SinergyX_EU

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  1. few remarks the slotting,

    01) --> Rock Armor==> EndRdx(1) DefBuf(3) DefBuf(3) DefBuf(13)
    01) --> Stone Fist==> Acc(1)
    See if you can add a recharge to it, great spam power for gauntlet to do his work.

    02) --> Earth's Embrace==> Heal(2) Heal(5) Heal(5) Rechg(7) Rechg(7) Rechg(9)
    Maybe a bit less slotting, after GA i noticed i hardly use it, only in extreme cases.

    04) --> Heavy Mallet==> Acc(4) Dmg(34) Dmg(37) Dmg(40)
    Once you got GA running, consider a recharge or 2, else its gonna be a long recharge.

    22) --> Mud Pots==> Acc (22) Taunt(23) Taunt(27) EndRdx(31) Taunt(39)
    Get afew more endreds, this power uses alot base end.

    28) --> Stone Mallet==> Acc(28) Dmg(37) Dmg(40)
    Again, adding a recharge is nice.

    30) --> Provoke==> Acc(30) Taunt(31)
    As said, i gues its a bit overkill getting this power.

    32) --> Granite Armor==> DmgRes(32) DmgRes(33) DmgRes(33) DefBuf(33) DefBuf(34) DefBuf(34)
    I went for 4x res, 1x def, 2x endred. That 4th still gives a 2-3% +2 SO, since you cant hit cap with GA anymore (little things make the difference). Its a end-heavy power, so having 2 end-reds makes you go around bit easier).

    As for the Epic, Earth is a realy realy great set to use, ranged mez-powers, aoe sleep for initial aggro pull and stalgmites for some extra ranged aoe damage (not much, but nice)

    So overal, nice setup
  2. I can if i want to, but i like to be active in slapping, wacking and hurting mobs. And sappers are wussies when you got rooted running, gives huge drain-resist

    So i gues a difference of playstyle
  3. like i dont have it? Stamina is a base power in basicly every toon i make. I'm not that bothered though loosing my end that fast, just stand still a while and it goes back up. Though it realy depends on your playstyle, SS/earth can be a end-heavy set, specialy if you want to have any decent damage output without Rage running, i keep hitting powers nonstop to have guantlet do his work all the time. But just like BA, mudpots even 3 slotted it still is a end-heavy power.

    But empaths are my biggest friends Ok, rad's a little bit
  4. [ QUOTE ]
    [ QUOTE ]
    Leadership would realy nulify my endurance for sure

    [/ QUOTE ]

    That is a slotting issue

    [/ QUOTE ]
    With just the few toggle i have on my tanker, i still run out of end easily. Due -dmg -recharge your powers are mostly slotted to fill that up, hardly no space left for any end-reds. Any more toggle and i wont last a minute for my endurance.
  5. I've chosen for perma GA (not even psi armor) adding most possible attacks i could take to supress any problems during hasten-downtime (wich is annoying long).

    Minor downside of the epic is the horrible recharge, i've taken all 4 power of the epic, locking down any runaway mob and trick-off an AV that has massive melee-aoe powers (or Crystal Titan is just stupid, likewise most AV's).

    I think the key of build in early lvls is 'teaming'. If you prefer solo, focus more on attacks, going way more teaming as primairy tanker, focus way more on the armors as brimstone and nrg armor realy help alot. Fire damage is very common ingame, a bit of extra damage migration always is handy. Even with stamina full slotted you keep running out of endurance anyway, it sux, its hard, but live with it

    Even though many people realy like EE, according Herostats its 1 of my most less used powers of all possible powers i have (even used brawl way more...). I only used it during Psi AV's preventing a 1 shot kill, using Amy's wedding band for the extra psi resist. Carney's i just avoided or solo'ed the missions with some purples around.
  6. More problem was the huge ammount of mobs nonstop in my screen and all the gfx our fellow teammates were casting. So far i know i only droped max particles and supress other players FX. Rest was normal settings.

    Unfortunatly i didnt make a screenshot of Crystal Titan locked down in the immobilise power of my stone epic. Damn that was a huge pile of rocks around him
  7. I think we forget a big point.. lvl of the mobs versus you. From most missions i do, red/purple are the basic colors. Luckely edentrial went up max to red (+2 lt), but nearly all groups were even lvl min/lt/bosses.

    The difference of aggro keeping is massive, nearly always hit for gaunlet, taunt last way longer and incomming damage is way lower. Yes, i am a Granite, i dont worry much about incomming damage and have sufficient attacks to keep gauntlet running since i notice i hardly do any taunting. Downside is the hasten-drop, often i let people know, just like whenever i pop Rage my downtime is comming.

    'in my days' teams were often 4-5 people, having 6-7 in a team nowadays seems totaly normal, prefered against +2 mobs. Specialy at low lvl the tankability of a tanker is close to 0 if you face mobs like Vahz or any non-s/l based mobs. Sure a Atta or any hellion/skull/trolls based mission can work pretty ok, but even such as clockwork can be already a serious problem for tankers (most dont have mez-protection at low lvl).

    My little lvl16 inv/axe tanker goes alone most of the time, evading the stress of people blaming the tanker for doing a lousy job. My resist is lousy, my defence is lousy, i will shine once i am SO-slotted with most armors running.

    So first it were defenders doing a lousy job (hello offenders), then it was too many scrankers, recently the blappers and aoe-fire boys, now its tank-o-tankers time?
  8. Got a bunch of active alts (12-19) who can contribute a bit to the need prestige if needed. I'll give a shout tonight when im on
  9. [ QUOTE ]
    is the screenshot up anywhere yet hehe (if not and/or you cant for some reason, send us it and i'll put it up on my sg site)

    [/ QUOTE ]
    I'll put em up tonight, not that superiour quality since i had to fight another mob called 'lag'.
  10. That certain elements of their inherent were adjusted (lets not say that n..f word), it was to balance the game, not making the inherent less affective. Pets were never meant to be out more then 1, tanker had to pull down on herding complete maps.

    Been a while in siren's call yesterday, there defiance is serious useless. There are no 'mobs' that do a tiny 5% damage or miss you, each and everyone is using their most attacking power. Like a stalker its 90% hp instant hit wich hardly trigger defiance yet, after then he slaps u another 20-30% power.. but you ran out of HP already.
  11. I realy make sure BU is in my set, an ET/TF with BU (easy to do) hits iirc over 30BI damage. That is like.. 1 chain /bye bye +1 boss? So at the end hasten+BU will be in the set, wich will be pulled out from the epic set (epic most probably only 2 powers ).
  12. big gratz, was pretty funny dancing around all those little people as Stoney.

    Seem by the lvl of the other elflings, we got some more 50's comming pretty soon

    (nice website btw, though some pictures were not working).
  13. I cant find that aoe nrg power? Realy great power with 3slot recharge you can spam it quite fast.

    Burn i still cant find a way to use it proper, since them stupid mobs wont stand still in the burn patch. As with the dissorient bug of all nrg powers (they walk off faster then i can do with superspeed), i do have burn but use it basicly never.

    But with 2x acc _and_ focus acc, isnt that a bit 'over the top'?
  14. I still havent finished that trial, so count me in.

    Based on what u need, lvl50 ice/nrg blaster or lvl50 stone tanker (exemped offcourse )
  15. I think that range vs melee seems to be a problem for every set. Once a mob starts running away from melee range, most of the time my pets follow him to finish of their awaited melee power instead of instantly swap to ranged power again.

    But agree, ninja's are really the bad one in that case
  16. It still doesnt fit in the 'kickoff' of an inherent. Nobody has to change his playstyle to benefit, yet blasters need to swap to a 'dangerous active' style. Besides does def's inherent benefit all, just in a smaller content.
  17. SinergyX_EU

    Low expectations

    Yup, ED made imho a devastating effect on tankers, together with max herd/taunt/aoe effects. Each day i fly around in Hollows, i still meet people that dont even know all these limits, dont even know the %-resist of their shields. Yet they do hit lvl50 eventualy, patience and fighting +1/+2 mobs. They got used to play against yellow/orange, having shields that can handle those. An ice tanker can handle +1/+2 very good, as so they learn their tactics to it.. untill they face +3/+4 in a 'skilled player team', down they go.

    Maybe this is the 'hint' Cryptic gave with ED.. Act as team together. My gimped fire tanker (serious) still can perform well in teams if you just plan tactics first, instead of going 'the tanker takes it all' style.
  18. If the actual effect is usefull is something else, this is about the fact how to 'start' it. Defender gets it also 'automatic', while blaster realy have to risk his debt to even get it close to 10% extra damage.

    I personaly realy like the defender one, lotsa healing toggles and attacking without endprobs. And if it goes wrong, you never have to fear running out of end. (and defenders have a little bit more secondairy then just FF/kin's).
  19. [ QUOTE ]
    I agree too, mace is gimped only the finest players could get a mace tanker to level 50.

    [/ QUOTE ]
    well.. my char is called MaceX and he's a lvl50 tanker So i got my 'mace' to the 50
  20. on my MM/poison i have sufficient slots/powers to get the leadership assault/tactics, but as i go with my Merc/TA, i just dont have enough space to fit leadership in without giving up medicine or travelset.

    Having 2/3 acc in the T1's was already enough to only use assault (mostly i go 3acc/3dmg), since nearly every secondairy has any form of defence debuff.
  21. [ QUOTE ]
    WHAT THE HELL IS THAT DAMN BUNNY??!! IT CREEPS ME OUT BIG TIME!!!!!

    [/ QUOTE ]

    eeeeeh.?

    Drugs are bad mmmmkay..
  22. Soo... besides damage, what else is classified as 'primairy'? I asume Recharge, resist and erm.. dunno

    Ok, power description do says heal and defence, mezz powers 'and much more'. Looking at the Cold mastery armor, 13,6% base s/l defence. That makes 21% 3slotted + 100% powerboost = 34,6% defence.. wow.

    Ok, 2nd update. Hero Builder says its 100% secondairy, 100% defence and 100% resist boost. If thats true, Powerboost is good for even nrg and fire blasters Yet if Max says only damage is 'primairy', why isnt recharge boosted? (or at least, realy not that i notice).
  23. True, fly speed boosted also. Specialy 3slotted fly at lvl50 with PB gives some serious fast speed

    If i got some time tonight, i'll give my TI and PB a try to see if it makes any difference.

    Though minor thing, example Fly. If you are flying and hit PB you gain the speedboost. When you hit PB and then hit fly, again you gain speedboost, aka it doesnt mather in wich sequence you hit the powers to get the boost.

    Yet with BU and PB, does it mather wich order you cast them? Or is it just _all_ powers will be boosted for those 15 seconds, nomather if they already running or will be executed during those 15 secs?
  24. Based on the description "boosts all secondair effects of powers", defence of CJ (imm/def), hover (fly/def) should be boosted too, though weird aid self is boosted too while the healing is the primairy effect of the power (secondair is confuse resist?). But for the epic shields, they dont have a primairy and secondairy effect except i would say FoN and Hibernate.
  25. SinergyX_EU

    Elec/Elec

    lol how i wish i would be.

    Just before we would check the list, he ran off to his gf livin a 200km away. He wont be back till next week somewhere.. untill then i'm still sober