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I dont actually do any of that behaviour but its a pvp zone and i expect it, even the smack talk, flaming, winding people up business and the using the npcs to get people debt for fun or defence.
The reason i dont actually behave in that way is because there is no actual brilliance in anything, sharing a kill or taking a flavour of the month build, making it more pvp than pve and winning with it against a more pve specified build.
Villains are acting like villains imo, pvp has no rules and to win may require tactics (no matter how dirty) on both sides.
Its a pvp zone.
My one wish would be to see them played in as could be intended more like that night in sirens call where it was about winning zones but i still dont mind the pvp'in for fun business as some funny stuff does happen and some clever tactics does actually happen once in a blue moon.
When your ganked at your base and cant actually leave for being seen and instantly put back into hospital it does remove all reasons for being in the zone so whoevers outnumbered can stay out numbered and odds may even up if you could be teleported or have an undergound network of sewers (for heroes) or tunnels (for villains) to get out with and assemble elsewhere for a surprise ascension. -
If i ever see an icetanker without chilling embrace i'll go kill a kitten myself
i'll never hurt an animal but its an amazing aura for keeping aggro. -
Maximillions build looks fine to follow quite frankly, but you could push taunt in at ten and glacial armour out to 22 and follow the rest from there. But still get a hold like char at 41 (i think its very important to have one).
I use taunt to herd with mostly and i hate the idea of a blaster doing any pulling or anyone else actually.
Putting icicles in instead of a single target attack aint bad either when you consider its as good dps as any of the first 4 attacks. By that i mean as you cycle one of them over a space of a minute except that icicles can also hit upto 10 at a time so thats effectively 10 times the dps and be of much lower endurance cost across that minute, rather than having two attacks to start with and attacking foes one by one. Great for team tanking lower levels imo not so much soloing as you may not be able to herd upto ten and be able to stand there for that long a time to drop a mob with it and repeat it over and over but 3 or 4 foes could be easy enough. -
Your katana scrapper probably has quickness to hasten your set whilst your MA is a regen. If you have slotted similarly in both scrappers i can see how you get that. I thought in terms of DPS golden dragonfly was greater than headsplitter.
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Not keen on really getting into arguments with people about this though - I save that for those absorb pain nay-sayers :P
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taunt has often been my psuedo absorb pain. Even more now since ED i wont be without AP on my empath and it has saved the butts of some other empaths alts(who wouldnt have it). It doesnt kill you, bad teams get you killed because if you have to use it that much something is definately wrong (ie tanker not holding aggro). -
Burn gets a boost in i7 dont it, as in fiery embrace and build up works on it plus eventually you can get a hold in an epic pool later on. But atm its a pain being a fear+repel, if your immobd in a herd and need to get your aura around the bulk of it burn will only make them scatter which makes them all run out of your aura.
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I find scrappers a bit more relaxing and enjoyable to play, there is a lot less thought involved and more mindless mashing with just the occasional taunting a foe of a team mate and seeking the greatest threat to help the blasters drop them almost in time with the minions (well thats the goal), but otherwise i feel as though i have more freedom.
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i think a tanker with taunt is far more useful in any type of team make up, with 3 controllers in a team i have to wonder if a tanker is really required at all. You could have one of the worst tankers upfront (my boyfriend (the tanker) had to go out so he said take over what do i do?) and still not fail on it.
My controller mind emp would walk up to a T junction in a CoT mission and control 2 groups of CoT easily whereas a tanker may run in and get his butt handed to him.
I dont believe that tankers are "the stars" of the team or require any greater skill than anyother toon but for any team make up in any given situation taunt has its benefits its an anti ambush mechanism for one by pulling, damage mitigating because you dont have to be seen and be hit whilst herding to herd, you can stand in the debuff area for the sake of the defender not getting aggro and taunt any out of the debuff area to you. By using it to instantly taunt foes of someone whose well on trouble it kind of psuedo acts like a heal other. -
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Where in this build would I take taunt?
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my very first 30 levels i had no travel power -
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Katana=Highest survivability, cheap and fast attacks.
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Yep, you can double up parry effects until the cows come home.
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yeah! and let someone else actually do the main bulk of the damage -
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A really good tanker don't need taunt.
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the day i meet one without taunt i'll confirm it.
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hmm...
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To be fair i have only seen you in about 5 missions and you were really good, just 5 isnt enough for a proper judgement call (i can feel my arm twisting now though).
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Isnt the job 'keep squishy alive' alive the job of a healer (in any form)?
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I think the job of keeping any member of the team alive is down to the member and the team. What everyone does matters. -
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ah yes i see the point there. you can do it but it does tend to be a bit loose as you start relying on timing it very well for run in punches and your ranged attacks.
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No when you kite, you stay kited, if you run in you could cause a pbaoe to wipe the scrappers in the team assuming blasters stay far back enough which most often they dont.
Against even lvl AV's in general kiting isnt that necessary depending on lowest level in team to AV. So good tanking in those circumstances is just someone hitting the AV and keeping the AV in their aura.
When you start facing +2 to +3 lvl AV's the size of the damage and accuracy of the pbaoe becomes more extreme and so its often better for the sake of the team to kite, that way ensuring the AV doesnt pbaoe. I will say that the ability and type of defender in the team can make the need to kite and the lack of need to kite a grey area. As an empath myself i prefer to just have to worry about the tanker in these situations.
What a tanker is for imo is to try not to allow others to get hit as much as possible. AVs may use ranged cone attacks which multihits which is why its good to have no one between you and the AV preferably all squishies around the back and if anyone the scrappers at the front.
Getting the AV to stop in his tracks and stick to a ranged attack can be fiddly sometimes or downright easy pretty much straight away. Mostly i think its just getting either the range right, having the av unable to move or without a need to move.
Also great to stand outside of team and taunt if an AV debuffs you anyway.
Also if your out of endurance it comes for free.
For everytime this kind of thing comes up i should just make a list of reasons and copy and paste them in.
Would i like to see good tanks without taunt, get taunt? yes i honestly would, id feel that much safer. -
All missions have something to run behind you can taunt, run off and hide in wait in hover mode. If your properly tanking say the cavern trial then hover and fly are a great help.
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[color=green]Green Jet has only ever had 2 travel powers - Flight that was respecced into Super Jump at around Level 24 I think.I guess someone else ran past really really fast in Green and White.
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Yeah prolly Green Jet would be worth imitating -
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[color=green]Thanks for the input! I realise that the last 2 powers are entirely frivolous but I really haven't had much problem on the control/aggro side of things so far and I really just wanted a bit of fun with those choices (I have never tried Superspeed before!); as for the endurance issue - I can honestly say that I have had no problems (even without Speed Boost) - the other mitigating factor I guess is once I have gone in, taunted the mobs, consolidated the aggro and the rest of the team has let loose, I usually only have time for one or two cycle of attacks! I guess the guys I team with regularly have been carrying me all this time...
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hang on i aint finished, im still editing:P and hold up im sure ive seen green jet superspeeding about in the past. Yes they would be frivolous and not really necessary but i personally would rather have the last 2 powers of the earth epic. I mean hurdle? you have tp self!
If your keeping aggro then your not being carried imo. I wonder if you have ever soloed with it or been in small teams lacking in buffs I'm pretty sure i'd be wheezing.
At the end of the day like i said there is quite a bit about the build i love i mean look at mudpots, taunt and provoke! and the slotting is not bad either. -
There's quite a bit I love, i am worried about your endurance/survivability especially if you ever exemp down (i know i would be wheezing, i try to build with no specific team make up and be nicely soloable).
About the last 2 power choices. I have to say between hurdle and ss or last 2 earth epics it so would be the last 2 earth epic choices as i think they are great although not necessarily needed.
In terms of endurance to damage ratio over time jab, punch, haymaker and knockout blow are exactly equal to my maths. In granite form you are -recharged and by having rooted you dont need a hold so much imo so for me given the choice between haymaker and knockout blow (you could swap punch with haymaker but you gauntlet less) id take haymaker for better recharge to gauntlet more often. Your mudpots and taunt is strong though and so it shouldnt make a big difference when teaming. -
I wont say its slow because you could tell the team to stand back and wait for you to tap "f7" for ready, flyby taunt so you taunt whilst you are hidden, click hover, have everything build up on you without you taking any alphas at all, consolidate aggro and heal without major knockdown time because you spin fast and then say "ready!"
Plus a firetanker being able to fly is so phoenix like. Flight is faster and you spin there too. The problem is when you are hit with -fly attacks in which case i'd still have acrobatics later on. If anything its a good pre-first respec power to have atleast on a firetanker. -
With shannon i literally went all the way to lvl 30 without a travel power. What you are prepared to do is a mindset thing, and no matter what you do will never be good enough in somebodies eyes for some reason.
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And even then my own typecasting is unfair on scrappers as a lot of scrappers i play with are very team orientated and will step up to tank when im down or out.
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This i find funny, tauntless tanks who can not possibly protect people from AVs pbaoes i dont. -
If i drop jump kick i dont get superjump, and i have no need for combat jump she has practised brawler for resistance to immobilisations it also means i have an extra attack.
Jump kick is a bugged knockback too, i can use jumpkick on a scrapper, knock them back and then aid self, on toons not protected for knockbacks i can just use shockwave then use aid self, it means i can use less interrupts in aid self.
The attack chain is lacking though i admit, and i need to look at that.
swift+quickness+runspeed i would of thought was good enough but i wouldnt know so far being a claws/super reflex most people dont run.
As many as i can, suggestions will be tried out on test though. Spin is in there atm and not slash due to someones idea as i dont normally ever find having it worthwhile. -
Its just a build for Recluse's Victory, Katalina my scrapper has completed the whole of the current game content except for last 3 shard tfs, which she will as all my toons get the badges. The levels where i put the slots is a bit rushed, its the way in which i have slotted that i would like some feedback on please as i am not PvP headed yet really, once i have done RV with her i may respec her back for shards or retire her.
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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: Katalina
Level: 50
Archetype: Scrapper
Primary: Claws
Secondary: Super Reflexes
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01) --> Strike==> Acc(1) EndRdx(3) Dmg(3) Dmg(5) Dmg(5)
01) --> Focused Fighting==> DefBuf(1) DefBuf(15) DefBuf(17) EndRdx(37)
02) --> Focused Senses==> DefBuf(2) DefBuf(15) DefBuf(17) EndRdx(37)
04) --> Agile==> DefBuf(4) DefBuf(42) DefBuf(42)
06) --> Spin==> Acc(6) Acc(7) EndRdx(7) Dmg(25) Dmg(25) Dmg(46)
08) --> Jump Kick==> Acc(8) EndRdx(9) Dmg(9) Dmg(31) Dmg(34)
10) --> Practiced Brawler==> Rechg(10) Rechg(11) Rechg(11)
12) --> Follow Up==> Acc(12) Acc(13) EndRdx(13) TH_Buf(37)
14) --> Super Jump==> EndRdx(14)
16) --> Swift==> Run(16)
18) --> Focus==> Acc(18) Acc(19) EndRdx(19) Dmg(21) Dmg(21) Dmg(31)
20) --> Health==> Heal(20) Heal(34) Heal(43)
22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
24) --> Dodge==> DefBuf(24) DefBuf(40) DefBuf(42)
26) --> Eviscerate==> Acc(26) EndRdx(27) Dmg(27) Dmg(29) Dmg(29) Rechg(31)
28) --> Lucky==> DefBuf(28) DefBuf(43) DefBuf(43)
30) --> Quickness==> Run(30)
32) --> Shockwave==> Acc(32) EndRdx(33) Dmg(33) Dmg(33) Dmg(34)
35) --> Evasion==> DefBuf(35) DefBuf(36) DefBuf(36) EndRdx(36)
38) --> Elude==> Rechg(38) Rechg(39) Rechg(39) DefBuf(39) DefBuf(40) DefBuf(40)
41) --> Stimulant==> IntRdx(41)
44) --> Aid Self==> IntRdx(44) Rechg(45) Rechg(45) Heal(45) Heal(46) Heal(46)
47) --> Focused Accuracy==> EndRdx(47) EndRdx(48) TH_Buf(48) TH_Buf(48) TH_Buf(50)
49) --> Conserve Power==> Rechg(49) Rechg(50) Rechg(50)
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01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
02) --> Rest==> IntRdx(2)
01) --> Critical Hit==> Empty(1)
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In RV her accuracy will be from the one/two accuracy slots+follow up+focused accuracy. -
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A really good tanker don't need taunt.
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the day i meet one without taunt i'll confirm it. -
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[...] Does its bonus stack with itself, out of interest?
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If it does stack, it doesn't display an additional icon on your buff-bar.
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There is an additional icon.
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In that case, I'm pretty damn awesome at timing when to use it. I've yet to get a second buff icon when using the power without the first icon disappearing
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erm no recharge is 12 secs and the duration is 12 secs you could just be spamming it.
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I would have thought, from one of your above posts, that you were familiar with Recharge Reduction enhancements.
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I'm back to this Private, my herobuilder says Follow up duration 12 seconds, recharge 12 seconds my Follow up recharges just as it goes off but i forget i am a super reflex with quickness its recharging in 10 seconds making the duration 10 seconds.
Making my herobuilder out of touch, or perhaps the current hero builder out of touch and i have also noticed that you are a regen so you would require 1 recharge.
So i am sorry for being so lacking in complete observation.