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Posts
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Joined
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I have to give two particular people a mention after a good week hopping in and out of Siren's Call and Warburg during my peak times of play...
Vudu Dawl; one of the kindest and most considerate heroes I've come across in the game to date. You're very helpful and that's a trait often difficult to find in a PvP zone.
Shadow Smite; a great Stalker, gentleman and an all round good sport. I look forward to many more good battles with you. Keep on stalking. -
Please note that my current build/guide is linked in my signature. An update will be coming soon with a few "tweaks".
Cheers,
Magnus Star. -
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woohoo! my plan to go completely unnoticed by all except the SG i'm in is going as i intended /sarcasm off
nobody likes me
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You cad! That was my plan!
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Magnus, I'll pop that plan.....you're one of the most giving, friendliest people I've met. Thanks for the guides, the time and the always friendly attitude!
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Thanks GEL, you're a gem!
And while my niceness (certainly around these parts) has been lacking as of late, comments like yours are more than appreciated.
Thanks for being so cool! -
Here's my new guide/build for Inv/SS:
Magnus Star's I6 ED Inv/SS Build and Guide
Its main focus is PvP in the PvP zones, but the build is not exclusively a PvP build, in fact, it's far from it. This guide takes a standard meatshield PvE build and takes you through step by step on what you can expect in the PvP zones. -
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I noticed that you only have taunt single slotted. I realize that we generate a large taunt by being first in battle, and our attacks (like foot stomp) generates a lot of aggro, but taunt single slotted??? Isn't taunt the main purpose for being a tank, to prevent aggro on the squishies?
N Trophy (Level 41 Inv/SS Tank)
N (Level 50 Empathy Healer)
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This build is out-of-date, and is no longer being used, and speaking as an experienced Tanker, Taunt is not the only answer to aggro management. A good Tanker can keep aggro off the squishies even without Taunt, I have done so myself successfully on numerous occasions. -
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woohoo! my plan to go completely unnoticed by all except the SG i'm in is going as i intended /sarcasm off
nobody likes me
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You cad! That was my plan! -
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Hey, Magnus.
Is that coh planner updated with all the new I5 numbers. I have been looking for an updated one. I am an INV/Fire and you seem to be the only one posting an Inv build since I5 came out.
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Yep, you can download the updates automatically when you download the program. -
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Magnus, ever try 6 slotting Rage with all recharge? It gives you perma rage plus. That means for I believe 30 seconds you have 2 rages up. That is a huge boost to the damage output. I know what you are thinking about the 10 sec drop but it is a small price to pay for the damage and accuracy bonus you get.
CC
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Yeah, I've thought about it, but it may be something that will be brought to the attention of the devs quite soon (it's border-lining on an exploit). So why bother? -
I'll be updating my build and posting it on the boards later on tonight, the link will still be in my signature. Yep, it's quite different to the other Inv/SS builds I've seen of late, namely with the way I've slotted Invincibility (base slot Defense Buff SO++), but it works very well for me; I tend to go against the grain with things anyway.
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Nice build, but I would reccomened slotting Unstoppable ( 6 slotts - recharge ). Unstoppable should be huge when I5 comes...
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Unstoppable is my dedicated "panic button" so I'd rather not become dependent on it or I could find myself in a world of debt when it drops (health and endurance) as much as I use it. The slots are better spent elsewhere. But thanks for the tip none-the-less. -
Updated my build to reflect recent tweak to Unyielding, and tinkered with the slotting of a couple of powers just to cap things off.
Just follow the link in my signautre.
Enjoy. -
Updated to show recent tweak to Unyielding, Issue #5 build for Magnus Star:
Exported from version 1.5A of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab dam(01) dam(3)
01 : Resist Physical Damage damres(01)
02 : Temp Invulnerability damres(02) damres(3) damres(7) damres(11) damres(13) damres(43)
04 : Punch dam(04) dam(5) dam(5) dam(7) dam(9) dam(11)
06 : Taunt tntdur(06)
08 : Dull Pain recred(08) recred(9) recred(23) hel(23)
10 : Unyielding damres(10) damres(13) damres(15) damres(15) damres(17) damres(21)
12 : Swift runspd(12)
14 : Resist Energies damres(14) damres(17) damres(21) damres(33)
16 : Health hel(16)
18 : Air Superiority dam(18) dam(19) dam(19) dam(29) dam(37) dam(42)
20 : Resist Elements damres(20) damres(25) damres(29) damres(33)
22 : Invincibility thtbuf(22) thtbuf(34) defbuf(34)
24 : Stamina endrec(24) endrec(25) endrec(31) endrec(36) endrec(36) endrec(36)
26 : Haymaker dam(26) dam(27) dam(27) dam(33) dam(40) dam(48)
28 : Fly fltspd(28) fltspd(37) fltspd(42)
30 : Hasten recred(30) recred(31) recred(31) recred(39) recred(39) recred(40)
32 : Knockout Blow dam(32) dam(34) dam(37) dam(40) dam(43) dam(50)
35 : Rage recred(35) thtbuf(43)
38 : Foot Stomp dam(38) dam(39) dam(46) dam(46) dam(46) dam(50)
41 : Conserve Power recred(41) recred(42) recred(45) recred(45) recred(45) recred(50)
44 : Unstoppable recred(44)
47 : Laser Beam Eyes dam(47) dam(48) dam(48)
49 : Tough Hide defbuf(49)
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01 : Brawl acc(01)
01 : Sprint runspd(01)
02 : Rest recred(02)
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Smash/Lethal Resistances:
RPD = 7.5% Base (50++) 1-Slotted
= 9.15 %
T.I.= 30% Base (50++) 6-Slotted
= 69.6 %
Uny.= 5.0% Base (50++) 6-Slotted
= 11.6 %
Total S/L Resist= 90.35%
Energy/Elements Resistances:
Uny.= 10.0% Base (50++) 6-Slotted
= 23.2 %
R/En= 7.5% Base (50++) 4-Slotted
= 14.1 %
R/El= 7.5% Base (50++) 4-Slotted
= 14.1 %
Total R/Eng Resist= 37.3%
Total R/Ele Resist= 37.3%
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I personally like to focus my attention on offense, so little change has been made to the slotting in attack powers apart from Jab and Laser Beam Eyes.
I run Rage most of the time while fighting, so I find my accuracy buff in that power (hence the ToHit SO) and in Invincibility.
I have reached the cap on Smash/Lethal resistance (@90%), but 37.3% for Energy/Elements?!? Meh, it'll be risky running in to large Rikti Mobs, Malta Hercs and Zeus, Circle of Thorns Death Mages and Energy/Elements archvillains, but I'll be more appreciative of Bubbler Defenders and Controllers for that matter.
Still the first one into a fight, still the last one to leave,
Magnus Star. -
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So this is just a list, with no comments, because I don't want to slight anyone on it. You're all great.
Archaios
Astral Seraph
Atomicity
Baelzebub
Cassandra Lewis
Cycloid
Faith Jaimeson
-Fire Wire
Gravitas Girl
Gum
Lepra Negra
Magnus Star
Miss Smite
Miss Snips
Monkeybut
Negative Ion
Pravda
Quantum Shield
Scoobert Doo
ScotchBonnet
Smoke Ring
Sokinelm
Stompy
ThornJustice
Winter Storm
Xisha
I also want to thank everyone who helps make Badgers work.
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I'm honoured to be mentioned, and especially with everyone else listed there. Thank you! -
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I was wondering why you took RPD and why you slotted TI? Is it because of the changes in I5?
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Yes.
You could get away with not taking RPD prior to Issue 5.
My build suits my own style of play, but if you wanted to reach the S/L cap (still 90 per cent), all you need is:
RPD - One slotted (SO)
Temp Invulnerability - Six-slotted (SO)
Unyielding - Six-slotted (SO)
Which will take you to a S/L resistance of 90.35 per cent. -
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These are all kinda useless now that I5 will change tanks forever
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**Points to three or four posts earlier** -
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Smash/Lethal Resistances:
RPD = 7.5% Base (50++) 1-Slotted
= 9.15 %
T.I.= 30% Base (50++) 5-Slotted
= 63.0 %
Uny.= 5.0% Base (50++) 6-Slotted
= 11.6 %
Total S/L Resist= 83.75%
Energy/Elements Resistances:
Uny.= 5.0% Base (50++) 6-Slotted
= 11.6 %
R/En= 7.5% Base (50++) 4-Slotted
= 14.1 %
R/El= 7.5% Base (50++) 4-Slotted
= 14.1 %
Total R/Eng Resist= 25.7%
Total R/Ele Resist= 25.7%
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With Positron's latest news on the Invulnerability line (namely the change to Energy/Elements resists on Unyielding), for this particular build, the next patch should see the bolded numbers rise to 30-35 per cent resistance. It's not known how much the base resists for Eng/Ele in Unyielding will rise, but Positron said they will be "almost doubled" (so from 5 per cent to say around 8 to 9 per cent).
So after the next patch, say if it's an increase to 8.5 per cent in Unyielding (for just Energy/Elements), with my build:
Total R/Eng Resist= 33.8%
Total R/Ele Resist= 33.8%
Not a massive improvement, but every little bit helps; it's survivable. -
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Well Positron posted a few things to the Tanker, Dev response thread.
http://boards.cityofheroes.com/showf...v=#Post3324660
Some nice things to see there.
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I managed to read that earlier, a very nice help indeed. The best part about it is that I won't have to tweak my I5 build to compensate for it. -
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Wow, I've 6-slotted my en/el and I still get pasted. How do you survive long enough to defeat anything? I have that same attack chain minus laser eye beams. And except for Jab, they're all 6-slotted damage.
I'm dropping Unstoppable and picking up Rage in it's place. I like how you got it to stack, I didn't think that was possible. This will actually free up some slots as I have 6 in Unstopabble. I'm just waiting for the release and the free respec.
Thanks for the guide.
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Inspirations, inspirations, inspirations! I usually carry 4-8 Health inspirations to use in between the time I hit Dull Pain for an "instant heal" and for the time it takes to recharge. I've found so far that the heal from Dull Pain has been sufficient (given the timing of the 'click') in taking back Energy/Elements damage dealt.
That combined with a decent DPS (damage per second) rate, I can take down a boss, lieutenant and a minion fairly quickly.
I don't actually have Rage stacked, technically, because while the recharge time/activation overlaps, there's still the 10 second down-time even when I renew it. So really, it's not perma-Rage due to the 10 second down-time like just mentioned, but it's ready to go again once those ten seconds are over.
But overall, I'm still almost as resilient to damage as I was in Issue 4. I've found that at least 60-70 per cent of the damage dealt in the end-game is still Smash-Lethal damage, so if you have your S/L resists capped or close to it, you'll be fine.
With Issue 5, yes, you might have to choose your fights more carefully, yes, you may very well need help with certain missions (say half of them), and yes, you'll definitely need to excercise better health management and use a bit more of your brains rather than brawn in a fight in the future (depending on the type of foe).
Tankers will still be the first in to a fight, and still the last ones to leave. -
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so you ditrch taunt and pick up another attack, and add more slots to offense instead of defense. because were vulnerability tankers. hehehe
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Uhmmm, a few things:
- I've always had Taunt, it's there, even in the previous builds;
- My attacks have remained the same since the first build (Jab, Punch, Air Superiority, Haymaker, Knockout Blow, Footstomp and Laser Beam Eyes); and
- I've only taken away two slots from attacks, one from Jab and one from Laser Beam Eyes in the Issue #5 build.
Are you being sarcastic? I can't tell. -
Updated my Inv/SS guide with an Issue #5 build for those who enjoy something a little bit different:
Magnus Star's Inv/SS Build for Issue #5 -
It was going to be done sooner or later, so here's my Issue #5 build for Magnus Star:
Exported from version 1.5A of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab dam(01) dam(3)
01 : Resist Physical Damage damres(01)
02 : Temp Invulnerability damres(02) damres(3) damres(7) damres(11) damres(13)
04 : Punch dam(04) dam(5) dam(5) dam(7) dam(9) dam(11)
06 : Taunt tntdur(06)
08 : Dull Pain recred(08) recred(9) recred(23) hel(23)
10 : Unyielding damres(10) damres(13) damres(15) damres(15) damres(17) damres(21)
12 : Swift runspd(12)
14 : Resist Energies damres(14) damres(17) damres(21) damres(33)
16 : Health hel(16)
18 : Air Superiority dam(18) dam(19) dam(19) dam(29) dam(37) dam(42)
20 : Resist Elements damres(20) damres(25) damres(29) damres(33)
22 : Invincibility thtbuf(22) thtbuf(34) thtbuf(34)
24 : Stamina endrec(24) endrec(25) endrec(31) endrec(36) endrec(36) endrec(36)
26 : Haymaker dam(26) dam(27) dam(27) dam(33) dam(40) dam(48)
28 : Fly fltspd(28) fltspd(37) fltspd(42)
30 : Hasten recred(30) recred(31) recred(31) recred(39) recred(39) recred(40)
32 : Knockout Blow dam(32) dam(34) dam(37) dam(40) dam(43) dam(50)
35 : Rage recred(35) thtbuf(43) thtbuf(43)
38 : Foot Stomp dam(38) dam(39) dam(46) dam(46) dam(46) dam(50)
41 : Conserve Power recred(41) recred(42) recred(45) recred(45) recred(45) recred(50)
44 : Unstoppable recred(44)
47 : Laser Beam Eyes dam(47) dam(48) dam(48)
49 : Tough Hide defbuf(49)
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01 : Brawl acc(01)
01 : Sprint runspd(01)
02 : Rest recred(02)
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Smash/Lethal Resistances:
RPD = 7.5% Base (50++) 1-Slotted
= 9.15 %
T.I.= 30% Base (50++) 5-Slotted
= 63.0 %
Uny.= 5.0% Base (50++) 6-Slotted
= 11.6 %
Total S/L Resist= 83.75%
Energy/Elements Resistances:
Uny.= 5.0% Base (50++) 6-Slotted
= 11.6 %
R/En= 7.5% Base (50++) 4-Slotted
= 14.1 %
R/El= 7.5% Base (50++) 4-Slotted
= 14.1 %
Total R/Eng Resist= 25.7%
Total R/Ele Resist= 25.7%
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I personally still like to focus my attention on offense, so little change has been made to the slotting in attack powers apart from Jab and Laser Beam Eyes.
I haven't quite reached the cap on Smash/Lethal resistances, but 83.75% is still very good for soloing purposes, but 25.7% for Energy/Elements?!? Meh, it'll be risky running in to large Rikti Mobs, Malta Hercs and Zeus, Circle of Thorns Death Mages and Energy/Elements archvillains, but I'll be more appreciative of Bubbler Defenders and Controllers for that matter.
Still the first one into a fight, still the last one to leave,
Magnus Star. -
**Edited second build to reflect enhancement changes to Rage**
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With Hasten Running, you'll have about 19 seconds of Rage stacking and 10 seconds of rage up with no activity.
If you drop one of the slots from Rage, or just change it from Recharge to +to hit, you'll still have Perma-Rage (it will become availible when you're only allowed self-buffs.)
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Done, thanks for the tip.
And just so you know, Rage cycles almost perfectly with just the one 50++ recharge redux enhancement in there; Rage will recharge seconds before the first click expires, and to be quite frank, it gives you a much clearer indication of when you should Taunt before your 10 seconds of "nothingness".
Thanks again. -