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Quote:To me it's not an issue of maybe/maybe not at all. If the mods are dead by the time you finish debuffing then you are over-debuffing. In an ideal world you apply all of your de-buffs to every mob (recharge timers permitting). In practice the rest of the team is dealing damage while you debuff. Assume a fight lasts X seconds, most of the time any debuffs cast after the halfway point are wasted (the obvious exceptions are AV fights or tossing off a mez to save someone). For a debuffing Defender if you don't have time to blast then you need to cut back on the debuffs since you're not helping. There is no point in debuffing an enemy that dies two seconds later.
Oh in that case Trick Archery is OP'd. Fight durations are expected to meet on average 20s. They don't always but sometimes they will. Passed a certain point I would of finished debuffing prior to the 20s. Groups/fight points can differ in difficulty within a mission. Team moving at speed I am there to act not spend time assessing.
Quote:For example on my Traps Defender I have 6 Traps I can potentially use on a spawn (I skipped the two explosives and FFG is always up). The only one I use on every group is Acid Mortar since resistance debuffs always help. The others I use when appropriate but if the team is fine without them then I generally hold off so I can focus on damage. Web Grenade is a nice recharge debuff but in general it only comes out for AVs or if I want to corral a boss for Ignite. Caltrops is mostly a solo power, I use them on teams which are light on melee characters and Controllers but most of the time the spawn isn't running around enough to need them. Triage Beacon is a nice bit of regen but most teams move so fast it's not worth it so I tend to only bother if it's clear we'll be in the area for a while (such as an Av or two spawns very close together). Poison Trap is again a nice debuff and hold but most spawns don't last long enough for it to be needed, I'm more likely to use it to stop a loose enemy (although even there I prefer Thunder Strike). Seeker Drones are probably the power I use the second most, I tend to toss them out even when they aren't needed just because they are a very nice debuff and can help with the alpha strike if needed.because that can be argued as choosing to be lazy much easier than it can with empaths. As an empath myself (I have all the powersets) I have come across the most diabolical teams, some people non the wiser level up with them and some of those people will love the lure of playing a nurse and there is nothing wrong with that.
Quote:My TA/A is similar. I use Acid Arrow and Disruption Arrow all the time. I tend to drop Glue arrow on most spawns but if I'm using Oil Slick I'll skip it for that spawn. Flash Arrow I use if I get there before the rest of the team, but I don't worry if I have to skip it. Poison Gas Arrow I reserve for teams that are struggling. Ice Arrow I mostly use re-actively if it's needed. EMP I either use in place of Glue/Oil Slick or as a panic button depending on how the team is doing..
Quote:I disagree. I play pretty aggressively on all my characters but when I die I never think "stupid Empath didn't heal me" I think "well, that was a bad idea". Death is pretty much meaningless in this game so unless people are dying frequently enough to slow the team down then it really doesn't matter if someone dies. Unless the team is really awful the Empath will contribute more to team speed by blasting than they will sitting there watching life bars. As for pro-active CM, I'm ambivalent about it, it's nice against some enemy groups (such as Malta) but most of the time mezzes are rare enough that the Empath spends more time casting CM than other people save by not being mezzed (especially if there are other defenders withsignificant Defense buffs). Personally given the choice between an Empath who blasts but doesn't even have CM and one who doesn't blast and uses it pro-actively I'd much rather have the blasting one on my team, I'll just grab some BFs.
AoEs can involve a mezz. I am not for proactively cm'ing the entire team, just certain members of. But CM is not just for mezzes it's +per too, great versus arachnos. -
Quote:I do get you, but I am kind of suggesting how some come to be. The fight duration or team dynamic just doesn't give them time to attack - result of experience in teams. It could be that its a build that works well for their pvp team, all they do is play mouse and buff. I think people can be too quick to judge. Should be happy with the company.That's an argument against getting lost in your attack chain, not an argument for being a "pacifist" empath with no attacks. Based on my PUG experiences, I could just as easily argue that "pacifist" empaths are probably watching Glee on the television and only occasionally glancing at their monitors. :P
I do know one well liked empath who happens to get lost in their attack chain. They're not rated for empathy, they barely buff, expecting a heal any day soon is...well they might rock the aura and are not rated for their blasts (why would they be?) but liked for their company. -
Powers should individually add flexibility. Some form or another. Taunt adds flexibility in ways the aura can't and the aura adds flexibility in ways taunt doesn't. In having both your potentially making a more effective taunt controller and through redirection and replacement of fire a good battlefield dictator. Now if you can't see much point of one of them then maybe you never needed to, but that is in my experience one slim maybe. Most people in my opinion need better glasses as there was always the potential for a tanker to be better battlefield dictator with both than without one. However we can all choose to build how we want.
The worse thing someone could do is expose their own limitations from saying taunt doesn't do anything and the second worse thing is to have only a couple of uses for it - that's still showing limitations. Alot of limits come from peoples definition of a Tanker in other games, not this game. -
Quote:But considerably less of a chance that they would stand if they had someone who contributed with BOTH sets.
I got defenders where by the time they finish debuffing, mezz something stray, back somebody up the mobs are all dead. Now they could of been better off attacking with such teams, maybe, but then maybe not. People tend not to notice the really paltry damage you do in comparison to the sizeable amount of support you give. Given such characters and the lack of need to attack one might want to stack things to the debuffs or buffs in a roundabout way such as using leaderships effectively making the team even more effective - the more effective they are, the more fun they tend to have.
I could hear someone go "zz" as an empath (I pro buff but I can get preoccupied) and cm that person, during that time of clearminding them someone else could of got killed. It's that fast that you can lose someone. People could play better and allow empaths all over to have the time to contribute damage without fear of losing a team mate but people don't and those people won't remember the empath for their blasting they could be remembering how slow to react that empath was. I have a 50 empath that does attack but gets caught out in one action time. For empathy you can be judged on your reactions (sometimes its by numbnuts who require help all the time) but in order to get along ingame people would rathe keep the numbnuts upstanding and be appreciated than attack with all the might of a fluffy pillow. Better to keep that rabid scrapper alive doing damage than tickle some mob.
It's as much to blame the players who help to create pacifist empaths as it is the empaths that concede to being one although I could say that if they wanted to make a blaster they would of made one. Usually the best offending empaths aren't as vigilant as the best defending ones (with all seen the grey areas) but I just think those who spout off about efficiency tend to a) be inefficient in some area themselves and b) don't quite get that the game is about people creating what the hell they like and having fun.
If a nurse can't be classed as a hero then some plot is lost. I play to socialize not to use people. -
Quote:Some auras taunt component requires a tohit check with normal pve mobs let alone with AVs (which every aura will be less effective than taunt). I wouldn't say the aura is the the single most effective tool either unless it's being used under certain conditions.Yeah... except it's not. Taunt only hits 5. Your aura grabs more. Your taunt aura is the single most effective tool for grabbing & maintaining aggro, unless you're talking about single mobs or very small groups. Which is why, of course, said taunt aura is also available in every tanker *primary*.
Taunt the power is available in every secondary. It currently does differentiate with dual blades, dark melee and electric melee I believe but it shouldn't except perhaps with dual blades cast time. All things corrected eventually by Castle, taunt would be a power equal across the board unlike the auras. -
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Quote:The way I look at this attitude is a wasted slot on the team. This is as bad as an empathy defender with no attacks.
pacifist empaths are probably quicker at healing and more vigilant with buffs than those lost in their attack chains. I think the teams the defenders come across have alot more to do with the build and play decisions of the empath than people realise. But anyway not all heroes should be damage dealers.
To the OP, I'd atleast swap Brimstone for Minerals. -
Funny to see WH get brought up. I said about it perhaps needing a buff but I do believe it was said that all the aoes were fine or something near to that extent. I could try digging things up but I'm lazy.
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I think you've overkilled the +hp because with accolades you've exceeded cap also I am not keen on the level of accuracy you have in your attacks. I know you have foc acc but for exemping etc I'd want more. The disorient bonuses and the little bit of extra regen from pounding slugfest wouldn't be able to woo me.
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That'll make what's phased not quite phased. Sound shouldn't travel. I'd say unaffected is as good as a miss.
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Quote:otoh it costs somewhere between 75 and 125 merits for the kb recipe, that's like 2 or 3 TFs and go see the merit vendor. I practically never buy from WW and have barely spent more than a 100 mill in WW when doing an entire build.I got a level 11 karma for 20 mil :-). I also buy Numina at loest, will be getting some other globals too. Plus i am about to look very seriously at that "Theft of Essence" +ENd for dark regen. will prob buy that tonight and try to grind to 31 so I can add slots and drop it in.
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Dechs character looked good to me. It reminded me of the Sandman and I thought that would be interesting to play. Dark Armour and Earth Mastery would go well together but I am not sure about the Secondary. I suppose for the look it would be Dark Melee to get the same sand colour and sandlike moving effects.
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None of it is insane to me. The fact things are repeated could be due to controllers and defenders are more happier to team together proving some point. Not everyone cares. I could in theory tank an MoSTF for seven blasters. Do people care? No. Simple as.
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Quote:Hows this for a scranker farming build, he is a solo toon and will not be doing any tanking, want to use him to farm for inf, i dont know anything about IO sets so he only has common IO's slotted
+----------------------------------------------------------------
+ Built with SuckerPunch's Online Planner v5.0
+ http://planner.cohtitan.com/planner
+----------------------------------------------------------------
Archetype: Tanker
Primary: Fiery Aura
Secondary: Energy Melee
+----------------------------------------------------------------
01: Barrage => Accuracy(1)
01: Fire Shield => Res_Damage(1), Res_Damage(3), Res_Damage(3), EnduranceDiscount(5)
02: Energy Punch => Accuracy(2), Damage(5), Damage(11), Damage(15)
04: Bone Smasher => Accuracy(4), Damage(17), Damage(17), Damage(19)
06: Healing Flames => Recharge(6), Recharge(7), Recharge(7), Heal(9), Heal(9), Heal(11)
08: Hurdle => Jump(8)
10: Combat Jumping => Jump(10)
12: Plasma Shield => Res_Damage(12), Res_Damage(13), Res_Damage(13), EnduranceDiscount(15)
14: Super Jump => Jump(14)
16: Health => Heal(16)
18: Boxing => Accuracy(18)
20: Tough => Res_Damage(20), Res_Damage(21), Res_Damage(21), EnduranceDiscount(25)
22: Stamina => Recovery(22), Recovery(23), Recovery(23)
24: Acrobatics => EnduranceDiscount(24)
26: Hasten => Recharge(26), Recharge(27), Recharge(27)
28: Whirling Hands => Accuracy(28), Damage(29), Damage(29), Damage(31), Recharge(31), Recharge(31)
30: Build Up => Recharge(30), Recharge(34), Recharge(34)
32: Blazing Aura => Accuracy(32), Damage(33), Damage(33), Damage(33)
35: Energy Transfer => Accuracy(35), Damage(36), Damage(36), Damage(36), Recharge(37), Recharge(37)
38: Total Focus => Accuracy(38), Damage(39), Damage(39), Damage(39), Recharge(40), Recharge(40)
41: Char => Accuracy(41)
44: Melt Armor => EnduranceDiscount(44), Debuff_Defense(45), Debuff_Defense(45), Debuff_Defense(45)
47: Fire Ball => Accuracy(47), Damage(48), Damage(48), Damage(48), Recharge(50), Recharge(50)
49: Fiery Embrace => Recharge(49), Recharge(50)
+----------------------------------------------------------------
+ Inherent Powers
+----------------------------------------------------------------
01: Brawl => Empty(1)
01: Sprint => Empty(1)
02: Rest => Empty(2)
Always slot your attacks for end before toggles. The attack chain is way heavier hence you see your end bar going down faster during fights. The end in toggles only contribute to end recovery really and at best they're likely to allow you one or two more attacks to an endurance bar.
The ideal Scranker is a Scrapper or Brute really. They can turn out better, especially the Brute, with the Brute I'd have no doubts at all. -
Quote:My statement was a blank statement only if you choose to take it out of context and quote only part of my post.
Everyone can do it:
So you're saying controllers and defenders are useless? Why so much hate?
P.S. Since it seems you have to specify every single thing cause people are more interested in winning the argument then actually staying with the topic. That quote and answer was only an exemple of quotes taken out of context.
I like clarification of things. If you must know I love defenders. Flat out. I just hate their damage. I started with controllers but I find that taunt is the best control in game. I do have to apologise openly for one small thing and that is at the time of writing I had confused you with someone else. It was a past post of someone elses plus yours that mixed to get the response I gave.
Controllers and Defenders aren't needed. I tend to pick on those two ATs as those two tend to be the ATs that most other people need. Same people that might need a Granite for an STF or such like. As with any AT doing their job, generally people can be better off with than without but it does depend on peoples mindsets. I am one of those people who couldn't give a toot what is in team it can just be how people work together that matters. A STF without any controllers or defenders in the team could be easier for me or harder depending on the players. -
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Yours was a blank statement hence Ironmade said so what. I felt that blank statements can be made to look a certain way and so clarified.
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You can probably see why /NRG is a secondary without the immob.
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I think you could swap some of your acc enhancing in your attacks for end reducing. Mostly because your Invuln and SS so not only do you get +tohit from Invincible but +tohit from Rage. I have less Acc and Tohit as my Invuln and I don't see a need for more. I do have a lower end costing build which I find very nice.
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That's 5-10 secs I wouldn't want to live with. Mostly because it's those 5-10 that I will notice most as it will annoy me, then under -rechg conditions I will be annoyed further. Impotence is crap for anyone. With 1 lvl 15 IO rechg and Hasten you could be alright at low levels (when leveling up) but it does mean taking hasten sooner than people have in the builds above.
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Quote:its sad that the tier 1 blast has a higher DPA than the tier 3. ES is crap
Executioners Shots DPA (or DP~anything) is hardly worth it's short range. Enemies have less time to reach you because it's short range is a laughable 12 metres. Most other sets with a power like it are sets where I can appreciate the lack of range as conceptually a possibility and the fact that they normally have build up which helps to defeat the enemies that might reach melee helps offset the risks in short range better. -
I like the sound of Dam/Range HOs in a /nrg blaster. I think I should stock up more.
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Swings and roundabouts. You've gone for assault and +dam bonuses instead of a decent rechg in build up. Assault is okay. I thought about ldrships on my stonetank but fell out of love with permagranite. I would put the second end slot thats in assault in manuevers instead and lower the end drain of the entire build.
I don't get the psi resist or psi def bonus, too little of anything just aint worth slotting for especially as your probably not going to see psi in everything you do. I would of had minerals really. Perhaps instead of Vengeance that way if you do have a decent amount of psi def you'd be survivable to it and not wishing you could use vengeance on yourself.
For extra regen, I would of 3 slotted rooted. Then got more rechg in earths embrace for maximum amount of hitpoints overtime before looking at regen bonuses.