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Posts
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Someone posted videos of their SD/DM soloing AVs. With capped AAO and Soul Drain, there's a lot of damage output. Cap your defense with IOs, build in a lot of recharge bonuses, and you're all set. Just keep in mind that you want to greatly limit the use of your AoE powers.
DM may be better than SS in regards to sustained End. Rage and Hasten crashes could put you in a bad place. But with the right build, even that may be minimal. -
Meh. Yes and no. I'd just rather see the damage cap raised. But not by a lot. And if they don't, I'd still consider tanks to be fine on damage.
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Okay, this will get you a lot of run speed bonus. Enough to just barely overcome your -speed penalties. Most of the attakcs have enough recharge enhancement that they'll still be up before base recharge times. You'll also be sporting a hefty 20% Defense to Smash/Lethal on top of Granite. I left Minerals in for those times Psi will be the dominant incoming damage. And yes, TP is essential. But use this bind to help:
/bind shift+lbutton powexec_name Teleport
Just hold down shift and click where you want to TP. It's much easier with this.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Stone DM: Level 50 Technology Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Stone Skin -- ResDam-I(A)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Knock%(9)
Level 2: Earth's Embrace -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx/Rchg(13), Mrcl-Heal/Rchg(13), Heal-I(17), RechRdx-I(19)
Level 4: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Knock%(9)
Level 6: Swift -- Run-I(A), Run-I(15), Run-I(15)
Level 8: Rooted -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/Rchg(11), H'zdH-Heal/EndRdx(11), H'zdH-Heal(17)
Level 10: Shadow Maul -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Acc/Dmg(43), C'ngBlow-Dmg/Rchg(43), M'Strk-Dmg/Rchg(45), M'Strk-Acc/Dmg/EndRdx(45), M'Strk-Dmg/EndRdx/Rchg(46)
Level 12: Recall Friend -- RechRdx-I(A)
Level 14: Teleport -- EndRdx-I(A), Range-I(50), Range-I(50)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(19), Mrcl-Heal/Rchg(23)
Level 18: Taunt -- Annoy-Taunt(A), Annoy-Taunt/Rchg/Rng(23), Annoy-Taunt/Rchg(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Mud Pots -- P'ngTtl-Dmg/Slow(A), P'ngTtl-Acc/Slow(46), P'ngTtl-Acc/EndRdx(46), P'ngTtl-EndRdx/Rchg/Slow(50)
Level 24: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 26: Minerals -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(29)
Level 28: Soul Drain -- Sciroc-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(37), Sciroc-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Granite Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def(33), ResDam-I(34), ResDam-I(34)
Level 35: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), KntkC'bat-Knock%(40)
Level 41: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), KntkC'bat-Knock%(43)
Level 44: Tough -- ResDam-I(A), EndRdx-I(45)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Def/Rchg(48)
Level 49: Touch of Fear -- Fear-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]2.5% DamageBuff(Smashing)
[*]2.5% DamageBuff[*]20% Defense(Smashing/Lethal)[*]1.25% Defense(Energy/Negative)[*]10% Defense(Melee)[*]0.63% Defense(Ranged)[*]2.5% Enhancement(JumpHeight)[*]2.5% Enhancement(FlySpeed)[*]36% Enhancement(Accuracy)[*]2.5% Enhancement(RunSpeed)[*]2.5% Enhancement(JumpSpeed)[*]20% FlySpeed[*]260 HP (13.9%) HitPoints[*]20% JumpHeight[*]20% JumpSpeed[*]MezResist(Immobilize) 13.8%[*]MezResist(Sleep) 4.4%[*]MezResist(Stun) 2.2%[*]6.5% (0.11 End/sec) Recovery[*]54% (4.22 HP/sec) Regeneration[*]0.95% Resistance(Fire)[*]0.95% Resistance(Cold)[*]28% RunSpeed[/list] -
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Hi all
I could use some advice or help with a Stone/DM build....using budget/mid range IO's and slotting advice.
Thanks!
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Gonna need more info. What kind of bonuses would you like? Are you going to run mostly in Granite? If so, would you skip most other armors? Do you want to be mostly aggro management, or would you like some offensive output? What kind of budget? Don't just say small, because that can mean anything. Give a guess of amount.
Once you can give us more insight, we'll be able to help you better. -
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http://i44.tinypic.com/2cpeqs4.jpg
Or is that not what you were talking about?
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Epic Win. -
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It is good to see this kind of post, it helps me reaffirm my belief that a good many of them are just too full of themselves.
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Yes, please ignore all the other Tanker Forumites who give the AT a good name. Couldn't the same be said for any other AT? I'm not sure how this post is anymore enlightening than the OP's, yet seems full of itself enough to act like it is. I'm gonna hand this one the "Ironic Post of the Day" award.
I understand the OP's frustration. But I'd rather a kin hand out FS more liberally than SB. IMO, that's going to move things along a lot faster, and requires less End output from the team for more damage. Now, Kins that just don't used FS at all, or SB? That does get my goat. But as mentioned, if someone is actively participating, even if it's not the way you prefer, kicking them isn't the answer. Make your request, or leave team. There's plenty of others to play with.
Ask them in a tell, too. It's less likely to make them feel put on the spot. -
So let's get this right, the devs went out there and provided the first ever player based content in an MMORPG, and someone's already [censored] about not having enough spots to make arcs?
Sounds like the forums to me!
Here's a tip, make those spots count, and have fun with it. -
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Is there a way to increase the spawn count to include more of the enemies I've created, or is this just because I can only test solo, and in teams I'll see a lot more?
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You can test an unpublished mission with a team. Just form up and start your own mission. Remember nobody gets xp/inf or tickets, but you do earn MA badges.
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Good to know! I didn't think that would work. And I'll build in a few more minions to help the spawn size, with a few patrols and ambushes. It should certainly help the difficulty. -
I've created a one mission arc, made with custom enemy group. I've created at least 8-10 characters and set custom group to all of them. A great many of them are Lts. and Bosses because I'm looking to make a challenging set of missions for my tanks.
When I test my mission, the spawn count seems pretty low. I'm set to Unyielding but the most I see per spawn is 4 mobs. Is there a way to increase the spawn count to include more of the enemies I've created, or is this just because I can only test solo, and in teams I'll see a lot more? Is there also a way to increase the number of group spawns? -
The only things I would care for in a CoX2, would be two things:
One: A completely rebuilt engine for the game to allow for many (but good lord, not all) of the things people wish to see made viable in the original. I'm thinking mostly of power customization.
Two: Progression of current CoX content and loads of new story arcs. (a brain-dead given)
But as much as I'd like to see that, there would be issues to address that have no happy solution I'm aware of.
If you rebuild the game engine, this won't be compatible with those who won't buy the game. You'd still have two independantly running games competing for player base. You'd have to either force everyone to buy the expansion to be able to continue playing the game, or you'd have to provide the man-power of creating a whole new engine for free at a huge cost to the company. Either won't work in a world made of money. -
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I'm Sorry, Do You Have Any Way To Back That Up?
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Battlepack, while the amount of flack you've been given is a little overboard, don't be too hasty in disregarding it. Title Casing, which is what you use for titles, has it's place. But when writing regular of sentences in paragraphs, you'll be doing it wrong. No matter how you were taught.
As much as being ridiculed on an internet forum sucks, imagine the suckage of being ridiculed from a potential employer for the way your resume was formatted (assuming you apply for jobs using english). You have my sympathy for the embarrassment, but turn it into a good lesson to be learned.
May your next posting not get so side tracked.
(editted for his own poor formatting) -
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[qr]
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(1) Additional Character Slot: This reward is granted annually to each player that has been part of our Veteran Rewards Program. Months: 12, 24, 36, 48, 60 should all reflect this value.
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Does this mean we get 1 additional character slot for each year we've played?
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Actually, it's just one for every 12 months. -
I don't PvP, but if these changes can get me thinking about doing so, then what the hell, why not? No "PvP change" (I use the term lightly) has ever had any unmerited reason for PvE as well.
As for the rest of the interview, it came across as more of a marketing manuever for new players... there wasn't really anything there that most forumites don't already know. But as mentioned, grabbign new players is just fine with me. -
Announcements like this give me mixed feelings. I like the incentive for being involved in the community. But knowing these events are something I won't be able to go to does bring about some resentment.
Can this not be turned into another costume pack in the next couple of months? Rewarding those at the event with an early FREE costume pack is easier to accept, knowing I can still get it later for the usual costume pack price.
Besides... more money for development (and more importantly profit) -
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My one real issue with this respec for purchase idea is that I like the respec TFs. IMO there fun to run. But finding a team to run one now, especially at my normal play hours gets tough. When alot of players are sitting on like 5 vet rewards ones by the time there worried about doing it, plus the free ones, the recipes etc. There really is not much point in running the actual TF anymore.
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There's only so many people who will have that many vet respecs available. The way you talk about it, you make it sound like everyone's been here long enough to have all four respecs. At the moment, I have two. When those run out (at 22, because I like handing down IOs to my alts and one respec isn't enough to do that), I do the trials. I'll still do trials.
Why? Because I'd rather spend 1 hour of my time, than $10 of my money. And I'd rather spend an hour (maybe 1.5 hours) on a respec trial than grind away for hours to get enough inf. for a recipe.
But when those options run out, I'll pay $10 if I really want to avoid losing some IOs I could use elsewhere. -
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Power Customization and or a new engine. I'd bet the farm on it.
[It's a safe bet... seeing as how I don't have a farm.]
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That's not exactly safe either. Don't bookies break peoples' legs (or some other horrible act) when they don't pay up?
...then again, I don't need my legs to play CoH!! -
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Microwave oven moved next to computer... check!
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Uhh... is that a good idea??
Every time 2xXP nears, I lay off a little on my CoX play so as to not get horrible burn out after a potential 60 hour weekend. I'm just glad my home server is Protector!! WOOT! -
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I think it's safe to assume that all tankers will have a secondary.
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But not exactly representing FACT when you decide to compare primaries on their own merits. -
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Why not just immobilize them and keep hot feet on? Now, not only can they not run away from the hot feet, they are kept in range of the tank so he'll continue to hold aggro, AND you get containment damage.
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Because you won't immob them all, no matter how good the acc. And sometimes, that tanker does best with as many people around him as possible. Also, I was teamed with a WP, and I prefer the aggro on the tank, not me. -
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Johnny Butanes belief system is a game should be horribly unbalanced and retarded in the name of realism. (As long as it only makes the characters he likes ridiculously powerful, starting with Inv/SS)
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I just want the game to be fair. If burn has a fear component, then so should Fire Control's Hot Feet (Because that is more controlling).
[/ QUOTE ]Dude, Hot Feet has a fricking fear component.
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Yup, that's why I turn it off when the tank is holding aggro. That is, if I'm actually not playing a tank. -
Hmm. Just a difference of play style. I've always forted a tank first, and then the damage dealer second. A forted tank is one you never need to worry about again. On a full team, one less player to keep an eye on is a good thing.
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Woot! Thanks!
FIRST (before a red name)! -
So, uh, if you didn't get the new patch that was recalled, does that mean you won't have to update when you try and log in?