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Posts
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Joined
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Mind:
mesmerise (complete ST damage mitigation unless woken)
levitate (-fly)
dominate (complete ST damage mitigation)
confuse (complete ST damage mitigation)
Mass Hypnosis (complete aoe damage mitigation unless woken)
Telekinesis (complete cone damage mitigation of 5 foes)
Total domination (complete aoe damage mitigation)
Terrify (very almost complete wide cone damage mitigation)
Mass Confusion (complete aoe damage mitigation)
3 st, 2 (1 of really wide) cone, 3 aoe of proper damage mitigation
Earth
Stone prison (immob)
Fossilise (complete ST damage mitigation)
Stone cages (aoe immob)
Quicksand (-fly,-jump,-spd,-def)
Salt crystals (complete aoe damage mitigation unless woken)
Stalagmites (complete aoe damage mitigation)
Earthquake (kb of non fliers so same as terrify then really in almost complete damage mitigation unless used with quicksand or stone cages and so counts)
Volcanic Gasses (complete aoe damage mitigation)
Animate stone (aww cute lil tanky)
1 st and 4 aoe of proper damage mitigation.
Downfall of mind control is versus machines (due to res to psy) and nems (due to leaderships) its weak.
Downfall of earth id say is its recharge times aint as hot.
The winner?
The better player on a good assisting team as always -
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also if you feel like it i'd recomend Mudpots wich is your PBAoE taunt/damage aura
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??????
Its the taunt aura, it hits 10, meaning you do 10 times the damage it says per tick in herobuilder once you have herded to a whole group. It keeps mobs on you so that they arent somewhere else with you "maybe" taunting them back into your direction. The taunt aura is what holds mobs together for tanks 10 hit pbaoe/aoe, blasters 16 hit aoe without aggro, scrappers 10 hit aoe without aggro, allows controllers to control without aggro, allows debuffers to debuff without aggro and to keep all mobs within debuff zone despite possibly being a small debuff zone. Its helps the team combine efforts on as many foes as possible for the lowest possible fight duration and helping to give maximum team survivability. Its a must have out of all the attacks you can get for damage barring footstomp because it multihits for great endurance cost and is not subject to -rechg.
I aint really thought about it much i lack time but a quick 5 min build like this would suit me well enough. (possibly respec buildish if exemping for tfs etc.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: I ROCKS
Level: 50
Archetype: Tanker
Primary: Stone Armor
Secondary: Super Strength
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01) --> Rock Armor==> DefBuf(1) DefBuf(3) DefBuf(3)
main damage type
01) --> Jab==> Acc(1) EndRdx(36) Rechg(37)
rechg for when in granite
02) --> Stone Skin==> DmgRes(2) DmgRes(11) DmgRes(11)
main damage type
04) --> Earth's Embrace==> Rechg(4) Rechg(5) Rechg(5) Heal(7) Heal(7) Heal(37)
pretty standard for when playing with no healing sets in team
06) --> Mud Pots==> Dmg(6) Dmg(9) Dmg(9) Acc(15) EndRdx(17) Taunt(23)
herd 10 watch TV come back and herd another 10:P plus in teams you should have little complaints about keeping aggro and you get hit (whole point of tanker) the taunt pretty much covers taunt duration from pulse to pulse.
08) --> Rooted==> Heal(8) Heal(23) Heal(37) regen is great go get frostfire at lvl 8 and say hello to magma at lvl 10 happily
10) --> Taunt==> Rechg(10) Rechg(15) Rechg(19) Taunt(19) Taunt(31) Taunt(34)
when in granite you get -rechg hence all this recharge for keeping the aggro of AVs (mudpots and gauntlet wont be that good)
12) --> Swift==> Run(12) Run(13) Run(13) (rooted is -spd)
14) --> Recall Friend==> IntRdx(14) (make friends)
16) --> Teleport==> EndRdx(16) EndRdx(17) (no range cos how much do you need in a mission? and you dont have to unroot to get up a ledge and find yourself held and detoggled, people say that against some enemy in some missions you dont have to be rooted, especially true if ttyour mezzed protected by a buff like clearmind but bear in mind some missions have different enemy types that can spring an ambush upon you.)
18) --> Health==> Heal(18) Heal(46) Heal(46) more regen
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21) having to tp in mission to herd uses end and so does attacks, taunt saves on end by you not having to tp about but stamina is also because fighting uses more than toggles standing still, stamina alone outguns toggles but wont outgun attacks, stamina can compensate for toggle usage.
22) --> Brimstone Armor==> DmgRes(22) (i recommend atleast 30% res or def in as many damage types as possible this will help in croatoa missions and tf later)
24) --> Crystal Armor==> DefBuf(24) DefBuf(25) DefBuf(25)
again croatoa but also good for hess trial later
26) --> Haymaker==> Acc(26) Dmg(27) Dmg(27) Rechg(43) Rechg(43) EndRdx(43) fit in at 4 if you dont really have regular friends to dish damage (mudpots is better than this overtime anyway)
28) --> Knockout Blow==> Acc(28) Dmg(29) Dmg(29) Rechg(40) Rechg(42) EndRdx(45) good single target damage
and 5 second hold duration roughly unslotted)
30) --> Hasten==> Rechg(30) Rechg(31) Rechg(31)for when you are -rechgd in granite
32) --> Granite Armor==> DmgRes(32) DmgRes(33) DmgRes(33) DefBuf(33) DefBuf(34) DefBuf(34) uber power mode dont need to have it on against everything including AVs.
35) --> Mineral Armor==> DefBuf(35) DefBuf(36) DefBuf(36)
ready to meet countess crey and laugh at her as well as more psi to come (although if ya kite countess crey you can laugh anyway)
38) --> Foot Stomp==> Acc(38) Dmg(39) Dmg(39) Rechg(39) Rechg(40) EndRdx(40) uber multihit power, cut fight duration, let people know best time to attack using it as an opener.
41) --> Hurl==> Acc(41) Acc(42) EndRdx(42) Range(46)
You cant fly but some AVs can so bring em down so everyone can hit em rather than go "ah %%$£".
44) --> Stone Prison==> Acc(44) EndRdx(45) Immob(45) if ya need to kite to prevent team mates from getting pbaoe'd or aoe'd this'll help lots.
47) --> Fossilize==> Acc(47) Acc(48) EndRdx(48) Rechg(48) Rechg(50) same as immob but only better especially if ya may need to be upclose and personal.
49) --> Rage==> Rechg(49) Rechg(50) Rechg(50) this or stalagmites but would compensate for the -dam in granite and help with -acc or -tohit debuffs
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
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Its seriously close to what id have for a PVE only build, you dont have to take some of it if ya happy to perhaps rely on other people for certain effects or come up with ideas i havent mentioned. In a fight attacking does use up more eps than toggles so i do the oppposite to almost everyone else and slot end in toggles last except for mudpots cos thats an attack and have the ability to squeeze out more attack chains for my endurance bar. -
You can make an absolutely awesome monster of a tank with ice/fire for pve purposes, i dont have one but they are great if you want to "wow" people especially if you add weave. Survivability and damage is great, ice/ is an outstanding set with anything and if anyone was new to tanking or the game ice/ would be my first choice on suggestion of what to try first for not only tanking from the crib but for great fun too.
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* 9. Total Focus: The other Harbinger of your Godhood. Slightly less damage than ET, uses more end, but doesn't take health off you. Oh, and almost guaranteed to mez most things of lieutenant class and below. Take this, and your journey to our side will be complete. Slotting: 1 acc, 3 dam, others to taste.
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10 second disorient duration it says in herobuilder but without question must be good enough to get a good disorient out to buy time to drop a sapper (theoretically to me even without stun unless ya miss) and so makes energy epic an easily takeable thing. Other boss types that you dont want attacking you may require the epic holds from the other epics but its cos of the hold in kob from /ss and the stuns in energy or mace etc that make not having the greater control effects in the okay. Add to that people in the team are there to help and not watch.
i take it this is the one last post here for points of view
from people non energy melee and energy melee alike before posting to the guide section.
Unstop afaik has no boost to health regen.
Energy punch is bread an buttery but i'd personally definately would replace it with air superiority (not saying its a must do). In damage overtime terms they are identical although air sup has a longer action time and more endurance cost but the -fly on an AV if no one else has -fly can be useful for all the grounded melee people to keep attacking. Its a personal preference thing as many people do have -fly anyway just like immobs and holds which are also useful on an AV but the -fly is "OMG" precious to someone like me (If i didnt value hurl id of got fight pool thats how precious). Tactics can change to suit without it though. This sounding rather like a guide other than "this is my build, like it or lump it" like i would do, it maybe worth highlighting for something a little extra and also "-FLY Rawks in pvp" if you cant fly yourself.
Whirling hands, an aoe disorient (even if minor) a hit 10 gauntlet is very "in" the must have section to me too. In terms of survivability (disorientating up to 10 so they do nothing for 5 secs which could be a quarter of the fight duration) and reduces fight duration (you've taken hp of 10 foes and so the group goes down quicker) and gauntlet (its poo in my eyes but i wouldnt want to be without it).
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Speed: Solid travel pool choice. Hasten can counter the tendency of Energy Melee towards longer recharges, but a caveat of this is to find the balance between where you work faster, and where you find yourself sucking air.
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With haste you not only do that with the attacks, you speed up unstoppable recharge (priceless in RV), you are 1 ab or 1 sb boost away from perma dull pain (again priceless) and you can speed up conserve energy recharging and if you had taken haste then due to the lower fight duration you would have from whirling hands popping back into play fast etc but id strongly suggest 1acc, 1 end, 3 dam (1 rechg on 20sec rechg and the pbaoe attack) to have a good overall endurance economic build whilst fighting (range slots on tp would come out, 2nd end slot on unyielding although more economic on temp invulnerability would move (although not saying its not within reason) the tohit on invincible would come out. Hastes only downfall is its surprise end cost when it drops but atleast it flashes now. I've been doubly detoggled by a rage crash and a haste drop which tells me to never go below a certain amount at a certain time.
I want to find out if when the carnie are arrested and your hovering do you get end sapped or is it only people on the ground? Weave on top of invincible really makes a significant difference to avoiding it but then so should that ever vigilant buffing or debuffing you get from the defenders and/or controllers.
Tip: if someone can give you buffs check for it before every mob and ask for it if you must (which is normally the case:P) and before an AV allow everyone to get buffed. This is also partially because the less def you have not only do you take hits more but you may suffer the secondary effects like -end, -rechg, -def:P, -acc etc to go with it. But if a Firetank can manage then the invuln with a choice or mix of 2 routes def or res can too.
You like your build and happy with it then go with it, i couldnt find anything that wrong with it personally to say "how the hell do you tank with that?" id have to adopt a new playstyle to play it but i think no matter what there is enough there "especially in taunt" that makes it operable and i do like the layout of the guide too, overall a good read.
By the time i decide to write one id be telling everyone how to suck eggs at this rate.
What's that? i already do?
Why i oughtta! -
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name:
Level: 43
Archetype: Stalker
Primary: Energy Melee
Secondary: Super Reflexes
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01) --> Energy Punch==> Acc(1) Acc or EndRdx(3) Dmg(37) Dmg(40) Dmg(43)
01) --> Hide==> DefBuf(1) DefBuf(23) DefBuf(23)
02) --> Bone Smasher==> Acc(2) Acc or EndRdx(3) Dmg(15) Dmg(21) Dmg(21)
04) --> Focused Fighting==> DefBuf(4) DefBuf(5) DefBuf(5)
06) --> Assassin's Strike==> Acc(6) Acc(7) EndRdx(7) Dmg(11) Dmg(11) Dmg(13)
08) --> Build Up==> Rechg(8) Rechg(9) Rechg(9) TH_Buf(37)
10) --> Combat Jumping==> DefBuf(10)
12) --> Placate==> Rechg(12) Rechg(13) Rechg(15)
14) --> Super Jump==> EndRdx(14)
16) --> Practiced Brawler==> Rechg(16) Rechg(17) EndRdx(17)
18) --> Focused Senses==> DefBuf(18) DefBuf(19) DefBuf(19)
20) --> Agile==> DefBuf(20) DefBuf(36) DefBuf(37)
22) --> Dodge==> DefBuf(22) DefBuf(25) DefBuf(25)
24) --> Provoke==> Acc(24)
26) --> Energy Transfer==> Acc(26) Acc(27) EndRdx(27) Dmg(29) Dmg(29) Dmg(31)
28) --> Quickness==> Run(28)
30) --> Intimidate==> Acc(30) Acc(31) EndRdx(31) Fear(34)
32) --> Total Focus==> Acc(32) Acc(33) EndRdx(33) Dmg(33) Dmg(34) Dmg(34)
35) --> Evasion==> DefBuf(35) DefBuf(36) DefBuf(36)
38) --> Elude==> Rechg(38) Rechg(39) Rechg(39) DefBuf(39) DefBuf(40) DefBuf(40)
41) --> Invoke Panic==> Acc(41) Acc(42) EndRdx(42) Fear(42)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Assassination==> Empty(1)
02) --> Rest==> Empty(2)
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Attack chain is end heavier than toggles and presence pool and no fitness pool is my plan too. Power order is the same i just changed the slotting. -
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As you just stated it gives you the edge against characters who cant heal themselves but im sure the regen set has at least 2 self heals?? Contradicting yourself???
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You cant heal if you have no endurance and VS is a every little bit helps power in that area im sure. Well anyway if Neuron gets his VS out, my tank moves elsewhere and brings Neuron to a new location cos staying near the VS would be stupid. -
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I would like Hibernate in there for the truly terrible opponents (/glances at Infernal and shudders)...
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you should be okay with permafrost and tanking him with respect.
@Wammykins,
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And my dad is bigger than your dad.
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yes but i bet everyone elses dad is more muscley and athletic
Its all well saying i can do this and i can do that as a tanker but what damage you can avoid through means of having all the armours you can get and icepatch and team support (team support to my expectations should be enough) but i am not saying you are in anyway like this but the main point of a tanker is ultimately to get hit and not to pass out the awakens to people.
So the approach, standpoint and the gaining of trust and adequate support is more important. Oh what am i on about? Its a game! We dont play heroes we play lemmings out to get xp/time! Somebody slap me and wake me up! Nobody tries to take all the damage anymore, everyones happy to run in and have exciting fights where someone else other than tank runs the risk of getting defeated cos thats what heroes do! They're supposed to compromise eachother and then try to muddle through rather than play to not take risks in the first place and comfortably pwn cos thats not fun. Dammit why didnt i realise sooner..Debt, people hated it when it was double the amount and complained, now people faceplant twice as much and say debt soon passes..I better lay of the shandy this morning.
@spad
Good build btw Spad, ya did say the order of slotting was anywhere cos its a respec build but for ice/fire i like it. -
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Hide is usless, surly not.
Thats a bit off as it basically takes one AT out the game.
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is placate useless? -
Well id be happy to take an sk with my sonic/sonic corrupter cos she is just 43, ill try a respec build too whilst i am at it as i need to tone down her aggro grabbing skills anyway.
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Right i really need to find out my password and forum name for that official site cos i am hopeless at remembering.
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01) --> Sonic Siphon==> Acc Acc Rechg Rechg Rechg EndRdx
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duration of the top of my head = recharge and it doesnt stack.
Sonic cage can do a hell of a lot for teams survivability imo used on right enemy.
Good choice of epic. -
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I think Recluse's Victory shows how NOT to do it. There are huge experience and prestigue rewards --> lots of farming --> lots of complaining if you attack them --> people with bad attitudes --> almost no (good) PvP
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The alternative is the arena where you should be able to cross all of your observations from your list so when it comes to PVP zones they have to offer something different to the arena. I like the PVP zones i just think they are either being abused or largely played in an unintended manner. That night in sirens call where almost everyone was on one side or the other trying to win the zone is basically what the pvp zone is about. -
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I wish they'd replace one so we could throw our mace much like Thor used to with his Hammer.
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*throws mace 80 feet and it floors a flying foe with -fly effect for high damage, but wait! The action time isnt over, as the tank runs the 80 feet to pick it up*
action time for stonetank with rooted on laughable and due to awkward shape the power itself has poor aerodynamics with a -acc of 80%.
Crowd control would be nice a disorient and immob attack just to make it crowd control.
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Erm, how can your damage output get better after Granite's -damage, -acc and -recharge?
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-acc is something herobuilder claims it does but it dont, i have to go edit my herobuilder now, thanks for the reminder. -
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Just a shame that some people still have their artificially boosted post counts gained from the thread...
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does it really matter how many threads other people have? i mean really?
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It does to Max, it really, really matters. He'll prolly have to start even more extra posting just to stay ahead:P -
The Hive is not a pvp zone, its not a zone to get one up on other players, its a zone for hero teams that wish to work together to bring hamidon down. People are actually openly invited to someones raid just like a team invite, but those who then to treat it as something thats a tool to make other people unhappy by not cooperating, creating unnecessary problems and setbacks because its fun for them are the lowest of the low to me. They bring down the community by reducing peoples morale on Hami raids as more and more people may see it as a waste of time bothering with due to unnecessary failures and so these people certainly do not act with the integrity of heroes.
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Aww well done for trying all that attended, it had some good team set ups, ran pretty well, taunt team was best i been in (shockingly) and i knew going in we didnt have the holds.
But!
I wonder Paragon Girl, fancy doing this everyweek? until ppl get it right, then ppl make progress, and then more ppl come at a promise of a higher chance of succeeding which should lead to a better success rate and quicker time of doing it.
Just a suggestion.
I wont do it cos i'd probably fall out with the whole server.:P -
I could. Whether you could? Well that depends on you and the team and the level enemy just like it would for me. In short respec well, play well and help others to help you and eachother and fightpool would be an unnecessity.
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I agree, so I'll rewrite my post:
If you have Energy Drain and Stamina, you can skip Conserve Power IMO.
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Alot comes down to how you choose to slot your attacks but i can easily see where that opinion comes from. -
ice/ice has icepatch for me having weave and aid self maybe overkill but given the choice id go for....whichever one was okay to drop other powers for because a basic standard ice/ice is probably good enough as it is.
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Whilst in normal missions i use repair, aid other and aid self. I have triage beacon but other than AV fights possibly stacking or psuedo stacking for survivability with other peoplws powers i have little or no use for it. In normal missions you cant use it all the time and so one group is much like another until you get the one with the boss in it. AVs nowadays are often still standing long after the triage beacon has gone so it is a bit meh there too.
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An advantage with trick archery is that your debuffs require no anchor, they do have a maximum duration but you can renew debuffs almost immediately after they drop, not quite perma but almost but for a typical fight duration they should be more than long enough.
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My TA ups peoples damage by about 54% and builds a nice safe haven around the tanker. Tankers only need to use their heal at the start of my debuffing. If that result isnt worth herding for then i dont know especially when you apply all the other bonuses involved. When tanks dont herd my very first debuff may only serve a purpose of getting me aggro, and a +4 boss coming my way isnt appreciated.
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Spines/Da rocks
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Spines/Da on a brute would outright kick */%$.
No wonder ya cant make one! -
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Regen is really the best secondary survivability-wise (At least after few first levels), and you get quick recovery early, which means you dont need to take stamina for endurance management, and thus can get more useful powers early on.
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yes take regen, less skill is required regarding survivability and it lends itself for easier primary slotting so once again less worries involved.