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Posts
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Joined
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Quote:I did a mission in AE about a year ago. It involved freeing Statesman, then he assists you in defeating Lord Recluse. When we got to Recluse, I sat back and watched the two fight. The mission had Statesman as a Lvl 50 EB, and Recluse as a 52 AV. States still defeated Recluse.Been wondering this myself since it was announced. o.0
There's also a mission late in the game where you "rescue" him from Tyrant. Not sure how they're going to handle that!
Would be a shame to lose that mission. You can ghost it and let Statesman go to town on the mobs after Tyrant is down. The damage from his attacks is ABSOLUTELY RIDICULOUS! -
I look at it this way..... It's your choice whether or not to take taunt. If you don't, other people aren't obligated to accept your choice. So if you choose to not take the power, it's other players choice to not team with you.
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Maybe if we argue long enough, the changes will be reversed.
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I have a fire/regen scrapper that's softcapped to S/L. It does make a huge difference is survivability. You still need to be proactive for the hits that do get through you defense. It'll most likely be a lot easier to softcapped a brute. Honestly, if I had to do it again, I would of chosen WP or Regen. WP comes with built in Defense that will make softcapping easier. I feel the set is overall much more survivable than Regen.
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That's funny. I would bet that 75-80% of characters with Empathy are female characters.
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Quote:So you want to be able to have "0" weaknesses?I don't know if anybody has said it yet, but let Stone Tankers use Minerals with Granite Armor, I was on a Recluse SF yesterday and was oneshotted by Sister Psyche multiple times due to absolutely no Psionic defense/resistance. While I may still get demolished by her, I might be able to at least hold her aggro long enough for the rest of the team to kill her if I could use Minerals with Granite.
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I feel a slight increase in Tankers damage cap is long overdue, nothing too drastic like redoing their inherent.
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Quote:Obviously, you've never played a soft-capped to S/L/E/N/F/C Invulnerability Tank, while also having the Destiny: Rebirth +Regen incarnate power, effectively giving you 2 heals to backup your defenses and nice resistance. Even without the Incarnate heal power, the mentioned tank still doesn't need Unstoppable.You can slot a more effective power equally well or almost as well with IOs Even if you could not:
Good Power> IO Benefits
No amount of IO benefits can trump a good power which is why the Tanks/scrappers/Brutes who skip God Mode powers cause they think IO benefits can match them are just silly..... and a Tanker who takes Taunt but not his God Mode power is just straight up sad.
Yesterday I even saw a Tanker with Soul Mastery who had Taunt but skipped Darkest Night....wow.....just wow.....sigh....... guess he justs likes to play low lvls cause a high lvls DN would be much better than Taunt...seriously.
If you enjoy living on the edge with the health/end crashes from Unstoppable, then more power to you. I'll be over here enjoying smoke breaks and brb bio's in the middle of mobs without any concern for safety. -
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Two words: mez protection. All the reason you need to take FF/.
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Quote:Unless they've changed and I'm unaware of it, these are the bonuses for Might of the Tanker:Just as a point of order:
The new Might of the Tanker set, if it makes it live in its current format, will have serious implications for Tanker builds, because on certain primaries, it can make the Fighting pool optional all by itself. With Incarnate abilities, it's even pretty easy.
Dark, Elec, Fire, Shield, etc, there are many builds that are majorly impacted.
For Invuln, this is VERY significant, because dropping Fighting allows you to fill out leadership, to get some confuse/fear resistance, and that is....attractive.
Making the Fighting pool an option for the first time in seven years is a Big Deal. (!)
This is why I've got several toons on 'pause' for a while, until we see how this plays out. Just sayin'.
(2) Increases damage by 2%
(3) Increases maximum health by 1.88%
(4) Improves the Recharge Time of all of your powers by 7.5%
(5) Increases Toxic and Psionic resistance by 1.89%
(6) Increases Smashing and Lethal resistance by 2.21%
The bonuses are ok I guess. I fail to see how they make the Fighting Pool optional. -
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For my INV/SS
DPS: 212.919
End/sec: 3.410
Your best attack chain is:
Haymaker
Laser Beam Eyes
Punch
Haymaker
Knockout Blow
212 DPS seems pretty high for an INV/SS tank. Perhaps I'm doing something wrong. -
Quote:I personally feel that the Tanker AT is very well balanced. My problem is the way Defense works in the game. Any AT that reaches the magic 45% defense value drops their chance of getting hit to 5%. When your chance to be hit is this low, lower resistance values and lower HP caps don't really make much difference. IMO, that's the "problem" with Tankers. When Brutes/Scrappers are able to reach this while also having better offensive values, it marginalizes what the Tank brings to the team.No, the point is I don't think it's fair to strictly balance a Tanker's damage against increased survivability when solo having less than that level of survivability is clearly not much of a handicap for Brutes and Scrappers. The developers have flat out said Scrappers and Brutes are the best soloing ATs in the game and on teams they receive buff and heal support that keeps them just as upright. Not every team has a ton off buffs, but Scrappers and Brutes don't NEED a ton of buffs to perform just fine the vast majority of the time. As long as you can throw purple inspirations at a Brute or Scrapper, the point stands. You yourself just admitted Scrappers and Brutes aren't dropping like flies, so you can't deny it.
When Brutes are still above the immortality line for the 95% of the game's content that's not the STF or i-Trials, that's not much of a drawback, is it? I don't think it's fair to suffer a huge damage hit just because Tankers line is set to 98% of the game.
Tankers may have a sizable theoretical survivability edge, but how often that actually matters in the game is much much less. And the more survivable Brutes are Scrappers are allowed to get, with IOs and Incarnate system, the less the Tankers survivability edge matters. Even if Tanker survivability grows an equal amount, there are diminishing returns to the benefits increasing levels of survivability brings; once you can survive a situation, more survivability than that is redundant.
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I'd like to see the way Defense works. I think for Brutes/Scrappers, their Defense should be capped at 40%, so anything over that would make no difference in survivability. For all other AT's, 35%.
I feel this would bring Tankers back to their originally designed role, while putting other AT's survivability in line with their higher offensive capabilities. -
Quote:Ding.How did they 'Raise' scrappers and brutes? Scrapper damage and toughness hasn't changed in years, outside specific sets, and brute damage was reduced.
On SO's there's NO comparison between tanker toughness and brute/scrapper toughness. I've got a level 19 inv tanker I'm tinkering with at the moment and his smash lethal resistance on DOs surpasses most brute sets running toughness on SOs at level 50 (all but inv and elec).
If it weren't for IO defensive bonuses there still would be no question in roles. An SR tanker softcaps on SOs. An SR brute on SOs gets his teeth kicked in trying to tank with his mid 30% defenses. You can't really count outside buffs in this kind of comparison, as they turn any AT into an invincible juggernaut that make both Brute and Tanker a waste of a team slot.
The largest problem with Tankers vs the world these days isn't that the other ATs have been buffed to make them obsolete.
It's the abundance of defense bonuses in IO sets, and even support power sets, being bad game design. -
Quote:I posted this as an idea in Suggestion forums a while ago, only to get some extremely negative feedback.It's also why there should have been different defense caps for different ATs, as that does make a difference. I was actually startled when Castle admitted that different def caps should have been done back in I8 or I9, but that it was too late to do so "now" (now being a couple years ago or so from today, and it being too late since people were used to the "45%" for all and would have pissed too many peopl off). I really wish they had done this... we probably wouldn't see Praetorian mobs with so much extra to hit, and things would be more nicely balanced between ATs. But oh well.
http://boards.cityofheroes.com/showthread.php?t=256213 -
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Prior to i20, I was able to solo midde of the road AV's such as Battle Maiden, Chimera, Bobcat, Infernal, etc with my Inv/SS. Now, with the -Res from Bruising, Muscular Alpha, and Reactive Interface, I can solo AV's like Lord Recluse. The only AV I've tried now and cannot finish is Statesman. It's a Dull Pain/Unstoppable hell that I'm not able to overcome. AV's that do Psionic damage such as Malaise I know I couldn't defeat either.
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After taking some time off, I've came back and decided to make a new blaster. A Dark/MM combo seems very powerful in regards to damage output and survivability. Love to hear from people who have already made one.
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Quote:Here's the build for those who wanted to see it
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Robohobo: Level 50 Technology Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Energy Melee
Power Pool: Teleportation
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Stone Skin -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), S'fstPrt-ResDam/Def+(3)
Level 1: Barrage -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/Rchg(23), T'Death-Dmg/EndRdx/Rchg(25), RechRdx-I(45)
Level 2: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Rchg(42), Dct'dW-EndRdx/Rchg(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(43)
Level 4: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(17), RechRdx-I(43)
Level 6: Mud Pots -- Oblit-Dmg(A), Oblit-%Dam(7), Oblit-Dmg/Rchg(7), EndRdx-I(9), Oblit-Acc/Dmg/EndRdx/Rchg(9), EndRdx-I(15)
Level 8: Rooted -- EndRdx-I(A), Numna-Heal(45), Numna-Heal/EndRdx(48)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(13), Mocking-Taunt/Rng(13), Mocking-Rchg(15)
Level 12: Recall Friend -- IntRdx-I(A)
Level 14: Teleport -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(17), Winter-ResSlow(25)
Level 16: Whirling Hands -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-Dmg/Rchg(50)
Level 18: Rock Armor -- LkGmblr-Rchg+(A), RedFtn-Def(19), RedFtn-EndRdx(37), RedFtn-Def/EndRdx(37), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(40)
Level 20: Crystal Armor -- LkGmblr-Rchg+(A), RedFtn-Def(21), RedFtn-EndRdx(21), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(34)
Level 22: Stealth -- GftotA-Run+(A)
Level 24: Grant Invisibility -- GftotA-Run+(A)
Level 26: Minerals -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def/Rchg(31), RedFtn-Def(46), RedFtn-EndRdx(46), RedFtn-Def/EndRdx(46)
Level 28: Build Up -- RechRdx-I(A), GSFC-Rchg/EndRdx(48), GSFC-ToHit/Rchg(48)
Level 30: Maneuvers -- GftotA-Run+(A)
Level 32: Granite Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx/Rchg(33), ResDam-I(33), LkGmblr-Def/EndRdx/Rchg(33), GftotA-Run+(34), LkGmblr-Def(34)
Level 35: Energy Transfer -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), RechRdx-I(37)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), RechRdx-I(40)
Level 41: Char -- G'Wdw-Acc/Rchg(A), G'Wdw-Acc/Hold/Rchg(45)
Level 44: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-Rchg/EndRdx(50)
Level 47: Invisibility -- LkGmblr-Rchg+(A), GftotA-Run+(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(27), P'Shift-End%(29)
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Set Bonus Totals:- 23.5% DamageBuff(Smashing)
- 23.5% DamageBuff(Lethal)
- 23.5% DamageBuff(Fire)
- 23.5% DamageBuff(Cold)
- 23.5% DamageBuff(Energy)
- 23.5% DamageBuff(Negative)
- 23.5% DamageBuff(Toxic)
- 23.5% DamageBuff(Psionic)
- 4.25% Defense(Melee)
- 5.5% Defense(Smashing)
- 5.5% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Ranged)
- 4.56% Defense(AoE)
- 1.8% Max End
- 18% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 70% Enhancement(RechargeTime)
- 21% FlySpeed
- 112.4 HP (6%) HitPoints
- 21% JumpHeight
- 21% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 19.3%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.2%
- 22% (1.72 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5.04% Resistance(Fire)
- 10% Resistance(Cold)
- 73.5% RunSpeed
How about something like this instead.......
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Energy Melee
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Stone Skin -- S'fstPrt-ResDam/Def+(A)
Level 1: Barrage -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(19)
Level 2: Earth's Embrace -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(27), Dct'dW-Rchg(27)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(19)
Level 6: Mud Pots -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Acc/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(17), M'Strk-Dmg/EndRdx/Rchg(25)
Level 8: Rooted -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(17), Dct'dW-Rchg(25)
Level 10: Recall Friend -- RechRdx-I(A)
Level 12: Taunt -- RechRdx-I(A)
Level 14: Teleport -- EndRdx-I(A)
Level 16: Boxing -- Empty(A)
Level 18: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(37)
Level 20: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Assault -- EndRdx-I(A)
Level 26: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(43)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(43), GSFC-Build%(46)
Level 30: Minerals -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Granite Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(33), Aegis-ResDam/EndRdx(33), Aegis-ResDam(34), Aegis-ResDam/EndRdx/Rchg(34)
Level 35: Energy Transfer -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Super Speed -- EndRdx-I(A)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Total Radial Revamp
Level 50: Reactive Total Core Conversion
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(43), Numna-Heal/EndRdx(46), RgnTis-Regen+(50), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(15), P'Shift-EndMod/Rchg(15)
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Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 7.06% Defense(Melee)
- 7.38% Defense(Smashing)
- 7.38% Defense(Lethal)
- 8.31% Defense(Fire)
- 8.31% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 7.38% Defense(Ranged)
- 8.94% Defense(AoE)
- 2.25% Max End
- 8% Enhancement(Heal)
- 67.5% Enhancement(RechargeTime)
- 30% Enhancement(Accuracy)
- 15% FlySpeed
- 210.8 HP (11.3%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Immobilize) 12.7%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 1.65%
- MezResist(Terrorized) 4.4%
- 7% (0.12 End/sec) Recovery
- 42% (3.28 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 5% Resistance(Psionic)
- 20% RunSpeed
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Quote:I'd say survivability is the most important thing for a tank. You can't control mob aggro if you can't survive the mob.Shameless plug: There's a lot more to tanking than just surviving.
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I run an ambush farm on my fire/fire/ice blaster set at x3/+8. I'm softcapped to S/L on him. All i do is fill my inspiration tray with nothing but greens for every run. For the hits that do get through.
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