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Posts
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Quote:Damage buffs work on base damage I think so do not buff a Brute so well. Given that the Brute has previously shown to get mezzed and die. The tanker may be just incasing. In all honesty I think Tanks shouldnt worry about Brutes unless the Brutes can compromise team. Not always a bad thing as some ppl do like a good fight.Doesn't sound like strange tank behavior to me. Sounds like strange brute behavior. Why wouldnt you just fight side by side with the tank? You could have turned those breakfrees into reds and added even more damage. Cant brutes eat reds too? Or is it some unwritten law that they need full fury bar all the time to feel all warm and fuzzy?
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Yes, but sometimes that aggro onto the "squishies" brings them fun as sometimes people like a bit of an off fight. Not efficient though. I wouldn't of saw it as my place to tank for a brute or a scrapper. Maybe I might save one because in doing so saves the team. What annoys me is when I am aggro capped and the team is taking a while to take that down, a brute or scrapper aggro caps and brings them back with him almost defeated to the me and the team so then I, lose what I can afford to and pick up what he can't handle, before he dies, otherwise that aggro cap + my aggro cap = too much on the team. Did you die prior to it all? Also its not in a teams best interests to have the token defender working in two different areas so if that was a risk factor then maybe that was why.
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The team could be divided into two positions. Those in melee and those that are ranged. You may be in a position where your ranged damage mitigation powers are aiding those in melee and your melee damage mitigation are aiding yourself and the rest of the ranged section of the team incase any runners get passed the melee group to your group.
Is it worth having? What is the primary? If this power can stack to either another of your powers or someone elses then yes otherwise its a maybe. It's certainly not needed. -
Could be a number of reasons. Next time you take the alphas and get that fury up almost instantly.
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Quote:I was surprised you hadn't initially mentioned DE. The Quartz Emanator makes your def look like nothing. Getting to a Guardian and doing something about them is the thing. Oh and try not to mix two groups as you never know how much of what you're gonna get.All good points.
Is there a generic name for the darned Devouring Earth pets they drop (Cairns, Trees, etc)? THose things, especially the cairns, annoy me to no end. Get two of those overlapping, and suddenly you are doing 3 damage on a hit to a Boulder. Painful! -
I usually get in about 5 or 6 attacks on a tanky and still do content.
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Prior to the buff to defs I had last played a guntoting lvl 50 TA def and a guntoting lvl50 TA cor doing same missions and would of said, for soloing the corr was better but teaming its gonna be a def but then the def got buffed. Despite doing the same missions there was always something different and so my thoughts were subjective. So I would toss a coin now.
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Steadfast protection +3% def out of fashion? I think what I am saying is by spotting what was instantly missing for me, is to keep looking and looking at the slotting, the time at which powers are picked, the figures..As there is always something that can be improved. I was looking at the final build of my Mind controller last night preparing it for when fitness pool is inherent and just kicking myself for not noticing two alternative slot decisions. 45% s/l should be doable.
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In the old days when I didn't know what I was doing..and teams said I needed..NEEDED..just to emphasise that word a SR scrapper to do Malta Sappers as they would drain my Inv/SS tanky's endurance, I didn't appreciate the word need and so had various ways of trashing Malta.
"Macro T, "$$targetname Sapper" to target the Sappers asap.
I then with my Superspeed (power of choice) sped in and hit them hard up in the face with Knockout Blow. Knockout Blow has slightly better acc than most attacks, Rage makes it more accurate and more damaging and Knockout Blow is of course a Hold just incase you needed to attack chain them down. If I couldnt see where the Sapper was I'd pull the group, pick them out as they came and then smash them. If they flew I'd chuck a boulder at em then smash them. Given a room with 3 sappers in close proximity and a team of headless chickens commiting me there was always unstoppable. I could of had tough and weave but apparently they were needed; and seen as part of the Invuln set but I never liked the word need.
So there was alternative ways to deal with them other than needing defense but nowadays I guess people ain't used to seeing tactics, steam roll or else. On speed runs of LGTF, Penelope, a kid, getting mullered is a good thing as it saves time. Times have changed.
I say all this as the only reason I think a low def Invuln can be beaten by Malta is because of that Sapper. -
Man. +Def
Assault +Dam, Res to Taunt, Res to Placate.
Tactics +Tohit, +Per
Vengeance - shouldn't need it really unless you're a twisted tanky.
Anyway Heightened Senses offers +Per. Rage offers +Tohit. So with Tacts the question is how much will you need? If PvP then yeah some people stealth up alot and stalkers prolly require you to have atleast 150 ft of per to see them. I think it depends on how you want to slot for most of the game.
Assault Tiny increase in DPE but you can slot it for endurance OTOMH for a touch more. Does make other people lower fight durations though. Resistance to taunt handy in PvP. Resistance to Placate handy anyhow, taunt can outlast Makos placate duration or outrange Makos Placate.
Man +def and def per end point is small but it might make a big difference depending on how close you or others are to the soft cap.
Vengeance well ya could have a use for it. Some people can not be saved as you can not play their toons for them. An AoE is what it is. Sometimes preventable and sometimes not. -
Quote:For you, perhaps. When you assassinate someone for 1500+ damage, you've just painted a great big bullseye on your forehead. I don't care who's tanking, the mobs do notice that. I can see many benefits to changing Placate from single target to AoE... both on teams AND solo.
I am doubtful looking at how threat is calculated that a stalker could strip mobs from a tanker who has mobs taunted. I suggest that perhaps the mobs were missed between slow rates of ticks, momentarily aura taunted by some aura like RTTC which doesn't last for long or not taunted at all. Taunt duration remaining is such a huge factor in the calculation taunt may as well be binary with some players. Type of tank, type of enemy, tankers playstyle, stalkers timing are all key factors but ya just aint guaranteed to steal of every tanker all of the time I reckon. -
The 2nd def in CJ isn't much bang for buck neither. I would reorder to get fight pool sooner or anything else that requires a lot of slots sooner.That way you don't end up with a power that could do with more slots unable to obtain them. Jab should -res so may as well use it.
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I would put money on the Devs having a huge list but only so much resource.
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Quote:That scenario does ring true for those who don't know when to AS. AS could happen just after someone else enters the group, not before.Let me know if this scenario sounds familiar to you...
1. stalker runs into middle of mob group and assassinates the lieutenant
2. stalker just aggro'd the remaining 12+ mobs within 15 feet of him, and dies within 3 seconds because he can only placate 1 of them
3. stalker asks team for a rez
An AoE placate in this scenario would put the aggro back on the Tanker/Brute/MM where it belongs, not on the "melee" guy with crap for hit points.
Perhaps if by having a stalker in the team, the team could gain some stealth. Think of it like the stalker showing the team how to be quieter and less obvious. The knock on effect is that there is less chance of ambush. Scenarios where people fight in one group accidentally pull another from being slightly in perception range of the other do happen. So a Stalker could provide a stealth buff to the team but I wouldn't have the buffs stack between stalkers. -
If the character is grounded then hurl comes into its own as you just launch a rock to knock fliers down. I thought peoples builds perhaps over did the def in TH. The 3rd slot don't do much bang for buck, plus more rechg in KoB could be had. It is a hold and to whack two in no time with it is a good thing.
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I'd be picking this one up as it would be good for atleast 10 chars.
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Quote:You do this deliberately. I sure you do.Yes. Resist Energies gives you 25% resistance to end-drain effects.
It is available at level 12 on Tanks.
On top of what people say, other than avoid freaks, locate the main end drainers and smash em first. Knockout Blow is a hold and you can pick them baddies out quick using a macro like "/macro T, "$$targetname Stunner". I do that with Malta Sappers. I can't say I've had too much of an issue with Freak end drains perhaps the build you have is overly end costing, but anyway. -
I settle for TP. I'd rather have massive taunt duration to reduce aggro losses and be able to get passed a ledge without having to turn rooted off. Running around a fence say is not going to be as quick as tp'ing over it.
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Once fitness is inherent ST is possibly one of them "why not?" haves. I like it personally. You can be a Tanky and still have it in the build for just incaseness although I do get people when they say they don't die enough to need it but I do get people who like to use it for fun an all. I think its better to read more than one guide, I for one wouldn't take Jebes build. I don't need to run it through Mids to know this. I would always suggest reading as many guides as possible as opposed to one persons whose might be the best. I ain't really read a DA guide since 2006 myself and it was prolly a scrappers.
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I didn't like the builds. I felt that there was a lack of bang for buck with them. 3 SO def slots in combat jump is a waste on a low def toon or any toon. 3 end red in acrobatics just because its a toggle is an old bad habit. The scrapper section has min/maxers in it. I'd dare say that they can help anyone work out a good build instantly as they appear to eat, drink and sleep with Scrappers. Just make sure you know what you want to specialize in. As always in a scrapper guide there is no real depth on confront. I did an all scrapper STF with it and it was the main ingredient to our success. Other scrapper STFs struggled in comparison.
I know its fun to do guides, and any guide that dispenses with all the info anyone needs to know is a bad guide as it leaves nothing for others to discover. The depth of knowledge that can come from the community around you is always useful. So my advice is to always seek it and go on to be a giver off it. Passing things on so to speak. -
An option to have all blasts come from either the eyes, mouth and chest?
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Quote:Snap!I find a build that people go "that's weak" and I go and build it. I've built the mind/psi dom, the ninja/TA mm, the SS/EA brute, the fire/fire tank, everytime someone tells me that "that is da gimpzors" I go out and make one!
And then I proceed to make my next 50.
*goes back to his Kin/EA Brute* -
Quote:No you're not, I don't care how good a player is there are certain challenges where even with an infinite amount of time you will fail without the right team. Like a MoSTF I would NEVER do with a Fire Tanker. I don't care how well built or how many billions of influence or how well that player can play his character there is still a huge inherent weakness compared to all of the other tanker secondaries.
A Fire/Fire Scrapper can be made capable of doing it therefore I'd attempt it with one. -
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It all depends on what you want to do with it. I took Dark Melee for mine despite having a Dark/Dark Brute. Ideally what is conceptually matching should work best in terms of something. The majority of the player base might have other ideals that are nothing like that something.