Call Me Awesome

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  1. Quote:
    Originally Posted by Pauljima View Post
    So there're the 7 types of defense (smash/leth/fire/cold/energy/neg/psi)... and then there's the three other kinds of defense (melee/ranged/aoe). If you get the latter 3 up to soft cap (45% right?), do the others matter? Wouldn't they also be covered by the latter 3?

    Thinking of rollin' a /Super Reflexes brute and I can easily softcap melee/ranged/aoe... but it would kind of require having mediocre numbers for the other 7.

    It'd be pretty awesome to be perpetually softcapped with defense. Though for SR, it seems resistance is virtually nil. =P

    Any insight would be awesome...
    Nearly all attacks have at least two flags, one for the type (or types) of damage it deals (S/L/E/N/F/C/Psi) and one for the position (Melee/Range/AOE). Positional defenses are more powerful as they cover all attacks in the game... with the exception of a tiny handful of Psi attacks that lack a positional flag and the infamous Hamidon damage that lacks any defense flags and punches through all resistance. Come to think of it Toxic damage may ignore positional defense also... I know there's no typed defense to Toxic. I don't think I've ever checked that on either of my Shield characters.

    A character who's softcapped to all three positional defenses won't gain a thing from typed defenses except for the extremely rare Psi attack that lacks a position flag. SR actually gets fairly substantial resistances tied to the HP bar... as you get below 50% you start picking up resistance assuming you have the passives. It starts small but it ramps up to significant amounts below 20% health.
  2. In part the best secondary for a given character does depend on the primary. With that said /Fire offers the most AOE damage and highly effective ST damage as well. I've played /Fire to 50 twice, once as Stone/Fire and once as Shield/Fire and it's a beast. Obviously the Shield/Fire does considerably more damage than the Stone/Fire but the Stone is the more durable.

    For epic there's little question that Pyre is the choice for damage; Earth offers some nice control but little damage. If I don't have some pressing reason to take Energy (Conserve Power) then my default epic choice is Pyre for Fire Blast & Fire Ball.
  3. Quote:
    Originally Posted by LVConvert View Post
    OP: curious, but I assume you had a Rad on the team? If so, did the Rad hit the towers with Enervating Field and Radiation Infection? I did an STF with my Ill/Rad and a Stone taunting like crazy and my PA seemed to have some serious trouble keeping aggro while I hit the towers with those two DeBuffs. After I turned them off, LR sat in the corner with the Stone like a good little boy.
    A tanker who's taunting shouldn't loose aggro from debuffing the towers... I've been on both sides of that equation many times.
  4. Quote:
    Originally Posted by Eek a Mouse View Post
    Depends on the character and powersets. On my current main (plant/fire dominator, hero) I skip all Nemesis and most Carnie missions. I also skip "You're a Cruel One Mr. Phipps" because it is just too long and the Jocasta one because I have trouble keeping her alive. I sometimes skip the Maelstrom mission just because I hate chained objectives.

    The missions I love are the stealthy ones:
    Shattered Jar of Flesh (stealth to two bosses)
    Some Nut on Talk Radio (stealth to a boss, plus one glowie)
    Doc Quantum's Moral Quandary (stealth to hostage, plus an ambush)
    Blatantly Fake Malta Plans (stealth to hostage, plus an ambush)
    A Biting Wind (stealth to a hostage, plus one glowie)
    Scrawled Bark (stealth to room with boss and 4 hostages)

    My question is, does anyone do the "One Good Spider" hero morality mission instead of "The Usual Suspect"? I can do "The Usual Suspect" in less than 5 minutes. The other one takes me 30 at least.
    It seems that "One Good Spider" comes up much more often than "Unusual Suspect". The good news is you can keep killing level 20+ mobs and eventually the other morality mission will drop. I'll street sweep Talos for awhile and even go on and do other things waiting for the better morality mission to drop than run the damn spider. Yes, I can run it in about 10 minutes but it's another damn lead out... I avoid all of those.

    Over the time since issue 19 dropped and gave us that new morality mission I've had One Good Spider drop first about 20 times... Unusual Suspect has only dropped first twice. I guess the Dev's felt that stealth to the first room on the first floor, free the hostage and take out two ambushes was too easy... it usually took me 2 minutes to do on my Ill/Rad, BS/Shield or Fire/EM blaster... my main hero merit farmers.
  5. Quote:
    Originally Posted by Scientist View Post
    This was not a change to the beams, but to his AI. They are a ranged attack, which he didn't previously use in melee. As part of the AI fix that got critters to rotate through their attacks better, now causing ranged pets like bots to run merrily into melee all the time, LR now actually uses the End Drain beam in melee.

    And the flier is definitely on a 20 minute timer from when the FIRST person enters the mission. I've even seen it respawn half way across the plaza when nobody had touched it, it respawns whether its been defeated or not.

    To the OP, regarding the Taunt thing, since LR is lvl 54, any +4 con critter resists all effects, mezz duration, damage, etc. to the tune of about 50%. You do too, if a -4 con critter shoots at you, its part of the "purple patch". Normal duration is 41 seconds, so it would only last 20 seconds on LR. If the tank wasn't cycling it as fast as possible and was relying on punchvoke (which would miss until the yellow tower drops) like he was fighting normal mobs, well, LR moves very fast when he decides to go play with the squishies. . .
    Yep, the flier will respawn 20 minutes to the second from the moment the first person COMPLETES zoning into the mission. Since I'm on an SSD I tend to zone very quickly and I always start a stopwatch the instant I get off of the loading screen... I've never been more than 5 seconds off on the flier respawn. It spawns when the first person enters the mission and every 20 minutes thereafter. When I explained this to one team they decided they wanted to camp in the mission and farm the flier for merits (it gives 2 for each defeat). I've no idea if they actually did since I and my 3 SG mates exited the mission once we completed it.

    On taunting LR... that's something I've done literally hundreds of times and you do need to constantly taunt or you will loose aggro. 20 seconds give or take of taunt duration sounds about right although I haven't timed it. Your aura alone, even an autohit aura, will not hold him... against AV's it will have to roll tohit at 75% base accuracy. With the yellow/orange tower up don't count on it actually hitting. I actually set Taunt to autofire on my Invuln while tanking LR... I don't forget it during the tower phase but I've occasionally gotten enough into the rhythm of attacking in the end phase that I forgot to include taunt in the chain and lost aggro.

    Oh, always make sure your tanker has some large blues (unless he's Stone or Electric) to deal with LR's end drain... particularly while the blue tower's up providing him with power build up on it. On my Invuln that attack generally drains 60-70% of my blue bar with one hit... on my Shield it drains 80%+. Let him land that twice in close succession and you're looking at a toggle crashed tanker... likely leading to a grease spot on the floor. I managed to survive it on my Shield my last run by instantly popping 3 medium purples and a blue, fortunately he missed his next attack and I was able to retoggle. I actually had to have my team feed me a couple of blues during the tower phase on my Shield when I ran out of them. His using that attack in melee did come as an unpleasant surprise the first run I made afterward but as a partial tradeoff he no longer summons his Bane spiders prior to his 20% HP "pet nuke". All in all I'd rather have the Banes since you could have a teammate anchor a toggle debuff on him to prevent the summon.

    The ambush the OP got while working on LR came from one of two sources... either they missed one group in the courtyard or the flier aggroed on them and dropped some mobs.
  6. Quote:
    Originally Posted by Jibikao View Post
    Mmmm, is that so? What if you use a single confuse power? Does it "jump" to nearby target? That's the part I am talking about. Technically, I think we have something similar in Chain Induction except I don't want the critical damage to "jump". I want it to happen as soon as a critical from Eagle Claw hits.
    The Contagious Confusion purple proc is a special case and as far as I know unique in the game. When used in a single target confuse it has an AOE (I'm not sure what the radius is, but it seems to be at least 10'+) spawn radiating from the target that has a chance to confuse any nearby enemies. I have that proc in my Mind/Kin controller's confuse and my Ill/Rad controller's deceive power and it quite frequently hits one or more nearby mobs.

    There's some precedent for AOE attached to ST attacks; there was a time on Test when all tanker attacks were hitting all mobs in the gauntlet AOE due to a bug... tanker attacks all have an AOE taunt effect and the bug was applying the damage as well. It was a great time to be had by all who experienced the (short lived) bug; nailing a bunch of mobs with Seismic Smash was truly a glorious thing.

    On your idea of a "contagious damage" proc I don't see any tech reason it couldn't work using the same mechanic as the CC proc... such a thing doesn't exist in the game at the moment though and if it were to be created it would probably be overpowered... you could slot it into ANY appropriate attack power. As I see it it would have to be flagged as "unique" and even then it would either have to be low probability (10% or less) or low damage.

    I've no idea how the higher level incarnate damage would work; going from the first mission in the incarnate arc where you're playing your fully incarnate character it appears that something is working as a DOT proc on every attack you make. I'm not sure if we've any hard information on later incarnate stuff or not but the rumor mill seems well stoked with information/speculation as normal. I've heard about the AOE attack speculation in the Incarnate levels and it wouldn't surprise me if there were other additions to your existing powers. The Alpha slot adds more enhancements to your powers; I can easily see other slots adding procs and whatnot as well.
  7. Call Me Awesome

    Illusion/Rad

    Here's the build I'm currently playing; it's built along the same lines as Local Man's build... I did pick his brain quite a bit. Local went with the Spiritual for recharge but I had a few end issues once my global recharge climbed above 200% so I went Cardiac. I also included Leadership where he grabbed Recall Friend and Mutation.

    Code:
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  8. Call Me Awesome

    New to Tanking

    Quote:
    Originally Posted by Dechs Kaison View Post
    I'm not going to comment on your build, as you've already got a few of the experts helping you out. I just want to throw a few thoughts at you with regards to tanking.

    The tanker who is the last man standing has failed.

    I cannot stress how important it is that you hold your aggro. I don't care how much you can survive, if the AV or the bosses are not attacking you, you're not tanking. I built a Dark Armor Tank that could survive the apocalypse, but I made sure before I got that far that he could keep the attention on him.

    Now, I understand that there's little can be done to prevent outright stupidity on the part of your teammates. It's a crying shame to see a blaster tear down a hallway he can't handle. Let him go, he's got to learn somehow.
    Really this cannot be overstated. Being a tanker isn't about standing there and not getting hurt, although that's certainly part of it. Tanking by definition is getting and holding the attention of the bad guys so they're shooting at you, not your team.

    I always evaluate a tanker on the following criteria, in order:
    1. The tanker is the first into the mob (exception - extremely nasty group or AV when there's an Illusion controller on the team, then let Phantom Army take the alpha) and keeps as much of the mob's attention as possible on him. Any stray aggro going towards the squishies on the team is immediately dealt with.
    2. The tanker moves the team efficiently from group to group in a minimum of time and collects the mobs into a tight bunch for AOE's if possible.
    3. The tanker is durable enough to survive the attention.
    4. The tanker has enough damage output to contribute to the team's kill speed.
    If a tanker can do all four of those then I consider that tanker player competent. If he can't or won't meet those criteria I consider him marginal at best, incompetent at worst. Attitude is the number one part of being a tanker; the "you're going to kill my teammate over my dead body" point of view. If you have the attitude then all the rest is simply technique, and attitude is what makes a tanker a Tank. It doesn't matter how tough a brick wall is if the castle gate is standing open. Likewise it doesn't matter how tough the tanker is if unchecked aggro is killing the rest of the team.

    I consider it a failure on my part if any member of the team dies while I'm in the same room tanking (if they go off on their own then it's their lookout). I consider it a mistake and something I need to correct in my technique if any member of my team even gets aggro... I guess I'm something of a perfectionist in that I hold myself to a higher standard than I hold other tankers. I also rarely have a mission where I don't make some mistake that I notice even if nobody else does. I always think I could have gotten that aggro faster, or I could have gotten that loose mob faster or I could have grouped the mobs tighter.

    Moving from being competent as a tanker to being a great one is a matter of practice, practice, practice. There's some days when everything's clicking and I consider myself in that realm and others when I'm making stupid errors and barely consider myself competent. As I said I'm my own worst critic; that's almost a requirement to move up to the next level.
  9. Quote:
    Originally Posted by Novawulfe View Post
    Might I direct your attention to this?

    Willpower

    And in Mids it claims to have a mag 3 taunt effect on the 10 targets it hits, this plus Taunt, so how is the a poor choice for aggro management?
    Willpower's "taunt" aura is a joke compared to every other tanker set. Let's look at the taunt aura of all the tanker sets:

    • Willpower - Rise to the Challenge - Mag 3 taunt, duration 1.25 seconds, tic rate 1 second
    • Invulnerability - Invincibility - Mag 4 taunt, duration 17 seconds, tic rate 1 second
    • Shield - Against All Odds - Mag 4 taunt, duration 17 seconds, tic rate 1 second
    • Stone - Mud Pots - Mag 4 taunt, duration 13.86 seconds, tic rate 2 seconds
    • Ice - Chilling Embrace - Mag 4 taunt, duration 13.6 seconds, tic rate 0.5 seconds (the most effective aggro getter in the game due to it's high tic rate)
    • Fire - Blazing Aura - Mag 4 taunt, duration 13.6 seconds, tic rate 2 seconds
    • Electric - Lightning Field - Mag 4 taunt, duration 13.6 seconds, tic rate 2 seconds
    • Dark - Death Shroud - Mag 4 taunt, duration 13.6 seconds, tic rate 2 seconds
    The worst of the other tanker auras weigh in at Mag FOUR with a 13.6 second duration. Rise to the Challenge has a Mag THREE taunt with only a 1.25 second duration... if you're facing +2 mobs it won't even last until the aura tics again. That's why Willpower is unquestionably the absolute worst tanker for holding aggro. Yes, in experienced hands with a strong AOE secondary to do the heavy lifting aggro wise it can do the job but it's much worse at it than any other primary. Willpower can be quite durable, but it's terrible aggro abilities make it the worst possible tanker primary if you want to hold aggro.

    I've many times run my BS/Shield scrapper on teams with Willpower tankers, I've never seen one yet who could peel aggro away from my scrapper (Shield scrapper's aura has identical taunt numbers to the tanker version) or that could hold aggro from me if they got in first. If I'm on a team with a WP tanker I just assume I'll need to handle the tanking with my scrapper... I'm tough enough for most things and I'm going to have the aggro anyway.
  10. Call Me Awesome

    Soloing the STF!

    Quote:
    Originally Posted by SuchANewb View Post
    Yeah, that tends to be my only challenge when fighting AV's. When the decoys get distracted and I'm sitting there wailing away at the AV. They tend to come on over and destroy me

    I went and got all 3 nukes. I have shivans and will have HVAS and Amy the Ward when I fight him. I'll wait until the end to use it all. But even if I fail after getting to his banes. On the inside I'll be happy knowing I came 30 seconds away from soloing the STF
    I wish you good luck with your endeavor, you've already accomplished something extremely significant getting as far as you did.
  11. I've run almost exclusively the 40-50 tips and there's a few that get the boot instantly.

    Let's see... topping the list is Malta Gunslinger Action Figure... I just hate that one with the rapid fire ambushes. Then the Debutantes lead out mission and the Sister Jocasta lead out mission get dumped, I probably despise lead outs more than anything else. Anything with Knives gets dumped which includes the Sister Jocasta and one other that escapes me right now.

    Other than those missions all the others are pretty fast and easy for most of my characters. Most of them I can do solo in 5-10 minutes on most characters. As a general rule Carnies are pretty easy for most of my characters.
  12. Quote:
    Originally Posted by DoctorWhat View Post
    My first time on an STF I was on an Inv/SS myself. I am not a min/maxer (Although I have been doing some as of late) but I made a very durable tank. The original plan was to have me backed up by an Empath defender, but it fell through when he needed to leave mid-mission.

    As I recall there were a few buffers, but no other healers on the team, and no heals. As fun as it sounds against tower buffed Recluse. Because of the lacking support I had to load up on all of the T3 Purples I could grab on short notice. A couple deaths later, and an empty tray, we pulled it off. I didn't need the inspirations as much once the red tower was down, since he wasn't hitting like a freight train anymore, and once the blue tower was down I didn't need them at all.

    Still, I was surprised by how powerful he was. So for the record I do NOT recommend being the tank on your first STF. Trust me on this.

    Once you get an idea on just how hard he hits THEN you can tank him.
    When I'm tanking him with CMA I have the following loadout of inspirations:

    8 medium purples (I'm at 45% def so I only need 1 medium per minute to soft cap him at 75% until the blue tower dies)
    4 large oranges
    4 large greens
    4 large blues

    Immediately before I jump into melee with him I pop one medium purple and 2 large oranges to put me at 75% defense and 70% resistance to E/N damage. I then jump in, taunt him and draw him back behind the green tower. The team starts on the red tower at this point. I keep 1 medium purple and 1 large orange active until the red tower dies, at which point I allow the orange to expire. I keep 1 medium purple active until the blue tower dies, at which point I'm basically home free... he's just a normal level 54 AV at this point from a tanker's point of view.

    If he nails me I hit dull pain (which I have bound to the thumb button of my mouse). If he nails me again I pop a green. If he hits me with that end drain attack I pop a blue. On most teams I'll finish up with at least half my inspirations left giving me a cushion for problems. This is a dangerous game, but with a good build and the right inspiration loadout an Inv can tank him without help from the team. A Shield tanker can do the same, I ran my Shield/Fire tank through the STF earlier today using the same tactics. We had a sonic on the team so I didn't need the oranges but otherwise we lacked support.

    Still, even though I've tanked him over a hundred times on various tanks I never take him lightly, he can as you discovered lay a ton of pain down in a hurry if he gets lucky. I've had him drop my granite armor tanker in less than 3 seconds through 75% defense and 90% S/L, 80% E/N resistance. It's very unlikely he'll do that, but it IS possible and if the RNG hates you that badly you're going down.

    LR buffed by his towers is the most dangerous AV in the game. He's beatable but anyone who approaches tanking him with anything but care and caution is looking for trouble.
  13. Call Me Awesome

    Soloing the STF!

    Quote:
    Originally Posted by SuchANewb View Post
    Well, I got kicked from the TF when I entered Warburg to get the nukes... Fail.
    It wouldn't have mattered anyway, the thorn tree temp power only lasts 6 hours so you'd have been in a hopeless situation working on Aeon with his untouchable shield up.
  14. Quote:
    Originally Posted by DrJackWolfe View Post
    They seem to have locked resists at 90. In the old days you could get at least 125, with the extra going towards debuff resist. Though that might be def also, damn this addeled mind.
    Well, technically you CAN get over 90% resistance, it's just that the game will cap it at 90%. Invuln for example reaches 93% S/L resistance with Tough... the additional over 90% is disregarded unless you're debuffed... and damage resistance resists resistance debuffs (whew, a bit of a jawbreaker there) so at the resist cap you have 90% resistance to debuffs too.

    I don't think you've been able to get more than 90% resistance since launch... I know it was capped there by issue 3 when I started.
  15. Call Me Awesome

    Soloing the STF!

    Quote:
    Originally Posted by Stone Daemon View Post
    Normal STF? Not master?

    Have you considered nukes? Shivans? HVAS?
    That would be my suggestion as well, load up on the temps for Aeon. He's tough, but if you can manage to keep on target he should be doable.

    In any case the OP has my respect for getting that far solo; it's quite an achievement. Oh, another thought, have you crafted the tier 3 Alpha and gotten the level bump yet? Being effectively level 51 will make life easier.
  16. Quote:
    Originally Posted by Rhysem View Post
    I hadn't seen the post with the stupe -- but mainly what I'm looking for in absolute amazement is the copious quantity of recharge enhancement. It should be cheap on the AH too, since it is a stun set not a damage, but I haven't looked that up so don't quote me.
    Since I'm working on the Absolute Amazement set myself I can say you'd be surprised... it isn't at Hecatomb price levels but most recipes are still going for 100 million +. Since I'm cheap and since I'm not going to respec until the next freespec drops I've put in a bunch of lowball bids and am letting them sit for awhile; I've no interest in paying the "buy it now" price especially since it's still inflated from double XP weekend.
  17. Quote:
    Originally Posted by DoctorWhat View Post
    Cardiac reduces the cost of toggles and attacks mainly, but also adds resistance to any power that takes them. If your just under the S/L hardcap it'll help push you there, and boost up E/N/F/C resistance.

    If you need help softcapping your defense however you might want to consider Nerve for the accuracy boost mainly and the defense boost as well.

    If your S/L Res is hardcapped and defense softcapped and have end managment under control then maybe look into Musculature for more damage or Spiritual for faster recharge.
    Spiritual for recharge certainly, in all likelihood he's already at ED cap for damage. While it's true that part of Musculature bypasses ED, until you get to high tier Alpha enhancements you'll be talking about pretty small improvements.
  18. Quote:
    Originally Posted by DrJackWolfe View Post
    The Hydra's ranged damage shouldn't overcome an invuln tank's ability. Taunt and ranged attack the Hydra and he'll ignore your teamates. OP, yes at one time the Invuln tank was, well not silly cause I loved it, but very very sturdy. I think, and it's been a lot years, that back in 04 we could even get 100% resists, I know we could get 95. Before ED it was also pretty easy to 90 S/L and 65 to 75 everything else.
    In issue 3 & 4 an Invuln could reach 90% resist to S/L/E/N/F/C damage quite easily (CMA had that durability in those days) and Invincibility gave many times the buff it does today due to higher base numbers, no ED cap and the fact that the buff lasted for 3 seconds and pulsed every second allowing it to triple stack. Unstoppable was basically a pointless power since all it gave you was the end recovery... you already had all the resistances full time without it.

    It took a lot of slots; you needed to 6 slot Unyielding, Res Energies, Res Elements and you needed one slot in RPD and Temp. Invulnerability but that would put you at the hard cap for all damage but psi. There also were no AOE caps and enemies would literally stack into the same space leaving dozens of mobs all in the same precise space. I remember running the old Drek map and herding up the entire main island, bringing them to one place and having a blaster nuke them into oblivion. It really was a lot of fun having 300+ mobs all focused on you and being unable to move your green bar at all. Invuln was truly unkillable then.

    Of course we had the 1-2 punch of nerfageddon with the Global Defense Nerf of issue 5 that reduced all defenses and resistances by almost half, doubled the recharge on controller AOE controls and halved the duration. We were promised by Jack (Statesman) Emeret that there would be no further nerfs to powers literally a week before issue 6 gifted us with ED further cutting defenses and resistances by another 50%. That was not a pleasant time to be in the game or in the forums let me tell you; the level of player anger surpassed anything I've seen before or since. The forums haven't even approached that level of meltdown since.
  19. Well I've never played dark melee but it's a mostly single target oriented set... therefore you won't have the AOE attacks to bolster your aggro management making Willpower a sub par choice if you want to tank. It does offer some good mitigation with Siphon Life and Touch of Fear so it would pair well with Ice... the king of aggro control but somewhat less durable than the best performers.

    In terms of combinations I would play I'd consider Invuln, Electric or Ice in roughly that order of durability. I've been getting enthused about rolling an Electric tanker lately after seeing what I can do with a good IO build on one but right now the last thing I need is another tanker... I still need to finish that 34 Ice/Electric and I've a 24 Dark/Electric next in line.
  20. While my Ice tanker is too young at 34 for the STF I have tanked it with my Shield/Fire. Admittedly Shield has better resists than Ice but the basic concept is the same.

    Auroxis' grocery list is mostly accurate in my experience; the key is understanding what each tower does.

    The Red tower gives LR a 105% damage buff and damage resistance
    The Blue tower gives LR a 25% tohit buff, 400% recharge buff and power boost.
    The Yellow (sometimes called Orange) gives him a massive defense buff.
    The Green tower gives him a 3200+ hit point heal every 4 seconds and massive regeneration.

    Because of the tohit buff in the Blue tower you need to be at 75% defense to soft cap until it dies, and that recharge boost lets him cycle his attacks much faster. The Red tower more than doubles his damage however so I always want it gone FIRST; keeping an extra 25% defense working isn't that hard if you're already at 45%.

    Once the red and blue towers are gone from a tanker's point of view LR is down to a normal level 54 AV and MUCH less dangerous. Dealing with him with the towers up I try and have the following:

    Minimum of 75% resist to S/L/E while the red tower's up and a few big greens for when he gets lucky.

    75% defense to S/L/E while the blue tower's up

    Once those two are down you're fine with 45% defense to S/L/E; I'd still try and keep a bare minimum of 50% resistance to those damage types for the entire time you're tanking LR.

    By the way, LR's channelgun attack includes a hefty end drain so keep a few big blues on hand. I'm not sure if it's really feasible to tank him without assistance on an Ice; I don't know if you can keep enough inspirations for the job unless you have a really fast team. On my Shield I CAN manage with just inspirations if I'm lucky, but I prefer having at least some support.

    Your ideal support would be a resistance buffer (Sonic, Thermal) and a defense buffer (FF, Cold). With those it would become MUCH easier, but you probably won't have both so plan on ways around it.
  21. Quote:
    Originally Posted by MentalMaden View Post
    I'd like your Ill/Rad if that's ok. Local volunteered you by the way.
    Yeah, I was on voice chat with him when you asked him about it so I asked him to put in the word for me. Ill/Rad it is, and I imagine Local will bring his Ill/Rad as well. We've tag teamed LR before with those two characters and on occasion we catch aggro when LR doesn't swap to the new PA fast enough... still we should get it done.

    Maybe if we stagger the PA 30 seconds apart (we're both perma) that will make him go to the second set instead of the person who's PA just despawned. What the heck, the worst that happens is things get exciting for a moment.
  22. I'm in; I have an Ill/Rad, Mind/Kin or Fire/Rad I can bring to the party. The Ill/Rad and Mind/Kin are both tier 3 slotted and level bumped; I think the Fire/Rad still has the tier 1.
  23. Quote:
    Originally Posted by gameboy1234 View Post
    I think it's time we requested the Devs up the capacity of global channels well above the current 2k limit.
    Oh heck yes. After awhile the popular channels fill up and it gets to be a real challenge to get anyone new into them... you end up with the old timers all being in those channels and the newer players relegated to the less popular ones.

    The two main channels on Guardian are both full or very nearly so... this tends to create a closed community on those channels that excludes newer players.
  24. Well, the alpha slot is, for all practical purposes, another SO of a given type in every power that will take it, subject to ED. What you want to do is look at where your powers could benefit from another SO of enhancement and then get the appropriate Alpha.

    It gets a little more complicated with the higher tier alpha boosts acting as multiple SO types and with a progressively greater portion of it ignoring ED. As you've discovered since you're already at ED cap for damage the Musculature didn't do much for you. I prefer to evaluate a character's performance and then decide where it could improve... and this will vary from character to character based on slotting.
  25. Quote:
    Originally Posted by UberRod View Post
    I just tanked a STF with my inv/ss tank. Didn't need unstoppable with the emp on me with Recluse. Although I accidentally hit unstoppable by mistake, but managed to survive the crash anyway.

    I had always been under the impression that you needed a stone tank to tank Recluse. I'm happy I was proved wrong.
    Nope, Stone isn't required at all; Invuln is quite up to the task if it's built right. Heck, I've tanked it myself with Stone, Invuln & Shield as well as been on teams with everything but Dark Armor tanking LR. Now Dechs, I know it's up to it, I just haven't had a run with a dark tank yet.

    A few tanks can do it unassisted but any well built and well played tank can do it with support. Yes it's tough, but if you know what you're doing it's far from impossible no matter what the team composition.