Dechs Kaison

Renowned
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  1. Alright, changed up. Decided to keep Resurgence. Dropped PP and conserve power. Stamina is at 41 instead of Conserve Power and Strength of Will is the backup if I'm really getting end drained. I have hasten too.

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  2. When implementing the respec system, the Devs thought about it, and considered that even letting you keep 10 SOs was generous.

    It ain't gonna happen, but thanks for this week's quota of the suggestion.
  3. I would think that the absolute best case scenario is a precise amount of recharge that allows the rage crashes to overlap and exist simultaneously. That way you only have half as many crashes to deal with.
  4. Quote:
    Originally Posted by Atago View Post
    Yes, it is a Respec-Build, but it shouldn't be a Problem to change the order of the Powers. But i think the most Players use levelling Builds and later on Respec Builds, so do i.
    With the prevalence of exemplaring for Ouro, TFs and SG AE missions, I always take into careful consideration when I pick my powers, especially key ones like the mez toggle.

    I don't use IOs over level 40 for this reason. At level 37, my characters perform exactly as well as they do at level 50. e.g. If the build softcaps, it will be softcapped at 37, meaning weave/whatever necessary will be taken by level 41, usually much before.
  5. Dechs Kaison

    PVP IO's

    Only drop from players you defeat. There is a cool down timer where you cannot get a drop from someone you recently defeated. I believe the timer is 5 minutes.
  6. An /invuln brute is like an /invuln scrapper that can actually get something out of unstoppable.
  7. Quote:
    Originally Posted by JusticeisServed View Post
    Such is the problem with no punchvoke, brutes can put up those big numbers that tend to draw some agro.
    Brutes have "punchvoke." Tankers have provoke. Brute attacks have a taunt that affects whatever the brute hits. Tank attacks taunt 4 other things in an area around what the tank hits.

    Quote:
    Originally Posted by JusticeisServed View Post
    Well if you add it being your opinion I agree.. You're certainly entitled to the opinion.
    I can't argue you on the corners with port.

    But rooted is a very quick recharge so it can be turned off and on pretty quick. The right io's pick up run speed a lot.
    Well, in my defense, my first post on the matter included the phrase "in my mind." I never claimed anything I said was more than an opinion.

    I, for one, would be very hesitant to turn off my mez protection as a tank just to get around, but that's just me.

    Quote:
    Originally Posted by JusticeisServed View Post
    That being said.. AS a tanker fan.. I'd love to see what you've done with your dark/!
    Guess what? You can! Just follow the "Dark Armor Sucks" link in my signature.
  8. Quote:
    Originally Posted by JusticeisServed View Post
    Still not sure how that squarely puts Stone in the BOTTOM tier of all tankers..
    I certainly didn't say it's absolutely 100% the very best.. Just certainly not the worst.
    In general, I find stone tanks to be at the bottom tier, in my opinion, because they cannot react and move quickly. This is because two powers, one of which is critical to survival, severely limit maneuverability. Teleport works to an extent, but does have a noticeable cast time and limitations around corners. Taunting works well too, but has a five target cap.

    Allow me to present a situation: I'm leading a team of eight and we're fighting something that's not easy for the team to take out. A patrol/ambush/extra mob gets aggro'd at the other side of the team. I can jump from the mob I'm at to the middle of the new one and immediately start getting everything's aggro, and I can do it before teleport would finish animating.

    When analyzing tankers, I prioritize the ability to generate and hold aggression, because that is the purpose of a tanker. Survival is not a requisite to being a good tank, holding aggro is. Survival does help, but if you can't get to the opponent and can't keep its attention, it's not a tank.
  9. But you're missing the logic. A defender happens to be better at defending his team, thus when he takes maneuvers, it does more than a blaster. A scrapper or blaster who takes boxing will do more damage with it than a defender. A controller who takes invoke panic will have a longer fear duration than a scrapper.

    It's all based on the AT modifiers. Primary, secondary, pool, ancillary, it doesn't matter. Things are balanced around the AT modifier. It costs the blaster the same amount of "energy" to "shout orders" at his teammates that it does a defender, but the defender is better at it.

    Quote:
    Originally Posted by mousedroid View Post
    And do Defenders' weaker blasts really use the same amount of end as Blasters' more powerful ones? I've never looked at it, so you may be right, but I assumed from the recent Dominator changes that increasing the damage output of a power brought with it either an increase in end usage or a reduction in recharge, or both.
    The dominators were treated uniquely because their sets are not the same as anyone else's.
  10. Allow bets to be placed on arena matches, with the "house" keeping a 20% cut.
  11. Quote:
    Originally Posted by JusticeisServed View Post
    This is an uneducated statement in regard to masterminds..

    ...

    Brutes have "the same exact sets."
    This is true but the parallel ends tehre.. the caps for resistances are 15 points lower (90 for tanks 75 for brutes if I recall correct). Brutes also have LESS hitpoints than scrappers..
    This is an ignorant statement with regard to brutes.

    Brutes have resistance caps of 90% just like tankers, and they also have the same HP cap as tankers. The modifiers are lower, so a brute gets less resistance/defense out of his powers than a tanker, but the cap is still the same for both. Brutes also start out with more hit points than scrappers.

    Quote:
    Originally Posted by JusticeisServed View Post
    I disagree with your assessment of bottom teir of "true tankers"
    Say what you like, but I've yet to see a stone tanker of any kind out pace, out aggro, out damage, and outlast my Dark Armor tank.
  12. Yeah, and don't forget that a defender using the same blasts as a blaster use the same endurance. Blasters are just good at blasting. The power hasn't changed at all, but the defender does less damage. That is balance.

    This holds true for tankers/scrappers and their powers. A tanker gets more effect out of his armors than a scrapper does, so should we make the tanker power consume more endurance? And a scrapper gets more damage out of its attacks, so do we make the tanker attacks cost less endurance? No. They are the same powers and balanced by the AT.
  13. Quote:
    Originally Posted by Jade_Dragon View Post
    Still, Stone Tankers are not the only "true" Tankers.
    /threadjack

    Stone tankers are at the bottom tier of "true" tankers in my mind.

    A true tanker has mobility and agility. A true tanker should be able to withstand and dish out a beating. A true tanker is the first and only one on his team to die.

    If a tanker is the last man standing, he has failed.
  14. The reason it's there to stop spammers is because the engine cannot tell the difference between a reply and a tell. It's the same thing, so to stop trials from doing one prevents the other.
  15. Quote:
    Originally Posted by NuclearMedicine View Post
    Actaully I've been thinking about that one, and yeah, it's a good one to run with an all Tanker team. I don't think I have a Tank in range on Virtrue (atm), but would totally support you all running it. The level min is 38(?)so, 38+ to join.

    Dechs if you could put the word out on your server's channels it would help the event attendence.
    I put mention out on our largest channel last night, and I'll keep trumpeting every night that I'm on until then.

    Yes, Sewer Trial is 38 minimum. How close to that level is your highest tank on Virtue?
  16. YESSSSSSSSSSSS!

    Personally, I could go for an Abandoned Sewer Trial! That should be fun with all Tanks.

    Really though, I'm open to anything.
  17. One more week one more week one more week!
  18. Quote:
    Originally Posted by Sarrate View Post
    The main suggestion I'd give you is to drop one of the three above and pick up Hasten. This will simultaneous boost your survivability (Siphon Life), end management (Dark Consumption / CP if you keep it) and damage output (faster attacks, Soul Drain).

    If it were me, I'd also drop Body Mastery for Stamina (I prefer the reliability) and probably a travel power.
    Really good analysis here, thanks for spelling it out.

    Hecatomb proc? Erm... yeah. When I get there. The other expensive stuff in this build I can at least obtain with merits.

    I don't exemplar below 35 too often, but when I do, I don't notice missing my bonuses. Really, who has trouble tanking a Citadel task force?

    But the suggestions for the rest are pretty solid. I do want to keep conserve power because it will be my way to deal with end draining enemies. Here's what I did. I dropped PP for hasten and stole a slot from health to give it a second recharge. I also changed the slotting in Health to just the miracle unique.

    The total result is a reduction in regen to 630% or 84.5 HP/sec with one foe in range. Recovery goes up a smidge. I still want to keep Resurgence too, but I changed the order so Strength of Will comes just before it. I don't really need a travel power between all the temporary powers available and CJ + Hurdle.

    What I think I will do is move the order around a bit. Tough and Weave coming in at levels 30 and 32, boxing at 26. That'll let me put Health at 22 for the added recovery (miracle) when I exemplar below dark consumption.

    I'm out of time now, so I'll have to mess with Mids more when I get home from work.

    EDIT: Ok, I'm rethinking Resurgence again. I mean, it's pretty much that or a travel power, and which one will I get more use out of? Which one, when the situation arises, will I really feel sorry about picking over the other?

    Resurgence is not like Dark Armor's rez. If it did kill me and I just get back up, it'll kill me again, this time without all my toggles on. Tanker card threat or no, I'm an aggroholic; if there is a way for this build to die, I'll find it.
  19. Quote:
    Originally Posted by PhroX View Post
    Dechs will probably come in here and tell me that Dark is awesome
    What are you talking about? Dark Armor Sucks.

    Really though, the sets have a lot in common. As for the differences: Elec has a little higher resists overall, but dark has some defense and a better heal. Elec has complete hole to toxic while dark has no KB protection and a pseudo hole to energy. Dark has better psionic resist, but elec has enough to get by. Dark will make you have to manage endurance, elec will never have that problem. Elec may even be able to sap enemies. Elec gets +recharge and a godmode for when things get really hairy. Dark gets control auras and a rez with mag 30 stun for when things get really hairy.

    Either one can tank. I'd leave it to concept or a coinflip if you really can't decide.
  20. Quote:
    Originally Posted by Gangbreaker View Post
    Thanks for all the help. The game has changed a lot over the past 3 years, but I think this change may have been for the better.
    Outside of the i13 PvP changes, I can't think of a single change that was bad for the game, and even that one is debatable.
  21. Quote:
    Originally Posted by maxtsorm View Post
    Huh? WOW I feel like a noob again. You totally lost me there
    Follow this link. Then read this one.
  22. Quote:
    Originally Posted by DarkJack View Post
    [I]f I slot a +dam proc in a damage aura, can it only proc 1 time per 10s as well? If the latter, is it per mob or only 1/10s even if I have 15 mobs its hitting?
    Every 10 seconds your toggle is active, it will roll to see if the proc happens on any enemy in range.
  23. Quote:
    Originally Posted by GavinRuneblade View Post
    I assume that you've decided the former?
    Of course. The circuitry sustains him, but there is a downside. Since there is no organic life form, he lost his ability to shapeshift (human only build). He can leave the circuitry for very short spans of time, though (Light Form).

    That's what it took for me to justify it in my mind.
  24. Shock Therapy.

    I approve of this set.
  25. Quote:
    Originally Posted by Aett_Thorn View Post
    Ummm...yes there is a +Rech one. Luck of the gamble +7.5% recharge.
    Inspiration. He said inspiration, not enhancement.