Little_Missy

Apprentice
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  1. I'm a bit sad to hear that Rad blasts have higher recharge times on Blasters, since that was part of what I liked on my Rad defender ... a fast, but low damage per hit kind of powerset, where you could stack your defense debuffs quickly, so that the team could actually benefit from it.

    What good is it to the team, if the Debuffs lands just before the target dies ?

    That's just silly.
  2. Little_Missy

    Blaster Balance

    Quote:
    Originally Posted by MutantX_7 View Post
    It's only unfair to the tank if they care about "saving" the team
    *looks confused*

    What else is a Tanker supposed to do?

    Quote:
    I however love these situations and enjoy the challenge. It's the only reason I bring my tank into an AE farm. He's a Shield/EM/Pyre and taking all that agro to cap out AAO and see that damage is amazing.
    AAO = ?

    Quote:
    Actually having to pick out your targets and rotate what you're doing actually makes for a fun experience. When you see one or two break off fling a fireblast or fireball at whomever is now ignoring you and they run back.
    But that's the problem for my Tanker, once he's aggro capped, they no longer aggro when I use my powers on them, because there's too many enemies on me already, so they simply ignore me.

  3. Quote:
    Originally Posted by Nintova View Post
    Me ??? * looks around incredulously *

    * looks nervous, then begins to crack *

    It's true .... it's all true !! * sobs *

    Umm, but I was worse on my Monk ( my main when I played :P ) She got to experience the joy of dual wielding Mosscovered Twigs before they were nerfed
    *GASP*

    And a monk too ?

    I bet you did the Monk epic twice, just so you could get to camp that frog guy in Lower Guk some more!!

  4. Quote:
    Originally Posted by Smersh View Post
    Quote:
    Originally Posted by Little_Missy View Post
    Add in Assault, and things get better for all damage aura's.

    Assault for tankers is not the best or most efficient way to boost damage. Particularly not for damage auras.
    Ahaaaaa .. but it *also* boosts that Spine Scrappers Damage Aura .. and the Blasters Damage Aura .. and their attacks.



    Why would you not want that ?
    Do you only run solo?
  5. Little_Missy

    Blaster Balance

    I have to agree .. my Fire/Fire Blaster has no trouble dealing out damage, as long as the tank isn't target capped.
    Something i see more and more often in AE missions.

    It annoys me that on an 8 man team, standard spawns can become so large that they target cap on a tank.
    That's bloody unfair to the Tank.

    I'm very happy for my Raptor Pack, which doesn't take End to use.
    It has saved me many, many, MANY times.
    Thank you very much, Raptor Pack.

  6. Quote:
    Originally Posted by Nintova View Post
    * In an old man voice *
    We used to take a year ( Or MORE ) to get to max level in EQ. We had to go to extremely difficult planes to get decent gear, and we had to camp, BOTH WAYS !! I had 2 Yaks and a FBSS and I was THANKFUL!! ......

    *sigh * I need a day off.
    *gasp*
    You had a flowing black silk sash ?
    AND TWO yaks ?!

    POWERGAMER!!

    Evil, EVIL powergamer!!!

    *shakes angry fist*
  7. It's been my experience that the Amount of damage I do is largely irellevant if the blasters can unload fully.
    That's why I have so much End Reduction in my build, so I keep going between throng of MOBs to the next Throng of MOBs with no downtime at all.

    Basically, I enter the map -> Endless slaughter - I exit the map
    No pauses, straight up killing.

    I have considered respeccing eventually, and put less end reduc in it.
    But that will also be dependant on how many slots the different IO sets will need later on.

    As for the Recharge, I thought so as well to begin with, but I can pretty much run a constant chain already, AoE - Taunt - Aoe - Taunt, with a single target attack in here and there. And considering I will get FireBall and Melt Armor too, I don't think Recharge is a problem.

    Again, I aim for aggro on as many foes as possibly, not going for Damage as such.

    In my opinion my Tankers 3 most important areas are :
    - Self Survival
    - Aggro
    - Team Survival

    The irony of it all, offcourse, is that I also have a Fire Blaster, which is always impatiently waiting for it's next AoE attack to recharge .. sespite Recharge reductions and Hasten.

  8. Sorry for the spam ...

    Here goes :

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Anker Steadfast - Level 41: Level 42 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- ResDam-I(A), ResDam-I(3), ResDam-I(3), EndRdx-I(15), EndRdx-I(25), EndRdx-I(31)
    Level 1: Scorch -- EndRdx-I(A)
    Level 2: Fire Sword -- Acc-I(A), Dmg-I(5), EndRdx-I(7), EndRdx-I(17)
    Level 4: Combustion -- Acc-I(A), Dmg-I(5), EndRdx-I(7), EndRdx-I(17)
    Level 6: Combat Jumping -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39)
    Level 8: Unyielding -- ResDam-I(A), ResDam-I(9), ResDam-I(9), EndRdx-I(15), EndRdx-I(25)
    Level 10: Taunt -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Dull Pain -- Heal-I(A), Heal-I(13), Heal-I(13), RechRdx-I(33), RechRdx-I(33), RechRdx-I(33)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Swift -- Run-I(A)
    Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(19), EndRdx-I(21), EndRdx-I(21)
    Level 20: Health -- Heal-I(A)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
    Level 24: Boxing -- Dmg-I(A)
    Level 26: Tough -- ResDam-I(A), ResDam-I(27), ResDam-I(27), EndRdx-I(34), EndRdx-I(36)
    Level 28: Fire Sword Circle -- Acc-I(A), Dmg-I(29), Dmg-I(29), Dmg-I(37), EndRdx-I(37), EndRdx-I(37)
    Level 30: Weave -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31), EndRdx-I(40)
    Level 32: Resist Physical Damage -- ResDam-I(A), ResDam-I(34), ResDam-I(34)
    Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36)
    Level 38: Incinerate -- Acc-I(A), Dmg-I(39), Dmg-I(40), EndRdx-I(40)
    Level 41: Char -- Acc-I(A)
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  9. Aw man .. how do people get all them purdy colors while listing builds in their posts ?
    All I get is a buncha unformatted crappy codes, when I try to export from MIDs.

  10. It's true that AoE attacks will have better end/damage ratio's once there's enough targets.
    But they will still drain your end faster, over time, if you can spam them.
    This might explain why he saw it as an end hog.

    On the upside though, they give lotsa aggro.

    I think they are well worth it.

    Quote:
    Originally Posted by Call Me Awesome View Post
    The AOE it's showing is the taunt effect, or Gauntlet, of the attack. All tanker attacks show an AOE taunt effect in the detailed information.
    Gah .. you are right ... how emberassing!
  11. As promised, my miserable build so far :
    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Anker Steadfast - Level 41: Level 42 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- ResDam-I(A), ResDam-I(3), ResDam-I(3), EndRdx-I(15), EndRdx-I(25), EndRdx-I(31)
    Level 1: Scorch -- EndRdx-I(A)
    Level 2: Fire Sword -- Acc-I(A), Dmg-I(5), EndRdx-I(7), EndRdx-I(17)
    Level 4: Combustion -- Acc-I(A), Dmg-I(5), EndRdx-I(7), EndRdx-I(17)
    Level 6: Combat Jumping -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39)
    Level 8: Unyielding -- ResDam-I(A), ResDam-I(9), ResDam-I(9), EndRdx-I(15), EndRdx-I(25)
    Level 10: Taunt -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Dull Pain -- Heal-I(A), Heal-I(13), Heal-I(13), RechRdx-I(33), RechRdx-I(33), RechRdx-I(33)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Swift -- Run-I(A)
    Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(19), EndRdx-I(21), EndRdx-I(21)
    Level 20: Health -- Heal-I(A)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
    Level 24: Boxing -- Dmg-I(A)
    Level 26: Tough -- ResDam-I(A), ResDam-I(27), ResDam-I(27), EndRdx-I(34), EndRdx-I(36)
    Level 28: Fire Sword Circle -- Acc-I(A), Dmg-I(29), Dmg-I(29), Dmg-I(37), EndRdx-I(37), EndRdx-I(37)
    Level 30: Weave -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31), EndRdx-I(40)
    Level 32: Resist Physical Damage -- ResDam-I(A), ResDam-I(34), ResDam-I(34)
    Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36)
    Level 38: Incinerate -- Acc-I(A), Dmg-I(39), Dmg-I(40), EndRdx-I(40)
    Level 41: Char -- Acc-I(A)
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet




    And yeah, I got confused at work and thought I had that Burn patch thingy .. it happens.
    As for Incinerate, I think COH disagree's with you.
  12. Add in Assault, and things get better for all damage aura's.

  13. Little_Missy

    dual blade

    Quote:
    Originally Posted by HeroLight View Post
    so finally fully slotted im in the 90's tanking fine.
    *imagines an old man in a wheelchair*

    *farting fire*

    *sporting dual blades form the armrests*

    *a bunch of enhanchments clipped onto the wheelspokes*

    Watch out everyone, he has purple slippers!!

  14. Fire in general isn't so bad on end, but AoE attacks are generally a lot more End heavy than the single target attacks. And Fire has two of them, Combustion and Fire Sword Circle. Plus a good bunch of toggles from Invulnerable.

    I have a level 41 Invuln / fire build too .. I'll post it when I get home from work.
    But, I have balanced it on group play, so less focus on damage and more focus on aggro and defense.
    Which means many of my powers have End reducs in them, so they don't drop in the middle of all.
    With Stamina, I have still lots of end so far.

    Currently, he's just started getting into the Pyre pool, where he'll get FireBall and Melt Armor.
    Maybe they'll draw some more end, I dunno.

    Also, to note, only standard IO's so far, no sets.
    So it should be a good comparison to an SO build.


    On a sidenote though, I was very disappointed in the AoE aspect of incinerate, it doesn't work very well with a Tanker. I just consider it a single target attack. And Burning Patch is simply annoying, so I didn't take it.
  15. *Mr Burns voice*

    Iiiiinteresting!!



    And for now, I have just slotted standard invention enhanchments (level 35 ones), and they are quite sufficient for standard Boss AE missions, such as Kruunch Time.

    Btw, aren't there level 50 IO sets ?
  16. This thread has been very useful for me.

    I now have a level 36 Invuln/Fire Tanker and he's already capped out his Smash / Lethal resists, so I can now look into the defense stats. And that's just with the Standard IO's you can buy at the crafting table.

    Currently he sits at 17.54% Smash / Lethal defense with no foes in range of Invincibility.
    Which is allright for his level, considering he has no IO sets installed yet, he'll get that at 50.
    So I looked at the info for the Invulnerability Power .. and got confused.

    It mentions the defenses twice, and with different numbers ?
    Could someone please explain it to me ?

  17. Quote:
    Originally Posted by The_JJ View Post
    you do know the BM/AHs are cross server right? Even up to EU servers and US servers. The prices are the same wether your on Union or Freedom or even the moon.
    Quote:
    Originally Posted by Huron View Post
    There are new servers?
    Well dang, was I ever wrong!

    But that just makes my observations even more peculiar!

  18. You also have to consider some other facts.

    Old or new server ?
    Hero or Villain ?

    Not to mention that some servers are simply more active on the auction house.

    On Justice/Hero, many recipe's sell rather badly, while invention ingredients sell surprisingly well. While on Freedom/Villain, I have better luck selling recipe's than ingredients.

    Why ?

    I have no idea.
  19. Quote:
    Originally Posted by Dark_Respite View Post
    *gives Little_Missy a look*

    Oh, please, I have STANDARDS!

    *pause*

    Admittedly, they're fairly low, if TCoSR is about Positron of all people, but I still have standards!
    Lies! All LIES!

    You have no standards, and you know it!



    Besides, Back Alley Brawler LOVES freaks.
    We all know THAT!

  20. New Base defense : Arch-villain/Hero that defends a particular room.

    They so pretty.
  21. Man, oh man - If I had 818 diamonds, I'd sell them for PHAT $$ and buy a red sportscar and cruise around beaches!

  22. After looking at her signature links, I'm guessing some Statesman / Widow / a Little Puppy slash romance!!!