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Posts
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Joined
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Not that I have a clue who's going to die, but I'm wondering if one of the original "co-founders" of the Freedom Phalanx will die...
http://wiki.cohtitan.com/wiki/Freedom_Phalanx
http://wiki.cohtitan.com/wiki/The_Da...rimal_Earth%29 -
Quote:I haven't finished the first build, but it's already a very sturdy tank. I do have some issues with it on the BAF where the towers can hurt. I haven't taken her on any of the newer trials (Keyes, UGT, MoM or TPN) yet. Alt-itis has me distracted.Thank you, good sir!
I found two builds: Not terribly happy with how expensive they are, but ehn, that's a personal problem.I've thrown more than this at my Stone Tanker and I'm still not pleased with it either, so maybe I'll try one of these out.
If these are not the builds you meant, I'll look some more, although they are admittedly hellacious nice builds.I've never seen a toon with 123 end before.
I haven't decided if I'm going to try the second build yet so I can't tell you how it plays. The second build doesn't have 123 end, but it's still nearly 120. I prefer the attack slotting on the second build to the first, so I'm sure I'll break down at some point and respec into the second build.
I did want to add that the Fury of the Gladiator's -res proc could be just as easily replaced by the dmg/end/recharge for a whole lot less inf. -
It would be nice to have the option to save and retrieve a file each time you put in a new set of powers. That way I wouldn't have to start from scratch anytime I change the enhancements on a power, or if I wanted to go back and review the attack chain on a previous character.
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Quote:Nearly the same hit points: http://wiki.cohtitan.com/wiki/Hit_pointsSo a brute can be buffed to having the same Def, Res, and HP as a tanker. They are capable of withstanding damage as a Tanker. They may not do so in all cases, but they are capable of it.
Tankers cap at 3534, Brutes cap at 3212.7 hit points. -
Set bonuses however are limited by the "Law of Five". You'll only get up to 5 of the same "type" of bonus. So if you have 6 different set bonuses that reward you that +3% dmg, only 5 of them will apply.
See here for a more detailed explanation: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
And slightly scooped. -
For a more detailed explanation of Limits for the ATs you can check out this page on the CohTitan Wiki: http://wiki.cohtitan.com/wiki/Limits
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If you happen to be using Mids Hero planner, it will show where ED has kicked in on any given power.
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Depending on the situation, the different heals from each set have their value.
If I'm fighting a lone AV and the RNG decides to hate me, then yes DR is painful. In that situation Healing Flames, Dull Pain, Earth's Embrace and Energize have greater value.
If I'm in a mob at full aggro cap, Dark Regen can shine like no other heal on a melee AT.
As much as I like Energize's endurance cost reduction, until I get a chance to slot it up properly I hate it's "weaker" heal. Especially compared to Healing Flames and Dark Regen. Does that mean I think it needs fixing? No. I just have to remember that it isn't the same as the others, and change my play accordingly. Same with Dark Regen.
Yes there are times when your to hit can be dropped badly. Taking on a x8 mission with CoT at low levels can be quite painful should you charge into a large mob or two, but in those situations I'll try and whittle down the mobs of Spectral Demons before charging in.
Dark Armor isn't for everyone, just like Stone Armor isn't for everyone. It almost seems like everyone's trying to homogenize the sets together. Let them have their unique flavors and mechanics. -
Quote:I've got a few Dark/Dark builds that I've sprinkled through the tank forums. Search for the name "Interruption" and posts by me.It's always fun watching Dech's tilt at his favorite windmill.
Now, that said:
I have a 50 Darkity/Dark tank that stinks on ice. (I know Dech's, it's only because I suck as a player.)
However, I love this guys costume and concept, so against my better judgement, I got a theft of essence proc. Now, all I need is the rest of a build.
Anybody have a reasonable dark/dark tanker build laying around? I'd be highly appreciative. -
I don't recall anyone mentioning "High Plains Drifter". This one's an early 70's Clint Eastwood film, so it doesn't fall within the time frame. It's still one of his better early films.
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Future Tanker Tuesday announcements will be made on both the TankHQ global channel, as well as the Tankers global channel. You're more then welcome to join either as they're public channels. Welcome back.
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Not worried about the influence, but did add the website into one of my SG's description.
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Remember when no one blamed me for non existent "Rangle Plots™ "?
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Quote:So far everything that I take from your arguments is that you feel tanks are so overpowered in their role, that any minor change would make them even MORE overpowered. Are you afraid this will make them step on Brute or Scrapper's toes, or do you some how see Tanks as "the perfect beast" and should never be changed? I suspect you hate the idea that tanks have bruising in the first place. (As it is, Brutes and Scrappers can be built to be more survivable then some tanks, and some Tank builds can out damage some Brute/Scrapper builds. Been there, done that.) As someone who does play brute and scrappers I am trying to understand where you're coming from. Really, I am. I'm just not seeing it. Maybe I'm being dense here.While I understand that part of this is because more damage & more debuffs are always good, theree's another part as well.
I would say that no other AT has such complete supremacy in their specialization that literally a second Tanker's mitigation is not needed.
Because one tanker can literally take care of all of it.
Or you could play incarnate trials which are progressively requiring multiple aggro capable characters.
Again, I'm not arguing that an individual tank should be able to do more bruising/de-buffing then they already do. I'm not asking for an individual tank to be able to do more damage then they already do. I'm asking for a minor portion of the bruising effect be allowed to stack when other tanks are on the team. SEE that. OTHER TANKS, not the individual tank. What is so "OUTRAGEOUS" about that? WHY does allowing a SECOND or MORE tanks on a team to have some minor force multiplication get you in such a tizzy? I would like to see full team of tanks be barely able to do the same amount of -res a controller or defender could do on their own, if even that much. So let's see, 8 tanks compared to 1 Defender/Controller.. hmm... Yeah. WAY overpowered.... sigh. -
Quote:Hard to argue about Blasters and Stalkers.Well, an all Blaster team would have problems because they'd all be faceplanted. Most Scrappers, Stalkers and Brutes would probably need temp powers or a lot of inspiration use to stay alive as well. So that's half the ATs right there.
Depending on the Scrappers and Brutes, I'm not sure it would be as problematic, but I could certainly be wrong.
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FYI, using Consume does give some -end de-buff resistance and helps with the Super Sappers a touch.
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As the title mentions, the Build Workshop forum is now 2 months old. From your standpoint do you think this has become a success, a failure, or still a work in progress?
Just so folks know where I stand, I thought this forum was an odd choice that pulled focus away from the individual AT forums. If it worked, it worked. If it didn't, oh well, "no biggie".
Personally, I can't call it a failure, but I certainly can't call it a success either. Yes people are getting some help here, but the majority of the build requests aren't getting as much attention as I've seen in the individual AT forums. So I ask you these questions:
- Has this forum had enough time to mature? If not, how much more time should it get before we decide success or failure?
- Should we called this an interesting experiment that hasn't lived up to expectations, and should be dismantled?
- Has it lived up to expectation and has become a success?
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Quote:Not everyone thinks there are major problems. The only thing that I would like to find is a way to make it less "undesirable" to have more then one tank on a team. Right now there's a stigma that a second tank on a team doesn't create a "force multiplier" or add as much as another AT, so "why bring another?". I can't think of another AT that has that kind of reputation in game. This is why I advocate a way of stacking a portion of bruising.No you're seeing a lot of this because people don't recognize, appreciate or simply want to ignore the Tanker's higher base mitigation.
This sub-forum is just turning into a giant wishlist of how make Tankers the greatest melee AT of all time and why they deserve extra special treatment.
This may not be the perfect example, but here goes. A while ago, for one of the Tanker Tuesday events, we ran an all Tank Dr. Kahn task force. The settings were +0/x0, so it wasn't like we were going in at max diff. The team steam rolled through most of the content and were able to take down all the AVs, with the exception of Reichsman. With the 8 of us beating on him, and yes using the temp you get from the TF, we couldn't budge his health one iota. It wasn't until we grabbed some shivans and envenom daggers that we were able to knock him down. It always makes me wonder if any other "AT" team would have the same problem with Reichsman as we had without having to grab outside temp powers to make it work. Events like this are why I'd like to see bruising stack from other tanks. -
One thing I would like to put out there.
Even though I, like others, have been built around the endurance cost of Dark Armor to make it work, I certainly wouldn't be opposed to the over all endurance cost of running the basic armors(not including CoF and OG) being lowered. Maybe even have one of the toggles changed to an auto. It would certainly open up other options for builds. I think changes like these would also quiet a lot of dissenting voices when it comes to dark armor.
I'm perfectly fine with the way Dark Regeneration is set up. Having a heal that strong, should cost as much as it does to use. -
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I'll pre add in the Standard Code Rant applying to my idea before even mentioning it.
As with mez effects currently, even if you resist the effect it's still there. Drop your protection etc. and you will get mezzed. It might be possible to add in an un-resistable kb/repel effect that only works when hp=0. IE. your alive and the effect won't work. You're dead and your "protection turns off" and you get bounced.
Not saying it would be easy, or something I'd like to see, but that might be a way of making it sorta work. -
No worries. I suspected it didn't include Arcanatime, and wanted to make sure others were aware of that.
Still looks like a handy tool for the "attack chain builder" deficient, like myself. -
Looks interesting. Does it take into account "Arcanatime"?
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As others have mentioned in this thread I'd like to see the stun in wormhole applied earlier, and I'd also like to see the knock back changed to knock up, or even a "drop". I.E. you target the ground, but they get tp'd to a spot above the ground and land with a damage component along the lines of Lift.
This would change the "theme" of Wormhole's effect from the x-axis, to one along the y-axis. -