Finduilas

Legend
  • Posts

    2237
  • Joined

  1. As Ad Astra said, this is a known bug, and happens most frequently to bases that have been dormant for some time.

    Only thing you can do is 1) file a petition, and 2) wait. It's happened to a base of mine a couple of times, and it was always fixed within 24 hours or less.
  2. Quote:
    Originally Posted by Solicio View Post
    That should work--I'd definitely need to make an alternate build for that--I took Body/Energy/Whatever you call it Mastery for my main build, but it's doable. Any other suggestions for increasing mitigation against Sappers, so that when I make that alternate build with the hold power, I can include them?
    Though I haven't looked at the Sapper ranged attack specifically, most end drain attacks are typed energy. Rather than trying to build up your Ranged defense, perhaps you could soft-cap your Energy defense instead, which would be a lot easier and less expensive.

    Of course, that may not work if the sapper attack has a super-high to-hit, but that would be a problem for Ranged def as well. In which case you'd have to fall back on the epic attack or teammates that can take them out quickly.
  3. Quote:
    Originally Posted by Head_Kracker View Post
    Eh I pun and I thought it would catch folks attention while being very apt to the question at hand

    Emperer that build of yours is in the billions of inf category, I like to keep it in the under 30 million. I might, just might be able to get all the impervium psi resist ones and crushing isnt that hard to get but all the rest is way way to much money for just a goof/semi serious tank
    The reason I chose not to go for Psi def or resists with my Invul tanks is that to get a meaningful amount of either, you really have to dedicate your build to that and not much else.

    An alternative way to approach it is try to increase the the overall amount of defense in your build, especially to S/L. Then you only have to worry about pure Psi attacks, which aren't that common. And as a side benefit of building for typed defense bonuses, you'll also increase your positional defense, which will help against most Psi attacks.

    Of course, to do that, you'd probably want to pick up Tough and Weave, which would require that you drop 3 powers from your current build. Painful, yes, but if you're on a tight budget it's a lot less expensive than trying to increase the defense (including Psi defense) in your build just using IO bonuses.

    A couple of other notes:

    I strongly recommend that you drop the End/Rchg slot from your Reactive Armor sets. You don't need them for slotting, and the bonus you get from them is pitiful. Just putting a second slot in CJ or SJ and slotting two BotZ will get you a much better bonus.

    Unstoppable is way overslotted--you only need a SOs worth of resistance enhancement to cap all your resists. Slotting recharge is also a good idea if you plan on using it fairly often. If you are primarily using it as an IO mule, put the RA set in one of the resist passives instead.

    I also suggest that you look at one of the DM guides either here or in the scrapper or brute forums. I haven't played it much myself, but I think most veteran DM players would suggest that you should take both Shadow Maul and Dark Consumption.
  4. Typically, Shield players put together their build with Phalanx Fighting set at 0 to get an idea how much defense is available at its weakest point; yours is set to 3.

    With PF set back to zero, you're slightly under the soft-cap for Ranged, and way over for Melee def. The Ranged def situation is easy to fix, just put a second BotZ in Super Speed and you'll be ready to go. (BTW, you may know this already, but if you're not a 60-month vet, you won't be able to take SS and Hasten in that order.) BotZ can also be slotted in CJ.

    Cost doesn't seem to be a big issue since you're slotting purples, but since you're way over on Melee def, you could easily swap out two of those Obliteration sets for something else. One reason why that might be a good idea is that Oblit has very little end reduction in it; as it stands, you have three attacks with almost no end reduction, which could cause problems.

    Also, Tough and Weave are way overslotted, the four set IOs are plenty in both cases. I'd remove the common IO slots and use them somewhere else.
  5. I believe Invinc was changed in a recent patch to no longer accept Taunt Sets. The reasoning was that it would put Invinc on par with other Tanker Taunt auras, which haven't accepted Taunt Sets for some time.
  6. Finduilas

    WM/Inv

    Hmm, my earlier advice stands, for the most part. Definitely take DP earlier, delaying ResEn and ResEl a few levels. Your Kinetic Combat sets are underslotted for Accuracy and Damage, and the Eradication sets for End Red.

    The usual benchmark that people aim for when soft-capping Invul is to get to 45% defense to S/L when Invinc is set to one foe; currently your S/L def is at 41% with one foe. You don't *have* to aim for that, of course, but if you decide you want to, switching out a couple of Aegis sets for Reactive Armor should get you at, or close to the soft-cap for both S/L and E/NE. You'll have to give up some F/C def, but given how much more common those damage types are than F/C, I think the trade-off is worth it.
  7. Finduilas

    ??/DA

    Quote:
    Originally Posted by JamMasterJMS View Post
    Just checked ingame information at start up screen. When did cloak of darkness get an endurance reduction? That power used to use approx. .52 end/sec now its the same as the other armors. Leaving only CoF and DS as end sinks.
    I've been playing DA for over four years and as far as I know CoD has always had the same endurance cost it does now. Several years ago the three main armor toggles (DE, OS, MC) were reduced from .26 EPS to .21, but unless a change was made to CoD a looong time ago, I think you're misremembering.
  8. Finduilas

    ??/DA

    Quote:
    Originally Posted by JamMasterJMS View Post
    Excellent advise.

    Let me add, Slot knock protection IO's instead of accrobatics (huge end sink). Dont run shadowcloak while fighting AT ALL, EVER (huge end sink)!!! Impervium armors are a godsend. Get your endurance accolades
    I don't agree with the advice to avoid Mace; it's great in combination with Dark, and the end issues are completely manageable if your build has sufficient end reduction.

    And if you're referring to Cloak of Darkness, it uses exactly the same endurance as Acro and any number of other shield armors. Like most damage auras, Death Shroud and Cloak of Fear do cost a lot of endurance to run, which is why they should be heavily slotted for end reduction.
  9. Quote:
    Originally Posted by Necromatic View Post
    Anybody try 6 damage procs in /dark's auras?
    And run DS and CoF with no Accuracy or End Reduction? I certainly wouldn't recommend it.
  10. One big problem in the latest build is no KB protection. If you're not going to get a couple of -KB IOs, you definitely need to pick up Acro.

    Also, the Reactive Armor sets should be Res, Res/End, Res/Rchg, Res/End/Rchg to fully slot for resistance. The three primary armors in DA are very cheap, end-wise, and don't need to be as heavily slotted for end red as you have them. Save those extra slots for some Steadfast -KB IOs!

    I'd also take Jacob's Ladder much earlier in the build; the Fighting Pool can be delayed a bit if necessary. And take Op Gloom at 35, it's much more important than CJ, IMO.
  11. Don't know what you were looking at, but in the power selection screen for my baby Shield/Electric tank, Thunderstrike comes up as the Tier 5 attack, and Lightning Rod as the Tier 9. Mids says the same. The Tier 8 is Lightning Clap, which I think a lot of people skip because like Hand Clap, it does KB and no damage.
  12. My Shield/Elec tank is still very much a lowbie, but one thing I've determined is that it is quite cheap to soft-cap a Shield build if you get Weave. (CJ helps too, but it's not essential.) And everything I've heard about Shield Charge (which you get at 26!) and Lightning Rod is all kinds of awesome.
  13. Finduilas

    WM/Inv

    Well, my first thought is "you must have really deep pockets". Don't know if you've checked the market recently, but with all those PvP IOs, this is a multi-*billion* infamy build. But hey, if you can afford it, knock yourself out!

    As for specific suggestions, my first and strongest recommendation is to take Dull Pain *much* earlier--no later than 10. The resistance passives are fine, but DP will do much more for you in the lower levels, and you can easily delay ResEn and ResEl into the 20s or even 30s. Also, the attacks 4-slotted with Kinetic Combat will be underslotted for Accuracy and Damage. That won't matter for attacks you won't use much, like Boxing, but I would definitely recommend adding at least an Acc/Dam from another set to the WM attacks. (Clobber in particular, since it's your highest damage ST attack.) I would also add a slot or two that provides some Endurance Reduction to the Eradication sets, it has almost no end red in itself. Scirocco's are a good choice, since you'll get a 10% regen bonus with two.

    Without a data link I can't tell how close you are to soft-capping defense, but from the totals I see that you've added about the same amount of bonuses for each defense type. Since the majority of attacks have a S/L component, it's generally recommended that players concentrate on those types first, then E/NE, and finally F/C. So you might want to consider using Reactive Armor for your resistance powers rather Aegis; the bonus is smaller, but they're for much more common damage types.

    Hope that helps!
  14. Finduilas

    WM/Inv

    I'd recommend skipping either the tier 1 (Bash) or the tier 2 (Pulverize). Both are pretty basic early attacks, and have a small chance to stun. If you'd prefer to keep both fast attacks for Fury building, you could also skip Jawbreaker, which is a fairly slow attack but has a high chance for Knockup. Personally, I'd keep JB, since the KU is good mitigation in the early levels, but your call. Since the buff, the rest of the WM attacks are quite good, especially Clobber and Crowd Control.

    In Invuln, the "must take" powers are Temp Invul, Dull Pain, Unyielding and Invincibility. Of the rest, IMO the easiest one to skip is ResEl, since F/C damage is relatively rare, and its secondary effect, slow resistance, is not as useful as the effects in RPD and ResEn. ResEn can also be skipped, though additional Energy resistance and end drain resistance are pretty darn useful, especially redside. I would *not* recommend dropping either RPD or Tough, since they provide def debuff resistance as well as some S/L resistance and Weave-level def to S/L/E/NE/F/C.

    Depending on your feeling about Tier 9s with a big crash, skipping Unstoppable is also an option. I like it, and take it on all my Invul characters except the tanks that are soft-capped for most def types. Since soft-capping is much more difficult for a Invul brute, I'd think it would be nice to have for those "Oh #$%^" moments. Again, your call.
  15. I think you'd also want a couple of ResDam slotted in Deflection, since that's your main source of S/L resistance.
  16. Finduilas

    DA/???

    Mace is also a good pick. Not as end heavy as Stone, the stuns have a nice synergy with Op Gloom.
  17. Quote:
    Originally Posted by Aett_Thorn View Post
    Actually, wouldn't "the masses" get the least out of this? You know, those people who don't have a lot, wouldn't transfer a whole bunch. Whereas the people that do the hard stuff ("the few" in your definition), would get the most out of it, being able to transfer large sums to their other characters.
    Rich players have more to influence to spread around, but I'd think that poorer players would have more *need* to distribute what they have between characters. This would be particularly true if the 'bank' would allow the exchange of recipes and enhancements as well as influence.
  18. Looks good!

    The only changes I'd suggest are to take the additional End Red out of Tough and use it somewhere else, and switch the second End Red in Chilling Embrace to Slow or Taunt. If anything, Icicles needs more End Red since like all damage auras, it's end hungry for a toggle--much more so than CE or Tough.

    Also, if you find that you need to cut costs, I'd replace the Oblits in WM with a PBAoE set that's less expensive. And if you use Scirocco's, you'd get a little more F/C defense.

    But all in all, a good build!
  19. Quote:
    Originally Posted by Sailboat View Post
    I'm contemplating ditching Hover on my Fire/Fire Tanker when I get the 60 month vet reward and just fighting on the ground, using flight for occasionally retrieving flying foes. Does that seem feasible? The two additional slots I've been carrying in Hover could be used elsewhere.
    Completely feasible. I have Air Sup/Fly on all but one of my Tanks, and that's exactly what I do.

    Quote:
    I'm used to hover-fighting with her, but haven't played the character recently -- does Hover stillstop juuuuust outside melee range when you're on follow? I'm used to nudging forward a hair so I can attack.

    Does Fly do that? I know it suppresses.
    Yes, "Follow" works the same on both Hover and Fly; unless you have some momentum, (which is more often the case with Fly than with Hover) you'll stop just outside Melee range. However, if you're using Fly to reach a foe you'll usually have enough momentum to get into Melee range.
  20. Quote:
    Originally Posted by dave_p View Post
    Foot Stomp for one. For another, Hurdle + CJ gives you very good, unspressed, maneuverability in combat. Hover, unless Speed Boosted, can't match that for melee (I use it on my controllers tho just fine, a few non-blapping blasters too).
    The Foot Stomp issue was never a problem for me since my tankers' feet are firmly on the ground when tanking. For me, and I think for a lot of other Fly users, the difference is not between CJ and Hover, but between CJ and nothing. IME, using CJ just doesn't make that much of a difference.

    Quote:
    Finally, Fly is a slow a** travel power.
    For straight point-to-point travel, yeah. But for me, the complete freedom of movement in 3D more than makes up for the lack of speed. IIRC, Fly still is the most popular travel power, so obviously I'm not alone in feeling that way.
  21. Quote:
    Originally Posted by Vitality View Post
    Just to clear something up...

    If I do take Fly...Hover or Air Sup would go unused.
    I do not need Air Sup to fill out my attack chain and as I have already mentioned I wouldn't use Hover during combat unless I was fighting an AV.

    Also...the bonuses from Kinetic Combat are lower than that of an enhanced CJ.
    *Slightly* lower; 3.9% vs. 3.75%

    Keep in mind that you can get the bonus from CJ just once, but you can get the KC bonuses up to five times if you can afford the enhancements.
    And set bonuses don't take up a power slot.

    But it's not necessarily an "either/or" in any case. Having CJ will definitely make it easier to soft-cap S/L, but it is possible to do so without it.
  22. Quote:
    Originally Posted by Vitality View Post
    My real problem is the fact that I want high defense and flight...but I can't have both.
    Not true. As I mentioned earlier, my Invul/EM has neither CJ or Hover and is at the soft-cap for S/L and near it for E/NE.

    Willpower is more challenging since it doesn't have as much S/L defense as Invul, but if you're taking both CJ and Weave, you certainly can reach the soft-cap regardless of which travel power you choose.
  23. Quote:
    Originally Posted by Vitality View Post
    Just for the record...

    I will have Combat Jumping in my build whether I take Hover and Fly or SJ and Maneuvers.
    Oh, if *that's* the case, take Air Sup/Fly instead. Air Sup can take the place of one of your SS attacks, like Punch or Haymaker.

    Honestly, unless you really want to use Hover in battle, don't bother with it. You can easily make up the lost defense with set bonuses. The same goes double for Manuevers, since it has a relatively high endurance cost for the defense benefit it gives.
  24. Quote:
    Originally Posted by dave_p View Post
    I've taken flight for melee toons for concept and always regretted it (which is to say, it got in the way of actual gameplay). Thank goodness for Raptor Packs and dual builds.
    Why would it "get it the way of actual gameplay"? CJ does gives some additional mobility, but IME any advantage it gives in "actual gameplay" is very minor.

    However, I suppose it could be playstyle dependent. I know in my case, having CJ made very, very little difference in how I play my characters.
  25. Oh, so you know that the tanks you've seen with Fly are a representative sample of all tanks with Fly? How would you even KNOW which tanks use Fly as a travel power if you don't notice how they get to the mission and they don't use Hover in combat?

    Considering how unreliable participant observation can be, saying you're "just reporting what I've observed" doesn't change the fact that you're drawing conclusions from a very small and unrepresentative sample.

    If you want to be helpful to the OP, talking about what you see as the relative advantages or disadvantages of Fly and SJ would actually be useful. Saying "Most of the tanks I've seen with Fly suck" is certainly not.