Call Me Awesome

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  1. Call Me Awesome

    Inv/Em

    Quote:
    Originally Posted by Gobbledygook View Post
    Thanks guys.
    I have city traveler as well. I was actually messing around in mids and saw something interesting.
    Is it an error, or can you actually self cap s/l with the incarnate slot?
    Easily. You can do it with SO's also, you just need TI, Unyielding, RPD and Tough to reach 90% S/L resistance. No incarnate needed; you just need to enhance those powers. You've been able to do this ever since stacking armors came in what, issue 2? Anyway, this is the one thing Invuln has retained from the glory days. It takes more slots and powers than it used to but it's always been possible.

    Of course in issue 3-4 Invuln could hard cap all resistances but Psi at 90% without Unstoppable. Maybe a bit overpowered but it was nice while it lasted.

    It's relatively easy to soft cap S/L defense, you just need to find ~14% in set bonuses. With a bit more work you can also soft cap E/N although F/C will require some considerable sacrifices in the build that aren't, in my opinion, worthwhile.

    Invuln is highly effective now; I just about 5 minutes ago got off of an ITF with CMA... I used Dull Pain once during the first beat down of Romy when the autohit nictus was alive and I also used one medium green. Other than that one portion my HP never moved below 95% the entire TF.
  2. Quote:
    Originally Posted by Digito View Post
    Well, this all sounds pretty awesome really! So thank you for the advice! I do have one more small question, does Phalanx Fighting increase your defense at all when alone, or only when surrounded by others? According to Mids' it seems to increase defense slightly even when standing by yourself, and more if others are near you. And I'm a little confused as to if this is actually true or not...
    It's (I think for scrappers) 3.5% def unenhanceable that applies always and the rest is the "per ally" in range and IS enhanceable. This is a power you want soon, but there's no need for any slots. It's a great place for a Luck of the Gambler 7.5% recharge if you have the cash... since the only portion you can enhance is the per ally buff there's no reason to invest slots.
  3. Yes, you did make an oopsie, the only means of combat mobility a Stone tank has without toggling off the mez shield is Teleport. IF you always have a Kinetic available you can mitigate that somewhat with Speed Boost, but again you won't be able to get over a curb.

    Personally I dislike TP, but both of my Stone tankers have it for the simple reason that it's the best way to have mobility. Turning off your mez protection in combat is really not an option for any melee character and doubly so for a tanker. You will be running Rooted 100% of the time you're in combat until you reach 32 and have Granite (which ALSO includes full mez protection) or you'll spend a lot of time mezzed... and a mezzed tanker is usually quickly a dead tanker.

    Acrobatics will do nothing at all for you; Rooted has WAY more KB protection than you'll ever need. I have occasionally been knocked DOWN while in Granite without Rooted by an AV... Diabolique is the culprit who comes immediately to mind... but never with Rooted running.

    What I would suggest is picking up TP for mobility and Hover for use in zone travel... TP + Hover will prevent you from falling while traveling. If you have the 60 month badge I'd get TP first, then get Fly.
  4. Call Me Awesome

    Inv/Em

    Quote:
    Originally Posted by Gobbledygook View Post
    Hi all. Just logged in to a server I haven't been on in about two years. You now how it is, my main server is filling up, so I decided to look around at some others to see which toons I have.

    Well, I found Scarlet Prime, the only tank I was able to get past level 22 back in the day.

    Since the last time I've played him though, there has been a world of changes. Like, the introduction of IO's, powerset changes to both Inv and Em, and of course inherent stamina.

    He is sitting at lvl 35 right now, with about 4 bars till 36.

    1. Is Inv still good for tanking? I honestly haven't played much in the last few months, and I don't really remember how it was before I left.
    With some IO investment Invuln is extremely capable; just short of Granite Armor durability without the negatives. As a pure tanker set it's definitely on the short list of the best choices. IMO as an all around tank it probably is the best.

    Quote:
    2. How is the damage output of Em now since the changes?
    Um, er. Well, this is a negative. Given the extremely long animation time (over 3 seconds) of both of your heavy hitter attacks you'll find yourself doing a lot of corpse blasting on a team as someone kills your target while you're standing there staring at your navel. I have a 50 Stone/EM tanker I leveled up prior to the EM nerf; I found it borderline acceptable before... since the nerf I've taken it on several TF's and found it lacking. Basically you'll ignore ET & TF on teams unless you're facing a Boss, EB or AV; you won't get the attack animated in time on a good fast moving team on anything less.

    I've read that the lower tier attacks got changed a bit to compensate awhile back but I haven't played that tanker since issue 12 so I can't comment from personal experience.

    Quote:
    3. Didn't they alter the tanker inherent? Something like bruising? Whats that do, hows it work?
    Bruising is a new effect added to all tanker tier 1 attacks that applies a 20% resistance debuff on your target. It does not stack, even from multiple tanks but it's a nice boost to the team damage on the enemy you just hit. It lasts (I think... I don't have it in front of me right now) 10 seconds and you can of course reapply it by smacking the enemy again with your tier 1 attack (Barrage in the case of EM).

    Quote:
    4.Is there anything in particular I should be focusing on?
    In my opinion the thing you most want to focus on from an IO standpoint is getting your defenses up to the 45% soft cap... see my guide in my signature for some ideas on how to accomplish that. You don't mention what your budget for IO's may be but I'd concentrate on building your S/L defense first using inexpensive sets like Smashing Haymaker and tossing Mocking Beratement into Taunt. Also get the Steadfast 3% defense unique IO.

    Quote:
    Anyone have a build they'd be willing to share. I want him durable, able to deal enough damage to solo at a comfortable pace for when it's slim pickings for teams, since I work such odd hours. The only must have is fly. Part of his concept.

    Thanks for any and all help.
    I don't have a build per se, but something along the framework I gave in my guide should serve you well. The new inherent Fitness will help dramatically in opening up your build.
  5. Additionally the "page up" button will by default allow you to rotate the camera around your character with the mouse.
  6. Quote:
    Originally Posted by Father Xmas View Post
    The i7-970 is also a hex core. Six cores/12 threads, that's the reason for the extra cache. Since you also plan to use it with video editing then there may be a good reason to get those extra cores.

    Wait, you said laptop. A laptop with desktop CPUs? Okay, more of a portable computer than one you would run off of batteries for more than an hour at most. Life would be so much easier with portable ARC reactors but I digress.

    Yes the 485m does indeed look awesome. Performance similar to a desktop GTX 460 768MB. Can't really get much better in a laptop without going SLi or Crossfire solution.
    Yeah, my current editing laptop has a battery life of about 90 minutes; I'd expect roughly the same out of a new one in that category. For pure personal use I've an Alienware MX11 that's good for about 6 hours on battery... it's adequate for CoH but the 11" screen is a little tough to game on.

    The thing will be heavy, I fully anticipate it weighing in around 18 lbs including the 5 lb power supply like my old machine does. Since I need a portable machine to do light video editing on the road that means something pretty potent... unfortunately that also translates into "heavy". My alternative is to build a rackmount desktop with a fold out monitor and KB... yeah it would be cheaper but it'll also be much larger and heavier.

    It sounds like I'll be having to make the choice on the vid card... as a comparison the 7950GTX in my current laptop can handle the display tasks in Premiere; obviously the 460m is faster but is the 485 enough faster than the base 460GTXm to justify almost a $500 premium? I can't really justify it strictly for CoH; it's a business machine I'll be using occasionally to game with on the road.

    My current laptop has a dual core Intel CPU, a generation prior to the Core2Duo running around 2.4GHz (don't have the machine in front of me) and it can handle editing but it's really slow in rendering effects and encoding DVD's. At the time I bought it it was top of the line; I've dumped 4GB of RAM, a SSD and Win7 64 into it.
  7. Well, it finally seems to be time to think about retiring my old video editing laptop (that I also play COH on), I just lost the wireless card in it and other things are getting a bit unstable not to mention it's approaching 3 years old. I have some thoughts on replacements but I'm unsure about a few options. The last laptop gave good service until one of my um, less than dexterous crew dropped it (AGAIN) and killed the wireless card and severely cracked the case. The thing survived 3 years of being tossed around and rough handling, not to mention the tender ministrations of the Airline industry until it took one too many tumbles. I've been impressed with the durability of the Sager units.

    On the replacement front I'm inclined to stick with something similar but obviously up to date technology.

    First, looking at vid cards I seem to have a choice of a 460GTX or a 485GTX for <whew> $500 more. As the primary application for the machine is video work using Adobe Premiere CS4 and Photoshop CS4 is there any benefit to the 485 over the 460? Since I can get acceptable performance in CoH out of my old laptop with a 7950GTX (albeit at 1650x1080... the new laptop is 1920x1080) I'm not as worried on that aspect. It offers the option of dual cards in SLI but I'm leaning away from that.

    Second, the CPU. I have a choice of:
    Intel® Core™ i7-960 Processor (3.2GHz) 8MB L3 Cache standard
    Intel® Core™ i7-970 Processor (3.2GHz) 12MB L3 Cache add $330.00
    Intel® Core™ i7-990X Processor Extreme Edition (3.46~3.73GHz) 12MB Intel® Smart Cache - 6 Cores-12 Threads add $790.00

    I'm leaning toward the 970 for the greater L3; is there any reason to consider the 990 at that price premium? The extra cores are attractive for the machine's "real job" of video editing but is it enough to justify the expense?

    Thirdly, is the Intel® Centrino® Ultimate-N 6300 Wireless Card worth getting over a basic a/g/n card? It's only a $35 upgrade but I've no clue what it offers over the standard card.

    Any thoughts or suggestions would be welcomed, I'm probably going to be replacing the old machine in the next month or so... I'm hoping to limp it along until after our next event. Obviously I'm not extremely budget limited but I don't want to throw money away either. Both the new unit I'm looking at and my old one have 3 internal HD bays and I'm moving my SSD and 750GB drive from the older one into the new one.
  8. Yes, but only for 2 minutes after you've used Aid Other. The place for that proc is in Health or another passive power where it'll be on full time.
  9. It's quite capable out of the box and with some IO investment it can get really good... my BS/SD is by far my most durable, highest damage scrapper. At the def soft cap he's tough enough for moderate tanking, I've tanked the ITF with him a few times, and he outputs considerable amounts of damage.

    Now my build isn't cheap, but compared to some of the multi-billion inf builds I see out there it seems downright bargain basement at times; I think I have around 700 million in it at today's prices. At the time I built it I paid around 300 million but that was several issues ago.

    I routinely solo +2/x8 missions on him; Carnies, Malta, Council are all easy enough to handle while Nemesis with that stacking Vengeance and Arachnos are a lot tougher.

    On the IO front I used several sets of Gift of the Ancients in my armors to solve my endurance problems; Mako's Bite in my single target attacks and Scirocco's Dervish in my AOE attacks. For melee defense I leverage Parry; one hit will soft cap me.
  10. Quote:
    Originally Posted by Shisui View Post
    i have a question. in the realm of tankers, would one with the greatest versatility be one that could live through the widest number of enemy types? that is a kind of versatility. versatility within survivability.
    A Stone tank running Granite/Rooted is the most unkillable character in the game true, but it's something of a one trick pony... supreme durability at the cost of mobility, recharge and damage.

    Invuln in my opinion has more versatility as it can approach Stone levels of durability without the negatives so it can contribute more aggro control and damage while still being more than durable enough to handle anything in the game.

    Really all the tanker primaries have a niche that they excel in; and there's also some nice synergies with some primary/secondary combos. For the most versatile you'd really have to decide what you want out of the character. Even so, I don't think any tanker combo can be as versatile as an Ill/Rad 'troller... I love tankers, don't get me wrong but they're also more limited in their roles.
  11. If I'm working the numbers correctly Taunt should last (unslotted) a smidgen less than 20 seconds on a +4 AV. Slotting for duration you should get that into the 30-40 second range so as fast as he runs around until the blue tower drops the AI exploit of using the TP tether should work.

    I've never used this method myself, I've always faced him in melee with my tankers and come up with tactics to accomplish this and survive. Still, Taunt's duration should be sufficient particularly with some slotting; and the taunt IO sets are too good and too cheap to leave out of a build.
  12. Quote:
    Originally Posted by bAss_ackwards View Post
    I've outlived Granite Tanks on my DM/Inv Scrapper.

    Yes. Really.
    Knowing both Invuln and Stone tankers at top level performance there's only two explanations for that... either the tanker was doing his job and holding all the aggro so you weren't getting hit or he was poorly slotted. Given equal incoming attacks an Invuln tanker, even built extremely well, isn't going to surpass the durability of a well built Granite tank.

    When I'm tanking if I'm not taking most of the aggro then I'm doing something wrong. And if I have most of the aggro then it stands to reason that given foes of sufficient power to faceplant me that the rest of the team would live longer.

    None of this however in any way means that a well built Inv scrapper isn't highly effective and survivable; just that due to the hard caps of 75% resistance alone they can't equal a Granite tanker's durability. Of course nothing else in the game short of Phantom Army can reach or exceed that level either so it's hardly a strike against the scrapper... and scrappers have considerably better damage output.
  13. Quote:
    Originally Posted by EvilRyu View Post
    No because its the IOs that are making the set playable. If they can't do it with SO's then its not worth it.
    Seems like a fairly closed minded comment there actually. I'll admit I don't have any Inv scrappers (I do have /Regen, /Shield & /Elec scrappers) but I do know the tanker version pretty well and can extrapolate. It's harder to soft cap an Inv scrapper than a tanker but it'll get really good as you get closer to the soft cap... and it has decent resists and heal/+HP to back it up.

    An Inv tank on SO's is... competent but not super effective. A soft capped Inv tank is almost at Stone Granite levels of durability. Taking that difference in a SO/IO tank and figuring roughly an equivalent improvement in a scrapper moving from SO to IO should get you a very effective character.
  14. Quote:
    Originally Posted by Breog View Post
    Question....

    Would you rather have...(on a Elec Tanker)

    S/L Def: 48.14%
    E/Ng Def: 24.52%
    Psi Def: 19.52%

    Psi Res 65%
    Absolutely this. Of course I'd really prefer getting the E/N def higher; as it is negative energy A/V's will REALLY hurt. Ghost Widow, Reichsman, Nictus Romy and the Cyst spawns on the ITF are examples of this.
  15. Quote:
    Originally Posted by Healix View Post
    I love play-on-words/pun names. I made a troller once who's name was Grynnin Barrett. I also have a dual-pistol bunny named HareTrigger.
    Heh, I've a baby Fire/Storm named Hare Dryer, he looks much like you might expect... he was passed over for the Easter Bunny position so he had to settle for maintaining his fabulous cotton tail and lovely ears.
  16. For Reichsman in the final mission the easiest way is to have a durable, competent tanker and 7 teammates who know what they're doing. The tanker's job is to hold all the aggro while the team kills Reichsman. If your team's good the easiest is to kill Reichs while the tank holds the aggro of all 5 AV's, then kill the AV's one at a time. This isn't a real problem for a good tanker; but if your tank isn't confident then use a variant where you pound on Reichs until an AV releases, the tanker taunts the AV and the team switches to that AV until it dies while the tank holds the aggro of Reichs and the AV. Rinse/repeat until everything's dead.

    I generally use the first method when I'm tanking; I taunt and attack Reichs until the first AV releases... then taunt the AV over to join the party while the team continues working Reichs. As the AV's release I add them to the party... you get the benefit of all the AOE splash damage directed at Reichsman softening up the AV's. Frankly none of the AV's, including Reichsman, are all that dangerous to a well built tanker... sometimes I need Dull Pain on CMA but I'm never in any real danger. Yes, that stun from Reichsman will very occasionally hit me but it's very short duration albeit high MAG (High enough to penetrate even a stone tank's Granite+Rooted protection, possibly up with Ghost Widow's MAG 100). If I get stunned it's about a 5 second time out and if I've been doing my job I won't loose aggro.

    I've qualified for MoKahn probably 20 times; I generally don't bother setting for it anymore but if the team's good it's not unusual to get it by accident. A couple of nights ago we got it on a 24 minute speed run. It's by far the easiest Mo to get... certainly MUCH easier than MoSTF, MoITF or MoLGTF.
  17. Yeah, there's room for improvement there. Is this the build as it currently is on Live? On a well built Invuln tank the ITF is a cakewalk... it's been probably 5 runs since I even needed Dull Pain more than once in the TF and I've never dropped below 50% since soft capping S/L/E/N def.

    First, loose the Status Resistance IO's... they're doing nothing of any value for you. Pull the Steadfast set (leaving the unique of course) and slot another set of Reactive Armor. Toss the Titanium Coating for Reactive Armor.

    Pick up RPD, you need it to hard cap your S/L resistance. Yank the slots from Res Elements for RPD, stick the Steadfast unique into Res Elements in the base slot if you keep the power... it's about the most skippable power in the set.

    Fly is at the speed cap unslotted so there's no reason to waste extra slots there, and the set bonuses in Winter's Gift aren't worth a lot to you. Leave the unique in the base slot and call it good.

    I'm not that impressed with Red Fortune for Invincibility... if you can't get the Cytoskeleton HO's for it then a good alternative would be 4 Gift of the Ancients or Luck of the Gambler.

    Whirling Hands is better with 4 Eradication and 2 Scirocco; that gives you more E/N defense.

    Move the slots from Unstoppable into Tough... you don't need more than the base slot in Unstoppable. If you drop Res Elements then the Steadfast Unique would fit there nicely.

    ET is better slotted with either Kinetic Combat or Smashing Haymaker... ditto for TF. Add an Acc/Dam or Acc/Dam/End IO in a 5th slot in all your single target attacks... both Kin Combat and Smash Haymaker are low on accuracy.

    Drop Melt Armor entirely, the numbers a tanker gets from it are nearly worthless. Get Fire Blast and preferably 6 slot it with Thunderstrike. Char is likely just a prereq, I leave it at the base slot.

    Here's a very quick & dirty rework of your build... I could improve it further but not without making some power selection changes. One of the bigger improvements would be finding another 4% of E/N def but that would be tough without a bit of rearranging. The easiest way is to snag Combat Jumping, but since you want to keep Fly you'd almost need to drop Hasten to get room.

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  18. Quote:
    Originally Posted by Capa_Devans View Post
    I'd say the horror was you, Kotchie. I sincerely hope they reported you for griefing; there was absolutely zero reason to kick them from that second run.
    Indeed, that certainly sounds like griefing to me. Kotchie, on the first run did you actually inform everyone what the story was? Did you ask the players to stick with a speed run or did you kick first and not bother asking questions? Based on your story on the second run I tend to think it was the latter.

    In the second mission you were clearly out of line and intentionally griefing other players with absolutely zero justification. I only see one person at fault in either mission and that person was you.
  19. Call Me Awesome

    Judgment

    Quote:
    Originally Posted by Syntax42 View Post
    No official announcement has been made yet. Expect information to be visible on this page:

    http://goingrogue.na.cityofheroes.co.../overview.html
    All you can get right now anyway is speculation from the playerbase... if there's been any official leaks I'm not aware of them.

    <baseless speculation time>

    The Judgment slot will give you a weaker version of [The I Win Button]! (Dev tool, kills all enemies on the map, not supposed to be used on live servers)
  20. On a speed run I use that same method; someone with invis/tp heads to Reichsman's room and TP's the rest of the team there. Once there if we have a competent team... something that's fairly obvious by the final mission... we do stay on Reichs and the team ignores the AV's while the tanker taunts and holds aggro on all 5 of them. This tends to gather all the AV's in tight to the tanker and into AOE range of Reichsman. Once Reichsman dies we take down the other AV's and collect the reward.

    Any decent team should be able to punch this TF out in under an hour; good teams should typically do it in under 45 minutes. My best time so far was last night... we managed it in 23 minutes... although my average time is probably in the 35-40 minute range.
  21. I know that the "shortcut" from PI to Talos has been there since issue 3 at least; and I've noticed that using it now does tend to land you outside the war walls in Talos. Frequently /stuck does nothing at all, but there is a reliable (in my and my buddies experience) way out. Just back up until you fall off the map, then once you hit the bottom /stuck will put you into Talos at the zone in point from Praetoria.
  22. Quote:
    Originally Posted by Pauljima View Post
    Hmmm... Good to know. Then maybe I'll start working on an /inv build. Do you know what kind of numbers I should aim for in regards to def and resist when planning out IO sets? I know s/l will be well-covered, but for the rest? Should I even bother to try to compensate for the lacking psi protection?
    With the scrapper/brute numbers on Inv you'll need a good bit more work to soft cap defenses than with an Inv tanker but the basics from my soft cap Invuln guide are a starting point. If you're intending to get 45% S/L defense (and I would recommend it) you're probably looking at a few sets of the expensive Kinetic Combat to get there; the Smashing Haymaker set won't get you enough bonus unless you can slot a lot of them.

    I doubt you'll be able to soft cap E/N/F/C defense without badly compromising the rest of your build but S/L defense will protect you from better than 75% of incoming damage due to the prevalence of that damage type and the fact that most E/N/F/C attacks also have a S/L component.
  23. Call Me Awesome

    Soloing the STF!

    Quote:
    Originally Posted by 1234567890 View Post
    Here goes, starting it NOW.
    Good luck, we're all pulling for you. If you get Aeon I think you'll probably get the 4 patron AV's... I'm not sure how you'll handle LR though. Your biggest challenge will come with the pet nuke at 20% when your pets will loose aggro on LR.
  24. Quote:
    Originally Posted by Pauljima View Post
    Hmmm, ok, so SR eventually gets the coverage from both res/def? Pretty cool... I'm looking to roll a SS/SR brute. Still looking for that one toon I can have that I can depend on. Good survivability and dishes out the pain. Any suggestions on builds? My build is based on some other SS/SR builds I've seen... got my three defenses up to 46/47% without Elude. =)
    I'm only familiar with SR in a theoretical fashion... I've never played one past 25 and I've never gotten a SS character into the teens. Still, I don't think you'll be disappointed in the durability once you soft cap and SR is all but immune to defense debuffs; if you take all the defenses (but Elude) and slot them you'll have 95% resistance to defense debuffs. That's SR's biggest advantage over other def sets.

    Even though SR does get scaling resistance as the health goes down I'd treat that as a bonus instead of something I'd rely on... when the HP bar turns yellow (or red) I'd be munching on greens or hitting Aid Self.
  25. Quote:
    Originally Posted by AnElfCalledMack View Post
    I like Fire as a secondary, but Elec and SS are both going to come out pretty well. Fire has Incinerate and GFS for ST and Combustion/FSC for AoE, SS has Rage, Foot Stomp and KO Blow, and Elec has amazing AoE, but is a touch lacking against one target.

    As far as epics go, Fireball is nice because it animates so quickly, and Fire Blast can outclass low-grade melee attacks, which both SS (designed to have Rage up) and Elec (the AoE set) can find themselves using. Earth has some nice debuffs, but it's really a step down for damage to lose Fireball.

    My latest of many alts is a Stone/Elec/(planning Pyre) tanker. While she hasn't gotten to the mob-melting yet, I'm sure she will in time.
    I'm finding on my Ice/Elec tank that the /Elec set is a bit lacking... very nice AOE but pretty mediocre ST damage as of level 34. Still, all the AOE does a nice job of taking most of the minions out of play quickly and with the aggro holding of Ice the rest of the team does a great job on the boss killing.

    All in all I prefer the /Fire set to /Elec; I rolled the tank mainly to play a couple of sets I'd never tried before. It does have decent mitigation with stuns and KD though... something that /Fire completely lacks.