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Posts
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Joined
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Well it was this I saw on the Mothership Sunday didn't I? Herded some to you with my scrapper, passed aggro onto you as I know how to do that
and you held up really well. Cute character anyway.
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I looked at putting +runspeeds in a Stonetank but the downsides to squeezing out the little half a feets in running faster just didn't appeal. I'd much rather focus on other assets and tp about with tp at low end cost. Taunt would naturally be 6 slotted and it is -range now. Also if so wanted Stone/Stone tanks could conceptually get Earth Mastery and welcome the enemies to their world some with Quicksand. In fact in dealing with AVs like what Stone tanks are most wanted for there is no better epic.
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Yeah its quite disorientating to have the forums upside down.
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I started one recently and here is my knocked up basic idea of a build. No point setting it as I not sure what to but anyways:
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Prima Domina: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Pain Domination
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Call Thugs -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(5), Acc-I(5), EndRdx-I(7)
Level 1: Nullify Pain -- RechRdx-I(A), EndRdx-I(11), EndRdx(17), Heal(19), Heal(19), Heal(21)
Level 2: Soothe -- RechRdx(A), EndRdx-I(7), EndRdx(11), Heal(21), Heal(23), Heal(23)
Level 4: Share Pain -- Heal-I(A), Heal-I(33), Heal-I(33), Range-I(33)
Level 6: Equip Thugs -- EndRdx-I(A), EndRdx-I(31)
Level 8: Hasten -- RechRdx-I(A), RechRdx(9), RechRdx(9)
Level 10: Conduit of Pain -- EndRdx-I(A), EndRdx(31), EndMod-I(46), EndMod-I(50)
Level 12: Call Enforcer -- Acc-I(A), Acc-I(13), Dmg-I(13), Dmg-I(15), DefBuff-I(15), DefBuff-I(17)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42)
Level 16: Enforced Morale -- EndRdx-I(A), Range-I(40)
Level 18: Swift -- Run(A)
Level 20: Suppress Pain -- EndRdx-I(A), Heal-I(37), Heal-I(39)
Level 22: Health -- Heal-I(A)
Level 24: Stamina -- EndMod-I(A), EndMod(25), EndMod(25)
Level 26: Call Bruiser -- Acc-I(A), Dmg-I(27), Dmg-I(27), Dmg-I(29), Acc-I(29), EndRdx-I(31)
Level 28: World of Pain -- RechRdx-I(A), ToHit-I(40), ToHit-I(40), ResDam-I(43), ResDam-I(43)
Level 30: Gang War -- Acc-I(A), Dmg-I(34), Dmg-I(34), EndRdx-I(34), RechRdx-I(36), RechRdx-I(37)
Level 32: Upgrade Equipment -- EndRdx-I(A), EndRdx-I(37)
Level 35: Anguishing Cry -- RechRdx-I(A), RechRdx-I(36), Acc-I(36), Acc-I(43), DefDeb-I(46), DefDeb-I(48)
Level 38: Painbringer -- RechRdx-I(A), RechRdx-I(39), EndRdx-I(39), Heal-I(45), Heal-I(46)
Level 41: Assault -- EndRdx-I(A), EndRdx(42)
Level 44: Tactics -- EndRdx-I(A), EndRdx(45), ToHit-I(45)
Level 47: Vengeance -- DefBuff(A), DefBuff(48), DefBuff(48)
Level 49: Charged Armor -- ResDam-I(A), ResDam-I(50), EndRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy -
I wouldn't mind seeing some of our current cossie options given the latex clubwear look. Not menswear tho, that maybe alright for some but..*cringes*
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On my solo build I can do unyielding but its a pain in the bum for speed so just think sod it. Hard control and Soft control and Aid self help tonnes. RoA has never been essential really. Too long a cast times for teams and solo well I may not have that many targets together or the cast time will be too long. I do have it on the solo build but I dont use it that much surprisingly.
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Well, in a large team, with their scaling critical rate, I wonder if Stalkers really do deal less DPS than Scrappers these days... I haven't really examined the numbers in detail, mind you.
[/ QUOTE ]Theoretically, their dps is better as their critical chance is much higher. In practice a Stalker is still a bit fragile compared to a Scrapper so for the most part they can't maintain that higher dps rate for long without support.
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Support what's that? It's wrong to remind/expect a bubbler to bubble these days. -
Woah so much Acc XD and with all that multitarget dam + kb/kd I dare say them Nems/DE won't last long enough for you to think of elude.
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Permafrost gets the most skip able award, possible followed by Icicles but I have yet to "need" Hibernate.
Around the "right" players ie "team players" Ice is a wise choice as it is "off the bat" fun. You could be moving like a lvl50 in a Frostfire mish at level 6. -
That's what I read, "can". Same could be said for all other ATs then, so what a m00t point it made without more being said.
What about this:
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"Tankers are there to absorb as much damage as possible, so will almost always be left standing when the Scrappers and Blasters have fallen"
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This makes me sad, it paints me a picture of a Tankers healthbar barely moving - because everybody elses does. -
I find your accuracy is somewhat thru the roof and your rechg great although only benefiting attacks mainly. This isn't a problem but its me saying that I think you could afford to obtain some bonuses other than acc and rechg here and there (4 places perhaps) if you wanted to, perhaps bonuses to S/L defense. 200% acc in PvE is something of a pinnacle and some would say 180% is fine, some say 190%.
I also think that whilst the taunt aura is good, gauntleting is possibly something to better think about relying on. You should gauntlet very well enough to keep aggro. With your acc atm its really good. but still it wouldnt surprise me if it could be lower as you have autohit taunt and autohit aura. To the point, the reason I am writing this paragraph is, is because you can gauntlet like no tomorrow and have a good taunt, the taunt slots in your aura given the duration, RTTC tick rate and aoe size can be used elsewhere. For me a "hit" ET would be a safer aggro getter/keeper than the aura. So those taunt slots in RTTC are optional. My willpower scrapper has been pretty damn good enough aggro control with the aura and simple damaging attacks so a tank should be that bit better.
2 of the slots in CJ and 2 of the taunt slots in RTTC are potentially 4 slots to help beef in other areas. If you worked out how you could acceptably only lower in acc and rechg and still gain in HP but with more S/L defense then it would look better to me as if I was doing one. I realize that some attacks are Fire/Lethal and so Lethal gets covered but S/L is a pretty common pairing or some other bonus you may of wanted but couldnt get maybe more easily obtainable.
Build up is in a round about way a cross between haste and focused accuracy. Build up, hastened is up 10/30 secs, good for fights especially if you find like I do that they start every 30 secs, end around 20 secs and given time to get to next grp and pull tight. On a Firetank it would be essential imo, especially as all its openers but taunt can miss but it would be the road I'd of gone down. If you can't hit it taunt it till build up, and then burst it - build up is -fight duration. -
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You aren't cutting dps if you slot parry for damage.
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They could well be looking at DPA.
On topic, imo regens are better paired with lower action time attacks as you might need to click heal self within an action time and by the time the chance came around you could be dead.
I kind of like Dual Blades/Willpower for soloing myself. You can control the enemies positions and cap out Vitals more often which is v nice damage. -
Try playing with threat mechanics. Take the lowest damaging attack, which incidentally should be something of low end cost, then range it, dont increase the damage as thisll increase your threat rating, the more range you have the lower the threat you should generate. I put a stealth IO in my TA's fly just to get close enough to flash arrow which'll lower perception and so give me something additional to making a good pull. Also pick an outsider, a lower rank just something not deep in the group.
I keep meaning to test stuff out but a chance would be a fine thing. -
I am currently looking at this for my own build plan.
I would try to get rid of Parry by getting 45% def to all without it or increase its damage instead of def buffing. Currently your 23% with that + 30% to melee with bonuses and then you got Phalanx which increases with Allies. Parry damage setted and at 15% base to softcap in melee so for me no need to def slot it. Be it that I like confront I'd be trying to softcap to all and not have to have Parry at all but Parry is perhaps better when exemping.
In Build Up with so few slots Adj Targetting would suit me better. -
No it doesn't. I hate that emote as well. It gives a character an impression of being behind in evolution. It's alright if you want that but I can't stand it.
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Yes but I want it perma with DOs for low level tanking. The fact Invulns wait to lvl 18 for their aura is a pita an all.
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Phantom tip: Watch which villain your phantoms decoy spawns next to, and take that villain out last, that way you will have the decoy for longer.
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You mean the decoy from the Phantasm? This may explain why I only ever see it last a few seconds.
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Yea, the decoy spawns in top of the foe, so it's really easy to figure out which baddie to leave to last.
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I like this but only for soloing. Given how some "legends" are still jumping on the anchor and killing them first I simply hold no hope of any usefulness of such knowledge teamed but solo, thank you very much. -
Just have fun, I didn't fit in with it anyway. It's not personal as I don't even feel as if I fit in on an English Server. 2 + 2 = 5 all the time and I just can't handle it.
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It would of taken you 2 mins to simply post something here within the last 2 months.
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His reply was to TRT Beks, and most of us just wondered which thread he was reading cos it certainly didn't look like it is this one.
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I dislike scrappers heading off on their own when there is a group not even started or only just started, but I was on my scrapper in a TF team where watching what everyone did and when they did it was pretty painful. I felt it best to take my chances alone. Uzzi was in team on his blaster and decided to come with me XD . I couldn't keep him from harm at that level but did pull to lifts for a door click should it be needed.
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If you read some of the names on the costume designs I think you will find that some of them tally up with certain powersets through their meanings.
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Am sure a squishy can use a jetpack or something and limit what she is capable of.