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Posts
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I don't think you can really take the tanker in a vacuum when determining these things. A tanker doesn't stand alone in these encounters and benefits from the abilities of his teammates; their damage production, team protection and power multiplication means at least as much as a tanker's aggro control.
Based on that, I'd pick the tanker that can get the most value out of those things. Probably WP, Electric or Fire. -
Don't join their team. Trust me on this, you don't want to be on a team that can't do anything without a 'healer'; even if you are an Empath.
If somebody asks me if I'm a healer, I say No. I don't qualify it, I don't argue it. I just say that I'm not; even if I'm playingmy empath. I don't want to team with players that need em. -
It's probably because they rock. In fact, the only thing that rocks more than a Crab or Bane is a bunch of Crabs and Banes.
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In the months after VEATs were introduced, all(or mostly) Arachnos teams kicked some serious ***. Now that epics unlock at 20, have any of you noticed there a resurgence in VEAT teams? I miss them.
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Try a max hp build instead. I found it a much less expensive way to boost my Wp tanker. Capped hitpoints rock.
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The only thing better than having a VEAT on your team is having a few VEATS on your team.
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Okay, I've been pretty creative with the costume editor and power integration with my characters.
In addition to robots, knights and monsters, I have dudes made of living fire, sentient force fields and a voodoo master whose costume while invisible creates the spookiest spectral image I've ever seen.
But it's time to move on and the next step on the agenda: Liquid characters. Now that you can animate tails, Would it be possible to animate other costume elements? Obviously this provides more possibilities than just liquids. Imagine circuitry that actually pulsate with energy. Or steampunk cybernetics with whirring gears.
In short; The City of Heroes Costume Creator is the best in the business. Gimme more!!! -
Cold and Kin also have some nice -regen. Kin gets it early. In fact, when I play a kin, I use Transfusion more like a debuff that happens to heal than as a heal that happens to debuff.
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I'm leaning towards /traps because it's always been my favorite MM secondary, but depending on the exact powers and protections of the various demons I'd also consider thermal, pain and ff.
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I don't really see too much difference in the different kinds of tankers. When you need the most protection, namely when on a large team, there is almost always defenders and controllers to buff and/or debuff. A little more resistance or defense basically makes any tank playable against any foes you might encounter.
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One thing to keep in mind that a MM's pets are extensions of his own hitpoint total. As they die, the MM effectively 'takes damage'. So just like any other character, there is a balance to be maintained between helping yourself(pets) and helping your teammates. Focusing entirely on either one or the other is just as likely to lead to unnecessary team wipes.
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Arguably the best rez power in the game because it's the only one(that I know of) that's useful any time.
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I was under the impression that DB was designed for high average dps at the cost of damage spikes and I was further under the impression that it was very good at that, maybe even the highest average dps of the Tanker melee pools.
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Quote:My 50 Sonic/Sonic halves incoming damage and doubles outgoing damage. What's not to love?How would a sonic/sonic be in a team? would it also be.. ok to solo with a sonic/sonic because of its -res? o.o
His motto is, "I turn heroes into tankers. I turn tankers into gods." -
You also can't go wrong with 2 thugs/traps. More than 2 would be a waste, but 2 of you is exactly enough to really lay down the hurt. What could be more awesome than multiple acid mortars and poison traps on every spawn?
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Quote:Or it could be used in conjunction with a herding tanker...I guess I can see the redundancy in Trip Mine/Time Bomb. However, Time Bomb could still be more useful when soloing. Perhaps a stealthy placement of Time Bomb in the middle of a group? Trip mine wouldnt work in this situation because as soon as you set one, it would go off and not allow for multiple booms. I'm assuming one time bomb does more damage than one trip mine, by the way.
Or in long battles...
Or on an ITF on one of those rooftop parties the Cimerorans throw....
Or against foes with AoE attacks so it has a good chance of going off prematurely...
Or by planting it while invisible, it can be an explosive way to 'pull' foes to the rest of the group...
I'm sorry, I can find many uses for an attack that you don't have to be around when it goes off. -
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My sonic/sonic defender had my 5 best ITF completion times and it's no coincidence. Throw a competent tank, a /kin controller(which you can spit randomly and hit one), my sonic/sonic and any other five players that stay til the end and you'll have a pleasurable ITF experience.
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Quote:I swam there.I remember when CoV first came out one of the brokers was located in part of Port Oakes that was extremely hazardous to get to simply so you could get the paper contact. The twisty turny streets of Mercy Island, full of dead ends, was a pain to navigate. It was so very much not like CoH Atlas/Galaxy/King's Row that it really did feel like a different game.
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I have a 45 FF/Rad and a 50 Sonic/Sonic.
I love my Sonic/Sonic. He's god-like on teams; halving incoming damage and doubling outgoing damage. What more could any team want? -
What I wonder is, for builds that don't need the full power of Stamina, would physical perfection make a reasonable alternative? Would the 1/2 strength be worth saving 3 power choices from fitness?
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Maybe Vigilance ought to somehow increase the power of buffs and debuffs in critical moments. Perhaps that instead of decreasing endurance costs dependent on the health of the party, Vigilance ought to increase buff and debuff power dependent on the health of the party(Defender included). Thus, the more the party needs defending, the stronger the Defender gets.