AnElfCalledMack

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  1. Quote:
    Originally Posted by Roderick View Post
    All +damgae effects are flagged "Ignores buffs and enhancements".
    And there's a very good reason for this. The buffs that would otherwise modify +damage effects are +damage buffs. So hitting Rage while under the effects of Rage would give you a +152% damage buff. Hitting Rage under the +152% rage would make it +201%, then 241%, then 273%...

    And that's just with ordinary perma-Rage. if you can pull off double-Rage, you'd be sitting at the Tanker damage cap in two minutes. After four minutes, a Brute would be damage-capped with zero fury. Even a pair of Empaths would snowball like this, each Fortitude increasing the size of the damage buff in the other's until the buff became overwhelming.
  2. AnElfCalledMack

    incarnate system

    Well, you've got some options. You could take Cardiac, but your S/L Resistance is probably hard-capped if you have Tough, while your exotic resists are pretty pathetic. The EndRedux is nice, but that's pretty much it. You could take Musculature, but you're probably ED-capped for damage and you can't use the other components, so again it won't be massively efficient. Spiritual will get your attacks back faster, make Dull Pain recharge quicker and heal for more, and give you longer stuns in EM attacks, but with such long animations, you don't really need recharge in EM. Nerve is actually quite tempting. It boosts Incincibility, Tough Hide, and Weave, and also boosts the Accuracy of your attacks, meaning slotting four Kinetic Combats (or four Smashing Haymakers, if you're on a budget) won't screw over your attack's accuracy. Holds are useless to you, but Spiritual was the only alpha with no wasted components.

    EDIT: SS, not EM. In that case, you still get the better stuns from Spiritual, but Nerve will now extend the Hold in KO Blow. Just FYI.

    Frankly, Inv/EM gains surprisingly little from the Alpha Slot, so which one you pick isn't as critical as it might be for, say, a Warshade who desperately needs Recharge, Stun and Healing, or a Sonic/AR Defender, who would love EndRedux, Resistance Buff and Range enhancement to death.
  3. Quote:
    Originally Posted by Pinkpup View Post
    With all these STFs, you're going to get some.... extra special teams. I've been on two so far this weekend, one being a four hour mess with us stuck at GW and the other was with a tank that couldn't hold LR and live.

    Both of them, had Team Leaders that were new to the role. And i hate to say, they may some bad choices to the power sets. Had thought with two storms and a kin, had enough debuffs at the first tf... but nope. Second one, we had the debuffs but only one tank and he was a fire tank.

    So once again, I learn the lesson with STF... you need to pick the proper mix of powers and/or take the time to get the temp powers that can help.
    I've only ever run one STF. It was on my Fire/Fire tank. I was the only tank on the team. We succeeded.

    I took on LR by myself while the rest of the team handled the towers, supported by one set of FF shields and a Fortitude from the Emp, and the Wedding Band temporary power. I was out of range of the Maneuvers and Dispersion Bubbles that kept everyone else's defenses in the 80-100% range (which had made the rest of the TF rather easy). The only real problem I found was that Mag 13 KB protection isn't quite enough - I was getting knocked back a few feet by hus cone attack even through Acrobatics and a -KB IO. So it's not a question of "requiring" certain powersets, but needing a certain level of all-around ability. Our team was support-heavy, so we could cover the fact that the tanker wasn't quite ideal for the situation. But we could and did cover it, and with a bit more inspiration manangement from me and a similar team, I'm confident we could have made a MoSTF - the only deaths were from silly stunts (one was me planning to RotP, which I wouldn't have tried), and the Wedding Band was very convenient, but can be made up with enough med/large oranges.

    Regardless, softcap + stoner + rad is not the only way to do MoSTF, and Mo is not the only way to do the STF. And remember, a Force Field Defender can softcap their entire team using only SOs - FF + Rad + any Res tanker is a very good approximation of the above setup, and you can add damage, buffs or debuffs to taste without making any build demands of them.
  4. Looks pretty good. I'd favor Acc/Dmg/Rech over Acc/Dmg in GFS, and Acc/Dmg/End in Scorch. KC sets do a decent job on damage, but are a little lacking elsewhere. I'd recommend Cardiac alpha for more resistance and easing up the endurance cost of Weave and your attacks, though Spiritual is also appealing for fire tankers.

    Also, you might want to consider swapping the order of your powers if you plan on exemplaring at all. Consume isn't all that essential at level 8, but if you're going to take Fire Sword, picking it up early can really help if you decide to do a Positron or Synapse TF. Strictly optional, of course. It all depends on how you play.
  5. I kinda ran with the spider theme on my Widow, so I made Orb-Weaver. But with the Brick Johnson missions in Port Oakes (where you get a costume slot), I actually put a little thought into my "hero disguise", and made her an alter-ego, Spinnerette. It's great for taking down thugs with artefacts or technology they don't know how to use properly, or if you ever need to do something that's technically against orders. And aside from that, shouting those cheesy lines about truth and justice is just plain fun.
  6. Quote:
    Originally Posted by Fireheart View Post
    I have a question about this, which may be better addressed in its own thread, but I'll start here:

    If I understand correctly, the Performance Shifter +End procs +10% End on a 20% chance. Which works out, in the long run, to about +2%/second.
    However, a straight SO +End slotted into one of the Endurance Recovery powers produces a bonus (depending on the power) closer to 5-10%/second - Is that right?

    If so, why would anyone slot the proc, except in an EndRec Capped situation?

    Be Well!
    Fireheart
    The Chance for +End procs can't be debuffed. While it's not reliable, if you're facing heavy -Recovery debuffs, a lucky Performance Shifter proc can give you another attack or two before your toggles drop, and that can easily be the difference between dropping that Sapper or Mu before you bottom out or not. Same goes for T9 or nuke crashes - if the proc fires as the crash hits, you can just take it easy for a bit, rather than straight-up dropping.

    Also, the first two EndMod IOs might give a bigger boost, but the third is comprehensively outclassed by the proc.
  7. Okay, first lose the Presence pool. They're utterly terrible compared to Taunt and the Gauntlet taunt inherent in all your attacks. Blazing Aura, Taunt and a good stream of ST and AoE attacks will let you hold aggro.

    On that note, get Incinerate back into your build. Two ST attacks are not enough to keep a steady stream of Gauntlet taunts, and that build would be utterly useless at taking out a hard target. A Fire/Fire Tanker should be a significant part of the team's kill speed. And it seems utterly ridiculous to slot Fiery Embrace with three recharge IOs and then only have two ST attacks - you're not going to be able to do much damage, even with that sort of uptime. Taking Incinerate, and maybe Fire Sword, will let you put out good damage, and that's the secret to keeping an enemy's attention on a Fire tank.

    And then you went and slotted those attacks with just Kinetic Combats. They're great sets, but being level 35 means they don't provide enough enhancement to things like accuracy and recharge. I'd recommend adding a fifth slot to GFS at least (and Incinerate if you take it). One of the Crushing Impact triples or the Mako's Bite quad at level 50 or thereabouts will help you use them often and well. You could also consider adding the Perfect Zinger: Chance for Psi Damage to Scorch - it's fast-animating and you want to use it for Bruising, so boosting its damage a little (especially with an uncommonly-resisted type like Psi) can be nice.

    Finally, you're overslotting Physical Perfection and Health a little. PP has very low base values - chasing a couple of +regen, +HP, +recovery or +endurance bonuses will often do more than putting an extra slot in PP for endmod or heal. It's a great place for the procs, though.

    Fix the offense back up, and it's looking pretty good. You might want to look at this great guide to Fire/Fire Tankers, as well as the Tanker mindset in general. I'm running a variation on the Offensive Wall of Fire build in that guide (Acrobatics and Recall Friend over Assault and Fire Blast, though I'm thinking I'll swap Recall Friend for Assault).
  8. Quote:
    Originally Posted by Syntax42 View Post
    If you want to tank AVs, you need more than just resistance. Otherwise, your team's healer will struggle to keep you alive and may not be able to keep the DPS alive. Stack enough defense and you will be able to tank almost anything. It may be a good idea to use a 2nd build since you have a fairly complete farming build there.

    You can go for 32.5% melee/ranged/AoE defenses, or 32.5% S/L and E/N. Either one will put you within one small purple inspiration of getting to the soft cap. ITF has a lot of defense debuffs, but some defense is better than none.
    Great general advice, but this is a Fire tanker. You are your own healer, and recharge boosts your survivability. And even if you're not farming, defeated enemies deal 0% damage. An early damage spike can make encounters like the ITF ambushes trivial.

    Some S/L Defense is a good idea (especially for the ITF) - my Fire/Fire tanker sits at 24% because I wanted an aggressive build. And there's still a lot you can do with one of those - I skipped the Fighting pool, and was still able to tank Lord Recluse with the towers up with both FF shields, a Fortitude, and Stephanie Peebles' Wedding Band temporary power.

    The one thing I'd say to Matt is that he needs to pick a goal and build for it. The build's kind of all over the place - Air Burst in Fireball? What's wrong with Positron's Blast? And why the two sets in the armors? You're getting Sleep resistance and movement speed, neither of which are priority bonuses. A set of four Reactive Armors might lower your enhancement values a little, but the S/L/E/N defense is more than worth it.
  9. Play what you feel like. I've been here about 8 months. I have one 50, a tanker, who I'm very fond of, but I have a stable of 26 characters over 2 servers, most of whom I play semi-regularly, and I periodically clean out the ones I'm less keen on and roll new combinations. If you're enjoying the game, don't feel like you need to have a "main". Just play what you feel like.
  10. AnElfCalledMack

    New to Tanking

    Here's a quick overhaul. Attacks are better-slotted, defenses are still softcapped, and I dropped RT - you really don't want to knock people out of Invincibility. I even snagged Conserve Power to make sure you don't have any major endurance problems.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Shatter-Starr I19: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Kinetic Melee
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-EndRdx(3), RctvArm-ResDam(5), S'fstPrt-ResDam/Def+(48)
    Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(27)
    Level 2: Body Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(33)
    Level 4: Smashing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(29)
    Level 6: Fly -- Frbd-Stlth(A)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-EndRdx(9), RctvArm-ResDam(11)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Acc/Rchg(13), Mocking-Rchg(13), Mocking-Taunt/Rchg(29), Mocking-Taunt/Rchg/Rng(33), Mocking-Taunt/Rng(34)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Dull Pain -- Mrcl-EndRdx/Rchg(A), Mrcl-Heal/Rchg(36), Mrcl-Heal/EndRdx(36), Mrcl-Heal/EndRdx/Rchg(43), Mrcl-Heal(48)
    Level 16: Kick -- Acc-I(A)
    Level 18: Invincibility -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(21), LkGmblr-Def/EndRdx(34)
    Level 20: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
    Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/Rchg(23)
    Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(45), RedFtn-EndRdx(46)
    Level 26: Aid Other -- Heal-I(A)
    Level 28: Burst -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg/Rchg(40), C'ngBlow-Acc/Dmg(40), C'ngBlow-Dmg/EndRdx(48), C'ngBlow-Acc/Rchg(50)
    Level 30: Tough Hide -- S'dpty-Def/Rchg(A), S'dpty-Def/EndRdx/Rchg(31), S'dpty-Def/EndRdx(31), S'dpty-Def(31)
    Level 32: Resist Physical Damage -- Aegis-Psi/Status(A), Aegis-ResDam/Rchg(46), Aegis-ResDam(50)
    Level 35: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Hold%(42)
    Level 38: Concentrated Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(43), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45)
    Level 41: Resist Elements -- GA-3defTpProc(A)
    Level 44: Resist Energies -- ResDam-I(A)
    Level 47: Aid Self -- Heal-I(A)
    Level 49: Conserve Power -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(33), Numna-Regen/Rcvry+(50)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(36), P'Shift-End%(46)

    EDIT: Forgot the data chunk

    Code:
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    EDIT EDIT: And just realied I forgot to swap out the Serendipity set in Tough Hide. You can shoose between four LotGs if you want more recharge and don't mind wasting the hit point bonus (you're HP capped with DP up), or four Gift of the Ancients for a cheaper set with great +recovery/+end bonuses.
  11. Quote:
    Originally Posted by Mira_Frost View Post
    I think its a little overpowered, but not much. I would probably drop the psi res totally and reduce end/rec resistance to maybe 20%. Alternatively you could drop the immob and KB protection down by about half instead of reducing the end/rec res. My reasoning is the sets with over 50% end/rec res tend to suffer from weaker status protection in other areas. The ones with it being 20% and down tend to maintain their fulls status protection though.

    I think another change I would probably make is dropping the toxic res to be at 50% while boosting the energy res up to 40-50%. Simply as a flavor thing since Rad sets are currently all energy based. Plus toxic is a less common dmg type. Also I'd probably move the heal up to be tier 6, and drop Rad Haze to be tier 7 to be a bit easier on the end bar until you can get SOs and decent IOs.

    Overall though I like the set and I would probably play it, and it doesn't hurt that tankers are my favorite class either!
    Electric Armor gets very heavy recovery debuff resistance and full status protection, including knockback, though the KB protection is limited by the mechanics of Grounded. The two sets with KB holes are Fire and Dark. Dark gets substantial recovery debuff resistance, while Fire doesn't. And no Tanker primary entirely lacks Immob protection, though Fiery Aura has it in Burn, which can be quite annoying to use.

    Also, halving the KB protection will do absolutely nothing - sets with inherent KB protection also have extrememly high knockback resistance, on the order of 10,000% - meaning you divide the magnitude by 100, then subtract 10 or so. Even if you halved both sides, you're still immune to KB below mag 250 - which is going to cover all resistible knockback in the game without even blinking.
  12. Quote:
    Originally Posted by Starwinds View Post
    Thanks again for everyone's feedback!

    Leaning more towards a Fire/Dark now... The good AoE potential from fire was a big draw to me. Probably end up rolling him up this weekend sometime if I find time with doing the WTF multiple times (is there a better acronym for the Weekly Task Force?)
    I believe the official acronym is WST - Weekly Strike Target. But WTF does seem to be standard usage for heroes, since there will always be one Task Force available.
  13. While I might not agree with DeathKitty's choice of words, I'm certainly right with him on the sentiment. I ran my first STF earlier this week on my Fire/Fire Tanker, and I'm sure I couldn't have handled him without the help of my team. But with Fortitude, a set of FF shields, and the Wedding Band temp power from Stephanie Peebles, I could comfortably tank him standing in the middle while the other seven people piled on the towers. I had 66% defense, so not quite softcapped through the blue tower, but I used two small oranges per minute to cap my resistances to S/L/E until the red tower dropped, then hit Healing Flames whenever I saw my health bar move.

    I did have AM and Speed Boost, which helped how often I could do that, but it really wasn't a challenge compared to something like the patron fight (the pull went badly, and I had to scramble to get aggro on all four of them. Not easy when Ghost Widow lands her massive Immobilise in the first few seconds. Luckily, I didn't get held.)

    All in all, Lord Recluse is manageable if you work together and use what's available to you. HVAS and Shivans aren't the only temp powers you can call on when things get tough - the Wedding Band is a great tool for Resistance tankers, as the difference between 45% resistance and 75% resistance is less than half as much damage actually getting through.
  14. Quote:
    Originally Posted by Desitre View Post
    I'm looking at this and thinking that the healing flames based heal is kinda overkill for the toxic resistance since it is stackable. I know my healing flames can stack 3x so that is adding a 60% resist bonus to my toxic, My main question though, besides this build being resistance focused, what is the primary weakness aimed towards?
    EDIT:
    On the positive side, I like that it is so different and how you incorporated AM.
    - Overall resilience. It's only 30% S/L resistance unslotted - most resistance sets give 35% for tankers. Similarly, Energy is 30%, Negative is 25%, and Psi is 20%. While there is some good control and healing, it's covering lower overall mitigation.

    - Endurance consumption. Two agressive toggles (one a toggle hold). Three self-buff toggles not including MA. And MA will only be giving you the full +recovery effect when a spawn full of guys are wailing on you. Against a hard target, you're going to have to take steps to make sure you don't run dry, and even with MA saturated you're probably going to find yourself low on endurance pretty regularly.Sure, you're well-protected against -Recovery debuffs, but that doesn't help if you're the one draining your bluer bar.

    That's just at first glance. I'm sure Rangle has some other things I haven't thought of.
  15. I slotted my Total Radial Revamp after an extrememly fun STF with no real lag problems on my Fire/Fire Tanker. Later in the day, I ran a tip mission with the boost slotted, and I did notice a little lag, but I assumed it was my system reacting badly to the heat (I'm Australian and play on a laptop, so hot weather happens in February and really cuts into my performance). No mapserving or crashing, though there was one point where the game froze up for a couple of seconds.

    I did notice one other thing, though. When I used Burn, the first tick of the DoT wasn't being credited to me. The upfront damage was in orange, but the first DoT tick was always in grey. I thouhgt it was a little odd, but now I hear that level-shifted pets are causing problems for other people and I thought they might be related.
  16. Quote:
    Originally Posted by Katie V View Post
    My stone tank's got three alpha enhancements:

    1) Cardiac, for soloing. When you're spending five minutes pounding an EB into a pulp, endurance is something of an issue.
    2) Spiritual, for general teaming. The faster I can fire off Taunt and my AoEs, the better things go.
    3) Nerve, for high-level TFs. All the damage in the world won't help you if you can't hit.
    On number 3, remember that new content has included a number of enemies with a base to-hit of 64%, making the softcap jump to 59% for those enemies. A high-tier Nerve alpha can make covering that 14% a touch easier, as well as making the hit checks easier.
  17. This is a weird thing to harp on, but I don't like Recharge in Rise of the Phoenix. It comes back plenty quick if you only need it occasionally, and if you need it more than once in a fight, one IO isn't going to help much. Personally, I slot RotP for Stun. This gives it a 21-second duration, so if the team wipes, I can RotP, everyone else uses a wakie, and anything without the PTOD is doing the drunk walk for long enough for the rest of the team to come to their senses. I've also considered an EndMod IO, so RotP + Healing Flames doesn't leave me needing to Consume to get back in fighting shape.

    The other thing that's leaping out at me is the Gaussian set in Rage. If you focus on positional defense, it's quite good, though a little light on recharge for six slots. On the other hand, if you decide to chase S/L Defense, two Rectified Reticle (ToHit, ToHit/Rech) and two Adjusted Targeting (Rech, ToHit/Rech) gives more S/L defense, nearly as much damage bonus, and a little more recharge in 2 fewer slots. You do lose the speed buff, HP and recovery, bit it's worth considering. You might consider using those spare slots to put a little more accuracy in those low attacks with Kinetic Combats - unless Rage is covering for that; I've never tried to IO a SS character before.
  18. Unlikely. IO set bonuses let you do things that are simply impossible on SOs. The Incarnate slots let you do other impossible things, too, but it doesn't take away the IOs' usefulness. You might see prices drop a little, and their importance drop a little, but in the end the only thing 53 SOs and Hami-Os had were the highest enhancement values available. IO sets are more than the sum of their parts, and offer better enhancement than 53 SOs to boot.

    If nothing else, procs will remain useful. IOs let you completely change the functionality of some powers - Caltrops becomes a damage patch, Acid Mortar a control pet, or Dark Regeneration endurance-neutral as long as it's saturated. Things like that, along with the ability to build up large defense, HP or recharge bonuses to achieve certain build goals. The Incarnate system is going to give us some alternate ways to pursue some of these goals, and other entirely new goals to chase. And I, for one, am looking forward to it.
  19. Well, this is something of a soft spot for me: Destriana, my first character and first to 50, is a demon-themed Fire/Fire Tanker. Bsic backstory is that a Hellion screwed up a summoning, then MAGI offered her a chance to stay in the mortal realms as a probationary hero. I find that unnaturally-colored flames did a pretty good job of getting the "demon" idea across, but I was aiming for something a little softer than what you.

    If you do take a Fiery Aura or Dark Armor character, you're finding yourself a little squishy for your taste, and you're around blueside, go to Striga Isle in the mid-20s and do Stephanie Peebles' missions (also available through Ouroboros). The Wedding Band temp power she gives lasts for two hours, and it's a great help on hard encounters. With that power, my normal shields, a little defense from IOs, a Fortitude and a set of FF bubbles, I could tank Lord Recluse while the rest of the team took out the towers. And this was my first STF.
  20. Quote:
    Originally Posted by Psychic Guardian View Post
    *Once a week, per Alpha Unlocked 50 you have that you want to progress past tier 2 on .
    ... for 4 weeks.

    Unless you decide you absolutely must have more than one Very Rare boost, then there is no need for more than 4 Notice of the Well per character. In under a month, you can have one character alpha-ed out and move on to the next one. Now, if you're after the gold helpful badge, that'll take a little longer, but... it's the gold badge. It's not supposed to be easy, and you'll have to decide whether the shininess is worth the time and effort. If it is, good luck to you. If it isn't, then I really don't see the problem - 4 task forces isn't all that onerous, and I barely ever do them myself. You can even get components from the WTF if it's one of the "end-game" ones.
  21. I must've lucked out. My first STF, I'm the tank, I'm Fire/Fire. Goes like a dream. Then again, we did have three controllers and a defender, providing us with Kinetics, Empathy, Radiation Emission and Force Fields buffs. The patron pull went kinda badly, and we just clumped right up, let three area heals do their thing, and beat them down one at a time. Similarly, Fort, bubbles and Mrs. Peebles' Wedding Band temp let even a Fire tanker go toe-to-toe with Recluse while the team handled the towers. All in all, it was a lot of fun, if a little hectic in places.

    I guess it all depends on the team you find yourself in.

    All the same, I agree that there really ought to be a solo path to the level-shift abilities. I was lucky enough to have two free hours in a high-traffic period today, but it's not something I'll necessarily get every week. Then again, you could probably get around this simply by setting one of the Ouroboros TFs as the Strike Target every so often - they all have no minimum team size, so if you can handle the encounters and are prepared to put the time in, you can get a Favor of the Well without ever joining a team.
  22. It's preparation for Beast Run, the inherent power everyone suspects will be included in an upcoming Animal Booster. It's mecanically identical to Ninja Run, so they can't keep using icons based only on mechanical impacts. Sprint already has Inherent (three-tone gray) Run Speed Increase, so Ninja Run used to use the Jump Speed Increase icon in those colors. Now, it gets its own thematic icon so that any future, similar powers can have different icons and avoid confusion.
  23. There are many different global channels available. Look on the Freedom forums - there should be a list of active channels for a variety of pursuits. I'm afraid I don't know Freedom's, but I'm mostly on Justice, and Justice United, Justice For All, and Australia are three very active channels there.
  24. Just a minor thing - now that Gamma Shield's an auto-power, it should just take Resistance enhancements - it costs no endurance and can't recharge.

    Rad Cloud is really nice, and it's interesting how itrewards stacking Rad Armor on a team - one Rad Armor will hold a couple of minions, while three can overlap their auras to fairly reliably hold bosses.

    And no, you wouldn't be stepping on a Controller's toes by putting out 60% -regen. Lingering Radiation packs -500%, even on a Controller. Since -Regen is most useful on hard targets (EBs, AVs, GMs) and high-grade enemies resist debuffs heavily, the debuff's magnitude tends to be very very high. On the other hand, minions and lieutenants aren't very reliant on their regeneration to be challenging, so shutting down most of it won't be a problem.

    EDIT: I'd definitely be interested in playing this. Not sure what I'd pair it with, but I know I'd want to try.
  25. Quote:
    Originally Posted by Rangle M. Down View Post
    Pst. "Knocked up..."

    RP ="Roll playing..."

    eh hem...

    Maybe Dechs' toon has been spending to much time in Virtue's Pocket D.

    And I told him that if he was worried about that, he should use protection. Should I have used a smiley or something?