kangaroo120y

Legend
  • Posts

    646
  • Joined

  1. Quote:
    Originally Posted by NuclearMedicine View Post
    I'll put in a vote for IA/FM, great combo and a fun ride to 50!
    I gotta put another vote in for fire melee. Only just got an Ice/Fire/Fire to 50 the other day and I must say its a nice combo to play around with, and of course, you'll have tons of damage. 2 agroing auras from ice will keep the enemies mobbed around you for EA, combustion, fire sword circle and fireball
  2. Had a random thought about the whole Radiation armor/melee while puttin some foes down on todays tanker tuesday. Now, I will say right now that neither Rangle or Warboss had anything to do with it either, it just cropped up in team chat and those 2 (partners in crime ) weren't in my team

    For Radiation melee, I was thinking of something of a non weapon nature, aka fire/energ/electric etc, perhaps have it look somewhat like fire, but act like energy melee, your fists glow with radiant energy and perhaps leave a slight wake through the air as you pummel someone with them

    I was also thinking of the combo system employed for Dual Blades. I've yet to see that used anywhere else (unless street justice did, i never bought it), why not take advantage of a mechanic thats already in game?

    Only this time, the combos can create secondary effects more to theme. eg, 3 certain attacks grants -regen to target, another 3 grant -dam or -resistance. Numbers of course befitting something that is balanced. This way we could choose a combo effect that would be the most useful to the current situation. This would give us a set that would be unique, useful and definetly not something simply recoloured

    Anyway, that was just my random thought for the day.
  3. To be honest, I only have 1 knockback proc in my fire tanker, the steadfast one, and i've yet to encounter any real difficulties. However, I can still put one in Super Leap if I do find myself in trouble, but as of yet, its a non issue for me. Or if you so prefer, use Acrobatics, thats a mag 8 or 9 knockback protection power (as well as low level mez, useful for squishies)

    As far as the building goes, as Rangle and Lsk have pointed out, typed defense! I'm all for typed defense on a fire/fire tanker. My own is a fire/fire/pyre with defense to S/L/E/N and is an absolute beast. I've yet to come up with a good positional build I like.
  4. Well you might have a point there Justaris, I tend to forget that the set has going though a few modifications over the issues, more recently was the fact that now, invinicibility gives a larger boost from the first target in range, then it tapers off to the same level when saturated.

    So now a days, Yeah I guess I could be stronger than what I remember.

    I'll tell you though, i6 i7ish I was so dissapointed, but yeah now, very much a fan again

    I have second F2P account, I might have to roll one up myself, see what I can get out of it
  5. Its been a while since I built with SO's in mind, but how about this, 31% defense to all but Psi, most Mace attacks, still kept unstoppable, and popped in Conserve Power, for when those blues aren't dropping and the fight is taking too long

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: War Mace
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- ResDam(A), ResDam(34), EndRdx(34), EndRdx(34)
    Level 1: Bash -- Acc(A), Acc(31), Dmg(33), Dmg(33), RechRdx(33)
    Level 2: Dull Pain -- RechRdx(A), RechRdx(15), RechRdx(15), Heal(17), Heal(25)
    Level 4: Jawbreaker -- Acc(A), Acc(7), Dmg(7), Dmg(13), EndRdx(13), RechRdx(43)
    Level 6: Resist Elements -- ResDam(A), ResDam(40)
    Level 8: Unyielding -- ResDam(A), ResDam(9), EndRdx(9), EndRdx(11)
    Level 10: Combat Jumping -- DefBuff(A), DefBuff(11), EndRdx(37)
    Level 12: Resist Physical Damage -- ResDam(A), ResDam(37)
    Level 14: Super Jump -- Jump(A)
    Level 16: Build Up -- RechRdx(A), RechRdx(17)
    Level 18: Invincibility -- DefBuff(A), DefBuff(19), DefBuff(19), EndRdx(25), EndRdx(43)
    Level 20: Clobber -- Acc(A), Acc(21), Dmg(21), Dmg(23), RechRdx(23), EndRdx(43)
    Level 22: Resist Energies -- ResDam(A), ResDam(40)
    Level 24: Taunt -- RechRdx(A)
    Level 26: Tough Hide -- DefBuff(A), DefBuff(27), DefBuff(27)
    Level 28: Whirling Mace -- Acc(A), Acc(29), Dmg(29), Dmg(31), RechRdx(31), RechRdx(46)
    Level 30: Boxing -- Acc(A)
    Level 32: Unstoppable -- RechRdx(A)
    Level 35: Shatter -- Acc(A), Acc(36), Dmg(36), Dmg(36), EndRdx(37), RechRdx(46)
    Level 38: Crowd Control -- Acc(A), Acc(39), Dmg(39), Dmg(39), EndRdx(40), RechRdx(50)
    Level 41: Tough -- ResDam(A), ResDam(42), EndRdx(42), EndRdx(42)
    Level 44: Weave -- DefBuff(A), DefBuff(45), DefBuff(45), EndRdx(45), EndRdx(46)
    Level 47: Maneuvers -- DefBuff(A), DefBuff(48), EndRdx(48), EndRdx(48), EndRdx(50)
    Level 49: Conserve Power -- RechRdx(A), RechRdx(50)
    ------------
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A), Heal(5), Heal(5)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
    Level 1: Brawl -- Acc(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run
  6. Quite honestly, without IO's I found Invuln to be quite gimp against anything but S/L damage enemies. I abandoned my Invuln tanker after it 50, but brought it back once IO's hit.

    If he has access to IO's however, I'd say its 2nd to granite in terms of survival. Since this is F2P does he indeed have access to IO's yet?

    Tough and Weave, get them, slot it up, depending on the build, Maneuvers as well, that'll get you to about 30% defense to all but Psi with 1 mob in range of invinicibility. I'd like to see more, but that should be fairly decent.
  7. Much fun! ty Tankers Ace that Respec was a ball We taught those freaks that if they're going to call themselves 'tankers' they need to get a lot tougher
  8. my level 50 elec/elec tanker has returned from its trip into the red side of life. It is now elec/elec/Mu with ball lightning and summon mu added to its arsenal. Its been respecced but currently hasn't got the right sets slotted yet, but it didn't seem to matter. I ran a few scanners in PI at x8 and it was as happy as a clam (BU+Ball Lightning+Lightning Rod=Fun)

    I'll be on the wall in Kings Row when the action starts
  9. I know im soured on SR but you could tripple that number before you could see a difference
  10. That, is terrible

    but if it makes you feel any better...

    I almost made a Merc/Trap MM to call Jihad Jane, just for that detonation!
  11. Hmm thats a toughie, as with me, if a Tanker hits 50, it means I enjoy playing that tanker, and so I keep playing it. Its been a while but I would have to say my latest is my Elec/TW on justice
  12. lol dam, that would be... 7am sunday for Exalted. I've gone to bed that late before NOt sure you'll see me there but you never know
    Also, my Champion Tanker is taking a trip redside for a rebuild. although the build won't be complete i'm hoping to make it back in time
  13. Pinnacle, don't get over there much, but its always fun on Tanker Tuesday! I don't remember why it happened but I have a half built WP/SM lvl 50 tanker there, even though I'm rarely on that server. Still, I ended up leading a missions team, we ran a few scanners then Decided to take on Infernal! I was set for No AV, so we all pile into the mission, beating up those deamons, then we get to the final room... its an AV! WTH O.o Ahh to heck with it, I had a shiva, we cleared the room dropped a pet or two and with a team of 6 and only 1 level 50, we beat the snot out of him So Go tankers! We tried to hit Marauder next, but at a lvl 51 AV we couldn't quite do it. So we're saving him for the next Tanker Tuesday Pinnacle

    On team were..
    Rocky Gibraltar
    Twilight's Rose
    Cuddlemuffin
    KatManDo
    Cannonshot
    General Electrick

  14. Yes I must also say that capped S/L resist does help a lot
  15. Quote:
    Originally Posted by New Dawn View Post

    The ITF is designed to challenge lvl 50s on SOs, so when it comes to lvl 37s with unfinished builds, in perhaps not so good teams, its a bit harder.
    To the OP, this!
  16. A trick to help...
    Lucks!
    Lots of them

    The important thing to rememeber is to eat them before battle, if a mob looks rough and you know its going to end badly, pop a luck or two, then go in. This way your defense will be higher and it'll take them longer before they get that first hit in! hopefully this is enough time to get their numbers down to a managable level before you can steady up and hit the next mob.

    In all honesty, If you're not 50, its just simply going to hurt like blazes. Don't feel too bad if you felt squishy at that level
  17. I am going to go out on a limb here and say that the ITF might be very difficulty for any set that doesn't include Defense Debuff Resistance. I tanked the ITF on my Fire/fire/fire tanker a couple of times, This tanker sits at 35% defense to S/L/E/N (normally fire has zero defense) and the defense does help, but in large groups I found my defense frequently in the negatives to the point that eating purples doesn't make a lick of difference and faceplanting is inevitable unless you can cap your S/L resist and have the greens to go the distance. (or in my case, healing flames, as it is quicker)

    So yes, without some support, you are going to take a beating.

    Now before people start jumping on me saying my tank is crap or whatever, hear me out. That tanker solos most everything at x8 +4 some psi heavy mobs I gotta take it down a notch, but other than the old style antimatter robots (which I haven't seen anymore of) nothing deals -defense like the Romans.

    I feel your pain reguarding the squishiness, nothing like being the AT that takes the alpha yet unable to deal with it, but this is more game dynamic than power sets I think.

    For a while now I've been advocating that Weave from the fighting pool get a small amount of Defense Debuff Resistance. Although it doesn't help the set, It would offer some help to the specific characters that take it.

    I will say though, IO'ing up your character for defense, is your best option. It will make it that much tougher. I personally, have been amazed at just how delicious my fire tanker is, a couple of years ago, it was the set I avoided cause everyone said it couldn't tank anything but fire, but IO's really do level the playing field
  18. Im still waiting on the kangaroo travel power, lets see them animate that one! *evil laugh*

    In a more serious note, although I don't see me using this, I can see they still need to work on it, his front paw looks like its about to snap like a twig!!
  19. Just echoing a few of the others, get that S/L defense up, I prefer getting S/L/E/N to 35% and i've never regretted it. I have several fire/fire/pyre scrappers and tankers like this and they are quickly overtaking my others as the ones I prefer to run, the one exception might be my plant/storm controller, but I digress.

    Get your defense up, and watch just how sturdy fire armor can be!
  20. I'd rather them spawn anything but those Cairns! oh they can take a triple digit attack and turn it into a single digit one sometimes >.<
  21. Temps would be the first thing i'd suspect, but it looks like you have been monitoring them. Next would be drivers, but any nVidia driver in the last couple of years doesn't seem to give me an issue. But this is a laptop, to which I've had very little experience with, my laptop is a couple of years old and basically runs CoH at safe mode specs with the resolution set to match the display. Same with my netbook.
  22. kangaroo120y

    Global rollback?

    But i wouldn't of had anyone on my friends list from EU before that happened.
    Anyway, I know its a very subtle bug, a quick scan through and I took care of it
  23. kangaroo120y

    Global rollback?

    Logged in yesterday on a scrapper I am going to rebuild, since I still need drops and the xp was good I had the wifey bring a character in . Going through my globals so I could invite her, I noticed a few things I did not recognise. Also , a couple of names that were deleted are now back O.o . I asked my wife about this and she can confirm it on her own global list, several people on her global list she had deleted in the past, are now suddenly back. Another thing I noticed, but this could just be a rename, don't know why though, was that a couple of people on my global friends lists suddenly had names like Trial UL8QP1 , Trial QHI91H etc.

    This is not the first time i've seen the global system fudge up , but it is the first time i've seen this particular occurance.

    Was anything done yesterday that might explain this?
  24. Don't give up King Namek! Controllers are just as good as anything else on trials! Don't worry if the first couple of times you feel a bit .. overwhelmed! As others have stated, everything is a +4 until you get those powers slotted up! Also, on that BAF, half of the escaping prisoners cannot be held, slowed, knocked, anything! but everything takes damage!

    Keep those storm clouds out (and tornado while on the prisoners part) and spam freezing rain like mad! Also, Steamy mist is useful for you and everyone around you as some of those escaping prisoners will confuse you or your team mates! Steamy mist offers good protection!

    I quite enjoy running trials. Although I do agree with others that it can take too long to get all your incarnate goodies (still didn't stop me though ), just being in those huge groups, laying waste to stuff, joking with your league mates, it can be a lot of fun
  25. I kept Temp Prot because

    a) it does offer speed debuff resist, and
    b) it is the perfect spot for the steadfast unique, and some knockback, I deliberately left SJ unslotted on the build just incase you might want another knockback proc in there (BOTZ), to bring up your knockback protection to 8 instead of 4. Of Course, Gladiators +3% would be yummie too, if you want to invest in that one

    I find with 4 I do get knocked back every now and then, but its never much of an issue, If I ever get frustrated with it I'll add the second one and be done with it, but as of yet, I've seen no issue