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On the one occasion thye both died, TricklLaid down an Oil Slick to ignite a burn the corpses for good, but Dark used it to rez them both.
It was stunning
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A crayola jpeg of this event must be created, STAT! But change it to a stampede of flaming zombie horses. -
Did you consider Spines/Dark? It has a damage aura, its end hog heal can be turned into an end gain. Similar resistances and defenses to fire with an edge on psi dmg and a slight defense edge in CoD. Defense gains through IO's are almost identical. Slows from primamy add mitigation. Besides, who doesn't like a dart-shooting shadow?
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In this instance they're beating on one dead horse to kill another one. Is that like dividing by zero?
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I saw the imperviums, it's just that I look to get ~12% +max end before accolades on my */DA scrappers. It will a significantly larger boost to my recovery than +recovery bonuses and it's a bigger end pool.
The rest looks doable but off the top of my head, it will be at the expense of your accuracy bonuses. I may have to defer to Desmodos on this. -
What exactly are you looking for in the build? I ask because it's mid range on defenses and you have a sizeable recovery bonus which I'm against (+max end ftw) but they may be coupled with other more desirable bonuses. I can't verify since I'm at work and can't use Mid's to view.
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I'd think that with dm/da the most limiting thing would be endurance (or maybe enough recharge in/for DC), not damage, but... well... see my first sentence.
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Socketing for endurance would keep me from adding recharge. However my current team build which still isn't complete in game but has so much endurance that it makes me think I can replace some for rechange and still be fine.
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Hey Jebe, mind shooting me some aoe oriented builds? I'm trying to enhance DA's survivability on a tanker.
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It'll have to wait till later, can't use Mid's at work. Were you looking for a specific secondary? -
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It's not that we don't think healing has it's place in a team. It's the teams that ONLY want healing, and assume every freaking buff/debuff set MUST have a heal or six. This is what the 'healer' mindset demands. It wants empaths who don't know what Fortitude and Clear Mind are, and that go for medicine pool to be a better 'healer' (cause they get another single target ally heal and another rez).
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I'm glad someone brought this back to topic. Farming discussion has its place in this thread.
'Healers' and those looking for them are not limited to AE farms and both existed before i14 and more will appear as new players join the game.
Just yesterday I ran a team on my DA tank in *gasp* an AE farm twice. I invited an empath each time. They received an invite because they were were above lvl 30 and because they were breathing. I had to tell each empath that they could save the clicks if they didn't cast clear mind on me and use it as a priority on the controllers since they might not have protection. Both said ok but only one of them understood what I meant. The other guy kept double stacking CM on me and hovering directly over me casting heal aura. My tank has two heals and HA is the last thing I need. It just goes to show some people are willing to learn given the opportunity and some don't. -
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I'm sure you can. Tanker DM by itself can reach ~130-140 DPS without help from the primary, with a saturated Soul Drain and the Smite - SL - Smite - MG chain, and survivability shouldn't be a concern as gathering mobs for SD will also mean more fodder for Dark Regen.
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I'm feeling very confident about it now. Up to this point I had never entertained the idea of soloing an AV because I've been busy making builds for DA which demonstrate its viability for every facet of the game except soloing AV's. I've found a strong appeal to DA while at the same time noticing that Justice lacks DA tankers. I figured I'd get the word out by example but can't really convince people to join a tf with a squishy DA tank. Now taking this avenue into consideration, soloing an AV I believe would help greatly in reversing this stigma. -
I'm very well aware and I'd like to thank Werner for replying in that thread. My second post here was meant to explain in slightly greater detail why I posted here in the first place and to respond to what nihilii stated as he has tanks which have soloed AV's and didn't want to discount him or any other tanker of their theorycrafting. But thanks for keeping me apprised of how many posts it took before Werner replied. It's not like you noticed that he posted there nearly a half hour before I reposted in this one or anything.
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I asked him to come over figuring it would be somewhat easy to change AT modifiers with concern to attack damage and survivability. The rest is pretty much the same.
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I asked for someone from the scrapper forums to post on that thread to see if s/he could add any light to the discussion. It stemmed from knowing where to begin my theorycraft on whether or not I can create a DA/DM build to solo kill AV's. Oddly enough, it stemmed from that same or similar thread.
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I can't really fault new players for assuming healers are necessary on every team. It's the most noticable effect on your health bar. And to put down someone simply because that's what they're used to without even giving them the opportunity to learn there are other functions a defender can utilize to support the team is just as bad. Yeah that's right I said it. If you don't like players because they're looking for 'healers' then you're rasist! ;p
Joking aside...
When I first started playing CoH, the first character I played to 50 (and past 15) was an emp/dk. I did so because a group of friends migrated here from another game and most of them rolled blasters/scrappers. That is who I teamed with exclusively for several weeks until I logged on earlier than usual one day and joined another team. It was a team of regulars who had an open spot and they just happened to have a D3. You know what the first thing I noticed was? Not the cloud of smoke following him around casting tentacles or the dark patches on the floor, it was the fact that when he healed the group it was for DOUBLE the amount of my heal aura. At that point I asked her/him why that healed so much and s/he filled me in on dark miasma and what it had to offer. I created a Dark/Elec, a Dark/Rad, and then a D3. And from there other AT's as I learned more and more about the game. I still get tells from other players asking about what powers I have or how do I heal.
Nowadays, when I'm playing a non-empathy defender and another player asks if I'm a healer, my response is 'I can keep your health bar green'. Of course I'll get turned down more often than not but then again, I'm not losing anything for it. I'll help those that want to learn and avoid those that don't. Everyone wins. -
over to this thread pretty please. I'd rather have the experts settle this.
We know it's possible, we're just not agreeing on which secondary can put out the most sustained damage over time. -
Very insightful guide. Now, in regard to your extreme benefit set bonuses...
I rate positional defense bonuses at the top of the list simply because these keep you alive. Also and a more important note, I would put +max endurance next in line and push recovery completely off the table. The reason being +max end gives you more endurance to work with and since recovery rate is calculated off of you max endurance pool, you get +recovery from +max endurance as well. You can verify this through the advance totals in Mid's. Make sure to combine +max end bonuses with any +max end accolades for maximum effect. And yes, get those accolades!
Basically slot for +max end and only slot for +recovery if there is no +max end alternative. Great examples of this are the health uniques. These are a huge amount of recovery, as much as 4 times as a single bonus from a purple recovery bonus.
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Imo, WP/DM is a great entry level tank. Taking taunt is up to you but make sure to take tough/weave for group survivability.
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DA ... don't know it well enough to comment other then to say it's fairly endurance heavy so not sure how good the set is over the long haul.
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Dammit, stop giving me ideas for builds. I have enough to plan already!
DA/DM
Off the top of my head, the problem I see is making any headway in damage increase through slotting while maintaining +max end and soft capping defense. Possibly add Assault to compensate.
DA/FM
I've never tried this but can see similar problems with hopefully similar solutions.
DA/SM,BA,WM
AV S/L resists keep me from trying this. -
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Anyway I'll think about it, it still seems a bit cheap to me but a lot less so than strafing SM.
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In the end, it's all a matter of perspective. -
Subject fixed.
D4's defending against disasterous differential discrepancies is still a D4. -
You sure about that? It doesn't suppress heavy mallet from stone on my da/stone tank.
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Tough is not necessary but it makes surviving SO much easier.
Although you could tank with oppressive gloom alone, I wouldn't recommend it. If you have to choose between CoF or death shroud, choose death shroud. -
I disagree with it being the best AT in the game. It's the best AT's in the game. :P.
You have so many tools, you can fill any role in a team, damage, control, and tank or just straight out debuff. The best part is you can usually fill any 2 or 3 of these roles with one spec. -
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Jebe, how can you use merits to buy the + recovery unique?
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Are you confusing merits with tickets?
There are several merit vendors located throughout Paragon. You can usually find one at each WW but there are a few locations that do not have a vendor IIRC. -
I'd be more than willing to help you with a build if you can answer some questions for me...
What do you intend on doing with this tanker? Farm or tf's?
Will you be running with a friend(s) regularly?
Do you have influence to buy IO's and gain set bonuses?
If you go for IO's here's what I can suggest...
Slot for smashing/lethal defense into your single target attacks and take Weave if you can fit it into your build. Combine Weave with Cloak of Darkness and whichever prerequisite you take for your travel power, be it hover or combat jumping. I would advise against taking teleport as a travel power as the prerequisite does not add to your mitigation, unlike hover or CJ which add defense to all. This sounds like a lot of toggles but will do nicely as you will also be slotting for +max endurance. DO NOT slot for +recovery. Slotting for +max end gives you more end AND recovery. Save up some merits and get the +recovery uniques so you can slot them in health. Getting and slotting the Regenerative Tissue unique is not necessary.
You can stack Oppressive Gloom and your attacks for enough magnitude on bosses and EB's (if they apply). The good thing is you don't have to slot OG heavily for it to work adequately. 1 or 2 slots will do.