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Posts
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Quote:Yeah it was about 20-30 mins.How long did it take? I'm guessing probably close to 20-30 minutes? In any case it's a nice accomplishment. From what I've seen most tankers are just barely above the sustained DPS to overcome an AV's regen; the challenge becomes keeping enough recovery to sustain the damage output.
What's promising is that I did with the powers you see in the screenshot.
I'm planning to make a build geared towards fighting AVs.
I understand that some will just be impossible to overcome their regen because smashing is heavily resisted but...I know that once I make my build with Hasten added in, it should work out pretty well. -
Quote:I just used Haymaker-Jab-Punch-Jab-repeat...I used Knockout Blow whenever it recharged.Nice!
What attack chain do you use and how long did the fight take? I'm interested because I might give it a shot on my Ice/SS.
I was just using my regualar overall Tank build.
I'm in the process of planning out a pure DPS build that will make this process easier and faster. -
This is my attempt to solo as many AVs as possible with my WP/SS Tank (no temps, no inspirations).
I started with Chimera last night and had success.
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Quote:You can't use IW as a break free...it doesn't work like that. SoW works like a break free.I've been having end trouble so I keep IW off but use it as a break-free. I was thinking I'd just do the same with SoW...but since reading I've come across a guide that says SoW isn't worth taking. Your response seems to echo that.
And thanks everyone for making this a really informative thread for me. I don't care if it says I joined in 2006, I've only been playing about a month.
SoW is a great power to take...especially for a Scrapper. -
Quote:Not sure about the first one...but why do you want those attacks anyway?I have a dual blade/wp scrap and so far I'm liking him. And now I have a few questions as he's leveling fast.
1. Kick from Fighting or Jump Kick from Leaping, will they cause redraw on my swords?
2. If I go with Fighting, I'll get two more toggles, Tough and Weave. With WP I already have 4 toggles with MoB, IW, RttC, and HS [though I'm not sure how much I'll use that, and I'll stop with IW once I get SoW]. All total that's 6 toggles. Granted I'm getting QR and Stamina ASAP and slotting them with the three IOs [another question is whether I need to supplement those with SOs too]. If I turned them all on, would my end drop just standing there?
Thanks in advance for any help.
If your thinking about getting Tough and Weave then get it...especially on a WP.
Not sure why you say you won't use Heightened Senses as it is a great +defense power and it gives +perception.
As far as stopping the use of Indomitable Will once you get Strength of Will...that is crazy.
SoW is up for 2 mins then down for 3.
If you don't have IW for the 3 minutes of SoW being down then you WILL get held, knocked back and all that.
For your endurance concerns...there shouldn't be any...make sure you slot your powers with endurance reducers and you should be fine.
I run 9 toggles on my WP with no endurance problems...but I also have IOs and procs.
Even with SOs you shouldnt have a problem if you slot right. -
Quote:NiceI thought it was being split in 3? BTW, I stopped at book 7, but would recommend stopping at 6.
Scrappers are versatile. They are the fullbacks & TEs on O who can block, run with or catch the ball. They are safeties and LBs on D who can protect against the run or pass.
Tankers are the big uglies. DL and OL.
Blasters are "skill" positions. WR, RB (blappers) & Corner. They're specialized, but the best are also versatile and can block and play run support.
Controller's the QB. They direct the action from far back, relying on the tankers & scrappers for protection, blasters for "scoring", but the really good ones can scramble & score on their own just fine.
Defenders are the backup QB that half the fanbase thinks should really be starting, but rarely gets the big Nike endorsements or supermodel GFs. -
Quote:Maneuvers is weaker than Weave...but weave is not in question. Weave is in my build no matter what.Except that Maneuvers is a very weak buff to your Defense, whereas Weave is a bigger buff. Weave is over twice the Def buff that Maneuvers is, and takes less endurance to run.
Also, as you know...when your trying to push your defense towards the soft-cap...the, over 3% when slotted, defense of maneuver will help alot.
Also, even though my main roll is to protect the team by holding the agro, it's still nice to be able to give my teammates some extra defense. -
Quote:This is a very contradicting statement.Personally, I think Maneuvers is a bad power for a tank. You're not there to buff the team, you're there to draw all of the aggro and survive it. There might be a strong argument for Weave in your build, but not Maneuvers.
You say Maneuvers is a bad power for a Tank because "You're not there to buff the team, you're there to draw all of the aggro and survive it".
I think you forget that Maneuvers also gives the user a defense buff...thus adding to my survivability for when I draw all the aggro. -
Sorry...I was not arguing over which is better football or rugby.
I was just arguing on a statement made about breaking a pinky toe. -
Quote:I don't have to explain your ignorance...your putting it out there for everyone to see.please explain my ignorance...
plus, apparently you break your pinky toe all the time. Just bandage link it to the toe next to it and you'll be fine to run arround all day =D
Please...break your pinky toe, bandage link it to the toe next to it and then go around running, juking, spinning and kicking... -
Quote:Your ignorance is amazing.Yeah, rugby beats american football, Real men arn't worried about getting into a scrum with other men, were not worried about breaking our nails on the SMALLER ball!!!!
Hokey is on ice, and hokey players like to beat the bajebus out of each other, it's a little different to breaking your pinky toe, making a meal of it, then not being able to play for a few months =P
ps: Rugby rules!!
Break your pinky toe and then go see if you run around on a football or soccer field. -
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Lets say I make a SS/WP Brute to bring over to the blueside...
what happens about my epic powers?
villain epics or hero epics? -
Just to clear something up...
If I do take Fly...Hover or Air Sup would go unused.
I do not need Air Sup to fill out my attack chain and as I have already mentioned I wouldn't use Hover during combat unless I was fighting an AV.
Also...the bonuses from Kinetic Combat are lower than that of an enhanced CJ. -
Quote:My real problem is the fact that I want high defense and flight...but I can't have both.I've played tankers at one time or another with every one of the travels. For my money it really comes down to personal preference... with the exception of Stone tanks. There you're pretty well locked into TP.
In my experience the travel power you choose has zero effect on your tanking ability. Bad tanks are simply bad tanks, their travel power has nothing to do with it. I've used fly to range tank some AV's who can't fly... one example would be Romulus in the ITF... get close so Invincibility aggro's the puffballs, then fly up a few feet to get the healer out of Romy's range and taunt him. Just don't forget to occasionally dip down so that he gets a chance to swing at you or he'll run away.
CJ is good for 2.5% defense to all so it's certainly a valid choice and the mobility can be handy but it's hardly the only choice. Super Speed is also useful for getting around in a mission. In the final analysis any player should pick whatever travel power THEY like best; all of them have pluses and minuses. Again, this is excepting Stone tanks who really need TP for their best functionality.
Looking over my melee characters I have:
- 3 Super Jumpers
- 2 Fliers
- 2 Super Speeders
- 2 Teleporters (both Stone tanks)
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Quote:Well my character is actually level 50 so power selection does not matter as this is a respec build.RE: Builds
Nothing wrong with those. Looks good. Style of play is the only thing that would change one thing over another.
I would put stamina off as we have QR, but both is better. Depending on how things are working with QR, I might skip Fitness totally. Though Health might be good. I can just think of other pool things I'd rather have early, fighting. -
Quote:Yeah, I did have Haymaker up until I16 came out and I switched to Punch because of the new animation.As long as you don't take Handclap and some of the other turds*, you have leeway with slots, but until the late 38s there's no room for goofing about if you want your core powers. And there's around 15 core powers.
*and though the consensus is that Punch is a turd, I took it because I didn't want to stand around waiting for Jab to come up. Though I see you took it too. -
Here is the proposed "SJ and Maneuvers" build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Vitality: Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Heal-I(3), Aegis-ResDam(5), Aegis-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(7)
Level 1: Jab -- Hectmb-Dam%(A), T'Death-Dam%(7), Zinger-Dam%(9), Mako-Dam%(9), Mako-Dmg/Rchg(29)
Level 2: Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(13), RechRdx-I(46)
Level 4: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(15), ResDam-I(15)
Level 6: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(17), Numna-Regen/Rcvry+(17), Numna-Heal(19), RgnTis-Regen+(19), RgnTis-Heal/EndRdx(21)
Level 8: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), GftotA-Run+(25)
Level 10: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/Rchg(23)
Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(25), P'Shift-EndMod(27), P'Shift-EndMod/Rchg(27)
Level 14: Swift -- Run-I(A), Run-I(48), Run-I(48)
Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(31)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(31), GftotA-Run+(33), GftotA-Def(33), Ksmt-ToHit+(46)
Level 20: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(34), Hectmb-Dmg/EndRdx(34), RechRdx-I(36)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(36), P'Shift-EndMod(36), P'Shift-EndMod/Rchg(37)
Level 24: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rchg(50)
Level 26: Boxing -- Empty(A)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40), GftotA-Run+(40)
Level 32: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(40), ResDam-I(42)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), GftotA-Def/EndRdx(45), GftotA-Run+(50)
Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(43), Armgdn-Dmg/EndRdx(43)
Level 41: Super Jump -- Empty(A)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), GftotA-Run+(45), GftotA-Def/EndRdx(48)
Level 47: Strength of Will -- ResDam-I(A)
Level 49: Focused Accuracy -- GSFC-ToHit/EndRdx(A), GSFC-Rchg/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A), Run-I(29), Run-I(46)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
Here is the proposed "Fly" build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Vitality: Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Heal-I(3), Aegis-ResDam(5), Aegis-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(7)
Level 1: Jab -- Hectmb-Dam%(A), T'Death-Dam%(7), Zinger-Dam%(9), Mako-Dam%(9), Mako-Dmg/Rchg(29)
Level 2: Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(13), RechRdx-I(46)
Level 4: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(15), ResDam-I(15)
Level 6: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(17), Numna-Regen/Rcvry+(17), Numna-Heal(19), RgnTis-Regen+(19), RgnTis-Heal/EndRdx(21)
Level 8: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), GftotA-Run+(25)
Level 10: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/Rchg(23)
Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(25), P'Shift-EndMod(27), P'Shift-EndMod/Rchg(27)
Level 14: Swift -- Run-I(A), Run-I(48), Run-I(48)
Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(31)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(31), GftotA-Run+(33), GftotA-Def(33), Ksmt-ToHit+(46)
Level 20: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(34), Hectmb-Dmg/EndRdx(34), RechRdx-I(36)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(36), P'Shift-EndMod(36), P'Shift-EndMod/Rchg(37)
Level 24: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rchg(50)
Level 26: Boxing -- Empty(A)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40), GftotA-Run+(40)
Level 32: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(40), ResDam-I(42)
Level 35: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(42), GftotA-Run+(50)
Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(43), Armgdn-Dmg/EndRdx(43)
Level 41: Fly -- Flight-I(A), Flight-I(45)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), GftotA-Run+(45), GftotA-Def(48)
Level 47: Strength of Will -- ResDam-I(A)
Level 49: Focused Accuracy -- GSFC-ToHit/EndRdx(A), GSFC-Rchg/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A), Run-I(29), Run-I(46)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
Quote:I'm not a fan of Air Sup.Oh, if *that's* the case, take Air Sup/Fly instead. Air Sup can take the place of one of your SS attacks, like Punch or Haymaker.
Honestly, unless you really want to use Hover in battle, don't bother with it. You can easily make up the lost defense with set bonuses. The same goes double for Manuevers, since it has a relatively high endurance cost for the defense benefit it gives.
Like I said before regarding Hover...if I did take Flight I would most definitely get Hover as a prereq for an extra defense power...although I would only use it in situations where footstomp was not needed...which is mostly only AV fights (I would never use hover in regular battle).
Perhaps I should post the two builds in question. -
Just for the record...
I will have Combat Jumping in my build whether I take Hover and Fly or SJ and Maneuvers. -
Quote:Yeah, I've been thinking about using two builds...one with Hover and Fly...one with Super Jump and Maneuvers.I've taken flight for melee toons for concept and always regretted it (which is to say, it got in the way of actual gameplay). Thank goodness for Raptor Packs and dual builds.
My WP/SS is of the Superman mold. In one build, I take SS & Flight, LBE & Energy Torrent (super breath), and is less effective and a bit of a PotA to play compared to my 2nd build w/Leaping & Fireball. But then concept counts for a lot too, so again, thank goodness for dual builds.
The only "problem" with that is I plan to IO this character like crazy...and the influence needed to IO two builds is way too expensive.
I like to have one "overall" build. -
Quote:I love unsuppressed run speed.Good, then I"m not crazy. Or we both are.
I haven't planned out the rest of the slotting fully. Really depends on what sets I'm going to do and I plan a respec around 30, rearranging for whichever set is best.
Though I don't think that Sprint could benefit with any set, unless someone wanted to speed their flight too, and I'm not sure there's a set like that.
Don't get me wrong though...if slotting swift and sprint and slotting for +run speed hurt me in other areas I would not have done it...but as you can see from my build it's a pretty damn good overall build...which is what i always go for.