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Posts
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Joined
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Cos you had 4 stamina slots in a row in that, I took it as incomplete and played with it cos once you've decided on what can go in them: the slots in other parts of the build can change.
One thing is that in knowing you don't need extra KB protection I thought I'd gain aoe soft cap another way rather than through zephyrs. Up your hp, up your end rec, lower your toggle costs and improve damage output.
Aid self could of done with an interrupt. I personally find it preferably versus tick rates. But anyway my version of that went like this:
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If I looked at it longer I prolly would of done more I dunno. -
I've got toons that have never healed anyone but themselves and yet somehow have worked towards the badge to quite some extent. I no idea why.
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Getting really fed up constantly spaming my 2 shields and having to re spam the one on the tank every time i get mezzed and everytime i fire off my rad AOE's i become a squihy agro magnet
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Spank the tank for being poo or wait a mo so the tank consolidates attention before firing them off. It is I think better if you use the AoEs. Either that or your too close to tank sharing aoes which you don't always have to be. -
Your power order is v scarey and whirling mace "needs" slotting love.
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I had a quick tinker with what I'd change slotting wise. I'd build different with power choices and power order for sure and so for quickness this is without any of that factored in.
Overall:
Well I upped your hp slightly, rounded the defense down towards soft cap or up to it depending on the position. I upped end rec slightly and lowered end costs dramatically, toggles slightly, attack chain dramatically. Some powers take a little while longer to recharge but the output to the endurance bar has increased.
Powers like Melting Armour just don't scream at me much as its rubbish -res over time for its end cost. I am thinking why not assault that's constantly on? Also the ring of fire is pants in comparison to earths for lack of range and so has limited uses that it needs any slotting for so I took advantage of that and milked slots from it.
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I tend to think that all buffs even bonuses come at a cost so when it comes to enhancements or bonuses I like to simply have the minimum I can get away with and gain slots for elsewhere. -
It's highly likely that the less def you have the more of an attack chain you will face. If you want to take an AVs entire attack chain, heal it away and then take it again then GL with that and the endurance bar. Even with 30% def to all positions you can become quite comfortable, even a controllers def buff will stack to it very nicely. Circumstances vary and being flexible helps in that case. I much rather have 3 legs to stand on than 2.
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Despite the amount of time people have played around with your builder, some people may of played more with it than the game I think, but you had actually saved them a hell of a lot of time really. You've helped a hell of a lot of people in so many ways both direct and indirect. Possibly by doing so, you've probably done the Devs, also a favour.
I can only thank you on behalf of myself and so will as it's the very least I can do. Thank you. -
Yeah you don't have to fight on top of them at the very least.
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Although -def is pretty prevalent in CoH a lot of it still has to hit you first. The less that hits you the less you have to resist, the less that you need to resist the less you have to either regen out or heal out. The heal in particular is quite costly in endurance. The rage crash is also quite costly in endurance. You could hasten the heal for good recharge but its not the ideal heal versus few targets. In teams you are often the result of the team. Thinking in terms of how can I tank <insert name of AV here> for a <insert defender type here> it can pay to have abilities that can meet the defenders means of supporting you. It is said that 1 def = 2 res but the thing about def is, is that if an attack misses then its debuff can miss to. It maybe nice upping recharge but its also nice not being hit by -recharge tyvm.
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Whilst fighting Wretch on a STF he said "All heroes die!" and promptly ran off looking for some. Said a lot for us that did.
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My problem with AAO aggro aura would be most seen with either herd messers (who I wouldn't worry about from shooting off ahead with this set) and its ability to claim attention around most other brutes auras, sure other brutes auras can lack in accuracy but some don't and don't whilst having a greater taunt duration to every tick. Lack of attention can mean less fury and that is why I said that I wouldn't want to rely on it solely.
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Really Praf?
Cos I don't think so. It's better to have to heal with less regularity and save endurance.
You can have good defense with maximum res and decent recharge and regen.
One of the problems with SS is, is the rage crash so the less firing of the heal the better. -
Full fury = 200% damage buff
Full AAO = 65% damage buff
Build Up = 80% damage buff
You can afford to 3 dam attacks.
I tell ya what would look small added to this, assault. I would not recommend assault on any brute really as the DPE isn't worth it. Assault on a scrapper is fine as long as you are fighting.
*Rushes off to make a superstrength/shield brute* -
I think a blanket statement based on how one plays won't qualify as a good one for how another plays or gets to play. It's like the Brutes can't tank or be as survivable as tanks statement which is a blanket one based on exactly what I said. Who you team with, what buffs they can bring, type of brute versus type of tank versus type of enemy all matters.
AAO is a good power, hot enough on its own? Not as hot as I would like it in terms of aggro control but one doesn't rely on it solely. -
I do believe that attacks that do the largest area of gauntlet should be other peoples sign as ready rather than taunt. Even if I am taunting AVs I could still rather stack more before people start.
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In an ideal set up versus stupidly high risk enemies with just a kin to rely on there will be two groups one for melee and one for rangers and targeting through the tank would be most sensible.
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I'm afraid i will have to disagree with Shannon. The tanker moves around alot, and can also taunt the people out of range a fair amount too to try and pull them into the group. A tanker is always changing its target to keep the agro and that isn't really ideal for you. Changing target so much there is a much higher chance that your heals etc will not fire off. I'd say target the Luits/Bosses as a general rule instead of the tanker. Yes targetting the tanker is a good idea, for the reasons i've stated above, its not ideal or the best way to go about things. Obviously however it is your character and will depend on how you want to play.
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The stupidly high risk enemies would be ie "The entire inner circle" together. Tanking 101 says don't move around with them, get them all in a nice position that offers range behind them, allow the team to create a formation of where they're positionally advantaged and don't shift so they can easily hold it.
You may think that people know the game well enough after one toon and are able to PL the rest of the game with any alt but I really question that theory. Typical Lieuts and Bosses aren't the stupidly high risk bunch. -
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I don't think farming needs to be stopped, unless it becomes abusive like with the MA and rikti farms.So don't bother trying to 'stop' farming because you, just like every other developer of every mmorpg that has ever, is currently in, and will ever be in existence, will fail.
And that would retroactively punish the players who DO game socially, and to be with their friends. Turning off exp after a certain amount of levels is another cause of people to stop playing that we don't need, so no thanks.
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When you reply to someone its best to click on their post and reply cos it shows instantly to whom you're replying to and leaves no cause for confusion. -
In short to reply to the first post. No you won't be wasting your time.
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Defense sets will improve it, so it is viable and also quite a nice thing if you as I do, don't like the names of some powers on what's meant to be a heroic character and make more of an allowance for you to skip them.
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Some people craft something and then put it down for a reasonable price which would be their time, the cost of recipe to buy from IO table plus going rate of the salvage plus 5 percent and then put it on the market.
Some people will rather make their own enh buying recipes of the IO table to save 5 percent plus using their salvage though.
If you didn't buy the recipe then you could go cost of recipe to sell at contact plus going rate of the salvage and then 5% and try to sell it. It may go easier as it should be cheaper and may explain why they sell so cheap.
Which can make people buying recipes and making their own pointless but for a badge reason. -
I think that the level difference between sk and mentor could be a factor in xp earned.
I normally wouldn't sk up to anyone 10 lvls above me. The fact is I really feel the level of fair contribution has somewhat tapered off.
It's like, when missing the powers and slots designed to play at a level you can't help but be sub par. The ability to sk and stick with friends is important but the xp rewarded in the process can be more than actually deserved. So in short the level difference between sk and mentor could be just one of many factors used to scale down xp earned. Other factors include team size and mission setting. -
An Invuln on the dark side has a black aura instead of a shiny one like heroes. It could be where conceptually applicable keeping fire like fire and ice like ice.
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The Devs do listen its just that they may not do anything to any one persons exact suggestion but instead do something to incorporate a multitude of peoples suggestions that can be more universally liked.
There will always be those people whom you just can't please who live in their "Me society" who can be easily confused as people who might think they speak for everyone else.
I am really looking forward to that issue as it's seriously worth taking a look at and worth any extra nine yards in the making. -
I think that the artwork to that is top dollar. I hope there are new characters involved in which to fight as well as see as a contact/ally. It's a really good idea as I do have characters that have run out of content aside from MA and yes I eat content and claim most contacts. Changing to the otherside can unlock more.
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Power boost made a good last power simply slotted for endurance. With what I needed it for plus the +rechg buffs in the rest of the build it simply didn't need anymore rechg saving slots for elsewhere.