New Dawn

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  1. Quote:
    Originally Posted by Akia View Post
    It would also be nice if a person was to far away, their box would dim so you don't bother trying to heal them. Not your fault they are not in group, and it wastes time that I could use healing someone who is where they are suppose to be.-Akia
    I am sure I play a game where the distance of fellow players is constantly readable, it updates all the time. I wouldn't mind it but I do not know what it'll mean for game sustainability. It is annoying when you go to buff someone and they're not even near you. That was their choice perhaps, with you being reasonable staying with the main point the team is following or whoevers turn it is to take point and set mobs up for the team.

    I might go make macros which say "$Targetname missed a buff due to distance, good luck $targetname" to be used once so people get the message.
  2. New Dawn

    Staying Alive

    It's usually down to timing.

    You're a controller, you're mean't to control mobs, you should be able to use AoEs, you should be able to attack, mobs should be either controlled by you or someone in the team should have their attention.

    The single biggest common mistake is where Controllers are using AoEs on spread mobs. Tankers, Brutes and Scrappers have taunt auras that are in the region of 8 to 10ft radius usually not the 30ft radius needed to have any effect on all the aoe immobilised mobs. All those mobs know is some controller has hit them, that's all they know. The controller is number one on their threat table and that's who they will be out to kill. You need to be number two+ all of the time, able to use any power and still be number two+.

    You can fort other players, between 3 and 6 depending on slotting and incarnates and they can afford to get aggro before you mitigate the damage being dealt on them.

    AoEs and Conductive Aura. Lets say you are allowing for aggro control, AoEs may be used on the Tanker, Brute or Scrapper purely because there is another target near them. That could be an Electric Controller looking to drain and gain endurance. No point doing that where the damage is high enough to even so much as stack with any single target attacks coming your way and kill you.

    Then there is the combat tab. Always worth a read. What had hit you? What does it say about that power in Mids or City of Data. Who was the real target if it was an AoE, what could you of done to not of been in its area and still got what you wanted?
  3. Quote:
    Originally Posted by Trickshooter View Post
    Or it's a bug fix. Because it's a bug fix.
    The going from 66% to 100% is not a bug fix. The removal of the extra unintended tohit roll is a bug fix, of which, I never included in my thoughts.
  4. A little single nudge might be a sign of unconvinced need for buffing. I think that this is an alternative way of addressing some issues or someone hit the nail on the head with a easily used idea to improve the set which was simple, allowed for easier soloing and potentially more survivability in a team environment. It's effectively more suppression.
  5. Quote:
    Originally Posted by Stone Daemon View Post
    Afterwards, we did a first for Kheldian Fridays by running the STF! Not only did we run it, we beat the snot out of it! I'm very proud of my fellow kheldians tonight.
    Gratz on that, not only a first for Kheldian Fridays but a First in itself, for I have not seen a record of it being done, merely claims without evidence. A bit like knowing someone who has seen a ghost. I had meant to have it done on the exact same night but as always a fail to show happens. It's only Justice or right, that Protector gets to claim this. I am just happy it got done by somebody somewhere as it was left too long afaik.

    The Lore pets, the incarnates should I say, temps etc I feel aren't needed but does help to ram home a good time. I do believe that it can be done without them and with less defeats although there would be a greater time taken.

    Unless you can find evidence of otherwise ya may as well consider it a first end of story. Gratz once again.
  6. Quote:
    Originally Posted by AIB View Post

    But...What would be the tipping point though? How many enemies and how regularly would they have to pour in to turn the tide in favor of the WS?

    Thoughts...

    The tipping point is a mythical one, there would be no fair fight. To create a fair enough fight you would probably need to resort to Novas. Each character better functions under differing circumstances. People may want their PBs to rely on disorientating as well as a WS and play them almost the same way but in the end by doing that there would be a level of redundancy to WS.
  7. Quote:
    Originally Posted by LSK View Post
    Do or do not there is no try
    There is "try", I can't write people off, who are obviously showing good intentions and the inclination or interest to improve. Between knowing completely and not knowing anything is the grey area within which most of us reside. A learning Tanker may of not done good enough but one can see the direction they are heading and that their heart is in the right place.
  8. Quote:
    Originally Posted by KnightofKhonsu View Post
    As you see, you stated, "you know a way;" however, you did not devulge that tid bit of information. There is a distinct difference here. I sure would appreciate it if you'd share that kind of information. As I am sure that tactic can be used against those GM that use Foot Stomp as an attack as there are plenty of them running around.
    I do not say, to see what you might think for yourself which is an important thing to come to be able to do, footstomp will only hit people within a certain height off of the ground, but the target that does footstomp might be targetable with melee attacks from a greater height off of the ground. Now some melee attacks are 5ft range, some are 8ft and some by virtue of aoe range, cone range offer a bit more, it may be that you are above the ground incapable of using 5ft range attacks for you do not prevent footstomp but not incapable of using the others. Footstomp can happen even if you kite, because you do are not compelling the GM to hit you 100% off of the time or threat is competitive.
  9. Quote:
    Originally Posted by KnightofKhonsu View Post
    Footstomp...no one can do anything about that other than try to anticipate the attack.
    How confident are you in that? I thought I said that there was a way to prevent footstomps and not only that sometimes it still can be done whilst using a melee attack

    Key things that I try to avoid saying:

    Anything like "no one can do" which to me can seem like something along the lines of "If I can't do it no one can" so also that means telling people what they "need" or would "want" although to most people its a lazy way of saying what's preferable.
  10. Quote:
    Originally Posted by Darth_Khasei View Post
    Arbiter Hawk is a great guy. I have seen him in game a few times and he has given me permission to post this communication.
    Reading that communication, having exceled the AT myself, I can see his point.

    I wonder if there could be a means to reduce the KB and reduce the Damage per Endurance of a power as a balancing consequence sometime in the future.
  11. Quote:
    Originally Posted by KnightofKhonsu View Post
    Burn (Targeted Area of Effect, Damage over Time, Fire) Burn
    Anyone that passes through these flames will be burned.
    Foot Stomp (Point Blank) Area Effect, Foe Knockback
    Kronos Titans shake the very Earth itself with a super Foot Stomp, attacking everything in a nearby area.
    Gas Swarm Missiles Ranged, Area of Effect, Lethal, Foe Hold
    Kronos Titans can launch a pack of 16 Gas Swarm Missiles
    Incendiary Swarm Missiles Ranged, Area of Effect, Lethal, +Burn
    Kronos Titans can launch a pack of 16 Incendiary Swarm Missiles
    Plasma Blast (Ranged) Foe -Regeneration
    Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
    Sleep Gas (Targeted Area of Effect) Hold
    Anyone that passes through this gas will take damage from the fumes.
    Swarm Missiles Ranged, Area of Effect, Lethal, Foe Knockback
    Kronos Titans can launch a pack of 16 Incendiary Swarm Missiles
    First of all I do appreciate some enthusiasm. Part of why I like this thread. We've all been there.

    I quoted the above as an experienced player usually in the aftermath of tanking something might seek this intel. I would personally find out the size of the aoes, also the ranges, and do it ingame. I used to view it as, if I am taunting and alone, only STs will be used, if someone joins me, AoEs get used. If there is an aoe rad involved I part from them further than the aoe rad, so then we are back to STs again. If the rest of the team is behind the AV then cones don't get used. If my backs to the team then cones get used. AoEs on the team therefore don't need to happen, cones can be redirected or dont need to happen. The closer I am the more attacks can be used, therefore the greater chance of the best attack chain getting used. Get to a Rikti Pylon early enough before others, taunt from above and all that heal spamming you see below you is usually for nothing. Have enough range and apply enough -range then attacks could stop altogether. If Kronos Titan is compelled to hit me but can't do it with Footstomp then Footstomp providing there is adequate taunt control doesn't happen. I know of a way to still hit them in melee and still stop the Footstomp. One doesn't have to kite and stay kited, the team might be able to sustain some damage, before the tank kites, allows the team to full health, then proceeds once again in providing melee damage effectively tanking responsibly yet not making things too boring or make some defender or controller wonder why they didn't play something else.

    Some AVs are reasonably predictable after practise. Powers happen every so often somewhat recharge related, and have happened seemingly in some order. I could predict when Soulstorm was about to happen then make Soulstorm impossible to happen. Dechs is experienced enough to probably Tank the inner circle for 6 Blappers and my Trick Archer, that's playing any type of Tank and know how there would be no defeats. I say my TA because she is a beaut unlike some but there was a time when he wouldn't of been able to so, others are where he was, others will always be where he was, we have to allow for that otherwise people will be too afraid to post.

    Not saying the OP is new, newer than some with certain experiences, which is not a crime, hell I am newbie too but I'd to make a point towards the older players if I may. So let's say someone new, wanted to post about something that was new to them, older players could take a look at intent and simply be happy with that. Regardless of what the feat was, it might be new and exciting to them. No need to rain on it. I say intent, because if they were bragging about being the only survivor, team dead around them, cheering them on then they may well of missed the point.

    In the beginning this game was magical, it was more exciting, less predictable, no one knew anything, it was great. On the earliest of attempts mistakes are made unknowingly, sometimes the mistakes make the game for the team mates as they enjoy it all the more. Once the game is known, the magic goes and you with your knowledge might find yourselves facepalming, getting annoyed by what looks like the stupidity of other players when in fact all they are doing is still entering the magical game. Quite frankly part of me wishes I was newer. Once you understand the magic trick, the magic is gone. You know what was probable, see a mess and feel let down by someone, in the early days "Oblivious", ignorance was bliss. The best tank in the world could be a boring fart to team with quite frankly, it's probably best to make everyone useful and logged in on their specific toons for a reason.

    Some tanking mistakes can therefore be deliberate calculated risks that make the game a bit more enjoyable for others.

    If anyone with any enthusiasm should wish to share their experiences, people could return with constructive criticism and other people might learn from the constructive criticism. I think its good.

    What matters KnightofKhonsu is that you're well on your way as a Tanker.
  12. To offer diversity I took AIBs build and changed it to something I would of prefered given the power choices. I spent only 5 mins on it as its just past 5am, but I personally don't really use Dawn Strike that much, prefer a "better Dwarf Tank", like to "utilize Nova's extra range" capabilities and felt it was a little low on end rec or end conserve. Perhaps if I spent more time I'd of been a bit more thorough but suggestions don't have to be perfect.

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

    Click this DataLink to open the build!

    Serene Servant Final Build: Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment

    Hero Profile:
    Level 1: Glinting Eye -- Empty(A)
    Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27), GA-3defTpProc(29)
    Level 2: Shining Shield -- EndRdx-I(A)
    Level 4: Essence Boost -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-Heal/EndRdx(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(48)
    Level 6: Bright Nova -- P'Shift-End%(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 10: Maneuvers -- LkGmblr-Rchg+(A)
    Level 12: Inner Light -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(27)
    Level 14: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(48)
    Level 16: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
    Level 18: Pulsar -- Stpfy-Acc/Stun/Rchg(A), Rope-Acc/Stun/Rchg(19), Amaze-Acc/Stun/Rchg(19)
    Level 20: White Dwarf -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(25)
    Level 22: Reform Essence -- Mrcl-Rcvry+(A)
    Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 26: Invisibility -- LkGmblr-Rchg+(A)
    Level 28: Conserve Energy -- RechRdx-I(A), RechRdx-I(37)
    Level 30: Quantum Flight -- EndRdx-I(A)
    Level 32: Photon Seekers -- ExRmnt-Acc/Dmg/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(34)
    Level 35: Dawn Strike -- HO:Nucle(A), Sciroc-Dmg/Rchg(36), Oblit-Dmg/Rchg(36), M'Strk-Dmg/Rchg(36)
    Level 38: Light Form -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-EndRdx/Rchg(50)
    Level 41: Restore Essence -- RechRdx-I(A)
    Level 44: Glowing Touch -- RgnTis-Regen+(A)
    Level 47: Quantum Acceleration -- SW-ResDam/Re TP(A)
    Level 49: Quantum Shield -- EndRdx-I(A)
    Level 0: Crey CBX-9 Pistol
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Cosmic Balance
    Level 1: Energy Flight -- Winter-ResSlow(A)
    Level 10: Combat Flight -- LkGmblr-Rchg+(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37)
    ------------
    Level 6: Bright Nova Bolt -- HO:Nucle(A), HO:Nucle(9), HO:Centri(9)
    Level 6: Bright Nova Blast -- Range-I(A), Apoc-Dmg/Rchg(5), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46), Apoc-Dam%(48)
    Level 6: Bright Nova Scatter -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(40), Ragnrk-Dmg/Rchg(43), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Achilles-ResDeb%(45)
    Level 6: Bright Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), Range-I(43)
    Level 20: White Dwarf Strike -- Hectmb-Dam%(A), Hectmb-Dmg(39), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(40), Achilles-ResDeb%(40)
    Level 20: White Dwarf Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 20: White Dwarf Flare -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(7), Armgdn-Acc/Dmg/Rchg(15), Armgdn-Acc/Rchg(17), Armgdn-Dam%(17), FotG-ResDeb%(31)
    Level 20: White Dwarf Sublimation -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(11)
    Level 20: White Dwarf Antagonize -- Zinger-Taunt(A), Zinger-Taunt/Rchg(23), Zinger-Taunt/Rchg/Rng(23), Zinger-Acc/Rchg(25), Zinger-Dam%(29), Zinger-Taunt/Rng(34)
    Level 20: White Dwarf Step -- EndRdx-I(A)



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  13. In my view slots should be in Tough and without Aid Self, Regen (better via +HP) should be played for ontop of whatever additional positional defense you are looking for.
  14. If I plan on tanking Ghost Widow unaided for an indefinite amount of time in melee, with Mako and Scirroco next to her then very likely everytime it's up

    I use Kinetic Combats, Gaussians, Aegis, Mako's, Thunderstrikes, Erads, Cleaving Blows, Reactive Armours, Doctored Wounds and LotGs in my build and with them I am softcap to all with one in melee except versus Psi.
  15. 2/9 secondaries skipped: 1 /Dev, 1 /DM, 1 /ElM, 1 /MM, 1 /IM.

    3/9 secondaries skipped: 1 /FM.

    4/9 secondaries skipped: 3* /EnM.

    Across blasters I find myself not taking some powers, reasons own, my preferences don't have to be forced on anyone else. What I will and won't find important can be completely different to other people. Typically with Blasters one can't take every attack and fully slot them all adequately.

    Timebomb: Often the window of opportunity of use in teams is missed and only visible with hindsight. Not so much solo, between two of my tripmines there might not be anything better to do.

    Ultimately no blaster secondary is full of must haves, you have a choice of powers with only so many slots. No one is tied down to having a forced playstyle or a set of options.

    As a player of Tankers I like to enjoy the diverse team make ups and provide opportunities for other peoples powers. I'll assume that whatever people log on with and the powers they have, they would like to experience. I won't have to ask someone or tell someone where any herdpoint is, I won't have to be told when and where a Timebomb or Tripmine is placed. I will know from reading buffs and positions on map. I'd be able to try and make a point to someones effort with no communication at all.
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  19. The first build is better and not badly thought out so I wouldn't even bother playing around with it.
  20. Quote:
    Originally Posted by Redlynne View Post
    Except ... If you slot your Nova ST (heavy) blast attack with either 5 slots of Entropic Chaos or Decimation (for the global recharge bonus), and round out the 6th slot with a common 50 Range IO, you can extend the range out to 120ft+ reach (not including Alpha Slot modifications), which is often "enough" to completely outrange any retribution attacks from groundbound Foes (such as Lord Recluse). This then allows you to "hover snipe" from beyond range of return fire ... which then means you're taking LESS DAMAGE (in Nova Form!) than you would be by getting into Melee Range as a Dwarf (or Human).

    Some people will trivialize the flexibility of additional range, it may mean that it's, for only a very small portion of the game, that they're basically easily defeatable by being without such a flexibility.

    I myself would rather save the world by any means not human costs.

    America's Independence was won partially through the use of weapons that had twice the range of a redcoat's musket, picking off the key targets, allowing British troops (who quite fancied a new life in the new world themselves) to disband. Outranging is a valid tactic, knocking it is disrespectful.
  21. Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  22. New Dawn

    Stone/DM build

    Here is something unfinished you could play with, literally took me five minutes, see what ya want.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  23. First place thing to look for is the status effects icons, I can always read them no matter what character I am on, mine and the whole of the teams but I have great eyesight. Then there is combat tab, which is worth a look to see what happened. Most players never do, but by doing so, they may come to realize just how avoidable situations can become. If not, then the contents of the tab could be posted whereby people can link to the powers showing alternative ways of getting around the problem without being a doughnut by saying you needed x in team.

    I am inclined to think that it was stuns that were stacked which is seriously unlucky, or maybe they're positionally typed only. Perhaps effects from one fight lived onto the next too.

    I have that thing where you click on some insp but it doesn't register. I always thought it my mouse.
  24. Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  25. Quote:
    Originally Posted by Jade Ivy View Post
    we approach a T intersection from the south, and 3 mobs along the corridor like so:
    M1--M2--M3
    ....|
    ....|

    ......US
    No consideration of Blindspots, no consideration of perception range, the "OMG how did that happen?" from bewildered players, followed by "we shouldn't be doing this without a proper healer", followed by rinse repeatedness, no wonder I am bored.