Sailboat

Renowned
  • Posts

    3613
  • Joined

  1. Been adventuring again as an Iron Eagle. Zulu Time is now 30(!) and humming along. He ran with fellow Eagle Genkan (from the old SG) to get there.

    A trio of us played later in the week, and I got Djinni back up to 8 or so. We finally ran the Frostfire that had been interrupted when Justice crashed, and threw in a few Hollows missions for good measure. I'm going a slightly different route with Dark Melee this time, skipping Smite for Consume. We'll see how it works.

    Today I came to Justice after a Guardian crash and took Zulu Time out for another spin. While streeting, got invited to a big PUG run by a Fire/Kin with an unimaginative name, set at +2 difficulty.

    Heh.

    Sounds bad, right?

    Sure enough, first mission is Lost, who are at +3 above me. Cave mission. In the first big room, the Inv Tanker aggros a ton of purple Lost bosses and...buys it. One by one, we go down...sometimes in pairs.

    Zulu Time, however, was doing fine. When it was down to just three of eight of us, the bosses turned their full psionic fury on me...and I ate a large purple, and fell back up the tunnel, with my teammates screaming "RUN!!!!"

    Got clear, teamported everyone to me, and we went in again.

    Again, we're falling like bowling pins on League Night.

    I had actually taken some damage, so I hit two inspirations this time, and we fell back with two survivors -- and I was one of them.

    This was a team with several Blasters and a Trick Arrow Defender and it seemed to be weak on durability and team buffs. The team added a Bubbler (yay!) and then did a Safeguard and defeated Silver Mantis without too much danger, but while looking for the badge I saw a lot of names go red and white, and someone trained a bunch of big purple things toward me and said "I'm out!", and exited.

    So I hit the exit button too.

    After that, the team decided to got run a Freakshow arc set to +2. I, however, had had enough Deep Purple for the afternoon, especially if everyone was still able to die while bubbled, so I made my polite farewells and escaped with my life.

    In fairness to the team, no one told me how to play or minded that I let the tank take point, and they seemed like fine, if occasionally dead, people.

    More soon!
  2. Quote:
    Originally Posted by Zyal View Post
    Anyone up for rolling a new toon on another server till Guardian comes back up?
    I maintain alts on several servers, both East and West coast, for exactly this eventuality.
  3. Quote:
    Originally Posted by Call Me Awesome View Post
    Provided of course that the tanker is competent...
    Well, that's what I meant by saying "a solid Tanker." Obviously other meanings of solid are "inert" and "nothing gets through."
  4. No global channels, global friends olista< showiungo:< text errors.

    Is this my own particular Hell, or are others having this issue as well?
  5. There's also that infamous difference between theory and practice. While theory says that Scrappers can be tough enough to take on anything and some of them can even hold aggro, actual play heroside will, if one plays more difficult missions at higher difficulties, show many situations where even an "invincible" Scrapper gets defeated and the team crumbles. Tankers fall too, and of course can be played badly; but surprisingly often the addition of a solid Tanker will turn a frustrated struggling rabble into a smoothly-operating machine.
  6. That can't be right.

    Doesn't seem to appear in the description or when in inventory; just in the market window. Persists if I remove it from market and re-add it.
  7. Quote:
    Originally Posted by dave_p View Post
    Toughest = Stone in Granite. Good aura too and you can build for mobility.

    Best for tanking in the traditional sense? Shields, because it's tough enough, and can grab & hold aggro better. Mobility = better aggro grabbing. Yeah, my Stony runs fast in Granite too, but can't jump over objects. Plus you get SC as another aggro grabbing tool, not to mention phenomenal offense & mitigation.

    Invul & Ice would be a close second/third, because again, they're mostly tough enough, and grab aggro fast. They have a big hole to psi, which is often overstated, but still, it's there.
    I don't know Ice firsthand, but Invuln is decidedly tougher than Shields and just as mobile, just in case someone interprets/misinterprets you to be saying Shields is tougher.
  8. Can't find a decent online citation, but The Tick had a minor character called Hand Grenade Man, who, when asked what superpowers he had, said in a slightly crazy way, something to the effect of: "I have a hand grenade. It's surprising how differently people treat you when they know you have one."

    Several of my characters have been keeping and crafting hand grenade recipes, and I keep wanting to say the line in chat.
  9. Quote:
    Originally Posted by Zombie Man View Post
    Well, then, change your costume!
    Yeah, and use one of the maniacally grinning faces. Happy 6 year Anniversary, my droogs!
  10. Quote:
    Originally Posted by Starflier View Post
    As for Axe itself, it's a pretty simple set: take powers, slot them, hit things till they fall over. No bad powers, no 'hard to figure out' powers, just good old fashioned butt whooping.
    Although this is true, I would add that the second-tier attack (I think it's called Chop), although perfectly good, is one you could skip if you need a power pick for something else. You can't skip the Tier 1, Beheader, and the Tier 3, Gash, is harder-hitting without adding too much recharge time. I find that for general-purpose tanking, Beheader/Gash/Swoop/Cleave makes a serviceable single-target attack chain (Cleave can be used like a single-tagret attack without too much inefficiency). If I were tweaking carefully for dps against single-targets (like AVs), I'd give more consideration to Chop...and I like the animation, too. It's fine to use, but if you are struggling to fit in all the powers you want, it's more skippable than the others, IMHO.

    PS: I use Cleave/Whirling Axe/Pendulum (and in my case, Shield Charge when it's up) as an AoE "chain." Two attack chains, Cleave serving double duty.
  11. Quote:
    Originally Posted by Fusion_7 View Post
    cheap Inanimate Carbon Rob
    Hey, I think I knew that guy! One of my friends roomed with him in college.
  12. How about a chest emblem slider? So we can make that lion or cross or moon different sizes. It wouldn't change the item, just scale it up or down within a range. We already get a miniature one on jackets.
  13. I like mine a lot. The damage feels pretty good when you're supplementing it with AAO from Shields. I found that the knockdown from Axe took a lot of the pressure off to soft-cap the Shields defense totals; I was doing just fine at 32-35% defense, even on large teams, and only bothered to soft-cap out of a sense of completeness.

    So I feel like there's pretty good synergy between the two sets.
  14. Sailboat

    Merging servers.

    Quote:
    Originally Posted by DarkEther View Post
    Sorry, it's not time for this thread again.

    Please wait until the full two weeks has passed since the previous merge thread and then make your post.
    Dammit, that's it. I'm calling for a "server merge thread" thread merge. Consolidate the threads about consolidation! It only makes sense to have all the threads about having everyone in one place in one place.

    Merge the server merge threads now!
  15. Quote:
    Originally Posted by Warkupo View Post
    Too close to matter, but I'd favor HP because usually when I need to heal, I need to heal big. I don't, however, need to be using Healing Flames every time it is up.


    How exactly are you slotting it? I usually five slot Healing Flames for every Doctored Wounds IO except Heal/Endurance for the 5% global recharge or six slot Numina for the ranged defense.
    Yeah, it's 5 Doc Wounds either way, the difference is skipping the healing/end/recharge triple or the end/recharge. You skip the heal/end? Hrm.
  16. Quote:
    Originally Posted by Sailboat View Post
    Possibly related to the customized powers lost in all costume slots except slot 0 bug (which I am surprised not to see mentioned in this thread yet)?
    Man, I sure am hoping to see some official word on this issue, which affects all customized powers on every character with more than the default costume slot. Most of my characters use later slots, so they have to drop back to their original clothes or original power looks. It gnaws at me and I long for a fix.
  17. Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    +Resist bonuses are generally ignored by most because of the fact it has very little effect on toons overall. This is because of the huge difference between defense and resist damage mitigation.

    A person with a base of 47% resist to lethal when hit with an attack that deals 100 points only receives 53 points of damage. That +3% resist bonus would only help drop that attack to 50 points of damage. However in the case of defense, if a player has 42% def to lethal and puts on a +3% def bringing it up to 45% def to lethal. That player now only has a 5% chance to even get hit with lethal attacks.
    That's a mathematically suspect comparison because you're ignoring the fact that 42% def is MUCH MORE mitigation than 47% resistance. It's much closer to the (soft) cap.

    Also, a 3% defense bonus is twice as strong as a 3% resistance bonus.

    A more accurate comparison would be adding SIX percent resistance to a base of 84% (to reach the 90% cap Tankers get) against adding 3% defense to a base of 42% defense.

    In theory, the mitigation looks equal. In reality, only one AT can hit the 90% resistance cap (heroside...not sure about Brutes) and yet they can all soft-cap defense; and defense does reduce the incidence of mezz stacking, which occasionally helps melee ATs and constantly helps squishies, so Defense still has a small edge., But it's not nearly as lopsided as your initial math suggested.

    As far as whether the Devs would allow us to stack theoretical new resistance set bonuses when we already get defense, I have an idea for a mechanism that could balance that.
  18. Sailboat

    What Happened?

    What server? Justice and at least one other went down last night, and I read that Freedom is down now. Maybe your server crashed...?
  19. Yeah. I am sporting 20% global recharge (that's not factored into the numbers above) and planning to up that to 30% if my bids come in. In my experience, global recharge tends to make small differences in recharge slotting even smaller...but that's not a lot of global recharge.

    I guess one way of looking at it is, will I take 27 more damage in that extra 0.4 seconds waiting for the first option to recharge?
  20. I realized I could slot different pieces of the Doctored Wounds set into my Fire/Fire Tanker's Healing Flames to get the following effects:

    Code:
    97.5% Heal (922 life at lvl 49)    91.8% Heal (895 life)
    88.1% recharge (21.27 seconds)     91.8% recharge (20.86 seconds)
    47.7% end reduction (7.04 end)     53% end reduction (6.8 end)
    Anyone have any opinions on which is preferable? They're pretty close.
  21. Sailboat

    Merging servers.

    Quote:
    Originally Posted by Memphis_Bill View Post
    /this. Going between here and Aion, I can see how people coming from games like that (mostly not instanced) can think this game is "dead," since everyone's inside missions for the most part (not to mention most travel powers being able to keep people out of sight for most of the path, mission teleporters, base teleporters, etc.) Though, honestly, I really *missed* instanced missions when I was over there!
    A friend who tried Aion described in hushed tones of horror people piling up, camping to get one particular low-level spawn that was a necessary gateway for other content. The problem got to be so bad that, spontaneously, the players formed a line and waited their turns.

    While that's admirably fair-minded, it means you were standing in line to play your game. *Shudder*
  22. Yeah. My Shield Scrapper has 65% DDR, without stacking AD and without any HOs -- that's just baseline power picks and slotting (it does include Grant Cover).

    To give a rough example of how effective that is, my Invulnerability Tanker has a flat 50% DDR and has stood alone on an 8-player ITF during the Dark Dwarf ambushes, getting hammered by defense-debuffing Cimerorans and attacked by negative energy (to which his resistance is questionable). With a little cushioning, 50% DDR works fine. And Shields is substantially better than that. With no effort. On Scrappers.

    Edit: I must caveat that I checked, and the 65% DDR is on a Tanker, after all. I don't know if similarly-enhanced Scrapper numbers are lower. Apologies for the error.
  23. Mace has better AoE -- (a wider cone and Crowd Control affects 10 enemies vs Axe's Pendulum affecting 5). That said, Axe does somewhat more damage with its heavy hitters, and the knockdown is consistent (not mixed with stuns). They are extremely close sets otherwise. In your case, one additional element to consider is that the consistent knockdown of Axe is pretty good mitigation which Inv may not really need.

    I usually recommend that a player look at the custom weapon options and choose based on the pretty pictures. :P Perhaps you could rough out a concept for each combo you are considering -- Inv/Mace, Inv/Axe, Dark/Mace, Dark/Axe (or what have you) and see if any particular look/story/concept "hooks" you.

    I have a 50 Shield/Axe Tanker and greatly enjoy him...except for the nagging feeling when Pendulum only knocks down 5 guys. I have a level 17-18 Shield/Mace who gets a little work every few days and will one day get to use his cones. :P

    Edit: I also have an Invulnerability Tanker at 50, and I want to add that he's usually my go-to guy when facing the really nasty hard content. I enjoy Inv a lot more than I expected I would, coming from a Defender/Controller background.
  24. I regularly support knockback-users in threads complaining about knockback, and make a deliberate effort to work with any combination of ATs and powers...but the few times even I get annoyed by someone repeatedly blowing the entire spawn away from my Tanker just before everyone wastes their AoEs, it's almost always a Peacebringer doing it.
  25. Sailboat

    i17 nerfs?

    A little unclear on what's being said here. Is it not recharging in actual game time at the rate it should with Quickness, or is the recharge listed in the power information just not showing the Quickness bonus? As far as I know, if I put 70% recharge into a power, the detailed power description will show a projected recharge time for that 70% but that display does not include outside buffs such as Hasten, Quickness, and global recharge bonuses. When such bonuses are present, the power recharges even faster than that display indicates (which is as it should be).


    When you say something like "this is what I am seeing," it doesn't tell me whether you're seeing it on a stopwatch you're holding while in-game, or on the detailed power info tab, or in the Combat Monitor window, or in Mids, or what.