Heraclea

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  1. Quote:
    Originally Posted by Oedipus_Tex View Post
    - You may want to consider a new APP. Power Boost is amazing with Benumb and Sleet, but not so great with Ice Control in general. I recommend looking into the Mind APP especially, because Indomitable Will grants mezz protection very helpful for preventing Arctic Air from detoggling.
    I considered that. But this isn't real Indomitable Will, is it? Just some kind of cruel sham that's a click power with a long recharge, not a toggle?

    Right now, it looks like the character is going to need all the endurance help she can get.
  2. Quote:
    Originally Posted by dragonslay View Post
    Elec or Shield primary, which do u prefer? And why?
    My personal preference would be for shield, although electric has its advantages. Shield starts out with a big alpha strike ability and is very easy to make very solid. Electric, like most resistance sets, requires a bit more shepherding; its attractive feature is endurance IMO. The chief drawback of Shield is that you have to be mindful of slows, and it takes a while before your mez protection goes permanent.
  3. Quote:
    Originally Posted by Sarrate View Post
    Wait a minute, the magnitude is what was increased in the real numbers window? Well, that's unexpected and contrary to what we've been told (that taunt duration enhancers enhance, well, duration instead of magnitude). It's not, however impossible for them to function in this manner. (Intangible enhancements, for example, enhance the magnitude of FF/Sonic Cage powers.)
    That is what the display said. Now, my understanding of the taunt mechanic is that it is a threat amplifier that takes into account the base duration of the taunt in a power, as well as an AT based multiplier, and a ranged versus melee factor. All other things being equal, you'd expect more magnitude to follow from a longer duration, and vice versa. My understanding is that the chief importance of magnitude is to figure the resistance of higher conning targets to the duration of the taunt.
  4. I checked. It would appear that both the threat modifier and the taunt duration are affected - which is more or less what you would expect, since my understanding is that they are linked. I checked on two willpower tankers, which controls for any difference coming from the primary. Both are level 50. Both have Taunt slotted identically (4 Mocking Beratements).

    Melaena (WP/DM) tanker's taunt ---

    Magnitude 590.80%
    Duration 30.75 seconds

    Hypsiste (WP/SS) tanker's taunt ---

    Magnitude 743.99%
    Duration 41 seconds

    This looks more and more like a bug. The same results appeared for Heraclea (Inv/SS) vs Omphale (Inv/DM).
  5. Quote:
    Originally Posted by MisterG_NA View Post
    Anyone else out there think they should changed DM's Souldrain unto Build-up? Like they did for stalkers. Would more people actually play them then?
    Soul Drain is much preferable to Build Up. It does two things for you: it boosts your to hit and damage, for longer than Build Up does, and it attacks multiple enemies to get their attention.
  6. Sarrate raised an interesting point in a reply to the Willpower aggro guide I posted some time ago. At least according to Red Tomax's guides, the taunts in Dark Melee and Dual Blades only last 3/4 of the duration of the taunts in the remaining sets. Mids' builder contains the same figures.

    Is this in fact true? and if true, is it a bug? It would appear that the shorter period of Provoke and its clones was carried over to these sets when they were ported to Tankers.

    Checking on the status of Electric Melee next time I am on.
  7. Quote:
    Originally Posted by Sarrate View Post
    I never noticed you mentioning a specific duration before, but this actually depends on the set:

    Battle Axe - 41s
    Energy Melee - 41s
    Fire Melee - 41s
    Ice Melee - 41s
    Stone Melee - 41s
    Super Strength - 41s
    War Mace - 41s

    Dark Melee - 30.75s
    Dual Blades - 30.75s

    It looks like Dark Melee / Dual Blades had their Taunt/Confront power set to 15 scale Melee_Taunt and the duration was kept when being transferred to Tankers, despite the fact Tanker Taunts usually have 20 scale Melee_Taunt. (On a similar note, Fiery Melee Taunt/Confront stayed 20 scale when being ported from Tankers to Scrappers, so that Confront is unusually strong in comparison to other Scrapper Confronts.)
    This is interesting. I will have to check this out. Not sure whether it makes a large difference; it would be a larger concern if the magnitude of the taunts differed as well as the duration. It may be that the Red Tomax site simply carried over the corresponding value when the sets were copied.
  8. Again, thanks for all the help. I revised my intentions for the character and put together a proposed build that takes most of them into account. I did take Glacier, but postponed it; my one previous experience with a high level controller suggested that the recharge on PBAoE holds is such that they get put in a place on the task bar reserved for powers that are saved for special and emergency occasions that never come.

    I added some "yeah, right" sets for this, looking chiefly for recharge and recovery; endurance seems a serious issue already. Since I know hold and slow set piece chiefly as ... disappointments ... this can't be that expensive to make, can it?

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Wolf Witch: Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Cold Domination
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Teleportation
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Chilblain -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(3), Entrpc-Dmg/Rchg:35(9), Entrpc-Dmg/EndRdx/Rchg:35(17), Entrpc-Heal%:35(37), Acc-I:50(37)
    Level 1: Infrigidate -- ShldBrk-Acc/Rchg:30(A), ShldBrk-Acc/EndRdx/Rchg:30(3), ShldBrk-Acc/DefDeb:30(46)
    Level 2: Block of Ice -- G'Wdw-Acc/Rchg:50(A), G'Wdw-Acc/Hold/Rchg:50(5), G'Wdw-Acc/EndRdx:50(5), G'Wdw-Hold/Rng:50(23), Thundr-Dmg/Rchg:50(34), Thundr-Dmg/EndRdx:50(37)
    Level 4: Snow Storm -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Acc/EndRdx:50(7), P'ngTtl-Dmg/Slow:50(27), P'ngTtl--Rchg%:50(42)
    Level 6: Arctic Air -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(7), CoPers-Conf%:50(11), Mlais-Acc/EndRdx:50(25), Mlais-Acc/Conf/Rchg:50(31), Mlais-Conf/Rng:50(43)
    Level 8: Shiver -- TmpRdns-Acc/Slow:50(A), TmpRdns-Dmg/Slow:50(9), TmpRdns-Acc/EndRdx:50(11), TmpRdns-Acc/Dmg/Slow:50(15), TmpRdns-EndRdx/Rchg/Slow:50(43)
    Level 10: Swift -- Run-I:50(A)
    Level 12: Ice Slick -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13), Range-I:50(15)
    Level 14: Super Speed -- Winter-RunSpd/Jump/Fly/Rng:50(A), Winter-ResSlow:50(40)
    Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(17)
    Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-EndMod:50(21), P'Shift-End%:50(48)
    Level 22: Ice Shield -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(23)
    Level 24: Glacial Shield -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(25)
    Level 26: Arctic Fog -- ImpArm-ResDam/EndRdx:40(A), ImpArm-EndRdx/Rchg:40(27)
    Level 28: Benumb -- Acc-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29), RechRdx-I:50(31), Acc-I:50(31)
    Level 30: Recall Friend -- EndRdx-I:50(A)
    Level 32: Jack Frost -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(34), BldM'dt-Acc/Dmg:50(34)
    Level 35: Sleet -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(36), ShldBrk-Acc/Rchg:30(36), ShldBrk-DefDeb/EndRdx/Rchg:30(36), ShldBrk-Acc/EndRdx/Rchg:30(43)
    Level 38: Heat Loss -- Efficacy-EndMod/Acc:50(A), Efficacy-EndMod/Acc/Rchg:50(39), Efficacy-Acc/Rchg:50(39), Efficacy-EndMod/Rchg:50(39), RechRdx-I:50(40), Acc-I:50(40)
    Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
    Level 44: Energy Torrent -- KinCrsh-Dmg/KB:50(A), KinCrsh-Acc/KB:50(45), KinCrsh-Rchg/KB:50(45), KinCrsh-Rechg/EndRdx:50(45), Dmg-I:50(46), Acc-I:50(46)
    Level 47: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
    Level 49: Glacier -- G'Wdw-Acc/Rchg:50(A), G'Wdw-Acc/EndRdx:50(50), G'Wdw-Acc/Hold/Rchg:50(50), G'Wdw-EndRdx/Hold:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 1.25% Defense(Fire)
    • 1.25% Defense(Cold)
    • 2.5% Defense(AoE)
    • 7.65% Max End
    • 22.5% Enhancement(RechargeTime)
    • 2.5% Enhancement(Confused)
    • 20% Enhancement(Accuracy)
    • 4% Enhancement(RunSpeed)
    • 4% Enhancement(JumpSpeed)
    • 4% Enhancement(FlySpeed)
    • 4% Enhancement(JumpHeight)
    • 5% FlySpeed
    • 49.6 HP (4.88%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Confused) 10.3%
    • MezResist(Held) 7.5%
    • MezResist(Immobilize) 7.5%
    • MezResist(Sleep) 10.3%
    • MezResist(Stun) 7.5%
    • MezResist(Terrorized) 7.5%
    • 19% (0.32 End/sec) Recovery
    • 30% (1.27 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.5% Resistance(Smashing)
    • 5% Resistance(Cold)
    • 18% RunSpeed
  9. Quote:
    Originally Posted by Memphis_Bill View Post
    If you go in with this attitude, you're quite likely going to hate the character. You'll log on to it feeling it's something like a "worthless, unplayable" character. Something you, say, "told yourself you had to do." Doesn't matter what the set is.
    Partly it's because little in my experience prepared me for what to do with the character. There seems to be a prodigious variation in controller sets; all scrappers by contrast are recognizable variations on a theme, regardless of primary and secondary.

    The powers my illusion controller has don't resemble this one's even slightly in their mechanics. The sonic defender is a closer fit, but even defenders get a blasting set; they seem easier to solo than this one does. As for the fire/kin, control had nothing to do with what was demanded of that character; on that character I felt like the mother of a nest of cuckoo chicks.

    Yes, I wanted the challenge of something different. I do have a rad defender, built for team utility, that I do tend to feel was mostly powerlevelled as well. On a good team, my anchors don't stay up long; if they contribute, the effect is subtle to say the least.

    It was made so I'd have something to bring to giant monster and AV fights when a rad was wanted for 'em. (There is too much content in the game that is too hard or dull otherwise, but trivial with a rad. Lord Winter, I see you.) Got him to 50 as well. But do I ever use the character to solo with? Is he really capable of pulling his own weight for earning purples, running PI radios set at +2/8, or working the Roman wall? No, that isn't what he does.

    Made this character just before the winter event went live; the winter theme suggested what to roll. She's 27 now. I have actually been enjoying the character, just having a tough time figuring out her niche.
  10. Thanks to everyone for the help with this character.

    I had seen Arctic Air, and did not consider it a priority; it is first a toggle, and second a PBAoE, and I never really imagined that a character like this would want to be in the midst of mobs. I gather that it's better than it looks.
  11. Quote:
    Originally Posted by MentalMaden View Post
    If you are that against buffing teammates then I'd suggest going with /storm or /TA. But to be honest shielding with /cold isn't that big of an inconvenience. If you can't stand that then maybe you need to go more /storm or /TA or control may not be the AT for you.
    Actually, whenever I build a squishy (I also have sonic and rad defenders) team support and especially melee support are first on my mind. That is one reason why I chose /cold. It's not that I didn't want to buff teammates; I do. I just don't want to get tells demanding that I never let Speed Boost lapse.
  12. Controllers are probably the hero side AT I've had the hardest time getting into. I have an old one - an ill/emp that was one of the first I ever rolled, and that played the healer to level 50 before i5. That character lost interest for me after I did a respec, and saw that fully half of the character's enhancements were for nothing but recharge.

    I tried fire/kin, only to learn that it is absolutely no fun playing /kin on teams, and /kin is the only reason you'll get invited. That one's on hold.

    I made an ice/cold. Seems simple, synergistic, and consistent in theme. I want to make a team support character whose role will be more directed at enemies than at handing out buffs. Since everywhere I go it's "minor damage" this and that, I doubt that the character will ever be actually playable, and will be powerlevelled by offering debuffs. But I still see the recharge issue as being close to insurmountable without sinking more money than I have into a character that will never become soloable and self-sufficient.

    This is the build I've worked out so far. I fully expect to be told I'm doing it all wrong. Do your worst.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Wolf Witch: Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Cold Domination
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Block of Ice -- Acc-I:50(A), Acc-I:50(3), Dmg-I:50(3), Dmg-I:50(17), Dmg-I:50(37)
    Level 1: Infrigidate -- Acc-I:50(A), Acc-I:50(5), DefDeb-I:50(11)
    Level 2: Chilblain -- Acc-I:50(A), Acc-I:50(5), Dmg-I:50(11), Dmg-I:50(23), Dmg-I:50(37), RechRdx-I:50(40)
    Level 4: Snow Storm -- EndRdx-I:50(A), EndRdx-I:50(7), RechRdx-I:50(7)
    Level 6: Super Jump -- Jump-I:50(A)
    Level 8: Ice Shield -- EndRdx-I:50(A), DefBuff-I:50(9), DefBuff-I:50(9), DefBuff-I:50(42)
    Level 10: Hurdle -- Jump-I:50(A)
    Level 12: Ice Slick -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13), EndRdx-I:50(46)
    Level 14: Glacial Shield -- EndRdx-I:50(A), DefBuff-I:50(15), DefBuff-I:50(15), DefBuff-I:50(42)
    Level 16: Health -- Heal-I:50(A), Heal-I:50(17)
    Level 18: Flash Freeze -- Acc-I:50(A), Acc-I:50(19), Dmg-I:50(19), Dmg-I:50(48), Dmg-I:50(50), Sleep-I:50(50)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Arctic Fog -- EndRdx-I:50(A), EndRdx-I:50(23)
    Level 24: Arctic Air -- EndRdx-I:50(A), EndRdx-I:50(25), Slow-I:50(25)
    Level 26: Glacier -- Acc-I:50(A), Acc-I:50(27), RechRdx-I:50(27), RechRdx-I:50(43), RechRdx-I:50(50)
    Level 28: Benumb -- Acc-I:50(A), Acc-I:50(29), RechRdx-I:50(29), RechRdx-I:50(31), RechRdx-I:50(34), EndRdx-I:50(43)
    Level 30: Frostwork -- RechRdx-I:50(A), Heal-I:50(31), Heal-I:50(31), Heal-I:50(43)
    Level 32: Jack Frost -- Acc-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(34), RechRdx-I:50(34)
    Level 35: Sleet -- Acc-I:50(A), Acc-I:50(36), Dmg-I:50(36), Dmg-I:50(36), Dmg-I:50(37)
    Level 38: Heat Loss -- Acc-I:50(A), Acc-I:50(39), EndMod-I:50(39), RechRdx-I:50(39), RechRdx-I:50(40), RechRdx-I:50(40)
    Level 41: Indomitable Will -- EndRdx-I:50(A), EndRdx-I:50(42)
    Level 44: World of Confusion -- Acc-I:50(A), Acc-I:50(45), Conf-I:50(45), Conf-I:50(45), RechRdx-I:50(46), RechRdx-I:50(46)
    Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
    Level 49: Mind Over Body -- EndRdx-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
  13. Quote:
    Originally Posted by MrWallace View Post
    Hi all well almost hit 50 on my current scrapper so it amost time to role a new toon. I thought I might role a Fire/Mace tank as they are two of the few tanker/Scrapper sets I have yet to play.
    Fire/Mace should be good. The only thing you need to watch out with in Fire is really long animations, since you rely a lot on your click heal.

    If I wanted a new Fire tanker, I'd go Fire/Axe or Fire/Dual Blades. Axe does a little more for Fire than Mace does, because knockdowns help Burn more than stuns do. Dual Blades is appealing because everything in your primary past Plasma Shield is entirely optional: that demanding secondary has a bit more breathing space.
  14. Quote:
    Originally Posted by Sephar View Post
    Ok, since the begining of City of Heroes, Fire tanks were meant to be the more offensive style tanks.. not much has changed.
    That was the intent. There are now better sets to build an offensive tanker around, which is the real problem with Fire.

    Willpower is a better set for any tanker meant to have a sustainable offense. Quick Recovery is always there when you need it, unlike Consume.

    Shield gives you a damage bonus and an excellent attack. Both of those sets can be easily made tougher than a fire tanker as well. Shield Charge is actually useful and not inconsistent with the tanker role, unlike Burn. Against All Odds is a better damage boost than Fiery Embrace, and works just as well with any secondary you choose.

    Without a working Burn, Fire's claim to be an offensive oriented tanking set is simply no longer tenable. It is, however, slightly useful as an aggro dump, although unlike Caltrops there is no slow in it.
  15. Quote:
    Originally Posted by Black_Marrow View Post
    I've seen more and more brutes with Invulnerability nowadays, and while it's probably just a coincidence, how does it perform? On paper/mids it seems alright, but not fantastic, considering Energy/Neg and Fire/Cold defense/resists aren't spectacular at all. Even packed with IOs it seems like it would just underperform in general. However, on paper and in-game are 2 completely different animals, so, what's the consensus?
    For brutes, I think Invulnerability is Willpower's poor sister now. Brutes benefit more than any other class from having two recovery powers like Willpower gives you. You start out with less resistance and defense, but set bonuses can close that gap, and the fact that you can keep going without stopping makes survivability less of an issue.
  16. Quote:
    Originally Posted by myname72004 View Post
    Hey all I just recently started playing after a 3 year break. Lots of changes have been made. I have been doin some research on the forums and think I came up with a build for my invuln tank. But i wanted to make sure that it looks good to those of you who know. I don't have any invention or Hami enhancements they will all be SO level.
    Looks very close to how I'd make it. I'd probably pull 3 or 4 slots from the late passives and put them into Taunt, in anticipation of easy set bonuses. Mocking Beratement and Perfect Zinger are good. And since only Tankers slaunt Tot sets often, they're not expensive at all.

    The passives no longer bring large benefits from being slotted. The main point in having them now is the debuff protection they offer, and you get that just from having the power, and it is not improved by adding more resistance.
  17. Heraclea

    Next tank?

    Willpower benefits from more AoE attacks. Willpower/Electric sounds tempting. I have too many WP tankers already, else I'd have made one long ago.

    WP/Stone is also solid - played that combo to 50, and /Ice is good for a team friendly WP as well.

    Not really a fan of WP/DB; the two sets are rather demanding, so your build is very tight.
  18. Quote:
    Originally Posted by Sailboat View Post
    Well, I assumed she meant "because you can't add enough resistance through IO sets to spit on," you need defense. But I'm not sure why Shields is better than Invuln for that. Seems like you can get both to the soft cap (with effort) and once there, Invuln has tougher resists against stuff that does hit you.
    You can get both to the soft cap --- but it's somewhat easier to do that with Shields than with Invuln. Yes, both Shields and Invuln are mixed sets, with some reistance and defense.

    But the scrapper is going to start out with defense of around 14% from the set itself (assuming 1 enemy) before you start to add pool powers and defense bonuses, while the tanker starts out from around 18% - not counting the enemies in melee bonus The tanker also gets more out of Weave. It's still going to be less expensive to get to the cap on the tanker, who starts with a small but not insurmountable advantage. The bottom line is that the scrapper is going to cost more or accept more otherwise suboptimal slotting in pursuit of bonuses.

    Your shield scrapper is going to start out from a base of around 22% from the defense set alone; that's not affected by foes in range. Going on defense alone, the shield scrapper starts from a better base than the invuln tanker.

    Since adding defense is the slot-efficient (if not inf-efficient) way to add survivability to a melee character, the shield scrapper starts out ahead of the invuln tanker. Invuln has other advantages, of course; but if you're building a tough scrapper you start out ahead with Shields.
  19. Quote:
    Originally Posted by troy26 View Post
    How possible is it, with set bonuses and such to make an invul. scrapper reach tanker level resistance and, if it is possible, roughly how expensive would it be to do so ( I know the market fluctuates...just asking for a rough estimate)
    Resistance bonuses just aren't there, and slotting for them not efficient enough, to achieve the same level of resistance that a tanker is going to get. Defense is better for your purpose than resistance is.

    It is indeed possible to build a tanking scrapper. You want a defense set that is both defense-oriented and incliudes a taunt aura, and build for defense softcaps.

    Shields is ideal. Invuln works, but you need defense, not resistance. I've also made a Spines/Willpower scrapper that can tank; Spines doesn't need to rely on a taunt aura for control. Picking an attack set with powers that boost your defense (Katana, Broadsword) also help.
  20. Quote:
    Originally Posted by Nihilii View Post
    You've played WP on a scrapper already and you feel the survivability it offers for this archetype is adequate. As soon as you have enough survivability for what you want to do, anything over that is meaningless, so go for damage, use the scrapper.
    Dark Melee is unique among the attack sets in that it contributes directly to your survival. Defense stacks with the -tohit debuff. Everything benefits from the self heal.

    My favorite DM character is an Inv/DM tanker for this reason. I have other DM characters because I like the set - a WP/DM tanker, a DM/WP brute, and a DM/Reflex scrapper. The brute is also excellent --- brutes benefit more than any other AT from never being out of endurance. But WP/DM is not quite as tough as Inv/DM, and Inv/DM can be built to be as tough as or tougher than Granite in most situations while being a lot more fun to play.

    For DPS, there are powersets with more AoE and with bigger burst damage than DM. DM is for survivors. Therefore, DM works best with tankers.
  21. Quote:
    Originally Posted by NuclearMedicine View Post
    Another fun time was had on tour. Thank you Victory for being such a great host. I think we ended up with three teams running a mixed level team, a TF team (running Citadel?) and an upper levels team. In any case the mixed level team made a couple of forays into the frosty realm of Lord Winter (in between door missions) and participated in foiling his chilly plans.

    As usual I had a great time and got to meet some of the Tankers on Victory. Thank you all for a great time!
    Had a good time tearing through Maria Jenkins and her cast of a hundred archvillains.
  22. Quote:
    Originally Posted by oriand View Post
    Corruptors take over? Nah. Count me in as one who's DYING to get my hands on Defender Villains.
    I'm also intrigued by the possibility of a redside Tanker. One of the reasons I don't play much redside is that I find the content more frustrating as well as repetitious. The difference between heroes and villains is summed up in the difference between Dr. Kahn's TF and Barracuda's SF.

    I am quite curious what it would be like to play some redside content on a character for which hit points and survivability are primary, and with a better threat modifier than a Brute gets.
  23. Quote:
    Originally Posted by PennyPA View Post
    Anyhow with the announcement here, I was curious if any Victory-ites (sp?) are making some room for GR. I am looking to free some slots up and didn't know a good place to call home-away-from-home.

    Probably will avoid the 2 big servers. Any one got some ideas?
    I might move one or two of my less played characters in order to make room for new ones for Going Rogue. But I am already making plans for that. And I am still a ways from the max on slots here.

    The only character I had moved before was a level 50 fire/EM tanker. Both her primary and secondary were broken, but she was level 50 and I felt odd about just deleting the characters, so I moved her to Champion so I'd have a high level nominal tanker for the tanker events they run there.
  24. Quote:
    Originally Posted by Dispari View Post
    I remember trying to make low-level content for AE using custom critters. I had to stick to sets like DB and AR because they have the least damage and least secondary effects. I still ended up having minions that had three minor to moderate attacks in a level range where even liutenants would only have one attack. And this is with regen secondary so they effectively have "no secondary."
    Exactly. Now, the greatest thing MA achieved is that it's once more possible to include some element of surprise in missions. At least the first time you face custom mobs, you have no idea what their powers are.

    Until new ones are added, there are no standard mobs that are new to me. I know what to do when I see a Sapper or an Immunes Surgeon. Customs can surprise you, at least. The maps aren't new, but the mobs can be.

    The exploiters did the game a favor by pointing out that there were standard mobs that were so weak as to be pathetic. The weakest ones were seldom used in official content, like the Malaise minions. They're now more intersting to fight, as I learned when I mixed some of them with customs in a faction I made.
  25. Heraclea

    Aura Proc Rates

    Quote:
    Originally Posted by Aett_Thorn View Post
    Not really what the OP was asking about, though I understand the source of your confusion. The OP used the term Proc to indicate when a power fires off, not when Set IO procs in it will fire off.
    I've always been curious as to when proc IOs do fire in auras. That they do seems a given, because of the issue that's been around for a long time about the firing of IO procs in taunt sets, which yielded the curious result that you now can't slot taunt sets in taunt auras.

    Since that came down the pipe, I've always put procs in auras. Dark Watcher Chance for Recharge Slow in RttC. Pacing of the Turtle recharge slow in Mudpots and Quills. Chance for Buildup in Invincibility. I have often wondered whether these things really were useful in those powers.