Blue_Centurion

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  1. Quote:
    Originally Posted by Arcanaville View Post
    And anyone who so much as mentions the Scrapper ranged damage modifier as if it actually exists is getting Tommy Lee Jonesed.
    Blasters actually do not have the highest ranged damage modifer (Scrappers do because they use their melee modifier and have crits).
    At the risk of having TLJs ugly face looking at me like a underfed bassett.... Scrappers use their melee modifier on their ranged attacks? all of them, or just from their primaries? Tell. Me. Moah.
  2. Blue_Centurion

    'Spring' attack

    Quote:
    Originally Posted by Breth View Post
    I guess you could also use the same leafy path aura in Super Speed and maybe the NPC's would shout out 'Run forest, run!'

    Do they do this? Yes! (They do right?)
  3. Quote:
    Originally Posted by Fireheart View Post
    Okay, all of this advice is certainly useful, but a Willpower Tanker that has taken the right powers should be nicely durable against 90% of the game's content. And there's no burning need to rack up the Set bonuses, unless you plan on pushing that final 10% under extreme conditions.

    So, if all you're after is an Affordable Tanker, then Congratulations, you have one. If, on the other hand, you're interested in creating an 'extreme' tanker affordably, well, carry on with the thread.

    Be Well!
    Fireheart

    Even better yet, a Invul Tank will be very survivable in all normal play on SOs. i still remember joining a big team with a 36 ss/invul brute. the lead was a 42 brute. we were 3 missions in before he realized i was levels below him. they are very strong, the Tanker version is going to be that much stronger.
  4. Quote:
    Originally Posted by New Dawn View Post
    Using hero merits I buy Kinetic combats for between 20 and 40 million. TFs can be done quickly for quick merit accumulation. That's partly why some people do speed runs. I looked at a blaster of mine just yesterday for a surprise 500 merits which is worth 10 hero merits which'll save me a fortune. I say this because with Willpower it does need a lot of S/L def bonusing. TFs dont have to take that long and tend to give atleast somebody that purple that will go for a lot. The better option would be yours eventually.
    Can you step me through how to do this conversion? I have a char with a little over 700 regular merits, how do I convert them to hero merits and gran the KCs?
  5. Just when I thought I was out, they pulled me back in!
  6. Okay, I know I'm not the first that thought it. I maybe the first to post about it (but I doubt it...) He is coming back.

    What major character in any comic or comic related material stays dead? Gold star to the sleepy guy in the back that raised his hand. None. Not a one stays dead.

    So, the real question is when/how are they bringing Statesy back and what does it say about Incarnate storylines further down the road?!?
  7. Blue_Centurion

    Martial Arts

    Well I went with a Dark/Invul Brute. Then re-rolled him as a non all blue side character at about 12, then re-rolled that guy at 39 to a Tank, and he is sitting at 12 now. (I alt a lot...)

    Now I am re-rolling the MA Scrapper, using Regen. I have a backstory and concept. Not sure I am going to solo all Blueside with him, but I am thinking badger.

    Struggling with a name and costume to fit the backstory right now. Wish me luck.
  8. Pricing is everything. I have a SS/Invul (Brute) with a lot of shineys thrown on him. I could probably have gotten 95% of that performance for half th cash, 90% of it for a quarter, and 75% performance for 10% of the cash.
  9. Quote:
    Originally Posted by KnightofKhonsu View Post
    First, I have played this game for over 3.5 years. Second, this is not my first tank it is more like my eighth or ninth.

    My apologies Knight of Khonsu. I looked at your number of posts, not your join date. It was wrong of me to use you as an example, and I apologize.

    However, the type of person I was referring to does exist (I was one) and is a problem for Tankers. In console games (which is mostly what I played before City of X) you will not find any "Agro Magnet" archtype. I have learned that if you come over from some other MMORPGs you might have seen the archtype and tactic before. But I had never seen it, and assumed since the Tankers were the heaviest dude around they would have at least one good teeth rattling attack. I found that in my SS/Invul Brutes (one of which I have with a stupid expensive build right now :-0 ) But Tankers confused me for months, and I believe that effect may still exist for other players new to MMORPGs.

    Now that I understand Tankers better I play them differently, expect different performance, and enjoy the experience much better.
  10. Quote:
    Originally Posted by Johnny_Butane View Post
    So no, I will not just roll over and agree with you just to "be productive". I am currently being extremely well behaved for me, as others have observed. I'm doing this so Tankers get the dev attention they deserve. But if you chose to make me a "problem", I can become one; and people will testify I can be a very disruptive, very annoying, very persistent problem indeed.


    .
    Hrm. I read (most) of your previous threads. I conceded that based on the descriptions written that you quoted you were correct. I commiserated I had similar problems with whoever they had write that stuff.

    I then explained why none of those adjectives make a difference in how the AT is designed or used or it's game balance.

    You honestly think that threatening me with belligerent typing is going to get you somewhere? Is that your actual point, you are correct because you can type angrier? Well, have at it. Type on, be right.

    (Guess it will be my job to stand here and hold Agro, since I have no damage dealing ability, until something comes along and smites that which is annoying the party....)
  11. She still wanders by my desk (now days later) going Necro om Nom Nomicon...
  12. Yeah, I know you guys (referring to the old hand big posters) are rolling in the enhancers. I've seen some of your builds, even had the pleasure of watching one or two of you in action. Building a toon, knowing how to run it, it is amazing. I have never solo'd a Pylon, an AV, or a GM. I do not particularly like farming (except for grinding exp for new toons, a particularly horrid way to make cash). I don't like marketeering (I actually do auctions in RL, and do not want to do them in game) I alt (a lot) because I love a new character. One of the reasons I am in the cities is my wife got tired of the endless character concepts I have for her over the table RPGs lol. So I do most of them in the cities now. But I have accumulated a little war chest of my own. And a couple times a year I will 50 one of these, outfit it, and see what driving a Ferrari is like. Wow. It is fun. Then I am off to my next character concept. I am trying to get 1-2 big characters parked permanent, and still have the cash on hand for 1-2 characters changed out for my current favorite. I'm about there. Wish me luck!
  13. Quote:
    Originally Posted by Johnny_Butane View Post
    I disagree they were ever 'devastating'. The Tanker generally had inferior melee damage hit for hit than Blasters. I don't think they ever managed to be 'second only to Scrappers' for "sheer melee power" even when they were the only other 'melee AT'. Even now, the same melee attacks on a Dom hit harder even if you factor Bruising.


    .
    Johnny you are absolutely right. Blasters (and Doms) do more melee damage. But this was the way the Devs and programmers set it up, and was balanced to how they wanted it. The guy (or gal) we all need to speak to is the person they had come in to write the descriptions. One course in creative writing and zero game experience were not the combo that needed to be brought to the table. personally, i still want a good talk with them about Blasters being "Ranged". As you just pointed out, a lot of their attacks are hard hitting melee attacks, and in my opinion Blasters as designed are in truth Blappers.

    But, just because some adjective slinging writer wrote something that doesnt match that got into the game does not make it a "contract written in blood" that must be honored by the Devs. Tanks were not an aggrieved party in a contractual agreement. They still operate (mostly) as designed. The game has moved on some, they have not aged well, and some tweaks are deserved.

    Lets be productive. It X-mas time. As the character in one of my very favorite holiday movies says "...if you're not a part of the solution, you're a part of the problem..." So, let's all be part of the solution and advocate for the (minor) changes we can look forward to that will make it more enjoyable to be a Tank, rather than scream at the Devs to make Tanks better than Brutes 'cause they was here first.
  14. I'm just glad they removed Tank form Melee Damage in character creation. Now if they would just stop putting Blaster as "Ranged" You ever try to make a pure ranged Blaster? (stops...steps back from the edge.......) Okay, whatever, sorry.
  15. Quote:
    Originally Posted by KnightofKhonsu View Post
    This is my only problem with Tankers. That a scrapper and a brute do as much damage over and above what a tank can do is simply puzzling.

    This weekend (Saturday & Sunday) I had my TW/Stone (23) tank in a mission with another Brute (24) (TW/Reg) and a Scrapper (24) (Claws/Reg) and my tank could hardly put down any foes in the numbers and/or time my teammates were doing.
    The Tank has 2 problems, and they have nothing to do with it's performance. The first is this guy. No offense intended, sincerely. I was this guy almost 5 years ago. KnightofKhonsu is just a perfect sample of what I was, and what we have in reality. People who have not had exposure to a class who's specialty is agro magnet, but looks like a melee character. It threw me into a spin, and it does others as well. The second is the very experienced gamer who knows exactly what a Tanker is, and wants to use it as a base to build a character that abuses the crap outta the game. I am also that guy. seriously, if there was a way through I/O sets (name your price!) that i could turn a Tank into an effective Tank Blaster I would have one. Many many of us would.

    The Tank also has performance issues related to it's design not growing with a growing game. The ability to alter mob size and the steamroll technique have made the agro cap for a Tank a huge shackle. Now everything being added to the game either 1) autohits (bye defenses) 2) Autokills (bye large health pool) 3) Drains all your endurance inless than 5 seconds (bye toggles, armor/def, hello floor 4) does massive Psi damage (wait, what do you mean you don't have Psi protections?) 5) Hey, lets raise the softcap everywhere! 6) What new torture awaits? Everything mentioned here hits Tanks disproportionately, because everything the Tank player gives up the other archtypes get to keep (more damage, special tricks) yet we are all equal in that no one can resist a 10000% effect. But hey big guy, yes you do have 2x the (fill in the blank) compared to me, so that will console you on your trip to the hospital.
  16. Tanks need to be better at Tanking. By that I mean they should be allowed to agro cap higher. They should have a better chance to grab agro back from Blasters, Brutes, and other agro stealers. Raising the # affected by taunt and the threat modifier would be a good start. Now that you got that agro what do you do with it? Tanks need to be (slightly) more survivable in levels 1-49. They need to have more debuff resistance for their armors. They need to be able to shrug off getting whammied by Super Stunners, Carnies, and those pesky dudes with the Blue rifles in Malta. And other gimmicky mobs. They need to be able to partially resist the "nstant Death" patches being implimented in the Incarnate Trials. And other cant miss/auto hit/ late game incarnate trial meta-game changing mechanics that are becoming "everyday". Well, if game changing "you're dead" is becoming everyday, than Tankers need to be buffed against them, cause the only thing a Tanker has is high survivability and a ton of attitude. Yes, i am saying in 50 to 50+ game Tanks need to be a lot more survivable. A 50 Tank should be able to go into a Lambda and not get walked on like weak uncle Willy. Sure, they may not be able to hit much, or affect much, but they should at least be able to make it to the mission objectives (or down one hall...) without constant faceplanting. They are supposed to be tough, right? And the BAF? Auto hold for grabbing agro, screwing the team? Who designed that? What is Tank supposed to do, not hit or taunt? I guess grab adds. But do not attack the AVs. Hear, sit there and hold a lolli, we'll let you know when we need them moved again. Just stay away from me you ring generating freak.
  17. Blue_Centurion

    DM/?

    I personally love the pairing of Dark/Invul. It is crazy strong. The two mesh very very well together. I have run a Dark/Inv Brute fora few months on Freedom. Was leveling one, got to 39 on Virtue, and rerolled the concept yesterday as a Tank. It is also pegged as one of the most survivable Scrap combos. GL in your choice and have fun.
  18. Thank you all. i am leaving my already 50'd and very heavily I/O'd SS/Invul as is. I am turning the Invul/Dark into a Tank. This pushes the two characters even farther apart. When Damage is more important, I grab the Brute. When Agro Control and survival is important I grab the Tank. When something starts doing crap tons of Mental/psi damage I grab a Fire Blaster and make a crazy dash at it doing full damage just to see the look on it's face before I faceplant!
  19. Quote:
    Originally Posted by Johnny_Butane View Post
    -They're not "melee controllers" or anything like that. If they were, their secondary would be closer to a Blaster's secondary; a mix of attacks and crowd control.

    .
    Er, wrong. Tanks are primarily Melee Controllers. Okay, in a Tank's seconday is Taunt. It works different for Tanks than anyone else. Also, each of a Tanks secondary builds on this taunt. The reason Tanks do not have a Defense/Armor primary and a Dominator / Troller group of powers in their seconday, is that thier Agro power is hardcoded into the game itself. A Tank uses the threat determination mechanism of the entire game against every single mob there is. Off soap box.
  20. I'm going whole hog, with an extra hog stuffed in it, then a turducken stuffed in that. I can afford maybe 3 high end builds at any one time. My Brute is up and running, this Tank will be my second, and my base is stuffed with enhancers for the dark/dark Dom I am itching to try.

    But for now this Tank is my project. I am badging as I level him, and trying all the new storylines blueside. I expect him to 50 before the New Year, even at this (for me) slack tactic and with the Holidays (we are entertaining, etc.) I am getting the Candy Cane Respec for his big shifting around at 50, and will be working to solid up a build that i want to throw on him over the next week or so. (And yes, i will be begging for help. its X-mas, give lol)
  21. Thank you all, I understand this corner of the game much better now. My only previous high end tank was a soft cap Willpower. Now that I am making a Invul/Dark (now at 11th level!) I want to get this stuff in my head.
  22. Quote:
    Originally Posted by Dechs Kaison View Post
    How's that work in practice for you?

    Because in theory, without a taunt magnitude, the brutes beat you for aggro every day of the week and twice on Thursdays.

    Taunt is still great for the -75% range debuff.
    They beat you twice on Thursdays? Sheesh.
  23. I am trying to remember the quote "First to fight, First to fall, Never Fall..." I saw this on Dechs Kaisons website.

    I have played video games before CoH. Shocking I know. So, I knew what I was looking for when I rolled my first Hero almost 5 years ago. A big ol' Tank. And I was wrong. Ever been wrong? Happened to me.

    Because back then I did not understand the city, or this strange archtype at all. In every game I have played the big guy has tons of armor, and either does slightly less damage, slightly slower damage, or can only fight melee, or some other penalty to make up for being the toughest. That guy is the Brute, or a well built Scrapper in the city. The Tanker archtype is just different. The more I look at it, the more I like it.

    To me the Tanker is a Controller or Dominator, with only one trick, Agro. Then the designers made it so the Tank is best suited to using that Agro trick, and they did a very good job. It seems a lot of folks wants to take the Tanker base and make a better Brute, or Scrapper, or Tank Mage. But that is not what the Tanker is. The Tank is there to be the general of the battle. In a weird way (and slightly condescending, sorry) you can equate a Tank to a MM. The tank needs all his friends out there killing. But the Tank has to decide which mob to engage, whether to pull, herd, or steamroll. The Tank is responsible for keeping all his pets up.

    It is my hope that the Devs will not change the archtype. I would love to see it so any changes they make actually just make the Tank tougher, especially for the new stuff in the game, (Super Stunners, Auto-hit Death patches, late game and Incarnate Trial stuff that whistles through Tank armor like it was toilet paper) Also, I would love to see a (slight) increase in the Agro Cap, and based on what I have seen in the city a (slight) increase in Tank threat level.