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I saw "and then there's the resistance sets" and got all indignant. Sorry I misinterpreted.
Quote:In every case I know of though we're talking about pretty massive bonuses to get there.
Quote:Oh, speaking of Dark, I'm working on a Dark/Elec tanker, currently level 24 based on your subtlecomments on Dark's effectiveness. On SO enhancements (with a couple of KB IO's) it's competent, but not fantastic right now. So far the only power I'm on the fence about is Cloak of Darkness... it's a minor source of defense but I've found on other tanks that stealth powers slow down initial aggro acquisition. Yeah, once the aura hits you're golden but you don't get that initial "sight" aggro.
The one IO I really encourage is Theft of Essence Proc. It's worth whatever you have to do to get a hold of one. I'm talking the "emo catgirl selling herself in Pocket D" kind of whatever.
Cloak of Darkness is optional early on, for sure. You can get the same immobilization protection from combat jumping. It's much more endurance efficient than Weave, though, and putting the two together will give you about 16% in defense to everything. Add combat jumping for another 2.5% and you're doing very well for a resistance based set. With the cheap steadfast +3% defense IO on top, you're in the range of defense doing tremendous things for you.
The stealth has never really been a problem for me. It doesn't make you invisible, so once you're close you'll still be seen, especially when you start going all Zeus lightning from your hindquarters.
Speaking of elec melee, it's a combo I wish I had done for my tank sometimes. The knockdown and stuns to stack with OG would have been awesome for survivability leveling up. Once I hit the softcap, this became much less of an issue, though.
I really recommend Oppressive Gloom, doubly so because of your choice of elec melee. I respec'd out of it to be able to hit the softcap, and never really missed it. When fitness being inherent I got it back and I can definitely say it was a worthwhile addition. All those nasty debuffing minions (gorram longbow) are no longer a problem. Ever. The alternative, Cloak of Fear chews up too many slots and too much endurance to be useful to most people.
Definitely get Cloak of Darkness before you get Weave. It has the same amount of defense for less endurance. I don't know whether E/N or S/L softcap is really more important. I think if I had to choose on, I'd keep E/N. At the S/L cap with my 70% resistance to it, I hardly ever need to heal. I'm actually looking into dropping down to 40% S/L to pack a harder punch and get more recharge. The problem with that is how it doubles my weakness do defense debuffs. -
Quote:What I'm afraid you're missing is that most of us are not saying that PBs are not playable, or that "X is better so you shouldn't play a PB."I run across these posts in all of the AT sections, this Tank outshines that Tank or Dominator A is the only way to go versus Dominator B. I know there are a lot of min maxers that play but I always thought the strength of CoX was the variety of toons that could be explored. I have two IOd PBs I use specifically for PvP and TF runs and I also have two IOd WSs I use for different content as well. I like all of them and it just depends on what I feel like playing because they're all fun in their own way.
I know a PB can be built to do pretty well. But no matter what kind of build you come up with, your results would have been far more effective put into any other AT. The comparisons we're making are only with the intention of seeing Peacebringers buffed.
You can say that a PB is a "jack of all trades," but the truth is that every other AT is already a "master of all trades." -
I don't know. I think giving stalkers an endurance power is simply unnecessary. They have fewer AoEs, which are the endurance intensive powers, and they don't lend themselves well to large sustained fights. A stalker's job is to kill things quickly. Much like a blaster, health will usually run out before endurance.
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Quote:I am shocked that you not once mentioned Dark Armor, which can easily surpass the survivability of even your invuln tankers in many situations, S/L damage included.If you're looking for the toughest tanker in the game then you want a Stone tanker. Unfortunately they pay for that durability with damage, recharge and mobility penalties.
Next on the totem pole, assuming a good IO build, is Invulnerability. It's just below Granite Armor for durability without all the drawbacks. In my opinion it's the best all around set.
There's a cluster of tanks in the next rank, some of which approach the durability of Invuln or even exceed it in certain situations. Shield is in the middle of the pack of this group; tough enough if built right with great damage output, it's the best combination of durability and damage output thanks to AAO and Shield Charge.
Generally speaking the pure resistance tankers fall into the next category; Fire and Electric. Given lots of IO defense bonuses they can move up into the next category... with enough bonuses they can move up quite a lot. -
Quote:Resistance tanks pretty much follow the exact same guide lines that defense tanks do: "Add as much defense as you can, until you hit 45%"But now I'm wondering about Resistance Tanks. Does it follow close to the same guide lines as a Defens Tank?
The cool thing, though, is that resistance sets become ridiculously tough when defense is layered on top. Just for an example, check out my Dark Armor Sucks video, or the Elec Armor thread that's in the tanker forum near the top right now. -
Quote:My bad. It's 2.44 times more damage. Hyperbole spotted. Honestly I think it should do at least five times the damage. The PB's blast powers are just too damn anemic.Gravitic Emanation : 17.8 Negative Dmg
Secondary Effects : Foe Disorient (Mag 3), Knockback, -Recharge(20%), -Spd(20%)
Proton Scatter : 44 Energy Dmg
Secondary Effects : -Defense(9%)
So... roughly twice the damage (still not a lot) makes for the tradeoff of having next to no secondary effects? Heck, Gravitic Emanation is a Mag 3 stun, which Shades can then stack with Inky Aspect. PBs only have Pulsar (Mag 2), with no powers to stack it with.
Would adding even a Mag 2 stun to Scatter be so bad?
And yes, having over twice the base damage makes up for having no status effect. I'd imagine doing 26.7 damage (17.8 x 1.5) would be what the power would be reduced to to add the Mag 2 stun. Would you be willing to take away that damage from a PB to give it a stun in its Proton Scatter?
I think I would.
But really, congratulations. You've highlighted yet another reason why PBs are inferior to their cousins, the WS. Warshades have two powers with guaranteed AoE stuns (granted, one is a toggle), and a third AoE power that has a 50% chance to stun and does a ton of damage (granted, that one requires a corpse). The PB has no such capability. -
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Quote:If you want to get picky, there's all the EAT sets and any Mastermind primary.Illusion Control, Ice Armor and Melee, Poison, and Ninjitsu are the only powersets I can think of that are completely unique to one AT. I think there should be more than that, but what's done is done.
But... what sense does it make that the only people who can use illusions are controllers? Why is it that only tanks can defend themselves with ice? Why can't I make a poison corruptor or defender? It just doesn't make sense. -
MFing Warshade. No teambuffs though.
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No. Not even close to a good idea, and would take way too much effort on the devs part. Just give them a Cloak of Darkness clone. Stealthy, little defense, but not a hide.
The real problem with porting the set is Caltrops, since the power is duplicated in weapon mastery. -
I guess, then, that its saving grace is that when you first turn the power on it will check against every enemy in range. Which could be a lot.
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Can't say for sure, but I believe that, like any other toggle, it will only have a chance to fire once every ten seconds.
I have no idea whether it would require that a target be in range or not. -
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Quote:These are clever ways of saying you would like your PB to be on par with the other ATs, and that's OK to say.Despite that, I really wish there was something that could be done to make him...well, not on par with, but just to a point where my friends with their IO'd out characters didn't constantly question why id try and IO out a kheld when I could take all that influence, whip up a scrapper/brute/tanker and do that much better.
I like my PB, I made him in Issue 3, and other than a break to play up a mastermind (My other favorite AT) he's been my main ever since. I just wish he was closer to my friends characters so I wouldn't constantly feel like I'm the pity spot...
Peacebringers are not unplayable or a wasted slot on a team by any means, but they've been punished too hard for their versatility. As things progress into the end game, that versatility ceases to be unique. -
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Tweaks? No real tweaks needed, except maybe to turn hide into a Cloak of Darkness clone, then move it up a few levels and the other stuff down.
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Wait, you think the devs look at this forum? Did you notice which section it's under?
"For Fun" -
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Quote:Argh, I rushed through this, but I'd like to expand a bit.One of the most important things I can tell you is "Don't use the heal unless you're well under 50% health." Too many people panic as soon as the health bar stops being that vibrant green and may actually waste the heal. It's even more important for users of Dark Melee, who get a pretty regular heal in the attack chain.
Until your health hits 50%, you can't judge how fast you're losing it. A good Dark Regeneration happens at 25% health. I know I've managed to time it at 10% pretty regularly while I was leveling up, but that was on a tank. There's a little more room for error.
Dark Regeneration heals almost one third of your health bar. With any kind of heal slotting, three enemies hit is going heal more hitpoints than you have. This means that, once you're in a crowd, Dark Regeneration is only limited by how fast it recharges and how much health you have missing when you use it. To that end, accolades and +HP really help you out.
Dark Regen takes 1.17 seconds to animate, and grants your health 0.25 seconds after that. To get the most out of it, you should be activating the power two seconds before you die. Few people are going to be able to pull this off consistently. Hell, I know I can't. The longer you can wait, though, the better off you will be.
To know how long you have before you die, you need to know how fast your health is dropping. This is why you shouldn't even think about using Dark Regen before your health hits 50%. Without watching your health fall, you can't get an idea how long it's going to take before the last hit kills you.
The best part is that you can be a bit more risky as long as Soul Transfer is ready. -
Quote:One of the most important things I can tell you is "Don't use the heal unless you're well under 50% health." Too many people panic as soon as the health bar stops being that vibrant green and may actually waste the heal. It's even more important for users of Dark Melee, who get a pretty regular heal in the attack chain.And are there any particular tricks other then the Theft of essence proc in the kick *** heal?
Until your health hits 50%, you can't judge how fast you're losing it. A good Dark Regeneration happens at 25% health. I know I've managed to time it at 10% pretty regularly while I was leveling up, but that was on a tank. There's a little more room for error. -
Quote:Damn technicalities. Very true though, I can IO out a PB and play it well enough to survive a lot more than "some" tankers. Put that same budget/effort into a tank, though, and I guarantee that the tank will survive more. I'm not saying a PB should be able to survive as well as a tanker, of course.Well, technically, if it's situations that cause "some tankers" to faceplant, Billy the AE Noob Tanker with his killer 'one armor and survival by spamming Aid Self in the middle of combat' build counts.
I'd blame this more on the fact that the tanker taunted everything. Once he was down, the aggro became shared on the whole group.