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Posts
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Joined
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FYI on the defense debuffs, they're not that long of duration, so if you start to see a lot stacking on you, don't be afraid to disengage and run back about 40 feet. You're not losing aggro, but you're losing a lot of those debuffs on you in the process. This trick is harder to do if you're lagging on that one valley map, but you should be able to hop over a mob to disengage like this quite easily.
The only times my Shield Tank dropped on the ITF was when I wasn't paying attention and I let the debuffs stack too much (and this was only when I was a little away from my team support as well). -
*sighs* How long is this stupid thing again? And would we be fighting 50s so shards would at least drop? I'm only willing to do this once for the badge on Grey Pilgrim, and I kind of doubt I have the time if it's over 2.5 hours (and if you're willing to do this Saturday night). I seem to recall it being longer than that, which is why I have never bothered. But feel free to let me know if it's otherwise.
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Quote:Even though my Fiery Aura Tank has lower resists to Negative than S/L, he ironically has had fewer issues with the negative energy of that second mission: that defense debuff really is the killer. Though upping those S/L resists via the Cardiac Boost should help. I haven't ITF'd with him enough to say anything conclusively, but he was taking considerably less damage the one time I was soloing on the wall (as I was waiting for an ITF attempt to start up).Rereading his post, he's 38, he may well be using SOs, which might be part of the problem. With IOs (even the basic ones) a 50 can basically hardcap S/L res with an alpha slot, even with no bonuses.
SOs aren't going to get him to that point, which is a big deal. Ele with hardcapped S/L is pretty damned good for large parts of the ITF, even with no def at all.
Negative energy is a significant, def encouraging obstacle of course.
I mention Fiery Aura as I feel it is rather similar to Electric in performance (even though Electric has a lot more mobs it has easily capped resists to).
I would also agree (like I noted earlier), that his being level 38 is probably part of the issue, and that could have been compounded if some of his teammates were at the same level, and also only had SOs. You can play without IO sets, but they do make a big difference. -
Quote:It's perception. I haven't seen any proof that somehow the numbers do not match with the actual performance, and they certainly seem like they take as long as they are supposed to from what I can tell. You are hitting on why some people probably think it is slower, since there is the windup/charging before the attack. That's part of the flavor of the set, though, so if someone doesn't like it, oh well. No way you can please them all.You know, the #1 complaint about KM is "slow". I looked at the math and the first 3 attacks are pretty fast. I don't know if it's a bug or our eyes are deceiving. Kinetic attacks do seem slower even though it shows 1s. I think the problem is that the damage comes at the end of the animation so you feel it's slower. Power like Midnight Grasp deals damage very fast and then you are stuck in that animation for a while. The last 3 attacks are definitely slower especially if you use Focused Burst in attack chain.
I think it's ok if Kinetic does less damage because it has one of the most unique debuffs in -damage. The -damage part is quite obvious when you fight AV or even pylon. This secondary debuff alone makes Kinetic very unique and I like it. Well, I like the Stalker version.
I can look at the numbers and know Claws is a perfectly fine set, but that doesn't change me from disliking the set for some reason (I can't get around how silly that one ranged attack seems to me, but I know that's my own preference). That's different from the set not working, though.
I'm not sure what you mean by less damage in that second paragraph, though. Do you mean the lower damage to account for Power Siphon? That's okay not because of the -damage component, but because of how much Power Siphon accelerates your damage. You can put out some quite impressive numbers while that is up (and they're fine even when it isn't), and it's fairly easy to get PS or Buildup back up quickly with how the set works. I certainly prefer how it works compared to Rage, just because I kind of dislike its debuff period. -
Quote:How it applies damage is different as well. It does an initial hit of damage then DoT, rather than just DoT (the DoT period doesn't do as much damage to compensate). I prefer the change, though it's good to know how it works: you want at least five targets around you to get hit by that initial tick (unless you're soloing with fewer mobs), as you can't count on them taking as much damage from the DoT if they come in later.I don't keep up with the boards the way that other people do, so perhaps you do not either. I was happily informed a few weeks ago that Burn is good again, in that the fear component was removed.
Snake, are you sure about the Scrapper thing? I thought this was possibly because of that weird AI thing where mobs tend to run away if they have a lot of debuffs or DoT on them. I would have liked to know if Castle found anything for certain about that behavior before leaving (or for Black Scorpion or someone to say that there is something up... as it seems like an issue after Castle posting and saying how it's supposed to work). -
Think someone named Archery Bug got the money at the end. I got the sleep Purple IO on Crey Hunter. Can't recall the others.
Anyway, thanks for the raid, it went well! I'll have to bring GP to the next to get some experience with the tanking side of things. -
You can do the ITF at level 38, but do realize it is more endgame content than late 30s content: it gets easier to do for every AT as you level up and have more slots and powers to work with. Same thing with the Rikti Mothership Raid, really: there can be more issues with that if a lot of lowbies and not 50s are on that one. Some of that is because they're -5 and not -4, but slotting and powers do help a lot.
You're a resist tank, so if you only have CJ and Weave for defense at this point (or only Weave), they're not doing much for you with all the defense debuffs on the ITF. If you get your defense higher, you will notice a difference even on the ITF, though. IOs will help you out. I don't have an Elec Tank, but my Elec Brute has lower resists and tanks pretty well for teams: he picked up Tough and Weave, and about 30% S/L defense. Defense really is a nice layer to add on to Elec and Fire shields.
Also, team makeup does make a big difference on the ITF. It does help to have some good buffs or debuffs going to assist with all those debuffs and mobs about. I realize that most people want to solo those big spawns on their own, but do realize that is a tough thing to do for most people (not saying it can't be done, but I am saying it's not the only thing to shoot for). Heck, keep in mind your Electric tank is going to laugh his way through the Lady Grey TF with all that electric and psi damage. -
They're just a little different in flavor. I like Mace myself, but I can see why Axe is fun with all the KD, etc. (I'll play Axe whenever they get some alternate animations in for weapons... too many of the attacks for Broadsword, Axe, and Mace look the same, even if some effects are tweaked). I like that Mace has more varied mitigation via stuns and knockdown, but some like that you can more consistently knockdown with Axe.
Smashing damage is resisted a little less than Axe's lethal attacks (if I recall correctly), but not by much, so there isn't much of an edge there. Really, go for feel. Go into the costume creator and see which look you can make work more for you. -
I know why people solo AVs, but... it never seems worth it to me. To much sitting and slowly whittling away at them. I know there is challenge there and some excitement, but I'd rather be moving on to other things sooner.
Congrats, though. I know it's a challenge for any AT, and even harder for a Tank than some, as they don't have too many debuffs or as much damage to work with.
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I'll try bringing my MA/Regen Scrapper, since he has some formal wear on his costumes. Can always switch to GP if he is needed.
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No need to fret that much over all this. I have had a few e-mail mixups, but the GMs were always able to fix them. Now, I don't want to deal with them again, or have anyone have to deal with them, so the best thing to do is not have stuff in your inbox when a server update is going on, as that is when all the problems seem to show up.
That hardly means you should not use your e-mails. Just don't leave stuff sitting in there during an update, unless you don't mind POSSIBLY missing it for a few days (though I haven't had a mixup like this for a good couple of months, and I have had things in my inbox during updates in that time period). -
Quote:Layered protection does make you tougher, yes. That's why most defense sets have some resists or +hp sprinkled in, as relying only on defense can be problematic. That's why I argue for getting defense with a resist set (like in my Fiery Aura guide), because even with no defense debuff, it ups a resist set's survivability noticeably. The biggest issues my Fiery Aura Tank usually faces are those with defense debuffs, actually, which might be surprising if you look at his primary at first.Grey Pilgrim,
It seems to me that a lot of resist based tanks can build strong defense as well though. And tough doesn't really fill that void (it certainly helps though).
I just notice that when my lvl 50 shield/DM scrapper gets into to trouble, it is nasty. I have extra hitpoints, and probably a more expensive build than I'd want with my tank. Still *if* something gets past the shield's defense it seems extremely damaging.
I guess that's where I'm getting my urge to move away from a defense primary set, and get to a set that can still hit some soft caps, and end up with hard capped resists. I don't know if I'm seeing this incorrectly but the way I see it:
Shield counts on not getting hit. When it does though, it probably hurts more than a tank would like.
Resist based sets, can still be hard to hit, but when they do, a very sizable portion of that is mitigated.
Am I wrong?
Anyway, the idea of layering protection is why Shields is just fine in later levels (better than earlier ones, if anything). It has +HP and resists to layer with its defense, making it quite resilient. Tough brings that resilience up even more. I suppose I should also make sure you are taking into account that Shields is meant to be a more offensive set, like Fiery Aura. They're not going to be able to take hits as well as Invulnerability or Willpower, as the benefit of those sets is their survivability, rather than more offense.
It's somewhat funny, actually, as most people are apt to say defense has it over resist in CoH right now, especially with how easy it is to get additional defense via IOs.
When it comes down to choosing a set, though, you just have to go with what works for you. Defense sets have their pros and cons, as do resist sets. I personally think resist sets are a bit more consistent in performance, as defense makes for significant differences depending on how things go for you with the RNG. That's more of a personal preference and feeling, though. -
I think Scorpion clarified how many notice of the wells were needed... one for the rare, two for the ultra rare. Hopefully they'll come up with some good solo options for this as well, but it's not too bad, should be a good amount of people doing these TFs all the time. I can kind of see why some of this is a bummer for those people that are really casual about their gameplay.
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Shield does fine in later levels. Most of the damage Carnies and such do have a position of some sort, so your defenses will get the job done. The biggest issue on teams, actually, are to hit buffs. So Vengeance stacked Nemesis, Devouring Earth, etc. For those, it's helpful to have things to fall back on. One With the Shield certainly helps (though you want to be proactive with it: don't only fire it off when you're almost defeated already. You should know when things are going bad for to hit buffs). Tough is also nice, and I managed to fit in Aid Self with the new Inherent Fitness, which helps if you need a quick heal between mobs or something, as Shields doesn't have a self heal, just +HP.
The Rage crash is only annoying if you let it be. I oftentimes do not use it on teams so I don't have to pay attention to it, but you can do fine using it on teams. AAO helps for a Shield/SS during those times when you don't have Rage up.
I really like my Shield/SS character, and he's soloed and teamed a lot. -
Quote:And yes, the Alexander arc is meh. And one of only a bare handful of Warrior arcs. Can we do better than this, please? (Send THEM back in time to Cimerora!)
Michelle
aka
Samuraiko/Dark_RespiteBack at the start of the game, I rather liked that storyline. Stood out for me in the 20s (don't think I ran into the Freaklympics with my first character). I know it's dated now, but... I rather liked the idea of redeeming someone from a bad life. Oh well.
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Yup, it does have a few longer animations, but people have made mountains out of those molehills quite a bit. I do notice the difference between Empty Clips and Buckshot, but the net effect on how well my DP/EM plays compared to my AR/EM is pretty minimal. They play different, but they get the job done.
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Man, now people are going to be complaining even more that CoX is dead, since tons of people will be using the auction house from the far end of Crey's Folly. *sighs* I can hear the weeping and certainty now.
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So help me, Recluse, if you two-shot me again, I am going to have to go Simon Belmont on this computer! Don't make me do it!
Quote:Levels and ranks.
Increased Levels get an added acc boost; as do each rank - the percieved rank adds akin to the level so you see a color diff of a ltn even level being the same as a +1 minion. A +2 boss is +4 and so on.
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Sure, you can softcap def at 45% and be safe at first; but you can't claim there is too much. More will just help ensure you can keep safer longer - where a tank at 45% will keel over fast, one at 55% will last longer, and if you are 65% and further above, it only leaves tless to worry about so you can do what you need to do easier.
However, I think you are missing something if you are still arguing for about 55 or even 65% defense: other than in certain encounters, that is going to be way overkill. And heck, in certain encounters (like the jokingly referred to Recluse fight earlier in this post), tower-buffed Recluse can still hit you when your defense is higher than 65%. Thinking 75-80% defense is what you need to go as high as you can against him. Darn to-hit tower, anyway.
In other words, ~50% is enough for most fights. Anything more, well, that's what inspirations and teammates are for. -
Quote:What, punching your monitor and cursing the NPC that just hit you through all your defense? Sure, I do that already.Exactly. Up to +5, higher level critters do have a slightly higher chance to hit you -- but defense won't do anything to reduce that, once you've reached the soft cap.
For example, a +0 minion hits you at 5% when you're soft-capped; a +something minion might hit you at 6%...but you can't change that with extra defense. It's like the 5% minimum floor got moved on you. So you're correctly perceiving increased hits, but you don't need to / aren't able to offset it with more defense slotting. I usually use a technique called "punching" to deal with those cases. -
Quote:Hey, join in when you can.Thanks for letting me join two nights ago! I have always enjoyed playing with you guys, but I never have any garunteed time on a given day to play, much less a Wednesday, and the wife is pretty bossy about me not spending too much time playing. That said, as always, I enjoyed playing with you guys.
What's the level range at now for us? 45? 46? -
Wait, are you making a joke? I can't quite tell... *shakes joke meter* I think there's something wrong with this thing.
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Hmmm, good to know. I thought there was a bit more to-hit on their part, as it sure seems like higher level NPCs are able to hit noticeably more. Of course, their damage IS higher, so maybe that's why I notice so much.
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Also kind of depends on how much Incarnate content you're wanting to run with. If you're going to be fighting a lot of +4 mobs, you may even want more than 50%. Probably not too needed, but something to thinka bout.
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Aid Self has a long animation/rooting time. Don't plan on attacking for awhile after you use it, as there is always going to be a lag with it. There's a reason for that: it's a pool power, and it shouldn't be as good/easy to use as heals from actually primaries or secondaries. Otherwise, what's the point of having heals in all those other sets? Anyway, I like Aid Self on Blasters. Helps to recover between fights, or when a boss fight goes south.
And if you plan on using any Purples, and especially PvP IOs... be ready to pay a lot of money. I needed three more stun Purples to get a set of five for a Dominator (this will be the first purples I'm slotting on a character for the bonuses, not just a damage proc... I really can't afford them: I'm really only doing this as the other 2 had dropped for me over the past year), and it cost about 110 mill each, other than the stun only recipe, which was about 55. Those aren't cheap. PvP IOs are on a similar scale, though most are worse than the stun sets.
I said this in the alpha slot thread, but I'm going spiritual on my Dual Pistols blaster. That way he can get a bit more of a heal out of Aid Self (he could only afford one slot), and have things like Hail of Bullets recharge faster. -
Nice, those of us with January birthdays are totally awesome. Happy birthday and have fun.