New Dawn

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  1. New Dawn

    AR/Dev or AR/Nrg

    Quote:
    Originally Posted by Blue_Centurion View Post
    If I do not go Devices I will be using the full stealth pool (stealth/invisibility/phase shift) My goal is to stay at range, so I think Energy offers more for that. Caltrops is nice, but it cannot outweigh Build Up, Conserve Power, and Boost Range.
    I got both AR/Dev/Mun and AR/NRG/Mun, and also I have an NRG/NRG/Force with the concealment powers. I also got Sonic/NRG/Force with full Leaderships.

    Yep I have more 50 Blasters than anything else and with all the natural concepts like Ice/Ice. I should live in Blaster section really.

    But what can I recommend? Well it looks like I would recommend NRG Melee. It goes nice so many concepts, nice with concealment pool and leadership pool.

    My AR/Dev/Mun is my complete and total utter Gadget concept. I am greedy about concepts. She is a sweet toon and I am on top of anyone trying to change what she can do, pretty much cos I like how she is and playing a Blaster differently to all my others. She is my Forum namesake an all.

    I think you are already decided on NRG Melee, so go for that. Devices is something I recommend a soloer or someone with an interest in trapping. Look at a huge group, work out the maths of how to do the whole lot quickest, predict the AI. Defeat all with barely a scratch.

    Following what Plainguy has said. I have a Traps defender and Mastermind. They do not have to survive by the same methods as a /Dev so they don't. I pretty much skip the Mines on them really, the Mortar, the Poison Gas Trap, the FFG is most of what I need. So having a /Dev and /Trap or Trap doesn't mean a repeat game.
  2. Choose your incarnates if you're going for any, then work your way through the build. I don't think you are bad at slotting but instead might like to do that and perhaps rethink what you do and don't need. I would only look to remove ED waste. Possibly stick near 32.5% def. Look at attacks and say "did I want that rechg in that attack?" etc. See how you feel with incarnates.
  3. THB you are on my ignore list and have been for a long time.

    I know that Human Form offers the best ST. I haven't said otherwise have I? I know that out of the Novas attacks, Bolt has the least DPA. I haven't said otherwise have I? AVs differ. Therefore what a character can expect to beat without getting defeated can and will differ. AVs attack chains will worsen the closer you are too. So giving the survivability required to defeat an AV without being defeated can include being at a set range. That can mean lacking in Emanation. I did two attacks using the Bolt just to get that DPS just for a 5 min exercise, not as an epeen waving contest.
  4. Quote:
    Originally Posted by Microcosm View Post
    Nova is your lowest single Target dps form, especially if you're using nova bolt. (If you must, the single Target chain for nova should be Blast>Emanation>Blast>Detonation.)
    The thing with this is with some AVs by being close enough to use Emanation you could be subjecting yourself to their better attack chain thus losing survivability. In order to gain greater survivability you might have to rely on Nova Bolt. I also had particular AVs in mind as I do not expect Novas to go about demolishing every AV. In fact one in particular that I predict the Nova can do, I do not fancy Human forms chances against. We shall see.

    OFC these days crap builds incarnated have pretty much got an I win button anyway so nothing anyone does amazes me.
  5. Quote:
    Originally Posted by Redlynne View Post
    Maybe because the same issues have existed for almost the entire run of the game (Issues 3-22 now) and have never been adequately addressed ... like ... EVER??
    Johnny Butane has had the same issue with Tankers that he's been going on about for a long long time, they've never been adequately addressed as far as he is concerned. At some point certain things never change and that must indeed mean a no.

    I fought some Disorient resisting groups today. If that's all I saw, then I'd think the power is poo. I can imagine someone getting Pulsar and getting that kind of result and respecing it out asap but that's not all I see. Also got my PB a farm mish that my WS can get, this'll be interesting as I wonder what times to complete map will be.
  6. Quote:
    Originally Posted by PrincessDarkstar View Post
    Nova form can put out reasonable single target DPS for a Warshade - iirc enough to beat an AV's regen if you slot right, but you are unlikely to have the survivability.
    I took AIBs build, gave it survivability. Took 2 single target attacks which give 145 and 245 damage added them, which gave 391 damage, divided that by the two activation times put together which was 3.432 and come up with a DPS of 114. 5 mins work.
  7. Peacebringers can do what Warshades can't do, solo and in teams. You can't have them performing in areas Warshades do better at too. Hell lets just delete Warshades.

    You may differ on your experience with PBs and Blasters for that matter, I'll inform you that I have more level 50 Blasters than anything else, my Avatar, my forum name, is a Blaster and just for starters I solo Frostfire at level 6/7 with them as a ritual a mere start of rituals. The Rikti challenge that Scrappers do, can be done with a Blaster.

    I love active mitigation. I like secondary effects. I like working on my timing, my positioning, I like getting to know the enemy for holes in their defense/AI common sense. I like not having passive defense hiding all my mistakes or lack of ingenuity.

    What have I done with PBs? Well I got to admit I don't play them as much but I do know how to blast and I will play tanks. PBs do both basically with a few extras that people may skip (but are there with good reason). So then it's just taking what I know from other ATs and applying it to a PB perhaps having certain things easier.

    What else? On Excel, two builds, same mindset built them, not mine and it works out PBs can do more damage than WSs. PBs are potentially limited by any secondary effect counterproductive to maximum targeting potential and the endurance bar which in the Warshades case given their best model for performance aka a farm mission is not something to worry about.

    I can't help but feel that any buffs to the PB has to be the right buffs. All Pros and Cons considered. Some buffs asked for count for Warshades too like the toggle suppression and so I like that one. I am not sure that reduction of shapeshift time needs to happen, shortening it maybe aesthetically displeasing to some people. The toggle suppression change can in itself make up for any loss in DPS that people may cry about from shapeshifting.

    The PB has greater ranged multitargeting damage potential than the WS in Human form. The Warshade has potentially better endurance recovery rate. Both ATs could do with what the others got. That's precisely how it's meant to be. In teams they can utilize eachother, soloing their experiences can differ which is a good thing.

    There are plenty of things Arbiter Hawk has to get on with, no doubt and I have no doubt that he's taken opinions on board and is looking to do something in good time. I can't help but feel I keep seeing the same threads over and over.
  8. I think calling yourself a Pure Support toon is a bit of a white lie.

    Your Fortitude is weak, does upto 4 people when it could of been strong and do upto 6 people.

    A Pure Support might of had Power Mastery for an epic. This'll boost Forts and Heals. Powerboosted Fort on someone who has most threat means you have to heal less often. Forting most of the team means you have to heal less often. Heal Aura becomes a slot mule. You would then have no place in melee, or within many aoes, no asking for BFs and be blasting away. Full support is often with Vengeance incase of whoopsies, especially helpful on incarnate trials.
  9. Quote:
    Originally Posted by Hermeneas View Post
    Now here's another question for you all. Topside is at level 42 right now, and is only a vigilante. I'm aiming to take her to full villain for as long as it takes to unlock her Patron Power Pools for Scorpion Shield, which as of right now is my highest source of defense. In the meantime, I've dipped into the Power Master APP, and am absolutely loving Power Build Up. With my AOEs, it has increased my damage exponentially. I was wondering, given the fact that Temp Invulnerability is in that same APP, whether it might be better to slot for resistance instead of defense, which would likely be easier, wouldn't require me to go full villain, and would let me keep my Power Build Up.

    I'm sure that with Tough + Temp Invulnerability, Weave, Maneuvers, and some clever slotting, I could softcap my S/L resist and get some decent defense, but truth be told, I don't know how effective resistance is when compared to defense. Any suggestions?
    I am a controller freak. I would gladly put aside any personal defense for being able to better defend a team (unless its my soloing build which ofc would milk PGAs sleep and keep that perma. It's sleeping, it aint hitting me whilst I deal with this guy and I call that Minus-too-much-Dam-to-handle). In a team if I get aggro then either someones down, which could be my bad or someone ain't doing their job. Cup half full I prefer to assume people will be at their best, but anyway being the control freak my EMP is amazing and often, power boost can work on that only too well.

    So for me worrying about my defense might be okay in a solo build. Worrying about support is what I do in a team build.
  10. Quote:
    Originally Posted by Hermeneas View Post
    @New Dawn - The reason that I had Maneuvers in so early and Flash Arrow in so late is simply because I did fine through the early levels without Flash Arrow, and the only time I can see myself exemping will be when I'm on teams. I'd rather have a bit more defence early on than a debuff that I hardly used in the first place. The sleep in Poison is an interesting take, though - I tend to try and kill things fast enough that the sleep is rather pointless, but sleep sets are rather cheap, so I could likely slot a set in to add a bit more recharge. Thanks for the input. c:
    Flash Arrow is -6.25% Tohit at base, where Manuevers is 3.5%. Flash Arrow is irresistable so is equal to -6.25% Defense, almost twice that of Manuevers. They both take Schedule B enhancements so Flash Arrow always offers more for less potentially.

    You're giving other people a free Weave with Flash Arrow and that's better than Manuevers.

    Flash Arrow lasts 60s so no need to spam, it'll all depend on how quickly you get through one mob after another as to what its eps is. Your Manuevers constantly on is .39eps with no end slotting, Flash Arrow for 20s fight cycles is 0.39 with no end slotting.

    Flash Arrow is more bang for buck given a 20s Fight cycle and some what lower plus should someone be wreckless in where they position themselves in regards to the perception range of other mobs whilst starting on another group, you could of prevented it with -perception. -90% perception to mobs that can't see further than 55ft gives them 5.5ft of view. The unnecessary accidental pull is something that can catch teams out or other defender types out but I know people should really know not to get close to other groups or be aware of blind spots. In the lower levels that's sometimes a lot to ask for.

    You may well of been fine in the lower levels and may well have no need to exemp. You may never get an unnecessary second group wiping the team out before your eyes but for me Flash Arrow a Primary Power will always outrank a Pool Power or an Ancillary counterpart as they almost always normally do. Especially as AVs don't resist FA either.
  11. As a player I like to do stuff with no more than the need for one type of support let alone defender, maybe not even for my benefit, but I checked it and thought yep I'd team with that.

    Then I compared it to my own and the one thing you don't seem to have is a debuff chain based on an ideal fight cycle but it don't matter too much at all most things ya could perma or fill in a gap with an attack.

    Then I looked at slotting suggestions. Bare in mind I don't spend more than 5 mins looking and then I don't like to spend more than 5 mins typing so its guaranteed to have a lot of what you seem to be happy with anyway. So won't be I think untailoring things too much. Everyones TA should be different.

    Flash Arrow moved sooner as its unresistable and better than Manuevers, plus its -per. Slots in Poison as it's a 100% chance to sleep, can help ya know, also recharge bonus. Explosive arrow now hurts, KB Prot elsewhere.

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  12. I did do a wicked long post yesterday but the internet died. So I kept this shorter. I am not going against Champions of change for the sake of it I am seeing Arbiters points cos I do and just remain doing so perhaps until I have worked some other stuff out. I was looking into travel suppression and the advantage of outranging with that and how much of an advantage rechg enh has over a range enh. Ya can dig and dig and just find yaself in a big deep hole.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    I just don't get what he could possibly be seeing. Solar Flare does damage on par with a lot of Tanker AOEs. Tankers. Not Scrappers. Human form is not equivalent to tankers: Dwarf is. What justification is there to say the power tips the balances too much when it matches up with a weaker damage class?
    Most everything seems more on par with Tankers when human form, except for the PBs extra range attacks which have greater range with them. AoEs which ofc hit multiple targets which ofc means damage multiplication which ofc adds up. Then there are the additional flexibilities, no wonder it is to me that PBs aren't as tough as Tanks for what they can do in total.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    That more do Peacebringer players really have to do to show that KB in Solar Flare (not even their ranged attacks) is not beneficial? The devs can see it for other powersets and ATs... I am just at a loss for how to know what they are thinking.
    Lets put a PB in a team where it has superb end recovery rate and hps rate be it regen or heals from a defender, it could potentially outperform Warshades with the same benefits. So the KB is calming things down and so is the level and rate of Stun. Warshades rely on mobs dying, numbers of mobs, PBs don't. PBs don't have to exist in the thick of everything as much as Warshades to reach an overall sustainable peak. Maybe on a PB it may pay to stop thinking like a Warshade I dunno. Given Arbiters qoute, farming is not the goal with PBs. If PBs are doing that then opps.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    I do not understand what he sees as the role for human form, or what analysis he is possibly using to make his worries about the KB to KD debate viable.
    Human form has secondary effects (or lets just say effects that isn't damage) now all those effects to a creative mind can pull things in favour of a team. The creative mind can come up with dynamics to turn a tide for even the weakest looking team against seemingly insurmountable odds whilst the caveman mind just knows it wants to run in and hit things with a club, eat dirt, res and hit it again. Those secondary effects should help remove the wonder of what human form is for to the creative mind.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    Peacebringers basically have very little VIABLE AOE mez options currently. Their KB puts enemies out of range of their best attacks, and they are better off using an attack than Pulsar. They can defeat minions well enough (or hold a troublesome well enough) that it's not worth using on just them when the lts. and bosses will still be roaming.
    I get a lot out of my Pulsar, some people writing it off don't even have it, some have it but then don't really slot it and those who do have it and slot it well, have a Warshade and they're seriously happy with the stuns -> pretty much want their PB to do the same stuff when it's meant to be different.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    Again, I don't know what use he thinks Pulsar has, or what kind of analysis he is using that shows the improvement would be overpowering. Peacebringers can't do the mez or soft control that other sets take for granted.
    I perma mezz most minions, thats a good lot of attacks not coming my way, it's a lot like hard control to me as they can't be damaged out of it or woken etc.

    I'll stop it here incase my internet dies.
  13. That's "back to basics" not duct tape tactics. Level 7 is even easier with slots gained from the higher levels too.

    I is disappoint.

    I do see people with high end builds that are very expensive that are going to be pretty poo exemplared down. Add to that I do see these builds that are very expensive, decent farmers but again, killable by a 10 times cheaper build in one on one PvP. The best they could probably do is keep TPing away to the timer runs out. We all sacrifice something for another.
    Horses for courses, what's best or beautiful is in the eye of the beholder.

    I'd describe duct tape tactics as what you do when making a character of one AT perform a role that is commonly regarded as that of another AT and get something done. A Blaster might say "We need a defender to do this" and you might say "You are it".

    Edit: Yeah I'd have to watch that Burn Notice cos I like the do more with less methods.
  14. What I suggested is an attempt to not steer too far from what you have done or might be trying to do. If I made a Stone/TW it might not look like that at all but it'll be a from scratch made build.
  15. I remember mistaking the orange circle for being a power on auto
  16. I gave it my token 5 mins. I didn't look at your choice of incarnates I just turned them on when doing the slot moves.

    Cardinal sin missing Mudpots, I took out Crushing Blow to put Mudpots in.

    I think its a start in the right direction. You could object to one power over another and seek further changes by all means.

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Gaia's Guardian: Level 50 Natural Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Titan Weapons
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(5), LkGmblr-Rchg+(5)
    Level 1: Defensive Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
    Level 2: Earth's Embrace -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(11), Dct'dW-Rchg(13)
    Level 4: Stone Skin -- S'fstPrt-ResDam/Def+(A), ResDam-I(21)
    Level 6: Mud Pots -- Erad-Dmg(A), Erad-%Dam(7), Erad-Acc/Dmg/EndRdx/Rchg(17), C'ngBlow-Acc/Dmg(19), C'ngBlow-Dmg/EndRdx(21), C'ngBlow-Dmg/Rchg(37)
    Level 8: Rooted -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal(17)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(15), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(37), Mocking-Rchg(39)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 14: Teleport -- EndRdx-I(A)
    Level 16: Follow Through -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(23), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(42)
    Level 18: Crystal Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(27), LkGmblr-Rchg+(29)
    Level 20: Brimstone Armor -- HO:Ribo(A)
    Level 22: Build Momentum -- RechRdx-I(A), RechRdx-I(50)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Minerals -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31), LkGmblr-Rchg+(31)
    Level 28: Rend Armor -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(46)
    Level 30: Recall Friend -- Range-I(A)
    Level 32: Granite Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(33), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34), Aegis-ResDam(34)
    Level 35: Whirling Smash -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(43), Armgdn-Dmg/EndRdx(45)
    Level 38: Arc of Destruction -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(40), Oblit-%Dam(42), Oblit-Dmg/Rchg(45), Oblit-Dmg(46), Oblit-Acc/Rchg(46)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45)
    Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 49: Long Range Teleport -- RechRdx-I(A)
    Level 50: Agility Core Paragon
    Level 50: Gravitic Core Flawless Interface
    ------------
    Level 2: Swift -- Run-I(A), Run-I(13)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3), RgnTis-Regen+(15)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Acc(23)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 1: Momentum



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  17. I would not say that Earth is the worst Tanker epic. Crumbs all my Tanks could use it and be happy but concept is concept. There would be some stuff they could do that they can't do now with the epics they got for sure. I have Stone/Stone/Earth it will do things other Stonetanks aren't capable of doing but we all know powers add flexibility. People just need to work out the what's, where's and when's for themselves.

    As a player of all types of Tankers, I like to tank by different means, and I like to live by a concept and have it challenge me. I'd put Soul on a Dark (well it'll help a tonne) and then never take Soul on anything else. Everything else would have to get the same stuff done, regardless of team make up as much as possible with whatever they get.

    I'd say that the Leviathons the worst epic. They are what you make of them though.
  18. Quote:
    Originally Posted by Stone Daemon View Post
    The problem I see with these two ideas (and there is nothing wrong with the ideas themselves, they sound feasible and interesting) is that it would require people to have very specific builds, or take powers that a lot of players wouldn't necessarily take. If one of the members happen to had said build, I would be more than happy to try that tactic, but I wouldn't request that anyone respec just to try it out.
    Oh I wouldn't either, it's just a way to get the defeats down and in a way it's going into how things could of been done before everyone got incarnated and IO setted. My Khelds do have some powers for the simple fact most other peoples don't and should I of filled a team of random people who showed up, without the guarantees of them being 50+1,2,3 or 4 with all the extras that offer an advantage I would of been able to help create the dynamics that the often skipped powers within the sets, allow. As it was my PB had a proper Antagonize and a mate of mine had np with doing a quick second build for barely anything or anytime. It's just a case of using what was on offer before all the mod cons make it a damn sight easier for those who like to run in and spank. The powers are there for a reason, to make things doable and I doubt many have used them in conjunction with eachother. I do know previous all Kheld teams failed before incarnates came out, the dynamics were on offer because the powers were on offer and other reasons for failure was turnout.




    Quote:
    Originally Posted by Stone Daemon View Post
    And the problem with this one--at least as it applies to Recluse--is that until you get the defense towers down, I find it hard to believe you'd be able to stack it reliably. For the inner circle AV's (and the rest of them throughout the tf, of course) all the above tactics were actually unnecessary, as we managed to beat them all down with little trouble. We actually took on the inner circle two at a time, I think we had maybe one death. I don't even think anyone on the team used Lore until Recluse, though I could be wrong.
    No actual need to Snare Recluse, you tank him near where he is, snaring is more when you have a low ceiling and a tough time tanking an AV. It could aide to get started on Scirocco and Ghost Widow a bit better. Black Scorpion and Mako are basically grounded AVs and so limited by their travel powers and so a straight aerial kite about an apex is all that's required. You should be able to beat them down with less trouble nowadays compared to when the sets were designed.

    Pets can include:

    Amy(5 off), Warwolf(5 off), Shivan (5 off), Snowbeast, Lore Pets, Signature Boss pet (5 off) which you can get from being a veteran. Nukes from Warburg, Lore Pets. It's almost as if you could of sat back and twiddled thumbs whilst they got on with it nowadays.

    For me, I planned for a PuG of whoever I can get which might not have all that, or any of that, to make lighter work of everything. 6 people with builds of whatever and me with a build that has what they don't have is what I looked to do, a friend who I did say went to a birthday party that night, knocked up an inexpensive build to act as a duct tape trick archer practised with me on Tanking them AVs using a Dwarf with just him as support and that was that.

    If you did come across people with those powers, it maybe worth testing things on future trials, for it maybe worth trying to get the All Kheld Mo done and any luck reliant methods can be ruled out for more sure fire methods.

    I am pretty confident, when I led the first all Scrappy one (to avoid an all tanky one cos I don't tank with other tanks normally), no one had special builds, no one used temps, incarnates weren't about. I had the theory and the theory worked. We did it with as little as 5 defeats which on a first attempt was reasonable and let us know that even without all the mod cons a Mo is feasible. Other attempts made by people have included several pets, nukes and a good 40 defeats.

    So tactics are here as a suggestion, which aren't always straight forward to pull off anyway should you ever go for an Mo, even if not or you do things another way, no biggy. All I know is I got little reason to play or even to look into Khelds now myself now and so may as well be open with my ideas (which I had been doing off and on subtlety anyhow.)

    All powers are there for a reason from the looks of things, it just depends on a persons aspirations as to what they feel they might need to achieve them.

    10:1 taunt:rechg ratio. 10:1 Immob:Rechg ratio.
  19. In a one on one, open field type ranged shoot off like old europe used to have in the latter half of 1700s. Elecs would be removing endurance from the opponent as it does damage, thus removing the number of attacks the opponent can do to the endurance bar, lowering the opponents damage and therefore evening things up.

    Often total damage given to finish a mob is greater than damage needed so there is no exact science with it. DoTs maybe best used first, but any DoT given yet not required is no more overkill than the norm. If so raise levels of mobs or something.

    In Mids doing the comparisons I am not seeing a problem really anyway.
  20. Congratz all, a good person to have around, is Deus.
  21. Quote:
    Originally Posted by Stone Daemon View Post
    The plan was for one of the PB's to do it (they can cap their resistances on their own, after all), but that didn't work out too well. Eventually I managed to pull it off with Speedy's help, but next time I imagine we'll have a better plan in mind.
    It's needless for me to quote but I felt I might as well incase someone posts whilst I am writing, it won't be a follow on post then.

    Nova's can get beyond the maximum range of Lord Recluse with slotting. Therefore 8 Novas could of possibly taken out the Gens and AoE'd the maintenence men without the possibility of getting hit from Recluse then followed on to attack Recluse without getting hit nor necessarily causing him to run neither. The speed of it is questionable should everyone of been in Nova but it's also down to how people would of had there Novas.
    Also on Inner Circle pulling AVs seperately is kind of easy especially for Novas with the lowest end costing first power, at full range from the side. One AV at a time would of been easier.

    Alternatively Dwarf Form has Antagonize which is autohit I believe, so despite PB group fly which does -tohit debuff it would not of missed AVs. In theory, it could of been possible for a grp flied Dwarf to antagonize and by -ranging close enough on Recluse or other AVs where room was available, threat and -range 6 slotted Antagonize would of been good should taunting from a ledge with him jumping and falling be unsustainable. The grp flier could of also been there to Glow Touch for mishaps on any AV. When it comes to aerial kiting AVs other PBs could of been in melee human form simply blapping which has -fly in them limiting flying AVs to the ground. So coming together now, grp fly, antagonize, glowing touch and the blaps aid a dynamic.

    Warshades and Gravimetric Snare I would of hoped to aid in ground kiting where possible on tight maps. Kiting can limit what attacks an AV can use especially as -range is in play. Snares quickly stacked could also help a PB Dwarf fall back and be picked up by a grp flier and then fly over for an aerial kite as immobs can be less preferable to -fly and to make sure others aren't effected by the tohit debuffs.

    For me between all the powers available to both PBs and WSs there looks to be nothing else truly needed and that's why I believe that no temps, no lore pets, don't even have to be incarnate, don't even have to have anyone IO'd for loads of defense if you have enough insps for getting dynamics in place and its all still possible. Both types of Khelds can do disorient there could be extreme stacking of that so not much defense is needed for the most part.

    On the very same day you did it I was going to do it but with less temps or even without temps and a means to low death count through team dynamics as above and that, but it was the grp flier/glow touch PB that went to someones Birthday party that night. I think 2 others were missing as well. Can't really rely on people to keep to dates planned. Now that you've done it, I don't feel the need to do it especially as I am tired of people dropping their names in global channel and then not showing. I don't feel the need to play my Khelds. People give up alot of powers to be all human form but from what I mentioned above those powers often given up are there for some reason and that is probably to allow a all kheld team even with SOs to be reasonably non fail on all pre incarnate content.
  22. Quote:
    Originally Posted by Redlynne View Post
    I'm still of the opinion that the best thing to do is to turn Time Bomb into a Toggle power.

    Toggle ON to place bomb.
    Toggle OFF to detonate bomb.

    S imple
    E asy
    E ffective

    ... not being done.
    I like this idea also, I can't see anyone with Timebomb not liking it tbh. Although time taken to toggle off is time not using Autofire or something which is why it should still be on a timer so that if you don't detoggle it, it will itself.

    Failing this change, and I know I could of quoted it before but I came back and run through some dorky numbers, looked at how much the game has changed and with it, the increasing number of better alternatives and decreasing number of situations, I think they should lower the cast time down to Tripmines as a nudge. This will make the dropping of it between the last two tripmines more viable and increase dpa to use it as a preferable alternative to a simple trip. The duration of it could stay the same for now as people will pull to it.
  23. Quote:
    Originally Posted by Arcanaville View Post
    Changed my mind. I'm taking the brain cells also.
    I lol'd.


    I like a bit of reality to my game. What effect do snipes have in real wars? They cause the enemy to cover, they cause the enemy to stall, they can cause some confusion and demoralize. If the snipe was from directly in front and within a certain range in our game environment then they should cause the enemy to charge. Snipes could cripple a target at the very least. Stacked snipes should be able to take out a Boss figure and have its group perform a little less tactfully after, perhaps even produce more runners than normal. I do probably have more lvl 50 Blasters than anything else, but I do not analyze them for I just have fun pew pewing but I like real life effects without causing an inbalance.
  24. Quote:
    Originally Posted by Zwillinger View Post
    Hey guys, sorry for the delay.

    I'm going through each one of these builds and figuring out which one best fits my playstyle. That, combined with pushing a patch out the door has caused this to take much longer than I originally thought it would to pick a winner.

    I'll pick a build ASAP, since I've been home sick today, it's been something to do .
    Since I did it, I thought of improvements to the one I did, like Run/Ends in SS and SJ instead of Run and Jump which caps out. I expect others have done too so whoever ya chose they might still have ideas for improvement.