AnElfCalledMack

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  1. AnElfCalledMack

    Soloing the STF!

    Quote:
    Originally Posted by PumBumbler View Post
    I think the only way you could finish LR is to cheat and get him stuck along the back wall, and then you could finish off the towers and then LR.
    Has anyone ever tried to confuse the towers? There are two real possibilities:

    1) The towers may lack the PToD, so a relatively low-magnitude confuse would turn off Lord Recluse's buffs.

    2) The really insane option. I'm not sure how the tower buffs work. It's possible that a confused tower might turn and buff you. This could potentially trivialise the encounter by capping almost all of your stats.

    Now, this has probably been tested before. Does anyone know?
  2. Quote:
    Originally Posted by Seldom View Post
    Many empaths just don't 'get' that they're good for more than just healing, or heal+clear mind. I LOVE when only those without mez protection sport the clear mind, the blaster gets fortitude not the tank, and the character with the best powers on a long recharge or player with worst endurance issues gets the adrenalin boost.
    You know what's even better? The player who knows when to break those rules. When they know the encounters to stack CM on the melees to get them through a high-mag mez. When they Fort the tank right before Lord Recluse, because there's a big difference between 45% and 75% defense. When AB goes on the one who's eating the heavy slows or endurance drains, rather than the EMP-happy Rad.

    I mean, I'm happy to see the Blaster with Fort, the squishies with CM and the emps trading AB, but sometimes you need to rethink your priorities. And I love it when you get a player that's actually prepared to do that.
  3. Quote:
    Originally Posted by kangaroo120y View Post
    Thanks to me lovely incarnate slot, i have a 1000+hp heal up every 11 seconds, will this negate needing to build for +def?

    I haven't slotted any purples yet so im hoping to have even more +rech
    I have similar. I find that building for a little defense can help a lot in big teams. I sit at 25% S/L, so any defense buffer pushes me up to or very near the soft-cap, and two will pretty much let me tank Lord Recluse.

    Defense is far from useless, though. High-end mobs can take a third off your health bar with one hit, and if a couple of those connect in quick succession, you can faceplant no matter how fast your heal cycles. Defense makes those damage spikes far les likely to happen, and is really handy on encounters like Ghost Widow (Dark Regeneration, Soul Storm) and Reichsman (Fist of Tyrrany *will* stun you if it lands). And more Recharge starts hitting diminishing returns - an 11 second cycle time is impressive, but another 10% recharge bonus isn't going to change it very much.
  4. AnElfCalledMack

    S/L vs Melee

    Quote:
    Originally Posted by Finduilas View Post
    The single most important criteria for determining the sort of defense bonuses to look for is what, if any, kind of defense your primary has already; IIRC all but three tank primaries have at least some defense of one kind or another.
    All but two, actually. Dark has Cloak of Darkness - it's just Fire and Electric that lack any native defense.

    And of the sets with defense, only one of them explicitly gives positional defense (shields). Dark Armor gives an equal amount of typed and positional defense, and the general consensus is that if you're going to softcap one thing, take S/L, but if you want full protection it's easier to take a positional softcap and let Obsidian Shield cover you against non-positional psi. The other four armor sets (Stone, Ice, Invuln and WP) all have native typed defense, so building a positional softcap is just wasteful. It's far easier to go for S/L/E/N/F/C than M/R/A.

    Also, why S/L is good? The most common defense debuff in the game is gunfire. Melee defense does nothing against guns, but they do Lethal damage, so S/L defense will avoid it. And if you can't avoid those Ranged (and AoE) Lethal attacks, they'll strip away your hard-earned defense very quickly. So positional defense is great if you want to softcap everything, but just a Melee softcap will have trouble with some groups - you might be able to dodge the Romans' sword attacks, but you're defenseless against the pilums, and they debuff defense too, and now you're in cascade failure territory. S/L at least has the same defense against both debuffs, and is a bit more resilient to these induced cascade failures.
  5. Well, any support is great. But speaking as a tanker just a little short of perma-hasten and a Scorch -> GFS -> Incin attack chain (and not that far off Burn -> FSC -> Fireball AoE chain), I'm always glad to see Kins and Rads. +Recharge/+recovery is delicious. Emps are nice too, but I understand why they keep exchanging ABs or putting them on the blaster to override nuke crashes. But either way, I'm glad to see any Defender, Controller, Corruptor or MM who's actually using both of their powersets. Hell, I'm not even picky about that - we had a "pure" empath on a Kahn last night, and he did a very solid job of keeping everyone healthy and well-buffed.
  6. Everyone has their pet sets in this game. It's just that some people accuse you of playing "wrong" if you're not using them, or not using them the way they want to.

    For example, I'm a big fan of Fiery Aura on Tankers. Yes, it means having to balance your use of offensive and defensive abilities, but I like being able to notice the difference in an AV's health bar when I can stand there and keep attacking, as opposed to when I need to go taunt something else.

    Basically, every set has a mindset that helps it work well. If this fits you, you'll be better off playing that AT than any of the so-called "optimal" powersets. I know I make a terrible Trapper - having everything be on long cooldowns makes me hesitant to use anything, so I wind up in harder fights for longer because I'm "saving" my cooldowns. Fiery Aura, on the other hand, lets me have Fiery Embrace up for every other spawn, and I save Consume for using with RotP unless someone's draining my endurance. And that's no slight on Traps - it's an amazing set. I just can't play it right. Fire/ tanks, on the other hand, I get. You can't go toe-to-toe with the toughest foes in the game for very long without help, but in 99% of cases you don't need to fight for very long. Just longer than the other guy.

    So go out there and play characters you enjoy. Why else would you be playing?
  7. Quote:
    Originally Posted by shaggy5 View Post
    I am lame...I don't know how people create those builds that the post on here!
    Titan Network publishes Mid's Hero Designer, a piece of software that can plan out builds for any archetype. It even supports the Alpha Slot, and can create a "data chunk" that other people can import if they want to try and tinker with it.
  8. Quote:
    Originally Posted by TankShock View Post
    Thanks, that's what I have planned out in Mids. Thanks for the guide link.

    As for ACC mods, isn't Rain x2.0 (150%) out of the box?
    Summoning the pet is Acc 2.0

    The pet's attacks are standard accuracy (75%)

    This is the same across all placeable powers with accuracy checks.
  9. AnElfCalledMack

    Will/Elec check

    I'm not saying that you must slot RttC for Taunt or you are some sort of terrible player. All I said was that slotting RttC for Taunt was useful for two reasons - RttC isn't actually a continuous taunt unslotted, and stacking up taunt duration actually does build aggro. If you feel that you don't need more aggro management, that's your lookout and those of the people teamed with you, but general consensus is that Willpower is a little lacking in holding aggro and can use the boost. And a 0.5 second drop isn't much, but 0.5 seconds every 2 seconds is a 25% failure to taunt - a big attack at the wrong moment could aggro something onto the squishies, and once it runs out of the mob, you've lost it.

    I'm not suggesting you eliminate all sense of danger for your team - a Willpower tanker's never going to hold aggro off that SD Scrapper who rushed in with Shield Charge. The problem is that it might also struggle if the Blaster drops a Rain of Fire and no-one can immob the spawn. You might say that's the blaster's problem, but most other tankers can at least mitigate the situation through a combination of Taunt, Gauntlet and aggro auras to get as much of the spawn as they can back around the tanker ASAP. With no Taunt and no Taunt slotting in RttC, you've got no way to re-group a scattered mob. And scatter happens. I for one prefer to try and deal with it, rather than forcing my team to play around me.

    Finally, with competent support any tank is good enough. Hell, with a good support lineup it's better to have a sturdy Scrapper take the alphas and leverage that high damage modifier. But sometimes, you can't rely on good support, or even competent support. We build tanks to be good enough anyway. So I might not have any mez. I might only have debuffs available, or no support at all. And you know what? I can still handle a 7-man spawn by myself and hold aggro throughout, and that's a Fiery Aura tanker that skipped the Fighting pool. So whatever team I might find myself in, I'm confident that we can handle it. Looking at that build, I'm not entirely sure your teammates can.
  10. AnElfCalledMack

    Will/Elec check

    Quote:
    Originally Posted by Hydrofoil_Zero View Post
    ID? Spell check my old nemesis. I meant IW Indomitable Will. 3rd slot only adds a 1.125% hp increase.

    What benefit douse adding to taunt duration have with a continuity active power?
    For one thing, Rise to the Challenge pulses every 2 seconds, and only taunts for 1.5 - so nearby enemies are actually not being taunted for a short period if you don't slot it for taunt.

    For another, pert of the aggro formula for CoH is "remaining taunt duration". Taunts with longer to run are worth more aggro, so slotting RttC for Taunt will increase the amount of aggro you can gather. It's like slotting Arctic Air for confuse duration or Choking Cloud for hold - making sure it lasts between the pulses, and stacking it if possible, is very worthwhile.
  11. Quote:
    Originally Posted by starrball View Post
    Well I will DEFFINATELY(sp?) be there!!! If any of you run on Freedom, you've probably seen me running around the last few days. I have a Shield/Mace Tank called Shondowakai. (Rep momonet: Greatest Heroes of All Time SG GOOOOOOOOO!!!)
    Will deffinately(again sp?) be repping my SG suit. Well, hope to see you all there!

    P.S.
    Dark_Respite You mentioned filming?? If that means actually recording game play could you drop me a PM on how to do that? I got an Idea for a Vid that I want to do once I get the Animal Pack (in contest or by buying it) but I have NO IDEA on how to do that. Woulld appreciate Greatly.
    The /demorecord command is a wonderful thing. There's even a wiki page and a guide and everything.

    Also, Samuraiko (AKA Dark_Respite) has produced a number of excellent CoH videos, some amazing work not directly CoH-related, as well as writing an incredible piece of fanfic - the Nerd Flirting link in her signature is worth a look.
  12. I like Fire as a secondary, but Elec and SS are both going to come out pretty well. Fire has Incinerate and GFS for ST and Combustion/FSC for AoE, SS has Rage, Foot Stomp and KO Blow, and Elec has amazing AoE, but is a touch lacking against one target.

    As far as epics go, Fireball is nice because it animates so quickly, and Fire Blast can outclass low-grade melee attacks, which both SS (designed to have Rage up) and Elec (the AoE set) can find themselves using. Earth has some nice debuffs, but it's really a step down for damage to lose Fireball.

    My latest of many alts is a Stone/Elec/(planning Pyre) tanker. While she hasn't gotten to the mob-melting yet, I'm sure she will in time.
  13. Hey forums. I'm AnElfCalledMack, and I'm an altoholic. In eight months of this wonderful game, I've managed to get a grand total of three characters above 30, but have made and enjoyed a bevy of characters, probably slightly weighted towards melee. The three characters I've broken 30 with are a Fire/Fire Tanker (50+1), a Katana/SR Scrapper (40, softcapped w/o DA, but having endurance problems), and a Fire/Earth Dominator (30, finally got the hang of Flashfire + Cages + Hot Feet).

    Lately, I've been thinking about making a Stone/Elec Tanker, but I have no experience with Stone Armor, and had an abortive attempt at an Elec/SD Scrapper - I couldn't fight small spawns efficiently, and I couldn't survive larger ones.

    So, I have a couple of questions. Firstly, just how much will this suck pre-Granite? I'm willing to put up with a few bumps on the way up, but to me 32 is quite an achievement, so I'd like to feel somewhat useful before then.

    Secondly, do these two sets work together? It seems to me that LR and CI in particular work nicely with Stone - LR for letting you jump into a spawn and grab aggro at the same time, and CI for being a pseudo-ranged attack. All the same, though, there are only two ST attacks, so with the recharge penalty in Granite, I'm worried I'll be hurting against one target.

    Oh, one more thing: Did they fix that bug where slotting procs in CI would affect its chance to jump? If they did, LR + TS + CI with the Kinetic Combat proc would be a lot of area knockdown...
  14. Quote:
    Originally Posted by UberRod View Post
    If they use the Turnstile mechanic for Hami raids I would probably do a Hami raid. Same for the Mother Ship raid in RWZ. That really could use the Turnstile.
    1. Someone announes a ship raid in a global channel.
    2. You go to the RWZ.
    3. You ask for an invite to the raid in said global channel or in Broadcast.
    4. You get an invite.

    It's really not that hard.

    Also, I didn't see any mention of the Incarnate Trials providing the same rewards as the Weekly Strike Target or that the Judgement abilities would be craftable from only doing Trials, and Second Measure only promised that anything that could be earned in the Trials would be craftable from Shards. I wouldn't say it's been conclusively stated that you can get the purple Incarnate abilities solo.

    Though if I'm right and Notices are not craftable in I20, I still think they should put one of the Ouroboros TFs as the WST - they have no minimum team size, so it's an option for soloists. Then again, craftable Notices would be a better one.
  15. Quote:
    Originally Posted by Justaris View Post
    I'd recommend a minimum of two -KB IOs (be they Steadfasts, Karmas or BotZs). Personally, my Dark tank uses three, but he is one of my main characters these days and I wanted him to have the same KB protection that the primary powers in other Tanker primaries give. You could probably get by with two for 95% of situations in PvE.

    As for how to slot, I'd agree with Rangle that typed defense goals are easier to reach with fewer IOs and generally cheaper as well. If you do go the typed route, I'd strongly suggest focusing on Energy/NegEnergy as well as Smashing/Lethal since Energy damage is not well-resisted by Dark Armor. The alternative would be to go for a positionally-capped build but this is considerably more difficult and expensive.

    While 'fun' is certainly subjective, I will say my Dark tanker is the one I enjoy the most out of all my tanks, so for my two cents I say stick it out and see how you like the character once you've put some work into him.
    One comment on the knockback IOs. There is very little PvE knockback between Mag 4 (1 IO) and Mag 8 (2 IOs). Knockdown is mag 0.67, short knockback is around mag 3, and strong KB is typically mag 9 or so, with AVs getting more (Lord Recluse's KB cone is about Mag 16, for example). So two IOs doesn't protect from anything one IO wouldn't stop.
  16. AnElfCalledMack

    Animal pack ?

    Quote:
    Originally Posted by Cheetatron View Post
    Agreed, except for the origin pack but I would have gottten it if it had a kanji aura that worked like the rune aura.
    Leaves aura coloured pink -> Cherry blossom aura.

    Also, Bio Plasma is a really good fire aura, unlike the Fiery/Smoldering ones, and Cryogenic and Thunderhead have fantastic eye auras.

    Yeah, Origin Pack was that awesome.

    EDIT: Also, I'm thrilled at getting the Vanguard pack, since it might actually encourage me to use those weapons if I can from level 1. And the Animal pack looks great, too.
  17. Quote:
    Originally Posted by mauk2 View Post
    Every tanker with a damage aura should take it, six-slot it, and put in a full set of Multi-strikes.

    Similarly, Taunt should get five slots and a set of five Mocking Beratements.


    Heck, MB is so good I've muled it in attacks I don't need.
    There's something to be said for 4 Eradication/2 Multi-Strike if you need E/N defense, as long as you take the EndRedux pieces of Multi-Strike (Dam/End, Acc/Dam/End). Similarly, four Perfect Zinger is good for a more agressive build in Taunt, and the sixth Beratement piece is pretty nice, too - 7.5% recharge. A full set of PZ can even replace a full MB if you don't need Fire/Cold. *cough*Aegis*cough*
  18. My first STF. A PUG. We get an FF Fender, 3 Trollers (Rad, Kin, Emp), Blaster, 2 Scrappers, and me (Fire/Fire Tank). We steamrolled the sucker. Everything just clicked. We had the entire team clumped up, under the Dispersion Bubble with triple Maneuvers, three AoE heals, AM, SB, FS and Fortitude being spread around liberally. When I tried to pull one of the patrons, it didn't work, so all eight of us dogpiled the four AVs and focused fire. First was Ghost Widow and she just buckled. Black Scorpion was a bag of HP, and the rest rolled over in short order.

    We take out the flyer, though I've forgotten to get a jetpack, so I'm reduced to taunting, clearing the troops it drops, and occasionally SJing up for a Scorch or GFS. And then it's the big one - Recluse himself. I'm feeling confident, so I get fresh AM/SB/Fort/bubbles, turn on the Wedding Band temp, and go toe-to-toe with him. And it works perfectly. Neither bar budges, even though I drop Burn just for the guaranteed Gauntlet from the patch. Everyone's cheering and making jokes as the other seven teammmates take down the towers.

    I did find out that Acrobatics and one KB IO isn't quite enough to stop LR's KB cone, and I'm fairly sure the Emp at least had her eye on me to make sure nothing went too wrong, though I was pretty quick on Healing Flames when I actually did get hit. I also got timely re-bubbling and SBs, which make a huge difference for Fire. LR's ranged attacks have a nasty -End component, but enough -End resist and +Recovery makes it pretty much meaningless.
  19. AnElfCalledMack

    New to Tanking

    Quote:
    Originally Posted by mauk2 View Post
    Oh, the aggro cap annoys me so much.....

    Big rooms, where the high-damage melee types scatter in all directions? Hate those when I'm tankin'.

    The only semi-reliable way I've found to control that sort of mess is to beat the team in by a good margin and pull the back of the room forward, to be sure even the most blood-thirsty scrappers/brutes/crabs/widows/etc are well-sated by the horde at the entrance.

    Also, there is no joy like an off-tank who knows what the hell they're doin'.
    Defeats don't count towards the aggro cap. If I've got a spawn of sixteen coming at me, I'll let the AoEs rip. Again, beating the team there can be a huge help, but if you can make sure that your seventeen aggroed enemies are all bosses or nasty LTs, the team is going to be pretty safe. Sure, adding another spawn on top of it might not be a great idea, but that's what you have Doms and Trollers for.

    Also, nothing says "Kill stuff here" like a giant patch of purple flame. Burn really does seem to concentrate people's attention on wherever you drop it, IME.

    And yeah, off-tanking is fun.
  20. Quote:
    Originally Posted by Wavicle View Post
    And the rest of the time they can go back to farming the ITF (or Tin Mage or Rikti Motherships or what have you).
    You know, it's nowhere near as grindy as you think it is. I was on a fantastic ship raid today. Someone announced in Justice United that they'd dropped a pylon, so it might as well be a ship raid. I got into the fourth team, and I'm fairly sure a fifth formed. Lots of crazy fun was had by all, and I came away with five shards and over 600 Vanguard merits, and it was almost entirely spontaneous.

    Good thing I needed two more Gr'ai Matter. And who doesn't like a HVAS in your back pocket?
  21. Quote:
    Originally Posted by ThugOne View Post
    Other differences from other games:
    - We can't take your stuff. Once you have a piece of "gear" (generally called either "Enhancements" or "Temporary powers" or "inf") on your character, there is no way for any other character to take it away from you.
    - Death is easy. The penalty for dying/defeat is.... not much. If you die, you earn something called "debt", which just reduces the rate at which you earn experience for a little while. You don't lose any money or stuff, you don't have to find your old body, etc. Most of the time, the biggest inconvenice of dying is the time it takes to run back from the hopsital.
    And there are even a bunch of resurrection effects - powers that raise others, powers that raise ourself, even the Awaken line of Inspirations which give you a one-use ressurection, although you are stunned for a short time. Combine it with a Break Free inspiration, which suppresses mez effects, including stuns, and you've got yourself a combat rez.

    My Tanker dropped at least five times in one fight against Lord Recluse (one of the hardest fights around). She kept getting back up, setting up, and getting back in the fight. And in the end, we won. I have a Dominator who collapses if someone so much as sneezes at her, but when everything goes right, she deals devastating damage in total safety thanks to her range of incapacitating effects. But I'm an edge-of-my-seat player, and I've picked powersets that emphasise this. Also, don't worry about being new - I've only been playing about 8 months, and already I'm tanking Statesman's Task Force. I'm making a couple of mistakes, but no-one's been too harsh about it - friendly advice, not "OMFG N00B *kick*". And I spend a lot of time on my other characters as well, slowly working my way through the levels on a range of characters I enjoy.

    Welcome to the game, and mind that first patch. It's a doozy.
  22. Quote:
    Originally Posted by Katie V View Post
    Stand next to the green tower. That give you something to hit with Consume, gives the Kin something to use to hit you with Transfusion, and so on.
    Great idea! Although I'd probably stand by the blue tower. All things going well, you shouldn't even need to take that one out. Otherwise, I'd have to move him away before everyone came over to take out the green tower.

    Unfortunately, I spent half the bad fight jetpack-taunting, so that wasn't really an option. If I was close enough to Consume the tower, I'd be close enough to the ground for LR to spam his KB cone.
  23. Quote:
    Originally Posted by brophog02 View Post
    It really depends on the toon, and the particular alphas being debated. The difference between a Total Core Revamp and a Core Paragon isn't much more than the extra ED bypass, however, for a toon that can use the Radial Paragon it can be very worthwhile to go to a very rare.
    Is it just me, or are Controllers particularly awesome at using the entirety of a Radial Paragon? Mind/Sonic uses the whole Cardiac Radial Paragon (even the Intangibility, while Thermal & Storm use the rest), Illusion/Cold or Illusion/FF (or even Ill/Emp) gets use from Nerve Radial (with Taunt in Phantom Army), Fire/Emp and Earth/Emp both work great with the Spiritual Radial Paragon, and anything with an Immobilize paired with Radiation Emission gets the full Musculature Paragon - even a Rad/Dark Defender gets Tenebrous Tentacles for Immob, and To-Hit Debuff in all its attacks.
  24. Quote:
    Originally Posted by Katie V View Post
    If I'm reading Mids correctly, a Fire tank has, at best, 45% resistance to energy damage. IIRC, with the red tower up, LR has an energy attack that hits for 6000 damage before resistance.

    Additionally, with the blue tower up, LR has a base 80% to-hit. If your tank doesn't have any defense, you need six small purples to be softcapped against him -- and between the purple patch accuracy bonus and the Archvillain accuracy bonus, he still has about an 11% chance of hitting you. With only four, he's got a 67.5% chance.
    Fire tanks can handle LR, but it's not easy. You'll need high Defense and Resistance to Smashing, Lethal, and Energy. With a well-slotted Fire tanker, you have 45% resistance to Energy. With the Wedding Band temp power, that becomes 75%. With a medium Orange inspiration or a set of Sonic or Thermal shields, that's 90% - the Resistance cap. And taking 600 damage hurts, but it's not going to make you collapse straight away. You'll probably want to hit Healing Flames after that, so you need defenses to make that attack only land every 10-15 seconds. From my experience, somewhere around 65-70% will do it.

    The big problem for a Fire tanker on LR is Endurance drains. Consume isn't going to hit through the orange tower, so you have no -End resistance and no recovery tool. Nearly any support set can help out (except Sonic, Dark, Traps and TA), either with End Drain resistance or +End/+Recovery powers. But without that, you'll be running dry in seconds.

    I have now tanked Lord Recluse twice. The first time went perfectly, and I've discussed it at length elsewhere. The second time was a dog's breakfast - I'm fairly sure I was defeated at least five times in the fight, mostly due to toggle drops. But that's the great thing about Fiery Aura. Each time, I got back up and headed back into the fight. I RotP'ed. I got Mutated. I RotP'ed. I got Rezzed. I RotP'ed. I kept going, and we made it work. We won, even without perfect setup or perfect execution. And this was a PUG with three Blasters.
  25. I'm quite tempted, but mostly because I had a Spiritual Radial, but would prefer a Partial Core Revamp - so I'm going to build two rares anyway, and when I've got 32 spare shards, I'll turn it into a Core Paragon. Yeah, it's a lot, but I'll get there someday.

    I think I worked out a plan, and it needs me to do one more STF, two ITFs, a ship raid, two Khans and gather 24 more shards and 3 Notices. I think that should be very doable. Running tips for a couple of days would probably let me skip one of the TFs, too.

    EDIT: removed brainfart.