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Posts
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Joined
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I have to say, I am not keen on foc acc in that build. I do think that perhaps slot changes can provide the same thing through bonuses.
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For PvE I would be trying not to go for +end rec cos you have Stamina + EA. I would try to avoid +acc because your SS with Rage. I would try to avoid +hp as your hasted hoarfrost and can get accolades instead but then with lack of resists I would be using it more for perma hp than using it for a heal. +Rechg bonuses are good but you may want to get them from other sources if you were to simply try to avoid bonuses that I think that you won't necessarily need. Rage would look better for me with Gaussians for additional def and it'll still be perma.
Edit: and yes the +regen is always good -
If its not 3 groups of Carnie, Children of Anger and some others then yeah, I'd be likely to be alive but sod off, people are in hospital I deserve to die too. My Invuln would prefer no one going to hospital, no ones health bar moving actually, or there is a sense of failure with the team. With my Invulns aura at 30s duration and my taunt 6 slotted you'd have to usually become poorly positioned and/or start your attacks early to get hurt because my taunt durations last a long time. She don't pick up aggro as well as Ice but she keeps it for longer.
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I go by certain rules on a empath. If concept doesn't mean I have to take certain powers that is.
Stay out of melee when I don't have mez protection to AoE holds and sleeps. If I am zzz,d then I am not going to be quick enough.
The cast time of CM is bad enough. When someones held, the time it takes to CM someone is a long time in an empaths world. People have been known to get killed in the time it takes to CM. You could leave CM to a time period when it's safer to apply it but those moments don't always come about. Seeing that CM is 3.1s long, it's then safe to assume that any attack that is just as long or longer can have me caught in an action time while someone needs help. Usually any attack over 2s would be left on the shelf.
The DPE of an empath is poor compared to just about everyone else. This is good because you probably don't want a high threat level but poor in terms of damage contribution. Attacks that only hit 1 foe will offer less damage to group than attacks that hits say 16. Ideally I would then be attacking with a fast cast that hits 16 offering more damage to the group than I would otherwise offer. However AoE Knockback powers ill used can lower other peoples damage over time. In using a kb you could remove foes from within a blasters cone range making a cone attack unable to hit them all.
Elec Mastery's powersink would be okay stacked to short circuit. I can't see you having endurance problems to need it for your endurance. Stacked to Short Circuit you would get a group of enemies end down faster and keep it down easier forcing them into using low end cost attacks. Your more at risk in melee range than anywhere else though.
Base Tohit in fort is often good enough so, def and rechg is the main thing I would slot for. With SOs I'd be inclined to 3 dam, 1 acc, 1 end single target attacks then think about rechg for a 6th slot. On AoEs I'd be more interested in 3 dam, 1 acc 2 rechg for great dam to group over time. -
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Vengeance is there because people will die, no matter what you do. Someone always screws up and aggros the next mob in the room or the team splits up or something else. It's there to give that extra boost to the team when that happens
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I can vouch for that happening. A tanker would need to macro up plenty of suggestions to prevent it but they'd get ignored and if you pulled every group back then its slow.
Tactics for tohit and perception mainly, res to confuse and fear is good too. Blazing Aura isn't autohit. I like to be using Build up upon entry to a group of Banished Pantheons for example and then stack some gauntlets before its too late. Tactics is good while build up is down in terms of that and also for controllers in the team, they're less likely to miss, more likely to dam mitigate around you and consequently less likely to gain aggro. Its good for pace and then you can gain a def bonus from it. GSFC fit better in tactics, with build up I'd rechg it up as much as poss. -
I don't get the vengeance. A friend has to die so you get more def? I don't view other players needing it as your the one I'd imagine either getting attacked or controlling the situation. To add, no vengeance would make maneuvers redundant.
I understand Tactics and Assault though.
Burn would have to be perma for me, 2 ice patches asap, so at a time would be beneficial and I would want Frozen Aura to cap it off, making room, seeing the Zephyrs makes me wonder what acrobatics is for? -
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I don't think the EU servers would be able to handle that many nukes at once
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Me neither XD, that looked v impressive. -
You must have an intention and so an attack chain in mind I would look at that closely. If this was a Wizard I'd expect it to blow through mana and then gain it back and then blow thru it again and click the rest button without an buffer. Sounds like potential downtime that my TA build1 would have XD
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You should try Ill/storm after if you love it so much. Its very tank magery so the first step that you do is not a necessity. Throw in PA, let them take the alpha and then freezing rain them etc. To pull, snowstorm the group, hide and just before they get to you drop PA to intercept then Freezing Rain.
I've come across tanks who have felt as though they didnt want to much aggro, which is fine (the not fine bit is they would struggle to keep it anyway) but the ill/storm can see to some of the problems of huge groups and AVs.
Ice/Storm is another beaut in crowd control, you could just keep on going through different primaries. I dunno about Mind/Storm tho. -
Yep I wouldn't have it either that's why I said:
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Rounding out your defense for somit to do (I wouldn't have it) I did this:
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It was more for, how high can we get reasonably in terms of all round positional defense, seeing as one attack type that isn't necessarily tagged positionally is what your strong against.
(It probably was useful for me to do as I have a Dark/Dark although I doubt I'd ever IO set her. I'd need to be unemployed or something to get around to that XD.)
I will say that it's the difference between end drain and end recovery that matters most but what you need to consider is not just the EPS of your toggles but the EPS of all your powers. How much is your EPS of your DR in its current state? If you look yours can be as much as 1.61 EPS whilst in my build it's no more that 1.1 EPS so despite going higher on toggles I've gone lower on DR.
From that you could say that my build has effectively 1.1 EPS less whilst yours has 1.61 EPS less but that's just the tip of the iceberg because that's without going into attack chains. How much EPS is your attack chain in comparison to mine? Your attack chain is end drain too and closes the window between end rec and end drain. I lowered the end cost of my attacks by about 90%, your attacks are way heavier in cost. Therefore you should have greater end drain from them and so a heavy end drain build "anyway".
It won't matter to me as I get Dark Consumption!! To gain in recovery with the build I did I would simply not run the toggles I don't need to use. Some people though will just leave them on but many are situational. You may not need Murky Cloud on at times. -
If you don't want the powers in that order or even some of them at all, redo it so we have somit importable to look at.
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I don't understand the reasoning for all that aoe defense at the sacrifice of other areas, it wouldn't have something to do with Ghost Widows Dark Regen/Black Hole would it? I myself am more likely to work on melee or range defense. AoEs tend to fall short in terms of range in comparison to STs and so if I think they're compromising enough, for me or someone else, choose to kite, another thing I find is that AoEs tend to happen if your not the only target that can be hit by it or with less regularity anyway due to lengthier recharge times. 39% all round positional defense should be fine in teams and with what the minimum teams usually offer on top I reckon.
I have yet to plan my Dark/Dark's never gonna happen build. Too many toons to worry about trying to bonus and living at WW working the market is not my thing.
Rounding out your defense for somit to do (I wouldn't have it) I did this:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Soot Monkey: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(15), S'fstPrt-ResDam/Def+(21)
Level 1: Bash -- Acc-I(A)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9), RctvArm-EndRdx(13)
Level 4: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(15), M'Strk-Dmg/Rchg(17), M'Strk-Acc/EndRdx(17), M'Strk-Acc/Dmg/EndRdx(19), M'Strk-Dmg/EndRdx/Rchg(19)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(11), RctvArm-EndRdx(11)
Level 8: Swift -- Run-I(A)
Level 10: Taunt -- Zinger-Dam%(A)
Level 12: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(13)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34)
Level 16: Dark Regeneration -- Numna-Heal/Rchg(A), Nictus-Acc/EndRdx/Rchg(34), Numna-EndRdx/Rchg(36), Nictus-Acc/Heal(36), Nictus-Acc/EndRdx/Heal/HP/Regen(36), Numna-Heal/EndRdx/Rchg(40)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(33)
Level 24: Cloak of Darkness -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(33), RedFtn-EndRdx(46)
Level 26: Oppressive Gloom -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(27), RzDz-Acc/EndRdx(27), RzDz-Stun/Rng(43), RzDz-Acc/Stun/Rchg(45), RzDz-Immob%(50)
Level 28: Whirling Mace -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(37)
Level 30: Boxing -- Acc-I(A)
Level 32: Soul Transfer -- RechRdx-I(A)
Level 35: Shatter -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(37), M'Strk-Dmg/Rchg(37), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(43)
Level 38: Crowd Control -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(46)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42), RctvArm-EndRdx(46)
Level 44: Weave -- HO:Enzym(A), HO:Enzym(45), HO:Cyto(45)
Level 47: Char -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(48), Ruin-Dmg/Rchg(48), Ruin-Acc/EndRdx/Rchg(48), Ruin-Acc/Dmg/Rchg(50)
Level 49: Maneuvers -- DefBuff-I(A), DefBuff-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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I wonder if he'll come back and say anything, or perhaps if he will come back and say something like, "thanks but I decided to go make a <> instead" and no Phantoms, contributing or attempting something is the cooler thing to do. Even nabbing one from the US forums and altering it would be a start.
Wouldn't invoke panic cause panic for all of 2 secs? -
Due to the nature of work I can't do anything regular or planned really. I don't get attached to people on any given server as I might have a spell of months in a row of never being on at their times. So I play similar to the OP. It's just something to do and I do it with lots of characters cos if I fancy something I will make it, play it for a bit, then play something else, no rush to 50 whatsoever.
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Reading what you wrote after what I wrote made me edit the thing for clarity.
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A debt badge at 30 was acceptable given that debt used to be greater and tanks could be too fixated. You would have to have a phoenix concept to not be passed of as a hopeless n00b nowadays. Back then, I'd seen a Firetank with 3 debt badges by 36 on Defiant once, I have to say though, they had the patience of a Saint, cos the players they teamed with, I'd of never put up with and that's "with" the phoenix concept.
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I did this for you. I could of filled in the slots but then you may do differently but then may do differently entirely anyway. If you like it you can slot it. It hasn't got all the slots in the build it, it merely has the "minimum" amount of slots that I would personally give it and a power order that I might have given your concept and power choices. I think working out whats best is best done by oneself anyway. Its adapted from one of my template builds which I have to adapt to helping anyone of any concept that's close to the arachnos in game. I called the template Executioner. There are 15 slots to play with.
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I'd still want 30secs of it.
MoG - costume change.
MoG crash - costume change. -
I take it you had no MoG Calamity?
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I think it can be quite confusing for people at times, especially the longer you've not looked at it.
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Remove the res/rechg aegis in unstop for a rechg. Put a chance for rechg in kick. Consider taking out the kismet and slotting DA for offense and until +rechg with more crushing impacts. Psi res in energies is optional.
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It's good to have enemies to think about.
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I wonder if Transgaming can port a game from an old engine to a new one.
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Doubt it's a sequal not with the Mac version still in Beta.
It'd be pointless to be developing both.
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Can't comment on any of the speculation, however you should recall that the Mac project has actually been in partnership with Transgaming and the impact on NCNC's ongoing work, of any sort, is minimal.
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I don't know what this post originally said, or if it differed in anyway but, from this I couldn't assume COH2 is on the cards. I loved Transgamings video.
I'd rather keep the characters and simply play on a newer engine.
I think when it comes to impact of any sort, I have to say that in terms of one sort.
I didn't PvP for certain reasons, changes have come, but it takes time with everything else going on to get into them. Somethings take time. If your into everything with only so much time then its likely that you can't do everything immediately. Most people have several alts on the go, as one character is never enough, I don't endorse living in game or needing to, so achieving A to get to B takes forever and so, no, not a lot of impact happens overnight.
I remember a time when you could log in and find people spread across many levels. A time when 70% of the playerbase weren't on a level 50 and 50% of them weren't on a controller farming away for objectives that would otherwise take forever.
Getting merits for completing arcs of your own missions only and not getting merits for other peoples missions too isn't helping. Different ATs could offer different reward bonuses to encourage diversity. 2 controllers shouldn't mean twice the number of rare salvage drops tho.