Khenal_Baroney

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  1. I have a kin/electric defender who's basically a plant. Entropy and lightning are nice and primal.
  2. Khenal_Baroney

    Secret Agent Man

    Somebody once brought up an interresting thing aobut that combo: Oilslick arrow + Ignite. Just sayin'
  3. Khenal_Baroney

    Dear Castle

    Sonic still = want
  4. Khenal_Baroney

    First Hero

    You should do sonic/something, I never get to team with sonic defenders...
  5. Khenal_Baroney

    Lil'Slugger

    If you want some serious KB, I would slot jawbreaker for it. It's knock up, so you wont even need to move all that far after you hit them. The Vanguard accolade is also great to send things across the map.
  6. Traps/rifle of traps/pistols if they release it for defenders also.
  7. Khenal_Baroney

    Taunt skill

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    Possibly more agro ... taunt auras have a toHit check while Taunt does not (in PvE) and since global accuracies are fairly non-existent at the pre L20 game, misses quite often (as does Gauntlet).

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    Most taunt auras are actually auto-hit. Chilling Embrace, Invincibility, Against all Odds, and Rise to the Challenge are all auto-hit, and so is the taunt portion of Mudpots. Only Dark Armor and Fiery Aura depend on auras that require a to-hit check, and unless you're going up against foes much higher than you, they will still hit regularly.

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    And I agree that taking Taunt too early will generally give the Tanker more agro then he/she can handle, depending on the situation of course.

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    You can always choose to not use Taunt if you're getting too much aggro, even if you have taken it.

    And, quite honestly, having all of the aggro is pretty survivable even on a low-level team if you adequate support. I've been both in the tanking and the support role at those levels, so I know that it's quite possible.

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    Don't forget that gauntlet ramps up as you level up, meaning you don't get the full effect until later. By 22 or so, gauntlet actually means something, and taunt is a good supplement. I wouldn't say it's mandatory, but it is certainly a good tool that all my tanks have.
  8. Building for psi protection will certainly work. My fire/mace has a build with lots of psi protection and he now laughs at psi mobs, so you should have no problem.
  9. Khenal_Baroney

    Taunt skill

    I like taunt. Not only is it the best way to get something's attention, it also carries a massive -range for foes. That makes it so much easier to group baddies up for the AoE attacks. That said, I typically wait till around 22 to pick it up. I find 22 is the point where a tank can reliably survive the aggro it brings.
  10. Sonic/sonic. Who needs -regen when you have massive -res? Or Rad/sonic, have significant amounts of both!
  11. There is also corrupter traps vs mastermind traps, and stalker willpower without RttC and with a self heal.
  12. [ QUOTE ]
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    Not only flaming zombies, but read the stuff a little more and notice you can have flaming CUSTOM zombies.

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    I think they're only adding tinting to the Dark Blast powers in Necromancy.

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    I can dream . . .
  13. I can't talk for invuln, but willpower was an enjoyable trip all the way. It was tough in the early levels and never ran out of endurance. A lot of people don't like energy melee anymore, apparently it got hit fairly hard with changes that aren't so recent any more. Super strength has always been and will always be popular, it's a staple of super heroing. Personally, unless your concept involves pompoms of doom, I'd go for SS just for the look.
  14. Not only flaming zombies, but read the stuff a little more and notice you can have flaming CUSTOM zombies.
  15. It would be a welcome change, but it would seem to be something very hard to do. How would I know? Powers like transferrence. It has long been known that if something dies durring the animation time of transferrence, you get no heal. It's been around as long as kinetics has. If they haven't fixed it by now, it would seem to be simply un-fixable.


    Nutshell: Would be cool, but very likely impossible.
  16. I have my fingers in many pies, so to speak. I flip salvage, I craft set IOs, I run normal content and sell stuff. I typically find niches from seeing how dropped recipies sell, recipe vs IO. There are a lot of hiden ones, and it's not uncommon to find something that the IO sells for 10 or even 100x the recipe.
  17. Personally, I've been having awesome luck with the 30-34 roll. Got Numina, Miracle and LotG big money specials the last few days. For a large sample though, the other thread is prolly right.
  18. Starsman did something that's a bit of a "normal people" thing for how much damage can be expected. I don't think it took into account much recharge, or even perfect attack chains. I think he set it up to use the biggest damage attack and work down untill things recharged. I don't remember if it uncluded the new energy mele, but I know it had the new mace. I think /fire was the winner for simple straight up damage, though it may have lost to super strength for single target? He'll prolly be along soon to link it, was some good work.
  19. I tanked Reich with my fire/mace with little problem. Somewhere around the middle he 2 shotted me, which was supprising, but RotP and everything was slinky after. The 2 shot involved his stun-o-doom, but he only used (or at least hit with) it once the entire fight. Is there anything confirmed about the gun and using it to keep him from doing that? I know my team zapped him periodically with it . . .
  20. For the full journy, it's hard to argue against WP. From lv 1 all the way to 50, you will feel tough and have fun. I was very supprised at how well WP was in the early levels. Similarly, /dark and /fire are fairly early bloomers and deal damage that isn't often resisted. Dark gets it's bread and butter very early, and Fire gets some decent aoe early also.
  21. Bots/traps, so many fun toys
  22. [ QUOTE ]
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    Ice is also very tough, but it is a defence set.

    [/ QUOTE ]With drains, slows, and a massive self-heal. It's not 'just' a defence set.

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    Didn't say it was "just" a defensive set, but I'm not here to argue semantics. All I'm saying is I've seen Ice tanks go from full to zero in no time flat. They may not be experienced, but they are still ice tanks. Ice is certainly a good choice for a tank for most everything, but they also have thier kryptonite. Invuln has psi users, as do granite tanks, WP needs to worry about massive alphas, dark has to watch the blue bar, fire needs to watch for damage in general and ice hates high +to hit.
  23. Archery/mental is what I would reccomend, simply because it would be the most different from what you've already seen. You've seen the psi side do damage as your dom, now see how the archery handles as a blaster.