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Posts
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Joined
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I don't quite understand what is asked for, a new secondary to go with stone or a new secondary to go with dark? Sometimes the problem lies elsewhere, a npc that has powers that are detrimental to Dark/Fires performance left alive to long, the build isn't right, there is too long in getting mobs tight extending fight duration, sub par team support. I will say Dark ain't what I'd suggest for a first tanker.
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Throw a build down. It's quicker to rehab it. I ain't verbose anyways.
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Quote:I thought Thunderstrike is a PBAoE. Attack Chains matter to me.Here are the unenhanced numbers @ 50 from Mid's (selecting the biggest single target heavy hitter or closest to):
Clobber: 129.9 (105 DPS)
Thunderstrike: 87.2 (26 DPS)
Energy Transfer: 202 (75 DPS)
Total Focus: 158.4 (48 DPS)
Greater Fire Sword: 144.1 (61 DPS)
Seismic Smash: 158.4 (105 DPS)
Knockout Blow (No Rage): 158.4 (71 DPS)
Cleave: 122.8 (52.7 DPS)
In order of DPS:
Clobber/Seismic Smash (tied)
Energy Transfer
Knockout Blow
Greater Firesword
Cleave
Total Focus
Thunderstrike -
I think suggestions are great especially if they're given interesting names that are relative to the type of set however if a power adds defense say, then it's best just to say it adds defense rather than just throwing some figures in there. Whatever a Dev does, they'll have to work through the figures so immense detail, going 22% this or that is possibly over work. I have no doubt that with proliferation etc that they're looking at getting new power sets where needed, asap.
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It used to be unappreciated as it didn't stand out in anyway and so good at nothing thereby lacking in some peoples fun perhaps but since then it's been buffed and buffed beyond my expectations of balance. If you like the look of it then, play it.
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Dimension Shift, I use now and then. Some people complain when I phase a second group whilst they should be defeating the first group.... Don't want it used in teams then don't overwhelm the team with too much aggro. I rather use the power than heal. If I get in trouble, there it is. If they change it then they might adjust the duration and rechg. 20secs looks about right. However 30s and the ability to turn it off at will from making it a toggle would be good.
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Quote:Take the badge toon.Elec/Elec Brute who has both Tough and Taunt. Patron is Black Scorpion.
Fire/Therm Corruptor. Patron is Mako. Has three of the Patron powers I think. The immobilize, the hold, and Hibernate.
Crab Soldier. Patron is Scirocco. Has all the toggles, nuke, venom grenade, and surpressive fire.
With all my alts I'd look at the rest of the team and just pick whatever rounds it off. I don't like things too eas as then there is little in the way of suspense. -
I accept that WP needs to hit with its gauntlets more than anyother tanker but if you're going to take manuevers take tactics over focused accuracy then that physical perfection is not so necessary and you could go conserve energy instead. I would do it that way. WP should gauntlet better in terms of acc than some other tankers and be able to keep at it.
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I do a DA/DM Tanker and a DM/DA Brute. Both played the same way. It's sick in the sense that I like to see many near death experiences from which to dark regen from and say to the mobs, start again but that is an end heavy heal but it would be for what it gives.
It can get very survivable depending on what you do with it or be too hard depending on how little you delve into them (some people complain for the wrong reasons). To be fair though with the leveling up, it's nice to have a sugar daddy alt that can provide the means to take out some of it's aches and pains. I wouldn't suggest this for a first character.
I don't post my builds not out of snobbishness but in this case because it probably won't do + at work, build is at home. We could see what you'd fancy in the build and go from there. -
I still have yet to put tough on my Ice, I spent years without it on my Invuln, Only recently specced my second build to have it on my firetank, yet to do it to my dark, will help with less dark regenning, stone, dont need it but maybe could do with it out of granite, elec/ not got it yet but I plan on it. Willpower, not got it yet. Tough does add to every tanker out of granite, it's not needed, I think its attractive because either it suits to help ones idea of tanking or because you can be less reliant on the skill/knowledge of yourself or others. If ever I feel happy to play a tanker with less attacks and fight pool in its place I'd go for it.
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I have an Elec/Elec tank and an Elec/Elec Brute. I made the brute before the tank cos I couldn't have an Elec/Elec tank at the time. I have to say that I have enjoyed getting my AoEs off well versus multiples that I have never ever been concerned about ST damage and anyway, you'll be a proper energiser bunny so you can keep on going till the ST target is done. You'll be able to end drain and prevent end recovery better with those two combined.
My alternative to Elec/Elec would be Elec/Mace just to be thunder godlike.
There is no bad mix, its what you do with it that matters. -
It's like TV, you can't always be sure that you're going to enjoy what you're going to be sitting through but then some night's you will be. Times do happen where things lose their gloss but then that's where I might put more into other things like build planning, marketing, sg base work, concentrating on doing the little bits that might enhance the game for me later.
Right now I am at work designing away and say whilst the topology of my work is updating I am doing this. You could be watching a movie or listening to music and playing CoH if you're solo just edging your characters get towards their goals. -
Quote:If all teams needed a tank giving them an additional 4% ish defense. It might be worth it. As it is, though everyone can play so that only the tanker gets hit. With AoEs Scrappers would get hit but they should survive most the 360 ones. Some 360 ones are pretty heavy such as what AVs can do but predictable. People can know when to back off but as it is with many of those AoEs that AVs do can be prevented. Why have manuevers for people who don't even get hit?....
Um...
Manuevers, and indeed, every leadership power except Vengeance, has a radius of 60 feet.
Venge has a radius of 100 feet.
Trust me. Manuevers on a tank works great.
Grant Cover, on the other hand, only has a fifteen foot radius, and that power does indeed only help other folks in melee, be they scraps, blappers, etc....
People have a personal choice on how they want to play their characters I don't take responsibility for lacking 4% defense that might of helped the controller rocking their aura up all 4 of the inner circles backside. Can't see it helping. Want to live, position better.
GC is different as Shielders benefit from friends near them so with that encouraged some def from the shielder is very nice, also fits the phalanx concept nicely. -
I just tweaked it to suit me better. Not sure what your looking for so a tweak to suit me is a different way to slot to look at. GL with it whatever ya do.
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Manuevers on a tanker.
Tanker > < enemies < team
The little arrows are the direction in which each one is facing.
ST, Ranged, Cone attacks towards tank. ST,Ranged and Cone attacks towards, team none.
AoEs on tank. AoEs on ranged biased characters who could choose to stay range circa 40ft because there is no need for them to be compromised - none.
Therefore Manuevers might say only be helping out the Scrappers.
Scrappers don't need Tankers so I omit that part.
Grant Cover different kettle of fish as its worth the endurance for the def it'll bonus the team + res. -
I play a few TAs so the TA side is much the same. DP is DP. I don't have that much to say about the synergy, just add fire components to your DP and your away. I recommend, staying ranged, staying apart from other people. Adding range def to your build through sets. I don't skip any of the TA side. I prolly would only skip Executioners shot from DP.
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When I uploaded your character Silent the figure for darkest night tohit debuff was wrong. I don't know if its your settings or mine. Mine is fine as long as I don't upload your build anyway. I would suggest perhaps looking at it. Perhaps redownloading.
Stormy Darkness build looks like it does overkill on debuffing tohit and personal self defense. If you have 40% defense you'd only need to debuff 5% unless its an AV your dealing with and I'd normally see someone else have that aggro as a Defender. OFC there is PvP and what goes on is anyones guess as them zones are usually looking empty. -
Looking at the title I would of expected a character that walks into groups and unleashes hell. If I was doing it I'd be all about AoE def then melee def, because what I'd do is let someone else gain aggro control of a tighten group and then move in. It'll be hard to make a Whirling Dervish in this game but with defender or controller buffs that would be a likely result.
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I gave another 3 mins to my build suggestion. Well its somit to do whilst waiting for others.
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In many ways, being as good as a scrapper or as good as a tanker is called being a brute. You have the tools for a reason. To not use the tools because one doesn't think it suits the AT would be wrong. I wouldn't expect Brutes to take an alpha they can not take and I could expect Brutes to scrap versus mobs that aren't the ones they're clearly cut out for, but if push comes to shove any type of Brute can suffice as a Tank, however you better kill faster.
Taunt was never just for pulling some random stray(s)from someone 70ft away; who supposedly should be able to deal with +4s by themselves. -
My DM/DA went without stamina for a long time, might still be actually, prolly is but what helped was dark consumption that was hasted plus atleast one end red per attack and multihitting multiple targets with aoes as best as possible. Sometimes you don't get what you want as far as end rec goes as mobs die just before you use dark consumption which is something to watch for in teams. It's better to run into new groups that your just about to fight and use it.
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Look at a build suggestion and take bits from it that you might utilise. In the first build I see two pounding slugfests as a waste as I am not gonna miss half a hp per sec in regen. One could use one slot of another set to get the acc/dam/end/rechg ratio of the attack right and use the other slot elsewhere.
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I don't know about better as I just spent 5 mins on this but its a play with it anyway.
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