Rangle M. Down

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  1. As Muon mentioned most of the Tanker Tuesday regulars created new tanks on other servers. There was also a couple of windows before Going Rogue was released where the Devs gave away free transfers, so I wouldn't be surprised if a few players took the opportunity to shift tanks around. Some prefer to wait for the Tanker Tuesday event to get to their server to participate.

    With the upcoming i21/City of Heroes: Freedom launch and the included free monthly transfers for VIP subscribers, I would expect a few more to take advantage of the free transfers to shift toons around.
  2. I really haven't had time to keep track of this thread but every time I see the title I have the urge to post this response:

    "My Position on Untyped Damage? Why, Untyped of course."

  3. I was always under the impression that buffs/de-buffs were King in this realm.

    Hmm.

    My bad.
  4. Thanks to Infinity for hosting this weeks Tanker Tuesday event, and to everyone who participated.

    We had three teams tonight. One running a Statesman TF, another a Sister Psyche, and the third a general mission team. Much fun was had by all.
  5. Rangle M. Down

    dark/fire -

    I think Cloak of fear should be replaced by "Dark Burn", a negative energy version of burn....

    Ok, not really. Warboss(aka Nuclear Medicine) and I keep joking about how every defensive set needs "burn", and I couldn't help myself.
  6. As a reminder, Tanker Tuesday will be on Infinity this evening.
  7. A reminder for anyone who maybe interested, Tanker Tuesday will be on Infinity this evening.
  8. They didn't nerf Accuracy for everyone. I think it was just yo... Er I mean, accuracy wasn't nerfed at all.
  9. Justice for All, and Justice United are the two main channels for Justice.

    If you're silenced in the channel, find a Mod in the channel (blue name with star) and ask to be "un" silenced.

    Of the two, Justice United is considered the more "family friendly" channel.

    Welcome back to the game.
  10. Quote:
    Originally Posted by UberGuy View Post
    It is most gratifying that your enthusiasm for this thread continues unabated. As a token of our appreciation, we hope you will enjoy the two thermonuclear missiles we've just sent to converge with your original post. To ensure ongoing quality of service, the resulting flames may be monitored for training purposes. Thank you.
    We've also included a personalized radiation monitor badge with the package, at no extra cost.
  11. I would think you could never actually finish the Steelclaw TF.

    Half way through you'd find something, without fail, that threw off the team balance or made it unfair to one of the team members. Because of that, you'd have to start over again each time, no matter what.

    (That lack of balance or fairness is inherent to the TF, so that no matter what you do you'll come across it.)
  12. Maybe it will get changed when they port it over to tanks...


    ...not that I'm holding my breath for that to happen.
  13. For some reason the thought of Steelclaw being an Arch-Villian brings up images of Dr. Heinz Doofenshmirtz, Gru from Despicable Me, and Megamind...

    I'm not sure exactly why...
  14. One of the side benefits of more HP is that it also increases your regeneration. Regeneration is based off a percentage of your total HP.
  15. It adds a little slow/-recharge debuff resistance into your build. It's not a lot, but every bit counts.
  16. Rangle M. Down

    dark/fire -

    I have a couple of Dark tanks and I have yet to include Cloak of Fear in the builds. Some people like it, others don't. Personally I don't find the end cost to be worth it to me.
  17. Steelclaw maybe correct. The devs might be releasing Freedom to drive Steelclaw even further around the bend.

    Consider these things they've talked about:
    • Releasing new power sets more often.
    • Releasing new content more often.
    And I'm sure a couple of other things I'm not thinking about right at the moment.

    So Steel, if StJ comes out 1 month after Freedom Launches, does the tourney get restarted, or are you taking that into account?

    If they release new power sets once a month, or every other month, will that cause a reset?
  18. I guess I've been fortunate. When I decline an invite I typically respond with "Not at the moment, but thanks for the invite" or something similar. I've yet to have a discussion about "why not join".

    I did have someone try and blind invite me three times. After the third time I sent a tell stating "what part of "no" don't you understand? Their response was that they didn't care about what I thought. /ignore is such a great tool for tools.

    As for a farming forum? Don't care either way, but I doubt it would happen.
  19. Eh. Well, that's what I get for trying to do it quickly.
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    What's next, letting us choose whether that recipe that dropped is a temp power or a Purple?
    You mean other people can't do that currentl... er uhm. I mean, that would be way over powered for the game.
  21. I made some minor tweaks to your build. I got your s/l resistances closer to the cap without the use of Cardiac. This is for times when you might exemp down.

    I've started to really like the Hami-O's in Invincibility. They'll give you a touch more defense then the LotGs, and definitely even more +to-hit. (not that you need it with Rage up). They're not an cheap option, but one to consider.

    Anyway, take a look at the build and see what you think.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Autotank: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-EndRdx/Rchg(33)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx(34)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(13), Mocking-Rchg(33), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36)
    Level 12: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Boxing -- Acc-I(A)
    Level 18: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(19), HO:Cyto(19), HO:Membr(21)
    Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39), Mako-Acc/EndRdx/Rchg(39)
    Level 22: Tough -- EndRdx-I(A), ResDam-I(36), ResDam-I(50)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(29)
    Level 28: Rage -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-Rchg(31), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit(37), AdjTgt-ToHit/EndRdx(39)
    Level 30: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(43), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(46)
    Level 35: Resist Elements -- ResDam-I(A)
    Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), FrcFbk-Rechg%(42)
    Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Rchg/Hold(45)
    Level 44: Fire Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/Rchg(46)
    Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50)
    Level 49: Stealth -- LkGmblr-Rchg+(A)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 50: Cardiac Core Paragon
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(33)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(40)



    Code:
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  22. Quote:
    Originally Posted by Deacon_NA View Post
    Anectodal evidence is quite sufficient when I'm the one providing the anectdote, at least to me it is. This is also called "personal experience".

    This is indeed a good time for you to end the discussion. There exist those that shrug off the cost of a 2+B IO. If you're not one of them, so be it. Anyway, without the IO and Maneuvers, I would have a good sized gap to soft-capping psi. Of course soft-capping the other damage types is easy. I added Psi to the list.
    I'd like to add a few quick comments.

    Deacon, for you you've got a build you like and that works for you. I'm not going to argue that point.

    But, I would like to point out that the general populous of the game doesn't have 2+Billion to spend on the IO like you did, so it's hard to recommend that as a solution to everyone. IF the OP wants to spend that kind of influence on his build that's fine. It is his build and he can choose to craft it however he likes. It's not a choice I'd suggest for everyone.

    In general, the endurance cost of maneuvers is fairly high for the defensive return on tanks. Considering it doesn't even give you as much defense as Combat Jumping for 5 times the endurance cost. You've worked around the endurance cost, which is great, but Maneuvers is generally not needed to soft cap an Invulnerable tank. There are other ways that don't use that much endurance. You can still get an Inv/SS tank to the s/l/e/n softcap without Maneuvers.

    In the end there is no "one way" to build a tank. So yes, your way works, and it works great for you. (You have to admit though, it is an expensive way to go about getting there that isn't for everyone.) That also doesn't mean the advice that others are giving here is any less valid then yours.

    Can we get back to helping the OP?
  23. Some of the things we do are decided at the gathering. It's basically doing any of the content in the game we feel like doing.

    Yesterday's Tanker Tuesday on Virtue, for example, had 3 teams going. One was running an ITF, another the Posi TFs, and a third running missions for those not interested, nor high enough to do the Posi or ITF.

    In the past we've run LGTF, Manticore, Synapse task forces, etc, as well. Pretty much whatever a large enough group wants to run. We've also run all tank BAF and Lambdas.

    Mission teams usually grab the highest lvl player on the team to get radios, tips, or go play in the AE.

    It's usually a fun gathering for Tank enthusiasts to get together and talk about tanks, tank sets and builds etc.

    If you'd like to read up on the past Tanker Tuesdays to get a broader view, go to the tank forums and searching for "Tanker Tuesday" threads.
  24. Rangle M. Down

    /SS vs /fire

    Super strength is primarily Smashing damage, which is highly resisted in game.

    Fire is a mix of Fire and Lethal. Lethal is also highly resisted, but Fire isn't as much.

    Super Strength is more focused on ST attacks until Footstomp, where Fire has 3 AoE/Cones.

    I would tend to lean towards Fire as the AoE attacks are great for mowing down larger spawns, but if you're more focused on single hard targets you won't go wrong with Super Strength.

    On a personal note I tend to use Dark Melee on ST focused toons, but that's because I really like the set.