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Posts
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Joined
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Just a thought I had about a Pentad team:
A tank named "Mr. Heal", with a puny physique and a doctors outfit...
A defender named "Mr. Tough", with an huge build and armour costume...
etc etc...
Combine these with "invisible" type powers (e.g. invun armour, grav control, etc) or powers that could be used by both AT (e.g. energy melee for tank and blaster, same blast type for defender and blaster)
Would this give and edge in pentad tournaments? -
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Chilling Embrace - Must-have
Icicles - optional
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Seconded. There is simply no way you can miss CE as soon as it is available. IMHO it is the best power of any tanker set all put together (even Granite). -
Can you use burn in the air? I thought you had to be on ground.
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Cant comment much on axe, but played two ice tanks up to lvl 31 (now deleted) and 24 (waiting for issue 7
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Hoarfrost i would six slot 3 recharge reducers, 3 heals asap.
Get chilling embrace as soon as possible it is the defining power of the set. Only really needs end reducers (slow enhancers dont reduce recharge speed but I have found putting one in helps with managing aggro a bit)
Wet Ice means almost complete mez protection. I think I have been mezzed twice with my two toons in total (except when i forgot to put it on) and that was with large numbers of CoT madness mages pounding away at me. It probably isnt needed till teens, but you will need it by then def.
Permafrost is very very skippable.
Icicles is also something I would put off until you have robust defences.
My personal opinion, although this is highly debated, is taunt is a must by the mid 20s. I got taunt at/by lvl 10 for both toons and have always performed considerably better for it. If you want to be popular and get gasps of appreciation, get taunt. It doesnt even need slotting.
Have fun! -
Ice tanks do have the best taunt aura around, so that needs to be taken into consideration.
Around mid 20s I dont think any tank can rely on aura alone - you start fighting cabal, sky raiders, and lots of ranged foes so taunt becomes progressivly more "vital" (note the parentheses).
Having said that my ice tank is lvl 24, took taunt at level 10 and has had people gasping in awe and playing much more enjoyably -
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I think for a team tank, then yes, taunt is a fairly vital power, not compulsary by any means but can be important. Everyone in CoH has a job to do on a team, and the tank's is to hold aggro. For a solo tank, taunt is less vital but can be useful as a pull. So my answer is... yes... and no.
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Clear as mud on a moonless night -
My advice is take sonic dispersion and six slot it with 3 end reducers, 3 damage resists asap. What a great power! mez resistance and damage resistance for whole team!
Otherwise pretty much what has been said already. And to reiterate sonic repulsion is yuk. -
ooops. all scrapper armour texts updated i see
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ooops. all scrapper armour texts updated i see
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ooops. all scrapper armour texts updated i see
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Just reading the bumf on dark armour set (toying with making a team freindly stalker - rather unusual I know).
The hide description seems to suggest that it will stack with all other stealth / invis powers, unlike other hides?
I thought all hides stacked with stealth anyway?
Anyone enlighten me? -
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. Its auto hit so in a tight spot u can rely on it. i want every posible tool to help me keep my team mates alive.
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And thats the point. Sure, with chilling embrace i can usually lock 80-90% aggo from teams.
But with taunt, aside from ratching it up to 90-100%, I can stop team wipes when the S hits the F. Second mobs, knockback disasters, a few mobs round the corner, teleporting sorcorers/sky raiders, etc. And certain enemies like the cabal are just monsters to tank without taunt.
So my feeling is you are not a effective tank without taunt. The reason is not purely based on the actual power of taunt (which is unquestionably the best in any secondary set except maybe ice slick), but the fact it often represents an attitude of the player. IE I survive first proirity, team effectiveness/survival second priority.
I am ashamed to admit it, but I regularly check tanks builds for the presence of taunt. I am even more ashamed to say that if they do not have taunt by mid 20s I am very very reluctant to team with them.
Come on it is ONE power to pick... and a truly maginificent TEAM power... why NOT pick it?. Its become the exception rather than the rule, and the whole thing leads to a sorry mess of toons who consider their personal survival primary and team effectiveness a distant distant secondary... -
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A really good tanker don't need taunt.
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NO matter how good a tanker you are, you will be far far far better with taunt.
Explain why you dont take it? -
Votes and Opinions Please. Im seeing so many tauntless tanks since taunt was moved to lvl 10 (not that anybody seems to take it anyway) I wondered what people think?
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Yeah hovers not bad for KB protection (unless you get nausea). However, having it on will slow down my manuevrability and is not going to do fury build up much good at all.
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Ok taunt I shall miss
The choice is then between ToF and Shadowmaul.
I could go the airsup/fly route conceptually (not a great fit but nothing is), but I am concerned re being knockedback all the time (even if I go hover/fly), so cj/sj/acrobatics is probably the best.
The choice is the shadow maul / touch of fear:
My feeling is that shadow maul could go. The rationale is that with lightning reflexes (from elec) the overly long animation from maul could be frustrating. I feel like going the very quick, short animation punches to maintain a very high fury and let the DPS do the talking...
Shadow maul (as a scrapper anyway) was good damage and fast recharge but the animation was long long long. With lightning reflexes and everything else charging fast, I wonder if it is worth it... -
In anticipation of issue 7 im plotting my brute: Dark / Elec. Has a kind of "aborbaman" theme
Im going to have to fit in acrobatics + stamina, which means leaving 4 powers out of primary and secondary (in the run to 40)...
What can I leave out?
Electric Armour: Grounded and Conserve Power be my choices...
Which means, what to leave out on Dark Melee?
My initial thoughts on options are:
Shadow Maul, Taunt, Touch of Fear
Does anyone play dark melee brutes and suggestions on what to miss? I want to keep all the "absorb" powers (of life/endurance/buffs etc) in for concept reasons. -
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I'm afraid you're a bit mistaken about the nature of the ToHit calculation, but fortunately we do know quite a bit about it from Dev posts - one example being
this post from Statesman as reposted on our boards by Bridger.
The probability ToHit is:
[[(Base To Hit + To Hit Buffs - (To Hit Debuffs * Combat Mod) Defense) capped at 5% or 95%] * Accuracy] (capped at 5% or 95%, again)
Currently (I6 and previously) enemies had a Base To Hit that was modified by their level and rank. Those modifiers are now being applied to Accuracy instead.
This will have a few effects and should indeed make the likes of SR (out of Elude), Ice Tanks and those who like to Parry or similar somewhat better off against more powerful enemies.
How it works out in practice, of course, we'll have to wait and see. But Defence is still being subtracted from Base ToHit, just as it was before.
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Mebad... didnt sleep much last night. Got my algerbra tangled up.
Principle is still the same tho - you get the same %age damage mitigation irrispective of the level of critters (just like defence). Point I was making was that +5 mobs will continue to hit you more often than +0 mobs however it pans out. -
Well I chose a bad example:
Lets say something like 25% defence:
At the moment:
Critter A has (say) 90% accuracy, so he has a 65% chance "to hit" (90-65)
Critter B has 50% accuracy, so has a 25% chance "to hit"
With Scaling defence (and we dont know the full details yet) accuracy is multiplied by your defence. I suspect this will work as "doubling" your base defence to truly scale (but again we dont know for sure) if this is the case:
Critter A: 90% accuracy x 0.5 = 45% accuracy
Critter B: 50% accuracy x 0.5 = 25% accuracy
IN essence it means that defence always mitigates the same %age incoming damage (like resistance) whatever the level of the critter. At the moment, defence becomes progressively weaker as you face higher level mobs (and bosses and lts who have higher accuracy).
Again, precise details not known, but thats the principle. -
[quote/] I know the thought of standing amongst +4s and firing off aid self like i do so easily in an even mob sounds great but when i get hit i am gonna still have something to seriously worry about.
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+5s will still hit more commonly than even level mobs under scaling defence:
e.g say you have 50% defence.
Vs enemy with accuracy of say 90%, they will have 45% chance to hit you.
Vs enemy with accuracy of say 50%, they will have 25% chance to hit you.
etc etc -
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Only if you get close in PvP.
Dont really use Psi's aoe for PvP much meself, guess some blasters may use short circuit in PvP, but not seen many use it.
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depends, like always, if you are doing a 1 on 1 PvP or a group PvP -
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Super Reflexes is good although I'm not sure how it will turn out with all the talk about apparent changes to defence that I7 is bring.
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Super Reflexes is in for a big time buff in issue 7 - at least when fighting foes above your level (and lets face it we normally do). Given that Ice Armour and SR were both given buffs (?issue6) to try and compensate for defences weakness (ie do badly against boss,lt,high level), I suspect both will be slightly overpowered in issue 7.
And lets face it, if regen has got a big target saying "nerf me" then it should have -
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Super Reflexes is good although I'm not sure how it will turn out with all the talk about apparent changes to defence that I7 is bring.
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Super Reflexes is in for a big time buff in issue 7 - at least when fighting foes above your level (and lets face it we normally do). Given that Ice Armour and SR were both given buffs (?issue6) to try and compensate for defences weakness (ie do badly against boss,lt,high level), I suspect both will be slightly overpowered in issue 7.
And lets face it, if regen has got a big target saying "nerf me" then it should have -
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Super Reflexes is good although I'm not sure how it will turn out with all the talk about apparent changes to defence that I7 is bring.
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Super Reflexes is in for a big time buff in issue 7 - at least when fighting foes above your level (and lets face it we normally do). Given that Ice Armour and SR were both given buffs (?issue6) to try and compensate for defences weakness (ie do badly against boss,lt,high level), I suspect both will be slightly overpowered in issue 7.
And lets face it, if regen has got a big target saying "nerf me" then it should have -
Just a thought - you really need to compare AoE/Single target and secondary effect. Eg Short Circuit has pants damage/recharge/animation time but is AoE and has a HUGE secondary effect...
etc etc