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Softcapping S/L/E/N on an invuln is ridiculously easy, even if you're set on cheap. I'm at work, but tonight I can post a cheap build, as long as you're willing to use AE to get the three sets of reactive armors. After those, there is nothing more expensive than a smashing haymaker. And it is softcapped to S/L/E/N with 1 enemy in invincibility's range.
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Having built my invuln to the logical extension of all three concepts, I can emphatically state that building for the softcap improves performance over building for either of the other two. As a point of fact it improved survivability by an order of magnitude over my previous build - 75% recharge, which lead to perma dull pain and an attack chain of my three big hitters, no end issues and over 20% psy def and res.
I had 5 purple sets, 5 impervium armor sets, Aegis unique, scirocco's, etc. Every psy def or res bonus I could reasonably get my hands on.
When I made my second build a softcapped to S/L/E/N/F/C, I almost cried because its was insanely cheap (in comparison) and far more effective.
Of course if you want to go nuts you could build for the "Apex softcap" but that's another story... -
As Hatred has shown, you can really go a few directions with this. If you're going with PP and the cardiac alpha, you probably don't need both uniques, but its all preference. His build will run you quite a bit, but the only expensive (read: over 5 million) IOs in mine are the kismet and the reactive armors, which arent too bad if you buy around level 30. When I mentioned its close to the softcap for E/N, I meant it's at 44.88%, which is very close, and very easy to overcome by simply slotting one more def IO in weave (or tough hide, etc)
Let us know if you have any other questions... -
Here's a quick and dirty build I threw together. gets you over the softcap for S/L and almost there for energy and neg without shortchanging any attacks, etc.
Also leaves you 13 slots to do with as you please...
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
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Level 1: Resist Physical Damage S'fstPrt-ResDam/Def+:30(A)
Level 1: Beheader S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(19), S'ngH'mkr-Dmg/Rchg:35(19), S'ngH'mkr-Dmg/EndRdx/Rchg:35(21), Acc-I:50(23)
Level 2: Dull Pain Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(3), Dct'dW-Heal:50(5), Dct'dW-Rchg:50(5)
Level 4: Temp Invulnerability RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:30(7), RctvArm-ResDam/EndRdx/Rchg:30(7), RctvArm-ResDam:30(9)
Level 6: Resist Elements ResDam-I:50(A), ResDam-I:50(9)
Level 8: Unyielding RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:30(13), RctvArm-ResDam/EndRdx/Rchg:30(13), RctvArm-ResDam:30(15)
Level 10: Taunt Mocking-Taunt/Rchg:30(A), Mocking-Taunt/Rchg/Rng:30(15), Mocking-Taunt/Rng:30(17), Mocking-Acc/Rchg:30(17)
Level 12: Resist Energies ResDam-I:50(A)
Level 14: Hover DefBuff-I:50(A), RedFtn-Def/EndRdx:50(23), S'dpty-Def/EndRdx:40(25), Ksmt-ToHit+:30(34)
Level 16: Fly EndRdx-I:50(A)
Level 18: Invincibility S'dpty-Def/EndRdx:40(A), RedFtn-Def/EndRdx:50(31), RedFtn-Def/EndRdx/Rchg:50(31), S'dpty-Def/EndRdx/Rchg:40(31)
Level 20: Build Up RechRdx-I:50(A), RechRdx-I:50(21)
Level 22: Swoop S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(25), S'ngH'mkr-Dmg/Rchg:35(27), S'ngH'mkr-Dmg/EndRdx/Rchg:35(29), Acc-I:50(29)
Level 24: Boxing Empty(A)
Level 26: Tough Hide DefBuff-I:50(A), DefBuff-I:50(27)
Level 28: Tough RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:30(33), RctvArm-ResDam/EndRdx/Rchg:30(33), RctvArm-ResDam:30(33)
Level 30: Weave RedFtn-Def/EndRdx:50(A), RedFtn-Def/EndRdx/Rchg:50(34), S'dpty-Def/EndRdx:40(37), S'dpty-Def/EndRdx/Rchg:40(40)
Level 32: Combat Jumping DefBuff-I:50(A), DefBuff-I:50(34)
Level 35: Cleave Erad-Dmg:30(A), Erad-Acc/Rchg:30(36), Erad-Dmg/Rchg:30(36), M'Strk-Acc/Dmg/EndRdx:50(36), M'Strk-Dmg/EndRdx/Rchg:50(37), M'Strk-Acc/EndRdx:50(37)
Level 38: Pendulum Erad-Dmg:30(A), Erad-Acc/Rchg:30(39), Erad-Dmg/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Dmg/EndRdx/Rchg:50(40), M'Strk-Acc/EndRdx:50(40)
Level 41: Gash S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(42), S'ngH'mkr-Dmg/Rchg:35(42), S'ngH'mkr-Dmg/EndRdx/Rchg:35(42), Acc-I:50(43)
Level 44: Hasten RechRdx-I:50(A), RechRdx-I:50(45)
Level 47: Conserve Power RechRdx-I:50(A), RechRdx-I:50(48)
Level 49: Physical Perfection EndMod-I:50(A), EndMod-I:50(50)
Level 50: Cardiac Boost
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Level 1: Brawl Empty(A)
Level 1: Gauntlet
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Empty(A)
Level 2: Health Empty(A)
Level 2: Hurdle Empty(A)
Level 2: Stamina Empty(A) -
This is VERY loose, just some basic thoughts thrown together while I'm at work.
Quote:General slotting:-----------------------------------------------------------------------
INVULN:
Resist physical Damage, 3 Slotted, with 3 resist dmg inventions of 25%
Temp Invuln: 5 Slotted with Titanium Coating
Dull Pain: 3 slotted, Numinas convelesence, Regen/Recovery, Healing/End, End/Recharge
Resist Elements: 3 Slot, Titanium Coating, Resist, res/end, end
Unyielding: 5 slotted with titanium coating
Resist Energies: 3 slotted with Titanium Coating
Invincibility 5 slotted with Red
Tough Hide: 3 Slot with Red Fortune
Battle Axe:
Beheader: 1 slot regular Dmg enhancer
Taunt: 3 Slot Mocking Beratmen
Build Up: 3 slot, Invention recharge enhancements 42.2%
Gash: 5 slot, crushing impact
Swoop: 5 Slot, Makos Bite
Cleave: 6 Slot, 4 Cleaving Blow, 2 Invention DMG enhancments
Pendumum: 6 slotted, 4 cleaving blow, 2 invention DMG Enhancments
Incarnate Alpha Slot:
Cardiac Boost:
Fighting:
Boxing: 6 Slot, Crushing Impact
Tough: 3 slot, 2 Resist DMg inventions, 1 endurance reduction Invention
Weave: 3 slot, 2 Def, 1 end reduction
Leaping:
Combat Jumping: 2 Def, 1 End Reduction
Flight:
Hover: 2 Def, 1 End Reduction
Fly: 2 Blessing of the Zypher
Speed:
Hasten: 1 Recharge invention
Energy Mastery:
Focused Accuracy: 4 Slots, Adjusted Targeting
Physical Perfection: 3 Endurance enhancement Inventions
-------------------------------------------------------------------
INVULN
Resist physical Damage - You probably have this over slotted. Especially if you're going for the Cardiac Alpha slot. I usually just give this a Steadfast Protection Resistance/3% def IO in the base slot.
Temp Invuln - 4 Slot Reactive Armor (Res, End/Res, Rech/Res and the triple) and remember, they really don't need to be level 40.
Dull Pain - 5 slot this
Resist Elements - 2 lvl 50 Generic Res IOs, unless you're going to slot reactive armor for the def bonus
Unyielding - See Temp Invuln
Resist Energies - 2 lvl 50 Generic Res IOs, unless you're going to slot reactive armor for the def bonus
Invincibility - Here I usually use a Cyto or two then add other IOs as needed/desired. If you're going to go sans hami-os I'd say franken slot this with the red fortune End/Def, Serendipity End/Def and maybe the Red fortune triple.
Tough Hide - 2 LVL 50 Def IOs, no need to slot for end on any of the auto powers, they don't use any.
Battle Axe:
Beheader - 5 slot this, preferably with Kinetic combat and a lvl 50 ACC IO, but if that is a bit too pricey, then use Smashing Haymaker and the lvl 50 Acc IO
Taunt - Either 1 slot with a recharge or taunt/rech or at the very least 4 slot it with mocking beratement for the added S/L bonus. I personally go for all 6 for the 7.5% rech, but that's just me.
Build Up - Not anywhere near as important, 1 slot with a lvl 50 Rech IO, if you have extra left over then give it another slot.
Gash - See Beheader
Swoop - See Beheader
Cleave - I like the 6 slots, but I would use 3 from Eradication for the much better E/N def bonus, then use 3 cleaving blows to round it out (gives you 4.3% E/N def for just the one power)
Pendumum - See Cleave
Fighting:
Boxing - If you have 3 extra slots, throw a set of smashing haymaker in here for the bonus, but otherwise ignore
Tough - See Temp invulnerability
Weave - Seee invincibility. Make sure you're at the ED cap for def (~56%) and get some end reduc in there, but that's all
Leaping:
Combat Jumping - Does NOT need end reduc. 2 lvl 50 Def IOS are fine
Flight:
Fly - 1 lvl 50 end reduc IO in the base slot
Energy Mastery:
Focused Accuracy - I would skip the power (or replace with laser beam eyes and put 1 slot in a def power along with the +6% to hit IO from Kismet)
Physical Perfection - 2 lvl 50 End Mod IOS -
Quote:My main is an INV/WM, which plays almost exactly the same as an INV/Axe and I don't have the same issues you're having. Lets see if we can't fix that:Hello again,
I have a super duper problem with my invuln/Battle Axe Tanker. It is so boring to play. My dmg is weak, and I still get killed.
When i Solo i cant do enough dmg to make it interesting.
When I group I dont have any AoE to pull groups of mobs.
I feel as if this way be the worst secondary in the world.
Here is my build. Please tell me truth, if i should roll another guy I will. If you think this guy can kick rear ends I would love you forever.
BUILD: Im on a Mac with no Mids, Bear with me
-------------------------------------------------------------------
INVULN:
Resist physical Damage, 3 Slotted, with 3 resist dmg inventions of 25%
Temp Invuln: 5 Slotted with Titanium Coating
Dull Pain: 3 slotted, Numinas convelesence, Regen/Recovery, Healing/End, End/Recharge
Resist Elements: 3 Slot, Titanium Coating, Resist, res/end, end
Unyielding: 5 slotted with titanium coating
Resist Energies: 3 slotted with Titanium Coating
Invincibility 5 slotted with Red
Tough Hide: 3 Slot with Red Fortune
Battle Axe:
Beheader: 1 slot regular Dmg enhancer
Taunt: 3 Slot Mocking Beratmen
Build Up: 3 slot, Invention recharge enhancements 42.2%
Gash: 5 slot, crushing impact
Swoop: 5 Slot, Makos Bite
Cleave: 6 Slot, 4 Cleaving Blow, 2 Invention DMG enhancments
Pendumum: 6 slotted, 4 cleaving blow, 2 invention DMG Enhancments
Incarnate Alpha Slot:
Cardiac Boost:
Fighting:
Boxing: 6 Slot, Crushing Impact
Tough: 3 slot, 2 Resist DMg inventions, 1 endurance reduction Invention
Weave: 3 slot, 2 Def, 1 end reduction
Leaping:
Combat Jumping: 2 Def, 1 End Reduction
Flight:
Hover: 2 Def, 1 End Reduction
Fly: 2 Blessing of the Zypher
Speed:
Hasten: 1 Recharge invention
Energy Mastery:
Focused Accuracy: 4 Slots, Adjusted Targeting
Physical Perfection: 3 Endurance enhancement Inventions
-------------------------------------------------------------------
1st thing is the build, here are my suggestions:
Dive right into CMA's guid to softcapping Invulnerability. It can still be done 'on the cheap' (relatively, there's no need to spend the billions on a build that I have on mine) and will make your tank VERY hard to kill. Following the guide will also help you to better slot your attacks, which will help the solo-ing aspect.
http://boards.cityofheroes.com/showthread.php?t=126983
For individual powers not addressed in CMA's guide:
Dull pain - I always go for 5 slotted Doctored Wounds, all but the triple. This gets you to about 90% enhancement on Heal and Rech. Besides, the Numina's unique is wasted in there as it will only affect you when you fire off Dull Pain, and then for the same duration as dull pain. Not ideal.
Fly: Why the blessing of the zephir? Not much eng def, and flyspeed is capped at lvl 50 anyway, so if I have a flier they always just get 1 End Reduction in fly (unless i need the set bonus or slow res, etc)
Boxing: I wouldn't waste the slots here. If you're merely using it for a set mule, you can do better with the slots elsewhere. If you're using it for an attack, slot Beheader instead (in fact, either way slot beheader instead). Boxing causes you to redraw your weapon, which (for me) is very annoying. Isn't beheader your tier 1 attack? If so this should be slotted and used constantly as it comes with a 20% resistance debuff. -
Quote:Isn't that exactly what Reward and Alignment Merits do?I'd trade the ability of random drops in a heartbeat for a counter like the one for more recent badges when X amount of reward-yielding enemies beaten up would yield a level-specific recipe. Random is random, and the pools are filled with undesirables for players. Bringing more control into the players hands would make the steep hills of relying on drops more accessible to the population.
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So I've done some more tweaking to the build. I end up with 46% S/L def, and only 38.5% E/N def, but with the Spiritual Core Alpha slot I end up just under 6 seconds off perma hasten. Inf is NOT an issue, so if you see something that would get me to perma hasten, or (preferably) more E/N def, please feel free to let me know.
Any input/ideas would be welcome.
[color:#489AFF]Hero Plan by Mids' Hero Designer 1.92[/color]
[color:#489AFF]http://www.cohplanner.com/[/color]
[color:#B1C9F5]Click this DataLink to open the build![/color]
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fortunata hypnosis in Salt Crystals. Cheapest purple set there is
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I have to concur. I have an energy/Energy blaster (made in i6, hit 50 in i7) and I've tried a TON of build with him. When I went pure ranged I noticed a HUGE dip in my damage output. Those melee attacks are huge. That having been said, if it's what you want to play, then that's what is important.
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Quote:I think it's more of an enigma wrapped in a riddle boxed within a question.Is this one of those question in a paradox things.
There is no spoon ?
What walks on 4 legs in the morning 2 legs in the noon and 3 legs at night?
there is a spoon, you're just looking at the wrong one.
Man. -
Chance for End (performance shifter set) goes in stamina, always. 2 LVL 50 EndMod IOS and that get you everything you should need from stamina.
As for the chance for recharge, I don't use it that often, but I'd find a way to get it into the AoE attack you use most.
Also, if you're going to use 2 hero merits on a recipe to sell, may I recommend the Kinetic Combat triple. It sells (last I checked) for 200-300 million -
Quote:The use of -range is to immunize the tanker from return fire. Without the -range, Recluse can use his ranged attack chain with impunity. A taunt moderately slotted for range, in combination with the -range, allows a hovering tanker to negate all of Recluse's attacks. If Recluse was made immune to -range, the tanker would still be able to hover and taunt, but would be subjected to return fire. (This relative impunity to Recluse's damage is likely not intended, and why I suspect the -range portion of taunt may be nerfed. It only applies to the hover-tanking tactic.)
That particular tactic has nothing to do with exploiting Recluse's tether, it's all about avoiding damage.
Use of a toggle debuff is outside my experience and expertise - I can only speculate.
First off I would like to thank Strato, that was exactly my point all along. Not that one method was invalid, but that the -range was completely unnecessary for this particular instance. If the tank is hovering in the right spot (between the two pilars, even with the height of those tall windows) the -range never comes into play as LR never gets a chance to fire. My point about the toggle debuff was not that acquiring one was what the op should/needed/would want to do, but that if any toon could hover tank it without the benefit of -range, then any tank could as well. Simply set taunt to auto and it will fire when he's close enough (every 5 seconds or so) then he gets tp'd back to the ground and climbs again. The -Range is irrelevant, period.
Can the -range be useful? Certainly. Does this method change if they make LR immune to it? Not in the slightest.
That's all I'm trying to say. -
Quote:Only 18.75% E/N def... No, I don't know how I managed that eitherGoliaths biggest hitters will be their physical attacks, and they do come pretty often. Yes I also agree getting defense for E/N or positionals should be a high priority, I just don't think getting E/N to 45% is that important on Elec compared to HP/Rech/Regen like I stated earlier. 32.5% is very viable, and 20% should work ok(You should have over 20% E/N anyway if you have 45% S/L).
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Quote:From my own experience, everything Auroxis said is correct.This is from experience, not actual data:
Riders: War rider is easy, nothing to worry about. Famine can be a bit tricky, as it can drain your endurance and terrorize you so you can't use your taunt/attacks/self heal. Pestilence gives you a massive recharge debuff, and I don't know what Death does but he is probably more problematic than War. If your energy defense isn't high I definitely recommend packing purples.
Hamidon: Hami does ignore defense and resistance, so your HP and self heals will be what keeps you alive longer. The Essence of the Earth inspirations work versus LGTF Hami just as well as versus the real Hami, so get those if you want extra safety. However keep in mind you don't have to aggro him right at the start, as he usually takes a while before he starts attacking. Considering the mitos debuff your self heals, you should avoid taunting him until most of the mitos are defeated(mitos work just like the real mitos, except weaker of course).
Final room is pretty straightforward. Pull the AV's away from the big mob and kill em, and then proceed to destroy the generators. The Honoree has unstoppable which he uses close to death, and just like any unstoppable most of your attacks will not do a lot of damage, but negative damage will hurt him a bit and psychic attacks will be the least resisted. With enough debuffs on your team his unstoppable won't help him too much.
The only additions I have are this: I believe Pestilence turns off regen as well. I only notice (for obvious reasons) on my WP Brute and Tank, but they go to zero regen very quickly.
Hami: Yes, EoEs will work, but Hami wont attack until you attack him. Just make sure pet agro is controlled and no one uses AoEs on the greens (they're close enough an AoE will tick Hami off) and all is well. Melee yellow, range blue, hold green, then beat up hami. If you're in a hurry you can always feed the rikti to hami (get ago then lead then through the jell-o) which is fun to watch, takes care of the rikti and even keeps the mito agro distracted a bit.
For the last room, yeah, psy damage is good against Honoree, Neg isnt bad and debuffs (cold -> benumb FTW) are always great here. -
Quote:BM also debuffs def herself, being Broadsword (I think) so you've got a rather valid point there. Only question I have is when does one ever find themselves in melee with her for more than 1 attack. Unfortunately kiting her is required.Battle Maiden has a higher tohit than others(about 10% more?), so she would still be hitting you often enough if you have 45% S/L def, and being a level 54 AV she can hit pretty hard, plus you also have the swords alongside her that debuff defense and do Lethal damage. Venged Bobcat and the Goliaths in particular hit really hard(I think only buffed up Recluse hits harder, could be wrong though).
As for Bobcat, yes, she does hit VERY hard... honestly I'm not sure if tower buffed LR DOES hit harder than her. She's mean.
The BM battle I can see HP/recharge being more beneficial than E/N def, and I can see it in the Bobcat fight as well, but don't the goliaths use Energy attacks? So maybe it's not the landslide it would be were it Bobcat all alone.
Either way, there are examples where one is noticeably better than the other for each part. Best answer would to be get both!
I guess that's why I'm still playing the game, there isn't one be-all answer -
Quote:My elec armor tank has all of her primary powers colored pure white, so other than lightning field (or whatever its called) I honestly never notice any of them. If you skip your taunt aura (in this case, totally worth it as the concept is great) you should be able to pass as invuln visually (minus the glowie lights)...if I could take Dark, Fire, or Elec, and not display any graphical effects, I'd take one of those in a heartbeat and pretend it was just Invuln, heh.
Fire would work, but its really not there visually, and healing flames would just look funny for an "invuln".
Dark I have no experience with (yet) so I can't help you there.
Whatever you go with, have fun with it -
Quote:OK, you're absolutely right. How dare my limited intelligence even dream of attempting to decipher your cryptic comments...I really think you shouldn't add words to anything I have said. I had not mentioned GWs heal or Statesmans KoB. I was unspecific as I like to be. The powers you mention are negatable without -range in taunt.
I think you take my words and assume you have understood them right when you haven't. I believe this as you are being a disrespectful and scornful a fellow. Which is fine by me.
Please. I brought those up as direct questions to you. You quoted a portion of my question, intentionally ignoring the crux of the questions "as you like to be". I continued reiterating my question and you continued to clumsily "dance" around the issue.
I have understood every single word you have typed. You just like to assume I don't. I have never come across someone whose typed words carried such an air of superiority.
I don't even care anymore. Having an intelligent conversation with you is obviously something of which you have dained me undeserving. -
Yes, I fail. my team succeeded even though our tanks could not handle the agro and would not listen to ideas regarding alternative methods, but I failed. OK. You win.
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Quote:Here you're discussing LR only, and that's fine. Let's discuss LR only. I have a question: Why do you give half a crap about the -range? It's completely irrelevant. If I can accomplish the EXACT same thing without it, then why does one need/want/care about it?There's no need for anyone else's powers, or a tanker to use any power aside from taunt and hover/fly, to keep Recluse at range and shut down his options. No toggle debuffs or -fly need apply. It is as simple as -range and the ability to keep at range. Recluse cannot use his KO Blow if he cannot come close enough to do so.
Note that I did not make any such claims about Ghost Widow. Though, of course, a Ghost Widow who is locked onto a tanker that cannot reach that tanker with her AoE heal is limited to her ranged attacks and won't fire off that AoE heal, that's more a function of immobilizes than -range.
You're taking another tactic that was used and holding it up. That's fine, it is another tactic that can be used in the game. It could just as easily be used by a tanker with Darkest Night. The existence of another tactic does not invalidate the tactic that was described. And the use of -range and fly seems, to my mind, less exploitative than using Recluse's teleport tether that keeps him in range of his towers.
As for using the teleport tether, yes I agree that hovertanking is less exploitative.
I wasn't saying you HAD to use a toggle debuff, I was saying using taunt was not a requirement for hover tanking him, there are other methods. It doesn't invalidate the use of taunt, it just proves that taunt = about a million other ways to skin the same cat. Not a single one being better or worse than another.
Quote:You are, of course, welcome to feel that it is a less 'pure' form of tanking Recluse. The obvious counter-argument is that using -range and keeping Recluse at range is using only the tanker's own powers, and uses inspirations only as a reactive measure, as opposed to leaning on powers not inherent to the tanker in the form of team buffs and stacking multiple purple inspirations.
The hovertank method can be performed by ANY AT at ANY time, at that point it's not tanking, hell, if you're going to do that then why bring a tank? They'll just slow you down.
If you want to go that route, it's fine, I don't have to like it. I want a challenge (or at least the mathematical possibility of one) I'm also the guy who has a secondary build for most of his tanks running SOs only, because sometimes this game is just too damn easy. -
Quote:Its extremely simple. It was never not simple. I was asking how, in certain situations, a particular effect YOU had brought to the conversation (-Range) had an affect. The answer isn't that -Range has any affect on GW's AoE heal, or LR's KO Blow. The answer is, in certain very specific cases that particular effect (in combination with others, say -fly for example) can be used to keep AV's at range while not allowing them to fire back. I've known that was the answer the entire time, I was trying to get you to admit that you were, at best, being disingenuous. Or at the very least that you were discussing something that required more than simply -range.On the first ever successful all scrapper stf there was no more than 5 defeats.
Tactics were used that remain semi secret today
I have been dictating to AVs what powers they can and can't use since 2005 oh wait, when I started. The powers you mentioned don't have to get used at all because the main noticeable target isn't there for them. How simple is that?
I get that you don't want to tell people how to play the game, hell I appreciate that you don't tell people how to manipulate faulty AI to trivialize content that many of us find fun because when played properly it can be challenging.
Using tactics like that just makes me feel as though I've wasted my time. You're not the only person who can look at a set of rules and find loopholes. There are a TON of us who can and actively choose not to. Oddly enough some people want to feel they've accomplished something on a TF. -
I have a level 50 Shield/Ice tank on Guardian, and he's a ton of fun. Frozen Aura and Frost make for some decent AoE, especially when combined with AAO.
Yes, your single target damage will be rather lacking (think Elec Melee's ST damage) but overall I find the combo fun.
I actually resec'ed him into GIS just so I would have a 3rd ST attack. -
Quote:99.9% of the time I agree with that completely New Dawn, I find it fun to find a way to accomplish things in unconventional ways. This time however, I really want to hit the softcap to those four types, at all costs. Also, inf isnt really the issue, and at least ONE of my toons should be able to brag about an expesive buildYeah but look at how much more expensive you made the build. I tend to keep things down a tad. If I can afford somit that could give me a huge bonus on a toon or a small bonus on another toon, the toon that can benefit most gets it.
Combat jump is too small a power to recieve an expensive set of slots.
AS for CJ not being a good enough power, it gives me a btter def boost than Manuevers at least -
Quote:Um, ok, well, I mostly TF with my 50s, and there's this other AV (Ghost Widow) who has some rather unfriendly neg nrg attacks, so that would help there... then there's LR, his pure energy ranged attack, while highly resisted by elec still hurts when it hits. Ten percent of 3k is still a lot, especially when he can fire it every 3-4 seconds.I would rather have recharge and HP on my elec armor builds than softcapped E/N defense.
I don't fight Reichsman often enough to make this necessary.. and if I do, I'm 1 purple insp away from the softcap on my tank anyway.
If you think you need something for one particular battle, and getting that something sacrifices your overall performance in most other areas, then maybe you should consider making this your secondary build.
My point: I exclusively play high lever, hard content and the E/N def is worth far more to me than the 17.5% rech I had to give up to get it. I never solo with my tanks, and while I DO contribute to the damage, its nothing compared to the other people on my team (ok, I out damage the emp). I'm not building it solely for the Reichsman tf, but for ALL tfs, and there are none of them where E/N def doesn't make a huge difference (STF, KTH, Tin Mage, Apex, LGTF...). Sacrificing a bit of recharge to softcap an invuln to S/L has never been considered a bad idea. In fact just the opposite. And they're already capped against S/L damage (if they take tough). Same concept here. Softcapping to the four major damage types means I still need purples for tower buffed LR (though fewer) but I don't need them for those other tfs.
Honestly, what am I sacrificing? 17.5% recharge? 6 seconds on Energize and Lightning Rod? How much more damage is that going to get me, really? as for the HP, I'm certainly not sacrificing durability.
I had my WP (who inarguably gets the most use out of extra HP) at the old tanker HP cap, and when I switched to S/L soft capped def his survivability went through the roof in comparison. It cost me about 150 hp, so worth the cost. So while I agree more HP is never bad, I would much rather have the def to not need it.
But hey, that's what makes the IO system so great, you can have 3 characters with the exact same power selections who play completely differently. As long as everyone is happy with their toon, everyone wins.