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Posts
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All to often I have to work my way up from the Tanker section to protect one of my characters from changes to a power that somebody is either clearly not with it on with their characters or clearly not happy with somebody elses idea of fun. Then I get asked for my reasons, the fact that I like the way something already is, is reason enough.
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Quote:Just because you don't find something useful doesn't mean that the cottage rule should be torn up and chucked in the bin.That has always been the case so you haven't posted anything worthwhile, nothing personal. The idea is to make more sets like many of the newer ones, where it makes it harder to skip powers as they will all be useful.
I would unlike a lot of people, simply ask the Devs for a possible buff and trust in them with what they come up with because they are the only ones able to look at the full picture. Usually no forumite is good enough to see the full picture.
Edit: and by all means keep digging. -
My immediate thought was, too many slots in combat jump, not enough slots in Blazing Aura. BA would do with more end red and CJ is too low +def or costs too little in -end to worry.
Truth be told I am not settled on my firetanks build, the day I can deliberately be under perma RotP debt protection and tank well inbetween eludes me. Theres a fine line between just survivable for x amount of time and anything else.
Too many ways to go but I'd healing wounds in healing flames to start. Try something to what Syntax is asking. -
Mr Wallace, I don't know if you knew but it's hard to post a build to show a mate; (who possibly isn't on the forums so personal posts won't help); without someone seeing it as an invite to make suggestions.. Perhaps at times even with a certain lack of decorum for want of a better word.
I'd of tanked with it.
If I may, all I did was move a slot from combat jump to stonefist for bruises sake.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark Tank mk4: Level 50 Science Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Death Shroud -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(5), Erad-Acc/Dmg/EndRdx/Rchg(21), Sciroc-Dmg/EndRdx(23), M'Strk-Dmg/EndRdx(40)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(33)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(37)
Level 4: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(31), S'fstPrt-ResDam/Def+(48), GA-3defTpProc(50)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(33), S'fstPrt-ResKB(43)
Level 8: Dark Regeneration -- Theft-Acc/Heal(A), Theft-Heal/Rchg(9), Erad-Acc/Rchg(9), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(19), Theft-+End%(19)
Level 10: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(34)
Level 12: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(27), Mocking-Taunt/Rng(33), Mocking-Rchg(34)
Level 14: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(27), Ksmt-ToHit+(48)
Level 16: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(50)
Level 18: Cloak of Fear -- N'mare-EndRdx/Fear(A), N'mare-Acc/EndRdx(21), N'mare-Acc/Fear/Rchg(43)
Level 20: Cloak of Darkness -- GftotA-Def/EndRdx(A), LkGmblr-Def/EndRdx(34), GftotA-Def(45), LkGmblr-Rchg+(45)
Level 22: Super Jump -- Zephyr-ResKB(A)
Level 24: Boxing -- EndRdx-I(A)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(43)
Level 28: Fault -- Stpfy-Stun/Rng(A), Stpfy-Acc/EndRdx(39), Stpfy-EndRdx/Stun(39), Stpfy-Acc/Rchg(39), Stpfy-KB%(40), Stpfy-Acc/Stun/Rchg(40)
Level 30: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(31), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(37)
Level 32: Soul Transfer -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(46), Erad-Acc/Dmg/Rchg(46)
Level 35: Tremor -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/Rchg(37), C'ngBlow-Acc/Rchg(46)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(48)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A)
Level 47: Build Up -- AdjTgt-Rchg(A)
Level 49: Oppressive Gloom -- Amaze-ToHitDeb%(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- EndMod-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 2: Stamina -- EndMod-I(A), EndMod-I(45) -
Yeah I did it too, Strong and Pretty in Pink. -
Quote:The cottage rule forces crappy powers to stay the way the are so that those 2 or 3 people that actually enjoy them can keep the rest of us suffering.
Everyone has an opportunity to research a powerset before taking a powerset. If you realise you don't like something you picked then its no one elses fault nor problem. The main thing is that nothing is changed so badly somebody who likes what they picked gets something that isn't what it's supposed to be. -
Quote:Yeah cos people gank and spank normally even if there isn't the type of defender set that can look after a large bunch of blappers. However this change on those sets in the trial is also of benefit to the empath because it makes their job easier. But still, there is bound to be some twit who thinks that if the empath was any good they would of been healed asap, then times that twit by a few more all spread out from eachother needing that heal asap..partially why I prefer people to have an opinion on empaths when they've actually played one to know one.The change may not be a big deal on small teams. Even full teams who are used to solid buffing may notice little change. But in leagues the change is DRAMATIC.
In small teams those benefiting of this change would now be able to offer great damage mitigation and blast more than the sets not benefitting from the change. Those ones not benefiting are partially reactive sets often played proactively where possible because coming out of an attack, or a buff on someone else, selecting team member and buff can take too long which is why I believe in lowering cast times on them.
I've enjoyed playing an empath, despite IOsets I am cack compared to what I was in 2005 but thats when I leveled her but I did get to level her with players who weren't 150ft away trying to be all pro, they tried to play within the limitations of an empath for best results and were within 80ft and LoS, when they needed help they got it there and then, removing the hide and go seek factor they allowed me more time for other stuff. -
I love the idea of now being able to make a lvl 1 on any server. One could make a lvl 1 and go see what Dechs is talking about. I was bound on europe only before.
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I see what ya doing, not gonna try and change it I think as I'd rather find out how it turns out.
If it were me, Stealth would become combat jump, whirlwind would become fly, I know that much.
A quality with Psi is its range, compare it to other blast sets and you will see that you have perhaps an extra 20ft. This does make certain enemies, easier to solo and kite. I might of tried to get some of the TAs debuffs to share the range, well Acid, PGA and Ent arrow anyway but you carry on doing what your doing.
PGA's -Dam is v good, players on other ATs would kill for that. Even when it comes to tanks the Ice/Kin is becoming popular for the amount of -Dam players can create with it. -31% over 16 targets or on an AV adds up to a lot of damage mitigation, its a shame Oil Slick isn't slotted to do damage as on 16 targets it adds up once again. I've always had powers to light mine so never relied on a temp or others. -
I think that you should do 95%ish damage with quickstrike before slotting a proc. What was the thinking behind slotting them in that power? For me on a single target a procs worth can be questionable.
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Quote:You guarantee that because?. But I guarantee that shield powersets spend much more time buffing people than empathy.
Prior to the change in a typical team the hardest defender to be totally fantastic with and perma shield everyone imo is probably the kin, its hard, but then often so unnecessary so it dont matter. Then comes the Empathy, Thermal, Pain all close together if you are proactive because people do random stuff, then comes everybody else. Sonic, Cold and Forcefield are easier to play, to me anyway. -
Too often I see some tanker decide to pull mobs back, somit i might do 1-3 times in a mish, but they do it every time like the perception range of the grp nearby is twice that of what it is and when they do it they pass 3 good potential herdpoints rather than take the first potential one, this doesnt annoy me as I was young once and can only give perfection when I am expecting it off of others but I guess TT can have ppl get away with saying "stop, wth ya doing?" and correct whereas in normal teams the possible expected result is "I play my way".
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Alright Finduilas, I had chance to look at ya build thru Mids. In granite Haste is down for 47s according to my Mids.
With haste "off" taunt recharges in 10s, you cast in 1.67s, roughly add arcana/reflex that tallies to 11.8s.
Under my extensive testing with taunt which includes Scrappers taunting lvl54s and what not I have come to my own taunt:rechg ratio which holds me in good confident steed that I can keep aggro off of non taunters despite being placated, terrified, resistances to taunt, the list goes on. That ratio is 10:1
So when I see 11.8s I'd either want 118s of taunt duration or reduce my rechg which is better for recoveries and easier with set usage.
Another thing I see is a lot of runspeed bonuses, if poss I would of added a slot or two to swift as it might do more. The 4% runspeed setting in Rooted would definitely get changed to something else. 3 Numinas and that +regen IO perhaps would go in health so its in a passive.
Edit: Also just noticed ya sig:
On Justice:
Arson Angel - lv 50 Fire/EA Brute
Silvershock - lv 29 SS/ELA Brute
Silverslash - lv 50 Spines/DA Scrapper
Watcher's Hand - lv 50 Inv/Mace Tank
Watcher's Wrath - lv 50 Inv/EM Tank
Watcher's Twilight - lv 41 DA/Mace Tank
I'm on Justice too now muahaha *coughs, splutters, spits* -
I don't have the patience to solo defenders and quite frankly if there isn't a team going, I'd play a more soloable AT like a scrapper. I do have a solo build, it does alright but like any defender your true strengths appear from making others look good. TAs by nature make those anchor killers that other defenders have to put up with look like they could know what they're doing.
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Quote:A recovery is just a situation where aggro needs to be gathered up quick, someone could of accidentally pulled, many variables really. I haven't and still haven't been able to download the build from my location so going on memory. Taunt just doesn't look slotted enough. When I come to upload it I'll see a better picture but I do have a taunt to recharge ratio I stick to, because less than that has proven not to cut it.New Dawn, I'm not quite sure what you mean by "recoveries" but with Hasten up Taunt recharges in 4 seconds, without Hasten in 6. I'm not a heavy Taunt user myself, I rarely need high levels of recharge in it anyway. But I also usually slot up Taunt more than I did in this build, where I just didn't have the slots for it.
I'm open to suggestions on what to delay to take Stone Skin and Minerals earlier. If I'm going to use Hover with TP it doesn't make much sense to wait until the 40s to take it when I got TP at 6. -
Quote:Welcome to my original server.As I mentioned in my previous thread, I decided to make a Stone/DM tank for the TT today on Union. I did so, and got him to level 13--huzzah!
I wrote ya build off when it comes to recoveries, sorry XD taunt just don't recharge quick enough for me you would have to stack it with gauntlet and hope no one redirects aggro from you making sure that the defender ya teams relying on gets to disappear from the gene pool. I don't believe in having to make recoveries often and you won't but bleep happens.
Posting myself about quickly with endurance reduced teleport I found important, also a recovery thing, having enough taunt duration to meet the recharge of taunt versus 54s can be also very important in granite mode and out of it too imo.
Stonetanks can be made so robust that the usefulness of fly is, but falling out of the sky could be your worry tping along. I keep hitting the one key for tp self.
I can't load up ya build from this location, I would of had the stoneskin passive with 3% def to all in it early-ish instead of hover, slotting so that with it and granite I am capped. Crystal 22 at latest cos of Moonfire and that, Minerals at 35 at the latest cos of Countess Crey but if you know what ya up against problems can be removed by other means. -
Quote:So tankers are running up to the doorways of small rooms where there are mobs within and taunting them out? I think the objective is to give people no reason to go in where they will bunched in close by the smallness of the room and get aoe'd, this at the same time can prevent overwhelming the tank by an alpha..but yeah anywhere there is a small room full of mobs or say on an arachnos map where the corner rooms can step down then go for it with Tornado. With dead ends I'd be galing into them additionally.In office maps, sewers, arachnos maps, and the new praetorian indoor maps, I find many places to use tornado. Unlike most tanks that stand outside the door of the dead end offices and the corner offices and the upstairs office, and the dead end sewers or arachnos maps to taunt them out, I like to lead spawns INTO such locations, especially the corner office.
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Quote:I've seen tankers with hope that they can tank go down real fast. Most forumites who've been playing since the beginning have experienced being that said tanker.Well the point is for us to have fun, but also learn more on how to tank, but it is not always lvling a lower lvl tank, there has been a few all tanker trials and TFs, including Mo runs (mostly on Justice). I have seen Scrappers who think they can tank go down real fast.
I can't help but feel that there is more to learn from actually tanking for pick n mix random pugs vs anything than there is in an all tanker team because you actually have people you should be tanking for.
I wouldn't mind joining a tanker tuesday thingy with a scrapper someday.
Just to clarify tho more than one tank on a prestige farming AE thingy is alright in my book. -
Yet all tanker tuesdays offer the possibility of someone leveling a tanker with no one to tank for. I never got the idea of it, it's something I wouldn't even be seen dead in. I completed an all scrapper STF before someone from the scrapper section ever did to kill two birds with one stone, 1) to prove that if I can do it with a scrapper, then as eggs is eggs I could of done the all tanker version and 2) not have to be seen in an all tanker team. So the all scrapper STF got done before the all tanker purely because I hate teamin with other tankers if I am tanking. Scrapper teams failed till someone with a totally tank mindset changed AT and done it for them just because they would never be seen dead tanking for tanks.
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Quote:You'd get a tank to do what a scrapper/brute could do but with more damage?but in more challenging scenarios, the off-tank can hold back a bit and run interference on those strays targeting the squishy range fighters. Particularly so if the fire blaster has drawn too much aggro. (I play a fire blaster at times. Off-tanks are my good friends).
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You are teaming no? I think most people agree that it not till 26 (which can be got to in an evening with certain friends) that it really kicks off.
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I view it as overkill to have two tankers cos it often is but usually it stems from having that other tanker undo the survivability one tries to create for the team. It's irritating. The experienced tanker tries to offer a shoot fish in a barrel situation only for the inexperienced one to direct fire to or on the team.
Also I believe in not seeing tankers get to 50 having not been the sole team tank that everyone has relied on, One tanker shouldn't be tanking for another.
Sometimes one tanker doesn't do the full job because they expect the other tanker to do it because they're nearer, but the other tanker doesn't do anything, they're oblivious. I personally know that sometimes a teams survivability can go down from a good tanker unwittingly relying on a bad tanker.
Then there is what is one mans rubbish is another mans' gold. A tanker with less aggro control but more survivability to the enemies, aggro caps and then passes the enemies on to a tank with greater aggro control but less survivability versus the enemies forcing them to try to tank against their terms. This is another reason why, tankers auras should never mix.
If I am on a Tanker and I am invited to a team that has a tank or gets another tanker I am most likely to play something else. It's a choice I make for myself and not one a leader makes for me.
A lot of experienced tankers will only double tank with tankers they know. -
Quote:1 star the stupid supremist and put him on global ignore to avoid him for all eternity.I was rejected by two TFs today simply due to that fact that my primary is energy. I believe one leader was only wanting Fire or Ice maybe psy as well. I'm unsure if I'm naive of this situation but besides the added knockback with energy I've never had an issue with this in the past. Is there some ungodly difference that makes waiting 30 mins and praying for your idea of the optimal Blaster worth it. I'm clear that certain sets perform higher on the dmg scale but I't was my knowledge that they were all still high dmg dealing sets.
Slight rant. Maybe disscussion? -
Quote:A large team. Not unless they feel that it is quicker to use the additional burst to reduce the fight duration than to come back from hosp. I was in a team the other day and they just let the Dev do his thing (wasn't me) to show them what he can do. Nobody minded, nobody gave a toot about xp/time but it was only done once.Since its apparent that the OP is thinking or hoping that Trip mine can replace a tank on a team. The OP would immediately discover how insane players will think he is when he says the comments "Don't worry if we don't have a tank I will just lay down trip mines before each fight to thin out the groups" . Do you think anyone in their right mind is going to wait around anywhere from 30 seconds to 1 minute while some Device player lays down trip mines before each pull on a team ?.. .
In teams I don't normally use trip mines at all. I have been in an8 man team and soloed in another direction but the map and the npcs were just made for it. You can do your own herding.
The OP is new to having a Blaster given his words. Not necessarily anything else.
Quote:Further regarding your thoughts on having the same blaster or tank. I really do not know what game you play. I guess your not into IOs and more of a person who is into thematic concepts and adheres to them regardless. But that still does not help when a team needs a tank to well tank. I get it if one of your tanks is energy capped or range capped, but its not going to help the team if we need a more defense type tank. It sure is not going to help when the mobs are using fire damage
Quote:But as for me and many others I would imagine that they would want a tank that can tank, regardless if its a Tank, Brute, Scrapper or even mastermind. Not someone who says wait let me get my tank and then drops charging into the fight and then says oh I'm not defense capped for this damage type. But if we fight energy mobs I'm okay, so get a mission with energy mobs and we can do that.
Quote:Does every Blaster need to be ranged capped ? Of course not. But if you have many ranged attacks as AR does then it would probably be in your best interest to be ranged capped, close to range cap or at least have smash and lethal defenses. Can you have nothing and just go the Aid self route ? Of course you can. But will you die more then the capped player that can leverage that defense. You sure will.
Again as you state regarding not having 7 blasters all being ranged capped. I say the same in reverse. All my Blasters are ranged capped because I want them to survive much more and do more. I mean really if your given the choice between being fire capped and ranged capped you would have to be fairly foolish as a general blaster to pick fire.