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Posts
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Thanks. I know I have some odd pieces from some of the accurate healing sets. Health it is, then.
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Quote:I think that getting a WP tanker above around 32% defense versus smashing and lethal will be pretty good, so long as you aren't neglecting your other powers (resistance and regeneration) to get there.Many thanks can see what you both our saying is true as the build I posted is my current build I made on my way to 50 and needs a respec I think. I was trying to hit the def cap on him but I am not sure if you can on a Will tank. Thanks again guys will take anouthter look on Mids and see what I can do.
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I've got an Electric/Mental blaster who just hit 23 and is looking to figure out what to do with Drain Psyche. My goal for the character is to emphasize the debuffs in the several sets along with damage.
To be honest, I didn't even notice when I took the power that it also functioned as a self heal. As a self heal, it seems fairly adequate, and even unslotted restores most of my hit points when it hits several targets. Then again, I only have two or three hit points to begin with, so that's not hard to do.
I had planned on using cheap endurance mod sets to slot for acc, recharge, and end mod, to use the power to refill my own endurance and to add to my -end debuffing abilities. Should I prioritize the heal instead? What are some good ways to slot this power? -
Looks reasonably good for a character that will only run level 50 content.
I understand wanting to get a lot of procs in Rise to the Challenge, but you're not getting enough regeneration there, and that will have a noticeable impact on your survivability.
One of the benefits of Willpower is that, unlike Ice and Shields, it exemps down well and can be used to run low level TFs like Synapse and Sister Psyche. If you do that, you're going to want to move Taunt well forward in your build, and consider getting Stamina sooner as well. -
DON'T GO THERE! It only gets colder the further down you go!
Quote:If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest. -
Quote:Blasters. I have one blaster (Arch/Dev) that I got to level 50, but I have tended to avoid them; most others I've tried were too fragile and had too bad endurance problems to get out of the teen levels. Now I'm working on an Electric/Mind blaster, which I plan to build for debuff and team utility.This is just a thought that came up as I was taking character inventory, double checking what levels they were at, what their sets were again. (Altoholic here.) I just was noticing what archetypes/powers showed up a couple times...and what didn't until recently.
Controllers. Mostly because of issues with the secondaries; I have a very old Ill/Emp that I made ages ago, but learned that I don't like playing /Emp on teams. I tried a Fire/Kin just to see what all the shouting was about: but if I dislike /Emp, I positively loathe /Kin. The fact that I consider Speed Boost a curse didn't help. Now I'm trying once more, with a winter themed Ice/Cold that was my holiday project.
Controllers, it seems, are barely playable before level 38 when they get their last secondary power. And I've never tried one that didn't have massive recharge issues. Powers that take more than two minutes to recharge may as well not exist as far as I'm concerned. They get moved off the main task bar and forgotten. I hope this one goes a bit better.
Kheldians. I have a warshade now. He's level 10. He's stayed that level for a while now, because he was the designated candy cane redeemer. Now I might try to level him. Or I may end up deleting him the same way I've ended up deleting all the Kheldians I've tried in the past. Making new costumes is one of the chief anticipated things about levelling up. Character types that take away the costume you made tend to be neglected. -
Quote:I've been around for a while, and got the 60 month veteran badge a few weeks ago. Sometimes, other games capture my interest for a while. I played Age of Conan for a while (great first 20 levels, went swiftly downhill after that while I played). I've been to World of Warcraft. I tried Lord of the Rings Online for a while. I've played a variety of single player games.End-game Content (outside of TFs). Other than the Rikti/Hami raids, there really isn't a LOT. More is promised, so... this might already be covered.
This is the game that's home, the one I've always come back to. I came close to /ragequit after issues 5 and 6, like I suspect a lot of people did, and spent a lot of time in other games until issue 9 at least. That said ....
The endgame content here is getting to make another character with a different power set and playing that. The number of characters you can have here is limited only by the number of servers. There is enough variation among the several ATs and among powersets within ATs (Illusion Control vs Ice Control, anyone?) to keep me entertained, at least.
When this game added loot, it did it right. Loot is handed out privately and is infinitely transferrable; if you have a respec you can unslot your IOs, and in the worst case scenario you can always buy a respec. This game has loot without much loot drama and raid politics, and the loot does not become a bone of contention that starts quarrels in circles of friends who play together. That misfeature is what has tended to drive me away from other MMOs. I suspect I will subscribe as long as this game avoids that pitfall.
More content is a good thing, but I don't think it needs to focus on high level raids. And if something were added that brought loot drama and its resulting tensions here, I probably would leave. -
I've always thought that this should be the scrapper's national anthem.
For my characters, this usually works; but this is as much a tanker as a scrapper thing. -
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I've never seen another of them in game, but I was recently moved to make an Electric/Mind blaster that I'm enjoying. On paper, at least, it looks like the two sets complement each other fairly well. Not a heavy player of blasters, but I am enjoying this.
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For some reason I have a vague memory of the idea that Baphomet was a zone monster who occasionally spawned in the old Faultline (before Issue 8).
Did I just hallucinate this, or is it true? Nobody ever went there unless they had to or were collecting badges, back in the day. -
Quote:I'd point out that taunt auras only really become important on large teams full of certain squishies - blasters and defenders mostly. If the OP plays regularly with 2 or 3 friends, WP is ideal. It has no need of specific buffs, and on smaller spawn sizes taunt auras become much less of a priority.WP gets a lot of recommendation, but I can't really suggest it for a first tanker due to the difficulty in holding aggro. WP has by far the weakest taunt aura of all tankers... it's 1.25 seconds base duration compared to Invuln's 16.9 second base duration.
For big teams and late game task forces, Invulnerability does outshine Willpower. -
Quote:Shields, Willpower, and Invulnerability are all reasonably good primaries, relatively friendly to new players.All of my past chars have been range-oriented... blaster, defender, mastermind. I want to take a whack at tanking, but I have absolutely no clue about what is most important to look for in a build for any melee character. I know there are tons of guides out there, but can anyone recommend a simple/easy tank powerset? At first I wanted to do fire/?, but that got some mediocre reviews.
Willpower is probably the most straightforward and easiest to level, but it does make managing aggro of large spawns harder than some others.
Invulnerability is also fairly straightforward, but you are going to want to postpone some of the passive defensive powers until later in the build.
Shields is also quite straightforward, high concept, and fun. Like most defense based sets, it will take a while for it to become really tough.
For secondaries, I'm fond of Dark Melee, Electric Melee, Mace, Axe, and Super Strength. Some favorite combos:
Shield/Electric
Inv/SS
Inv/Dark Melee
Ice/Mace
Fire/Axe
WP/Fire
WP/Electric -
Quote:One with the Shield adds substantial resistance (base 30%) on top of an extra 20% defense. Now, under most circumstances 45% defense is enough because 45% is all you can ever have. When you are being hit by debuffs that reduce your defense (Romans and Praetorian robots do this a lot) you have a bit of a buffer to those effects. Defense above the 45% limit gives you a bit of a cushion against this. One with the Shield is useful chiefly in these situations as well.I think my main problem is not really fully understanding the 45% defense thing. I understand that under normal circumstances, there's no tangible benefit to going higher, as enemies always have a 5% hit-chance. If that is the case, then does that mean that with a 45% defense already obtained, One With The Shield will have no tangible effect? Is that true across all archetypes?
Also specifically about Phalanx Fighting, having set it to 0 allies, it still seems to offer a 5% defense increase. Is that the case then, that it always offers 5% and additional defense when teamed allies are nearby?
You are right about Phalanx Fighting. -
Quote:That build looks a lot better. I'm still curious --- is this a PvP build? You still have Taunt slotted for accuracy rather than taunt duration, range, or recharge. You have Focused Accuracy. And you have Medicine pool, not slotted for interrupt.Thank you all for the very helpful replies. I've taken on board a lot of what was said and reworked the above build quite a bit. It's not perfect but provides much more defence and includes two more attacks. It's still a little pricey but also cheaper than the above I'd estimate. I think it needs some tweaking, mostly on the power order but possibly slotting too. It's fun to play in the meantime and this gives me something to aim for!
I think you'd get more mileage out of Conserve Power and Physical Perfection, myself, and I'd drop the Medicine pool completely. Once you get soft capped, you won't need it; you will have very little need for One with the Shield, for that matter. -
When on a tanker, I almost always lead with Taunt, and unless a scrapper or brute charges ahead of me I don't have issues with archvillains.
On a tankworthy scrapper, I usually try to keep an eye out for what's happening with the rest of the team, the same as I do on an actual tanker. The electric/shield scrapper is best as an offtank in this regard, having the asset of instant mobility; if a boss or an ambush is coming from the rear, I can put myself in its path very quickly.
On the other hand, I have successfully tanked master runs of the ITF and DrK on these scrappers, on tankerless teams. The fact that the taunt aura does not autohit an AV is usually made up for by the fact that the scrapper's damage pulls well ahead of any tanker's. On a less experienced team, this might not have been possible, and I'd have been less nervous on a real tanker. -
Quote:Is this meant for PvP? I ask that because you have Taunt slotted for accuracy and took Focused Accuracy, when the accuracy in your actual attacks seems more than adequate for PvE. If it's a PvP build, I don't know what I am talking about, and you can ignore me.Hi all, I've not played a tanker before so I can't really compare numbers but I've been playing with a build I think could be pretty nice. It's a bit pricey but has no purples so is realistically achieveable. What do you think?
I made some minor changes to your build that will make you a whole lot tougher while keeping most of its features intact. I reslotted Taunt, moved some slots around, and added some sets. Some will not be cheap - but you could pay for every change made by losing one of the LotG recharges, and this gets rid of one of them.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(3), LkGmblr-Rchg+:50(7), Aegis-ResDam/EndRdx:50(13), Aegis-ResDam:50(36), Aegis-ResDam/EndRdx/Rchg:50(40)
Level 1: Bash -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/EndRdx:50(37), C'ngImp-Dmg/EndRdx/Rchg:50(46)
Level 2: Battle Agility -- EndRdx-I:50(A), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def:50(7), LkGmblr-Rchg+:50(13)
Level 4: True Grit -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(15), Heal-I:50(36), Heal-I:50(45)
Level 6: Combat Jumping -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:50(11)
Level 8: Swift -- Run-I:50(A)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(45), Mocking-Rchg:50(45)
Level 12: Active Defense -- RechRdx-I:50(A)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
Level 16: Against All Odds -- EndRdx-I:50(A), EndRdx-I:50(17)
Level 18: Health -- Heal-I:50(A), Heal-I:50(19), Numna-Regen/Rcvry+:50(19), Numna-Heal:50(40), Mrcl-Rcvry+:40(46)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-EndMod:50(21), P'Shift-End%:50(42)
Level 22: Build Up -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
Level 24: Phalanx Fighting -- DefBuff-I:50(A), LkGmblr-Def:50(25), LkGmblr-Rchg+:50(25)
Level 26: Shield Charge -- Acc-I:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-Dmg:50(37)
Level 28: Clobber -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Acc/Dmg:50(29), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(36), C'ngImp-Dmg/EndRdx/Rchg:50(43)
Level 30: Whirling Mace -- Acc-I:50(A), Oblit-Dmg:50(31), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(43)
Level 32: One with the Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam:40(34), Heal-I:50(34), RctvArm-ResDam/EndRdx/Rchg:40(46)
Level 35: Stimulant -- EndRdx-I:50(A)
Level 38: Crowd Control -- Acc-I:50(A), Oblit-Dmg:50(39), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(43)
Level 41: Aid Self -- Heal-I:50(A), Heal-I:50(42), Heal-I:50(42)
Level 44: Conserve Power -- EndRdx-I:50(A)
Level 47: Laser Beam Eyes -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(48), Decim-Dmg/Rchg:40(48), Decim-Acc/EndRdx/Rchg:40(48), Decim-Acc/Dmg/Rchg:40(50)
Level 49: Physical Perfection -- Heal-I:50(A), RgnTis-Regen+:30(50), P'Shift-End%:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet -
Quote:Now that I have an extensive roster of tankers (one of every primary except for Electric Armor at 45+), and some experience at building brutes for a tanking role, I've been focusing on building scrappers that can tank. My two best candidates are Spines/WP and Electric/Shield. Both of them do an adequate job at taking alpha strikes and holding aggro; the Spines scrapper doesn't need to rely on the Willpower taunt aura for holding aggro, of course.This is just my personal opinion, but I find it to be fun at times - I consider it to be a challenge. It forces me to play better / smarter by doing it and makes me a better player because of it. I'm not saying you should have the same view, mind you, just sharing my point of view. (Also, I think forcing them to deal less damage to be kind of a shame.)
No scrapper ought to be able to take aggro from any actual tanker, but these two can and do fairly often, and had to be built with that in mind. -
Quote:On the other hand, were there an alternative way to earn them, the price might fall, at least a little.I find the current PvP recipe prices very tempting. I'd be willing to go in there and give it my best shot if I had a decent chance of getting a super-valuable drop as a reward.
The other thing is that by my understanding, PvP drops are hostage to the kill credit mechanic. In other contexts, this means nothing. In PvE, I know my rad defender is doing something that helps even if he never lands a killing blow on the AV. I don't care about whose name shows up in the combat log. In PvP, that makes all the difference. DoT powers and scattershot masterminds get every advantage, even over single target damage specialists. -
Quote:Also, for your level 40 hero costume slot mission, which requires Nemesis, Agent Six's mission (Natural store) will pit you against them. Since the Vanguard Quartermaster and the Midnighter Store were put in game, I seldom bother running the origin store missions.I should probably note that there's an easy way to get your Aura and third costume slot almost without hunting anything. The Aura requires that you hunt Freakshow, Rikti and Devouring Earth, and the costume slot requires that you hunt Crey. Hunt Freakshow any way you choose, but the rest are easy, and without needing to rely on unreliable scanner missions. Here's how it goes:
-Holsten Armitage, the Science contact, will give you a mission against the Rikti.
-Penny Peterson, the Mutation contact, will give you a mission against the Devouring Earth.
-Mark IV, the Technology contact, will give you a mission against Crey. -
Before the zone level restriction was lifted, I always found the tailor in IP easier to get to on a lowbie than the one in Steel. The walk from the KR - IP exit is shorter than the run through Steel Canyon, and it's a bit easier to avoid spawns even if you enter Steel from where the base teleporter drops you, just east of the green train.
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Quote:I don't like PvP, and don't really want to, but I could be persuaded to do it if it were made worth my time.So, PVP. Just about every argument you can imagine is played out endlessly over these forums, and a lot of people will agree that they just don't like it, even if the reasons why can get complex.
PvP has always been broken in every game I've ever tried for the characters I like best to play. I think this is fundamental game design. I gravitate towards melee characters built for high survivability. I've never seen an MMO that really solved the Indiana Jones / sword to a gunfight problem. Ranged is favored in PvP, because you can attack from a much wider range of positions. Most games neutralize any advantages you get from armor or hit points. This game does too, to some extent. Most games allow melees to be crowd controlled and kited endlessly as well. This game does too, and it got worse with the PvP changes.
That said, I participated in several forms of PvP during my stint in World of Warcraft. I ran both battlegrounds and arenas. I went in expecting to lose, and usually did lose. On the other hand, even by losing you still earned game currencies that were useful to purchase PvP rewards. You earned more by winning, of course, but I was Alliance and on my server Alliance seldom won. I did not spec for PvP and was the wrong build to play the Arena to win, but so long as I was winning points and saving for rewards I did not care.
One of the last straws in WoW for me was when they decided that PvP rewards could not be bought unless you had and maintained a certain level of arena reputation. That meant that grinding in PvP was pointless; you had to win to buy the gear. Good bye.
In this game, you have to get actual kills to get the recipe drops, and my builds don't do that. If you earned some kind of currency that bought them just for showing up, like you did in WoW, I might bother. I won't really enjoy it, but if it's made worth my time I can be there. -
Can it be made permanent with SOs like Practised Brawler can? Click mez protection that can't be would only be useful if it could be also activated when mezzed, and I don't remember seeing that here. Otherwise, it's a power selection that duplicates the function of an inspiration, only not as well.