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Posts
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Depending on how you've built with any of the above builds and who you may team with whilst exemping down, Active Defense duration may not meet the recharge duration. Exemping down for a TF, only to run in and get held isn't very tanker like.
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Use hibernate and time how long it takes for it to be recharged. Then time how long it takes for you to actually be able to use it again. There is a no phase period that meets its normal base recharge. So there is not much point in that. Secondly you've gone passed softcap. I tend to like softcap and then slot the hell out of everything else to get more bang for buck all over the build. I'd actually use EA to get softcap, as its nice to play Ice like it should be and slot everything else well as all powers are quite important. I didn't understand Gaussians in the build up as its quite an expense when your so far above softcap. I think there is a cheaper way to get the same level of survivability anyway and do more damage.
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You don't NEED any AT for anything in this game. Controllers and Defenders are completely unnecessary to the best of players too.
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Quote:Scrapper just needs confront and a well slotted confront can handle 2 of them as said.Not sure I'd want to tank a STF on a scrapper, though. I'm sure it could be done. Some of the usual strategies would need to be modified. A scrapper might have some difficulty holding aggro on all four patrons at once; Mako would be a problem, because the scrapper has to hit him. The support would have to be even more on the ball for a scrapper tanking Recluse while the towers were still active.
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Quote:Except scrappers? I think i remember some surviving AVs without any insps. One of them even survived 9 of them. So you really think a good scrapper with a decent build couldn't stand against 1-3 AVs with insps? Laughtable.
Keeping 2 constantly aggroed has proven my limit (lvl 54s). -
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Some secondary effects that you can have can allow you to slot an attack less in a relative department ie acc and so more in another, perhaps end. If I was say Broadsword/Invuln then I could get away with slightly less Acc than if I was Claws/SR. Claws/SR might slot more acc but get away with slightly less rechg.
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Talking about long animations. I used to be jumpkick, eviscerate, jumpkick,eviscerate..good times. I wanted an acrobatic character. I took acrobatics only to find out I wouldn't be backflipping etc everywhere
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It maybe quicker to have someone create a build for you based on what your looking for and just PM it to you.
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I think the whole of the build plus the intentions needs to be taken into account before deciding what's right and what's wrong. If somebody accepts the resist biased advice then one can assume that was the right advice. At the end of the day it's advice, take it or leave it.
If I jump on different defenders then I might expect them to have easier times of different task forces or enemies. How much easier is determined by the build. You could build to treat all enemies the same or build to be really good versus something in PvP or whatever. Its the intent of the person seeking advice that matters and some people might get an idea of that from the rest of the build. -
http://www.redtomax.com/data/inventions/bonuses.php
http://paragonwiki.com/wiki/Category:Enhancements
do what ya can from there I guess but you can possibly derive a bit just walking into Wentworths. -
Quote:Sure, if I am on and have the time. When you set a date/time for the TF I can also mention it in the Archer channel MotD if you want, so more people know about it.
I like to find the right people then make a date. Some people do like to waste 7 other peoples time. -
"EMP Arrow
This arrow can unleash a massive pulse of electromagnetic energy on impact. This EMP can affect machines, and is even powerful enough to affect synaptic brain patterns. It will incapacitate all foes in its radius. Additionally, most machines and robots will take moderate high damage. However, this power uses a lot of endurance and leaves you unable to recover endurance for a while."
A buff thats not hard to introduce to the set could be here. I wonder why the hell I have lost end recovery after firing this arrow. Is it because I've been so near to it and therefore exposed to it? I don't get why this arrow has to be so special it effects your end rec to the point of making your hero feel like they've just ran a marathon. If it's there so that the set is balanced when most everyone thinks TA is anything but balanced I especially don't understand it conceptually. -
Yeah his Axe is quite painful even for SO built base build Invulns in melee. I use insps all the time on my characters because they're there. You could concentrate on S/L bonuses or not spend so much time in melee. You can back off and tank his other attacks until you are safe to re-enter Axe range. Sure your probably no more resistant versus fire attacks but they can be a lot less painful and so buy a moment for a power to recharge. I don't know who you were teamed with but in helping them best you get helped best, unless they're half asleep.
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Quote:An all blaster team should be able to do the STF, would you be interested in doing that on Union?Though I hardly played Khelds at all, only a PB to level 12, I am fairly certain it can be done. We have done both AV's and GM's in the all archer team events, though we have different secondaries so we might have had an advantage there. But taking on AV's without tank wasnt really any problem.
Good luck and I look forward to to read a recap on how it went. -
OK I will start the planning once I get one or 2 more people interested. When I say planning I mean setting dates and possibly inquiring as to what peoples builds are like so I know what can be made use of and what can't.
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Quote:A scrapper can be built to be so, so survivable. I have a beautifully min/maxxed Claws/SR and she treads where I wouldn't recommend some peoples tankers going and the AVs she tanks with confront with minimal assistance can be done so much better for teams than some peoples tauntless tanks.If they don't want to be a tank they should of picked some other archetype. Also taunt is a good way to pull some times if the groups are to close to each other.
In looking for a Brick type character that does a hell of a lot of damage I would create it out of some other AT. You can with other ATs acquire the overall survivability needed for the game and Tankers aren't going to be as damaging as some other ATs.
Tankers help with team dynamics. Keeping mobs in tight areas for such things as AoE debuffs, controls and splash damage or redirecting those things away from those more vulnerable to them is mostly what a Tanker is about.
Having taunt is not enough. I was on my blaster lending fire support to a tanker who got in over his head by splitting from the team to early. Despite him being amongst what was so much lower than aggro cap I had spent 10 seconds just a few feet away from his character taking hits before planting. I decided that whatever he is, good isn't the right description. I am not the best tanker in the world but I would of taunted even if it was straight after using an awaken and popping a BF. -
The +end recovery or the ability to play without other toggles on after end drain are the nice things when it comes to Unstoppable or Elude but if you can get softcapped to energy then it's probably worth taking something else and simply take your chances.
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I do like Quicksand. Chiefly it's cheap end cost for effects that last quite sometime. That to me is what is different about it plus it's not going to miss. It nullifies travel powers such as jump or flight making me able to split a group in half and not have deal with more than I can handle. Because it lasts a while I can stay out of LoS at a higher level where I am dealing with what I can handle. It pretty much helps me split herd and deal with large numbers in my own time in a way. I would of took it instead of tp friend anyway.
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Quote:Looking at this build, unless you really, really wanted that extra KB protection or something from the kinetic crashes. Some good could of came from ordering your powers a certain way. You could of got the 7.5% extra recharge from Basilisks in Block of Ice. Then not spent too much on those two individual slots and perhaps have a kick perhaps alternatively slotted and with a empty slot waiting for the day a force feedback +rechg drops. You could then also afford another rechg slot in Hoarfrost. Why one of them Hoarfrost slots isn't a rechg I dunno as I certainly wouldnt worry about the end cost of it. Then finally if you havent already, you wouldn't have to get the lockdown or unbreakable constraint.And here's the updated build based on the feedback. I put the powers in a more reasonable order now. 78% global recahrge, hasten 9 seconds off of perm, softcapped defenses except for F/C and Psi, capped HP, sweet!
I'll probably change Block of Ice for Icicles but I think Mr. Ice Tank Guy needs to encase bad guys in blocks of ice. We'll see.
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I'd move the heal end rechg slot from health to active defense for more rechg before i'd play it.
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Quote:As one of the people ( Tundara, Molar_Mauler, Ice_Ember, Wonderslug, and Aett_Thorn ) who fought for the most recent Ice Melee changes
I'd like to think that the Devs looked at the other forums too but have to say we didn't do a lot of fighting, complaining or anything and so it was a way less laborious read. -
Just a note on Air Sup, it's not great DPE but when you have Rage it certainly can be. I would slot it well if its part of the attack chain. If it's not part of the attack chain then ya probably got too many attacks
Edit:Looking at slotting it's easy to pull slots from elsewhere to make more of Air Sup with no love lost in the rest of the build. -
Quote:Ah, issue 5... the death of Invuln tanks. They never fully recovered, did they?
Invulns were relatively fine in a herd fast scenario where they can use mobs to build defense. Take that out and you can end up with some attackers sticking to -def ranged attacks turning the Invuln into practically a res set with a long recharge. With some team mates a basic Invuln could be fine but with some team (erm what word could I exchange here?) oh "members" Weave was a bit of a must have. Invulns lacked fun with members preventing potentially ascertainable survivability. -
Quote:YeahThe tanker secondaries with inferior taunts are Dark Melee, Electric, and Dual Blades. Taunt in these sets has a shorter duration and smaller magnitude than taunt in others; it's a bug. I have seen nothing that indicates that it's been fixed.
they're clearly disadvantaged. Especially DB.