-
Posts
7257 -
Joined
-
It looks to me that you dont have hero planner.
goto this site and follow the instructions if you dont have it
I was gonna rebuild your tanker with your choice of powers and choice of slotting in the order that i'd prioritise before i look at it anyway but i cant really as I do believe you have missed a power maybe either mudpots, stoneskin or taunt.
But I did think, if i had a 12 year old nephew who wanted to play a tanker and get aggro, and needed to cope with that aggro as well as possibly could be hoped for with an easily teachable playstyle and what if respecifications never existed? So he had to be able to cope reasonably well with expectations of team members what build would i plan him.
i came up with this its basically one build, to tank at all levels, but still not much fun though for a 12 year old.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Tanker
Primary: Stone Armor
Secondary: Super Strength
---------------------------------------------
01) --> Rock Armor==> DefBuf(1) DefBuf(3) DefBuf(9)
01) --> Jab==> Acc(1) EndRdx(3) Rechg(31)
02) --> Stone Skin==> DmgRes(2) DmgRes(13) DmgRes(13)
04) --> Earth's Embrace==> Rechg(4) Rechg(5) Rechg(5) Heal(7) Heal(7) Heal(25)
06) --> Mud Pots==> EndRdx(6) EndRdx(9) Acc(15) Dmg(21) Dmg(21) Dmg(27)
08) --> Rooted==> Heal(8) Heal(37) Heal(40)
10) --> Teleport Foe==> Acc(10) Acc(11) Rechg(11)
12) --> Brimstone Armor==> EndRdx(12)
14) --> Teleport==> EndRdx(14) EndRdx(15) Range(34) Range(36)
16) --> Swift==> Run(16) Run(17) Run(17)
18) --> Crystal Armor==> DefBuf(18) DefBuf(19) DefBuf(19)
20) --> Health==> Heal(20)
22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
24) --> Haymaker==> Acc(24) EndRdx(25) Rechg(29) Rechg(31) Dmg(46) Dmg(46)
26) --> Knockout Blow==> Acc(26) EndRdx(27) Rechg(29) Rechg(31) Acc(43)
28) --> Rage==> Rechg(28) Rechg(37) Rechg(37)
30) --> Taunt==> Rechg(30) Rechg(40) Rechg(40) Taunt(42) Taunt(43)
32) --> Granite Armor==> DmgRes(32) DmgRes(33) DmgRes(33) DefBuf(33) DefBuf(34) DefBuf(34)
35) --> Hasten==> Rechg(35) Rechg(36) Rechg(36)
38) --> Foot Stomp==> Acc(38) EndRdx(39) Rechg(39) Rechg(39) Dmg(43) Dmg(46)
41) --> Mineral Armor==> DefBuf(41) DefBuf(42) DefBuf(42)
44) --> Hurl==> Acc(44) EndRdx(45) Rechg(45) Rechg(45)
47) --> Focused Accuracy==> EndRdx(47) EndRdx(48) TH_Buf(48) TH_Buf(48) TH_Buf(50)
49) --> Punch==> Acc(49) EndRdx(50) Rechg(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
But because there can be a pre lvl 24 build, then a pre lvl 34 build and a post 44 build with which you can make 3 seperate plans in which you find yourself moving slots from places where they were good at low levels to places where they are better at high levels and so if i was never to exemp down below lvl 44 what kind of build would i have then?
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Tanker
Primary: Stone Armor
Secondary: Super Strength
---------------------------------------------
01) --> Rock Armor==> DefBuf(1) DefBuf(3) DefBuf(9)
01) --> Jab==> Acc(1) EndRdx(3) Rechg(31)
02) --> Stone Skin==> DmgRes(2) DmgRes(11) DmgRes(11)
04) --> Earth's Embrace==> Rechg(4) Rechg(5) Rechg(5) Heal(7) Heal(7) Heal(13)
06) --> Mud Pots==> EndRdx(6) EndRdx(9) Taunt(15) Acc(21) Dmg(21) Dmg(27)
08) --> Rooted==> Heal(8) Heal(37) Heal(40)
10) --> Taunt==> Rechg(10) Rechg(25) Taunt(34) Taunt(36) Rechg(46) Taunt(46)
12) --> Teleport Foe==> Acc(12) Acc(13)
14) --> Teleport==> EndRdx(14) EndRdx(15)
16) --> Swift==> Run(16) Run(17) Run(17)
18) --> Crystal Armor==> DefBuf(18) DefBuf(19) DefBuf(19)
20) --> Health==> Heal(20)
22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
24) --> Haymaker==> Acc(24) EndRdx(25) Rechg(29) Rechg(31) Dmg(42) Dmg(43)
26) --> Knockout Blow==> Acc(26) EndRdx(27) Rechg(29) Rechg(31) Dmg(43) Dmg(46)
28) --> Rage==> Rechg(28) Rechg(37) Rechg(37)
30) --> Provoke==> Rechg(30) Rechg(43)
32) --> Granite Armor==> DmgRes(32) DmgRes(33) DmgRes(33) DefBuf(33) DefBuf(34) DefBuf(34)
35) --> Hasten==> Rechg(35) Rechg(36) Rechg(36)
38) --> Foot Stomp==> Acc(38) EndRdx(39) Rechg(39) Rechg(39) Dmg(40) Dmg(40)
41) --> Mineral Armor==> DefBuf(41) DefBuf(42) DefBuf(42)
44) --> Hurl==> Acc(44) EndRdx(45) Rechg(45) Rechg(45)
47) --> Focused Accuracy==> EndRdx(47) EndRdx(48) TH_Buf(48) TH_Buf(48) TH_Buf(50)
49) --> Punch==> Acc(49) EndRdx(50) Rechg(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
I'd personally would just play the above build from 0-50 but for my 12 year old nephew maybe not and he'd probably say he'd want to attack more and hit harder.
I'd have 2 taunts because of when mobs scatter, the tp self movement to reherd requires alot of endurance but using 2 taunts doesnt and i am a bit lazy like that. My main taunts will most likely be overslotted to you so straight away you can already move slots elsewhere i however have my reasons.
These builds seriously arent suggestions they are just what i'd consider for the reasons above. Your own personal preferences still really do need to be assertained.
looking at parts of your build:
--> Earth's Embrace==> Rechg(30) Rechg(30) Rechg(30) Rechg(30) Rechg(30) more than 3 rechg slots is a waste and you get much better mileage from having heals once you have 3 recharges
--> Rooted==> Heal(30++) Heal(30) Heal(30++)a must have power asap
--> Handclap==> Knockback Distance(30) Knockback Distance(30) Knockback Distance(30) with your build atm i can see this power acting in a manner to get foes of you, if you toughen your build up more you could have mudpots instead and keep foes on you.
--> Super Speed==> Running Speed(30) Runnig speed(30) - you are missing stoneskin i'd have that instead
--> Minerals==> Defense Buff(29+) you could take it later on about 40ish before you really start to see psionics, many other tankers have no psionic resist at all and still get by.
--> Brimstone Armor==> Defense Buff(30) Empty() really isnt alot of fire and cold pre granite and its of really good resistance before you add any slots anyway. Many people get by without it anyhow.
--> Granite Armor==> Empty() Empty() Empty() Empty() Empty() Empty() good to have
--> Air Superiority==> Dmg(30++) <--you cant jump whilst rooted and more likely villains will be out of range, its better to not unroot you as you never know when you might get held and so i personally think hurl is ftw later on as an attack you might want for -fly.
--> Fly==> Flight Speed (30) Flight Speed (30 Flight
Speed(30) You have to unroot to fly, tp self is quicker and if you needed to go up a ledge in battle tp self would do it faster and safer for you -
Depending on what you are fighting with/without support and depending at what level my answer will go from a yes to a no. Looking at it I think this is meant to be a final respec build in which you never come out of granite because you wont last 5 mins without the right support unless its for the mineral armour against pure psionic enemies. Your looking for accuracy to come from rage in which case could be equal to not much more than 1 accuracy SO and wont be perma and the damage boost to come from rage when in granite, it has good recharge in the attacks which is too good imo and poor endurance which is too poor. So depending on what you are fighting and when in thinking about your cycles of self buffs it does matter because the question will be can you sustain the damage for the amount of time it takes to hit them enough times to kill them including misses and any running low on endurance in the process. Considering the end drop of rage and the eps of the attack chain i wouldnt want it but if i am permanently partnered up say with an empath with whom in teams you can claim almost undivided attention for example and in permagranite it can do well.
-
"It used to be thought that there was no cap on the amount of defense that a hero could achieve. It turns out there is, but it is very high and not normally applicable to most reasonable combat situations: its in the range of 300% defense at high levels (it scales upward with increasing combat level of your hero)"
found that here -
In pvp i get my accuracy bonus from focused accuracy and rage which is nice. For properly permaholding +2 AVs whilst kiting 2 rechg 1 taunt or 1 rechg 2 taunt just almost does it but i would say 2 rechg and 2 taunt really accomplishes it. The level 54 AVs just makes me want to 3 rechg and 3 taunt in order to even come close to permaing attention but thats more about out taunting other tankers who are by being in melee range with the AVs taking more damage and subjecting the other melee fighters and anyone else in range with increased chances of being coned, aoe'd and pbaoe'd...whereas i think the job of the tanker is to try and help protect people from all that.
-
[ QUOTE ]
Some true points there Shannon, but i dont think it is necessary to live 24/7 in granite.
[/ QUOTE ]
very true
[ QUOTE ]
I said taunt, mudpots AND foot stomp all taunt slotted is slight overkill because it is just not needed as the taunt/punchvoke combo should hold almost anyones attention.
[/ QUOTE ]
I missed the "taunt slotted" bit although i still wouldnt discourage it. I like tanks to be aggro magnets. Edited cos i checked the footstomp slotting 2 recharges would be better. Leaving foot stomp out is a crime to kittens. -
imo 3 defbuffs are better served on invincible i taunt and hide usually where i can so that any attacks are immediately having to be melee attacks offering instant better defence.
-
[ QUOTE ]
A few points..
1) Rage does not stack and therefore does not need 3 rchred in it.
[/ QUOTE ]
In granite you are -recharged so 3 recharges are acceptable and afaik still will not be perma.
.
[ QUOTE ]
3) Mud pots could do with three 3 end red in it.
[/ QUOTE ]
each end red you add has a lower effect on the power than the previous, it is often better to look elsewhere on the build to find a place where you can lower the overall endurance of the build, ie 2 end reds in 2 toggles maybe better than 3 in 1 and 1 in another.
[ QUOTE ]
4) Rage ( even 3 slotted with TH buffs ) and only one Acc engh in your powers is going to make you miss a bit in PvE, and miss a LOT in PvP.
[/ QUOTE ]
I think the OP is more worried about PVE atm and missing alot depends on who you are up against.
[ QUOTE ]
5) Hurl is your -fly. If you want to pvp with it you want it 2acc 3range minimum.
[/ QUOTE ]
that still wont solve all the problems of PVP there is no set rule or best way.
[ QUOTE ]
6) Foot stomp and mudpot and taunt - bit of overkill
[/ QUOTE ]
how?
[ QUOTE ]
7) PvP only - Hand clap is a great squishy stunner.
[/ QUOTE ]
Even in PVE its a great thing to have i wish i had room for it on my build despite disliking knockbacks in all directions as much as i do.
[ QUOTE ]
8) Not too sure on the medicine pool given youve taken granite. You already have a dull pain in EE.
[/ QUOTE ]
That is a "how uber to kill do you need to be?" type question that i find myself wondering aswell.
There isnt enough power choices or slots for a complete win win, the owner post is of mutant origin and i have looked at the type of enemies he would be facing at each level, some damage types obviously he wont even be able to get an armour for at such a low level, but nevermind though the most frequent damage type is smash and lethal (yeah no surprise) and going with that 3 slots per slash and lethal resist power would do well to exist come level 12 when you can buy DO's that do make a better difference. Prior to that 6 slotting earths embrace with TO's is a great help and the TO's being schedule A do count better, add more hp to your build more frequently and provide you with that heal from being first in more often. If it came down to it i could happily play a tanker that was an absolute aggro magnet with all primaries asap and 3 taunts unable to hurt a fly comparatively speaking if it always worked well in teams but sometimes as a tanker you have to help kill things before it kills you as there is only so much time you can spend in a mob (ok im probably talking more about non granite tanks here).
Again i have to say there is no win win suits all at every level build you have to take into account playstyle, play experiences, enjoyment and mindset. If the post owner posted his current/planned build we could tweak it, by letting us know what the plans are and how the role is deemed we could help with priorities. I am a mudpots at 6 rooted at 8 and taunt at 10 type person and teams have loved me for it whilst some people say you cant tank at those levels, (i do rely on good team make ups and teams that work together but that is such a goes without question a need anyway), other people do not have it in them to try to do all that and stick at it.
[ QUOTE ]
I am asking someone to do this because I have problems with my own build and it makes the playing very booring when I can not tank right. So come on people help a poor guys
[/ QUOTE ]
show us your build, tell us how you tank and what you expect of yourself we should be able to tweak something somewhere. -
I agree with unthing plus i'm not convinced a recharge on scorch is really needed on a lvl 50 build. The overall EPS of the build whilst fighting could be lower without changing the number of endurance slots already allocated imo. I do believe it was you that in the past had a very endurance wary build too.
-
If everyone in the zone on either side was primarily badgehunters, it would after too many futile attempts could come down to "you scratch my back and i'll scratch yours" just to get it done. Its done in the pvp zones already with people looking to get their PVP ratings up or get things like the reformed badge. These are extents to which i most certainly dont go to. This is way OT now.
-
[ QUOTE ]
[ QUOTE ]
i look at this and think poor fury builder on teams. Until you get mudpots the corrupters, dominators and other brutes will steal aggro, with granite 3 slotted defense you have easily enough defense to pull off aid self. It really aint that bad. Use it first when you are 1/3rd to a half from full health and failing that then use earths embrace as an emergency back up. Come in and out of granite between groups or asap to raise recharge times and id definately take tp foe and tp self to boot about with and have no mezz protection lost. For me itll be hurdle out, ss out, fight pool out, any 3rd end slot out, all attacks 66% accuracy, 2 recharge 1 endurance 1 dam per attack, rage 3 recharge, hurl (beautiful damage, range and -fly in) and just get out there and kill or be killed!
[/ QUOTE ]
Unfortunately I can't take the fighting pool out; this is completely contrary to why I'm building this brute. Which is to say maximum survivability. Not taking rather decent powerpool powers to enhance my defense and resistance wouldn't really be maxing survivability, would it?
If I weren't that concerned I'd probably just not have taken medicine for aid self and gotten TP with those powerslots instead.
Just restating, this is a brute built to be a villainous tank, and the best tank I could come up with, with the highest possible numbers for damage mitigation (high def, high res, high regen, high self heal).
I actually have taunt now but I couldn't fit it into my tight level 50 build, so I'll have to tough it out for 3 levels after I get granite, then another 3 to get mudpots. Then my fury should build proper again.
[/ QUOTE ]
Fighting pool for your money (money being endurance) doesnt actually add as much survivability to a brute as it does a tanker. I like to build my fury high and then mash everything before i get smashed. There is no need for a tanker type in cov and you can get extra better shields from the corrupters you team with imo. So much so and especially with granite its more possible to have a level of capped resistances from the buffs of team members. I'd be "thanks for that!" and smash everything to pieces asap. -
EM does alot more disorientating than SS. SS is very far behind on that one.
-
[ QUOTE ]
I read all of the other stone/ss tanker builds but there is always something wrong with the builds.
[/ QUOTE ]
There always will be something wrong with the builds even though they are built to suit the player who created it with Stone armour especially. Your mileage may vary with a build based upon not only the way you play it but also the arcs and missions you get as you level up and also according to whom you may regularly team with.
There isnt enough slots to min/max one completely, plenty of hami raids post 45 could help you save on slots to compensate some of the way though.
Knowing what origin you are can help us point you in a good direction as far as making you better suited for your missions other than that there is no win win as you level up on your way to granite. But if you were to stick to your missions of your origin a great deal of whats needed could possibly be helped with.
Use other peoples builds to gain knowledge of acceptable slotting, keep combat mode open to see what type and level of damage you take and build your stonetank around your needs to do the job better. -
Yes it can herd, the kill or be killed factor comes down to what you are trying to herd. When i am watching telly i may decide to solo, herd some and let mudpots do the work.
-
[ QUOTE ]
NB: This is a PvE build first and foremost. This is what works for me. If another way around works better with your playstyle, don't feel set in stone to use mine.
[/ QUOTE ]
Duly noted. I like what ya done I havent checked yet but perhaps it should be in the guides section, if not then its an ingenius idea to have everything up for debate on this part of the forum first . I would definitely do it this way if I wrote a guide because a lot of what people say I do take in. Your playstyle is going to be different to mine so my suggestions may not be of value to you and I accept that.
01) --> Barrage==> Acc(1) Dmg(13) Dmg(33) Dmg(40) Rechg(43)
With all your other attacks and this being a fast recharge attack do you need that recharge, this is a low action time set I know but you have got recharges in the other attacks and I am asking if its better off as an endurance slot to lower your eps whilst attacking. If its not, then fine.
08) --> Unyielding==> EndRdx(8) EndRdx(9) DmgRes(9) DmgRes(11) DmgRes(11)
To save on endurance better 2 slotting temp invulnerability does more than 2 slotting unyielding I believe
.
18) --> Invincibility==> EndRdx(18) DefBuf(19) DefBuf(19) DefBuf(21) TH_Buf(21) TH_Buf(23)
It really is low on endurance, you said about knowing tohit buffs arent valued by some people in invincible of which I am one, without taunt slotted I can pull a foe from you the duration of taunt the taunt between taunt pulses I have found to be lower than the interval. 3 shots of snapshot and the foe is mine unless you have effected that particular one with gauntlet of course. The higher the level of foe the easier itll be.
44) --> Focused Accuracy==> EndRdx(44) EndRdx(45) TH_Buf(45) TH_Buf(45)
Having a 3rd tohit buff right here is most likely better than putting all 3 tohit buffs on invincible.
49) --> Energy Torrent==> Acc(49) Dmg(50) Dmg(50) Dmg(50)
No endurance slot if you use it a lot in your attack chain having an endurance slot here could be more beneficial than on invincible.
[ QUOTE ]
Nicely done, very good guide.
I would only add that you can add some survivability dropping REl and REn to pick up Boxing and Tough.
Tough with Temp Invuln and RPD will make you hit the cap of S/L damage resistance and you'll be virtually immortal against foes such as Nemesis, Malta(you'll only need an epic hold for Sappers or some luck to one shot them with ET)Marauder, Shadowhunter, Battle Maiden and Bobcat's minions and the AV themselves and Freakshows(their nrg damage is little to none, they hurt in melee range with S/L attacks).
If you have the power slot to spare Weave is a good choice aswell stacking nicely with Invincibility and Tough Hide gives you defence at Ice Tanks levels.
The Fighting pool can be an absolutely great choice and with the upcoming change to defence Weave will be far better than it actually is, the build will become more end heavy tho.
[/ QUOTE ]
I totally agree with this with a more PVE inclined build in most circumstances, it also helps if you are more of a tauntbot in playstyle to save on endurance as you go, I wont say its needed though. Playstyle, build and usual team support all factor in what is better for you or not. I have never seen a tp self followed by ET into a sapper but I do know superspeed then knockout blow works and if it misses so what I still have unstoppable and taunt. But my taunt recharges faster.
@maurdecay
18) --> Invincibility==> TH_Buf(18) DefBuf(31) DefBuf(31) EndRdx(31) Taunt(33) Taunt(33)
And I thought it was just the disorients keeping mobs in line.
20) --> Whirling Hands==> Acc(20) Acc(33) Dmg(34) Dmg(34) DisDur(34) Rechg(36)
Interesting choice of slotting. In my herobuilder its described as disorient (minor) which means to me (I could be wrong) it doesnt always disorient. I dont know if thats true but if it is then I would make a choice of a disorient duration thats not always having an effect or an endurance duration that always does
24) --> Health==> Heal(24)
28) --> Tough Hide==> DefBuf(28) DefBuf(37) DefBuf(37)
Using Dr Rocks sustainable damage thingy 3 slotting health does slightly better than 3 slotting tough hide. I dont do maths, he does though and pops everyones bubble with the thought of this game coming down to mathematics. I have faith in him.
[ QUOTE ]
Since i dont have Taunt, ive put in some Taunt enhancers in Invincibility instead. As long as anyone dont get to triggerhappy im able to keep at least half if not more of the aggro anyway (talking about 8 man teams here). My reasoning is that if im able to keep 2/3rds of a spawn (primarily the bosses) occupied, then surely can 7 other people together handle the remaining 1/3.
[/ QUOTE ]
Your doing it all wrong Statesman tanks what he can handle and passes the bosses over to the rest of the team. That method does work, some people do prefer it. Scrappers, controllers and blaster etc do like something exciting to do.
@freedom falcon
[ QUOTE ]
based on my opinion that for around the first 15 levels a tank cannot tank any better than say a scrapper because of the small amount of Health everyone has. With the 3 attacks there, leveling and soloing is much easier i find. Anyone agree on this?
[/ QUOTE ]
It should of read:
[ QUOTE ]
based on my opinion that for around the first 15 levels I as a tank and some others I have seen cannot tank any better than say a scrapper because of the small amount of Health everyone has. With the 3 attacks there, leveling and soloing is much easier i find. Anyone agree on this?
[/ QUOTE ]
[ QUOTE ]
Dull pain is beneficial because we'll be going against vahzilok most probably in the early lvls and dull pain gives toxic res.
[/ QUOTE ]
I started tanking in February last year with my science origin tanker, I had loads of vahzilock missions because of it, but did I have res to toxic then? I dont remember but it was harsh. -
[ QUOTE ]
I'lldefeat anybody in the PvP zone on live servers. Test was different, but here the badges have the PvP risk factored into them, and if someone can't stand the PvP pressure while hunting, he doesn't deserve the badges IMO.
[/ QUOTE ]
You won't defeat nobody -
Just seen a stonetanker with rooted on get end drained by lord recluse i'm sure at one point stonetankers resists were better than that on test but i could be wrong.
-
[ QUOTE ]
The new zone is now 1 day old.
[/ QUOTE ]
So?
[ QUOTE ]
Can we please not start this discussion already
[/ QUOTE ]
I'll start whatever topic i like. -
Yeah someone will want to be the "first" level 50 and be remembered and praised for it as a "legend" no doubt as well.
A mate said that tpin blasters in from the hosp whilst they are on 1 hp would aim for 500% as long as the blaster is tp'd in to maximum range of their ranged attacks i can see that very nearly happening. -
I am of the idea (with so many toons to get on and play anyway) to go into RV and stay there until i am done with it. Any debt i gain will "not" be worked off so that once its capped its capped and any npcs deaths wont add anymore debt so i am set with a figure to work of after i leave the zone. Once i leave the zone its because i am done with it on that toon.
-
So ya tanker has control of the AV ever thought about staying as a ranged attacker, most likely the coast will be clear from other villains as the AVs come to the pillboxes, ever thought about staying away from where the AV's aoes are going to be? on the tanker i mean? if ya stay out of the way of the area of effects you can properly drop in to get yourself to 5% health and start blasting the AV with your damage upped 400% quite happily, lets hope them tanks keep control of the AVs though and you stay safely out of range ot them pbaoes and aoes.
I know its a pvp zone but i didnt see many villains about last night being opportunistic looking to spoil peoples chances to get the AV badges, which is nice. I am a person behind my villain and i understand that there is a person behind a hero simply in the zone to get the AV badges and may have no interest in a PVPer looking to make their life hard and spoiling their fun sadly though imo there will be some looking for easy game to get their PVP rating up but for me whoever does that, has nothing to brag about. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[...] Ghost widows soul storm drops any tanker but with enough defence it can miss, i just saw the build up to it and clicked unstoppable and she didnt kill me, i was too hard! and unstoppable cant be detoggled muahahaha. [...] Invulns are great versus ghost widow [...]
[/ QUOTE ]
o.O - she held me straight through Unyielding and Unstoppable with just a single hold.
[/ QUOTE ]
Her signature power - soul storm - ignores mez protection it seems. I suspect its working as intended..Thankfully it has longish recharge.
Using def buffs so it will miss is an option.
[/ QUOTE ]
I dont think its that long a recharge, i havent timed it but i "suspect" its between 30 seconds and 60 seconds but im thinking 30.
Sorry bout the multi posts bridger im in a rush so i havent edited. -
[ QUOTE ]
Can add, rooted/granite/2x CM instant drop.
[/ QUOTE ]
I think the magnitude of soul storm is about 19 i'm not sure where i get my information from, the american forums maybe but yeah i tested for that with my empath jaqi and the stonetank called filfth (who when i asked him to kite mako it was done instantly the jammy bugger!) -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[...] Ghost widows soul storm drops any tanker but with enough defence it can miss, i just saw the build up to it and clicked unstoppable and she didnt kill me, i was too hard! and unstoppable cant be detoggled muahahaha. [...] Invulns are great versus ghost widow [...]
[/ QUOTE ]
o.O - she held me straight through Unyielding and Unstoppable with just a single hold.
[/ QUOTE ]
I seen her detoggle a granite + rooted tank with a single shot...[censored].
[/ QUOTE ]
Poor old granite for a change aye, but when it comes to kiting recluse and scirroco its granite ftw! unless other tanks are end buffed. -
[ QUOTE ]
[ QUOTE ]
[...] Ghost widows soul storm drops any tanker but with enough defence it can miss, i just saw the build up to it and clicked unstoppable and she didnt kill me, i was too hard! and unstoppable cant be detoggled muahahaha. [...] Invulns are great versus ghost widow [...]
[/ QUOTE ]
o.O - she held me straight through Unyielding and Unstoppable with just a single hold.
[/ QUOTE ]
She does hold you but she doesnt have to defeat you. -
Some information maybe already old news to some but not to others and if i help just one person with this then i am happy.
The AVs of RV I've done them all now live, i did them all on test too with small teams and big teams being sole tank etc and tried out different things even being suicidal to get to know them well, even on my own night after night in the early hours.I have done too many tests on test server with these AVs to think i know all there attacks, damage types of attacks etc, how to increase survivability with low debuffage available.
People might wonder what i was doing in the pillboxes taunting. Well those shields of the pillbox whilst the turrets exist offer +defence and with an empath keeping me perma forted i will get hit once in a blue moon by any AV.
YES that soulstorm can miss!
So in small teams with one tanker its truly a great place to be!
I kept taunting like a tauntbot to try and steal aggro my way and did quite abit but with other tankers its not easy to keep which is why when i get my respec i will 6 slot my taunt despite retiring.
Tanking upclose with the AVs does require a certain amount of debuffage in order for those around the tanker to survive the aoes and pbaoes and if people are in front of the AV's then the cones too. i dont like to play assuming that amount of debuffage is there but if its there its great to go melee.
In that +defence pillbox with enough defence and defence buffs to stack you have a high chance of survivability. To be able to kite from it and have attention only your way all the time would be perfect but unless you can out taunt and out taunt stack another tanker it isnt easy all the time to keep other people from being attacked.
Ghost widows soul storm drops any tanker but with enough defence it can miss, i just saw the build up to it and clicked unstoppable and she didnt kill me, i was too hard! and unstoppable cant be detoggled muahahaha. When it came to the crash i had adrenalin boost given to me just as the unstoppable buff was flashing and crashed lovely to resume tanking still being +def through fort and that shield. You could literally keep ghost widow for great lengths of time to the point of boredom like that once you have found the groove.
I have done too many tests on test server with these AVs to know all there attacks, damage types of attacks etc, how to increase survivability with low debuffage available.
Its not the only way and empaths arent the only great types of defenders around. Whilst on test i had almost one of each type of defender with me at different times (all except a trick archer) and they are all great. I still think teams with a storm defender dont need a tank.
My first time in the zone today i left in a mood because my method wasnt being truly put to the test i wasnt perma forted, and with 2 AV's on me, once the fort ran out i faceplanted just like that and soon after most everyone else who was fighting the 3rd AV got wiped because of it. The 2 AV's came round and got jiggy with it on them. Yes in that pillbox i was actually doing something.
So 2 points here really:
Additional defence can be gained from that pillbox shield should you need it.
Getting up in a lvl 54 AVs face as a tanker surrounded by the rest of team can lead to a team wipe should there be lack of debuffage. I believe all attacks have an increased range due to their level or something.
Word of warning at range scirroco and lord recluse could use a -end attack it helps to have an end buffer should it hit. If your a stonetanker dont worry.
Icetanks and Invulns are great versus ghost widow they have a good head start. hibernate and Unstoppable well timed are good. Her terrorise can stop you taunting so i had to ask much to my empaths friends amazement for clearmind. (I tried clearmind with my empath on test and soul storm still happened).
I cant say much about firetanks i havent seen one for long in test or the zone live yet.
Defense is scaleable if ya try and give yaself 90% defence then your survivability has increased a hell of alot should there be not enough debuffage.
I have done too many tests on test server with these AVs to know all there attacks, damage types of attacks etc, how to increase survivability with low debuffage available.
I got my badges from the zone so after stupid amounts of hours of total play i can retire shannon now once and for all ("finally") and get on with my other tankers who have to deal with the same bleep all over again.