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Posts
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hmm, I usually find those Russian Chairs just Oh so comfortable for those terrible long TFs with inadequate teams.
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Little late to the the thread, but good luck, keep your chin up!
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haha, like I said *opinion*
In no way is my way better.
Edit: But I do always appreciate attacks -
Both sets have their strengths...but on any usual team I'm on, I'd prefer a well played FF before a well played Cold.
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it is my opinion, that all Fire/kins should be shot.
But that is only because I like when I see controllers controlling, not doing damage.
Thus, earth and ice are my favorite trollers...and they are usually paired with Sonic or TA... -
in response to the actual "topic"
I think tankers do fine damage. The only sets that we lacking IMO, were Ice and Mace, and they got altered to more reasonable sets.
Do I want to see some things changed? yes, who doesn't? But i can't create a game, so I'll play this one. -
I don't understand why people think DBs need all their attacks...I just focus on 2 or so chains...any more than that and i feel like I'm wasting time.
My Inv/DB only too the Sweep combo and the weaken combo.
That was all i really felt I needed.
Just my 2 inf -
Hah, not me, I know I sure don't have any fun...ever!
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I always sort of pictured tankers as heavy hitting...but in return for horrendous recharge times.
So, yeah, you can bust out a top notch damaging more for half a boss' health without build up, but that attack isn't coming back for awhile, a long while. And other than that, you're stuck using your less impressive attacks to whittle him down.
It isn't a great idea, I know, but I kinda think of a tanker like a cheetah in a way, can use it's great power, but not for very long/often. -
Grav/Thermal...sure haven't seen many of them...
Well, I don't see anything too "bad" or "good" with the combo. You'll be suited to support a team well, good control, at 26, if used well, and great team buffs.
I'd say just don't get that Targetted AoE enemy intangibility power, and be sure to pick up your team buffs, you'll be good to go. -
Would it be plausible for me to shoot for something like 50hp/sec regen? Or is that well outside the realm of possibility, I only have 10hp/sec at the moment.
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Well, potentially, Ice/Dark can go without stamina, assuming you can make the trudge up to 26. As far as farming goes, not a lot of AoE in Dark, so you'll be a bit slow, but you should be tough enough for sure, Ice is pretty tough, and stacked with the -tohit in dark, you'll only be better.
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Ok, my Inv/Stone tank is lvl 30 these days, and it downright tough, I can pretty much tank anything thrown at me, and by golly, I even had my first successful "stop 30 fir bolg" mission as this tank, so I must be doing something pretty well.
Anyway, I'm looking to plug the "psi hole" with regen, rather than specifically psi defense or resistance, so I can be even more well rounded against everything!
What are good sets for this? and does +maxhp work well to augment this idea? -
Hmm, thats a fair point about Hand Clap as well...
Sigh, lol, guess I'll just have to try it out, that second build is there for a reason :P -
From personal experience, ill/rad didn't hold my interest.
too many "fire and forget" powers, I felt like I wasn't doing anything at all. -
Hmm, I suppose I may as well skip weave, rely more on my heal for that.
I don't necessarily consider dark on the poor resist side, I just hear it all the time.
But I've gotten all my other tanks, fire included, to decent levels, and dark still eludes me!
and yea, too many projects, so little inf to supply them all! -
Well, you'll find people all over the game who NEED to have a healer around, while I happen to avidly disagree with that statement, it's a personal playstyle thing.
Earth/Emp, will not solo quickly...but it will excel at team support, especially large teams.
As far as best healer vs. best buffer vs. best debuffer, I'd go with what you feel like you like to do more. Though if you want a balance of heals/buffs because you like to help your team out, look no further than thermal radiation, it has shield buffs and decent heals/buffs.
As far as soloing? the more directly team focused it is, the slower it'll solo. -
Well, "best support" is vague, but Empathy is entirely teammate support focused. All heals/buffs for your buddies, and little tasty goodness for you. For BEST heals, Defender is your bet, but if you want a great support char for you, earth/emp has great controlls and great heals.
So, earth/emp controller, but you sure wont be doing any damage at any speed. -
I've been really, really wanting to get a DA tank up to a reasonable level. My last one fizzled out at about 18, when I realized I just hate, with a firey passion, EM as a secondary, so I've decided to reroll in to DA/SS.
My question becomes, should I try my idea? or go with a cookie cutter build that focuses on using Rage etc.
My idea:
Dark seems to be much maligned as a tanker primary, because it's all resists, has no end it's whole life, and has generally poor resists. Well, I'd like to give it a run, taking hand clap as additional mitigation, and taking few attacks so that I can buff out my survivability.
Ideally I'd only have Jab till Hand Clap.
1: Dark Embrace, Jab
2: Murky Cloud
4: Death Shroud
6: Obsidian Shield
8: Dark Regeneration
10: Combat Jumping
12: Cloak of Darkness
14: Swift
16: Hand Clap
18: Health
20: KO Blow
22: Stamina
24: Super Jump
26: Boxing
28: Rage
30: Tough
32: Weave
35: Hurl
38: Footstomp
I'm hoping this build, slotted gratuitously with set bonuses of the +end and +rec variety could get me to a reasonable survivability, without the use of CoF or OG.
Tell me if this is a doable idea...or asking for the most painful experience possible.
To be honest...it's looking more and more painful.
Thanks! -
Dark/Elec? I haven't tried, but I'm fairly certain my dark/elec could give it a go.
I'll get back to you on that one. -
Well, since I've heard Grav control considered that "worst control primary", a good controlling secondary pairs well.
So, TA, Storm, Force Field (at 35...so not really)
But you get the point, anything that helps your primary control better, that'd be a good choice. -
Oh...seems like it's been too long since I brought out my stormy, it's a shame they changed the repel value.
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Well...I've found there are 2 different schools of thought behind hurricane, and one uses it actively, the other uses it passively.
Active: running around and pushing mobs in to a corner so that can't escape, this use also usually involves toggling Hurricane on and off.
Passive: Turns it on, leaves it on, and hangs back keeping melee mobs away from the "squishies".
Also, yes, you can tank with it...by "herdicaning", but I have no experience with that, and I can't really offer anything to that particular idea...I'd rather have a tank, all I'll say.
So, that all being said, I love my chars with Hurricane, and I tend to lean "active" style. I find it is a great power, that either makes you a good stormy, or the reason storm has a terrible reputation. -
Without a pocket immobing troller, the KB annoys me, as a pure disorient? I'd be more ok with it.