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Quote:This is what I'm trying to teach people with that rule. I don't care if you're a fire/fire blaster, you have the tools to survive one alpha strike. Open up with bonfire or eat a few purple inspirations. And don't worry, the team will always be right behind you. Hell, most times they don't even need to be, since buffs can be so powerful.The sixth and final rule of DKTF: If this is your first DKTF, you have to take an alpha strike.
The other option (that seems oddly popular) is simply resign yourself to defeat; nuke them with everything you've got and have a wakie ready.
Quote:I've never been on a DKTF. I want in.
And I want to take every alpha strike.
And it was glorious. -
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 thought you could handle it but couldn't, get back up or hosp out.
Fifth rule: Any build, any budget, no exclusions.
The sixth and final rule of DKTF: If this is your first DKTF, you have to take an alpha strike.
Most of the rules are actually there to protect the team from the leader (me). They make sure I don't become overbearing and micromanage the team. The second rule is a sort of "catch all." Rule four is only there to prevent a scrapperlocker from turning into a leech because he's dead and waiting for someone to come save his hind end. Two of those rules are there for Fight Club references. Rule six is there to instill people with confidence. -
Ahhh, more reminders of why I seldom join teams anymore. When I feel like teaming, I make sure I have the star. I list my rules from the start and people are welcome to stay or leave. If they stay, they agree to function under the rules. Two of my rules pertain to this situation.
Rule #3: If you think you can handle it, you're free to go for it.
Rule #4: If you die while following rule #3, don't wait for someone to come save you. -
Tested in the Shadow Shard against some greys. Black Dwarf Drain is healing me and upon killing enemies, so is Stygian Circle.
Are you sure you're checking your combat logs? I know I've seen it when the green +HP number didn't show up on screen but I still gained health. It happens when there's a lot of numbers on the screen. -
Hands down, the absolute most fun I've ever had playing this game was on my warshade. Everything about him, from level 1 forward, was a total blast.
Give the guide in my signature a read. The one for the MFing Warshade. You'll roll one up, I guarantee it. -
Ok, I've looked at the build in detail now. It looks pretty bad.
Aside from defense, I can't really tell what you're building for. A tiny bit of health, some recharge, some regeneration. You've got 14.5% in damage bonuses that really do nothing for you (those damage bonuses do not apply to henchmen). It's also a shame that you've built all that survivability into yourself but with no way to hold the aggro on you and not your henchmen. Once they start firing the enemies will be picking them off quicker than you can replace them.
On top of that, you have a lot of key powers that are underslotted. Your drones do a lot of your damage, you should find room to enhance that more. The Protector Bots need endurance reduction, otherwise they will burn themselves out very quickly. They could also stand to have more damage slotted. You haven't put any accuracy into Acid Mortar and you've left the recharge at half of the ED cap.
I also think you've gone overboard on defense. You can ignore melee defense (which means you'll still have about 30% after bot shields and FFG) because you'll have caltrops to keep the enemies from getting close enough to consistently melee with you. You've also got hover to remain out of range (speaking of hover, why not use a LotG here too?)
Soulbound Allegiance is a terrible full set. What good does 4% damage and 4.4% hold resist do for you? Absolutely nothing. Remember when it comes to status resist, 100% resist means half duration. Split this set into two and double up your health bonus, which is huge for an MM. Drop one of the personal attacks for Provoke. Use the full Blood Mandate in drones for your ranged and AoE defense.
My last suggestion is to drop repair for Aid Other. I made this switch a while ago and don't regret it at all. You have the defense to regularly use Aid Other, and it works out to much more healing per second than repair could ever hope to achieve. It even works on non-bots (you know, those things that occasionally follow you through a TF but don't respond to commands). -
Participation only determines whether you get a component reward or just the 10 threads.
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I'll look at this more in detail tonight, but let me just suggest one thing regarding Soulbound Allegiance.
The best set bonuses that Soulbound set gives you are the first two, so split it up. Put three in your Assbot (include the proc) and the other three in your Protectors. You'll end up with 32% regen and 6% max health from essentially one set. -
Origin has absolutely no effect on your character except to look pretty and give you a "temporary" power to start the game with.
Temporary is in quotes because the power actually go away, but it's pretty worthless after level 6 or so. -
Quote:What I'd really like to stress is that there is no "best." There are "best for X" and "best on Y budget," but really, there is no clear "best." Your SA/FM will perform perfectly well on everything this game can throw at your team.Thank you Dechs
What secondary powersets would you consider best for high-end raid content?
If you put a gun to my head and forced me to pick just one optimal secondary specifically for keeping the team safe: I'd say Stone Melee.
It has no debuffs, but it's got control in spades. It has a lot of area powers to keep the most attention on yourself and not your team. Those powers can stun and knockdown the enemies, keeping them from firing at all. It also has a ranged attack (with knockdown) which is great for grabbing the attention of foes far away from you.
The next runner up would probably be Ice Melee. Ice has great controls and recharge debuffs, making enemies attack less often.
Dark Melee has a self heal, which is great for keeping you on your feet. It has more trouble than other sets at keeping attention because of its limited area of effect powers, otherwise I would rate it higher. -
Quote:I'm glad to hear you'll at least check the guide out. If one tenth of what I've been told is true, it will provide the direction and motivation you've been waiting for.I tried once a long time ago and felt like I had no direction. Too many options for an indecisive dude, lol. BUT since you called me out, I'll check out your guide and see if you can provide some motivation.
Be prepared, though. The guide is not like anything you've ever read before. -
Let me start with: Welcome to the game and the forums!
Quote:Absolutely not, but mostly because you cannot define "best overall." There are a lot of scenarios this game will present you with. Some require straight survivability, others require mobility. Generally, all the powersets are very well balanced, especially when Invention sets are taken into the mix. Play what you will have fun with, as every set can do very well.Would you consider SA/FM the best overall powersets to use for high-end raid content? (TF's, AV's, ect)
Stone Armor has all the survivability out of the box, but the mobility is lacking and there is also a penalty to recharge, which will penalize the utility of your other powers. These penalties can be worked around with invention sets, but where Stone will build mobility and recharge, the other sets build more survivability to match Stone.
Fire Melee, in particular, is a terrible idea for a tank aimed at high level teamed content. Every melee set has some kind of secondary effect worked into it that generally provides more mitigation for you to help you and your team stay alive. Some sets debuff the enemy, some can control the enemy, others do a good bit of both. Fire Melee does nothing except more damage. That didn't stop me from playing a Dark Armor/Fire Melee tanker and excelling with him on all the content you're aiming for, though.
Don't get me wrong, in its own way, extra damage can be mitigation because enemies die faster. The problem is that, on a team, as a tank, you job is not damage. Your damage output, even with fire's bonus, will be piddly compared to that of the team. When it comes to mitigation for the team, fire's bonus damage is no where near as strong as controls or debuffs.
Don't take this the wrong way and assume you don't need to do any damage as a tank. Damage is part of the threat formula, and to keep the attention of enemies, you need to be doing damage. Further, any damage is still contributing to the team in a meaningful way.
Just play the game a bit. Don't aim for a high end build right away. It took me five years to get my first level 50, and I've had hundreds of characters. This game is about the journey, not the destination, so enjoy the leveling process a bunch of times. There's no better way to learn what you want out of a character than to try them all. -
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Hopped over to Union last night. It appears that no one has been masquerading under my name.
Can't wait to meet the rest of your crowd. -
Quote:I don't see a MFing Warshade in that list.Yeah, I will definitely give the Fire/Cold thing a shot. Probably gonna roll a couple others too, as I get 2 weeks off after I get home, I'll have time to play. Looking at a DM/FA Brute and maybe a Arch/TA Corr. I've been CoH Jones'n for quite a while and I've saved up a few names and concepts during what little off time I've had.
Heh, whatever you decide to play, best wishes. I'm sure you'll have a blast. -
You want a MFing Warshade. See my guide.
Quote:At its height, The MFing Warshade will have 300% damage bonus, 85% resist all, well over 50% tohit bonus, three damage dealing pets in tow, a ranged AoE attack chain, and the ability to refill both bars more often than I blink. It can also perma stun ten targets, perma hold one, and even stun bosses in a single shot. It has mez protection with an 80% hitpoints bonus on demand. It can even shrug off defeat twice every five minutes. -
You seem pretty set on your fire/cold, but I'd like to offer my suggestion anyway. Try a warshade.
For what it's worth, my Warshade was far and away the most fun I've ever had playing this game. So much fun that I wrote a guide for it, as well as a few other entertainment pieces. The link for the guide is in my sig.
Quote:That being said, I would also like to thank you for your service. I had the opportunity to serve, but I chose an easier road. You are a better man than I, and I very much respect and thank you for your service.Originally Posted by The MFing WarshadeAt its height, The MFing Warshade will have 300% damage bonus, 85% resist all, well over 50% tohit bonus, three damage dealing pets in tow, a ranged AoE attack chain, and the ability to refill both bars more often than I blink. It can also perma stun ten targets, perma hold one, and even stun bosses in a single shot. It has mez protection with an 80% hitpoints bonus on demand. It can even shrug off defeat twice every five minutes. -
... and solo x8 maps on SOs alone.
... and solo AVs on SOs alone.
... and solo some GMs on SOs alone.
... and excel at single target damage output.
... and excel at AoE damage output.
... and excel at survivability.
... and the primary aggro control role of a team.
... and act as the primary buff and debuff roles for a team.
... and do all that with the same build.
Sorry for the distraction. I now return you to your previously scheduled thread. -
This is not possible. Build up lasts 10 seconds and recharges in 90. At the absolute cap for recharge, Build up has 8 seconds of downtime, meaning an uptime percentage of 55%. This is absolute best case, and I highly doubt your build has +245% global recharge in addition to Hasten and 95% slotting. Even with T4 Spiritual Alpha, you'd still need 210% +recharge in bonuses alone.
Build Up is to be used strategically. -
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There is one little trick you can use.
Bind your forward key to also activate a power like hasten.
The problem is that you'll hear the "not recharged yet" sound a lot. But I'm pretty sure you'll always have it queued up. -
I think you're more correct than you intend, here. The game is doomed from its conception in that one day it will go away.
The only thing my parents could be sure about when I was born was that, at some point in time, I am going to die. -
Quote:I can attest that Dark Armor has recovery debuff resist as well.Whereas a Dark Armour (or FA with consume) WILL be sapped..because they only have the end drain resist.
The two are always paired from what I have seen.
End drain resist is not reported in attribute monitors, but recovery debuff resist is. It's in the last tab of "Debuff Resistance." -
Quote:Small distinction: Your attitude is intolerant and ignorant. I did not say you were.Like I said, I will gladly show you my characters and how I play. I have led and/or been on many great teams. If I come across as being "intolerant" and "ignorant" for having certain (reasonable) expectations, then I'll just have to deal with being not liked by some people.
Your expectations are unreasonable. We're playing a game and it's one that's not hard at all. If your characters are built half as well as you claim, then you can carry a team on your own.
I've taken "pure healers" on my team. I've taken Kins without fulcrum shift, let alone ones without SB. I've taken petless masterminds on my team. I've done ITFs with a team full of kheldians. I've even taken a level 36 regen scrapper with not a single set bonus on a MoITF that I set for +4 by accident. I've never had to turn back and say "sorry guys, we just can't do it with this team."
Again, we're playing a game. The main goal is to have fun. Some people don't have time to plan a build or care enough to make the decisions you feel are optimal. Maybe they don't like SBing the people on the team. Maybe they don't have fun being a healer. If they're having fun, who the bloody hell are you to tell them they're doing it wrong?