Call Me Awesome

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  1. Quote:
    Originally Posted by Father Xmas View Post
    The Rogue Isles is a great place to train how to weave (not the power) around the much higher level mobs between you and your contact or mission door. One point I simply swam around the isle to avoid the nastiness until I got high enough level.

    In CoH we call that zone The Hollows, but they took most of the fun (read certain death) out of that zone since it was refurbished. They rarely send level 6 characters into the level 15 area of the zone anymore.

    At least you are conditioned to what the detection radius of hostile mobs are.
    Oh my yes, I remember the old Hollows being an "acid test" for the quality of your team. If your entire team of level 6 characters made it all the way to the mission door in the first try without drawing aggro or dying then you had a good team. If they came through the Gulch because it's shorter and still made it without getting splattered by the level 14 Igneous then you knew you had a great team.

    All things considered it's a good thing that zone was revamped a few issues ago although it certainly did teach you about aggro range and how to dodge mobs.

    Kind of on the same line would be the "level 1 races" where you started in Atlas Park with a brand new level 1 toon and the first one to the Portal Corporation courtyard on Peregrine Island (a level 40-50 zone) was the winner. I participated in a couple of those but never won... I always ended up getting nailed by something along the way and loosing time going to the hospital. They were fun, but very challenging. Every single mob you passed could, and would if they saw you, drop you instantly.
  2. No news as of yet, and I would have thought they'd have them again around now. I've several characters I'd like to shuffle around but I've no desire to spend the money to do it.
  3. Quote:
    Originally Posted by Bio_Flame View Post
    Inspirations is kinda like outside help.
    With enough inspirations, a Blaster can become a tanker.

    Ok, it's a slight exageration, but you know what I mean.


    There's currently no Tanker that I know of that's able to tank a Tower-buffed LR without any buffs, any debuffs, any inspirations, any outside help.
    Other than a Granite that is.
    LR has too many buffs, damage, ACC and secondary effects.
    I actually think he WAS designed with inspirations being part of the fight.

    I might be missing some kind of uber-Purple-PvP IOed out build, but other than that, I don't think it can be done.
    I think you're likely correct, and I do occasionally pop an inspiration even with my granite tanker while the red tower's still up if he hits me twice in a row. It goes one hit dropping to roughly 50%, earth's embrace to refill to full +HP boost then if he drops me to 50% again, as occasionally happens, I'll pop an inspiration. I don't use them very often on any tanker but the tower buffed LR is an exception. If I had a no inspiration, no buff condition imposed then unquestionably I'm going with a Granite/Rooted tanker; nothing else would survive absent a considerable stretch of good luck.
  4. Quote:
    Originally Posted by freewaydoggy View Post
    How do I get the choice to start as a villain on the trial version? I had no choice. The game only told me "You start out as a Pratorean", so I could not start out as a villain as I wanted to. I really need a longer trial. I wish there was a way to play this w/o having to pay every single month!
    It forces all new accounts to start their FIRST character in Praetoria. After that you can start new characters in any of the three zones (Hero, Villain, Praetorian).

    So you'd just create a new character and pick villain instead of hero or praetorian if you want to have another stalker. Go into the tutorial and you'll come out as a level 2. The Hero and Villain tutorials are more straightforward than the praetorian one and in my opinion the starting missions and enemy groups are much better for new players. The praetorian enemies are a significant increase in difficulty over the standard hero/villain ones; in praetoria you face mobs of a difficulty level you'd expect to find in the 30's or 40's heroside as a level 1-5 character.

    In short the early levels are much more forgiving hero and villain side than they are in praetoria. It really seems to me that "yellow side" is designed for veteran players who know the game backwards and forwards and want more of a challenge with their new characters. For someone just starting out it can be brutal.

    If I can make a suggestion, you may want to create a new Scrapper hero to learn on; a scrapper has great damage output so you'll kill things fast and it has enough durability to be forgiving of beginner mistakes while you're learning the game. It's very straightforward as well, you run up and smack the bad guy upside the head, then smack his buddies. Also, there are considerably more players hero side than villain side. When you leave the tutorial go to Atlas Park and say you're a new player on a trial account... you'll probably have several people willing to help you and show you the ropes.

    Welcome to the game, many of us have been here for several years so there must be something right about COH to keep us playing year after year.
  5. I know it's been done by a fire/? blaster with softcapped ranged defense; I think that person used several temp powers though. Limiting it to no temps would be a challenge but I think it's possible for a good, solid high damage build. Ill/Rad could probably do it and I'm sure there's several others. Earth/TA or Ice/Rad would have a major challenge though.
  6. Quote:
    Originally Posted by Johnny_Butane View Post
    This is not the place, but what if they made it hybrid toggle-click, if that was possible. I guess a timed toggle would be a better description.

    You toggle it, it runs for three minutes, crashes, toggles itself off and takes its standard time to recharge.

    The difference being, at any time during that three minutes, you can toggle it off yourself and force the crash early. Since the recharge starts when the power is clicked, this wouldn't allow you to have Unstoppable up again any sooner, but it would allow you to kill the power before a spawn you expect it to crash in, rather than having the team wait for the crash.
    This is something that I could certainly see being a good option... kind of like Hibernate in that it works like a toggle but shuts off after a given duration or when you cancel it.

    For now there's a way to avoid the problems with the temp power "ethereal shift", a 5 use click phase shift power. When unstoppable starts blinking you have ~20 seconds until the crash, hit Taunt and ethereal shift. Wait out the crash phased and eat a blue, retoggle and dull pain and you're ready to continue on when the 30 second phase runs out. I've used that temp on any number of characters as an "oh crap" button; it gives you a 30 second time out to recover from whatever's killing you. It's also dirt cheap to buy at Wentworths.
  7. Quote:
    Originally Posted by Bio_Flame View Post
    I think Tower-buffed LR was trully meant to be Tanked with a Team, not solo, with a full array of buffs and debuffs. Inspirations were probably factored in too.


    Remember, tower-buffed LR:
    + Damage, a monstrous amount of Damage
    + ToHit, enough to hit up to 75% defense
    +Defense, a very high amount (don't remember how much), enough to make many powers to miss.
    + End Drain, sometimes worse than a Sapper.


    All in all, Tower-Buffed LR hits too hard, too often, with too many secondary effects (+def, end drain, etc..) to be solo-Tanked without inspirations or outside help.
    The fact that some Granites can is probably some kind of "mistake" that the Devs made.


    Inv tanker cannot tank it without unstoppable and when Unstoppable crashes, bye bye.
    WP can't take the huge burst damage nor the powerful end drain effect.
    Ice Tankers are made obsolete just due to one tower, whilst the red tower will one shot him.
    Fire Tankers will die fast too.
    Shield Tankers, I've never Tanked LR yet, but from what I can read and from my mid-level experience with it, I believe it will be similars to Ice Tankers. One Shotted.
    Electric Tankers can probably take 2 or 3 hits from red tower-buffed LR, but really cannot keep up with the damage for too long.
    You know, back in issue 13-14 I did tank LR without unstoppable and with no or at least very few inspirations on CMA... I'll admit that I was lucky and at that time he didn't use his end drain attack in melee. I got a lot of use out of dull pain of course and my build at the time included aid self. I know I didn't have any purples or oranges in my tray but I may have used some greens, it's been awhile. I wouldn't try it now; that end drain would be killer if I allowed it to hit. That's why I make sure to have a couple of blues in my tray just in case he gets lucky.

    Then again I've frequently used the odd green or two on my stone tanker with LR come to think of it. I need to run an STF sometime with my Shield/Fire tanker; he hit 50 over a month ago and has yet to run it. It'll be interesting to see how he handles it; I imagine taking the alpha with OwtS running and a purple he should handle it pretty well.
  8. Quote:
    Originally Posted by StratoNexus View Post
    You don't heal off of Recluse, you use a tower to heal yourself. You can perform a similar thing with Divine Avalanche or Parry to help boost your defense high enough if you use a sword. But even with the healing, the damage may just come in too fast without higher levels of resistance.
    <knocks head against wall>

    Dangit, I knew about that from using a kinetic to heal another tanker, why didn't I think of it? Tunnel vision I guess since I've always pulled LR back in the corner behind the green tower. Ok, I officially feel stupid now.
  9. Quote:
    Originally Posted by Auroxis View Post
    I'm not sure either. I've done it easily with small insps, but I don't really want to risk a faceplant that could cause a teamwipe just to prove something. What's the % breakdown of the damage types Lord Recluse deals? If it's really high up in Energy, Elec might be able to do it.
    There's a fair amount of energy, but his really big hitter is all smashing, and it hits my Invuln with capped S/L resist for about 50% of my HP bar. I haven't had lots of issues with his E/N damage; yeah it hurts some but nothing like that KOB of his and I only have ~40% E/N resistance.
  10. Quote:
    Originally Posted by Arcanaville View Post
    My guess is that any tanker that can cap resistances to smashing, lethal, and energy (toxic would help also), and has a good heal or strong regeneration, has a chance. Well-built Electric Armor might be able to do it, toss in Dark Melee for insurance and I think well built Elec/Dark would work.

    If you're going to try to do it with defenses, then while the buffing towers are up you're going to need 75% defense to LR's primary attack types: Smashing, Lethal, Energy or Melee, Ranged. That's not easy to get, even with inventions and tanker mods, outside of inspirations and ally buffs.
    I'm sure Elec/Dark could handle it with insps or buffs, but until the yellow tower dies you're not going to hit LR with Siphon Life with any reliability. I don't remember off the top of my head just what it boosts his +def to but it's certainly enough to floor my tohit on any tanker I've tried.

    Even at ~78% S/L resist (about what I recall Elec getting to with Tough) LR will hit like a truck and it'll be tough getting enough def to matter. I'm not sure it's really doable without buffs or inspirations.
  11. Quote:
    Originally Posted by Tatum View Post
    Not exemplared, just solo badge hunting. Two other people in broadcast in Cap said theirs is not working also.
    Very strange. I haven't heard anything about this so either there's something odd going on or you've found a bug. I'm sure you've verified this, but have you made sure your boost is slotted? Try deslotting it and then reslotting and see if that makes any difference. This is kind of a shot in the dark but I'm reminded of the game sometimes screwing up the "hide from x" settings and resetting them fixing the issue.

    If that doesn't work then I'm out of ideas other than the ever famous /bug.
  12. Quote:
    Originally Posted by HwaRang View Post
    Thanks for replies.

    Sorry need clarification...(Noob here) Err...I may have mis-stated something. I asked:

    "1. With one Sata cable can I run both Hard drive and Dvd burner on same line? I know IDE, you should not." **Edited** IDE had power issues on same cable line.

    Response from generous folks: "Basically, only one per device."

    However, I am left wondering about the SATA power cables running from PSU that have 3 attachments per cable with ends looking like this photo:

    http://en.wikipedia.org/wiki/File:SATA_power_cable.jpg

    Not asking about this:

    http://www.google.com/imgres?imgurl=...ed=0CBoQ9QEwAg

    So still what everyone is suggesting? Or will a HDD and a DvD on same line be ok (Due to power needs)?

    Thanks in advance.
    Ah, people were assuming you meant the SATA data cable which is certainly one device per port. I can't imagine that multiple SATA drives off of the same power line would present a problem assuming you have the connections; drives draw fairly small amounts of power nowadays. The big power hogs in a computer now are the video card and CPU; everything else is peanuts by comparison.
  13. Are you exemplared by any chance? The alpha boost doesn't work when you exemp below 45 I think.
  14. Quote:
    Originally Posted by Bio_Flame View Post
    As plenty of others have said, yes, it IS possible to Tank a tower-buffed LR on a stone tanker, alone, unaided, unbuffed, without any inspirations.
    Is it TOUGH as hell? Does it require a GOOD IO build and player? Definately. But it is possible.


    But it can't be done on an Ice tanker. It just can't.
    Hell, it can't be done on ANY tanker that I know of, other than a Granite Tanker, with a SOLID build, with a good player. Even an INV tanker can probably only do it while unstoppable lasts and after it crashes, he's dead.

    Tell, can you even TRY to tank a tower-buffed LR on your Ice tanker, unaided, alone, without any inspirations, unbuffed? You'll die on his first attack.
    I know I do on my Ice tanker, and I am a solid player with a solid build. It can't be done.



    Look, like I said previously, I have an Ice, a Stone, a WP, an INV, a Fire and a Dwarf-build Kheldian. My electric and shield aren't lvl 50 yet.
    I don't even like my Stone tanker, I prefer playing my WP, my Inv or my Ice.
    My Ice was my main for a long time until I rolled the WP.
    So, before thinking that I am biased against Ice tankers, I am not. I am merely stating the facts, the truth as I see it.


    I'd love that I could Tank LR on ANY tanker that I have (other than Granite Stone Tanker) without any inspirations, buffs, or healing. But I can't. It can't be done without outside help and/or inspirations...unless you're playing a Stone Tanker.


    I didn't make the game, I didn't design LR and its towers.
    But I don't fool myself. Ice Tanker can't do most stuff that other tankers can, namely Stone Tankers, Inv Tanker or WP tankers.


    Again, the OP didn't ask what tanker I prefer to play the most, nor did he ask you what's your favourite Tanker. He asked for the NEXT best tanker, other than a Granite.
    Whatever the answer may be (and I think it's a WP tanker btw), I know for sure that it isn't an Ice tanker.

    That doesn't mean that Ice tankers aren't fun to play though. It only means that they are not the second best tankers. That's all.
    Have to agree with most of this; I'm currently working on an Ice/Elec tanker and at 30 on SO's it's starting to come together nicely and it's fun to play. No way it's going to match the toughness of Stone, Invuln or Shield but it looks to be a good, solid middleweight tanker.

    I've teamed with several ice tanks at 50 and it seems to perform quite well provided it's built well... I've also teamed with a couple of icers who couldn't survive ANYTHING. We had a KTF a few days ago with an ice tank who was squishier than the electric scrapper; there must have been something seriously wrong with his build. I spent most of the TF wishing I'd brought CMA in and we ended up failing when the tank couldn't survive Reichsman for longer than one minute WITH an empath... who must not have been overly competent. I went back to the KTF the next day with CMA and had absolutely zero issues with anything. Reichsman was a total pushover, and I also was tanking the add on AV's as they were released. Heck, I had a run at Reichsman with a buddy tanking with his Ice tank and somehow he didn't have problems surviving.

    To be even handed I've also seen Invuln tankers who were almost as squishy; I even remember a stone tank WITH granite who was still managing to get himself killed with great regularity on the ITF. I have no idea how he was managing it but he died three times in the first mission alone while running granite AND rooted. I would have expected better durability even totally unslotted but this dweeb managed the trick somehow.

    The all time worst bad build tanker I've ever seen though was an Invuln I had the misfortune to team with back in issue 7 or 8. This idiot had, at level 50 mind you, Resist Physical Damage, Resist Elements and Unstoppable from the primary. That's all, just those three powers from the primary but by god he had all four travel powers including Team TP and Group Fly. I've forgotten his secondary but I remember equally bad choices there as well. I tried to mention that he might want to respec and select a few key powers but was told that HE was the 50 tanker there, I was only playing a 45 defender so what could I possibly know about the arcane intricacies of tanking. Unfortunately this was on a TF so I was stuck with the idiot for the duration... I ended up doing all the tanking with my dark/dark defender since he was incapable of surviving if unstoppable wasn't up and couldn't hold aggro at all.

    I still even remember his name even though I haven't seen him since. Some things no amount of Jack Daniels can erase...
  15. Quote:
    Originally Posted by Theron View Post
    I've tanked a fully buffed LR unassisted on my stone as well, but I need 2 small blues to floor his accuracy until the blue tower is down (and then I don't need any inspirations at all). I'm curious to see your build; do you mind posting it?
    Here's the build for Granite Flame as it currently sits, I haven't had a chance yet to respec for i19. It works very well as a pre-i19 build.

    I haven't played him much recently; he's on a server I haven't been playing on much in the last year. Looking over the build with today's game in mind I can see a few changes I want to make; fitting in Weave comes to mind.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1564;734;1468;HEX;|
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    |-------------------------------------------------------------------|
  16. Almost certainly you have too many old story arcs open; this is unfortunately a fairly common problem. You probably ran a mission or two for a contact then outleveled him and went on to the next leaving the previous contact's arc open. You'll need to look through your "active contacts" tab and talk to them and complete any open arcs.

    I had this years ago with CMA; I'd been 50 for over a year and found that I had the Dr. Vahz arc still open... I had to complete that level 20 arc (at level 50 so facing deep gray mobs) before I could move on and get another arc from my then-current contact. It's irritating and frustrating but there's no help for it but to go through and complete those old arcs.

    I've found that contacts have locked out an arc if they simply offer me the first mission even if I don't actually take the mission. Some contacts will saddle you with an arc the very first time you talk to them even if you never do a single mission for them.
  17. Quote:
    Originally Posted by Commando View Post
    Hah, you want to pair a stoner on task of LR with the towers? Really? Be real, LR buffed by the towers, will take down a stoner really fast, unless that stoner is healed, buffed or assisted in one way or the other. Sad stoner with no kin will be rapidly chased down by LR and made minced meat. My Ice tanker has done STF and tanked him fine. You show me a Stoner tanking LR with towers on with no help at all, not even insps, and show it on video or it did not happen. Bring it.

    Matter of fact, you have a stoner you want to put up vs my Ice/ ?
    I have tanked LR without insps on my Stone/Fire tanker unassisted while the rest of the team killed the towers. Yes, I used Earth's Embrace and I have a pretty good build but stone is still the toughest tanker out there. Yes, a kin is always nice to have on any character but I by no means require one on a stone tank. Granite + Rooted on a well built stoner can manage LR on SO enhancements... I did it many times right after issue 9 hit and I had a SO/HO build at that time... it sure as heck can do it with an IO build.

    I've tanked him with my Inv/Stone unassisted many times, but I DO use inspirations there. More often than not I don't have any heals when I'm tanking LR, since I can take care of myself and the faster the towers go down the less I have to survive.
  18. Call Me Awesome

    SS/Inv

    Quote:
    Originally Posted by Sailboat View Post
    Once you have enough defense to soft-cap (my own guy soft-caps smashing, lethal, energy, and negative with one enemy in range of Invincibility...and fire/cold with 5 or so guys in range) you can drop Unstop as it is of limited utility. I did. Now that I can add one-slotted wonders back in due to inherent fitness, I might re-take it with one slot just-in-case, but haven't respecced yet.
    I did snag it at the base slot in my last respec for want of anything better to take. So far I haven't used it yet on a LGTF, STF, ITF, Apex and Tin Mage but I couldn't think of anything else I wanted to add that wouldn't need more slots.

    Take it for what it's worth, I've yet to use the power but I did grab it since I didn't need any slots for it. In my respec I used the three freed power selections for Aid Other, Aid Self and Unstoppable. I've gotten a fair amount of use out of Aid Self (3 slotted with Heal/Recharge IO's), Aid Other was a throwaway prerequisite and Unstoppable was a filler I had no slots for. It's there if things should suddenly go pear shaped and drop into the pot but a soft capped Invuln is tough enough so that doesn't happen very often.
  19. SD/Fire is highly durable once it matures and it offers massive AOE damage. In fact, the damage output can actually approach scrapper levels of damage so you won't be disappointed on that score. Since you don't need to get extreme defense bonuses to soft cap a SD tank there's lots of room for +end and +recovery bonuses... I 4 slot my shields with Gift of the Ancients, slot the Numina unique and have, for all intents and purposes, unlimited endurance sustainability. I used mostly inexpensive IO's for defense... Multi Strike, one set of Mako and one set of Touch of Death.

    Durability wise I'd rate it a bit below my soft capped Inv/Stone tanker but still extremely capable; I've yet to run into anything that was problematic for my SD/Fire tanker. It's more than stout enough for the purpose. One huge advantage it has over a WP tanker is it's taunt aura... SD has one of the strongest taunt auras in the game in Against All Odds at MAG 4 and 17 seconds base duration, tying it with Invuln. The only better aura is arguably Ice since it tics every 0.5 seconds instead of once per second. You'll find aggro control much easier with Shield than WP.

    I've never played a WP tanker, but I do have a 50 Fire/WP brute and with the brute numbers WP's a bit squishier than an SD scrapper built to the soft cap. Now I haven't IO'd my brute to the same level as the SD scrapper but I have gotten him to roughly 30% def to S/L/E/N/F/C. There's no question that the SD scrapper's the more durable character. Taking that same thought process it seems that absent massive IO bonuses a SD tank ought to be tougher than a WP tank.
  20. Call Me Awesome

    Invuln advise

    Quote:
    Originally Posted by Rennfield View Post
    Ok so I've bookmarked the defense softcap link, my next problem is that I only have about 80mil... maybe 100mil if I take the time to go through all my toons and send money my tanks way. I guess until then I can pick up RPD, RE, and TH instead of the TP pool, I'll fool around with it a bit and see what I can come up with.
    You may be able to do it for that with a little patience. Remember you don't need max level IO's... when I figured out the difference between slotting level 25 Reactive Armor and level 40 it ended up being just over 2% in total resistance. When you consider that level 40 reactive costs far more than level 25...
  21. Call Me Awesome

    Invuln advise

    Well, you are in need of a respec; I question several of your build choices.

    First, what kind of budget do you have and what are your intentions for the build?

    Second, you're wasting a lot of slots on recall, super speed and taking a generally worthless power, team teleport. Recall Friend can reach from one end of IP to the other with only a single range slotted; the other two are wasted. Likewise Super Speed hits the speed cap with ONE slot; the other two are completely useless.

    I noticed you skipped Whirling Hands, that's your sole AOE and highly useful for aggro management; I'd get and slot it fairly early.

    On CMA I find that Unstoppable is nearly pointless; I've used it twice since issue 13. One recharge in the base slot is plenty for a power that situational; and before the inherent fitness of issue 19 I'd completely dropped it. You DO want RPD though to cap out your S/L resist.

    The STF is completely doable with an Invuln; you just need to build it right and it takes a bit of preparation... I've tanked it with my Inv/Stone, CMA, more times than I can remember. Going in as a 49 does put you at a disadvantage since he's level 54 but with a good build and decent preparation it can be done.

    Yes, he hits like a truck while the red tower's up... therefore you need to boost your defense so he's less likely to connect and you need to boost your resistances to survive if he gets lucky. Tier 3 orange inspirations are your friend here, and if you've built to the 45% soft cap defensively (see my guide) you only need one medium purple to cap your defense while the blue tower's up.

    On CMA I go into the final mission with 8 medium purples, 4 large orange, 2 large green and one large blue inspiration in my tray. Once we've cleared the courtyard the team moves back behind the red tower, I eat one medium purple (putting me at 75% defense, soft capping against him while the blue tower's up) and two large oranges (getting my non-S/L resistance up for the alpha) and jump into melee and start taunting. I keep one large orange active until the red tower dies and one medium purple until the blue dies. If LR gets a solid hit in I hit Dull Pain. If he gets another I eat a green. If his end drain hits I eat a blue. Your inspiration tray is there for a reason, use it. This is just about the ONLY time I need inspirations in the game.
  22. Quote:
    Originally Posted by Auroxis View Post
    Just softcapping S/L is more than doable, even on Brutes/Scrappers. Softcapping to everything however is not doable on an Elec(at least without gimping yourself severely). I run a 32.5% to positional defenses Elec/Fire Tanker, and he's a beast. One purp for the godmode.
    I wouldn't doubt that a bit; when Elec first ported to tanks I tried it out in the beta on a level bumped 50 Elec/SS tanker. I was dealing with SO enhancements since I was too lazy to copy/strip enough characters from live to get IO's and the test auction house is pretty limited. I found it to be weaker than an SO'd Invuln tanker but it wasn't bad... my impression was that adding some more S/L resist or adding a bunch of defense would create a monster.

    I've been playing around a bit with a Spine/Elec scrapper; at 35 it's starting to get pretty good even though I haven't gotten serious about IO's on it yet. Right at the moment I have WAY too many half finished projects in the 25-35 range; a couple of them monkey babies. Yeah, I confess, I took advantage of that to PL a few sets I wanted to try into the mid-20's. Sometime I'll get around to actually playing them.
  23. A /Regen lives and dies by it's click heals... Reconstruction and Dull Pain are two of your most important survivability powers. I believe my BS/Regen has 43% Melee (1 Parry), 24% Ranged, 22% AOE defense and 560% regen. I'll admit I haven't played him much recently but it's not shabby.

    I tend to use Dull Pain reactively instead of proactively; that massive heal is too useful to recover from an alpha to waste beforehand in most situations. If Dull Pain isn't up then I have Reconstruction ready, and if things start going south I have Instant Healing. I use MOG to take the alpha strike, lead off with Parry to boost defense and have DP and Recon ready to react to what gets through.

    As I mentioned I haven't dusted him off in several issues but my BS/Regen was quite effective from issue 5 until I retired him for the most part in issue 14. As far as durability goes, well, he has the Master of Statesman's Task Force badge so it's good enough. It won't do really well against +4/x8 difficulty settings solo but very little does. It's a good, solid performer; it isn't going to reach the massive levels of a Fire/Shield but it's solid and effective.
  24. With some IO investment I would rank Invuln as #2 in raw durability behind Stone; having played Invuln, Stone and Shield all to 50 I can say that a soft capped Invuln isn't all that far behind Stone; and Shield is rather impressive in durability itself. It's not up with Invuln but it 'ain't bad.

    In all honesty Stone's durability is really overkill for 99.99% of the game though. I find that anything my Stone tank can do my Invuln can do just as well... it may take a bit more caution or an inspiration or two but it's certainly up for the task. I have yet to find anything that my Invuln can't handle, and it doesn't have the drawbacks of the Stone tank. Both of my Stone tankers were leveled prior to IO's; in today's game many sets can match it in practical durability if you're willing to invest the inf.

    Of course with enough IO investment virtually any tanker can become godlike; if you were to, say, soft cap an Electric Armor tank you'd really have a monster. I'm not sure how doable that would be and I'm sure it'd be massively expensive but with enough money thrown at a set it can really get silly good.
  25. Call Me Awesome

    non-SS tank?

    Quote:
    Originally Posted by Supermax View Post
    Ok let me put it this way...if you HAD to delete one of those toons and keep the other, which one would you keep (Fire/Shield scrapper or Shield/Fire tanker)? Basically, which do you consider the most overall good toon? I understand this may differ person to person, but I'm just wondering.
    I'll have to give a "it depends"; the scrapper will kill things much faster than the tanker but even soft capped... and it costs a LOT more to soft cap a scrapper than a tank... he's quite a bit squishier. The SD/Fire tank cost me less than 20 million for his soft cap build (the defense building IOs only, I've considerably more in other non-survivability bonuses) while the scrapper cost over 500 million and isn't done yet.

    Since I'm more of a tanker player than a scrapper player, even though I have 4 of each at level 50, I'd probably pick the tanker. Of course that's ME, you need to decide what's the right choice for YOU. As I mentioned either can pinch hit in the other's specialty, the tank has great damage... for a tank. The scrapper has great durability... for a scrapper.

    One thing to consider, the tanker has more AOE than the scrapper since the scrapper version of fire melee trades Combustion for another single target attack.