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Posts
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Joined
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Lots of Parrying = less time spent absolutely decking everything in sight with Hack, Disembowel and Headsplitter. They can't hit back when they're lying on the floor anyway, I'd say the BS's best bet in both PvE and PvP is to get stuck in, finish things in seconds and go find something else to batter. Getting bogged down in a prolonged battle in PvP is never good.
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How do I tank?
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Personally, I run in and hit stuff, just like all my other characters. Just have to make sure "Taunt" is there on my attack cycle, like my defender makes sure "Heal Otter" is on his. -
Use a hero planner to try to wangle three attacks in before level 12. It'll put some empathy powers on hold but you'll be able to solo to some degree throughout the whole game. If your secondary has a buildup power (Aim, for instance) try and wangle it in - it'll help solo.
I was quite lucky with my emp - SG was very understanding. When I wasn't needed I'd go solo an alt, if someone in coalition had a team going around Wilf's level I'd switch to empath. Couldn't do it with no or a small SG, I guess.
I loathe responsibility in any form so rarely make teams.
If you're forming a PuG, make sure you have two or more new missions in your tray ready to go, and don't wait til you have a full team to start mission, or people may get bored of waiting. -
You'll want to six-slot brawl for recharge, to get it perma.
Agree with second poster re. Leadership, I'm not sure but I suspect that Tictacs and Attackygood drain more than SS, so maybe the endreduction would do better slotted into one of them? Depends how you're going to play, mind, for all I know Tactics is for PvP so you won't be running it most of the time.
Disagree with the second poster re. slotting superspeed - 2 run speeds make all the difference between feeling like a fast sprint and a crazy framerate. If you can spare them.
Agree with Empath re. snipes - don't suit me either.
To summarise: I know nothing of dark defending besides what Wilfbeard did for S4. -
Health is pretty powerful on a tanker, because of the large HP... I'd drop hurdle before I dropped Health. Combat jumping is useful on a Tanker, the defnce bonus won't really do anything for you in real terms, but it really helps relocation in combat when you can just hop over the enemy's heads.
The seller in Siren's call is on the left as you go in, standing by the wooden watchtower. -
Easy peasy - I'd do as DB says, you can buy travel powers for a mere 10k inf whenever heroes control sirens - ditch CJ + SJ, and pick up the other four. I'd try and pick up REn at 41, it's a small increase but will help against all those nasty nasty energy praetorians. Focused acc at 44, so you can six-slot it, Conserve power at 47, and Swift at 49 (I'd see it as endgame quality of lif powerpick, if you've already gone 32 levels without it!
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It's old people speak
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Why you young whippershnapper, if I was 10 years younger I'd clip ye round the ear'ole. -
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There is more to gaming than just healing,or hitting ppl in the face.
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Poppycock. -
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sooo i guess the healer just wont happen for me
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IMHO you're not missing much matey... other sets are sooo much more fun! -
Heh, with kinetics, the buffs stay up when the minion drops! Woohoo!
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Personally, I'm dead lazy so anything that has to keep recasting debuffs on -every- -single- -mob- gets old very, very quickly solo.
Kinetics, Storm, Dark, TA and *maybe* bubbles (Sonic or FF, although they have no damage augmentation which make soloing happen faster) would be my choices. -
Loking good! Member profiles always go down a treat on CoH SG sites, suits the mythology prefectly!
Might want to rethink the white-on-bluegrey text though, was having to squint -
Wow, these threads still going eh - Right click > Info > Check archetype. Does it say Tanker? Well, it's a Tanker then. How said Tanker chooses to play is up to the Tanker and the Tanker alone, he is, always has, and always will be, a Tanker.
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Clicky mez protections are bad when arena'ing against anything with a lot of -recharge powers.
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Pros: Hitting things lots.
Cons: Endurance. -
I do believe on Invincible AV's tend to spawn at +2.
The point is, AV's and to a lesser extent GM's definitely CAN be, and routinely are, handled by teams with neither Tanks nor Empaths. -
Well, from the sounds of it you're running at around 50-55% s/l resist and 25-30% everything else res...
If you keep your toggles on with unstoppable, you need exactly no resistance SO's... unslotted it'll already be over the resistance cap. So, 3 recharge maximum slotting, I'd say.
As for Tough Hide/RPD... I suspect Tough Hide will be more use, as it'll cancel out the nasty -def from unyielding.
As smash/lethal damage is so common throughout the game, RPD to increase your s/l resists by that bit more will never be a duff choice.
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I though it was as you say but when placing a Dmg Res enh in the fourth slot for Temp. Inv. it added a 7% def!! How can it be?
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Do you have any DO's slotted? A fourth SO in TI will give you just under 1% extra res... -
Taken down a +2 Battle Maiden (AV, before they spawned as EB's), just a /Inv Scrapper and my kinetics defender (Took ages, mind, but would've taken way longer if he was a tank or I was an empath).
Taken down +1 Dreck (AV) with four blasters and my Kinetic. (Blappers and Transfuusion spam is great).
And a halfway decent /Rad or a couple of controllers will make any AV wish he'd never been brainstormed by Cryptic.
I think you underestimate the power of the buff/debuff culture -
Will Dom should hit Granite ok, but TK blast has a smashing component, granite will get def to the whole attack from that.
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My two Blasters tend to stick close to the enemies anyway
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Quick derailment - ain't it great how kinetics seem to pick up a small group of players that adapt completely to the kinetics playstyle? Speed Boost is an addiction... -
If used from range, the melee types will get full effect apart from the 50% buff you yourself radiate, and any casters near to you will get the 50% buff...
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Shame there's no call for or space for superspeed... the trails left through the air by a flying, superspeeding tanker would be quite superb!
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Lots of team out there do want healers, but equally there are a hell of a lot of healers out there... just sort the search window by defenders and play count-the-empaths. Empathy's funny like that - some days you're in demand all over the place, some days you can't find a team for buff nor money. It doesn't help, of course, that playing an empath solo is just painful so there's not a lot you can be doing while you wait.
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Supremely handy, if the tank falls in battle you might have 5 seconds to get him on his feet, shielded and taunting again before the team gets beaten beyond recovery. Not enough time to get back from hospital!
If just one person has fallen (due to some minor accident, or somesuch), saves the team having to wait for the hospital return visit.
Plus, in Oranbega it surely beats breaking out of prison!
Past 20 or so, I'd say it's one of the powers an empath can go without (controversial statement, I know), although you'd be well-advised to carry a stash of awakens (which, with clear mind and heal other handy, do pretty much the same job as Rez in a non-combat situation).
Edit: Oooh, 1000 posts. Yikes. -
Personal taste - past level 14 nearly everyone has a travel power and you're never far from a hospital. I reckon there's better places for those slots to live, is all! If two people fall in combat, 3 recharges in rez still won't bring it down to a reasonable length of time to make the difference between defeating a mob, or the mob defeating the team, I find!