Call Me Awesome

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  1. I like the format and you've good information there. It's a good basic guide on what any good tanker needs to do without getting bogged down in the details of various techniques on how do do it.

    I'd maybe suggest a companion guide, or possibly series of guides on various techniques. For example, how to bunch up a group of melee enemies, how to bunch a group of primarily ranged enemies and positioning yourself and the enemies (you touched briefly on that) and all the other techniques any good, experienced tanker will use to handle a specific situation.

    As we all know there are groups that are dead easy to bunch up and handle like Warwolves and others that can be a pain in the butt to bunch up like Malta. Different techniques should be used in different situations.

    I also strongly agree with your statement "the tanker who's the last man standing has failed"; it's almost impossible to overstate that.
  2. I'm of the opinion that, absent compelling reasons for another Alpha, Cardiac is the default choice for any character who has any endurance concerns at all; I likewise have the 45% tier 4 on my Invuln tanker. It's hard to go wrong with more endurance.

    On Interface I haven't really studied the current situation since Reactive got hit by a tac nuke of a nerf but it's still a good choice with the 75% chance for more damage.

    For Destiny it's really hard to get anything other than Radial Rebirth; even on the low end it's a ton of regeneration and another (AOE even) large heal can be useful when things get really tough.

    I actually find myself anymore using Dull Pain very infrequently; between my resistance, my S/L/E/N soft capped defense and the regen, both natural and from Rebirth, that I very seldom find my HP dropping below 75%. The exception would be Lambda with those Augers and the occasional lucky shot from Lord Recluse while his towers are still up.
  3. Quote:
    Originally Posted by EmperorSteele View Post
    If you're so inclined, look at BestBuy's online site and see if they have any in-store deals that look good. Post the relevant link here and we'll tell you if a given computer would be a good investment or not.
    Let me underline the part about posting the link F T W, BestBuy is infamous for greatly overpricing components. Buying a video card from BestBuy is usually only for the truly desperate as they'll typically be 2-3 generations old and selling for about a 50% markup over new.

    BestBuy does sometimes have good deals but take them with a grain of salt as there's usually a reason machine X is priced where it is. More often than not it has loads of RAM (which is cheap) and a big hard drive (also cheap) but an integrated or very low end video card (good vid cards are pricey) and a power supply barely adequate to the purpose. But they love to talk about 8, 16, etc, GB of RAM and a 1 TB Hard Drive and soft pedal the 3 year old video card and never mention the cheap 300 watt power supply.

    Fry's (if you have one near you) is a much better option as they cater more to the enthusiast market and they're used to customers who know what to look for. Newegg (www.newegg.com) is a highly reputable online merchant with good prices and a vast selection; you can get a really good machine there as cheap as anywhere.

    While building your own computer isn't that hard to do it can be intimidating the first time. Are you comfortable with a screwdriver and opening up your computer case? If so you can get more bang for the buck that way and upgrades down the line will be cheaper. Keep in mind that you will need to pay the "Windows tax" for a copy of Win7. If you take your time and are careful there's no reason you can't build a machine. The OS an area where OEM's have an advantage as they can get windows much cheaper than you can.

    Let me say that I'm glad to see a teenager who's willing to work for what you want, that attitude will serve you very well all your life. Set your goals and work for them, what you end up with will mean far more to you if you earn it than if it's just handed to you.
  4. Quote:
    Originally Posted by Tenjoy View Post
    Hm... did the developers ever say why the willpower aura is that much weaker than the other taunt auras?

    I assume it was already determined that this is not a bug?


    10joy
    I don't know that we've gotten a definitive answer beyond the fact that it's working as intended; the rumor mill has it that the Dev's thought the pathetic aura balanced the set from being too strong. Personally I don't buy it but after all this time it's unlikely to change.

    Then again I'd have said the same about inherent Fitness in issue 18 and before so you never know.
  5. Quote:
    Originally Posted by Bionic_Flea View Post
    Be careful checking the old guides. Some of them are VERY out of date and the information in them is no longer accurate and some powers have been changed completely.
    Quote:
    Originally Posted by Auroxis View Post
    True, try to read the most recent ones.
    In general most guides written after issue 13 will be reasonably up to date with a few obvious exceptions; inherent Fitness coming in issue 19 being a big one there; most powers have been more or less unchanged since issue 13. Many guides from issue 9 or later will also have good information.

    Mid's is, as several have mentioned, your most valuable resource for the current state of your powers and planning your build. It allows you to "test build" your character and see how the various powers interact and what the final results will be.

    As a thumb rule on building a character I build for a character's strengths first, then for utility.

    For example on a Dark/Dark defender the biggest strength is the ability to debuff an enemy's tohit chances so I built to maximize the debuffing ability by taking appropriate powers and slotting them with that in mind. After that's taken care of I work on durability and finally damage output.

    On the other hand my Fire/EM blaster's strength is raw damage output so I built him first for maximum damage output and secondly for defense to survive all the attention he draws.

    Tankers I build first to control aggro, second for maximum durability to survive aggro and finally for damage output.

    There are exceptions of course; characters who tend to be strong at several different things. Still, I think it's a good thumb rule to first think about the character's strengths and then fill in the holes to have a well rounded build. The empath who completely ignores his secondary is MASSIVELY less effective than one who builds and uses both the primary and secondary as the situation indicates. Likewise the Force Fielder who ignores the bubbles is a much less effective teammate than one who keeps the shields on the team while also contributing damage.
  6. Quote:
    Originally Posted by Ironblade View Post
    I have never slotted taunt enhancements in an 'attack'. I put it in quotes because I did slot taunt in Energy Absorption on my ice tank - I wanted a little extra AoE aggro-gathering since he is my only tank who skipped the Taunt power.
    Ice is perhaps the sole exception to my thought about every tanker needing Taunt and even there it's useful as a ranged attention getter. I will admit that an Ice tank seldom has any problem getting an iron lock on aggro of anything it gets close to.

    I see the logic in a taunt IO in EA; I may think about that on my own Icer if I find another slot.
  7. Quote:
    Originally Posted by Mach_Four View Post
    I just rolled one of these and was just wondering if it's a fun toon to play or should I steer clear of it? I really like the concept I had for him and ice armor seems to have a lot of survival tools later in the game.
    Ice has it's drawbacks but overall it's a sound set. The real strength of any defense set doesn't show until you start to approach the 45% soft cap; in the early running it will feel pretty naked until you get ~25% defense... by the time you get ~35% you'll feel pretty solid and once you reach 45% you'll have a very durable tanker.

    Ice also is hands down the best aggro set in the game with two auras, one of which is autohit and tics every 0.5 seconds so it nearly instantly acquires aggro. I'm not an Ice expert by any means; while I'm currently leveling a mid-30's Ice/Elec tanker that's my first experience with either powerset. Still, I had him soft capped to S/L/E/N by about level 28 with a few IO bonuses and he's been very durable. I'm not a big fan of the Ice Armor graphics but I enjoy the character.
  8. Quote:
    Originally Posted by Tenjoy View Post
    Hi everybody,

    for my tankers I usually put one taunt enhancement into each of the attacks in my attack chain. A few days ago a friend of mine suggested some improvements to one of my characters, and he seemed to be surprised that I even used those enhancements.

    Would you say the inherent gauntlet taunt is sufficient for a tanker to function properly, so taunt enhancements are indeed not needed except for actual provoke powers? Could this be dependent on the powerset? For example, I've heard that dual-blade tanks have a slightly harder time keeping aggro than other thanks...

    Basically my question is, if I use just regular damage IO-sets and no taunt enhancements for my tanker's attacks, will his aggro-keeping abilities suffer noticeably?

    Thanks for any information on this,

    10joy
    Adding taunt to your attacks is a waste of time; between your aura (unless you're WP), Taunt (IMO mandatory on any tanker who intends to tank) and the Gauntlet component of your attacks you'll have little trouble maintaining the attention of the aggro cap (17 mobs) if you apply yourself.

    All taunt IO's do in your attacks is to marginally increase the length of time the taunt effect lasts, if you're attacking the mobs are almost certainly already under the effect of your aura (14-17 second duration taunt depending on the primary unless you're WP, then just over 1 second).

    Now there is some logic to slotting a taunt IO into your aura if you have a free slot, depending on your primary. On any mob that's in melee range of you your aura is doing the majority of the aggro control.
  9. I usually zone in faster than anyone else since I've plenty of RAM and an SSD so I always get Impy. The very first thing I do is lead him over to a group of mobs off to one side and leave him to have fun. He gets killed and we don't have to deal with his hand clap scattering all the mobs.

    It's been awhile since I ran an ITF where we didn't get Impy killed right off; he's way more trouble than he's worth.
  10. Quote:
    Originally Posted by Grouchybeast View Post
    These days, just use the Vanguard base and go direct Atlas --> PI.
    Forgot about that, yeah it's the best option.
  11. Quote:
    Originally Posted by Fireheart View Post
    Atlas Park > Kings Row > Pocket D > Talos > Peregrine Island is how I'd do it. No long runs, or 'Hospital-Express' legs until the end.

    Be Well!
    Fireheart
    Why not simply go Atlas tram > Talos > Perigrine? That seems much better with the current state of the tram system. Then the "swim around PI to Portal Corp" to avoid sniper aggro along the main drag.

    Edit
    Ah, you were talking about the old time races before the tram merge. My preferred route in those days was Atlas>Steel>IP tunnel>Talos>PI.
  12. Quote:
    Originally Posted by Katie V View Post
    If you're a tank, nine breakfrees (seven if you're Granite + Rooted).
    I've found that simply soft capping negative energy defense works quite well. I realize that I've that ~11% chance of the hold landing but that means nearly 90% of the attacks don't connect. Having someone on the team who can reactively heal you if you get nailed should solve the issue. As a bonus her heal becomes a non-factor... we try and have any melee characters eat a purple or two and just forget about her heal.
  13. Call Me Awesome

    New Computer

    I'll agree with the comments about your repair shop, they're trying to really screw you with 3-4 year old parts while charging you for new, higher end parts. I would strongly suggest you run, don't walk away from that shop and either do it yourself or find someplace reputable. That shop has proven by the system they quoted you that they cannot be trusted.
  14. Quote:
    Originally Posted by Local_Man View Post
    I also have an Asus G50V, but mine is a little bit different with Nvidia 9800 GT graphics. I have been quite happy with how it runs CoH/V, even on a wireless connection. It certainly does not have max Ultra Mode graphics, but it still looks very good.

    After the experience with this Laptop, I would be happy to buy another ASUS product.
    I've never had a problem with an ASUS laptop... I currently have 6 of them of various series ranging from 4 years old to 2 months old. Like most manufacturers they come with a ton of crapware and I generally wipe them and reinstall the OS right out of the box.

    I've played COH on a couple of them; both have dedicated vid cards although I forget which card. The newest is capable of running some UM settings with it's Nvidia 315 but it's not a gaming powerhouse.

    I also have a 12 lb older Sager with Core2 and 7950GTX card, that will run most UM at moderate settings. My Alienware MX11 with a Core i5 and a 310 Nvidia is capable of minimum UM.
  15. Quote:
    Originally Posted by Pacur View Post
    THANK YOU for this. Now I can export my build and get some critique and advice how to slot it. Something tells me there is going to be a great deal of shopping in my future...
    My recommendation would be to pretty much ignore your high level characters for now... this is NOT the same game you left in issue 6. You'll get back into the swing of things fastest by playing a lowbie up and reading a bit about the massive changes that have occurred.

    I'd advise not worrying about inf right now; just by playing a level 1 up and simply selling your drops at the market should get you at least 4-5 million inf by level 20; with a little effort on the market you can easily have over 100 million by level 20. It's been a long time since I've had to send a lowbie seed cash (and with the global email that's a snap nowadays) and I always end up with enough for a moderate IO set build by around 32.

    Here's one easy trick for getting a lowbie seed money on the market. Some IO recipes are literally worthless, selling for 100 inf or less on the market. However a level 50 of one of those recipes will sell to a vendor (NPC store like you're familiar with) for between 5,000 and 10,000 depending on it's rarity. Therefore your brand new character can bid on a bunch of these worthless level 50 IO recipes (there are many in this category but Sniper sets like Calibrated Accuracy are always worthless. The only sniper set that's worth anything is Sting of the Manticore) for 100 inf each and next time you play you pick up the recipes you bought and trot down to the vendor and sell them for 5k-10k each.
  16. 1. With Stone Armor you want ideally a fast recharging secondary with good ST and AOE damage in my opinion. Having played it to 50 Stone/Fire is a great combo; even in Granite I still have a full ST attack chain and my AOE attacks are up very often. I've also played (pre-nerf) a Stone/Energy to 50 and it was marginal then and frankly terrible now. I would NOT suggest energy as the secondary.

    I'm currently leveling an Ice/Elec tanker; at 38 I'd say that Elec is ok but not fantastic... I think /Fire is the better choice.

    2. I went Spiritual on my Stone/Fire; in my opinion the two stand outs are Spiritual and Cardiac depending on your endurance use. Since Fire Melee is very end-light it made it an easy decision. This is something you'll figure out for yourself as you play your tanker through the levels and will depend on your particular playstyle and build.

    3. For epics my choices are either Energy if I need Conserve Power or Pyre if I have room for Char, Fire Blast & Fire Ball.

    4. You will want it

    5. For pools on a Stoner I'd say TP (hate it but it's pretty much a necessity) and Hasten. Hover is handy for zone travel so you don't fall out of the sky with TP. Tough/Weave are optional... you'll want them if you're aiming for high defense so you can use Granite only on an "as needed" basis. If you're planning on more or less living in Granite then they're relatively pointless. With some thought and a few bonuses you can fairly easily soft cap S/L/E/N without Granite; this is enough for most general purpose tanking and if you get in over your head Granite's only a click away.
  17. Overall not bad, it could use some proofreading and a bit of polish (and another font/color choice) but it has good information.

    In several places your sentence structure is a bit awkward, for example:

    Quote:
    Electric Armour has some of the best resistance’s in the game. Has the potential to hit almost 90% resisted to smashing and lethal. (Same as Invulnerable and Stone Armour) actually ELA has some of the strongest resists in the game
    That would read better as something like this:
    In choosing Electric Armor you've chosen a set with great resistances, some of the best possible in the game. Electric has the potential to nearly reach the 90% resistance cap to Smashing/Lethal damage and it's the only tanker primary that can reach the 90% resistance cap to Energy damage.

    There's several other places where your phrasing needs a bit of polish. Additionally you really need to mention the inf costs involved in that character; you're specifying the 2-3 BILLION influence Glad Armor unique and that's far out of the reach of all but dedicated marketeers and the truly hardcore players. I'll give you the Kin Combat sets but those are in the 600 million range per set; again not something that a typical player can afford in quantity. Frankly I couldn't afford to sink that much into one build myself and I'm fairly well off and I am a bit of a min/maxer.

    I'd work up an optimal build using relatively inexpensive IO's (Pounding Slugfest and the like) for the majority of the players and also give an ultimate 10 billion build like you've done. Remember that most of the audience for your guide simply cannot afford things like Kin Combat, far less can afford the Glad Armor. To be useful to most players you need to give them a guide that they can actually use.

    Another thing I'd suggest is making your guide "secondary neutral"; not everyone will be running Elec/SS so again you have an overall more useful guide if it applies to all secondaries.

    Good luck with your guide.
  18. Ok, looking over the build I see the following:

    1. As Hyper noted accuracy is really lacking and damage could be better. I'd add a Crushing Impact Acc/Dam/End or Acc/Dam/Recharge to all the ST attacks to make up for that.

    2. I'm not a fan of hover tanking, particularly on Invuln. You want to be in melee so you get the buff from Invincibility. I'd drop Hover and snag Air Sup for the Fly prereq myself, or just go with Combat Jumping/Super Jump. In any case I'd find better places for the three extra slots.

    3. I seriously question the slotting on Invincibility; that's a lot of slots for very little return. Your optimal slotting is 3 Cytoskeleton HO's; baring that I'd go with either 4 Gift of the Ancients or 3-4 Luck of the Gambler.

    4. Personally I'm not a fan of Build Up on a tanker but it's a valid option if you like it.

    5. Fire Sword Circle is sub optimal in it's slotting; I'd go with 3-4 Eradication and finish off with Scirocco; that gets you another +endurance bonus, 3.125% more E/N defense and 10% +regen. Mix and match the IO's to taste on enhancement percentages.

    6. I'd swap Res Elements with Res Energies, it's much less useful and can wait until very late in the build.

    7. I'd consider swapping out one or two sets of the Kinetic Combat for Smashing Haymaker; they're far easier to come by and MUCH cheaper. Since you're already well over the S/L soft cap you won't be loosing anything. Come to think of it you could drop one set entirely, replace it with 5 Crushing Impact and get another 5% recharge while still staying well over the S/L soft cap. Dropping two sets of Kin Combat for Crushing Impact still has you at 44.6% S/L defense, just barely under the soft cap, and gets you 10% recharge... also a valid choice.

    8. Along those same lines you could steal a couple of slots and finish the Mocking Beratement set in Taunt for 7.5% more recharge. Those changes get you perma dull pain and about 20 seconds off of perma Hasten.

    That's what occured to me looking over the build; there's lots of different ways you could go. For example you could get another set of 5 Posi Blast in Soul Tentacles (and keep two sets of Kin Combat) to get slightly more recharge and keep your S/L def soft capped. In any case you're going to have a tough tanker; the build just had a fair amount of room for improvement.

    <edit>

    Starting with your build I'd consider something like this:
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1393;684;1368;HEX;|
    |78DA6594EB52D35014854FD220342DD25268CBA517CA1D2496117E3B83C88852ADC|
    |2F8B71638D24848993628F8CB4770107D1175F439BCFB08DED037A83B7B1D6BB59D|
    |49BF749D93B5CED967A785C3E5B0108F2E0A2D7CC929D7EBA58DB2BB2B6BE686DCA|
    |AB855A7BA73D4BB5493E55DDBDDC97A1599BD52DEB4BD4E21441A134BCBF2AE74EB|
    |D25A75EF1F38AEACD1B8637B4749355C908E94D68A2D6B47B88FAEBA155993AE67F|
    |DB90915AB55C75A71EC9D8A67F2FDFABE94DBDD907D95C2C3FC6B4D96F7E947E2F2|
    |BEBD652DD50E3C595AAF1E38A542B9EE514292D6354ED79B207D69748946408CD2C|
    |DA4D073409A6164185153A84FC310DB849C30EE30CE48A0CC98DF62BC255B4DD96A|
    |B0ED826D176C4DD8C6C83600DB8EC0A92E444A985F18E16F804363F3E2AC0BEC318|
    |254D50E3C253AFA355FFA40819D2AB0138111044610D88BC01C3D1AC43C3D38CB6E|
    |712009BC23A390DA68E81A7BF716197D378002237E9D1122BF6EB594EEA1004FA03|
    |DF5A83DF5ECE9BE94BDA7FB55C9EE32661C16672A80CDF844B9512E59438F2E128C|
    |8018FC8F71728EC1598F61B9E7FF8146ABE957ABE91F6429405242152681C28CA13|
    |06328CC240AF399F20754610650D3913EC6588491A0F021B5AD219CD1F057E03B23|
    |FD908F3E7D083C4093507C4AC5A7609B8D69FE88721F81FB478ACFA8F8CC224B930|
    |B409E9134FD87702EB9227B8FDE046E01EB684034E78089FEF6A78F439A40A34EA0|
    |6D27365BFB759B4E6E0AD30353271C38FD1838069E3224CD9B55B6B3CFB9C0E75E0|
    |32F8157388F178CF7B42B0BBB12967F0A2911A782E495944741868DE6BB25044E6D|
    |DA68BE968D99D6E1391ECEB74BF3EDD2857669A15D5A6B978A860A274943670523C|
    |D17B5F1C36CBEDC421BE5E19F7F254DBB8D03BBCA7D75DA3A798A27FF325BFE1C8E|
    |B9FBE79E014F8013C66F9470BD88|
    |-------------------------------------------------------------------|
  19. Call Me Awesome

    Tank Problem

    Quote:
    Originally Posted by SpaceJew View Post
    There's no way one mez guy in a +0 map is doing anything to you, and no I haven't noticed this on my Invul tank, my shield tank, my fire tank, my dark tank, or my willpower brute.

    Either you're getting detoggled, don't have your toggle on, or are fighting massed carnival or malta baddies. Either that, or there's an AV/EB somewhere that you didn't notice.

    If it's a tip mission, I suppose it's also possible that you're fighting PPD which do a lot of odd things. I haven't noticed detoggling, but they do debuff pretty much everything.
    Short of Ghost Widow I don't think there's a mob in the game capable of breaking a tanker's mez shield without help. As long as the mez protection is active there's nothing other than truly massive numbers of Carnies or Malta capable of breaking it.

    And by truly massive numbers I mean 5 or more mezzers shooting at you at once. Something in the OP's statement isn't adding up here. I've played melee characters for years and even with Scrappers getting mezzed is almost unheard of... it takes some really extreme (or possibly stupid) scrapper tricks to get mezzed. Since a Tanker has considerably better mez protection than the scrapper there's no way a normal spawn is holding you.

    IF the OP is getting held WITH his mez protection active by a standard mob then there's a bug somewhere.
  20. Quote:
    Originally Posted by SpaceJew View Post
    It affects you and everyone around you.
    And the tier 4 has a massive ~60' radius, up from the tier 1-3 ~20' radius.
  21. Quote:
    Originally Posted by Justice4Ever View Post
    Been wandering around the forums and I am not quite clear on how the Destiny slot works. It seems like Rebirth would be a good choice for a tank as +regen would allow fast recovery of lost HPs and +HP would give you more to work with. But....does the +HP bonus allow a tank to go over the HP cap (say, after you hit Dull Pain)? Would the +regen be the better option?

    To what extent do these buffs affect yourself vs your teammates? Is there a more desirable destiny to take on a tank?

    Thanks.
    First off the Rebirth Core (the +HP version) gives a very SMALL amount of HP and doesn't scale with AT mods... on the order of 120 HP

    On the other hand the Rebirth Radial gives you Instant Healing level regeneration for a few seconds slowly dropping off to a minimum of 200% bonus regeneration. Because of this there's absolutely no valid reason to choose the Core (+HP) over the Radial (+Regen).

    On CMA I went with the Tier 4 Radial (perma +200% regen and far more than that 50% of the time). At Tier 3 I'd go with the Radial that gives a 90 second duration over the 60 second Radial.
  22. Call Me Awesome

    Tank Problem

    Quote:
    Originally Posted by LSK View Post
    Thats not the Problem I know all that, It has been happening with only 1 mezzer not multiple on a mish I am doing +0x0
    My only guess is that you're getting end drained and dropping your toggles. Other than facing Ghost Widow I think CMA's only been mezzed two or three times in 6 years and each time was facing a couple of Master Illusionists in a spawn who summoned their pets and then 8 Blinds went off in my face.

    I know it sounds stupid but you weren't doing something silly like forgetting a toggle or clicking it twice? I did that once and didn't notice that the little circle wasn't going around the middle power on my tray #3.
  23. Call Me Awesome

    Tanker EM vs. SS

    Having a Stone/EM tanker at 50 I'll say that there's very little upside to the /EM set anymore, I consider it the worst choice in tanker secondaries now. Everything else either offers more damage, more AOE or better secondary effects... in several cases all three at once. Prior to the ET nerf /EM was a borderline performer, with the animation change to an extremely slow activating attack I find it more often than not hitting something the team's already killed. Having both of the good damage attacks in the set being so slow really cripples the build.
  24. Call Me Awesome

    Tanker Question

    Quote:
    Originally Posted by SerialBeggar View Post
    If you feel the need for another ranged "taunt" and can wait until the Epic power pools, you can pick up Fireball.
    Absolutely; it's a great aggro-getter as well as being a nice attack.