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It seems a very odd choice to 6-slot Invinc with Gaussian's; by not slotting it for defense you're leaving a lot of defense on the table. You've got five slots in Build-Up, why not stick another slot in it and put the Gaussian's there?
By slotting Invinc with Defense, you won't need that second set of Oblit to soft-cap S/L, and it can be replaced with 3 slots of Eradication that will get you nearer the soft-cap for E/NE. I'd also recommend taking Whirling Mace and slotting it with Eradication; AoE is one of WM's specialties, so you might as well take advantage of it. -
Quote:Heck, I'm a 51 month vet and I haven't done a LGTF before. And if you look at the "What I haven't done" thread in this forum you'll see we're certainly not alone.Ahh well, got to use the global ignore option for the first time, lol. I agree though, when an evidently new person asks what they're doing wrong, myself I would explain what the plan is, rather than just heckle and rant about a 6 month vet that hasn't done an LGTF before. I mean so what? Life doesn't always allow us to spend 10 hours a day doing TF's and SF's and perfecting strategies.....(as much as I'd like it to)
Heckling someone because they haven't done a particular TF/mission before is just plain rude. I'd much rather have someone admit they haven't done something than pretend they have and possibly screw things up. -
It depends a lot on what you'd like to accomplish with your IO sets. Probably the most common route to take for Invul currently is to soft-cap defense. Call_Me_Awesome's Guide is a good place to start:
http://boards.cityofheroes.com/showthread.php?t=126983
If you are looking for other types of set bonuses--recharge, recovery, regen, etc.--let us know and I'm sure someone can point you in the right direction. -
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Quote:I'd also add the following to the list:Building for typed defense is a lot easier than it used to be. They combined typed def into dual types (s/l, f/c, e/ne) as well as gave 50% typed/positional def to the opposite type (melee - s/l, ranged - e/ne, aoe - f/c). Since Invuln has a gigantic def base already, it would be very foolish to go with a positional def build.
Some sets that you'll find useful:
Steadfast (res): +3% to all (unique)
Kinetic Combat (single target melee): +3.75% s/l (4 slots)
Perfect Zinger (taunt): +3.13% s/l (6 slots)
Aegis (resistance): +3.13% f/c (3 slots)
Eradication (pbaoe): +3.13% e/ne (3 slots)
Mocking Beratement (taunt): +2.5% s/l (4 slots), +3.13% f/c (5 slots)
Reactive Armor (resistance): +1.25% s/l (3 slots) e/ne (4 slots)
Rectified Reticle (tohit): +1.88% s/l (2 slots)
Blessing of the Zephyr (travel): +1.56 e/ne (2 slots), +1.56% f/c (3 slots)
Smashing Haymaker (single target melee): +1.88 s/l (4 slots)
Thunderstrike (single target ranged): +2.5% e/ne (3 slots), +3.75 e/ne (6 slot total)
Basilisk's Gaze (hold): +2.5% e/ne (2 slots)
Though I must admit some ambivalence about recommending BotZ; the 2 slot bonus is great, but the third slot requires that you get a costly -KB IO that most tank builds will not need. -
Machine, 6-slotting Obliteration is a really bad choice for Blazing Aura, the set has less than 20% end reduction, so you should be trying for at least 60% in a high-endurance toggle like BA. Footstomp has *no* end reduction as currently slotted, which will also kill your blue bar. And you have Fire Shield and Plasma Shield way *over*slotted for end reduction, there's no way they need 90% end reduction--they're half the cost of BA! So pull the End Red slots and use them somewhere else.
Also, Tough is underslotted for Resistance; you might as well get as much good out of it as you can. -
Ehh, not a fan of Maneuvers for Tanks. The amount of def it gives is about as much as CJ, at a much higher endurance cost. And you definitely don't need the Leadership pool to be a great team tank.
Besides, the build you've posted doesn't even need Maneuvers to reach the soft-cap for Melee and Ranged, so why bother? I'd drop Maneuvers for Taunt and slot to soft-cap AoE--a couple of Scirocco's sets should do it.
BTW, though the Blessing of the Zephyr -KB is nice for the AoE def it provides, Shield doesn't need the KB protection and that particular IO is very hard to find and expensive. I think it would be easier and less expensive to get your AoE def in another way. -
Thanks for the numbers; I didn't have time to check Mids, but I knew that there's no question that typed is better for Invul than positional.
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It's much, MUCH easier to cap typed defense. Invul HAS typed defense in Invinc and Tough Hide, but it has no positional defense. so with positional you're starting from zero defense, where with typed you have ~12% defense to begin with (that's a guess from memory) so of course it's easier to get to 45%.
Claws, although Weave, CJ and other pool powers do have def to all, including all typed and positional, defense sets generally do not. Invul is strictly typed def to S/L/E/NE/F/C; all types except Psi, and gives no positional defense. -
Hmm, guess I expected to see more than 2814 MB despite the fact that 32 bit Vista only sees part of it. I agree with Sharker that contacting Support is probably your best best at this point, but you do have a lot of stuff running, and it wouldn't hurt to turn off some to see if it helps.
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Slow loading and crashing while loading are often associated with low memory problems. 2 GB really isn't that much memory for a Vista machine, especially if you have a lot of other programs resident that are sucking up memory. You might want to try turning off all the non-essential junk you have running to see if that will help.
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Quote:Here are the relevent patch notes from Issue 13:Hrm, didn't know that Pendulum only hits 5. That seems out of synch with other cones. And since Cleave apparently affects 10 targets (weirdly), does that raise any faint possibility the limitation on Pendulum is the result of an error? Logically, Cleave would be 5 andf Pendulum 10 targets. Is there any chance this might get looked at/fixed eventually?
12/2/08
· War Mace set Changes:
o Shatter - Reduce Max Targets from 10 to 5
o Crowd Control - Increase Max Targets from 5 to 10
This supports what I recall; both Shatter and Cleave were orignally set to 10 targets and CC/Pendulum were sent set to 5. It got changed for WM during the great War Mace Buff of '08, but not for Axe. Whether the fact that BA was not changed was due to an oversight or to a decision to make Mace better at AoE, only the devs can say. -
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Quote:The greater radius of Shatter does indeed make a difference, but the fact that Crowd Control can hit twice as many targets as Pendulum also makes a very big difference.It's the difference in size on the AoEs. War Mace's attacks are all larger (except for Whirling * in both sets being equal sized...and WM having more damage amusingly enough) and even though the cones are marginally weaker on Mace, they're easier to maximize against a group. You wouldn't think that extra foot of radius makes such a difference but it really seems to.
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Quote:Actually, I consider the KD vs. Stun/KD issue to be one mostly of taste. Stun lasts longer, but some players hate the wander that comes with it.While I get what you're saying, it's weird to me that Martial Arts' mix of knockdown, knockback, and stun is widely regarded as a knock against it, but you regard Mace's mix of knockdown and stun as a strength.
Before Mace was buffed, Axe was pretty widely considered the better and certainly more damaging set of the two. Currently, Mace is demonstrably better in AoE and at least as good as Axe in ST capacity, due to changes in three powers:
Clobber vs. Swoop: Once a stun-only ST attack like Stun, Clobber now does more damage than Axe's highest damaging ST attack, Swoop. (2.92 vs. 2.28) Swoop has a 70% chance of KU, and Clobber a 100% chance of mag 3 Stun.
Shatter vs. Cleave: Both have 100% chance of KD, and of the two, Cleave does more damage. (2.76 vs. 2.28) However, Shatter has a much wider cone--45 degress vs. 20 degrees. Cleave has a higher target limit, 10 vs. 5, but in practice that doesn't help much because it's highly unlikely you'll be able to fit 10 targets in a 20 degree cone.
Crowd Control vs. Pendulum: Both are 180 degree cones, and Pendulum does slightly more damage (1.9 vs 1.61) The big difference is in the max targets, CC gets 10, for Pendulum it's 5. Since you certainly CAN hit 10 targets with a 180 degree cone, this makes a very significant difference in the AoE capacity of the sets. In addition, CC has a 100% chance for KD, and Pendulum 50%.
Hope that helps! -
Quote:I don't believe it was buffed. Stupid Fanboy did a pretty extensive analysis of WM pre-buff, and I'm sure at that point Whirling Mace was one of the few WM attacks better than its twin in Axe.Well, their damage doesn't necessarily have to be changed, as mentioned Castle could also tweak their rech or radius, too.
As for why WH and WM do different damage, not sure. I wish I could view previous versions of CoD. I'd be curious to know whether Castle buffed WM during the Mace buff period, or if WM has always done 1.12 scale damage. If it's the latter, I have no idea why only WM deals more damage.
AceMace and some of the other Mace regulars can probably confirm that; we all followed the Mace changes very closely, not surprisingly! -
Quote:Not sure why we would, considering that it makes absolutely no difference which Resistance power you slot the SP +Def in; you get the 3% def to all regardless.(Yeah, yeah; I can already hear you all: "Steadfast in Unyielding????? wtf were you thinking?" But Unyielding is the only Resist power in Invuln that affects all types of Resist instead of only one or two.)
Well, I guess it might make a small difference if slotting it meant that you underslotted a power for resistance that probably should be fully slotted, like UY or TI, but barring that, it really doesn't matter. -
Quote:If you are going by this part, I think you are misreading it. The 51.4% is what he calculates are the odds that a player will dodge six attacks in a row in this scenario. That is different than than the chance a foe has to hit you with a single attack. I skimmed through this whole guide, and didn't see anything that would support your claim, but if it's there, please post it.Against this AV, you are likely (51.4%) to dodge six attacks in a row. In a run of five shots, he will hit you with two or more a miniscule 8.9% of the time. You can effectively tank a +4 AV.
Looking at the ParagonWiki page that Dechs Kaison references, you'll find this:
Final hit chances are forced to stay in the range of 5%95% to preserve a measure of uncertainty and prevent modifiers from making a power automatically hit or miss. This range limit is also applied once in the middle of the calculation, after adjusting for ToHit and Defense modifiers but prior to applying Accuracy, to prevent situations where strong Defense buffs and/or ToHit debuffs render Accuracy irrelevant no matter how high it was.
EDIT: (What I said intially was not quite right, just goes to show that I shouldn't post early in the morning! Let's try it again.) Here's the HitChance formula:
HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods DefMods ) )
Please note that the Clamp (which keeps the values between 5 and 95%) is applied directly to the results of the ToHit calculation. Defense is part of that calculation, so critter ToHit can never fall below 5%, no matter how much defense you have.
Since the AccMod is applied to the results of the ToHit calculation, it will never be lower than AccMod x 5%. If the AccMod is 1, as is the case for even-level minions and below, the final HitChance remains at 5%. [(BaseHitChance(50) + ToHitMods (0) - DefMods (45)) = 5] If you look at the bottom of the same Wiki page you'll see that bosses and AVs up to +5 have 1.3 and 1.5 accuracy modifiers, which makes their lowest possible HitChances 6.5% and 7.5% respectively. Note that the 6.5% and 7.5% apply to even level and below, there is also a level Acc modifier for foes that are +1 and above; so a +4 AV has a 10.5% chance to hit you, as Dechs Kaison says. Again, because of the way the formula works, that will not change, no matter how much defense you have.
The fact that the defense cap is above 200% doesn't matter, the only time you can "put it to good use" is in the case of defense debuffs when your effective Defense falls to 45% or below. -
Unless I'm misremembering how defense works, it is not true that defense above 45% will help you against bosses in most cases. Bosses do get a better than 5% chance to hit you even with 45% defense, but any defense above 45% has no affect unless your defense is being debuffed to below 45%.
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I suggest posting this is in the Technical Issues and Bugs forums; they deal with questions like this all the time.
But just so you know, problems like you've described are sometimes associated with hardware failure. You should probably check your graphics card temp to make sure its not overheating, but post in the Tech forum too! -
FYI, that Gladiator's Armor unique will set you back over a billion influence, if you can even find one. So unless you've got one lying around, or have a lot of very rich alts, I wouldn't count on having it in your build.
Specific suggestions:
Stamina at 30? Very bad idea. IMO, the only tank that can afford to wait that long to get Stamina is a WP tank with Quick Recovery. Get it at 20. Also, unless you're saving slots for IOs, 4 slotting level 50 IOs of the same type is a waste of slots; 3 level 30s will get you to the ED cap.
Taunt doesn't need Accuracy except in PvP. Use those slots elsewhere or slot Recharge or Range instead.
KoB, Weave and Fire Ball are overslotted for end reduction; one 50 IO is plenty. I would, however, put some end red and accuracy in Shield Charge.
The one set of Kinetic Combat seems like an odd choice, since you don't need it to soft-cap and it's a much better set for typed defense. It's also very underslotted for accuracy and damage and overslotted for end reduction.
Assuming that you don't get the GA unique, you need 2% more defense to soft-cap if you keep Weave. 2 full sets of Multi-Strike and 2 Blessing of the Zephyr in SS would do it, but there are any number of other ways.
And as Soilent Green mentioned, you could also drop Weave and soft-cap using more IOs. It'll be quite a bit more expensive, but certainly doable. -
Can't speak for everyone, of course, but the reason I didn't reply is because although it's not a bad build by any means, it's hard to tell what you are trying to accomplish with it.
A very common tactic for Invul players is to try to soft-cap defense with IO bonuses, and although you're not too far from the soft-cap for S/L, you've also built for a modest amount of Psi defense, which doesn't do much for overall survivability.
You've also slotted a lot of recharge, so is perma-DP a goal? Lots of recovery? Regen?
If you let us know what you're trying to do, you'd have a better chance of getting feedback on whether this is the best way to do it.
EDIT: Forgot to mention that one thing I definitely would change is to take Invinc when it's available at 18. You can easily delay the fighting pool until the 20s or beyond (my soft-capped Invul tanker waited until the 40s) but Invinc is an absolutely key power. -
Quote:Several of the Carnie hunt missions--specifically the ones given by Harvey Maylor, are indeed zone-specific to PI, so missions with Carnies--even PI radio missions--don't count.Most of the defeat Carnie missions are not zone-specific - actually, I can't think of any offhand that are. As such, if you can pick up a radio mission against Carnies, they'll spawn at your level range (or whatever you've chosen with 4XP), and any kills will still count towards the hunt mission.
And yes, that makes some of the Carnie hunt missions a complete PITA, (Bad Harvey, BAD!) which is why they are so often dropped.
EDIT: I went back and checked the contact list, and evidently Madeline Casey is the other Carnie hunt mission offender. She has at least a couple of level 40-45 "Combat X Carnies in PI" missions. Harvey's missions are 45-50, so the OP has more Carnie-killing fun to look forward to! -
The stuns in EM will stack nicely with Op Gloom, no doubt about it.
I haven't played the combo, but I doubt the HP hit from Op Gloom (which is very small) and ET would be much of an issue for a character with a tank's HP. Perhaps back when ET was a much faster attack if you had chained it while surrounded by the full 17 foes, but not now.
There's no doubt that DA can be a challenge to manage, end-wise, but Op Gloom uses very little endurance. The powers that will kill your end bar are Dark Regen, Death Shroud, and Cloak of Fear, but their affects can be mitigated to a great degree by slotting end reduction in them, and slotting for +end and +recovery bonuses in your build.
If you want stun stacking, I'd personally recommend War Mace as a secondary instead. Not as endurance heavy as Stone Melee, (another good option for stun stacking) it does much better AoE than EM. Its big hitters aren't as big as EM's, but they are much quicker attacks. -
This looks very familiar--I think I commented on the build you borrowed it from.
Most of the same comments apply. First of all, this is a *very* expensive build; just the two PvP uniques--if you can even find them--are going to cost you a couple of billion influence. Unless you've got very deep pockets, I wouldn't plan on that extra 3% defense unless you've got the IO already. (I really don't know why you'd bother with that Shield Wall unique; 3% additional resistance isn't going to make that much difference to your build.)
With Invinc set to one foe, you're currently at about 44% S/L def, which is good, but dependent on having having the 3% from the GA unique. Also, you've currently got almost as much F/C def as S/L def, which won't be nearly as useful as S/L or even E/NE def. If you replace 3 of the Aegis sets with 4-slot sets of Reactive Armor you'd be able to soft-cap S/L without the GA IO.
Your attack slotting looks pretty good, bonus-wise. I don't know how attached you are to the Apolcalypse set in Hurl, but if you replace it with 6 slots of Thunderstrike you'd get another 3.75% E/NE defense. With those changes (the 3 sets of RA and Thunderstrike in Hurl) you'd have 45% S/L, 40% E/NE, and 31% F/C def with Invinc set to one foe, all without the GA unique.
Hope that helps!