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In short, not the easiest state to achieve.
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Stealth + Hide makes you completely invisible. Thats one tier one pool power plus the power you get at level one. Thats a teensy weensy bit overpowered...
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So you can get it at level 8 then ( no stalker in their right mind would bypass AS at level 6 ) .
The whole AT is about being completely invisible. Hide makes you completely invisible, Hide + Stealth makes you more invisible. Without that ability they are sub par scrappers, worse scrappers that tankers I think. -
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However if an enemy hit me with a fire extinguisher temp power I would expect to be unhidden.
Does anyone know if that works?
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Some heroes trird to use it on me. Dont know if he missed but he tried 3 times and I remained hidden.
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Obviously not enough thought has gone into the things that should remove hide status then.
If Lava unhides you then water should or falling damage should.
Why should a Fireball unhide you but a Fire extinguisher doesn't?
Personally I think any single target effect/attack from an enemy that hits should ALWAYS unhide you, whether it is damage or not. This is because the enemy thought you were there ( they have you targetted after all ) and now knows and can tell their friends.
Environmental damage, such as Lava and falling damage shouldn't unhide you.
AoEs attacks probably shouldn't unhide you for 'realism' purposes but should unhide you for game balance purposes. Although I think that some AoE mez effects like fear, confuse and taunt probably shouldn't, unless you are the targetted target of the attack.
Autohit powers shouldn't unhide you unless you are the target. But they could interrupt you, if appropriate. -
I have it on my regen scrapper. The only real advantage it has is the disorient resistance as it allows you use awakens in combat, unfortunately it is disorient resistance ( reduces mez time ) not magnitude. I got it at quite high level ( 37 or 38 perhaps ) but as the disorient resistance increase with level it may not be worthwhile at lower levels. Try it out on the test server, get killed and then use an awaken to see whether it is good for you. I suspect it is a better power pick than revive, but I have never got that.
The damage resistance is pretty minimal, it may be worthwhile if stacked with tough though.
My advice is if there is a more useful power, you should get that instead. -
That sounds really wrong. I've had that happen too. Normally when the Placate hide gets messed up by damage. In order to avoid it you have to run away really far. It only happens when soloing though.
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Lvl 21.
The highest in our SG is 23 ( I think ), there are 5 or 6 that are 20 or more. -
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and then i came up with this.. not sure if its alowed;
invul(tank)/iceblast(bla)/kenetics(def)/energy blaster(bla)/regen(stalk) brute (ahhhhh!) with the invisibility power pool, hasten, superspeed, superjump, health, stamina and, to top it all off, tp foe.
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That reminds me of Bridger, I believe he has all of the tank primaries.
How about this for an uber character.
Inv ( tanker primary ) / SS ( tanker secondary ) / Lightning / Extra Resistance to all damage types / AV hitpoints and endurance.
Remind you of anyone? -
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i play claws/ninjitsu and it's a lot of fun
the claws look really cool, who cares if you get 0.56% less dps than a 6 slotted blah blah blah blah. Numbers really bore me. Play whichever you think is the most fun.
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That's why i'm a Spines / Regen
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I'm Spines/Regen because someone persuaded me that making an Evil version of Unthing would be a good idea. I honestly thought it would be the worst of the Stalker power choices, especially as I hate the Spine burst power. It is fun though. -
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Stone/Bubble
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Which stone, there are 3, tanker primary and secondary and controller primary.?
Some blaster primary, Ice maybe / scrapper regen. Just because Moment of Glory would be awesome with defiance and infinite endurance is great.
Fire tank primary / a controller secondary with lots of AoE immobs/holds. Burn would be usable. -
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Inv has an aggro magnet aura too, it just taunts, no damage. Invincibility or something like that - the one that adds defence per mob.
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Correct. Invincibility adds defense and tohit buff for every opponent in melee range and taunts them as well. And it seriously sucks as an aggro holder if you ask me.
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That's strange because I think it rocks as an aggro holder. -
Yes, depending on the mix of tanks and the enemy types. It also depends on what level. They would probably be quite slow.
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I believe they are the same as controllers. So 10% base, rather than the 12.5% of defenders. However acc buffs are reasonably easy to test using brawl and some patience.
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CoF is even better in PvP. A DM/DA is the main reason people complain about Fear...go make those complaints justified
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Out of curiousity can a DM/DA get you ( also a DM/DA ) feared or is your fear resistance good enough? Also even if they weren't feared I'm sure the -ACC they are getting from ToF and CoF + attacks would also [censored] them off something chronic. -
The ghost ship got stuck after I5 was released too. Coincidence?
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In my experience, if I run CJ and CoD I never get immobilised unless someones really stacking it on me. I get immobilised all the time through just CoD (And guess whose mez resists just got nerfed...) but less through CJ when just thats running.
I don't think the CoD cuts it as our sole immobilisation protection.
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I suspect they are both mag 1-3 and both have immob resistance. So both >>> none. I wasn't really considering dropping combat jumping as it is really such a fantastic power, very much a jack of a few trades and master of none, to the point that I got it on my speedster tank for 2 of the effects ( +jump and defence ). In fact I think I only have 2 characters without it.
I tried out Cloak of Fear last night. I was really impressed, even with just an ACC in it. The end cost wasn't as excessive as I thought it would be either. It seemed to make the difference between the build feeling a bit rubbish ( at level 27 ) and feeling good ( at lvl 28 ). -
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If you can see a toggle I can drop, I'd be happy to hear it.
I need Combat Jumping for Immobilsation Protection.
I need Acrobatics for Knockback Protection.
I need Osbidian Shield for Mez and Psi Protection.
I need Murky Cloud for Energy/Elements and End Drain Protection.
I need Dark Embrace for S/L Protection.
I need Tough to shore up my S/L Protection.
I need Cloak of Darkness for +Perception.
I need Cloak of Fear to make me good in PvP.
I need Focussed Accuracy because it is teh roxxorz.
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You could possibly drop Combat Jumping as I think Cloak of Darkness provide Immobilsation Protection too since I5. However with the 4.0% defence 3 slotted, the tiny endurance cost, the tiny recharge time, non existant activation time and the fact that you need to take it to get Acrobatics it's not worth getting rid of. -
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kinda think it makes proper teaming all the more valuble.
empaths were feeling useless after lvl 40, after all the hard work gettin there .now there needed as much as ever.
bugsy had always been a bit of a scranker and i thougherly enjoyed playing him that way . this gave me the oppertunity to turn him into a tanker ,altough it still a tanker of my design
not really one for the facts an figures but the teams i been in yes bugsy been usefull but then so ave all the team
pre issue 6 even even though in a 8 man team , most enemy's i would of been able to solo . now i need the team and the team needs me
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The US thread stated tends to imply that although the you, the tanker needs the team, the team does not need you. The nearest thing to a tank in terms of utility to the team is a controller. If the team is better off with a controller than a tank, then a tank has lost it's role. -
I think you can get Dull Pain to have a minute downtime now without Hasten. If you have 3 slotted hasten you can probably cut that down to almost 30-35 seconds.
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I hadn't thought of that. Falling damage doesn't unhide you so why should lava......
However if an enemy hit me with a fire extinguisher temp power I would expect to be unhidden.
Does anyone know if that works? -
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Just imagine the fun you'll be having in PvP when your toggles start getting dropped every other minute. Oh, the fun we have!!!
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I don't PvP much but isn't having lots of toggles in PvP an advantage as there is less chance of the all important mez protection being dropped? This is from my Inv tank with 6 toggles. However it is a very irritating advantage. -
Having read most of the rest of the thread, I tend to agree with what the guys say. The worrying thing is that he seemed to think that his test was a valid ( and successful ) one.
I hope that the role Statesman played on the team isn't the one he expects us to play. -
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I think I'm going for 1 acc, 3 damage, 2 interrupt recuction
It does accept interrupt reduction yea?
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Apparently it doesn't accept interrupt reduction. -
Generally I haven't noticed any differences at all. My I6 build is as close to my I5 build as possible.
I haven't done many missions, probably about 3-4, a few were solo, a few were in small groups. I think the largest spawns I had were for 4 man Unyielding teams and although on occasions I did not hold aggro as well I as I wished, however I was fighting Nemesis, who can be a pain in the neck to tank in some circumstances as they have long ranged attacks.
I generally don't taunt except for pulling and to regain aggro, so the 5 target limit never really hurt me too much. I use spammed AoEs and my Aura to keep most of the aggro. This has the advantage that I am often one of the top damage dealers in my team, often defeating about as many enemies as a blaster.
Personally I'm going to hold off my opinion on the tanks role in I6 until I have a chance to play when they have 'fixed' invincibilty. Currently it is giving about 3 times the intended buff.
It was interesting to note that when Statesman mentions using a tank on a real team in the thread you quoted, he was a Inv/Fire like me. -
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I slot it 1 Acc, 1 End, 2 Fear and 2 Acc Debuff. It seems plenty accurate, and when I'm playing in my weightclass Ive got Focussed Accuracy so I don't need to worry about missing.
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Acc debuff too. Damn! A power with 4 useful enhancement types. How Diverse. I guess its a 6 slotter. How did you slot it before Focussed Accuracy?
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The changes to Fear I don't think are so bad, especially in light of the mez resist reductions. If it was hideoulsy overpowered beforehand, its just overpowered now. I can live with that kind of nerf
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Oh yes. I do agree it was too good, especially for PvP as I think there are only a few things that have protection against fear. If it's got a duration that is about the same as its recharge then it is fine, is that the case? -
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I don't like Oppressive Gloom because your opponents can still move about (Less of an issue in PvP but a right bugbear in PvE) and its mez affect is more commonly resisted. Cloak of Fear, coupled with Touch of Fear, allows you to stack Terrorize so much you need multiple BF's to get out of it.
But I always reccomend you try it out. Its probably better than Cloak of Fear if your using Death Shroud, because the damage ticks allow people to attack you.
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I don't use Death Shroud. So thats okay. How many accuracy do you recommend for CoF. I'm guessing 2 or 3. I guess end reds are needed and also fear durations? 2/2/2 perhaps? Is it worth 6 slotting?
I haven't played my DDS since I6 came out. What are the changes to Touch of Fear like? -
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It's Energy Aura, not Energy Manipulation... that basically means you emit light... or energy... or whatever. However, you can have your own interpretation.
I didn't make any full tests versus SR or Ninjutsu. But from what I can read:
- EA is defense + endurance
- SR is defense + quickness
- Ninjutsu has many tricks up its sleeve: defense, heal, AoE Placate...
Pick your style.
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I got the impression that the toggles are the same amount of defence for each so SR would be
- SR is defence + quickness + passive defence