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I've used my Stone tank a number of times on Hami raids. I'll use Earth's Embrace more for the +hp then the heal. With the +regen I'm getting from the team buffs, it pushes the +regen cap higher. Sometimes to the point where I can end up with over 300 hp/sec regen.
I vaguely recall a couple of times were my regen numbers were debuffed by the Mending Mitos to the point they were in the red, but I don't recall if that was on my Stone tank, or one of my other tanks. I also don't recall if the heal "didn't work" at times because of the green Mitos. I have about 8-9 toons I'll run through the Hami raids, and it's been a few months since I've run the Stone through a Hamidon raid.
I'll try and remember to take my Stone tank to the next raid and see if I can test this, without being a detriment to the raid. -
IF it is an MMO, instead of focusing on just Hogwarts it could be focused on the Harry Potter world at large. That could be feasible.
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I like Arcanaville's explanation. It reminds me of the character description for my Fire/Kin troller.
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Ok. This is my current build. I went for a bit more of a Scranker-ish build. I've already got at least one change on this planned, if not two. When I get around to it I'll be changing out Air Sup for Hover and throwing in the Karma -kb IO. I'll probably grab a slot from Fiery Embrace and also add that to Hover and drop the Kismet +acc in there as well. Once I get City Traveler at the end of the year, I'll make that Combat Jumping instead of Hover so that I can leave it on.
Additionally, in team situations I'll use Barrier quite often. Although the +def,+res drops after a bit, it's still +5% to def at it's weakest. That still gets me close enough to where a small purple will soft cap me to s/l. If nothing else, when Barrier is up it's great for taking Alphas and keeping other squishies less squishy.
Again, this is just personal preference on this tank, but it might give you some ideas.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Ko Oni II: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Dmg/Rchg(3), M'Strk-Acc/EndRdx(5), M'Strk-Acc/Dmg/EndRdx(5), M'Strk-Dmg/EndRdx/Rchg(7)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13), S'fstPrt-ResDam/Def+(13), S'fstPrt-ResKB(15)
Level 4: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(15), Erad-Dmg/Rchg(17), Erad-Acc/Rchg(17)
Level 6: Air Superiority -- Acc-I(A)
Level 8: Healing Flames -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(19), Mrcl-Heal/EndRdx/Rchg(21), Mrcl-Heal/Rchg(21)
Level 10: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc(25)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(29)
Level 14: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(29)
Level 16: Breath of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31)
Level 18: Burn -- RechRdx-I(A)
Level 20: Build Up -- GSFC-ToHit/EndRdx(A), GSFC-Build%(33), GSFC-ToHit/Rchg(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit(34), GSFC-ToHit/Rchg/EndRdx(34)
Level 22: Boxing -- Acc(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 28: Fire Sword Circle -- M'Strk-Acc/EndRdx(A), M'Strk-Acc/Dmg(37), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/Rchg(37), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(39)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
Level 32: Taunt -- Range-I(A)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mocking-Taunt/Rchg(42), Mocking-Acc/Rchg(43)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45), Hectmb-Acc/Rchg(45), Hectmb-Dmg(45)
Level 41: Char -- Acc(A)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(46), Thundr-Dmg/EndRdx(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Weave -- RedFtn-Def/EndRdx(A), GftotA-Def/EndRdx(50), GftotA-Def(50)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(46), P'Shift-EndMod/Rchg(48)
Level 1: Gauntlet
Level 4: Ninja Run
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Here's a quick tweak of your build. I also toggled on the 4 accolades I love getting; Atlas Medallion, Freedom Phalanx, Portal Jockey and Task Force Commander. They're great for the +hp and +end bonuses.
My biggest concern for you is this; even with the changes I've made I think you'll find yourself chewing through endurance without a touch more end redux in your attacks. If you're going with the Cardiac Alpha slot that will help, but any time you're exempt I'm not 100% sure how this will perform.
You mentioned not spending a lot on IO etc. Last time I checked the Enzyme Exposure Hami was going for over 400 million, and you're not getting a huge amount of Def bonus ( a touch under .5%) using it in CJ. Since a few of your attacks are using Kin Combats, which are weak in +acc, I changed the Enzyme to the Kismet unique giving you a better to-hit total.
Also, if you're planning on using this tank for Hamidon raids you should not be part of the Yellow Aggro team. You're fine on taunt and taunt range, but without having over 10 pts of kb protection you'll get bounced a lot by the Yellow Mitos. Stick to the Yellow dmg, or Green teams.
Anyway, take a look. It's not perfect, but it might give you ideas. I'll post my current Fire/Fire/Pyre build shortly. And by current I mean I'll probably tweak it again in the next few months as I'm a bit OCD that way.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- Erad-%Dam(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(43)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 2: Fire Shield -- RctvArm-EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(34), S'fstPrt-ResKB(34)
Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(43), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46)
Level 6: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 8: Combustion -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg/Rchg(45)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(11), Zinger-Taunt/Rchg/Rng(11), Zinger-Acc/Rchg(13), Zinger-Dam%(13), Zinger-Taunt/Rng(15)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(29), Ksmt-ToHit+(29)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-EndRdx(21)
Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 20: Burn -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-Dmg/Rchg(37), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Dmg/Rchg(39), C'ngBlow-Acc/Rchg(39)
Level 22: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(25)
Level 24: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(27)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(37), Erad-Dmg(42), Sciroc-Dmg/EndRdx(42), Sciroc-Acc/Dmg/EndRdx(46)
Level 30: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(33)
Level 32: Fiery Embrace -- RechRdx-I(A)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 38: Hasten -- RechRdx-I(A)
Level 41: Char -- BasGaze-Acc/Rchg(A), BasGaze-EndRdx/Rchg/Hold(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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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 -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(50), P'Shift-End%(50)
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It's a horribly, terrible, lousy build for an ice/ice tank! er wait....
I'm sure someone will comment on it. I haven't had time to poke my nose at it yet. -
Actually, I was drawn more to second article: the mention of the meteors in that clip. I wouldn't be surprised if we see a Shivan attack soon. Perhaps the beginnings of "The Coming Storm". Of course I could be completely off target.
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Hm....
I really shouldn't have responded at work without all my notes and spreadsheets.It's also been a few months since I'd really thought about this set. Anyway, my original layout of Gamma did have it as a direct clone of Grounded, but at some point I think I melded Static and Grounded. Mainly because I found myself with way to many toggles. It's possible I had Indomitable Will in mind as well.
I went with the resistance numbers on this set for a couple of reasons. It's main resistance, which is to one of, if not the rarest damage types is Toxic. Because it is so rare I didn't want to completely short change the set in other areas. I could see the final numbers being changed, like Dark to 20% etc, but without the set being built and thrown into testing it's hard to truly say.
As for Metabolic Absorption: think about Kinetic Melee's Power Siphon. It is in it's own way a "baby brute" power. The more you attack, the more +dmg you get, stacked up to 5 times. I just think of this being a minor version of the other half of fury. Not nearly the same damage bonuses by any means. I was also attempting to come up with something that didn't resemble AAO, Invincibility, RttC, Power Sink, Fiery Embrace or Energy Absorption. Again, sorry you don't like it.
All I can hope to do is renew/create an interest in seeing a Radiation Armor set being brought to the game, even if I might be far off the mark. -
Quote:Thanks for all the feedback. This has been a fun exercise so far. Should the dev's choose to use this as a template for the set, I certainly don't think this is a "final" product, and testing would certainly show where I got it right, close, or completely wrong. I'm just hoping I'm more on the right, close side of things.Looks interesting! Some questions and some concerns:
Tier 2: Particle Leak - Does the -Resist stack from multiple casters? At first glance, damage + -res looks too overpowered, but since the -res number is so small, I think having it stack from mulitple casters would be acceptable.
Tier 4: Gamma Particle Shield - WAY too overpowered for an auto in my opinion. Make it a toggle and it's good to go (There are a LOT of toggles in this set though).
Tier 5: Radiation Cloud - I think this should be a PbAoE planted patch like Ice Patch in Ice Melee, but with a higher recharge so that it is not easily perma, and then maybe the mag can be increased to 2. As mentioned earlier, this power as a toggle would be counter-intuitive to pulling, and this powerset already has plentiful toggles. Making this a dropable patch solves these problems in my opinion, and makes this is more usable power.
Tier 6: Radiation Haze - Very interesting power! It's like a reverse Rise to the Challenge! I would have the -regen debuff NOT stack with itself from the same caster, and just make it a 30% -regen debuff. I think it would be cool to have this effect stack from multiple users, possibly overpowered for an armor set though. As for the defense aspect, I think it's fine. I will say though, that powers like this tend get more powerful when more foes are affected by it. However, increasing the defense like that would make this power too powerful, and better than Invuln's defense aura. So, I think your defense aspect of this power is pretty good
Tier 8: Metabolic Absorption - This power is too weird for me. It sounds too much like a baby brute concept. AND it's ANOTHER darn toggle! Make it a click that gives more based on how many enemies you hit with it. As for what it does to the enemies, I say make it drain some of their endurance without giving it to you.
Tier 9: Instant Mutation - Do you need enemies around for this to work? In my opinion, this sounds too much like Dark Armor's rez. I say make it a carbon copy of the rez from Radiation Emission, but it applies to self. This rez does not affect enemies in the Radiation Emission version, so it should not here either (aside from the fact that you are alive again and kicking their faces).
I think that this is a very interesting set you've thought up! The way you have it, there are just TOO MANY toggles and taunt auras (three). With the above changes, the set will have two taunt auras (like Ice Armor, which is still AMAZING if you want aggro) and less toggles. Feel free to disagree with me if you want; I'd love to hear some feedback on my recommended changes
Particle Leak: I don't want the -res to stack. I want it to compliment bruising on tanks, but not be so great on other ATs that it marginalizes bruising. The -resist number I've got could probably go higher, but I went conservative on that.
Gamma Radiation Shield: This is a direct copy of Electric Armor's Grounded, minus the limitation of being on the ground. If the numbers here are over powered, then so is Elec Armor:Grounded.
Radiation Cloud: Maybe I'm just not seeing it, but I just don't understand how this is any worse then Dark Armor's Oppressive Gloom and Cloak of Fear. Additionally, Stone Armor:Mudpots Immobilize and -spd or Ice Armor's slows and -spd also slow herding/gathering. That doesn't seem to hurt those sets either. I could imagine this having a slower pulse then normal taunt auras.
Radiation Haze: Thematically I like the idea of the -regen stacking. IE, the longer you stay in the haze, the more your regen is effected.
Metabolic Absorption: I'm sorry this one seems confusing. Yes there is a "mini fury" aspect. Yes it is another toggle. I'm hoping that the +rec in the power helps with all the other toggles in the set.
Instant Mutation: Initially I'd planned on this being a straight port of Rad. Emission's Mutation, but that seemed to close to Willpower's Resurgence. I took a look at the other self-rez powers and decided I wanted a cross between Rise of the Phoenix, Dark Transfer, and a minor touch of Fallout. I didn't go Fallout+Mutation as I figured that would be too overpowered. I can see the dev's taking this and going back to a straight Mutation port.
As for having 3 taunt auras, look at Dark Armor. It has 3 as well.
I'd like to touch on the resistance numbers you mentioned. I know that you feel they're over powered. I'd like to ask you this: Over powered compared to what? -
Sanity? I heard you lost that years ago....
But I do like the idea anyway. -
I think you can add slots to the vet sprint powers. I'm just not sure why you would.
Mids Hero planner is usually very good at staying up to date with what is live in the game. I think it took them a bit longer to get incarnates implemented, but they're in Mids now.
You can also use the Titan Sentinel to export your current live build to Mids so you can see what you currently have going on.
Both current versions can be found at www.cohtitan.com.
As for Mids being "crap"? That's certainly untrue. Maybe it's just not your "cup of tea" and you might find it frustrating, but crap? Not buying that. -
I'll admit I've got a bit of interest in wanting the following two powersets:
Radiation Armor and Radiation Melee. -
Not sure what you're trying to do here. If you're looking for more recharge, grab hasten as you're not getting all that much recharge out of your set bonuses as it is. That will help you do more damage.
Any particular reason for going with Earth Mastery as an Epic?
Why did you choose the Titanium Coating for your resist sets?
There are those that peruse the forums who don't have, or always have access to Mids. You should export more then just the data link to the forums so they can see your build.
FYI, sometimes on the weekends folks are out having fun and not paying attention to the forums. -
"Mo" run = "Masters of". For some Masters of attempts you aren't allowed to used temporary powers, nor die. Here's are links to those particular TF/SF that don't allow Temporary Powers, nor deaths.
Blue Side Masters of Badges.
http://wiki.cohtitan.com/wiki/Master...sk_Force_Badge
http://wiki.cohtitan.com/wiki/Master...sk_Force_Badge
http://wiki.cohtitan.com/wiki/Master...sk_Force_Badge
http://wiki.cohtitan.com/wiki/Master...sk_Force_Badge
Red Side Masters of Badges
http://wiki.cohtitan.com/wiki/Master...ke_Force_Badge
http://wiki.cohtitan.com/wiki/Master...ke_Force_Badge -
Quote:This pretty much covers what I was trying to say.I think what he's saying is that the "invisible" ToHit roll of the Gauntlet check is counting as a full ToHit roll, and is therefore affecting actual attack rolls.
Basically, if Gauntlet "misses," it means that the next attack will use the streakbreaker, and auto-hit, even if the last attack hit. Or, he'll have an attack miss, and the streakbreaker will cause Gauntlet to auto-hit (even though it already should), allowing for the next actual attack to miss as well, which shouldn't happen. -
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As Dechs says here, the streak breaker cannot force a miss. What it will do is allow a certain amount of misses before it will force a hit, depending on your final "to-hit" total.
According to the wiki site any final to-hit over 90% will allow you to miss once before the streak breaker kicks in. between 80-90% twice, between 60-80% thrice, etc. You can read more about it on the Attack Mechanics page.
What I am saying is that I'm seeing inconsistencies with the streak breaker, specifically on my tanks, that points to gauntlet being the culprit. -
Sorry for the confusion New Dawn.
I'm not saying that Gauntlet will "auto hit" if your attack misses. What I am saying is that when you do hit and Gauntlet is applied, Gauntlet seems to be being counted in the "to-hits" that the streak breaker is tracking. Why is it doing that if it's supposed to be auto hit? -
Whether or not Gauntlet is Auto hit or not in PvE, it is still effecting to-hit rolls for your attacks, and that effect is not showing in the combat logs.
According to the game, Gauntlet has a default Acc. of 1. That should translate to a 75% chance to hit against even cons (if Gauntlet indeed needs a to-hit roll in PvE). Since it can't be buffed, again according to the in game information, that means every time it "goes off" it seems be resetting the streak breaker.
That may not be much of a difference in how often the streak breaker kicks in against even or lower con mobs, but it could have a greater effect against +3 or +4 mobs. Especially considering your base accuracy drops to 48% against minions at +3, and even further to 39% at +4. That doesn't even include modifiers for Lts, Bosses, or EBs, etc. Even if all your other powers have enough accuracy/to-hit in them that it "shouldn't" make a difference on how often the streak breaker is invoked, Gauntlet "seems" to be mucking things up.
If nothing else this does create the "perception" that the streak breaker is broken when you can have a 95% "last chance to hit" and still get several misses in a row, or that tanks might be getting the short straw because of Gauntlet's effect on the streak breaker.
This still doesn't answer the question that IF Gauntlet is "suppose" to be auto hit(which I may incorrectly believe is true), why does it seem to be effecting the streak breaker?
Things to consider. -
Gauntlet, the Tanker inherent. It's a great tool for controlling aggro, but is it also bugged?
Gauntlet is an added effect to a tanks attacks. Once your attack hits, Gauntlet is applied as an AoE minor taunt effect. In PvE gauntlet is supposed to be autohit, while in PvP I believe it requires a to-hit roll. I suspect that even in PvE there is some "to-hit rolls" happening that is effecting the streak breaker.
Recently while leveling up my Inv/Dual blades tanker I found myself slightly dumbfounded when I realized I had just missed 3 times in a row, even with a 95% chance to hit. Here's the clipped combat log and power tray showing the misses:
I recalled someone else having this happen to them so I searched the forums. I found a couple of other threads touching on this.
Paging Arcanaville is one of them: http://boards.cityofheroes.com/showthread.php?t=255632
The tank in the "Paging Arcanaville" thread was also playing an Invulnerable tank, so I thought it might not be a tank issue, but a possible Invulnerable set issue. To test this out I took both my lvl 47 Inv/Dark tank and my lvl 50 BS/Inv scrapper to the RWZ dummies and plunked away. Testing both of them, both with and without any toggles on, I never saw any oddities to the streak breaker on the scrapper, but I did with the tank. Here's a couple of clips showing this.
Sometimes the streak breaker kicked in when it shouldn't have, sometimes it didn't kick in when it should have.
So I tried it on my lvl 50 fire tank to see if it was a product of the Inv tank auto powers. Sure enough the streak breaker was kicking in, when it shouldn't have.
I've also tested this on my Lvl 50 Stone tank, my lvl 50 Dark tank, and my lvl 38 Ice tank and it's been very consistent across the board. Now, in the limited testing I did, I found that the streak breaker tended to cause more hits to happen, then allowing misses to happen. So if you've got good accuracy/to-hit bonuses things seem to work quite well in our (Tanks) favor.
So yes, it looks like Gauntlet is effecting the Streak Breaker, but not always in a bad way.
I do have full screenshots of all the above clips. I also have screen shots of the testing I did for the other tanks. I'll get around to testing this on my lvl 37-38ish Electric tank, and my lvl 50 Shield tank as well.
Clarification: I am not saying that gauntlet is "auto-hit" if your attack misses. I'm saying that when your attack hits and gauntlet is applied at that point "the gauntlet effect is auto-hit". Hope that makes better sense. -
Both are fun. Both require slightly different play styles. Fiery Aura was supposed to have regained it's "most damaging" crown after the last changes to both it and Shield Charge. If I recall correctly, Shield Charge gets less benefit from Brute's Fury because of their base dmg modifiers. Fiery Aura on a Brute is "delicious" at higher fury. I don't think you'd go wrong with either.
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Mine is a Fire/Fire/Pyre tank, but he's only sitting at 1014 badges or so.
If you get a chance to do so, take a look at the CoH Titan networks site, specifically the City Info Tracker. There you'll see who are the top badge toons that use the site, and what power sets/ATs they're using. Look under Character-Leader board. There are a very large group of folks with over 1200 badges. The current top badgers are in the 1225+ range. Quite the variety of ATs and Powersets amongst them. -
Everyone seemed to have a good time on the Mid-Upper 20's Hero tip team I had running, so that's always good.
I'm glad I made Umann proud, even though the outfit wasn't "perfect". ( I hadn't noticed the costume code link at the bottom of the picture until after the event.) Thanks for the "goody", it will be put to good use. Iggy, if you're serious, check your forum mail. An additional thanks to you for that goody as well. Both are appreciated, and not necessary.