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Posts
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So enemies were Force Bubbled into a small enough area where a failing tank could actually redeem himself by aggro capping with his gauntlets and aura and somehow its a bad thing?
Edit: Sometimes members of a team can act too early on a group being herded, sometimes its better to wait for consolidation by the tank from outside of perception range or LoS. Those being pulled maybe looking for anyone as taunt durations only last for so long. It may say 13,5 sec base duration for example but that may be resisted. -
I think that whatever is seemingly challenging to play and a good concept is a good thing to choose if the character is played more hours after 50 than it did hitting 50. At 50 you can make something of anything, you could be the one, the only one, who proves all doubters wrong. Not to mention that you could be in a position to create change and the change maybe popular. Why play something anyone can play? I go with concepts myself and usually find some niche somewhere because you can't be good at everything.
Edit: I got an elec/elec brute and an elec/elec stalker
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Are you taking alphas whilst buffed? I think you can play to two styles; one where you are the Brute who shoots off ahead and spends some time in a group before the team show up, as soon as they show up shoot off again and leave them to deal with that group. (With a Dom the npcs shouldn't follow).
Or play the Brute who builds fury up with the lighter quick recharging attacks and then from moving from target to target maintains it throughout the mission.
One version is a bit like playing a Tank and the other one is a bit like playing a Scrapper.
Fury wears off too fast imo. A Brutes fury shouldn't wear off fast.
Edit: Almost constant use of Brawl is good and doesn't even spoil a Dual Blade combo. -
I propose that Vigilance offers a Mezz resistance and a End Discount effect whilst the team is up the creek without a paddle. Something along the lines of having 2 different effects dependent on how the team is. Solo the closer to low health you are not only do you have a end discount but you become more resistant to Control effects.
Controllers look alright to me.
Edit: Normal Inherent in PvP. -
I think that power customization is great and it can affect Traps for all ATs concerned. The much discussed Tier 9 especially. Time Bomb or Gun Drone, the choice could be there.
I have every confidence in the set either way. -
Sonics compliment Firetanks pretty well. If I am on a Firetank and I see a Sonic in the search. It's pretty irresistible.
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The very fact that your using an AE mission with enemies you may of created could be something. I find the missions outside of AE, dev created, are made to be more balanced to all ATs than the ones in AE. Not that I do a lot of AE to know because I hardly do any.
Edit: missed a word. -
Traps/Archery probably, I'll want Pistols on a Blaster with a Martial Arts secondary.
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Quote:Scrappers can make good kiters but there was no range sapping 2 years ago.Eeesh. Any? I think the only two I've heard of was a MA/SD scrap (Don't remember who it is) and Sarrate on her DM/INV acting as tanks to take on LR. I'm not even sure if they managed with no support.
I've never tried it, but are you maybe talking about hover/taunt/range sapping to deal with LR? Or something along those lines.
Edit: well unless you had a stormie on board ofc. -
Your goals look well met to me. People could be coming to you for advice. For my own intentions I would alter the power order a bit and tone down the maximum melee def by 14% and try to gain 2 free slots, one for confront and one for an Int in Aid self for my intentions but that's about it. Infact I think your build is probably not far off that of my own plan.
Edit: One thing that did just cross my mind is slot level placement issues. Many Bonuses are only good from the level of the enhancements. -
Yep good job, I guess it's time to work your way through them all now.
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I am not sure a change is needed. I think that much endurance can be saved by how a team makes an effort to play together. It was mud thrown at a wall to see if it sticks.
I think the whole stop and gasp from air can come from people not giving their insps to other people whom those insps go furthest on. To work best like that a tank whom greens, lucks and sturdies can go furthest on would need to ensure the rest of the team really doesn't need them. It can also come from lowbies being on what suspiciously looks like a farm map allowing little time between groups for end recovery. People fighting way above their weight due to a empath in tow healing, fighting levels which are so high they maybe good xp when defeated but they're poor xp/time.
Aside from a beginners luck type mechanic in terms of end recovery the insp tray could size up sooner. Why not be level 15 with 15 insp slots as opposed to 10 slots? Then you have more assistance in every area.
A lvl 15 in Bloody Bay would probably have as many insp slots as a lvl 25 in Bloody Bay. I have never counted the insp slots in a PvP zone for the different levels but if they're not the same for everyone then where is the balance?
I don't PvP. -
All Tankers can be up to the task of a tower buffed Recluse. All tankers are up to entire STF or even a MoSTF for practically any mix of powersets. No certain powersets need to be a requirement. Some people have a tendency to go "Granite, so need a Kin, oh and its an AV so we will need a Rad, GW has soul storm and LR hurts alot so an Empath is ideal" and it goes on from there. Truth is, that's living to a law that people have given themselves and others can be led to think that it happens to be the only way. Its not, it generally doesn't matter what powerset combos or choices that are made, what matters can be down to power choices within those powersets and the slotting decisions of those powers and then everyone playing to eachothers strengths as well as their own.
I think the game is kind of cool for still having barely exposed secrets but at the sametime I begrudge people being picked on their powersets. I like to value peoples concepts rather than their efficiency. -
I'll make something perfectly clear. Any type of Tank can tank any AV for any team make up. Taunt adds the flexibility to do this best. Taunt, by compelling AVs to attack you, can lead to you dictating to the AV what attacks it can and can not use. It can with some knowledge be the difference between a team wipe and no defeats. You can help to prevent AoEs from landing on the team. You can also with some knowledge on threat mechanics rule out the need for defenders and controllers even on the seemingly most desperate of teams. Overall you "can" be better off with than without in teams. I'd say that most people are.
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Sometimes taking an alpha isn't the best call of action. Then having the attack priorities wrong, ie leaving the root of your problems till last will make life harder. MA wasn't around when I was Icetanking and so there were better team mates
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It's just a random idea thats for pre 22 end reds to be schedule B. I don't know how popular end reds are pre 22. I'd rather increase dam per end with dam enh and cut fight duration and many ppl swear by increasing their acc. So with few slots in the build how popular are end reds? Higher end rec should only be more noticeable between fights so it'll decrease downtime. If end reds are more popular than I think then going from schedule a to schedule b is a slight disservice but with such a poor %change provided by the enhancements pre 20 I am not sure that it is much of a disservice. At lvl 20 end rec can return to normal and end red enhancements can go back to being schedule a.
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Quote:It's a lot easier now than it was 2 years ago when I started doing it. Any type of Scrapper is capable of doing it. Which means, any type of tanker is capable of doing it. Not just with no outside healing but with no outside buffs as well. I can get through an all Scrapper STF tanking all the AVs without dying once.*edit* Oh! Not sure who else has done it, but have tanked tower buffed LR on my DM/Shield with no outside healing. That was pretty awesome.
Scrappers are considerably much more of a team AT now more than ever. They can from kiting AVs with confront provide considerable survivability for teams making it so that neither a defender or controller is needed. It is much easier now.
All Scrapper MoSTFs is entirely possible.
I do tanks mainly.
Edit: I reckon the minimum amount of Scrappers (not teamed) to do a Mothership Raid is 4. 4 getting a bomb each and then cleaning up the middle. Best fun. Try it without dying at all and try to even get down to just 3. Pylons have to be done by the scrappers doing the raid only as they count. -
I have a old unused US Forum name I would love to switch to.
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Quote:DM is probably one of the better generators of threat but sometimes its not enough just to keep the aggro on the Tank because it is better to keep AoE damage completely off of other members of the team.At higher levels never had any issue people stripping aggro outside of other tanks with Taunt. (If they want it that bad they can have it)
At lower level AAO does a good job, gauntlet + KoB and Haymaker seem to have a decent radius to keep things on you.
I haven't tanked many AV's on my SD/SS but on my Dm/Shield scrap on tankless teams even he has next to no issue of keeping AV aggro on him. (No taunt/confront) Was lead "tank" for a STF and did just fine with all those AV's and keeping aggro. -
No time to read everything but from the OP I thought about higher end recovery in the lower levels and for low level end reducers to become schedule b instead of schedule a to compensate. This way you have higher end rec aiding pace as some/most people are barely likely to slot end anyway for want of acc and dam.
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Shens build had too many of the same bonuses. Your build is unimportable. I would if I were you post it again. I have a Stone/Stone and a number of builds on tap from the best I've seen over the years but would like to see your concept to see if there is anything I can suggest.
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Well if someone US side goes by the name Shannon, then I have never seen them.
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Quote:I have only just recently read what you wrote but I would say that I would stay out of law and politics if I were you because you fail to distinguish what you think I said from what was actually said. For a start I think you should try and take what's written in the greatest of lights possible.[ QUOTE ]
I didn't say anyone thought he was thick neither. But anyone making false assumptions and presenting them as fact isn't too bright in my book.
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Oh sorry I didn't realise that words like stupid, and isn't to bright cant be equated to think, learn something new ever day
This thread is very unimportant to me really as it has been about bringing real life and personal life into a game. A game that doesn't need either. -
I'd be very tempted to atleast get Aid Other, then when anyone asks if I heal, I can say yes and receive the invite.
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Most helpful to teaming could possibly mean taking the entire primary. For ample flexibility, all of the powers are worth taking in my opinion. Trick Archers are also as good as any defender in their own way.
