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Posts
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More then likely what you're probably seeing in Mids vs. "In Game" has to do with Invincibility. Invincibility in Mids "defaults" to 1 foe in range. You need to toggle off Invincibility in Mids to see what your "true" defensive numbers are when you are not by any enemy. I suspect you'll find the In-Game numbers and the Mids numbers will match at that point.
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This thread reminded me of a zone event idea I had a while ago; Hero and Villain incursions. I would hope/think that the shadow tech. would make it even easier (not saying easy) to accomplish.
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I generally don't use generic IOs, so I really couldn't say. My wife, who does use GenIOs, says that if you shop carefully it's achievable. Don't buy the IOs directly from WW/BM(unless the prices are really good). Get the recipes and craft them. You can get the Gen. IO recipes from WW or the crafting table. Craft the Generic drops you get as well. If the salvage is pricier then you wish to spend, consider doing some AE for tickets and purchasing Uncommon and Rare salvage that way. Common Salvage via the AE isn't all that expensive, but they are random rolls. Make sure you're doing the rolls at the right level for the right drops. http://wiki.cohtitan.com/wiki/Invention_Salvage_Tiers
I should have mentioned that you need to have purchased Going Rogue to be able to earn Hero/Villain Merits. You can only get tip mission by defeating lvl20+ enemies in the game and they will randomly drop. They will show up under contacts/tips. You can get each of the Unique IOs for 250ish regular merits or 2 Hero/Villain Merits. If you've got the cash you can also convert 50 regular merits and 20 million per day into an Alignment merit (Hero/Villain merit). Hero side this is done at Fort Trident in Atlas park. Again, this is only accessible if you've got Going Rogue.
You could probably get away without using the Numina and Miracle uniques, but considering how many toggles you're running, my personal preference would be to get and slot them. It's really up to you. -
You must run out of endurance quite quickly with what you've got here. My FIRST suggestion is get at least one End Redux in anything that can take one. Well, except active defense.
Never mind.
It would be a tl:dr post if I go through the whole thing.
Here is what I would do, if I was in your shoes. The Miracle and Numina uniques can be purchased via Tip missions getting Hero Merits. If I'm speeding the Tip missions I'll set them at -1/x1. I can get through 5 tips in under an hour, easily. Because you can only do 5 tips a day it will take you 5 days to get the 4 Hero Merits to get the two Uniques. The P-Shifter Proc and the Steadfast won't be cheap, but they're not as expensive as the Miracle or Numina. I usually do an AE bronze ticket roll to try for the Steadfast in the 29-34 range. I would also unlock the "Atlas Medallion" accolade. It gives you +5% to your endurance total, which does help your recovery.
This is by no means perfect, but you'll do much better in the long run then what you've got now.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 31 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Battle Axe
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Hero Profile:
Level 1: Deflection -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3), S'fstPrt-ResDam/Def+(13), EndRdx-I(19)
Level 1: Beheader -- Acc-I(A), Dmg-I(9), EndRdx-I(11)
Level 2: Battle Agility -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(5), EndRdx-I(11)
Level 4: True Grit -- ResDam-I(A), ResDam-I(7), Heal-I(7), Heal-I(13)
Level 6: Gash -- Acc-I(A), Dmg-I(15), EndRdx-I(17)
Level 8: Active Defense -- RechRdx-I(A), RechRdx-I(9)
Level 10: Against All Odds -- EndRdx-I(A)
Level 12: Phalanx Fighting -- DefBuff-I(A)
Level 14: Kick -- Empty(A)
Level 16: Combat Jumping -- DefBuff-I(A)
Level 18: Tough -- EndRdx-I(A), ResDam-I(25)
Level 20: Weave -- EndRdx-I(A), DefBuff-I(21), DefBuff-I(21)
Level 22: Swoop -- Acc-I(A), EndRdx-I(23), Dmg-I(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Shield Charge -- Acc-I(A), Dmg-I(27), EndRdx-I(27)
Level 28: Whirling Axe -- Acc-I(A), Dmg-I(29), EndRdx-I(29)
Level 30: Super Jump -- Jump(A)
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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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 -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(17), P'Shift-End%(19)
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Gauntlet still works the same: http://wiki.cohtitan.com/wiki/Inherent_Powers#Gauntlet
Invincibility is your taunt aura and will generate lots of attention, regardless if you've got AoE or ST attacks. It doesn't need Taunt enhancements to do so.
Watchman is still achievable at lower levels during Rikti raids.
I suggest you read Call Me Awesome's two Invulnerability guides in the tank guides thread at the top of the tank forums if you're going for an Invulnerable tank.
Welcome back to the game. -
Correct me if I'm wrong, but I think Taunt needs Acc in PvP.
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As for your build, it's not very solid. If you haven't read Call Me Awesome's Invulnerability Guides, I suggest you do so. They're linked in the tank guide thread above.
Generally it is considered a waste of slots adding in more then 4 slots for defensive powers, unless you're going for specific set bonuses. I wouldn't bother going with as many bonuses for Psi resist as you're attempting. Dull Pain is there to help you cover the times when you run up against pure Psi attacks. You should be more focused on covering your other bases: Trying to Softcap S/L/E/N defenses first, and if you can Fire/Cold.
The +end and +recovery set bonuses you've achieved are nice, but really don't do what you're hoping for. I always recommend getting the following Accolades: Atlas Medallion, Portal Jockey, Freedom Phalanx, and Task Force Commander. Getting all 4 of them gives you a +10% to Endurance, and +20% to your HP totals.
I have no idea why you've slotted Stamina that way, you're not even pushing the ED limits on recovery with that set. Personally I'd throw in a lvl 50 End Mod IO, The P-Shift End Mod, and the P-Shift chance for +end in there.
Dull Pain is better off getting the Doctored Woulds set. It gives you great +hp, and better recharge on the set.
Before I go through the rest of the build, take a look at what I've mentioned. Take a look at CMA's guides, and take a look at other INV/SS threads in the forums. I think you could do much better then what you've got here.
One last thought, I hope you've got those PvP IOs. Those aren't cheap. Same with the Apocalypse Purples. -
I've fixed your power selection and hasten slots for you. In the current Mids you can drag and drop powers into new locations with the assigned slots going with it. I suspect you did that with Footstomp and hasten.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Pounding Father: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- Aegis-Psi/Status(A), Aegis-ResDam(3), Aegis-EndRdx/Rchg(3), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam/Rchg(33), Aegis-ResDam/EndRdx(36)
Level 1: Jab -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dmg/EndRdx(17), Mako-Acc/Dmg(36), Mako-Dmg/Rchg(37)
Level 2: Temp Invulnerability -- GA-ResDam(A), GA-3defTpProc(5), ImpArm-ResPsi(5), ImpArm-ResDam(7), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/EndRdx/Rchg(31)
Level 4: Dull Pain -- Numna-Regen/Rcvry+(A), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(9), Mrcl-Heal/Rchg(9), Mrcl-Rcvry+(11), Mrcl-Heal(42)
Level 6: Resist Elements -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(15), S'fstPrt-ResKB(25)
Level 8: Unyielding -- ImpArm-ResPsi(A), ImpArm-ResDam(11), ImpArm-ResDam/EndRdx(13), ImpArm-ResDam/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-EndRdx/Rchg(34)
Level 10: Punch -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50), KntkC'bat-Acc/Dmg(50)
Level 12: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(15), Zinger-Taunt/Rchg/Rng(21), Zinger-Acc/Rchg(21), Zinger-Taunt/Rng(29), Zinger-Dam%(31)
Level 14: Haymaker -- Mako-Dam%(A), Mako-Acc/Dmg(25), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Dmg/Rchg(48), Mako-Dmg/EndRdx(48)
Level 16: Resist Energies -- ResDam-I(A)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/Rchg(43), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 20: Knockout Blow -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/Rchg(40), T'Death-Dmg/EndRdx(40), T'Death-Acc/Dmg(42)
Level 22: Hover -- LkGmblr-Rchg+(A)
Level 24: Fly -- Flight-I(A)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 28: Rage -- GSFC-ToHit/Rchg(A), GSFC-Build%(34), GSFC-Rchg/EndRdx(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-ToHit(46), GSFC-ToHit/EndRdx(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(50)
Level 32: Unstoppable -- RechRdx-I(A)
Level 35: Hurl -- Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Dmg/EndRdx(39), Apoc-Acc/Dmg/Rchg(43)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(42), Oblit-Acc/Dmg/Rchg(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Laser Beam Eyes -- Acc-I(A)
Level 47: Physical Perfection -- EndMod-I(A)
Level 49: Hand Clap -- Acc-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Tr'ge-Heal/EndRdx/Rchg(A), Tr'ge-Heal/EndRdx(17), Tr'ge-Heal/Rchg(23)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EnManip-EndMod(A), EnManip-EndMod/Rchg(23), EnManip-Stun%(29)
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First of all, are you talking the Alpha Slot Cardiac Core Paragon?
Brutes, without using IOs, will always have 25% less dmg resistance/defense then the equivalent Tank because of modifiers. Without outside buffs, Brutes won't get to the s/l resist cap, Tanks will get closer.
My Dark Tank will sit around 76% S/L and 85% Psi resistance with the Cardiac Core Paragon. (This toon is IO'd, but not specifically for +resistance) This tank is using Tough to get the s/l numbers that high.
An equivalent Dark brute would be hard pressed to achieve those resistance numbers, again, without outside buffs. -
“A pessimist is one who makes difficulties of his opportunities and an optimist is one who makes opportunities of his difficulties”
Harry S. Truman -
If we're teaming with Warboss, it will be brutal.
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Quote:Quick key for saying something in team chat
/bind [key you want to use] "show chat$$beginchat /team,"
Quick key for saying something to league chat
/bind [key you want to use] "show chat$$beginchat /league,"
I've used /bind [key(s) you want to use] "beginchat /lc " for league chat as well. "lc" being the league chat shortcut. -
Ah, more popcorn. A touch more White Cheddar sprinkles on the popcorn...
Light dash of salt and garlic...
There we go, tasty. -
Questions for you.
Is this a leveling up build, or is this going to be a respec build once you've gotten into the 35+ range?
Are you ever planning on exemping down with this build to do missions/TFs etc?
Unfortunately, from my perspective, you've got great defenses at the higher levels, but I wouldn't play this build. You have sacrificed a lot of what I would consider playability, like decent attacks, for what you've achieved.
You've over slotted Maneuvers, Weave, and PP to begin with. (Personally, I tend to steer away from Maneuvers.) You're main AoE, Tremor, shouldn't be slotted with Taunt, but with Dmg. Part of holding aggro is creating "threat" by doing dmg. It feels like you're trying to wave a wet towel at them with the slotting you've got going on.
This is the current planned build for my Stone/Stone tank. Take a look at it for ideas. This is by no means a perfect build, but I think it would work better in the long run then what you've got set up.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Roc M. Down: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Stone Skin -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam(3), ImpArm-ResDam/EndRdx(3)
Level 1: Stone Fist -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Acc/Dmg(7)
Level 2: Rock Armor -- GftotA-Run+(A), GftotA-Def/EndRdx(7), GftotA-Def(9), GftotA-EndRdx/Rchg(9)
Level 4: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13)
Level 6: Recall Friend -- EndRdx-I(A)
Level 8: Rooted -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(17), Numna-Heal/EndRdx(19), Dct'dW-Heal/EndRdx(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50)
Level 12: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(23)
Level 14: Teleport -- Winter-ResSlow(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(15), EndRdx-I(25)
Level 16: Boxing -- Empty(A)
Level 18: Heavy Mallet -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(31)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A)
Level 22: Fault -- FrcFbk-Rchg/EndRdx(A), FrcFbk-Rechg%(33)
Level 24: Mud Pots -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Acc/EndRdx(33), M'Strk-Dmg/EndRdx(34), M'Strk-Acc/Dmg(34)
Level 26: Minerals -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36)
Level 28: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(37), Thundr-Acc/Dmg/Rchg(37), Thundr-Dmg/EndRdx(37)
Level 30: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg/Rng(39), Zinger-Dam%(39), Zinger-Acc/Rchg(39), Zinger-Taunt/Rng(40), Range(40)
Level 32: Granite Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(40), Aegis-ResDam/Rchg(42), GftotA-Run+(42), GftotA-Def(42), GftotA-Def/EndRdx(43)
Level 35: Tremor -- Sciroc-Acc/Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg/Rchg(43), Sciroc-Dmg/EndRdx(43)
Level 38: Seismic Smash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
Level 41: Conserve Power -- RechRdx(A), RechRdx(48)
Level 44: Weave -- GftotA-Run+(A), GftotA-Def/EndRdx/Rchg(45), GftotA-Def(48), GftotA-Def/EndRdx(50)
Level 47: Laser Beam Eyes -- UndDef-DefDeb/EndRdx(A), UndDef-DefDeb/Rchg/EndRdx(50)
Level 49: Physical Perfection -- P'Shift-End%(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A), Run-I(15), Run-I(17)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(31), EndMod(33)
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One quick point. If you can get Rage double stacked you won't lose any defense. You will get the endurance ding, and will have limited dmg for 10 seconds. You can work around the -dmg by using vet and temp powers as those aren't effected by the rage crash -dmg.
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Ah, but Super Reflex tanks will be dodging attacks!
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Why do I suddenly hear Calliope music and have the urge to eat buttered popcorn?
Did the circus move into town for the summer? -
Even if you've used the "link colors" sometimes individual portions don't look "quite the way you want them to".
I'll play with the colors till I like the combination. (For this explanation I'll use Lothic's example, of Red/Blue.) Then I'll turn off "linked Colors". From there, I'll look at various subsets of the costume creator: Gloves, Chest Pieces, Boots, Belts etc. and try and decide if Blue/Red works better for the individual pieces, or Red/Blue. Switching back and forth the colors for many of the different subset pieces until I'm happy.
THIS is were a "Swap Colors" button would be handy. The portion were I'm going through varying sub menu items on the costume creator. Hope that helps make it clearer.
(Hmm... My description maybe redundant after re-reading the previous posts, oops.)
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Been suggested numerous times before.
Still good idea.
I'd use it quite often myself as well. -
Quote:... I take it you didn't see this post that Arcanaville made two days ago in this very thread?
http://boards.cityofheroes.com/showp...&postcount=113
Quoted for emphasis. -
Nihilii. We get it. YOU and many others want "a taunt aura for every scrappers secondary". NOT EVERYONE DOES! Making insinuations that anyone who doesn't want a taunt aura for all scrappers secondaries, makes them "any less of a player then you seem to think you are" is demeaning, and serves no purpose.
State your case. Make your points. Expect others to agree/disagree.
Quote:much like there are players who prefer to skip their toggles, arguing they perform better with the extra endurance. People make all kinds of poor decisions based on an incorrect understanding of the game environment, it's important not to confuse beliefs with facts.
Quoting something only to purposefully and blatantly misinterpret it as to attempt to derail the argument isn't worth answering with any more effort than a copypaste of the previously made point. -
Interestingly enough, I have both Barrier and Rebirth for my Fire/Fire tank.
I generally use Barrier on him, but in some teaming situations I'll use Rebirth as a support for others when Barrier isn't as useful. It's also nice having the extra +regen or HP on Hamidon raids, and it's helping me get the healing badges. -
Pst....
<.<
>.>
Radiation Armor and Radiation Melee.....
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I'm not 100% sure, but I think someone had already suggested doing this to the "phase" powers, like Dimensional Shift and Black Hole. If nothing else it would let players know who's shifted(intangible) and not target-able.
Beyond that, I think something like this wouldn't be undesirable by any means. -
Arcanaville lays things out pretty well with the following quote from another recent thread.
Quote:..... the devs don't technically follow anything called "the cottage rule." The cottage rule is a term made up by the players, and it persists because its catchy. As used by the devs, it means only one thing: the devs will not replace Build Up with a power that summons a cottage instead of what it does now. Anyone who wants to rescind that rule literally wants build up to summon a cottage instead of what it does not.
The cottage rule example was intended to be an exemplar for a whole list of design rules the devs obey. I actually posted them almost a year before Castle's cottage post but people keep forgetting them because they are less catchy. Within the context of the cottage rule, *some of* the design rules the devs follow that are the basis for the cottage rule pronouncement are:
1. A power will not lose a primary function without a critical balance reason for that change that can only be solved by eliminating that feature.
2. A power will not alter its gameplay mechanics without a significant balance requirement that can only be solved by altering its mechanics. For the most part, this refers to the power being a click, toggle, passive, or location targeted power.
3. A power will not change its availability within a powerset without a significant balance requirement that can only be solved by such a change in powerset structure. In other words, powers won't change tier.
I should point out I posted those rules above, with more or less the same wording, with permission from Castle, the same developer that made the "cottage rule" post itself.
Everyone saying "the cottage rule" should be eliminated is saying essentially that the devs should not need a balance reason to change an already established power: they can do so for essentially any reason at all. Arguing for the abolishment of the cottage rule is essentially asking for chaos. Without it, no one is protected from any changes for any reason. The rule encapsulates one of the fundamental ways in which the powers design rules care about existing players at all.
Moreover, the devs aren't seriously going to entertain the suggestion to eliminate the cottage rule, because that's just a colloquial umbrella for a large set of interconnected design priorities. There's no way to "abolish" it, because there's no it. "It" is a term to represent a set of priorities.