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I only had one character who could not kill the Honoree at base difficulty and that was my Mind/Kin controller. The other EB went down very easily and I then pulled the Honoree back. Well, I came to find out that he is completely immune to my controls; I stacked up over MAG 50 of confuse on him to no effect and my hold/sleep powers were equally worthless.
I could damage him easy enough and could get him down to about 40% before my insps ran out. After the second faceplant I gave up and tried it again later on with my SG.
I've soloed it on my Rad/Rad defender (debuffs work fine), Inv/Stone tanker (no issues at all there), BS/Shield scrapper, Spine/Regen scrapper, Fire/EM blaster and Ill/Rad controller. None of those characters had any real problems with Honoree and only the Fire/EM blaster needed much in the way of inspirations. However I hit a brick wall with that Mind/Kin 'troller. -
Quote:Personally I take it as a challenge whenever I can't get a name I want and frequently I come up with a much better name than the one I started out wanting. There's times when my original choice goes through like my Archery blaster inspired by the ancient Roman legion Sagitarii archers. My Peacebringer ScaleBalancer was another of those as was my now retired Stone/EM tanker BlarneyStone. I was having a lot of trouble with my Spine/Regen scrapper's name and finally just went with a part of the character's bio where he'd managed to break the registration terminal and it was now OfflineCall Me Awesome: Thank you for the kind words on Madre Nature's name. When I first joined this past Halloween, I was a bit bummed as it seemed every good name possible had already been taken. But since then, I've learned to be a bit clever, which has allowed me to create Madre Nature (Mother Nature was taken), The Crimson Monocle (The Monocle was taken) and Lady Sumac (Poison Sumac was taken).
. Then there was the time I was totally lost for a name for my Ill/Rad controller and Nameless Phantom was born.
Let's see, a few others are Fyrepower, my Fire/WP brute; Bill Collector, my Widow so named because it was the most evil thing I could think of; Cold Shoulder, my Cold defender (still a baby at 20... maybe I'll finish her someday); Gortak, my BS/Regen scrapper who's a Conan homage; Sword of Damocleave my BS/Shield scrapper... a pun on cleave and the legend of the Sword of Damoclese. Good, original and fun to play names are certainly available if you have a bit of imagination. I'll admit I was a bit surprised to get Fyrepower and Granite Flame (my Stone/Fire tank).
Quote:Snowstorm I don't know yet. It seems like a good place, as it adds damage where there is none, on an aoe power that could hit a whole lot of NPCs. I will see what I think of it there and then decide.
I have the Perfect Zinger Psi damage proc in Fault on my Inv/Stone tanker and it nearly always fires on at least one enemy in the AOE and usually hits 2-3. I HAVE seen it hit 10 targets once or twice, that's kind of like winning the lottery though.
It's not bad necessarily having the proc in Snowstorm, it's just maybe not the best use of a slot. It's something for you to think about anyway and it isn't a make or break choice in any case. -
Is there anything wrong with just using Hero, Villain, Praetorian? You could use Paragon, Rogue Isles and Praetoria if you want to get specific as to your origination point.
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They have absolutely no functional purpose; think of them as part of your costume. They're decorative and that's all.
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Quote:This is one of the "120 second" procs, it works for 2 minutes after you activate the power it's in. If you put it in a passive, and Health is the best place, it will always be active. It does not stack, all you do if it's in a click power is to refresh the timer.How does this work in something that recharges quickly, like Radiant Aura? I guess what I'm asking is, can it stack?
Bottom line, it's a waste in any click power since you'd have to fire the power every 2 minutes to keep the proc working. Put it in Health and it'll always work. -
Tin Mage is easy; as a practical matter you only need a tanker with good durability and the ability to hold aggro. I've done it with both my Shield/Fire and my Invuln/Stone tankers and had very little difficulty with either. Both times we took out Neuron first, then the two AV class Warwalkers and finally Bobcat. The only difficulty I had was that Neuron overloaded my aggro cap with his clones at one point... Bobcat was pretty vanilla on both tankers. Yeah, she could hit hard but basically she was just another AV. Anything with good defense and/or good S/L resistance should be fine.
Apex is a different story, the first mission is pretty ordinary until you get to the Hydra heads; those suckers pump out MASSIVE toxic damage that will drop most tankers in their tracks. The good news is that you can kill the pylons from beyond the Hydra's aggro range; killing the pylon kills the Hydra around it. An Invuln running Unstoppable can easily tank this, but without Unstoppable you'll drop very quickly. Yes, this is the voice of experience there.
In the Battle Maiden mission the first priority for a tanker is MOBILITY, you need to move away from the blue patches right away. She does a fair amount of S/L damage but neither of my tankers had any problems with her damage output. Your team will also appreciate it if you can hold the attention of all the Swords. I've dealt with this by using my aura to clump and taunt the Swords while I'm taunting BM and attacking as the opportunity arises. Ranged attacks are highly useful here, as is pulling BM out of her blue patch. Taunt/break LOS works well for this.
I'd say for Apex your options are pretty open for the first mission but for the second you want two things, a good taunt aura to hold the Swords without you needing to worry with them and good mobility to avoid the blue patches. I'd say that Stone is about the worst choice thanks to it's mobility problems and WP may have problems holding the Swords. -
Quote:I have the Ice epic on my Plant/Storm and it's worked well; although the character's been stalled in the mid-40's for a few months now... I have too many altsThank you for the reply. I meant to mention it in the original post, but I think I will have to go with the Endurance alpha on this toon. Recharge doesn't seem to be a huge issue here, so I had hoped to go Damage, but I think Endurance will be a huge issue. If I'm not mistaken, Range also comes with Endurance Alpha? That can only help cones like Seeds of Confusion and Ice Breath.
What do you think of Ice APP for a plant/storm? I was originally gonna go mind for Indom Will but mezzes haven't been a huge issue yet. And she does have the AOE immobilize for Ice Storm.
She seems so far slower and a bit squishier than my Ill/Rad who I was planning /Fire for. But the next six powers she gets are all damage, followed by Ice Armor. So all that can only help.
PS Would you do an Ill/Rad without Fire Shield, taking Consume instead?. Right now I think the toon's sitting half way through a major respec with about 1/3 of his slots empty; before I start working on him again I've got to get him put back together
Neither Local or I have Fire Shield on our Ill/Rad builds and really don't miss it. I don't think he has Consume either; I know I don't on mine. Both of us built for Perma-PA and a ranged build so we don't get into melee to use Consume very often. A 206% recharge Ill/Rad build does get a bit end heavy and requires considerable endred and recovery slotting... I went with the Cardiac alpha on mine and now I have basically no end problems unless I pop off EMP.
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Oh, and I really like your plant/storm's name; well done on that. -
That would work, but remember you'll be switching targets constantly... taunt LR, heal from a pylon, taunt LR etc.
Your danger time is while both the Red and Blue towers are up... if LR lands two heavy attacks in a row he can faceplant a Granite tanker, and absent a fair amount of defense his odds of getting those two attacks in right after another go way up. I've had him drop my Stone/Fire tanker through Granite & Rooted (capped S/L and ~80% E/N resist) in less than 5 seconds with a couple of lucky hits. He has two attacks that with the red tower buffing him will deal >40% of your HP total even with 90% resistance. Let him land those in a 1-2 punch and it doesn't take much of a "3" to drop you before you have time to react.
Even on my Granite tank I still pop purples to get over 75% defense when going in; once the Red & Blue are down I cease worrying about inspirations. Granted he's only dropped my Granite tank three times out of more than 50 runs, but if he gets lucky you're toast and it can happen WAY too fast to react. -
Indeed; all of us on Level 50 are Guardian players at least to some extent; while I do monitor the channel on my Pinnacle characters I would assume anything on Level 50 to refer to Guardian unless otherwise stated.
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Quote:In nearly any instance where you'd use it you're likely only facing one or two hard targets anyway so the target cap shouldn't be an issue. Back prior to issue 13 I used Unstoppable occasionally for a particularly nasty AV; in that situation the target cap was moot. By the time Unstoppable would be ready to drop there wouldn't be anything left but the AV and with taunt duration slotted you shouldn't loose aggro in the 30 second time out of Ethereal Shift.Just remember that taunt hits only 5 mobs though. Multiple casts may hit more, but based on cast time and etc you may lose some, not to mention that you don't know if the taunt would hit the same mobs again.
I admit that the Apex Hydra heads are an anomaly; the one time I used Unstop for them we cleared all pylons before it dropped so I just waited a few seconds out of combat for the crash before we moved on to the next part of the mission. I think that was also the only time I've taken CMA through the Apex... I've done it 4 times but with different characters; twice with my Ill/Rad, once with my Fire/EM blaster and once with CMA. -
This is something you could argue either way; on one hand BoF is a (short) ranged attack that is also a narrow cone that can hit multiple baddies while on the other Fire Sword is another single target attack that deals decent damage. Frankly I find BoF more useful, however both are less important than many other powers so sometimes there's no room for them.
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I find it to be skippable on a soft capped Invuln... however it IS a "one slot wonder", a power that's fully functional without any added slots. Because of this I ended up taking it on my issue 19 respec from a lack of anything else I wanted that didn't need slotting.
I've been playing CMA pretty regularly since issue 19 saving up shards and running TF's. In all this time I've used Unstoppable exactly once; on the Apex TF facing the Hydra heads. Obviously it isn't an extremely valuable power and I may or may not drop it with my next respec... I'm still pondering the changes inherent fitness brought. It's useful, but a couple of large orange inspirations per minute will do the exact same job and won't have a crash.
Speaking of the crash, there's a very easy way to manage it. Go to Wentworth's and get the temp power "Ethereal Shift". This is a 5 use phase shift CLICK power. When Unstoppable's icon starts blinking taunt the baddies and hit Ethereal Shift. Wait out the crash in perfect safety thanks to the 30 seconds of phase shift; pop a blue and Dull Pain then retoggle and you're ready to continue once the phase shift drops. If you've slotted Taunt with duration you shouldn't loose aggro in the 30 seconds you're in time out. -
Quote:In my opinion Combustion is a take at level 4 power for most primaries and it's definitely a keeper. The damage may not look great but it has a huge radius so it will hit everything anywhere near you. Don't look at it as a relatively low damage attack, look at it as an attack that deals damage to everything around you... on that scale it outperforms almost everything else in raw damage.Lots of great help again, I am currently sitting at lvl 10 trying to figure out how to build and slot. I have read over so many fire builds and wall of fire page. So far this toon is really fun to play and soft for now. I have noticed that acc & end seem to be major factors more than my health for now. I am running as much as i can through mids hero designer to try and see what is best and affordable. I have taken combustion is that a power i should drop?
Thanks abnormal_joe for the guides have read through them many times to try and get a better handle on what my role will be with this build.
In the early going I only slot accuracy and possibly endred; Training enhancements are so low powered it really isn't worthwhile going with anything else. Once you can get DO's at 12 I start thinking about a more standard slotting on attacks and defenses.
Right now I would concentrate slotting in your attacks and healing flames (slot recharge there, it doesn't help much but every little bit helps.) Don't neglect Blazing Aura completely; I'd toss a slot or two there for accuracy & endred; it likewise is a major damage source for you. In fact, if you run Herostats you'll find that your #1 damage power is probably BA followed by Combustion. Those tiny tics of damage really add up. Start thinking about your armors as you progress through the teens and by 22 when you can slot SO's plan on having your armors with 4 slots; you'll put in 3 resist damage and 1 endred. Also make sure to toss a couple of slots into Stamina.
I've taken two /Fire melee tanks to 50, one a Stone/Fire and one a Shield/Fire so I'm very familiar with the set. It's one of my favorite tanker secondaries and it certainly provides very good damage output... unfortunately this is at the expense of any form of damage mitigation other than killing the mobs. In the Fire Melee set you want Combustion, Taunt (I'm a big believer in this on any tanker), Fire Sword Circle (get it at 28!), Incinerate and Greater Fire Sword. Breath of Fire is nice to have as is Fire Sword if you have room. One of my Fire Melee tanks has them, the other doesn't.
I recommend the Fighting pool for Boxing/Tough/Weave when you can fit it in; you'll want your travel power prerequisite by 12 so you can get your travel power by 14. If you're not planning on getting a couple of knockback protection IO's then you want to go with Combat Jumping/Super Jump/Acrobatics. Acro will protect you from the vast majority of knockback... although if you can get them two or three KB protection IO's will serve the same purpose. A tank who's constantly knocked onto his butt is a tank who isn't accomplishing much.
I'm not an expert on Fire Armor but get Fire Shield, Blazing Aura, Healing Flames and Plasma Shield. Temperature Protection is the dog of the set and is highly skippable except as an IO mule (a power taken solely because you can use it to get a desired IO set bonus). Burn since it's changes a while ago is now a good power to have. Fiery Embrace is basically Build Up, but on your fire attacks it lasts 20 seconds instead of 10 making it considerably more useful. Rise of the Phoenix is a self rez that deals damage to anything around you. I tend to look at tanker rezzes as a sign that you've failed but it does get you back into the fight if you fall. I'd have to think about it before I grabbed the power myself; I much prefer powers that keep you from faceplanting, not powers that get you back up off the ground.
Good luck and I hope you enjoy your tanker. You've chosen a strongly offensively minded combination so remember that while you have good damage (for a tanker) you won't be as durable as a combination that's more defensively minded. Think of your tank as a higher hit point, more durable scrapper with less damage. -
Yep, for the most part team and TF formation happens in Guardian and Level 50; they're the two most popular.
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Quote:I know some players who've built highly capable Fire tankers but most of them have also invested significant amounts in high end IO builds. On a standard SO or limited IO build you'll probably find Fire to be somewhat squishy. Of course, if you're enjoying the tank then that's the main thing, just realize that you're not going to be as durable as other primaries absent considerable IO bonuses.Ok so i am trying out Fire/Fire and from what I have read this may not be the best choice but seems it would be a fun choice. Any pointers?
If you're still thinking of Invuln in my, admittedly somewhat biased, opinion it's the best all around primary for a tank. There's Stone with more raw durability but it comes with a bunch of penalties in mobility, damage & recharge as a tradeoff. There's Shield with more damage potential and very good endgame potential but it's a bit rough in the early going.
If you roll an Invuln really any secondary will work well. Do you want lots of damage without extra mitigation? /Fire or /Elec would work well, with /Fire giving better single target damage. Want more mitigation with a solid single target punch? /Stone melee is a great choice there with all the knockdown and the awesomeness of Fault. Want the classic, generic universal tanker combo? Inv/Super Strength is by far the most common pairing and it's quite effective. -
The two major channels are Guardian (public, but you'll need to send a tell to a channel moderator to get unsilenced) and Level 50 which is an invite-only channel. There's also Guardian Incarnates primarily for the incarnate content, Guardian's Team and to a lesser extent Guardian TF.
Those are the main channels I monitor; Guardian & Level 50 are the two busiest. -
An interesting dilemma there. I also have several 50's who are gathering dust; many of whom have rather extreme value in their builds. As an example I have an old BS/Regen scrapper with over 50 HO's in his build including several highly valuable ones. I've others that I haven't touched in over a year beyond shifting day job locations.
On the other hand a couple of days ago I logged in an old Rad/Rad defender I hadn't played in over 2 years and ran him through the Incarnate arc followed by a couple of TF's... I found him to be a lot of fun to play again after such a long period of inactivity. If I'd stripped him then I'd have had to rebuild from scratch in order to play him again. I always think that anything I spent the time to take to 50 is probably something I'll want to pick up again sometime down the road.
As far as getting left behind goes they're going to be in the same position of any alt you've shelved before reaching 50, so is it really any different than going back to play that level 45 character you've had sitting there unplayed for a few months? -
A few months ago I bought an 80GB SSD; I have Win7 64, CoH and most of my apps on it while file storage is on the three terabyte drives in the machine. Yes, I have a LOT of storage on the machine, and about half of it is in use.
I found that switching from a 7200RPM "performance" drive as my C drive to the little SSD improved boot time drastically and it made some difference in CoH performance... mainly in zoning. In actual game play there's little if any improvement that I've noticed, but zoning times are considerably faster.
SSD's are expensive and limited in size but they load programs MUCH faster and in general make for a more responsive machine. -
Quote:This can't be overstated, this is what the team hired you for, to keep the squishier members of the team alive and functioning. Your personal durability is important but what's far more important is your ability to protect the team. You're the fortress keeping the enemy at bay while the rest of the team are manning the guns on the walls.I would just like to state my feelings on something that often gets overlooked when building the toughest tank around.
The tanker who is the last man standing has failed.
I don't care how much you can survive, if you can't hold aggro, you're not a tank.
First to fight.
First to fall.
Never fall. (or, in my case, never fall without Soul Transfer being recharged)
I take it as a failure on my part if anyone on the team falls. Well, unless it's some idiot who went off on his own in another room; but I firmly believe that my job is to keep the team alive and free them to concentrate on laying out the hurt on the enemy instead of on self defense. Blasters for example can lay out incredible amounts of damage if they don't have to worry about aggro; a blaster who can trust the tanker to keep aggro away from him is much more effective than one who has to watch that he doesn't gather too much attention. The same holds true for all the other AT's as well.
As a general rule Scrappers don't need much babysitting; they're usually tough enough to handle a little aggro. Still, I do keep an eye on them as well and if they bite off too much I'm ready to intervene. -
For a first time tanker it's hard to go too far wrong with Invulnerability, on SO's it's good and when built to the soft cap it's just behind Granite Armor in durability. It also has a very good taunt aura and is quite tough in the low levels due to it's high resistance to the most common damage types. My Inv/Stone tanker was my first 50 and is still a favorite and my go-to tanker for tanking difficult content. It's nearly as tough as my Stone/Fire without all the negatives of -damage, -recharge and most importantly mobility.
Shield is also very good, with a very good taunt aura and with a little investment it can do nearly anything a well built Invuln can do. The only drawback is that it's mainly a defense based set; like all defense sets it's pretty squishy in the early going before it's defenses mature. I've found that until I get my defenses above 25% I feel like they aren't even there and I don't start feeling like a tank until they climb above 35%. When you get close to the 45% soft cap it does get really good though so the payoff is worth it. Shield also will offer high damage due to it's damage boosting taunt aura... my Shield/Fire tanker can do near-scrapper level damage.
Both of these primaries are highly capable if built well in the end game; I have tanked everything in the game with CMA, my Inv/Stone and I just finished a successful Master of Statesman's Task Force run on my Shield/Fire. It's a bit easier on an Invuln due to it's greater durability but Shield is no slouch.
I know people rave about Willpower and I'll admit it's quite durable, I just have difficulty suggesting it as a first tank due to it's terrible taunt aura... it's much harder to hold aggro with WP than with any other tanker primary. You'll need to taunt constantly and leverage your secondary attacks to hold aggro... and you'll still loose it to another tanker or even a shield or invuln scrapper. For this reason I think someone learning to tank is better served by another primary that holds aggro better. -
Try a Blaster for a complete change of pace, you may be surprised at just how much you enjoy it. Or try a Controller for another team support, aggro control character that plays totally differently. Scrappers can be quite similar if you don't want to change quite that much.
I've found that having played all ATs to 50 I understand their roles better and it makes it easier to tank; I understand now why this AT wants something and why that AT wants something else from a tank. -
I have a lot of old characters as you'd expect after being here going on 6 years now. One of my favorites is still my namesake and first 50, CMA, an Invuln/Stone tanker. He was an absolutely unkillable engine of destruction in issue 4 (Old school hard capped resist to all and massive defense along with attacks 6 slotted with pre-nerf 50% Acc/Dam HO enhancements), lived through the MASSIVE nerfs of issue 5 and 6... anyone who wasn't here at that time may not realize just how huge those nerfs were... and finally he got back to close to his former glory with the IO system and the buffs of issue 13. He was my first incarnate and is still one of my most played characters.
I've also an Ill/Rad controller of much more recent vintage who I have a lot of fun with; he's by far the fastest character I have for soloing tip and radio missions. When I got him to 206% global recharge and perma-PA he became a fantastic character.
I pulled out my old Dark/Dark defender for the incarnate content and was once again impressed by just how effective he was at absolutely gutting the enemy's tohit. He's pretty poor solo due to limited damage but he really brings a lot of mitigation and power to a team.
My Spine/Regen soloed the incarnate arc with no appreciable difficulty; yes he's somewhat squishy but he's highly effective if played well.
All in all I've run 10 of my 16 level 50's through the incarnate arc and have alpha slotted most of them; I've been quite pleased with just how well some of these old retired characters have done once I got them away from their rocking chairs, respec'd for i19 and back into the fray. -
Quote:He IS in the correct forum, he's asking about his tanker and what slotting of an IO is best. The fact that the IO in question is a PVP one is irrelevant.PvP forums are at this link: http://boards.cityofheroes.com/forumdisplay.php?f=551
Please post in the correct forum. -
I'll certainly agree that for pure aggro holding ability Ice is the king. Mine isn't really high enough to have a firm feel for it's endgame potential at 28 but it's fairly solid durability wise. Yes, my Invuln and Shield tanks are tougher at that level, and probably the Icer will lag behind them in the endgame as well based on teaming with high level ice tanks. Still, if you have some team support I see no reason why an Icer wouldn't do the job nicely.
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Here's a minor data point, I just got off of a (barely) failed MoSTF with my Shield/Fire tanker. I was tough enough for everything the TF threw at me with a minor assist from the team. We failed the Mo on Ghost Widow when the scrapper got caught in the cone of her godawful hold; other than that we had no problems.
I tanked LR tower buffed with One with the Shield and inspirations without major issues... although that end drain channelgun is a PITA, make sure to carry a few big blues for when it connects.
We had a good team and good players, we just had the RNG take a dislike to us there at the end. If Shield is good enough to handle that challenge then it's plenty good enough to handle anything. Is it as tough as Invuln? No, but it isn't all THAT far behind.