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Posts
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Joined
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Welcome to the forums Second Measure, be prepared to be reviled by everyone at one time or another depending on what you are talking about.
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Heh, nope, as a tanker I have been know to look at the situation and decide a big boom with a stun would be good right about now and not healed myself so I could use RotP. (whistles innocently) And I am sticking to that story!
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What I consider a combat rez power is Rise of the Phoenix, or the Dark Armor rez. Both of those have an effect on opponents around them and make you untouchable for a short period of time to get your toggles up. Resurgence is a Rez that can be used in combat as long as you have someone covering you.
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That sounds like Rise of the Phoenix. Resurgence as far as I know has never had a untouchable aspect to it, real numbers has never listed it having untouchable. I wouldn't characterize it as a combat rez actually. If you have support and cover, you can use it that way. But by itself, not a combat rez.
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Combat system. While it has lots of holes and things I would like to see changed. I love the dynamicism of the combat.
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I imagine that the Devs are happy with where the performance of the Fitness Pool puts characters at and they did not want to change that balance point too much. But since the majority of players felt it was a necessary power, they decided to make the Fitness pool inherent so people would pick other pool powers. This does increase our performance a bit and to mitigate that they did not give us more slots, so we would have to spread out slots out, reducing our power levels a bit.
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Quote:No, simple, I am a tank. I have yet failed to last longer then their debuff fields and then I kill them.Ok, let's say you're an INV/SS Tank. Or a DM/DA Brute. You maybe have one ranged attack. Maybe. And you're fighting CoT with Death Mages using their PbAoE tohit debuffs. Using reds does no good cause your chance to hit is 35%. Control or KB power, sure. Problem is they require tohit checks. 35%. Eliminate the debuffer? That requires being in melee, which puts you in the PbAoE debuff field. 35%.
So I'm really keen to hear how, as a meleer with possibly 1 ranged attack, you would deal with 1 or 2 overlapping PbAoE -tohit debuffs as seen on CoT and Carnies. Cause after 6 years the best I've ever been able to come up with is run away till they drop the toggles.
Is that your brilliant strategy? Run away?
And yes, I want to counter 35-70% tohit debuff. Make it maybe 10-15%. Enough to slow me down a little, but not enough to completely neuter me. I don't think that's too much to ask.
PS: I generally fight at +2x4 with no problems, vs bosses. -
Quote:I have a lvl 50 dark melee/invuln scrapper. I took resist energies but didnt take resist elements and I have siphon life, which is an attack that heals me. During fights I am using siphon life liberally, even if I don't need it. This character also has tough and weave. Physical resist: ~67%, Energies resist: ~23%, Elements resist: ~13%, defense starts at 11% and goes up from there because of invincibility. And of course dark melee attacks have -tohit on them, so that is improving my defense against at least one target, more if I am spreading my attacks. This character is frankenslotted at the moment.I'm planning a build for my new Spines/Invul Scrapper and am conflicted on whether to take the passives, specifically Resist Elements/Energies (Scraps have to take RPD at level 1). I'm considering swapping them out for Aid Other/Aid Self. Here are my thoughts:
Benefits of Passives:
1. No endurance, no clicking. Provide consistent benefit against those damage types.
2. Require less slots to be effective. (I put 2 Res in passives, Int/2 Heal/End in Medicine.)
3. They fill specific gaps in my protection.
Benefits of Medicine Pool:
1. I can take AS earlier to help in the late teens/early 20s.
2. It is up fairly often and can supplement Dull Pain as a heal.
3. A better "Oh Crap" button for alphas and damage spikes.
Note that I'm open to other power suggestions, but the rest of my build is fine. I want these 2 power selections to focus on survivability.
For those with some Invul experience, what are your thoughts on these options? Specifically, which will increase my survivability more?
Thanks!
Big King
I did not take Resist elements because I don't think there is enough elemental damage in the game to make it worth a power slot, I use dull pain heavily when I do run across groups that use elemental damage heavily, ie Circle, but that is about it.
This character duos with an ice/fire blaster all the time and we run at +2/x6 mission difficulty. Today we was on Unai's first mission which sent us to Banished Pantheon dimension. The only time I went down was when we had at least 4 masks on us at once, specifically the Masks of Desire which debuffed my defense. The only times I felt I needed the heal from Siphon Life was when I was taking on multiple bosses. Dull pain was usually up often enough to hit whenever I took a hard alpha strike. For awhile I didnt run Tough, dropping my physical resist to ~50% and I noticed my health dropping and felt I needed the heal from siphon life more often, but never felt endangered by running without tough.
Overall this is a very durable character that can outtank Tanks. Hope that gives you some anecdotal information to work with. -
That is an interesting way to personal enemies. And probably not difficult to implement, but a bit time consuming to create all the dialogue.
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Or another way to state it: The best defense is a great offense.
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Thanks Angelstar, and everyone else who has confirmed. Lets hope this gets fixed soon.
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Hmm.. didn't try that. Will have to, now that you brought it up.
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I posted this yesterday in the wrong forum, so reposting here.
Are AVs being set to double the level of mission difficulty a bug or intentional. Right now if I set my mission difficulty to +2, I get +4 AVs. If I set mission difficulty to +1, I get +2 AVs. +0 mission difficulty gives me +0 AVs.
Personally I do not like this and am hoping it is a bug. I like having the cannon fodder at +2 difficulty with high numbers of them, but I am not IO'ed out to be able to take +4 AVs. And the friends I play with are similarly IO'ed out as I am. If I had wanted +4 AVs, I would have set myself to +4 mission difficulty. -
I like this idea also, esp. separating rating MArcs from external influences. I would rather have zero ratings on my arcs, then having people rate them because they are working on badges. The more ratings are tied to external reasons, the less reliable they are.
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Austin Meet and Greet?? When?? Where?? I can't find the annoucement. My search-fu must be very weak today.
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Just noticed the same thing with my Ice/Energy tank. Running chilling embrace, icicles and uses whirling hands, energy absorption, and throwing off single target attacks while in middle of a mob and still individuals would pull off of me and charge my blaster partner.
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States if you only aggroed 1/3 of a spawn, you need to go back to Tank school. With my Inv/Fire tank, I never get 1/3 of a spawn, I grab the whole spawn. And before they have a chance of overwheming me, my team has free shots to mow thru them.
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I have a question, why did you reduce Ice tankers Defenses at all? I understand the overall defense reduction and agree with it, but you have the data that proves the Ice Tanker was the weakest Tanker, wouldnt it have made sense to leave their defenses alone and see if that brought them inline with the rest of the tankers?
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Still never plan on using it and certainly not going to ever try that strategy the devs suggested about asking healers not to heal you. That is asking for death and debt.
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I agree with you completely PsychicAngel.
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I agree completely Mockingbird, I have been very disappointed in the portrayal of the heroes of Paragon city. These characters aren't heroic and do not have any concept of what it means to be part of a team.
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The reason I usually avoid Hazard zones, is that there is very little story involved in those zones. And they turn into what I can Frag Fests, groups running around killing with no thought or reason. And personally I dislike that kind of atmosphere, so I don't go there. The Hollows is a step in the right direction for Hazard Zones and Terra Volta is better too.