Scyta

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  1. yeah but how would you use it.
    Fast AOE or powerful AOE?

    As for IOs I've already said I'm using SOs in midas to crunch numbers since SO gives of a more stable average.
  2. This is a hypotetical question really. But I was playing around with Midas wehn i noticed that if I 3 slotted Rain of arrows with recharged reductuions (Only SOs and no IOs. Was just playing around checking numbers) it could be used every 30s. But if I 3 slotted it with Dam increases its total damage would only be equal to the snipe slotted with 3 dam increases.

    Now I know that Rain of arrows is no nuke but this made me realize that depending on your slotting there was to separate tactics you could aim for.

    First a extreemly powerful AOE that you could use about every 40s and slotted with 1 ACC., 3 dam and 2 recharge but which would be end heavy.

    Second a regular AOE that could be use every 30 second with 1 acc, 2 end red and 3 recharge which you could use often without too much of an end drain.

    Then of course you could make a compromise with 1 acc, 1 dam, 1 end red and 3 recharge. A littel more damage and a lite more end use than the second alternitive.

    So just curious which way would you go?
  3. Well, CM is probably the most important power that the healers have and while it takes awhile to aply (yeah an AOE would be great) the Tank can go that long without heals and everyone else are just working on their debt bages anyway so it just would be cruel to keep them alive.
  4. [ QUOTE ]
    It seems to me will power aura is bugged and not doing a respectable job in aggro management. At least fromm my experience. There is a thread on it.

    The OP's testiment to the failure of Willpower just adds to the anacdotal evidence

    [/ QUOTE ]

    Where is the thread on that? I couldn't find it myself.
  5. WP tanks gonna have some trouble with this since their taunt aura is also their primary survivial power in RttC.

    A stone can can turn of mod pots and a ice tanks icicles and not be that worse of but an WP tank without RttC just lost a huge chunk of the regen that keeps it alive.
  6. Acording to Midas QR give you 30% faster end recovery while stamina "only" give you 25%.

    Personally I'm taking both since I have Nrg as my secondary set for my tank. A total of 155% end recovery will hopefully put even bonesmasher to shame.
  7. I fully agree. My WP tank is still only 16 but even at that level if feel alot more safer and can handle a lot more agro/damage than what other tanks I team with seems to be able to do. Of course, it probably helps that my end almost never dips under half even while spamming Bonecrusher thanks to QR.

    Just don't make my noob mistake with the power and forgo the auto defences for toggels in the beginning. That might be the way to go on other thanks esp. Inv but HPT actully contains a huge chunck of you defences. After I respeced my it into my tank she stopped getting hurt.

    I also agree that carrying a greenie or having a defnder tucked under one arm is a smart move. What hurts most is the alphas before WPs regen kicks in. Poping a heal right after whille make sure the foes won't wear you down until you start getting your health back.
    Have a feeling that the devs not giving WP a self heal is intentional since it would have made it too good.

    Any good suggestion on how to slott RttC?
  8. One thing that I find anoying about Empathy defenders is the absorb pain power though it is entirely my own fault.. It's a great power, I just wished I could know when it was used. Because I can't count the number of times I've looked up at the team bar, seen the healer's health in the yellow or lower and shouted To the Rescue! to my screen. Rushed off from the mob to kill whatever foes was bugging the healer, just to sheapishly have to turn around and go back to the fight when i realised that the damaged was done by absorb pain.

    As for game play I always follow a few Key Rules that imho would improve gameplay and tactics foor everyone if all the players on the Game followed them.

    1. Always follow the Tank and never follow the Stalker!

    (As for the first part it makes sure that the whole team is concentrated, never gets spearated or lost and fights the same mob. It also means that unless I'm the Tank I don't have to use the map so much since I'm already know where i'm going or where my teammates are; where the tank are. If there are more than 1 tank on the team then pick a primary tank that everyone follows.
    As for the second part, you all know what I'm talking about )

    2. Hug the Defender or hug the Tank.

    (That's the two persons you need to stick close to for heals and buffs/debuffs to work because it is in their vicinity 90% of all heals or buffs will take place. Scrappers should hug Tanks and everyone else should hug the defender unless it's a kin then everyone hug the Tank. Though don't hug the defender to close so that he gets killed.)

    3a. Wait untill everyone is ready.

    (You do that then shields, buffs, people away on smoke breaks or answering phone calls won't be a problem anymore. Not to mention giving the Tank or Defender a chance to rest so they can keep you alive the next fight too.)

    3b. Tell the team when you are ready

    (It's the only way that they'll know that you isn't away from the keybord or still busy buffing them. F7 is there for a reason, just don't spam it. Once every 30 seconds is more than enough.)

    4. Never Chase.

    (If a foe flees then let him. If you chase him the only thing you'll do is to get the team spread out while agroing another mob that because the team is spread out will wipe you all out.
    This heading also include the important lesson of never running around a corner unless you are absolutely sure there isn't a mob behind it.)

    5. Fight only the same mob as the rest of the team are fighting.

    (Only two people are allowed to agro a new mob. The tank or the designated puller. If you're not one of them you fight the mob they attack and no other. It doesn't matter if you only attack a white stragler or two you see in a corner. Your job is to help your team survie and win fights and they won't do that if you go glory hunting by yourself.)

    6. Communicate!

    (This is probably the most important rule of them all. The chat is there for a reason. Use it. How will the other memebers on your team know what you will do or what you need them to do if you don't tell them and you won't know what they need you to do unless you ask them. Also don't forget to acknowlege that you have heard what your team mates have told you and that you understand. It's just takes time if the whole team has to stand around waiting for several mintues just because you are to lazy to write "yes" or "kk" on your keyboard.)

    Just my 2 cents.
  9. Scyta

    My WP/Nrg Build

    My NOOB mistake.

    I've realized that i've made a stupid newbie mistak when i Rolled my WP tank. I concentrated on toggel powers first esp. the no KB/mess/hold toggel. The reason for this is simple. I'm just new to WP and more used to Inv where taking the toggels early is the smart thing to do.
    In WP you get almost all your elemental defences from the first auto power HPT.
    So if you're making a WP tank learn from my mistake and take HPT ASAP.

    Here is the build i should have made!!

    Hero Plan by Mids' Hero Designer 1,30
    http://www.honourableunited.org.uk/mhd.php

    Ms Dynamo: Level 48 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Mind Over Body -- EndRdx(A), ResDam(3), ResDam(5)
    Level 1: Barrage -- Acc(A)
    Level 2: Energy Punch -- Acc(A), Dmg(3), EndRdx(9)
    Level 4: Bone Smasher -- EndRdx(A), Acc(5), Dmg(7)
    Level 6: High Pain Tolerance -- Empty(A), Empty(7)
    Level 8: Rise to the Challenge -- EndRdx(A), RechRdx(9)
    Level 10: Combat Jumping -- EndRdx(A)
    Level 12: Quick Recovery -- Empty(A)
    Level 14: Super Jump -- Empty(A), Empty(15)
    Level 16: Indomitable Will -- Empty(A)
    Level 18: Taunt -- Empty(A)
    Level 20: Swift -- Empty(A)
    Level 22: Health -- Empty(A)
    Level 24: Stamina -- Empty(A)
    Level 26: Heightened Senses -- Empty(A)
    Level 28: Fast Healing -- Empty(A)
    Level 30: Whirling Hands -- Empty(A)
    Level 32: Strength of Will -- Empty(A)
    Level 35: Energy Transfer -- Empty(A)
    Level 38: Total Focus -- Empty(A)
    Level 41: Resurgence -- Empty(A)
    Level 44: Build Up -- Empty(A)
    Level 47: Conserve Power -- Empty(A)
    Level 49: Focused Accuracy -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet

    A short update on QR. What tank wouldn't loved to have that power at 12. I sure did.
  10. [ QUOTE ]
    [ QUOTE ]
    I am thinking of respecting my old Tank or maybe start over all together but it's one thing that has made me hesitate; the lack of teams these days.

    Why that is, is a discussion best suited for another thread........ (snip)

    [/ QUOTE ]
    Presenting something as a fact which it isn't (or at least debatable) and then telling the discussion should be somewhere else isn't nice.
    Tanker are the best at team making. Put in some effort and lead your own. Lots of people are whining about lack of teams while I often see multiple people in a zone asking FOR a team, just not wanting to form that team. Start with 3-4 people, it should be easy. Tells from people wanting to join should be flowing in. Not every team HAS to start of with 8 people you know? If you lack teams, go and make your own, be nice, be friendly be skillful and invites will start flowing in.

    [/ QUOTE ]

    Yeah but I wanted this discussion to be about defenisive or offensive tankers. Not about if there is few teams about these days or why that is. So doing that just prevented the thread from getting hijacked from the subject I brought up.

    I would gladly see a discussion about teams but not just in this thread.
  11. Scyta

    My WP/Nrg Build

    A quick update on my ongoing adventure as an WP/nrg tank.

    I think I've spotted the flaw with a regen tank (which WP sort of is).
    You can't regen when you are dead. At least not until the late thirties when you get a selfrez but you still get debt.
    You see it's all down to how you handle the Alpha.
    Now with one of the older powersets a tank would jump into a mob and the alpha would bounce right off.

    For a WP tank he jumps into a mob and BAM! his health bar is in the red. But don't worry he has his trust RttC to fall back on and standing in the middle of that big mob means he'll gett a wooping 300% extra regen to bring him back to health.
    That's when we encounter an incy tincy flaw in the concept.
    You see that regen better bring his health back up to in the next few seconds because the Beta is coming and considering what the Alpha did and with his health already in the red, face planting time is approching quickly.

    Of course, all is not bad, especially if you are supported by a good team and especially by blasters. Fireblasters with all their nice little AOEs are my favorite.
    You se, once you have taken the Alpha and is waiting for the Beta to kill you, then WHAM, a nice little fireball draws all the agro away from you and now it is the Blaster that's doing the faceplanting instead. Hoooray!!

    Which is a bit backwards from normal tanking but then I've noticed that WP tanks have a bit backwards tanking style.
    For instance normally a tank would tank a boss or LT while the rest of the team killed of the minions before all concentrated on the boss.
    WP tanks want to do things a bit difference since they much rather would like their teammates to kill the boss first so that they can keep the nice big mob of minions boosting their regen. Doing things the traditional way just leaves the WP tank with a big nasty, angry boss hitting him while only getting a measly 25% boost to his regen.

    That's when us WP tanks use the trusted Corner tactic. We'll find one to hide behind while the brutish bugger slaugthers the rest of the team.

    Stay tuned until next time when I'll tell you more tall Stories of Life as a WP tank. Then I'll tell you all about quick recovery or How I stopped resting and got on with saving the world.
  12. Scyta

    WP guide?

    Irony is so waste on the masses... ;P
  13. Scyta

    My WP/Nrg Build


    This is my recent Willpower/Energy build.
    It just reached lvl ten and it's slotted for that lvl.

    A few observations i've made while playing.

    End hogging: Not so bad actully upto lvl 8 and RttC. Then you started to have to rest between fights but I expect that to change again at lvl 12 and Quick Recovery. Though even with Stamina i expect i'll allways need an Endred in Bonesmasher.

    Combat Jumping: Was originally taking fly just because you need some sort of transportation and fly allows me to type and travel at the same time. But when I selected hover in Midas i saw by a chance that the defence values jumped from 13 to a more respectable 15.8% for elemental damages plus gave me 2.5% against AOEs. Which made me realise that WP will actully benefit from CJ since it has the same effect as hover but is less end hogging. (I know the fighting pool is probably even better but Kick doesn't have that great m/s value )

    RttC taunt: It works but is very weak when it comes to retaining agro.
    RttC: heal: The question is does the regen only work as long as you have ten foes agroed or will it continue working even after the fire blaster have scattered the mob with a fireball? Also for how long after you killed the foes will the regen continue to work or is it lowered instantly once you kill of the minions in a mob?
    Two very important question to answer when it comes to tactics for WP tanks. You don't want to tank an Boss or worse and once the minions are dead have to face him with only 125% regen.


    Hero Plan by Mids' Hero Designer 1,30
    http://www.honourableunited.org.uk/mhd.php

    Ms Dynamo: Level 48 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Mind Over Body -- EndRdx(A), ResDam(3), ResDam(5)
    Level 1: Barrage -- Acc(A)
    Level 2: Energy Punch -- Acc(A), Dmg(3), EndRdx(9)
    Level 4: Bone Smasher -- EndRdx(A), Acc(5), Dmg(7)
    Level 6: Indomitable Will -- EndRdx(A), DefBuff(7)
    Level 8: Rise to the Challenge -- EndRdx(A), RechRdx(9)
    Level 10: Combat Jumping -- EndRdx(A)
    Level 12: Quick Recovery -- Empty(A)
    Level 14: Super Jump -- Empty(A)
    Level 16: High Pain Tolerance -- Empty(A)
    Level 18: Taunt -- Empty(A)
    Level 20: Swift -- Empty(A)
    Level 22: Health -- Empty(A)
    Level 24: Stamina -- Empty(A)
    Level 26: Heightened Senses -- Empty(A)
    Level 28: Fast Healing -- Empty(A)
    Level 30: Whirling Hands -- Empty(A)
    Level 32: Strength of Will -- Empty(A)
    Level 35: Energy Transfer -- Empty(A)
    Level 38: Total Focus -- Empty(A)
    Level 41: Resurgence -- Empty(A)
    Level 44: Build Up -- Empty(A)
    Level 47: Conserve Power -- Empty(A)
    Level 49: Focused Accuracy -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  14. Actully, my point was that a pure breed Tanker is a team player but since teams these days seems few and far between then will solo oriented scrankers take over as the most common AT build?
  15. Scyta

    WP guide?

    you telling me that pll haven't gotten any 50s yet. Bah, it's been out more than a month. Lazy buggers. If you can't even trust powergamers anymore then who can you trust.
  16. Scyta

    WP guide?

    is there a will power guide out for tankers yet?
  17. I am thinking of respecting my old Tank or maybe start over all together but it's one thing that has made me hesitate; the lack of teams these days.

    Why that is, is a discussion best suited for another thread.
    However, it becomes an issue IMHO when it comes to tanks, the most team oriented powerset. (Well, there is defenders but since all tank powersets are optimised for teams while it is possible to make an egoistical defender I at least think tanks are more team oriented.)

    My old tank was completetly oriented on taunting and holding agro which meant she worked well in a team but was completetly rubish at soloing. Now with the noticable lack of teams it begs the question. Is the old fashion tank just that, old fashioned? And ist the scranker the new boy on the block?
    Sure it won't do as well in teams but then it will be able to do well those long streaches of game play when there is no teams around.

    So should you make tanks or scrankers?
  18. yeah but I don't have ANY toggels and it isn't a matter of running through the attack chain several times quickly. It's going through it 1 time and half my end is gone.

    I mean it's one thing to have to rest alot between figths and needing Cabs. That's not unusual. It's certainly life for low level ss/inv tanks.
    But this build can't even get through 1 mob without losing all end. Its not unusual for me to have to rest in the middle of a fight.
  19. I'll defintively follow your advice on the stamina and I'll think about incinerate.. that it's a melee is kind of a drag, not to mention that it's a DoT.

    As for TPFoe I only use that when i solo. Smoke and then a TPF lets me thin a out a mob before facing the LTs and bosses but TP and Invis is mostly there because of the concept...
  20. My lvl ten ic/elec blaster is the most end heavy toon i've ever played with. It beats even SS/inv tanks and ice troller with lots of toggels.

    I got through 1 attack chain (1 attack from all my powers once) and between a third and half my end is gone.

    Any theories why its so end heavy and what i can do to make it less end heavy?

    Here is the build. I've only slotted Acc and Dam enchs so far.

    Hero Plan by Mids' Hero Designer 1,30
    http://www.honourableunited.org.uk/mhd.php

    Level 9 Mutation Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Fitness

    Hero Profile:
    Level 1: Ice Blast -- Empty(A)
    Level 1: Electric Fence -- Empty(A)
    Level 2: Frost Breath -- Empty(A)
    Level 4: Charged Brawl -- Empty(A)
    Level 6: Swift -- Empty(A)
    Level 8: Freeze Ray -- Empty(A)
    Level 10: Havoc Punch -- Empty(A)
    Level 12: [Empty]
    Level 14: [Empty]
    Level 16: [Empty]
    Level 18: [Empty]
    Level 20: [Empty]
    Level 22: [Empty]
    Level 24: [Empty]
    Level 26: [Empty]
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
  21. Just came back to the game after a long loong break (not voluntarily thought) and picked up my old fire/fire Dom.
    I just have one little problem with it. I've forgotten how to play the game!
    Well the power picking and slotting part at least. (Don't get me started on IOs.)

    So I could use some refresher advice aon how to build it.

    This is the biuld i think i was going for (if i remeber correctly)

    Villain Plan by Mids' Villain Designer 1,30
    http://www.honourableunited.org.uk/mhd.php

    Impette: Level 48 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Fiery Assault
    Power Pool: Teleportation
    Power Pool: Fitness
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Char -- Empty(A)
    Level 1: Flares -- Empty(A)
    Level 2: Incinerate -- Empty(A)
    Level 4: Fire Breath -- Empty(A)
    Level 6: Teleport Foe -- Empty(A)
    Level 8: Smoke -- Empty(A)
    Level 10: Fire Blast -- Empty(A)
    Level 12: Flashfire -- Empty(A)
    Level 14: Teleport -- Empty(A)
    Level 16: Swift -- Empty(A)
    Level 18: Cinders -- Empty(A)
    Level 20: Hurdle -- Empty(A)
    Level 22: Fiery Embrace -- Empty(A)
    Level 24: Grant Invisibility -- Empty(A)
    Level 26: Bonfire -- Empty(A)
    Level 28: Invisibility -- Empty(A)
    Level 30: Stamina -- Empty(A)
    Level 32: Fire Imps -- Empty(A)
    Level 35: Fire Cages -- Empty(A)
    Level 38: Blaze -- Empty(A)
    Level 41: Dark Embrace -- Empty(A)
    Level 44: Team Teleport -- Empty(A)
    Level 47: Dark Consumption -- Empty(A)
    Level 49: Dark Obliteration -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination



    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
    |-----------------------------------------------------------------------------|
    |MHDz;1576;420;560;|
    &gt;-KE4T%JPS`0O!O\ASR@`:\DRS(]E8;0'')JZ5T$D1@&lt;.]C*H2#\]DJVD]U!\H3O!(,QZ-5MH/T[4
    ;;?6WZ?JJ;5[A1:3)[GPQUAJWU\?JX#;MN6JT;;LTV5:=6;VWC&gt;W:VFTKT_VLWOI& gt;7VOK=LW)=*:Q[L
    O4YM)V5EOOYT6V,7WO_$&lt;'H^MS4&amp;SKZGBR[K.]UJN][JVW29/,30_X_S!DPQH&amp;X5\P3JZ!L(]Y&amp\%#
    \AS/V!+GB.?CXH%GR-?C!X+OD"^=!#S)&lt;D'XR++@"0A&lt;&amp;\0180Y8]!`[D1&lt;!"`I(222D@'J7WB`M%
    DK(@%$L%(TD9]SN)/!BI)LOGDOU5D*2L\![1;AE)RD+2J*2,).7AI#I:&lt;&gt;]A$?NR"*PB\6&gt;Y"3%6$
    GT6X%N7LBG%R45)!Z"#E68ZF01*&amp;\(DHJU$TQ5N1)ATP\& gt;\*'^\\?=LCT/9?3Y]]_FPSE$/-(^3
    :4OL,5&amp;_NTR.Y02IP%A`PA1R@0Y@AO#O=%YQP0FK_P5T_Q 2:@0EG&gt;H,H2`D"'D"-%,Y0C15TF$8H9I\
    @L,A_UB
    |-----------------------------------------------------------------------------|
    </pre><hr />

    So what do you think?
  22. First of; yes i've read it and others but none of them was very clear on how slotting forms work.

    What I don't understand is exactly how the slotting of the form affects the forms powers. For example, the EndReds reduce the amount of endurance used in the form. So if I slot Nova with 3 EndRed and it hypothetical cut the endurance use in half. Does that mean that the four attack powers Nova has also have had their endurance use cut in half?
  23. Thanks... great page...
  24. So for WS's you can skip stamina then, (as long as you take Stygian circle).

    Finaly a powerset where you don't have to sacrifies 3 powers just so that you can use your other powers. I honsetly don't understand the point with stamina in the first place. Why not give us stamina's end bonus in the first place and let us have more fun with more fun powers instead. ( End of rant. )
  25. Is there anywhere you can learn about the Khelds background? Like what their history is and how their society looks like (if they have one that is.).

    I guess most of this is secret, or in other words, not made up yet. But I'm just curious and it would help my WS's background.


    Also for clarification. Both PB's and WS's are Kheldians. Good Kheldians are Peacebringers and evil Khelds are Nicti (Logic and my sparse Latin knowledge tells me that Nictus in plural should be Nicti and not Nictuses but i might be wrong) and WS's are good Nicti, right?