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Quote:On a side note: I'd like to know what it was that turned MiB to Smokey. I half-way expected Desmond to come back out as a white Smokey.Quote:The only reason why I don't think anyone else turned into a Smoke Monster was a) Desmond is immune to that (cause of Smoke Monsterness: electromagnetism) and b) Jack was pure of soul when he sacrificed himself.
1. There are skeletons around the light and water at the bottom of the cavern. Based on this, we can logically conclude that being too close to the light means you're toast. It would kill a normal person.
2. Desmond resists electromagnetic anomalies. He's not a normal person. Hence his ability to remove the stone and put out the light. Sure, most experiences leave him with a big headache, sometimes a life threatening nose bleed, and a new found understanding of his life, but other than that, he's hunky-dory.
3. Jack goes into the cave while the light is out, and rekindles it before dying. And lets face it, moving a stone back to a plug hole doesn't make light. Like Springsteen said, "You can't start a fire, you can't start a fire without a spark." I believe the light in Jack (the little bit of light in every man) was what helped bring back the light. So Jack's death, in my belief, was actually from the Light, not the knife wound. After all, on the island, you bounce back from stuff like that. Yes, this might be fan-wanking, but at least I'm building it on established facts from the show.
4. MiB could not be killed by Jacob. It was by Jacob's direct actions that MiB went into the Light. Not being special like Desmond, he should have died. But since Jacob could not be the one to kill MiB, the Light had to do something different to him. Instead it turned him into the smoke monster, and it's implied imparted, him with a part of Itself.
There, 4 good facts to show why no one else became Smokey. -
Quote:I think it would have to be a construct, like David. While there was a real Aaron to base it on, I doubt the form he would have after his death would be one that would make it incredibly difficult to be awakened in. His brief time on the island would hardly have been the most important time of his life. And having the awareness of an infant would also be a real b**** when trying to "awake."I took it being baby Aaron in the scene because everyone else was in their "Island time" bodies, so why would Aaron NOT be in his? That was, afterall, the form he was in when Charlie and Claire made their connection with each other. Whether or not it was a "construct Aaron" or not, I'm not sure. But when the actual Aaron departs I'm sure he'll be in his "chosen" form.
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Sadly, real life has thrown a wrench into my plans. I'm going to try and make it to the event, but if I don't, then have fun Tankers!
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Quote:First off, welcome to the Tanker forums. Coming here before making your tank is always a wise decision. You're going to get more help here than you'll know what to do with. You picked a great set for your first tank, IMO, and the secondary choice was a good one. You won't regret it.After over five years of playing in the City, I am finally making my first Tanker.
I've always wanted to try the Ice primary (despite the very mixed opinions I've read here about it.)
At first, I was going to go with /Fire, since I always enjoy having as many AoE's as possible, but then I realized that /Dark has -ToHit, so I thought that might combo well with Ice/.
Quote:I'd still like to be able to do some damage for those times that I am playing alone, so does /Dark hit pretty hard?
One last Ice/ question. Does it need the Fighting Pool, or can I Tank without it?
Do you need Tough/Weave? Well, that depends. If you're going for IO bonuses, then no. If you're not going for bonuses, then no. You don't need it. But you can make good use of it, especially if going for the soft cap.
I will say this, I built my Ice/DM before they buffed the defense bonuses to apply to more then one damage type. I built a somewhat affordable build to hit the S/L/E/N soft cap. I was more than halfway there when they buffed the bonuses and I realized my build was done. Even before the bonuses, I wasn't gimping the damage output. So you can do a lot with the combo you chose. Enjoy it! -
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Oh yeah, great Hurley line, and I'm paraphrasing it here:
Jacob: Worse than Yoda.
Needs to be a t-shirt. -
Honestly, you're not going to get it if you only just saw the pilot episode. You're reading the cliff notes and wondering why you can't see the pay off of the series that those who have watched it all are getting now. What did you expect? Little episode descriptions aren't going to tell you everything. They won't tell you about the characters in a way that does justice to getting to know them through their actions and emotions.
Cliff notes won't show you the wonder in their eyes. The anger in their fists. The love and hate in their hearts. The fear in their faces. The pain in their lives. Yeah, it can tell you about the mystery, but that was only a small part of the show. And like life, not all the answers will come out. So if you really want to understand the big pay off, you're going to have to invest some time into it. -
Perfect. Freakin' PERFECT! That episode was the best way to end the series. It was a good conclusion to the condition of the Island, and a great resolution for the characters and their stories.
The flash-sideways turning out to be the biggest flash-forward of them all really came as a huge shock. It explains a lot though, and it makes sense now why things weren't adding up in the other time line, and why Desmond was so zen-like after he glimpsed it.
Hurley taking over was something I once thought about, but ended up shrugging off the idea. Good to see it ended up coming true. Of all the survivors, he really does make the most sense. He was the most "good" of all of them. And seeing Ben's reaction to being offered the right hand man position was a nice touch. But not as cool as seeing his talk with John.
I know there's been some confusion as to what the hell was going on and what the flash sideways meant Once it sets in, I think those still wondering if they were dead all along will get what it really was, and enjoy what that meant.
I'm not sure how I feel about Jack dying in the end. There's been a constant theme that when the Island is done with you, you're done. And it seemed like the Island was done with Jack once he did his job. But then I thought about it some more. The Light of the Island is Life, Death and Rebirth. And maybe when the Island is done with you, you're not done at all. Maybe it makes a place for you to meet your loved ones in the end. Maybe when you do what you needed to do, the Island rewards you with the ability to move on. You just have to make the last effort of moving on yourself to be completely done. That right there, is pretty cool. Still, a Jack that didn't die so soon would have been nice, too. And while I don't care for Kate that much, a Jack that could have been with her again would have felt fair.
I'm gonna go chew on this episode some more. -
With less than 7 hours to go, I'm getting pretty anxious. Since Tuesday's episode, I've been wondering if someone else will have to become the smoke monster. Maybe that's the only way to kill MiB; to transfer the light he carries to someone else. Hopefully, that wouldn't require a new rivalry to form between Jack and the New Smokey. Of course... if Jack became Smokey, then he could be an even better protector for the Island than Jacob was.
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Quote:I don't see any issues with using EM. Smallville Clark has never been bound to Superman criteria, so why should your build?So I know I shoulda took ss instead of energy melee. I can't remember why i picked energy instead.
I want to respec him (he's already 50) and make him like Clark from Smallville.
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As mentioned, CJ and Weave will help. One nice thing about EA is that it's very possible to get capped defense to all but Psi with IOs. I did so with a DM/EA, and it didn't have to gimp the build to achieve it.
If you don't want IOs, then at least consider spending some inf on the Steadfast +3 defense IO. That would help as well. -
Quote:Well, looking at the numbers, Ice has +HP that Shields can't match. +HP being another form of resistance, plus the minus damage in CE would be a big bonus for Ice. Not to mention the -recharge debuffs. While defense is great, it's not the only thing to look at.Well look at the numbers, for example my lv 48 Shield Tank (a work in progress) without even Tier 9 has 43% pos. def where as the ice tank while soft cap on L/S/E/NE def still has huge def holes to psi/fire and ice. On top of that shield as 20% resistance to all
And an Ice hole? Really? Capped resist is a hole? Have you actually played Ice? Or did you try to play Ice like a set you're used to? Honestly, you sound even less informed than you did before.
If you can't play Ice as well as everyone else on this thread has been able to, you might stop to wonder if it's really you, and not the set. -
Well, if you're talking about what you prefer, there's no argument. You prefer what you prefer. If you're going to say Ice/ can't handle AV's like other tanks, then you're just plain wrong. Ice/ may not work for you, but I can assure you, it works great for many other tankers. You're opinion doesn't change the fact.
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Quote:You underestimate, greatly, the power of +HP and regen. Build for those in your Ice/, get your accolades, and you're good to go. If the fit hits the shan, then Hibernate. You won't need it that often. LRN2IO.Ice tanks gain very little from IO set bonuses my tank is at 48% S/L def. There is way too much positional IO def set bonuses which in other hand greatly help my Fire/Shield tank or my /Stone brute.
This of course, is just talking about the primary. Any number of secondaries can greatly increase your survival as an Ice/. Add in recharge bonuses, and you only further that increase. Ice/ has no disadvantage with IOs. -
Did he? You asked for a campaign for switching to cold damage, and removing the slow in icicles. He pointed out that there's no slow in icicles, and made a reasonable argument why icicles has been designed with lethal in it.
If you're stabbed with an icicle, it's not the coldness of it that hurt you, it's the pointy lethal part piercing your spleen that's gonna make you feel it in the morning. Would we all love it to do cold damage? You bet! But I believe in the past the devs have stated their reasons behind it (what we're telling you now) and that they wouldn't change it.
Tough beans, I'm afraid. -
Quote:Honestly, you should be able to meet all your endurance needs with EA on the build I made. There's only two powers with low end-red and those powers are Soul Drain and Fireball (which from what it sounds like, you're replacing).Rylas, your build is nice too, with Icicles instead of SM and Pyre instead of Energy. On the other hand, I have been itching to get SM, even though I traditionally hate it. On this character it seems like it would hit 2-3 enemies easily and often. With neither DC nor Energy Mastery, do you think I'd be okay on end?
Shadow Punch, Smite, Siphon Life and Midnight Grasp (your main attack-chain powers) are all at 70% end red or more. If you run out of end in 22 secs or less (EA's recharge time) then you're doing something wrong.If you have to choose between SM or MG, I would strongly recommend MG. SM can be fun, but over time it may reduce your DPS, or catch you at a critical moment of needing to heal, or worse, when you need to taunt someone for a teammate. Just don't drop MG!
Quote:Overall it doesn't seem like any final build is going to extremely focused on a particular type of bonus. -
Ok, I tried to move from the build you had (so respecing wouldn't be too difficult) and only dropped maneuvers. It's a lot of end drain for little benefit. Instead, you now run at the cap without EA, and if you use EA, you'll be around 58% in a full group, enough to cover any -def. AND! You'll be around 30% F/C defense as well with EA.
AND THEN! you'll be running at faster than perma-hasten (over 76%) without the penalty of a hasten crash. WOOT! Your Soul Drain will only have a 15 sec downtime, so that's a lot of damage bonus! Fireball fires off every 16 secs, along with Icicles that can be a fair amount of AoE damage with all the massive single target damage you'll be handing out.
And if ridiculous defense coupled with outrageous damage isn't enough to keep you alive, I've managed to work in 13% +HP. If you get your accolades, that can be 33%. Which will give you about 557 extra HP to soak up damage. That is, during the 15 secs Hoarfrost won't be up.
Enough talk though, here's the build -
Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
Black Light 27: Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+(A), S'dpty-Def/EndRdx(3), S'dpty-Def/EndRdx/Rchg(3), S'dpty-Def(11)
Level 1: Shadow Punch -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Dmg/Rchg(11), C'ngImp-Dmg/EndRdx(36), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 2: Chilling Embrace -- EndRdx-I(A)
Level 4: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(7)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 12: Smite -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/Rchg(15), C'ngImp-Dmg/EndRdx(15), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 14: Tough -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(17), S'fstPrt-ResDam/Def+(17)
Level 16: Health -- Heal-I(A)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), S'dpty-Def/EndRdx(19), S'dpty-Def/EndRdx/Rchg(19), S'dpty-Def(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Weave -- LkGmblr-Rchg+(A), S'dpty-Def/EndRdx(23), S'dpty-Def/EndRdx/Rchg(23), S'dpty-Def(25)
Level 24: Combat Jumping -- DefBuff-I(A), LkGmblr-Rchg+(25)
Level 26: Icicles -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Rchg(31), C'ngBlow-Dmg/EndRdx(31), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/Rchg(42)
Level 28: Energy Absorption -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(29), RedFtn-Def/Rchg(29), P'Shift-EndMod/Acc/Rchg(42), P'Shift-EndMod/Rchg(43), P'Shift-EndMod(43)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(46), Mocking-Taunt/Rng(46), Mocking-Rchg(46)
Level 32: Siphon Life -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(34), Mako-Dmg/Rchg(34)
Level 35: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(43), AdjTgt-ToHit/Rchg(45)
Level 38: Midnight Grasp -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Dmg/EndRdx(40), F'dSmite-Acc/EndRdx/Rchg(40)
Level 41: Char -- Empty(A)
Level 44: Melt Armor -- Empty(A)
Level 47: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50)
Level 49: Touch of Fear -- Abys-Acc/Rchg(A), Abys-Acc/Fear/Rchg(50), Abys-Dam%(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 9.25% Defense(Smashing)
- 9.25% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 7.38% Defense(Energy)
- 7.38% Defense(Negative)
- 3% Defense(Psionic)
- 6.13% Defense(Melee)
- 5.19% Defense(Ranged)
- 4.56% Defense(AoE)
- 3.6% Max End
- 76.3% Enhancement(RechargeTime)
- 2.75% Enhancement(Terrorized)
- 39% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 253 HP (13.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 14.9%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 3.5% (0.06 End/sec) Recovery
- 22% (1.72 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 5% RunSpeed
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Well... you could try to go for being soft-capped without Weave. If you're into having fewer toggles.
OR! You could use sets and bonuses to do 4 things:
Get ridiculous global recharge (Ice/ lends itself to a lot of LotG 7.5s)
Get decent +HP bonuses (3 Crushing Triples and Mako's Quad/Triple/Dmg-Rch will give you two HP bonuses and make your attack enhancement values godly)
Frankenslot EA to near ED-cap levels of recharge, defense, and end-mod (imagine having plenty of room on your defense to avoid cascading failure).
Maximize your attacks' and shields' enhancement levels for best possible values and bonuses (see previous +HP suggestion for example)
[edit] And once you do all that, see if you can solo an AV. (you may need a tray full of reds to help, since Soul Drain won't be perma) -
IMO, the old water texture seems more appropriate for sewer maps. Sewage shouldn't be crystal clear.
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Quote:If you have so many friends there, how can it be so slow?Protector was my home but I moved to Freedom a few months ago b/c it was so slow. Has it picked back up with i17? I have a ton of friends on that server.
It's really not too slow, IMO. Make use of the search/tell system if you're friends aren't on, and you should be able to find some teams. -
Thank you, all! I took the time after snapping that pic to walk by an orphanage in Boomtown, and laughed heartily at their misfortune.
Why they built one in Boomtown, I'll never know. -
Sweet! Gonna have to make sure I clear the schedule for the 25th!
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Quote:I think you fail to see the concept the OP is playing under: defeat = delete toon. So, RotP would be useless.general rule of thumb. Fire Aura has Rise of the Pheonix for a reason. It needs it. No matter what you do, even soft-capping your fire tank, you will eventually go splat.
Sorry, I mean even more useless than it already is. -
Quote:Have you considered sacrificing the soft-cap for high defense and +HP? I used those bonuses for my EL/ tank, and his survivability is through the roof. And that's with a slower heal power than Fire/. Odds are you could also work in some decent recharge as well. Just my .2 influence.That is indeed the dilemma....
Playing in mid's I am just not seeing how it is feasible to do this without losing massive amounts of other bonuses, namely: recharge.
Is there a solid fire tank build out there I could use for reference? Thanks
Oh, and for numbers, my EL/ has about 30% S/L defense and nearly +700 HP (use accolades).