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Well i cant get an update version with the elec side so im just gonna go and say stuff now that i can see the whole build in 1 go.
Attacks: 2 acc 1 end 3 dam even in stun, once you have stamina and conserve power then change lower end costing ones to recharge if its suitable, sometimes some attacks in the attack chain have enough recharge anywayy.
Shields: 3 resist and 1 end, only if you can spare the slots later on add another end reduxes, 3 end reduxes is a defiante no no as the 3rd one offers so little. If it only takes an end have just 1 end and if it only takes res then have 3 res.
Stimulant: 1 interrupt redux is better than anything else
Aid self: 1 int 2 rechg and 3 heal is good to have, if anything to save slots lose the rechg but 6 slotting it is nice and often more viable to do with the amount of slots you get and the number of less useful places you could put them elsewhere.
With superjump i dont add jump, i dont know why people do really either i like to have as less a burden on my endurance whilst travelling as reasonably possibly especially if i want to recuperate my endurance in the process.
Combat jump 1 def buff is fine as adding slots to it defensewise will only boost your defence in decimal points, endurance cost is so low its not worth worrying about. -
Doh its in colour! I think i might quickly knock a build up with same powerchoices but more economical and realistically viable slotting and everyone can critique me!
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I like ya powerchoices but i hate long text and i can see loads of slotting errors if ya put it in short test format its easier to look at.
2end slots in stimulant and 4 heals in aid self, 3 end slots on armours, 2 def slots in combat jump are just 4 errors out of few more imo. Short text makes it alot easier for people to see the "whole" build on screen and move slots around and if there are no colours involved we could easily move the slots for you through editing.
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2 accuracy and 3 slotted To hit Build up usually enough to hit most things I'd rather have a recharge or end reduction in it tbh.
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i agree with that! -
claws being catlike you could say leaping but haste from speed pool will add survivability by allowing dullpain to recharge faster etc. Flight and TP just dont synergise unless you can come up with something special.
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After hearing my husband (Myopic_Aardvark) and our best friend (Threads) discussing COX for the last 2 years I have finally succumbed and am now fully hooked to the game...ok recap over...so, my first character is Blaize Norton (fire/fire blaster) and I was wondering something.
Ive been told that it is a stereotype of fire/fire blasters that they die repeatedly. I have now reached Lv16 and have only died twice - that is to say I have had only two deaths that have incured debt.
Is this normal? Am I setting a record? Were my Tanker Husband and my 'Troller friend exaggerating?
just wondering...
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Well you are one of those rare living provers that fire/ doesnt have to mean debt! -
There is only a need with any epic pools if you are lacking useful tanking tools, i personally dont think /ss lacks any really unlike say /fire but even /fire has its good points.
With earth epic you get a ranged immobilisation, a ranged hold, a pbaoe mass sleep and a ranged aoe disorient.
Reasons not to take/need these effects because you are a stonetanker:
Stone Prison (ranged immobilisation): well you have an immobilisation component in mudpots and anything trying to get away can just get taunted back to you anyway.
Salt crystals (pbaoe mass sleep): your mudpots will wake them up, i see sleeps as effective if you have a disciplined team that would stop attacking just before you sleep foes and hibernate as an icetanker. Sleep against foes that are not messed protected could have their armours dropped so that the team can do that much more damage. Not that essential though as you are a stonetanker and sitting in mobs for longer periods than anyone is your forte.
Fossilise (ranged hold): great for getting sappers before they get you but you have a resist to end drain anyway so it dont matter so much, the only other reasons could be to to try to hold a psionic foe in order to sustain less damage at once and stay in granite but you do have a hold in knockout blow anyway. Any enemy with aoe stuns could be held in order to not stun any member of the team but you can avoid that by not taunting say a group of malta with people standing next to you oh hell its good to not taunt with anyone next to you as they could get hit by any amount of ranged aoes anyway.
stalagmites (ranged aoe disorient): this is actually a good power, it can add survivability to you or someone else in over their head, but once again its not a need if you play to not even need it so personally i wouldnt get 2 powers i barely need to get it.
I look at the epics for either concept or tools. Decide on whether you want to be concept built or in a realistic need of those tools. -
I tend to find putting things down and leaving them for abit till i get that inspiration that made me wanna play one again helps.
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9min 54s
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i have said to people in the past it can be done in less than 10 mins, best i have got to do it in is 15 i think as there is always someone you have to explain things too whilst trying for it. I even think if anyone found the "right" people with suitable builds who can take in a plan before conducting it, that can go in and not have to ask "what do we do now?" the record can be brought nearer to 5 mins.
On the trials i just like to say do this and do that, but you always get people who go why? and im like ffs can we just get it done. I hate fannying about especially when the clock is ticking. -
You have ample recharge from quickness with the generally low recharging claws set. The overall end usage of the build in fight is alot more than it could be. Instead of recharges in attacks you can have end reduxes. The endurance cost of attacks whilst you are fighting are higher than running your toggles. The 3rd slot of endurance on toggles does very little. I would say for overall economical endurance consumption put 1 endurance slot in attacks before adding the 2 end redux in any toggle.
With a claws SR its generally good to be 2 acc, 3 dam and 1 end in attacks, with a claws regen its good to have 2 acc 3 dam 1 rechg. SR has quickness which is +rechg and regens have quick recovery which is +end.
When your eluded there is enough +end buff all by itself and whilst eluded you are most likely to not get hit by -end effects. It does pay to be able to elude as often as you can hope for by having 3 recharges in it and make yourself as hard to hit as possible by having 3 def buffs.
2 recharges in pb is most definately perma with haste, only in pvp 3 recharges are required really. I'd 3 slot health becasue its good to have that extra regen vs DoT at the very least and alot of SR's are accomodating aid self in their builds now because well... with all the defence you have its such an easy self heal to pull off recharges fast and replaces an amazing amount of hp really. The devs know its a power thats pretty lush to have but wont go about nerfing it, thankfully its dodged the bat.
As far as defence goes its recommendable to 3 def slot the main defence powers and then 3 defence slot the passives if or once you have slots to spare. -
I wouldnt be too hasty without making tests for yourself.
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I dont know if this is any use to you mongoose but here is a site for herobuilder
I like triform myself I had nova and then respec'd it out and then really hated playing my warshade because she was no where as near as a damaging or as effective in teams. -
One of the most important things to do is remain upstanding. Earths embrace offers you not just a heal but a increase in health points in order to do that. Hurl is basically there to pull AVs down to the ground etc (ie siege, diabolique) and you cant fly yourself without making yourself vulnerable to mezz attacks by being unrooted which would drop all oyur armours, so to get around this you throw a rock at them and then theyll fall down. It was simply just a case of you being more likely to need your healthpoints higher than needing to pull an AV down. Pulling an AV down helps so that scrappers that cant fly can attack and if they could fly theyll drain in endurance faster so its always better to keep an AV grounded. There is no hard and fast rule, most tankers i know have a -fly attack using air superiority just in granite hurl is the more sensible one imo as it offers you range especially as you cant jump whilst rooted. The amount of recharge is to get it to my normal recharge levels on my invulnerability where my mileage has needed it but yours may vary.
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but i got rage and 2 aoe attacks, stomp and fire ball. and they'l lrecharge ok with the slotting i've done
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Against some enemies you wont have a hope in hell of hitting them especially as they may have lowered your accuracy, swatting mid air is going to lose you endurance with no damage done, even the damage component of mudpots can miss. This has been a bit of a "how long is a piece of string?" type post as if every enemy of every level will be the same that land you with no secondary effects. If you have a high level scrapper with no accuracies and no endurance enhancements that is not a regen then you would get an idea of just how inaccurate and exhausting this type of tanker maybe. If your end is buffed and your accuracy is buffed or the res and def of the enemy is lowered then you maybe ok within limits. -
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ok i need a smart calculation here.
With 3 accs in headsplitter and 3tohitt buffs in tactics, what are my chances of hitting an eluded scrapper with and without empathy buffs..?
also, how do my chances go up using build up? ( +50% acc buff? )
enjoy maths dudes!
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ok i need a smart calculation here.
With 3 accs in headsplitter and 3tohitt buffs in tactics, what are my chances of hitting an eluded scrapper with and without empathy buffs..?
also, how do my chances go up using build up? ( +50% acc buff? )
enjoy maths dudes!
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this quote is from andy in the scrapper section i have myself spent time getting my head around the whole thing using this site.
Arcanavilles Defence guide
If you ended up with a figure near my figure i'll be well impressed with myself but i am not that confident and you know i hate maths but i wondered what you would make of it and have no doubt you would be quicker and more accurate with it.
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There isn't enough information in that request, but assuming every power including the Elude is 3 slotted with even level SOs.
Elude Defence = 45% * 1.56 = 70.2%
Head Splitter Accuracy = 100% * 1.9493 = 194.93%
Tactics ToHit Buff = 10% * 1.56 = 15.6%
Chance of hitting in PvP:
MinMax(MinMax(50% + 15.6% - 70.2%) * 194.93%) = 9.75%
with a 50% accuracy buff:
MinMax(MinMax(50% + 15.6% - 70.2%) * 194.93% * 150%) = 14.62%
Simply to your base accuracy, add all your tohit buffs, take away your targets defence, then min/max it between 5% and 95%. Then multiply by the powers accuracy (normally 100%), then 1+enhancements, and then each 1+accuracy buffs you might have in turn. Finally min/max the whole lot again.
p.s. Arcanaville is clever, but she is also a tadge verbose.
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i asked dr rock he is close to what i hadbut better at doin it than me thats why i asked him in case i messed up!
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I myself would think of allowing for stimulant and then aid self at the times i would most likely allow myself agile and dodge (postlevel 6 of course) it should give more survivability.
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1 x RAGE :43.55/0.2419=180% ---->80%buff
2 x RAGE :62.91/0.2419=260% ---->160%buff -
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I know that a build can not suit everyone, but the build you showed me is it a build that you would use personally to lvl 50?
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If i had a stone/ss and not a stone/stone i would yes unless i found something not quite me. I am having to combine what my stone/stone is like with what my invuln/ss is like. I have the primary and i have the secondary across 2 tanks. I have a stone/stone, fire/fire, invuln/ss and a ice/ice. I would tank with the 2nd build alot better as that suits me alot more. The ice/ice is the greatest tank so far imo. -
I'm actually going to take powers from the earth mastery on my stonetanker for concept. My stonetanker will be different because she is stone/stone and therefore will have different secondary powers. Superstrength and stone do have enough tools in them but i just want my stone/stone to be different more so because I have energy pool on my inv/ss. I have a feeling i will be more about control with my stonetanker and her soloability and ability to do damage will be extremely poor just so that i can be more about taking damage and controlling foes in teams.
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Well i have figures in my head but i dont really do maths and its the first time ive tried to get my head around the calculations ever so i'll take the question to Dr Rock. If his figures = my figures ill be impressed with myself but i aint saying what i've come too.
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Fire/Devices Blaster, Ringed a mob with trip mines with cloaking device and then cast RoF on them causing them to disperse outwards stright in to the mines, funny stuff.
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Such a cool tactic potentially doable with so many other types of blasters too, ring a mob with mines launch in an aoe right into the middle of them and watch them knockback into the mines. -
The low numbers are the levels slotted at, i am not suggesting these builds that was just me getting carried away with myself i think its totally impossible to create a build to suit everyone, we all play differently, have experienced different arcs of different damage types and different enemies and find ourselves teaming with different people. I do in my thoughts think what can "i" tank with, how can "i" keep aggro and then doing damage comes to mind.
I would look at the builds and think about how to personalise them for yourself, do your own little tweaks so to speak, if you rather more dam res in brimstone ask yourself where you would have to take slots from, the important thing is you have a build that gains aggro and remains upstanding. I have a stonetanker mate who finds that no sooner has he herded, taunted, footstomped and taunted again with his 2nd taunt the mob is often dead. Thats high damaging teams for you.
You could post granite be the type of tanker that plays out of granite most of the time and has normal slotting in the attacks like other types of tankers and goes into granite against the really challenging and becomes more of a herder/tauntbot. A recharge is often in terms of dps = to a damage slot but the problem with it is you use up more endurance over time. There are several ways to go on a build depending on how you play. I levelled up each level saying to myself just take damage. Also at each level i questioned myself where am i weak and why am i weak? and i chose powers and slotted based on each levels experiences. -
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You gte luls for sure. Hel I have posted in two threads on this very section about it. People come and go with the need for them. I still think there is a feeling of "lets make a pint of not using an empath" But you wait until late 30s when you get asked if you want to take an SK and help against an av.
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Sadly, I think Issue 7 has might just have made empath defenders almost totally redundant against AV's, and possibly in any team that has any expectation whatsoever of facing one.
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Absolutely no wayits just time some empaths really got to know just how useful their buffs can be at certain points on certain toons in a battle. Take me for example i have an invulnerability tanker and an empath. i should be able to know exactly when to use the right buff at the right times when reading what buffs turn up or start flashing next to any invulns name and thats with no excuses. Whilst kiting an AV, empaths are very handy for buffing tankers indeed whilst debuffers are very handy on the AVs themselves.
Picture an AV surrounded by everyone in a debuff zone and a tanker taunting from afar. Because the tanker is out of range of the AVs pbaoes and aoes the AV wont use them whilst taunted and so the people surrounding the AV wont get hit by them, meanwhile the tanker is being buffed and watched over by an empath - sweet! -
spines: can lower the dps of other sets to the point where the spines dps gets better, very useful tools, -rechg affects heals too lowering survivability of opponents. Great versus multiple targets.
claws: the best longterm dps but with no real high burst dps to seize the day, follow up buffs damage output but the buff scales to however many damage slots are in an attack ie no damage slots 40% increase in damage, 3 damage slots 19% increase in damage iirc. Especially great dps versus multiple targets. -
The longer a post is the more worried i might fall asleep reading it but the jist i get is with defense there will always be a 5% chance for you to get hit and it scales slightly higher with certain level bosses, streakbreakers exist so after a certain amount of misses you will get hit. The more defence you have above the amount of defence you need to only allow a 5% chance of getting hit the more -defence is required to remove you from it. So say if you are tanking scirroco and ghost widow with 4 lucks, scirroco gets a hit in and -defs you he has increased ghost widows chances of hitting you but say if you have taken 8 lucks and then he hits you he may not of -defensed you enough to increase ghost widows chances, well at least in my own little world thats how i see it.