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Not sure if you were replying to me or not (don't think I've ever mentioned Ice/Ice) but ....
Ice/Ice never really interested me but its a decent tanking combo (the secondary complimenting the primary well). Ice Melee is just too scarce on damage for me to want to place it in a non-damaging primary (i.e. Fire/Ice does well).
I don't know if I'd recommend EM right now ... it's sort of an annoying secondary currently (long animations). If you're determined to go Ice, Ice/SS is a strong combo (EA nullifying Rage and Hasten crashes nicely). Also Ice/WM and Ice/Axe are fairly good builds. Ice/Stone is also a good one although I'm not as high on Stone lately (lack of AOEs). -
Oh I wasn't calling your reply into question .... just refreshing to hear other Tankers say that they have the same guilty pleasure as me ... sometimes.
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Ahhhh honesty ... so refreshing
Seriously though, this game really suffers from some sad PUGs ... the only upside being that the game itself it so easy, headway can still be made.
Although I notice that the degree of "bad" PUGs goes up exponentially with your CL level -
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First; I like the fights. I like massive chaotic knockdown-dragout brawls that last for five minutes straight. Most of my really fun memories in CoH usually revolve around those types of fights. A guilty pleasure is watching my group wipe (multiple times) on the same fight and reform while I'm still going at it the whole time, to eventually overcome that particular encounter.
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I personally cannot stand when I let my teammates die in battle.
I play my Tank to protect others, and if I can't do that then I fail. I'm a Tank, it's increadibly easy for me to survive most things in this game without help...my challenge is keeping the team alive.
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Hence "guilty" pleasure
I used to care very strongly about keeping people alive ... the death penalty was a bit more severe when the levelling curve wasn't so low. Now I find that death is such a little part of the game, as to not really make a difference to me except conceptually.
Having said that, I don't go out of my way to get people killed (well most times) ... as Maxstorm said, sometimes it just happens anyways despite your best efforts. -
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I loved Stone/Dark, the obvious defense of stone plus the AoE from dark, combined with the Fire Epic pool made for a great AoE tank that didn't die fast
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Doesn't /Dark have the least AoE potential of any Tanker set, with the possible exception of Energy Melee?
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Shadow Maul, Soul Drain and Dark Consumption.
Add in Mud Pots from Stone (from the person you were replying to) and Sands of Mu (if available) and you have a pretty decent AOE build, for non-Granite farming fun. -
I'm thinking you should be staying away from caffeine altogether
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What do you like to do in the game with respect to your Tanker? What makes you want to roll a Tanker and to do what with it? For me, it's two-fold.
First; I like the fights. I like massive chaotic knockdown-dragout brawls that last for five minutes straight. Most of my really fun memories in CoH usually revolve around those types of fights. A guilty pleasure is watching my group wipe (multiple times) on the same fight and reform while I'm still going at it the whole time, to eventually overcome that particular encounter.
Second; I like to build toons. Being able to realize a fully built toon (as opposed to a Mid's built toon) and going through the processes of tweaking and fixing said toon until it approaches my desired goal (if it does at all).
List in order of preference if you can. -
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Most well built folks don't need any (especially for a farm).
But if that's what gets you through your map, by all means have at it. Never thought about insp-zerging to get through the Freak Room myself, but maybe I'll give that a try on my baby Fire Tanker.
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Lordie, less cat pee in coffee. This is a *leveling* thread. If you think your chars will do fine w/o insps in the freak farm sub-30, I'm very amused because you've got a lot more support than you thought you did
Do my 50's need insps? Heck no. Do my 40's? 1 now and then. Do my 30's? Yep. Mitigation's not fully layered and enhancements aren't great yet.
This game is not that complicated, less high horse.
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Shrug ... whatever knocks you out kid.
*EDIT* You may want to read past the first sentence of a post btw, since I was stating you brought up a point I hadn't considered trying, and would try it myself where I thought it applicable. Must have been the cat pee in my coffee that made me not explain myself ingratiatingly enough for you -
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Meh, just run content with foes that are 47+. No need to farm for them, as you'll have just as good a chance in a TF, mission, or on Cimerora's walls. You can't really farm purples... they just drop randomly. I have had ONE drop since they came out, and I play in the 47+ range quite often (though I do have severe altitis). It's all the luck of the draw.
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I think someone doesn't understand the meaning of "farm" and statistical consistency.
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I think someone woke up with cat pee in his coffee.
The guy's saying you don't need to farm the wall or ... oh hey, patching!!!
Anyhow, the guy is saying anything you do with 47+'s outside the MA will give you a chance... so you can run an ITF, or do RWZ missions, or do door missions, or whatever. You don't need to pick a repetitive high efficiency 'farm' when you have equal chance anywhere in the game - might as well do something fun, your chance per kill is the same anywhere.
Cat pee. Coffee. Bad combo, Krunch. Chillax.
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Chillax? Seriously? -
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Mmm possibly but I wouldn't want to be depending on a person who is depending on a random insp drop to keep themselves afloat. Especially if the purpose of the excercise is efficient XP gain and/or efficient influence gain.
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There's an insp vendor right outside the MA. Kills me that more people don't use it. Your tray is only so big, but you might as well stock it with what you really need... most well build folks only need one or two purp/oj insps at a time.
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Most well built folks don't need any (especially for a farm).
But if that's what gets you through your map, by all means have at it. Never thought about insp-zerging to get through the Freak Room myself, but maybe I'll give that a try on my baby Fire Tanker. -
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Meh, just run content with foes that are 47+. No need to farm for them, as you'll have just as good a chance in a TF, mission, or on Cimerora's walls. You can't really farm purples... they just drop randomly. I have had ONE drop since they came out, and I play in the 47+ range quite often (though I do have severe altitis). It's all the luck of the draw.
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I think someone doesn't understand the meaning of "farm" and statistical consistency. -
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About the "Usually only the Tankers and well built Scrappers survive", I find that 1 purple inspiration at a time is enough to keep even my limpest tankers afloat for longer periods of time that should be needed while they stand around the objects with regeneration buffs. If my 19 dark/dark tanker could handle it, it would be a very sad sight to see who couldn't. (edit: when discussing something other than all bosses)
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Mmm possibly but I wouldn't want to be depending on a person who is depending on a random insp drop to keep themselves afloat. Especially if the purpose of the excercise is efficient XP gain and/or efficient influence gain.
Having said that, I've found that most Scrappers get eaten alive in that room (all except the Scrappers that are built like Tankers) and some less then stellar built and/or lower level Tankers. I make the warning so people know what to expect ... not as some form of bragging right.
As for the rest of your "What isn't supposed to be discussed" portion of your post, you lost me there. Care to clarify? -
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However if it helps them (any red names reading this) I doubt I'd still be subscribing (again) to this game if I were dealing with the same levelling curve as I was 2 years ago, or 4 years and so on.
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Well, this might be a problem...
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That came off as snarky. If it wasn't intended that way then I apologize.
Would you care to further explain what you meant by this then?
Grey Pilgrim: Care to run down a quote and context where your statement is correct? -
Lol .... it amazes me how many people get ruffled over levelling.
Nice sig btw ... guess you aren't ignoring my "abuse" of the MA system though.
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Just a random drop like anything else. -
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Unfortunately, she suffers the same fate of all defensive sets: vulnerability to debuffs
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A well-built SR is 95% resistant to defense debuffs. The problem mine has with debuffs is that some (I'm loking at you, Possessed Scientists!) nocs have debuffing attacks that are flagged as non-resistable. Not many of them, and since the player PVE and PVP versions of these attacks ARE resistable, I wonder if it's a bug. It's very very rare though -- in general, I can go afk in a crowd on the Cimerororan walls, for example, and so far have never come close to dying. I just run a few percentage points over 45% and the debuff resistance eats up the debuffs.
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No, the issue she's having is to-hit buffs, which custom MA critters are known to have in greater amounts.
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Yeah this is a big problem for my SD/DM Tanker as well. I was in an MA mission with all PPD (Khelds) who had like a 85% chance to hit me after being debuffed AND with all my defense (sheesh). -
Yeah for 1v1 PvP I could understand your thinking and you're right.
If PvP is a main concern of yours (even 1v1) you might want to look at putting Dark Watcher's Despair: Chance for Slow in RTTC.
*EDIT* I see you already did ... reading comp ftw! lol -
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A SD/DM tanker can solo most AVs. Having tanker survivability makes it easy in most cases to keep 11-12* lieutenants** around you.
* It's best to have more than 10 foes in range to ensure a 100% tohit chance. The maximum tohit chance is 95%, but if you have more than the target cap in range for your AoE, the game will roll tohit checks for every mob in range and use the successfull ones until your power hits the target cap. Seeing as it is very unlikely with a 5% chance to miss to miss more than 2 foes at once, you end up with maximum Soul Drain buffs at all times.
** Minions die during the fight unless they have significant negative resistances, but lieutenants have enough regen to take it for a long time.
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I would think I'd have a hard time keeping 10+ LTs around for an AV fight. Unless it's a squishy AV, my AOEs will boil down the LTs pretty quickly (unless I'm not using SC in this scenario). -
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Oh and I don't know which build you were talking about but I can't afford Numina's...Regen Tissues +regen put me back only 20 mil for the one I have (got it about 6 month ago). Which is why I went with DW Despair in RTTC instead of Heals...Besides the very nice set bonuses that come with DWD the -25% recharge for mobs and PvP comes in handy I think...
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Hey if you're not getting crushed in PvP and PvE content, then have at it. I know on my WP Tanker without RTTC being maxed for regen (which you get from Heal IO/SOs or Healing sets) I feel like an underpowered Scrapper. Set bonuses just don't overcome that for me (but I tend to like to tank very extreme encounters too so take that as you will). -
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I know for a fact that the scrapper crits allow DM/SD and DM/SR to be supreme AV killers in the scrapper builds. I don't think SD/DM are able to do that are they?
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I haven't tried soloing an AV yet. That might be next on my to-do list.
Heraclea: I agree with your post on a general basis. I prefer mixed sets such as Invulnerability but DM does fill in one of the major holes of SD which is regen (via Siphon Life). But as you pointed out, this works for the Tanker version because of total Health and not Scrappers for the same reason (or I should say, not as well on Scrappers).
Additionally I wouldn't be surprised to find a Scrapper soloing AVs with a DM/SD build ... damage usually being a big determining factor between Tanker's and Scrapper's ability to solo an AV.
Having said all that I don't hold "soloing an AV" up as a goal for a Tanker (I know others feel differently) and DM's damage might be too diffuse to do this as a Tanker secondary (I'll let you know).
I have a gaggle of Tankers that can sit there all day and watch an AV knock itself out against me ... that's the only part of a Tanker build against an AV that really interests me. -
Shrug ... this post shouldn't be a revelation to anyone. It's been going on since I14 came out on a regular basis. If it is something they (the devs) consider "bad" they have the power to change it.
And please keep your snarky comments to yourself. -
Well I'm not going to hide what I'm doing .. that would feel like I'm exploiting and I'm not. These arcs don't have bugged mobs that give outrageous amounts of XP and tickets ala the original Meow farms with the Rikti Comm Officers.
If the devs feel that the levelling curve is too fast, they'll need to adjust an experience cap to AE missions just like they did tickets.
However if it helps them (any red names reading this) I doubt I'd still be subscribing (again) to this game if I were dealing with the same levelling curve as I was 2 years ago, or 4 years and so on. -
Oh I've had fun just realizing the realities of builds (much better then theory crafting
).
In the past month I've levelled 2 Tankers to 50, a Troller to L41, a Scrapper to 46, another Scrapper to 35 and currently have a baby Tanker at L24 (new build idea).
While not a diverse set of levelling areas, I like to be able to get a toon to various stages of its development and run around normal missions and TFs and see how it performs (sort of a snapshot guide if you will).
There just is no substitute for experience