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There's a clear distinction between RP'ing the game i.e. doing door missions etc in character and milling about under GG having a chat with your mates.
The only player I've met who actually grouped and did missions in character was Red Commissar and very good at it he was too.
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This may surprise people but i have got into character many times on non rp teams without them even knowing it.
I merely talk about stuff in ways that people can take as out of character rl stuff but is also in character in game stuff that way i rp anywhere when i want to and not look like a fool to people who dont get RP. I dont get most peoples RP as i work to different rules.
Galaxy its night time my question "are you tired, do you need some sleep?"
In RL its 2 am
There we go a very basic example i know but i can go through an entire night of thinking up ways to be in and out of character at the sametime. -
i personally find they need to be very offensive, surprise the enemy, completely drain the enemy of all endurance and keep things that way, certain effects (fear for one) really make a elec brute a wuss if people are given a chance to use them, i also expected "when low to the ground" some knockback resist and some immobilisation resist from grounded (maybe not changed yet or of low mag res) but i got knocked back and immobd. Good thing though is i really cant see a "need" for fitness pool so leaping pool would be in its place for me and med pool would require interrupts. So far i have struggled to keep lvl 50 npc's endurance floored but its almost there, i do find myself relying more on the npc's lacking in end than the resistance of the armours, it sure makes more of a difference.
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if i am constantly done over by any lame tactic repeatedly please expect me to get completely bored and see things as though i am not there to get someones pvp rating up without some fun i will leave the zone.
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damage induces aggro did you mean that? i'm lost quite frankly, all i said if something is "taunted its taunted and no other type of aggro enducing effect can over ride it except a taunt", if it looks like its been over rided by another non taunt effect then the taunt duration isnt there, simple as.
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i went 50/50 until the point where i had enough for an attack chain and then i have become more sonic resonance, someone still around doing damage is better than me having a couple of extra least needed attacks.
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i would of gone buckshot before m30 grenade, if your hitting less than 6-7 with m30 grenade it really doesnt pay for itself as much. AR is most definately not broken.
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This will be after I respec at 38 when I get granite. My current build doesn't quite look like this.
Name: Balaah
Level: 50
Archetype: Brute
Primary: Super Strength
Secondary: Stone Armor
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01) --> Punch==> Dmg(1) Dmg(3) Acc(3) EndRdx(5) Rechg(5) Rechg(7)
01) --> Rock Armor==> DefBuf(1) DefBuf(7) DefBuf(9) EndRdx(9)
02) --> Stone Skin==> DmgRes(2) DmgRes(11) DmgRes(11)
04) --> Earth's Embrace==> Heal(4) Heal(13) Heal(13) Rechg(15) Rechg(15) Rechg(17)
06) --> Haymaker==> Dmg(6) Dmg(17) Acc(19) EndRdx(19) Rechg(21) Rechg(21)
08) --> Knockout Blow==> Dmg(8) Dmg(23) Dmg(23) Acc(25) Rechg(25) Rechg(27)
10) --> Hasten==> Rechg(10) Rechg(27) Rechg(29)
12) --> Swift==> Run(12) Run(29) Run(31)
14) --> Super Speed==> EndRdx(14)
16) --> Rooted==> Heal(16) Heal(48) Heal(48)
18) --> Hurdle==> Jump(18)
20) --> Stamina==> EndMod(20) EndMod(31) EndMod(31)
22) --> Rage==> Rechg(22) Rechg(33) TH_Buf(33) TH_Buf(33) TH_Buf(34)
24) --> Boxing==> Dmg(24) Dmg(34) Acc(34) EndRdx(36) Rechg(36) Rechg(36)
26) --> Tough==> DmgRes(26) DmgRes(37) DmgRes(37) EndRdx(37) EndRdx(40)
28) --> Weave==> DefBuf(28) DefBuf(39) DefBuf(39) EndRdx(39)
30) --> Aid Other==> IntRdx(30) IntRdx(50)
32) --> Aid Self==> IntRdx(32) IntRdx(40) Heal(40) Heal(42) Heal(42) Rechg(42)
35) --> Foot Stomp==> Dmg(35) Dmg(43) Acc(43) EndRdx(43) EndRdx(45) Rechg(45)
38) --> Granite Armor==> DmgRes(38) DmgRes(45) DmgRes(46) DefBuf(46) DefBuf(46) DefBuf(48)
41) --> Taunt==> Taunt(41)
44) --> Mud Pots==> EndRdx(44) EndRdx(50) EndRdx(50)
47) --> Health==> Heal(47)
49) --> Minerals==> DefBuf(49)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> EndRdx(1)
01) --> Fury==> Empty(1)
02) --> Rest==> Empty(2)
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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! -
Your post amazes me, is there any chance of you posting your build to see where the problem is? I find AR borderline of not needing stamina personally, very borderline but AR/(thermal,traps,kin) isnt AR/dev, looking at your build may help in finding the problem. I think traps would be the most compatible anyway due to AR action times, the rest arent so bad and some nowhere near as bad.
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But its all illusion and perception isnt it!
EMpaths / Heals: Ooooh look at my health bar going up - empath you have saved the day! ooooh look at all the pretty green numbers floating above my head - empath you are teh uber!
Forcefielders/Sonicers: Hey, mr. bubbler you are teh suck! look at me, I am teh uber, Im pwnzing these goons, teh cant even touch me!
Rad / Dark /TA: Hey dont bother telling me who teh anchor is, I am pwnzing these guys! look how fast I am killing them, I am teh uber! you suck!
Storm: Hey your heals are teh suck! are u H38lo4 or what? u r teh leech, watch me pwnz these guys, I am teh uber, they are so Sloooow compared to me!
etc etc
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Sadly, ever so sadly, this kind of sarcastic comment about how people might think seriously doesnt sound too far-fetched to me but with empaths thats more lower level perception and with a good tanker and a good team on a typical mission the support heals arent necessarily even required, survivability can come from the buffs and no one but the tanker could actually get hit due to positioning. The tanker could have adrenalin boost when not double RA'd and be perma forted anyway (well in i7 that fort for defense will seriously count). -
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I've said it once, and I'll say it again: You do NOT need a tank and an empath to kill an AV. You don't even need a full team.
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Despite me being pro tanker for their usefulness in teams this statement is very true and so obviously more so on CoV. The game is made up so that no AT or type of hero is a definate requirement of any team. Despite people being all pro rad for RV, I am not. I see the regen and the res as hurdles and getting past one or the other is fine but both is obviously great.
I have seen AV's done with just a defender and a blaster before now. -
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Villains are acting like villains imo, pvp has no rules and to win may require tactics (no matter how dirty) on both sides.
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I'm sorry for saying this, but "villains behaving like villains" is the most STUPID arguement in favour of acting like a-holes I ever hear. This is a GAME, and courtesy should be shown by and to both sides. This is a GAME, and so there SHOULD be rules and code of conduct. Having Player versus player with no rules is ONLY laziness from the devs, and nothing more whatsoever.
If your (I don't mean YOU specifically, just a general "you guys") idea of fun is to insult people and cause them grief, you should join a supporter club for football. Problem is, that people who think these things are fun are either children, or adults with serious personality problems and small you-know-what's.
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Its a pvp zone.
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Yes. PLAYER versus PLAYER. There is actual humans on the other side of the avatar that you insult, gank and grief. respecting other human beings should be a requirement for being allowed in a pvp zone, but alas, this isn't so.
Poor behaviour towards other people only breeds more poor behaviour, and this is in my opinion the reason why it's got so much worse since last time I was in siren's.
I say again. PvP zones in CoX should be moderated, and griefing should not be tolerated. Griefing ruins the playing experience for everyone except the person doing the griefing.
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@sixkilla. My quotes are within this, your post. You have very belligerently have taken what i have said and misinterpreted my meaning going from your experiences. I have never heard/seen any seriously foul behaviour in the pvp zones. I have heard banter and baiting i have seen ganking, ambushes, people playing in any way the pvp zones allow of which i see as normal. You seemed to have assumed i am referring exactly to the same things as you do, stuff thats unincluded in your first post of which my post is in response to of which you havent really described any excessive foul behaviour. Also as i had said, i dont take part in all that.
A certain amount of banter and baiting can go on between boxers before a run up to a match this is just to make eachother psychologically off, so mad he forgets to how to box or when to pace or its used to draw crowds into watching. I dont find that unrp like but being a 12+ game i agree it needs to have limits but also being a 12+ game you cant expect everyone to act mature and not dance over your corpse. Its not against EULA, whereas excessive foul abusive behaviour is and only requires a proper petition and a logged chat to solve.
I wouldnt expect people to play to my rules or to what i believe is honourable. This is a roleplaying game and it would be unroleplayer like of most villains to do that but having said that the excessive abusive behaviour that i have (since my post) read about from your posts is a step too far but i havent actually experienced or seen it at all to draw from and of course i dont condone it. -
I dont think cryptic are using Marvel or DC comics as a guidebook. One day though apart from with defenders and masterminds perhaps you maybe able to start almost all ATs from either the hero side or villain side as opposed to simply going rogue.
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I dont know why it isnt the case but, according to the herobuilder but tankers have so much resistance for the price of so much endurance whereas scrappers and brutes have to pay the same in endurance for less resistance with similar sets i wonder isnt there an AT modifier in this and is it really fair?
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Tankers without taunt are not upto much tanking mobs with a +2 or +3 AV in them and cant possibly achieve such a mob without a death involved or most likely a teamwipe (regardless of team make up - by that i mean no specific type of hero required but ok in i7 the whole team can pop lucks).
Scenario: Antimatter slaps his enervating field on the tanker but the tanker has to stay close to antimatter to keep aggro and affect the scrappers - cool (thats knowledge:P)
My point is this tankers without taunt are limited in their tanking skills. They can barely consolidate aggro of more than 10 foes.
After writing a post about unstoppable i cant see why taunt aint great to have with unstoppable, hibernate, rise of the phoenix and lack of recharge and mobility in granite. As taunt is the longest taunt duration power a tanker can offer and can help grant instant recovery at range with no endurance cost.
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Antimatter is a lvl 43+ AV, by lvl 41 any tanker has access to ranged powers in the EPP's.
... anyway, I don't see what's the big deal with his EF. I guess I could stay at range and use only fireblast, but why? The only thing hitting the scrappers is Irradiate, which is DR and isn't strong enough to kill a scrapper.
Btw, auras can aggro up to 17 bad guys, not 10. I think what you're seeing is people slotting only one ACC, or don't slot at all, since they don't see the "miss" message ; so they miss 30% of the time against red/purples and don't hold aggro.
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The tankers auras can only effect upto ten at a time the only aura that can miss with its taunt is blazing aura, the rest dont miss. Its nothing to do with acc unless its blazing aura and even then with 3 accs in any of the tankers attacks it wont mean a tohit calculation will go in the tankers favour, there is always a chance to miss. So staying at range with your fireblast or anyother ranged epic, with or without good secondary effect duration not to forget its poo gauntlet duration wont guarantee nothing unlike taunt.
Enervating field is -dam and -res i'd say that aint good. If the only aoe from antimatter was irradiate id say you were lucky.
The most a tanker can attract to follow is about 17 total thats with or without the aura because thats the aggro cap and it wouldnt matter what else you did taunt wise the only way you can gain seemably more attention is through damage but only seemably, it can look like 19 foes aggroed. If anyone attacks those 17 with the aura on with a 16 hit aoe, 6-7 will easily leave and go for the attacker not to mention only the amount that can fit into the area of the aura will stay or can be affected by the aura.
To get 17 foes inside of my aura i went to rikti island because without stacking it isnt straight forward and i perfectly bunched them around me, my friend raziel d-x and his orbiting death came with me to pull the monkeys off me with damage. To do this proper we had to clear the beach so we couldnt gain any extra aggro through perception or the fact that any remember us in passing in order to do this right.
After clearing the beach all that we were left with was 17, my taunt aura is 3 slotted 50++ taunts and against level 50 blue threat monkeys thats just great. Raz ran in and pulled rikti monkeys from me until i was down to 10, once i was at 10 he could pull no more no matter how often he repeated. Its not the first time i have done the test either.
The damage component of damaging auras are definately a 10 hit maximum therefore blazing aura can most definately only taunt upto ten because it certainly isnt an autohit taunt aura. Icicles can also hit 10 max and the damage component of mudpots can only hit 10 max.
I got my ice tanker out and achieved the aggro cap of 17 and got myself tightly surrounded by the mobs with 8 foes actually stacked (skills from drecking:P) and the rest completely surrounding me and i stood still for a few secs to not be mislead. The stacked mob of 8 and the 2 foes (1 either side of the stacked mob) had chilling embrace on them and the rest despite being close enough around me had nothing, i counted 10 effected by CE using tab.
but please feel free to check out what this site says about the tankers auras:
http://www.nofuture.org.uk/coh/powers/ -
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Shannon is right, but if I have a couple spare blues on me i will stay in wit hthe AV as I have such a good Unsoppable crash, its a risk but it hasn't failed me yet
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Give it time, anyone who knows me, knows i actually have no intention of showing off how good i can crash in a fight, the risk is always there and luck always isnt, a five second block yourself compared to a "ress me please?" with an AV standing over you is much better, ressing people at an AV's feet is a bad thing, some defenders do try to res in a panic only to see the person accept and getwiped again however a res to pull away whilst floating does work sometimes. In i7 tanking will get easier alot easier and so will the infight crash just pop lucks. -
I use my own eggtimer in my head basically but i used to time it and it can be caught quick.
First pop a break free before you crash in case you are under a hold duration when you crash and then the moment the sound of the crash happens you pop a blue then hit dull pain then toggle up.
You can leave a AV taunted and then go hide crash and return within 5-8 secs and still have the AV taunted with only eyes for you when you return (people muust think ive chickened off when ive done this lol).
You will need to make the crash to return as quick as possible and slot taunt up with atleast 2 taunt durations to keep him busy as the taunt in the tankers aura is no good, it doesnt last long enough. I have 2 recharges on unyielding as i want that back in 5 secs incase i am detoggled pvp but its good to have it off for when unstoppable crashes (making sure you use that break free) and get it back asap.
Any health and endurance buffs you can get from a defender is just lush as you dont have to have any of your toggles drop at all, but sometimes you can have a good crash withoit buffs and still have all toggles on this is down to power low end cost and catching the crash on a stamina tick (luck more than anything). -
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totally agree, and after all, its only one power, wouldn't hurt to have it in there even if you don't want it all the time.
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That's the real rub for me. An auto hit power, rapid recharge, and zero end cost. How many great powers come with that?
And its one power - only one. I'm sure most builds can fit that in by the mid 20s.
Its gonna spell the end of fire blasters this tauntless trend! If you see one, take a screen shot, cos they are endangered!
[/ QUOTE ]My point is this...anyone who says taunt is needed (unless they are a granite tank) doesn't have a clue about tanking
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Tankers without taunt are not upto much tanking mobs with a +2 or +3 AV in them and cant possibly achieve such a mob without a death involved or most likely a teamwipe (regardless of team make up - by that i mean no specific type of hero required but ok in i7 the whole team can pop lucks).
Scenario: Antimatter slaps his enervating field on the tanker but the tanker has to stay close to antimatter to keep aggro and affect the scrappers - cool (thats knowledge:P)
My point is this tankers without taunt are limited in their tanking skills. They can barely consolidate aggro of more than 10 foes.
After writing a post about unstoppable i cant see why taunt aint great to have with unstoppable, hibernate, rise of the phoenix and lack of recharge and mobility in granite. As taunt is the longest taunt duration power a tanker can offer and can help grant instant recovery at range with no endurance cost. -
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I think i managed to confuse him successfully twice...but TERRIFY and TK really shine, even if they did drain my end fast.
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looks to me terrify (cost of 20.8 endurance points) needs some endurance slot wuvving at least. -
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Oh, and that's outside of the water too.
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Must of been an old wives tale about the water at somepoint then? -
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You may have already used it, it's quite old, but still handy to an extent
:clicky:
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quite old, unfinished and misleading. -
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Well Im kinda assuming a tank will have AoE taunt, or really hes not worth teaming with at all to be honest (*em/duck).
I have resigned myself now to the fact that the standard of tanking is pretty rubbish. Guess its time to play those single target only scrappers/defenders/controllers/blasters...
Hey, maybe the reason tanks dont take taunt is cos they cant survive all the aggo... now that all other toons are taking cowardly single target effects?
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There is so much logic in that, if i have checked a tankers build and find certain lackings then see him play i may attack with less dps leaving the tanker longer in the fight. A tanker with no aura or taunt is not going to have me using full auto becasue i know i am gonna be the one getting the aggro where as one with as many aggro holding capabilities as possible can have me unleash everything on a mob nice an easy.
taunt is an anti ambush, pbaoe minimaliser, an ability to pull without leaving a defenders debuff area and not need an empath in team, ever, its damage mitigating AV's long range can hurt less so you can go tank a higher AV and minimalise pbaoes for the sake of the team, pull whats around the corner without being surprised by it, save a friend in the red "better red than dead". Hold aggro of more than 10 comfortably so that blasters hit 16 aoes can do so comfortably.
There are ways to get around not having taunt but i think the tanker is limiting themselves without it especially as it comes with no endurance cost. -
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I've seen too many Tanks using taunt every time it's recharged.
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Early levels some tanks have so few attacks and do not have a hit 16 max aoe either, they may use it as a spacer in an attack chain or for consolidating whats just outside the aura without moving from the bulk of the herd which may be debuffed.
A herd may consist of 15 foes the tankers aura will only effect 10 and so the taunt will claim the other 5. The tankers few attacks may aggro an extra one but the 5 + 10 foes taunted leaves the blaster with his hit 16 foe aoe the safety in using it rather than the blaster hitting 16 and then 6 come over and floor him. Taunt duration from taunt also lasts longer than gauntlet anyway, taunt duration from aura doesnt really last long either just that the taunts are continuously made after the last taunt duration has worn off unless its slotted well. I'd say a tanker without an aura is worse than one without taunt, a tanker without either isnt much of a tanker fullstop. A tanker with taunt has more abilities in tanking and is more flexible in differing team make ups. -
What I dont understand is the sitdown near galaxy girl and chat bit, that could be done on msn, however in mission roleplay is probably alot better, you go in, you have a job to do, oh wait thats normal gaming!
What would be nice imo is the combination of the two. You dont talk about real life, there is no xp, anyone that gets hurt enough to be laid out cold is upsetting and you adapt with eachother, come up with plans and all that because you all would rather get in and get out with the job done with no casualties. -
Controllers actually arent useless at all, they are great for tankers to have around, whilst foes are controlled they are less damaging to the team so you can more easily up your setting if ya want.
All you need to do is find out where and when your powers work best for all and stick at it, aoe control effects around whats tightly herded around the tanker and single target any strays the tanker hasnt seen to taunt and may pose a threat to someone.
When i have played my controller mobs die too fast to even need a duration in the holds but i dont think that i am not needed as the fights done without me are actually even harder. Its much nicer to have a tanker herd, then the mob controlled so everyone can go full out damage with pure freedom and no fear. -
It should fall down in every mob between lvl 5 and lvl 24 without hoarfrost chucked in early.
It falls down on endurance, the attacks are slotted as though he is a */regen scrapper or a very slow attack recharging granite tanker.
Superstrength has everything it needs within the set, you can quite happily take energy pool.
I find taunt very very useful for gaining the attention of and herding only those i want to herd as well as with AV's who either hit too hard in melee range or pbaoe to damn much or both.