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You'll quit because of an event that made you "raged and mad," but it won't be "ragequit?"
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The reason the Incarnate system exists is because players wanted more for their 50s to do. A change to the system that would reduce the amount of time spent on Incarnate content is directly counter to the reason it was developed. As such, I can state with absolute confidence that what you're asking for will never happen.
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Not only has my soft-capped /SR scrapper never had any trouble surviving vast crowds of aggro on the ITF, but it hadn't occurred to me that any /SR would have trouble with it. /SR pretty much completely neutralizes the Cimeroran defense debuffs.
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To the OP:
It's worth noting that I'm happy with both my high-investment Fire/Fire/Pyre and Inv/SS Tankers and am often undecided as to which one I'd rather saddle up for missions with friends.
And if I want to mindlessly solo at x8, Fire/Fire/Pyre is fantastic. -
Yeah, that's the place.
My Guardian squad is tank-heavy; not sure which one I'll bring, as it will depend on the vagaries of my whim. Also have active tanks on Justice, so I plan to join tonight (probably as Djinni). -
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Yeah, 75% resistance on a character with defense and Aid Self is solid enough.
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Heh. I've split the difference with a Dark/Sonic Defender. She's around 30, and she's been on the back burner for a long time, but I'm taking an interest in her again. A recurring problem I have with her is the inability to decide whether to incapacitate everything with the Dark powers or just sleep it with Sonic's Siren Song.
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Eh. Speaking theoretically (as I don't have a high-level WP Tanker) it looks like the truth is in the middle -- WP should indeed be vulnerable to huge spikes of elemental (heck, even s/l) damage, against which regen is uncertain protection; whether that can properly be termed "quite vulnerable" is open to debate.
I agree that in bleeding-edge cases, Invuln should stand some alphas WP won't; I also tend to agree with the view that those are extreme edge cases and WP is very tough indeed. -
Quote:Note that the hard cap on resistance for Blasters is 75%, so you're unlikely to be at 90% unless you know something I don't know.Fire/Mental/Force Blaster
Take Provoke, PFF, Repulsion Field, Temp Invul, and Force of Nature. Take everything in Fire. Ignore the controls except for World Of Confusion in Mental and the single target knockback, take everything else in mental. Get the Wedding Band.
With Wedding Band, Temp Invul and Force of Nature going, you're at the resistance cap (90%) for S/L Damage and at 75% resistance vs everything else, including Psi and Toxic. -
A few comments:
Quote:You might want to look for other threads on this power and see what experiences other players have had. Generally, players report that damage auras do a LOT of damage over the long run, and they are at their most efficient on Brutes, because Fury buffs them and, in a sort of feedback loop, they keep Fury up by drawing aggro to the Brute.Death Shroud: You become a focus point for the Netherworld, allowing its Negative Energy to seep from your body. This will continuously damage all foes in melee range. Dmg: Minor(DoT), Rch: Fast
I've heard people say this power is good and I also do have it when the situation arises. It can get you killed as well and since it doesnt really work well with CoF. I've ran them both together and though my fear from CoF is strong, death shroud still breaks it up too much. Even with the stone melee KD's, it still is risky IMO. (1Acc, 3end redux), 2eradication, 1 end redux and 1 Scirroco's Dervish: Dmg/End later.
Quote:Dark Regeneration: You can tap the dark essence of the Netherworld to drain a small amount of life from all enemies nearby, thus healing yourself. The more foes affected, the more you will be healed. Dmg: Minor. Rch: Slow
This is the talk of the town power and the biggest self heal in the game. The draw backs are the end cost is high and the recharge is slow, but we can fix that. You can do a 5 slot or a 6 slot up to you. I had 6 and went down to 5 with sets (1acc, 2end redux, 3rch) 2 ToE's and 3 miracles.
Quote:Cloak of Darkness (CoD): A shroud of Netherworld darkness envelopts you, making you difficult to spot at a distance. You can be seen only at close range, or if you attack a target. Even if seen, the Cloak grants a bonus to defense to all attacks and some protection to immobilization. This Cloak also allows you to see things in a new light, allowing you to better see stealthy foes. It has no movement penalty, but will not work with other concealment powers.
I really love this power for the defense, the immobilization protection Obsidian lacks and the stealth. The stealth really helps not draw in too much aggro from peeping enemies, so you wont get more groups than you can handle. The defense stacked with others compliments CoF's -to hit also. (2 end redux 2 def) 4 GoA's later with the Run IO. I used the Run IO because my main travel power is Ninja Run which I will go into later.
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3) Teleport. I mainly got this pool to fill space, but it has some uses. Since Ninja run (with a few travel bonuses) is my main travel power teleport was something I used for long distances in zones. I picked on recall friend for those missions that need a stealther where a stalker may not be available.
The typo is kind of confusing here -- probably worth correcting to "This is now inherent" -
Yah. Knockdown is just low-magnitude knockback (which is why it changes to knockback against gray-conning enemies, because your magnitude increases relative to them). Knockup is a different mechanic (I have no idea why) but you're still protected against it by -knb set bonuses, powers, and IOs.
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1) Open the Leaping pool with Combat Jumping -- low end cost, gives a nice little defense bonus, and the alternative (Jump Kick) is a poor attack with a long animation. The last power, Acrobatics, is redundant on a Willpower character; don't bother with it.
2) There's no consensus on how to replace Inherent Fitness. I like grabbing Recall Friend if I have no urgent needs.
3) Fortunately slotting order doesn't matter too much AND you can change it later if it does. As a very vague generalization, I would get a couple of attacks slotted up to 4-6 slots early on, then make sure most of your defenses are slotted up (4 slots for toggle defenses, 3 for passives). -
Thanks for the input, folks. Looks like there's no solid consensus.
Quote:Well, he is soft-capped (one foe in range) to s/l/e/n damage types. His end issues are minor -- during prolonged (multi-minute) fights, his end can drop down below 50%, but he hasn't bottomed out that I can recall (and Taunt is a useful endurance-free option to throw out if one needs to let a little recovery catch up during a long fight).i'd go with nerve... you get a nice boost to def, which will up your survivability, and a solid boost to acc.
Musculature should only be an option if your def is softcapped and you have no end issues.
As far as acc goes, he has acceptable acc slotted in his powers, and a smallish global acc bonus...but he's Inv/SS, so he's got serious stacked to-hit bonuses on top of that, and Rage is ED-capped for to-hit enhancement. Although I haven't tried the Incarnate TFs, for example, and could be in for a surprise, I don't feel a strong need for another acc boost.
I've been trying to test out what the Incarnate abilities do for me in Mid's. But the two on the left side are bugged and crash Mid's (I reported the bug and they're fixing it) and when I've tentatively tested out the other two kinds, I didn't see any changes to defense/resistance numbers at all...but I was only trying it out hurriedly while a team was assembling, so I might have missed something. -
Traditionally procs go best in the attacks you repeat most rapidly -- more chances to activate. In this case I'm not sure, because chaining together combos means you won't just be spamming the rapidly-recharging Tier 1. Maybe Blinding Feint, since you'll be trying to stack it anyway and you'll use it before either combo?
Regarding the best way to get the combos down, I finally systematized my tray, putting the powers for the Attack Vitals combo on 1-2-3 and the Sweep combo on 4-5-6. I keep BF on the next tray up, so it's alt-1 (same place I habitually put Build-Up-type powers). Chaining the combo is a little easier if I'm just working my way down the row. -
I like parts of it, but the standout "I don't get it" decision was to make all 3 bird beaks raptor beaks. I would have done a curved parrot beak, a raptor beak, and a straight softbill beak.
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Interesting that there's 8 of them, the size of a full team of players.
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Although I haven't made a Willpower tank myself yet, observing many of them in action, looking closely at the powerset numbers, playing Willpower Scrappers, and reading many, many forum threads has led me to the conclusion that it's a solid Tanker set. Conventional wisdom places it among the hardiest of Tanker sets -- Stone/Granite first, then Invulnerability, then Willpower just a tiny shade under Invulnerability, then the rest (although I've read a lot of recent arguments that Elec should be rated tougher than I have considered it in the past). And considering that any Tanker can be successful in most circumstances, and Willpower is one of the tougher, Willpower should survive almost any tanking. Holding aggro will require more consideration than it does for other powersets, but it can be done.
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Yeah. Test it yourself.
Turn off Blazing Aura and all other damage-causing powers. Find a single enemy of around your level; bosses are better (gray enemies will die too fast for this test to be clearly visible).
Now hit him with ONE un-boosted attack and watch the damage number over his head, NOT the damage bonus number on the "combat attributes monitor." The damage will also report to a chat tab that's set to show combat results.
Now hit Fiery Embrace and use THE SAME attack you just used. Don't use other attacks; you don't need to kill this guy quickly; you can take a few hits, you're a Tank. Watch the damage number over his head. Where in the first test it said something like, in the case of Incinerate, "29 29 29 29 29 29 29 29," now it will say "29 13 29 13 29 13 29 13 29 13 29 13 29 13 29." Those 13s are the bonus fire damage from Fiery Embrace.
You'll have a vaguely similar problem when you use Burn -- Burn doesn't report damage to your "combat" chat tab, but to a channel called "pet combat" which you can add to your combat chat tab or to its on separate tab if you prefer. But if you were checking chat for Burn damage you wouldn't see it reported where you'd expect it, even though it's plainly visible in actual combat. -
I'm thik ning this has to be a misunderstanding of some kind, as I have recently respecced several high-level characters using Mids and did not have this problem, and also seeing as I can't quite understand what you're saying.
Can you perhaps post the Mids build and point to exactly where the in-game respec diverges from it? -
I don't know about defense debuffs. But my own Inv Tanker has done well with about 40% fire/cold defense (1 enemy in range) and 30-32% resistance and considerably less regen. And that definition of "doing well" includes soloing x8 missions against fire-only enemies.
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Quote:Note that if one of those teammates has Fulcrum Shift, you're getting even less utility out of Assault (none at all if FS caps damage) but still full utility out of FE...and you're getting FE up faster if the Kin has Speed Boost.Of course, you're affecting your teammates too w/Assault, so I guess that's another consideration.