The_Spad_EU

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  1. Conceptually it's a no-no.

    The Warshade powers come about because they scientifically alter their physiology in order to enable them to forcibly take a human host. Then, later in life, they see the error of their ways and join the Peacebringers to fight the Nictus.

    Warshades' powers are already irreversibly locked into the Umbral side of things and Peacebringers have no reason to experiment on themselves in order to obtain the powers.
  2. [ QUOTE ]
    The Stalker forums are thataway... *points*

    [/ QUOTE ]

    As are the Scrapper forums
  3. Sorry, I probably should have mentioned that it's a Lv50 build - I did take Mind Probe at Lv4, though TK is far too end hungry to be really useful pre-stamina IMO.
  4. I can't promise this build is any good, but it served my Mind/Psi well:

    Villain Plan by Mids' Villain Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Gentleman Thief: Level 50 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Psionic Assault
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Levitate -- Acc/Dmg/Rchg(A), Acc/EndRdx/Rchg(7), Acc/Dmg(11), Dmg/Rchg(13), Dmg/EndRdx(13), Build%(48)
    Level 1: Psionic Dart -- Acc-I(A)
    Level 2: Dominate -- Acc/Rchg(A), EndRdx/Hold(3), Acc/EndRdx(3), Hold/Rng(5), Acc/Hold/Rchg(5), Dam%(7)
    Level 4: Telekinetic Thrust -- Acc-I(A)
    Level 6: Combat Jumping -- Rchg+(A)
    Level 8: Mass Hypnosis -- Acc/Rchg(A), EndRdx/Sleep(9), Acc/EndRdx(9), Sleep/Rng(11), Acc/Sleep/Rchg(15)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Mind Probe -- Acc/Dmg(A), Dmg/EndRdx(15), Dmg/Rchg(17), Acc/Dmg/Rchg(17), Acc/Dmg/EndRdx(19), Dmg/EndRdx/Rchg(40)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Confuse -- Acc/Rchg(A), EndRdx/Conf(19), Acc/EndRdx(21), Conf/Rng(21), Acc/Conf/Rchg(23)
    Level 18: Total Domination -- Acc/Hold/Rchg(A), Acc/Hold/Rchg(23), Acc/Hold/Rchg(25), Acc/Hold/Rchg(25), Acc/Hold(27), Acc/Rchg(46)
    Level 20: Health -- Regen/Rcvry+(A), Heal(37), Heal-I(43), Heal(43), Regen+(46), Rcvry+(50)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 24: Stamina -- EndMod-I(A), EndMod-I(27), EndMod-I(29)
    Level 26: Telekinesis -- EndRdx-I(A), EndRdx-I(29), EndRdx-I(31)
    Level 28: Drain Psyche -- Acc-I(A), Heal(31), Heal/Rchg(31), Heal/EndRdx(33), Heal(33), Heal/Rchg(37)
    Level 30: Terrify -- Acc/Rchg(A), EndRdx/Fear(33), Acc/EndRdx(37), Acc/Fear/Rchg(40), Dam%(43), Fear/Rng(50)
    Level 32: Mass Confusion -- Acc/Rchg(A), EndRdx/Conf(34), Acc/EndRdx(34), Acc/Conf/Rchg(34), Conf/Rng(36)
    Level 35: Stealth -- Rchg+(A)
    Level 38: Psychic Shockwave -- Acc/Dmg(A), Dmg/EndRdx(39), Dmg/Rchg(39), Acc/Rchg(39), Acc/Dmg/EndRdx(40), Dam%(46)
    Level 41: Charged Armor -- ResDam(A), Psi/Status(42), ResDam/EndRdx(42), ResDam/Rchg(42)
    Level 44: Power Sink -- EndMod(A), EndMod/Rchg(45), EndMod/Acc/Rchg(45), End%(45)
    Level 47: Summon Mu Guardian -- HO:Nucle(A), HO:Nucle(48), RechRdx-I(48), RechRdx-I(50)
    Level 49: Acrobatics -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination



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  5. Presenting an Andrew Wildman / Spad production (Still sort of in progress)

    The Gentleman Thief (Original) (Reference Screenshot)

    Constructive criticism welcome; abuse only by prior arrangement.
  6. My Warshade is pure Human-Form (Painful at best until Lv38) but the slotting is still probably appropriate - as for pool powers I went with 3 from Fitness, Hasten, Super Speed &amp; Combat Jumping (Purely for that extra Defence slot - perma Eclipse rocks).

    Hero Plan by Mids' Hero Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Negative Energy: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping

    Hero Profile:
    Level 1: Shadow Bolt -- Dam%(A)
    Level 1: Absorption -- ResKB(A), Status(3), Psi/Status(3)
    Level 2: Gravity Shield -- ResDam/EndRdx(A), ResDam(5), ResDam/Rchg(5), ResDam/EndRdx/Rchg(9)
    Level 4: Gravimetric Snare -- Acc/Rchg(A), EndRdx/Immob(48), Immob/Rng(48), Acc/Immob/Rchg(50), Acc/Immob(50)
    Level 6: Shadow Blast -- Acc/Dmg(A), Dmg/EndRdx(7), Dmg/Rchg(7), Acc/EndRdx/Rchg(9), Acc/Dmg/Rchg(15), Build%(43)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Sunless Mire -- Acc/Dmg(A), Dmg/Rchg(13), Acc/Rchg(13), Acc/Dmg/EndRdx(15)
    Level 14: Shadow Cloak -- Rchg+(A)
    Level 16: Health -- Regen/Rcvry+(A), Heal(17), Rcvry+(17), Heal(34), Regen+(50)
    Level 18: Gravity Well -- Dmg(A), Dmg/Rchg(19), Acc/Dmg/Rchg(19), Acc/Rchg(37), Dmg/EndRdx(45), HO:Endo(45)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Penumbral Shield -- ResDam/EndRdx(A), ResDam(23), ResDam/Rchg(23), ResDam/EndRdx/Rchg(46)
    Level 24: Twilight Shield -- ResDam/EndRdx(A), ResDam(25), ResDam/Rchg(25), ResDam/EndRdx/Rchg(48)
    Level 26: Gravitic Emanation -- EndRdx/Stun(A), Acc/Rchg(27), Acc/EndRdx(27), Stun/Rng(34), Acc/Stun/Rchg(45)
    Level 28: Dark Detonation -- Acc/Dmg(A), Dmg/EndRdx(29), Dmg/Rchg(29), Dmg/Rng(31), Dam%(46)
    Level 30: Stygian Circle -- Heal(A), Heal/EndRdx(31), Rchg(31), Heal/Rchg(33), Heal/EndRdx/Rchg(46)
    Level 32: Dark Extraction -- RechRdx-I(A), RechRdx-I(33), HO:Nucle(33), HO:Nucle(34)
    Level 35: Inky Aspect -- Stun(A), Stun/Rchg(36), Acc/Stun/Rchg(36), Acc/Rchg(36), EndRdx/Stun(40)
    Level 38: Eclipse -- Acc-I(A), Acc-I(39), ResDam-I(39), RechRdx-I(39), RechRdx-I(40), RechRdx-I(40)
    Level 41: Unchain Essence -- Dmg(A), Dmg/Rchg(42), Acc/Dmg/Rchg(42), Acc/Rchg(42), Dmg/EndRdx(43), Knock%(43)
    Level 44: Stygian Return -- RechRdx-I(A)
    Level 47: Combat Jumping -- Rchg+(A)
    Level 49: Super Speed -- HO:Micro(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Dark Sustenance
    ------------
  7. Essence Drain, Stygian Return and Nebulous Form are all a bit rubbish as powers.

    Essence Drain's heal isn't great, nor is its damage and it has a to-hit check.
    Stygian Return is like Soul Transfer only worse as it doesn't disorient mobs - so unless you're on a good team it's basically suicide to use it.
    Nebulous Form hasn't been much cop since they stuck a timer on it (No use as a travel power any more) and made it so that you can't interact with glowies while phased (No use for ghosting).

    Also, there's little point in take your other two shields that late, especially if you're only 1-slotting them. By that point you've got Eclipse as well as Dwarf Form and the shields don't get a great deal of use anyway unless you're a mostly human-form Warshade.

    Orbiting Death is a big aggro magnet and does crappy damage, although it can be handy in conjunction with Inky Aspect.

    Gravimetric Snare is best slotted for Immob rather than damage as (again) its damage is sub-par (No better than Shadow Bolt plus it's DoT).

    Put another ACC in Gravity Well - it's also worth slotting for damage if you can.

    Inky Aspect really needs slotting with Disorient if you can afford the slots - a 2nd ACC is handy too. Depends how much time you intend to spend in Human Form really.

    Dark Extraction; go with 2 ACC, 2 DAM, 2 RCHG - you should still be able to have two at a time and the extra accuracy really helps.

    Put some ACC in Quasar or you'll miss most of the time - unless you double-mire before using it but even then it's probably worth a single ACC to be on the safe side.

    A lot depends on what you're planning form-wise. Tri-Form Warshades are a real ******* to slot, so you're best with going Dual-Form generally speaking. If you're going Dwarf-Nova, then you really need to fully slot the form powers to make the most of them, if you try and split between form and human powers you'll likely end up crippling yourself rather badly.
  8. The_Spad_EU

    change to rage

    [ QUOTE ]
    [ QUOTE ]
    -999%? Three capped fulcrums and +99% damage enhancement in powers is enough to counter that.

    I'd rather it stayed as it is, this penalty seems too small considering how powerful it is.

    [/ QUOTE ]

    Depends - if it's calculated so that damage buffs are taken into account first, capped and then the damage debuff is applied, -999% brings even the most hardened brute at damage cap to a grinding halt.

    [/ QUOTE ]

    I don't think it's an "actual" percentage, but used in the context of damage caps. i.e. Even Brutes at the 850% damage cap would still have their damage brought down to -149% (i.e. 0).

    I don't think it makes Rage overpowered by allowing you to use your secondary. The problem with the rage crash was never really that you couldn't attack or debuff mobs, but that you couldn't keep aggro. In a poor team or if you're not paying close enough attention, that can often lead to disaster.

    Conceptually, you may be too knackered to fight until you've caught your breath, but you can still hurl abuse at the mobs to keep their attention
  9. The_Spad_EU

    change to rage

    [ QUOTE ]
    -999%? Three capped fulcrums and +99% damage enhancement in powers is enough to counter that.

    I'd rather it stayed as it is, this penalty seems too small considering how powerful it is.

    [/ QUOTE ]

    Yes, because I always carry 3 kinetic defenders with me while tanking in order to counteract the downside of a single power 8% of the time I'm using it.
  10. [ QUOTE ]
    [ QUOTE ]
    TOo many people have i met who think they are awesome because they have a 50, and having teamed with them its a wonder they managed to get a toon to 50 and never learn what a tank does.

    [/ QUOTE ]

    Just remind yourself: "they'll still get to 50 even if they're at the debt cap the whole way"

    I'm mainly playing a troller in the 20s at the moment and the thing that has surprised me is the number of tanks who don't have their aura when they're a few levels past the point they could get it. Doing a mass immob when the spawn first bunches up on the tank seems to be the only way to keep them there sometimes.

    [/ QUOTE ]

    Don't get me started on the problems with Tanking for new (To game or AT) players, it's a huge problem at the moment and is resulting in a lot of people who are playing their tanks like inept scrankers.
  11. Stygian Circle - Essential
    Essence Drain - Skippable
    Eclipse - Essential

    Best way to deal with a Minion/Lt Quant/Void is to TP next to them and hit them with Gravity Well.

    Best way to deal with a Boss Quant/Void is with Inky Aspect + Gravitic Emanation, or get someone else to take them out for you.

    The only power to really avoid is Stygian Return, as it's utterly useless in 90% of situations because while it resurrects you, it also aggros everything nearby. Nebulous form is pretty crappy too since they added the time limit to it.
  12. The_Spad_EU

    Me and GW

    Then you're very lucky - all it takes is one badly timed application of Soul Storm and you're buggered. Of course, that applies to any tank.

    To be fair, the Granite/Invuln comment is usually levelled at Recluse and not his retinue, and with some degree of accuracy. I know Fire and even Ice tanks can take on Recluse, but it's a damn sight harder than doing so with Invuln or Granite armour.
  13. Villain Plan by Mids' Villain Designer 1.20
    http://www.honourableunited.org.uk/mhd.php

    Daps: Level 50 Mutation Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Shadow Punch -- Acc/Dmg(A), Dmg/EndRdx(11), Dmg/Rchg(11), Acc/Dmg/Rchg(36), Dmg/EndRdx/Rchg(37)
    Level 1: Kinetic Shield -- Def/EndRdx(A), Def/Rchg(3), Def(3), ToHit+(13), Rchg+(15)
    Level 2: Smite -- Acc/Dmg(A), Dmg/EndRdx(5), Dmg/Rchg(5), Acc/Dmg/Rchg(40), Dmg/EndRdx/Rchg(45)
    Level 4: Power Shield -- Def/EndRdx(A), Def/Rchg(7), Run+(7), Def(13), Rchg+(15)
    Level 6: Combat Jumping -- Rchg+(A)
    Level 8: Shadow Maul -- Acc/Dmg(A), Dmg/EndRdx(9), Dmg/Rchg(9), Acc/Rchg(31), Acc/Dmg/EndRdx(37), Dam%(46)
    Level 10: Entropy Shield -- EndRdx-I(A)
    Level 12: Aid Other -- IntRdx-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Dark Consumption -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Energy Cloak -- Def/EndRdx(A), Def/Rchg(21), Def/EndRdx/Rchg(21), Rchg+(42), Def(46)
    Level 22: Siphon Life -- Regen/Rcvry+(A), Rcvry+(23), Regen+(23), Heal(43), Heal/EndRdx(43), Heal(43)
    Level 24: Aid Self -- IntRdx-I(A), Heal(25), Heal/EndRdx(25), Heal/Rchg(37)
    Level 26: Soul Drain -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Energy Drain -- EndRdx-I(A), EndMod-I(29), EndMod-I(29), RechRdx-I(42), RechRdx-I(42)
    Level 30: Touch of Fear -- EndRdx/Fear(A), Fear/Rng(31), Acc/Fear/Rchg(31), Dam%(34), Acc/Rchg(46)
    Level 32: Midnight Grasp -- Acc/Dmg(A), Dmg/EndRdx(33), Dmg/Rchg(33), Acc/Dmg/Rchg(33), Acc/Dmg/EndRdx(34), Dmg/EndRdx/Rchg(34)
    Level 35: Conserve Power -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Overload -- RechRdx-I(A), RechRdx-I(39), Heal-I(39), Heal-I(39), Heal-I(40), Rchg+(40)
    Level 41: Gloom -- Acc/Dmg(A), Dmg/EndRdx(48), Dmg/Rchg(50)
    Level 44: Dark Obliteration -- Acc/Dmg(A), Dmg/EndRdx(45), Dmg/Rchg(45), Dmg/Rng(50)
    Level 47: Summon Widow -- HO:Nucle(A), HO:Nucle(48), RechRdx-I(48), RechRdx-I(50)
    Level 49: Dampening Field -- ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury



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    |-----------------------------------------------------------------------------|
    </pre><hr />

    Played to 50, loved it apart from CoT in the 20-40 range and the late 30s dearth of content (Pre-I10).
  14. [ QUOTE ]
    Back in the day it was hundreds. And, without taunt as it used to be, it cannot be done.

    Like I said, unless you play with the big boys you don't really know what herding truly was.

    [/ QUOTE ]

    Sound reasoning, were it not for the fact that with the aggro cap in place, it doesn't matter in the slightest that Taunt can only affect 5 mobs at a time because you can't control aggro for more than 17 mobs.

    Your argument doesn't work because none of the other factors that allowed you to herd an entire map are still in place. You can't hold the aggro of more than 17 mobs, your aura can't affect more than 10 mobs, your defences can't deal with vast numbers of mobs, your attacks can't hit more than 6/10/16 mobs and mobs don't stack on top of each other any more.

    I'm also curious as to whom these "big boys" might be. I presume they're part of a cutting remark designed to make the rest of us feel small and inadequate?

    [ QUOTE ]
    I don't need to understand how electricity works in order to use it.

    [/ QUOTE ]

    No, but doing so greatly reduces the risk of fatal electrocution.
  15. [ QUOTE ]
    Riigghhht

    [/ QUOTE ]

    Now I can't tell if you're trolling or just being a [censored] about this. It's not difficult to be civil and actually explain what you're talking about instead of mocking everyone who posts something that doesn't fit with your nebulous concept of "Taunt".
  16. [ QUOTE ]
    [ QUOTE ]
    out of interest, how many can you herd at once?

    [/ QUOTE ]

    No where near as many as before taunt was weakened. Not even half. Max doesn't know what he's yapping about.

    [/ QUOTE ]

    Taunt was reduced from being a "hit as many as you like" power to a 5 mob cap. That did pretty much bugger all to tankers' ability to herd.

    What *did* affect herding was the introduction of the 17-mob aggro cap, which operates on a FIFO principle.

    I'm curious as to what you think "taunt" actually means, because if you're referring to Taunt the power then I really have no idea what you're talking about.
  17. [ QUOTE ]
    out of interest, how many can you herd at once?

    [/ QUOTE ]

    I, for one, am fascinated to know.
  18. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]

    Defence may not. Unyeilding does. We get 5% more hits than we would do otherwise.

    [/ QUOTE ]No, you don't, 99.9% of the time.

    [/ QUOTE ]

    Eh?

    Max, unyeilding gives you a -5% debuff. It is operational the whole time unyeilding is up. If it`s up you get hit 5% more than if it isn`t up. 100% of the time.

    [/ QUOTE ]

    See my previous post. Reducing your defence by 5% does not equate to being hit 5% more often.
  19. Invulnerability is supposed to suffer vs non-S/L because of its huge S/L resists. Just as Fire suffers vs Cold and Ice suffers vs Fire (Though don't get me started on the imbalance there).

    WRT Unyielding.

    Vs an even level minion attacking 100 times. If you had 10% DEF and Unyielding took away 5%, you would go from being hit 40 times to being hit 45 times - an increase of 12.5%.

    If you had 45% DEF and Unyielding took away 5% you'd go from being hit 5 times to being hit 10 times, an increase of 100%.

    And again (I can't believe I'm having to say it again) the primary function of a tank is not merely to take damage, it is to manage aggro.
  20. The cry for the -5% on Unyielding has been going pretty much since they stopped it rooting you. I suspect it will continue for a while yet.

    Without question, Tankers can take much more damage and hold far more aggro than any other AT. Spad (Ice/Fire) can tank pretty much anything, the only things I ever really struggle with are Vanguard, with their frankly ludicrous DEF debuffs and anything with a large ACC/ToHit bonus (Some Praetorians, DE Quartz, etc).

    I know Invulnerability has a harder time against non-S/L mobs, as it's supposed to, but in all the teams I've played with I really haven't seen anything that suggests they're underpowered relative to the other Tanker Primaries.
  21. Unyielding gives 15.5%ish and Resist Energies/Elements gives 11.5% ish (With SO/IOs) - so 27%.

    All things being equal, which they rarely are, 1 DEF = 2 RES. Therefore, 15% DEF is equal to 30% RES, plus the 30%ish RES from the above gives you 60%. This means that, on average, you will take around 40% of the damage directed at you.

    As I said, it's far from perfectly accurate, but it's close enough for an approximation.

    A better way to look at it might be to look at the chance of taking (With E/N) 70% of the damage (30% RES) is 35% vs an even level minion. So in theory you'd be taking 45.5% of the damage, not 40%. Even so, it's not bad - by comparison, S/L is around 22% in the same situation (OK, it's twice as much, but it's not *that* bad, all things considered).
  22. This seems oddly familiar.

    All I can assume is that you have trouble dealing with Psi damage (As all non-stone tanks do) and you don't like it.

    As for Energies &amp; Elements, Invulnerability can get 15%ish DEF and 30%ish RES to them. This is comparable (in a very unscientific manner) to 60%ish RES (That is, taking 40% of the damage hurled at you).

    I really don't see the problem.
  23. The_Spad_EU

    Stygian Circle

    Depending on how many slots you can spare, I would go with anything from 1xRech to 2xrech, 1xheal, 1xendmod, to slotting a heal IO set such as Doctored Wounds.

    The Heal and End boosts are pretty dramatic and scale upwards depending on the rank and level of the defeated mob (i.e. Bosses give more than Minions). Generally speaking, a dead heroic spawn (Lt + 2 minions) will be enough to fully refill your HP and End, anything more and you're laughing.
  24. [ QUOTE ]
    I'm intersted in seeing these, but is there a reason that you don't make these avaialble in a more common format (that will interface with windows media player or realplayer) rather than putting them up in a form that I'd previously never heard of?

    [/ QUOTE ]

    There isn't any audio on the clips for several reasons, which I won't go in to, but it may well be added in future.

    The format choice was one of sanity. x264 was the only way to get 640x512 resolution with decent quality at a reasonable file size (3-8Mb). An Xvid/Avi combination was adding up to 2 or 3Mb to a 3Mb (With x264) file; firstly I don't have anywhere near the hosting space available to accommodate that and secondly, I didn't want people to have to download huge files in order to watch them. It's the same reason I didn't stick them all on Youtube - there's no point in doing it if people can't actually see the powers properly because of poor quality and/or low resolution.

    I won't speak for Realplayer, because it's pretty awful, but WMP at least has no problem playing back the files as long as you have the codecs installed, as with any format (WMP won't play Xvid, Divx or any other common format without the codecs installed anyway) and if you don't want to install the codec, for whatever reason, you can always use VLC (Which is under 10Mb and completely standalone).