Dechs Kaison

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  1. Quote:
    Originally Posted by Call Me Awesome View Post
    Hey, I did say:
    I saw "and then there's the resistance sets" and got all indignant. Sorry I misinterpreted.

    Quote:
    Originally Posted by Call Me Awesome View Post
    In every case I know of though we're talking about pretty massive bonuses to get there.
    Well, let's go back to SOs then, where by Arcanaville's calculations (granted, they're from i7 and for scrappers), Dark Armor seems to outperform everything but regen all the time, and sometimes regen. This is without a way to factor in Oppressive Gloom. I'm paraphrasing a great deal here, so I encourage you to read the thread.

    Quote:
    Originally Posted by Call Me Awesome View Post
    Oh, speaking of Dark, I'm working on a Dark/Elec tanker, currently level 24 based on your subtle comments 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.
    I don't have mids here at work, so I can only give general advice now.

    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.

    Quote:
    Originally Posted by Call Me Awesome View Post
    I've planned Tough & Weave for 26 & 28, and getting some endred into Dark Embrace. Later on I'm planning to soft cap for S/L and punch E/N as high as I practically can.
    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.
  2. Quote:
    Originally Posted by CrazyJerseyan View Post
    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.
    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 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."
  3. Quote:
    Originally Posted by JohnnyKilowatt View Post
    Obviously, the scrapper version would get Quick Recovery, since giving stalkers an endurance power is DOOOOOOOM.
    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.
  4. Quote:
    Originally Posted by Call Me Awesome View Post
    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.
    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.
  5. Quote:
    Originally Posted by DeathHarvester View Post
    But now I'm wondering about Resistance Tanks. Does it follow close to the same guide lines as a Defens Tank?
    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%"

    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.
  6. Quote:
    Originally Posted by Genesis Man View Post
    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?
    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.

    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.
  7. Quote:
    Originally Posted by Toony View Post
    About 43 or so before I just gave up. I think I gave up when Cimerora was released. I simply could not solo anything. To this day it remains my worst soloer ever.
    Give my guide a read through, and have a respec ready.

    I promise it'll make a difference.
  8. Quote:
    Originally Posted by ClawsandEffect View Post
    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.
    If you want to get picky, there's all the EAT sets and any Mastermind primary.

    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.
  9. Quote:
    Originally Posted by Genesis Man View Post
    Warshades have a stun in this power, why don't Peacebringers?
    Because the Peacebringer version does about ten times the damage.
  10. Quote:
    Originally Posted by Failsight View Post
    Come on, you don't want to double (or triple or quadruple) stack Caltrops?
    My mastermind doublestacks his proctrops. I'd love to have even more, but the issue is the devs have a thing against duplicate powers. I can't really blame them.
  11. Quote:
    Originally Posted by Switch_NA View Post
    i would like to see something that has to do with physical training or Chi since all ninja's use this and its something that takes a great time to build up and make stronger or possibly meditation
    You mean like the heal, the mez protection, or the Tier 9?
  12. 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.
  13. 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.
  14. 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.
  15. Quote:
    Originally Posted by Black_Destroyer View Post
    Smells like hibernate ^^
    Except hibernate doesn't remove taunt. A good Ice tanker is still getting attacked, despite hibernate.

    A ninjitsu tank (with smoke flash) would quite literally be an anti-tank.
  16. Quote:
    Originally Posted by Zenyth View Post
    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...
    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.

    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.
  17. Quote:
    Originally Posted by seebs View Post
    ... Of course, now that you've got me thinking about this, think how awesome a (much-adapted) ninjitsu/ tanker primary would be.
    *Herds up room, smokeflash, teamwipe.*

    "U n00bs suk!"
  18. Quote:
    Originally Posted by Black_Destroyer View Post
    I think theres another thread on the proliferation of nin. t'would be very nice, but i think it was agreed it probably wouldn't happen due to it being tailored to stalkers. But ya never know, a few tweaks to the set here and there...
    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.
  19. Wait, you think the devs look at this forum? Did you notice which section it's under?

    "For Fun"
  20. Quote:
    Originally Posted by Daemodand View Post
    IMHO [assault rifle] can and should be the least-Endurance using blast set (it isn't very tiring pulling a trigger).
    Hey, I'd like to see how tired you get after pulling that many bullets out of your... whatever.
  21. Dechs Kaison

    Dark Armor

    Quote:
    Originally Posted by Dechs Kaison View Post
    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.
    Argh, I rushed through this, but I'd like to expand a bit.

    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.
  22. Dechs Kaison

    Dark Armor

    Quote:
    Originally Posted by pyrite View Post
    And are there any particular tricks other then the Theft of essence proc in the kick *** heal?
    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.
  23. Quote:
    Originally Posted by Kelenar View Post
    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.
    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.

    Quote:
    Originally Posted by MaHaBone23 View Post
    I seen Tankers eat it in the same battle PBs/WSs survive. I don't recall the particulars, but I know I've seen it more than once.
    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.