Rangle M. Down

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  1. FYI: I was referring to a private message I received from him mid June of 09 asking about the ability of a power to knock targets towards the caster instead of away. It seems our information/interaction covering such an idea has been different. Of course, depending on the way our particular questions were asked, both could be considered valid answers.

    I can only go by the information I have directly from the horse's mouth, so to speak. So for now, I'm basing my comments on that. If it turns out they can do it as easily as you say, sweet! It would be a fun addition/change to the game.
  2. Rangle M. Down

    Disappointed

    Quote:
    Originally Posted by Coyote_Seven View Post
    It's very much debateable whether or not videogames are an artform, so please don't speak in such absolutes. They may very well be eventually, but I'm not convinced that they are now. Certainly most games out there right now would not count, and they are not recognized as such by any art academy or instition that I know of (is there an equivalent of the Oscar or Tony award for them? I'd certainly like to know!).
    Art takes on many many forms. Dismissing video games as not being an artform since they haven't existed for a century is being a tad bit shortsighted. On top of that, they do incorporate many art forms in a different media.

    Paintings are used to create the visual settings and effects you see. Painting is an art form.(Moving pictures if you wish to use the movie analogy.)

    The use of lighting to help convey the settings and moods. Think theatrical lighting design. Different tool sets, but still an art form.

    Music is most certainly an art and combining auditory sounds/effects and music is also considered an art. (again, go back to the movie references for sound editing, etc. It is considered an art to film makers)

    Writing is also considered an art ( some will argue writing code is art, but I won't get into that. ) so the stories, dialog, history, etc, used to create the world we play in comes from that art. What we're immersed in is certainly not technical manuals or how to guides, even though there is some of that in the help sections.


    What is considered art or not art from an aesthetic stand point can certainly be a hot button topic, especially when it comes to what is considered "fringe" art by some. (examples would be nude pictures in art galleries to Madonna's 1989 "Like a Prayer" video, the video being considered blasphemy by some.)

    Whether or not you consider it an art form or not, well, that would be subjective and I can't speak for your opinion. To me, it is a combination of many artforms used to create entertainment for us. And an art unto itself. Mind you some video games are lousy art (akin to the velvet "dogs playing poker" posters) but I don't consider this one to be lousy art by any means.
  3. Quote:
    Originally Posted by BlastRaider View Post
    Ive been 50 about a week now. been running with 50 generic IO's and ready to start looking for what sets i could use.

    deflection
    truegrit
    phalanx fighting
    shield charge
    One with the Shield

    all 6slotted

    just looking for ideas to plug into these slots.

    thanks any input would be grateful
    I agree with Herculea about your six slotting Phalanx and OwtS. This is my current plan for this particular toon. In the end it gets me just over the softcap and I'm sitting with 349% regeneration. Not the greatest build, but it works for me.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Big Thump: Level 50 Natural Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Deflection
    • (A) Impervium Armor - Resistance/Endurance: Level 35
    • (3) Impervium Armor - Resistance: Level 35
    • (17) Serendipity - Defense: Level 35
    • (19) Serendipity - Defense/Endurance: Level 35
    • (25) Serendipity - Defense/Endurance/Recharge: Level 35
    • (39) Serendipity - Defense/Recharge: Level 35
    Level 1: Jab
    • (A) Pounding Slugfest - Accuracy/Damage: Level 30
    • (5) Pounding Slugfest - Damage/Endurance: Level 30
    • (9) Pounding Slugfest - Damage/Recharge: Level 30
    • (40) Rope A Dope - Accuracy/Recharge: Level 35
    • (46) Rope A Dope - Accuracy/Endurance: Level 35
    Level 2: Battle Agility
    • (A) Serendipity - Defense: Level 35
    • (3) Serendipity - Defense/Endurance: Level 35
    • (7) Serendipity - Endurance: Level 35
    • (19) Serendipity - Defense/Endurance/Recharge: Level 35
    • (31) Luck of the Gambler - Recharge Speed: Level 35
    • (37) Serendipity - Defense/Recharge: Level 35
    Level 4: Punch
    • (A) Touch of Death - Accuracy/Damage: Level 35
    • (5) Touch of Death - Damage/Endurance: Level 35
    • (9) Touch of Death - Damage/Recharge: Level 35
    • (40) Touch of Death - Accuracy/Damage/Endurance: Level 35
    • (46) Touch of Death - Damage/Endurance/Recharge: Level 35
    • (46) Touch of Death - Chance of Damage(Negative): Level 35
    Level 6: Active Defense
    • (A) Recharge Reduction
    • (7) Endurance Reduction IO: Level 35
    Level 8: Air Superiority
    • (A) Pounding Slugfest - Accuracy/Damage: Level 30
    • (13) Pounding Slugfest - Damage/Endurance: Level 30
    • (15) Pounding Slugfest - Damage/Recharge: Level 30
    Level 10: True Grit
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (11) Steadfast Protection - Resistance/Endurance: Level 30
    • (11) Miracle - Heal/Endurance/Recharge: Level 35
    • (17) Miracle - Heal: Level 35
    • (25) Miracle - Heal/Endurance: Level 35
    Level 12: Phalanx Fighting
    • (A) Luck of the Gambler - Defense: Level 35
    • (13) Luck of the Gambler - Recharge Speed: Level 35
    Level 14: Fly
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 35
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 35
    Level 16: Swift
    • (A) Run Speed IO: Level 35
    Level 18: Health
    • (A) Regenerative Tissue - +Regeneration: Level 30
    • (31) Miracle - +Recovery: Level 35
    • (37) Miracle - Heal: Level 35
    • (43) Miracle - Heal/Endurance: Level 35
    • (45) Numina's Convalescence - Heal: Level 35
    • (45) Numina's Convalescence - +Regeneration/+Recovery: Level 35
    Level 20: Stamina
    • (A) Endurance Modification IO: Level 35
    • (21) Endurance Modification IO: Level 35
    • (21) Endurance Modification IO: Level 35
    Level 22: Knockout Blow
    • (A) Crushing Impact - Accuracy/Damage: Level 35
    • (23) Crushing Impact - Damage/Endurance: Level 35
    • (23) Crushing Impact - Accuracy/Damage/Endurance: Level 35
    • (37) Crushing Impact - Accuracy/Damage/Recharge: Level 35
    • (39) Crushing Impact - Damage/Endurance/Recharge: Level 35
    Level 24: Against All Odds
    • (A) Taunt Duration IO: Level 35
    • (34) Endurance Reduction IO: Level 35
    Level 26: Shield Charge
    • (A) Multi Strike - Accuracy/Damage: Level 35
    • (27) Multi Strike - Damage/Endurance: Level 35
    • (27) Multi Strike - Damage/Recharge: Level 35
    • (34) Multi Strike - Accuracy/Endurance: Level 35
    • (34) Multi Strike - Accuracy/Damage/Endurance: Level 35
    • (36) Multi Strike - Damage/Endurance/Recharge: Level 35
    Level 28: Rage
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 35
    • (29) Adjusted Targeting - To Hit Buff/Recharge: Level 35
    • (29) Adjusted Targeting - Recharge: Level 35
    Level 30: Boxing
    • (A) Pounding Slugfest - Accuracy/Damage: Level 30
    • (31) Pounding Slugfest - Damage/Endurance: Level 30
    • (39) Pounding Slugfest - Damage/Recharge: Level 30
    Level 32: Haymaker
    • (A) Crushing Impact - Accuracy/Damage: Level 35
    • (33) Crushing Impact - Damage/Endurance: Level 35
    • (33) Crushing Impact - Accuracy/Damage/Recharge: Level 35
    • (33) Crushing Impact - Accuracy/Damage/Endurance: Level 35
    • (40) Crushing Impact - Damage/Endurance/Recharge: Level 35
    Level 35: Tough
    • (A) Reactive Armor - Resistance: Level 35
    • (36) Reactive Armor - Resistance/Endurance: Level 35
    • (36) Reactive Armor - Resistance/Recharge: Level 35
    • (43) Reactive Armor - Resistance/Endurance/Recharge: Level 35
    Level 38: Taunt
    • (A) Perfect Zinger - Taunt: Level 35
    Level 41: Foot Stomp
    • (A) Scirocco's Dervish - Accuracy/Damage: Level 35
    • (42) Scirocco's Dervish - Damage/Endurance: Level 35
    • (42) Scirocco's Dervish - Damage/Recharge: Level 35
    • (42) Scirocco's Dervish - Accuracy/Recharge: Level 35
    • (43) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 35
    Level 44: Weave
    • (A) Gift of the Ancients - Defense: Level 35
    • (45) Gift of the Ancients - Defense/Endurance: Level 35
    • (48) Serendipity - Defense: Level 35
    • (50) Serendipity - Defense/Endurance: Level 35
    Level 47: Grant Cover
    • (A) Luck of the Gambler - Defense: Level 35
    • (48) Luck of the Gambler - Defense/Endurance: Level 35
    • (48) Luck of the Gambler - Recharge Speed: Level 35
    Level 49: One with the Shield
    • (A) Reactive Armor - Resistance: Level 35
    • (50) Reactive Armor - Resistance/Endurance: Level 35
    • (50) Reactive Armor - Resistance/Endurance/Recharge: Level 35
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 4.5% DamageBuff(Smashing)
    • 4.5% DamageBuff(Lethal)
    • 4.5% DamageBuff(Fire)
    • 4.5% DamageBuff(Cold)
    • 4.5% DamageBuff(Energy)
    • 4.5% DamageBuff(Negative)
    • 4.5% DamageBuff(Toxic)
    • 4.5% DamageBuff(Psionic)
    • 7.06% Defense(Smashing)
    • 7.06% Defense(Lethal)
    • 6.13% Defense(Fire)
    • 6.13% Defense(Cold)
    • 10.8% Defense(Energy)
    • 10.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 9.25% Defense(AoE)
    • 29% Enhancement(Accuracy)
    • 32.5% Enhancement(RechargeTime)
    • 189.7 HP (10.1%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 9.35%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 1.65%
    • 11% (0.18 End/sec) Recovery
    • 84% (6.57 HP/sec) Regeneration
    • 0.95% Resistance(Fire)
    • 0.95% Resistance(Cold)
    • 3.13% Resistance(Negative)




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  4. Quote:
    Originally Posted by Umbral View Post
    Your specific design for it was virtually identical to Energy Aura. The set that is being proposed here is actually different from a mechanical perspective.
    You're correct, although I hadn't seen it at first, my layout was virtually identical to Energy Aura's. Again, as I said previously: they were correct as well. But it still comes down to this "Force Fields are energy fields that protect allies. Energy Aura are energy fields that protect the user." quoting a Starsman comment to me. A Force Field defensive set would still be energy fields that protect the user. There maybe mechanical differences, but at it's core it's still an energy aura.

    Quote:
    Originally Posted by Umbral View Post
    Actually, it is possible. It simply requires the creation of a new effect by changing, in the code, knockback to knock in a different vector. This was done to create knockup (they made it move you in the z axis rather than the x-y axis). To generate knocktowards, they would just take knockback and alter the movement vector to be the negative of knockback.
    When the powers guy, aka Castle, tells me they currently cannot do that within the game I tend to give him the benefit of the doubt. Mind you that was from a few months ago so thing certainly could have changed. As they say, the one constant thing in life is change.

    That being said, I would like to see a force field "effect" whether it be from a new powerset or from a customization option for Shields and Energy Aura.
  5. Personally, I'm not a fan of taking as many of the travel pool powers as you have. I can understand Hasten, Combat Jumping, and even Hover for both recharge and help with defenses. (Although if you plan on taking Burn you'll need to drop out of Hover to use it.)

    Adding in both Fly and Superspeed takes up a power choice I'd prefer to use else where. (thematically if you're toon doesn't have wings you can always grab the raptor pack from the Shadow Shard Jet Pack vendor to cover you're flying needs)
  6. I started a similar thread here: http://boards.cityofheroes.com/showt...ht=force+field

    It was pretty much stated in the thread that it was pretty much Energy Aura by those that took a look at my idea. I somewhat reluctantly had to agree. (and yes, they were correct ) I suspect the easiest and best way of getting a "Force Field" set for Tanks/Brutes etc. would be having a new customization look for either Shield Defense or Energy Aura.

    One of the ideas I had for a power that didn't make it on my list would have been a collapsing field: A field that knocked the targets towards your character as opposed to knockback/knockdown. I found out it's not mechanically feasible within the game engine to do that unfortunately.
  7. Every post I see talking about it focuses on typed defense over positional. See Call_Me_Awesome's guide in the Tanker's guide stickied thread. It's very well put together.
  8. All tank types and levels are welcome to the Tanker Tuesday events. Bring whatever you wish to play. No restrictions beyond: Bring a tank!

    Well, be on time might be the only other one.
  9. I have to echo Terror as well, it really comes down to which one you enjoy the most. IO's can make both into phenomenal tanks.

    I suspect the popular choice will be Inv/SS as you're less focused on overcoming the short comings of Granite Armor/Rooted as much as you're focused on getting to the defensive softcap and adding in recharge etc. to Inv.

    (As someone with 'severe' altitis... I tend to spend inf/merits on whichever toon I'm focused on IOing that week. )

    But again, which one do you enjoy playing more?
  10. Quote:
    Originally Posted by Aett_Thorn View Post
    Ummm...okay. For tankers, it's mag 4, like most of the other Taunt auras. Though, it does seem to have a longer Taunt duration than most taunt auras (minus Invincibility), so that could have had something to do with it.

    Maybe I stated it wrong. I suspect that the AAO taunt aura put the scrapper over the proverbial aggro bar on top of the other threat level adjustments. Since the taunt aura hadn't been mentioned in the conversation yet, I just wanted to add that into the mix as to possibly why the scrapper kept aggro.

  11. Quote:
    Originally Posted by Aett_Thorn View Post
    The Scrapper might just have been pumping out so much more damage than you that he stole aggro. What levels were the two of you? What attacks did you have? There's a lot more to getting aggro than just letting the aggro aura work.

    Remember that the Threat formula is this:

    Threat = Damage * DebuffMod * AI Mod * RangeMod * AT Mod * (TauntDurationRemaing * 1,000)

    So, if the BS/SD Scrapper is putting out more damage, and you're a lower level Tanker (your Taunt effects, except Taunt, have a scaling duration on them as you level), then it might have been easier for the Scrapper to steal the aggro.

    If the Scrapper went in first, this would make even more sense, though, as, from Castle, you need to have twice as much Threat as the current target in order to steal aggro from them.

    Don't forget AAO for Scrapper Shield Defense is also a mag 3 taunt aura(at least according to City of Data) and probably had a great deal (possibly the primary reason) for the Scrapper holding the aggro over the tank.
  12. Quote:
    Originally Posted by Airhammer View Post
    Here is my current build I have on Mids.. Im level 41 now. I can skip combat jumping because of vet status...
    If you don't need that extra little defense you get from combat jumping. Some folks grab CJ to get them to the defensive softcap.
  13. Interesting build. Nice defense/recharge. Noticed you've broken the rule of 5 with the +5% recharge bonuses. And you're right, you wouldn't want to ex down to far with this build.
  14. According to City of Data:

    Fiery Embrace:
    • DMG(Fire) +100% for 20s [Ignores Enhancements & Buffs]
    • DMG(Smashing, Lethal, Cold, Energy, Negative, Psionic) +80% for 10s [Ignores Enhancements & Buffs]

    Build up:
    • ToHit +20% for 10s
    • DMG(All Types) +80% for 10s [Ignores Enhancements & Buffs]
    Build up would not only give you your bonus to damage to your primary methods of attacking, but also a bonus to hit for all your attacks vs. Fiery Embraces boost to damage. Build up also recharges quicker so it would be up more often for you. (Base 90s recharge vs base 180s recharge.) If you're only going to take one: build up would probably be the better choice.

    Mind you on my fire/fire tank I fit both in so I didn't have to make that choice.
  15. Quote:
    Originally Posted by Aggelakis View Post
    Current thread on this topic here (though admittedly with a terrible title for skimming).
    I'm so glad you approved of my title.
  16. Just noticed after todays patch sometimes my team mates name won't show up when they're in a different zone. Example:http://img119.imageshack.us/i/screen...14212531m.jpg/

    Anyone else having this issue?

    Also: this image: http://img115.imageshack.us/img115/1...014221151h.jpg shows the blaster, who I know is in PI, as being in Nerva

    Sorry if someone has already made mention of this before..
  17. Thank you as well. It certainly was another fun event.
  18. Quote:
    Originally Posted by Heraclea View Post
    Those stores will require you to run a mission for the contact before you can use them. In the Rikti War Zone, there is a store that sells and buys enhancements from 35 through 50 that is open to all, without prerequisite. Entrances to the War Zone are in the Vanguard compounds in Atlas Park, Founders Falls, and Peregrine Island.

    There are similar stores in the Midnighter Club and Cimerora. To get access to these, you must first run a story arc that awards several badges, that you get from Montague Castellanetta (sp?) in the University in Steel Canyon. Doing his story opens the club, Cimerora, and the Imperious Task Force for your character, so this is even more worthwhile than running the origin store missions.

    Hm... forgot there was a store in the Midnighter Club. The other stores were mentioned earlier in the thread, although the details to accessing them weren't mentioned. My bad for not including that info.
  19. Rangle M. Down

    Travel Powers

    Quote:
    Originally Posted by Flyman View Post
    With my villain characters I always take Fly. Always.
    I've found that the maps are just impossible with superspeed (Grandville especially), and superjump can be really bad with those decorated houses and narrow alleyways. I always got stuck on some gargoyle, windowsill or fire escape.

    And I just prefer Flight over Teleport, which can be a real pain in the lower levels. Having to rest after every jaunt or so...

    And with heroes I usually go either with Superjump or Flight. Rarely I take TP, and never Superspeed.
    My dislike of SS comes from a friend who had it with all of his toons. He never moved when he got to a map, just waited until everybody else were at the mission door, and started moaning for a TP. "It's too much of a hassle to run on the ground thru these complicated maps", he said.
    Why would you take a supertravel that you never actually used?

    Sounds more like your friend was a bit of a slacker/whiner. That becomes very apparent when you're running a toon with Recall Friend and one of your team mates is always asking for a tp to the next mission instead of making their own way there. I won't hold a grudge against lower lvl toons that haven't gotten their travel powers yet, but when the player who has travel powers isn't even making the effort....

    I use any of the travel powers that fit the character, so I do have several SS toons redside. And yes, in some areas it is more of a pain then others, but with the combination of the Raptor/Zero G packs available in game and the Good vs. Evil Jump Pack vertical movement in areas like Grandville can be achieved with only a few pauses in travel to change modes. But as always your mileage may very.
  20. Quote:
    Originally Posted by Bunker View Post
    it's all coming back

    played around last night and decided I am for sure going to subscribe again.

    spent a little while "playing" the market and managed to make half the mola to equip my defender with IO's ehhhh it was an experiment to see what I could learn about the market and invention system.

    BTW I hadn't run the mission in PI (for access to 35-50 SO's) on my Defender and i know I bought lvl 40 SO's somewhere else. I could have sworn there was another spot.

    One more question; when last I played you had to do a reactor mission to get respecs and I don't remeber what happened to your SO's... do you loose them all if/when you respec and why would you respec if you can have dual builds? (something else I learned yesterday )

    Thanks again guys, I'll be flaming again REAL soon!

    You can buy lvl 30-40 SO's from contacts in both Brickstown and Founders Falls. Which zone depends on your origin. If I recall the Magic and Science stores are in Bricks and the others are in Founders.
  21. You can also hit the stores in Cimerora (Julia Pria) or in the Rikti War Zone entrance area by Serpent Drummer (Vanguard Quartermaster) for lvl 35-50 SO's.
  22. Rangle M. Down

    Gauntlet 2.0

    Personally I don't get this overall tank vs. brute mentality. It really should be more of a scrapper vs. brute.

    Base defense for scrappers and brutes are equal. Same numbers folks.

    Base damage for scrappers is higher then brutes without fury. (and that doesn't include crits) It takes until the fury bar hits in the mid 30's for the base damage of brutes to equal the base damage of scrappers, not that that is hard to maintain. Again, this doesn't include criticals. I'm sure that with a constantly high fury bar that the brutes do out damage scrappers in the long run.

    So if scrappers with their equal defensive numbers to brutes and quite high damage haven't killed off tanks I really don't see how brutes will do it either. If anything I would think more players would want to play brutes as they can achieve higher overall damage compared to scrappers thus threatening the scrapper AT, not the Tank AT.

    As for Gauntlet 2.0, I've already put my two cents worth in before.
  23. Quote:
    Originally Posted by Hellwraith View Post
    I won't even include Blazing Aura's small damage bonus in the discussion, since it really is not significant.
    Oddly enough I've always found that my damage aura ends up doing a significant amount of damage compared to other attacks, sometimes by quite a margin. It may be small orange numbers, but since it's a constant aoe effect, those little orange numbers do add up.
  24. Quote:
    Originally Posted by Balorn View Post
    I've been working on a Fire/Fire tank (my first serious attempt at playing a tank), currently 38, and while it's great for soloing massive hordes of weaker enemies, it seems to be less than stellar in team situations.

    On many teams, I have trouble staying alive. I take damage faster than I can heal it, and if I get hit with slows I'm pretty much dead unless I have plenty of insps. If there's another tank on the team, they almost always do fine, soloing spawns I have trouble surviving with the group's support. I generally have to use RotP at least once a mission.

    I have my armors and Tough slotted with 3 resists plus endred, I have a -KB IO in Combat Jumping, and I have Healing Flames with 3 recharge and 3 heal.

    I've been told fire tanks aren't good as tanks. I was even "informed" (I got kicked from a forming TF) that the only way a fire tank can really tank is if they have Hasten and are fully IO'd; otherwise they're essentially a leech.

    I don't want to take Hasten (I don't have the spare power choices or slots anyway). I can't yet afford to be fully IO'd. Do I really need both to do tank with fire, or am I just incompetent at tanking?
    I feel for you Balorn. My first tank was a fire/fire. I spent most of the time playing with him on smaller teams if not soloing. Cimerora opened up after I'd gotten him to 50 so I took him on an itf for the first time.... It was the first time I'd had him face plant that bad and it was consistently through the task force. Very embarrassing and very much a !@$%@$ moment.

    The advice here is good, but you need to sort through it and find what works best for you. It was mentioned in a post here briefly, but if you can get the Steadfast Unique +def/res it's a nice bonus. (with the steadfast -kb slotted with it it's a 1.5% boost to recovery) Reactive Armor in your resists will give a little bit of a defensive boost as well. Most folks only 4 slot it for the s/l bonus. The Reactive's are only 50 merits each I believe, so it's not that difficult to get a full set of the recipes.

    Don't give up on the fire tank. A little TLC makes it a very strong tank indeed.
  25. I'm sorry to say that Impish Kat and I will probably be late to tonight's Tanker Tuesday event, if we make it at all. Something last minute came up and we won't be back for a few hours. Have fun without us if we don't get back in time.