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I have not called him a bad player. I stated that anyone playing a kheldian the same way they play a scrapper is doing it wrong. I'm sorry, but that's how it is. A kheldian is simply not a scrapper.
My first reply to Mod Noc was constructive criticism aimed at helping someone avoid a problem they are experiencing. I made no initial mention of his apparent laziness until he became obstinate and refused to accept that his strategy might be the source of his problems. -
Quote:Incorrect. I stated that if you (being the generic 'you') play a kheldian the same way you (same generic 'you') play a scrapper, you're doing it wrong. I made no assumptions about your (no longer generic, this time I mean you, Mod Noc, because I haven't prefaced this statement with if) playstyle.First you tell me I am playing my character I have been playing for 5 years the wrong style.
Incorrect again. I stated that the power is not the root cause of the mob being spread out, but it's (debatable improper) use is.
I'll tell you what's bad form. Bad form is coming into a discussion with a whiny suggestion and stating that you are too lazy to read through the rest of the discussion where your suggestion has already been discussed. -
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Quote:Your experience differs from mine. I never see negative comments; sometimes I'm even thanked for my use of Solar Flare.I dont feel like reading everything everyone wrote, but I just wanted to say I rather have Solar Flare be a Knock Down and not a Knock Back. I have experience negative comments on using that power on a team.
It helps to think of it like a knockback power that does damage, not as a run into the middle of the mob and smash power. If you're playing your Kheldian like a brute/scrapper/tank, you're doing it wrong. -
Quote:This I can explain. Queue up a power well out of range of a mob so you don't actually execute the power. Now press Tab. You'll notice the queued power is flushed from the queue because a new target has been selected.The relationship between targetless powers and targets seems to have some quirks, on my SS/Shield/Soul brute I notice queued attacks getting cancelled when my target dies regardless of whether the target is actually required for the power to activate. Not really relevant to the topic, but throwing it in here to see if anyone else has noticed and investigated a bit further.
Quote:Turning knockback powers into a liability merely takes an average player without experience.
I'm a good player on my tank or my warshade. I'm a terrible player on a brute or a scrapper. -
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I believe you meant to put this in the brute forums?
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Quote:I have a comment about this. As a Dark Armor tank, I often "stealth" to the end of the mission because of the in-set stealth power.Why do I play Tankers? Well I just love the feeling of tanker stealth....
Tanker stealth = "ya i know you can see me, I just don't have it in me to give a ****!"
I later realized that this stealth power is often negated by leaving the damage aura on while you "stealth" through the middle of a mob.
Oops. -
Quote:This is stupid. Only one of these is a benefit that KD has over KB, and it's a questionable one at that. I see it as a downside that I cannot reposition mobs with KD. The other three points are things that KB does better.Yes those are true...I just like the benefits of KD more:
-Keep mobs in position, ready, willing, & able to receive next round of AoE's from self & team.
-Knock Down mobs and help to draw aggro away from softer targets(due to damage)
-Buys time for other teammates powers to recharge such as AoE's, heals, holds etc.
-Mitigates damage to a lessor degree than KB(fair trade imo)
Quote:With a KB Enhancement in Footstomp for example you will generate enough force to change it to KB from KD. Isn't this a more appealing way to handle such a power?
What about the guy who likes things doing knockback? You've now taken that away from him, and he has to slot for KB if he wants it, which takes away from his current 1ACC 3DAM 1END 1RECH slotting. Or even if you're frankenslotting, that's one less slot you can use for procs or maximum enhancement values. And forget about getting the sixth set bonus from melee PBAoE sets. The same is true for any power that does knockback right now, not just solar flare.
There are also players who like knockback and slot for knockback who would also incapable of doing what they do now. You would reduce the knockback after enhancement and they can't use the powers as they used to.
Don't forget that high level mobs resist knockback. Sometimes you need a lot of knockback just to do knockdown.
Dwarf Flare and Footstomp do KD only. I believe this is because they don't have a set of ranged attacks like the human PB does. If footstomp or dwarf flare caused knockback, you would have to run to your target. Potentially you could be immobilized or slowed and unable to keep hitting them. When in human form, you can use ranged attacks on the foes that get knocked back. This is part of the intelligent strategy I've been talking about. You have melee powers and ranged powers. 2/3s of your melee damage attacks knock them back. I'd imagine it was designed that way so you could make use of your ranged attacks until they get back to you. -
Quote:D'oh! I can't believe I missed that. Thanks.The Dark Watchers in RotC won't do much for ya, and you already have 5 1.5% healths w/o it.
Quote:Ice patch won't need an End Red. I'd move that slot, add a Kismet and drop your LotGs down to 3 per defense power.
Drop the Numina sets to 3, the % heal does nothing for you, and the % added to your regen is nigh insignificant. If you're really bothered by the regen loss slot a common IO in the 4th slot and save a few million.
Thanks for the input. -
Because it was a necro'd thread.
You know, he kinda explained that in his post in the thread.
There were over two years between posts. Now, I understand that someone had a question related to the original question, but that's now how things work on these forums. For whatever reason, the mods don't like thread necromancy.
EDIT: Also, you can send a PM to Mod12. Just click his name; the drop downs include "Send a Personal Message to Moderator12." I just tried it. I didn't press send because I don't have anything to say, but the boards let me get that far. -
Quote:Hold on there. No one ever said they needed to be defeated to manage aggro. This is just one extra tool in the arsenal. My Dark Armor tank took Soul Transfer, and as you can see in my video, I have no problems handling +4/x8 Malta without it. I don't care how tough the FA tank is, I'd still suggest fitting Rise of the Phoenix in the build.That's fine, I just don't want to ever team with them, because I don't enjoy the company of Tankers who need to be defeated to manage aggro ;] (+4 / aggro cap mobs, not -1 Radio missions).
I have outlasted and outaggroed every type of tanker in the game. I also have to be killed twice before anything can hurt my team.
I'm not aiming for defeat. I take these powers because despite how well I play or how well I build, fecal matter happens. When it does, I like to be able to get back up without missing a beat. -
So that WP/dark I talked about a while ago just got rerolled into a WP/ice. I wanted more AoE than just Soul Drain to help with the aggro generation, and I really didn't need the siphon life or the dark consumption. The ice-ing on the cake is that it makes for a better concept.
I think this build will end up more survivable because of the knockdown, holds, and sleeps. This build also was able to fit in my favorite ancillary power, [Salt Crystals]. I'll be able to stack sleeps and I won't have a damage aura instantly breaking it.
HP is capped, softcapped to S/L/E/N. 88 HP/sec with one foe in range. The damage won't be incredible, but that's ice.
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EDIT: Also, can you tell me about ice patch? How well does it work? I've heard the target cap is 5... or was that burn and ice patch is ten... do the foes already on their butts count towards the target cap? How, mechanically, does the power work? Does it pulse every second or something like that and just hit the 10 "closest" enemies? -
Quote:The aura's taunt does not stack. It merely refreshes every tick.Aura-wise, you're looking at a Mag3 taunt for 1.25 seconds vs. Mag4 taunt for 13.5 or 16.9 seconds. IIRC, taunt auras tick every two seconds? Anything other than WP stacks at 2 seconds, again at 4 seconds, 6, 8, 10, and 12. That's at least seven stacks for any non-WP (Invuln stacks at least two more). Tough to beat a Mag4 effect stacking that often. On the other side of things, you have a Mag 3 taunt not stacking.
Few people realize, however, that threat is a function of taunt magnitude as well as taunt duration remaining. The RttC taunt is weaker by two metrics.
Willpower tanks are by no means gimped when it comes to holding aggro. Streetlight is correct that if all other things are equal (including player skill) the willpower tank will not have aggro, but who cares? Few damn teams need a tank, let alone a second one, and the willpower tank played well will be just as good as any other tank played with similar skill. -
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Quote:Fixed.There was this one superman comic that was set when he first debuted as superman. He had to go into a volcano and tunnel some rock so that it didn't explode.He didn't know if the lava would kill him and remarks to Johnathan that he is always worried about 'will this next thing be able to hurt me / kill me?' , so yes it seems viable for an invulnerable character to think that way. It's when they stop thinking that way that they get over confident and die.
I've said this before: I fail when I doubt myself; I'm defeated when I become arrogant. -
Quote:The mobs hit and direction they are flung is a function of where everything was the instant the power begins activating. Even if something moved during the short animation, it would still be affected as if it hadn't.It is a PBAoE melee attack, if using it in melee range of multiple targets that have a tendancy to cluster round you during the animation time is "improper" then there is a bigger problem than the player "doing it wrong".
I know this is true because I've activated things like Combustion in the middle of a jump, landing yards from all the people that it hit when the three second animation finally ended.
If the player is mobile during a fight and not mindlessly following and button mashing, that player will find himself able to activate this power on the fringe of the mob, knocking them into walls or corners or wherever he damn well pleases.
Quote:Good normal resistances, can hit the 85% cap to everything in light form and have two heals on top? It might not be your primary job, but you certainly can tank in human form if you want to.
Without provoke, no PB in human form is a tank. Even with it, they are barely so.
Quote:~4 seconds to get back up and solar flare cycles in around 7-8 seconds? Ok, not perfect but they're still in the same AoE radius while getting up so often die to the team's damage before getting up twice.
I'd like to point out that I never claimed there were no downsides. You, however, put forth downsides that only exist because of negligent, ignorant and incompetent players. It is those perceived downsides which I have refuted. -
This is why I picked up [Salt Crystals] on my Dark Armor tank. I have been able to jump to the new mob, put it to sleep, jump back and never lose the aggro. As soon as the first group is manageable, I jump to the sleeping group again and start picking up the new aggro.
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Quote:Imagine that, a tool used improperly can cause damage. I had no idea the scissors would cut my hand! They're meant for paper!-Throw foes apart making it harder to hit them all with other AoEs.
Quote:-Throw foes away from you where they can lose aggro and go after squishy teammates.
I didn't realize Solar Flare recharged fast enough to keep mobs flopping in place and never get up. -
Quote:Contrary to common belief, you don't need Essence of the Earth inspirations to take down the Hamidon on a Master run, but they certainly help.I'm gonna attempt this for the first time this weekend. Any strategies or pointers for handling Hami? We usually just speed run and don't care about deaths, but that's the only spot that has me worried.
The most important thing is to not take out the pylons until the only thing left is the Hamidon Nucleus. While the pylons are up, the Hami nucleus aggro range is severely reduced.
I usually do the mission without deaths by accident. The usual thing to do is aggro the Rikti around the pylons and drag them across the hami. This sets up a lot of chaos and you can usually take out the yellow mitos before they realize you're there since they stay aggro'd on the Rikti quite a while. This is risky unless the guy doing the aggro-ing has a fast recharging self heal.
If you cannot do the above or don't want to risk it, then I suggest killing all the rikti before doing anything. Then, have whatever melee characters you have attack the yellow mitos one at a time. A backup healer or EoEs will make this easy.
The blues... usually never do enough damage to ever worry about. Have your ranged teammates shoot them from outside the goo, concentrating on one at a time. This step is hardly ever a problem.
The greens can be ugly if you don't have a lot of control. Again, focus on one mito at a time and you should be fine. Stay at as large of a distance as you can. If the melee guys overshoot they might aggro the Hami Nucleus, in which case it's time to run. Typically, brutes/tanks/scrappers have access to one hold that doesn't recharge fast. Frontload the holds and these shouldn't be a problem.
Now go take down all the pylons.
The nucleus hits hard with an AoE that has a DoT, so this part is dangerous. If you have a tank with self heals or high regen or a few EoEs, this is a lot easier. Let him hold the aggro from range while your teammates safely smash hami. Hami's also only an EB, and I have seen him held, so this could be a viable strategy on a control heavy team. -
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Obligatory "Two emp/sonic defenders." You get perma Fort and adrenaline boosts, two perma RAs, and heaps and gobs of -res. Add in stacked leadership powers with defender modifiers and you are a pair of gods.
I really like the cold/sonic defender paired with */dark scrapper idea though. I'd suggest something other than spines, but that's just me. I'd prefer to have a lot more single target damage. -
I never target through the tank.
I AM THE TANK!
Actually, I tend to target my teammates if they start dropping into yellow health. I'll hit taunt under the assumption that they are targeting whatever is hitting them hardest, but I also hit follow so I can quickly find/reach them and grab all the aggro from around him/her.