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I'm going to second the suggestion for Dark Armor, as it provides something that's somewhat of a rarity in armor sets in this game (Psionic damage protection), as well as a very handy debuff resistance in resistance to endurance drain and recovery debuffs. Its only real issues are lack of Knockback protection (obtainable through the Pool Power Acrobatics, or various IOs like Steadfast Protection, Karma, Blessing of the Zephyr, and Kinetic Crash), and a few endurance issues (mainly from Dark Regeneration's 33 end cost). Once both of these are plugged, it's a *very* sturdy tanker due to its layers of control, resistance, and one of the top two self-heals in the game. In addition, for when things do go south, its Tier 9 is a self-rez that deals an auto-hit, Mag 30 stun to everything in the vicinity (but only works if there's at least one enemy in the area, and restores endurance and health proportionally to how many are there).
I don't remember where the numbers are, but I believe that Arcanaville (she's the CoH forums' resident math-geek and numbers-cruncher extraordinaire), when running the numbers on Tanker armor sets when Dark Armor was first given to them, found it to easily be a top contender for survivability, even when compared to other sets' Tier 9 "godmodes".
It's not an easy set by any stretch of the imagination, but it's a very rewarding and powerful set when you learn to leverage its tools. -
Why do I love my tanker?
Because instead of relying on cleaning up after a near-wipe, like my scrapper has to (no taunt aura in /regen), I can proactively prevent it with OG, taunt, and Death Shroud.
Because despite certain people with the initials J_B claiming tankers have no offense, I still one-shot white minions, if I don't have a Boss to focus on.
I love my tank because she is durable. I draw a line in the sand, and that line does not get crossed.
Sure, my controllers can render a whole spawn immobile and not fighting back, but they can't actually take hits like my tanker.
My blasters can annihilate entire spawns with little effort, but every shot that they do get off is a telling blow.
My defenders might be able to reduce an entire mission to mewling whelps, rather than threats, but it's not the same as standing in the middle of the mob, fighting it out, and not flinching from mighty blows.
My scrappers..... Eh, they're fun, too, but a lot more intensive concentration-wise to their health.
In short, I like my tankers, because they survive.
Also, Airhammer, love the Taz quote in your sig. -
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I'm a bit surprised I'm the first one to notice this; where's Soul Drain and Hasten?
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Good question...this is my overall use build.
Soul Drain and Hasten are in my AV killing build.
[/ QUOTE ]Soul Drain should be in your general use build, too.
In fact, every time a Dark Melee scrapper, tanker, or brute skips Soul Drain, a catgirl is born. Please don't skip it, there's already too many catgirls on Virtue, and they may start spreading! -
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Custom Critters are always nasty, and people tend to have no concept of just what it is they are putting their players through.
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Was on a redside MA mission last night with a simply horrible boss at the end, and the rest full of END-draining lesser nuisances till you got there.
We complete after a lot of trouble, and as we're standing there next to the teleport beam afterwards the leader is going "this is my friend's arc! Please rate it well and send him comments about exactly WHY you did or did not like this! Its really important and essential that you do this!"
Teammate 1: "That sucked."
me: "You know, it really did. Not fond of end-drain."
leader: "Well tell him that and maybe he will consider changing it! He'll think it over... maybe..."
I'm not going to write an essay on an MA arc begging the owner to do anything whatever to it. What I WILL do is 1. decline to rate it, and be grateful for my forebearance and 2. I'll vote with my feet.
People have this idea that the more horrible a boss is, the more fun it is and more importantly, the more gluteus maximus they kick as an author. Well, if one wants good ratings might wanna give that idea a rethink.
Or not. And I can keep rating things a zero, its all good. Probably a bunch of others doing exactly the same thing
[/ QUOTE ]Or you could do what most of us do, and actually use the Suggestion field to send a Suggestion so the writer can improve their arc, instead of being a total [self-censored] about it.
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Oh boo-hoo. And as if the average unkillable-boss creator is really interested in feedback; he's going to read that and leave that boss/mission just how it is now.
Most people don't take critiques all that well. With this knowledge in mind, if I don't know you well I usually keep my critique to myself. It is truly a thankless task.
[/ QUOTE ]Yes, but for every [censored] that wouldn't take your critique well, there's probably a writer who wasn't aware of how powerful the end-draining mobs were because the only toons they had to test it with had plenty of recovery resistance (like Elec, Energy, and Dark Armor sets).
Heck, on my custom group that is becoming a bit of an impasse to finishing my arc, it took 3 missions to realize how nasty the elec sets can be because I was testing on my /Regen, and didn't bottom out until I hit my EB that had two Elec sets (Assault/Manip). Ended up completely scrapping that EB, and half the minions due to that. Now, had I tested on my Dark Armor instead of my Regen, I may not have noticed that, and would possibly have even published it. And if I just kept getting a bunch of unrated playthroughs, or 0-stars, with no comments, I'd be far more perturbed than if I got some helpful feedback. -
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If spending 50 inf on a red insp is not in ur budget, or you want to buff ur team, Or if you want taunt/placate resist for fighting Arachnos and KoA, then assault would help. Otherwise I would lean towards defense and travel, it just makes life easier for me.
[/ QUOTE ]Fixed. -
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(This is also your best debuffing power. It makes things like vet powers, which don't benifit from build up or yellow pills, hit more often).
[/ QUOTE ]Correction, they do benefit from +Acc and +ToHit. They don't benefit from +Dam, though. -
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No no one wants to rehash yet another farming in the MA thread. It's already been done dozens of times.
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Hey, we have to farm our post counts SOMEHOW.
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I need your secret then because I'm obviously behind the curve.
Also, I wasn't asking about farming. I was asking whether the reduction in XP in MA would have an adverse effect on its use.
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Since the MA buildings are 98-99% empty in every zone on every server I've visited except for Atlas on Freedom, I'd say its already going down. [I admit to not having visited Virtue, since I never visit there but merely sneer each time I scroll past it in the server-list.] This may be in part because of the ticket nerf; we may never know.
And you know, I really don't miss MA that much. I discover I LIKE salvage and recipes more than I thought I did, and buying exactly what I need instead of rolling and rolling and rolling and rolling some more. I think my poor /dark Scrapper went through at least 18,000 tickets before he got his -KB recipe.... mileage no doubt varies, but I'm really not missing that Broadcast spam-fest of unkillable bosses. Whoda thunk it....?
[/ QUOTE ]They're empty everywhere but Atlas and Mercy because people are idiots and just use the zone they start in, instead of heading to a less-popular zone like Galaxy or Nerva. Also because people are *in* the missions. -
Dr Pepper for caffeine, Cream Soda for decaf.
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Custom Critters are always nasty, and people tend to have no concept of just what it is they are putting their players through.
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Was on a redside MA mission last night with a simply horrible boss at the end, and the rest full of END-draining lesser nuisances till you got there.
We complete after a lot of trouble, and as we're standing there next to the teleport beam afterwards the leader is going "this is my friend's arc! Please rate it well and send him comments about exactly WHY you did or did not like this! Its really important and essential that you do this!"
Teammate 1: "That sucked."
me: "You know, it really did. Not fond of end-drain."
leader: "Well tell him that and maybe he will consider changing it! He'll think it over... maybe..."
I'm not going to write an essay on an MA arc begging the owner to do anything whatever to it. What I WILL do is 1. decline to rate it, and be grateful for my forebearance and 2. I'll vote with my feet.
People have this idea that the more horrible a boss is, the more fun it is and more importantly, the more gluteus maximus they kick as an author. Well, if one wants good ratings might wanna give that idea a rethink.
Or not. And I can keep rating things a zero, its all good. Probably a bunch of others doing exactly the same thing
[/ QUOTE ]Or you could do what most of us do, and actually use the Suggestion field to send a Suggestion so the writer can improve their arc, instead of being a total [self-censored] about it. -
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Necromancy/Soul Extraction: This power should now accept Recharge Intensive Pet Invention Origin enhancements.
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-Castle
link: http://boards.cityofheroes.com/showflat....part=1&vc=1
I guess he really does read his inbox.
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Nice "buff"!
I wonder why Dark Servant can't take Recharge Intensive?
The next buff is to allow Lich and Knights to take Accurate Tohit Debuff sets!
[/ QUOTE ]Because both types of pet sets are for pets that do damage, and Fluffy's damage is, well, almost as bad as a petless MM.
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Lich does crappy damage too...
[/ QUOTE ]Lich is a Damage + Control pet. Dark Servant is straight control/debuff. -
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I have never played it but numbers wise it looks like a great set, two AoE res debuffs looks sexy for teams.
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Acid Arrow is only a 7ft Targeted AoE, but if stuff is crawling around a corner due to Glue Arrow it's more than capable of hitting multiples. Other than that, good for bosses. Personally I just want Ice Arrow to sync up with the actual arrow and maybe the Poison Gas Arrow have a more substantial debuff, maybe even Flash Arrow having a bit of a debuff to it too, though then I'd have to drop Slug....
All that aside, it's a little less effective than it looks. It looks like, "Oh dood, -Damage, -ToHit, and all that -Res?! I'M IN!" So long as you don't realize the -Dam is less than half what a /Traps user can do, and only ~20% larger -Dmg than a /Rad can do (If you don't count the mitigation in -ToHit is like 1/5 what Rad can do).
[/ QUOTE ]Flash Arrow actually gives about the same -ToHit on an AV that Rad can do, because Flash Arrow's is unresistable. -
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My /SR has to go to pool powers to slot a Steadfast for +3% defense, it's not fair~!
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A more appropriate example would be if SR could not slot the Steadfast unique at all, unless it was paired with DM or Katana. In that example, DM/SR & Kat/SR would get a benefit that other sets paired with SR would not.
This is what is happening with the RIP sets and MM's right now.
[/ QUOTE ]And again, the Recharge-Intensive Pet Damage sets were never meant for standard MM pets in the first place, so the analogy doesn't need to fit that well. -
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My /SR has to go to pool powers to slot a Steadfast for +3% defense, it's not fair~!
My Stone Melee tank can't slot a cheap purple sleep set like that Icy Melee tank can, not fair!
My Energy Melee tanker can't get a 4-slot 7.5% recharge bonus from KO Blow, but your SS tanker can! Totally not fair!
My BS/Invuln can't slot Theft of Essence procs, but that Dark Melee/Dark Armor scrapper can slot two! Not fair!
In other words, not every powerset can slot every type of IO, so quit your [censored].
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But your SR CAN go to a pool power to slot the steadfast, your stone melee CAN slot some purple sets - the fact that some are cheap and others are not is a factor of popularity, not ability. All the other examples you give can get similar bonuses by slotting some other sets in some way i.e your energy melee can slot a lot of stun sets that the SS can't because all his attacks do stun - however there is NO way for an MM to slot a bonus designed entirely for pets unless they pick a specific primary or secondary set.
The recharge intensive pet sets are yet another example of the dev's not completely thinking things through - there is NO reason that normal MM pets should not be able to slot them other then an arbitrary decision - recharge intensive pet sets are damage based sets just like the regular pet sets (which is why dark miasma's dark servant cannot slot either) so the fact that SOME pets can slot both and some pets can slot one or the other is purely arbitrary. Yes, you can argue that the MM pets don't NEED the recharge - but they DO benefit from it (just not much) and allowing them to slot the recharge intensive sets are not going to give them any advantage except for balancing out the various sets by allowing them all to slot the unique's - using the other IO's in the sets in regular pets is actually going to be a disadvanage in many cases.
I could see not allowing regular MM pets to slot the recharge intensive pet sets if there was NO way for any MM to slot them (so NO mm pets could benefit from the uniques) - but the fact that SOME of them can means that it is stupid to leave things as it is.
[/ QUOTE ]Fine, then. My Ice blaster can't slot a set specifically designed with blasters in mind (Sting of the Manticore).
Said Stone tanker can't slot the Sandman proc which is great for survivability.
Plenty of controllers can't slot various control sets.
And if you need recharge in your pets, tone your difficulty down.
Mastermind pets aren't the pets Recharge-Intensive Pet sets were for. They're for the ones on long recharge timers, like Warshades' fluffies, Tornado, Lightning Storm, or Patron pets. Mastermind pets don't need recharge enhancement, because the summons refresh fast enough as is. -
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8 MM ITF. The second video. The LRSF has been done with 8 MMs as well.
In similar news I took my team of 6 Thug/Storm MMs on the Imperious Task Force. On the third mission we were on Lag Hill. I summoned 6 Tornados, 6 Lightning Storms, 6 Hurricanes and 6 Gang Wars. The mission froze, kicked us out, reset, and anyone who leveled during that mission unleveled. All experience, Infamy and items that were found on that mission were lost.
[/ QUOTE ]I think you just killed my video card without me even being there. -
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Necromancy/Soul Extraction: This power should now accept Recharge Intensive Pet Invention Origin enhancements.
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-Castle
link: http://boards.cityofheroes.com/showflat....part=1&vc=1
I guess he really does read his inbox.
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Nice "buff"!
I wonder why Dark Servant can't take Recharge Intensive?
The next buff is to allow Lich and Knights to take Accurate Tohit Debuff sets!
[/ QUOTE ]Because both types of pet sets are for pets that do damage, and Fluffy's damage is, well, almost as bad as a petless MM. -
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I don't like KB affects in any melee AT attacks. I think they should all be just low enough mag to do KD instead. If you like the KB affect you can always slot a KB IO in there and get that affect. Unfortunetly you can't slot anything to make the KB weaker and turn it into KD.
[/ QUOTE ]Touch my crane kick at your own risk. -
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First off, we're talking about 15-20% damage mitigation to all damage types if both auras are slotted. This is just two enhancement slots, and these things are always on and cost no endo. And only some MM's can slot it? Seriously, how is this not broken? If only some scrappers were able to slot for two enhancement slots a free 15-20% damage mitigation to all types, there would be no end to the complaining that was going on. And this is what is happening for some MM's at the moment.
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Nope, doesn't seem unfair, recharge intensive pet sets go into pets that are recharge intensive. You could always just play /dark or /storm. Then again, if tornado is a pet, OSA and acid mortar should be too.
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In the least for tornado, it doesnt even have Hitpoints that can be attacked. Acid Mortar and Seeker Drones do have HP that can be attacked, and Acid Mortar stays out and can be killed (and can kill, especially with three damage procs in it, heheh). But I still contend that anything that gives 15-20% damage mitigation to all types for two slots for only some powersets of an AT isn't fair, even if a person can pick a certain secondary. Because not everyone wants to be a clone of everyone else and play a certain powerset. It's called balance for a reason.
[/ QUOTE ]My /SR has to go to pool powers to slot a Steadfast for +3% defense, it's not fair~!
My Stone Melee tank can't slot a cheap purple sleep set like that Icy Melee tank can, not fair!
My Energy Melee tanker can't get a 4-slot 7.5% recharge bonus from KO Blow, but your SS tanker can! Totally not fair!
My BS/Invuln can't slot Theft of Essence procs, but that Dark Melee/Dark Armor scrapper can slot two! Not fair!
In other words, not every powerset can slot every type of IO, so quit your [censored]. -
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Vernon von Grunn
[/ QUOTE ]BEEES! -
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An auto power for Energy Aura and Electric Armor? How about Quick Recovery?
[/ QUOTE ]Actually, it'd be in keeping with the theme of the dropped power.... I could actually see that, oddly enough. -
Okay, my first tanker I'm thoroughly enjoying playing is reaching my standard level for doing an IO set build (32, since 35 has the best IO selection, IMO), I'd like to post my build (perma-rage, natch) for critique. I do have a decent budget (around 50-100 mil), but would not like to go overboard, as I have other characters to do builds for, as well (hence certain choices, and the frankenslotted IOs are just whichever sets I can find for cheap).
So, here goes:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Staerkanin: Level 34 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leaping
Hero Profile:
Level 1: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(3), S'fstPrt-ResKB(3), S'fstPrt-ResDam/EndRdx(27)
Level 1: Jab -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(13), B'ngBlow-Dmg/Rchg(13)
Level 2: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(5), S'fstPrt-ResKB(5), S'fstPrt-ResDam/EndRdx(19)
Level 4: Haymaker -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(15), B'ngBlow-Dmg/Rchg(15)
Level 6: Obsidian Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(7), S'fstPrt-ResKB(7), S'fstPrt-ResDam/EndRdx(34)
Level 8: Dark Regeneration -- Theft-+End%(A), M'Strk-Acc/EndRdx(9), Sciroc-Acc/Dmg/EndRdx(9), EndRdx-I(19)
Level 10: Air Superiority -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(11), B'ngBlow-Dmg/Rchg(11)
Level 12: Swift -- Flight-I(A)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(17), Numna-Regen/Rcvry+(17)
Level 18: Combat Jumping -- Krma-ResKB(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Knockout Blow -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(23), EndRdx-I(23)
Level 24: Death Shroud -- Acc-I(A), EndRdx-I(25), EndRdx-I(25)
Level 26: Oppressive Gloom -- Acc-I(A), Acc-I(27)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rchg/Rng(31), Zinger-Taunt/Rng(31), Zinger-Taunt/Rchg(31)
Level 32: Soul Transfer -- Dct'dW-Heal/Rchg(A), Mrcl-Heal/Rchg(33), Mrcl-Heal(33), Efficacy-EndMod/Rchg(33), P'Shift-EndMod/Rchg(34), Stpfy-KB%(34)
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]5% Enhancement(RechargeTime)[*]42.2 HP (2.25%) HitPoints[*]Knockback (Mag -16)[*]Knockup (Mag -16)[*]MezResist(Terrorized) 2.75%[*]21% (0.35 End/sec) Recovery[*]10% (0.78 HP/sec) Regeneration[*]20% ResEffect(FlySpeed)[*]20% ResEffect(RechargeTime)[*]20% ResEffect(RunSpeed)[/list]------------
[u]Set Bonuses:[u]
[u]Impervium Armor[u]
(Dark Embrace)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Steadfast Protection[u]
(Dark Embrace)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] Knockback Protection (Mag -4)[/list][u]Bruising Blow[u]
(Jab)<ul type="square">[*] 1% (0.02 End/sec) Recovery[*] 14.1 HP (0.75%) HitPoints[/list][u]Impervium Armor[u]
(Murky Cloud)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Steadfast Protection[u]
(Murky Cloud)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] Knockback Protection (Mag -4)[/list][u]Bruising Blow[u]
(Haymaker)<ul type="square">[*] 1% (0.02 End/sec) Recovery[*] 14.1 HP (0.75%) HitPoints[/list][u]Impervium Armor[u]
(Obsidian Shield)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Steadfast Protection[u]
(Obsidian Shield)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] Knockback Protection (Mag -4)[/list][u]Bruising Blow[u]
(Air Superiority)<ul type="square">[*] 1% (0.02 End/sec) Recovery[*] 14.1 HP (0.75%) HitPoints[/list][u]Winter's Gift[u]
(Fly)<ul type="square">[*] 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)[/list][u]Miracle[u]
(Health)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Karma[u]
(Combat Jumping)<ul type="square">[*] Knockback Protection (Mag -4)[/list][u]Bruising Blow[u]
(Knockout Blow)<ul type="square">[*] 1% (0.02 End/sec) Recovery[/list][u]Perfect Zinger[u]
(Taunt)<ul type="square">[*] MezResist(Terrorized) 2.75%[*] 10% (0.78 HP/sec) Regeneration[*] 5% Enhancement(RechargeTime)[/list][u]Miracle[u]
(Soul Transfer)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|</pre><hr />
Edit: Stupefy proc in Soul Transfer is, as the internet says, "for teh lulz". -
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Aubrey Scorch: on Protector: Willpower/Fire Melee. She has a taunt enhancement in RTTC, one in each attack power, and Taunt as well. No problem holding agro and she deals out tons of damage. Aubrey has Tough, and is soon to get Weave as well. Don't know if she will pick up Strength of Will...but it is an underrated power in my opinion. Just wish it could be slotted for recharge.
[/ QUOTE ]Actually, I like that it can't be affected by any sort of recharge buffs or debuffs.
But my favorite tank is the only one I've gotten to any decent level so far, my Dark/SS. Resists out the wazoo, with OG to knock minions out of the fight while having them stick around as Dark Regeneration fodder, and, of course, Rage, KO Blow, and Foot Stomp. -
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Or... They could add more sets for scrappers. But I'm not about to beat a dead horse. The idea of the power is good but it is a tad off from the scheme. They could have made goggles similar to the temp power but with the effect of foc acc since thats what they were going for. As far as skipping it for cosmetic/theme reasons... That would be kinda hard to do.
[/ QUOTE ]How is it hard?
Take Caltrops/Web Grenade, Caltrops/Web Grenade/Shuriken, Exploding Shuriken.
Also, how does a gadget that hovers around you fit any less than a pair of goggles. Newsflash, both are gadgets/devices, not weapons. -
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Yes Elec melee would be cool to get. We have only had Powerset Proliferation once and the plan is to port every thing over that fits. So Scrapper should be Elec melee sometime just don't count on it to be anytime soon.
With Elec armour they are going to need to make some change it some. Elec armour as Conserve Power and that is in the Scrapper Epic pool. So I would assume that they would like to change that first and take away Conserve Power for Elec before they give it to Scrappers and Tanks, but I could be wrong.
[/ QUOTE ]I almost guarantee it. Same for Energy Aura, in fact. Probably give them an auto power or something like that. -
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Before they nerfed Focused Accuracy, I would occasionally run out of endurance on my Katana/Regen with Quick Recovery, Stamina, two Performance Shifter procs, all the accolades, and both uniques. All you have to do is run every high-cost toggle you can get your hands on, plus slot your fastest attack with a purple set (only 33% endurance reduction) and use it every other attack.
[/ QUOTE ]Yeah, one benefit from the FocAcc nerf is that it now only costs .83/sec, instead of nearly your base recovery. (It was something like 1.26/sec, IIRC). The other is that it is no longer so OP there's a reason to pick the other two APPs besides concept. -
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About the controller part and her healing off the pets , well she can heal off all of them except for the Illusion pets. So ya get rid of all the pets except illusion ones.
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I don't know for sure. I heard that she cannot heal from ill pets, but I got impression, while doing MoSTF, that she does heal from them. After starting summoning both PA and ST, near me, I got impression that she wouldn't heal that much as having these pets near her.
Again, I have no proof to say for sure one way or another
[/ QUOTE ]She can't heal off PA and ST, because they're untargetable and phased. She can heal off Phantasm.
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Incorrect, PA is very targetable just in a perma stage of phase er go unattackable and she can't heal off of them. ST is also targetable except that once targeted it will say invalid target when you go to attack it.
[/ QUOTE ]Right, not untargetable, but my actual point still stands.
Also, it's "ergo", which is the Latin word for "therefore". Not two words. :P