Dromio

Mentor
  • Posts

    367
  • Joined

  1. Quote:
    Originally Posted by Grey Pilgrim View Post
    D'oh! I was so hoping, especially when there were seven of them and all, what with the upcoming anniversary.

    Thanks for the update at least. You should pass it on that we would be... extremely happy customers if we had some more slots sent our way, though. My jaw dropped when I saw this and I was extremely happy... even though the man in me of Swedish descent and Midwestern upbringing told me not to hope for too much.

    *added*

    Dromio, I have used all the slots I have earned via GR and vet rewards, so it's not a matter of redeeming. It might just be the number of slots you have earned over the years. Seven might be right for my vet rewards and how many I earned through GR.
    It didn't help that Zombie kind of implied that it was WAI and a bonus.

    I'm at 75 months so I'd have six character slots from vet rewards and two from GR (I think it was two right?). That would add up to the eight it gave me to redeem (seven now that I tried to redeem one).
  2. Quote:
    Originally Posted by Darkfaith View Post
    I think there may be an issue here. I logged in to find I had 7 slots to redeem, but 7 of the extra slots I had unlocked, but unfilled, on my home server are now locked. Redeeming one of those slots hasn't unlocked one of the slots I locked. The store doesn't seem to be down.
    I logged in and deleted a character and now the slot that character was in is locked. I assumed that slots that I had redeemed and not filled somehow became un-redeemed. Kind of a bummer, I was really psyched to create a new character today. I had eight slots available to redeem, deleted that character, then tried to redeem one (now shows 7 available to redeem), and no slot has opened up.

    EDIT: sounds like these are not WAI. My guess is what I said above: these are bonus slots that were redeemed earlier but were somehow un-redeemed by Issue 20. I have never purchased a slot, and am into high numbers of veteran rewards (I can't remember how high).
  3. Quote:
    Originally Posted by CrazyJerseyan View Post
    Yeah, exactly the same I was thinking. While Envenom has the -regen aspect covered, I'm not sure how powerful it is at -50%. Thanks for the help again man.
    I think the -regen is the part of Envenom that stacks, but I'm not positive. That should mean you could at least double the -regen if not triple it.
  4. I have to say, between this thread and the "new soft cap" thread I'm not feeling too optimistic about my Ice/Axe. Ice has a lot of great tricks, and she's quite capable with normal content, but I don't think she's even close to measuring up to any of the top sets here.

    It's not that I didn't know it I guess, we have an INV, a WP, and a Stoner in our SG that are all better tanks despite my putting a lot of time into my character, it just seems that laying it all out with numbers makes it hit home a little more.
  5. I have a steampunk character on Virtue named Amelia Gearheart (Claws/SR brute) but she's already in an SG. Still I'll keep up on this thread and maybe she can team up with some of the gaslamp crowd!

    I'm trying to find a hosting site so I can post pictures. I really like her costumes. The steamjet aura is so fantastic I'm thinking about adding another steam powered armor to her costume set! She's got a sleek set of armor now, I'm thinking of going all out huge and making a giant set as well.

  6. Regarding Poison Trap, Wonderslug said the following in the recent Poison Trap thread:

    Quote:
    Poison Trap applies an initial sleep, then creates a gas cloud that attempts to apply an unenhanceable 4-second hold and an enhanceable 10% end drain once per second. The catch? They each have a 2% chance to occur.

    That means that any given target, provided it stays in the cloud for the entire duration, has a 54.5% chance (0.98^30) of never getting hit by a hold, and a 54.5% chance of never getting hit by an end drain. In fact there's a nearly 30% chance that the cloud will do nothing at all whatsoever to any single target, again assuming it remains in the cloud for the entire duration.

    It is easily the most worthless power in the game, because while plenty of powers are weak, and plenty of powers have effects that are considered not beneficial or hyper situational, (Poison) Poison Trap is the only one I can think of with a nearly 1/3 chance to literally contribute nothing at all to things it hits.
    There should not be a power choice in the game that has a 30% chance to do NOTHING. If these numbers are right, and I have no reason to doubt they are, this is as compelling an argument for changing Poison's Poison trap as I can imagine seeing.

    This is a great idea for a thread by the way. With a new Powers person I think having a list like this will be great for Masterminds and would be very smart for all the AT's to have.
  7. Personally I don't think soft capping is worth it on Thugs/Poison. You have very high defense pets that are far more qualified for taking aggro than you are, and Poison has some good reasons (Noxious Gas, -regen stacking on Venom, the hold) to concentrate more on recharge. I think for recharge or personal defense to truly be effective you have to choose one or the other, and for Thugs/Poison I think recharge is better. Especially for soloing hard enemies you're going to want Gas and Venom to be up as much as possible, not to mention possibly stacking holds.

    Here's a thread we had just a bit ago that covers a lot of Thugs/Poison. It has some builds and lots of good info.

    http://boards.cityofheroes.com/showthread.php?t=252225

    Hope that helps!

  8. Quote:
    Originally Posted by Katten View Post
    Why is it, that Ice Armor, one of the most costume obscuring sets didn't get the No FX unless in pvpoption on any powers?
    I'm willing to believe they just didn't bother since it's tank only

    And with that said, since it seems like things don't get done quickly when it comes to changes in this game anymore (while so focused on main issue content) what is the least obscuring color combo you've found, or ways to incorporate the visuals to the costume (other than ... Ice Block.. Man. Costumes)
    They really need to visit most or all of the powersets and provide low/no visual options for those sets that have visuals to suppress. For a game that prides itself on customizing appearances to cover up costumes with armors like Ice and Stone, and other obscuring powers like Hasten, is very foolish.

    I usually run with dark blue ice armors. That seems to work OK. It's not enough for me though. I run suppressclosefx and then I set the suppressclosefxdist to 1 (I think I'm remembering that right). Essentially my screen then doesn't show any of the armors or anything. Other people see them, and I don't like that, but at least they don't obscure my view.
  9. The Thugs Bruiser still favors Hurl over any other attack. He is so much more effective as a melee pet, and has much more effective attacks that he should use first. In fact he really doesn't need a ranged attack.

    The Arsonist tends to run to point blank range to use his spit fire. I can't find any stats on this power, but if it was given a longer range and/or the Arsonist was set to use it at the edge of its range rather than at point blank it would do a lot for keeping the Arsonist alive.
  10. Quote:
    Originally Posted by Delta_Strider View Post
    Personally, I always thought that Envenom and Weaken should be AoEs, which would improve the set in a big way.

    But people always start in with this "Formula" bull crap and try to buzzshackle the idea.
    That's certainly Poison's big drawback. And it's not like Weaken and Envenom are "single target powerful" either. Just making them cones would really strengthen Poison.

    Alternatively they could make Poison Trap, or Poison Trap's slot, an AoE/cone solution for the set. Personally I'd rather not see a Trap there, that strikes me as too tech. I'd rather see something like an Acid Rain kind of power that debuffs all the foes in its area. Freezing Rain without the slow but with a chance to vomit. Or maybe a poison version of Tar Patch (Poison Ooze?) the character upchucks out. Something like that.

    I'm fairly sure they could shelve the cottage rule with Poison's Poison Trap. I can't imagine that anyone has taken it.
  11. Quote:
    Originally Posted by Soul Storm View Post
    I'd be interested in your bind setup and your help to get that system working for me!

    I altered the build slightly yesterday, replacing all the Titanium Coating's except the resistance io with the other two steadfast io's to make a full set. That boosts my def by 3%.
    I just have buttons with the following Macros:

    petcom_name <bruisername> attack defensive$$petcom_name <enforcer1> attack defensive$$petcom_name <thug1> attack defensive

    So that makes my bruiser, one enforcer, and one regular thug attack my target, and when done fighting reset to defensive. I love that reset to defensive. So then I have a second button that has the other three pets on it:

    petcom_name <enforcer2> attack defensive$$petcom_name <thug2> attack defensive$$petcom_name <arsonistthug3> attack defensive

    If I want all the pets attacking a target I just hit both buttons. I can also just have the primary group attack of course and keep the last three as bodyguards, or I can assign one target to each group. I'm pretty sure you could split your pets however you choose, even if you had five in one group and one in another, or three two pet groups.

    Use the exact names by the way. For example, my Bruiser is named Romeo, my Enforcers are Mercutio and Benvolio, and my Thugs are Valentine, Tybalt, and Paris (arsonist). So the actual first Macro looks like:

    petcom_name Romeo attack defensive$$petcom_name Mercutio attack defensive$$petcom_name Valentine attack defensive

    I think my command line to create that button was:

    /macro prima petcom_name Romeo attack defensive$$petcom_name Mercutio attack defensive$$petcom_name Valentine attack defensive

    That will create a button called Prima that you can then drag where ever you want it to go. That same format applies to all my buttons, just /macro, then the button label, then the macro text. You can also do all of the same things and bind to keyboard keys. The "All about Binds and Macros" in the MM guides can tell you more.



    I have a button that targets the Bruiser and puts Gas on him (you have to double click the button): petselect_name Romeo$$powexecname Noxious Gas

    And I have a button that you double click to target and Heal the Bruiser: petselect_name Romeo$$powexecname Alkaloid



    I had taken a long break from my MM and I have to say that when I came back to her these macros really helped me enjoy her a lot more. I saw this stuff in a guide, so I won't take credit, but I can't find the guide right now.
  12. Quote:
    Originally Posted by Soul Storm View Post
    The build is very very good now. Very easy to play on teams and solo (although I still have the same trouble with spike damage I always have done). My biggest problem with the character now is the pain of having the arsonist charge into melee on every single mob and die. I'm actually losing patience with the character because of that alone but that's a game issue not specifically about this build.

    I've got my thugs broken into two groups. I have a button that tells the Bruiser, one LT, and one Thug to attack, and another button for the other three pets. That way I can send in three while the other three stay in BG mode (but in teams I can send them all in). What I did for the Arsonist was to keep him in my secondary group, the one that's more BG than attack. It's not perfect, but he does last longer for me that way.

    He's kind of the opposite of the Bruiser. It's too bad we can't set the Bruiser for melee only and the Arsonist for Ranged only.
  13. Quote:
    Originally Posted by Soul Storm View Post
    Thought I'd update the thread with the end figures that my revised build gives (this is before I've had the chance to unlock alpha or slot a common or anything yet). I still have to slot in the LOTG in Vengeance and Maneuvers but even without that my pet's have 36.77% def. I can, situationally, stick in a luck here and there and with the alpha they should reach soft capped levels.

    Build: success!
    Awesome! Thanks for the update!

    How is this build compared to what you had when you started the thread?
  14. Excellent and very very funny! Thanks!

    Mikaboshi is one of the big bad guys in Marvel comics right now!
  15. Quote:
    Originally Posted by Barbie_Ink View Post
    Larker: I seriously hope you get stuck on nothing but teams full of scrappers who don't take any of their armor powers because LOL MY JOB IS DAMAGE IM NOT A TANKER LOL.

    If I found out I'd invited a MM with buffs who only used them on their pets, I'd boot them posthaste, just for being a selfish jerk. Just like, say, the Radiation Corruptor I found out was deliberately running away from the team before using Accelerate Metabolism because 'my character is selfish and greedy and shares nothing with anyone!'. Boot to the head (and off the team).

    If it was a /FF MM who didn't take any of the team shields... enh. If they were a friend I might let it pass, and if I'd mistakenly hit them with an invite before realizing it, I might not kick em, but if I saw it first I wouldn't invite them to begin with.
    I ran an ITF two weeks ago with a FF mastermind that wouldn't buff the team, only his bots. After 30 minutes and five team wipes I sent the MM a tell (I didn't want to call him out) saying "we might need you to bubble the team". I got no response. After 60 minutes and at least five more team wipes we weren't even at the end of the second mission. I said in team chat "I think it would help if we had bubbles" and the MM replied in team chat "If I bubble everyone it will drain me".

    I wished everyone good luck and left the team. The player rating system got some action from me that day.
  16. I have no idea on cost, I'm not familiar enough with the market, or with the differences between that build and your current build to give any kind of intelligent guess. Sorry.

    I think that build looks really good. In fact there's stuff in there that I'm going to evaluate for my build; I think you've done a better job of slotting than I have. I wish there was a way to see the pet stats in MIDS, but if there is I don't know how to do it. I'd love to see where your pet DEF is going to wind up.

    Oh, I thought of something last night regarding you taking one END reducer out of the pet upgrades. I think when we zone it applies the upgrade level of the highest upgrade pet to all the pets on arrival. So it's like a free upgrade if you're in a position to use it. I lost the Arsonist part way through a mission last night, went on without him, then summoned him before I exited. He was fully upgraded for free during the zoning.

    Also, and this is totally off topic, but I've been summoning the tier one and two pets and upgrading them completely, then summoning the Bruiser and only giving him the first upgrade. He doesn't have as many powers but he does get himself into combat much sooner instead of chucking boulders (which drives me nuts). Especially with the Gas on him, it's a nice thing. Do you do anything like that?
  17. Quote:
    Originally Posted by Soul Storm View Post
    The bonus about the Nerve Alpha is, I suppose, that with the extra accuracy you don't specifically have to slot for accuracy as much as you would normally in your powers. I don't think you should be worries about over acc/to-hitting because tactics will give everyone else on your team a bonus to-hit too.

    Oh and to quantify why I like +hp on my MM... it's because MM's have THE lowest health of anyone (iirc) and so getting hit by pretty much anything can lower your life expectancy dramatically and if you die it doesn't matter how much your pets are soft-capped to defense.

    One thing I need advice on is whether or not i should bother about having personally high defense at all. At the moment the focus is on dmg and debuffs and a little resistance for myself. Should I try to get some high passive def on the mm himself or is that a waste of slotting that would just ruin the build?
    I think it would be really difficult to do. I think you could probably get fairly high, maybe into the thirties even (before Incarnate), but you'd have to concentrate every IO set into getting it and that might leave you lacking in other areas. But I've not really ever tried it in MIDS. Especially since I'm going down that Nerve road that will include defense, it might be worth looking at. I think it would have to include three powers from the Fighting pool and you'd have to choose your APP carefully to get an armor that helps.

    Yeah, it would be an interesting MIDS excercise. I'll have to take a look.
  18. Quote:
    Originally Posted by Soul Storm View Post
    Yeah I've been wondering about that but as far as I can tell the bonus' you get from Nerve apply to the pets (or at least certain aspects of the pet's as powers themselves) already so they'd get that extra 45% accuracy too... Unless of course I'm completely wrong.

    For now I've put in Antidote in its place for want of a more useful power.
    It should apply to the pets. Anything that can be slotted to accept those kinds of enhancements should be effected by the Nerve.

    I'm a little worried that I'm over Accuracy/ToHitting. But really the Hold and Defense will both be providing a lot of bonus too, so I think it's still the way to go. Antidote is far from a bad choice, I may be looking at doing something like that eventually.
  19. My thought was that while I wouldn't need the extra ToHit or Accuracy, my pets, who are -2, -1, and even level to me, might need it. If you're fighting +4's, that's +6 to your lowest minions. I'm doing Nerve for the Hold and Defense though too.
  20. Quote:
    Originally Posted by Soul Storm View Post
    So if only the uniques and the chance-for procs count for the +DEF (and I have most if not all of them in my build) then how can your pets have around 40% def??
    Because your second tier pets, the Enforcers, have every Leadership toggle. They come with Manuevers by default and then are given Assault and Tactics with the pet upgrades. And EACH of the two Enforcers has each power. So they each, with slotting, can be providing all of their buddies (and any other Thugs from Masterminds on your team) with 12% or more defense. Total comes to over 24%. Then you can add 10% with the IO specials (you've got both) and all of a sudden you're in the mid-thirties. I added my Maneuvers (why can't I ever spell that?) and I can get them up to the very low forties.

    If you look at my build this is why I used HO's for the very first time. I was able to buff both the Defense the Enforcers provide and the To Hit buff they provide from Tactics. And then of course I'm running those toggles too.

    Two Thug Masterminds on the same team should have every pet capped, including Gang War (because all that DEF applies to them too) from just the two sets of Enforcers.

    I admit I'm hoping for a good reaction from you, this sounds like a part of these pets that you didn't know about. It should be an excellent discovery I hope! You were doing well before, just imagine what you can do now!



    Quote:
    The first thing I need to know is what bonuses from sets and powers transfer over to the pets. If I make my own build to have high passive defense will all of that or only some of that transfer over? So far I've stayed away from a high passive defense build because it would mean compromising on a lot of the other aspects of the build like high damage, extra debuffing and increased HP etc. But If there's a way to get high passive defense and keep those things from the current setup then I'm all for it.
    As mentioned above, the IO buffs don't help the pets, so don't worry about them. This is what I was trying to say (not well) when I was talking about not being a Tankermind. The pets should be tanking (IMO) so your defense is very secondary.

    Quote:
    Nox. Gas currently has fairly good recharge on it but I suppose that I could try to get some more out of it if needed. I will have a play around with the build and try to figure out where some can be moved around but there's no point me doing that if I'm gonna completely rebuild it for high passive defense - before I can do too much more I need to e shown either a good way to get what I want from the build WITH passive defense or live on without it but being a more effective MM...
    I don't think you have to change much. Well you don't HAVE to change anything. You could get away, very easily, with just reslotting the Enforcers. I'd try and free up a slot somewhere, probably from one of the pet upgrades, to add another recharge to Gas though. You shouldn't be doing the upgrades very often after all. You might also want to look at throwing Maneuvers in there instead of something (I'd replace Vengeance or the Rez). Then you could take a slot from the other upgrade, a slot from Stamina, and a slot from Assault and slot up Manuevers to get more DEF to the pets.

    One thing though, is that getting more HP for you isn't really going to make that much difference (IO hit point buffs only apply to you). Nor is your Armor. The idea is that you're the crowd control/debuffer and the pets are the damage/aggro magnets. So HP and Armor is nice, but in an ideal situation shouldn't come into play too much.

    Quote:
    I have found that having an immob is very useful especially when solo to stop the mobs running around and if the pets are in bodyguard mode then you won't get too much agro than you can handle. As a general rule in teams I've not had problems either so I thought that it would be a good idea to keep that in. But is Soul the best PPP group I could go for. Is the shield (Dark Embrace) the best that I could get for the MM or is another one even better?
    I just don't think the armor matters too much in this case. If you were trying to get your personal defense up through passives and stuff it would, but you're not.

    I'm SO tempted by the immobilize, the more I think about it. Which of the immobilizes keeps foes from getting knocked back, do you know? That would be really good to have to keep foes in the Arsonists Burn patch and to keep the pets from getting into other spawns. I usually tell half my pets to attack and keep half in bodyguard, so I think I could do an immob, just like you say.

    EDIT: In game you can right click on your pets and see their combat stats. That will show you what their defense, accuracy, to hit, and damage buffs are (and more). Plus, like the power screen usually does, you can see the sources of the buffs, so you'll see the Enforcers' Leadership toggles in there.
  21. Quote:
    Originally Posted by Master Zaprobo View Post
    I'm running the Nerve Partial Radial Revamp on my Mastermind for two reasons. Firstly, because I'm */FF so I wanted the extra 20% defence - it's what makes me soft-capped on S/L/E without having to really stress about IO's and power selection.

    Secondly is because I'm a Mastermind - over half my henchmen are behind the curve in accuracy because they're one or two levels below me. When I'm fighting a L54 minion (+3 to me, when level shifted), they're fighting +4/+5's. Every little bit of accuracy (and to a certain extent, damage) that I can extend to the Bots is important.

    Slotting global accuracy doesn't work for Mastermind henches, but the Nerve Alpha does
    This. Plus for my Thugs/Poison the softcap for pets will be within reach as I get higher on the Incarnate enhancement table.
  22. I'm way way WAY far from an expert, but I like to try to help. All of the following is IMO.

    One thing that I see is that you don't have any slotting for Defense in your Enforcers. I think this can be really important. I can't get my Thugs/Poison to load in Mids right now (I think it's something with Bile Spray) but currently my Thugs all sit at around 40% DEF to everything. That's pretty good. When I respec I'm going to move some slots to Manuvers and that'll get me another percentage, pushing them to 41%. As you get closer to the cap even small additions add quite a lot of mitigation.

    I think having two holds is very important, so I like that you did that.

    You want to get Noxious Gas recharging as quickly as possible. That turns the Bruiser into a very good tank.

    I think you've got some slots where I wouldn't put them. I don't think you need four in Stamina, or two END reducers in Assault, Upgrade Equip, and Equip. Are you having any endurance issues? On the other hand there's some really good slotting here that I will have to look at for my build. I really need to look into the pet purples and more into HO's.

    I never knew you could put a LotG recharge in Vengeance! Cool!

    I think about doing an immobilize too, but I worry that it'll grab me too much attention. I don't think Thugs/Poison is a Tankermind, I think the Bruiser should be doing that work, mostly with Gas or Gang War to back him up, while I hold or debuff whatever he's beating on. That's why I want to get DEF for my pets.

    I'm going down the ACC-Hold-DEF Incarnate road. I've only got the Common though at this point. But I should see good benefits out of all three of those buffs and eventually I'm pretty sure I can softcap the pets.



    I posted my build in a different thread last week, here it is if you want to see it. http://boards.cityofheroes.com//show...39&postcount=7
  23. Quote:
    Originally Posted by StrykerX View Post
    That works well, but one thing to keep in mind is that the pets tend to remain on "attack" rather than "follow" until either the entire spawn dies or they come out of combat (usually due to things running away). You won't get Bodyguard back immediately after the chosen target dies unless there aren't any others actively fighting the pets, so be ready to hit Follow, Goto or Stay to immediately restore Bodyguard if you start taking fire.
    I split my pets into two teams so I always have three fighting and three on Bodyguard. It works well I think
  24. Here's my build, or pretty close. I'm considering switching to Soul Mastery. I'm also probably going to take slots from the armor, which I rarely run, and put them in Manuvers (I think I can get another 1% DEF for the pets out of it).



    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Speckled Band: Level 50 Magic Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Poison
    Power Pool: Concealment
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Dmg(5), SvgnRt-PetResDam(5), EdctM'r-PetDef(7)
    Level 1: Alkaloid -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Rchg(11), Heal-I(11)
    Level 2: Dual Wield -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(13), Entrpc-Dmg/Rchg(13), Entrpc-Dmg/EndRdx/Rchg(15), Entrpc-Heal%(15)
    Level 4: Weaken -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(17), Cloud-Acc/Rchg(17), Cloud-ToHitDeb/EndRdx/Rchg(19), Acc-I(19), DarkWD-Rchg/EndRdx(21)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Envenom -- UndDef-DefDeb(A), UndDef-DefDeb/Rchg(21), UndDef-DefDeb/Rchg/EndRdx(23), UndDef-DefDeb/EndRdx(23), Acc-I(25), Acc-I(25)
    Level 10: Stealth -- LkGmblr-Rchg+(A)
    Level 12: Call Enforcer -- Achilles-ResDeb%(A), HO:Cyto(27), Dmg-I(27), Dmg-I(29), HO:Cyto(29), HO:Membr(31)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 16: Invisibility -- LkGmblr-Rchg+(A)
    Level 18: Gang War -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), ExRmnt-+Res(Pets)(33), C'Arms-+Def(Pets)(34)
    Level 20: Fly -- Flight-I(A)
    Level 22: Neurotoxic Breath -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(34), TmpRdns-Rng/Slow(34), TmpRdns-EndRdx/Rchg/Slow(36), TmpRdns-Acc/Dmg/Slow(36)
    Level 24: Maneuvers -- EndRdx-I(A), LkGmblr-Rchg+(36)
    Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc/EndRdx(37), BldM'dt-Acc/Dmg/EndRdx(37), BldM'dt-Acc(39), BldM'dt-Dmg(39)
    Level 28: Paralytic Poison -- BasGaze-Acc/Rchg(A), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Rchg/Hold(40), BasGaze-Acc/Hold(40), Lock-%Hold(40)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Upgrade Equipment -- EndRdx-I(A)
    Level 35: Tactics -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-ToHit(42)
    Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
    Level 41: Bile Spray -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(43), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(45)
    Level 44: Shark Skin -- S'fstPrt-ResDam/Def+(A), EndRdx-I(46), ResDam-I(46), ResDam-I(46)
    Level 47: Spirit Shark Jaws -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(48), BasGaze-Acc/Rchg(48), BasGaze-Acc/Hold(48), Lock-%Hold(50)
    Level 49: Hover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Supremacy
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(50), EndMod-I(50)
  25. Quote:
    Originally Posted by Ribic View Post
    Silent Blade isn't on that TF, but I'm betting it was Silver Mantis. I don't remember her having great def debuffs, but when I tanked her on Tues with my invuln she took me from just over the softcap down to about 12% def in nothing flat. Dull Pain and a big purple corrected the situation, but I was surprised none the less.
    Oh yeah, I'm sure it was her. Good grief, I had no idea what happened. I almost wish I had the combat logs.

    Quote:
    I changed a few things on my build and just finished the STF. I did very well. Died once when GW got me with one of her holds. But tanked Scirroco, Mako, and BS at once while a brute handled GW's aggro. And died once against RL. After that, held his aggro while the team annhilated the towers than we wrecked him.

    That being said, it was a complete team effort. Two defenders kept myself and everyone else healed very well. Couldn't have really done it without them. I'm no Stone tank but I was impressed with myself...for once.
    That's good to hear! I did look at your build but honestly it's better than mine. I'm still trying to work Hasten in and I just don't have the cash for any purples. Tanking three of those guys at once is very strong! Wow!