Sailboat

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  1. Just imagine what we'll be like with enhancements slotted. :P

    I had a blast! No, more than that: I had a Freem!
  2. Update: currently sitting at 13-going-on-14. Shared tanking duties with a Stone/ at the same level on a team of 8, and solo-tanked for 6 or 7. Still alive and punching! (Substantial credit must go to the team's buffers; at one point we had Cold, Forcefields, and Empathy support. That was a huge help as a baby Tanker.)
  3. Isn't Shield weaker than Inv and Willpower? :P

    I went Stone before and died at 13. Stone isn't "unkillable" until 33.
  4. Sailboat

    Fire/Ice

    I have limited experience with Ice Melee, but I took a stab at an SO-only build.

    +----------------------------------------------------------------
    + Built with SuckerPunch's Online Planner v5.0
    + http://planner.cohtitan.com/planner
    +----------------------------------------------------------------
    Archetype: Tanker
    Primary: Fiery Aura
    Secondary: Ice Melee
    +----------------------------------------------------------------

    01: Frozen Fists => Empty(1)
    01: Fire Shield => Empty(1), Empty(3), Empty(3), Empty(5)
    02: Ice Sword => Empty(2), Empty(7), Empty(7), Empty(13), Empty(17), Empty(19)
    04: Healing Flames => Empty(4), Empty(9), Empty(9), Empty(11), Empty(11), Empty(13)
    06: Frost => Empty(6), Empty(19), Empty(23), Empty(23)
    08: Consume => Empty(8)
    10: Combat Jumping => Empty(10)
    12: Plasma Shield => Empty(12), Empty(15), Empty(15), Empty(17)
    14: Super Jump => Empty(14)
    16: Hurdle => Empty(16)
    18: Health => Empty(18)
    20: Stamina => Empty(20), Empty(21), Empty(21)
    22: Acrobatics => Empty(22)
    24: Ice Patch => Empty(24), Empty(25), Empty(25)
    26: Burn => Empty(26), Empty(27), Empty(27), Empty(29), Empty(29), Empty(31)
    28: Build Up => Empty(28), Empty(31), Empty(31)
    30: Fiery Embrace => Empty(30)
    32: Freezing Touch => Empty(32), Empty(33), Empty(33)
    35: Greater Ice Sword => Empty(35)


    This build still leverages the Ice Patch/Burn synergy. Your shields are 4-slotted on the assumption that you'll use one end reduction and 3 resist SOs in each; Healing Flames gets 3 recharge / 3 heal.

    If you decide to go with a few IOs, the priority would be two -knb IOs which would enable you to dump Acrobatics for another power pick, and then frankenslotting your attacks for best affordable enhancement values, and then frankenslotting Healing Flames to get some edn reduction without giving up any recharge or healing.
  5. Quote:
    Originally Posted by New Dawn View Post
    That's quite sig worthy.

    Deep for sure.
    Thanks, but can't take credit; it's from Braveheart.

    Thanks for the builds and suggestions, everybody.

    Fireheart, I'm curious -- why is Consume such a critical skill for survival? It seems like it's not up often enough that it couldn't be replaced by careful inspiration management.
  6. Hey, I was present for this incident. (I was Ironclad, the Tanker). There was a lot of banter and chatter as we were setting up, and I would imagine that the TF leader had even more going on in tells and channels while assembling the team.

    I would have had a hard time keeping track of everyone as well as Armeros did. I also got to see how Armeros responded after the misunderstanding and how Armeros treated the other players, and for what it's worth, I am persuaded this was just an accident and no harm or disrespect was intended.
  7. Quote:
    Originally Posted by je_saist View Post
    No matter what you do, even soft-capping your fire tank, you will eventually go splat.
    Every man dies. Not every man truly lives.
  8. I have the impression that the segregation of the green and yellow lines was partly intended to tend to segregate lower-level players from the higher-level zones. You could still get to the higher-level zones, sure, but generally it was more trouble, and it was unlikely to happen by accident.

    Steel, the mid-level zone, was where they met (no green line in Skyway yet).
  9. Quote:
    Originally Posted by Master-Blade View Post
    I always found that funny, considering there are bus stops all over the place. I wonder if anybody has ever seriously waited around for a ride at one. haha
    My Super Speeders have spent a certain amount of time in those bus stops. Not voluntarily.
  10. Quote:
    Originally Posted by Deacon_NA View Post
    Do those Evony calculators include some soft-core pics?
    Dunno -- I was afraid to click on them. :P
  11. I’ve been having fun playing some “hardcore” characters recently -- characters who only have one chance in life; if defeated in battle, they are considered “killed.” So the object becomes, stay alive for as long as possible. We usually play on teams of characters using the same rule, and we try to keep each other alive, so it’s not a case of turtling up in personal Force Field and waiting while someone power-levels you.

    But such a playstyle does favor defensive builds. It also puts an absolute premium on getting powers early -- I’ll need all the help I can get as the enemies get hairier. As of this writing the highest I’ve managed to get a “hardcore” character is 29, abusing the awesome power of Parry on a Broadsword Scrapper.

    I’ve made a new Tanker with an eye toward helping my vulnerable fellows survive, but on a whim, I made a Fire/Dark Melee Tanker. Am I crazy to try a Fire Tanker in Hardcore? :P Never played this combo together, but I’ve heard the utility can be fun, and it should keep me on my toes. I’ve played one Dark Melee Scrapper before, but not on a Tanker, and I didn’t try out Touch of Fear then. I have somewhat more experience playing a Fire Tanker, although with different secondaries.

    I’ve got a little build going but I could use some advice on the best power choices for staying alive (and contributing). I definitely will be rocking the two self-heal powers, and I want to get Tough relatively early. That said, the character will largely be self-financed, and IO sets are a long-term project at the very best, so I can expect not to be slathered with set bonuses until the distant future -- so I am in doubt as to whether to bother with Weave at all.

    Also, one of the joys of Fire/Dark is supposed to be the two end recovery powers, but I find it hard to choose them early, and I feel like I am wasting some potential by not taking them until late. So far I haven’t ditched Fitness/Stamina; these teams move pretty fast despite playing cautiously, and I have a hard time imagining abandoning Stamina.

    Here’s what I have so far:

    + Built with SuckerPunch's Online Planner v5.0
    + http://planner.cohtitan.com/planner
    +----------------------------------------------------------------
    Archetype: Tanker
    Primary: Fiery Aura
    Secondary: Dark Melee
    +----------------------------------------------------------------

    01: Shadow Punch
    01: Fire Shield
    02: Smite
    04: Shadow Maul
    06: Healing Flames
    08: Fly
    10: Blazing Aura
    12: Plasma Shield
    And a long-term projection:

    14: Swift
    16: Siphon Life
    18: Health
    20: Stamina
    22: Boxing
    24: Tough
    26: Burn
    28: Soul Drain
    30: Touch of Fear
    32: Fiery Embrace
    35: Dark Consumption
    38: Midnight Grasp

    Issues:

    How good is Touch of Fear for staying unharmed? Should I move it earlier, and at the expense of what? Soul Drain, and Tough on a Fire Tanker, seem too good to bump later; YMMV.

    Burn gives me my immobilize resist and some protection (from the “avoid” mechanic)…also, there tend to be a lot of controllers on the hardcore teams so far, so I might be able to leverage area immobilizes.

    I am hoping to score a -knb IO before I go mad or die.

    Obviously I will be skipping Rise of the Phoenix. :P

    Here’s a different take:

    +----------------------------------------------------------------
    + Built with SuckerPunch's Online Planner v5.0
    + http://planner.cohtitan.com/planner
    +----------------------------------------------------------------
    Archetype: Tanker
    Primary: Fiery Aura
    Secondary: Dark Melee
    +----------------------------------------------------------------

    01: Shadow Punch
    01: Fire Shield
    02: Healing Flames
    04: Shadow Maul
    06: Fly
    08: Consume ***
    10: Blazing Aura
    12: Plasma Shield
    14: Swift
    16: Siphon Life
    18: Health
    20: Stamina
    22: Touch of Fear
    24: Burn
    26: Boxing
    28: Soul Drain
    30: Tough
    32: Weave
    35: Fiery Embrace
    38: Midnight Grasp

    ***Possibly replace Consume with Smite?

    Thinking in this version is, Dark Consumption is of limited value late; Consume might help before Stamina. But…will I have enough attacks? And is Smite skippable? It’s nice to be able to chain several Dark Melee attacks and stack the debuffs.

    This version also takes Tough later -- too late? I do like that 70% Smashing/lethal resistance Tough brings me to. If I shift Burn back farther (to take Boxing at 24 and Tough at 26) , will I get immobilized a lot in my 20s?

    Any thoughts or comments on this silly project are welcomed.
  12. Yeah, I thought there must be something...I Googled and found a few discussions but no actual calculator...and for some reason some Evony calculators, go figure.

    Thanks for the advice.
  13. Is there such a thing as an attack chain calculator utility? Where we coould put in the names of attacks...or at least manually enter the stats for animation time, arcanatime, and global recharge and the recharge in the power, and look for gaps and/or maximize dps? I've been sort of manually figuring with pen and paper, but if there's a better way, it would be nice to know.
  14. It seems the spouse has invited guests for dinner. This will impact or preclude my participation, sorry to say. If I can find some time, I will log on.
  15. I like knockback. Two of the characters that were part of my formative experience learning the game were a Forcefield/Energy Blast defender and an Ice/Storm Controller.

    I never understood the complaints about single-target knockback. If I Crane-Kick a guy and for some reason forgot to aim him into a wall, I will go chase him down and finish him -- I'm a Scrapper, I kill stuff, it's my problem, why would that bother anyone? Yet I have heard complaints about that, weirdly.

    But I do realize that area knockback can be an irritant. It scatters groups often quite badly. Few things are as baffling as lining up one's big cone attack only to have the foes all swept away and scattered (usually by a low-damage attack, too).

    You can use altitude and angle to greatly reduce the irritating aspects of area knockback. You can also use timing. Either go first or (better still) last -- don't wait until the tanker has gathered a crowd tightly around him to abruptly undo his efforts, go before he's done the work of clumping them or (much better) as a finishing move when they're whittled down and your attack will defeat them.

    For some reason Peacebringers are the worst for this. I have a (low-level) Peacebringer and he has only one area knockback attack so far -- do they get more, or are they doing all the scatter with that one attack? They seem to always wait JUST until everyone is targeting the clump or just BEFORE the area debuff or control hits to scatter everything.

    I recently teamed with a dedicated knockback specialist in "hardcore" mode, where any defeat is treated as permanent (the character will be deleted from the SG if he or she is defeated). You'd think that would be extra scary, since we always hear about knockback endangering the team. Truth is, it probably helped a lot by providing mitigation to our low-level characters. My melee character (Broadsword Scrapper) occasionally saw the targets swept out of his Slice cone, but that was only sort of startling; it wasn't very dangerous. I guess I adapted mentally to the unusual requirements of our playstyle making every scrap of mitigation valuable.

    But generally, I can see how area knockback irritates. Used thoughtfully, though, it's pretty easy to put up with unless one is just emotional about knockback generally...like say, if your parents were killed by knockback.

    Although that might have the reverse effect, come to think of it, and cause you to take on the identity of the Knock-Bat, who knows AoE users are a superstitious, cowardly lot, and sets out to terrorize teammates and rearrange evildoers across Paragon City!
  16. Sailboat

    The Boot Myth

    Quote:
    Originally Posted by Necrotech_Master View Post
    one of my toons (actually my main toon) has a very unusual build for a mm, hes a ninja/dark but only has 4 dark powers (heal, shadow fall, howl twilight, and servant), because i build him up to be mroe of a dmg dealer
    No Tar Patch? You might like that for damage-dealing.
  17. I can't explain the appeal, but I feel it. A new Iron Eagles character with no enhancements slotted is as interesting to me as one of my tricked-out 50s, even the few with purples.
  18. Quote:
    Originally Posted by BrandX View Post
    I disagree with a bit of this.../INV and /WP don' have alot of defense debuff resistance, but can be made to do really well versus them.
    Inv has 50% DDR from the passives. I find it works pretty well on a Tanker to resist Cimeroran debuffing; it should be the same level of DDR on a Scrapoper, right? Although it's a given the Scrapper has to work harder to softcap.
  19. Quote:
    Originally Posted by JohnnyKilowatt View Post
    We'll also need a suitable SG name, see names suggestions above for ideas.

    If anyone has suggestions or feedback (or just wants to tell me how stupid this idea is) let me know.
    Suggestions for SG names:

    The Black Hole of Influence (Infamy for the VG side)

    Or, to resurrect a political idea long dead:

    Whip Inflation Now!

  20. Also, you can slot Reactive Armors in your resistance toggles to get typed resistances. I don't think you can get positional defenses in those powers and slots you're already taking.
  21. Quote:
    Originally Posted by Lightslinger View Post
    @JD: Sorry if the word "replaced" was a little strong, I'm just noting that an IO that takes up only a single enhancement slot gives the same functionality that an entire power gives.
    You think that's bad...get a load of Acrobatics.
  22. Quote:
    Originally Posted by Nihilii View Post
    1/ 35% melee, 40% ranged and AoE IIRC.

    2/ Most definitely, overall. I've had more powerful scrappers for very specific tasks (DM/invul for taking on X S/L AVs in a custom made AE mission, for example), but the ElM/SD is always at top level of mitigation and there's nothing the character can't handle on +4/x8.
    You handle +4/x8 with only 35% melee defense? You ARE uber.
  23. Quote:
    Originally Posted by Psara View Post
    She bought her targeting drone from a store.
    Does she call it a "Tar-jaying Drone?"

  24. For instance it's possible to play this game in space. I'm not talking about a Moon Zone, I'm talking about City of Heroes developers personally leasing a Shuttle and boosting me, the player, into orbit, while I play on the world's longest-range wireless network.

    but I'm not betting that theoretical possibility will occur any time soon. And it will certainly be a purchasable Booster Pack.
  25. Quote:
    Originally Posted by JohnX View Post
    There is no death in this game. You just get "knocked out really bad".

    No MMO that am aware of has got the perfect formula for defining a defeated player.

    Certainly one-time-perma-death is not the answer
    Go tell that to the Iron Eagles!