Rangle M. Down

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  1. When I'm running one of my Kins I try and include Speed Boost in the queue as needed, though I'm not always perfect. This includes my Fire/Kin trying to spam it as often as "needed". I also tend to stay with the "pack" in those toons.

    What does drive me nuts;
    The instant they see the SB icon start to blink it's "SB plz!" Like they're addicted to it.

    When you've just done a round of speed boost and someone who's not paying attention calls for SB plz! (Uhm, dude, you've already been SB'd).

    A call for SB plz! from someone who's not with the group. (If you're nowhere near the main team, I'm not hunting your **** down!)

    When there's more then one Kin on the team and they never SB me.
    I do try and forewarn the team that I'll do my best to SB folks, but if you're not near the rest of the team you're on your own. I don't mind the occasional reminder if I'm not on top of it, but when it becomes an every 1:90 second call for "SB plz!" before the buff has worn off, yikes.
  2. Sorry I missed TTJ tonight. Hope it was fun.

    As a follow up to Nuclear's question about week three Tanker Tuesdays; does anyone have any objection to alternating between Virtue and Freedom for that Tuesday?
  3. Quote:
    Originally Posted by Rylas View Post
    You know, if they just did a diminishing return on it, they could make it stack in a way that made two tanks on a team still profitable, but anything more would taper off.

    Let's say that the second instance of Bruising did 20% of the debuff of the first instance, therefore adding another 4%. And the third instance would debuff at only 20% of the second, making it .8%. The fourth through eighth instances would follow suit. So basically, on a team of 8, you'd only get just shy a full 25%

    It's not overpowered, but it provides an small incentive for having more than one tank on the team.

    When there had been the initial open beta discussions on bruising being added to the tier one attacks, I was hoping there was going to be some stacking. My thought was more along the lines of having 18.75% of the -res non stack-able, but the other 1.25% stack-able with other tanks. Similar results (although this would add up to 28.75%), but more of a linear progression on the stacks. Any way you look at it it would still be nice if there was some, even if minor, stacking.
  4. If the second mob is close enough I'll sometimes try and combine mobs (especially if the initial one is nearly mopped up) in order to make more effective use of the teams AoE's. Depending on the team it's not always necessary or worthwhile.

    If a scrapper or brute doesn't need support I generally don't worry about them. If I see them dipping into the orange or red, then tank-lock takes over and I'll try to take as much aggro as I can get to help them survive. Sometimes my assistance is warranted, some times it's not, but if the dips into orange and red happen often enough it's hard to turn off tank-lock.
  5. Damn this is good popcorn....


    My Rad/Rad Corruptor uses CC. Considering some of her attacks are PBAoE and she does need to move into melee range on occasion. Soloing with her, CC makes a huge difference in her survival.

    My Earth/Rad Troller loves leaping into melee range. Stacking Volcanic Gasses or Fossilize with CC makes for one easily held mob.

    My Fire/Rad... what Local Man said.

    As for Controllers, Corruptors, and Defenders staying mostly at range? It all depends on the power sets. I know some of my other controllers; Ill/FF, Fire/Kin and Ice/Kin live at melee range, but my Grav./Storm and Ice/Storm don't. Nor would my Plant/Thermal survive in melee for long.

    My Kin/Dark and Dark/Elec are more effective in Melee than at Ranged. (Although I tend to bounce around a lot on the Kin/Dark.) My Emp/Sonic will be standing close behind, so that his healing aura will have an effect on everyone, just not too close.
  6. I'm not sure if I was the first one to float the idea of alternating week three's Tanker Tuesday between Freedom and Virtue to Warboss, but I think that's the best option.

    So Option 1 most certainly gets my vote.
  7. Another Successful Tanker Tuesday on Champion. We had one lvl 50 mission team and another team running Synapse.

    Synapse was done in 2:03.

    There were a couple of tanks who did show up, but we didn't get to them in time to get them on a team. For that I do apologize.
  8. Looks like I might be working late today so I'm uncertain if I'll be able to attend. Have a fun one.
  9. It all depends on the tank, but in all "reality", if I'm dead I do no damage. Defense before damage.
  10. Rangle M. Down

    Granite question

    I'm not forgetting that with resistance you still take damage. But going from 35% defense, 90% S/L resist and 79% E/N/F/C resist to 45%+ defense with those same resists isn't that dramatic for a Stone Armor tank.

    Again, if my math is correct in my earlier post, on average out of every 100 points of S/L damage you'd drop from taking 3 points of damage down to 1 point of damage. For every 100 points of E/N/F/C you'd drop from taking 6.3 pts of damage to 2.1 pts of damage. If I'm standing in the middle of Monster Island taking on 3 or 4 GMs solo, then yes, I'd probably want that extra 10% defense.

    Is it helpful? Certainly.

    Is it needed in most situations? Probably not.

    Does it work for you? Obviously yes.

    Is it wrong to push towards the soft cap with Tough/Weave? No, but I've never said that it was wrong. I do think Tough/Weave is extremely helpful with other Armor sets, just not as much for a tank IN Granite armor. If you're planning on running outside of Granite, then yes those power choices can be quite helpful.

    Others, like yourself do think Tough and Weave are useful and have on occasion use them in different ways.

    As always YMMV.
  11. Rangle M. Down

    Granite question

    Going through my Stone/Stone build I was able to soft cap S/L/E/N and get F/C to 40% without using Tough/Weave and using Maneuvers. I'm sure if I worked at it harder I could probably get F/C soft capped as well. Weave isn't necessary to get there. You can certainly go that route if you feel it works for you.

    You can also go the route Gilia mentioned and not grab Stone Skin.
  12. Rangle M. Down

    Granite question

    Chuckle. Compared to other reactions I've seen to such quick posts I thought my response was pretty understated.

    I'm sorry you felt it may have been "reactionary".
  13. Rangle M. Down

    Granite question

    Syntax, you do make some interesting points, but I'd like to add a few things.

    A fully ED capped Stone Tank, without any set bonuses can be running at around 79% plus resistance to everything except psi. So the 30% of an even con minion's damage that you mentioned needing to be resisted translates into around 6.3% of an even con minion's damage. IF it's S/L that becomes 3%. Yes, getting soft capped would improve those numbers. Dropping everything but psi down to 2.1% of an even con minion's damage, and 1% of s/l. So, you'd get an amazing savings of 4.2% vs non-psi attacks and 2% vs. s/l attacks. (now admittedly my math might be off, but I think I'm close.)

    Now, consider the following: Tough does you absolutely no good while in Granite as you're hard capped at 90% to S/L resistance easily. So you'd need to take two choices: Boxing/Kick and Tough to get to Weave, which unless you plan on running outside of Granite seems a waste of power choices. Although I rarely feel Maneuver's is a good choice for tanks I think it's the better choice with Granite, and with IO sets you CAN get S/L defense soft capped, and with work probably E/NE as well.

    As always YMMV.
  14. Thanks for letting me tag along. It was fun seeing how quickly all the fire/rads melted the critters.

    My toon, The "Radical Mechanical" was able to get to lvl 21 and three slotted Stamina during the course of the night. With as many AM's as we had going he wasn't "sucking wind" all that often, but until i19 drops I like having stamina in my back pocket.

    I look forward to tagging along another time.
  15. Rangle M. Down

    Granite question

    Less then 20 minutes between posts?

    Lack of patience typically gets you no answer.

    Yes, you can run Weave with Granite. Question for most would be why would you bother? Granite alone is extremely tough and hard to kill. Adding in Weave would probably be considered overkill on that.

    I can see using Tough/Weave out of Granite armor, but as always YMMV.
  16. Fire/Rad troller? On Freedom? I admit NOTHING!

    It's....


    It's......


    It's Nuclear Medicine's FAULT!!!!!!! (aka Warboss!)
  17. Quote:
    Originally Posted by Ebon_Wrath View Post
    Yep, the reason that everything post-41 feels arbitrary is that the build feels done at 41. There's also a few things I don't know:

    1. Would this build have endurance problems without Conserve Power?
    2. Can I have a strong single target attack chain without both hammers?

    As for the pre-41 stuff, I was wondering:

    3. How does the frankenslotting look on Fault and Seismic Smash?
    4. I 6-slotted Health so that I could get all the specials in there and still get full benefit from True Grit and Health. Is that worth doing?
    5. Am I using the 4-slots for Luck of the Gambler correctly? How about the three Impervium in Tough?

    Your end recovery vs. usage isn't horrible, but with the recharge you have I would be a little suspect. Having the PShift proc will help, but I would suggest getting the accolades that give you plus to your Endurance and HP, which in turn will boost recovery and regen. Those are The Atlas Medallion, Portal Jockey, Task Force Commander, and The Freedom Phalanx Reserve. (Links provided for anyone who doesn't know how to get them, or what bonuses they give.) Adding those in, it's feasible that you could get get by without Conserve Power. You'd have to figure out how much end/sec you're using with your attack chain to make sure you could, but from a quick look it seems like you would be ok without CP.

    Personally, I like having both Mallet attacks and would lean towards keeping both. With the way they're currently slotted the Heavy Mallet does a touch more DPS, and is better at burst damage.

    I don't see anything wrong with your Frankenslotting on Fault, Seismic Smash, Health, or True Grit. Others will probably disagree. Personally I went with the Force Feedback; chance for recharge in Fault on my Stone Melee toon, but the chance for to hit De-buff works fine as well, albeit pricey.

    I like what you've done with the LotG sets. I would like to make a couple of suggestions for you to look at and see if they work better for you.

    • Shield Charge is begging to be slotted with Obliteration. Better recharge time. Set bonuses to acc, recharge and damage, plus Melee defense. This is a perfect power to use Oblits in.
    • Changing SC to Oblits does put your AoE under the soft cap, but I would take one slot away from Active Defense (or Conserve power if you don't use the third suggestion) and 4 slot Tough with the Aegis set. 3 slots will put your AoE over the soft cap again, and the 4th is to get your resistance to the ED cap. Unfortunately the 4 slot set bonus on Aegis is kinda "meh".
    • This last change I would only do if you ever planned on using the tank as part of the yellow aggro team on a Hamidon raid. Take the third slot from Conserve Power and add in a range IO on Taunt. I like being able to taunt the yellow mito's from close to the 100 yard range and this would put you around 97 yrds on taunt's range.
    Hopefully this gives you some ideas, even if you don't agree with them.
  18. Quote:
    Originally Posted by Brakner View Post
    Remember when you stealth through a mission to turn your damage aura off. Of course that never happened to me, cough....
    Or your other taunt auras.
  19. What a brutal thing to do!

    Good thing I've got a Brute on Justice already. Schedule permitting I'll be there Nov. 1st.
  20. Getting your defense into the mid 20's is very helpful. You don't get hit as often and that gives Dark Regen more time to recharge. Even against defense debuffs it still gives you a greater ability to take the alpha. Obviously, the more defense you have the better your ability to survive is. If you can get to the soft cap without sacrificing playability it's certainly not a bad thing to strive for.

    If you're going that direction I would suggest getting both Tough and Weave. Tough can get your s/l resists around 70%, and Weave gives a nice extra boost to all your defenses.

    I prefer focusing on Typed defenses, S/L/E/N etc, but there are those that prefer to work on Positional defenses; Melee/Ranged/AoE. I lean towards Typed defenses as you can get good typed defense set bonuses in 4 slots vs. needing 5-6 slots for the better Positional set bonuses.

    As always YMMV
  21. /bind lshift+lbutton powexec_name Teleport.

    Point the mouse. Left shift plus left mouse click and you tp to where you're pointing...
  22. Chuckle. By saying you were comfortable with the choices up till lvl 41, you did intimate that you weren't comfortable with the choices after. Part of the reason I chose to use the quotes around "uncomfortable" was because you didn't say it out right.

    So why do you feel the choices are arbitrary? Do you feel like your build is pretty well set by lvl 41? Grabbing Heavy Mallet isn't a bad choice as it's a pretty nice Single Target attack. I also like Grant Cover for the addition Defense Debuff Resistance it grants. Some folks swear by Taunt, others feel it's not always required. Have you felt like you need it/miss it, or have you gotten that high? Conserve Power seems like the odd duck here, but if you are having or thinking you will have endurance issues it might not be a bad choice.

    I'm trying to get a better idea of what YOUR priorities, focus and desire for the toon is. In the long run you need to be happy with your choices and the more we know about what you want to do, the easier it is for us to help you.
  23. Rangle M. Down

    ss is weak!

    Damage Modifiers are the first answer. Scrappers will always do more damage then an equally enhanced Tank. Secondly, Super Strength is balanced around having Rage going, and until you have Rage up SS is a bit weak on damage.

    Those are the quick and dirty answers.
  24. Thanks again Philly. As I mentioned to the team, I wasn't really looking forward to working through the Ouro badges, but it certainly was fun doing the run tonight. Never thought I'd get that toon over 300 badges, much less up to the 562 he's sitting on right now. Still deciding if I'll change him to Vigilante for a while to get the red side badges.