg/EndRdx(46), C'ngBlow-Dmg/Rchg(46)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Super Speed -- EndRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Mrcl-Heal(13), Numna-Regen/Rcvry+(23), Mrcl-Rcvry+(27)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(31), P'Shift-EndMod(33)
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I came close with my Sonic/Sonic, but I didn't delete, waited along long time and then inherent fitness came and allowed that toon more powers to help me make something out of her!
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I played a lvl 50 TM defender and looked at all it could do. Not for one single second did I say to myself "Why would I want to play my two Forcefielders now?"
The concept is what it is and if you don't like the KB powers that are there then there is alway Power Build Up to keep the set as useful as if the KB powers were there.
I went FF/Energy with one, I got plenty of Knock in my toon. I dislike Tanking for people who wrecklessly Kb, I like to make the Kb work.
I'd have issues if I thought FF didn't bring enough to a team, but it does for me, all the powers look conceptually correct and its hard not to completely recreate a Susan Storm. -
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I enjoyed ya post Nyx.
I went with Beam cos its new. My beam saps npcs and then that material is turned into poisonous/medical matter. Pretty gory concept but atleast Beam and Poison contribute to eachother well. I should of called her The Recycler. -
Mace was considered mediocre especially when compared on damage, but there was a balance struck with Mace's secondary effects, but the value of that effect to most people wasn't acceptable in my mind due to not being taken into consideration.
Mace needed a buff, then they buffed it, Castle I believe, he buffed Mace past my expectations, I said it then and these were the days when I had everything on excel and could see the balance for myself and I agreed on the logic of how things were balanced across all Tanker secondaries with the exception ofc of being balanced for PvP. Even the amount of potential secondary effect per end per sec was taken into my considerations. Even the amount of area aoes took up.
Once Mace was buffed beyond my expectations, and at the time I said I thought it had been, it then left Axe behind in my book looking for that je ne sais quoi. More degrees in its AoE would mean more opportunity for targets to be hit and that would set things right in my mind. Not much, not clear as a bell but it would be there, but ya never know Axe could be buffed beyond all our expectations just like Mace was.
As for other secondaries they looked fine till Energy Melee was changed and now that turned into something that could do with doing more AoE over time to me too, but the Devs said that wasn't the case. Many moons later a thread popped up with people suggesting such, that it could do with more aoe. I guess we work things out a little differently. -
In terms of what? I've always thought Axe was pretty balanced with everything else but the cone AoE could do with covering slightly more area.
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I happen to think Sonic is worse off than forcefield.
With Forcefield, people tend to skip half of it. That half that's being skipped, rightfully should be there in the set, accepting concept and can offer survival on behalf of the rest of the team. Controversial as that skipped half may be, some people don't appreciate them but that to me is easily, made up by what you can substitute. What other attacks are on offer or what power build up can do as an example. Having a substitute goes in favour. Power build up in particular makes the set outdo its balanced self quite frankly.
People say that 1 def = 2 res, but for the very fact that when attacks miss, secondary effects also miss the ratio is slightly different to me. As a Firetank in the early 20s in Dark Astoria I found those secondary effects really exciting. Compared to other tankers of equal level and slotting logic..and yep being pure res relying on accuracy, recharge, movement and offense wasn't quite as easy.
So when I compare shields I roughly take into the idea 1 Def = 2 Res, just scan it and see that really forcefield bubbles offer more. I already know from damage sustainability calcs of the past that overall, bubblers added more survivability than Sonic discounting Sonics debuff. Power build bubbles and it gets better.
Sonic has not alot to power build up. As a set it, is what it is with lack of substitutes. It's own personal survivability is less than that of forcefields overall. Your adding fight duration to team mates and then trying to remove it from the enemy. Mobs could usually of gone down quick anyway or an AV might just take alittle bit longer in taking that tank whose relying on you. Not long enough sometimes. Sure tanks wont be so subject to dropping quick but the heals over time from other defenders may still offer more survivability to a tank.
Even as a player of both it's inconceivible to me to think of Sonic as better than Forcefield. Sure high end game some people have enough defense that they don't need Forcefield, still its not everyone, to every type and then there are the itrials which people could do with higher defense for. In leveling up, before people usually fully set, which is often for non plers half their characters life I think a bubbler is going to do more for survivability when 1 def = slightly more than 2 res. Going back to my Firetank yep I did team with a Sonic for much but also know the benefits of defense too, and not at the same time.
Maybe I am wrong, but I really think its going to take alot to convince me otherwise.
Sonic was the one of two I felt was in need of looking at, Poison was the other to me, but that's been changed. -
Ideally where Corrupters lack in providing the level of support Defenders can they should make up for by providing more offense which could in theory level the fight duration. I think what differs is the typical mindsets, Corrupter players are more offenderish, less concerning and expectedly so. Sometimes Defenders over compensate in taking support powers for the chance of being in "teams in dire need" so as not to look bad and be remembered for failing at the reason for their invite or in an attempt to look better than their peers, less dps comes from being overly attentive, cautiously waiting to react, at times. I still come across emps with med pool, it boggles me but I am still sweet to their intent.
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Whilst I'll not argue with what people can do with a build. I will say that with Brutes I expect their fight duration to be less than a tankers, a tankers survivability from shielding should be enough to endure that extra bit of fight duration from them taking longer to defeat mobs in theory.
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Quote:It's nice to see some invuln out there without fight pool. I used to not have it for ages and argue over the fact that one didn't "need" it, tough and weave were neither part of Invulns balance or something that all Invulns should be assumed to have.I don't have the Fighting pool and only Aid Others from the Medicine pool.
But since, inherent fitness, leading to extra power picks and now the iTrials I think its something I'd recommend, usually for those cack teams that didn't allow mobs in melee buffing your invincible. -
Quote:I was herding Frostfire at level 6 with a baby Icetank for a large "good" team. Did not die at all and it was super cool and fun for everyone. That had a taunt aura CE. I expect SR to be pretty cool almost all of the time, every now and then ya will prolly prefer to stack sturdies or run with +res shielder sets but even in moments like those there are other tactical options. My SR scrapper what I tanked the STF with 4 yrs ago now I think I'd describe as my fun toon, don't worry, be happy.Slight threadjack, but has anyone else noticed just how tough a baby SR/MA actually is? I'm level 12 and sitting at (with Crane Kick) ~34% Melee/Ranged defense. I've never had a baby tanker that unkillable before, and the only defense powers I have are the Melee & Ranged toggles, Practiced Brawler and the 10% boost from Crane Kick.
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I tried it on test. Either concept begs for it or "somehow" its an easy fit.