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Quote:*Salute*Dechs Kaison, We can swing by Virtue on the 22nd. If you could talk up the event on your server's channels it would greatly help the turn out. I'll post to the server thread tonight to get the ball rolling. Feel free to contribute to it and make suggestions. We'll see you on Virtue in few weeks!
You got it, boss. -
Quote:True enough about the ridiculous slippery slope part of my post, but I see you don't address my first bit.Dechs, you're being facetious at my expense despite the fact that this subject been brought up many times by many others.
If I can run a Dark Armor tank with tough and weave, all toggles running, all the time, sucking down Dark Regeneration's huge endurance cost, without an endurance recovery power to help me, before I even put IOs in the thing, then damn it, anything can work.
Learn to build.
Learn to play. -
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It's really not going to happen on your own. Granite or Invulnerability running tough/weave and unstoppable will be the closest thing to it, but it'll still have the psi hole, and inv tankers can be sapped and detoggled.
With IO's my Dark Armor tank has 45% defense to S/L/E/N, plus all the high resists that come from Dark Armor. All told, I'm looking at 70% S/L resist, far from the cap, but I don't have to worry about psi damage or endurance drain. -
Keep in mind that mitigation like defense and resistance aren't additive, they're multiplicative.
Once you've hit the softcap, the only way to increase survivability beyond that is to add resistance. -
To quote myself from a previous discussion about it...
Quote:I personally like the idea. Like the devs said a long time ago, making "unlock at 50" ATs was a mistake. Since the VEATs must bypass the tutorial, it makes sense to make these unlockables, just not at such a high level.
I feel you shouldn't have to suffer through a grind just to play an AT you think is interesting. There are still six year vets who don't have level 50s.
I feel "unlock at 50" sets the "epic" to mean "better than anything else" instead of "tied into lore." Less people will misunderstand this with a lower unlock threshold.
Um... purples? -
Blue tower gives him 30% tohit, so the new magic number to fight Recluse with and still floor his tohit chance is 75%. You have to munch the huge purples one at a time, or a combination of the smaller ones.
But even without taunt, you'll be able to do it. With the orange/yellow tower up, you won't be able to smack him in the face, but the autohit taunt aura is great for holding aggro. -
*Grabs popcorn*
Use /search next time, though. Seriously, this has been done to death already. -
Hey, do you guys ever do Tanker Tuesday on Virtue?
I want to bring my DA tank on one of these things.
EDIT: I like the joke, but I heard CO doesn't have teams, much less tankers. -
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Quote:I always tell my teams to drop the blue tower first. Until the blue tower is down, I need a medium purple inspiration or larger running all the time. Once that's down, then red is priority because that lucky shot or two will hurt a lot.Hmm. Guess I need to look into that TF more then. So I take it does matter what towers to take down first?
After that he's just a bag of HP. Either tower can go down next, but I prefer the yellow first. You see, this whole time I've had Recluse over by the green tower so I have something to hit with Dark Regeneration. When the yellow goes down, I can now heal off of Recluse, and can drag him away from the green tower and keep everyone in safety.
Oh, and as to what the towers do, the most notable effects are as follows:
The blue grants him very high +tohit.
Red grants him high damage.
Yellow (orange) grants him high defense.
Green grants him +max HP and a periodic heal.
http://paragonwiki.com/wiki/Statesma...ord_Recluse.21 -
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A tank can not die
No foe can shake his resolve
Except Fusionette
I don't need the influence, I just thought it was a fun idea. -
I'm with milehigh on this one. I've never seen the appeal to creating someone else's character.
That said, here's a few off the top of my head.
Hulk: SS/inv brute
Captain America: MA/SD scrapper
Batman: Eh.... MA/SR stalker
Wolverine: Claws/regen scrapper -
Quote:You do not need a stone tank for that.Mostly the reason I thought about making a Stone Tank was to have someone to tank Recluse in the Statesman TF, if needed.
My Dark Armor tank has done that for several MoSTFs. Without an empath around, or any outside buffs, for that matter. I use Eye of the Magus and a few inspirations until the blue tower drops, though.
I'm sure that any tank, and most scrappers, can do it if they're built right. -
Yeah! And isn't it funny that by the time Sands of Mu finishes animating, and the weapon draw and Nemesis/Blackwand staff finish animating, the rage crash is over?
Quote:Wait, mustn't talk about that. Forget I said anything. <.<
Move along. -
Basically what Frosticus said. You have clearly never played a cold, thermal, FF, or sonic anything in a full team.
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DAMNIT!
Quote:I'd say Fire Melee is very good at holding aggro, from personal experience and feeding right into Dechs' pitch for his DA/Fire.
At times, though, I find myself wishing I had chosen a secondary with more mitigation, or some debuffs that make the mobs a little angrier. I don't like to use taunt, but I have it because straight damage doesn't always keep the aggro on me. When you have -recharge or stuns on your attacks, the amount of threat that generates is considerable. -
Quote:Look, I run a bloody Dark Armor tank with tough/weave and don't ever run out of endurance. I have not lost any fun because I had to slot for a little bit of endurance reduction.Again, the problem is most noticable at lower level, but it is still significant at higher level.
I should also remind you all that it's not something that we can't compensate for. I'm saying that compensating for it is undercutting the entertainment value of the game.
I'm also not saying it's hopeless or worthless. I'm just saying it needs a recalibration. We shouldn't be running out of endurance as fast as we are, and everyone should be equally affected by it.
What you're asking for is flat out ridiculous. "If I build poorly, I run out of endurance. Make the game easier."
Here's an idea. We'll give you an attack power that costs zero endurance, recharges quickly, can be enhanced, and you can use all the time. Maybe we'll call it brawl.
Not good enough? Then I guess we'll have to make all your powers cost zero endurance. Then you'll have fun. Except you might still get killed. So we'll make your health bar never drop below 5 HP. Except you might not be able to kill certain foes, like AVs and GMs. So we'll multiply the damage your attacks do by 100. Except you might not be able to kill a ton of enemies at once, and that would be fun. So we'll take all your powers away and give you [Kill Monsters], a power that with one click will kill everything on the map for you.
Now you can have fun, because the game's not too hard for you. -
Quote:I sent you a PM, along with everyone else who's asked via PMs lately... I think I'll just post the bloody build already. I don't really have a reason to hide it or anything.I'm actually curious as to your build as well, wonder how it compares to mine.
Quote:Only thing thats eating me alive are those stupid Romans (I skipped all the Cim mishes when I was leveling my DA/DM) set on x8/+4. Unless I have a crapton of purps on me anyways.
Quote:The comment of preferring to layer defence rather than just cap defence is misleading. Even the arch defence sets /SR, shield and ice have resists that cut in when you take damage, and can be significant when combined with tough, or an aura that reduces incoming damage or both.
The point is having a ton of defense and a little bit of resist has potential to finish off capping defense. IOs can't do anything worthwhile for the resist side of the mitigation.
Having a ton of resist and a little bit of defense has the potential of reaching the mitigation cap for defense on top of the already high resists. The result is more total mitigation.
And the heal is just gravy. -
Quote:To be entirely fair, Shield provides mitigation in the form of +HP, resists, -dmg, and knockdown. SR has defense that can't ever be debuffed away and the scaling resists that certainly count for more than you're giving credit for.You can't simply state that a set is typed defense and then proceed to ignore everything else that the set has going for it. Positional defense sets focus almost entirely on defense. Typed defense sets use defense only as a portion of their survivability. I dare you to find a hole that healing or +hp don't cover. All of the set that are "typed defense" based that you are using as your basis of "typed defense is inferior" have those mechanism in substantial amounts. Neither SR nor Shield have substantial amounts of either of those.
I hear what you're saying, though. If I'm going to say you can't compare the defenses without taking into account the sets they come from, then I have to take into account the entire set.
That said, I have an EA stalker. It fits my concept better, it's a lot of fun, but even with all the bells and whistles included, I'd be more survivable with /SR. That's coming from an academic numerical analysis as well as gameplay experience points of view. -
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Quote:The only problem is that we cannot compare typed defense to positional defense without taking into account where you acquire that defense from. Academic discussion of the effectiveness of typed defense versus positional defense does nothing for us. There is no practical application of such discussion within the realm of the game.As I have stated, we're not discussing the relative effectiveness of positional defense sets versus typed defense sets. The argument was that typed defense is worse than positional defense.
Characters with typed defense sets (the only place you can reliably gain typed defense) will always have holes. Characters with positional defense sets will have far fewer holes, and the holes they have are shared by typed defense sets.