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Quote:I tanked for my first Tin Mage this week. The team was trying for both badges, so we only fought Neuron and two walkers. We had to be careful not to kill Neuron before we got the clone badge. I did drop twice during that fight, but by the second defeat my Soul Transfer was recharged again. I shouldn't have died either time, but I'm stubborn about not using my full try of huge inspirations until "I really need it."Out of curiosity, how's your tank do against Incarnate content? If not in beta, then say the clocks in Tin Mage, or if you tackle all 4 AVs at once at the end (Neuron, Bobcat, 2 Warwalkers)? My softcapped Fire tank gets chewed up pretty badly esp at that last fight (and yeah, I finally "get" to use my T9), but my Stony snoozes through like always.
Vengeance buffed Bobcat, however, was just a kitten.
When I tanked for my first Apex, I died once while I solo'd one of the pylons. I got back up and finished it off pretty quickly though. And there was a time where I started Combustion while jumping and landed in a blue patch of doom. That three seconds of animation time has never ever been longer. -
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I have to save this topic for the next time "I know spelled wrong" says she's never wrong.
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My Dark Armor tank has no "Tier 9 Survivability Thingy" and tanks all content about equally well. That's because the way I've built, I have no real weaknesses.
I mean, he has a Tier 9 power. I just never get to use it. -
Quote:I emphasized my preferred solution, mostly because we know the tech exists to make a power behave this way (Kheldian Dwarf Forms).My main issue with click mez protection is that characters that have it generally have at least one other power (hasten) that I'd like to set on auto-fire, so I have to remember to click something, and it gets on my nerves. The issue would be fixed for me if they would either let us set more powers (preferably at least 3 to make my ss/shield brute happy) to auto-fire or make click mez protection act like a breakfree, so you can use it if you get mezzed to get out.
The best workaround I've seen is to bind one of the two/three "auto" powers to either W, Rbutton, or any other key that has another commonly used function.
For example: SR character with hasten leaves hasten on auto and binds W to "+forward$$powexecname practiced brawler"
Now, every time he wants to move forward (which is very often), you will queue up the practiced brawler power. The drawback here is the "power not recharged" sound, but this can be silenced. -
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Ok, you're right that Recharge is one of the things a Warshade wants the most, but you only need enough to make Eclipse permanent. With Hasten running, you've got plenty of overlap, so you have room to back off a bit.
I won't lie, it's still pretty bad. Try this. It uses some creative frankenslotting I talk about in my guide, and uses a few more of the recommended sets.
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Click Mez protections have their benefits and their drawbacks, like anything else. They all cost much less endurance than the toggle counterparts, and they will not be shut off if you are endurance drained.
They do have a weakness to -recharge, but I doubt that's prevalent enough for many players to worry about. They also time and presence of mind to activate.
I'd say they're worth it. -
I'll look at this more when I get home, but AAAAAAH! Why is Eclipse at 47? Move your concealment powers to those higher levels and bump everything else down. And why is it not slotted with resists at all? It does not need endurance modification at all.
Get Gravity Well at 18, Dwarf at 20, Stygian Circle at 22. No exceptions.
Stygian Circle does not need slotted for heal. It heals you pretty much to full with two minions or one boss. It needs end mod and recharge, but don't go overboard. Just two or three slots total.
You don't need Essence Drain or the slots it has. Move those to Nova Emanation. It's your strongest AoE attack. It has a little bit less range and it's a cone, but that shouldn't be a problem.
Again, I'll give this a better look when I'm home from work tonight. I see a lot already that should change. It'll help if you do that before I take my second look. -
Quote:-Recharge is one thing that can really cripple a kheldian, so it's certainly of use... if you get a lot of it. 10% resistance is far too small a number to notice.though I'm yet to be convinced on use of the Kheldian/SoA Slow/-Recharge RES component.
Let's put it this way: I did an all kheldian ITF recently, which means all of us were at 70% resistance to slow by default. I had a winter's gift slotted, so I sat at 90%, which means slows were three times more effective on my teammates than myself.
When we were drowning in nictus, I remember hearing complaints from the team about being slowed. I, however, never dropped below 170% recharge (I have it monitored) and I never lost my perma hasten, let alone perma eclipse.
70% resistance to slow, the maximum allowable from the buff, and we were still noticing the effects of nictus -recharge. I do not think that 10% per teammate is adequate. -
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Too expand on this: They aren't very good as masterminds go. A well played Ninja or Merc MM can still turn difficult encounters into trivial tasks, simply by nature of being a mastermind. It would be more trivial with any of the other Mastermind primaries, but it comes down to a very simple question:
"Do I use a hand grenade or a tiny nuclear warhead to kill the adorable hamster?"
Either way, the hamster ceases to be adorable. -
Quote:You know, I had never thought of it that way, but I kind of like it. Actually, I really like it. That's how the inherent is intended to function, at least.The Warshade inherent, the way I look at it, is "anything you can do, I can do better." You deal damage? I do more. You have better resistances? You'll still die before me.
But we're still brought back to "everything has a cap, and since the warshade can reach that on his own, and ironically, even easier with a team (since spawn sizes will be bigger), what good does the inherent ever do?" -
Sounds pretty good, actually. Send a tell in game so we can discuss.
My global is @Dechs Kaison
Or PMs would work too. -
I'd say this is possibly the best pairing for Dark Armor available. The AoE damage is great. The Power Siphon is great synergy with the damage aura. There are stuns to stack on top of oppressive gloom, and knockdowns abound. The -damage is an incredible way to increase your survivability against hard targets.
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Quote:Oh good, you're back. Perhaps you can answer my question now.There is also the Wedding Band from Peeble's Story arc in Striga. The original version can hard-cap Fire Tank resistances.
The bad news is that the Ouro versions is far less powerful.
Quote:I've played the set. The stun doesn't last longer than the taunt. Where's the problem again?
There are benefits to such an armor toggle that you're completely missing as well. Mobs that are stunned are controlled aggro, but do not count against the aggro cap, allowing the tanker to effectively control more than his 17 mob "limit." -
(( This could be ridiculously awesome beyond levels I've ever seen before.
That being said, I could offer one of your roles, though I'm somewhat doubtful it would fit your plan. My main villain, Dechs Kaison, is the owner/operator of a technological and medical research facility, based in the isles, known as the Kaison Corporation. The facade of his business is a treatment center, finding uncommon cures for obscure diseases.
There are two problems. The first is that it's just a personal SG. I'm quite proud of what I've done with the place, but the actual base may not be grand enough to fit your design.
The second problem deals more with your plot. Dechs has plenty of reason to deal with nanites, as they may be the key to a cure for his own condition, but his design intent would not be sinister in nature. That's not to say he's a genuinely "good guy," though, and if he stumbled upon something that could be used as a disease, he'd pursue it. Most likely just to have as a card to play against anyone who crosses him.
That'd make me feel most comfortable. Dechs develops the virus with no real intent to spread it, but then it becomes stolen by someone who does have the sinister drive to infect other.
Let me know what you think. )) -
Patience is not a requisite for bots/traps. I think all three of my fights were less than ten minutes.
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The fire/dark corr has a good chance, the troller can maybe do it, but that's doubtful.
I'd say go with bots/traps. It can probably solo GMs on SOs alone. I know mine has handled Deathsurge, Scrapyard, and Kraken all this week. I'm not on SOs, mind you, but they were really easy.
EDIT: The key to soloing large targets like that is -regen and -resist. Cold Domination and Dark Miasma can give you that (the dark rez, in particular, for regen). I'm just skeptical that the earth controller would have enough damage. -
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Quote:I've played the set. The stun doesn't last longer than the taunt. Where's the problem again?*points you to: http://zerias.blogspot.com/2010/05/d...elee-tank.html
Try reading through. I took several screen-captures showing the problem with the Stun Aura. -
Quote:I'm curious. What is it about these powers that make traditional tanking difficult?Dark Armor, for example, has both a constant Stun Point-Blank Area of Effect power and a Constant Fear Point-Blank Area of Effect power. While these power's do make traditional tanking difficult... if not impossible, they give Dark Armor a different sort of survivability.
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Quote:I made this thread precisely because of the reasons stated in the first post. Adaptability is the signature of a good player. If the team is doing well, no matter what they're doing, you need to turn off whatever insane voice in your head is telling you that the team will fail if they don't follow your orders.The only thing I find bothersome is that he OP is a wise player who's advice I have grown to trust in some builds. The confusing part is that he would make this post in the first place.
Your job is support, and part of your job (if you're going to do it well) is to figure out how to maximize that support. When your team doesn't need your buffs to survive, then you need to prioritize your efforts on the only thing that will help the team: doing more damage. Adrenaline Boost and Fortitude can be offensive or defensive tools. If your tank is able to survive every spawn, he doesn't bloody need fortitude and adrenaline boost and it would do much better on the damage dealers in the group. -