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Posts
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I'd leave fly as it is and give Afterburner an LotG +recharge.
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Quote:This is where being mobile will help. Not many people I see move their tanks around much at all, and I think that's a shame. By leveraging the -range in taunt and the manipulating the melee/ranged AI preferences, you can fold a mob back onto the minions that are stunned. It can even help your survival a bit because the enemies will spend more time moving into range than they will spend hitting you.At level 30 with no +Def bonuses outside of a Steadfast Protection, I'm always at my survival threshold when tanking for big teams, so OG is pretty key to survival at this point. I'll learn to live with the meandering mobs for now and avoid slotting OG for Stun enhancement.
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Quote:Anyone have a build for one of these that can do it all in the game?Quote:Yeah.
Pick some powers and Provoke, add some slots, then put some SOs in the slots.
Now go solo a GM.
EDIT: Serious answer: I'll post my build tomorrow. Keep your eyes on my blog. -
Quote:Fiery Embrace used to be a damage buff that interacted with all your other powers that way.But the fiery embrace is just plain weird... Is the fiery embrace effect now listed for every tank secondary powerset, just in case of FA as the primary, or is it only MA that gets this special treatment?
Nowadays, Fiery Embrace simply activates a "mode" on your character. Each of the attack powers had to be modified to include what to do in this mode. -
Quote:The devs are telling us nothing, you simply need to adapt.So, the devs are telling us that a pet-dependent class like Masterminds are worthless because our primary method of contribution is useless.
There is only one AT in the game that can "resist" hamidon's damage, and we're it. -
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Well, if you put procs in the power those will work. Otherwise, no, the only thing you can do is reduce the endurance cost or recharge time.
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Ok, I'm a fool. Forgot Steadfast Protection's +3% defense.
Made some edits. -
Full disclosure: I don't expect anyone else to want to play this build. The concept is for a Brute who got lung cancer and is now a Corruptor, so I want him to still be able to walk into the thick of combat.
Good points of the build:
35% S/L defense
-10% tohit PBAoE debuff
51.9% Resistance to S/L outside of [Force of Nature]
14.2% Max HP
12% Global damage buff
Can stack 100% chance stuns
Can stack -63.75% resistance on a single target (before the Achilles Heel proc)
Full Melee Attack Chain
Bad points of the build:
Only 15% +recharge
Only 2.4 EPS net recovery
Poison causes some minor redraw
Has Spring Attack
Full Melee Attack Chain
Anyway, here's the data chunk:
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Quote:This much I can agree with, as I've actually stated a few posts back. Give them the first two tiers of the Alpha slot, which is what GR might have been released with.Nope, sorry Dechs, I agree with Je-saist in spirit. We might have different ideas on where to draw the line, since I've not fully decided yet, but offering some of the content of Incarnates (even if only to previous GR buyers) is a good idea.
Likewise you'd have to include that in the GR package now, or maybe just as a new item.
But you can't sell access to the level shifts, other iPowers, or the iTrials, except perhaps as a license like the IO system. -
Quote:The problem here is that Phantom Army is unaffected by everything but the enhancements in the power. You'd have to assume a worse than 8% base chance tohit, and even at capped accuracy slotting, you're only talking 16% chance to actually land their attacks on the AVs.What about 8 Illusion/Rad Controllers... 8x AM + 8x Phantom Army... Surely that's gotta be worth something (at least in that case, you likely wouldn't have to worry so much about aggro!).
That's not even enough to hold their aggro. -
Not remotely. You're forgetting that a sub does come with a monthly stipend. Eventually you could buy the incarnate content with that stipend.
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Quote:Only one way to win this:
8 controllers with Confuse. Target Numina and she will buff YOU not her team and she could potentially destroy all of them for you.Quote:That's why I mentioned the Mind Dom. That's a traditional approach to the end of the Recluse SF.
Let's say your confuse lasts a whole minute. I know it doesn't but for simplicities sake, let's assume that much.
Against Numina, even if you all landed the power at the same exact time, it would only last six tenths of a second.
She may grant one of you Fortitude, then immediately proceed to mind**** the whole team. -
Quote:Yours won't look as awesome, or have as awesome of a story. I refuse to believe it.I've also made a new dark/ma tank for all the reasons Dechs mentioned.
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Quote:Fix'd that for you.What do we get when we add all of this up?
LOCKING INCARNATE CONTENT BEHIND A SUBSCRIPTION WALL IS THE ONLY SUSTAINABLE BUSINESS PLAN.
Current subscribers would have little to no reason to continue subscribing if the incarnate content was not behind a subscription wall. -
I am supremely disappointed by Long Range Teleport and its clone, Shadow Slip for warshades.
I had heard that it would allow you to port to any alignment appropriate zone. This is not the case. If you are Villain or Rogue or Vigilante currently in the Isles, you may teleport to any one of the Villain Alignment zones that's not Ouroboros, Cimerora, RWZ, or any hazard zone. If you are a Hero or Vigilante or Rogue currently in Paragon City, you may teleport to any Hero Alignment zone that's not Ouroboros, Cimerora, RWZ, or any hazard zone.
I understand now that "alignment appropriate" means "Villain or Hero" and not "Villain, Hero, or any shade of Gray." I also understand now that "alignment appropriate" does not include hazard or cooperative zones. -
Quote:I generally don't use either aura unless I'm running against my survival threshold. Even when I am using the toggle, I don't ever recall the wandering mobs giving me trouble. I tend to play a very mobile tank, hopping around and folding enemies in on themselves.So I ask the experience DA tanker pros - what do you do about this? I'm sure once I finish the build to soft-cap s/l/e/n def I'll probably leave OG off, but I've got a ways to go before I'm at that point. Should I just live with the stunned foes for now?
Something I'd like to point out: The taunt duration of Oppressive Gloom lasts longer than the stun. -
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Quote:Because a defender has better buffs and debuffs.But, yeah, I'd love to hear a good defense for why defender over corruptor.
Because a defender gets its support powers sooner.
Because a ... oh hell with it, just go look at the other "Corruptor vs Defender" thread in the Corruptor forums. Or was it Defender?
EDIT: Particularly, look at this post: http://boards.cityofheroes.com/showt...84#post3896784 -
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Quote:Welcome to the club.That is amazing, I'm just starting to realize how good Warshades are.
If you haven't already, I suggest that you read my guide, The MFing Warshade. You can find the link in my signature.
It should cover any questions you have. If it doesn't, let me know so I can fix it. -
Alright, perhaps I was a bit presumptuous to assume it could be done, even at level 20. Give me a few minutes here while I do some napkin math. Buffs and debuffs are the only thing that could win the day here, so let's just assume I found all defenders for my team.
According to this page, +20 AVs will have a +40% tohit bonus. To floor the AVs chance to hit against my brute, he would need to have a defense value of 85%. Seven Defenders running Maneuvers is only 36.75%. The one Cold Defender could bring me up to 59.25%. Add in the two Shadow Falls and Arctic Fog for another 22.5% and my own 10% or so, and my brute is softcapped to +20 AVs. Can't forget the AV and level accuracy multipliers, though, which are 1.5 each for a total of 2.25. My total chance to be hit would be 11.25% at a best case scenario. Facing off against that many AVs is still getting hit pretty often.
So they can hit me, but can we hit them? From the same page, I have to assume that our base chance to hit +20s will be less than 8%. That's pretty dismal, but with seven copies of Tactics running, we at least have 87.5% tohit, and that assumes no slotting. I'm not worried about that anymore.
Enough of tohit, let's talk resistance. The two thermal Defenders would buff my S/L resistance by 40% before enhancements. Add in the Arctic Fog and Shadow Falls and that's enough for me to assume I hit the hard cap for resistance to just about everything. According to this page, everything that a +20 does to me would be multiplied by 3.1, so even at max resistance, the hits I take will hurt. That's why I asked for two Thermals. That could be enough healing.
Finally, I need to figure out if we can damage them, and now the real problems show up. According to that last page I linked, everything our team does to the AVs will be multiplied by 0.01. No, that's not a typo. My strongest attack at that level is Slash, which will do just over 200 damage if the team somehow damage caps me. Except now it does just over 2.
Oh, that counts for debuffs too. Seven defenders pumping out Sonic Attack debuffs at -20% resistance a piece would be a total of -420% resistance, past the floor. But against these AVs it's only -4% resistance. Yay, my 2 damage attack now does 2.08 damage. Two Lingering Radiations dropping a would be total of -1600% regen are reduced to -16% and then the AV resistance applies to that, bringing it down even further to -2.4%.
The level 40s would have over twenty thousand hit points. Assuming the team could survive, and assuming that each teammate could sustain a 1 DPS attack chain, and assuming that the AVs did not have any regen for us to not be able to floor, and assuming that none of the AVs used godmode powers or any sort of heals, it would take four and a half hours to defeat them all.
Sorry guys, this one's impossible.
EDIT: Ha. I started typing this only minutes after I made my first post. Between actually working and avoiding my boss, I seem to have taken too long and most of you beat me to this punch.
EDIT AGAIN: