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Posts
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You sure youre not referring to endurance modification?
(Which modifies the rate of endurance is regained (just like Stamina)) -
You need a level 50 Hero to be able to create a kheld, not a villain.
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ok, guess I looked at it as just a damage aura which then used Gauntlet to achieve the taunt effect.
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Just an idea Shannon, but wouldnt it be better to put 2 or 3 accuracys instead of damage in mudpots.. since twice the damage of poor is still just 'less' poor and mudpots is useless as a taunt aura if it -doesnt- hit..
(well, useless might be to strong a word, so lets call it -less useful- instead)
oh, and welcome to the tanker forum pol. (id prolly go for */fire tho, as it got lots of AoE that could help with aggro grabbing) -
1. you picked Barrage?
2. You SLOTTED it?
I think that sums it up..
I started a EM brute myself the other day, although picked EA instead, and can only agree on the insane end usage pre-stamina. -
ive got steamy mist on my level 30ish storm/elec defender for two main reasons.
1) when soloing, which Ive found I get to do pretty often because your not a 'healer', I can use it to stealth to the end boss or glowies, get the mission bonus earlier and up xp/minute (if your into that kind of thing)
2) in teams it can get the team closer to mobs before attacking letting the team pick out their targets before starting the fight. Getting clearer line of fire-zones.
And lets not forget about theres always someone in the group that runs to close, gets spotted and might start the fight before the whole team has arrived. SM is one of those powers that might prevent such things.
That said, its not doing much IN combat as defense, but dangit! its one of the few defenses you have!! -
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Not a lot of ways to go wrong with this, except picking the first attack (yours are much better.)
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Energy punch is bread an buttery but i'd personally definately would replace it with air superiority (not saying its a must do). In damage overtime terms they are identical although air sup has a longer action time and more endurance cost but the -fly on an AV if no one else has -fly can be useful for all the grounded melee people to keep attacking. Its a personal preference thing as many people do have -fly anyway just like immobs and holds which are also useful on an AV but the -fly is "OMG" precious to someone like me (If i didnt value hurl id of got fight pool thats how precious). Tactics can change to suit without it though. This sounding rather like a guide other than "this is my build, like it or lump it" like i would do, it maybe worth highlighting for something a little extra and also "-FLY Rawks in pvp" if you cant fly yourself.
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Absolutely 110% agree with Shannon on this issue.
When doing the croatoa task force and hunting for Mary MacComber (which is a AV who flies for everyone who hasnt done it btw) there was some trouble finding her for all the earthbound heroes, I found her with Cuffz (whos a flying tank btw) pretty far up and told the rest of them team of her whereabouts.. AS made her drop to the ground as a ton of bricks and let us take care of her.
Another fine point with it is that it gives you an ability to keep a Boss more or less perma 'flipping' in the air with a attack recharge or two, letting you solo purple bosses without them even getting a single scratch on you.
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Whirling hands, an aoe disorient (even if minor) a hit 10 gauntlet is very "in" the must have section to me too. In terms of survivability (disorientating up to 10 so they do nothing for 5 secs which could be a quarter of the fight duration) and reduces fight duration (you've taken hp of 10 foes and so the group goes down quicker) and gauntlet (its poo in my eyes but i wouldnt want to be without it.
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I like WH as well. When surrounded by a large number of mobs it lets you use Gauntlet on so many more to help maintain aggro. -
Since Invince give such a good to hit bonus, I would call this rewarding to a more 'active' and 'punchvokery' style while Ice are a more 'passive' by having an aura that damages and slows down opponents for you.
Pick the one that suits your playstyle. Sticking some taunt enhancers in Invincibility doesn't hurt though. -
Streekz01 did a good job and i was honoured to be part of his team
Till next time I hope more people have prepared themselves a raid costume though: Its not something that matters to those who have state of the art rigs to play on and doesnt experience any lag. But not all of us have this luxury, so a bit of consideration for other players goes a long way. A chain is never stronger than the weakest link. -
Its hard for us who reply to this yet as we dont know what it is you have trouble with except trying to play it like a brute... which is not enough information to go on to be honest.
What I can tell you however that since Tanks are less offensive than the Brute, you will have to rely on the team to do most of the damage. But the flipside of the coin is that your teammates will have less defensive abilities than you and so rely on you as well to keep them alive. And thats where I think youre having problems because this is something that is harder for the INV tank pre-invincibility (which you cant pick up until level 18) meaning you more or less will have to spam taunt rather than just go in punching like you're used to.
My advice is to solo or just stay in smaller teams until level 18 where you get your aggroaura that will let you play more in a way that i think you are used to. -
Is this a 'MSU' event or a 'JSU' event?
(Must Sign Up or Just Show Up)
Never done a Hami raid before, about time I guess.. -
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thought i added a third heal to DP, must have seen wrong.
i know energy punch isnt the best attack in the world, but dont you reckon it could fill the attackchain better than Whirling?
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That I cant answer, I fill out my attack chain quite nicely with Air superiority. And i dont even have Hasten.
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on ET, maybe keep the end and set an Acc instead of the recharge? come to think of it 20 secs isnt that long for such a heavy hitter, and with hasten even less
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I think I run with 2 acc, 3 dam and 1 recharge redux on ET. Im following the Credo of "It doesnt matter if you six slot for damage, if you dont hit, you dont do any damage at [u]all[u]"
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another thing about ET that i'm just curious about, how much HP does it actually use?
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hardly noticeable, Its so small I usually forget there is any Health cost at all.. -
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02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(7) Heal(11) Heal(13)
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one more heal in this.
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24) --> Energy Punch==> Acc(24) EndRdx(25) Dmg(25) Dmg(31) Dmg(33)
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this is a pretty weak attack, and i have noticed you have left out whirling hands....
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35) --> Energy Transfer==> Acc(35) EndRdx(36) Dmg(36) Dmg(36) Dmg(37) Rechg(37)
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my own personal preference in this would be to put another Acc instead of end redux since i want this heavy hitter to hit when i use it... however, as i see you have hasten its understandable to put in a endredux and skip out on accuracy as you will be able to use it more often.
other than that, it looks pretty solid and similar slotting to my own. -
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okay..
stamina is supposed to be 3slotted (20,21,21) but the trainer went wierd and moved the third enmod to SS when i copied the text
about unstoppable, accoarding to the planner (sherks) the base resist is 70% with 3res enhances it around 100% how can that not be worth it?
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Because you have forgotten to count in the other toggles like unyielding and temp inv to the resist. These are still kept running at the time you hit unstoppable and thus adds to the resists, which puts you over 100% on all resists bar psi with a single resist enhancement in Unstoppable, -
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You get invited to teams and is expected to be the main tank with your dwarf even though there are one already (because your better at it)
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Signed!
(actually... on occasion, we *ARE* better at it)
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this has more to do with some 'tankers' being utter [censored] at it rather than Dwarf being good..
PuGed lately? -
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Yea.. for the flying Inv/ tank, AS wins hands down tbh..
Not if your /ss or /stone and you dont fly.
I repeat:
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Yea.. for the flying Inv/ tank , AS wins hands down tbh.. -
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Last night i was in a team with a inv/ss tank who only had 3 from his primary and this at level 23...
As i recall he had unyielding, resist physical damage and temp invulnerability..
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shocking
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I know!
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He hardly used his toggles as they cost to much endurance..
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He only has 2!
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His words, not mine.. i was just as shocked.
at least it wasnt like the 37 that didnt even had unyielding.. i had to tank with my peacebringer....
and when i say 'tank' naturally i mean i had to take the alpha and hit antagonize and dwarf flare as soon as they had recharged and punchvoke all the time to try to get as much aggro as possible.. as that is more or less my limits of 'tankin' with Dwarf without a taunt aura. -
Last night i was in a team with a inv/ss tank who only had 3 from his primary and this at level 23...
As i recall he had unyielding, resist physical damage and temp invulnerability..
He also had hover and fly and just about every secondary SS power..
He hardly used his toggles as they cost to much endurance..
The rest of us, me, the tank as well as someone else who also had a high level tank gave him some advice to think of for the upcoming respec im sure he was planning.
But then one tank laughed at my advice about Air Superiority insted of hover and told him to "pick Superspeed" instead..
Well thats where I draw the line of giving advice on builds..
Maybe the guy wanted to play a flying tank.. if thats the case why tell him to pick SS (or superjump or teleport for that matter, myself i plan on SS on my Stone/fire tank even though everyone tells me Teleport is the only way to go for Granite)
advice should be given to help someone build their character so it suits their playing style is what i think.
Inv/SS or Inv/EM for that matter tells me the player wants to play a Hulk or Superman school of tanking, throwing themselves at the opponent and bash away, not herd 17 mobs and then drag them around a corner and read a newspaper while the team kills off the mobs.
So naturally i advice on how to improve THEIR build, not turn it into something else.
How do you give advice?
DO you give advice on how to make it better from the players point of view, or from your own?
Be honest now.. -
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I never bothered with Tough and Weave myself, because:
1) when soloing I dont have any need for them, not even on invincible.
2) when in a team I expect the support ATs to actually support me, either by healing or debuffing/buffing or just take their 'share' of the aggro.. Either way, again, I have no need for them.
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This is how i feel, but on another post i had said i may get weave again because im tired of asking people to do things so that they are actually useful lol. Weave will reduce the need for other AT support. As far as share of aggro goes all of my scrappers have taunt, thats to get the bosses a tank is least likely to want to have to deal with on top of the rest of the mob. As a tank its only with scrappers id want to share aggro with. The rest damage mitigate or in the blasters case multihits the hell out of everything killing fight duration.
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Yes, Scrappers was mostly to what i was thinking of when i meant 'sharing aggro' but also to a certain point blasters in the sense of 'killing off the bad guys' even if its only 1 enemy at a time.
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Oh and pick up air sup. instead of hover and drop energy punch.
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Yeah keep AVs from flying so everyone can hit them on the ground.
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I dunno about that, to me that one more attack in the chain to punchvoke, do a bit of damage as well as the added bonus effect of juggling the enemy preventing them to damage me or flee is just as good as grounding that Outcast Boss flying overhead zapping the non flyers so that the SS scrapper can slice him up with his katana.
Whereas Hover gives a measly defence bonus, slowing you down so you cant run after that mob the nrg blaster just shot 10meters away from you and giving you a knockback resistance that you already have with unyielding..
Yea.. for the flying Inv/ tank, AS wins hands down tbh.. -
You get invited to teams and is expected to be the main tank with your dwarf even though there are one already (because your better at it)
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ive got a level 14 katana scrapper, (female as it is)
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I never bothered with Tough and Weave myself, because:
1) when soloing I dont have any need for them, not even on invincible.
2) when in a team I expect the support ATs to actually support me, either by healing or debuffing/buffing or just take their 'share' of the aggro.. Either way, again, I have no need for them. -
Its ok dude, forgotten and forgiven.
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swap hover for air superiority.
drop energy punch
move slots in barrage to air superiority
consider adding accuracy in the damage dealing powers like energy transfer and total focus when you can spare it. These powers have wonderful damage dealing capacity, you dont want them to miss.
arh, and also, you really dont need more than one damage resist in Unstoppable anyway.