Sentry4

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  1. Quote:
    Originally Posted by Angelxman81 View Post
    This is a crazy idea.
    Quote:
    Originally Posted by Angelxman81 View Post
    I like this kind of crazy stuff.
    Quote:
    Originally Posted by Angelxman81 View Post
    tripping with this crazy thing, got it?
    Quote:
    Originally Posted by Angelxman81 View Post
    I know its is crazy... But it still comes to my mind
    I think the poster is more interested in the idea that it's something "crazy" and new. Look at the first 4 words of their post.

    Problem is...

    Petless MMs have been being made since 2006. It's not new, it's not crazy, it's an old idea and there's no much more to say that hasn't been said.

    I think this all has less to do about petless MMs and more to do with a "look at me! I thought of something nobody else ever has!".
  2. Quote:
    Originally Posted by Tyger42 View Post
    ....giving player psi powers lower damage because of concerns of it being OP in PvP? Were you not paying attention to the post I quoted?
    This is impossible.

    PvP damage numbers are always different than PvE damage numbers. Therefore, PvE damage numbers will not ever be altered for any PvP reasons.

    Not to mention, the 'Psi hole' doesn't exist in PvP. My invul brute's 2nd highest resistance type was Psi, and that was without aiming for any psi bonuses. Psi melee wouldn't be considered OP in PvP unless it had massive DPS or massive burst. It's one of the most resisted and used damage types in PvP.
  3. The above link (the 2nd one) specifically on defenses and how they acted in PvP was invalid at the time and still it. That was a time when we had less of a understanding of DR and even Arcana's defense numbers were from beta and not live.

    I made a post correcting all the calculations from the first post in that thread here...

    http://boards.cityofheroes.com/showp...64&postcount=8

    The % chance to hit went from 72% --> 45%. That's a pretty huge difference when talking about balance and defense.
  4. Quote:
    Originally Posted by planet_J View Post
    It takes 185-190% global recharge to run KOB->Gloom->Burn->Gloom and 100%+ recharge in those powers

    My SS/Regen runs a KOB->Gloom->HM->Gloom chain, but I don't have burn...though it matches up about the same. I also don't run ageless...you could get to where you're running the /Fire chain easily with Ageless.

    It isn't an easy chain to run, nor is it cheap to build to do it...(My SS/Regen build cost about 13 bil inf for example)
    Gloom/Burn/Gloom -would- take 487% recharge.

    Burn's arcanatime is 2.244
    You need Gloom to recharge 0.2 seconds earlier to not have a gap
    Therefore gloom needs to recharge in 2.044 seconds.

    12/2.044 = 5.87
    Subtract one and you get the recharge necessary to run it without a gap. 4.87 or 487% recharge.

    With 190% global and 100% in the power, we're at 290% recharge.

    12/3.9 = 3.07 seconds + 0.2 to recharge fully = 3.27 seconds.

    3.27 second recharge - 2.244 second burn = 1.026 second gap

    It would actually be worth it to throw in a proc'd jab inbetween. That way it's gapless, and instead of sitting there for 1.026 seconds, you can deal damage for 1.32 seconds inbetween. Even if you were to throw an unslotted brawl brawl inbetween (1.056 seconds), your damage would probably go up.

    -Maybe- if you ran both t4 spiritual and t4 ageless, but even then I don't think so. Ageless is only 10% perma, and spiritual adds about 30% after you hit ED. 40% recharge isn't going to make using Gloom/Haymaker/Jab/Gloom better than Gloom/Haymaker/Gloom.


    Also, funny enough, with 190% global recharge and 100% in haymaker, Gloom/Haymaker/Gloom has a 1.554 second gap. Enough for a punch, or a jab, or a brawl, or a boxing, and then with those you'll still have a gap.
  5. Quote:
    Originally Posted by Ultimus View Post
    I have an EM/Fire, TW/Fire, and SS/Fire

    EM's best attack chain is ET > Gloom > Burn > Gloom > ET (Unless you get more recharge) -- Thats pretty sad because all of the other attacks are meaningless DPA wise. This chain also hurts you and yes the damage begins to be noticeable.

    SS's best chain is KOB > Gloom > Burn > Gloom > KOB -- This has a huge advantage with Rage and double stacked rage.

    TW/Fire's single target chain can match SS's but it requires a lot more attacks and timing. One miss during non momentum will lower your DPS a lot.

    At the damage cap of course EM will be the 2nd of the 3 but not by too much with TW in the lead.

    Energy Melee overall is simply average, its not the best but it isn't the worst by any means.

    You would need 487% recharge in gloom to use Gloom/Burn/Gloom assuming you have safety period of 0.2s for gloom to 'fully' recharge.

    Even with 200% global recharge and 100% in the power, you're looking at a 2 second gap of every couple of seconds.

    Also, I'm not sure if ending the chain with the beginning of the chain is a way of saying "repeat", but obvious ET-->ET isn't practical, nor is KoB-->KoB.

    The Super Strength DPS chain uses Haymaker if I remember correctly.




    To the OP:

    I have no clue. I just wanted to let you know I disagree with the above poster in more ways than one.
  6. Oh Hopeling, that was you.

    I'm the 55,556 guy that was bidding against you a while ago.

    I usually bid 55,123 for small/medium and -usually- 150,123 for large ones.
  7. Good news!

    Or bad news depending on what your hopes were.

    The snipes, when fired without their interruption time, do -much- less damage than their damage now.

    While Blaze/Blazing bolt were timed perfectly on my Fire/Dev, these were the results.

    Your Blaze burns You FaiI1 for 128.3 points of fire damage!
    You hit You FaiI1 for 107.08 points of bonus Toxic damage!
    You hit You FaiI1 for 107.08 points of bonus Fire damage!

    Your Blazing Bolt snipes You FaiI1 for 114.61 points of fire damage!
    You hit You FaiI1 for 107.08 points of bonus Toxic damage!
    Your Blaze continues to burn You FaiI1 for 16.46 points of fire damage!

    It looks as though procs are really getting buffed. They're going off more often then not. The PvP procs have been buffed to 107.08 unresisted damage since they no longer proc more often in PvP than PvE.

    The spike was only about 580 damage (as shown above) each time. The majority of the damage is actually coming from the procs. That's with Aim + Gaussian Proc (Which also procs 90% of the time), meaning it's similar to the BU/Aim we have right now.

    On the other hand, seeing as Psi Blast on defenders and corruptors do not get [Aim], fire may be better at spiking there.
  8. To the OP, I originally thought this was just a complaint thread from someone who didn't know how to select the teleport prompt, but you honestly have some very good arguements.

    Mainly, the fact is that most people have the prompt off, and most people are so dazed by the teleport that it would slow down the teams DPS etc.
    If I were on a PUG and wanted the trial to end faster, you're correct in that I should not use Incan.



    Although personally, I use Incan when I believe the team is being too slow. As an example, as my team is finishing the last mob to open up the Lamb doors, I'll Incan to the side of the EB. Anytime 15+ seconds in travel time or something else can be saved, I Incan the team to where it should be. In SLAMs, again, I'll also use Incan to gather everyone for buffs before Marauder, because there are always a few lost.

    If a team were to try and break some record speed for trials, they would most certainly take advantage of an instant league wide teleport. That being said, it looks as though you're speaking from the perspective of PUG trials, rather than organized. On a PUG, the majority of people want something simple and without effort. Introducing strategy or complexity would hurt the situation.
  9. Quote:
    Originally Posted by Nihilii View Post
    Not only their builds are subpar, but their attitude is hurtful to the atmosphere.
    I thought I'd quote this specific part rather than the whole message, and I'll state my stance now that I disagree with the majority of it.

    While I may have even agreed with you on average that the least useful are PvPers and farmers, I can't even go that far. The majority of us understand it's more the player than the build. It's easy for -any- of my PvP builds to near solo nades or acids among dying blasters left and right. I mean my ranged as well, it's not hard stocking up on 20 purples and using all your single target DPS on crates.

    In fact, the majority of trials are just that, single target DPS on bags of HP. If anything, PvPers specialize in that. We try to aim for max damage in a power, then top it off with multiple procs. We make sure we have enough recharge to chain our powers with DR, meaning with it off we're absolutely fine.

    The 2 fastest incarnate trials runs I've had were done by both PvPers and farmers.
    I can't speak to the PUG PvPer on freedom, but the PvPers I know are the kind to speed run TFs endlessly to get rare goods and grind their character as much as possible. For example, you won't find anyone who can get all their accolades faster than experienced PvPers. Possibly badgers, but accolades involve a lot of movement, which PvPers kind of specialize in (traveling from A --> B quickly).

    In fact, the fastest SLAM I've ever been on was right around when it came out, and the majority of the team didn't speak english. I'm not joking either. Serious farmers will speed through things much faster than anyone else in the game, it may very well be their profession to do so. If you were talking about just anyone rolling a farming SS/Fire brute, well, that could be anyone.

    Which brings me to another point. PvPers are also PvErs. You can't download the game and jump into a PvP zone, and that's why I have trouble getting outside friends inside the game. PvP in this game is gated behind a lot of PvE. Nobody joins CoH with the intention to PvP. They join to PvE, enjoy that part of the game, then move onto PvP when they're 50. There are no PvPers and PvErs, there are those who prefer one or the other, but PvPers still PvE a lot.

    Every PvPer at one point was a PvEr, meaning that every PvPer you dislike was also a PvEr at one point. If that's the case, there's no way to tell if a PvEr is a soon-to-be PvPer or not. People don't magically become a jerk when they cross into PvP.

    Not to mention, I'd rather have SS/Fire farming brutes covering the BAF doors than anyone else. Killing them before they step out of the door is nice. You've got an SS/Fire, so I'm sure you know what I'm talking about.



    I've had my share of trials wrecked by PUG PvPers, moreso than pure PvErs, but that doesn't outweigh that some of the most experienced and skilled players in this entire game are also PvPers.

    I quoted that line at the top because I didn't want a respected forum poster, someone who has a lot of influence on people, to paint the wrong picture of PvPers. We have enough trouble as it is without people pointing out people even -we- dislike and grouping us all together.

    PS: The average PvP build is upwards of 7-10 billion, whereas the average PvE build is nowhere near that.
  10. Plasma, you've got to check out the PvP IO market a lot closer. When converting, you aren't just aiming for those 4. There's a -lot- of other high end ones.

    Glad Jav procs come to mind. Panacea Heal and Glad armor +res too. There isn't a small selection.


    Worth noting, not too long ago I picked up 3 jav volley recipes for 15 million each, then sold them for 120 mill each once crafted.

    PvP IO prices range a lot. It's certainly more than 14 mill per converter.

    In fact, you can make a lot there without converters.
  11. Quote:
    Originally Posted by Neuronia View Post
    The problem with Interface is the graphical animation is often out of sync with the incoming damage, so you might see Reactive icons before they tick in.
    I hadn't thought of that. I didn't see Reactive damage as a huge problem, but it -is- always the first thing I see on my buff bar before a spike.

    I don't think judgements would be a problem, if anything it'll counter any teams with MMs.

    That being said, if all the previous leagues were alpha-only, I'd trust they knew what they were doing.
  12. Alright, so powers have both a cast time and root time. Cast time prevents other powers, root time prevents movement.

    Then there's a current bug that can skip the root time of some powers, but not the cast.

    Think I understand that, thanks.
  13. Quote:
    Originally Posted by Fatal_Mind View Post
    So if i were building a bane for pvp i imagine getting lot's of run speed would be helpful. My question is besides swift,mental training,sprint and ss. Is it worth it to slot the gift of the ancient +7.5 run speed ios? Or would i be capped at run speed already? And how should i slot swift,mental training,and sprint?
    The math is really complex to get it exactly at cap.

    Some run speed buffs are percents, while others are straight addition. I still haven't gotten around to doing the math, because it would depend on the build (DR affects the slotting of powers, which ranges). Then you have to factor if they have stealth's -movement.

    As a rule of thumb, slot for as much run speed as possible. That way, you'll definitely hit the cap. Maybe someone else has some experience or examples of how to hit the cap.
  14. Quote:
    Originally Posted by Arcanaville View Post
    ("Rooted" for those not familiar has a technical meaning to the City of Heroes game engine: it means that while this animation is playing the game client will not allow the player to activate any other powers or use movement controls, and the game engine will not allow the game client to attempt to activate any other powers.)
    I've bolded that specific part.

    I wanted to ask, how is it mechanically possible to skip the rooting time of some powers? I know strafing with certain directions can skip the rooting time, and I also reguarly skip weapon redraw by untargeting/Queueing an attack to retarget to skip animation.

    If you've got a Weapon/Regen character, use MoG without a target, then click an attack twice to skip the long rooting time of MoG. The first time hitting it, you'll target an enemy, the next you'll queue the attack and draw your weapon during the MoG animation (instead of after).

    You can't use any powers during it, but it allows movement (and drawing your weapon).
  15. Quote:
    Originally Posted by The Katalyst View Post
    I guarantee you limiting incarnate powers to Alpha would increase your attendance. I don't see anybody coming back for this league with almost all of them allowed (as in, people who have quit but might consider it otherwise).

    Barring that, I think the next best thing would be to only allow Alpha/Judgement/Interface. Judgement and Interface wouldn't break the game the same way Destiny and Lore would, and it would probably reduce the TTK on average. That means the matches would be much higher scoring on average, which isn't a bad thing imo. 5v5s are probably going to be lower scoring then 8v8s. Inflating the kill counts might make them a bit more exciting.

    Also no, this isn't me saying I would join if this were the case. Just my personal opinion.
    From my understanding, reading the above rules and talking to the leaders, it looks as if leaders will be able to -vote- on the rules for each match.

    That means, as far as I'm concerned, this is pretty much Alpha-only, unless 2 teams specifically want them (Probably won't).
  16. Quote:
    Originally Posted by Plasma View Post
    I pay very little attention, so I may not have even noticed, but I don't recall seeing myself get outbid by 1.

    My purple bids have been ending in 111,337 since quite a while ago, I don't mind saying.
    I was refering to this. (click it to see the post)



    I was much more active in the market 3 months ago, and I haven't touched it for about a month now. My bids used to all end in some combination of 1/2/3, since I dislike having to reach over to the zero each time.

    I.E. 150,123,121

    I would have cared at the time, but not now. I'm inactive on the market. Also, in bidding wars I would use all zeros at different levels so it looked more natural.
  17. Quote:
    Originally Posted by Plasma View Post
    You're probably guessing right then, since on a 'good' day, I'm burning ~60 converters, more or less.

    There was a time when I trimmed WAY back - I was only plucking like 2-5 a day, but since I was making ~150-200m on each, that was fine by me. I do some non-purple things that make me ~3B a week or so too.

    To be fair, I do some SSAs purely for merits, but the itrial stuff I just do for fun and to finish building out my 50s, so using the a/emerits on converters is just a bonus.
    Remember when you said that sometimes you had someone bidding exactly 1 ahead of you?

    Yea, that was me. Sorry xD, I was inching up 1 on you for weeks straight across every non-damage purple. Was really funny reading that post of yours. Good times.

    I've got 9 fully PvP IOed toons, incarnated/accoladed etc. I stopped need money, so I've stopped bidding.

    and as I said before, it's a pain to keep up with it all. Good luck to anyone else who is willing to try it.
  18. Quote:
    Originally Posted by Plasma View Post
    I never run tips any more
    My final plan was to have 70 characters with reinforced alignments so that I could run the SSA1-1 10x a day and collect 100 converters a day. I got about halfway before I gave up. I hate tips, a lot. It's as if they purposely made them impossible to stealth.

    Quote:
    Originally Posted by Plasma View Post
    iTrials, where I use the ingredients to craft new powers, but use all the A-merits and E-merits on converters
    I've thought about this, but I'm a PvPer, and with every 7 billion I make I create a new PvP toon that needs T4 everything. This could be an option for others, but not me.

    Quote:
    Originally Posted by Plasma View Post
    I'm currently using ~11B on my bids for this
    This is exactly what I'm talking about. I'm pretty sure I know which bidder you are Plasma, and you're a lot more conservative than I am. I cut my profits by anywhere from 40%-50% to get around 3x as many a day.

    I've mostly stopped it, but I was burning through 200 converters a day several times.

    Quote:
    Originally Posted by Nethergoat View Post
    How so?
    I somewhat mentioned it above, but the size of it grows really fast and I can't make 200 converters per day. That's what I mean when I say it's a pain. I'm getting a ton of purples and have no converters because I spent the 200 I collected yesterday, which was 2 hours of SSA1-1.


    Quote:
    Originally Posted by Nethergoat View Post
    costs aren't a big deal either- anyone can scrape together 150m pretty quickly*, and once you've made your first 300m sale you're off and running.
    I suppose that's true, what I meant was the startup to run a huge operation is a lot. My startup was 8 billion, and that let me to create enough that was worthwhile. I never thought of doing it on a small scale, but that could work too.


    Quote:
    Originally Posted by Nethergoat View Post
    I have to be careful claiming inf on my 'bidder' because the inf cap is a real danger to profits of this magnitude, but that's a small price to pay for basically unlimited wealth.
    The "Claim all" has gotten me a few times. Each time I just contact support, make room on my character to get the rest, and within 2 hours he'll automatically have it on him.




    Lastly, running a daily billion-earning operation from just flipping takes much less work and doesn't run you as hard as converting purples. The limiting reactant is -always- converters, where as the only thing stopping me from flipping is my market space (nearly unlimited with enough characters), and it doesn't take as much work.

    I'm all for marketeering, and it's some of the most fun I've had in the game, but converters and purples starts to seem like a real job.

    I have roughly 40 purple recipes on my bidder right now, but I can't bring myself to run SSA1-1 for 2 hours straight (40 recipes at 2.2 on average is ~90 converters or 9 characters), then go through the work of crafting, emailing, converting, checking for old prices I've recorded etc etc.

    Or I could put up lowball bids on popular things, craft and list.


    My average time for SSA1-1 was around 7 minutes, once I learned to pack 20 reds for the big fights. With loadings and character switching + trading HAM/VAM merits, it would be 10 minutes for each one, which would be 10 characters. That's 1h40m to get the necessary converters.


    That's all I meant by what I said.
  19. Quote:
    Originally Posted by Plasma View Post
    5 years later, Nethergoat still trying to ruin my niches
    This niche is a huge pain.

    The startup cash to make good returns + getting converters. Running endless tips to reinforce alightments + running that stupid little arc 4-5 times a day.

    It's not nearly as simple as stated above. Works in the short-term, but making it longterm is a pain.

    You aren't working that niche, it works you.



    I've moved over to just flipping, less profit, but much less work.
  20. Quote:
    Originally Posted by Arcanaville View Post
    The damage cap for Blasters by comparison is 5.0, or +4.0, or +400%.
    That would be my confusion then.

    I usually play Blasters/Scrappers, and when people say 400% damage cap for those ATs, I knew the base amount was skipped over.

    This is the first time I've heard of people including the base amount in the damage bonus. When I think of 100% damage in a power, I think 2x, not base.

    That 300% cap for Tankers is pretty pitful, especially considering they can get a perma +160% from their most popular secondary. Then it's true they can almost reach their damage cap with just 2x rage and slotting.

    That was my mistake, thanks for the correction.
  21. Quote:
    Originally Posted by RevolverMike View Post
    Off the top of my head, 400 cap - 130 for spiritual/enhancements is 270. 270 - 222.5 global recharge is 47.5. Subtract 10 from that for the consistent buff from ageless is 37.5. So essentially every time FF goes off your only getting that 37.5 buff and losing out on 62.5% of it cause your at the cap. I'd advise going with a new alpha or cutting back on some of the recharge bonuses for def ones.
    I don't think any other alpha would benefit me as much.

    I'm sure you know this, because it was discussed earlier in the thread, but the SS/Fire chain even at recharge cap isn't without gaps. That means, the more recharge, the longer at the cap, or the longer -near- the cap, the more time you can shave off the chain and close the gaps.

    We all know how much even 1 or 2 seconds can mean when it comes to DPS, and AoE DPS isn't any different.

    I'm looking at you Ball Lightning.

    I wouldn't ever slot my main powers baddly in order to get more recharge, but seeing as I've done both I don't see a problem.

    I've thought about getting defense bonuses, but the truth is that nothing lives long enough to be a threat, and killing really quickly gives purples. Even the small ones give +12.5% defense, which adds up quickly. Defense is gained really easily from inspirations rather than bonuses.



    Being at the recharge cap the majority of the time will increase my farm time much more than only being close with defense.
  22. Quote:
    Originally Posted by Hyperstrike View Post
    *Pulls on the Arcana-Wannabe hat*

    Let's look at the math.

    Tanker damage cap is 400% right?
    300% + Base damage
    IO enhancement: 100%
    1st Rage Stack: 80%
    2nd Rage Stack: 80%
    Set +Dmg Bonuses: +?

    And, depending on how crazy you get with recharge, that's Double-Rage anything from 40-100% of the duration.

    So. You were saying that Rage wouldn't keep you near damage cap? Right?
    Err, that's not my understanding of +dmg. You've added an extra +100% from base that doesn't exist.

    The cap is 400%.

    95% from slotting
    160% from 2x rage
    =255% out of 400%

    You would need an extra +145% bonus to reach the cap. That's over 4 Empathy Defenders using Fortitude on you to get to the cap. I wouldn't call that close, considering it would take 6 reds to get there, or 3 large reds.

    Even if the cap for damage was 400% -including- the 100% base, that would mean that when the difference between 300% and 400% damage bonus would be the same for an unslotted attack. That just isn't true.

    At 399% damage bonus brawl will do slightly less damage than 400% damage bonus. The damage enhancement is subtracted from the damage bonus but not the base. If the base were included, they would have everything labelled differently. The cap would be 500% for powers.

    The problem you may be having is that the damage is a mutiplier on the base amount and you've added that to the damage bonus. As with accuracy, it's always (1+bonus), but make no mistake that the bonus cap is 400% and it does not include the 100%.

    Quote:
    Originally Posted by Hyperstrike View Post
    Maybe. But it's doing almost nothing for you as an Inv/SS tank EXCEPT eating endurance reliably. There's better ways to spend endurance.
    If I build a toon with teaming in mind, he will be more beneficial to the team than if I build one for solo.

    You seem to suggest that if the buff does nothing for you, there is no point. Would you give up an auto power that put everyone else except you at the damage cap? I sure wouldn't, because I understand that unless I'm specifically making the character to solo (We know 2 other ATs better at that), that it will benefit the team.

    To simplify it, if I am on a team and it benefits my team, it is benefiting me. It's an indirect benefit, but you cannot say that a benefit to your team somehow doesn't benefit you. As long as you're on the team, your teammates level of power will affect you in some way.


    Quote:
    Originally Posted by Hyperstrike View Post
    Again, there are better ways for an aggro controller to spend endurance.
    I'm not a fan of emp defenders just sitting there with auto heal on the same way I'm not a fan of tanks who only aggro control. If they can contribute, even the smallest bit inbetween (Leadership), they are helping a lot.

    I'm sure that taking 2 leadership toggles won't hinder a tanker build and make it unable to aggro control. If it were somehow a choice between doing a tanker's job and choosing leadership, I would agree with you, but that's not the situation I see here.

    Leadership would benefit the team while not gimping the build, so that's a vote from me.

    Quote:
    Originally Posted by Hyperstrike View Post
    It's similar to the argument I use for dropping unstoppable off a heavily optimized tank.

    It's a highly situational power that provides you, personally, with minimal benefit (if you're capped, defense-wise), and if you're Doing It Right, rarely if ever gets invoked. I mean, if you need a set mule, that's one thing.
    I wouldn't suggest taking unstoppable on an invul tank, for the sole reason that it wouldn't benefit anyone. Vengeance, on the other hand, has an AoE +Dmg buff. You can't much more useful than that.


    Quote:
    Originally Posted by Hyperstrike View Post
    What does Vengeance grant?

    +ToHit (You're already spending a chunk of time double-raged)
    +Damage (You're already spending a chunk of time near-capped)
    +Defense (Built well, you see zero benefit from it)

    The +Heal is nice, but small and single-instance.
    The status protections are nicer (especially the Fear protection).

    But, again, you actually have to let one of your teammates die to see any use out of it.

    I don't know how to respond to someone stating that an 8 person AoE +Dmg buff isn't useful, but I suppose I'll explain it.

    Veangeance is an -AoE- buff, meaning it benefits the team. The +tohit, while useless to you, is not useless to everyone else. The +dmg is extremely useful, as any AoE +dmg power is. The +Defense will defend your squishies making you do your job better. A tanker can only hold so much aggro, so giving everyone high levels of defense means you could defend even more.

    Not to mention, I'm sure every Invul tank would love the +defense from Vengeance. Invul tankers don't have 95 DDR, meaning they can lose a good chunk of their defense against certain enemines -and- most Invul tanks don't have the Incarnate softcap to all.

    Not to mention:

    "+25% All Defense Types, All Defense Positions"

    Includes Psi, and that's the base amount unslotted.

    Quote:
    Originally Posted by Hyperstrike View Post
    So I stand by my statement that there are better and more proactive things you can be doing than standing around waiting for someone to croak just so you can break off and play third-rate buffbot for the team.
    I don't remember Vengeance having a requirement that you can't do anything until someone dies.

    If you're a smart tank, you'll watch people's buff bars and see incoming attacks. When you see the blaster have 2 little NPC powers beside his name, you'll know someone is in trouble and who to taunt.

    A smart tank watches the buff bar of their teammates regardless, meaning they'll see when a teammate dies.

    I'm not very good at multitasking, but clicking a name in my team window and pressing F10 takes me around 2 seconds. Those 2 seconds to give the team better survivability, killing speed and mez protection are damn well spent.

    Quote:
    Originally Posted by Hyperstrike View Post
    On iTrials, it isn't the job of a single tank to keep the entire league alive.
    Correct, meaning players will die.
    If a tank wants to -up- the entire teams performance by taking advantage of that, I would suggest it over building your toon to never expect failure.

    If your job is to keep everyone alive, and you can take 1 power to make a failure into a success, that's called 'insurance'. It's a well-rounded tank.

    You either keep everyone alive = win
    Someone dies + Veng = win



    Also, that hat looks silly on you.
  23. Quote:
    Originally Posted by Hyperstrike View Post
    Rage is (or should be) DEEPLY perma. Which will keep you up near your damage cap a good chunk of the time.
    While I agree with Hyperstrike that assault isn't worth the end for your own damage, I don't know if he was joking with this line or not. Rage will not keep you near your damage cap.

    Quote:
    Originally Posted by Hyperstrike View Post
    So Assault is just a monster Endurance sink.
    I'd disagree here. If you can handle it, use it. You're a tank, so it's assumed you'll be teaming, and any +dmg for the team is good.

    Quote:
    Originally Posted by Hyperstrike View Post
    Tactics...well...as I've said before...built right, and an Inv Tank has ZERO need for it.
    Right again, although not always true for the team. +Tohit can help the team (and blasters hit the magic 22% with the new snipe changes), so although you won't need it personally, it is an AoE buff, so there's that to consider.


    Quote:
    Originally Posted by Hyperstrike View Post
    Vengeance? A tank should be keeping his/her squishies alive via combat control and unmitigated face-mashery. Not sobbing over a corpse, swearing vengeance.

    That and you pretty much have to wait for someone to suicide to get any benefit from it.
    Again, not sure if he's joking.

    Taking Veng wouldn't be sobbing over a corpse, instead it would be -Vengeance-. If I kill Lois Lane, you can bet Superman is going to fight me a bit harder than just a regular fight. This not only fits conceptual, but also once again benefits the team.

    At least on itrials, you won't -ever- have to wait for someone to commit suicide. There are plenty of dead bodies from the 50+0's who are still trying to get their alpha slot. During big fights, you'll find a body drop about once a minute.

    I, on regular occasion, waste vengeance because someone died before my current buff wore off.



    I like a tank with leadership. The same way I like everyone having leadership.

    I don't think I have a single toon without Tactics.
  24. Quote:
    Originally Posted by RevolverMike View Post
    Lot of stuff
    ^ Pretty much this, he's right.

    The build I posted right before yours (right above Otelo's) would preform on a much faster level. It's been said in this thread before, but if someone wanted -the- most efficient build for farming, it would have to be pure recharge. The 50% global recharge difference changes a lot.

    I never thought Fire Defense was worth it. I'll pop 2 purples, kill much faster and earn more purples in that time, while earning more reds to farm even faster. It's an exponential growth that makes recharge awesome.

    The faster I can kill, the more damage I can do, the more survivability I get. (Only in a farm map of course, not regular play).
  25. Quote:
    Originally Posted by Magnet_Hope View Post
    I second this.

    Also I've been thinking about changing up my normal /kin farming and picking up the whole brute farming..
    I already have a Spines/Fire and a Shield/Elec scrapper, but I'm interested in the SS/Fire brute build.
    I all of my farmers are on my free account and I pl up chars on my paid account, there for I'd be looking for a good farmer that can get away with out being alpha slotted..
    Suggestions and builds would be great..
    I think i'm gonna use the Last SS/Fire build I saw on this post, but if that needs to be uptated I'd like to take a look.

    Thanks in advance.
    Here's my SS/Fire farmer build. It's extremely specific for fire farms in AE, with 222.5% rech.

    It pretty much melts through any fire farm, and I put it up to +4 x8 just because I hate how quickly the mobs die at +2.

    I took Reactive t4 75% fire DoT 25% -res
    Ion to hit 40 targets
    Spiritual to help recharge even more
    Ageless +rech +recovery to solve end problems and to have even more recharge


    It's at the recharge cap for slotted powers a lot, inbetween Ageless and the +rech proc that keeps firing. The end was pretty bad before Ageless, and now it's easy. I use 1-2 purples per mob, but have binds to combine everything else into reds. It kills fast enough that it always has reds on it.

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