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Quote:I like that: "Based on the conversation I just had.." It leaves things so open ended as to whom you were having that "Conversation" with. Lol.Based on the conversation I just had brutes/scrappers/stalkers are WAI...tanks are as well and if anything is done to tanks it will be an adjustment to tanks. Modifying another melee AT is off the table for the foreseeable future...
(Paraphrasing)
Conversation with your wife?
With your Mother?
With your neighbor Bob?
With yourself in a Mirror?
You could have at least mentioned that it was with one of the Devs, should that have been the case. -
For the third one:
9mm Joker
9 Mil. Joker
Both plays on 9mm pistols. I've grabbed them on Virtue. -
Quote:You should re-read my posts in this thread. I've never once said that Tanks should have a higher damage cap, nor a higher dmg Mod. I wouldn't turn it down if the Devs felt it was necessary to balance the sets, I just don't believe it's necessary. (Although Claws does make a compelling argument that Tank mods should go up.) So no, I'm not drinking anyone's Kool-aid.Seriously...if you want to do more damage...then simply play a damage AT not a melee aggro control AT!
I have, however, said that I think Tanks do need something and I think that leveraging the bruising mechanic is the way to do so. Something that benefits the entire team, not just the tank.
I've also said that if Brutes can be made as sturdy as a Tank, while out damaging them greatly, then Brutes aren't balanced. Brute survivability should be somewhere between Scrappers and Tanks, not on Tanks heels. Since that generally happens at the resistance caps, then maybe the caps should be brought down for Brutes.
As someone who plays all the ATs, I know what kind of performance I can get out of my Brutes, my Scrappers, and my Tanks (My stalker is too low to really count yet). So telling me to roll a damage AT is rather redundant. I already do that. I like what each AT brings to the table, but I'm not 100% sure that the Brutes are balanced compared to the other ATs at their caps. They're certainly closer after the last developer's pass, with their damage mods brought down and fury generation smoothed. -
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Quote:"Yer" funny. Hyperbole much? *looks at quoted post* Yes, yes indeed you do.Because the only 2 situations where it becomes a factor are Fire and Elec Armor, and I don't think that gimping those 2 sets is fair to simply appease a group who is unhappy with what they have, even when it isn't broken.
It would also put EATs on par with brutes, which I also don't agree with. No out of the box peacebringer or warshade should be on par with an AT designed to be a "tank" of sorts.
Unless you want to nerf EATs also...
While we're nerfing Brutes and EATs let's nerf scrappers so they are on equal footing like they were before...we'll just make them 70% so the EATs and brutes are losing no potential to what scrapper potential was.
Since we're doing that...let's look at Tanks, they are now FAR superior in survivability to brutes and EATs and Scrappers, so let's reduce their damage output a little more to compensate for the added gap in survivability...how about a 350% damage cap and a base damage modifier on par with brutes...I bet they'll love that...
Since we nerfed scrappers, let's look at Stalkers, they have the same caps as scrapper, let's nerf their resistance caps by 5% to match scrappers, stalkers can't be more survivable than scrappers or they will complain....
How's that for balance? Would you give up anything you had right now? Even though no tank can get to the damage cap realistically without serious help, and we know you guys typically cap several resistance types...
So, reducing Fire and Electric Brute's resistance caps by 5%, so that it's not the same as a Fire or Electric Tank's, is "gimping them"? gotcha.
And you've decided that since we've "gimped Brutes" we MUST touch everything else and reduce their resistances... gotcha. Etc, etc, etc.
By the way... Warshades and Peacebringers are listed under the Tanking section, so I have no issues with them having the resistance caps that they have. Since "they would never get there anyway" just like Brutes.
So. Again, I ask you this. If your Brutes, with the exception of your Fire and Electric toons, never see the resistance caps; why are you hyperventilating over the remote possibility of a change? Would it make it harder on your Brute Farmers? Why are you getting so upset about something YOU SAY YOU NEVER EXPERIENCE?
Because, truly, if this bothers you this much, you must be afraid it will effect your Brutes. Because maybe, you do get to the caps more so then you really want to admit. -
If this is all true, why would you care if Brute resistance caps were reduced by 5%, since you never "hit the caps for EVERYTHING" anyway?
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I am very disappointed in all of you!
No one has brought up BBQ yet...
slackers. -
Hopefully revealing the secret didn't tick Toc off...
Sorry. Couldn't resist the joke... lame as it may be. -
I'd used my Inv/DB build as a starting point, and didn't think to switch Boxing with Energy Punch. My Bad. (I don't have the tier 2 attack in the Inv/DB build)
Personally, I think Tactics is a bit redundant on an Invulnerable tank. Slotted the way I have it, two mobs in range gives you nearly the same amount of +to hit as you get from Tactics. That's without the extra power pick or the endurance cost. Using the Kismet unique alone gives you a touch less +to hit than the base Tactics, while only using one enhancement slot and no extra endurance. Combining my slotting with the Kismet Unique, you'd be getting over 9% to hit, with one in range. While not getting you the same +to hit as your slotted Tactics, it does give greater flexibility in the build. Again, personal preference.
As always, YMMV. -
This would be closer to how I'd craft an Inv/EM tank. I personally don't think Maneuver's is worth the endurance cost, for what you get in return. Although I really like the Kismet unique, I don't think you'll need it on an Invuln. Tank.
If you see any generic IOs, or SOs in the build, ignore what level(s) they are. I didn't take the time to turn them all into lvl 50 IOs.
Hero Plan by Mids' Hero Designer 1.958
http://www.cohplanner.com/
Click this DataLink to open the build!
Generic Inv/EM Tank: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(5)
Level 1: Barrage -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg(9)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
Level 4: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(27), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(29), Mocking-Rchg(31)
Level 12: Boxing -- Empty(A)
Level 14: Fly -- EndRdx-I(A)
Level 16: Whirling Hands -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(31), Erad-Dmg(31), C'ngBlow-Acc/Dmg(33), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(37)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(33), HO:Cyto(34)
Level 20: Energy Punch -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(21), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), SMotTanker-Rchg/Res%(36)
Level 22: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(36), Aegis-ResDam/Rchg(36)
Level 24: Resist Physical Damage -- GA-3defTpProc(A)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(43)
Level 35: Energy Transfer -- SMotTanker-Acc/Dmg(A), SMotTanker-Dmg/Rchg(43), SMotTanker-Acc/Dmg/Rchg(45), SMotTanker-Dmg/EndRdx/Rchg(45), SMotTanker-Acc/Dmg/EndRdx/Rchg(45)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(46), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dam%(48)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(48)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 49: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx(A)
Level 2: Swift -- Run(A)
Level 2: Hurdle -- Jump(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
Level 2: Stamina -- EndMod(A), P'Shift-EndMod(15), P'Shift-End%(17)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 4: Ninja Run
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Someone should pair Sonic Resonance and Water Blast, calling it Horatio Hornblower...
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There are few schools of thought.
Throw it into Barrage, since you'll be using it often enough to renew the -res from bruising.
Throw it into Whirling Hands, although the PPM will be lower, you'll have more targets to proc off of.
I'd probably throw it into Energy Punch, since it has a quicker recharge then Barrage and would be used more often in an attack chain. Depending on final IO slotting, it might get shifted to Whirling Hands.
If you had a damage aura, I would have suggested putting it in there. -
Do you have a particular secondary you're considering pairing with EM?
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On beta I used the name Butterbeer Bob.
Live I've set up two Water Blast toons:- Texas Oilman; with the powers colored "appropriately".
- SeaWall; I left the colors at default.
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1.) How does a power's aura visibility affect PVP?
Do dinosaurs roam the earth, blocking your view of the sun?
2.) If threads get locked due to necroposting, why not just set the forum to auto-lock anything over a certain age, thereby making Necroposting impossible?
How do you think the Zombie overlords would feel about this? They... had feelings... once.
3.) What would happen if a Praetorian Clockwork and a Primal Clockwork that really loved each other... you know... ?
Does the image of a computer smoking after it's shorted out give you the proper idea?
4.) Are all of our characters stuck in an alternate dimension of CoH and we just don't know it?
Know about what?
5.) Bacon Primary* and Waffle Secondary. When's it happening?
Do you really think they're "munching" on this idea?
6.) When are you going to reveal details on your "secret project?"
Would they have to kill you if they told you?
7.) Does Zwillinger own hundreds of hats, or just one that he alters every night?
Do you think he has a revolving account at a haberdashery?
8.) Who bakes the best brownies in the office?
Why didn't you mention Pizookies?
9.) Who's the only one here who knows secret ninja moves from the government?
Are you sure you would be able to recognize them with all the secret ninja moves they've done?
10.) Toe-may-toe? Toe-mah-toe?
Is it time to call the whole thing off?
11.) What incarnation of CoH will follow Freedom?
Incarceration?
12.) Really?
Possibly?
14.) Has anything ever been left out of CoH due to superstition?
Should I have avoided that black cat, and avoided walking under that ladder before answering this?
15.) Is the soda machine a Nemesis Plot?
I heard Nemesis is a Hack. Do think that's true?
16.) Passport badge. When?
Has the Department of Home Land security stopped looking at you funny when you travel?
17.) What dev, back in the day, decided the color scheme would be "blue=heroes" and "red=villains?"
Would you have preferred "Chartreuse = Heroes" and "Mauve=Villains"?
18.) Is it true that Base Salvage will be re-introduced around the same time we get a major Base update?
Do the devs like playing Jenga... I mean Jenga while it's on Fire?
19.) Will we ever see a system to de-level alts that you wish to retire incase you plan to start over again without losing character/badge/etc. progression?
When do you expect Rush Limbaugh to out himself as a closet Democrat?
20.) Are there any plans to implement a new "achievement" system so we have something else to collect besides badges, salvage and pets?
Why would you want another currency added to the game?
PLEASE NOTE: Only Rednames may answer this thread. No players have permission to answer any questions provided.** However, you (said players) have permission to create your own questions in demand for the Rednames.
I'm not a redname, nor do I play one on TV. Does that count for anything? -
Quote:I think the word LSK meant to use was "Typed" defense, not "Targeted" defense...to go along on this there is 2 types of def 1 targeted which some go for on there builds and then there is positional. Most builds go for targeted since it is easier to get on certain ones, while they go for positional for the same reason. Ice goes better on targeted, where u want to get your s/l/neg/en close to sc since that is the ones most enemy's have as damage. If you have both targeted and positional sc it will go for the higher numbers on calculating your def. EI if you have your s/l to 45% and melee at 39% it will take the s/l over the melee.
Examples of "Typed" (Also referred to as Damage Type/Delivery); Smashing, Lethal, Fire, and Cold are just a few examples of the "Type" of Damage delivery you can defend against. This is different then "Positional" (Also known as Vector Delivery). Vectors are Melee, Ranged, and AoE. These are the three Positional attacks that you can defend against. -
Welcome to the forums.
If you're not familiar with Mids, it's what is generally used for crafting builds. Grab it here: www.cohplanner.com
I also suggest you grab Titan Sentinel here: http://cit.cohtitan.com/sentinel/ The Sentinel program will pull your current build from the game, and can be used to import it into Mids.
In the Sentinel look for Utilities, Then find the Character Build Export. When you've done that: in Mids, Under the Import/Export menu, "Import from Forum Post". This will give you a fairly good look at what you're current build is bringing to the table. Don't be afraid to "muck around" with the views, etc. This will help you get familiarized with Mids.
You can then Export it out and drop it into this thread, showing us what you've got so far, even if it's SO/Hami-Os. Personally, I prefer Short Forum Export; Fruit Salad color scheme. Export Data Chunk as well as Data Link.
I would also suggest you read quite a few of the threads that are linked in this search: http://boards.cityofheroes.com/searc...rchid=35224427 This covers most of the recent discussions about Stone Tankers in general, including conversations about sets, and set bonuses. There's also some good, but old Stone Armor guides in the Tank Guide section. Still lots of information there. -
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Quote:So... you want to nerf the term "NERF"?I friggin' swear, there are times I really wish that "nerf" had never become part of the collective gamer vocabulary. And there are other times I wish that the original meaning of the term hadn't been so completely devalued as to lose all meaning. Now any time that anything is balanced downward in the slightest, it's always "THEY NERFED X! THEY NERFED X!".
Something obscenely overpowered could be made just slightly overpowered and people would cry "NERF!" despite it still being overpowered. -
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Quote:He'd probably notice it briefly, before getting distracted by something shiny and forgetting that he's alone.They're trying to see how long it will take for Zwillinger to notice he's the only one left on that side of the office if they all leave one at a time.