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I'm one of the people suggesting warshades turn the difficulty up to x6. I should be more clear when I say that this really only works when you have a relatively small downtime on eclipse (30 seconds or so).
I completely understand that it doesn't work for everybody, but believe me that there's math behind why it should be easier.
Let's say you're on standard difficulty, so you mostly fight groups of three minions. For simplicity's sake, let's say these minions each do 1 unit of damage. Eclipse can reliably hit two of them, which brings you 22.5% resist (assumes no slotting). Now you're taking 2.325 units of damage from the three minions.
Let's keep the ratios the same and make it six minions, hitting four. Now your resist is 45%, and the 6 units of damage incoming is reduced to 3.3 units of damage.
One step farther is twelve minions, but now you can hit enough to cap your resistance at 85%. The 12 units of damage is reduced to 1.8 units of damage. You will be taking less damage from twelve enemies than you do from three.
This is oversimplifying things a bit, because spawn size increases add lieutenants which are tougher enemies. Even assuming the spawn of twelve does 18 units of damage, though, you'd still be taking only 2.7 worth of damage, just barely over what the three minions do.
This also isn't taking into account the fact that you will have a much larger damage buff from mire, will be able to leverage your AoEs better, and be able to heal more often from Stygian Circle.
There's a good chance you're not actually capping your resistance on the x4 difficulty. Might I suggest giving it one more try, but at -1/x6. Just ensure you're getting enough eclipse food. Then turn it up to +0/x6 if you're comfortable with that. You must find more bodies. -
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Only while you're shifted.
If the proc is in inherent stamina, though, it will carry across forms. -
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Quote:I'm likely to blame as I've been a loud opponent of Peacebringers of late, but that's actually a misrepresentation of my message.Well Double XP weekend is tomorrow and I was considering what to roll for it. I had a peacebringer back in the day and it wasn't so bad but nowadays all I hear is how they're terrible. Can't do anything. Worst class in the game. Waste of time. ETC ETC.
What exactly happened to them? What is so bad about them? I'm just curious because I don't get whats so horrid about them.
They're not terrible or unplayable. They're simply below the balance point. On SOs, and before level 32, they are one of the better ATs in the game. After that point, however, their usefulness pales in comparison to others.
PBs are a hybrid AT. They're supposed to be more survivable than blasters and more damage dealing than tanks. The problem is that everyone is doing everything better than they are right now. Blasters get defense shields and tankers get ranged AoE attacks.
You can make a very good PB with the right investment. If you were to take that same investment into another AT, however, you'd end up with something better. The possible exception is a stalker. -
I'd say it's a great tactic while BM is fighting. As soon as she disappears and you have to fend off the ambushes, though, you should stop with the phasing. Of course, you could still phase the swords, as they aren't required defeats for her to come back.
Also, phase is always fine if the team needs a few seconds to recover. This situation rarely occurs, but when it does, the phase is invaluable. -
Quote:Ok, in this case it's great. But let's go back to the OP where he had full intentions of joining a high end TF and bringing his /rad blast to be the team's debuffer.We're talking Defenders here. The debuff isn't necessarily for you, it's for the level 36 blaster with yellow SOs that you brought along on the ITF. Or the level 15 scrapper from your SG you brought along on your tip missions.
I'm sorry, but he's not debuffing anything in a useful manner. -
Irradiate requires you to hit in the first place, though. If you're having trouble hitting and need the debuff, how do you realistically expect to have the enemy debuffed?
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I have exactly what you're looking for; it's right here.
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Quote:I don't care how much defense you have, without mez protection you'll get hit with a mez. Once you do, your other toggles suppress.The battle maidenites have a mez you cant get defense against ?
I'm actually not aware of any mez attacks that come from BM or her friends, but I'm sure there's a stun or at least some KB in there. Without Rooted or Granite running, you're begging to get mezzed or at least flopped around to the point of uselessness.
I'm all for making Stone tanks that use the rest of their primary set and don't rely on granite. But to suggest that you can tank without mez protection is a bit on the ludicrous side. -
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Quote:Out of this list, the only thing defense debuffs do that tohit buffs can't do better is allowing confused enemies to hit each other more.For starters, defense debuffs affect Mastermind multi-pets, Fire Imps, and Gremlins, who going into +4 missions are swinging at enemies who are +5 and +6 to them. It also makes confused enemies better able to hit each other. It also makes Controller AoE holds more likely to hit.
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Quote:It most certainly is not. They may have the same place in a formula, but in practice there is a very real difference. One of these things does not require a tohit check, is active 100% of the time, and is not subject to enemy resistance. The other is borderline useless.but to say -def has negligible value is equivalent to saying +tohit has negligible value.
Let's fight Mako from the STF. He's the most notorious hard to hit enemy, so this is the chance for your defense debuffs to shine.
Everyone on the team is whiffing because he's got defense. You pop Aim and fire off Irradiate, Cosmic Burst, and some other power in the time Aim is active. We have to assume that Aim is capping your chance to hit, ignore the fact that the three attacks would still have a chance to miss, and ignore the possibility that Mako's AoE attacks could kill you in the time it takes to approach and retreat for Irradiate. Using your defender's numbers, that's a total of 121.76% in defense debuffs. Now, assuming that Mako's defense powers do not include any sort of defense debuff resistance of their own, your debuffs now face a 87% resistance for the 54 AV. Then you have to layer the purple patch that brings your debuffs down by another 52%. You can debuff Mako's defense by 8.73%, so long as you never miss an attack in your chain, which will happen on average once every twenty attacks. I think AV fights last around the time it takes to execute twenty attacks.
Or you could just slot tactics for +18.125% tohit and not run the risk of entering melee range or missing. -
Quote:Probably animal pack, which means it is now too late to make suggestions regarding the packs contents. Letting us know of upcoming content after it is developed - too late for major player-suggested changes - is a common pattern for this game and one that upsets me.Quote:Guy there's a massive sticky thread dedicated entirely to costume requests. Anytime, all the time. You don't need to wait for an announcement to suggest something.
http://boards.coh.com/showthread.php?t=115275 -
Quote:And all that -defense is doing exactly nothing for you. You start off with a 75% chance to hit even cons. One SOs worth of accuracy and you've got yourself a capped chance to hit. AVs are not any harder to hit.Sleet is more of a variety pack, including -def, -res, -recharge, -speed. But it is on a longer timer and has less -def than Irradiate. Sleet up every 19.81 seconds with -41.75% def, can stack twice; Irradiate up every 6.6 seconds with -45.66% def, can stack twice.*
When you're talking about a triple digit recharge IO build, you're bound to have a ton of extra accuracy as well.
Even if you needed those defense debuffs, keep in mind how much they're being resisted. Against an AV, cut all your numbers down to 15% of what you've listed. Your irradiate is doing less than 7% of defense debuff.
Again, if you needed those defense debuffs, they're not going to help you. You need to hit with them first. If you need defense debuffs, you can't hit the enemy reliably to land the debuffs. -
Quote:I'm intending to write The MFing Dark Armor guide (in the same style as my MFing Warshade guide) soon, but for now I'll give you the standard tips I throw out to everyone.I was thinking sort of along those lines, but my only experience is from long ago and usually with sets that exacerbate it's end management problems. Why? I'll never know. What's the story with CoF and OG? Good, bad? Situational tools, always on?
The Theft of Essence proc really eases the endurance problems. With ten enemies around you and this proc, Dark Regeneration is almost always a "free" heal and it often will refund more endurance than it costs. I've even seen it fill both of my bars.
In my experience, you only need one of the two control auras if any at all. Until inherent fitness, my tank ran without either. I believe Oppressive Gloom is the better of the two because it doesn't require any slots to be effective. Cloak of Fear has a useful debuff, but it has terrible base accuracy and a heavy endurance cost.
To my tank, OG is situational. Against things like Council/5th, Thorns, Freakshow and other run of the mill enemies, OG ends up doing more damage to me than it saves. But when you have enemy debuffers (e.g. Longbow, Arachnos), the power is amazing to have.
EDIT: Oh, and as far as knockback protection, get 4 points from an IO as early as you can. That won't be enough for tanking when you get to the later levels, though. There are a few things out there with mag 10 KB attacks that will still bounce you, which means 8 points of protection doesn't help. If you're going for more than 4, you need to get 12. Acrobatics is a solid option if you don't mind another endurance intensive toggle. -
Everyone else covered the KB stuff well enough, I just want to throw out a few more bits of DA advice.
Get your hands on the Theft of Essence proc, which is a chance for +endurance, and slot it in Dark Regeneration. With ten targets around you, it almost always pays for the endurance cost itself, and if you're lucky you can actually fill both bars.
Oppressive Gloom is amazing. It costs health to run (not as much as it protects you from), but almost no endurance. With a single accuracy SO, the power is perfect. Cloak of Fear, on the other hand, costs as much endurance as Death Shroud but has an abysmal accuracy penalty. -
Quote:My tank runs 45% S/L/E/N defense. I only have about 15% global recharge and three 9% accuracy bonuses. My Dark Regen is slotted for accuracy and endurance reduction mostly, and recharges in 17 seconds.Dechs, what are you shooting for on a Dark tanker? 45% S/L def? I assume we want to punch recharge and tohit for the benefit of Dark Regen as well. Frankly I haven't worked up a build for that tank yet; I'm still at the testing and experiment stage before deciding on a final build.
Quote:I think the only way dark would be better than ice is because of the heal. Ive had both and my ice tank feels a ton sturdier than my dark did. I'm hitting around 64% s/l/e/n when EA is used. It feels every bit as tough as SD, given theyre both defense sets and a couple landed hits will do either one in. -
If you haven't done Dark Armor yet, I'd put my vote in for that. Dark/Ice could easily be one of the sturdiest tanks out there. Your enemies would all be flopping, held, stunned, or attacking so slow it wouldn't matter. Add the Arctic APP for even more -recharge.
*This post may be subject to small amounts of personal bias. -
It's going to depend on the kind of results you see. Basically, all I need is a reliable time.
Let's say you use Solar Flare once on three enemies two enemies take 2 seconds to recover, but one takes 4. Common practice is to ignore the outlier as a radical, but there's really not enough data here to say that the 4 second recovery is the radical. Let's say you did this with 50 enemies, and 44 of them took 4 seconds to recover. Now I know with some degree of certainty that the 2 second guys are the outliers.
If you get results that are all over the place, you need more samples. If you get very little variation between samples, then you don't need as many.
That was a long winded way to say "I don't know how many I need." I'm sorry. Just call me Samuel Tow. -
/Rad is a debuff, yes... but it's a fairly insignificant one.
Most people in the game slot their attacks to hit the 95% tohit cap already, so -def isn't doing anything for them.
When it comes to enemies with high defense, you're much better off with tohit buffs. A -def debuff that requires a tohit check is kind of ridiculous. If you need the debuff, it's because you can't hit the enemy, so you won't be able to land your debuff. If you can hit the enemy, you don't need the debuff.
EDIT: If they were asking for debuffs, it was likely to handle the AVs. In this case, what they're looking for is -resist and particularly -regen. I'm not surprised they would have turned you down if what they asked for was debuffs, however, that's not to say I'm condoning his actions. My policy has always been: Any build, any budget, no exclusions.