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Posts
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But now... well, lets face it, unless I face S/L I cant tank.
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Edited to reflect your reality. My reality is that I don't have a major problem tanking against non-S/L. I have to rely on my pool powers more than I did back in the day, I've had to build more intelligently and more biased towards my primary (no reasonably damaging attack chain for me) and I have to rely on my team mates more (that's what they're there for, isn't it?) but I can still tank effectively (in my opinion) for full teams and have fun while doing it. I have no fears for Issue 10 - if I can tank the Shadow Shards task forces I can sure as heck tank Rikti. -
I always enjoy the Shadow Shards so I'd like to sign up with my tank, Generalissimo 2. He's got TP and recall friend for high-speed shards travel and taxiing
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"If you just died type "x" in broadcast"
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Man, that raid was fun - highlight of my COH career
The above is a fictional account, but surprisingly close to the truth... -
He/She said on DefiantBadgers that he/she had to log. I went to Kings Row to see if there was still a team forming but there wasn't so I soloed Paladin and left
And by "soloed" I mean "hit Unstoppable and dragged him to the drones".... -
True, but my (poorly stated) point was that you don't need to be a PL'er to have 3 lvl 50's.
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When I was in defiant PD there was quite enough of talk about this tourney being meant for "fotm PLers".
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This format is a nice idea overall but.. its just too restrictive in practise. Honestly my first thought was that this was meant for the small ring of Union PLers only.
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I must have taken a wrong turn somewhere when I entered the tournament then
Union player? Nope.
PL'er? Nope - I solo most of the time so I hardly could be.
FOTM PvP'er? Nope - I PvP occasionally, rarely with a build that could be called a FOTM and always for fun.
Sure the tournament entry rules are restrictive (as any tournament run at lvl 50 would be) but let's not make this thing out to be something it's not... -
Putting the blame for an abuse situation on the shoulders of the person receiving the abuse rather than the person doing the abuse generally doesn't receive a good reaction on the boards (or in life in general). Not everyone is supremely self-confident and is able to shrug these things off nor should the abuser be given permission to continue abusing people through inaction on the part of those who have been abused. Everyone is well within their rights to petition someone else if they feel they have been abused - if no such abuse took place than the GM's will take no action. If abuse did take place then action can be taken to resolve the issue. Telling people to grow up and not report abuse will only lead to more abuse occurring.
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Entering for a laugh...
Board title: Generalissimo_2
Global chat handle: @Gen 2 (@Generalissimo Redux on Test)
Toons entered:
1) Righteous Bob: 50: Ill/Kin
2) Splortch: 50: Spines/Inv
3) Brutus Cayuga: 46: MA/Regen (hopefully 50 by then)
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Mace is a lot like Martial Arts for Scrappers in my opinion in that it has one "primary" secondary effect (a few disorienting attacks + a guaranteed disorient) but also a few "secondary" secondary effects (a little knockdown/up, a little knockback). Personally I enjoy having a range of tools at my disposal with which to control the bad guys.
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Eh, I've always had plenty fun playing mace - Jawbreaker, Shatter and Crowd Control are three attacks I could definitely point to and say "These are fun attacks". Throw in the nice generic flourish of Whirling Mace and you've got plenty to keep you entertained (although you need to get to a reasonably high level to experience the majority of those attacks). The lower level attacks are pretty bland in terms of animation and effect but a powerset shouldn't be judged on just the first few attacks.
[/ QUOTE ]However, apart for clobber<->beheader, battle axe has identical powers (apart for different secondary effects in few attacks, better ones in axe IMO), and higher or identical damage in all but one attack, which is slightly lower. And it has beheader, which is another high power melee attack.
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I was talking more about the fun aspect of the powerset (i.e. how it feels to play the powerset) as I'm sure we're all aware that no one picks mace for high damage. You say Axe has identical powers to mace but do you mean identical in terms of damage numbers or identical in terms of animations + damage numbers? I'm personally not really all that concerned about what kind of damage another tank powerset is putting out - all I'd be concerned about is, am I enjoying playing this character? Personally I've always enjoyed playing Mace and I like a lot of the power animations and the visual aspects of the mace going through the power animations. Even if the Axe attacks animated the same as Mace it still wouldn't feel the same and to me Mace would still have its own little niche to fill with its own enjoyable playstyle. Personally, given the option I wouldn't change my /Mace tanker to any other powerset - I enjoy running around with my Mace out too much. -
Eh, I've always had plenty fun playing mace - Jawbreaker, Shatter and Crowd Control are three attacks I could definitely point to and say "These are fun attacks". Throw in the nice generic flourish of Whirling Mace and you've got plenty to keep you entertained (although you need to get to a reasonably high level to experience the majority of those attacks). The lower level attacks are pretty bland in terms of animation and effect but a powerset shouldn't be judged on just the first few attacks.
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I assume the greens would easily keep Hami healed in that scenario. Plus the mitos that spawn when Hami passes a health threshold get added to the mitos that survive from the previous wave (BackAlleyBrawler demonstrated that to the raiders in the private Beta on Test) so after the first threshold there would be 12 of each type of mito around Hami instead of 6. Things would get very messy very quickly.
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I AM A SEXY SHOELESS GOD OF WAR!!!
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Hehe, I made a wallpaper for my laptop using that frame of the strip -
I've joined the channel and will keep an eye out for EoE farming announcements.
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It's looking extremely likely that I'm going to have to work for some or all of Saturday so I'm afraid I'm going to have to take my name off the team for this. Sorry
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I'd like to join if I may
Most likely with Righteous Bob, illusion/kinetics.
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I'm up for joining with Righteous Bob
I have Teamspeak and am used to following instructions at raids.
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Your power selection and slotting looks quite reasonable (although you don't need to slot an accuracy into taunt unless you take him into PvP as it's auto-hit in PvE).
In general, I've found that the problem with building a tank for both teaming and soloing at lower levels is that it's almost impossible to strike the right balance between endurance management, offensive ability and survivability so that you can actually solo effectively while still being effective as a tanker on a team. At one extreme if you have well slotted attacks enemies will be defeated quicker while soloing and endurance use will be less but your defenses won't be that great so you'll need to defeat them quickly or you'll be in trouble (and if your poor defenses are getting you in trouble solo imagine how it'll be on teams). At the other extreme if you have well slotted defenses and poorly slotted attacks you'll be able to take more damage while you solo the mobs but you'll need that survivability due to the extra time it'll take to defeat them and your endurance use will be greater due to the extra attacks you'll need to use. With your current build I'd say you're more built for teaming than soloing (as youre a lot closer to the second extreme than the first) which, as you say, is leaving you in trouble when you solo.
If you're teaming mostly I'd recommend that you just learn to live with it and continue to build as you have been, with the main focus being on your defenses. Try not to solo too much as soloing an endurance-hungry, low damage tanker can be quite annoying. Your teaming experience will improve an awful lot once you pick up Invincibility and then again once you get to SO's as your survivability will increase a lot.
If you find that you're soloing most of the time I'd recommend you replace a few of the damage resistances in Temp Inv. and Unyielding with Endurance Reductions (until you get to SOs anyway) as solo I find it better to have a slightly less effective toggle that I can afford to run than a more effective toggle I can't afford to run. I'd also recommend that you throw some more slots into your attacks in the coming levels so you're able to defeat the bad guys quicker. However, this approach means you're less effective when/if you team and will be more likely to be defeated. Also while soloing you'll need to learn to manage your toggles - at lower levels don't leave Unyielding on all the time if you're facing mobs that don't mez (especially considering the defense debuff of Unyielding means you get hit more often when you have it turned on).
I know its a little late to say this as youve already started your character but personally I would either plan to build for 100% teaming (early on have very few slots in attacks, lots in toggles and Dull Pain) or for 100% soloing (early on have lots of slots in attacks, relatively few in toggles and Dull Pain) as the compromises you need to make to do both can leave you in trouble at times. I would tend to build for soloing until I get to SO levels and then if I want to team with that character Id respec into a team friendly build then but I'm an habitual soloer anyway so soloing the first 22 levels is business as usual for me - others mightn't enjoy that approach so much (plus if someone is playing their first tank they won't learn the valuable tanking lessons that they need to learn to play effectively at later levels).
Anyways, Im not sure how much of that is any use to you but I thought Id throw my thoughts out there. In the end it'll come down to how you play and what you want to do with the character. Just be aware that whatever you do, things improve a lot when SO's become available
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Only downside is running mobs.
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Crippling Axe Kick has an immobilise effect so hit them once and they'll generally stop running (or be slowed if the immob doesn't take). MA/ is a very fun set to play - I never get tired of watching the attacks firing off (mmmmmm, Eagle's Claw... *drool*). -
I won't be able to attend tonight's raid unfortunately. Best of luck all.
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I might actually join in this (especially if I can get a fourth character over 44 so I don't have to use my /mace tank
).