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Quote:It appears that you failed to create a valid link.
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Quote:I told the team to stay above centerline and kill what they could from range while I trounced the vines in front of the tree. Someone probably underestimated the tree's abilities thinking "Oh, I can get that group of vines" and got one shotted. Toxic DoT is a witch.What was so hard about the tree? I always like to come at it from just passed the left side, range kill some towards the front, work around the back then do the front. Clockwise from 5 mins past 9 onwards. Gratz anyway.
That makes sense. -
I dunno, I hear it's pretty fun to play when you're stoned.
Joking aside, I believe there is a right way and a wrong way to play a stone tank. I'm not sure what the right way is, but the wrong way is begging for SB and relying on grantie as your only means of survival. -
Quote:For the one I earned the badge on, the total sum of all buffs on me were Speed Boost, and ID during the Ghost Widow fight. I also had a Triage beacon nearby while fighting Lord Recluse.I am glad to hear this wasn't the team you got the badge with as I can say that it's possible for a Dark tanker to do it without any controllers or defenders.
I had a lot of defenders on that team, but they were all sorts of debuffs which I asked to be applied to the towers and not Recluse. -
Quote:I can swear I remember a conversation with Castle where someone asked "What level of threat has to be generated to override the mob's desire to run away?" to which he responded "It's different for every mob."Now, the issue with this is that taunt auras don't actually force enemies to stand there and attack you.
This leads me to believe that you can force the mobs to stick close to you with enough threat, but damned if we'll know how much that is. Shield's taunt aura, along with the debuff/extra damage, will generate more threat than anything else in this game, so that's clearly the best shot at it. -
I haven't been on an STF where he hasn't spawned banes. I always try to have support heavy teams for STFs, so there's usually at least one of those toggles on him.
I'm not sure I understand why he'd summon banes before he became damaged, either. Something in that quote doesn't add up.
For what it's worth, I'll run down the typical Recluse fight.
I taunt Recluse and run to the green tower so I have a heal target while my team goes after the blue tower. I tell teammates to put any and all debuffs on the towers to help them drop faster. No banes at this point.
Blue, red, and orange towers are down, I lead recluse to the middle of the stage while the team brings down the green tower. Since the orange tower is down, Recluse becomes my heal target. At this point, my damage aura is ticking away at him. Still no banes.
With all four towers down, we turn all attention the the worthless bag of HP. Somewhere around 10% health banes start to show up, toggle debuffs or not.
If there's a way to prevent the banes from spawning entirely, I sure as hell don't know it. -
Dark has a less commonly resisted damage type, immobilize control, a small heal to supplement a defensive set, and if you're saturating AAO, you'll be saturating Soul Drain.
I think /Dark has more single target damage output against a single target than /SS ever will, especially with high recharge builds and enough enemies to fuel Soul Drain. -
Quote:He wasn't lying. In fact, he plays his DA scrapper very well.* I'd like to mention though, that the long pause was due to drowning in tells.I was on one with Dech's on my scrapper. I remember sending a tell to him letting him know I was a scrapper. After a long pause, I followed up with another tell, letting him know I didn't suck.
*The fact that he plays dark armor may have introduced bias into my statement. -
My tank when I want to team. I haven't found a TF that scares him yet.
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I'd seriously suggest going to the PvP forums for this. The people that can answer your questions best are people who PvP. The people who PvP are in the PvP forums.
I know they're rude. That's why I don't PvP. If you don't like dealing with rude people, then you probably shouldn't do PvP either. -
Quote:Yeah, right back at you. No one's claimed that you couldn't fit those two powers in a build of 24 power choices.[W]hat could be so important that out of 24 power choices you can't set 2 aside for TT: M & ML on a Widow Build?
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Quote:Your argument is that a widow without TT:Maneuvers is useless. Useless to a point of deserving to be kicked immediately, no questions asked. How about you provide some substance to back up this claim?Let me know when you can come up with something that actually has substance.
I'm merely arguing that the absence of a single power does not invalidate a player's contribution to a team.
Stop arguing that they should be able to fit the power in with the 24 choices available. That's irrelevant. It's not a matter of not finding room so much as simply not having a desire to pick it. For whatever reason the player does not pick the power. I'll say it again, the reason is not relevant.
The exclusion of one power is not a reason enough to dismiss a player's ability to contribute to a team. -
Quote:You seem to think that a power with minimal cost and immense team benefit is essential. I provided a similar power with similar teamwide benefits. Instead of increased defense, every minion is doing zero damage while stunned. By your line of logic, the powers is essential.I'm not sure what you think you're proving, I just said I don't think you need either of those powers.
I'm proving that the essential power is not needed.
Quote:Let me guess, you built for Defenses. You know, the stuff that Maneuvers and Mind Link provide to the whole team.
Quote:I'll ask again, since no one seems to want to build it or address it- what could be so important that out of 24 power choices you can't set 2 aside for TT: M & ML on a Widow Build?
If I build a widow with TT:Maneuvers, Leadership:Maneuvers, Mind Link, and all the other teambuff powers you deem essential but no attacks, will I still be welcome on your team?
Is my widow's purpose to provide support to the team? Taking that to the extreme, I get every power I can that helps a team. Medicine pool and every leadership toggle I can. I keep stimulant up on everyone all the time. Now I can't sustain enough endurance or have time to attack. Forget whether I've taken the attacks or not. I built a character with your essential powers, I must be better than the guy who skipped TT:Maneuvers in favor of a build he made that can solo AVs. -
Quote:KB protection comes from only two sources that I am aware of. There are the global IOs (From Karma, Steadfast, or Blessing of the Zephyr), and from on of the knockback sets as a set bonus for having four of them.as far as the KB protection goes, is it possible to get sufficient KB protection with inexpensive frakenslotting, or do I need to shoot for the set bonuses, and prepare to drop cash?
My tank uses one Steadfast and two Blessing of the Zephyrs. The Steadfast/Karmas are easy to come by (found cheap or easily rolled for at AE). BotZ's not so much. -
Quote:I think it doesn't matter. Let's just look at Oppressive Gloom.That's a different case, as Tankers are not specifically control oriented entirely (it does encompass a part of their role though).
For 0.07 endurance per second and a negligible self damage, you can render minions helpless, and enable boss stuns if the tanker has any other stun power. This kind of mitigation will prolong the life of the tanker, allowing him to better serve his purpose on the team: control aggro. The stun duration is less than the taunt duration, so all mobs will wander back. There are no obvious downsides to this power, so by all semblance of logic, it's a no-brainer. Any Dark Armor tank without Oppressive Gloom is gimping themselves.
Except you can build an effective Dark Armor tank without Oppressive Gloom. I offer proof of that with all four blueside Mo* badges, and I just recently posted a screenshot of my Dark Armor tank holding the aggro of four AVs in addition to Reichsman.
The reason I bring all this up is because you can build an effective Widow without TT:maneuvers. You can build an effective anything without anything. You won't know it until you see what the player is capable of. Missing a power you deem essential does not mean the player or the character is an invalid waste of space on your team.
All I'm asking is that you give these people a chance.
Find out if they have built and can play an effective character before kicking them off the team. Don't just assume.
Quote:Instead I'll ask you if it's important to take RttC on a WP Tanker or whether you feel that power is skippable - because that's how important TT: Maneuvers and ML are (and I'm pretty sure you recognize them as such, you just want to play this game that it isn't for some reason).
There's not enough information present. The absence of any one power does not invalidate a build. -
A good place to look for questions like "Is x% of defense worth it?" would be my guide to defense, linked in my signature.
The short answer is yes, because defense multiplies survivability when added to resistance.
Regarding KB protection: 4 points might be enough to off-tank. 8 is no better than 4. You should have 12 if you plan to tank reliably.
On the whole, as an off-tank, I think you'll be fine. Your only worry should be out aggroing the main tank and pulling more than you can handle, or teams that feel they don't need an off-tank. -
Deus,
How do you feel about the control auras on a Dark Armor tank? Seeing as they provide protection to the team in the form of control/debuff and taunt and provide solid mitigation to the tank itself, at least one of the two should be essential, right? -
I don't run teams, I run TFs, so if you join up with me, you're in it for the long haul. As such, before I start every TF, I list my rules and the stipulation that they must be followed. I give everyone a chance to bugger out if they don't like the rules.
I call them, DKTF rules. (My initials + Task Force)
The first rule of DKTF is: You do not talk about DKTF.
The second rule of DKTF is: At all times, you must be having fun.
Third rule: If you think you can handle it, you're free to go for it.
Fourth rule: If you though you could handle it, but couldn't, you're expected to get up or hosp out.
Fifth rule: Any build, any budget, no exclusions.
The sixth and final rule of DKTF is: If this is your first DKTF, you have to take an alpha strike.
Haven't had someone complain about the rules yet. -
Which is very important when trying to minimize the time enemies like Honoree and Reichsman spend in Unstoppable.
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Quote:I already had my MoSTF badge when we did that.
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Hey guys, check this out.
I figured it would be fun to tell the team to focus on Reichsman while I held the other four AVs. Since Reichsman doesn't use his AoE Stun Nuke if his target is out of range, keeping him immobilized, while holding aggro keeps the team perfectly safe.
It was a fun way to approach Reichsman for sure. -
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Quote:Yeah, I think I'll make a soldier who just gets the TT powers, adds on leadership powers, a few travel powers, and maybe the medicine pool. Never attack, but hey, I've got the essential powers.And what if that guy who doesnt have TT:M contributes in other ways? Say he can rip down a pack of 6 by himself with build up : venom grenade : frag grenade : heavy burst... ?
But since he isnt giving YOU a bonus, he isnt good? He isnt contributing (even though he IS), or at least not YOUR way, so again, he's no good?
Wheres the logic there?
That kinda sounds... stupid.
Like ya said, cant fix stupid....
EDIT: Please note my sarcasm. -
I approve this project.
*Shameless plug* Feel free to add my Dark Armor Sucks video to your compilation.