-
Posts
1697 -
Joined
-
Quote:As I said, a lot of that unresistable damage is avoidable. You may not like the mechanic that is used because you have to move out of melee, but I don't see those mechanics changing, and I doubt you'll get any devs attention about changing it.Quite simply, no. Higher res and HP caps simply don't address the problem of unresistable damage and controls.
The control issues, such as the ridiculous amount of Fear and Confuse in the end game are a problem, I'll agree. I think something could be done for tankers there. If anyone should be able to contribute to the team in a high-mez scenario, it should be tanks, IMO.
Quote:So the solution for ranged attackers is to simply change position and keep attacking.
The solution for melee attackers is to back off and COMPLETELY STOP CONTRIBUTING DAMAGE?
There's got to be some sort of middle ground in here.
That being said, even the inconvenience of having to move out of Melee isn't the worst thing in the world. Considering how many ranged toons I see face planting during trials, I don't personally feel they have that much of an advantage. YMMV, but I'd rather have to move every now and then than face plant more often from range. It's not like they're contributing a lot of damage from the ground. -
Quote:I don't get it, Johnny. If you're always saying Brutes are just as survivable as tanks but get more damage, how exactly is buffing tanker damage going to set them apart from Brutes? It seems to me it would only make them more similar to them. And if we're just making them more like Brutes, I don't see any rationale in how that will make people want to play them more.More survivability is simply the last thing Tankers need.
...Blah blah blah it has to be more damage...
Certainly buffing tanker mez protection in end-game content would do a lot for many Tankers. It's going to be something that makes a tank more unique. If other melee toons are more susceptible to Fear and Confuse than tankers, it does give an edge to the tanker AT.
I'll meet you in the middle and say a higher damage cap *may* be good. But that's about it, and I don't think it needs to be a huge raise either. 400% instead of 300% perhaps. But again, this isn't doing much to make a tanker stand out in end-game performance.
So, thinking about this a little bit, I'd suggest something more unique and more in tune with the team-support goal of the tanker and it's aggro control. And if you're correct that survival for tanks isn't needed, then perhaps this would be good.
Boadygaurd inherent:
Like the Mastermind mechanic, but in reverse. Make it a toggle free of endurance cost. Allow a percentage of damage being taken by up to 5 teamates in a certain range be diverted to you. The damage sent to you can be resisted or avoided according to your defense and resist numbers. Taking too much heat? Turn off the toggle.
The 5 teammate limit is only for your tank. So if a second tank is on the team, they too can mitigate damage for teammates, maybe even the same team members (stackable). A new unique mechanic is introduced that gives tankers something to bring to the team, and gives incentive for multiple tanks.
Oh, but Tanks do not receive the benefit of being guarded by other Tanks. I'd imagine that becoming overpowered. -
-
Quote:Not even the survival power changes in their secondary?Not really. There was nothing inherently "about blasters" in the changes.
Quote:The big issue is that Incarnate content has basically removed the triumvirate of things that made tanks stand out amongst other ATs.
- Mez Protection: We now have completely unresistable mez.
- Damage resistance/defense: We now have completely unresistable autohit attacks
- High HP caps: Completely irrelevant in the face of monster attacks designed to "get around" one shot-code and "instakill" mechanics.
I agree Tankers rolls have been reduced in the end-game, and it's something that needs to be addressed. I don't agree that they bring nothing, as I've seen Tanks surviving more than other ATs, but I don't think surviving more than other ATs is enough.
Mez protection in the end game has become meaningless for most Primaries when Fear and Confuse are being spammed in nearly every group. And yes, I think we could be made more durable in the end game WITH the added benefit of a higher aggro cap. We're being asked to Tank for bigger and bigger teams sometimes, so I think we should be able to control more aggro.
Higher Res caps, HP caps and Aggro Caps would be a good start IMO. I understand what you're saying about one-shot kills, but most of those are avoidable. You may not like the mechanic for avoiding them, but I don't think you're going to see a change in that mechanic. -
I think you're better slotting up for tons of recharge if you're looking to mitigate Psi. Heal, heal, heal and heal again.
-
Quote:Just some things to be informed of:I got a TW/Elec Brute in the making, so I'm thinking if I can softcap resistance for most damage types (Except Toxic and Psionic), should I still aim to softcap s/l or positional defense , or just stick with resistance and slot for more damage?
There is no Softcap on resistance. Only a hardcap.
That said, you'll never be able to build in enough bonuses to cap resists. Maybe for S/L you can, but it takes a lot of gimping to achieve that. Would you prefer to sacrifice the point of being a Brute to do so?
Softcapping S/L is always good. Some might argue getting 32.5% defense for S/L/E/N is better. All you need at that point is a small purple to hit the softcap. I know I prefer the 32.5% mark.YMMV. -
Quote:I hadn't heard about this, so I don't know what to tell you. I'll ask my friend if he noticed it proc'ing to his benefit in an attack. Thanks for the heads up.Unless I'm misinformed, slotting pshifter procs in attacks grants them (your targets) endurance, I doubt that was your intention. Someone please correct me if I'm wrong.
Quote:Also, you could stick a miracle +recovery in health. Or a numina +/+, or both.
I tend to value endurance regain over endurance recovery, as a personal choice. If the procs are all working, then I'd just prefer those over recovery numbers as they tend to bring endurance back faster.
But I digress; if what you mentioned is true, I'll be changing the build.
Quote:4 pts of kb protection is kinda low for a tank, but that's more of a personal taste thing. Without changing any slots, you could slip a BotZ into super speed. I'd want another after that, too...
But that's just preference, as you said.
Quote:Why both mez auras? Some people like only one or the other, some like none, some like both.
I like both so that the likelihood of mezzed mobs is higher. Certainly the tank doesn't really "need" that mitigation after all the defense and resistance, but maybe that will buy some mitigation for teammates. -
Quote:That's somewhat contestable. I don't think you'll see a large rush of Scrapper trying to squeeze in a sniper PPP. And I doubt that those changes would benefit Scrappers nearly as well as it would for Blasters.Because the "Blaster changes" announced yesterday are mostly not about Blasters, but all of the ranged damage sets.
Are Blasters the only ones benefiting? No. But it's going to greatly increase they're performance and purpose.
If Tankers get any attention and it makes a marked improvement in their function and playability, then I don't really care if other ATs are able to use some of those changes as well. I'm not so selfish. -
Here's a DA/Elec build I made for a friend. It has 32.5% Defense for S/L/E/N and almost an SO's worth of Recharge bonuses. The real gem is that it's also built for great endurance management. I've seen my friend run all the toggles without having to worry about endurance one bit. Some might call it overkill on the End procs, but all I know is he was happy to stop taking breathers after every group.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark Electric: Level 50 Technology Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(40), P'Shift-End%(46)
Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), P'Shift-End%(46)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
Level 8: Dark Regeneration -- Dct'dW-Heal/Rchg(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Nictus-Acc/EndRdx/Heal/HP/Regen(13), Nictus-Acc/EndRdx/Rchg(15), Theft-+End%(15)
Level 10: Boxing -- Empty(A)
Level 12: Jacobs Ladder -- SMotTanker-Rchg/Res%(A), SMotTanker-Dmg/Rchg(40), SMotTanker-Acc/Dmg/Rchg(42), SMotTanker-Dmg/EndRdx/Rchg(42), SMotTanker-Acc/Dmg/EndRdx/Rchg(43), P'Shift-End%(50)
Level 14: Super Speed -- Run-I(A)
Level 16: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(34), Sciroc-Acc/Dmg/EndRdx(50)
Level 18: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(21)
Level 20: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(21), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(29)
Level 22: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(23), LkGmblr-Rchg+(25)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(27), LkGmblr-Rchg+(27)
Level 26: Combat Jumping -- Krma-ResKB(A)
Level 28: Chain Induction -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg(45), C'ngImp-Dmg/Rchg(45)
Level 30: Death Shroud -- Erad-Dmg(A), Erad-Acc/Rchg(31), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(31), M'Strk-Acc/Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(46)
Level 32: Oppressive Gloom -- Acc-I(A)
Level 35: Conserve Power -- RechRdx-I(A)
Level 38: Lightning Rod -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Acc/Rchg(40), M'Strk-Dmg/EndRdx/Rchg(48)
Level 41: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(42)
Level 44: Cloak of Fear -- N'mare-EndRdx/Fear(A), N'mare-Acc/EndRdx(45), N'mare-Acc/Fear(48)
Level 47: Build Up -- RechRdx-I(A), RechRdx-I(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), EndMod-I(17)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 50: Cardiac Partial Radial Revamp
------------
------------
Set Bonus Totals:- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 15% Defense(Smashing)
- 15% Defense(Lethal)
- 14.38% Defense(Energy)
- 14.38% Defense(Negative)
- 7.5% Defense(Melee)
- 7.19% Defense(Ranged)
- 5.4% Max End
- 30% Enhancement(RechargeTime)
- 25% Enhancement(Accuracy)
- 1.65% Enhancement(Terrorized)
- 10% SpeedFlying
- 295.2 HP (15.75%) HitPoints
- 10% JumpHeight
- 10% SpeedJumping
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 2.75%
- MezResist(Immobilized) 12.1%
- MezResist(Terrorized) 2.2%
- 1% (0.02 End/sec) Recovery
- 30% (2.34 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 2.52% Resistance(Toxic)
- 2.52% Resistance(Psionic)
- 10% SpeedRunning
-
Quote:I used to consider this an issue. For about 5 minutes. Then I remembered that those ranged characters are all dying way more often than my melee toons do. I'd rather be inconvenienced with running out of melee every once in a while than dying more often because I just don't have the survival numbers.That is what I mean where u have to break contact of them where a range toon can still attack.
Yes, those melee oriented attacks affect you more. But seriously, you'd just be spamming melee attacks and worrying about nothing the whole time if they weren't there. Is that challenging in the slightest? The only one that I've found to be over the top ridiculous is Tyrants AoE in the Mag trial. And only because it comes up way too often in my opinion. Everything else allows plenty of time to do some work before stepping out of harm's way. -
Quote:Obviously the Devs didn't want Judgement and Destiny coming up any faster.My point was that I don't think any Alphas should work with incarnate abilities.
+damage Alphas boosts the damage of your primary/secondary/power pool attacks...and Judgement.
+recharge Alphas only boost your primary/secondary/power pool powers.
Where is your balance on that?
The balance comes in the options you take. You want to max out damage potential? Take a +damage with your Judgement. Want maxed out survival? Take an alpha for your Destiny. Improve one or the other. Or don't. But they obviously don't want you maxing out both potentials with your alpha.
Makes sense to me. Nothing to get upset about. -
Quote:And +def/+res Alphas are the only way to boost Barrier. It's a give and take. It's the same reason we have only so many slots for our builds, and so many power choices. You have to make a choice. And while you may prefer to see it as limited, there's still a choice there. You can boost this, or that. Not everything.Musculature Alpha is the only way to increase the damage of Judgement.
I can't remember what they call it... ballet... balloon... what's the word I'm looking for?... OH YEAH! BALANCE! -
Quote:This hasn't been my experience at all. My Elec/Stone tank has 44% S/L defense and hasn't gimped his powers in the process. He's also capped for S/L/E resists and only uses his heal for the endurance discount.Plus, some of the compromises you might make in the build to get high defense can gimp you seriously if those defenses are taken away.
You're fine.
You're fine.
You're fine.
You're smootching pavement wondering "Weekly Task Force happened?"
Honestly, Elec/ is probably under-appreciated for its potential with IOs. Personally, I'd take my Elec/ set up over a soft-cap Inv any day. YMMV. -
Quote:Well now you're just trying to confuse me! Should I use sarcasterisks? Are you being sarcastic about sarcasterisks?! Are you being sarcastic towards those who are sarcastic about sarcarsterisks?! I HAVE TO KNOW!Times like this, one wishes the sarcasterisk would become more widely used.
*The sarcasterisk is a great idea, and everyone will love it!*
As others have pointed out, DA is completely viable once you've figured out your slotting. I once made an Elec/DA build for a friend that hit the 32.5% def mark for S/L/E/N and had 5 Perf Shifter procs and one Heal +end proc. I never saw him complain again about endurance, and he ran all his toggles. -
If you're going to use an extreme build as an example as to why /Regen is so great, then you're not going to convince a lot of people that it's worth playing.
-
He was always my favorite character in the Indiana Jones films.
-
Quote:Being completely aware of the misconceptions of incest and its taboos, there's still an oogie factor in the child of your child's child.It shouldn't be disturbing. First cousins are more closely related and their mating is legal mostly everywhere.
Granted, being immortal, if anyone had any descendants before being turned, they're bound to eventually sleep with someone they could be related to. But if you can draw the line so directly as Bill was able to, it's a bit unsettling.
Think of it this way: any vampire over 100 is craddle robbing when they get into a relationship with a human. Being adults though, strips any indecency about that away. But, if you knew that human since they were a child, it starts to get creepy.
I know the two scenarios don't relate directly, but I'm sure for Bill it was about the same once he saw the relationship to his daughter. -
It was already explained in the episode that this was the case. Godric made both of them, so they're only vamp-siblings. Nothing quite as disturbing as Bill having knocked boots with his great-great-great-granddaughter.
-
Quote:So in this reboot, it sounds like they need a more practical Rise of the Phoenix just like we do!
3. Jean Grey (age 17)
Moments later, Jean found out that she could not stay dead, returning to life in a flaming explosion that completely incinerated her family and neighborhood.
I like all the concepts for the characters. Sounds like he's going for some more realistic character development. I also like the art direction quite a bit. But I think this would be better as an alternate timeline than a overall reboot to the comics. -
Oh hell yes!
I'm going to have to convince the wife to switch from DVD to streaming for the summer so I can re-watch the whole series. -
-
Well, there's nothing I would want to buy for myself usually, but those are some pretty good prices. I might look into buying some LotGs.
If those were the regular prices, I can say I'd buy things more often on the PM.
@N_M, Thanks, wish I could take credit for it. -
Hecatombs are Rare and Scirroco's are Very Rare??
[edit] Well now you stealth edited it and I look silly. -
The list of things that 4 KB doesn't protect from isn't that long. It's pretty short, really. Some more active players are more than just taunt-bots. Using corners for good groupings and maybe even moving ahead before a spawn is dead once the team has it. For some play-styles, having the protection while moving around is quite helpful.
-
I would only follow this advice if you take the extra slot you put in Charged Armor and placed a KB IO in there. When jumping around and trying to control the crowd, it's a major PITA if someone hits you with a KB power while you're vulnerable to it.