Heraclea

Renowned
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  1. Quote:
    Originally Posted by Dark Lost View Post
    I'm Ron Bergundy?
    Scotchy, scotch, scotch.


    Do you guys really want to know what love is?
  2. Quote:
    Originally Posted by Gilia View Post
    The tier 9 (power you get at 32) "Strength of Will" does not have a crash (where your health and endurance drop) like many of them.
    Strength of Will does have a crash, but it only takes away 60% of your endurance. There is no health drop. It is also a far less impressive boost to your toughness than Unstoppable.
  3. Quote:
    Originally Posted by Early Girl View Post
    Did you pull a heavy?
    I pull all the heavies, and drag them to the dumpster. It's what I do.

    Who wrote the book of love?
  4. Quote:
    Originally Posted by Sprite Fire View Post
    i'd take WP...

    done right no other tanker def set can survive in pretty much any situation against pretty much any foe.

    . . .

    The biggest downfall with WP will be agro control.
    Willpower is:
    • Quite adequately survivable with any sensible build;
    • More fun to play than many other tanker primaries, IMO, but
    • Though I dearly love the set as a defense set, it's not the best choice for a full team main tanker, and
    • If you're not a full team main tanker for difficult endgame content, any of the primaries are quite adequate. You don't need the "best tank for pure defense". So I didn't figure that was what the OP wanted.
  5. Yes, it does. I had an old dominator redside, plant/thorns, that I never really was able to get into playing. A mostly useless pet, anemic damage outside of Domination, and not a great deal of team utility.

    I also rolled an electric/electric. What I like about this is, apart from the blastery feel, is that it's the closest thing you can get to playing a Malta Sapper. A couple good hits and the mobs are helpless to attack anybody.

    Don't neglect your melee attacks. Slot up your conductive aura for endurance mod, get on a team, and follow the tank. All the mobs in the herd won't be able to attack much of anybody. Use your sleep pseudopet as a tank when solo.
  6. Quote:
    Originally Posted by Angryellow View Post
    Will YOU try it?
    Ask Mikey. He won't. He hates everything.

    How many miles to Babylon?
  7. Quote:
    Originally Posted by Dark Lost View Post
    Quid Ageis?
    In lingua barbara tabellam noticiarum lego.

    Husker du?
  8. Quote:
    Originally Posted by SlewofScorpions View Post
    Hello, I am sure this has been posted before, but I would like to find out. I really appreciate any answers and help with this. I am looking for what people think the best secondary set is for just pure defense for a tanker? Looking to make a superman like tank. Also what primary set would go with this the best?? Would like to make a real Tank! Please help!!! Thank you so much in advance.
    Best secondary for pure survival? Dark Melee, hands down. Goes further than any other secondary at helping keep you alive. It has its own self-heal that does damage. It stacks -tohit on enemies. Will benefit every primary that uses it, although Stone benefits less than others because of slow recharge.

    Best primary for pure survival? Stone Armor.

    Invulnerability is almost as tough, though, even without Unstoppable, which I have never taken on any of my Invuln tankers. Invulnerability makes a better tank for tanking IMO, with no mobility or -recharge issues. And Invulnerability is capable of tanking the whole game, and does not rely hardly at all on its level 32 power. So while Stone is toughest, especially with SOs, Invuln is better rounded.

    Invuln/DM is the way to go for minmaxing a tanker, I think.
  9. Quote:
    Originally Posted by Arcanaville View Post
    This means anything that can get the per-target damage down to a level equal to or lower than RTTC's incremental regeneration buff per target is going to have a dramatic impact on anything with Willpower. A relatively small difference in damage mitigation can have a disproportionately high effect. And in particular, that made Willpower almost a completely different powerset for Tankers than Scrappers in I11 beta, when almost no one was testing with ultra-IOed Scrappers (which could have had enough damage mitigation to "cross the RTTC horizon").
    My most IO'd out WP scrapper is Spines/WP, and took a somewhat unusual tack which has proven to be quite effective. Almost all of her AoE powers that can take one of several kinds of Chance for Recharge Slow enhancements has been equipped with one. RTTC has one. Quills has one. Caltrops has one. Throw Spines has one. Ripper has one. These were all cheap to add. Together, they work remarkably well, I suspect largely because they tend to reduce incoming damage. This character makes a quite adequate non-AV tank as well, and does not need Willpower to hold aggro. Spines really needs to be ported over to tankers.

    This doesn't really mean that Kinetic Melee is anywhere near the top of the heap when it comes to helping WP tankers hold aggro, but it may add to the utility value of the set.
  10. Quote:
    Originally Posted by Kelenar View Post
    The problem is, at low levels, challenging = tedious for most combinations. Getting through a fight by the skin of your teeth is thrilling and interesting... until you realize you have to wait three minutes to heal since you just used Rest after the last fight.
    There is very little that's wrong with Praetoria, or the lower level game elsewhere, in general, that would not be fixed simply by making Rest recharge in thirty seconds. Surviving a battle by the skin of your teeth is not intolerable. Having to wait three minutes to move on to the next is.

    I don't see a downside, really? OMG REST IS OVERPOWERED??? Give me a break.
  11. Quote:
    Originally Posted by Arcanaville View Post
    in that sense -DMG helps regeneration sets even more).
    Hmm. Since Willpower is the closest thing we get to a regen set for tankers, it may have advantages for them apart from aggro control.
  12. Quote:
    Originally Posted by Dechs Kaison View Post
    I'm highlighting this only to point out that -damage is more beneficial to defense sets than it is to resistance sets. Once a defense set has reached its soft cap, there is very little that can be done to reduce damage any further. One common way to increase survivability is to add a healing power, most notably siphon life. The other, and perhaps more reliable way, would be to layer on -damage so that the few hits that get through will be reduced.
    As you know, mathematics is witchcraft, and the less you know of its baleful dark mysteries, the better a person you are.

    Still, my understanding is that once a resistance set gets above 50% resistance, the curve starts swinging in its favor the same way that defense sets achieve exponential gains by approaching the soft cap. When you are at 50% resistance, 100 points of the resisted damage type turns into 50. Add another 5% to that, and you take 45 points of damage --- which equals a 10% reduction in damage taken. It would seem to me that for high resistance based builds, damage debuffs would be fairly powerful.
  13. Quote:
    Originally Posted by Failsight View Post
    Then again, on such a team, a Tanker may just be happy keeping aggro at all, and not worried about doing solid damage alongside being an aggro magnet.
    Playstyle no doubt makes a difference. When tanking for a large team, I tend not to worry about my own damage output, to the extent of turning off the autocycle for Rage on Super Strength characters. I instead tend to focus almost exclusively on keeping spawns tight, whether I am on a Willpower or another tanker, for the benefit of the other damage dealers. Repulsing Torrent is probably something I would never even consider taking on any tanker on live. It's just counterproductive to what I am doing.

    The debuff issue may help. I tend to think that Dark Armor is more effective at aggro than its actual numbers would suggest; then again, it has a lot of debuff in it. Kinetic Melee and Ice Melee are the other two powersets that feature debuff; and almost all of the Lethal damage sets have some measure of defense debuff.
  14. Heraclea

    RTTC - Change?

    Quote:
    Originally Posted by New Dawn View Post
    I wouldn't mind seeing the debuff go on that aura as it's unmissable (unless someone tells me it's irresistable - something I'd be shocked to find out) so take that away to balance any boost in taunt magnitude and duration if possible or better still just make the tohit debuff irresistable, up the taunt magnitude and duration.
    If the debuff were removed, I would expect at a minimum to be able to enter the PvP zones without constantly having to retoggle RTTC. (And endure its mildly annoying animation.) This is one reason why I tend to avoid those zones.

    As to improving its taunt aura? I don't see that as necessary. From my perspective, Willpower makes tankers more fun to play, and you hold aggro by taking the lead and throwing attacks around, less concerned than other tankers about running out of endurance. With IO sets and Physical Perfection, this is not as large an issue in the endgame, but it is definitely an issue for a levelling character.
  15. Quote:
    Originally Posted by Over_Knight View Post
    Why does poo smell ?
    Better to ask, why do you smell poo? Your nose has evolved to be specifically sensitive to those odors and the chemicals that cause them, and your brain has given you an innate emotional reaction --- disgust --- to them. Evolution is defending you against tapeworms and other parasites. Next time you smell that stink, thank Darwin.

    Which of the human emotions is the worst?
  16. Quote:
    Originally Posted by Dark Lost View Post
    Marco?
    Chef Boiardi!

    Why can't I divide by zero?
  17. Quote:
    Originally Posted by jacktar View Post
    are you saying that today you had to download a 3.6 Gb patch that was actually just over 5 Mb or do you mean that having downloaded the 5 Mb you then had to apply 3.6 Gb of data.
    The latter. The download is done in under a minute; the updating always takes at least 10-15 minutes no matter how small the download.
  18. Before the expansion went live, I stockpiled a number of low level anti-knockback IOs from tickets, merits, and fishing bids. After making sure I had enough for my characters that needed them, I sold the rest and made a couple hundred million.
  19. My game directory is as it ever was, with screenshots from i1 in 2004 still in the folder; it's been copied onto each machine for every install.

    Every time the patcher runs, it installs 3.6 gigs of patch. This means a slow hard grind that takes anywhere from 10 to 30 minutes.

    Is there anything I can fix so that the patcher recognizes a more recent install as the baseline, so it does not have to re-apply what apparently is all the historical patches each time it goes?
  20. Heraclea

    Snaptooth?

    Quote:
    Originally Posted by EmperorSteele View Post
    Is Snaptooth (Redcaps EB) not available in AE? I can't seem to find him yet i really wanted to use him for a mission =(
    He used to be. Do not know if he has been removed.
  21. Electric is definitely a superior AoE powerset. It does require a bit of attention that disoriented mobs do not stray.

    Also, for late game aggro holding, Salt Crystals is worth a look. Really. This one attacks up to 10 mobs in a 30 foot radius, which is more than you'll get otherwise, and applies the standard gauntlet effect on each. It sleeps them, which your teammates will promptly break, but like Lightning Rod it's good to get the immediate attention of a whole spawn.
  22. I've revised my plan a bit after receiving all your valuable advice, and thanks to all who responded The character is level 18 now, so I could change direction in midstream. This will be a bit more expensive in terms of merits, though I've done what I can to leverage relatively low demand sets. I suspect the ability to save for and actually acquire specific purple recipes without needing to resort to the consignment house will be a godsend.

    This is where I am currently headed.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mlle. Marianne (2): Level 50 Technology Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Electricity Assault
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Primal Forces Mastery

    Villain Profile:
    Level 1: Electric Fence -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(19), Enf'dOp-Immob/Rng(39), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/Immob(46)
    Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(40)
    Level 2: Tesla Cage -- G'Wdw-Acc/Rchg(A), G'Wdw-Acc/EndRdx(3), G'Wdw-Acc/Hold/Rchg(19), G'Wdw-EndRdx/Hold(39), G'Wdw-Dam%(40)
    Level 4: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13)
    Level 6: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(31), Enf'dOp-Immob/Rng(37), Enf'dOp-Acc/Immob/Rchg(39), Enf'dOp-Acc/Immob(46)
    Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(9), Efficacy-EndMod(34), Efficacy-EndMod/Rchg(43), Efficacy-EndMod/EndRdx(50)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Fly -- Zephyr-ResKB(A), Zephyr-Travel(37)
    Level 14: Havoc Punch -- LgcRps-Acc/Rchg(A), LgcRps-Acc/EndRdx(15), LgcRps-Acc/Sleep/Rchg(15), Dmg-I(36), LgcRps-EndRdx/Sleep(50), Dmg-I(50)
    Level 16: Static Field -- LgcRps-Acc/Rchg(A), LgcRps-Acc/EndRdx(17), LgcRps-Acc/Sleep(17), LgcRps-Acc/Sleep/Rchg(48)
    Level 18: Health -- Numna-Regen/Rcvry+(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(37)
    Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 24: Paralyzing Blast -- UbrkCons-Hold(A), UbrkCons-Acc/Hold/Rchg(25), UbrkCons-Acc/Rchg(25), UbrkCons-EndRdx/Hold(45), UbrkCons-Hold/Rchg(48)
    Level 26: Synaptic Overload -- CoPers-Acc/Conf/Rchg(A), CoPers-Acc/Rchg(27), CoPers-Conf/Rchg(27), CoPers-Conf%(46)
    Level 28: Static Discharge -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(29), Posi-Dmg/EndRdx(29), Posi-Dmg/Rng(45), Posi-Dmg/Rchg(45)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Gremlins -- SvgnRt-Acc/Dmg(A), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(33), SvgnRt-Acc(33), SvgnRt-Dmg/EndRdx(34), SvgnRt-PetResDam(34)
    Level 35: Maneuvers -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(36), EndRdx-I(36)
    Level 38: Super Speed -- Clrty-Stlth(A)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), EndRdx-I(48)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Vengeance -- DefBuff-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run



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  23. Quote:
    Originally Posted by Early Girl View Post
    Where is the treasure matey?
    UIF USFBTVSF JT BMM JO ZPVS NJOE.

    To be or not to be?
  24. Quote:
    Originally Posted by Smersh View Post
    Now, if your guide is strictly concerned with "how can I keep the mobs in RttC so that I can maximize my regeneration," you have a point. Otherwise, it's just a matter of learning how to use the set's strengths to your advantage. A knocked-down enemy is not hitting your team, a stunned enemy is not hitting your team.

    A controlled enemy is a controlled enemy, whether that is through knockdown, stun, or having them flail uselessly away against a hard target (a tank.)
    For that matter, the idea that a tanker should control every mob is probably more about bragging than about actual utility. Most characters capable of pulling mobs off a Willpower tanker can handle the aggro. There's only a few situations in the game, almost all on the Statesman TF, and now the Lord Recluse SF, where a tanker needs to worry about holding the aggro of several AV class enemies simultaneously, and where your aura makes a large difference. There, you might worry about your aggro. For ordinary mobs, not quite as much.

    All I'm saying is that there are other sets that will help the WP tanker who wants to do this more than Kinetic Melee helps.
  25. Quote:
    Originally Posted by Rangle M. Down View Post
    An IO'd Invulnerability tank can be built close to Stone tank's survivability without the Stone's drawbacks. Who wouldn't want that?
    Got it in one. And if you pair Invulnerability with Dark Melee, you don't even need to spend as much on IOs.