Dersk

Legend
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  1. Quote:
    Originally Posted by OzzieArcane View Post
    The appeal of the Station Pass is that you get access to a large selection of games for less then the price of 2. Those games include Everquest, Everquest 2, Everquest Online Adventures, Planetside, Star Wars Galaxies, Vanguard, and until recently Matrix Online. At the moment wouldn't NCsoft only be City of Heroes, Lineage, and Lineage II?
    When the station pass first came out, it was $22 or $23, which to me justified playing both everquest and planetside. The price later went up to $29.xx, which was the same as two games, so I just cancelled it. Yes, the appeal was that it was cheaper than two seperate games, but it hasn't been like that for a long time, unless went back down, which doesn't sound like Sony. That, and Sony can't leave a decent game alone.
  2. Quote:
    Originally Posted by Starsman_NA View Post
    Take invuln for instance. With just Resist Energies and Unyielding the set gets 31.2 resistance to elements and energies (plus defense.)

    A modified version of One with the shield, one that didnt bother providing Smash/Lethal and instead focused on element/energies, could be justified to give 30% base to all types but psi/smash/lethal that would be 46.8% extra resistance for a total 78% elemental/energy/toxic resistance on a much reduced timer and without a kill or die timer.

    Compared to my 90% resists without the REs. Hmm, not tempting. I'd still think the REs would suck and not be worth the power investement, but would likely think the same of unstoppable too depending on the endurance recovery.

    Being a set replacement is, in general, a bad thing, sure. Fighting the horesmen in the LGTF, or ghost widow in the STF, just for example, I very much like my click resistance that isn't dependant upon anything else to be sufficient. The instances where that matters is perhaps few and far between, but then that's more than I can say I get out of the resists and hp in OWtS. I liked the idea when it was introduced with strength of will, but I really just don't care for the execution in-game.

    Besides, you of all people know that 90% down to 78% isn't "next to no effect", even if the crash is easier on people that hate the power. That's to say nothing of what this will do to brutes. All three invuln brutes in the game would hunt you down and shave you without lathering you first.

    edit: Nerfing the S/L portion to zero because some tankers take tough would be a terrible descision.
  3. Quote:
    Originally Posted by Terman8er View Post
    OK...I have been trying to keep quiet but this finally got me.

    Have you ever even tried Force Bubble? By your baseless accusations I have to presume you haven't because this statement is so blatantly false that whole herds of kittens in the deep dark jungles of WhaDidUjusSayVille just keeled over in shock.
    Unless the user heavily restricts where and in what direction enemies are affected by force bubble, the power cannot be used without commonly affecting nearby and otherwise unengaged enemies. The size is simply too massive. I don't think there's a larger AoE power in the game.

    Standing back, or restricting use to corners and rooms hardly comes across as surgical repositioning, and more like "I'm the king of this spot right here!"
  4. Quote:
    Originally Posted by Ribic View Post
    A friend has an SD/Axe tank who smacks his axe on his shield, which is awesome.

    Any chance that's the taunt animation? I haven't seen it a shield/axe use taunt yet.
  5. Quote:
    Originally Posted by Starsman_NA View Post
    I think all armor Tier 9s other than Shield's and Willpower should be reviewed.

    I'd turn all the resist ones into One With The Shield-like behavior at the bare minimum, if given enough time I'd review them into something more interesting.
    As much as certain people hate powers like unstoppable, making the resistances weaker to justify a weaker crash would likely, depending on the specifics, make the power less useful when I need it. At the same time, though, I don't use any of the S/L resistance from the power...

    I still think that a better, or partial, solution for unstoppable and its counterparts is moving the crash to occur sooner while the resistance buffs are still in effect.

    Mixing innate taunt effects and insta-death crash effects on a character is rather masochistic, though. Someone wasn't really thinking when that decision was made.
  6. You would prefer a faster suicide button?
  7. Stone melee's mallet animations that use two hands use alternate animations that are shared with the axe/broadsword/mace sets. Stone mallet uses the hack animation, and heavy mallet uses the disembowel animation, as I recall.
  8. Quote:
    Originally Posted by Volkz View Post
    I don't get why people complain about this...As stated what is the tankers job? to tank or be a back up tank *if 2 etc*. DPS is not your goal keep your focus on holding the aggro or keeping an eye on wild players.
    Well, then, there you go. Now you know why you don't get it. Tanks shouldn't care about endurance costs because they tank. What dismissive and wonderfully circular logic. You don't happen to work for a government agency, do you?
  9. Dersk

    SD/SS Advice

    I love yes/no answers to either or questions.

    No, endurance reduction enhancements don't reduce the severity of the crash. Yes, they reduce the cost of the activation.
  10. Quote:
    Originally Posted by GibberingLunatic View Post
    I'm currently level 26 right now, and was able to hit (every time with no inspirations) a level 33 lieu over and over till he was dead (the xp gain... 114xp wtf?) but yet when I attack something my level I have about a 60-70% miss rate (thank you herostats) and its just pathetic, even with 3 slots a piece of just SO Accuracy I still miss like crazy.

    I'd love to take a look at that herostats log and see a screenshot of your build, if possible.
  11. Dersk

    SD/SS Advice

    Tough and weave can significantly help you, though I have a hard time suggesting anything over footstomp.

    I had tough and weave on my shield tanker as he was leveling up, but quickly grew tired of the restricted power choices, and opted for a few IO sets to up his melee and ranged defense numbers.

    On that topic, if you're not too keen on IO sets, then tough and weave will use up a significant chunk of your endurance recovery.

    That's coming from someone that would rather have fireball, so take that how you will.
  12. Dersk

    Gauntlet 2.0

    And here we see why so many suggestions don't even get the courtesy response.
  13. Quote:
    Originally Posted by Starsman_NA View Post
    The only way to "fix" this is by removing stamina alltogether
    Besides providing alternatives so that stamina isn't the only endurance management power available to most characters...

    Stamina isn't just popular because it's effective. It's popular because there's generally nothing else that can replace it.
  14. Dropping aid self and aid other for RPD and buildup would make your build very similar, in power choices, to what I've been using for invuln tankers for about two years now. The order is a bit different, but I've never found a way to include the resists Es in a way that satisfied me.

    With the abundance of the temp power ethereal shift, I don't have any problems using unstoppable whenever the need suits me, and I'd rather lean on that than the measly resists in REs or spending time and endurance animating aid self in hard fights.
  15. Dersk

    Was this dumb?

    As I recall, it requires a foe in invincibility's range to go off, and even then the chance to activate only occurs once every ten seconds.

    It's not so much that invincibility is a bad place for it, it's just that there is no good place for it ouside of blinding feint and follow up, which aren't exactly available to most characters.
  16. Quote:
    Originally Posted by Talen_Lee View Post
    One handy mantra I learned from smurphy: A single, even-level TO of end redux in each attack works out as more endurance efficient than having stamina with three SOs in it.
    Interesting, considering it takes six even-level TOs in all attacks used to exceed the sustained level of attacking that 3-slotted stamina gives without endredux.
  17. [ QUOTE ]
    Most NEW players don't have the accumulated knowledge you have

    [/ QUOTE ]

    I wasn't attempting to debate how easily new players make influence, specifically. I was responding to someone that supposedly knows enough to give advice on these forums, yet finds DOs expensive when they really aren't. You've completely misread my post if you thought I was critiquing the money-making activities of new players.

    [ QUOTE ]
    The fact that some of your first power choices for some of the sets are VERY end heavy, like Blazing Aura and Death Shroud, further compound the problem. Yeah, you and I know to wait on, but to someone brand new, that is neat lookin [censored] you wanna use.

    [/ QUOTE ]

    I take and use all damage auras as soon as they're available

    [ QUOTE ]
    You are talking about concentrating on certain sets of mobs

    [/ QUOTE ]

    It's a bonus and not required for a character to be self sufficient. I specifically mentioned that that activity allows me to surpass DOs and SOs.
  18. [ QUOTE ]
    And acting alone, my 12-21 characters could not consistently afford DOs, IOs, or their initial SOs either.

    [/ QUOTE ]

    Before i9, I would have had no problem agreeing with this statement. Ever since, I haven't had any problem completely outfitting characers with complete DOs and SOs when the time comes. Focusing on hellions and CoT, for example, before level 10, I generally don't even buy DOs, but instead go straight for generic IOs.

    It doesn't happen automatically, but having a self sufficient character nowadays isn't quite as hard as it was.
  19. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    If you try to take down a white lieutenant and minion standard solo combination, a tanker will surely need to rest if the lieutenant of that combo is a Tsoo Sorcerer.

    [/ QUOTE ]

    I don't have that problem.

    [/ QUOTE ]

    Dropping the mission isn't an elegant option

    [/ QUOTE ]

    Apparently, niether is using yellow inspirations, using building, hitting the sorcerer when it's switching toggles, repeatedly knocking the sorcerer down or disorienting it, or any other number of tactics that varies between powersets other than standing in a hurricane meleeing the sorcerer until your endurance bar vanishes. Yes, that's the elegant option.

    Oh, and don't bother having any accuracy slotted! You just aren't going to get that much accuracy out of TOs and DOs, after all.

    No wonder there are so many people with endurance problems.
  20. [ QUOTE ]
    My Mind/FF Controller has got tells asking if I heal a couple times

    [/ QUOTE ]

    This may seem like splitting hairs, but that isn't the entire archetype being refused. But, more importantly, that type of refusal isn't being done by someone that actually undertands how the game works. Ironically, people that pursue tankers do so quite often out of similar motivations to get a "healer". As much as I enjoy playing my tanks, I don't see that kind of popularity as positive feedback for the AT.

    edit: I'll clarify that "healer" comparison as being my anecdotal experience from the types of situations certain types of players request a tanker. In typical play, when I see that, all requests for a tanker could be replaced by "healer" and it'd make as much sense for the situation. "We just lost our last tanker." "That's a big spawn, we need a tanker." It's sad sometimes.
  21. [ QUOTE ]
    The Eagle's Claw alternate is just bad.

    [/ QUOTE ]

    At least it isn't something you'd see in the movie Zohan.
  22. [ QUOTE ]
    I think blasters and controllers have worse END issues than tanks do

    [/ QUOTE ]

    I'd love for you to clarify how blasters have worse endurance issues than tankers. I may not be too keen on blaster issues, but endurance efficiency isn't one of them.
  23. [ QUOTE ]
    I'd say the same for endurance drain but they have ONES modifers. Only way to make those "weaker" is to make tanker Endurance bar higher (instead of lower end use modifiers) so they fill less of the bar along with an equivalent end recovery tweak so that things end better than now but not too better for sets with Quick Recovery

    [/ QUOTE ]

    Even more off topic, but I long thought that if tankers are intended to take a team's share of debuffs, knockback, status effects, and damage, they should be given the tools to take those effects without crumbling. For the time being, that really only applies to mitigating status effects and damage. Knockback situationally so. But, taking a spawn of Mu, or anything else with relevant endurance drain, and being sapped of endurance to the point that the tanker's ability to mitigate damage is compromised is a terrible way to encourage tanking or reward teaming.

    Though, a universal reduction in endurance costs and endurance recovery would logically require an equivalent reduction in the value of enemy-used endurance drains, to be fair. I think that's more of a data entry problem than a balance problem, though.
  24. [ QUOTE ]
    For one thing, it's more of a forum exercise than something that actually happens in-game

    [/ QUOTE ]

    How often it happens is a debatable topic highly tainted by one's point of view and anecdotal experience. It happens. It happens to and bothers some people more than others, but so does being kicked for not being a healing defender.

    I've been refused invites to SG teams that simply didn't want any tanker at all (boy did I quit that SG). I have been refused an invite to a TF because the team already had a tanker. While it problably saved me heartache from teaming with idiocy, I've never seen or heard of that issue with anything other than a tanker.