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Honestly, the only thing you may want to keep would be the case, hard drive & DVD drive. Pretty much everything else in the box ought to be replaced.
For sure you want a Motherboard, CPU, RAM & Video Card... almost certainly you'll want a new power supply as well since your old one probably isn't up to running a new video card.
I'm not sure about your case, lots of manufacturers have tight semi-proprietary cases. The good news though is you can get a decent case pretty cheap at Newegg... last I looked adequate ones could be had under $50.
Frankly I'm not current on the latest hardware; I know the intel I7 series have been getting good reviews but they're pricey... the I3 apparently are considerably cheaper and still decent. Video wise ATI seems the way to go with the 5770 being a popular choice in price/performance.
RAM... pick up 4 GB of it for WinXP... 6 GB or more if you also upgrade to Windows 7.
A lot of this depends on your finances, Father Xmas has some nice guides for a $600 & $1,200 machine. -
Quote:I'm afraid I have to completely disagree with this, in my opinion a team tanker's overriding responsibility is to protect the team first and foremost, THEN worry about dealing damage. I'll say a big HECK YES that a GOOD tanker IS there as a babysitter.For me it is a simple case of mind over matter. I do not mind if the blaster face plants because they do not matter.
Oh, was that rude? Maybe instead I should barge into the Blaster forums and tell them how I should probably interview each one that wants to join the team I am on. After all, if they don't want to consider the consequences of launching numerous AoEs into groups of mobs, I don't want to hear about the fact that they died. Would that come across as less obnoxious?
Tanks aren't your babysitter. If you need one, you may have to ask why your play style requires supervision of another player. While a good tank will do what they can to keep you healthy, it's not their sole reason for being there. If you die, there's only one person to blame. You. Learn to use what tools are available to get out of harms way. Try running. Try carrying purples. Try anything. But don't expect someone out there to be worried about your every constant move 24/7. You aren't entitled to demand how others play.
Yes, I do feel very strongly about this, and I have from the moment I rolled up my first tanker. If I'm playing a tank you better believe I'm doing my best to hold aggro and keep the rest of the team alive. A blaster who doesn't have to worry about aggro is much more effective at killing the mobs quickly; I'll handle the aggro while he handles the damage. Seems like a fair trade to me.
There are limits of course, I can't do anything about the squishy who runs the opposite way from the group into another room of baddies but anyone who's with the rest of the team can count on me doing my best to keep them alive, that's what I'm there for. If I'm playing a squishy then that's the kind of tanker I want on my team. I've no use for a "tank" who refuses to at least try holding aggro. -
Dangit Junior, I've TOLD you to close the dimensional rupture when you come in the house!
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest. -
Unfortunately this is nothing new... I've seen horrifically bad tankers since issue 3. I've been on teams like you're describing with one of my squishies and it does boggle the mind.
I always play very conservatively on a squishy on a PuG until I see what the team is like. If we have a tank I watch and see how he does for a couple of spawns and adjust my tactics accordingly. If the tank's useless, as maybe 40% I see are, then I assume I'm responsible for anything I may attract and play like I'm solo. If the tank's able to tie his shoes, but may have trouble with walking and chewing gum at the same time I bump it up a notch but stay cautious. If the tank's competent, and maybe another 50% fall into that category, I'll cut loose and not worry much about aggro. On the rare occasions when the tank's highly capable I ignore aggro altogether and go full out.
If I'm playing a tank I always assume that anything that gets past me can faceplant the squishies on the team so I make it my job to see to it that it can't happen while pushing the pace as much as the team can handle. I personally know a half dozen other players who I have absolute confidence in as tanks and maybe another couple dozen or so who I can count on to manage aggro competently.
This isn't scientific by any measure, but my impressions of tankers I've teamed with breaks down something like this:
- 40% are worthless at tanking, with maybe 10% of those being unbelievably bad.
- 50% are competent at taking the alpha and reasonably able to hold aggro.
- 10% are good tanks who can handle the aggro a team will generate easily without forcing everyone to wait on them... they effectively lead the team and almost never allow aggro to splash onto the rest of the team. A few are excellent.
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The most durable and fastest killing scrapper I've played so far is my BS/Shield... it's fully capable of actually tanking the ITF. Tanking the STF would be a bit tougher, but I've never had an issue playing that scrap as a main tank on the ITF. It also outputs some really incredible damage.
As much as I've enjoyed both of my regens I wouldn't take them on a Master run as first choice... they're too vulnerable to sudden spike damage. You could manage it, but if you're playing a scrapper to it's maximum effectiveness (in other words, on the edge of disaster) there's MUCH less margin for error than in some other sets. True there's a bit of that with a soft capped shield, but usually the random number generator doesn't hate you several times in a row giving you a chance to react. When things go bad on a regen it's usually over too fast to do anything about.
This presupposes that you haven't soft capped your regen of course... my BS/Regen probably could make an adequate showing with his 35% Range/AOE and soft capped Melee def. Unfortunately it's a choice of the BS/Regen or the BS/Shield for me and the shield wins that comparison. At least it does at 50... if I exemped down into the <35 range the BS/Regen is superior. -
Well, you need some work there. Invuln can be second only to Stone in survivability with the right build, with an ordinary build it will suffer though. I'm assuming you're working on a new character, not one you've already leveled to 50? If that's the case you may want to check out my basic guide to the first 20 levels. It will help you with the important powers and give you pointers on when to take them.
Later on you may want to look at my soft cap guide to maximize your tanker's durability and effectiveness. Let me welcome you to tanking and hope you enjoy your stay. -
I run with a dual monitor setup now, although at the moment COH is only on one of them with Herostats, Ventrilo and anything else useful on the other. I certainly wouldn't mind the ability to run COH across both monitors; but what I'd appreciate even more is Bill's suggestion of being able to have all the text on the second monitor... that way I don't have to choose between having a chat tab up or seeing what's going on around it.
So I'd put a big "heck yeah" on allowing COH to display properly over multiple monitors. I also dislike the crop top and bottom it imposes on a standard widescreen but I CAN live with it if I have to. -
Quote:It is for any reasonably competent group... most of the time you're just sitting in the reactor room waiting for the next spawn... and waiting... Oh, we have baddies at door #3, kill kill kill, where's the next spawn... waiting...Off topic - it's easy now? I've never done it. I've never been short on respecs. But I just convinced... er... forced a friend to get a trial account, and he's already made a few minor errors in his build (slots in Brawl, for instance). One of the things he was complaining about in <other MMO> was being forced into pick up groups with stupid people. So when I saw build mistakes, I was worried that he'd have to run a really difficult trial with a pick up group, and end up hating CoH for the exact same reason. Sounds like it's a piece of cake now?
A PuG of all newbies and/or extremely low damage might find it a problem but I haven't had any difficulty in years. Oh, setting the difficulty slider to "11" would cause problems but in general any team capable of running typical missions successfully can handle the respec.
Oh, and your buddy with the borked build? He can use his second build as a "ghetto respec" to correct his mistakes; he'd just need new enhancements... not much of an issue in the low levels anyway. -
Quote:I'd put SR higher than WP late game... it's as survivable on less inf as SD. Early game it's no contest, regen would be number one as far as I'm concerned with the defense sets struggling. WP is weaker in the low levels since one of the biggest problems is endurance and regen gets QR at 4 while WP waits until 20.Leveling up:
1)Willpower/Regen
2)Invulnerability
3)Electric Armor/Fiery Aura
4)Dark Armor
5)SD/SR
Late/End Game - low level enh (so's or mild io's)
1)Willpower/SR/Inv
2)Dark Armor/Regen
3)SD
4)Electric Armor/Fiery Aura
End Game - Pimped Out
1)SD
2)Willpower/Inv
3)Dark Armor/Regen
4)SR
5)Electric Armor/Fiery Aura
Just my opinions, don't flip out if you don't agree, lol. *Note - I have not played electric armor on a scrapper, and haven't used it since the heal was added, just going by the numbers and seeing it in use by others on that set, so I could be off on that one.
Once you manage to get a defense set above roughly 25% def it really starts to shine, but before that it's fairly weak.
My only experience with WP is with a Fire/WP brute I took to 50 but it struck me as being fairly squishy even with moderate IO bonuses. Admittedly I didn't have a real pimped out build for it due to finances redside and IO availability but it was a decent mid-range IO build. It felt squishier than my 2 regen scrappers (both 50, one BS/Reg, the other Spine/Reg) to say nothing of my BS/SD scrapper.
So... if I were rolling a new scrapper I'd have to decide what I intended. If I wanted to try a primary I hadn't played and didn't know if I'd take it the distance? Regen is my top choice since it's strongest early. If I'm looking for a late game powerhouse then Shield is the top choice. Invuln would be a good choice in the mid-game, particularly with moderate IO bonuses added in. Frankly WP wouldn't likely make the cut with me... having taken that Fire/WP brute to 50 it just didn't show me any real reason to take it over other choices. Of course YMMV but that's the feeling I got from the set. -
Quote:Ah yes, I well remember that. Even today Regen is a good performer... I consider it about the best performer in the early game then leveling off in the mid-20's to mid-30's as the other sets start to catch their stride. Late game Regen is still capable but sometimes outperformed by other sets.It was a common joke for about 2 years that every issue /regen got nerfed... AND it was still the best scrapper set. True or not, I think that was still the general belief until IO's came along... and even then it took 4-5 months before people started to figure out how to use really take advantage of IO sets.
Of course you can build around the problem areas with judicious IO bonuses and power selections... my first scrapper, a BS/Regen, is currently sitting at ~30% defense to all and soft capped Melee in addition to ~700% full time regen and a bit over 120% global recharge. It's highly durable and a good damage dealer.
Back in issue 3 (where I came into the game) conventional wisdom was that if something couldn't kill a mature regen in 10 seconds it couldn't EVER kill it. -
BS/SD all the way... I had mine above 35% defense by level 32 and soft capped by 42... it was a helluva ride.
I haven't played a FM/WP scrapper, but I do have a 50 FM/WP brute and there was no comparison... the brute was much squishier than the BS/SD scrapper and didn't have as much damage. AAO really is THAT good, and you've Shield Charge, Whirling Sword and Slice for AOE attacks. My BS/SD at 50 does ~750 points of damage with Shield Charge (saturated AAO+BU) and well over 200 with Whirling Sword as the follow up. After that nothing but bosses are standing and maybe the odd LT who was missed by one of the attacks.
By the way, a soft capped BS/SD scrapper is fully capable of tanking an ITF for an 8 man team... I've done it several times. It's a bit more work than using a true tank but it can be done. -
Likewise, and I didn't roll up my first regen until issue 5 so I missed out on the "window of uberness" of toggle IH.
Oh, and Uber, HO's stayed at the 50% level until a fair way through issue 4... CMA didn't hit 50 until week one of issue 4 and I vividly remember 6 slotting Seismic Smash with the 50/50% Nucleolus HO's and how incredibly hard it hit. Then we got the first pebbles of Nerfageddon with the HO nerf, followed closely by the GDN of issue 5 and ED of issue 6.
The issue 5-8 era wasn't the best of times... we were told that all the nerfs were needed to allow for this new shiny IO system that was coming soon... it only took nearly 3 years to arrive. Most of us who were here for all the chaos still aren't happy about how it was handled.
I will say that the current game as it is now really is better than it was in the glory days, and the Dev's were probably correct about the need for the nerfs. The huge time delay though between the "nuke it from orbit" nerfs of issue 5-6 and the eventual restoration with the IO system was way out of line though. On the other hand, that was in the Jack Emmert days.
Well, I guess I've well and truly derailed the thread, so I may as well go all out. How 'bout them <insert sports team of choice>? -
Quote:I used to use Unstoppable fairly frequently prior to the issue 13 buff to Invuln and IO sets; now that I've soft capped my Invuln I no longer have or need Unstoppable.Hi I have been playing the game for a few months and have recently started playing a tank. If you wouldn't mind I could use some basic strategies for playing a tank as well as specific powers that I shouldn't pass up. Also I have a few specific questions. Also I have chosen Invulnerability and Energy Melee.
1) How good is Unstoppable an do you usually die after it wears off?
If you find the power useful, and I'll certainly admit it has it's uses if you don't have soft capped defense, there's a few things you can do to mitigate it's crash.
- You can only use it against foes that your team will be able to drop in under 3 minutes. This pretty well negates the penalty since you won't be in combat when it crashes... it does force everyone to wait after the fight until you crash & retoggle.
- You can eat a couple of large purples and/or oranges when you're ready to crash... pop a blue after the crash then dull pain and you should be able to continue on.
- You can get the "Ethereal Shift" temporary power... this is a 5 use CLICK phase shift power. Simply taunt the baddie just before you crash then click Ethereal Shift and wait out the crash and recovery in perfect safety. This is one of the many temp power recipes that you can find in Wentworths, usually very cheaply.
Quote:2) How do you manage when you have a scrapper who continuously breaks from the group and runs into his own group?
Blasters, Defenders and Controllers are the ones I usually concentrate on protecting, Scrappers usually can take care of themselves and also usually know what their limits are.
Quote:3) Do you kill 1 bad guy at a time or do you continuously look around aggro any baddies that are attacking your teammates?
I always have the camera zoomed out so I can see as much of the battle as possible, if something turns away from me toward the team I see it and can do something about it.
Here's a tip, always position yourself on the far side of the baddies from your team, that way all the mobs are looking at YOU and have their backs to your teammates. By doing this you keep any AOE's from splashing on your team and you'll know immediately if a mob turns to attack the team.
Kind of like this:
(Team->)........(Enemy->)(<-Tanker)
Quote:4) How do you hold aggro of a large group. I have taunt and use it and I have a taunt aura but it still seems like te bad guys spread out to my teammates.
- One approach is to do a quick lap around a group to get their attention and then break line of sight by ducking behind a wall, pole or any convenient obstruction and let the mobs come to you. This is known as "Corner Pulling". It works quite well and is the easiest way to clump baddies but it does have the drawback of being slower than other methods. It also tends to get disrupted when a Controller suddenly immobilizes everything while they're chasing you and spread out... I don't recommend this method on PuGs for that reason.
- Another method that I frequently use is to jump into the middle of a group and then jump behind them. This is a quick & dirty method that will get most of the attention, toss a Taunt on anything that doesn't pay attention to you.
- Sometimes I just use the quick lap around a mob then stop behind them, that also works quite well, particularly for a group that's relatively compact already.
- You have an aggro cap of 17 mobs... if there's more than 17 baddies in the group some of them will be unaffected by your aura and taunt. Keep this in mind while you're tanking, once you have your 17 new best friends you'll have a lot of trouble getting the attention of the Blaster's new friends.
- Taunt will only affect a maximum of 5 targets at a time, the mob you targeted and up to 4 others around him. By targeting different mobs with Taunt you can spread the love around.
- Your aura only affects an 8' radius around you... in practical terms that means only about 6-8 baddies maximum will be in your aura at a time. Move around a little to maximize your aura's effectiveness... Invincibility's aura will last 17 seconds against even level mobs so you can effect more baddies than will fit in melee with you. By the same token your attacks also have a small AOE taunt effect, by spreading your attacks you spread the effect.
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Indeed, a few months ago I was running a baby Warshade, level 15 ish, with some buddies running the Maria Jenkins arc and had a Hecatomb Damage drop. Needless to say that WS is pretty well set for inf now
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Quote:Dunno, I've rolled up Long Tall and Ugly, then found I couldn't get the look I wanted... really wish there were better pistol models. The Desert Eagles are the only ones that look decent. I wanted a pair of Colt Single Action Army 45's! Wah!Whats the best DP name you've seen so far? For me it would be . . .
'Getting DPd Hurts'
Kidding aside I imagine we'll get more options once GR actually goes live. I can hope anyway... -
Quote:Well, we all have a different definition of what's a good server... if you want the highest population then it's either Freedom or Virtue. Be aware that Freedom does tend to attract a larger number of rude players than most. Of course there are a lot of very good players there as well, but with high population comes a higher number of players you'd generally prefer to avoid.I just opened my account today and haven't even started the game yet. What is a good USA server to start on? What is the big difference between heroes and villians?
any suggestions or help would be great.
thanks,
Geremy
Virtue is usually a near-dead heat with Freedom population wise and is our unofficial role playing server; you'll run across a number of players who prefer to play "in character" which if you aren't familiar with it can come across a bit confusing.
Personally I like the Guardian or Pinnacle servers... they're both mid range or slightly below in population and tend to have good communities. While you unfortunately find jerks on all servers they're pretty rare on these servers.
I'd suggest picking a server and seeing what it's like, you'll find good people on all of them who'd be willing to show you the ropes.
The way the population goes on the servers:
The server on top of the list is the last one you logged into.
Below that is the lowest population (at the time)
At the bottom are the highest population, again at the time.
Villain or Hero is really up to you... the Heroside population is double or more the Villainside though so that may be something for you to consider. Also I consider the Heroside zones to be considerably easier to navigate... Mercy Island (the Villain starter zone) is rather difficult to navigate. I have played both sides and have level 50's on both sides. I still prefer playing Blue (Hero) side.
Assuming you play a Hero I'd suggest rolling a Scrapper as your first character... they're the most straightforward to play. See the bad guy, run up and punch him in the face until he drops, then get his buddies. Simple, direct and you'll have enough survivability to be forgiving of new player mistakes. After you've learned the ropes you may well want to play a different type of character and that's perfectly ok, you have 12 character slots per server to experiment with.
I started with a Scrapper as a first throw-away character, then rolled a Blaster (which I didn't like at the time and eventually deleted around level 22) followed by my namesake Tanker who became my first level 50. Over the years I've played every AT heroside to 50, several multiple times. All AT's (AT = Archetype; - Scrapper, Blaster, Tank etc.) can be a lot of fun to play but some will seem to click with some players while others don't.
One thing to keep in mind... death isn't a disaster, you WILL get killed and you'll recover from it. Sometimes it happens because you did something stupid (and ALL of us do that on occasion, even 6 year vets) and sometimes it happens because a teammate did something stupid... it happens frequently because of simple bad luck as well. Just pick yourself up, dust off and give it another try. The "penalty" for dying now is so small that it's really pointless... you get XP "Debt" which has to be paid off. What that means is you'll get 50% XP until your debt is gone, and that debt is usually gone in a matter of minutes.
Welcome to the game, and enjoy your stay. Many of us have been here for years... several have been here since Beta. I've been here for over 5 years now myself and I'm still having fun. Apparently there's something being done right in the game -
The Field Analysts/Fateweavers have had their options changed; you can fine tune your settings from -1 mobs to +4 mobs and your team size from 1 man - 8 man. You can also select weather or not you want to fight Bosses and if you want to face AV's.
About the team size, if you're solo you'll get spawn sizes appropriate for the size you listed in your difficulty settings. As an example let's say you set your "team size" to 6. When solo you'll face spawns sized for a 6 man team. If you're teamed with 4 other players (team size of 5) you'll still face spawns for a 6 man team. On the other hand if you're on an 8 man team you'll face spawns for 8... the difficulty setting is overridden by your larger team size.
It's not as complicated as it sounds once you figure out the options. The Analyst will ask you:
- Change the level of foes you face (-1 to +4)
- Change the number of heroes you're equal to (1 to 8)
- I do/don't want to fight bosses (If no you'll get LT's instead)
- I do/don't want to fight AV's (If no you get EB's instead)
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IMO, the important powers for a Stone tanker are:
- Rock Armor
- Rooted
- Mud Pots
- Earth's Embrace
- Stone Skin
- Granite
I generally find that I'm fine tanking for small teams with just Rock/Rooted/Stone Skin (and Pots of course) with the occasional EE when I bite off a bit much. Larger teams or more challenging mobs will see Granite come out but I much prefer avoiding it if I reasonably can. Of course a dead tanker is worthless so Granite's there when needed.
My two Stone tankers are a Stone/EM and a Stone/Fire, both are 50. Of the two the Stone/Fire is MUCH superior in every respect; frankly the Stone/EM hasn't been logged in except for day jobs since shortly after the nerf to Energy Transfer. I prefer running either CMA (Inv/Stone) or Granite Flame (Stone/Fire)... they live on different servers. BlarneyStone, the Stone/EM also lives on Guardian with CMA and can't really do much that CMA can't do as well or better.
Bear in mind that my comparison of the Stone/EM and Inv/Stone are with a lot of IO bonuses figured in... if you're on straight SO's there's no comparison; any Granite tanker is easily capable of surviving nearly anything without a single IO slotted. -
It sounds like overheating to me as well, CoH is notorious for stressing components and if your cooling is marginal you could easily find your vid card/CPU spiking in temperature.
That GTX 295 is a really hot card in more than one way; it's also very power hungry. I'd hope that Alienware put in adequate power and cooling but I've heard a few horror stories since Dell bought them out.
Looking over the specs though that machine should run Ultra Mode VERY nicely. Ensure that your CPU/Vid card fans are unobstructed and turning and check the temps while the system is running... Nvidia has a decent app for monitoring system temps on their site for download. -
Quote:That's actually a very valid point; while we, the gaming population in general, understand that abbreviation I see where it's a bit... well, crypticI've read it I think you misunderstood me.
Here I have an example about information handling; the guide to powers on cityofheroes.com.
Scream
Your Scream can cause serious damage to a target, while weakening his resistance to further damage.
Damage: Moderate (~DoT), Recharge: Moderate
Available at level: 1
'DoT', I know what DoT is but just for a second I will act as a potential new player that want to read up about the game before considering try it out. He/she has never played an MMO before in her/his life. I can't access the forums, I don't know about the wikia.
There's no explanation on what DoT is on that page. No footer or anything. How will I as a new player know what DoT is? My other guess would be that as a european who doesn't speak english as his first language it may or not be clear. But wouldn't it be nice with a explanation right there? And say that I am a european and bad at english shouldn't the language be written so it's easy to understand? While you do not have the same problem with handling long text on the web page as you have in the game why not just call it 'damage over time' to clear out misunderstandings? You can even write it like this in a sentence: "damage over time *(~DoT)" and explain in the game why you can't use dual pistols without a pre order code. Minor complaint but you get my drift.Not user friendly.
It's not about the people who are currently playing the game, it's about the people who are new to the game and to the mmo genre. And that's what I mean with not being user friendly.
Other then that this is a great game with a lot of potential. Work on the presentation and the introduction and it would be even greater.. Of course, the original developers of this game certainly were Cryptic most chances they got. DoT... what's the Department of Transportation have to do with an attack anyway... on second thought never mind
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Abbreviations shouldn't be used in the actual game information without somewhere spelling out just what it means. While we instantly understand AOE for example someone unfamiliar with the term wouldn't have a clue that we're talking about something that affects multiple targets at once.
I also think it's an excellent idea to have a mouse-over popup on the new powersets saying something along the lines of "only available to players with the Going Rogue expansion". -
Quote:I'd say that a decent PuG would average roughly 2 hours for the STF; more typical PuG times would be in the 3 hour range. A good team who knows the TF and has a good mix of powers and experience probably knocks that down into the 1.5-2 hour range. Getting much below 1.5 hours requires a very good team who really knows what they're doing.It all depends on who you run it with. A PUG may take anywhere from 1.5-2.5 hours (it could be longer, but that is a safe estimate). If you have a group of friends who run it constantly, have a good mix of ATs/powers, and speed it? You can drop that down to 40-50 minutes without using temps.
With temps (remember that it takes time to gather those), I know it's been done in ~33 mins. That was a while ago, so it's probably been done faster since then.
The STF is one of my favorite TF's in the game; it's also the most difficult heroside. -
Quote:As Ribic mentioned slotting AD with Membrane Hami-O's will do the job... my BS/Shield scrapper has capped DDR when AD is double stacked. This isn't a cheap method unfortunately, but it does work.Hi All,
I've got all of the Shield powers that offer resistance to defence debuff (Battle Agility, Active Defence, Grant Cover) but I'm struggling to reach the 95% cap.
Is it possible on a Shield?
Active Defence is 3 slotted with recharge and I also run Hasten - with Active Defence double stacked I'm at about 85% but this falls back to 65% when it's not.
Any ideas?
Thanks -
Quote:I generally have no problem with LR on my Inv/Stone tanker, even without any support from the team. I've found it's easier tanking the STF with my Inv/Stone than with my Stone/Fire tanker, strictly because of the mobility issues inherent in Stone Armor.Hi, guys.
It's been a while since I busted out my Invul/SS tank, and I'm feeling the itch to try him on the Statesman TF.
I've done the Statesman TF on my 50 Stone/Stone Tank, so I know how hard Recluse can hit before the Damage Tower goes down.
My Invul/SS Tank has Tough, but no special IO sets to speak of.
Any recommendations on how to handle the Big R? I'm thinking that you'd pretty much have to lure him into chasing you rather than stand toe to toe ...
There's three rough spots in the STF as a tanker; first the fight with Aeon, then Ghost Widow and LR. Taking these in turn:
1. Aeon. One of the mistakes commonly made with him is leading off with the Tree temp power then having him be untouchable for a few seconds and ignore your taunt. The problem is that he doesn't raise his shield until he aggros... while the Tree power WILL drop his shield after he raises it even if you lead off with it he still gets several seconds of protection.
The easiest way around this is to have your friendly controller drop a pet, ideally Phantom Army on him to eat the alpha then you can follow them in and hit the temp power AFTER he's aggro'd and raised his shield.
2. Ghost Widow. For Ghostie there's two basic strategies... either stay at range of her to prevent her from using her heals or make sure everyone in melee, including yourself, have near-soft capped negative energy defense. Remember her heal must hit in order to work, and all of her damage is negative. Personally I always want to get GW out of the way first; she's by far the most dangerous of the patron AV's and you really don't want her to suddenly decide to crash the party.
3. Lord Recluse. If you don't have outside buffs such as sonic shields or force fields then your best friend is your inspiration tray. My basic loadout for LR is 10 medium/large purples, 5 large oranges and 5 large greens. While the Blue tower's up you need 75% defense to floor his accuracy... if you're soft capped at 45% normally then one large purple per minute is enough. While the Red tower's up he hits like a truck so the oranges can come in handy... I always pop a couple in order to handle his alpha.
I HIGHLY recommend staying in melee with LR; one of his ranged attacks is a truly nasty endurance drain... it can and will drain you dry in one shot. The good news is he won't use it in melee. Likewise Invincibility interrupts his Bane summon so you won't worry about hordes of 54 bosses appearing while the team kills the towers. Best of all though is to have one of the defender/controllers toss a toggle debuff on him, this WILL prevent any Bane summon prior to his 20% health "pet nuke".
My strategy for LR is to eat 2 large oranges, one large purple and jump into melee with him. I taunt, then withdraw slowly to the corner behind the green tower while someone else tosses Rad Infection on him. (Snow Storm, Darkest Night and other toggle debuffs work equally well.)
While I'm holding him in the far corner the rest of the team kills the Red tower then goes on to the Blue, Yellow and Green. Once the Red tower drops you can stop worrying about orange inspirations and once the Blue tower drops you can stop maintaining purples. If LR gets through with a big hit then pop Dull Pain. If he gets you again use a Green. Unless your team has severe problems with the tower you shouldn't run short of purple or green inspirations.
Anyway, if you build your Inv tanker to the defense soft cap you'll find that you're nearly as durable as your Stoner; the only times I've had problems on the STF were when the repairmen were bugged a while back and the team couldn't kill the Red tower. After almost 10 minutes of them trying and failing I ran out of purples & greens and dropped.
Summarizing my LR strategy:
- Pop 2 large Orange and 1 large Purple and jump into melee, taunting and leading him into a corner. A teammate's toggle debuff on LR prevents any Bane summons. Taunt on Auto is a good idea here.
- Maintain 1 orange and 1 purple until the Red tower drops.
- Maintain 1 purple until the Blue tower drops.
- Once Red & Blue are gone you can let the inspirations expire.
- Dull Pain is available for when LR gets lucky... if he gets lucky again eat a green inspiration.
- Once all towers are gone keep LR pointed away from the team while everyone takes him down as normal. Remember he has a small radius PBAOE that will hit melee behind him... squishies should stand back.
- Drop him like a bad habit and enjoy your shiny new Centriole.
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Quote:Whew, I've always regarded Ghostie as possibly the single most dangerous AV in the game with her three heals, one huge, and that absolutely broken MAG 100 hold. I'd say soloing her definitely counts as an accomplishment, she's easily capable of wiping any STF team if they aren't very careful. She's perfectly capable of one shotting a Granite tank.1 correction about my build, I don't have the panacea in health.
I killed my first AV, solo, today!! Ghost widow. not sure if she is considered one of the harder AV's to solo but she went down. I died once and got lucky because phantasm had a decoy out. The decoy kept her attention long enough for me to revive and get my phantom army out.
Congratulations. -
Quote:Coincidence? Unpossible!Mace is another good choice, IMO; it has lots of mitigation in its KU/KD attacks and a guaranteed stun attack which is also the most damaging attack in the set. Mace's probably falls behind Stone in ST damage, but it has excellent AoE attacks and slightly lower endurance consumption than SM.
I note, however, that my primary tank is a Macer, and I believe your namesake tank is Stone Melee, C_A_M. Maybe not so much of a coincidence, hmm?
Anyway, I haven't played a mace tanker since way back when the set was terrible and even then only into the teens so I didn't think of it actually. Thinking about Mace as it is now I can see it being a good choice; a bit less control without the two AOE knockdown powers but considerably more AOE damage.
Hmm, maybe I should give Mace a whirl (pun intended) sometime. Now primaries... hmm.
Damnit, the last thing I needed right now was yet ANOTHER alt. I just got through rolling up my 6' 4" white rabbit Fire/Storm controller named Hare Drier.