New Dawn

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  1. Quote:
    Originally Posted by Infernus_Hades View Post
    I hear the I farm the wall stuff too - I will say it again - my Fire/Dark corr is a better tank in almost every case than my Fire Tank. -To hit is nearly as good as an armor set as most tanks get as it basically equals defense. I then have the Resistance armor from Ghost widow because - I don't get hit and when I do I have an awesome self heal that almost never misses and resistance at near cap levels that means when I farm the wall I can herd 3 large roman groups safely.

    On a fire/dark corr i can and have defeated the crystal spawn and the resulting ambush for an 8 man team SOLO. I can walk up the road towards Rommie and take one side SOLO. I can and have cleared the towers in an ITF SOLO. My fire tank can't do this. I want to see the exact build and I would love to see a gameplay video.

    If you doubt me on ANY of these claims I would be more than happy to show you.
    You'd still fail to tank and when we have a merged server list I will if we get free transfers come over and show you. Tanking is not about being able to swim somewhere up to the neck in mobs and live to tell about it. You're merely being a corrupter. You don't acquire the threat level for tanking, you merely raise your own and other peoples, potentially other tankers survivability. If your survivability is low in teams then perhaps you should look at them, look at what powers they have and offer them all opportunity to use them. I as a buffer can buff people but I find that some people still try to go beyond the limitations of those that can help them.
  2. Lightning Clap is prolly most skippable. I have it on my brute but then she is more likely to power surge.
  3. Unless I am tankmaging for a team with my elec/elec buffef by defs I like to rely on control and end drain for defense. Otherwise teamed I could pretty much need aoe def just to get the initial end drain powers off whilst tank/brute/scrap has aggro. There could be 3 builds focusing on end drain/time and each positional but I'd think as much def to all in one build and then an equal amount of each positional might suffice. The main thing is Powersink and Short Circuit and in my book Lightning Field (Elec Fence 1 target), AoEs and then good attack chains.
  4. Quote:
    Originally Posted by Carnifax_NA View Post
    So as an Empath is letting people (very occasionally) die so you can cast Vengeance on their sorry corpses and opening combat with Creepers because the bloody herd-happy (but tauntless) Tank is moving too slowly frowned upon or considered Empathlock?

    Not that I'd do such things of course *whistles*
    If I have to focus too long on one person, wait it don't happen, I let idiots die, first rule of empathy.
  5. Quote:
    Originally Posted by Jibikao View Post
    I wonder why the dev has not made it better since it's a higher tier attack. Its only advantage is probably in slow/recharge debuff?
    A ideal example of fairness achieved would be where an Ice Melee would expect to go upto someone in PvP who has a better attack chain and -rechg them to the point that their attack chain is no better and all is fair.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    There are benefits to such an armor toggle that you're completely missing as well. Mobs that are stunned are controlled aggro, but do not count against the aggro cap, allowing the tanker to effectively control more than his 17 mob "limit."
    Yeah Mind controllers can probably control upto 70ish mobs at a time and only aggro 17. I would always as a Dark Tank try for no more than 17 despite anything, same with Icetanks.
  7. Quote:
    Originally Posted by Infernus_Hades View Post
    Obviously some of you are godlike as fire tanks - or read to many of your own press releases while team with cold or FF buffs. I have heard the old I farm the wall thing a million times - guess what? I will absolutely guarantee my Fire/Dark corr can out tank and out damage you on any ITF you care to run. I also can farm the wall and I herd with a twist that lets you overcome the aggro caps and slaughter 3 or more groups at once in absolute safety.

    I can pull both AV's and do the computer all at once - with no trouble. You see that is my problem I KNOW what my fire/dark corr can do and it far outstrips my Fire tank and that is silly.

    One thing a Fire/Dark corrupter doesn't do is tank. It would need to nigh on guarantee keep aggro off of other people whilst they attack the mobs you would be debuffing, fearing etc. What this tells me is that if I was on my Firetank and you were playing your Fire/Dark corrupter with the inside knowledge of Firetanks then I should be able to tank it easy. On my own and I have done ITF mishes on a x8 setting this morning to feel the pain of no support (soloed GW to get to them using one insp I think) and it represented a challenge. I like challenges, being solo x8 won't give me the feeling of the ambushes but then I am without team mates. It gives me an idea of how to move with lack of the right support say someone like your Fire/Dark would make. I play with taunt duration and presence. Something in away makes me want my old burn back but still end result remains same I think.

    There are key members in the team who its imperative to keep attacks off of so that they do not get affected by controls, embroiled in their own personal battles and able to concentrate on looking out for the whole of their team whilst getting a couple of preferably aoes out. If they're not able to help then it can be like taking the bottom middle card from the bottom of a pyramid of cards.
  8. Quote:
    Originally Posted by Sailboat View Post
    In a bizarre incident, the rest of the team went down (Scrapper-heavy, aggro-stealing team) in defeat during the huge ambush of Dark Novas and stuff when freeing the Oracle...but my Tanker stood up to it and at one point was fighting everything solo, defense debuffers and negative-energy enemies combined. I was pretty surprised and I'm not sure why she did so well there. I don't remeber much pressure to hit my heal although I think I did top off a few times.

    Erm, it's aggro sharing scrapper heavy team and since you were the last one standing..perhaps you or the scrappers didn't do a good job of turning the Novas cone attacks or keep over atleast an AoEs distance away from the team. I know it, hard anyway because despite a football fields worth of clear space one side of a group someone has to hurdle over to the otherside straight into the perception range of mobs the team doesn't need right now...(and so long herd pulling was invented. I blame all the other ATs.)
  9. Different types of Tankers will have an easier or harder time than others on TFs.

    No Tanker is expected by the Devs to run without support of others. Now I know people don't play the game as the game was intended and expect other players to defy game mechanics without them; endlessly giving their backseat driver idea of perfection; because they of course are giving it.

    If for example you fail to have healing flames up in time because some Granite Brute is off somewhere with the only support, a kin for example making sure that granite brute is dam buffed at the expense of buffing the team (thus known as the brutes pocket kin or the brutes pet), thats just tough.

    Cos the upshot is, the Devs are not to blame for how the game is played. A Firetank will get it if the whole of the team (includes self) is not team dynamically fit to keep the tank alive as well as everybody else.
  10. Tier 1 attack requires least slots, it is the 20% -res bruise power and you can use it most often (although if you have an attack chain each attack you tend to use the same amount).

    Aside from that it should be part of a set in an attack and aside from that I would prefer to have it on an alt like a scrapper if it were me.
  11. Fast Healing- Full set of Numina's I would never 6 slot this, its potentially and usually less bang for buck than what I would get slotting elsewhere for its not just the bonuses that are important its what the powers can do in usual terms. I would pull 3 slots from here.

    Stamina: Full set Performence shifter, same again I would pull 3 slots.

    Beheader: Empty, your bruise power that gives -20% res debuff. I would slot this, adding upto 5 slots.

    Build Up: Full set of Gausians, ideally this slotting would be more beneficial in Tactics. If you pulled 3 slots from the powers I suggested this could be 2 rechgs and Tactics would be less eps. Willpower offers additional perception and so does tactics.

    Tactics: 1 slotted Rectified Recticle +perception - as said willpowers HS and tactics will add enough perception.

    This advice is given without using Mids but I pretty much have 4 willpowers and roughly remember how they were slotted.
  12. New Dawn

    Is it just me...

    Quote:
    Originally Posted by dave_p View Post
    Some of the new Incarnate mobs have a higher than the standard 50% to hit. BM (and prolly others, like Veng'ed Bobcat, almost certainly in the new I20 trials) have ~65% (64% for BM according to Werner and others I trust), so you need 60% (59%, for just BM) to reach "softcap" against all current Incarnate content. So the popular meme started that, "60 is the new 45," for softcapping. I dunno how many ppl are actually building for that tho (I for one am not... yet).
    I wouldn't bother.
  13. On top of what Shisui said I think you're taking important powers too late for the sake of non essential but nice pool powers.

    I'd be blap, all elec/elec powers I want in asap and then work out where to have the travel power. All pool powers except haste which I always favour tend to come in between or after primary or secondary powers.
  14. New Dawn

    Is it just me...

    Quote:
    Originally Posted by Neutrino_Siphon View Post
    I agree with the hit point part, but the aggro part...well...

    For some reason, in the ITF I was just on the soft capped Blaster (Fire/MM, not surprisingly), was constantly stealing my Rommy And Friends aggro, even though I was spamming Taunt. I mean, I didn't drop below 50% once during the TF, but I believe it was in part because my aggro kept getting taken off me. Even while using all my AoEs, with Invinc up, and taunt on auto.

    I just dont get it. I guess it seems like anyone who's soft capped seems to take the spot of "Tank" on the team.
    Break this down, to what was happening? Was the Blaster in mobs first knockin his socks off? You still have to preserve the survivability of members of the team that may require you. At a point where they can handle the group themselves you could shoot off and ready the next group.

    Also if its tanking Rommie and you lose aggro what is in your taunt slotting? I would expect -rechg from negative energy attacks.
  15. New Dawn

    Is it just me...

    If you lack knowledge or have a low level of expectations then the Tanker may look obsolete.

    Every AT can be made to fill a role of another AT. I was a blaster with Lightning Field the other day and due to having two defenders assumed point well.

    What AT can't we team without ingame? Honestly we can team without any of them.

    A really good tanker could out tank a bad tanker whilst playing on a brute. That don't mean doom. That good tanker is even better on a tanker.
  16. In the totals part you will have end recovery and end cost of toggles, not including the end cost of the attack chain. Now what is important is the difference between the end cost of the build whilst attacking and end recovery. I would rather slot for end reducers in a attack or heavy toggle than gain some small end rec bonus somewhere in a passive or somit. I wouldn't want to live without haste. Too long a wait for build up or earths embrace outside of granite.
  17. Quote:
    Originally Posted by Spiritchaser View Post
    It's a corner case, so I'm not sure how big a deal this is, but wouldn't it "feel" wrong if it were easier to build a scrapper to tank LR? especially if it could be done with a normalish build?

    hmmn...

    BROADSWORD FOR TANKS!
    From the initial outset of the game Scrappers could/should of been the best ones to tackle AVs. Now there was a little confusion a few years ago with people thinking a tanker was needed but now everyone and their mum in the scrapper section can probably solo a AV(s) let alone be able to tank one (if they took confront). Confront would keep 2 AVs but your attack chain would be sacrificed.

    Now tankers are generally better at tanking the AV, or more than two, taking all the mobs, pets, taking secondary effects but initially they were there to halve what the team had to deal with, keep mobs in debuff areas, tight for aoes and now some with some powerful slotting will solo an AV, just not as quick as some scrappers might as scrappers should be more about leading in DPS than keeping aggro off of the team.

    So no I won't find it odd. No scrapper would have to step in for my tanks but my scrappers have had to step in for other peoples. I will praise other people for their intentions rather than their successes. Everyone in my book should have the freedom to work things out for themselves. People can fail but it is how they fail that matters.

    Work this out, 2006, Invuln tank, SO build. No fight pool, RV, Ghost Widow, Scirroco and Mako in melee for upto 12-15 mins, no outside help from other people and no interference from anyone or other npcs. No scrapper is going to compete with that as far as I can ever see.

    Edit:2006
  18. Quote:
    Originally Posted by The_Spad_EU View Post
    As for Quasar, I never used to like it, which is why I didn't take it, but that was back when I didn't enjoy playing my WS much at all, so it's something that I'm considering but I'm not sure where to fit it in as I like SS for the stealth component, Stygian Return is pretty handy and Acrobatics is nice for the extra mez protection.

    Back to the drawing board!
    I often see Quasar in most peoples human forms and what is normally always missing is Gravimetric Snare. A power I think is all too lacking ingame (especially if trying to get an all kheld stf done). Losing a shield is to me a better option.
  19. Quote:
    Originally Posted by Call Me Awesome View Post
    Heck, I recall once running a STF with nobody on the team above 48... it was tough but we managed. The thing is, in both of those situations all 8 players were highly experienced, very good at playing their characters and had a very good team mix. I'd bet that a random PuG would have a lot more trouble.
    So you all started the TF at 48 and didn't lvl during it? Buffs would be better than debuffs as debuffs pretty much get resisted to nought. It would be doable for 8*48s but like you say a very good team mix. 2*lvl50s duo'd it I believe so why not.
  20. Quote:
    Originally Posted by Breog View Post
    Its not a gimiky mission full of Toxic damage or some other odd thing like that is it?
    If its toxic, just throw a Firetank at it.
  21. Quick question, not worth a new thread imo tho, been doing my BS/Regen new build and looking at her with a microscope some. Why does she have to stop and pose when I use MoG?
  22. Quote:
    Originally Posted by Spiritchaser View Post
    you know, you're probably better off with an IO'd scrapper with parry. You'd want enough native melee def to take yourself to the over-cap with two applications of parry, and you might want enough recharge to get yourself as close to 3 applications of parry as you can. You'll miss some times...

    You'd still have to deal wth the channel gun, but his toxic damage is tied to his melee, so all you'd have to do is protect yourself from ranged or energy and end drain from a lucky hit

    first guess? you could probably make the best go of it with BS/Invul or BS/Dark

    Hell, you might even be able to go BS/Elec with tough, and just forget about dodging that channel gun. God knows you won't be worrying about the end drain if you're Ele.

    If you're parrying a tower and thus dodging everything else, an IO'd accoladed Ele scrapper can probably survive that c-gun damage. Accuracy concerns notwithstanding, it could be a pretty cheap build.

    I mention accuracy, because I'm not actually sure what it would take to make provoke reliably taunt LR.

    It could be trivial or it could be flat out impossible without team buffs. I simply have no clue.
    I think a BS or Kat/Elec would do it hitting the gens and Scrappers confront is reliable. I tanked 2 lvl 54s with confront at the same time not losing any aggro, if I went to a 3rd AV I wouldn't of had enough taunt to recharge. When it comes to LR he is keepable with confront so no worries there. Leadership pool taunts are too mickey mouse.
  23. No more alts for me and likely that despite other servers being there I'd see no reason to change, well maybe one and that's if everyone left.
  24. My Ninja/TA finds VEATs awesome to team with.