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Posts
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Yes, i smell a nice flavor of ...
Altoholic! Thats not a bad thing :P
The thing for dragging yourself past the 20s is focusing on certain powers. Example a fire/ice tanker getting burn at 18, burn cast fear on mobs.. they run away. BUT at lvl20 you get ice patch, a tiny knockdown icefloor wich works _awsome_ with burn. Aka, you NEED that lvl20. Once you get used to that, lvl22 is in sight, Single Origen moment. Combined with healing flames, CJ/acro, shields.. you are 1 nasty tanker that is enjoyable (as decent team based) playable. Most tankers have a hard start, but the higher you get the more tougher you become and 'tankerish' you get. But it has to be your cooky to enjoy playing it.
Blasters however shine at low lvl, then they get this superdip, no extra super powers or increase of efficiency (outside stamina, travel etc), so boredom kicks in. I made a AR/ice blaster to use ignite with icepatch, lvl20 at least. Everytime something keeps you going.
katana/Regen scrappers, lvl16 integration (mezz resist), 18 nice aoe, 22 SO's, 26 Soaring dragon, 28 Instant healing, 30 stamina, 32 MoG, 38 Golden something.. every single lvl it makes you look for the next power. And you really feel you getting stronger every lvl.
Trollers have a hard start, but like illusion gets phantom army at a fast start (18). Those 3 little buggers are fun to play with, combined with a decent secondairy trollers become fun to play at later lvl.
Empath defenders are in flavor of parties (put in your search comment) and if you are a nice playing on you can team upto 20ish without much problems. Yet, the other defender sets are just as good, some are even solo quite enjoying to play (i love kin/elec).
As you see, give everything a try. Dont linger too much on 1 AT untill you get bored and just cant get your run. If you lack abit on influence (once you get SO range you need a good 300-500k influence) but are determan to continue the toon, just give a shout, we got some filthy rich people around -
Note the word nonstop, they have their moment of glory in damage (FU + darkstar also nice one), but overall they cant perform this nonstop (unlike a BU/Aim blaster or spamming scrapper). Other hand, let a Aim/Bu blaster do a TF on a fully debuffed mob, it will beat the defender (lets not focus too much solo
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Elec secondairy can actualy ditch out more damage then the nrg side. Nrg then again has stun chance in every power. Fire is 1 of the higher damage powersets, sonic is all about -res debuff until you can start ditching out damage far beyond any other primairy can do.
Anyway, nearly every blaster have a few blapper powers, mainly because it gives a great extra set of attacks wich can be used to ditch out high damage in very short time.
Yet, as seen your character, you are still pretty low lvl and facing mobs that are quite easier (outside vahz) then later on. Later you will face mobs you would not like to face so nearby all the time (CoT, warriors, rikti etc), specialy if you running around with a not-full-agro tanker. In the early lvls blaster secondairy is 1 of the highest damage powers ingame, reason why they are so populair. As said, the risk of these powers will increase alot the higher lvl you become.
Scrappers do have ranged powers, spines and claw both have at least 1 ranged and will get another 1 at the Epic set. They however are solid to stick nonstop in melee range, blasters often (unless you love debt) need to back out with high risk of getting your deathly blow anyway.
Defenders are supporters, they have the lowest base damage and can never ditch out nonstop insane damage. Tankers can actualy do decent damage, like EM/SS/stone for single target and fire for aoe, specialy with perma rage on SS the damage is quite enjoyable.
The fun part imho, people calling themself blapper the moment they pick 1 or 2 melee powers from their secondairy, while every secondairy have these powers and basicly is part of the blaster set (read discription on coh page). -
Little update, i had a flaw in the moderation system so people who added/changed heroes need to wait a bitty longer. Submitted changes/new heroes still are stored, just need to get them into the list. Shall be working by tonight.
As for CGT, downside is that many people dont have a CGT account and as far i see we dont have acces to all data instantly. I already have a CGT project running, the link is in my sig (called CHT). Basicly it uses the raw-xml data of a user and convert into a 'ammount to go' list. But thats another project -
Consume is still a awsome panic button, when you run low of end it helps greatly. And additionaly its a nice aoe-gauntlet power :P
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A heavy firetanker has quite some toggles running (leapping pool, fighting pool, toggles, heavy blazing aura) and the recharge is not sufficient to keep you full off endurance unless you wont attack at all or very little
Specialy if you get some -recharge on your butty, i would suggest to keep going for stamina. Outside, it has a tohit check, if it miss.. you wont get any. -
Fixed the darny defender/controller issue, right AT's are showing hopefully again. I've added an edit option if your Epic has changed, just click on the name in the list, in the popup you can select the new set. It is under moderation so changes are not instantly.
Adding a hero is working now also, again under moderation. Just click the link in main page, add the info and its done
I have to read back this topic to see how many are missing, else i convert the topicstart list into the database. -
I gues a cleanup due some 'unintentional flaming'
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Powersink is the great drainer/refill power, the rest is very minimal on end-regain.
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The power has a few drawbacks. Recharge is a bitty long, only decent damage with proper slotting wich you can use better at other powers and additional aggro from mobs can put you in danger.
Leadership helps alot, specialy with the stacking of the thugs leadership already -
I asume the best case would be a self-submitting system, where you can add your own character with moderation. I'll see tonight what i can fix up for this (i already have a adding feature running, but have to add moderation).
Mes, what is your exact set? I got a feeling 1 of the indexes just went crazy.
If more is wrong, i'll whipe the table and update it to the current list as in the starting post of this thread and start working from there.
Anyone prefer having a global/main tag added? -
sure somewhere with testing bunch of AT's got mixed up
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Perhaps because its a list of months and months ago?
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I still have 1 of my previous projects for the 50list, lets just wait a while else i pull in some new life in my project.
clicky -
Is Proverbial actualy still active? Last post i've seen was from 28th feb..
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Of anything, why take nrg as primairy?
Or you mean you want to create a nrg OR elec (secondair) blapper? :P
Elec/elec (or abitty fire/elec) with lightning field can be devastating versus mobs, plight was a famous user of it.
Perhaps if you slot it massive on acc, it helps against stalkers in PvP. -
It was indeed what you trying to say, but i gues typo
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Fouthly, CE does have something like a -30% defence debuff which takes some of the sting out of the punches.
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Now i didnt do fire, ice and stone melee yet to pick for my ice armor.. But i so like footstomp -
I think there is quite some difference in a scranker and a tauntless tanker. As for my fire-tanker, there is nearly no space in the powerset (with still be able to solo) to fit every power asap.
I've teamed with scrankers, Inv tankers with max 2 toggles and rest are all attacks, perma-rage etc. Specialy ice tankers seem to go this way, since 'everyone' say they are master of agro.
The epics do give gauntlet, but unsure if it gives the same effect as normal powers. (i got full earth epic on my granite).
If i join a team that already did several missions with their tauntless tanker, i adept and join them. Each AT can change tactics, likewise several teams dont even need a tanker to finish their missions. -
-30 damage debuff, but thats ok
I agree its highly possible getting a 5 hit in a row, but if i read all the fotm-ish style about Ice, yet i'm not impressed yet. As said, i just have to try 1 and see how it goes (i got all other sets, so great to compare). -
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2000+ Hours. Level 50 Mercenaries/Traps MM.
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OWNED =]
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You? Yeah indeed -
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Seriously, an Ice tank seems to be FoTM for teams these days. And with good reason.
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From all of my hero teaming i've done, i indeed see alot of ice tankers. The downside many dont know, its 'lucky' based. If you are being unlucky and you get 5 hits in a row from +4 freaks.. that hurts :P Many feel too much 'icicles/CE aggro enough so i never use taunt', putting the team in some nasty situations.
Perhaps i go run a ice tanker for a change, just to get the feeling of it -
You actualy played with Mercs?
I never said useless, i say less prefered -
The good thing is it starts blinking before it runs out, so u have time to ditch out your final taunt/gauntlet set. Specialy with SS you got the famous Footstomp, add a taunt and trow a KO on the boss, most of the time it keeps agro.
I would swap out fighting with medicine pool and move it towards 38 Footstomp, those 2 work awsome (footstomp -> aid self, add a interupt SO). I took RPD at early stage, no-end and decent resist it gives (since you have base already very nice s/l resist). Weave imho gives too little defence for its endurance, popping a purple once in a while gives more value.
But if you focus a 100% teamtanker, that build is a very solid one, end-heavy on toggles but very stable on taking damage. Mine is more focused little teams/solo, Axe is somewhat differentRage is great for solo, hasten i never took, the resist powers were my priority.
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No naming and shaming
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Thats the part that still annoys me. Be quiet for someone who basicly makes it a worse evening, for some even the reason (now) to not going to a raid anymore? (Capt did a great job!)
I only did 1 line during the 'omg i go petition everyone!' chatspam, rest of the time i was on auto-fire and watching TV.