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OK, here's a build that uses that guide; energies/elements defense is not quite 45% with only one adjacent enemy, but caps at 3-4 adjacent. I kind of wish I could have more slots in my single target attacks, especially Total Focus, but considering that this is a build for tanking on big teams, the team should be able to handle the murdering (or, you know, subduing).
Also, yes, according to City of Data, Mask of Vitiation is ranged, negative, which makes me feel a little better about Ringmistresses.
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Ribic, thanks for the thoughts and the link to that guide. I'll spec out a softcapped build and see what it looks like in terms of pros and cons. I'm still concerned about things like taking on +3 carnie bosses, rikti psychic users, and Wisps. I suppose it's good that there are a lot of ways to build a tank these days, and that you can have two builds ready when you need them.
Ultraaman, I'm sure your tank is great, but mine is sometimes great and sometimes he sucks, and when he sucks it makes me sad. With the right buffing support almost any tank can be awesome, but sometimes when you're doing a TF and taking the first 8 people who show up, that support isn't there. When I see content like Reichsman, LRSF, and STF, I look ahead to future endgame challenges and imagine that I'll need to be able to bring more tank to the table than common IOs and the Fighting pool can provide. -
I've been playing since COH beta, though I took a lengthy break from around issue 7 until this past October. My favorite character, back in the day, was an Invulnerability/Energy tank. I still like playing him, but Invulnerability is not as invulnerable as it used to be, and I've mostly benched him since I came back to the game in favor of new and seemingly more exciting characters of other archetypes. Playing him more again recently, I've found that there's some content in the game that he is just straight up not tough enough to handle, which is somewhat humbling. He's got almost no IO sets in his build right now, though, so there's a lot of room for improvement. Keeping in mind a fairly modest budget (mostly - I have a 7-8 hami-Os from back in the day that I'm willing to sell, and I don't mind doing arcs and TFs to get merits for a few key IOs), I put together a build that seemed like it would hold up better:
Code:What I like about this build is that it has about as much psychic defense and resistance as I could eke out of the IO system - enough that I won't feel quite so defenseless against rikti and carnies. Energy and Elements could be better, but there does not seem to be a lot I can do about that with IOs, sadly. Not having any actual jump enhancement in Super Jump bothers me, but I'm not sure where to steal another couple slots for it. No ranged attack, but frequent Taunt. No Conserve Power, sadly.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1406;684;1368;HEX;| |78DA9D945B6F124114C767CB22051681524AAFB4B6F482A5B47849B43EF8606BD2D| |82AD1A64F6ADDD211B0EB82408DBCF9017CD2C4373F88F15B78D72F83E79CFF40D2| |E8931BF6FF9B393BE732B367D97BB5E528F5FAA6B29C5B9EDB6E1FEEBBFE896E45F| |675A5E637BC46B5AB424AA92CCC875BFAA9F6DBBAB8E3BF3CF57CDD728FEA5EBDD3| |9D308FF7B4A775719B1E54BB982477FC9A6E69BF53EC0F9C72A3E11577B5DBACFB5| |54C6ED73BBE6EB7636652AD75E85144660F9A5A1FA7B69BF5CA20ACDBEEE856779C| |AACAD3FD254C62D1AD7A01B5428365359C077282C222661165AE5E503D2194D4900| |B1C09CE5504E78F05792DF81A36C1C9CBBA63B129B10BEC09B2770573F704B9B220| |42B902C62B805C3672D9FFCAB58C5C6374D041EC4405D312E83BA50FC1140C6D207| |609B82458BB0C5C01AE0AA2943E6CD2876B436C72EAC033C1C513C0039E0B82943E| |6AD247D7A4A20C996208A46253013685C81437ABE20792EE27E54A5A96A44B6E12E| |C801AE913FBB8900212C088609842A5106A28F5566A187D07BC47B5B48FB4D947BA| |89337A01B408336ABC2DB3F15341A123B0286CC6149DE9D1A57E518113E6142750C| |264124025EB28AF340AA0E600C599328D3585C69A46474DA3BF4A682C9BD6CD9875| |3370CD225016B90A88FE83AA9835DB9D45A039849D43BC386D77DE6C771E5DB380A| |E5940D72CA06B72E89A1CBA26415E8BC66B115E4BF05A82D712BC96CFF4DA372A66| |C514B33266F161E63340418EF6332D5835EF79B5203EF3B4D1A2F129AE8A69FD0C7| |E93CF8639F90DEC69DA1E7C75F4E397B1FB97A56C0FBE316589256F0FBEE95E3831| |F896FEF7FAE8F4C385EFF3BFC03E4B99C43AE0D14396473C7DCC2397E588A7151EF| |53E39FD82E3D7B8AEEB2C9B2C3758D2549F7AC32B435192288BC3126339CF126749| |B0A45826593EB0F4FE003E20EFDA| |-------------------------------------------------------------------|
My goal is to end up with a tank I'm not ashamed to put forward as lead tank on Statesman or Reichsman TFs, and who can be a strong tank for future end game content. Any advice on tweaking this build without adding anything horrifically expensive is quite welcome. -
My broadsword/ninja stalker hit 47 last night. He's going to be my first 50 villain, but I have kind of mixed feelings about the character and what it brings to teams. First, the good: Headsplitter and Disembowel do, in fact, hit like a truck, and there's nothing more satisfying than lining up 2-3 guys and destroying them with a single headsplitter. On the other hand, Headsplitter, as an AOE, only has a 50% chance to crit from Hidden, which means if you want to do something like Assassin's Strike -> Placate -> Next Best Attack, you have to use Disembowel, and a crit on Disembowel generally will not quite one-shot a minion. Not bad, but not the best of times. For a strong-hitting set, Broadsword has a lot of mitigation, starting when you pick up Parry. For a ninja, one Parry generally means hardly anyone is going to hit me with melee strikes; for WP stacking is a little more awkward, since you get hardly any Lethal defense and no position defense. It'll still help, though, especially if you get a little def buff slotted into it and double stack (which is easy). Plus, with Disembowel and Headsplitter both taking enemies off their feet, you spend a lot of time kicking (or slashing) people while they're down, which is generally entertaining and worthwhile.
There are three things about Broadsword that bother me, though. One is that it's almost purely single target. Yes, you can hit multiples with Head Splitter, but generally you're using it as a single target shot, and Slice, your only other cone, doesn't hit particularly hard. I spent a lot of time craving Whirling Sword and not having it, and I often felt less useful to large teams because of my poor AOE capability. If I make another stalker, down the road, it's almost certainly going to be Elec. Melee. Also, the purely lethal damage means a lot of enemies have at least some resistance to your strikes, and some have a lot, especially robots (another point in favor of elec.). Lastly, the animations are kind of slow, although not horrifically so. It's not that uncommon to set up a Head Splitter and waste some of the damage because one or more team attacks land first.
All that said, I found Broadsword very strong, it's fun to stick sharp things through soft things that scream and bleed. -
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BugÂ… In an upcoming patch, flying entities that are disorient will no longer behave oddly.
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Any chance that you could also have disorient include -jump, the way it does for PCs? -
So, now that herding is dead, any chance you might roll back some of the other changes you've made to impair it in the past, like (for example) the timed Shadowhunter missions? It's hard enough to find a decent team in the 40s now, let alone one that can take down an AV post-ED.
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Could you please clarify as to whether or not this is completely in the live game now, and if not, when it will go to test?
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Replying to only this change and not the SO nerf, I'd like to say that a reduction to overall endurance costs has been a long time coming, and it'll be greatly appreciated in the pre-Stamina levels (especially 15-19, where my characters tend to really start hurting for endurance).
I'm going to at least experiment with dropping Stamina on some characters and substituting a -end cost in each power, added to the overall endurance cost reduction. -
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Invul max on passives should be 17.85 = ((1 + (6 * (.2 * 1.15))) * 7.5)
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7.5% base * (1+ (6 Enhancements * .2 Enhancement increase)) * 1.15 for +3 Enhancements = 18.975.
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Um... the 7.5% base does not benefit from the 1.15 multiplier - only the enhancements do. Circeus's numbers look right to me. -
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Toxic is impossible to tell, so is Psi. Please keep in mind that most Toxic and all Psi attacks are ranged and therefore they will not be in melee range to be affected by Chilling Embrace generally speaking.
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Just a very minor quibble, but there are, in fact, some melee psychic attacks - the Spectral minions and lieuts of the Circle of Thorns have melee attacks split between psychic and negative energy damage. Otherwise, your point stands. -
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Here's what we'll do: Wet Ice will no longer accept Def Enhancements. We'll increase the base def somewhat. Def Enhancements that are currently slotted will continue to have an effect, but players won't be able to slot new Def Enhancements into it.
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So... people with current ice tanks have a chance to be (slightly) ahead of the game on defense, but only 'til they respec (and have to re-slot their enhancements)? That feels vaguely weird. I imagine they're probably no cleaner way to handle it, but it does feel like a weird disincentive for players. Would it be better to just pull the def from Wet Ice entirely and make it up in other powers?
Also, how much is "somewhat"? Are we talking doubling the current test base to a total of 1% here? 2?
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We're also adding resistance to Toxic in Permafrost to bring it into line with Invulnerability's Resist Elements.
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That, at least, is a positive step (though of course with Resist Elements at 7.5% right now, I'm unconvinced that this actually makes Permafrost a good power). -
Yup, I'll agree here. Numbers like these are crazy. Poor, poor ice tanks.
Also, regarding the matter of informed decisions, I really think that needs to be kept in mind for a significant number of the post-I5 defensive powers, which now have strikingly low return on investment for slots. Wet Ice clearly takes the cake for that, though. Sure, a forum reader can read the giant bold text in guides that say DO NOT SLOT WET ICE!!! ...but if the vast majority of players never come to the forums, they'll have no idea. -
Statesman, could you please address the testing by Circeus and others which appears to show Wet Ice and Energy Absorption having +def values too low to be measured?
Otherwise, this is a good step that should also leave Force Field defenders and SR scrappers feeling a little less vulnerable. -
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The problem I had with this week's article is that it left me feeling...empty. I was really hoping for more substantial history this time rather than a vacuous cavity of prose. There was no style to it. There was no color. There was no substance at all.
Gil, I try to be supportive. I really do. But, this week's article was far too wanting. I hope to see better next week.
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Personally, I thought that this week's piece was an elegant statement that used no more words than it had to. I commend Gilgamesh on his conciseness, though I don't think that he should lean on this approach too much in the future. Bravo, Gil! -
Excellent call, m'lord. This is something I've been a bit concerned about, so it's good to hear.
Clarification, though: when you say scheduled, does this mean that both sides have to agree on a time, or that the raiding party sets a time (which presumably has to be a certain minimum distance into the future) and the defending party hears about that time and has to be there (even if it's, say, 4:30am)? -
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That is too awesome. I'm curious - how did Mr. Abyss get the Freakshow to dance like that? lol
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The files that the game makes when you save demos are human-readable text, and some cunning people have worked out the syntax and commands for telling the game engine what you want it to display. Things like this and the Hype videos make use of customized demos to create things you would not normally see in-game, and then use FRAPS to capture the video for editing. I haven't played with that kind of thing myself, but I'd imagine that it requires some rather painstaking work and a lot of time.
In this case, clearly, the work paid off with a fantastic video. -
This is an absolutely fantastic video, making perfect use of the song. Kudos to Mr. Abyss!
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Yeah, but the base damage increase that was part of I3 really silenced any concerns about tanker damage being too low (particularly in light of subsequent tank/scrapper test comparisons). It was a cool idea, but nearly impossible to implement without seriously reducing our base damage to begin with, which pretty much would defeat the point.
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I know it doesn't excuse the lack of a Freedom Corps rep in KR to sell enhancements at, but the Independence Port franchise of Icon is just a few hundred yards west of the KR gate, and there are relatively few baddies between it and the gate.
Regarding the costume options, I'm very pleased. Open leather jackets and sneakers for men are both going to be very nice additions to my heroes' casual wear.
I do second the hope that we can have other skin types under the jacket - I have a big orange beast who I'd love to have be able to wear a jacket without compromising his funky torso. -
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I'd like to think Striga as a whole set a new standard.
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I wholeheartedly agree. If you can get even half as good as Striga (which would be about Hollows level) with future zones, I think you will be doing very well. -
Clearly the most important news is that there will be "coats with tails".
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Shift-# is used very, very frequently by anyone who needs to heal or buff teammates, or even just to use recall friend. Please leave that one alone.
As for ctrl-#... I don't use it all that much, and most of the time when I use it it is by accident and I have to figure out why my tray got switched. I would not mind seeing that combination being used for a third tray. -
I'm just bumping this so it doesn't go away at next boardwipe.
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I can't find a single point to quibble with here. Nice work, and some excellent ideas!
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Um... I really hope we get at least a few days to test the next round of Tank/Scrapper changes, Statesman. At this point, with no indication of when we will get to play with them, the idea of an issue release on Tuesday sounds dangerous.