Call Me Awesome

Renowned
  • Posts

    2491
  • Joined

  1. I'm going to take a step back here a moment on the discussion of a team tanker. In my opinion in order to be a good team tank you should control the pace of the team from group to group, attract and hold at least most of the aggro, have enough durability to survive and enough damage output to contribute to the team's kill speed.

    That's a pretty simple template in theory; the practice is a good bit tougher as I'm sure any of my fellow experienced tankers can attest. In my experience where most tankers fall short is in pacing, or keeping the team moving efficiently from group to group and in aggro control. There isn't a tanker combination out there that if built well doesn't have enough durability and damage. Yes, some are tougher than others but the biggest problem I see, regardless of powerset, is setting the pace and controlling aggro.

    Being a good team tank really isn't about powers, it's about tactics. With that said yes, there are primaries that are easier to tank with than others. Ice is probably the easiest to manage aggro with it's half second tic rate on it's aura, it snags attention instantly and holds it like glue. Durability wise it's probably about average or below on SO enhancements and a bit above average when soft capped. Shield is arguably the highest damage primary with it's damage boosting aura and Shield Charge; it's also highly durable on minimal enhancement. Invuln is my favorite all around primary; on SO enhancements it's competent; built to the soft cap it's second only to Stone in durability with no drawbacks. WP has impressive durability but is the hardest primary to manage aggro with due to it's nearly nonexistent aggro aura (1.5 second duration vs a MINIMUM of 14 seconds for all other tankers).

    Your easiest choices to tank and hold aggro with are Invuln and Shield in my opinion, both offer very good durability with very good aggro management.

    I do have an old Fire/Fire tanker in the mid-30's but I haven't played him to any extent in years. I do remember finding him fairly squishy, but I hadn't put anything into an IO build. I know Severe has a Fire/Fire that works well but I also have some idea of just how much inf he's sunk into it to get to that point.

    On the secondary front your first question is "Does this primary need any additional mitigation?". If so then Stone Melee, Mace, Ice Melee and Dark Melee would be good choices since all of them offer mitigation in knockdown, stun and healing. If not then your next question would be single target or AOE damage. For ST good choices would be Dark, Stone, Mace and Super Strength. For AOE the top choices are Fire Melee and Electric Melee.

    In any case what teams are really looking for in a tanker is the player, not the powerset. Learn how to really tank and it won't matter a lot what sets you try.
  2. I've had dual monitors on my desktop machine for around 10 years now; I feel cramped when I'm on my laptop or another machine with only one. I don't run COH on both monitors though, I have it running on the left screen while I have Herostats, Ventrilo and sometimes a web browser on the other. If I'm working a respec then Mid's is on the right side monitor while COH is on the left.

    Once you get used to dual monitors you REALLY miss them when you don't have them available.
  3. Well, from issue 6 until issue 13 I had Aid Self on CMA, my Inv/Stone tanker in place of the res energies & res elements passives; slotted up it provided considerably greater mitigation. I dropped it with my respec into a soft capped build with issue 13 and didn't really miss it. With the inherent fitness of issue 19 I added it back into my build and it's useful for really tough content like unassisted tanking Lord Recluse on the STF... I don't need to carry many greens anymore.

    With some slotting it provides ~40% of healing available every 10 seconds or so. Slot an interrupt reducer or two and once you get your timing down you can fire it off between tics of DOT from caltrops. That's rather a lot of mitigation available to you.

    On CMA I only found a couple of extra slots so I frankenslotted Heal/Recharge IO's and didn't add any interrupt. It does get interrupted on occasion but with a soft capped build it's fairly reliable, and if you CAN'T get it to fire that's what the insp tray is for.
  4. I went with Inv/Stone way back in issue 3 and it's still one of my favorite characters. Good ST damage, two AOE knockdown attention-getters one of which does damage and a ton of mitigation. /SS is of course the classic pairing; and there's a reason for that. /Fire will offer good damage at the expense of mitigation... but a mature Inv isn't in real need of mitigation. /Dark works well and arguably provides the most durability yet it's highly ST focused. Really Inv should pair well with any secondary so pick one that appeals to you.

    If you want sheer damage output it's always hard to go wrong with /Fire.
    If you want AOE damage output the best choices are probably /Elec or /Fire.
    If you want ST damage output /SS, /Stone, /Dark are all good choices.
    If you want mitigation then /Stone, /Dark, /Ice should be prime candidates.
    If you want to be the classic and probably most common pairing then go /SS.

    It would be hard to go really badly wrong with Inv, you could just toss all the secondaries into a hat and draw one by sheer random chance and end up with a capable tanker. Personally I'm not a fan of /DB due to it's reliance on combos; I think a tanker has more important things to worry about than "ok, first this attack, then that attack followed by this other attack for my bonus". KM is really shiny new but I'm hearing mixed reviews on it's effectiveness... I know my buddy who played a KM scrapper to 50 thinks the set needs badly to have animation times reduced.
  5. Well, I just finished the STF with my SD/Fire tanker; it was a pretty smooth run with a few speedbumps when one team member went off on his own and found the floor several times.

    For LR I ate a purple to cap my def at 75%, popped One with the Shield and jumped in. By the time the team had the red tower down I'd used Aid Self once and eaten a second purple. By the time the blue tower dropped I'd used Aid Self a couple more times, eaten a total of 4 purples and a medium green when he nailed me while Aid Self was recharging. The rest of the towers went down like dominoes and I used Aid Self a few times, ate two blues thanks to the end drain and ate one more green.

    All in all it wasn't appreciably more difficult than with CMA; yes I needed to hit Aid Self more often since Call Me Frank had ~38% lower S/L resist than CMA but it wasn't insurmountable. The emp tossed a couple heals my way when LR got lucky twice in a row and did keep Fort on me which let me get by with only a small purple to cap against the blue tower buff. I didn't need a dedicated support character so everyone else worried about the towers instead. I wouldn't worry about running a MoSTF with that SD tanker if I had a good team behind me that I could count on not doing something stupid.

    I ended up the night with Frank tanking a MoKahn in 43 minutes. We had a different team composition for that one and it ran like a top, everything was perfectly smooth. The only close call was when the Ill/Cold controller caught a bit of aggro and dropped to 40%... he immediately went Hibernate while I snagged the loose aggro. Other than that I don't think anyone got below 75% HP anytime in the TF.
  6. I'll be making a run tonight with my Shield/Fire tanker; I think pretty much the same tactics I use with CMA should work fine for LR. One with the Shield will certainly be needed for the alpha and while the red tower's up; the occasional insp and Aid Self should handle things once OwtS drops.

    I'm not planning a Mo on this tanker's very first time tanking LR just in case something unforeseen happens.
  7. Quote:
    Originally Posted by Auroxis View Post
    CMA, have you thought about getting the Kinetic Dampener temp power to help with Recluse? Definitely something positional defense tankers should do, as it saves you a fair bit of inspirations.

    Other than that, there's the end drain resistance base empowerment buff that should help quite a bit as well.
    How much S/L def and En resist do you get from it? Good idea on the end drain empowerment though. Do base empowerment buffs work on a Mo run? They're passive, but they're apparently temp powers as well.

    My last STF was a total cakewalk; we didn't bother setting for a Mo but we ended up with a run of an hour & 15 minutes and zero deaths. I don't always have a Cold and two Kins on the team; it made things go really nice.
  8. Quote:
    Originally Posted by YoumuKonpaku View Post
    Responses in red.

    Appreciate the help, I'll rework the build this afternoon and see what I can do. With a different secondary, as well.
    About Aid Self, if you can get 3 slots for it slotting 3 heal/recharge gets you a 33% heal roughly every 12 seconds. With soft capped defenses it's interrupt time isn't a huge deal, but you could trade out one Heal/Recharge for an interrupt reduction and drop the heal to ~29% and the interrupt time to 3/4 of a second. CMA has it slotted with 3 heal/recharge and I don't have a lot of problem with the 1 second interrupt time.

    Back in issue 6-8 I had it slotted out with 2 interrupt and if my timing was good I could get it off between tics of DOT. Of course Invuln was much squishier then so I took it in place of REl and REn.

    I mainly picked it up with my i19 respec because I needed something useful with minimal slotting; I still had to do a lot of shuffling of slots to squeeze things in. Since I slot 3 Cytoskeleton HO's into Invincibility that saves me a couple of slots. I know that they've gone through the roof in price but I raided Hami 3 times a week from issue 4 until issue 9 so I have a ton of HO's in base storage. If you can get them they're, in my opinion, the best slotting for Invincibility maxing out def, tohit and endred in only 3 slots.
  9. Quote:
    Originally Posted by Nihilii View Post
    As of one week ago he did summon Banes before his low HP pet nuke.
    Interesting, I've run the STF 4 times in the last couple of weeks and he didn't summon Banes in any of them nor did we anchor a toggle debuff on him. The last run was just last night and it took several seconds while I was taunting him into a corner for him to close to melee; in issue 9-17 he would have summoned at least one Bane in that time.

    I haven't had him summon Banes prior to his pet nuke in any run since Going Rogue dropped, and I've made runs with tankers and without. Apparently something's different with your run.
  10. Quote:
    Originally Posted by Tylerst View Post
    And Rulauu Eyeballs. *shivers* Ugh the eyeballs(They have an inherent +100% tohit buff)
    Evil nasty things that belong in that evil, nasty hard-to-get-around in place.
  11. Quote:
    Originally Posted by YoumuKonpaku View Post
    I put together an Inv/KM and WP/DB (I think the AOEs + taunt in DB would help compensate for WP's poor aggro aura). I have a DA/KM on my laptop, but too tired to dig it out. I can post that tomorrow if I am happy with it upon second look.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1588;762;1524;HEX;|
    |78DAA554CB52134114ED490221242119437827E42142800C8960958F85650956210|
    |42350ACD438842619320CA9C940C9CE0F70E5C6855AEEFD03CBBFF0AD7FA025EA0F|
    |58F1F6BD9DA095A5539973BAEF9C3EF7CEED9E141E2C06187B78952981EBA6DE689|
    |43675ABC66DEF9AEE1CDABAC9BC8CB138C54A8B7C975B0DAE2D5B4787A6C56D7DDB|
    |300DE778543E2E7093736DC5B0B863944BD71C472FD7D465ABCA6D6E395A6B10281|
    |E1C98DA2AD7EB865509E2E48651A93A300BB51EED70BB5135EABD38DFA873BE1359|
    |AA1B656D0992568E4B05BDE170FB78084ABB00F75B1F8002376B7A580A0693CC134|
    |7EA4E2225D248D971A43D95C90BE4F781F22CAD239DDD26DA212A23D554690E7285|
    |42091224499EA4C549B23241EE967237E93CB46A8C0463244FD0E237507B17D5EEE|
    |AA2DA7BA8F61EAAF60308BC52E0A527617AAB30C9F721A14F26F4555DC2B4D72032|
    |91027B44FB48EF40EB97CDF2DF524468B2889459419A2E10AD217D047950A60FE63|
    |061DF02511EE93D08422460A14118C4D82708A98A8229D428DA9CE9270A23F53F85|
    |5222ACFF19D2812A101D94C80C76254F3400872F2A9347C968808C06C84801C1202|
    |D750F1681526CE836D13A527E03E93354344C46EE61321A21A31132CAFE66A2F23A|
    |94322A7B397A84A1E91397A0D96F445F91B2DF91DC903E266D63B41B71DAA2386D5|
    |19C0EDE17483F4EB6AE716ADBDC3CD1793AAE6094922F9AA2FAD2545F9AEAB3A1B0|
    |0972E89AA86173CEED11ED12559026AB4406920AB653D2768A6C33649B21DB14086|
    |6A460867A3EFBCF0EBC80A3ACC9BDD1283447F432C8584EEE7BEE091EAD314FFBC3|
    |821F5C6CB52352F4B4BF26A66024E3697FBDFF75BD0AB47C7CEBBD809B028A00CA9|
    |618DD1170574CEF89912E46DB02CA62DA7C1D68551ABA280ABA24E0B2802B02A261|
    |804742E9F503F80504040405F4090809080B88081811F05C40D3176EFF25344F444|
    |AD936258B9DFCF177680A433F4F438AB2855BD57D134FCAAFD3272E85DAEE7A4C94|
    |C0A5B98E964F7744F21D91858EC87C47E4B4D57F00983C254C|
    |-------------------------------------------------------------------|
    Not entirely sure on KM for the Inv build, but I do like the set. Will prob look into toying with other sets tomorrow.
    You're three sets over the cap for the 1.125% HP boost (Luck of the Gambler 3 slot bonus, Crushing Impact 3 slot bonus). Also, the Mako's Bite set is primarily a Ranged defense set. I'd probably rethink that some; maybe shift some slots and pick up Laser Beam Eyes for a Thunderstrike set.

    It seems to me that you're working a bit too hard on F/C defense... that's a really uncommon damage type and I'd think you may find those slots more useful elsewhere. With both of the recovery uniques are Conserve Power and Physical Perfection going to be useful? I only have the Numina on CMA, my Inv/Stone, and I haven't found a use for CP since issue 19. I have it, but I haven't used it. Of course, I also have the Cardiac Alpha come to think of it.

    I'm not a fan of spending slots on set mules; do you see yourself using Boxing as an attack? I leave it at the base slot personally and use those slots elsewhere. Remember that the Kin Combat set has gotten really pricey lately... most of it seems to be 100-200 million per recipe. The LOTG recharge is also pricey of course.

    Unstoppable is entirely skippable on a soft capped Invuln with the single exception of the Apex TF. Those toxic Hydra heads in the first mission will drop you like a bad habit if you try to tank them. With Unstoppable you'll gain enough toxic resistance (there's no toxic defense) to survive. Or, you can have everyone hang back and take out the pylon from beyond the Hydra's range... when the pylon dies so do the hydra.

    I've picked up the Medicine pool for Aid Self on my Invuln in my last respec; it comes in handy on the STF when I'm tanking the tower buffed LR. I'll admit I don't get a lot of use out of it any other time though so it's a tight call.

    I don't know enough about KM to offer an informed opinion; I do know that a buddy of mine took a KM scrapper to 50 recently and was less than impressed with it's performance. Take that for what it's worth as I've never played the set but I did team with my buddy a fair amount of the trip to 50. To hear him talk I'm amazed he finished the character... although Monkeys had something to do with about half of his levels.
  12. Yep, kill off a bunch of Nemesis LT's and watch the fun as the vengeance stacks up to "vaporize" on all surviving nearby mobs. Massive +defense and +tohit on them makes it much harder to kill the remainder and MUCH easier for them to take you apart.

    For Nemesis I suggest killing all minions followed by bosses and take the LT's out last. One Vengeance isn't so bad, but 3+ of them will do Bad Things for your chances to hit them and Worse Things for your defenses.

    Fun little trick, team with a Keld and run a full team against Nemesis. Find a group of Nemies clustered around a Cyst Crystal and kill all the LT's, then enjoy the fun as the crystal and all it's veng'd up puffballs proceed to say "We are Fluffy. Defense is futile."
  13. Call Me Awesome

    2nd account

    You'll need to get another game license; you could snag one on NCSoft's store or you may be able to find an old copy of COH sitting in a bargain bin somewhere. Remember you'll get a free month with another game so that's $15 in value right there.

    I've been maintaining two accounts for about 4 years now; frankly I forgot the second account was even there for a year or so, then I didn't want to give up the vet badges. I don't dual box very often... usually only to PL a lowbie on the other account. I have enough problems running ONE character well; I'd just be able to screw up two characters much faster.
  14. Just finished up an accidental MoSTF run... we didn't set for it but we got through with no deaths and I think the only temp anyone used was the Raptor Pack.

    Cold shields, 2 Kins and 8 good players... life was good. 1 hour, 15 minutes without trying for speed. I'll try it another time with my SD tanker, 75% def with insps or buffs and jumping in with One with the Shield active should be enough as long as the rest of the team can kill the towers fairly quickly. Fortunately OwtS crash is pretty mild.

    If you maintain soft capped defense (which, while the blue tower's up is 75%) and decent resistance the biggest problem with LR becomes his end drain. I ended up munching 2 medium blues when he managed to connect with that attack a couple times.
  15. I can understand why you didn't like Stone, I agree that the set isn't for everyone. It has unmatched durability at the cost of mobility, recharge and damage. I've played it to 50 twice and enjoyed it but I have to admit it isn't my first choice when I'm grabbing a tanker to play.

    Invuln is good now even on SO's and becomes outstanding with moderate IO investment... second only to Stone in my experience. It has three strong layers of protection, first defense followed by resistance and finally the massive heal/HP buff of Dull Pain. Most of the time I'll only need Dull Pain once or maybe twice in a TF and I only need Aid Self for highly limited situations like tanking the tower buffed Lord Recluse. The so called "Psi hole" is way more hype than reality; I've tanked all four of the AV's plus Reichsman on the Kahn TF simultaneously and never had an issue, even with the two Psi AV's.

    Shield can be a very good set, my Shield/Fire tank is only a bit less durable than my Inv/Stone and it has considerably greater damage output. It's dirt cheap to softcap if you take Tough/Weave and can be done fairly easily without the fighting pool. I've tanked the ITF, LGTF and Kahn on my Shield without any issues. The only STF I've taken him on so far we had a Stone tank also on the team so I let him handle LR. I know I can do it with that tank; I've run STF's with Shield tankers before.

    I don't have a lot of experience with the other sets; I've an old Fire/Fire tanker in the mid-30's I haven't played in years as well as Dark/Elec and Ice/Elec tankers in the 20's. I'm cautiously optimistic about the Ice/Elec tank based on his performance so far; I hate to admit it but the Dark/Elec is a monkey baby so I haven't really gotten a feel for him yet. I've played that Ice/Elec out the last 6 levels (yeah, I monkey'd him up to 22, bad tanker, no banana) and I'm impressed with him given that he's still young and on SO's.

    <edit>

    I have to say that CMA, my Inv/Stone tanker is certainly my favorite of the bunch. Granite Flame, my Stone/Fire, can best his durability although that's largely academic since very little bothers CMA. Call Me Frank, my Shield/Fire, easily out damages all my other tanks... his damage output actually approaches scrapper levels. On the last ITF I ran with him I never saw my def drop below around 42% and I only needed Aid Self twice, both times while tanking Romy before the first nictus dropped.
  16. Quote:
    Originally Posted by Aett_Thorn View Post
    Who is leaving? I haven't seen a massive outflux of people, and most of the servers are yellow when I sign on.
    Gotta agree there Aett, ever since issue 18 hit I've seen the servers busier than they have been in years. Every night Guardian's yellow; something that only happened during double XP weekends and special events a few years ago.

    Yeah, we're maybe down a bit from the peak right after Going Rogue hit but we're still WELL above where we were this time last year... or the year before that... or even the year before that.

    Now it's entirely possible that there aren't that many lowbies playing since many of us have been focusing on our 50's and the new Incarnate stuff... I haven't played a lowbie in weeks myself. I really need to think about working on my baby tanks; one's a 24 Dark/Elec and the others a 28 Ice/Elec. I rolled them up in early i18 because I was looking for something different and I hadn't played either of those sets before. With all of my 50's that I play through the incarnate arc and most at least with the basic alpha slotted maybe it's time.
  17. I'd assume that most of those MMO's that went from a monthly fee to free to play were in fairly severe trouble and desperate to attract players. I doubt that very many of them manage to survive for long after making that change.

    The only game that I've played that went from subscription to free to play was Champions; and they nickel and dime you to death in their store for upgrades, zones and so forth. Yeah, you can play free, as long as you only want to use X powersets and have Y limitations. Frankly I haven't read all the changes since I let my sub there lapse some time ago.

    I would take CoH going free to play as a very bad sign that we were entering the ICU and on life support. I'd expect updates to stop or at least severely slow down and the servers to shut down inside of a year. So based on this I have to say I hope we don't see that happen here.
  18. Quote:
    Originally Posted by Starflier View Post
    "Invulnerability and Electric Melee don't go well together because Inv likes to be surrounded by enemies and Electric melee has lots of AoE."

    This hurt my brain.

    But Starflier, if you kill everything off with AoE's, Invincibility won't be helping your survivability as much.

    It won't matter because everything's dead.
    You're kidding about that I hope? Outside of the lunatic fringe I hope the rest of the players are at least SLIGHTLY smarter than that.
  19. Quote:
    Originally Posted by SteelMountain View Post
    OK, thanks. I saw that the text said to "talk" to the person in charge, but as I recall, in other missions that said something similar, the "talk" ended up being done with fireballs, lightning bolts, etc.
    I've seen that innumerable times in the game; I usually take that to mean shoot first and ask questions later.
  20. Call Me Awesome

    Permanent Ban

    Quote:
    Originally Posted by BashfulBanshee View Post
    Well that all makes sense.

    The City was my first MMO way back when and it wouldn't of even occurred to me that people would pay to have someone else level their characters.

    Thanks for the info and I hope everyone has a nice day and a happy new year.
    Back in issue 4 there used to be a thriving industry in PL; as a 50 tank back then believe me you got asked a LOT. There was even a tanker's PL league where various 50 tanks would take turns running things like the Drek mission while others doorsat with lowbies and level 41-47 mentors.

    Up until Going Rogue dropped I still had the original, untimed Drek mission in CMA's mission list. I hadn't run it much in years but I'd hung onto it more for nostalgia than anything else. Back in issue 4 that was the PL mission of choice; and it was always good for burning off debt from a Hami Raid.
  21. Quote:
    Originally Posted by DumpleBerry View Post
    I am too busy to pay rock bottom prices for salvage. Happily, there are people who are too busy to pay rock bottom prices for my IOs.
    Indeed, we're talking about Monopoly money here anyway; it has no intrinsic value beyond acquiring shinies for a character. If you have more on a character than you have need then bargain hunting doesn't make a lot of sense.

    Frankly when I have a half billion plus inf on a character who's already fully slotted out I don't worry about paying 100 or 100,000 inf for that piece of salvage I need; it's all a tiny fraction of the inf I have available and I generate about 10 million per hour of just playing the game. I think nearly all of my 50's have a bare minimum of 300,000,000 inf and several are in the Billion club.

    I'm perfectly willing to pay for the shinies I want and the people selling their shinies are perfectly willing to take my inf in exchange. Exactly who's loosing? John Q Newplayer with his level 13 character gets a piece of salvage drop that he sells on WW to me; I pay him enough for it to fully outfit himself in DO enhancements. As he gets more drops from simply leveling his character he sells them as well and by the time he's ready to think about IO's for his character he has tens of millions of inf sitting there. He's getting rich from me and others like me wanting the stuff he has to sell. Somehow it doesn't sound like he's the "victim" here.
  22. Quote:
    Originally Posted by r0mp View Post
    Hey guys how're yall!


    New Years Resolutions
    1) Find another MMO to play besides WoW (Had CoH since '05, played a fire/enr tanker to lvl 30, then my 30 day trial ended.)

    2) Get into shape (Hehe fat chance of that happening, Bishes)

    3) Quit smoking (See #2 Parentheses<~~~I totally had to look that word up)

    4)...


    Anyways like it reads, I'm going to give a good ol'try to CoH for a bit but I'm stuck at the character creation screen. No rly! I've been going over build after build looking at the details for each scrapper, blaster, stalker etc.. Looking for the highest dps AT from lvl 1 to mid to lvl 50

    And I know, I really do. That I should go with what I like but fact of the matter is if I get into a AT and later down the road I see someone crushing alot(of mobs) I'll have my feelings hurt and want to start over from scratch .... So I figured that with all you guys having so much insight and exp on these boards. I could just pass up the unessassary lvlng, re-lvlng by askng the simple questions...


    Uno) What is the be all dps giver AT, as well, Does it start strong, Is it a late bloomer etc...
    Well, there really isn't one per se although there are numerous high damage combinations out there. Your primary damage dealer AT's are Scrappers, Blasters and Brutes. High damage is a slippery thing to define though because if you're talking about a team's damage output then I don't believe anything yet has displaced a group of mature Fire/Rad controllers for sheer killing speed. The combination of buffs, debuffs and damage really cannot be overstated. Both buffs and debuffs can stack to ludicrous levels making some low damage AT's output more (often MUCH more) damage than high damage ones. That's why many experienced players look for buff/debuff characters in building a team... when you add a damage dealer you just add his damage. When you add a buffer/debuffer you not only add that damage but you also MULTIPLY the damage output of everyone on the team. That's why 8 debuffers are so incredibly powerful.

    If you're looking for individual damage output while the character's solo then you want one of the damage specialty AT's. Which particular AT and powerset combination deals the most damage depends on so many factors of build and IO set bonuses that it becomes futile to try to state definitively. Some combinations may be mediocre with an average build and become monsters if you drop several billion inf on them; others may be much stronger baseline but may not benefit as much from massive (and massively expensive) IO bonuses.

    For Blasters anything with Fire Blast will output very nice AOE damage and will tend to get loads of aggro. Ice Blast has nice single target damage and decent mitigation. Other sets have their niche as well.

    Scrappers have more survivability than Blasters and there really aren't any truly bad primary powersets although some are better at this while others are better at that. Some powersets offer great single target damage while others offer great AOE damage (Spines, Electric) and others offer good doses of both (Fire melee, Broadsword, Katana). Secondaries will have a significant affect on how each set plays.

    Brutes are pretty similar to Scrappers in their powersets but considerably different in playstyle.

    Quote:
    Dos) I've been looking at the boards the past few days and out of all the builds that Mids hero builder came out with they all had magic as the origin, Is there a reason behind this or is that just by default of using the builder?
    Origin affects exactly three things.
    1. Which of the minor damage "origin attacks" you get... this is a power you'll likely remove from your tray by level 15 as you'll no longer have use for it.
    2. Which store you go to in order to buy Dual Origin (DO) or Single Origin (SO) enhancements. The only difference in a Magic damage SO and a Natural damage SO is the name and what origin can use it.
    3. Which of the ranged veteran powers gets a small damage bonus, the Nemesis Staff or the Blackwand. You don't get those veteran powers until you've been here for 33 months so it isn't a big deal for you.
    As you can see Origin is mostly pointless in game terms. It's a bit of flavor but doesn't have any real effect on the game. Most of us tend to pick an origin and use it for most of our characters... that way we don't have to decipher which SO we need.

    Quote:
    3)<~~~(Wtf, really?? After having 2 kids and watching countless hrs of the fantastic dora the explorer cartoons, You don't know what 3 is in spainish, For shame!!) While building a toon earlier, I kinda got set on the whole kilt for a male looking cool thing. I set him up as a scrapper with MA as his 1st and while looking at the kick moves I realized that I put boots on him but a bare bottom... turning the kicks towards me I see what can only be described as a hairy patch on the *** to the taint then ken doll from there on... Should'nt this be some sort of fear too the mobs?? maybe thats a question for another forum...

    Hehe anyways theres my (prolly bad) attempt at humor and my question, I'll be checkng up here for any responses as I'm still stuck at creation =P


    Happy New Years and We'll see ya in game
    (maybe,for me) @r0mp
    Welcome back and I hope you have fun in your stay. This community is fantastic at helping new players... it's the community more than anything else that's kept me here for going on 6 years now. I've never heard of any other MMO with one to rival ours. We may not have the sheer numbers of WoW but we make up in quality what we lack in quantity.
  23. You CAN get another AV to decide to join the party late, but that only happens in my experience if you're fighting right at the top of the ramp. Pull back at least a bit down the corridor and you shouldn't get late ads. You may well still have ads but they should come within 30-45 seconds.

    Depending on your powersets it sounds like the team should have done well in the TF, always assuming competent players behind the keyboards. I wouldn't have hesitated to make a run with that mix of AT's.

    The secret to a clean pull seems to be to hit the AV from beyond it's own attack range, that way they don't holler at their buddies. I've made a half dozen runs with a friend with a Kin/Psi defender and that Psi snipe has so much range that we've had a perfect single pull every time. Personally I like to get GW out of the way first since she's the most dangerous.

    The last couple of runs I've just snagged GW & Scirocco with Taunt; usually we end up with all 4 and I simply tank the group while we kill GW, Scirocco, Mako and finally Scorpion. Any melee of GW needs high negative energy defense, or the tanker needs to stay back out of melee of her. That heal of hers has to hit to work after all, and if the tank's out of melee she won't use it.
  24. There's just so much misinformation I've seen over the years that it's hard to narrow down. For instance I was on a team with a new player running an Invuln tanker and someone was trying to tell him that Invuln sucked at tanking and he should reroll as, of all things, a Fire tank if he wanted to be durable. Nothing against Fire, but there's no question that it's far less durable than Invuln. That one really had me shaking my head, and I told the new tanker that he was just fine; he just needed to change his build a little... he was 15 and hadn't taken Unyielding yet because he thought it rooted you in place like the game manual said it did (that was actually changed way back in issue 2 or 3). That was actually what got me to write my first 20 levels guide... which needs an update now with inherent fitness.

    Of course the "don't get the glowies" in the TV respec is certainly a mighty hard rumor to squash (for the record they do nothing at all), I first heard this one when I was running my first respec back in issue 3 and it's STILL out there. It may be the all time most impervious to removal rumor in the game.

    Hmm, there's the "Nobody can make any inf in this game" and the "Everyone's fixing prices so they make tons of money" bits, and usually they're stated by the very same person without realizing the logical fallacy of that statement. In today's game the inf creation power of a high level character is so high that there's simply massive amounts of influence constantly being generated and added to the game. Most of the time I list things on the market at fairly low prices; it's not the marketeers doing that people are willing to pay so much. Excluding the market totally any level 50 can make at least 3 million inf per hour simply by running missions and killing mobs. That's why things cost so much; there's simply so much money floating around and so much more being made every second. The inf supply is increasing much faster than the supply of the more desirable items therefore those items rise in price.

    I haven't had a character in several years who hasn't made enough on his own simply by playing to afford a modest IO build by level 35; all of them have had over 200 million by level 50 even after buying IO's.

    I saw SerialBeggar mentioning that he didn't get Scrappers and that's perfectly ok; but the point that a Scrapper is the most straightforward character to play is a valid one, they simply run up and smack the bad guy upside the head and have enough durability to forgive many mistakes while having enough damage to kill things quickly. That makes them a good choice for a player still learning his way around; his character will survive many mistakes he'll make and it'll take out mobs fast.

    The Taunt/no Taunt argument has been ongoing in the Tanker forum for as long as I've been playing. Yes, some tanker sets have great aggro management tools and can get & hold aggro without it, but it's still another tool in your toolbox. I very definitely believe that a good tanker can do the job without Taunt, but I also believe equally strongly that any tanker can do the job better if he has Taunt available, and there are times where it's invaluable. I have it on every one of my tanks and while I don't use it every group I find it useful several times per mission. Yes, it's situational but that situation pops up very frequently.
  25. I've seen lots of names get the Generic hammer in the game, some deserved it like the Inv/SS tanker, huge model with green skin and purple pants named "Hulk Smash" and some were borderline. I've even seen a bunch that you'd think wouldn't fly that have survived several years.

    I have a buddy who loves puns in his character names; he has things like "Sultan Battery" for a Kin/Elec defender with the egyptian headdress; "Ohm Depot" on an Elec/Shield scrapper and many others I'm not thinking of right offhand.

    One thing that really helps a lot of us to enjoy a character is a good name; if the name is really good and the character's fun to play then you'll really enjoy it. My BS/Shield scrapper, Sword of Damocleve, is an example of that for me anyway with the play on the fable of the Sword of Damocles. Another of my favorites is my Ill/Rad controller Nameless Phantom, he's an homage to the western drifter who never settles in anywhere long enough for anyone to remember his name. My Archery/EM blaster Sagitarii hearkens back to the ancient Roman archery formations of the same name. My namesake Invuln/Stone tanker Call Me Awesome was named in response to the civillian comments whenever I'd rescue them from a purse snatching... they always told my character "You're Awesome!" so when I got tired of dying all the time with my Fire/EM blaster (hey, I was a newbie at the time and didn't know how to play the character then) I rolled a tanker.

    Then there was my repeat last year of my long deleted blaster reborn as a joke in Delta Farce; strangely enough I didn't have any problems with him this time around... you don't suppose a few years of experience had anything to do with it? Hmm, I also have a Fire/Fire blaster sitting in the teens named "The Amazing Redshirt" in a red, ripped shirt, black pants and black boots. Someday I need to level that character, something about the name and costume just makes me smile.

    I've also had lots of fun with my old Conan homage named Gortak, a BS/Regen scrapper in the rough leather pants, sword belt, rough leather boots, bare chest and a skull cap helmet with horns on it. The look and name just say "Barbarian" to me.

    I find that the character's name is one of the most important things in my enjoyment of a character. A case in point is my Stone/EM tanker BarneyStone... I loved the name so much I stuck with it and got her to 50 despite the poor performance of the Energy Melee set for tanks. On the other hand I've abandoned promising characters many times simply because the name didn't work for me... those are usually names I come up with in a hurry because I've decided to roll up a X/X (insert AT) and have to come up with some name when I've finished the costume.

    <edit>
    Oh, in case you aren't aware of this you CAN change your global name ONCE; it defaults to your first character created but you can pick another name. Under the menu there's an option to "Change Global Chat Handle". Make sure you know what you want because you'll only be able to change this ONCE; whatever you change it to you're stuck with.