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Quote:An Ice/SS Tanker would fit the bill very well.Much like the title may suggest, I have a concept/idea for an ice/snow/wind themed character and I am torn between a... vast variety of choices.
Ice tanker is an option, but one that I am somewhat fearful of, mostly because of their damage output. I am not looking for a moving iceberg, but a glacier that smashes/cut things up (What I am implying is that I am kind of biased against tankers when taking damage dealing into consideration -not that I want to exclude tankers from the possible choices).
I have been suggested, and have looked at, multiple choices, such as Ice/Energy tanker, Fire/Willpower scrapper, SS/Fire brute (/Fire not really being my cup of tea, but I suppose I could give it yet another try) and a lot of other combinations within these three AT. I did notice that blasters get a few melee powers, but I've never really thought about making a blaster that relied on them. It just doesn't sound very productive... or playable, for that matter.
Due to the coloring customization available to most of the sets, one could easily color /Fire or another set to look snowy-ish and make it fit with the theme... and that is mostly where my problem start. As I am not the best when it comes down to noticing synergy (or, say, dysfunctions or negative traits -or however you want to call it) between some of the sets, when multiple sets present themselves I am easily at a loss.
So I am looking at all those sets available to the melee ATs and the only ones that I can see not fitting into the concept would be Stone and maybe Elec, although wind-electricity could somehow be linked, it'd be starting quite far from the original concept.
As a final note, combinations that seem more interesting than the others (but really, any suggestion is welcome)
-Fire/Willpower brute or scrapper looks very promising,
-Ice/Energy or Kinetic tanker seemed to fit as well, although once more I stand unknowing in front of, well, a tanker.
-SS/ brute would probably be one of the closest to what I am looking for, but I just can't decide onto which secondary to pair it to. DA looks interesting and... that's pretty much it. While I've read guides on it, I really don't know what to expect from that combination. Fire could work, although I'm not a /Fire fan, so I'm mostly looking elsewhere right now.
-Dual Blades/DA has been one of the sets that I have spend the most time looking at, but, having never even tried DB before, the combo system seems rather overwhelming, considering that taking just two combos will require most powers.
In any case, I'm trying to pair an elemental-ish primary or secondary, that could be colored into something icy or snowy to fit to concept, with just about anything else that wouldn't destroy the theme (I'm looking at you, Granite Armor).
Any thoughts, comments, questions or suggestions? At this point, almost anything would be of help.
Ice fits the theme that you're after and SS does very good damage for any AT let alone a Tank. My SD/SS Tank is one of my most damaging alts and clears maps quicker than most of my Scrappers.
Ice is very easy to cap against most damage types so you could build mainly for recharge, this would allow double stacked Rage and a readily available Footstomp. You would have no trouble against Bosses or large groups.
Ice also has Energy Absorption which will help counter the End crash in Rage. -
Thanks for the feedback guys.
I made a Plant/Storm in the end, I've held off on the /Cold for now. -
I would say your team, that never changes irrespective of confusion. A confused foe doesn't become a part of your team.
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Quote:And bosses.My guess is if you haven't used ST before and then you do use it, you will see no real need for Intimidate. It's basically perma out of the box. The amount of use Intimidate brings to an Ill is near non-existent and that's not factoring in wasting two powers to get one. This says nothing of how good Intimidate is as a power. It merely fears minions as where ST does Lts. as well.
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Quote:Grant Cover is also useful for the 30% - recharge resistance.Shield - everything, except Grant Cover and One with the Shield. I would personally take everything ; many argue against OwtS. Some argue against GC (but it is often disputed, as GC is essential to having high DDR).
BS - Hack, Headsplitter, Disembowel are must haves. Parry, Slash, Slice, Build up are very nice. Whirling Sword is to taste, and Confront is, well, Confront. -
Quote:Thanks for the reply, what are your thoughts on Fire/Cold? Idealy that's what I'd like to make but as I said above, I've got concerns with the synergy.So far, Electric Control is not all that great to me. It has too many weeknesses. I have an Elec/Rad at 47, and I'm working on an Elec/Earth dom. The big problem is that it is a low damage set so it needs to team to level up at a good rate. However, because it relies heavily on the AoE sleep, Static Field, and many types of teammates have AoE DoT powers that make disrupt the sleep. If there is another controller on the team with an AoE Immob that has -knockback, then Jolting Chain is worthless. The Chaining confuse power takes so long to take effect that teammates often enter combat before it has any significant effect. And the Gremlins are fairly fragile and do a disappointingly low amount of damage.
If you want to try Electric Control, try pairing it with Rad. Choking Cloud and the Rad debuffs add a lot. I'm not sure I would choose to pair it with Cold.
I have an Illusion/Cold at 50. He is wonderful on TFs as the single target debuffs help the team take down AVs embarassingly quickly. I think Illusion/Cold is a great pairing, since Illusion mainly focuses on single target damage so the single target debuffs work well. Cold's debuffs help Phantom Army do more damage. Cold's Snow Storm adds a lot to Illusion's AoE soft controls.
Plant focuses more on AoE control and damage. Certainly Plant/Cold will ge a good character, but I'm not sure that Plant is the best pairing with */Cold.
Mind/Cold should be a good character, as Mind has a lot of AoE control but single target damage. I think that Mind/Cold should be good. Grav/Cold should be good if you can like Gravity Control. (Just got my Grav/Storm up to 50 last week.) Gravity is a unique set that is pretty weak on AoE control but has good single target damage if you have enough patience. I like it better solo than on teams. -
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Hi all,
Like the OP I'm looking to make a /Cold but having a really tough time deciding which Primary.
i've been playing for quite a few years, primarily controllers and consider myself a knowledgeable Vet - this however has me running in circles.
I'm after a relatively high damage combo for team and sole, on that basis I was looking at Ill, Fire and Plant. I dismissed Illusion for the simple fact that I have enough Illusion Controllers and I don't want to invest a massive amount of inf in thiis controller to chase perma PA.
I was going to run a Fire/Cold but I see conflicts in the two. I can see the benefits of /Cold for the Imps but Fire needs to be played in melee in order to leverage HotFeet. Cold doesn't seem to give the personal mitigation that I would like when playing in melee, no self heal, mez protection or extra control that I get from my Fire/Rad or Fire/FF. It does have sleet but the KD in that will be negated if I use cages for containment with hotfeet.
So with Fire/cold - I'm not sure.
That leaves me with Plant.
The Cold debuffs will be usefull to increase overall damage with all the AoE but will do little to maximize ST damage. Storm would appear to be the better pairing with Plant as you can immob the target and throw in LS and Tornado - this would greatly increase both AOE and ST damage. So if that's true why play a Plant/Cold if a Plant/Storm is the better and more flexible pairing?
So basically I'm confused, I've not got any experience with Electric Control so that's an outsider but does this have any synergy and I've also heard that the damage isn't great. -
Quote:The point I was trying to make is that the playstyle is static compared to SD's. Once you've picked your spot it's a matter of staying there relaying the Burn patch while keeping the mobs in it. I find that SD's allows more movement without dimishing the damage.If you're trying to do this, you're doing it wrong.
Most of Burn's damage is up front, now. If an enemy is not in the patch when you drop it, they don't take that damage.
Quote:Also, SC vs. Burn is not the important question when it comes to SD vs. FA - it's Fiery Embrace vs. Against All Odds.
Personally I'm not concerned which of the two has the highest DPS, both of them are at the top end of Tanker damage and will allow me to solo or team.
I care about playstyle and fun while delivering that damage - as I said all about personall priorities. -
Quote:Personally I'd go with Shield over FA, they both do great damage but IMO Shield is better able to deliver that damage and and does so in a more fun way.So im making another alt, and i have no clue which i would like to pair up with Ele Scrapper. I love Fire Aura for tanks, so wanted to give it a shot as a Scrapper, but with Ele, i know between Eles AOEs and such, that Burn would be good together, but then /shield, has Shield Charge. So what im wondering is which secondary would be better for tearing up ****?
Playing my Fire Tank I've had the following issues in teams:
Controllers immobalising groups too early when they are still quite dispersed, this reduces the damage that the burn patch deals
The radius on SC is much larger so in this scenario it's still very effective.
Flying Mobs aren't damaged by the burn patch - height dependent.
You can SC flying mobs.
My other point is purely preference, FA with burn patch is a very static playstyle - you drop the patch and you pull the mobs onto the patch.
Playing Shields is far more mobile and flexible, you can taunt them to yourself or SC into a mob.
That's my opinion anyway. -
I've not found the above comments to be truel.
If the three hit rule were true - while playing my SR scrapper the mobs would randomly run off, as they miss the majority of the time - they don't they surround me and continue to try to hit me.
Damage auras deal damage and as such pull aggro from surrounding mobs, they do not run away.
For example if an SR scrapper (no damage aura) and an Elecric scrapper (damage aura) both jumped into a mob and didn't attack, after the initial alpha most of the mobs would attack the Electric due to the aggro that the aura was pulling. -
I believe it was removed from Brutes and Tanks version but not Scrappers.
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Quote:Which pretty much sums up Gravity - all of the best powers are in your secondary.I was on my Grav/Storm last night on a very good team . . . and my contributions were somewhat limited. I used Wormhole a few times only because I had it and not because it served any useful function. 3 tanks on the team, and the best contribution I could make was dumping Freezing Rain constantly. I would throw up Lightning Storm and and then pick some foe outside of the group to attack with my single-target chain of GD-Crush-Propel.
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Quote:Mine does 321 damage excluding procs, level shifted 50 against 51's.I agree with this.
While true, in this combo particularly, Shield Charge is still not the workhorse damage dealer of the build - Footstomp is.
Footstomp will do more damage over time for either AT, and is not constrained by a pseudo-pet damage cap.
On a high end build, Footstomp will be up every 5.5-6s. And Shield Charge will be around 25s (if you can somehow manage to get softcapped and 170% global recharge and take Spiritual Core, you can get it as low as 22.7s).
And even with Rage+AAO for the Tanker, the Brute still comes out ahead with Footstomp (as it should be, since the Tanker is considerably tougher).
SC is great, for a lot of reasons. But it is not the sole determining factor when choosing either Tanker or Brute IMO.
Addressing no one in particular:
If anyone has a high end SD/SS Tanker build with 150%+ Recharge can you please post what your typical damage is for Shield Charge? (I'm asking because I don't know, I only have the Brute version)
If you want to test, something like Council is pretty good.
Also, please include if you are T3 Alpha Slotted.
Against even level council (51 vs 51) my brute's SC hits for 284 damage at the epicenter with +400% damage bonus (Which means the SC pseudo-pet is damage capped). -
Quote:Grant Cover isn't needed for defense debuff resistance, double stacking Active Defense with Hamis will cap this.You said not to take One With the Shield and Grant Cover; without those, you are basically hampering the fullest potential of his build. With Grant Cover, he gains valuable defense debuff resistance, which will help when he/she eventually runs task forces, and will help monumentally on some farming missions, especially if he/she decides to crank the difficulty up.
You have to be aware of the fact that Shield Defense isin't going to have much resistance against anything--and when that random number generator decides to fail you, you're going to need some sort of cover. Typically, that cover would be, making spawns die before you die, but Electric Melee, while having a lot of AoE potential, still doesn't do the most damage. Without a very high resistance to defense debuff, cascade failure is undoubtedly possible; and with low resistance, you can faceplant, fairly easily. Consider taking both One With the Shield and Grant Cover.
One With the Shield can get you to 90% resistance to Smashing and Lethal, as well as fairly decent resistance to the other forms, with the exception of Psionic. The only real downside to One With the Shield is the -50 endurance at the end of its duration; and that is really, no sweat. If you have room, take One With the Shield and Grant Cover, and consider speccing into the Medicine pool for Aid Self.(You'll need a prerequsite power)
One with the Shield will be usefull for for Incarnate trials but outside of that shouldn't really be needed, its a nice to have.
For farming I'd leave both of these to allow room for Fireball and its prerequisite powers. -
Quote:Or go FF/Dark and have both.How much -ToHit does it take to get the same survivability as soft capping defense? I see the advantage of def being that you dont have to actually hit the enemy first, and tohit being beneficial for the rest of the team. Specifically Im deciding between bubbles or dark. Dark looks like more fun so Ill probably use that, but Im curious how they compare.
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Quote:It was probably taken by a Local Man, you'll have to be the "Not So Local Man".I grabbed "Local Man" on three of the four EU servers, but somebody is pretending to be me on Union.
On a side note, what are the NA servers like, are there some dedicated more to farming RPG etc?
I'm looking to makes some alts there and wondered which ones would be best for me. Just looking for a server with a decent population of friendly people, I mainly play in PUGs. -
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Quote:Firstly I'd like to say well done, in the same way that Epics count as part of an AT's arsenal so do Incarnates in all their forms; not a temp therefor it counts.I'm kind of on the fence about this, for what it's worth. On the one hand, the devs seem to have done a good job of getting the above-quoted result, and I like the goal of "[reducing] (but not [eliminating]) the differences between classes" through Incarnate content.
On the other hand, and just from a thematic/conceptual standpoint, I'm not sure I like that so much of the extra power available comes from a pet. Scratch that; I know I don't like it. As someone else said earlier in the thread, I didn't submit my superhero registration to watch someone else do the work. I'm also not entirely sure that the Lore pets are balanced properly among themselves, but that's a separate issue and a different thread.
None of the above is to take anything away from the OP. Lore is a legitimate power as the game is presently constituted, and soloing a GM is a pretty crazy accomplishment for a Tanker under any circumstances.
My thoughts overall though are similar to this.
A number of AT's can solo AV's but for me melee characters were always held in higher esteem because it was one on one - a single hero standing toe to toe with an AV and beating him through pure damage. Seeing a Tank/Brute/Scrapper use pets in any shape or form seems wrong, watching the video made me a little sad. -
Quote:Whirling hands is good for stacking stuns on multiple targets on top of OG, not great damage but effective mitigation.EM is a pig these days. It's purely ST (disregard Whirling Hands. Seriously) and it's absurdly slow.
I made a DA/EM tank and it does work very well. It was a toss up between EM and WM; EM for concept and WM for effectiveness, in the end concept won out.
Now I'm just crossing my fingers for a buff to EM.
I hadn't considered Kinetics as I wasn't aware that it had any stuns. -
As stated above CoF has the -to hit in DA. Also you are limited to debuffing individual targets due to the ST nature of DM, you can keep alternating between targets but the effect is still minimal in a large mob.
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Quote:Isn't a Tanks modifier 0.85 and a Brutes 0.675 or some such.Since a scrapper's base damage is on a 1.125 modifier, and a brute is on a 0.85, the scrapper gets more bonus damage than the brute. The same is true of Build Up, by the way.
I believe a Brute's damage starts out below a Tanks as well, until Fury is brought into the equation.
Sorry just noticed this part.
Quote:That's all from memory, so I might be off in places, but the tl;dr version is simply: Scrappers get way more from the key powers.
http://paragonwiki.com/wiki/Damage_Scalar -
Quote:Obviously it's a matter of preference but I can't think of a reason to pair DM with DA - on a Tank that is.I have a few suggestions:
/DM compliments DA in soo many ways. I cannot think of a con with it.
DM excels at ST damage but has the poorest AoE.
I've got a number of DM Scrappers at 50 or just shy of - DM/DA, DM/SR and DM/SD; on a Scrapper DM is great due to the higher damage modifier. The missions can be set to +4 and a DM Scrapper will tear through them.
Tanks have a lower damage modifier and as such will deal lower ST damage, the last thing I would want on a Tank is a damage set that is pretty much restricted to ST damage.
IMO Tanks work best in missions set to x8 with +0 to +2. In this environment you want damage sets that do alot of AoE damage and ideally also have good AoE mitigation be it stuns or KD etc; although Fire is good simply for the damage.
AoE mitigation offers more than the ST heal and ST Fear of DM against large mobs.
DM is great against hard ST targets such as AV's but soloing these are more the area of Scrappers and Brutes - Incarnates might change this though.
With a good AoE damage set a Tank can slot for high recharge and outdamage many Scrapper sets for the simple reason that they are able to hit more targets per attack and have the attacks coming up more often.
So as I said a matter of preference, but for some one wanting good damage and mitigation I would be looking for AoE - DM has poor AoE. -
Quote:If you want survivability it's great, if you want damage it's not.I really don't know. I gather that Willpower/ is great if slotted correctly, but never hear much about /Ice on a tank, which tells me its a bit unloved. Thoughts?
Thanks
Personally it's not a combo that I'd run because I like to solo occasionally.
Willpower goes well with SS because it allows you to manage the End crash.
/Ice goes well with SD/ and Fire/.
SD boosts IM damage and gains extra survivability.
Fire works well for the Ice Patch/Burn combo, although this is less applicable since fear was removed from burn. Fire/Ice is a good combo giving a good mix of damage and survivability, the secondary adding survivability to the primary and the primary adding damage to the secondary. -
Mace.
Good damage and the stuns will stack with Oppressive Gloom for great damage mitigation.