New Dawn

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  1. Depending on my slotting I'd probably avoid tier 7 and 8 of DA and be all about ST, Shockwave and Spin. The tier 9 primary is cold dead fingers gold for me so I just can't see me getting that much mileage out of those DA tiers. Air sup is good with Claws Focus and Shockwave. DR costs alot in endurance which is why DA seems end heavy.. I would bare that in mind when slotting. Assault? Yeah its good on scrappers whilst dealing damage, long AV fights and good whilst dealing AoEs but between fights as your end recovering its not so good unless off. Confront vs Psi AVs, I'd tank them with DA even its only for the first few seconds, at half hp, 20% less hp to go or all the way through for nostalgias sake as in the old days thats where DA got respect. Actually 40 up CoF may get used to control minions between dark regens as I confront them Psi AVs or whatever.
  2. Quote:
    Originally Posted by Liz Bathory View Post
    As the majority of the DP set is Lethal damage... and my toon is based on a Mariachi.. a mexican singer... I went for DP/Sonic. Sonic having -ress vs. all and thus give extra damage done.
    Hax!

    I didnt know Blasters could do DP/Sonic.

    If I do make one it will most likely be when GR arrives. Lacking /MA, /DB or anything like that I'd most likely got for energy mastery. New Dawn my /Devices is something I've clocked stupid hours on and so wouldn't do a repeat.
  3. Quote:
    Originally Posted by Zombie Man View Post
    But, to the general thread: Here is a video of how a D3 can herd a group into debuffed insignifcance. If a team would wait for me to round them up like they would for a Tanker to herd, then it would be the same result. As you watch the video, remember, I'm a single Defender with an aggro cap full of foes gunning for me. I have their full attention. If there were some blasters on the team, that spawn would be gone in 3 seconds instead of 15.
    Thats playing a defender, v good, tanking is something different "in this game" as in this game Tankers have different flexibilities to those in other games.

    Edit: I would of done that defendering different fai.
  4. I think that the debuffs last a certain amount of time, during that time I think another debuff like it will stack.
  5. Quote:
    Originally Posted by hewhorocks View Post
    Is there any indication that something will ever be done?For the Devs is it a case of " Good enough lets move on.." or "We are to busy" or " Doesnt look that way to us.?" Just curious if anyone has insight.
    I read long ago, well second hand that the Devs said that the Defenders are the most balanced AT. This just made me think of all the different circumstances in game and what can potentially deal with what best. Does TA stand out in any certain circumstance with any certain tactic? Yeah it definitely does versus half the other defender types but I don't think "its there" so a buff is definitely good and something everyone (last I checked iirc) agrees on.
  6. Quote:
    Originally Posted by Exxar View Post
    So, with that in mind, what can I make better?
    I think it's a nice build that has some TLC go into it. If anything I'd say its a taste thing.

    Fearsome Stare and Darkest Night stacked means that there is a lot of -tohit which made me go for other things than defense. Due to the fact that Shadowfall can take a steadfast protection I think you could go either way, def or res. I went res because I could get +end out of the IOs and had thought that for my purposes I am able to dish enough -tohit. Your better def does make it more likely that you would get both tohit debuffs off so it's not something I would say change.

    Looking at Moonbeam, instead I'd of probably gone for Assault or perhaps combat jump for a +7.5 rechg Lotg.
  7. See other sections where you asked this question. Answers remain the same.
  8. Fight Foreshadow. I like the Scrapper vs Scrapper thing.
  9. Quote:
    Originally Posted by Oedipus_Tex View Post
    If you want to see just how underwhelming Trick Arrow truly is, do a comparison between the Defender version of TA and the Mastermind version of Traps. Then consider that the Mastermind version is supposed to be the weaker set.

    IMO, a Defender would be better off with the Mastermind version of any powerset than with with the Defender version of Trick Arrow.
    How about I just play my lvl 50 traps (2 off, a mastermind and a defender) and compare it to my lvl 50 trick archery defender?

    I'd never deny TA some sort of a buff (the right buff) but it is as a defender set, fit for purpose. It's not as useless as some people seem to word it to be, well to me anyway. Played well and teamed with well it should be good enough.

    Some people decide to skip on powers that can overcome some of their or other peoples issues really well. I can probably not be far wrong in saying that, many people that they will team with, will only ever play as though there is a empath in team etc or atleast play in a way that some other type of defender would be needed.
  10. Quote:
    Originally Posted by Wicked_Wendy View Post
    Will Power Tanks have Against all Odds which not only sends of an aura that taunts constantly it increases the defense of the tank based on the number of villains attacking.
    Long posts can be editing nightmares, what you say and what you meant to of said can come out mixed up. First half of your post, I've experienced too well, but luckily for me it is slightly cured by staying off a certain server.
  11. Quote:
    Originally Posted by Laevateinn View Post
    I happened to meet such a specimen on Guardian the other day. She was BA/something, had no Taunt, and never turned on a single toggle (though in her defense, the poor thing did say she was pretty new to the game). Forget about tanking, she had trouble just staying alive.
    I have helped some people missing important build components get to 50 but there was always something sweet and innocent about them. I can go off some people despite great builds just as easily as like people with odd ones.

    Despite people leveling up through the old content (non AE) I expect people to be still learning at 50. In most cases I'd say they play the way they do because of who they've leveled with, some people might of respeced out a power that they had for 39 levels and never knew what good it was doing them. It also maybe that whatever it is one finds lacking in their build wasn't ever needed or that problems were resolved without people saying anything.
  12. Quote:
    Originally Posted by Failsight View Post
    A well-played Tanker otherwise should really see the power Taunt as a luxury so that they don't have to work so hard moving all over and covering for trigger happy teammates.
    Well I think people are going to have their own definitions of well played. If you can't tank Ghost Widow with a SO'd Firetank for my Trick Archer alone, then I'll probably suggest that you look into taunt a whole lot deeper.
  13. Rooted is more regen than health. You just put two endreds in it. I wouldn't bother with endreds in it as it's low end cost unlike Foc Acc which has a high end cost yet you left it with one endred. Some Uniques do more in some powers than others so it's a good idea to find out which powers give the best returns on a unique. If you can look at every number (I mean even the -fly on entangling arrow of TAs interests me greatly) and weigh them up against every other number then its good when it comes to you doing any build.

    Your in granite mode, without any res slots in Earths Embrace you should be res capped versus Toxic once you heal. What's wrong with a bigger or faster rechging heal?

    When it comes to hold and stun resist bonuses from the Titanium Coatings I would prefer to either do something else with the slots or slot more cheaply. Those bonuses are skippable. But then anything above an SO build can be made superfluous to PvE.

    You seem to like that torrent with just an Acc in it.
  14. Quote:
    Originally Posted by Dispari View Post
    So I guess if you're talking about the difference between a Tank having 42% DEF and being "soft capped" with a TA along, or your Tank is so incredibly on the verge of dying all the time that the extremely meager benefits of TA tip him just over the edge and let him live, you'd be right. Otherwise, TA is a very poor defense set. It doesn't contribute enough defensively, it doesn't contribute enough offensively, it has no player buffs, and it doesn't offer anything else. Or in other words, while it's possible your TA is contributing some amount, literally any other set would contribute more.
    Any type of Tanker with an SO or basic IO build (what powerpools and where you put them SOs may matter) with a Trick Archer who has a SO or basic IO build can do. Neither one of them need to be IO setted out, which is the beauty of the game imo. No verge of dying all the time, if things are done right, from concentration being maintained. Less about skill. I mean what is skill? Pressing keys on a keyboard? Just concentration, using powers on time every time and not being in the wrong place at the wrong time.

    I've always liked TAs debuffs for their powers effective ability to stack with other peoples powers. Sure some other defender could overkill something like a tohit debuff to levels that a team likes to have but with thought involved, doesn't or didn't actually have to even need. That's why I say TA is a good defender, it's just not for keymashers.
  15. Quote:
    Originally Posted by Oedipus_Tex View Post
    I don't understand what you mean by "tank it." Do you mean make it survivable for a tank? I think for that to happen it would depend way more on the Tank and the secondary set the TA was using than TA itself. I would never, ever trust a TA to keep my team safe the way I'd trust the other Defender sets. I think people give this set too many breaks. It's a good idea for a set but it needs a swift kick in the pants before I'd put my faith in it. I'm sure this will que outrage among some TA supporters, but these things are a matter of opinion.
    If one person can do something with a powerset then the powerset is alright for whatever that something is. I am still basing around an SO build btw. Players behind the powersets are the ones in question.

    I'd say that it could take more concentration for the TA, the level of concentration would surpass that of the level of concentration a Scrapper would need to tank two of the inner circle for sure.

    I'd have to have a macro to autotarget Ghost Widow and a macro to autotarget Scirocco to make it easier.
  16. Well walls tend to be made out of stone or brick etc so run with that.
  17. I think with certain powersets other ATs can do a good job of being a crowd control mage.
  18. Quote:
    Originally Posted by Oedipus_Tex View Post
    I want to love Trick Arrow but... no. Trick Arrow is the Gravity Control of the buff sets.
    Potentially I could tank the entire inner circle together using the support of a single Trick Archer. I say potentially as it depends on whose Trick Archer it is.

    If it's my Trick Archer then it's in the bag, but as I wouldn't be able to play both Tanker and Trick Archer even if I could, with 2 accounts, as it's 4 AVs together, it would take some concentration on both parts.

    Could I say I'd be able to do the same with all other types of defenders, well yes its possible, but in order to have a TA or any other defender that can assist well without much compromise one wouldn't be skipping powers that, although they maybe situational they have in the worst situations, real value.
  19. As you are /Elec then you may have endurance on tap so just chain the best DPAs you can get.
  20. Well unlike some I don't control where the team goes. I help those that may go with me or those that will work with me, as sometimes a controller or defender can contribute something good to the groups before I start (Not Immobs) but anyway, there are teams that can make me wonder "Why am I playing a Tanker?". If I am not going to be made use of, then why bother aye?
  21. Everyone has their own set of standards and ideas of whats right or wrong. People have to decide for themselves who they want to play with. It's that simple. Can't come to the forums trying to change the world one person at a time.

    As a Tanker on one server I could be fun, as a Tanker on another server I could be no fun. What is best is subjective but I think best is with those who have an answer for every problem with any type of tanker.
  22. Tauntless Brutes and keeping aggro of AVs or Heroes.

    I agree that Brutes can be built without taunt. They can go for soloing AVs/Hero and stuff but when it comes to fighting AVs in a team there are some recommendations to consider.

    Turn the AVs backs to the team. This will be an attempt to reduce cone attacks. If an AV has a Brute it's compelled to hit and several others it can hit then it would be an acceptable AI thought to use a cone. Usually if others get hit, its by a cone or AoE and that doesnt normally have to happen.

    Bring the AV into areas that can offer the rest of the team range. If a Pbaoe is used then other players don't have to be scrunched up in it in order to attack. I like to leave ample space behind an AV/Hero so that other players had the choice to stay ranged and safe.

    If the tanker is not permitting you to do these things then that Tanker is probably inexperienced just bare in mind people tend to learn leveling up.

    Always try to get other Brutes and Tankers to attack your AV/Hero target from the same side your on.

    When it comes to teaming with other Brutes then the AVs/Heroes damage types may need to be taken into consideration. Normally it doesn't as even I see how people say how easy the LRSF is with their Brutes when they've got 1 Dom and 6 Corrupters in team or something overbaked in help like that but in the skimpiest of teams then the Brute with the highest level of survivability may want to have the highest threat level. Those with the least may want to tone their attack chains down or turn their aura(s) off as its uneconomical on one target anyway.

    Aggro without taunt is often in a virtual sense, do not assume that you can maintain it on every AV/Hero.

    I don't play tauntless Brutes, so maybe someone else can say more but I am glad that as a Brute with taunt so few others can taunt. They do tend to do more damage...unless I taunt and steal their fury fuel. On a single target such as an AV yes it's probably plausible that they can still do more damage.
  23. I wouldn't put 2 Accs in everything. Freezing Rain is bound to hit and then -def. All your powers need to be looked at individually and what they can stack with or benefit from should be looked at too. Storm/Energy is not, well to me easy on the endurance. I went Storm/Elec but I am sure so, so opportunities for end slots should be found often prior to Powersink and I'd say despite Powersink. You can compromise yourself followed by the team from needing to use Powersink, although it will likely be needed, as less often as possible could be best. You can afford to do more with less acc. Instead of Acc, Acc, you could be Acc/End. With FR I wouldn't bother with Acc.

    That's some KB in that Gale, I likes it.
  24. Quote:
    Originally Posted by Trickshooter View Post
    Edit: Oh, and Entangling Arrow is crap.
    Trick archery is broke without it.
  25. New Dawn

    Taunt. Why not?

    Quote:
    Originally Posted by Blue_Centurion View Post
    One thing that I want to know more about... How does taunt dictate what attacks an AV or anyone else uses?

    Lets say in melee an AV can use its entire attack chain in order to hit you "the one its compelled to have to attack". Out of those attacks are damage types or levels your tank may not be able to handle for the given team or other members of that given team can't handle. Lets say you have a Blapper in the team who on a single target will do more damage than you and therefore has priority in terms of who should be doing damage. If an AV that's compelled to hit you, can hit you with a PBAoE then that blapper can get taken out. You've lost more damage for the sake of you doing less damage.

    If your say better at taking energy damage than lethal and the AVs ranged attacks are all energy and its melee are all lethal then it makes sense for you to force the AV into energy damage attacks. Then there are different defenders, they have limitations in how they can support the team, your job as the tanker is to dictate the battlefield so that their support is adequate. If you can set it up so that someones trick archer is adequate for your firetank and 6 blappers on a MoSTF then well done you're using some of the flexibilities that the devs have given you that surprisingly most people don't even know exists.

    Some people are those people who need a Kin for their stonetank; followed by an Empath for when they face Ghost Widow; a rad for the AVs regen and Cold or FF for helping to keep everyone alive; scrappers and all the others aren't invited etc; whilst some people are "Play what you need to get the badge with, we'll learn and have fun".