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Quote:For what it's worth, my standard practice is to pop Eye of the Magus mid leap towards Lord Angstypants. If it's not an Mo, I usually taunt first, and have it queued up. I drag him over to the green tower so I have a heal target for Dark Regeneration.I'll be making a run tonight with my Shield/Fire tanker; I think pretty much the same tactics I use with CMA should work fine for LR. One with the Shield will certainly be needed for the alpha and while the red tower's up; the occasional insp and Aid Self should handle things once OwtS drops.
I'm not planning a Mo on this tanker's very first time tanking LR just in case something unforeseen happens.
I ask the team to focus on blue tower first, since I actually have more mitigation from defense than I do from resistance. Once Eye of the Magus wears off, I pop one huge purple and orange until blue tower goes down, then keep a huge orange active until red tower is gone too. If it's not an Mo, I usually don't use the oranges. -
If anything can work, then I'm pretty sure that means everything is in fact balanced.
Even if you're a super-squishy blaster, you have ways to deal with aggro. Knock them down, stun them, hold them, kill them.
You don't need heals if you don't get hit or the hits don't hurt. Buffs and debuffs in this game really are that powerful.
It just is. I've been on all tanker teams that just steamroll content, even difficult stuff. I've done an all kheldian ITF. I know that a Master of the Statesman TF has been completed by an all blaster team. You don't need optimal teams to accomplish stuff in this game. Maybe it's just not a difficult game, or maybe it's easy to become a superhero.Quote:But seriously...you can have an all damage team or all tank team or etc.. and still stomp your way across their faces without much of a drawback?
....
Not to be glib, but how is this possible?
When you've got a team of nothing but buff/debuffers, you will see some incredibly awesome stuff. -
The -tohit acts exactly like +defense on your character (and in fact, for your whole team), with two notable exceptions.
1) They have to be affected by it. This means your enemies need to be in range of the debuff and they need to be hit by it. Cloak of Fear has an accuracy penalty, so it takes substantial enhancement to overcome this.
2) The debuff can be resisted. This means CoF will start to lose effectiveness as enemy level increases. 20% of the debuff is resisted by a +2 enemy, 52% by a +4. AVs resist debuffs by 85% before accounting for level difference. -
Trust me, DA and Fire Melee have enough mitigation. The DB knockdowns will be awesome.
A friend of mine runs a very effective DA/DB tanker. It's got a lot of AoEs, and the pretty persistent Blinding Feint buff has great synergy with DA's damage aura.Quote:DA seems fairly solid, especially if you add in some +Def bonuses. DB 'looks' to have some decent mitigation as well, but reading a set and playing a set can turn out to be a bit different than one thought.
Meh, no more heavy on slots than anything else. Each resistance/defense armor only needs four slots, less if you don't care for set bonuses and just frankenslot to death. Soul Transfer and Oppressive Gloom are each perfect on just the base slot. Death Shroud and Dark Regeneration both beg for six slots, though. Cloak of Fear is slot hungry, but I really don't suggest taking that power at all.Quote:Without going into a builder, this appears to be heavy on slots. Is this going to be as tight as I think? Are there any DB attacks that I should stray away from heavy slotting?
You'll have plenty of slots to throw at your attacks. I'd say to make sure you have the Sweep and Attack Vitals combos.
Earth is great, it's what my tank uses. The sleep is a very wide range AoE for grabbing aggro, and it really helps in over the aggro cap situations. The sleep also can give you some great S/L/E/N defense bonuses in four slots. It's always nice to have a single target hold for those debuffing enemies. Quicksand is a great tool as well, both for holding aggro and keeping stunned enemies from wandering. It also has an autohit, unresistable -def effect to it. -
Quote:Something weird is going on here, because I've not seen him ever summon pets before the nuke.I haven't had him summon Banes prior to his pet nuke in any run since Going Rogue dropped, and I've made runs with tankers and without. Apparently something's different with your run.
And I know I ask the team to put all anchor debuffs on the towers just to help them go down faster.
Hell, I wish he would summon a bane for me to heal off of every once in a while. -
Quote:Do yourself a favor and forget everything you learned.One of my toons is about to reach that age where she gets to play with the other boys and girls and I want to make sure she does so correctly. Having played WoW for so long,
Listen to that something.
Any one where you're having fun.
All defender, corruptor, mastermind, and controller (or any sort of mix) teams are insane.
Any one where the leader says "We need X." -
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If you're just bored of the archetypes you've tried, might I suggest rolling a Warshade if you haven't done that already?
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Quote:My Bots/Traps' Aid Other heals for over 400 - that's more than a "top off", that's life-saving levels of heal for any of her bots.Well, you did it. I've been convinced, and just respecced into Aid Other from repair. It caused me to move some stuff around, fiddle with a few slots, but I'm much happier with the build as a whole. I retain softcap to S/L/ranged, my bots keep their softcap to everything, and I even picked up two more +Max HP bonuses.Quote:I went with Aid Other. My experience has been, in a rough fight, topping up three bots in a minute works very well, while a full repair on one of them might not have. A full repair on a battle drone isn't that much.
Ground effects won't bother me. My mastermind stopped using dated methods of travel long ago. Team Teleport is where it's at. "Surprise robot army on your toe!" -
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I can't argue with that kind of ... attitude.
Fine. You win. I'm done here. -
Quote:Glad to see my posts have the intended effect. Dark Armor is not that IO hungry. I spent most of my leveling time in DA on SOs. The IOs I did have, and I will admit to being "hungry" for are the Theft of Essence +endurance proc and some KB protection. Once you have those, DA is capable of amazing things.Dark Armor - I used to have no interest in this set for any character... Until I started reading Dechs Kaison's posts. That man is a convincing person, to be honest. The numbers seem decent, although the set appears to be one that is IO hungry. Which, again, given my pursuit isn't an issue. I like the control tools, they're neat. Cloak of Darkness concerns me from a tank perspective. Dark Regen looks neat, and I like the idea of having Soul Transfer.
Cloak of Darkness is a non issue. It doesn't lower your threat, and even though the stealth does not suppress, once the mob is notified of your presence, it's as if you don't have stealth at all. Gauntlet, AoEs, and even getting close enough all make that stealth effect disappear. Just to enforce the point even further: Cloak of Darkness has not once hindered my ability to gain and maintain aggro.
The control auras (my favorite being Oppressive Gloom) really shine when they allow you to deal with pesky debuffing enemy types much more easily than other tanker sets.
Just remember: If it can't kill you in 15 seconds, it can't kill you. Even if it can, if it doesn't kill you again before Soul Transfer recharges, it doesn't count and you've never lost your aggro.
Edit to add secondary synergies with DA:
KM is a personal favorite, and I wish my tanker had this set sometimes. The -damage, knockdowns, stuns to stack with OG would add heaps of survivability to my already tough tanker. On top of that, Power Siphon really boosts the damage aura thanks to the long duration of the damage buff.
Mace and Stone are about equal with each other in my mind. Stuns and knockdown abound. Dark Regeneration will cause redraw for mace.
Ice would be interesting. I always look to Ice Melee as the pinnacle of mitigation. Everything is flopping, or attacking with the ravenous pace of a turtle.
Dark Melee is (and I know I'm going against popular opinion here) wasted on a Dark tank. Dark Armor already has a great heal, making Siphon Life less needed as a heal. Granted, it's still the second best attack in the set. It's easy to overcome the endurance issues of Dark Armor and DA has end drain/recovery debuff resist, so once the endurance issues are handled, there's no purpose to having Dark Consumption. Soul Drain is an amazing damage buff, however.
DB is pretty. It also has heaps of knockdown and a lot of uptime on +damage to boost the damage aura. Dark Regeneration will cause redraw. -
Empathy has nine powers. Only three heal.
Two could be represented as "heal over time," but the second is generally more useful for its recharge buff.
At most it gets a 4.5/9 for healing powers. I still wouldn't call it a healing set.
Edit: Like Master-Blade says a few posts down, I'm not saying healing or empathy is useless. Never said that. But I do maintain that anyone toting the title "healer" is useless. Even if you're an empath, I want you on my team for much more than just your heals. Please, keep my team's blasters with fortitude and AB, shoot a clear mind at them occasionally, and blast the hell out of the enemy. -
Quote:How about AVs with ambushes? Say, for instance, in the Ice Mistral SF, Apex TF, Barracuda SF, LRSF, Lady Gray TF, and even STF just to name a few.AV's are single targets. After the initial mobs standing by the AV are gone there is nothing aoe based about an AV fight. Please tell me this isn't true.
I've already demonstrated that even though all my awesome fuel is gone, my WS still contributes more to an AV fight than your PB. My Sunless Mire gives me more damage over time than your build up.Quote:During an AV fight with a team all the things that make a Warshade awesome are diminished. Warshade buffs and aoe's are not as effective on a single target as they are on multiple targets.
Correction: Radiation Infection is auto hit, along with plenty of other AoE debuffs (see what I did there?) that are persistent.Quote:-Def is a debuff and other players and pets in this game do not autohit targets so you could never argue that -def isn't a useful debuff.
Listen kid, I've fought the level 54 Captain Mako, and I'll tell you that -def requiring a tohit check is completely worthless, especially when compared to tohit buffs that are so common amongst support teammates.Quote:If you've played the incarnate content you'll notice everything is lvl 54, but I guess its silly to think -def is a useless debuff for a teams facing that content.
Just to be thorough, I've done the Master of Apex without defense debuffs on the team. Never missed them.
Unless anyone else on the team has those IOs. They don't stack at all. I'd rather have a sonic blaster in your place if that's all you have to offer.Quote:IO's are in the game and if I modify my PB to offer -40% resist as a secondary effect in an AV battle I am offering more to my team than my WS could.
-Recharge isn't offensive? Really? So when I'm making Honoree's godmode recharge slower, I'm not helping us do more damage?Quote:-Def and the possibility of -res are a bigger deal on a team than -spd on a target that isn't moving and -rech that isn't helping offensively.
When I'm making Reichsman fire off his deadly 100 mag stun AoE less often and keeping more people alive to do more damage, I'm not helping us do more damage?
You almost win here, except that my WS has just as many holds as your PB.Quote:I know the WS has 2 stuns to offer. If someone else on the team isn't stacking stuns with the WS, then its not enough to shut off that AV's offense and those stuns don't matter.
As stated, my Warshade is just as good against an AV as your PB. So we go from awesome to "as good as a PB" when we get to the AV. Thanks for the insult.Quote:Minor debuffs that increase team offense > debuffs that don't in an AV encounter. Warshades are amazing BEFORE you reach an AV.
One foe is easy to tank and spank. Large numbers that exceed the aggro cap and multiple ambushes of debuffing minions, not so easy.Quote:Maps are filled with mobs therefore the majority of the game is easy to kill mobs. Got it. The greatest challenges of the game are AV's and players. PLEASE try to argue that large groups of lower ranked mobs are harder and more relevant.
I've got one for you, please list the amount of time you spend fighting through the missions in all those task forces compared to the amount of time you spend fighting the AVs in those task forces. I'll wait.Quote:Joe, how can you say AV's aren't a major part of the game? Please list all the Task Forces and Trials you've been on where there wasn't an EB or AV to fight at the end? Compare this to the number of TF's and Trials that have them. I'll wait. You really think people care if you helped kill weak mobs that don't matter and offered less help at the AV? I say they don't matter b/c most of the maps in this game DO NOT require you to kill all mobs but they DO require you to kill a single target (or click a glowie) for completion.
Hundreds of hours of playtime later and this has yet to be a problem.Quote:Dechs, I agree that the mire gives WS's the edge on dmg but that still comes with the risk of entering melee range of the AV to gain that dmg.
For tanking, maybe, but a PB tank is still no where near as good as a real tank. Likely, if your team needs a tank, they don't want a kheldian for that role, and they'd be right. I wouldn't want a PB or a WS to tank for my team (assuming we felt we needed a tank) because that gives us a crappy tank and hamstrings what the PB can do.
You must not have ever played a Warshade if you say something like this. Not only does Black Dwarf have one more attack than the White Dwarf, saturated mires push damage way into awesome. Against an AV, the tank isn't expected to do much damage, and anyway, the kheldian should not be the tank for the team. If it's a tankless team that just wants a beefy guy to taunt the AV, then fine. Both my warshade and your PB will perform the task equally well.Quote:Double-mired terrible damage is still bad damage. Lets not polish a turd here.
Wait, a WS dropping to eclipse is silly, but a PB dropping to heal is safe?Quote:If your tanking an AV are you going to drop out of dwarf to hit eclipse and hit a mire? Sounds pretty silly so lets take that out of the equation. A WS is standing there with that minor heal and a buffing bad dmg. A PB is debuffing -def (and -res if they add procs) and healing for alot more than the siphon life clone on the WS. The PB still reserves the right to safely drop out of dwarf and phase for 2 more heals while retaining aggro. Your WS does not have this option.
Excuse me, but BWAHAHAHAHAHAHAHAHAHAHA.Quote:Also, if I make a Nova form that sitting on 2200 HP with a heal to spare, an 80% dmg buff thats almost guaranteed to increase with a team and I still have a build up available, is your rad blaster going to outperform it? Probably not and it will live longer too. Nova form + build up is 152% dmg and Aim and Build Up are 162% dmg buff. If my PB picks up 1 team member I'm beating your dmg buff and its more sustained because half of the buff is permanent. When your Aim and Build up are recharging the PB is still blasting away with perma build up. Remember Nova ranged dmg mod is higher than a blasters too. Does a rad blaster do more consistent aoe damage than a Nova PB? Your Nuke isn't up all the time so what do you have thats significant? Base dmg on the other rad blast aoe's is lower than Nova form aoe's and 2 of the rad aoe's are melee range. What's more efficient at killing large groups of mobs Dechs? Your blaster standing melee to aoe mobs with less damage, less HP, less heals, and getting hit more often or a Nova sitting on more HP, more dmg, and getting hit less often, hmmm. The Blaster damage cap is higher but your not going to see it without a kin on the team so you'll spend a fraction of the time outdamaging a PB with a Rad blaster.
Ok, Nova form has a higher damage modifier than a blaster. You even have a damage buff. The blasters attacks still all do more damage. Don't forget defiance either.
I beg to differ. A blaster can reach levels of survivability via softcap that a PB cannot reach as easily.Quote:I said that a blaster does more damage than a PB but a PB has more tools to survive. This is a fact.
Survival means nothing if you can't kill what you're fighting. If a blaster survives against a larger group of enemies because he can defeat them all before they kill him, and a PB cannot, who was more survivable?Quote:I understand a great offense is a good defense but survival is about..... surviving. Since I was talking about survival, I don't care about how many mobs you killed or died trying to kill.
Except you're wrong here. Ok, my WS can't PvP very well, but PvP is broken anyway. When it comes to AVs though, as I have demonstrated, we're on equal ground. If one AT does 70% of the game better than another AT, 20% as good as that AT, and 5% worse, don't you see a problem?Quote:Warshades are NOT superior because you feel AV's and PvP aren't important. They are superior at the things you like to do in this game and inferior at the things you don't spend much time on. This is your bias, your opinion, not a fact.
Where was I asking for PBs to be more AoE-centric? I think they are plenty AoE capable, meaning they have the powers. I just want to see them do more damage. Right now it's downright anemic.Quote:If they made PB's more aoe-centric while sharing the same forms and inherent with Warshades what would be the point of a separate AT?
And get some kind of fix for Photon Seekers.
Actually it does. As soon as you said fast TFs, you need to be able to clear large spawns. -
Not only that, but thanks to dual builds, you could have a psy dominator and a claws stalker, both with high defenses and awesome team buffs, all in the same character.
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As I understand it, "Destined Ones" are not arachnos soldiers. In fact, Arachnos Soldiers by definition cannot be "destined ones" and must therefor fiddle with fate to get on the "list."
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Quote:I use repair regularly. I've thought about speccing into aid other. It would work well to top off my bots, but the protectors already do that. Usually, when I need to heal a bot, it seems he's close to death and a little top off won't help. Repair has range, and always heals to full. Then again, repair can't be used on teammates. Then again, who gives a crap about teammates, I am my own army. Then again again, 10 second base recharge is much much better than 120. Then again again again, Aid Other is interruptable. Then again again again again, I have defense buffs coming out of my ears...I'm a little tempted by repair (I could certainly use a giant heal occasionally), but...
I have to say, Gang War and Hell on Earth are totally justified by the 5% defense and 10% resistance procs from the recharge-intensive-pets sets.
See my dilemma? -
Ridiculous amounts. 126.25% before Hasten, if memory serves.
Actually, Dwarf Mire is easier to make persistent than the human version. It has an uptime of 10 seconds and takes only 20 to recharge. With ED capped recharge, the buff is up all the time. Anything after that and it starts to stack with itself.Quote:Dwarf's mire needs little more than good slotting to be a persistent buff.
The Human Sunless Mire has an uptime ratio of 30/120, so it requires 300% in total recharge to become permanent. -
Lot of this "asking for builds" going around lately.
Look, no one is going to do all the work for you. I charge a flat fee of 750 million influence for a build. I figure my time is worth that much.
Then again, you could post your own build and I'll help you optimize it from there. No charge for that. -
Quote:That's kind of my point. When it gets down to the AV in a team setting, my WS is doing just as much good as the PB, even without all my "necessary fuel." If a PB can solo an AV then his argument has half a leg to stand on, but it still is just a minuscule fraction of the game that a PB can do that a WS can't, where the WS is vastly superior everywhere else.And as I said, soloing AV's is a VERY small aspect of this game, and to be honest it also ignores that AV's were designed to be team-oriented foes - ESPECIALLY on an A/T that is supposed to be team-oriented.
Build Up only lasts 10 seconds. To get the most of it, you should be in nova. Thanks to animation times, you only get about 5.5s of use, or around 2 attacks.Quote:Also, how is your WS's sunless mire providing more damage than build up? Against a lone AV (or any lone mob) it provides an 11% damage buff. It lasts 30 seconds to Build Up's 15, so total buff against a single mob is 22% verses Build Up's 72%. Even assuming a whole spawn at minimum difficulty, you're looking at roughly 33-55% damage buff for as long as the minions last.
My Sunless Mire lasts 30 seconds and recharges in 30. It does damage of its own, and doesn't waste most of its duration in the form swap to nova to capitalize on it. Sure it's only 11.25% for one target, but it's always there.


