New Dawn

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  1. I have it on 2 MMs. It can be disliked depending on what your playing the game for I guess.

    Powersets only matter for concept to me and other than that I don't care what toon I am on or if teaming with people, what they're on either. How you play them is the main thing. I do make mistakes but its important for me to find out if it is something I did that was wrong than assume somit with the set is wrong first.
  2. [ QUOTE ]
    Its a unresistable debuff Only thing that works is to counter it with movement speeds bonus. (swift and any IO that give such).

    [/ QUOTE ]
  3. US forums have matured in a way, that, I actually think we should merge, as we would now prolly get along. Sounds bad I know but there is a different mentality between us and lets just say its swung towards being like us alot.

    Sets can become more outdamaging than EM depending on what you slot I'd imagine. Those Procs can change things in terms of ST but I doubt much can touch /Fire superslotted and Ice/Fire is prolly the one to beat at that for all round devastation (+rechg so over time rather than fiery embrace).

    I didn't comment on the OP as I expected someone else to have the mindset to know what to suggest. I'd rather scrap with a scrapper than with a tanker, tanks are just designed to do tanking and if you don't tank with it in some form your not being efficient with it for yourself.
  4. [ QUOTE ]
    I'll be in contact with all the winners early next week to see if they're still playing after all this time.

    [/ QUOTE ]



    Gratz to them all anyway!
  5. [ QUOTE ]
    Well I finally managed to play a villain to level 50. When I hit it I decided to fire up a widow and see what they played like. Frankly I was disappointed. So I started a soldier. Again meh. Where is the WOW in VEATs? They seem very lacklustre. At level 6 my HEAT could transform into a new entity. I can still remember going squid and someone saying "wth is that?" in a team. At level 6 my widow got another pointy attack.

    Do people ever look at a widow or soldier in game and say "wow I can't wait to get one of them"?

    [/ QUOTE ]

    ..and I got wowwed just looking at all the numbers XD . The wow part comes from what you make of it.
  6. [ QUOTE ]
    <QR, quoting several different posters>

    I can't believe I had to make a new account to post to this, but the amount of misinformation and bad players in this thread is just massive.

    [ QUOTE ]
    Tanker inherent is either useless or way under-powered. Even if you wade into a mob first and start cracking heads before the teams has moved in, enemies will STILL rip off after that nice squishy blaster and normally pulp them all across the floor. This is low level, before taunt. Once you HAVE taunt, why in the name of all that invulnerable do you NEED the inherent?

    [/ QUOTE ]
    You obviously need everything you can get since you can't play your character right. Holding aggro with just attacks an your aggro arua is [censored] easy, taunt is just there to grab the occasional mob from range.

    [ QUOTE ]

    I don't think you can take Gauntlet away from Tankers without breaking them in team play. Punchvoking and holding enemies with Mud Pots etc only work because Gauntlet makes all Tanker powers Taunt. Without this, enemies simply flock to the first blaster that hits them with an AoE. (As the Blaster's damage makes the Tanker's look feeble.)


    [/ QUOTE ]
    Actually, all Gauntlet does is give you a fancy icon in your buff tray. The taunt effect is built straight into your powers. The same applies to Cont/Corr/Scrap/Stalk inherets.

    [ QUOTE ]
    taunt limit. (16 IIRC)

    [/ QUOTE ]The aggro cap is 17 mobs, the AoE cap for taunt is 5.

    [ QUOTE ]
    To a certain extent this is as much the failing of the Blaster as it is the Taunt effect. In my experience it's a common delusion that Taunt is an absolute effect.

    [/ QUOTE ]If the tank doesn't suck [censored], it is an absolute effect, or at least close enough that the few mobs that might occasionally break free aren't a threat to the rest of the group.

    [ QUOTE ]
    Sorry. Got a bit carried away earlier. First of all, I should confess that my only tank is a Stone/Energy. I suspect Mud Pots is one of the better powers for holding aggro. (It's an auto-hit toggle.) I should have remembered that other combinations might behave very differently.

    [/ QUOTE ]Every tank primary has at least one aggro aura. In the case of Invul, it's Invincibility.



    I hadn't realized how much the level of these boards had fallen until I saw this thread and that nobody was correcting all these blatantly ignorant posts. I guess I might as well completely give up on reading these soon.

    [/ QUOTE ]

    First time I been reading all this but I stopped here to say; "Crumbs, a bit holier than thou aren't we?".

    But I generally agree with what you know.

    On topic:

    I much rather defenders looked at. Vigilance is not enough. Defenders (solo) imo need a 25% damage output increase meaning that their damage scales to 0.625 as opposed to the current 0.5% AND some form of defiance, allow them to blast through mezzes as well.
  7. OK ty I do that now then.
  8. I don't have a Mac, but could I use the Mac pack to get it and upgrade the version I've had for years or is it best to wait? Also is there any pitfalls that I could fall into in trying to upgrade? Just so I don't muck it up

    Thank you for any replies.
  9. I whole heartedly admit that when it comes to people who share a combination I have, I don't come along and go here is everything I am doing: post build. You can do more with the Shield, on your own, and have more of a signature build to it that way. I saw the red fortunes left in phalanx as slots I could better have elsewhere and you can do things like up your regen. With accolades and OWS your hitting hp cap. Aim to hit hp cap more with accolades than +hp bonuses, then aim for +hp to either hit the cap with OWS as you are or try without. +hp is +regen just like +end is +end rec so you should see bonuses like +hp and +end as more a priority until no more are feasible/needed.

    Shield Charge for initial aggro is one major factor in making up for a poor aura and grant cover is another. Hitting stuff keeps aggro as does taunt. It's not likely that an aura such as this would create as many problems as it would on an Invuln (I have experienced that).

    The 20% res to slow makes going from 3 rechg to 2rechg safer. It was a must have in my head on this.
  10. Well now that I have just found out that you're 50 (this aint the tank section, and seeing that "lvling up speed along with expenses" is no longer likely an issue I'd do this:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Phantasmagog: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Storm Summoning
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Spectral Wounds -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Acc/Rchg(11), Apoc-Dmg/EndRdx(15)
    Level 1: Gale -- FrcFbk-Acc/KB(A)
    Level 2: Blind -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(5), Dev'n-Hold%(27), UbrkCons-Acc/Rchg(40), UbrkCons-EndRdx/Hold(43)
    Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Conf%(43), CoPers-Conf/EndRdx(45)
    Level 6: Swift -- Run-I(A)
    Level 8: Superior Invisibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-EndRdx/Rchg(9), LkGmblr-Rchg+(11)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(15)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Freezing Rain -- UndDef-DefDeb/Rchg(A), UndDef-Rchg(17), ImpSwft-Dam%(17), Achilles-ResDeb%(25), Posi-Dam%(45), LdyGrey-%Dam(46)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), S'bndAl-Dmg/Rchg(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Build%(25)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(37), Mrcl-Rcvry+(40)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), P'Shift-EndMod/Acc(37)
    Level 24: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(27), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(34)
    Level 26: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 28: Thunder Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
    Level 30: Aid Other -- Heal-I(A)
    Level 32: Phantasm -- SvgnRt-Acc/Dmg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Tornado -- Achilles-ResDeb%(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Rchg(37), LdyGrey-%Dam(46)
    Level 38: Lightning Storm -- HO:Nucle(A), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg(39), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(40), Decim-Acc/Dmg/Rchg(46)
    Level 41: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal(42), Dct'dW-Heal/EndRdx/Rchg(43)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Energy Torrent -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Temp Invulnerability -- ImpSkn-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx(50), ResDam-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment

    In case your wondering it is "only" a change to Freezing Rain. It was of much debate when you started and I have Ill/Storm so I am not doing much else.

    All procs going off at once at times shouldn't be missed.
  11. New Dawn

    My brute build

    Knowing that with ED more than 3 slots equals less of an enhancement buff you'll find more slots elsewhere and so the good thing is that the character can be more fun by doing more damage.
  12. Kheldians are probably best played around controllers. Controller powers can probably give the enemies enough knockback protection. Kins with Repel or Sonics with Repulsion see things the other way.
  13. I don't quite see whats happened as I have closed the build since the first look, perhaps I accidentally omitted something. I have a Shield/Mace and that's why I didn't post the build change or go all out on it. I usually don't look at builds too similar to my own and you would go back years since the last time I revealed my Tanky build plans. Before IO's. I have said many times that I don't post a total build suggestion as it would be my own build.

    Well here's some modification to the same thing and going half way. This done on a builder with Phalanx scaled from 0-3 which should of been 50% of the mix up. I think omitting a global def may of been the other 50%. I have a global def going spare btw but on Zukunft XD.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Wonder Cathryn: Level 50 Natural Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: War Mace
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Medicine

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx/Rchg(5), Aegis-ResDam/EndRdx(7), Aegis-ResDam(9), Aegis-ResDam/EndRdx/Rchg(13)
    Level 1: Bash -- Acc-I(A)
    Level 2: True Grit -- Heal-I(A), Heal-I(3), Heal-I(5), ResDam-I(7), ResDam-I(9), S'fstPrt-ResDam/Def+(11)
    Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(15), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(17), RedFtn-EndRdx(46)
    Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 8: Combat Jumping -- Winter-ResSlow(A)
    Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(13), Zinger-Taunt/Rchg/Rng(23), Zinger-Taunt/Rng(50)
    Level 12: Phalanx Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(46)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Zephyr-ResKB(23)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Heal-I(A), Heal-I(19)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: Clobber -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(36)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 28: Grant Cover -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
    Level 30: Whirling Mace -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(42)
    Level 32: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
    Level 35: Boxing -- Acc-I(A)
    Level 38: Crowd Control -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
    Level 41: Aid Other -- RechRdx-I(A)
    Level 44: Aid Self -- IntRdx-I(A), IntRdx-I(45), H'zdH-Heal/Rchg(45), Numna-Heal/Rchg(45), Dct'dW-Heal/Rchg(46)
    Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48), RctvArm-EndRdx(48)
    Level 49: One with the Shield -- ResDam-I(A), ResDam-I(50), Heal-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet

    Ninja edited as Phalanx didn't want end redux. I added accolades. Other suggestions can be change boxing for kick and put a +rechg. Some of it maybe hard to get or expensive but I rather not kick myself after I got them. Taunt is better beyond 80ft of range, any less is not good at all. I could of done more but I have this combination and like what I do different.

    About the taunt duration in AAO, it that bad the difference in slotting is barely noticeable. I would concentrate on attacks landing. I still see build up as important in this case.
  14. New Dawn

    Any need

    [ QUOTE ]
    Just like to pose a question altho we do have a filter to stop it,is there any real need for people to use bad language in game? your thoughts on this.

    [/ QUOTE ]

    I use the word "Crumbs" often and use the word "bleep" to replace a swear word and this is softly speaking really as in RL cos I am not abusive in RL but if I come across the worst thing ever I will let rip...4 times in 4 years. You've just got to let it all out sometime.

    I barely swear in RL "seriously" and people who've known me start to use the word bleep in RL lol. I sure Lycon had
  15. I basically suggested remove Weave, find slots, put build up in with 6 Gaussians and its all sweet at 45% def. Build up would have to be moved in earlier but thats not a bad thing. More allies will be well over 45%. If Cathryn wants I could rearrange stuff, it'll only take 5 mins. With Allies your at 50+ def.

    I was looking at the build with weave in case you need to know the first doesn't have weave.
  16. Happy Birthday, if you do dance on the bosses desk, don't accept money, its probably not a bonus for all you've done but more for what you are about..
  17. I'd look at the 3rd enh on anything, get away from looking at the percentage boost and look at it for what it does. Rather than look at it and see that I am using 10% less endurance I want to know what 10% less endurance in endurance points actually is.
  18. [ QUOTE ]
    provided that the participants are there to play in the right spirit

    [/ QUOTE ]
  19. [ QUOTE ]
    [ QUOTE ]
    Defenders Solo. They just suck in terms of pace. Controllers vary but Defenders win hands down on slow.

    [/ QUOTE ]
    Hasn't dual builds helped a fair bit here though?

    Note: that's actually a proper question, not rhetorical - all my defenders are still on a single team-oriented build.

    [/ QUOTE ]

    Controllers can lock down mezzers, defenders can be mezzed and perma mezzed. Blasters get Defiance at least.
  20. Generally Defenders solo. They just suck in terms of pace. Controllers vary more but Defenders win hands down on slow.
  21. If you leave a bid then someone will see it at as an opportunity to make inf eventually.
  22. I don't really get into the WW gambling economy so I make what I get and store it for an alt, or sell to a contact the recipe. I've no doubt sold kin combats to a contact at some point.
  23. People already make the game more of a challenge for themselves. Some make more of a problem for themselves or others than there needs to be. Largely its done with a Charge of the Light Brigade Maneuver except there is a team wipe.

    Usually it's the person who starts the fights fault, they choose to fight a group in the middle of other surrounding groups and then some poor soul just doing their job is just waiting for a perception check on them.

    By not offering safe areas for others to play from, some Tanks get to be the last one standing quite often. Sometimes these people are up the Tanks butt so he couldn't move them if he tried and sometimes they're already in the other group cos someone is assuming the team can be halved or that they or other players are totally leet (not likely in a PuG). It's maybe okay to get things wrong the first time, its just repeating every mistake expecting things to go differently when there is a clear an obvious alternative to anyone with half a brain that makes me wonder.

    I guess after a time, the unemployable that play this, will eventually have full IO builds and base their skill on them still standing. God forbid one of them evolving to a state of mind that there are other people who have limits and there is some team dynamic no matter what the team make up your in to discover so that things can move along where everyone is pretty excruciatingly safe in PvE with SO builds. Obviously though we don't want too safe a practice but we shouldn't, when playing heroes, compromise others who are on your side, to the extent that they're dead as that's not even close to being of heroic intent the western way.

    When it comes to villains, anything goes and I will agree it's hard for that to be challenging when your kitting out teams with special abilities.
  24. I would drop weave for build up and put gaussians in it seeing as your quite a bit over soft cap. Its fine to be over vs -def but I find being able to hit things as a Tank important.

    I think maybe some decisions were made due to being tight on slots but you may free up some slots if you look at what they're worth. The 3rd res in true grit is hardly noticeable for example. Whether its a slot filler due to future changes I don't know. Same with Phalanx Fighting, the third def there wouldn't make me hold parties.

    Maybe there was no reason to free up slots but I would check to see if the bonus of having the 3rd enh could be gained and then some, from set bonuses elsewhere.