Failsight

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  1. I do wish that the hold was only high enough to hold (almost) any character with one shot, but low enough that breakfrees are effective, however, I've defeated her many times on many different characters, either by having softcapped defenses or simply by having strong enough resistance to survive the holds.

    Either way, she's also quite beatable when on a half-decent team, so I still see nothing worth complaining about. She (and sometimes Posi/Anti-Matter) are about the only ones I really fear going into a fight, and it's thrilling when you can beat her because of that.

    If you try and don't succeed, come back with a plan and try again. She's beatable.
  2. Ultimately, people will play what they find fun. For instance, I'm not a big Defender fan, because there are only a few that have good enough solo-ability that they can fit the hours and time I can play (a lot of the time, I only play in short spurts, and never know when I can play for longer, so teaming is hard), but that doesn't mean I dislike Defenders.

    Some people really enjoy farming. I would never do it myself (make enough inf for myself by playing my 50s regularly), but if that's what they want, then as long as they're not doing something outrageous, it's not my problem what they do (though I do understand the Devs wanting to crack down on obvious gaming of the system--it [i]is[i] their problem).

    So if people want to use power builds, that's fine. Hopefully, those builds aren't detrimental to a team, or if they are, they aren't teaming. Otherwise, this game makes it very easy to make up for one slacking player or poor build when the others are good, so I don't see much of a problem outside of speed runs or Master runs, both of which should be advertised when doing so, and at that point, if they kick someone for a sub-par build...that's somewhat understandable (though being diplomatic about it should go without saying).
  3. Quote:
    Originally Posted by Oliin View Post
    I'd bet money that those will be the final animations barring some possible animation speed tweaks (though I find those to be somewhat unlikely). Just look at Dual Pistols for example. The animations we have for the set now are essentially the exact same ones shown at Hero Con just minus the doves.

    I mean animations, especially nicely done and flashy animations aren't exactly something you just whip up for a demo and then toss aside.
    I'd agree that the animations shown will, more or less, be final with perhaps only 1 or 2 exceptions if testing proves that there really aren't enough fast activating attacks.

    However, considering Castle (and BaB's) recent work with new formulae taking into account animation time, as well as the fact that there seems to be a whole lot of KD/KB in the set, and that it is also, as far as one can tell, all extra-melee range (i.e. it looks like pretty much every attack has a range greater than 7 ft.), there might be enough "perks" to warrant the longer animation time while not gimping the set.
  4. Many apologies for not being able to make it . There was a schedule change at work, and I have to study for a possible promotion.
  5. Quote:
    Originally Posted by Oedipus_Tex View Post
    The people who say to skip ES and PR are the same ones who tell you to skip Mass Confusion on a Mind Controller because they see Seeds of Confusion as better. It's because of cross-power examination, not because the power is bad.

    If for no other reason, consider ES for the 70% chance of knockback with Lethal rounds.
    I agree. Honestly, if looking at the the entire DP set via cross-power examination, I wouldn't touch it.

    Not to say it's a bad set, but it's split between being a damage set and a debuff set, so it really doesn't excel at being either. Build with that in mind, and I think Corruptors can really win out beyond Blasters or Defenders with DP.

    With some IOing, it will be pretty easy to soft cap S/L on DP/Dark with Black Scorpion's shield. Add to that the control of Dark and the debuffs of DP and you can be a force.
  6. Sweet, I'll actually be off work for that! I'll happily bring Vermillion Star, my 50 SD/SS Tanker to that party.
  7. Failsight

    Electric armor

    Quote:
    Originally Posted by NarfMann View Post
    Gonna have to throw my weight behind elec/elec being the way to go. because of the complete lack of endurance problems you're going to have, you get to toss around your big damage AoEs as much as you want, even against single targets, and electric melee has a good supply of big damage AoEs.
    I wouldn't really say a good supply of big damage AoEs...a pair of ST attacks that have splash damage, a decent damage cone (against anything not energy resistant) early on and one big AoE on a timer that begs for Hasten and IO slotting, yes.

    That being said, I do love the Elec Melee set. It has a very unique feel to it.

    I still wouldn't write off an Elec/SS build that would basically just repeat Punch, KO Blow, and Footstomp constantly, though.
  8. Quote:
    Originally Posted by Khaeladin View Post
    Much obliged for the recommendations so far. One question that came to mind; besides Suppressive Fire, which Dual Pistol attacks are worth skipping? I've heard varying opinions on Pistols, Executioner's Shot, and Piercing Rounds (Although it looks to me like Piercing Rounds is a keeper). I assume it'd be a waste to take every Dual Pistol attack.
    Pistols is a solid DPA attack and will help get you through the early levels especially. Executioner's Shot and Piercing Rounds are the two biggest hitters in the set--I have no idea why people would suggest skipping these, I'd suggest missing Hail of Bullets, the T9, before those two attacks. I'd have to say Empty Clips for it's somewhat longish animation and weak damage. While Rain of Bullets is not much better, it is at least easier to target with, and setted out, I'd take it ahead of Empty Clips by a long shot.
  9. Failsight

    Electric armor

    The thing about AoE is that it is always great for Tanking, is now great for soloing the majority of missions, but a huge waste when taking on Bosses and higher.

    The problem is that if you look at pre-change Warmace, pre-change Ice Melee, or even early-to-mid-game Fire Melee, look at how many complaints they got/get. ST damage is still very important for Tankers because the majority of the time, a well-developed Tanker isn't concerned about Minions at all, only slightly mindful of Lieutenants--where you really want to make sure you're making a big contribution is against the big baddies.

    If a teammate can't handle a few straggler minions, they...well, then they probably deserve a big LTP. But if that Tanker is letting a boss slip by, there are going to be problems. ST mitigation in the forms of mez and damage are, really, just as important as AoE--unless you're a taunt bot. In which case, I'll grab any number of my non-Tanker characters and contribute more or grab some of my Tankers and speed the team along much better.

    In any case, Elec Armour helps both ST and AoE by providing both better recharge and better endurance management tools than most sets at the cost of some durability. Durability that can be made up for.
  10. What Daemodand said. You really want both Lunge and Slash, and there are powers that can either be delayed or downright not taken, especially if considering IOs sometime in the future.
  11. Wow, I don't check since I posted and this is what happens? Really, from someone who kinda helped start all this, we should stop on this note.

    Teams can help Tankers greatly. Tankers can help teams greatly. The end. Even going 2-3 (or 3-5) times faster is a lot faster.
  12. Failsight

    Electric armor

    For Elec/, you'll be better off with one of the secondaries with high recharge but high damage attacks. SS's KO Blow, for example. Even /Elec's Lightning Rod. I probably wouldn't so something like /Ice on it unless it was for concept.

    Elec/ in higher levels, you'll probably want to grab Tough and also Hasten to help with Energize recharge. Endurance shouldn't be an issue.
  13. Quote:
    Originally Posted by Blue_Centurion View Post
    Rylas its purely a matter of game mechanics. Blasters (really) only have one function. Tanks have 2. call it what you will, play it how you want: Survival + Damage. Yes they do damage.

    Unfortunately for tanks there are debuffs/defenses/resistances. Since a Blaster is only concentrating on one job, and all their tools focus on that (plus doing more base damage) they can focus the rest on accuraccy/damage/rech. A tank cannot effectively do this.

    And yes, statistically over a large sampling I believe an effective Blaster/Tank team will kill 20 times faster than a lone tank. (large sampling he said)
    20 times seems like hyperbole to me, even (or especially) with a large sampling. That is, unless you're comparing with only Stone Tankers in Granite all the time. Yeah, those will kill slowly. But take the entire Tanker population and the entire Blaster population? You're probably only looking at 2-3 times faster with just a Tanker-Blaster combination.

    Now, add in massive amounts of debuffs (and buffs) and that number will grow much larger.
  14. Nothing like some yummy BBQ to go along with St. Pattie's day!
  15. One note where Fire beats Elec: Toxic resists. Toxic hurts Elec bad outside of its T9.
  16. Failsight

    Quantum Flight

    It's actually extremely handy if you set up a macro or bind for it. For instance, a lot of the time, I'll use it when I get in trouble when tanking for a team (in Dwarf) and running low on health. I have it bound as a mouse button so that I can hit it and hit some emergency heals and buffs (or god mode) without really missing a beat.

    Only thing that's dangerous is if you don't realize you were hit with a mez before you try to use it while in a fight....
  17. As CMA has already said, there are really only 2 "true" (i.e. I am about to explain why they're not) Resistance sets in the game: Fire and Electric. The rest use some kind of combination of resistance, defence, heals, and/or regen.

    Of the two, Fire gets its survivability out of having one of the best self-heals in the game, but otherwise is better left as either for "Scranker" builds (worrying less about tanking classically and more about causing as much mayhem as possible before using your...ahem...tier 9) or IO building for as much defence as you can squeeze out.

    Electric, on the other hand, is at its most effective on a) high recharge and b) end draining. Against tougher opponents (Bosses or higher, aka enemies that will last long enough for you to care), Electric draws much of its survivability from draining enemy endurance as much as possible as fast as possible, and using your aura to keep them there. It also now has Energize, which is a solid heal with perks--just on a long-ish timer, thus half the reason for wanting to build for high recharge (the other half is to get Power Sink up as fast as possible for end drain).

    So as you can see, even the so-called Resistance powersets don't really rely on their resistance. Mainly because resistance alone doesn't cut it unless you're near or at cap.

    However, ask anyone who's played a Warshade who has saturated Eclipse and they'll tell you life is good at resistance cap. Just too bad for Tankers, that option doesn't come along often, and usually comes with a major crash after.
  18. Quote:
    Originally Posted by Finduilas View Post
    And for the record, IMO there's nothing wrong with a tank fully slotting their attacks for damage; that is NOT necessarily the sign of a bad tank. All my tanks slot for damage as well as accuracy, recharge, and end reduction and are able to hold aggro just fine.
    I want to personally go on file as stating that not only is it fine for Tankers to slot their attacks for damage, but that they have no excuses not to. Most Tanker primary powers only require 4-5 slots top, some only 2-3. Considering how damage does factor into aggro generation, and that the fact that any source of damage that provides a net plus to damage is a good thing and will help a team run smoother, Tankers really should slot for damage.

    Finally, the only Tanker primaries I usually suggest to take Taunt are Stone and Willpower, due to lack of mobility and lack of strong taunt aura respectively. A well-played Tanker otherwise should really see the power Taunt as a luxury so that they don't have to work so hard moving all over and covering for trigger happy teammates.
  19. Quote:
    Originally Posted by Jharber View Post
    I am finally going to make a shield tanker and I am trying to decide between super strength, fire, axe, and mace I am looking for the most damage and the best and/or great AoE. I know fire has a great early AoE and of course SS has FS at 38. I know Axe and Mace have a few AoE as well, but the damage is Lethal for Axe correct and Smashing for Mace? How do all these compare damage/Aoe wise?

    I was thinking Axe initially, but then I thought about Lethal damage and how it seems everything is resistant to it and how it might really lower my damage when I get higher. I am now leaning toward SS, but of course waiting until 38 for FS and technically 39-40 to make FS good will be torture lol. I get basically instant glory with fire with the very early AoE, but the lack of any secondary (Knockdown) might greatly hurt my survivability in the end. Any advice is always welcome. TYVM!
    I have an SD/SS that's been my favourite Tanker, perhaps favourite character, since I started her. SD starts off with reasonable survivability (understanding that HP and Res trump Def in the early game, but that Def can trump both in the late game, it's important to order your slots and enhancements to reflect this) and eventually makes up for the weakest spot that Tankers has: damage. Rage, Shield Charge, and Footstomp together are enough to wipe out pretty much all white minions and most yellow minions, as well as making a nasty dent in anything else, it is probably the best late game mob buster amongst Tankers.

    With SD for Tankers, it's very easy and relatively affordable to hit soft-cap, which turns SD from merely solid to an absolute juggernaut, which can still fall back on a decent T9 for times when defence gets debuffed by a large amount.

    Lastly, the alternate animations for SS are pretty sweet: KO Blow's two arm swing actually ends up being a massive Shield Bash(!), Hurl becomes one-handed, and Footstomp becomes ground pound (while ducking behind shield).

    I haven't played much with either Axe or WM with Shield, but honestly, the alt animations for SS with Shield sold me alone.
  20. Quote:
    Originally Posted by Fire_Minded View Post
    My SD/Axe Tank however needs the Taunt power.He doesnt have a constant sting of AoE, nore does he have a Damage Aura.So this one requires it.

    One exsplination would be they where Willpower or Invuln Tankers with a ST Secondary like Super Strength or Dark Melee, or whatever.If those types of Tanker builds dont take Taunt, they are screwed.
    Something's bothering me a bit here: considering that the trade-off for SD and Inv are that they are not damage auras, they are auto-hit and have longer taunt durations, why do they need Taunt any more than, say, Fire? Ice and Dark are understandable as they have multiple aggro auras, but Invul has one of the strongest taunt auras (not coincidentally tied with SD's AAO) in the game, only really behind those that have multiple auras.

    WP on the other hand? That's always a tricky one. Blasters can peel aggro off any WP that's not both well built and well played.

    As for SS, its aggro managing ability depends a lot on how fast you can get the recharge for Footstomp, similar for Dark that does have two PbAoEs with taunt ability. They're both not inherently the best for aggro, but both certainly function well enough to easily beat out the real aggro loser amongst Tanker Secondaries: Energy Melee. Oh, Whirling Hands (and long animations)....
  21. Ultimately, PBs and WSs come down to this mighty difference:

    PBs are slow and steady and safe, WSs are messy and chaotic, dominant when they are dominant, and...dead when they are not.

    It's much like the difference between Tankers and Brutes. Safety is hardly ever a concern for a Tanker, but Brutes have so much more potential, so long as they're played well enough and given the chance to utilize it.

    My only "problem" with Khelds is pre-20, where Quants and Voids can still ruin your day.
  22. Quote:
    Originally Posted by Silas View Post
    Vigilance does half of one of those things. It helps you do your job, but only if you're doing it badly or not doing it at all. It doesn't reward you for defending your team, in fact quite the opposite. Not bothering to buff/debuff so everyone is dying? Great! Have a massive endurance discount so you can do nothing even cheaper!

    Better Inherents are the answer imo. Messing with buff/debuff/damage/defense scalars doesn't do anything but further blur the lines between ATs. The Inherents should be what defines and differentiates them.
    Just taking the last part of Silas' post, but it's on the money. The problem with Tankers and Defenders especially is that one AT's inherent only helps it do its job--period--and is already overlapped by another AT (Brutes) while that other AT gets another inherent to boot.

    Tankers' inherent is the only thing that lets them do their job, and is shared with another AT so they can do theirs. Otherwise, they already trade better survivability (caps--also shared--, health, and base values) for having less damage by having their primary and secondaries set the way they do.

    Defenders have a pretty useless inherent...or at least one that is only really good as a set of training wheels. It also does not expand on the AT's role at all.

    Corruptor damage gets a boost in damage beyond its 10% AT base difference in Scourge.

    Dominators at this point have probably the sweetest and oddest setup of all ATs considering their now inherent dual nature of crowd control and damage, with the ability to restore their own endurance, provide reliable critical control, and have mez protection all from their inherent.

    Besides Fury, Brutes get the higher caps, which is pretty much part of their inherent--Brutes seem to be about having limitless room to grow in the right battle conditions. Something that is somewhat exploitable on teams.

    Even Stalkers have their new control element and crit boost on teams. It's actually pretty handy if you know how to leverage it.

    Controllers also have an inherent that helps them outside of their main role in Containment, as well as helping their role.

    Scrappers...need no help.

    Blasters got revamped to help their role and have some kind of ability to counter mez, as well as a health boost to make them less glass cannons.

    Masterminds are already unique.

    All EATs have useful inherents alongside their unique structure.

    While Defenders and Tankers aren't necessarily broken they could still use a look when considering their inherents.
  23. Quote:
    Originally Posted by Oedipus_Tex View Post
    I'm in the minority in this thread, but I would like to see Tankers get a slight lift to keep them competitive.
    Defenders need a boost in what they do more than Tankers do. Just sayin'.
  24. Quote:
    Originally Posted by Vitality View Post
    With GR coming...
    How many of you will re-roll your Tank into a Brute?
    None of mine.

    Quote:
    How many of you will re-roll your Brute into a Tank?
    I already did for one character, because I personally enjoy the SD/Elec combo for Tankers than the Elec/SD combo for Brutes--way easier to softcap and SD helps mitigate (somewhat) the damage difference to a point where if I'm on a team, that extra Brute damage would have probably had little impact, while the extra survivability may end up making the difference.

    Quote:
    How many of you will stick with your Tank blueside?
    My SD/SS is perhaps my favourite character of all time now, especially with the new custom difficulty settings. It's great fun to plough through 0/8 missions.

    Quote:
    How many of you will stick with your Brute redside?
    Of course, one of my other favourite characters is an SS/WP Brute, and I'm mostly enjoying the ride with my WM/WP Brute. Either way, they feel somewhat more Scrapper-y (a good thing) and I don't really think of aggro management on a Brute other than as a Fury-building mechanic.

    Honestly, I think a lot of people will the same way about many of their existing characters: if they enjoy them, they're not going to switch. At least, not between Tanker and Brute.

    Tankers and Brutes are different enough that I don't see the issue there. Even Scrappers and Brutes conflict more (in which case I'll take the Brute over the Scrapper most times given the same combinations are available).

    I will have probably made my last Defender or Controller when GR hits, though--my personal preferences lean towards Mastermind and Dominator in both cases, again assuming the relevant overlapping powerset is available. Not to say I don't enjoy my Rad/Nrg or my Ill/Storm, but I chose those combos (especially the Ill/Storm) to help offset the limited damage of those ATs, where the presence of their buffs/debuffs is more important than their strength compared to Defenders.

    Between Brutes and Tankers, I feel different, however: without those aforementioned buffs (of whatever strength), a Brute may have difficulty surviving long enough to do the Tanker's job--I've seen it too often, where a "Tanking" Brute is doing fine, but as soon as the buffers get bored and wade into the action and get themselves thrashed, the Brute, with no buffs anymore, themselves get hammered due to the aggro they've collected. Whereas, a Tanker may not require the buffs to survive, and overall team damage far makes up for the individual damage a Brute could have provided.

    Not that that's the only way things work (obviously not), but that's the best part of this game: there's always a number of ways to accomplish something.

    Ultimately, GR will allow for a larger number of character concepts, both hero and villain (and between), and probably won't affect AT percentages on a large scale much, though it may for individuals.
  25. Quote:
    Originally Posted by KaliMagdalene View Post
    Thank you for the explanation, Nordblast.

    It just feels like it's easier to draw attention with this than with Cloak of Darkness or Stealth. Weird.

    And just to be clear, I do realize this is stealth and not Hide.
    Technically, it is more like Hide than Stealth due to being able to auto-crit from it. But yeah, its stealth component is much less than Hide for Stalkers.