-
Posts
2328 -
Joined
-
Quote:I'd be up for a Justice reboot. Not working tomorrow eve... "DHi all, I apologize for not being more active on the TTTs lately, but work has become a bit of a bear and is/was demanding lotsa' time. Hopefully that's behind me for a while and I can concentrate on important stuff like TTs again.
That being said and it only being one day away from the last Tuesday of the month...anyone up for a short notice impromptu TT tomorrow? I'm thinking we can Hit Justice again or maybe Freedom. Any thoughts? Anyone up for it?
-
Quote:This bind will toggle on Invincibility on the first key press down (again pausing before releasing) and Unyielding on release, the second press down will toggle on Weave with Tough starting on the release. Again, not a single key press and not a simple bind.
/bind [key] "+ $$powexectoggleon Tough$$powexectoggleon Weave$$powexectoggleon Unyielding$$powexectoggleon Invincibility" -
and this is for binding two toggles to the same keybind. It will trigger one on the downpress and the other on the release. FYI, you need to hold the key down for a moment before releasing.
Quote:Pressing down your bind will toggle on Weave and then after a moments pause when you release the key Tough will then toggle on./bind [key] "+ $$powexectoggleon Tough$$powexectoggleon Weave" -
Quote:Here's an example of a bind I'm using on my kheld at the moment. It isn't set for a pressdown/release triggering yet. I may get around to doing that eventually when I can figure out how to do it again. But with multiple presses of the keybind all the powers do get toggled on. Again, not a single press of the key and not a simple bind.
CTRL+\ "powexectoggleoff Dark Nova$$powexectoggleoff Black Dwarf$$powexectoggleon Gravity Shield$$powexectoggleon Shadow Cloak$$powexectoggleon Penumbral Shield$$powexectoggleon Twilight Shield$$gototray 1"
] "nop" -
There is a way to turn on a few toggles off of a single keybind, but it's more then a "single press" of the key. I don't recall exactly how you do it but you can have a down press of a key activate a power and the release of the same key do another. You can string together a few "toggleon" in one bind that with multiple presses of a key will toggle on quite a few powers. But as Panthera said, it's not a simple bind anymore. Nor is it a single press of said keybind.
I believe the + and - are part of the string. I'd found bits of info off in the Kheld forums concerning binds that had this, but it's been a while since I've set up those binds. I'll see if I can find a link to it. -
Quote:Stone/Stone. Same thing. Break free saved me from total faceplant..... Fortunately.My most frequent /facepalm moment lately . . .
Playing my Stone/Fire tank, I like to stay in Rock Armor until Granite is needed. So I run into the group of Malta to fire off my AoEs and gather aggro . . . forgetting, of course, to toggle on Rooted for my mez protection. I'm immediately stunned . . . and stunned . . . . and stunned . . . until faceplanted.
I've actually done that one a few times. -
I have a lvl 50 Nrgy/Ice Blaster that used to have Nova set next to the fly button.... until I hit the Nova instead of fly...
-
Quote:I'd still say add in the accuracy. If you don't hit you're not very end efficient either way.This is really just bad advice. Never, EVER slot for end reduction over damage in attacks. Slotting damage is universally better until you've hit the ED soft cap.
Take, for example, a power that does 1 damage for 1 endurance. It has a Damage-to-Endurance ratio of 1. Enhanced to 100% for damage, it will do 2 damage for 1 endurance, for a Damage-to-Endurance ratio of 2. Similarly, enhancing it to 100% for endurance makes it take half a point of endurance, which also results in a Damage-to-Endurance ratio of 2. Now, both enhancement setups will defeat an enemy with 4 HP using 2 endurance, but the setup enhanced for damage will do it with only 2 applications. Do you see? Enhancing a power for damage increases its endurance efficiency just as much as enhancing it for endurance cost reduction, while also making the power stronger. That means you'll kill things faster with less endurance, increasing your xp gain and shortening your trip to the high levels. -
If you haven't added in tough/weave yet, do so. Get's you closer to the "win" with Dark.
-
I'm still debating between making a wp/elm or a shield/elm. And no, I'm not making both. I have bad enough altitis as it is.
-
Quote:You only get that bonus while you have a mob in range of you. Here is how Invincibility works:
For each target in range, Invincibility gives you:- 5% / 3.75% defense
- 1% / 0.75% defense
1 mob - 6% / 4.5%
2 mobs - 7% / 5.25%
3 mobs - 8% / 6%
...
9 mobs - 14% / 10.5%
10 mobs - 15% / 11.25%
[edit: So if you don't have any mobs around you, you get no extra defense.]
Ok. Then that shows what I was seeing on my lvl 50 BS/Inv. Scrapper. Mids is showing a defensive bonus even when it's set to 0 in range, which threw me off. -
My understanding of Invincibility is that you get +def up to 10 foes in range. Does it also have a base defense just turning it on? This is for both scrappers and tanks.
-
Ok. No Guarantee I've got this correct but based on nothing other then a PvE enemy having a base 50% to hit you with no other modifications added in to muddy things:
-5.25% to hit debuff would result in them having a 44.75% chance to hit you.
-10% to acc. debuff would result in them having a 45% chance to hit you.
so the -5.25% to hit debuff is nearly identical to the -10% acc you were thinking you weren't getting, and actually a tad bit better.
If my math is incorrect, plz let me know. -
Quote:And if i recall correctly: -tohit >-to acc. I don't recall the formula off hand, but the -5.25 To-hit might just equate to around -10% acc. if not more. I'm sure someone who's played with the formulas before would have a much more accurate number then I.I made a Inv/DMtanker recently, I think he isabout level 6 or 7.
I swear that the two inital attacks in DM said that the secondary affect was a -10% acc. Now, it reads as (something like) -5.25 To-hit.
Can someone else confirm that I'm not dreaming here? I need to know if I should start whining.
Actually, go to this link: http://wiki.cohtitan.com/wiki/Attack...cy_for_Players gives a very good description of the attack mechanics. -
And as a fire blaster he'll never get the attention of any of the groups over the tanks aggro cap either. Oh, wait.. nvm.
-
Quote:Wow. Not quite word for word, but I had to re-read this to make sure it wasn't the exact same thing that you posted in the "Where do I fit Taunt in" thread. Pretty damn near though.Taunt only works on 5 mobs.
Your shield Charge will work on more than 5 mobs.
Plus you have AoE attacks that will will work on more than 5 mobs.
My first tank had taunt. It was very helpful for me as a noob tank to just spam spam spam tuant all over to help manage aggro. But, now none of my tanks have taunt. I find I am a better tank without taunt. I use my complete line of powersets to manage aggro AND now I am actually contributing damgage. Most importantly, I am enjoying playing tank more.
Spamming taunt was getting boring, and I could never go back to that ever again.
Taunt is a crutch and can lead to your team mates acting stupidly. But, if you feel you need it go for it.
Taunt, like any power is a tool of the set. If you feel it helps you as a tank grab it. If you feel it doesn't don't. Spamming taunt ISN'T what being a tank is about. If all you were doing was spamming taunt you're were being a lousy tank. -
The damage buff will stack until one of the rage's wears off. You will then still get the damage debuff from the rage crash, flooring your damage for a bit, before the continuing rage damage bonus kicks back in. -
Quote:This would be an interesting idea that might make everyone happy.
*However,* if there's an option to choose, like this:
-Legacy Granite Armor
-Color Tintable Granite Armor
-Other Large DE models (DE Granite/Sentry; color tintable as well)
-New Granite overlays
*That* would be ideal for all. I know what BaBs said in his post, but I think this would appease all. I know that I'd be willing to wait to get something like this implemented.
Personally I vote for change. Even if that change was limited to being able to color tint the current Granite model or being able to replace it with tintable Crystal and Lava themes. The only change to granite armor that I had wanted was for the ability to scale the size of the granite form so that my extremely short stone tank could run around in rubble size, but that's just me. -
Quote:The Tanker AT's main purpose is to hold aggro as you said...the part I'm having trouble with is the some have it...some don't. The only Tanker Primary that can get away with no taunt is maybe Ice Armor. Past that, if your a tanker without taunt...your just a scrapper trying to be a tank in disguise. Over the past 2 weeks, I've team with various tankers without taunt and each time...they have face-planted the whole team because they could not hold the aggro so the squishie ATs could support/heal/buff that particular tanker.
As for Gauntlet, it doesn't last as long as taunt and doesn't have the -75% ranged damage debuff with it. Taunt can also be used to hit those mobs just out of melee range that's trying their hardest to kill off your heals and buffs. Tanker's control aggro first and foremost, they take the damage to give team-mates a chance to rip them a new one while the mob's keep looking at you. It's kinda hard for the defenders to heal and buff if their fighting off mobs. The same goes to Controllers...they aggro like nuts and need tankers to keep the mobs busy with laying down holds to help said tanker.
Without everyone pulling together and doing their individual "jobs" on the team, the whole team fails...regardless.
Truthfully, if you can't manage aggro without taunt you should take it. But my fire/fire/pyre tank doesn't have taunt and doesn't have an issue managing aggro. I've been complimented by fire/fire blasters for keeping the aggro off them. If I felt I couldn't manage aggro on him he'd have taunt simple as that. Three of my other tanks have taunt because they needed it for managing aggro. As always YMMV.
Largo's suggestion of lvl 22 looks reasonable for getting taunt in that build. -
Still fairly new to the SS set but from what I understand: if you perma-rage you also don't get the end debuff and defense debuff of the crash as well.
-
I'm in the midst of running Gaussian's "The Red and Black" arc through Ouroborus. While running the "Raid Hidden Longbow data center" mission the Security Squad leaders group shows up as allies instead of ambushes after I've clicked on the glowies. I logged in and out of the game twice resetting the mission and had the same results all three times I ran the mission.
-
-
Wait! You mean there are other servers besides Justice? er uhm... nvm.
Thanks again for another fun TT on Justice last night. The Moonfire TF went very smooth. -
Personally I'd switch out the GotA's in Phalanx for LotG defense and +recharge. But that's just a personal preference.
If you've already gotten accolades you should enable them in your build as well. You'll be able to see how they effect your regen and recovery. -
You're not truely soft capped. PF is showing numbers with another person in range. You're actually under the softcap. With no on in range of PF you're getting 5 pts of defense, not the nearly 9 you're currently showing.
Also the Regenative unique would serve you better being slotted in health then in OwtS. Replacing one of the Health IO's with it gives you a consistently better regen rate.
Completing just one set of the Multi-strikes will put you nearly at the melee soft cap with no one else in range of PF.