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Posts
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Joined
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Quote:I made my broadsword scrapper technology origin. A broadsword is technology, isn't it?There are even some heavily ambiguous origins. How much technology does it take to cross the threshhold from natural to tech? A full-on mech suit would be a tech origin, but wielding a pistol isn't, is it?
And, at any rate, the character isn't quite sure how the broadsword works. -
The chief use of $target is in Boss Defeated Player messages: there it can be used to name the target the boss has just defeated.
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Shield/Electric. Go for recharge.
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Quote:I would have suggested Minnie Driver as the obvious choice for Lady Grey, myself.Jennifer Hale for Lady Gray, no discussion.
Statesman, I always hear as Gilbert Gottfried. -
Molesto the Clown, corruptor
"What does this balloon sculpture look like to you, Numina?"
"Come sit on Molesto's lap, Longbow Eagle..."
Amir Al-Muminin, mastermind
"The paradise of ninety-nine virgins is not for you. Wolf Spider Enforcer!"
"It is indeed an honour to die for the True Faith!"
Androphonissa, tanker
"Nothing wrong with this Praefectus Castrorum that can't be fixed with a small loop of piano wire."
"I will cut them off!" -
I have a rad/archery defender that works quite well on TFs, and is in high demand. The rad part generally does very little until the AV missions, though.
I also play plenty of tankers and scrappers. My preferred tanker for most TFs is Invulnerability; Stone is far less fun to play. If heavy psi damage or defense debuff is about, Willpower is the way to go. I routinely tank TFs and SFs on a Spines/WP and Electric/Shield scrapper and a SS/Inv and Dark/WP brute. -
Quote:This is why Weave makes such a large difference for a WP Tanker. WP's weakness is supposed to be huge alphas from anything, and SoW is your given stopgap solution that can't be made available more often. But if you stop even 10-15% of the incoming hits from that alpha, you've made a great leap forward.As I tried to illustrate previously with the Rularuu and DE, every set is susceptible to something mobs have - every set is weak to something (psi, def debuffs, -recharge, -tohit, +tohit, knockback, etc). Just because one of these vulnerabilities exists doesn't make the set weak. Willpower is, in my eyes, one of the strongest sets out there to powergame.
Any survival buff makes a noticeable difference on a WP tanker. The reflex scrapper isn't going to get enough resistance from the sonic defender to make a difference. On a WP, it's all good. -
I am getting a lot of mileage out of the robes and helmets myself.
I tend to use costume pieces other than as intended. The Roman Centurion chest detail for me is a bathing suit top that shows your abs. I combine Scientist jackets with Jester neck ruffles to create Elizabethan costumes.
I used the ninja helmet details to create a Screaming Chicken armor set for Heraclea. The Fire robes look very useful, not only for "ninjas", but also for Star Trek Romulan or Vulcan themed characters. I especially like the padded shoulders. -
The main reason why I thought the Halloween event went too long was the fact that it interfered with normal game content. Any mission, arc, or TF that involved street hunts was in danger of being sidelined by either zombie invasions or banner events. This made certain game content unplayable.
The Numina task force was simply broken by the event. Now, I hope they revise that TF as part of the overview of old content we've been promised. Sending level 35+ players to defeat 10 Hellions in Galaxy City is a pointless, too transparent time sink. I ran Synapses, Citadels and Eden trials that were interfered with by zone events. On one Synapse, the Babbage ambush did not spawn because of zombies. Numina, I just put on hold until it went away.
Since the winter event generally doesn't interfere with playing the game to anywhere near the extent this does, it can last as long as they want to keep it live; I won't mind. -
Quote:Willpower is my preferred tanker for any of the Rularuu TFs, and I routinely tank Lady Grey on a Spines/WP scrapper. The defense debuff liability is noticeable, but it is generally made up by your regen.Just because a set doesn't work well in one "extreme circumstance" doesn't mean anything. Look at the two sets with exceptional def resistance (SR, Shield) that are unlikely to ever drop much below 45% def. Okay, so the ITF isn't a problem. Now let's try Rularuu, DE, or large groups of Nemesis. All that def resistance they have does jack against those groups' tohit buffs. (To be fair, Shield would handle it better than SR if they took Tough/OwtS - they can hit 90% s/l res and the hp cap when it's up.)
Despite being more susceptible to def debuffs than some of their peers, I'd say WP really doesn't have much to complain about. (Builds like mine with a heavy emphasis on def are pretty ridiculous.)
Also, many of the old defense based sets (except Stone) have a psi hole, and psi damage is soething that WP gives better protection against. On the ITF I have a worse time against the seafood and dustbunnies around the cyst crystals than against the Romans. -
Character names I have actually rolled:
- The Man from Uranus
- Cap'n Debt
- The Ugly Green Lampshade
- Grignr
- Saint Sniffer
- The Priggish Whig
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My Shield/Electric tanker makes a quite adequate farmer, especially on standard content like radios and Boreas. But I'm mostly of the camp that for farming generally, it's easier to make a scrapper tough enough to last than it is to bring a tanker up to that level of DPS.
My usual farming characters are a Spines/WP scrapper - quite adequately tough, not bursty but dependable, and able to run continuously. This character works the Roman wall quite nicely and is also effective against Rikti. I'm also maturing an Electric/Shield scrapper who should do quite well in this, though she may be a bit more bursty than the Spines.
Have no idea how to farm with a Fire/Kin controller. I made one, got him to 35, but the endurance efficiency is awful and so is the liability to mezz, and it's no fun to play on teams either. -
I expected this to be ending this afternoon; the last word on the subject was that it was over "2:59 PM Eastern Standard Time" on Nov. 11th. Was still dragging on at quarter to four.
I have a couple characters that need Numina for the accolade. I want it gone, gone, gone. -
Kurt Busiek
Phil Foglio
Larry Welz
Robert Crumb
Fred van Lente
(Alas, impossible) Jean-Claude Forest, Terry Southern -
Yes, they do drop for anyone on the TF fighting 47+ mobs. But don't the drop chances increase with level, so that level 52 mobs will drop more over time than 47s?
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On the other hand, due to the recent bug all TFs have been spawning for me at -1. Since TFs are the bulk of the content my level 50s run, this means a slightly smaller chance of dropping purples as well. Used to run ITF, LGTF (and Sister P and Citadel) regularly at +2.
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Quote:Weave is going to boost your defense by around 8% across the board, against everything including psionics. That is going to make you significantly tougher, especially against single, hard hitting targets like archvillains.Weave seems like overkill on an invuln. Mine has Tough and Aid Self. After I IO'ed him for +regen, I never used Aid Self again except when tanking Lord Recluse in the STF.
FYI, I have all powers in the primary. And I agree, take Tough Hide ASAP. It's really good and costs no endurance. -
If I were building an Inv/Electric, I would make it this way. I have chosen relatively inexpensive sets wherever possible, and since I typically level up with task forces and run a lot of them anyways, the expensive stuff (Miracle, Numina, BoZ. LotG) can be bought straight up with merits. They are also low priority on this build.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(13), RctvArm-EndRdx:40(36)
Level 1: Charged Brawl -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(3), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), CSndmn-Acc/EndRdx:50(43), CSndmn-Heal%:50(48)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(11), Dct'dW-Heal:50(15), Dct'dW-Rchg:50(37)
Level 4: Havoc Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(5), S'ngH'mkr-Dmg/EndRdx/Rchg:35(13), CSndmn-Acc/Rchg:50(15), CSndmn-Heal%:50(50)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(37), RctvArm-EndRdx:40(37)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(43), Mocking-Taunt/Rchg/Rng:50(46), Mocking-Taunt/Rng:50(46)
Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(34)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(40)
Level 16: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(17), Numna-Regen/Rcvry+:50(17), Numna-Heal:50(48)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(19), GftotA-EndRdx/Rchg:40(19), GftotA-Def:40(25), GSFC-Build%:50(36)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-EndMod:50(21), P'Shift-End%:50(46)
Level 22: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(23), M'Strk-Dmg/Rchg:50(23), M'Strk-Acc/EndRdx:50(25), M'Strk-Acc/Dmg/EndRdx:50(31), M'Strk-Dmg/EndRdx/Rchg:50(33)
Level 24: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(31), AdjTgt-ToHit/EndRdx/Rchg:50(31), AdjTgt-ToHit/EndRdx:50(36), AdjTgt-EndRdx/Rchg:50(48)
Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/Rchg:50(27), LkGmblr-Def/EndRdx:50(27)
Level 28: Chain Induction -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(29), S'ngH'mkr-Dmg/Rchg:35(29), S'ngH'mkr-Dmg/EndRdx/Rchg:35(33), P'ngS'Fest-Acc/Dmg:30(33), P'ngS'Fest-Stun%:30(34)
Level 30: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Resist Energies -- Aegis-Psi/Status:50(A)
Level 35: Boxing -- Acc-I:50(A)
Level 38: Lightning Rod -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42), RctvArm-EndRdx:40(43)
Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(45), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(45)
Level 47: Resist Elements -- ImpArm-ResPsi:40(A)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 16.8% Defense(Smashing)
- 16.8% Defense(Lethal)
- 6.75% Defense(Fire)
- 6.75% Defense(Cold)
- 9.88% Defense(Energy)
- 9.88% Defense(Negative)
- 3% Defense(Psionic)
- 12.7% Defense(Melee)
- 11.1% Defense(Ranged)
- 10.5% Defense(AoE)
- 5.4% Max End
- 10% Enhancement(Sleep)
- 9% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 10% Enhancement(RechargeTime)
- 5% FlySpeed
- 84.3 HP (4.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 9.9%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 3.3%
- MezResist(Terrorized) 2.2%
- 6.5% (0.11 End/sec) Recovery
- 30% (2.35 HP/sec) Regeneration
- 8.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 6% Resistance(Psionic)
- 5% RunSpeed
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Cold would be my preference. A reflex scrapper is an endurance hog, so the set with recovery gets the nod. The cold defenses are pretty redundant once the scrapper is fully built, but will make life easier while levelling or exemping down.
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Elec/shield is what I went with. Easily made tough, not as bad for end as I thought, and a lot of burst damage.
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This build is very similar to yours in its conception --- I swapped out powers and added new ones where you had taken them --- but I think it would perform much better.
The knockback in Hand Clap is particularly counterproductive. The more mobs are next to you, the stronger your defense becomes.
I would postpone Unstoppable to 49 if you still find it wanted then, and move Tough Hide up instead. In the most extreme situations where an overclock power like that seems most useful, it will wear off too soon and leave you dead. I have never taken it on a tanker.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Canadian Shield: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- EndRdx-I:50(A), ResDam-I:50(3), ResDam-I:50(3), ResDam-I:50(5)
Level 1: Jab -- EndRdx-I:50(A), Acc-I:50(5), Dmg-I:50(7), Dmg-I:50(7), Dmg-I:50(9), EndRdx-I:50(37)
Level 2: Dull Pain -- Heal-I:50(A), Heal-I:50(9), Heal-I:50(11), RechRdx-I:50(36), RechRdx-I:50(37), RechRdx-I:50(40)
Level 4: Haymaker -- EndRdx-I:50(A), Acc-I:50(11), Dmg-I:50(13), Dmg-I:50(13), Dmg-I:50(15), EndRdx-I:50(36)
Level 6: Air Superiority -- EndRdx-I:50(A), Acc-I:50(15), Dmg-I:50(17), Dmg-I:50(17), Dmg-I:50(19)
Level 8: Unyielding -- EndRdx-I:50(A), ResDam-I:50(19), ResDam-I:50(21), ResDam-I:50(21)
Level 10: Swift -- Run-I:50(A)
Level 12: Resist Physical Damage -- ResDam-I:50(A), ResDam-I:50(23), ResDam-I:50(23)
Level 14: Fly -- Flight-I:50(A), Flight-I:50(25), Flight-I:50(25)
Level 16: Health -- Heal-I:50(A), Heal-I:50(27), Heal-I:50(27)
Level 18: Invincibility -- EndRdx-I:50(A), ToHit-I:50(29), ToHit-I:50(29), DefBuff-I:50(31), DefBuff-I:50(31), DefBuff-I:50(31)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(33), EndMod-I:50(33)
Level 22: Knockout Blow -- RechRdx-I:50(A), EndRdx-I:50(33), Acc-I:50(34), Dmg-I:50(34), Dmg-I:50(34), Dmg-I:50(36)
Level 24: Taunt -- Taunt-I:50(A)
Level 26: Resist Energies -- ResDam-I:50(A)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(37), RechRdx-I:50(46)
Level 30: Boxing -- Acc-I:50(A), Acc-I:50(39), Dmg-I:50(39), Dmg-I:50(46), EndRdx-I:50(50)
Level 32: Unstoppable -- RechRdx-I:50(A)
Level 35: Tough -- EndRdx-I:50(A), ResDam-I:50(39), ResDam-I:50(40), ResDam-I:50(40)
Level 38: Foot Stomp -- RechRdx-I:50(A), RechRdx-I:50(42), Acc-I:50(42), Dmg-I:50(42), Dmg-I:50(43), Dmg-I:50(46)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(43), RechRdx-I:50(43)
Level 44: Weave -- EndRdx-I:50(A), DefBuff-I:50(45), DefBuff-I:50(45), DefBuff-I:50(45)
Level 47: Physical Perfection -- Heal-I:50(A), EndMod-I:50(48), EndMod-I:50(48), EndMod-I:50(48)
Level 49: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(50), DefBuff-I:50(50)
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Level 1: Brawl -- Dmg-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet -
My unscientific impression is that mixed defenses are better than pure resistance or pure defense. Pure defense is subject to cascade failures in the face of -def debuffs: if one hits, more will hit, and the set collapses. Resistance at least gives you reaction time, something that the defense character may not have. Willpower is quite adequate despite the fact that its defense, its resistance, and its regeneration are rather mediocre on paper. And invuln is currently quite solid, because it does offer you a good mix of defense, resist, and self-heal.