Dechs Kaison

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  1. Ok, so it's not just me.
  2. Dechs Kaison

    Dark Tanks

    Quote:
    Originally Posted by ClawsandEffect View Post
    I'm building him as a tanktroller, more focused on making sure the enemy can't do squat than actually dealing damage to them. To that end I'm planning on taking Ice Patch, Cloak of Fear AND Oppressive Gloom. Since the mobs will be staggering/falling down, and/or cowering in fear, I should be able to take them out at my leisure as long as my endurance holds out.
    This is a great idea, although I always feel like the two control auras are overkill. They're both great in their own right, but together they seem a bit redundant. I'd encourage you to try dropping one of them to see if you really miss it.

    Quote:
    Originally Posted by ClawsandEffect View Post
    Incidentally, Dechs, my wife is running a variation of your DA/Fire build and she's absolutely loving it. He's more survivable than her DB/SR scrapper by quite a bit.
    Glad to hear it! Although, I'd be worried if a tank was less survivable than a scrapper (equal budgets assumed), unless it was a fire tank to a non-fire scrapper.

    I'd be interested to hear what the variations are. Perhaps there are ideas I could use.
  3. Dechs Kaison

    Dark Tanks

    Quote:
    Originally Posted by Lady_Adura View Post
    Park in a large mob of Cimerorans and go have a snack?
    I don't AFK on TFs, but I certainly could if I left Dark Regen on auto. My tank has completed MoITFs without support. One time we accidentally left the difficulty on +4 for the first mission. I didn't flinch.

    Quote:
    Originally Posted by Lady_Adura View Post
    Like I said, your mileage might vary. I am not discounting your DA experiences, I just prefer Invul (and I don't recall people looking for DA tanks for MoSTFs, just Invul and Stone)
    This is what I'm seeking to correct. Dark Armor is a perfectly capable set, and in the hands of someone who knows how to set and play correctly, it's a verifiable beast. I've got a Dark Armor tank that has done all the hero Master TFs, and none of them with outside buffs. Please, give the video in my sig a watch. You'll see the kind of potential DA has.
  4. Dechs Kaison

    Dark Tanks

    Quote:
    Originally Posted by Lady_Adura View Post
    Only rarely does my invul get ripped apart by psi (and then it is usually AV related), but as always, YMMV
    I have yet to see something an Invuln tanker can do that my Dark Armor cannot, however, there are things my Dark Armor tank is capable of that Invuln tanks are quite wary of.
  5. Quote:
    Originally Posted by The_Coming_Storm View Post
    Umm Khelds with forms currently have Fitness disabled when they switch into a form... right?
    Yes, which means that khelds with forms are getting a substantial buff.

    You fail to mention how this is a nerf to humans. They get three extra powers. I call that a buff.
  6. Quote:
    Originally Posted by New Dawn View Post
    I wouldn't mind seeing hover with a super low cast time and no recharge time so that Firetanks can Burn and return to Hover quickly.
    ... I think that's already the case. Unless that was the point you're trying to make.
  7. Quote:
    Originally Posted by The_Coming_Storm View Post
    Human form needs the love, too, because I hear you are giving forms the inherent Stamina in i19, comparatively nerfing humans even more.
    Oh really? I wasn't aware that the human only kheldians wouldn't get fitness as an inherent.

    Wait... they do, don't they? So there's not a nerf to human forms after all. In fact, it's a buff.

    Quit your incessant, misguided whining. Please.
  8. It has the chance to proc on you when you use it.

    It can also proc on them when they use their powers. Only problem being that when they use their power, they die.
  9. Quote:
    Originally Posted by Aerospark View Post
    "You miserable piece of junk. The next time you run up and smack anything in the face before it sets off the poison trap and the trip mine I've carefully laid in its path and stand there and brawl three feet away from them, I'm dismissing you and replacing you with a cuisinart!"
    WAY better than what I said. Bravo.
  10. Dechs Kaison

    Opinion, please

    Quote:
    Originally Posted by Myrdinn View Post
    (Not too worried about damage, in the end... keeping the team alive and running is the main goal!)
    Emphasis mine.

    You've got the right idea for sure. Tanks are never going to be top tier damage dealers, but that's not their job. Take damage, keep aggro, don't neglect your damage dealing, but please, for the love of all that is tanky, though, keep the team moving. A good tank can keep up with the team, the best tanks set the pace.

    As a tank, my priorities are: Hold aggro, push forward, deal damage, hold aggro, stay alive, and hold aggro.

    I'm not trying to be condescending or anything. I hope you don't take any of this advice that way; it's not my intent. I only mention it because you mention you main the blaster and aren't a tank often.
  11. Dechs Kaison

    Opinion, please

    Quote:
    Originally Posted by Call Me Awesome View Post
    On the other hand from what I know of Kinetic Melee I can't really recommend it for a tanker. Take that for what it's worth as my personal experience is with a 41 Kin/Shield scrapper on test... it was fairly underwhelming as a scrapper primary. Very long animations and pretty mediocre damage.
    Underwhelming on a scrapper, maybe. I can't really say, but I have tried kinetic melee on tanks and I must say the -damage is a very noticeable side effect.

    Elec/kin will have some great synergy as well. You have the heavy resists, you have -damage to stack* . Further than that, though, is the Power Siphon synergy. Since Power Siphon is a long term build up, it has a greater benefit to sets with damage auras, which elec has. Power Siphon is best with more uptime, and elec has +recharge in the set.

    *Don't mistakenly think that 30% resist + 10% -damage = 40% resist. Doesn't work like that. 100 damage attack. 10% is debuffed, so 90 comes at you. 30% of that 90 damage gets resisted. 63 damage gets through, as opposed to 60 if it were 40% resisted from the start. It's still a great benefit, just not as much as would initially seem.

    The ultimate benefit here, though, is the ability to effectively resist more than the cap of 90%. With Power Surge up, or some other means pushing your resists to 90%, the -damage is reducing incoming damage even further.

    Last thing to mention is that -damage is a very seldom resisted debuff, and not resisted by the PToD.
  12. Quote:
    Originally Posted by Mr_Frost View Post
    I was kind of hoping we would see something more akin to EQ's alternate advancement where it added and enhanced existing power in new and interesting ways rather then just more buffs to your stats. Of course this is the only way I would want CoH to be like EQ.
    It is like that. The one I saw was an enhancement you give to one of your powers (in addition to the six slots you already have in it) that adds some kind of insane damage AoE with a debuff on top.
  13. Quote:
    Originally Posted by Dz131 View Post
    here's how to play MM

    >Jump in head first.
    >throw down buff/debuff depedning on set
    >Spam provoke.
    >win pve (Including solo AVs/GMs)


    Your pets will never pickup aggro and bodyguard keeps you alive.
    Fix'd.
  14. Quote:
    Originally Posted by Mephe View Post
    A nova with 75% resist all would be overpo.... err no wait nevermind.

    Nothing to see here move along!
    Slight nitpick, it's 85% in a warshade, but it's not permanent (without having to drop and reapply), requires 5 foes in range (if fully slotted) and an accuracy check to achieve, and doesn't have mez protection.

    Defense, on the other hand, brings mez and debuff protection with it in the form of not being hit, and since it would come via toggles and bonuses, is always there and won't require an accuracy check.

    Again, this is all theoretical.
  15. Quote:
    Originally Posted by Lady_of_Ysgard View Post
    Assault doesn't take any IO sets, as anyone that has actually looked at the power in Mids can tell you.
    Not my point. What I was saying is that Nova could reach a softcapped state easily, which is (in my opinion) more overpowered than dwarf form doing the same.

    I mention assault because it will stack on top of the inherent nova bonus.

    Further, there was no reason to have such snark in your post. I am well versed in the game's mechanics, thank you.
  16. Dechs Kaison

    More slots.?!

    Quote:
    Originally Posted by Catastrophe View Post
    As for my Dark Armor Tanker... I'll continue 6-slotting it.
    Ha. My DA tank only has two stamina slots.

    Not two extra slots. Just. Two. Slots.
  17. Quote:
    Originally Posted by Bill Z Bubba View Post
    A white dwarf with tough, weave and combat jumping sounds a bit overpowered to me at the moment especially if those powers are cranked up with SetIOs.
    Forget that. Try a Nova with Weave, CJ, maybe Stealth, Maneuvers and Assault, all cranked with IO bonuses.
  18. Have you tried going into the options looking for a "keyboard turn speed" adjustment?
  19. It may be worth mentioning that any AT who has Soul Drain has to wait until level 28 or later to actually get it, while Warshades have access to it at level 12.

    Quote:
    Originally Posted by Von Krieger View Post
    Level 32
    Dark Extraction = Controller Pet
    Well, in concept. In action Dark Extraction comes out ahead of most controller pets, since you don't resummon these. You just rip a new one from your foes tasty delicious corpse. So with good recharge there can be three of these guys fluttering around you, flinging around Gravemetric Snare, Shadow Bolt, and Shadow Blast and joining me in muttering about 10% knockback chances.

    Quasar = Blackstar
    Exactly like Blaster like Dawn Strike is to Nova. Has the ToHit replaced with Slow/-Rech.
    The fluffies don't fling Gravemetric Snare. They appear to have two versions of the first three Dark Nova powers: two single target blasts and the damage cone.

    For Quasar, I believe you meant to say "Has the -def replaced."

    Quote:
    Originally Posted by Von Krieger View Post
    So in short, I don't really have a clue what [Eclipse] is based off of. But it is awesome.
    I agree. Eclipse is a truly unique power and is obscenely awesome.
  20. Quote:
    Originally Posted by Hero_Jot View Post
    Well, they wont be taking hover but yea I agree alot of people will use the new power picks for procs.
    They don't have to USE hover to get the passive +7.5% recharge. My warshade has three powers that he will never ever ever ever use, just to slot LotGs.
  21. Quote:
    Originally Posted by Memphis_Bill View Post
    They'll just have to learn what we Khelds have learned long ago - prioritize your slots, and learn to love powers that can be single slotted (or even ignored.)
    I foresee a lot more people taking maneuvers/CJ/Hover/stealth/whatever for LotG mules, and the self rez in a set.
  22. http://wiki.cohtitan.com/wiki/Purple_Patch

    That's what you really want. The combat modifiers affect just about everything.
  23. I take it on any character that would need help slaying ghosts, which means any heavy smashing, lethal, or negative energy damage character. True, the ghosts are only a problem in low levels, but then again, that's really the only time you need the vet powers.
  24. Quote:
    Originally Posted by Bill Z Bubba View Post
    With I-19, one of the dwarf form's greatest drawbacks, its inability to benefit from fitness, is being removed.

    Obviously, removing dwarf form drawbacks IS an option.
    I would hardly call that one of its greatest drawbacks, but the point is valid. There is still the lack of range, limited damage, and inability to use other pool powers while in the form.

    I could agree with adding some mez resistance. In my experience, I don't find that it is necessary, especially considering dwarf is there to rely on. That said, Kheldians are more melee oriented than even the wildest blappers, so their vulnerability to mez is much higher than other ATs with no resistance/protection. Perhaps they do deserve some inherent defense against mez. I still firmly believe that outright protection should not be considered, but resistance is a great compromise.

    Unfortunately, it takes an inordinate amount of resistance to make a difference. Adding 100% resistance to mez sounds like a huge buff, but in effect only halves the duration of mez effects. I know you're aware of how resistances work, but the problem is making such a sizable number seem reasonable to ask for.
  25. Quote:
    Originally Posted by Bill Z Bubba View Post
    Dechs,

    Calling the lack any mez protection or mez resistance in the human form just so that the dwarf form will have meaning a "smart design" is an opinion and in my opinion not an even remotely accurate one. I'm not stating that it isn't the design, I just don't agree that it's a smart one.

    I agree on voids. I consider them extra XP.

    As far as the passives not carrying over, your statement in bold of "any other pool power" is false. Hasten carries over. Had you left it at pool passives don't carry over, then your statement would have been accurate.
    Mez Protection: Again, dwarf form is there for mez protection, but it has its necessary drawbacks. If the human form had its own mez protection, even a fraction of what dwarf provides, dwarf form becomes "not worth the cost" by a long shot. Even my warshade, who loves the dwarf mire, would probably drop the form entirely if the human form had mez protection. Making a key element of an AT obsolete cannot be considered smart design by any measure. Removing the drawbacks from dwarf is not an option either, as the drawbacks are there for balance.

    True enough that hasten carries to forms only if clicked while in human form, but the power itself can't be used while in a form. I'm still at least half right.