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Quote:Matter of opinion. My experience is that the character (properly built) does indeed waste things fast enough it provides mitigation. I've had Blasters express surprise at how fast the character can lay down the hurt.Please stop going to the old - you do more damage so it's a trade off.......no it's not.
The Fiery Aura set is a compromise between damage dealing and durability. As to your complaint that a tanker more specialized for durability works even better when coordinated with characters more specialized for offense -- well duh, so to speak. Is that a surprise? -
Quote:IN a game where people have abandoned their favorite level 50s because one or two attacks had their animation times extended a bit over two seconds, 5-10 seconds sounds like an eternity to me. Don't people spend tons of Inf shaving a few tenths of a second off their recharge?I absolutely guarantee you won't add more than 5-10 seconds on the defeat time of the group.
A little bit. But I do avoid the trip back from the infirmary my Blaster makes.
Dude, this comes across as a personal attack. I've been trying to be analytical about this. -
Quote:Well, yeah, but if you've built it right, you still have good resistances AND a fantastic heal -- the same things a non-defense built Fire Tanker has, and the game was designed to make THAT viable. And in 8 seconds or so, the debuff from a machine gun wears off and your defense returns. It's not that I expect the defense to be solid in all cases and that I'll never be hit, it's that, if you do it right, the defense is on top of the existing mitigation and you don't have to give up too much to get it (in my case I went with 32.5% typed; might have to give up more to get 45% positional).This is why I have a hard time committing to a defense buffed fire tanker. just as the OP mentioned, you can spend a billion on a build and it all goes to naught with just 1 good sword swing from a roman centurion
Quote:Erm, it's aggro sharing scrapper heavy team and since you were the last one standing..perhaps you or the scrappers didn't do a good job of turning the Novas cone attacks or keep over atleast an AoEs distance away from the team. I know it, hard anyway because despite a football fields worth of clear space one side of a group someone has to hurdle over to the otherside straight into the perception range of mobs the team doesn't need right now...(and so long herd pulling was invented. I blame all the other ATs.)
The team recovered quickly and got back into things; I held aggro much better after that, maybe because I got the (now smaller) group of bad guys clustered tightly around me and very mad at me before the team reassembled. -
A lot of the recent quality-of-life changes were long suggested:
Inherent Fitness
Merged trains
Merged NA/EU servers
Merged markets
Doppelgangers/Fight your "double"
During discussions about how difficult it would be to add animations for bullets bouncing off typed defenses as opposed to the dodging animation of positional defenses, I personally suggested that "at least they could put some kind of text in the damage numbers appearing overhead, like "CRITICAL" appears for Scrappers, that differentiates like 'dodged' or 'deflected.'"
Whether anyone else had previously suggested it, and whether or not they based it on my suggestion or had already implemented it in the code coming down the pipe, I'll never know. -
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Well, my defense-built Fire/Fire/Pyre had no trouble at all tanking the ITF twice this week when I had the team with me. When I soloed large mobs during the "mop up for shards" phase, I DID have problems several times and had to run away (note it's feasible to run away when solo, I admit it's less tankly to run away if ditching teammates :P)
In a bizarre incident, the rest of the team went down (Scrapper-heavy, aggro-stealing team) in defeat during the huge ambush of Dark Novas and stuff when freeing the Oracle...but my Tanker stood up to it and at one point was fighting everything solo, defense debuffers and negative-energy enemies combined. I was pretty surprised and I'm not sure why she did so well there. I don't remeber much pressure to hit my heal although I think I did top off a few times.
Anyway, it may come down to random luck or perhaps you had just bad team support, but my current experience is that although defense debuffs suck even for resistance sets, they're manageable with a team.
And of course the defense sets get such DDR as they do get for a good reason; are we proposing to give them something else? -
Quote:Kitsune is right. As has always been the case, all farming for drops is always most efficient at the lowest practical difficulty (usually +0 due to the undesirability of lvl 49 drops). The people who fight at +2, +4 or whatever are either PLing or banking prestige (I suppose they could be farming influence/infamy, but not efficiently -- they'll be losing out due to the slower drop rate and the very high inf value of drops) or just taking on a challenge for the fun of it. Nothing wrong with that, but it's demonstrably not the best rate of drop production.I just use the old battle maiden map set to X8 +2 and go to town. Though now that I have my very rare alpha slotted, I need to put it up to almost +4 just so it feels like a challenge.
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Quote:Infinity is consistently one of the most active servers.And most everyone promtply left their 'tumble-weed' servers in favor of the big 2, Virtue and Freedom swelled at the new arrivals while the other servers suffered. Infinity used to be quite happening before that round of free transfers got everyone scrambling to move entire stables of toons.
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Well, I was debating starting a suggestion thread that they allow people to re-up now -- which wouldn't do jack for US, but would help NC Soft's quarter -- specifically as a way we could show tangible support for their generous donation to disaster relief in Japan (see front page). I admit it's kind of a weird idea. If people think it's worth pursuing, I will try to draft a suggestion thread.
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Would it be advantageous to NC Soft (getting the money earlier, so they'd have the cash reserve)?
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Talking long-term subscriptions mainly, the 6 month and yearly ones. Let's say one's annual sub is scheduled to re-up in August. On some date in August, the credit card will be charged for another year's worth of play.
Is it currently possible to contact them and say "charge me again now for another year" (without 'losing' the time between now and August, of course)? Would that be too much trouble for them to bother with (since the scheduled payment doesn't require human intervention)?
Yes, I'm "going somewhere" with this, but felt that asking this question first would be a good idea. -
You know, frankly, and this is not saying anything negative -- quite the opposite -- relations between Korea and Japan haven't always been cordial. That makes this support for the people of Japan even more touching.
NC Soft is showing leadership, compassion, and a touch of class. -
Quote:Not if you make a big freaking Super Strength Tank Cow and give him the Revolver temp power so he can pull it out whenever someone complains he's not gun-themed.(Cows With Guns, while an awesome idea, meant that everyone looks like a cow and NO ONE is a tank.
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Bonus for making his hand as huge as possible so the gun looks comically small in his oversized mitt.
Quote:I'm running a grav/storm and it feels kinda like work sometimes. O2 boost is an extremely busy power that I have to stay on top of or essentially forget about.
I like to say things out loud, like yelling "SEE YA!" as they disappear over a ledge and sail flailing into an abyss. -
To be fair, the text confuses people, and we get this question every once in a while. A real-life friend of mine once asked me why his Tanker's AoEs were only hitting one enemy.
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Quote:Does that work? I assumed it not only didn't take recharges, but also didn't come back any faster from +global recharge or Hasten. But that was an unverified assumption.The only reason I built in the recharge bonuses was to have SOW up as often as possible since recharge is not enhanceable on it
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Quote:I have come to agree with this. In fact, I personally think a Corruptor or better yet a Defender are the best starting ATs for learning the game; you learn the value of buffs and debuffs; you learn which mobs have which mezzes and how painful mezz can be; you learn to appreciate what the squishy ATs bring to a team and at the same time you learn how much a Tanker can help you; and every other AT you play in the future will do more damage or be tougher, or both.I'd suggest avoiding the hardier AT's at first - scrappers/tanks/VEATs make the game seem too 'easy'; then when you move to a blaster or a controller, it suddenly seems like the game got harder. Squishier AT's also train you in 'active defense' - using cover/geography, training the enemies toward the tanker, and the Ever Popular RUN AWAYYYY! maneuver.
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No Mids here, but couple of quick points:
High Pain Tolerance really screams to be slotted with Heals for more life, it is multiplied by every percentage point of regen you get from the rest of the build.
The defense slotting in Combat Jumping is dwarfed by the value of Weave; I'd yank the slot out of CJ and 3-4 slot Weave, trying to ED-cap its defense value.
In general, I'd make less effort to get +recharge; Willpower hardly benefits from it, and small a mounts of +rech won't make much difference in your attack chain unless you're going for a specific chain. So I'd consider replacing the Oblits in your PBAoEs with 3 Erads and 3 Cleaving Blows. If you pick which ones carefully, you can ED-cap damage and recharge that way, getting those attacks back faster than you would with Oblits, and you'll have more end reduction and the defense bonuses.Acc enhancement will only be moderate, but it's easy to pick up global +acc (and I don't think your current Oblit slotting gives great +acc either). You could dump out the Gift of the Ancients set pieces in your defense toggles, for example, and 4-slot LOTGs with the exact same enhancements, and get the +9 global acc from each power.
Although I haven't made a Tanker with WP yet, they say you ought to have two slots of +taunt in RTTC if you really want keep aggro.
PS: Also, I'd seriously consider dumping the slots out of Indomitable Will (+def only vs Psi) and putting a resistance set (probably 4 Reactive Armors) into Tough.
Note that all the Kin Combats will cost you a lot unless you pile up the A-merits. -
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Quote:I guess I shouldn't have WWII- and US-Civil-War-inspired characters, by that logic? And out of respect, we should all refrain from running the Terra Volta trial.Personally? Yeah, I think using a real world tragedy that affects hundreds of thousands of real people to add some spice to your pretendy funtime games is a pretty damn selfish thing to do.
Quote:It's hard enough to remember that something happening on the other side of the planet, to people outside your monkeysphere
Quote:We should all turn off our computers and go out and help someone.
There.
We're all a bunch of jerks, ignoring reality and dodging greater responsibilities (no matter what we've done while we're not playing).
The relevance of this is, the people stopping by to berate me for "wasting time" on the suffering of animals when there are MORE IMPORTANT crises are never, themselves, actually fighting for their own cause at the time they yell at me -- they're usually shopping. There's a wine and beer store right next to the puppy mill protest site, and people would come out with a keg of beer, stop, and berate us for not helping children. Sometimes I'd ask if the beer was for the children.
We're all doing something other than helping, most of the time. -
I say we name this thread "EU_One global one server list once more EU is told they are loosers!" and the other thread "US_One global one server list once more EU is told they are loosers!" and piss everybody off.
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A peculiarity I've run into is that sometimes a character who was utterly beaten by him will crush him when I try again. Sometimes I think that just having several status effects land in a row (like keeping him knocked on his butt a lot) seems to make the difference. So I advise taking a couple of tries at him, bringing all your burst damage, before worrying too much about it.
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Quote:"Almost every attack" is slightly different from "heavy debuffs," but here goes: the ever-popular Cimeroran Wall, Longbow Nullifers, and Arachnos...somewhat less spectacularly: COT (although I admit some COT defense debuffs are unresistable), Possessed Scientists (also have some unresistable debuffs), Rad-using Paragon Protectors, most gun-wielding mobs (Council and Family stand out for this), and many, many Architect Entertainment missions.Carefully-selected? The only environments with heavy defense debuffs are ITF and the Battle Maiden fight. Can you think of other situations where almost every attack debuffs defenses?
Quote:You might be overestimating defense debuff resistance. Out of the Tanker sets, only Shield Defense can reach 95%. The other sets with DDR (Invuln, Ice, Stone) can reach about 50%. I know that can be the difference between being debuffed into the negatives and being above 0% defense, but you will be getting hit often and have to depend on resistance and healing either way. With the only heal for Invulnerability being on a ~2 minute recharge, Electric and Dark Armor have about the same chance to survive with heals on a 20-40 second recharge.
I experienced this again this week, running a level 50 Incarnate Fire Tanker and a level 50 Invulnerability Tanker through ITFs and missions with Nullifiers. Both are IOed for defense; the Fire Tanker uses a setup I believe is like one you have recommended on these boards (32.5% s/l/e/n defense and a belt with purples in it).
The Fire Tanker repeatedly had to retreat when defense and life bar collapsed, despite hitting purples and the heal; the Inv tanker stood like a rock, even when a Willpower Tanker on the team died, even against massive negative energy attacks (which he resists "poorly") coupled with heavy defense debuffs (Romans and Nictus-types all mixed together), even when the rest of the team died, fled, or left the area, and team support wasn't an issue.
The resistance Tankers are good tankers and can do a lot in this game. I like my resistance sets. They get as much or more playtime than the Inv and Stone sets. But claiming that IOs make a set without DDR "stronger" because defense is "so easy to get it doesn't count" doesn't match my experience in game. -
My first character to get a rare Alpha Incarnate uh...item? doohickey? It's not an enhancement, is it? Is there a word for that? ...got it slotted last night. This is a Spiritual Partial Core Revamp, that gives a 33% bonus to recharge, healing, and stuns.
My Healing Flames doesn't give me the result I expect, though. Although I believe Mids has all my accolades and all my set IOs correctly reflected -- and my life total in-game precisely matches Mids 2403.5 -- my healing in-game is 1014, and Mids expects 1032.92 healing from my HF. Any guesses?