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Posts
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Joined
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Lisa Williams was my 2nd account
CoT is by far the most annoying to fight, specialy when they trow a bunch of -acc.
drops were ok, TF reward was stupid -
I wouldnt call the Sonic knockback a good control power. First its quite long animation, second it has a rooting animation (its basicly gale). Energy torrent beats that power by far, only range is little less.
But rating primairy on their control, cannot be done without checking secondairy. As a AR/ice has far more control then a sonic/fire for example. But yet AR is rated lower as control then sonic. The strength of a primairy is related to secondairy and visa versa. -
Ooooh.. this looks ouchy.
-Brawl, drop the slot. Power is fun, helps gauntlet bitty but thats it.
-Powerslide, drop the slot. Its a sprint power, nice but not worth a slot.
-Stone skin, drop 1 slot. 3 is enough, 3 SO resist hits ED.
-Rock armor, asume you have 2end-red / 3 defence.
-Mudpots, with 6, 2acc/2endred/2taunt would be best. Using IOs can drop few slots
-Crystal armor, if you plan to use it more, go for a 1-2endred/3defence
-Minerals armor, this can come in handy at higher lvl ingame, one of the few Psionic defence toggles. Again, if you use it, go 1-2endred/3defence. Overall you wont be needing this power a lot, but as always learn your mobs and their damage.
1 I miss, Rooted. It gives a high mez-resist, great regen and prevent repel,knockback,knockdown, and knockup. It is a great power, but has a very very high slow penalty, making you walk very slow.
Jab is good, lousy dmg, 1 acc is enough
Haymaker, asume 1acc/3dmg/1rech/1endred
Knockoutblow, see Haymaker
Handclap, I say, drop this or drop once you get footstomp. Handclap is a nice aoe stun, but has bad accuracy, high end usage and does knockback, wich is bad for a tanker
Taunt, once you play more in granite, add 1 or 2 slots, going for 1taunt/2recharge
After lvling up i suggest to slot Granite first, going 6 slots. 3resist/2def and 1 end-red for me was a nice setup.
First a few informative things about Stone/SS.
Fly is 1 of the slowest travel powers ingame. This compensate by full manouverability, in all possible ways. (SS bounded to running, SJ goes up, but has to come down, TP is nonstop clicky and can be somewhat annoying). A while ago Devs added something new, called Enhancement Diver.. something, shortterms ED. Basicly this means that after a certain % of enhancements the %-buff will drop massive. Easy said powers (except a few, but we drop them for a sec) are devided in 2 classes. The 5/10/20% (as defence, resist) and 8/16/33% (damage acc). ED makes sure that after 60ish% in first class, 90ish% in 2nd class, your next SO of that kind will hardly boost the % anymore, at most 1-2%. It forces you to combine things more, think about slotting.
First of all, Stone is somewhat unique among the other tankers. The power Granite is defence/resist-wise 1 of the strongest powers ingame. It is a toggle unlike powers like unstoppable, Moment of Glory, Elude, Hibernate.. but it comes with great penalties.
Inside Granite you turn into a big pile of stones, unable to use any other armor of the stone set. And tbh, you wouldnt need those anyway. Why is the power so awsome? Well it provide a great defence to all type except Psionic and a massive resist to all types except Psionic. Fully slotted there are very very few mobs that can serious dent your tanker.
The penalties however are to think about. First you get a great slow penalty, second is a recharge penalty (equal to about 2 SO recharge) and you have NO ability to jump. Important, activating a travel power (sprint, SS, SJ, fly etc) will drop Granite, this you should remember when fighting mobs.
You can combine a Granite and rock/crystal/mineral/rooted build, abit more versatile but you might get in trouble with slots and powers.
I do suggest taking Fitness pool (swift,health,stamina) and slottnig swift with 3 SO sprint to compensate the slow in Rooted and Granite. (running both still makes you slow as a cripple turtle, but it helps abit). Second of that, TP will come in handy once you use granite more, specialy if u hve to move up places where you cannot jump in granite.
If you need some more ingame help, add me on @SinergyX (global) or friend MaceX. -
Sorry, was bitty confused written down. Hope Mael put it down better
value + percentage = value x (1 + (perc/100)).
so 3 SO = 20 + 60% = 20 x (1 + 0,60) = 20 x 1.6 = 32%
Confusing part is that the value itself is already a percentage
I thought Ninjitsu are equal to SR? Else it compensate by having a heal/confuse power wich SR doesnt have. -
I would simply say:
base def + enh = total def of a power.
All powers added + SetBonus % = total defence.
Base 20% def ranged, 2 20% SOs make 20 x 1.40 = 28%
Setbonus 3% ranged.
Resist unique 3% def all
Total; 28 + 3 + 3 = 34% ranged
Might be bitty confusing, but would be lame if the 3% setbonus was a enhance bonus to your base def values (aka 1/3rd of a TO).
But iirc, highest def-enhancements i've seen are 26ish%, the IO lvl50's. As you mention +50% def. -
Wich power be stated without position? Would asume powers such as calltrop and sortlike, but dont they have a auto-hit thing?
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It seem it is. I remember that they fixed up a bunch of powers like Forcfield bubbles that they both typed as location defence give. Same with weave and that leadership one.
IIRC most setbonus give typed defence, only a few i've seen with location based. -
The only thing i dont know yet about that last part, take that stupid wailer for moment. Sonic attack, being smash and energy. Picking a stone brute you get (quick numbers, just example) 20% SL and 15% NRG defence.
Now does the system do a 1 check only (20% def) or will it check again, asume it hit dispite the 20% SL def, on the NRG defence? In other words, is it even usefull to have the NRG def toggle running against wailers as your SL defence is already taking all the tohit checks (exception on the cone sleep, wich is only nrg, but asume we have mez-resist ey). -
Update halfway, i started 18.52 GMT+1 (close to 6pm bst). Currently going for the last 3 missions, actualy it isnt that hard as i expected to be. Big help is the temp base powers, end-recov, +recharge, minor-stealth and runspeed. Saves alot on ghosting
Doing it btw with a stone/SS tanker (rooted ftw)
Edit: and i'm doneEB at the end was kinda tricky, psi dmg and did 3 times confuse on me... recipe was kinda stupid, the call of the sandman acc/slp/rech, but afteral i did it for the badge
And never gonna do it again -
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its a DoT
[/ QUOTE ]So is full auto
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Full Auto beats Blizzard because:
1. no end crash
2. even mobs run away, they still being hit (initial tohit = full dmg)
3. ever seen a 3ft tall girl with huge boobs holding such insane big supersoaker emptying all her clips?
Hm.. i reconsider it because it do looks like Xmas snow. -
Why?
1. its a DoT
2. its a DoT
3. its a DoT
need to say more? -
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I'm sure most people will disagree with something...
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Actualy with quite alot
But that is way too depending on playstyle and preferences. -
Do mind that archery has the annoying redraw animation, what made me kinda fed up with my 41 AR/ice blaster.
As of Ice vs Elec, elec has Zapp as compensation. It does bitty more damage then BiB, same recharge but only its a long animation and interupt (but that case Nrg loose bigtime). Both get holds, the Nuke of Elec beats Ice any time. (Blizzard just isnt what it should be). The sentinal is actualy funny to have, does okish damage and just looks funny.
I think final choice comes down what you like. Elec is nasty due it always 'connects' with the mob, even if it misses. Sound is ok, TB is just plain awsome. Fire has no mezz power, can be annoying and i just dont like that nonstop fire blazing sound (also the snipe). TA/AR come down to redraw, weapon choice and 'heroism'. Sonic at first is a very very annoying sound but you get kinda used to it. Finaly NRG, wich is nice, looks nice but is somehow pretty gimped due knockback, overal not that uber dmg and stupid long animations. Nova makes up alot for it though.
Elec/elec is known as awsome power with same has ice a double hold (3 with epic) and has lotsa tricks, combined AoE and ST. Ice/nrg is close to master of ST damage, massive -recharge/-slow and can archive a high mag hold ability. Fire... just dont like the set so never got beyond 26 to judge its 'fun factor', wich was at them time no where near my ice/nrg, nrg/ice, AR/ice or elec/dev.
/fire is fun if u team alot with a agro-magnet tanker, solo i never liked it a single bit, specialy if u see the ST damage elec and nrg can ditch out. As said, ice is the 'looser' in the set making quite some powers pretty useless. Dev is nice and often synergise with primairies that have stun (sonic and AR). -
I try to hit 6pm, still gotta find best toon to wrap this up and still needs his badge. I loose IO setbonus, so that might get tricky.
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I will be on around 5-6pm BST, i still need to find good solid set to start with. (focusing on lvl16 or i go for a exemp down with my tanker).
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Ice patch with 5 mobs going buildup and spam (yes thats 3 sec recharge) ignite. The power of AR/ice
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damage - i'd say that stone melee is one of the most satisfying tank secondaries, you just have so many toys to play with and like energy transfer, its very satisfying to build up and siesmic smash an orange con to arrest in 1 hit.
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I quite love SS, mostly due Rage having 2 minutes of massive damage boost is quite enjoying. Downside is having the 10 sec crash, but i hardly use it in teams anyway.
My most enjoying power is Cleave, the headsplitter of Tankers. Position yourself, line up the mobs, Buildup and let it go. Hello 4x (if lucky) 300+ damage. The sound, the crash, the knockdown, the animation.. i just love Axe. But with all candy loving, axe and mace are so weak against high sl mobs, like crey tanks, council bots and cot ghosts.
Most of the time i ask people nicely if they can mind the knockback/around. Often Nrg blasters position themselfs correctly to smash them against a wall, or try to avoid massive scattering. But i live by responciblity, if you agro, dont blame me if you die, i will help as much as i can though. Same goes with knockback or 'blappers'. -
Hm.. i might go for a run myself too, just to find the best build to finish it. As i have 2 accounts, 2 computers, i only need a 'kickstarter' for me able to start it. Wont be that big problem
Anyway, just give a yell if u need a kickstarter, i have several 10-15 toons on both accounts. -
elec/nrg after powerboost is master of drains. PB->discharge->TB and iirc even bosses (if survive) wont have any end left. Suits even nicer with ele epic (EMP) making a pretty massive insane end draining nuke.
The biggest boom nuke is nrg, sound, white bright light and (sometimes annoying) massive knockback. After that fire and elec(ranged aoe), followed by sonic (not much graphics but stats are awsome) and finaly ice and AR (massive snowstorm and just a full auto)
If you stick ranged, nrg with boostrange/powerboost is nice, but also /dev (targetdrone/calltrops/turret) and /ice (icepatch if they get close, CE is nice, but thats about it). /fire and /elec are mainly melee focused, although the /elec powersink is great for getting a fresh bar of end and getting a 2nd hold.
Elec primairy is actualy nice dmging and has a hold power, great for solo. As all powers are equaly ranged, it plays bitty easier unlike fire wich blaze has shorter range then the others, goes same for ice with bitter ice blast. -
Force bubble works quite good with mercs, as 99% they only do ranged damage. Though with few downsides, at higher lvl you might face quite some mobs having high S/L resist and without debuffs it can be annoying taking them down with mercs.
Serum is kinda funny, it makes 1 of your pets sort of Force of Nature power (blaster epic), high resist with mez and nice recovery. But as your pets prefer ranged and cone, having 1 in melee wont help much tbh since they cant taunt or something. (example, using your commando to tank a EB). -
I only post it to show it is very possible for a stone to hit perma earth embrace, though with help of AB, SB or AM he can do this in Granite.
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Ice and INV both have one big thing going for them with IOs that Stone cannot achieve: Perma Dull Pain.
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Outside Granite i have a 10sec downtime Earth embraceWithout a kin
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And when my Icetank goes and does recluse someone is gonna get owned!
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The Icetank? -
BM, fix your sig. Your troller is higher already
/wooo to sonic -
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Tanking (and I wish I didn't have to keep saying this) is not about taking damage. Tanking is about taking aggro. The perfect counter-example of this are Granite-only Stone tanks who are repeatedly the last one standing against huge mobs because they're virtually unkillable, but they simply can't control the aggro so all their teammates die. It doesn't matter how much damage you can or can't take, the important thing is that you can hold the attention of the mobs so that the rest of your team can do their jobs without having to worry about getting one-shotted by something that got loose.
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And there we go again with the 'what is tanking' story. Granite cant keep agro, fire is squisy and inv is dull and boring, ice tanker pwnz all.
For the record a sonic def can cap fire and inv kinda on every element, making them non less then a Granite. Its the whole story of finger pointing. My Granite hits nearly 2 years lvl50, i know very well what i am capable of and if i am able to keep agro. And clearly if 1 team member cant handle a lost minion, its more his playstyle then my 'agro management'.
And thus, issue 10 for inv and fire tankers.. get a sonic and behold. (this is very well proven and tested to high degree +3 AV tanking). So yeah a sonic is needed, but isnt a rad or kin also needed for STF?