Col_Blitzkrieger

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  1. Col_Blitzkrieger

    Tankermind

    Would I be correct in assuming the "best"* Tankermind combo would be Bots/Traps/Mace?

    Bots for the Protector Bot bubble. As this is an external buff, this doesn't drop if you manage to get mezzed. Protectors also heal other bots if their HP drops too low from BG mode damage.
    Traps for FFG. I considered Force Field, but FFG seems better for actual Tankerminding because you can't use FF buffs on yourself aside from the PBAoE (which FFG is a portable clone of) and you're meant to keep agro off the pets anyway, plus FFG being an external buff doesn't drop if you get Sleeped or anything.
    Mace obviously to stack Scorpion Shield with the other +Def bubbles.

    Toss in Provoke. So, would this be efficient?
    What else other than bubbles and a taunt do you need for efficient Tankerminding? Do any of the other /Traps powers support tanking particularly well?
    Is it worth getting both of the Presence pool taunts to cycle between recharge and misses?
    Could a Tankermind tank reliably in an 8-man team? Better, worse, comparable to a Brute?
    Which powers would be considered useless in a build like this?

    A lot of questions but it seems an oddball concept with a lot of potential. I like builds like that in games.



    *(Yes I know there's no such thing as "best" but I'm asking for opinions here)
  2. Col_Blitzkrieger

    The The

    Yes, they would.
  3. Col_Blitzkrieger

    CLAWS.

    Hey, if the devs ever make an enhancement that REDUCES the magnitude of Knock* on a power, we'll both be happy. At the moment this is as fair as I can suggest it.
  4. Col_Blitzkrieger

    CLAWS.

    Both old rants and new ones from the Test Server.

    1) Undo the Strike/Swipe animation swap on the US Test Server. I'd suggest a change to the Live Swipe/Test Slash animation itself, but BAB has expressed unwillingness to do so because someone somewhere might actually LIKE the Barrage animation.

    2) Revert the change to Focus' damage, possibly slowing down its Recharge to keep the average level of DPS on Test. It's an oddball power by design and shouldn't suffer from the DPA normalization by losing its main appeal - burst damage.

    3) Make Shockwave do KnockDOWN instead of KnockBACK. This is long overdo. For those among us that prefer to use it for cramming stuff into corners, leave the Knock* value enhanceable, as was done with that one Force Field power some time ago.

    4) Create new animations for alternating hands when using the attacks. "Proliferate" these animations to other sets using the same base animations as well so everyone could enjoy the GutPunch animation used with the left hand as well. Right now Claws feels like the left hand is just for show unless you get lucky with Slash a lot/use Eviscerate often.

    5) Flip the fists in the Eviscerate animation so it looks like we're slashing with the blades and not the back of the claws.

    6) Make Shockwave look more like a shockwave and less like sawblades. Unless the set was intended for Freakshow RP.

    Might add more once I calm down from this silly change.
  5. Defender attacks are not just there to relive boredom!

    Unless you're /Archery.
  6. Bored at work - anyone feel like speculating what the new Rage Crash will bring us?

    Seems we're keeping the 10 seconds of gimp-damage. This is fine as Rage gives us a 2 minute Build Up for ridiculous and stable damage output. The Crash seems a fair tradeoff in the form of a reverse-build up for 10 seconds.

    Well, what else does Rage give? ToHit. A ToHit penalty might be harsh, though - they did remove the Only Affect Self partially (or completely?) so Tankers and Brutes can maintain agro during the Crash. Missing like a fresh alt would hurt that again. So I doubt it'll be that.

    I recall an idea for -recovery which everyone hated, so it never got put in if I recall correctly.
  7. I really wish I understood economics better.

    The general definition of "farming" is for inf, and drops (to sell for more inf), right?
    So farmers increase the supply by farming and selling salvage and stuff. The more supply there is, the lower the prices become, assuming a static demand - which is not entirely realistic but good enough for this model. Right?
    However, the farmers have a reason to farm inf, right? They want to but expensive things like purple sets and Hami-Os and uber-rare Salvage and whatnot. So they get more money than other players by farming and then pay outrageous prices for these - because they can afford it. For the non-farming populace this means that expensive stuff gets more expensive, as farmers gain more inf and outbid each other. Right?

    I try not to think of stuff like this because it gives me a headache.
  8. [ QUOTE ]
    2) RttC is the weakest aura, but because of its low taunt duration, not its tick rate, wich at 1 per second is better than most damage auras (but worse than CE, which ticks 2 per second). As it's taunt duration is so low, slotting RttC with taunt enhancements will not help significantly.

    [/ QUOTE ]Damnit Ced.
    [ QUOTE ]
    K.

    [/ QUOTE ]TY.
  9. Col_Blitzkrieger

    Power Scaling?

    Muzzle flash would look broken AFAIK.
  10. After skimming over some posts here I'm just gonna clarify stuff a bit:

    Taunt itself doesn't appear to cause any agro of its own, it actually multiplies any agro generated by the tanker whose Taunt debuff is currently affecting the targeted enemies by some insane number for the duration. This is why auras + taunt = lots and lots of agro. Without auras you'll have to smack things during the taunt duration to keep the agro - gauntlet helps here though, of course. Without attacking you'll have to keep stuff in your aura. Simple as that.

    RttC is, tauntwise, the weakest aura, as it ticks once per second as opposed to other auras which tick 4 times per second for the taunt roll. Slotting Taunt Durations helps here.



    If anyone finds I've claimed anything wrong, feel free to correct me.
  11. Col_Blitzkrieger

    Mental Resonance

    Empathy is pretty much the Mind-Support set.
    At least that's my impression of it.
  12. In before Villain protest march.
  13. [ QUOTE ]
    18) You know about Lesbian Hellions

    [/ QUOTE ]Please, do elaborate.
  14. What -would- be nifty is if we could choose between the Fire Sword and GFS models, instead of switching between the two, for example.

    Or, in my dreams, not to use any sword at all and use flaming fists instead... I can dream, can't I?
  15. Aim doesn't affect the pets, though.
  16. I also recall them being worried that changing only a part of a set - which elemental weapons are, only a small part of these sets - might get in the way of true power customization, if they ever figure out how to do it. So they're gonna play it safe and not work on elemental weapon customization until they can customize the entire [Elemental] Melee sets.

    Or so I've read.
  17. Considering the usual tone of ED's articles, this actually seems to be praising CoX.
  18. I realise that, though I have to admit I'm not good at the math in these situations as I don't know the exact formulae or how they work in practice. I currently have 2 Acc per attack, I was planning to drop to 1 Acc after this.
  19. This is only my personal opinion and nothing else: That proc is garbage.
  20. My Crab Spider recently hit level 49. Not knowing that power to take, I went for Assault to double my damage bonus from 15% to 30%. My Endurance obviously appears to have taken a hit but I seem to be holding out.

    I was wondering, would it be a good idea to swap out Aim for Tactics and replace an Accuracy in all of my attacks with an EndRed instead?

    Potential upsides and motivation:
    I barely ever use Aim. I just don't get the mental urge to use it on a character that doesn't have any hard-hitting attacks or nukes. The 45 sec recharge doesn't seem to justify the 50% damage bonus for 10 seconds. The 30% from double Assault seems fine.
    My pets are currently slotted with 3 recharge, 2 damage and 1 unique pet IO, each. They rely on TT: Leadership for the ToHit Boost. While they seem to be doing okay, the combat log reports that their chance to hit isn't quite 95% yet, though I'd rather not drop any damage or recharge enhancements. This would help them.
    Dropping an Accuracy enhancement in each attack for an EndRed might reduce the hit to my endurance drain noticeably?
    Then there's the confuse/fear protection and perception, which is always handy, and probably even handier stacked with TT:L.
    As VEATs are difficult to mez I should be able to keep all these toggles up with little to no problem in combat.

    Downsides:
    It's still going to be another expensive toggle to run. Can I handle 6 combat toggles? (All 3 VEAT Leadership toggles, 2 normal Leadership toggles, and Fortification)
    Is it worth the cost?
    Will I miss Aim even if I use it so infrequently?



    Thoughts and suggestions and your own experiences would be appreciated. I'll post my actual current build later, when/if I manage to get it into Mids somehow.
  21. I actually want in-game ads for realism.
  22. Past maximum edit time...
    Add code to make Bosses and up never run/run less frequently until un-aggroed. If not Bosses, then at least Giant Monsters. Ghost of Scrapyard can only be described as "broken" right now.
  23. An "Exit TF Mode" button for the team leader, so teams can quit a TF and do somethingelse/restard it without disbanding.
  24. [ QUOTE ]
    [ QUOTE ]

    Another thing occurred to me as well - how exactly do you SAY 'Sands of Mu?' Is it 'Mu' as in cat noise (mew) or Mu as in cow noise (moo)?

    [/ QUOTE ]ยต

    [/ QUOTE ]^This.
  25. Would it be possible for the mission for the Annihilator badge in the Lord Recluse Strike Force not to lock everyone into a permanent phase shift after a certain amount of time passes? Makes killing the AVs a pain if the set-up phase takes too long. Last few times I tried it, we had to rely on MM pets to finish off Manticore because all the players were stuck.