New Dawn

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  1. Have a go at doing one.
  2. New Dawn

    RTTC - Change?

    Potentially in game a Shield Scrapper can not only give a WP tanker extra defense but redirect aggro from them too. WP tankers have the self res but in the above being done the Shield scrapper might be the first to eat dirt. Cheeky.

    I don't see the lack of taunt duration on WP tankers, as something that makes up for vulnerabilities. Being poorer at dealing with alphas might already do that. Can anyone provide a link to where a Dev has something that will do enough to arm people with the belief?
  3. Quote:
    Originally Posted by Scene_EU View Post
    Scrapper Saturdays/Sundays

    In!
  4. New Dawn

    RTTC - Change?

    This price it is said that, with all of WPs well roundedness is in having something that its not good at compared to others, which is aggro control, I am still not inclined to say is fair. Mostly because the penalty is for the team mates and secondly perhaps because WP doesn't deal with alphas very well. People could say that once IOs are added..tra la la, but I think the game should upto a certain level/extent be based around SOs. The fact that WP doesn't take an alpha very well for its strengths is enough but having said that alphas don't need to be taken but this can slow a team down depending on the method.

    Without gauntlet WP tankers would be less magnetic than WP scrappers excluding the range taunt. The range taunt is easily more useful on a WP tanker compared to others, and without a damage aura I ain't so sure as to why.

    I'm starting to see conflicts in information from different sources when it comes to taunt auras. They can't all be right.
  5. New Dawn

    RTTC - Change?

    Quote:
    Originally Posted by Heraclea View Post
    My Spines/WP scrapper is tough enough to pass, and has tanked every task force in the game shy of Statesman. Despite the weak WP aura, somehow she has no issues holding aggro when she wants to.
    That somehow holding aggro when she wants to is down to many things. Spines on a Tanker would be awesome to alot of people but on a Scrapper it still has limits and will fail to hold aggro for some team make ups.

    Spines does lend itself to tanking the STF, AVs in general. It's been doable by Scrappers since its been live, if ya can do the STF, ya can do any TF and then soloing the Mender Silos TF on invincible would be the other great quest.
  6. New Dawn

    Fire/fire help

    Right I am done, I took into account that you seemed to focus on regen, hp a end rec vs end cost window and improved those points taking out unnecessary expense where I could. This is just an alternative slotting suggestion and without accolades you have 200 more hp and 5 points of regen more, +9end points per sec more too. Offense is still okay, I hope, thats one thing I could of fell down on but anyway.


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  7. New Dawn

    Fire/fire help

    Yeah if certain people ain't been about then it may not get a look at. I'll have a look 1 mo.

    You still want a res, +hp and offense build? I can try to keep advice within that. Atm I see numinas where I'd prefer to see doctored wounds for better bonuses.
  8. All scrapper teams are better. Do one of them too?
  9. New Dawn

    RTTC - Change?

    Were you kiting or in melee?
  10. New Dawn

    RTTC - Change?

    Quote:
    Originally Posted by Heraclea View Post
    This is my first run with Electric Aura on a tanker, and it looked to me like the aura was a damage aura that probably eats endurance, so it won't be taken until after Stamina. I do, however, have Taunt.

    That aura affecting 10 is great DPE and great DPS. It's only whilst its not affecting mobs its crap. So time between herds is kept to a minimum that's all. Not saying teams will keep up though or you would be well supported. But AoEs are worth their weight with a minimum 4 targets usually. Another 6 would make up for anytime between groups which you might of had your aura running affecting end rec but not affecting mobs.
  11. New Dawn

    RTTC - Change?

    I ain't been back to this thread as I ain't finished testing and that's because at home we had a router change and I think I got to get a new wireless card to have the same security. Not sure. My current one don't do WPA-PSK at all.
  12. New Dawn

    RTTC - Change?

    Since posting, I have put wp brute versus both a shield tank and invuln for aggro. Better still tomorrow I can take 1 WP Brute with taunt enhancements in RTTC and versus it with another WP Brute without taunt enhancements and see the difference.

    Anyway I'll test this tomoz. All my Brutes, Scrappers and Tankers get taunt or confront, I have never knowingly needed an aura what stacks.
  13. New Dawn

    RTTC - Change?

    Quote:
    Originally Posted by Redlynne View Post
    ... and applies to the ToHit Debuff, but NOT to the Taunt.

    Is it too late to /em facepalm ...?
    Just read this.

    If it does self stack. Then that's different to the others. I don't bother with enhancing it. I gauntlet and taunt. See 10:

    http://boards.cityofheroes.com/showt...hlight=*taunt*
  14. If you cursor over a power you will see how much a power is enhanced by, and see figures in red. One of the things you do that I would avoid is going way over on them figures because its slots doing very little in the way of enhancing and potential enhancement elsewhere. The bonuses may look nice but mostly its the enhancement that matters and effectively giving up a slot for some small bonus can be a bad thing so be careful with it.

    In the totals and window advanced totals you can see how everything adds up to give you what your build would do at rest. This is good because you can play around with slots, change and move them around to see what will give the best bang per buck.

    Why am I saying all this? Indomitable will is at 86% pre ED then gets gimped to just under 60%. 26% is a big drop and the reason why your high on it is seemingly to get another 0.2% of defense and some mezz protection of 2.75% to a hold which will help shave off a few milliseconds of time being held almost never in your tanking life unless you pvp.

    I would look at not going over ED too much, check out what bonuses are having a big impact on your total build and decide if its worth it.

    But don't get me wrong most of the build looks good and power choice wise I like it.

    I would choose reactive armours over red fortunes, the res to mezz durations aren't as worth having as more defense to damage types and thats what Willpower has most of, so anything positional def heavy I would look at the minor damage type def and see if I could get better elsewhere.
    With reactives you get more def to different damage types and the same level of def to s/l.

    Kinetic combats aint cheap but they'll give you 3.75% def to s/l frankenstein the attack with them in with another slot to have good enhancement and you have decent bonuses, decentish enhancement and a spare slot but they aint cheap and I do myself opt for ToDs for the time being.

    I'd say I would be 3 IOs of Numinas in as many places as possible to. +HP and +Regen is good. +HP is +Regen. Going for 4 would give you +Heal which you wouldn't benefit from.

    Unless you pvp I wouldn't add additional kb prot not even for the end rec with the global def. Somehow how somewhere there must be a greater gain.

    WP/ or /SS builds are quite common I think and so not hard to search for to see past ideas.

    The piece de resistance of Earth is pretty much Quicksand if it were me with Willpower but the sleep is also good. Earth is awesome for tools that help tanks.
  15. I can't really think of many other ways to challenge a typical stalker so I likes it.
  16. Quote:
    Originally Posted by Jibikao View Post
    Anyone feeling the enemies have better "graphics" than us?
    Yeah had been noted

    I think when experiencing new parts of the game it's good to be surprised by it.
  17. I didn't rejig your power order so plasma shield being an asap power is still late. I just reslotted for a suggestion to go 40%ish to S/L so that you would have 40% to cold/lethal or 40% to fire/lethal and so on. Good job you have consume as this aint end friendly but it is end friendlier than before.

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  18. Quote:
    Originally Posted by Call Me Awesome View Post
    All taunting and attacking from range before you jump into melee
    Bunny said Midjump.

    BUNNEHS! *hop* *hop* *hop*
  19. Quote:
    Originally Posted by Oedipus_Tex View Post
    (P.S. If you are a member of the Church of He Who Casts Rain of Fire In My Neighbor's Sleep Patch and Follows It Up With Nothing, I must admit I hold some prejudice against your faith. Freedom of religion is sacred to me but your method of worship leaves me perplexed. Perhaps someone can school me in the mysteries of that faith?)
    Is it likely they started casting it when the sleep was just cast? I find even with controllers, two can have the same ideas and so the control ends up being overkill.
  20. I like active mitigation. Char is a hold. Hold that one npc that would give you probs and go about your business.
  21. New Dawn

    Hand Clap

    Quote:
    Originally Posted by Necrotech_Master View Post
    statesman
    reichsman
    BABs
    imperious (although you never fight him his hand clap does do dmg)

    pretty much any NPC AV thats not a custom critter in AE which as hand clap from what ive seen does dmg
    I'd like to see printscreens of combat logs of these if anyone is doing them soon. I don't really fight Heroes so that would be up in the air to me.

    Edit:Nevermind, just confirmed Babs, I should play villains more!
  22. Give it time, some of us lead busy lives, it's 12:30am where I am and I have been working since yesterday morning and on a bank holiday.

    I think you would be comfy with just trying to softcap S/L, a bit of +hp and rechg. Lose temp prot for fireball and gain slots from thin air almost by just asking yaself if some slots make all that much of a difference and moving them. Right now Healing Flames Numina wouldn't be there. Too many Aegis in shields, unnecessary if you were willing to focus on S/L and count on mixed damage types being most common with some element of S/L. 3 slots in Blast is min I reckon which will free some slots for Fireball to add with slots freed up by the shields not even being Aegis and reduced to maybe just 3 slots of something else.

    I don't have a builder to look at it in detail am just going by the stars and the moon. I'll look at it when I can but I think somehow I'd be doing something that is basically what I said.
  23. Gaming is not something I'd be doing as a couple, well okay, farming, rinse repeat stuff, crumbs. Let her have whatever tanker she wants and then you can make the defender to suit once you tell us which tank she is having
  24. New Dawn

    RTTC - Change?

    Quote:
    Originally Posted by Stolid View Post
    It's been stated by the developers that Willpower's very weak taunt aura in RttC was an intentional build weakness. As so many others have pointed out, it's because Willpower has no real downsides otherwise, gaining a little bit of everything (and a lot of others).

    I would suggest you trust Sarrate's information regarding how aggro contro/taunt effects work, as I think they're one of the few people who really have paid attention to what little info there's been about taunt mechanics and tried to understand it, to help inform others. Gauntlet and taunt together can easily make the taunt aura a non-issue.
    I regard Sarrate as the one of the few people with whom I agree with more than most people alot of the time. I don't really learn anything I just have to agree because that's the way I already felt about it. Taunt duration is the biggest factor to threat generation. If it weren't then something else ingame would just instantly go "yep took it!" Nothing does simple as that, so the debuff whilst helping with threat is not as good as greater duration. Debuff mod on a tanker I doubt is very high anyway.

    Nicked from Paragonwiki note I tell people where I copied and pasted from. Am at work thats why. TauntDurationRemaining gets multiplied by 1000. The debuff mod doesn't. To break things down you should go through each one individually to test but the AI mod might be difficult and there can be much more to the calculation than this. So 1.25s *1000 = 1250 if that was 5s then it would be 5000. For keeping aggro for longer with the aura alone I'll take an extended duration of taunt anyday which is the issue.

    Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod *
    (TauntDurationRemaining * 1,000)