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Quote:Personally I treat JL the same as Sands of Mu... it seems to have roughly the same AOE. Yes, it requires lining things up to get the benefit but it isn't a bad attack... my complaint with it actually is the end cost and a somewhat lengthy animation.I honestly don't understand this attitude about Jacob's Ladder being a 'narrow cone'. It has a 50 degree arc, wider than Shatter in War Mace or Shadow Maul in DM. Axe's Cleave cone is 20 degrees, now *that* is a narrow cone.
Like Shatter, I consider JL to be a "single-target plus" attack. I use it as a ST attack, but often I'll get lucky and it'll hit two or three foes. And it does get easier to hit multiple foes with a little practice.
Electric melee is light on ST attacks as it is, so why not use JL as a ST attack, rather than skip it because it's not good enough as an AoE?
At this point my Ice/Elec tanker is 37 and while elec is a competent set I'd have to admit that it isn't my favorite. I do know of course that Lightning Rod will make a noticeable difference in a level or two (to get it slotted) but the rest of the set just doesn't really seem as strong as, say, our other AOE focused set Fire melee.
Oh, and I certainly agree that Build Up is a low priority power on a tanker... there's just so many other powers that will offer more benefit to a tanking tanker. Yes, damage and attacks are good, even essential to have but a 10 second damage buff every 60-90 seconds is less valuable than several other things. In the final analysis as a tanker you're there to manage aggro and set the pace of the team; the big damage numbers are the responsibility of your teammates. You have decent damage, but outside of a few edge case builds you aren't going to be a main damage dealer. Focus on your strengths. -
I don't know, does it need changes? I've never played it but I've a friend who loves the set... he's taken MA/SR scrappers to 50 twice and teaming with him on the way he's quite effective. Yes, it's strongly single target focused but then again so are several other tanker sets.
I'll probably roll one when i21 goes live unless the set really falls on it's face when it leaves beta. My main question is the taunt aura... hopefully it isn't some worthless thing like Willpower's. -
Quote:Let me emphasize this, I don't think I've EVER heard this kind of thing on these forums, and even if it did happen the rest of the population would bend over backwards to make it up to you. The players here, and especially the forum goers tend to be intelligent, educated and mature adults. Most of us are in our mid 20's to mid 50's and the younger kids who play (ok, I guess I'm one of the... ah, experienced players in that I remember when Dad brought home the brand new Pong game... that actually plugged into your TV!Thanks for all the input! =) I've (well we really, 'cause I dl'ed the trial to both my computer and my husbands.) actually been making a character for awhile and played through the tutorial. There does seem to be plenty of people around, but not too many so that the gameplay is clogged. I think we are going to take the special offer on steam. Mostly because of how nice everyone was here. It's not often in an MMO community where you can actually ask questions and get help without being smacked over the head with some sort of "thou-shalt-not-be-a-newb" stick.
) tend to be quite mature and good players. It's the community here that keeps me playing for going on 7 years now. Everyone was a new player at one time; that's unavoidable. And nearly every one of us ran across someone in the game who helped us learn our way around. Because of this we're pretty big on paying it forward by helping new players.
In game you will run into the occasional jerk but they're few and far between on most of the servers. The majority of players will be more than happy to welcome you to the game and show you the ropes.
There's several things that you may find strange if you're used to other MMO's; for one there is no dedicated "healer" class... and in fact pure heals are much less valuable than the buffs and debuffs that our support characters have. Those buffs and debuffs are far more powerful than in most games. As a for instance, you can have one character who can heal 1/4 of a character's hit points or another who can make 19 out of 20 enemy attacks completely miss. Which of those is the more valuable?
Another difference is that there's no "holy trinity" of tank/DPS/healing, virtually any combination of characters can succeed in the game quite nicely. Yes, some combinations are better than others but nearly anything will work, and many will work much better than the traditional holy trinity. A team of all controllers? It can absolutely destroy the game between the control, stacking buffs and debuffs and damage. Oh, did I forget to mention that not only are buffs and debuffs very powerful but they can stack from multiple characters to absolutely massive levels.
Welcome to the game, and I hope you enjoy your stay as much as I've enjoyed mine. -
I second the suggestion for a Sager, I've had a workstation class one for close to 4 years now that's been nearly bulletproof. Drop it, toss it into the luggage compartment of a plane, drag it around the country for 4 years and it's still in perfect working condition. Even today it's adequate for moderate Ultra Mode COH with a 17" 1680x1024 screen. The one thing it isn't is light... 12 lbs for the computer plus a 4 lb power supply. On the other hand a 7950 GTX video card (for it's time a top performer), Core2Duo CPU and three hard drives made for a great portable workstation. It did cost me ~$2,200 when I bought it, and I've tossed in 2 additional drives and replaced the original with an SSD.
A good place to look for a high end laptop ($1,000+) is www.powernotebooks.com; that's where I bought my Sager and you can order a machine configured precisely to your specifications with whatever OS you like or even with no OS installed. Everything they sell is top quality and their service is great. As an added bonus you don't have to remove bloatware that most manufacturers love to stuff onto every machine sold. -
None of the numbers have changed; the only real change that affects the guide is the inherent Fitness pool change in issue 19. Incarnate buffs also are a factor but obviously only for level 50 players.
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Mako is a ranged defense bonus with only a smaller E/N as a secondary effect; it's not a set I'd use on an Invuln. I don't have time to go over your build right now... I'm about to head to that lovely 4 letter thing called "work". If your defense is squared away consider another Crushing Impact set for the 5% recharge.
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Quote:This is a good point; Psi damage really is very rare... and in most cases where it becomes somewhat prevalent it's usually fairly low absolute damage. 9 out of 10 times you face Psi your innate hit points, regen and the occasional Dull Pain are all you need. If it gets beyond that, well, that's what your inspiration tray is for.I'll be honest, I don't have much problems with Psi. I run Arachnos/Carnie/Clockwork missions quite often and never had any issues with Psi. I know you can build for psi resist, but I don't feel you have to. Remember, a lot of psi attacks do have secondary damage types like Smashing, which your defense will cover, so that protects you from many psi attacks. And with a well built tank, your regen should cover the rest.
Oh, as an added bonus of building for the 45% defense soft cap to S/L/E/N damage (F/C is much lower priority) you'll also be building a fair amount of positional melee/ranged defense that will also apply to most Psi damage. I don't have my build in front of me right now but my soft capped Invuln has something around 20-25% melee/ranged defense; all as a byproduct of building typed defenses. -
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Quote:Not on the Stone side; unfortunately I've never even rolled a Dark Melee toon, much less played it so anything I'd say there is theoretical. I wouldn't call the problems super serious although with your Granite slotting you're a fair bit less durable than you could be. You'll still be tougher than most tankers though.Thanks, CMA! You didn't see any super-serious problems with the build other when I took Stone Skin and the slotting of Granite and Swift?
Oh, I just noticed something... did you realize you slotted the Steadfast KB protection in Stone Skin? That's really a waste, Rooted has all the KB protection you'll ever need.
Quote:In some ways that makes it *harder*, 'cause I really wanted to take Stone Skin much earlier but couldn't figure out what to delay! Do you have a recommendation for what I delay until the 40's? I don't want to put a power there that needs to be heavily slotted because then I may not have enough for Gloom.
I realize ToF is giving you a recharge bonus but I question just how useful the power itself is to you; as a stone tanker you really don't need the mitigation. I'm generally not a big fan of devoting a lot of slots for an IO mule power I'm not going to use, I'd leave the fear to your dark defender/illusion controller teammates... I think the slots and power choice are simply more useful elsewhere. That would let you move Stone Skin up and give you 4 slots to use in Granite & Swift. In place of ToF you could pick up Fly to use for zone travel. In fact that would allow you to drop Hover as well freeing another power slot. My solution for zone travel on a stone once I had City Traveler was simply to pick up Fly and use it instead of TP. TP I use strictly for combat mobility.
Quote:Similarly, I would love to put another slot or two in Swift and Granite, but as I mentioned, I ran into a serious slot crunch. Do you have a suggestion? I'm hesitant to pull slots from Gloom or ToF because I'd lose a pretty substantial recharge bonus if I do. (Hence my question about the relative value of recharge vs. run speed bonuses.) How important is it to slot Rooted for regen? I could probably pull a slot or two from it if I had to.
On Rooted I think it's quite useful for regen... with your defenses and resistance the regen will usually keep you topped off on HP without needing Earth's Embrace. Oh, that Regen Tissue unique isn't doing a lot there; it's only active while Rooted is and the 4% runspeed bonus isn't that great. FYI adding another slot to Swift will give you ~12% more runspeed and adding 2 slots will give you ~20% more runspeed. I would probably put 3 Numina into Rooted, Heal, Heal/End and Heal/End/Recharge. If you find a 4th slot toss a Heal/End from another set to max regen and give more endred.
On my Stone/Fire tanker I called Mud Pots good with 4 slots of Scirocco's Dervish. With your goals I'd keep the three Eradication. You could loose one slot of Multi Strike and still have most of the effectiveness while giving you another precious slot to play with.
For a few ideas here's how my Stone/Fire currently sits on Live. I guess I was incorrect, apparently I did respec him for issue 19. I didn't worry all that much about recharge while still getting decent numbers.
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I can't help you much with Dark Melee as I've never played it but I do have some familiarity with Stone.
Personally I'd grab Stone Skin sometime in the teens or 20's; it's actually a fairly substantial chunk of S/L resistance that's nice in the early game. Another item is Teleport itself; I generally toss an endred in there and call it good... it's a rather end heavy way to get from one end of IP to the other.
I never took Crystal armor on either of my stone tankers and frankly didn't miss it much. The only time I really could have used it was going through Croatoa with all the Witches. With the change to inherent Fitness (still need to respec my Stone/Fire) things open up so it's a valid choice now. Speaking of inherent Fitness common slotting is to add a couple of slots to Swift to help with the runspeed issues.
Granite could be better slotted; ED capping the resistance will make it pointless running Tough thus helping with your endurance. Likewise ED capping defense can eliminate the need for Weave (both of these while in Granite of course). It's a tricky power to slot; old school was to toss 3 resist and 3 defense SO's in. With IO's you've a balancing act; you want to max out resist and defense and at the same time get some bonuses.
Here's how I slotted my Stone/Fire's Granite:
Granite Armor -- ResDam-I(A), GftotA-Run+(37), Aegis-ResDam(37), Aegis-ResDam/EndRdx(39), GftotA-Def(39), LkGmblr-Rchg+(39)
Good luck with your tanker. -
Quote:I don't use that bind myself but I think it went something like /bind shift+lbutton "powexec_name teleport". Since I play with a game pad (Belkin Nostromo N52) I always have my travel power in position 6 on the bottom tray so I just tap that key on the gamepad and then click on the spot I want to TP to. Adding Hover is another matter; I'm not sure it's possible with the game commands to bind two power activations on one key. I get around that by clicking on Hover before I start TP'ing across a zone.Well, as it turns out I'm a novice at binds as well as Stone tanking. After my experience this afternoon playing my new tank, I can think of a few binds that would be very nice to have for this character.
First of all, I've decided to go with TP, which I've used before but not recently. I know there's a bind that will make it easier to use and allows you to click and activate TP at the same time--which of course I've forgotten in the intervening years. So if anyone can tell me what that is I'd appreciate it. Also, is it possible to incorporate Hover into the TP bind as well, so I don't have to turn it on separately?
Quote:I thought of a couple of others that would be useful as well, if they're doable. For instance:
A bind that toggles between Rooted and Sprint for quicker travel between spawns in a mission when I'm not in Granite.
Quote:Something that toggles between the SA armors (I'm taking Rock, Crystal and Minerals) and Granite so I don't have to turn the three armors on separately.
I do have a bind to toggle between Rock Armor & Granite, it works the same way the travel one does. /bind key "powexec_name rock armor$$powexec_name granite armor" Unfortunately you'd have to manually activate the other armors. One shortcut may be to bind the Rock/Granite one to say x and bind crystal armor to c and minerals to v... that way you hit x, c, v and you're armored up.
Quote:Any help would be greatly appreciated! -
Quote:I wasn't contradicting, I just hadn't seen the official word. In fact I was assuming that would be the case anyway.Maybe you should be "Call Me Paranoid". Nobody is going to be happy without a complete list of prices for every thing in the store and every Paragon Reward published yesterday and a complete list of what will never be available when you aren't a VIP subscriber (such as incarnate system).
We already had a day and a half of people fearing they were losing their extra slots on a server beyond 12 because the the comparison chart said 12 per.
The FUD over these last few days has been truly scary. On one hand this is a good indication of how passionate the current players are when it comes to this game, on the other it shows how insecure people are feeling in the current climate of a bad world economy.
On the whole freedom bit I'm a bit ambivalent about it although I don't see any major danger signs. Personally I'll be maintaining my sub anyway so most of it's a moot point for me. I understand that subscribers aren't going to be loosing anything. -
Quote:You're right, it's been awhile since I played that arc and I was miss-remembering. I do remember that Maestro was a total wimp of an AV that I soloed with my issue 5 era Broadsword/Regen scrapper.One actually, Maestro. This assuming you are not including the Hess TF that you can unlock by completing the last arc for that zone.
Here's the list of AVs in the game.
AVs -
Quote:As has been said the Beta server is special invitation and very hush hush about just what secret new additions to the game are currently being tested, broken, fixed, adjusted and tweaked.7day trial user do not beta server? ;>
i try enter but "incorret id or password" massage popup..
Like probably 90%+ of the game's population you're not allowed on that server. Really, you don't want to play there anyway as lots of things are going to be in, shall we say a "less than polished" state and there are always major bugs in new stuff being tested. Generally the players invited into a closed beta test will be experienced players who are there mostly to try and break things so the Dev's can find the problems and fix them before it goes live.
Having been in several closed beta tests trust me when I say that it can be a frustrating experience and many things just don't work quite right.
Let me welcome you to the game anyway; you'll find that this community is extremely welcoming and more than willing to help a new player to learn the ropes. -
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AV's are rare in the low levels; you face Dr Vahz in part 2 of Positron's TF (11-15), the Clockwork King in Synapse's TF (15-20) and an AV in each of the rest of the signature TF's (each in a higher 5 level range) as you level up. Nearly every TF in the game will have at least 1 AV encounter; the only exception that comes immediately to mind is part 1 of Positron's TF.
In story arcs Dr Vahz appears in an arc in the 15-20 range and there's several AV's in the Faultline arcs. You'll face a few AV's in the Striga Island arcs in the 20's as well. AV's don't become (relatively) common until you get into the 40's and are running the arcs in Peregrine Island.
Elite Bosses are more common, that's what you've faced in Frostfire. They're much weaker than a true AV with lower damage, FAR lower hit points and less mez protection. One thing to be aware of is that depending on your team size and difficulty settings AV's can downgrade to Elite Boss status... this was added years ago so that solo players or small groups can run the missions without getting stopped cold by an AV they couldn't beat.
AV's that you find in the lower levels tend to be far weaker than those you'll face later on, just like the enemy groups you see now are much weaker than those you'll face in the higher levels; they're designed to be handled by a typical team of their level. Dr. Vahz for example is a pushover compared to Ghost Widow or Lord Recluse, two of the most dangerous AV's in the game.
I don't know how far you've gotten in the game over the time you've played but the difficulty level will rise as you level up; high level content is generally much harder than the low level stuff. -
Yep, it's in there. In fact, they added that power to EVERY set in the game! All you need to do is fill up your "temporal boost" bar by running missions and killing stuff and once it fills the power automatically fires off! POOF, new level!
Unfortunately the cooldown on the power is progressive and takes longer and longer to recharge as you level up but that's a small price to pay for all that awesomeness. -
Really the single biggest problem with the team window is the complete lack of a legend detailing just what the various colors mean. As far as I know the only way to find out what color means what is to search the forums... there's nothing in game (that I've seen) to tell you. That makes the "color code" nearly as worthless as the aforementioned "origin" search.
I never remember what all the color codes mean; yeah light blue means solo and gray means teamed... that's unchanged from the beginning. I do remember that purple means team lead but if they're tossing that info at players they REALLY need to let them know what it means. -
Quote:It's very often useful to have a ranged attention getter. For example, you're holding a group nicely bunched around you and either a patrol/ambush wanders by or someone accidentally aggros something. Do you run over and punch the new mobs, while at the same time tending to scatter your current group or do you simply toss a Taunt on the newcomers and welcome them to your private party?Between the damage aura, and Chilling Embrace, do you need additional aggro management for an Ice/* tanker? Even without Taunt, I've never had a problem on my Ice/Ice (of course, he's only mid 30s, so that's not necessarily a great indicatoer)
In my opinion that's the primary purpose of Taunt. No, it doesn't happen every mob but it happens often enough that it's a valuable tool in your tanking toolbox. -
In that case you should be able to have 3 tips, both morality missions and the two special tips at the same time. I just haven't had either the Halloween or Kal tips on any character before so I hadn't seen that situation.
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Quote:I can't speak for the Halloween or Kal tip but you can certainly have 3 regular tips and both morality missions at once; I had that on a character last night.So technically, you could have 3 tip missions, 2 morality missions, a left over halloween tip mission and Mortimer Kal tip mission all at once, right?
The question is if Halloween and Kal tips are counted as standard tips or not, if they are then I'd expect them to follow the "3 tips at once" rule. -
Quote:Yep, it works. This afternoon I got my 10th tip done, then got the Spider morality mission (which stinks but for some reason it drops much more frequently)... I street killed until the Unusual Suspect morality mission dropped at which point I had 3 tips and 2 morality missions in my list.Hmm. I've never seen that happening, but then again I've not run a lot of tip missions since Issue 19 launched.
There is, or at least seems to be anyway, a bug where if you're teamed sometimes you simply cannot get a morality mission to drop. By quitting team temporarily I've always gotten it to drop in a minute or so... sometimes after 5+ minutes with the entire team sweeping for it with no luck. -
Quote:Actually a morality mission does not use up one of your three tip slots; you can have 3 tip missions AND both morality missions at one time.100% working as intended. Actually working as player requested.
If you were at 9/10 hero points and did someone else's hero morality mission, then you would be at 10/10 hero points and the next alignment tip mission dropped would be a morality mission. You might not know, but you can dismiss a tip mission to "free up" a tip slot for the morality mission.
Morality missions count as doing a tip mission of that type. That, as I said, was a player requested feature that the developers added.
For the OP the only way this could affect you negatively is if the new player's morality mission was different than the path you were working on... for example if he did a Vigilante morality mission while you were working on Hero missions. Otherwise you simply got credit for another hero tip and are now ready for your morality mission to drop. -
I'm currently working on an Ice/Elec... at 37 and soft capped it's a competent set and works well. I chose Elec simply because it was a set I hadn't played before and it's good; I wouldn't call it my favorite secondary however. AOE is decent but the single target damage is somewhat lacking.
If I were doing it again and without regard for secondaries I hadn't played I would probably go Ice/Fire or Ice/Stone; /Fire would give the best ST and AOE damage while /Stone would give considerable mitigation, AOE soft control and solid ST damage.