Rangle M. Down

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  1. We have done the TT on Virtue in the past. There are 5 Tuesdays this month so I'm sure Nuclear would be willing to fit another one in this month.

    Would there be interest in a Tanker Tuesday on Virtue beyond Dechs?
  2. WAIT A SECOND!

    Has Nuclear fallen down a well? It's the first Tuesday of the month and he hasn't mentioned that it's Tanker Tuesday on Champion tonight?

    Well, if Nuclear can't find his way out of whatever hole he's hiding in, I just wanted to let you know that the meeting time is 6pm pst/9pm est at the IP gate in Kings Row. All tanks of all levels are welcome

    Come get yer tank on!
  3. Rangle M. Down

    Dark/Axe

    What is your current build?

    How is it slotted?

    More information from you will make it easier for us to help you.

    Mid's Hero Planner is great tool for making builds. Input what you think you've done into the planner and export to the forums using the "zetaboard" format and post it here. We'll see what we can do to help.
  4. Rangle M. Down

    Arachnos MM Pool

    Personally I'd like the Arachnos Drones, Spiderlings etc. as an alternate visual set for Robotics.

    Maybe the Arachnos Soldiers for an alternate for Thugs or Mercs.
  5. Doing damage and debuffs helps with your threat level and helps you keep aggro.

    Doing little to no damage or debuffs lessens your threat level and makes it that much EASIER for those that do greater damage and/or debuffs to take your aggro.

    Tanks should do damage and/or debuffs to help maintain aggro beyond taunt's 5 target limit. Taunt auras help, threat created by attacks (which will use the gauntlet effect) also help.
  6. Quote:
    Originally Posted by Quatermain View Post
    Me.

    Dang. I thought it was me.


    Nvm.
  7. Quote:
    Originally Posted by Fireheart View Post
    Ummm, no. Actually, not just no, but Hell No! If you need Tough at 14, you're doing it wrong. If you're on a team and dying 'often', then your Team is doing it wrong - and so are you.

    While a Fire/** Tanker is still a Tanker and perfectly capable of doing a Tanker's job, the strategy and tactics are different. You don't play a Fire/** like a Stone/**. Fire is Dynamic, you don't just plunk yourself down in the middle of the mob and taunt-bot your damage-sponge to victory! You also don't join a PL team expecting your lowbie tanker to be able to perform at 50+ level - the game doesn't work that way.

    Despite not doing everything the way _I_ would, Neofusion has the critical bits in the right places.

    Be Well!
    Fireheart

    No disagreement here.
  8. I've tweaked your build a little throwing in 3 IO's. This will give you a little more defense, some kb protection and a touch more to hit. If you feel you're not getting enough kb protection you can add an additional steadfast in tough. If you want to free up a slot from somewhere else you could add another in Plasma Shield. If you feel like getting more IO's along the way there are certainly other suggestions that can be made.

    You'll want to get the four Accolades I've marked on the build as they'll help with +end and +hp, which will in turn improve recovery and recharge.

    Although I swapped out Temp. protection for Burn at lvl 49, you'll probably want it much earlier. Possibly in the early 20's, but that's up to you. You'll get a feel for it as you level up.

    Just some food for thought. It's been a while since I've just done a build with SO's and minimal IO's.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Neostigmata: Level 50 Science Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Fiery Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Fire Shield -- EndRdx(A), S'fstPrt-ResKB(3), ResDam(15), ResDam(19), ResDam(25)
    Level 1: Scorch -- Acc(A), Dmg(50), EndRdx(50)
    Level 2: Fire Sword -- Acc(A), Dmg(3), Dmg(5), Dmg(9), EndRdx(11), EndRdx(40)
    Level 4: Combustion -- Acc(A), Dmg(5), Dmg(7), Dmg(11), EndRdx(13), EndRdx(37)
    Level 6: Healing Flames -- RechRdx(A), RechRdx(7), Heal(15), Heal(17), Heal(19), RechRdx(33)
    Level 8: Consume -- Acc(A), RechRdx(9), RechRdx(25), RechRdx(33), EndMod(34), EndMod(45)
    Level 10: Hasten -- RechRdx(A), RechRdx(42), RechRdx(50)
    Level 12: Plasma Shield -- EndRdx(A), S'fstPrt-ResDam/Def+(13), ResDam(17), ResDam(27), ResDam(27)
    Level 14: Super Speed -- Run(A)
    Level 16: Hurdle -- Jump(A)
    Level 18: Health -- Heal(A), Heal(46), Heal(48)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Blazing Aura -- EndRdx(A), EndRdx(23), Taunt(23), Dmg(31), Dmg(34), Dmg(43)
    Level 24: Boxing -- Acc(A)
    Level 26: Taunt -- Taunt(A)
    Level 28: Fire Sword Circle -- Acc(A), Dmg(29), Dmg(29), Dmg(31), EndRdx(31), EndRdx(43)
    Level 30: Fiery Embrace -- RechRdx(A), RechRdx(43), RechRdx(48)
    Level 32: Tough -- EndRdx(A), EndRdx(33), ResDam(34), ResDam(42), ResDam(42)
    Level 35: Incinerate -- Acc(A), Dmg(36), Dmg(36), Dmg(36), EndRdx(37), EndRdx(37)
    Level 38: Greater Fire Sword -- Acc(A), Dmg(39), Dmg(39), Dmg(39), EndRdx(40), EndRdx(40)
    Level 41: Build Up -- RechRdx(A), RechRdx(48)
    Level 44: Weave -- EndRdx(A), Ksmt-ToHit+(45), DefBuff(45), DefBuff(46), DefBuff(46)
    Level 47: Rise of the Phoenix -- RechRdx(A)
    Level 49: Burn -- RechRdx(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 6: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  9. Rangle M. Down

    Generic Rant

    Quote:
    Originally Posted by Stormpsych View Post
    Generic Response citing that could not be bothered reading entire thread.

    Nonsensical comment about random posts throughout the thread.

    Obscure reference meant as a joke but will likely confuse people.

    Likening of several posters to historical figures.

    Obscure discussion of whether or not Likening is an actual word.
    Mildly condescending comment about the typo in your post. Followed by "Fixed". Adds nothing else important to conversation.
  10. Quote:
    Originally Posted by Neofusion View Post
    My problem is trying to understand if i even need hasten if not ok yeah ill drop it for CJ/SJ, but im just trying to figure out where im throwing those 2 other sockets, could someone post the changes to my build so i can see what you mean?

    As for Burn/Combustion what should i drop to get them both w/o losing def/resists?

    I'd prefer to keep SS but /shrug, if making/getting kb io's is honestly easier, and keeping hasten is worthwhile then i'd much prefer to do that... i don't know just confused about the whole IO situation as it is O.o

    Would it work better if i took tough/weave/acro earlier?

    Which would you as a player prefer: Combat Jumping/Super Jump vs. Hasten/Super Speed? Both bring different things to the table.

    Looking at your latest build it looks like you're not getting enough end redux in your attacks. Although it may seem like your biggest end usage is in your toggles, you'll burn through it faster with your attacks.

    As for the -kb IO's I'd try and grab a Steadfast -kb IO as soon as you can and place it either in Fire Shield or Plasma Shield. If I recall correctly you can get them as low as a level 10 recipe. Anywhere up to a level 17/18 should cover you should you ever exemplar down for the Posi tf in the future.
  11. Quote:
    Originally Posted by sturm375 View Post
    12 pts of KB Protection is overkill for all but 1% of the PvE content. 8 pts will do you for the VAST majority of the game.

    And btw, for the record, I leveled my fire/fire tank to 50 pre-IOs, with fight not leaping.

    I'll agree to disagree concerning 4 kb. Every discussion I've seen concerning kb has pretty much come to the conclusion that you won't see a difference between having 4 vs 8 kb protection. I do agree that shooting for 12 covers a very small percentage of the PvE content. Which again goes back to my 4 vs. 12kb.
  12. A couple of quick notes:

    You have no kb protection at all and you'll be getting bounced around quite a bit without. One option is to find a Steadfast -kb IO and stuff it in somewhere replacing a end redux in one of your resist powers early. (Typically you should shoot for either 4 (minimum) or 12 kb protection as anything below 12 doesn't cover what would be the worst kb in the game. ) Another option would be to grab Combat Jumping and put the Karma -kb protection in there. Nice thing about CJ is that it does provide Immob. protection and without burn you don't have any. A third option is Acrobatics, but with the advent of IO's most don't go that route anymore.

    Temperature protection is really only going to be getting you 12% cold resistance and 20% slow status resistance as you'll already be capped to fire resist. If you could live without this power you could replace it with Combat Jumping, but at an earlier time.
  13. Depending on what I was doing for the company:

    Mender Lazarus, Bat'zul, or Baphomet.
  14. Congrats on the new addition.
  15. I must say that in the end I'm just not sold on your suggestion. I think being able to run in Granite armor constantly isn't a bad thing. I do think Stone Armor under performs pre-Granite Armor and over performs in Granite.

    Personally I'd approach Stone Armor in a different manner then you've chosen. The ideas aren't perfect, but they work better in my mind. So here's my thoughts on the matter.

    • Rock Armor: Leave it as 16% s/l, add in 10% s/l resist-with the resist not enhanceable
    • Stone Skin: 10% resist all but psi
    • Brimstone Armor: Make it 16% f/c defense: keep 10% f/c resist, again leaving the resist un-enhanceable.
    • Crystal Armor: Keep it 16% e/n defense, add in 10% e/n resist: ditto on the not enhanceable resist.
    • Minerals: no psi defense, make it 25% psi resist, enhanceable.
    • Granite Armor: 4% defense all but psi, 20% resist all but psi, enhanceable. Does not toggle off other armors. Keep in the -def, -rech, -spd. Change the recharge to ~30 sec, not enhanceable.

    I've debated whether or not the resists in Granite should be higher or lower than 20%, but I think keeping it there is reasonable. Now you're only going to manage ~57% resist to all but psi (not including EE), instead of capped S/L and 78.7% resist to all but Psi. In the end, it is lowering the performance of being in Granite 24/7.

    I'd also reduce the endurance cost of Rock, Brimstone and Crystal Armors to .21 end/sec but keep the other toggles the same cost. So running all 5 armors and Mud pots will put you in Dark Armor's end cost range.

    • Rooted: Outside of Granite Armor, rooted would now have a -20% run speed and be changed to act like grounded while still costing the same endurance. However, I would create a flag so that, when Granite is toggled on, Rooted would still have it's original -90% run speed.

    Here's the one part that I'm not completely sure is feasible within the game:
    • Flag Speed boost in such a manner that any +rech and +speed will be 50% reduced while in Granite, but not reduced outside of Granite.
    Anywhosit, that's my two cents worth. I don't think this would break the Cottage Rule. It makes Stone Armor more of a Jack of all trades. Does this work OK?
  16. Quote:
    Originally Posted by Snow Globe View Post
    I just tried it as I wrote it above and it worked. I also tried unselecting chat then pressing the "/" key, which started the chat line.

    Have you redefined the slash key? Go to Options->Keymapping scroll down to the chat section, check the "Start Chat (Include Keypress)" has "Forward Slash" as one of the two keys bound to it.
    A. never redefined the slash key, but I'll certainly take a look to double check.
    B. not looking at this for me, but trying to help OP.

  17. Quote:
    Originally Posted by Snow Globe View Post
    Insert a 0.5 second pause after "/".

    <event type="keydown" keyname="SLASH"/>
    <event type="keyup" keyname="SLASH"/>
    <event type="delay" delay="500"/>
    <event type="keydown" keyname="S"/>
    <event type="keyup" keyname="S"/>
    <event type="keydown" keyname="E"/>
    <event type="keyup" keyname="E"/>
    <event type="keydown" keyname="N"/>
    <event type="keyup" keyname="N"/>
    <event type="keydown" keyname="D"/>
    <event type="keyup" keyname="D"/>
    <event type="keydown" keyname="SPACEBAR"/>
    <event type="keyup" keyname="SPACEBAR"/>

    And so on.
    Hm.. tried that on my g15 and it didn't work quite that way.

    Did
    <event type="keydown" keyname="Enter"/>
    <event type="keyup" keyname="Enter"/>
    <event type="delay" delay="500"/>
    <event type="keydown" keyname="SLASH"/>
    <event type="keyup" keyname="SLASH"/>
    <event type="keydown" keyname="S"/>
    <event type="keyup" keyname="S"/>
    <event type="keydown" keyname="E"/>
    <event type="keyup" keyname="E"/>
    <event type="keydown" keyname="N"/>
    <event type="keyup" keyname="N"/>
    <event type="keydown" keyname="D"/>
    <event type="keyup" keyname="D"/>
    <event type="keydown" keyname="SPACEBAR"/>
    <event type="keyup" keyname="SPACEBAR"/>

    etc, and that worked. Hm... curious.
  18. So let me get this straight, you're trying to create macros using the Logitech G-Series Profiler using CoH syntax, or am I misunderstanding what you're trying to do?

    For example: I've got a G-key Macro to buff my first teammate. (+denotes down stroke, -denotes release)

    +shift
    +1
    -1
    -shift
    +7
    -7

    The buff I wish to use is in power slot 7. Pressing once selects my target, pressing a second time buffs the target.

    That is different then the global channel bind I've got which is bound to Ctrl+J using CoH syntax: /bind j "beginchat /send "channel name" "

    I can set up the G key to fire Ctrl+J if I wanted to do so, 0r even a macro on my power bar.

    Which are you trying to do?
  19. Umbral, just to make sure I'm reading things correctly with the changes you're suggesting; if you're running Stone, Rock, Brimstone, Crystals and Minerals the un-enhanced totals would be:

    Quote:
    Def:
    • S/L: 20%
    • F/C: 4%
    • En/Neg: 20%
    • Toxic: 0%
    • Psi: 25%
    Res:
    • S/L: 11.25%
    • F/C: 36.25%
    • En/Neg:11.25%
    • Toxic: 31.25% (with Earth's Embrace up)
    • Psi: 11.25%
    Is this correct?
  20. Rangle M. Down

    Generic Rant

    Scathing comment about necroposting!


    Followed by link to Lolcat's picture.
  21. Hyper: Brimstone is 25% f/c resist, not defense.
  22. If you've got your build in Mids, let's see what you've got going on.
  23. Last night's impromptu raid went pretty well. Took a while to get enough people, but once we had enough it went fairly quickly.
  24. I have to agree with Grey Pilgrim, getting your defenses into the mid 20 to low 30's helps immensely.
  25. I know Nuclear Medicine has a lvl 50 Elec/Fire that he's used to tank Hami with and he seems to do quite well with it. I've just recently started an Elm/SS tank and have just gotten him to lvl 15. Fun so far.