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Posts
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Don't get me wrong I am not saying it's not a good tanky. It is, and an easily loved one. Somit is possibly missing somewhere in late levels and in the early levels the long recharge of active defense is a PITA.
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Invulns great with mobs around you. But if you've been unfortunate like me you would of found that 99% of the people in game think that mobs stopped away from you is saving you...well...okay everyone hates me
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I have it on my Claws/WP scrapper since I needed access to Energy Torrent, he misses more with FA and 1 Acc IO on attacks than with 2 Acc IO's and no FA so I'm keeping it just as a set mule
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This, I was going to say something on the lines that I think having 190% Acc is quite possibly enough for AVs. -
I reckon I won't necessarily need fight pool or aid self. It's just whenever people talk about a powerset like invuln, fight pool is a given on it like invulns don't come without fight pool. Shields is heading that way with Fight pool and Med pool XD .
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Thing is in order to get over a ledge or about quickly with Mess protection there is not a lot else to lean on for a travel power. Running with just rooted on don't have to be bad, but granite, that's something else.
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I think PrincessDarkStar must of meant in Granite Mode.
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You realize u need it after u got mezzed..
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It's called anticipation. If you are about to charge into a bunch of carnie illusionists you activate it first.
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It's on a fixed recharge. You need it but can't have it.(
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Again, this is where you use tactics, and only activate it when you need it.
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Do you do PuGs? Or do you solo or play in set grps that no outsider is allowed in. I must of played alongside most any PuG player there is over the years and I can't help but wonder how I've missed you.
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The crash is pretty dire for what you get.
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The end crash is insignificant, loosing the +max hp hurts more.
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Both parts make up the crash. I am going to change my mind on OWS especially as everyone probably sees shield as something thats complete with fight pool and aid self. -
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Well it is obvious that I really have to get in that tp somehow into my tank. Even if it is a terrible way to move around town.
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In the thick of it all its the best way to get around fast. If you go into granite mode on a balcony, the game may decide there is no more room for you and all those baddies on that balcony and lob you off. Best thing is to pick where you G mode carefully or have something to get back up fast.
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Then I guess I should tweak my mud pots a bit. Less damage, more taunt.
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I just got dam mods in mine, it modifies my threat anyway and lingers on enemies. I would spend slots in taunt. You would need plenty of duration and the recharge down, 2,2,2 with IOs is good. The taunt is -range to, don't go them, let them come to you - if they can.
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Some good tips there sharon. I will see if I can use them next time
For one thing I should defo tell the others to stay back and not do a thing until I say go. Also good to remember that herding is not that useful as it was before.
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Lol Sharon XD. You don't need to say ready, be suggestive that the best time to attack is when you AoE and AoE when you would say Ready. If people have a short memory span or play their way anyway then as long as its not others they're compromising then its fine. If someone wants to act early and be the vengefodder then thats fine, if someone else becomes vengefodder then not fine in other words. -
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Just to the far side of the spawn is pretty much where you want them to be, just so any rogue cone attacks don't make it towards the team. (do I win a nitpicking award?)
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I do that, its the same with any AT, if your attracting the first waves of aggro then direct it away from everything else. Amount of times I've stood one side of the corridor and someones tank was on the other, the other side being just as good so what they do? Pull to me, it could be that they walked over stood next to me and taunted, allo stun grenade.
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The main reasons to herd are to;
It's a small team with plenty of AoE and its quicker to get everything in that room back to a spot for the team to AoE the whole lot in one go, rather than separately. Why use the same attack chain on 3 different groups when you can use one attack chain on 1 group?
It's a big team but the group that is next up is in perception range of one or more other groups. There doesn't have to be a room of death, only part of one and around a blind corner anything is possible why risk it?
Your the type of Tanker that is buffed by tight groups. If they're not tight and you have all the aggro then that's great that you can achieve all the aggro but poo that your survivability is lower than necessary and needed.
If they're not tight and accuracy with gauntlet is a problem, taunt is on rechg someone could be in for a rude awakening (hopefully Mr Fire Cages 2009 gets it
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That's just 4 reasons, not a lot to remember but it can be more efficient to herd. If an argument ensues on this for more reasons I got plenty. I don't assume a team of PvP builds IO setted and atleast 4 firekins etc.
Stone tanks are pigs to keep aggro with if...if other team players open fire early, but saying that if you're a bit slow then I would open fire just to stay awake and probably change my mind a sec later when my character is sleeping.
In pulling, aggro cap is okay, you can tp in, be seen by as many as poss, have mudpots effecting the bulk of the group and taunt the ones outside of it and tp back to herd point. (This is assuming you got TP, I rather TP than need a kin). Now should ppl open up before they get back to your mudpots their might be some time to regain attention before you lose it. The best time for people to open up is when they've seen you do an AoE Tremor, Fault, Seismic Smash.
Congaline of stupity in a really big room. Go round and AoE damage your way thru the room and come out. Have no one come in with you as you'll get aggro cap and they'll get their own aggro cap. Now as one groups dies the others start coming, done right, so you don't have to keep on getting anything only consolidating as they come. They will all come to you and your direction through that room will be a straight one. -
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Clicky mez protection stops you being drained and then held, used to stop you being detoggled and held too but toggles dont drop so easy these days. Love the clicky mez prot on my SR wouldn't swap it for anything.
But yes Wet Ice is cheap as
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I would have Active Defense sold to me with a better with a quicker base recharge or from a Quickness buff. Atm I am thinking 20% res to slow in every single one of them I make (Was why I got tonnes of them IOs). I'll laugh my socks off everytime I get end drained whilst fighting a Dark Ring Mistress and the power comes to the end of it's life.
But it really is a case of the low level blues with it.
Edit: Sapph I hope your not basing anything on your shield Brute, Brute and Tanks differ imo. I've always thought that for scrappers and brutes it's fine for the sake of playstyle and expectation. I don't believe that Shield can't be made into a better Tank for tanking some stuff than some other peoples tanks already out there. In terms of SOs and people on their first tank I could be worried about the rep it could get I guess. -
Lol at all the quotes. It prolly best to keep things in a paragraph.
I realize OWS has good mezz prot but as always:
You realize u need it after u got mezzed.. (Applies to PvE more).
It's on a fixed recharge. You need it but can't have it.(Again PvE)
The crash is pretty dire for what you get. -
10 Targets in a 20 degree cone, is going to be more doable solo than in team and then the environment and enemy may have to meet certain specifications. Given Axes pretty much one trick pwnyness I would make Axe have more 10 target aoes than the other sets and say "there that's it now back to my cake".
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Until you are slowed. The early levels are pretty rough. You can get put out of action quite easily and in our game of non detoggling toggles there is not much point. Should you die in a PvP zone tanking those AVs you might have to wait for the rechg before starting again. Pointless. Wet Ice is a good Mez protection and cheap too.
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It had sucked before live. Then it got changed. Now Active Defense sucks.
PVE wasn't changed for IOs TRT, the need to have IOs, Fight Pool and Med Pool is a mirage as well. Sure it can make you feel/look/perform better but a basic tank should stand the chance of getting a basic job done. My key worry is the last thing on the list of to do's "Tank Lord Recluse". I don't believe the game to be that balanced if you have to wait an hour to start the TF trying to get certain powersets. -
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on my rad troller i´m taking fallout instead of mutation lol
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I don't have res. 99% of all deaths in any team are avoidable. If they don't like it they'll have to adapt and I'll be happier for it. -
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I have Mind/Emp and Plant/Emp, both concept based. I hate /emp with Controllers as it encourages idiocy:
"Rather than let the Mind Controller Mass Confuse the Group of Malta + Hostage holders, the PB wanted fort+cm so he could enter the room in nova form and move needlessly into all of their perception range and tank them all with my heals for back up."
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And this is PRECISELY why you should take Vengence.
Certain people are more benefit to the team dead.
(although, really, in that situation it should be pretty simple to just Fort and CM the silly PB, then confuse the mob ANYWAY... you can easily juggle 3-4 Perma Forts/CMs on a team without it impacting your controls)
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Don't be silly Maelwys this is PuGs on Union.
Whilst what you say is true the Malta Group + Hostage holders in this case were dispersed and the PB did not wait for Mass Confuse or any control before going in and opening up. If I am buffing other people I can't control the enemy at the same time. If I am not expecting someone to pull an entire room unnecessarily I won't be hovering over heal. 2 different cast times are like solid objects, they can not occupy the same space in time. The problem seems to be is that half the team may see a heal coming from me and think I am an empath. Or its "I don't know what Mind does but we know what Emp does". Keeping buffs up all the time is only possible with some people not all people. Maps that aren't open farm maps exaggerate this. Given an open map 5 forts could be given by me, everyone is cmed but me and only 1 fort could be given by the empath spamming heal aura on cue to heal at any point.
I love what you say about Vengeance but she can't fit it in.
5 of my controllers are on Vigilance where despite language being a barrier problem at times somehow PuGs are easier to look after. Something to do with more respect for the enemy, no mindless showmanship, no whizzing round blind corners, less of that false idea of immortality etc etc and a better fashion sense
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I have a shield with power picks that don't include me looking for the "right combination" to maximize it. It will do for fun.
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Whoever it is that's hating shields will be thankful that you've made it right through some v expensive slotting.

I do comparisons with SO builds myself as I deem that as fairer.
I like the slotting btw, there is v good slotting examples there. I was doing some of that this morning for my planned builds. You've gone over on no +hp figure which is nice. The 2nd end red in against all odds could of been better elsewhere, with my way of thinking "grant cover".
A quick mins play with that would give me this:
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You must level 50 every 3 days or all these builds you keep doing are on the wishlist.
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In I7 using effective single target attack chains until the endurance bar disappeared. Superstrength and Axe were ever, ever so close. I know Superstrength has rage but Axe does a better chain unbuffed and when it peaked (build up period) it peaked well. The amount of damage done to the endurance bar was the same to within decimal points. All the changes, which i haven't been following could of thrown things out a bit on this score. If the maximum number of targets hit is to be believed then I have to ask why a 180% cone like Pendulum has a maximum number of targets of 10. Cleave hitting 10 from a 20 degree cone is alright but not likely.
If you could add -def to it then chance for res debuffs would be available to axe. Perhaps they should just get to the point and simply put -res in Axe. Give Axe a Khopesh and someones Egyptian concept will be very happy.
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To Shannon, what you are talking about is play style which varies from player to player and not one is any better than any other. Mine is closer to yours than you might think, but I want my toons to be effective as well. The knowledge that TK was gimped might be true, but it's not really any help for me.
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"but I want my toons to be effective as well"
Are you being elitist?
Have you teamed with my Mind Controller?
I wasn't just talking about playstyle I was talking about intentions. There are millions of them. You should decide for yourself.
You'd be right that I don't give a toot what character you decide to go with, my thoughts are "You're grown up. You went to school didn't you? Make your own [censored] decisions". As far as I am concerned I can team with any type, they're all equal to me.
I have Mind/Emp and Plant/Emp, both concept based. I hate /emp with Controllers as it encourages idiocy:
"Rather than let the Mind Controller Mass Confuse the Group of Malta + Hostage holders, the PB wanted fort+cm so he could enter the room in nova form and move needlessly into all of their perception range and tank them all with my heals for back up." -
You'll be effectively getting the cossie and mission porter for a couple of quid. Good ain't it?
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I think the fault lies between Pendulum and Cleave and Crowd Control and Shatter. AoE size and number of targets.
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It's a good attempt Donna, I would cheat by swapping Boxing for kick and sticking a Force Feedback:+Recharge in it.
Get the accolades and look to get bonuses other than +HP where possible. So no more Titanium Coatings in RPD for a start.
That and Accuracy not really being an issue for Inv/SS you can trim slots elsewhere and use them to add to or be for other sets.
Unstoppable is ideally just a panic button but you can find yourself tricks where, out of every single tanker type only an Invuln might actually last. People say Granite and Willpower are better but Invuln has its moments.
I think anyone learning or anyone playing with people who are learning it can help, it may not always help but it can help. Mistakes get made.
Invuln being what it is will be at a disadvantage in a team where the dynamics are being messed up and losing concentration as a result of typing to tell someone not to do something, or to do something or to stand, or not stand somewhere don't help.
Edit: This is PvP section, so its prolly a must have.