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Quote:Wait, you have both Taunt AND Provoke? Why? Taunt is better in all aspects, and is auto-hit in PvE.Swap provoke with challenge in the tier process and you'd have my vote. Otherwise no thank you. Most if not all of my tanks use both their inherent taunt and provoke to maximize anger directed at my face. I don't need an extra useless power just because fitness is becoming inherent.
I'd say that getting rid of Challenge and replacing it with something better is one of the few times that the Cottage Rule should be broken. Most anybody I know that has taken this power pool takes Provoke over Challenge. -
I haven't noticed at all, but that's because I set it so that only friends could send me e-mails in the first place.
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Quote:This is all really bad advice, I think.fire armor has consume. no need to slot stamina. melt armor would be a useful power to help down mobs faster. With it you can slot shield breaker. what i put together was just a general idea what i might have put together before tweaks. I didn't spend alot of time on it. just a matter of how the player with the tank wants his build. If this was my tank, i wouldn't have even taken CJ. I woulda got SJ at 6. puts in perspective what you can do if you are able to skip the 1st or 2nd tier in a travel set as a vet. if you wanted something else in stamina put another +end in it. put a miracle recovery in health. and reactive armor may not be a wanted set either. in the end i might put imp armors in the shields and put other sets in elsewhere to compensate.
SJ
Yes, Fire Armor has Consume. But you still want slots in Stamina. Why? Because consume's recharge is fairly long, because if you get hit with -Recharge Debuffs, it'll be even longer, and also, it will help in long fights against tough, single opponents, like GMs and AVs.
Melt Armor on a Tank is pretty bad. Sure, it takes a good set, but it's a long-recharge, poor-impact power. Fireball would definitely help out a lot more than Melt Armor.
CJ is a great slot-mule. Even in it's base slot, it could take a -KB IO or the LotG Recharge Proc, or something. Plus, it helps with immobilizes when you don't want to have to use Burn to free you. -
Quote:SR/WP/SD/Invuln all have their own aggro auras anyways, and all boost your offense in some way or another, too. SR gives you more Recharge to get your attacks back up sooner. WP gives you more endurance. Invuln gives you +ToHit, and Shield gives you +DMG and a full damage power. They really don't need a damage aura anyways.OK, now i can understand the Reasons that speak against Damage Auras even if there are many Powerset-Combos which would benefit of it (i think of Tanks and Brutes with SR/WP/SD/Invul or Masterminds for Example).
But yeah, giving them access to a damage aura means that you'd have to allow other sets that already have a damage aura to access them, too. -
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Quote:Okay, then that is a whole 'nother can of worms. The Patron/Ancillary Power Pools are meant to provide some level of filling in the weak spots of the AT. However, there are limits, and you generally want them to be filled with things that the AT might need.Maybe it was a bit ambiguous. I meant Epic and Patron POOL Powers.
For instance, if we get rid of all of the ATs that have access to some sort of Damage Aura in their primary/secondaries, then we are left with four ATs that don't have access to them: Defenders, Corruptors, Stalkers, Masterminds. Of these, Stalkers would find a damage aura likely highly non-useful and counterproductive. So we'll deal with the other three mainly.
Defenders and Corruptors are meant to be ranged ATs. Their Ancillary/Patron pools tend to be about giving them access to armors, ranged mezzes, and gimmicky powers that help them out. Certainly, a damage aura could work for them, but how useful would that be for a lot of Defenders/Corruptors? Kinetics and Radiation might find them useful to some extent, and maybe Traps to leave running if they're toe-bombing, but even then, the amount of time spent in melee range is limited, and a lot of the damage potential is going to be wasted.
For Masterminds, I can see them being somewhat useful as aggro auras. However, once the MM's damage modifiers are accounted for, how much damage will these being doing, and would that be worth the endurance cost?
I could see them being put into a future ancillary pool, I just don't think they'd be taken all that often. -
Quote:The pools are there to give every AT generic powers that fit across ATs in the comics. As such, travel powers are there because most any AT in the comics has some type of travel power, and most ATs have some representative among them that can use the travel powers that we have.Why there isn't any Damage Aura in the Pool Powers? I thought that the Pools are there to give the Player Powerchoices to get their Toons more rounded and give them access to Abilities which their Primaries/Secondaries do not offer. I mean there are all sorts of Powers Control/Buff/Debuff/Melee and Ranged Attacks(AOE+ST)/Stealth/Health/Stamina...the only Powers i miss are Damage Auras.
Would they imbalance the Game or what is the Reason? Enlighten me, please.
However, they are NOT there to give all ATs all of the abilities that they 'lack.' Sure, they can be used to give some types of abilities that their AT normally wouldn't have (say, Medicine on a Tanker, for instance), but they are not there so that you can turn a Controller into a Melee AT, with plenty of melee attacks, plus aggro auras, plus mez protection, for instance.
Damage Auras aren't in the power pools because they don't fit there. -
Yes, resistance is only applied to the specific damage type. Defense blocks an entire attack based on your highest applicable percent.
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Well, I can definitely see ways to improve this build, but my first question to you is what kind of budget we're going for on this?
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Okay, then you are talking about Power SETS, not power pools. That is why people are confused.
Go and check out Lady Jade's Power Suggestion Box in the Suggestions and Ideas forums, and see what other people have suggested there, and also how they can be presented well. You lay out several powers for a set, but not enough to make a full set out of. Show us a full set, and how it would work.
A Lance, for instance, might be fun, but how would it work if you don't have a horse? A spear would be better for a footman than a lance would be. Having multiple weapons within one set would be a LOT of redraw, which a lot of people don't like that much. -
Well, since Power Pools are general, and can be taken by anyone, some are going to be both.
For instance, Tough on a Tanker strengthens his strength. However, Tough on a Controller covers a weakness to some extent.
Power Pools were meant to be those general powers that you see in comics that aren't restricted to any of the ATs. You have Tankers, Blasters, Controllers, Stalkers, etc in the comics, and all of them have Flight.
However, you also see Blasters that can take a hit (Tough), Tankers that can heal others (Medicine), sneaky Corruptors (Stealth), etc. The fact that some of these provide more of what an AT can already do it a byproduct of having them be general enough to cover everything. -
Your attacks are woefully under-slotted. Given Willpower's weak aggro aura, you're going to be relying on attacks for a large portion of your aggro holding. Damage functions into the threat formula, so with weak attacks, Blasters and Scrappers will be pealing aggro off of you.
Also, a lot of your defenses are ridiculously over-slotted. It seems like you're trying to get some small set bonuses out of them, only to underslot your attacks where you could get the same, if not better, set bonuses from them if they had some extra slots in them. -
Again, you are putting off Knockout Blow, your best single-target attack, and Rage, a HUGE part of Super Strength for far too long, to grab other, less useful powers.
Boxing/Tough/Weave can be interspersed into your build to make room for KoB and Rage. -
No changes to Cimerorans or your powers that I am aware of.
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As others have said, your slotting is way off. I know this is your first build you're posting here, but I hope you know that we are just trying to help you make the best Tanker you can.
Damage is indeed critical for holding aggro, something that a lot of people don't know. As such, slotting your attacks as actual attacks will be huge.
This is a quick build I put together. It's certainly not the best, and I'm sure that people will come along to patch up a few things, but it gets you about 36% Defense to most types of damage, a good Regen and Recovery rate, and 71% S/L resistance to back up the defenses.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(11), Numna-Heal(29), Numna-Heal/Rchg(31)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(34)
Level 2: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Numna-Heal/EndRdx(46)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(33)
Level 6: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(19), S'fstPrt-ResDam/Def+(37)
Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(31)
Level 10: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def/Rchg(42), LkGmblr-Rchg+(42)
Level 12: Hurdle -- Jump-I(A)
Level 14: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(15)
Level 16: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(37)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(19), Mrcl-Heal/EndRdx(46)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/Rchg(34)
Level 22: Super Jump -- Jump-I(A)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(46)
Level 26: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx(31)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(45)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(33), Mocking-Taunt/Rchg/Rng(33), Mocking-Taunt/Rchg(37), Mocking-Rchg(42)
Level 32: Boxing -- Acc-I(A)
Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-EndRdx/Rchg(40)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Focused Accuracy -- EndRdx-I(A)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/Rchg(48), LkGmblr-Def/EndRdx(48)
Level 49: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run -
The only real problem is that you can't get a true sparkle aura until level 30.
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Are there really not enough threads on this subject in almost every forum?
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1) End Cost (can be mitigated with slotting)
2) Sometimes hard to use (can be mitigated somewhat with macros/binds)
3) Easy to over-shoot your target sometimes.
Evened out by:
1) Complete 3-D movement
2) Fastest straight-line movement -
Yes, you can have your forum name changed, but you can't do it yourself anymore. You need to contact one of the forum reps with the name that you want it to be.
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Quote:Well, yes, they do ask for suggestions. However, it's not that it's a lot of work (they did add power customization after a LOT of effort to basically re-do how the animations work, after all). However, what you are proposing is about 5 times more work than power customization was.I appreciate the imput
But, as for number 3, we all know that some suggestions take a lot of work. Some larger amounts than others. But they've put in suggestion threads for a reason, of course. I don't expect an idea like this to just happen in a matter of weeks. They'll add in things that could take years to put in to continue to make CoX an amazing game. They wouldn't ask for ideas if they wanted to complain about the amount of work they'd have to put into it.
So really, it's needless to say.
And I put in my last line there (that it would be equal to about 300 new powersets) to show you that this is a lot of work for about as much payoff as creating 30 new powersets per AT would have.
Yes, it's a lot of work. But look at the payoff per work invested. Which do you think would garner them more acclaim: 5 new animations per powerset, or 30 new powersets per AT? -
Well, first off, Castle does have a HUGE thread going in the Archetypes and Powersets general forum, asking people what sets they'd like to have alternate animations for. I'm sure that these will be done in stages, and not all at once.
However, having origin-specific animations for sets poses several problems:
1) Your magic origin vs my magic origin:
This is a problem with origins not being exactly the same for everyone, and being very broad in their scope. Magic could be a wizard, or it could be a magical demon. If you create an animation for the wizard, do you then need to do one for the demon? My tech guy could be in a power suit, or could be a robot with various attachments, or just a guy with a gun, or an optic blaster. Which animation scheme do you go for?
2) Locking in animations depending on origin:
What if my secondary set comes from a mutation, but my primary comes from some technology? If I choose Tech origin, I'd be locked out of choosing different animations for my secondary. If I choose mutation, I've got the same problem for my primary. Also, what if already-created characters like the animations of another origin, and think that they fit better than the ones their origin got? There's no way to change origin without completely re-creating the character.
3) This would be a HUGE amount of work:
Okay, let's break this down a bit. Each powerset has 9 powers in it. Each power has 6 different animations for it already (male ground, female ground, huge ground, male flight, female flight, huge flight). As such, there are 54 animations per powerset (let's lower this conservatively to 48, since there's likely a 'basic' power in each set that others share, like Taunt.
Now, there are about 6 powersets per AT (that is, all of the powersets spread out among all of the ATs is about 6 due to sharing). That's 10 ATs, 6 powersets each, 48 animations per powerset, and 5 origins. That's a grand total of 14,400 animations if we were to create new animations for each origin for each set.
To clarify, that's like asking for the equivalent of 300 completely new powersets. BABs would have a heart attack, methinks.