-
Posts
227 -
Joined
-
All the more reason to be audacious and do it!
By the way, he's level 7 right now. Dark Armor with Super Strength set to the Dark theme is sexy. The particle effects mingle in cool ways. -
Going with DA/SS for my next tanker. I can already feel the endurance frustration beginning. If anyone has any leveling/build advice for this combo, feel free to throw it my way.
-
-
Quote:...Wut?In power customization you can hide the invisibility effect of CoD.
"hide" "invisibility", erm use a *No Fade / No Pulse* for CoD and your toon should be visible.
I recently started a DA/SM, think it'll take time to get good. Shortly after Fault + Opp Gloom, around lv 27-iesh, I guess (both powers capped for 10 targets max though).
And then muuuuch later with Quick Sand.
Not the most damaging tank, I rolled it for concept and fun (I love the sound of stone melee).
Dark Armor lacks KB protection from its powers, just a word in advance if you should decide to try that.
* logs into character creation *
EDIT: OMG! When did they do this? Could have sworn BAB posted something before i16 to the effect of "We'll look into it for the next issue."
EDIT: Also, does this give you a standard stealth/transparent effect or suppress it completely? -
O_o
I don't think any of the vitriol here was really warranted, but to clear this up:
I've got about 200 mil right now. I'd like to set up this scrapper for around 50 mil or less if I can get away with it, as I feel better investing money into my tankers (I play them more often, because good point men/ladies are hard to find).
On Virtue, a Steadfast unique goes from anywhere between 10 and 30 mil if you buy it from Wentworth's.
The rarer finds from sets like Gaussian's and Crushing Impact are about the same.
LotG global recharge and Numina's uniques, I haven't even bothered with on my tankers yet. They go individually for more cash than I usually have at any given time. -
Thanks a million for the suggestions.
You know, it's funny, with typed vs. position defense. I always just sortof assumed that it worked out to be more or less even, as far as defense bonuses from the level 50 IO sets go, because it seemed unbalanced that type defense powersets would be confined to the lower-level sets (which give lesser benefit at max level).
I hadn't considered that they also give their defense bonuses earlier, making it possible to round out the percentages with regular IOs.
At some point, I'd like to learn exactly what numbers to aim for (in terms of % benefit total) in order to cobble together crafty builds like this. Because at the moment, it's an epic mystery to me.
Thanks again! -
Thanks a ton for the input so far, guys.
Hmm...
*scratches chin* -
Quote:I feel like I've clarified and re-clarified that I'm not talking about situation where people were doing unorthodox/unconventional stuff and it went smoothly.Just be careful with generalizations. Not all fit the same mold. But I do agree that all things being equal, Tanks are better equipped to hold aggro and survive it. I love both my Scrappers and Tanks, so I can also fully support the "I'm a Tank, I win" philosophy. But also remember not to be too uptight about this... It's a game, and nobody remembers the good teams that flow along without drama, but EVERYONE remembers the horror shows that result in people telling each other in private "What the hell did he just do?" and "OMG, we are SO screwed!"
I'm talking about when it fails and I don't have access to the kick button.
Leaving the team is an obvious and simple answer to the problem, and I've done that in just about every situation to which this thread applies. But often times, a tanker leaving spells the death of the team, and I'd like to avoid doing that as much as I can. -
So, after re-rolling this character half a dozen times, I believe I've settled comfortably into a scrapper with Katana/Willpower.
I always start my characters planned for a budget build, because I don't farm and don't have huge amounts of money. But I typically have enough to buy the more common IO sets, which has proven to be enough in the past to get them where I want them to be.
Anyway, here's what I have so far. Notes:
- Calling the Wolf is a flavor choice. If I hadn't taken that, it would have been Strength of Will, and may still be. I'll have to see how I feel when I get him to 49.
- I'm not crazy about Mako's Bite, but I was trying to stick with sets that gave defense bonuses.
- I'd like to softcap Melee/Lethal with one application of DA, but I'm not sure if that's attainable with the amount of money I'm willing to spend.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: Gambler's Cut- (A) Mako's Bite - Accuracy/Damage
- (3) Mako's Bite - Damage/Endurance
- (3) Mako's Bite - Damage/Recharge
- (5) Mako's Bite - Accuracy/Endurance/Recharge
- (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (7) Mako's Bite - Chance of Damage(Lethal)
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Multi Strike - Accuracy/Damage
- (7) Multi Strike - Damage/Endurance
- (9) Multi Strike - Damage/Recharge
- (9) Multi Strike - Accuracy/Endurance
- (11) Multi Strike - Accuracy/Damage/Endurance
- (11) Multi Strike - Damage/Endurance/Recharge
- (A) Endurance Reduction IO
- (13) Resist Damage IO
- (13) Resist Damage IO
- (15) Resist Damage IO
- (A) Defense Buff IO
- (A) Mako's Bite - Accuracy/Damage
- (15) Mako's Bite - Damage/Endurance
- (17) Mako's Bite - Damage/Recharge
- (17) Mako's Bite - Accuracy/Endurance/Recharge
- (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (19) Mako's Bite - Chance of Damage(Lethal)
- (A) Endurance Reduction IO
- (A) Run Speed IO
- (A) Jumping IO
- (A) Dark Watcher's Despair - To Hit Debuff
- (21) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (21) Dark Watcher's Despair - Recharge/Endurance
- (23) Dark Watcher's Despair - To Hit Debuff/Endurance
- (23) Harmonized Healing - Heal
- (25) Regenerative Tissue - Heal/Recharge
- (A) Multi Strike - Accuracy/Damage
- (25) Multi Strike - Damage/Endurance
- (27) Multi Strike - Damage/Recharge
- (27) Multi Strike - Accuracy/Endurance
- (29) Multi Strike - Accuracy/Damage/Endurance
- (29) Multi Strike - Damage/Endurance/Recharge
- (A) Efficacy Adaptor - EndMod
- (31) Efficacy Adaptor - EndMod/Recharge
- (31) Efficacy Adaptor - EndMod/Accuracy
- (A) Doctored Wounds - Heal
- (45) Doctored Wounds - Heal/Endurance
- (46) Doctored Wounds - Heal/Recharge
- (A) Empty
- (A) Mako's Bite - Accuracy/Damage
- (31) Mako's Bite - Damage/Endurance
- (33) Mako's Bite - Damage/Recharge
- (33) Mako's Bite - Accuracy/Endurance/Recharge
- (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (34) Mako's Bite - Chance of Damage(Lethal)
- (A) Red Fortune - Defense/Endurance
- (34) Red Fortune - Defense/Recharge
- (34) Red Fortune - Defense/Endurance/Recharge
- (36) Red Fortune - Defense
- (A) Titanium Coating - Resistance/Endurance
- (36) Titanium Coating - Resistance/Recharge
- (36) Titanium Coating - Endurance/Recharge
- (37) Titanium Coating - Resistance/Endurance/Recharge
- (37) Titanium Coating - Resistance
- (48) Titanium Coating - Endurance
- (A) Multi Strike - Accuracy/Damage
- (37) Multi Strike - Damage/Endurance
- (39) Multi Strike - Damage/Recharge
- (39) Multi Strike - Accuracy/Endurance
- (39) Multi Strike - Accuracy/Damage/Endurance
- (40) Multi Strike - Damage/Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (40) Red Fortune - Defense/Recharge
- (40) Red Fortune - Endurance/Recharge
- (42) Red Fortune - Defense/Endurance/Recharge
- (42) Red Fortune - Defense
- (48) Red Fortune - Endurance
- (A) Red Fortune - Defense/Endurance
- (42) Red Fortune - Defense/Recharge
- (43) Red Fortune - Endurance/Recharge
- (43) Red Fortune - Defense/Endurance/Recharge
- (43) Red Fortune - Defense
- (48) Red Fortune - Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Doctored Wounds - Heal
- (46) Doctored Wounds - Heal/Endurance
- (46) Doctored Wounds - Heal/Recharge
- (A) Endurance Modification IO
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
-
Quote:I have a Level 29 Invuln/EM tanker, and am pretty bored with it. To be fair, I haven't gotten to ET or TF yet, but...it seems really passive and slow. So far, anyway.My DA scrap uses CJ and two KB protect IO's instead of CoD; I can see them just fine; you might consider doing the same if CoD is your turn-off.
Have you looked at Invuln? While you aren't big on resist sets, the ability to cap S/L without a single IO is pretty extreme, and it has a decent amount of defense too. Lately, Invuln is also the king of not concealing your character; most of the effects can be turned off. Good at aggro management, too, Invincibility pulls pretty strongly. -
I'm...not.
I'm saying I want to roll another tank, but I don't want a third shield tanker, and would like to hear from tankers who love some of the other primaries. -
So, I need a new tanker project to work on. I've levelled the following "tanks" to 50:
SS/WP Brute
Electric/EA brute
SD/DM tanker
SD/SS tanker
I haven't hit the point yet where I want to spend time purpling/endgaming any of my toons, as I'm still exploring different archtypes and powersets.
Anyway, I'm hopelessly addicted to Shield Defense. Easy to softcap position defense. resists to fall back on and a -sweet- built-in PBAOE.
The other tanker sets don't seem nearly as appealing, but I would love it if YOU guys would make an argument for some of the others. There are three I'm not interested in:
Dark Armor (Cloak of Darkness hides my character, bleh)
Ice Armor (lolblockman -- no)
Stone Armor (Slow =/= fun)
Electric armor looks swank, and I haven't tried it since before i16, but it's all resistance, and I've not had good experiences with that in the past.
Talk to me! -
I appreciate the contributions from everyone.
I'd like to add that in all of the cases I listed in the OP, I did end up leaving without making drama. My policy is never to get actively -angry- when I play video games, so I leave at the point of being frustrated or irritated and then forget about it.
I'm gonna have to disagree with the consensus about leaving TFs, though. I really feel that if there's a rule, even unspoken, that you can't/shouldn't leave a task force midway because you can't be replaced, it allows people to take liberties with common decency.
I booted someone from a TF in the Shadow Shard once, and we had been at it for a -while-, because she was being absolutely acidic and horrible to other people in the team. The other people seemed horrified that I kicked her, but we finished the TF in good spirits and without further incident.
To me, the next hour and a half or so of harmony for 7 people was more important than some arbitrary "right" on the part of someone who was being viscious. -
-
Quote:If people weren't meant to have roles in teams, there wouldn't be Archetypes at all. I'm fine with tanking scrappers, tanking trollers, tanking masterminds, etc. Whatever gets the team through a challenge smoothly -- by all means, do it.I think your first problem is thinking that people have roles on teams. :P
This is CoH, not WoW.
Again, the reiterate this in a different way: I've never gone off the handle at, say, a scrapper who took point and everything went fine.
Quote:Or are you one of those tanks that grabs the first attack, the AOE, and Taunt, and consider yourself done with your secondary?
...or that people actually build this way. -
Quote:You are shrill and annoying.Let me ask you a question. What is the point of a stalker?
Let me answer that question. The job of a stalker is to do hit and run damage. A stalker hides in the shadows, then pounces a single target, then fades away from view. Proper stalkers hit their prey as hard as they can, then book it to a safe hiding spot.
If you play a stalker right, you should have an experience of an expert assassin. Darting in and removing the lethal and annoying foes. Able to go anywhere and everywhere, past the massive defenses any enemy is able to provide.
***
Now, let me ask you another question. What is not a stalkers job?
Let me answer that question as well. A stalkers job is not provide consistent in-mob dps. A stalkers job is not to take aggro for a team, take an alpha strike, or remain in melee combat.
If you are playing a stalker as you would a scrapper, brute, or tank...
YOU ARE DOING IT WRONG
This is one of the reasons why I, personally, loathe tools like MIDS. MIDS does not tell you how a class is supposed to be played, nor what the purpose of a class is.
Actually PLAYING THE GAME will tell you what a class feels like to play.
Of course the numbers on Stalker damage are going to come up shorter than scrapper or brute damage.
But, if you've actually played the game, you'd know that stalkers now get critical chances outside of hide while in a team. The larger the team, the more likely the stalker is to critical if the stalker winds up in a position where it has to do consistent or extended melee combat.
So the line you wrote here:
Is absolutely tripe. You do not understand the point of Hide and Assassin's Strike and the critical capabilities. The developers. DO! -
Quote:I wouldn't complain about something just on principle -- I probably should have been clearer about that in the OP. All of the examples I gave have resulted in people dying.I kind of have to comment on the Superscout scrappers, because I am one. I do sometimes jump ahead of a slow tank. Not saying you are slow, but whatever the case is, if the scrapper runs off and gets melted, who cares? As long as they don't aggro a bunch of crap that wipes the team. Some people play the way they play and that's it.
Again, if I'm the team leader, I just kick people. But if I'm tanking and -not- team leading, it causes more angst. -
Quote:I appreciate your candor.Ironic when we look at the last sentence of the previous paragraph and your actions here. It sounds to me like YOU got butt-hurt and quit that team in a snit. Regardless of motivation, my opinion is that YOU were in the wrong. One person annoyed you so you bailed and screwed over the entire team. Not cool.
A couple of things regarding that particular instance:
- I wasn't having fun. I don't know many tankers who have fun when relegated to plinky melee DPS.
- People were, in fact, catching aggro and dying. not the fire/kin, but others in the team. Yes, it's their fault for going with the fire/kin and getting wasted. In a lot of cases, it was an issue with spawns being close together, which is where the weakness of fire/kin tanking starts to become evident.
I understand your point of view, and I realize why leaving TFs is considered taboo. But at what point does a person have a right to leave if they're not having fun, and not being allowed to perform their role? That's a serious question, not a rhetorical one. -
So, I was following up on a thread I recently posted about my nerd rage relating to Caltrop usage ( http://boards.cityofheroes.com/showthread.php?t=196455 ) and realized that it raises a larger issue for me that I feel deserves its own space: problem players.
This is of specific concern for me, as an oft-tanker, because even if I'm not the team leader, situational awareness and control are my responsibility in a team. Tankers don't do much damage (try as we might), so my focus is on creating a focal point for NPC aggro and enabling the damage-dealers to do their job as effectively and death-free as possible.
Obviously, when the following issues come up and I'm the team leader, I go by a three-strikes-and-you're-out policy. If you didn't catch the first two warnings, you're not watching team chat closely enough (that's how I feel about it, anyway).
These are the problems I most often have with team members. How do you deal with them if you're tanking, but not the team leader?
- Caltroppers who use their powers for evil. Mobs scatter, and at the very least make fights take longer because the spread causes AOE efficiency to drop. Usually it becomes harder to maintain aggro, if I don't lose it altogether because of critters slow-mo running in opposite directions. The kicker to all of this is the negligible damage inflicted by caltrops.
- Fire/kin trollers who want to tank. They have nothing keeping critters specifically angry at them, so the moment someone else does more damage (say, for instance, a blaster, whos job it is to do more damage than controllers, if I'm understanding the game correctly), they catch aggro and get hosed. Usually when this happens, I'm still trying to mop up the last boss or two of a mob, and half the team has followed the adventurous fire/kin down another hallway (usually to their deaths).
- SuperScout Scrappers (tm). "I can do all of the damage of a scrapper and I have soft-capped defense. Lol! I'm a scranker!" Enough said, I think.
- Other tankers with big egos. I actually believe that two or three tankers is better than one, and will happily take on the role of second-in tanker if that's what's needed. What I have problems with on a fairly regular basis are tankers who seem to feel that if they're not taking point and setting the pace of the team, they've somehow been emasculated or scorned. If there's a way to say "I go first, not you" without sounding like you're butt-hurt and petty, I haven't found it yet.
In all of these cases, which have come up several times for me, a simple "please don't" didn't suffice. In one Fire/kin instance, I left a task force mid-run because the player wouldn't stop, and didn't respond to any of my /team comments or requests. I got rage-tastic tells from multiple people in the TF telling me that it was bad sportsmanship to bail on a TF because of my ego, and that they wouldn't be able to finish because they needed me to tank Romulus.
Apparently I was just there to tank the AV. Wish they had told me that straight away. XD Anyway.
I'm really just looking for general feedback on these situations, and how to deal with them when you don't have access to the Kick button. I love this game, and the kind of team infighting that occurs because of this stuff is really the only thing that causes me to enjoy it less.
Sorry for the long-winded post! -
I hadn't even thought of that! Normally I put a Jump IO in my sprint slot to use it for an extra boost to superjump when I'm jumping through zones.
I love it! I won't have to change anything! Bahahaha. -
Quote:Orly?To add to BaB's quote, notice how theres no decapitating or dismembering moves from swords n stuff? Kinda makes the healing processs more realistic.
Beheader from the Battle Axe set.
Eviscerate from the Claws set (That's when you remove someone's guts from their body)
Disembowel from the Broad Sword set.
Head Splitter from the Broad Sword set.
Just sayin'. -
I have a claws/SR scrapper who I'd like to give some kind of stealth ability to for the sake of concept. The question is, how to most effectively do this.
I also have some specific questions:
Stealth (from Concealment):
- The endurance drain seems massively huge, and I haven't so far planned for massive amounts of +recover. It does come with a defense bonus, however, but I'm not sure how it works, mechanically -- the description says that you lose some of the defense upon attacking. Please help me understand all of this.
- Does it suppress visually when you attack? I'm extremely vain about my toons.
Unbounded Leap (IO set):
- Does anyone put this in Combat Jumping (along with maybe a single defense SO/IO) for the stealth effect in combat situations?
- Again, does the effect from this unique IO suppress when you attack?
Also, if anyone has any stealthy scrapper builds they'd like to share, feel free. I'm pretty much a scrapper noob -- actually, I'm a noob in general -- so I'd also appreciate general advice.
P.S. I don't enjoy stalkers because Assassin striking isn't fun for me. -
Let's say I have all of the baddies in a room herded to where I want them and am holding aggro while the team burns them down. Also assume that my health bar isn't an issue -- which it hasn't ever been, when Caltrop Fights (tm) happen.
What is the justification for dropping caltrops at my feet and causing the critters to scatter? That might sound petulant, but I am actually fairly new to the game, and if there's something I'm missing, I genuinely want to have a clearer picture.
The instance which provoked this post ended with the defender saying something along the lines of, "But you're asking me to nerf part of my damage because you can't herd them (the critters)"
My gut feeling is that caltrops, which does very little damage and causes critter scatter, actually lowers the overall DPS of a team in AOE situations. Is that off-base? -
Yes.
Quote:What does it look like when Hurl is used with a shield? I know the power is marginal but I love the idea of hurling big rocks.
Quote:What happens when Rage wears off? I lose a big chunk of defense, don't I? Is this a big problem?
It -can- get you killed, but A) you can both control and monitor when the crash happens, and B) you can opt not to use rage in missions/situations where you're worried about getting owned.
An easy method I've found to not get destroyed by my rage crash is to monitor my damage bonus. When it goes into the red (as it always will when you rage crash), you know you're crashing. It works a lot better than constantly checking for the blinking buff icon.
- The alternate animation for Knockout Blow makes it look like you're slamming people into orbit with your shield.
- The earth will shake with your awesome might.
- You can defense cap very easily and have decent resistance to fall back on. -
Why do people do this? And why do they throw tantrums when you ask (politely!) for them to stop.
I'm usually team leader when I play, but when I'm not, something like this inevitably happens and I'm stuck with a team leader who's too afraid of conflict to address peoples' goofy antics.