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Posts
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Indeed. Looks like I'm gonna need another Tanker ...
Edit: although, going by States' wording, Invincibility is likely to receive the same buffing. Yay!
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Fire will have to be buffed after this or it will literally be in a Conference League of its own when it comes to tanking.
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Hmmm ... not sure about that. It is the most offensive set, so it would be balanced in a way. -
Indeed. Looks like I'm gonna need another Tanker ...
Edit: although, going by States' wording, Invincibility is likely to receive the same buffing. Yay! -
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So I am finally getting back into the game again after more or less losing contact with everyone after Chili hit 50 o_O
Only trouble is that all of my cute little guys are sg - less
Does anyone have room for me at all? *whines* I am feeling a tad bit lonely ><
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Hiya, Chili, welcome back! -
Now, I don't mean to sound like an utter jackass with a [censored] for a head, but ...
Nintendo is rather ... strict ... about copyright infringement.
That's all I'm saying. -
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If you dont mind being hit and just want to soak all that damage, be inv tank. No defense at the lower lvls, but the damage res makes sure you just take lower dmg for all the hits. So in other words, you gotta keep an eye on your health bar otherwise you'll be faceplanting at the low lvls.
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Acctually, I would rather place Invulnerability in the middle right now, it's as the Tanker sets should be. A mixture of Defense and Resistances.
Ice and Fire is both at the opposite end, either all Defense or All Resistances. Stone plays mostly as a Defense-based set at early levels (with resistance to certain powers).
Invulnerability plays as a middle set basicly, dealing with (quite situational though) defense when you need it the most (in the midst of a mob) and resistances in other cases.
With above mentioned, I don't really see Invulnerability as real damagesoaker, more a balanced set. Most tanks are pretty hard to kill, due to their HP, but my health drops rather fast when faced up against a bunch of flamethrowers. Not to critical level, but still has me slightly worried about having to worry about dying
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I basically consider Invuln to be a Smashing/Lethal Tanker these days, which is no bad thing since they're the most common (by far) damage types in the game. With the powers in the Primary and Tough slotted right, you'll hit the S/L cap (just) but be left with about 27% Resistance to Energies and Elements. So, you'll laugh at anything that does a lot of S/L damage, but feel the burn from higher level nasties with a lot of damage that is non-S/L.
Still, as I said before, the Tanker primaries are all pretty balanced right now. What we need is more options to choose from. Roll on Electricity and maybe Shield and Metal Tankers. -
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Right then, we got:
Double Shade (warshade)
Jiaozy (blaster)
Alpha Prime (tanker)
MajikMan (Please choose one and post the nick, prefering the empath)
MBar (tanker)
@Rocker (defender)
Girly Manf (controller)
Kaya (Scrapper/Controller)
Might show:
Aesir (controller)
Keep signing up, People might show up, as the last shadow shard proved me worng when half the team, including the two tankers, didnt show up at time. Any backups will be great and will probably get in the list.
meeting at 6PM, near hess.
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Cough. Missing Tankers, eh?
Many apologies, got caught at work and can't/won't be attending. Apologies for not letting you know earlier, but I didn't have the facilities ... -
Yeah, go on then. MBar the Badge Huntsing [censored] is ready, willing and able.
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The returning MBar will have a go at the big ol' Hydra. Need the exploration badge.
Tanker, lvl 50, EM/Invuln, as below -
A late entrant: MBar, the Badge Huntser!
Now to go sort my slotting ... -
Same one I use for all my melee toons:
/bind q "target_enemy_near$$follow"
Thats equals some efficent smackdown. -
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I don't really think making 40 is that much of an issue - when the level cap gets raised to 50, I imagine we'll start seeing more "X hits 50"-style posts.
Maybe I'm just old and jaded, but I just can't get excited about taking a toon to 40 - more cheated I can't get them to 50.
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Exactly. Its inevitable that the lvl cap will go up to 50 and probably sooner rather than later, so its no big deal. -
Depends what type of Brute you are. The passives don't give a big Res boost, but every little helps. Especially if you get toggle dropped, at least you have some fallback Res while you're getting the toggles back on (unlike Dark Armour for example).
Frankly, I think every power in the Invuln set is worth taking, but I'm from a Tanking background and would say that.
Put it like this, there's no need to prioritise them. If you find you have free powers picks when getting towards the high levels, take them. If not, you've probably found other powers to be of more use, so don't worry.
Oh, and you'll want Energies, then Elements, then Tough Hide. -
After 50 lvls with the Unyielding dronnnnnnnnnnne, you learn to mentally block it.
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ive decide now my tanker is going to be ice/ice
thanks for your posts
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hehe, yay! -
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Ice/* is looking depressingly good these days.
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How do you mean?
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That the other tanker sets have been nerfed so heavily, and Ice buffed ever so slightly, that Ice is actually the best performing Pre-32 tanker set on average.
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Hmmm ...
I was looking into Ice/Ice the other day in Hero Planner and frankly wasn't impressed with the Def %'s that it ended up with, but of course, Hero Planner gives no indication of the true effectiveness of some of the powers within the set, e.g. the clickie that increases your defense based on the amount inside its AoE when fired (have no idea of the names and am without references here).
I was waiting to some new Tanker sets would be made available before started another Tank, but if Ice is respectable again ...
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The base defense value seems low, however, in battle it seems to make a bit of a difference to your survivability.
However, it occurs to me that this may be because of the stealth component meaning that you hang on to the aggro much less well, therefore missing out on a lot of Fury.
Seethe doesnt have it atm, respecced out, but it may go back into the build post-40 (when its available).
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* Removed De-Toggle effect from Longbow Ballista and Wardens.
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Oh? Didn't see that in the patch notes.
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Don't be scared of Energy Transfer's HP hit, it is minimal, as is its End cost and animation time, therefore making it an awesome power.
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2 Accuracy, 2 Damage, 2 Recharge
Probably in that order of implementation too. No post-ED enhancement effectiveness loss here.
Two Acc SO's should mean it hits plenty, even a few levels above. Two Damage and not three because it already does massive damage, and combined with Build Up, its pushing towards over-kill. Two Recharge because its pretty slow. Simple. -
In the Brute version of Fire Melee, it was replaced with Cremate, the two handed bash move. Obviously they didn't want them having too many AoE's.
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Yay, replies!
Thanks, guys. ;¬) -
Yay! Replies!
Thanks guys ;¬) -
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Can't really comment on the SS side of things but:
1. Unstoppable is a good pick IMHO. Even dropping Fly there would be worth it.
2. Those toggles are going to need some End Redux in them. Unless you have some crazy plan, that build is going to be heavy on the blue stuff. You've kind of gone to town on the slots in the attacks, maybe dropping some there and putting them in the toggles would be feasible.
Otherwise, good stuff.