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Posts
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Joined
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So am I. Observations about how the game is. The fact that we have two different observations means that both exist, that there are good and bad tanks that play all powersets.
I never take anything personally. This is the internet...nothing more than mindless distraction -
Quote:So why did you edit out the relevant part of my statement in your quote?lol you misunderstood what side of the fence I was on... I was the INVUL tanker that would show up and save the day. It was not a bad experience for me...it was a GREAT exp for me as I would get secret tells from team members that would say, "Thank god you showed up!" etc.
I felt sorry for the other lvl 50 tanks....so that was as about as far as my bad experience. Now in general for missions and just playing and having fun, you are right. All tanks can get the job done. But if you are talking TF AVs or 54boss AE mish, or a HIGH Difficulty setting who ya gonna call? Yeah that's right. You know what I am talking about. Yes I know we don't do 54 AE boss farming anymore. But, when we did, it was like the tide finally went out and exposed which tanks were swimming with out a bathing suit.
You are still describing the player being at fault, not the powerset. -
Quote:True, but that negates one of the benefits of ether power, the surprise of the attack.Why not run in so that both LR and SC are buffed by AAO? I realize that it doesn't look nearly as cool, but if you're going for max damage it would seem to be the thing to do.
Not saying that is not the best solution, but it seems a bit of a waste of the power. -
I am waiting on 3 commissions now. Think I am on the tail end of the ques so it may be a while...but it should be worth it
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Been working on Shield/Electric (Yes, I am loving Elec so much I made 2 toons
). Just reached the magic level of 26 and got Shield Charge while sitting on 36% Melee and Range defense (Offensive slotting at the moment, could probably be a bit higher).
My questions concerns the usage of Shield Charge and Lightning Rod on this type of build. One thing I have noticed in working on this toon is that AAO is not instant in it's buff. Like most auras there is a pulse and a lingering effect that covers the time between pulses. This causes the numbers to jump up and down, but also leaves a variable lag time between Shield Charge and the first pulse.
First, am I reading the numbers correctly in that Shield Charge, when teleporting from outside of aura range, does not get any benefit from AAO? If this is true would it be more efficient to lead with Lightning Rod, wait for AAO buffs to kick in, then follow with Shield Charge? -
Voting time
1 -VexXxa & Caemgen
2 - Lounge Crooner & Fenian Girl -
The main problem with KO Blow for Sappers is the long animation. By halfway through the motions ether your Aura or just general perception has kicked the Sapper into gear and started his attack. Even landing the stun will not stop it once it starts.
If you are trying to take him down with no chance of him hitting you then you need to be a bit sneaky.
Or just take the hit and pop a blue. Once KO Blow lands that is the end of the threat -
Quote:Never said they were created equal, only that they are each good at different things.I wish that it was the case that all tanks are created equal....but it's not. The poster is looking for a newbie route. I assume that means he does not want to grind out tanking for a team at its the easiest mission lvl as one of those other tanks. Being one of those other tanks where teams members will all of sudden say, " umm something came up gotta go..." As the team flounders, with a high turnover, hoping that may be a Stone or Invul tank will come along and make it all better. I know it's hard to hear. I know it's not fair. I am not trolling hear...but didn't will learn anything from the GREAT AE EXPERIMENT this year? Didn't we all witness first hand what tanks can TANK and which can't?
I am sorry for what appears to be some bad team experiences you have had but you should never let bad players impact your judgment of a powerset. Your description has never happened on a team I have been main tank on. It has never happened on teams where I was not the tank but we had a good player tanking. The only times it happens is with bad players, and then it is no matter who is the tank. I have watched Stone and Inv flounder just as you describe. That is not powerset, it is player.
As to your final statment, Offensive tanks won your so called "Great AE Experiment." Fire and Shield could lay waste to entire 8 person maps, and still can. (Tankers only, I know other AT's can do massive farming..that is another discussion). -
Video of my grandma watching you play the game while doing an in-game recording of the event with three independent witnesses from separate computers located in CT, WA, and MA. While that is running I want pics ever 3 seconds with statements from my lawyer, therapist, and hair stylist that they can confirm the authenticity of the actions or it didn't happen.
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Quote:On my tank it is for 2 reasons.Noticed a fair number of regulars in Victory Forum do not have a "Mezzed!" bind and some don't even type "zzzzzz" when mezzed. These include long term, competent players.
Now, if you know there's no one on the team that has a mez breaking power, I can understand this. But if you have 1-3 teammates that do and you get hit by a 40 second malta stun, why just stand there?
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Currently listening to Hagar Schon Arronson Shrieve's Through the Fire
1 - It takes a lot to mez me and with all the -mez duration bonuses it does not last that long
2 - Even mezzed I can still take the damage and would rather the support focus on others. Mezzed or not the mobs will still pay attention to me and not the team. I will toss out a zzz if I start to bleed aggro. -
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Try to come in from behind the Sapper with your Taunt aura off. The time it takes for him to turn and notice will help you land KO Blow beforehand.
The Nemesis Staff is a good way to buy you some time.
As noted, the ranged epic hold will help alot.
If you get close quickly enough fire Foot Stomp first, then KO Blow as he tries to get up. That will prevent him from starting the attack while your animation is running. -
My only concern is that Hasten would be an addition to Lightning Rod only. My other attacks so far (Charged brawl, Jacobs Ladder, Thunder Strike, Boxing) recharge fast enough for my tastes. Willpower gets no real benefit from Hasten.
You are right about the low endurance usage of the set. Quick Recovery has made me a beast so far, so much so I may push Stamina farther along in the build...or look at dropping it all together.
If I go the Hasten path I may slot heavy for accuracy and endurance mod and see if it can be made into a good sapper type build. -
Love the idea myself. Being able to remove the effect with some effort would make powers like Handclap more attractive.
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Quote:Yeah....um........no.If you want to tank, go INVUL, stone or may be will power. I see "other tanks" played mostly by people who already have one of these three mentioned already and they are bored and want to give the "other tanks" a try. These so called other tanks just don't seem to get the job done.
Any tank can get the job done. Some tanks are better at some jobs than others. On large teams some tanks will feel the weaknesses in a team more than others. In the end with a good driver and a good build any tank is a good tank. -
My Double XP weekend project was getting my fledgling WP/Elec up to Level 20. Did it solo with a combo of sewer runs and Radio missions. Jacobs Ladder helped alot for the lower levels.
While not sharing a theme the combo just seemed to work well, at least in my head. Lightning Rod will make an excellent Alpha mitigation utility with the Teleport+Knockdown, helping to soften up one of the weaker points in Willpower.
I am already planning on Tough+Weave and Health+Stamina. Would Hasten help outside of Lighting Rod or would it be better just to invest in Recharge bonuses. If I do go Hasten I think I will end up locked into SuperSpeed for travel.
Anybody have any thoughts or experience with WP/Elec? -
Level 8 - 20 on my baby WP/Elec tank. All solo, save two teams with people who had no idea what they were doing.
A good chunk of that was made running through the sewer to Steel. Then Radio missions and street sweeping until 19, then out to Faultline. -
Ooh, pretty
I am glad you liked the design and that it inspired you. -
My new project, a WP/Elec tank.
Started the weekend at level 8 in Atlas. After not getting a team I decided to take him into the sewers. Emerged in Steel at level 12.
Ran radio missions and street sweeped the next few days, mostly solo minus two horrid groups, to level 18.
Moved on to Faultline last night and mushed up to level 20 and began the arcs.
12 levels since Thursday evening, all Solo. A good run in my book. Plus the toon is a blast to play. -
I'm still working on my first toon. He is parked at the moment while I wait for I16 to come out. Then I break him out to run new content and see if any now additions will benefit the build.
For me, they are never done. -
Quote:The problem is, you could say that any of the weaknesses I listed, none are really a requirement to be effective, but combined, and the fact that no other set has nearly so many, really demonstrates the overall problems.
Soft capping isn't a requirement, but I think the littany of problems I wrote probably all have a multiplicative effect in making the set painful to use, and other than the newly added Elec, I believe every other tanker set has at least one power with some defense in it. I think that makes it fair to say having no added defense at all inherent to the set adds to its problems as compared with others in the AT.
I believe the devs have said that you should be able to use sets out of the box without requiring IOs or specific pools, but I really don't believe that that is possible, especially at higher levels. The cascade of problems with the set become very apparent with 8 man teams.
By that logic Ice has a huge problem with it's inability to cap Resistance. Not all tanks can, or should, be able to do everything. -
Quote:Soft-capping is not the end-all of tanking and should not be listed as a weakness of the Fire/ set.
1. No built in defense at all - very difficult to softcap anything
Nitpick aside we finally live in an age where we have good yardsticks to measure Fire/ against.
Electric is another Resistance only set and while it is not Offensive based it can be used as a good baseline for the performance of Fire/ against other sets.
Shield gives us a similar comparison but this time along the Offensive orientation.
IMHO on the Offensive end Fire performs well when put against Shield. It could use an Alpha mitigation tool like Shield Charge, and/or a reduction to the recharge of Fiery Embrace.
For resists, bump up S/L by 5% in Fire Shield, Energy and Neg-Energy by 5% in Plasma Shield. It still does not encroach on the levels from Electic but would go a long way to help the set on large teams. -
They need to remake Jumpgate. I know it is in the works...but I want it NOOOOWWW!!!