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Posts
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Quote:As soon as you have status protection you're a benefit to teammates that do not; scrappers can't extend that kind of a benefit as easily. The lower the level, the less of a distinction there is between scrapper and tanker damage, so you'll never be 'too young' of a tanker to be useful compared to scrappers.Yes I know that a tank is supposed to take aggro, and yes I know tanks do not great damage compared to brutes and scrappers but do other people realise that tanks take a while to be able to take hits?
I consider taunt, at low levels, not to be something that allows me to control the attacks of the entire enemy spawn but rather something that allows me to keep the attention of problematic enemies regardless of how slow I'm moving or how heavily my accuracy is reduced. Keeping spectrals off of a blaster is just as good as giving those blasters immunity to tohit debuffs. -
If you're unimpressed by electric melee due to animation times, I don't think superstrength will be that much of an improvement. It doesn't get as slow as thunderstrike, though, if that's your only complain in that department.
SS is a fine pairing for willpower. The rage crash isn't a problem; it's more of a preference issue with being unable to do damage for 10s without using veteran attacks. I don't think anyone can tell you how much of an issue the lack of AE until 38 will be. In my preference, I can only stand leveling up superstrength on a character that has other sources of AE damage (damage aura, burn, etc). I like electric melee, but if it bothers you enough to stop the character and ask for advice, go ahead and try something else.
If you're more concerned about AE attacks due to taunt mechanics, as opposed to actually doing AE damage, stone melee is excellent. It has AE knockdown, disorient, and several relatively fast activating attacks. The fast activating attacks allow people to spend endurance faster than normal, but quick recovery and (eventually, optionally) stamina give plenty of fuel to enjoy what is otherwise a very effective and fun powerset. -
The check happens independently. One, neither, or both knockdowns can fire. That means the proc can add to the secondary effect of the power itself, in this case turning knockdown into knockback.
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edit: jinx...
Quote:You seem to be under the impression that damage debuffs stack with resistance in the same manner as tohit debuffs stack with defense. They don't. 7% damage debuff would not have the same effect as a 7% resistance buff to someone that already has resistance. E.g., a tanker with 80% res will not see the effects of 87% res (against even level cons it'll be closer to 81%).Resistance based armors, such as Fire, Dark, and Electrical Armors, benefit the most from Kinetic Melee as the damage debuff component has the equivalent effect of increasing resistance values.
The damage debuff doesn't work as well for the entirely defense based Ice Armor set, since Ice Armor doesn't get any meaningful resistance values to begin with...
Since kinetic melee doesn't give a different average survivability benefit to one type of tank versus another, defense based sets can get more out of it to help reduce spike damage, a problem that isn't as common to sets with a lot of resistance. -
Quote:Referrals through previous contacts, or through the provost or Calvin when you get the appropriate level, are how you are 'supposed to' know about them.Actually, the only other peeve I have is knowing where to find contacts, if they aren't fed to me. I lucked into Ricochet, I believe her name is, only after someone else already had her, and once I went to her, I suddenly had her. I have no idea how I am supposed to know about her beforehand, or how many other contacts I am missing simply because I don't know they exist. But I digress.
When you reach level 4 as a resistance member, Calvin will let you call him and he'll give you a task to talk to one of two contacts (as close to good vs. evil as you'll see in praetoria). In this instance, Ricochet is one of your two options. The quirk here is you have to click on the contact again after you first speak to him/her in order to have that contact. If you select the other contact, you'll never be given Ricochet's location.
While you may be able to get both contacts if you know where they are, I believe the intent is for you to have only one series of contacts. Most praetorian contacts will be unavailable even if you find them simply because of which side you actually belong to (loyalty/resistance). Seeing all of the praetorian content in less than 4 beginning-to-end runs isn't likely to happen. The morality choices intentionally force you to 'miss contacts'. -
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Quote:what I can recall without searching...I don't know how you're really going to do that, the survivability part that is. What more can be done to drastically increase the survivability of tanks relative to other classes? If we are talking IOs then you really remove defense, as we're already at the cap, from the equation. Increase hit points? Increase resistance?
- Apply a single target attack's secondary effect to the AE of gauntlet
- Apply terrorize to the AE radius of gauntlet
- Give tankers an innate AoE defense buff to teammates (not to self), stackable.
- Innate/improved status effect resistance or protection(such as what Dechs mentioned)
- Innate debuff resistance (this one being needed 6 years ago)
- nerfing other AT's resistance or defense caps for relative performance gains
There are a lot of options for improving tankers that doesn't equate to "more hitpoints" or "more damage". It is rather sad that the most recent adjustments to tankers fall into those two categories, though. -
I find it odd that you sought fire and cold defense instead of energy. I put energy as a priority even above s/l, though I understand the popularity of s/l defense.
I pick fire blast over melt amor, mostly because I was incredibly unimpressed with melt armor, especially against +3s or +4s. Thundertrike is also a nice set to put into fire blast, but not as much as if you focused in energies defense.
If level matters, I'd move tough hide up in place of resist energies or taunt. RE just isn't going to make as much of a difference as the extra stacked defense. -
Quote:Some resistance debuffs are irresistible. As I recall, that includes a lot of what longbow likes to throw out. A special resistance debuff protection wouldn't matter in that instance, and every other resistance debuff is innately resisted in proportion to whatever your resist values are.If that's so, those debuffs are extremely out of whack, or the resist to the debuff is not strong enough. That -res patch they tossed out dropped my resists by half last night.
Here's an invulnerability visual aid for resistance debuffs; pardon the uncreative names. -
whenever you go to a trainer you're given the option to select a second build that can be trained up from level 1 to your current level, and you can swap between the two once every 15 minutes .
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Quote:Less effective than hibernate, but without the LOLCASTLENERFEDICEDTANKS phase interval that makes hibernate immune to recharge enhancements.I can see it now though. Tank in PFF. *facepalm* (No, I'm sure YOU wouldn't do it ... but you KNOW it'd happen.
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Ok, it'd really need something else, but it wouldn't be the first only-affecting-self power for a tanker. Actually, it'd the be the third. -
I don't see anything wrong with the build, assuming you don't actually use jab. If you do, it's either better to take the 2nd endurance reduction out of your toggles until you have enough slots to 6-slot jab too (jab on auto burns more endurance than all three invulnerability toggles combined), or better yet, 6-slot boxing. Boxing is a superior attack to jab, really.
But, beyond that, I can't say I fault anything in the build. I would have taken combat jumping or resist elements instead of recall friend, but that's far beyond the scope of what a build needs. -
Can't happen. Hyperbole? Sorry, it looks like you were trying to be serious.
Quote:So I figured well it will scale correctly with our levels especially if I set it to +0x1+no+no right? WRONG.
Quote:yet they still seemed to just completely slaughter us within 7 seconds of attacking even with 2 healers
Quote:Any tips/point-outs/mistakes that I made feel free to tell me I'm partially curious to see if some of this isn't just me being dumb or doing something totally wrong. -
Quote:Unstoppable without resistance enhancements only gives 52.5% resistance. A brute with unyielding, resist elements, and resist energies will have about 23% resistance to f/c/e/n.Take the resist dmg IO's out of Unstoppable and just leave it with 3 recharge, unstop caps your resistances even without IO's in it since you can run it with your other toggles.
Unstoppable only caps smashing and lethal resistances without enhancement. -
Quote:I'm getting on average about 1/3rd fewer tickets (at most) running -1x8 than I do 0x8 on the same map. It's faster killing, yes, but not that much faster.To put it in simple terms, I'd like to know if killing -1/x8 is the fastest way to get tickets.
Edit: although, maybe the random spawns are just being unkind. -
I fill up my market slots on bronze rolls with characters then start with gold rolls. I simply don't sell the enhancements nearly fast enough to keep up with ticket generation unless I delete all but the most expensive bronze rolls, which would end up defeating the purpose.
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I've rolled 10-14 once.
It was an eradication quad.
I'm quite pleased with that random roll % -
Quote:I don't know if the generated names like "mistress man" and "grenade stabber" were supposed to be serious or not.Superhero Name Generator is always a good place to start.
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Quote:If it is giving you 0.07 EPS then yes, you'll recover 0.42 MORE endurance while it is recharging than you would have otherwise. For the purposes of an individual power, the direct enhancement will always superior to the effects of set bonuses. The idea behind set bonuses is that you'll have the set bonuses from 24? powers affecting your entire character, and that can well exceed some enhancement values you'd see from one power.The Question I have is lets say I pot in some purples to get a 4% recovery which is listed at 0.07 end/per sec and my power recharges in say 6 sec. Is it correct that i just multiple the numbers 0.07 X 6 so i would recover .42 End by the time the power recharges. If so the would I not do better at useing more End Reduction on a power instead of high cost recovery ones. Thank you for your help.
For endurance purposes, it's best to aim for invention sets that grant endurance or recovery bonuses and slot the enhancements that don't sacrifice things like accuracy and endurance reduction. If you can't get decent enhancement values out of your set, wait on using that IO set until you can enhance the power properly. -
It will not matter. After all defense and tohit effects are calculated, everything is forced to be between 5% and 95%. While some enemies will have a greater than 5% chanceto hit due to accuracy, no combination will ever drop the chance below 5% or above 95%.
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Then there's the possibilility it's simply the extra zero mistake.
Sure, I was raising the prices, but that's 6x the amount it was listed as.
Edit: I don't suppose there's any way someone can verify they're the one to purchase that short of a screenshot, eh? -
When 'Recovery' and 'drain endurance' enhancements were combined into endurance modification enhancements some 6ish years ago, they took the place of the "R" enhancement in the alphabetical list. It's easy to find though, as its shade of blue is easy to recognize amongst its surroundings.
People have been complaining about the names and organization of enhancements since launch. I fondly remember the day I realized mutation SO enhancements were actually named after what they did.