BunnyAnomaly

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  1. BunnyAnomaly

    RTTC - Change?

    Quote:
    Originally Posted by New Dawn View Post
    I treat Scrappers as reasonably self sufficient but what do you reckon to this?

    "In CoD it doesn't state that taunt effect doesn't stack for Blazing Aura, Chilling Embrace, Icicles or Mudpots and these are four powers that were around before i8. So would of been thought about in Circeus' guide. Should the CoD be correct in not saying the taunt effect doesn't stack because it does then perhaps I have missed changes since i8 which would be hardly surprising. If it doesn't always say whether it does or not, then that can lead to some confusion because with Willpower it also doesn't say that the effect doesn't stack. Either Willpower stacks and they don't, they all stack, or WP doesn't actually stack."

    Also have you seen anyway where a Dev says that the taunt aura is bad due to WPs other strengths? Or where a Dev said it stacks? How did people work out it stacks? It should count as 2 powers by stacking.
    I'm not really sure what your question is...

    The damage auras all have a taunt component that stacks.
    None of the debuff auras have a taunt component that stacks *except* for Chilling Embrace. At least none that I've seen.

    You can tell it stacks or not by what the power says in COD.
  2. I'm in the process of levelling up an Elec/ Tank right now an I have my 50 build finished. It looks pretty tough Good defence and very high resistances, a bit of debuff resistance here and there and a nice self heal.

    What the weaknesses are:

    -without defence it really has no answer to some of the more frustrating debuffs. I'm mostly looking at -tohit. But against significant spawns it doesn't have enough debuff resistance to get through against anything that is en masse.

    -with defence from IOs it is subject to defence debuff. Against those kind of foes it is going to crash, fast.

    -low HP in general, at least compared to WP/Inv/etc. ~2200 vs ~3200 means a lot.

    With 10+ billion inf you can put almost all of your resistances to the cap (even smashing/lethal) and still manage a mix of 20-35% defence across all types of damages. Of course coming up with that kind of inf may be tricky! That's well outside of my budget I'm afraid, but for some people I guess it is plausible. I think for building a Tank 'on the cheap' you're much better off with something like Willpower.
  3. BunnyAnomaly

    Wp/wm

    I'd recommend some more slots in your resistance abilities. By just adding 2 slots (1 to Mind over Body, 1 to High Pain Threshold) I added 5% smashing/lethal resist. I'm sure adding another to Toughness would be valuable too. You might be *close* to the ED cap but it's well worthwhile to go a bit over rather than a bit under it, IMO.
  4. Soooo many nice options, especially for the early stages.

    You can get one of these (or more than one depending on build):

    Damage Aura
    Tough/Weave
    Taunt
    Sufficient Attack Powers
    Travel Power

    Presently you have to pretty much sacrifice most of that in the early stages. Now though it is going to be soooo much nicer.

    For my fully worked out Tanks, it means I can dabble in APPs or some cheap one-slot powers for her
  5. BunnyAnomaly

    My SS/Inv Build

    Quote:
    Originally Posted by streetlight View Post
    The extra accuracy will also be well worth it if any enemies have to-hit debuffs or any sort of defense. Two is generally my minimum, but I apparently play it a bit safer than Bionic might.
    Invincibility + Rage go a long way towards +tohit. While I'd say 2 is what you want for most characters, for Inv/SS you can escape with just 1.
  6. Quote:
    Originally Posted by Kidou View Post
    I mostly like defenders better, because in a large team whatever damage the Corruptor is contributing isn't going to be that great, and Defenders have better values on all their buffs/debuffs.
    I guess you've never seen my Ar/Kin corruptor being able to wipe out whole spawns on her own with two attacks. She makes everyone *else* look like they are just there to fill out the map.
  7. According to my maths if you don't make any kind of strategic use of Scourge (ie: don't attack injured enemies first in teams), then Scourge affords you a bonus of 29.5% *total* damage. It multiples out any of your enhancement modifiers so is significantly better than a 30% SO enhancement, for comparative purposes.

    Maths:

    Damage 0%-50% = 1
    Damage 50%-90% = 1*(1+((%health-50)*0.025)
    Damage 90%+ = 2

    That's how scourge works, and when you sum the figures you'll find the average damage is 1.295, or 29.5% more damage from Scourge than without.
  8. BunnyAnomaly

    My SS/Inv Build

    Because you are new I just don't see the benefit of providing a whole IO'd out build. It might help you a lot more to start with some of the real fundamentals and build from there. The suggestion above that had loads of 'everything' you should consider as a high end build. Don't even consider that until you are 50 and know how the game works.

    Here's the basics.

    The cornerstone powers to SS are Rage and Footstomp. Absolutely essentially. Rage should be 3 slotted with Recharge which makes it last as long as it takes to recharge. It gives you a lot of damage and good accuracy. Footstomp needs to be slotted with 1 accuracy, at least 1 or 2 endurance/recharge, and the rest damage. It needs 6 slots. You can get away with 3 slots on Rage if you are just beginning.

    Your basic attacks should be slotted once for Accuracy, once for Endurance and once for Recharge. The rest should be damage, but no more than 3. Never put more than three SOs (single origin enhancements) into any ability as the 4th is basically wasted.

    You'll need enough attacks that you can continually fight and not stop to wait for them recharging. That's something you'll have to get a feel for yourself. You need to balance recharge and endurance, and don't be hesitant to throw out a bit of damage so that you can actually keep fighting without running out of blue (endurance).

    For Invulnerability you eventually want just about everything.

    What's absolutely crucial is that you get your toggle resist armours and 3 slot them with Resist Damage and 1 slot them with Endurance. Get your Status shield and 1 slot that with Endurance. Now get Invincibility and 3 slot Defence and 1 slot Endurance. The rest you need to consider for yourself but there's a lot of great advice out there. Once again, eventually in your build you basically want all your defences with the possible exception of your Tier 9 defence "Unstoppable".

    Stamina pretty much MUST be in your build by 20. Sacrifice whatever else you think 'sort of has to be there' for later in order to get Stamina in there. Make sure it's three slotted with Endurance Modification ASAP.

    That's about all I can think of just for right now.
  9. I seem to remember somewhere that making new MM sets was extremely time consuming and that is why it basically very rarely happens (I suppose the expansion gave them a lot of resources to make Demons).

    While I'd love every combination out there I can think of I don't see them putting any resources into something that already so closely matches an existing set (Mercs/Thugs). I doubt we're seeing any new MM sets for a long time (if ever) and if they do come out I imagine they will be very distinct and different in appearance and concept to the others.

    Just roll Mercenaries and name your troops Swat Officer X or something...
  10. Quote:
    Originally Posted by Call Me Awesome View Post
    Absolutely and completely disagree with this.

    All taunting and attacking from range before you jump into melee will do is spread out the mob, slow down your speed of acquiring aggro and cause the alpha strike to be directed towards your team.

    It's MUCH faster to lock down a spawn by jumping into the middle (if it's tightly bunched) or by making a fast circuit around the group and ending up behind them. This tends to bunch them up for aggro and team AOE's and it ensures that any AOE's that the mobs throw are directed AWAY from the team.

    Taunting first then running into melee is an absolutely terrible way to gather aggro and endangers the team. A tanker with a good aura can have a spawn's aggro locked down and pointed away from the team in about 2 seconds; taunting first and then attacking from range before you run in will take FAR longer and will only grab aggro of a few of the mobs.
    Umm maybe you should read what I write before nerdraging in bold and capslock.

    New Dawn got it right. You do it mid jump so the momentum carries you into the pack, and the taunt finishes as you are arriving. I am a huge fan of Combat Jumping :P
  11. Two handed attack animations on War Mace, Broadsword and War Axe! Either dodgy it up a bit or just have it unselectable when you have shields.

    PLEASE!
  12. Working towards my Gladiators 3% defence PVP IO

    On two characters at once.
  13. Quote:
    Originally Posted by DarkGob View Post
    Two brand new powersets (four if you didn't preorder) means you don't necessarily know what powers are going to work best. I ended up burning a respec by level 10 on my Electric Control Dominator (not that it helped, but that's another story). Of course, I think I just ended up using /respec to use it.
    At level 10 you get access to a second build and so there's no need to /respec unless you've made the build and then immediately killed it...
  14. Quote:
    Originally Posted by gameboy1234 View Post
    So the Brute version should too, but not Widows' Confront or the powers from the Presence Pool. No auras either, even if Tomax lists a taunt effect. Just checking.
    If you look at Tomax under the Taunt power it has a -75% range enhancement for the affected person. That isn't duplicated in any other power I've seen...
  15. The tick speed is further irrelevant when you should be taunting/attacking with range on the way in, preferably mid jump and use the momentum to land you in amongst the crowd, so that they are taunted before you even arrive.

    ...

  16. Quote:
    Originally Posted by gameboy1234 View Post
    Do all taunts have the -Range in them? Or is it only Tankers' Taunt? Serious question...
    Just the power called Taunt. Gauntlet/everything else doesn't.
  17. Quote:
    Originally Posted by AnElfCalledMack View Post
    It's not my blue bar that's crashing. I think the common theme here is -regen. I use Healing Flames a lot, but I also have quite a bit of passive regen, and Carnies and Praetorians are both adept at turning that off.

    Thanks for the advice, though - I do hit Consume fairly frequently against Carnies.
    I very strongly doubt you have any significant passive regeneration. Try using the combat/power viewer to see all your effects and you'll find that it is basically nothing at all on a Fire/Fire tank. Well, nothing at all compared to say, the effectiveness of your heal or your resistances.
  18. Correct me if I'm wrong but Crab Spiders can get all the same powers as a Huntsman plus have additional options. It's impossible for the Crab Spider to be worse, numerically.
  19. Quote:
    Originally Posted by Kidou View Post
    To be honest, I consider taunt to be largely useless. Punching them in the face has the exact same effect.

    You don't even need to control EVERYTHING onto you, just the most threatening mobs. That minion and/or Lieutenant probably isn't going to kill that Controller, Blaster, or Defender.

    At any rate, tanks can punch the crap out of stuff and still do their job thanks to Gauntlet. Maybe my Inv/DM spoiled me, but I've never had more than just a few minions run off, even after the blaster unloaded everything he had on the group.
    I use it on my WP/WM Tank because her build is too tight for a good AOE (epic) ranged attack (and none fit the concept even if I really wanted). My current Elect/SS that I am levelling up will be getting Fireball so won't need Taunt.
  20. BunnyAnomaly

    RTTC - Change?

    I am still struggling to listen to the misinformation that goes through here. I expect the naysayers have never played WP, or have only teamed up with just 1 in the past that was terrible.

    Your (non-WP) taunt aura is generally in the order of 10 seconds, just the same as a single gauntlet taunt from any attack. Your taunt aura needs to hit, just like an attack does anyway.

    Someone leaving your aura for 1 second means nothing when you're attacking because unless they are knocked back for approximately 10 seconds they are still under the effects of the combined taunt from previous attacks. If they are out of your aura at this time, guess what, they would have been outside of your auto-aura anyway. What you need at that stage is Taunt which lasts ~40 seconds unenhanced (mine is 6 slotted so it lasts forever).

    Try attacking. If you complain about requiring 1 second to establish your control with an attack, try a taunt as you leap in or hit them with an AOE as you do so. Then they are aggroed on you before you even arrive. If you want to keep getting upset about that first second of lack of control, spare a thought for the toggle auras that do damage and only tick every 2 seconds. OMG they are worse! Not really, because the aura is a small part of what keeps them on you.

    Some other things to consider:

    Yes, a taunt aura will apply a debuff of some sort, or add damage, which WILL contribute to your overall aggro. But a small zap from a lightning aura is insignificant to a hit from an attack like Fireball, Crowd Control or Footstomp. Miniscule. 1/30th the damage. Some of the toggles that are more useful and get a lot more hate (ice with double aura and heavy debuffs).

    If you simply attack as you leap in, AHEAD of everyone else, and then just start swinging, the only people that leave you are those above aggro cap or those you have been exceptionally unlucky to hit between a multitude of chances through gauntlets. That is an issue that every tanker will have so it is not unique at all.

    Yes the taunt aura is worse. But attacking is so much more than just a passive taunt.

    /rant over
  21. BunnyAnomaly

    RTTC - Change?

    Quote:
    Originally Posted by New Dawn View Post
    I think of WP as overall no better than Invulns really, no better than Stonetanks. If I get the slightest bit of lag and am a bit late on recovering something that has spent 1 sec out of my aura somebody else may have a problem. 1,25 secs don't even allow for lag conditions.
    You do realise that every single attack you make taunts a radius around you for ~13.5 seconds, and at the same magnitude as you using the Taunt power?

    Try, you know... attacking. Then they are stuck on you, even if you didn't attack them, for 13.5 seconds.

    Tada!

    This whole aura thing is waaaaay overstated, I wonder how many tanks are actually attacking if they are having these issues?
  22. PS: It appears your build is a 'follow this through every step and do not deviate' whereas mine is 'here's a concept to build for and do it your own way'. I just wanted to display that high recharge/high defence is very very good for a melee crab so you can get permanent minions, permanent serum and capped defences.
  23. Quote:
    Originally Posted by Telekin_Quake View Post
    Bothering with the order of powers is always key in a build. Because most of the time people aren't asking for a respec build, but rather a levelling build, and with that the only thing that's important is the levels you take the powers at. And two months is more "expensive" to me than 1 billion +
    Not sure why you are so upset about having to actually move an attack which is inconsequential, but you are entitled to your opinions.
  24. Quote:
    Originally Posted by Telekin_Quake View Post
    Small comment on your build: That Gladiator's Armor +def is extremely expensive, and will cost about the same as all the money you've spent on the rest of the build.

    Also: Stamina at 30? SJ at 32?
    Weave is an incredibly hard powerpick (as it has two req powers)
    I didn't bother much with the order of powers so feel free to move around whatever you want. Yes Stamina needs to be earlier but it wasn't what I was interested in showing.

    Gladiator Armour isn't so bad now that you have Hero/Villain merits. A few short missions each day and in 2 months you have it. Presently my main has 5 merits any my alts are building up them as well. by the end of next month or mid-the-one-after I'll have three Gladiator's Armour +def with a fairly minimal amount of work.
  25. This is more of a focus on being able to tankish and fightish

    You have Serum on nearly permanent (2 seconds downtime)

    Spiderlings are permanent so they can blast while you get in the thick of it.

    Call reinforcements has 2 minutes of downtime.

    You have soft capped defences to all positions and strong resistances.

    Attack chain is venom grenade AOE as you leap into the center, Frenzy, then Arm Lash and go through your ST attack chain.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership

    Villain Profile:
    Level 1: Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dam%(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(13)
    Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc(A)
    Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(5)
    Level 4: Combat Training: Offensive -- Acc-I(A)
    Level 6: Wolf Spider Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(7)
    Level 8: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(37)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(13)
    Level 12: Arm Lash -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(15), M'Strk-Dmg/Rchg(34), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 14: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(23)
    Level 16: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(17), ImpSkn-EndRdx/Rchg(17), ImpSkn-ResDam/EndRdx/Rchg(19), ImpSkn-Status(37), ResDam-I(40)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(21)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Fortification -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(25), ImpSkn-EndRdx/Rchg(25), ImpSkn-ResDam/EndRdx/Rchg(27), ImpSkn-Status(40), ResDam-I(40)
    Level 26: Frenzy -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(29), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(31)
    Level 28: Health -- Heal-I(A)
    Level 30: Stamina -- EndMod-I(A), EndMod-I(31)
    Level 32: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(46)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Serum -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(39), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(43), RechRdx-I(46)
    Level 41: Summon Spiderlings -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(42), C'Arms-Dmg/EndRdx(42), C'Arms-Acc/Dmg/Rchg(42), C'Arms-EndRdx/Dmg/Rchg(43), C'Arms-+Def(Pets)(43)
    Level 44: Call Reinforcements -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(45), C'Arms-Dmg/EndRdx(45), C'Arms-Acc/Dmg/Rchg(45), C'Arms-EndRdx/Dmg/Rchg(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Omega Maneuver -- Dmg-I(A), Dmg-I(50), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    ------------