Rangle M. Down

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  1. Quote:
    Originally Posted by Severe View Post
    How exactly is gauntlet broken?
    While I'm not sure how it's "broken" in relation to procs; I believe, as per my signature, Gauntlet is somehow inserting itself into tanks' to-hit rolls. As someone who plays all the ATs, I have yet to see the same to-hit roll anomalies on any other AT.
  2. Quote:
    Originally Posted by Sylph_Knight View Post
    You know what - if they really wanted to fix Tankers then they'd quit breaking Gauntlet (or quit having Gauntlet break everything else for that matter) in test and then releasing those same patches with it still broken on live servers before repairs are made. Gauntlet got broke again in I23 and I have yet to see if they actually fixed it this time before releasing the issue. It was adversely harming proc rates again last we checked on test.

    If Fury were ever breaking things like that, you'd see heads roll.
    Gauntlet even more broken? Gee, shock.
  3. Rangle M. Down

    inv/stj Tank

    Seems Finduilas was also working on something at the same time.

    All of her points are valid, but I took a different tact then Finduilas did. If nothing else, this gives you a different perspective. Personally I wouldn't take Darkest Night, but this is your toon.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mecha Justice: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Street Justice
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
    Level 1: Initial Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9)
    Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13)
    Level 4: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
    Level 6: Sweeping Cross -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(19), C'ngBlow-Acc/Dmg(21), C'ngBlow-Dmg/EndRdx(21), C'ngBlow-Dmg/Rchg(23)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 10: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(27), Mocking-Taunt(27), Mocking-Taunt/Rchg(29), Mocking-Taunt/Rchg/Rng(29)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 14: Fly -- EndRdx-I(A)
    Level 16: Combat Readiness -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31), RechRdx-I(31)
    Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(33), LkGmblr-Rchg+(33), HO:Cyto(33)
    Level 20: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34), GA-3defTpProc(34)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36)
    Level 28: Spinning Strike -- SMotTanker-Rchg/Res%(A), SMotTanker-Acc/Dmg/EndRdx/Rchg(36), SMotTanker-Acc/Dmg(37), SMotTanker-Dmg/Rchg(37), SMotTanker-Acc/Dmg/Rchg(37), SMotTanker-Dmg/EndRdx/Rchg(39)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(40)
    Level 32: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 35: Shin Breaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(42), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(43)
    Level 38: Crushing Uppercut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(43), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(45)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/Rchg(48), Thundr-Dmg/EndRdx/Rchg(48)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
    Level 47: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(50)
    Level 49: Resist Elements -- HO:Ribo(A)
    Level 1: Brawl -- Acc-I(A)
    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 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 4: Swift -- Flight-I(A)
    Level 4: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
    Level 4: Hurdle -- Jump-I(A)
    Level 4: Stamina -- P'Shift-End%(A), EndMod-I(17), P'Shift-EndMod(17)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Radial Paragon
    ------------



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  4. Quote:
    Originally Posted by Johnny_Butane View Post
    Because right now, the only real use JOHNNY SEES for Tankers is as cheap farmers to bankroll other ATs until you can get a Brute IO'd out. Improving their AoE damage only makes them more attractive to be abused this way.

    Second, I feel that it's not true to the concept of Tankers. They're not bullies that target underlings. It's more fitting to have Scrappers and Brutes to be taking out swaths of lesser mooks. That's what Wolverine does; cuts down throngs of ninjas. Hulk tosses around soldiers. Tankers, think like military tanks; they have one big cannon that is turned on the hard targets. The team's Big Guy is who they roll out to fight other big guys, not step on little guys. In fact, heroic Tankers take care not to hurt the little guys, protecting is so ingrained in them they hold back on the mooks and cut loose on the guys who can take it:

    http://www.youtube.com/watch?feature...5UwS57X8#t=30s
    Fixed to show what your current perception is of tanks.
  5. Rangle M. Down

    Tanker damage?

    Quote:
    Originally Posted by Profit View Post
    I've seen multiple times where JB has said he wants the damage cap raised, not damage in and of itself buffed.

    To the topic, I think my tanks do awesome damage. I have no problems with my Fire tank on single target or on a team.
    For quite a few years he wanted the dmg to be buffed. Recently he's changed it to wanting the dmg cap raised. If you look through his post history you'll see that.
  6. Quote:
    Originally Posted by ClawsandEffect View Post
    I also see no need to buff Tankers.

    However, my suggestions to adjust Brute survivability had nothing to do with "making Tankers feel better". I play and enjoy both as well.

    My concern was with the actual balance of it.

    The balance point of Brutes has been stated to be intended to be between Tankers and Scrappers. In normal solo or small team gameplay, this is true.

    But in heavy buff situations in leagues or large buff-heavy teams, Brutes can get very close to Tanker survivability while occasionally surpassing Scrapper damage output.

    I don't want to screw with any Brute base values for anything, but I still feel their maximum potential should be dialed down a little bit. Not drastically, but enough so that their performance falls between Tankers and Scrappers across the full range, instead of equaling or surpassing them at the top end. The only real way to accomplish that is by reducing resistance and damage caps. Again, not drastically.

    If damage and resistance caps were reduced, it would have little to no affect on solo and small team play, as I have never seen a Brute reach its respective caps on its own (other than through inspiration use, and that is limited in duration). But it would put Brutes closer to being between Tankers and Scrappers when heavily buffed, where they are allegedly supposed to be. (I say allegedly because I do not know where to find a dev quote that explicitly states it, but I do remember reading it coming from a dev)

    (This is coming from someone who currently has 6 Brutes on the only server I play on, so AT bias has NOTHING to do with my reasoning. I state this because I've been accused being biased toward Scrappers in the past. It's not true.)

    The only buff I would support to Tankers is a very slight damage scalar increase, from .8 to .85. It would help Tankers in a couple ways: 1) They would solo slightly better, and 2) They would hold agro better*. I'm not going to campaign for such a buff, but I support the notion of it.

    I also concur with your suggestion of adjusting Threat levels so Tankers will hold agro better than they do now (which is already the best). It's debatable how much it would really accomplish in terms of a "fix", but it would reinforce the role of a Tanker as agro manager.

    I also feel that it doesn't matter whether anyone agrees with how necessary a Tanker is on a team, because the game has never been about forcing people into one pre-determined playstyle. The role of tank is as necessary as the people playing them or forming teams feel it is, and not one bit more or less. I don't like Masterminds, but I will never say they are unnecessary or try to change the way they play so I will like them better. I just don't play them and let the people who enjoy playing that role do so without trying to force my preferences on them.

    (*The bit about holding agro better is because damage dealt plays a role in how well agro is held by a given character. If it did not, it would be impossible for a Blaster to pull agro off a Tanker once it is established. And we've all seen Blasters pull agro before.)
    Claws, having read how you came up to the .85 scalar in some of your previous posts I won't argue against your conclusion. On the outside (as we all are ) looking in, it makes sense to a certain point. Like you, I'm not advocating for that change, but I certainly wouldn't turn it down.

    Whatever changes they "eventually" do down the line, I'm hoping that there will be some minimal "force multiplication" by having more then a single tank on a team. Not to force people into needing 2 or more, but to remove some of the stigma of "why would we want a second tank?"

    My current preference would be for the developers to leverage bruising better. Ideas for that still continue to be the following:

    • Make a portion of it stack from multiple tanks.
    • Add a second effect, like -regen, that does stack.
    • Make the bruising from the tier 1 attack smaller and add bruising to all tank attacks. Allow them to stack from more then one tank, etc.


    I have no idea if these would work, or even be preferable, but I hope it's a place to start. Adding a debuff to all tank attacks would also add to tank threat generation, upping the aggro control.


    Having seen some of the things that Synapse and Arbiter Hawk have been doing with the ATs and power sets lately, I'm looking forward to seeing what changes we'll see down the line. Hopefully sooner then i30.
  7. Quote:
    Originally Posted by Johnny_Butane View Post
    I shouldn't have to justify why a comic book super hero game should reflect the respect the conventions of the genre it claims to be in. Especially when the developers claim they're fans of said genre, but their design decisions demonstrate they don't really understand or care about it.

    That's just how insane this situation is.

    I shouldn't have to nag the developers of a MMO called 'Baseball Online' that their "Pitcher" kicks the ball, which isn't a ball but rather a pumpkin, and justify that yes, he should be allowed to stand on that mound. I really don't care you decided to call it the "Shortstop's mound".

    And, if I'm truly a baseball fan, I'm REALLY not going to care that regardless (or even because) of punting pumpkins, the title has proven really popular with Facebook gamers who think Babe Ruth is a candy bar. Especially if the developers have the wontons to call the game "The Finest Baseball MMO in the World".
    See, I see a properly built baseball game, not what you keep trying to describe. Everything you keep attempting to justify in a nutshell; " the pitchers should be hitting home runs every time they come up to bat " because "I" saw it in a book. Stop trying to describe the Field of Dreams as a Rodeo to justify your vision.

    If you think Tanks aren't doing enough dmg, or should have a higher dmg cap, please prove it. Use facts, not inflammatory hyperbole to distract. I do agree with you; at the caps Brutes are too resilient compared to tanks. That's a brute problem, not a tank problem. Fix that problem.
  8. Quote:
    Originally Posted by Profit View Post
    We have already 100% agreed upon part of the solution I thought, which was raising the aggro cap for tanks. I do not recall seeing any against that.
    Not everyone agrees with this idea, so it's not 100%. I personally don't think it's "necessary", nor a "fix" to tanks.

    I also believe that aggro caps are universal across all character, so if you raise the aggro caps for Tanks, you would essentially be raising brute, scrapper, blaster, etc aggro caps too.
  9. I was thinking about this yesterday while reading a "Thread that shall not be named". I've advocated some limited stacking of the -resist with bruising before, and I still think it's not a bad approach. But I'd like to add a different idea.

    Keep the -resist as it stands. Add a stacking, small -regen to bruising. Keep it small enough that it doesn't step on other de-buffer's toes, but enough that having more then one tank on a team/league doesn't feel redundant, and would make them a "force multiplier". (Balance wise I'd leave that up to Synapse and Arbiter Hawk to find the right numbers.)

    For me this would fit thematically with "bruising".
  10. Rangle M. Down

    TW/INVUL Build

    What Hyperstrike said.

    Plus a different approach to your build then Hyper's. Hyper, as always does a nice job on his builds.


    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Jennifer Knight: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Titan Weapons
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(5), S'fstPrt-ResDam/Def+(5)
    Level 1: Defensive Sweep -- SMotTanker-Acc/Dmg(A), SMotTanker-Dmg/EndRdx/Rchg(7), SMotTanker-Acc/Dmg/Rchg(7), SMotTanker-Acc/Dmg/EndRdx/Rchg(9), SMotTanker-Rchg/Res%(9)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
    Level 4: Titan Sweep -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(17), Erad-Acc/Dmg/Rchg(19), Sciroc-Dmg/EndRdx(19), Sciroc-Acc/Dmg/EndRdx(21)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 10: Super Jump -- EndRdx-I(A)
    Level 12: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(27), Mocking-Taunt(27), Mocking-Taunt/Rng(29)
    Level 14: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/Rchg(31)
    Level 16: Follow Through -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33)
    Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(33), HO:Cyto(34), LkGmblr-Rchg+(34)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(36)
    Level 22: Build Momentum -- RechRdx-I(A), RechRdx-I(37), Rec'dRet-ToHit/Rchg(37), Rec'dRet-ToHit(37)
    Level 24: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(36)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 28: Rend Armor -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40), AnWeak-DefDeb(40), AnWeak-Acc/DefDeb(42)
    Level 30: Kick -- Empty(A)
    Level 32: Tough -- RctvArm-ResDam/EndRdx(A), GA-3defTpProc(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(43)
    Level 35: Whirling Smash -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Acc/Dmg/Rchg(43), Armgdn-Dmg/EndRdx(45), Armgdn-Dmg/Rchg(45)
    Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(46), LkGmblr-Def/EndRdx/Rchg(46)
    Level 41: Arc of Destruction -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-Acc/Dmg/Rchg(46), C'ngBlow-Dmg/Rchg(48), C'ngBlow-Dmg/EndRdx(48), C'ngBlow-Acc/Dmg(50)
    Level 44: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(48), Aegis-ResDam/Rchg(50)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Physical Perfection -- Panac-Heal/+End(A), EndMod-I(50)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(15), P'Shift-EndMod(17)
    Level 1: Brawl -- Empty(A)
    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 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 1: Momentum
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Cardiac Core Paragon
    ------------



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  11. She would never feed Rangle to the cats. That wouldn't be nice to the cats.




    Just sayin.
    .
    _________________
    Quote:
    Quote:
    DonÂ’t say things.
    What you are stands over you the while, and thunders so that I cannot hear what you say to the contrary. - R.W. Emerson
    The BIG consolidated LIST for BASE LUV
    YUMMY Low-Hanging Fruit for BASE LUV
  12. Quote:
    Originally Posted by Hyperstrike View Post
    Actually, KinCombats are fine for EndRedux. 4 slots = 41% for a set that caps at 35? Yeah, that's fine. Considering six-slotting something with Obliteration gives you a whopping 15%?

    But yeah, the Accuracy alone sucks. You can toss a regular Acc/Dam from another set or a Nucleolus and kick the Accuracy and damage up into "Acceptable" ranges.
    I guess for me the Kin Combats feel low on end redux. I prefer to get into the ~60%+ on attacks, especially if I have higher recharge.

    As for defense on a fire tank? I find that some defense is better then none, even if you don't get to the soft cap. I don't mind getting up above 32%, as one small purple can get you to the soft cap when needed.

    As always, YMMV.
  13. Have you guys ever done all Trick Arrow, Plant, or Poison Superteams?
  14. I've said this before, and I guess I'll repeat it again.

    I keep hearing this: Brutes are too much like Tanks, even more so at the caps. So instead of fixing Brutes, let's make Tanks more like Brutes.

    If Brutes are "the problem", fix "the problem".

    On SOs, Tanks have greater survivability compared to similar Scrappers and Brutes. Depending on power sets there is some overlap, but that's always been the case.

    • You like more damage? Great! Go make a Brute or a Scrapper. (I hear stalkers are great for that too!)
    • You want more survivability without going nuts on IOs? Great, go make a Tank.
    • You want a touch of both? Find a power set between the three ATs that gives you that balance.
  15. I always thought an all Shield Defense group would be fun. I wouldn't limit it to one AT, and everyone must get Grant Cover fairly early.
  16. Quote:
    Originally Posted by Heroic_Fiend View Post
    Well actually, I want you to take this consideration in point.

    Let's say that I want to do specific AE mishes, geared towards S/L. So this build wound't work with that in my favor? I'm just trying to understand the defense, but I'm also trying to think that because I'm fighting a REALLY specific group of foes, is it so bad to build against that noe type?
    Chuckle. I take it you didn't read the wiki link I posted.

    Nearly all attacks have a positional AND a typed vector. (There are some very limited exceptions, but most are associated with Psi attacks. I'm not sure if there are "Toxic vector only" typed attacks.) So it would be highly unlikely that you'll fight mobs that don't have both positional and typed tagged attacks. So no, you shouldn't need to focus on s/l typed defense on a Shield tank.

    Again, I suggest you read the link as it explains it better then I have.


    Oh, and before anyone else mentions this, there isn't a Toxic Typed defense, only Toxic resist.
  17. I took a quick look at your build to try and understand why you added the Kin Combats in Kick and Brawl.

    I think you're misunderstanding how defense works in this game.

    The game includes Positional and Typed Defenses. Shield defense is based off of Positional. Most attacks in the game have at least two attack vectors: Positional and Typed. When you're attacked, the game looks for the highest number and uses that in the to hit rolls.

    Example: Say you get attacked with a Fire Blast. Fire Blast has two vectors, Ranged and Fire. Since you've got very high Ranged defense, the game ignores your Fire Defense.

    Example 2: You get attacked with a Battle Axe, which is Melee/Lethal. If you're Melee defense is 45% and you're lethal defense was anywhere between 0-44.9%, the game wouldn't care what the lethal defense was. It would ignore it since it was lower then your positional defense.

    So in all reality, on a SD character, it's nice to have some Typed defense, but it's not necessary, The Kin Combats in Brawl and Kick are a waste of slots and inf.


    More info on: http://wiki.cohtitan.com/wiki/Defense
  18. Every time I watch the movie "Excalibur" I'm always pleasantly reminded that Patrick Stewart, Helen Mirren, Gabriel Byrne, and Liam Neesan are all in it, to name a few. To me, Nicol Williamson as Merlin stole the show.
  19. I did a bit more testing on this. On my first use of Suppressive fire, there's only one "to-hit" roll. Once I've landed a successful attack, I get the two "to-hit" rolls, which includes the 0% chance to hit. So it lends me to strongly believe that it does have something to do with the secondary effect, be it hold or stun. Have I just not noticed this before on other powers that have these as a secondary effect?

    Now my question becomes, does this effect the streak breaker?
  20. I was puttering around tonight on my Time/Dual Pistol defender when I noticed something that seem to be odd to me. Suppressive Fire is making two to hit-rolls each time it's fired. On top of that, the first "chance to hit" is always 0%. Does anyone know why it's making two rolls on one attack? Is this even WAI? I'll take another crack at searching the forums tomorrow to see if I can come up with something, but right now search fu is weak.

    Here's an example of what I'm seeing.




    I'm "guessing" that it has something to do with the Swap Ammo mechanic that changes the stun into a hold, but I'm not 100% sure.
  21. I forgot to mention that I pretty much agree with all the things Finduilas mentioned in her previous post, that included her build.
  22. Hm... taking a few notes from Finduilas' build...

    Soft capped to s/l/e/n with One in range of Invinc.

    If I was starting from scratch I'd probably push RPD back in the build as well.

    Anywhosit. Here you go.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Dessente: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Electrical Melee
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(3), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(5)
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9)
    Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 4: Jacobs Ladder -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(13), Erad-Acc/Dmg/Rchg(13), C'ngBlow-Acc/Dmg(15), C'ngBlow-Dmg/EndRdx(15), C'ngBlow-Dmg/Rchg(17)
    Level 6: Super Speed -- EndRdx-I(A)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(23), Dct'dW-Heal/Rchg(25), Dct'dW-Rchg(25), Dct'dW-EndRdx/Rchg(27)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(27)
    Level 14: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rng(29), Mocking-Taunt(29), Mocking-Taunt/Rchg/Rng(31), Mocking-Rchg(31)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
    Level 18: Thunder Strike -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(34), FrcFbk-Rechg%(34)
    Level 20: Invincibility -- HO:Cyto(A), HO:Cyto(36), HO:Cyto(36), LkGmblr-Rchg+(36)
    Level 22: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37), Rec'dRet-Pcptn(37), RechRdx-I(37)
    Level 24: Boxing -- S'ngH'mkr-Acc/Dmg(A)
    Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/Rchg(39)
    Level 28: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Dam%(42)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def/EndRdx(43), LkGmblr-Def/Rchg(45)
    Level 35: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(48)
    Level 41: Conserve Power -- EndRdx(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(50)
    Level 47: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
    Level 49: Unstoppable -- Empty(A)
    Level 1: Brawl -- Empty(A)
    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 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- EndMod-I(A), P'Shift-EndMod(19), P'Shift-End%(19)
    Level 50: Nerve Core Paragon
    Level 50: Ageless Core Epiphany
    ------------



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  23. Certainly better in some ways, and not quite there in others. That being said, I tweaked your build a bit. Right now, with one in range this would be soft capped to s/l, and just shy of it on e/n. It has fairly reasonable f/c defense as well. Don't think Unstoppable will be all that needed on this build, but you never can tell. I'm not sure why you skipped adding in slots to Stamina, as it's your primary source of end recovery and gives you a higher percentage return then PP.

    Take a look and see what you think. If nothing else, I hope you find some ideas in here that can help you.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Dessente: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Electrical Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
    Level 1: Charged Brawl -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9)
    Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Dam%(15)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 6: Super Speed -- EndRdx-I(A)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(25), Dct'dW-Heal/Rchg(25), Dct'dW-Rchg(27), Dct'dW-EndRdx/Rchg(27)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
    Level 14: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt(29), Mocking-Taunt/Rchg/Rng(31), Mocking-Rchg(31), Mocking-Taunt/Rng(31)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 18: Thunder Strike -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg(34), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(34)
    Level 20: Invincibility -- HO:Cyto(A), HO:Cyto(36), HO:Cyto(36), LkGmblr-Rchg+(36)
    Level 22: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37), Rec'dRet-Pcptn(37), RechRdx-I(37)
    Level 24: Boxing -- S'ngH'mkr-Acc/Dmg(A)
    Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/Rchg(39)
    Level 28: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Dam%(42)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def/EndRdx(43), LkGmblr-Def/Rchg(45)
    Level 35: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(48)
    Level 41: Conserve Power -- EndRdx(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(50)
    Level 47: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
    Level 49: Unstoppable -- Empty(A)
    Level 1: Brawl -- Empty(A)
    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 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- EndMod-I(A), P'Shift-EndMod(19), P'Shift-End%(21)
    Level 50: Nerve Core Paragon
    Level 50: Ageless Core Epiphany
    ------------



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  24. Whenever I see someone asking about an Invulnerable/ build, I always recommend that they go take a look at Call Me Awesome's two guides to Invulnerable tanks. That would be the first place I recommend you take a look at. I think you'll find some good advice there.