alphadog

Apprentice
  • Posts

    3
  • Joined

  1. Two issues on tanks. Fire Brick, a fire/stone tank, did great up until the level 54 AVs at the end. With the likelihood of pulling 2 AVs, having 2 tanks would be great. Since the 4 AVs before Recluse seem to be the most troublesome, I would suspect a granite tank would be especially handy.

    To my knowledge, of the 4, only GW is a serious psy contender and she'll hold you through any protections so it comes down to the damage the others do. Seems lots of smashing, lethal, energy and maybe toxic which is right up granite's alley. They'd need some support, but if you pull 2, you could have the granite delay one with minimal attention (occasional buff / heal) needed while the rest of the group focused on the other AV.

    Scirocco seemed to throw around a fair amount of energy damage on top of his lethal and I think that energy damage can be pretty problematic. A sonic defender could certainly buff another tank set up pretty well and that may be a non-granite solution to the damage problem. A fire tank with sonic shields and maybe Tough would have pretty solid resists and a nice self heal.

    Black Scorpion and Mako weren't the big problem for us (ok, Mako was tough but he eventually went down), it was getting tag teamed by GW and Scir that caused us grief.
  2. The group I was in last night had 2 or 3 people with Tactics running and I was hitting Mako a reasonable amount of the time (probably around 40% of the time). Another scrapper on the team also had focused accuracy on top of that and seemed to hit Mako reliably. He wasn't easy but he eventually went down. To-hit buffs seems to be extremely helpful for taking him down.

    One of our main problems at the end was trying to isolate either GW or Scirocco. They kept coming together and taking us down. We had sorta hit our wall at that point and then we all got mapserved and the mission was completely reset so we called it a night.
  3. Base resistance is 50%. Base defense is guessed to be around 20 - 25%.

    The end cost is high on live (supposedly reduce some on test so not really known). On live 2 end reducers seems to make the consumption reasonable but not insignificant.

    For the minus recharge, I'd guess it add .5 to the numerator of the recharge rate formula (increase all recharge times by 50%). With hasten running things are slightly faster than without hasten and granite (hasten adds .7 to the denominator).

    Damage penalty on live is bugged and is a small bonus (about 10%). Not sure if that has changed on test or not.

    Sorry for the lack of solid numbers outside the resists, hopefully someone else will swoop in and add some more details.