SinergyX_EU

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  1. I would check again, because sonic/nrg is the strongest ST hitter in the game (next to /elec). (due to -res, BU/aim and nrg having 1 of the higest ST dmg).

    Sure fire/fire is all about aoe's, but once you get to single bosses, EB's and AV's, son/nrg-elec wins rather fast.
  2. I think he means the inv tohit toggle, but the other guy was refering to the max 10 hit of the fire AoE powers.

    Or something.. i gues..

    meeh, i dunno
  3. Any other 'full set' can be quite funny to do.
    Elec/elec/elec, AR/dev/munition or ice/ice/ice.

    Or do something not many have done before:
    nrg/ice
    (it just will show you why nrg and ice are among the 'weaker')
  4. I would wait for it at least after Stamina and SO's. Fire has something Inv dont have, healing flames (dull pain is like once every 2 minutes?). Slot that big time to survive until you can pick tough.

    In teams i have tough running, but only against mobs that i know that do alot SL damage (freaks, warriors and sortlike). Solo i never run tough, spawns die fast and healing flames is your big friend. It makes you alot tougher then without, although it really depend on the mobs (CoT is way more elemental, where tough has little effect).

    Consume is a good help power for end issues, but remember it has a to-hit. Your biggest enemies remain -enddrain and -recharge mobs.
  5. SinergyX_EU

    Tankermind?

    [ QUOTE ]
    [ QUOTE ]
    'masterbrute style'

    [/ QUOTE ]

    I read that wrong

    [/ QUOTE ]
    Lets not talk about your obsession shall we?
  6. SinergyX_EU

    Tankermind?

    [ QUOTE ]
    Better tank than the usual brute? Bingo.

    [/ QUOTE ]
    By the simple fact that a brute isnt a tanker and 99% play them as scrapper. I rather still take the brute though.

    As for toggles, acro is slightly a tiny issue. Leadership, FF bubble, dark shadow fall, patron shield.

    A playstyle, not my style, but indeed a interesting to play.
  7. SinergyX_EU

    Tankermind?

    Freak lts, can take them down all in 1 second? Each can do a ranged sleep. Those wails, same story. Rikti, same story. Not to mention, even 0.000001 second slept, there goes all your toggles, hello all other mez.

    Tanker/brute/scrapper? lol no. (1 of the basics, protection to all mez except non-toggle droppers).
    wannabe tanker/brute? bingo.
  8. SinergyX_EU

    Tankermind?

    I wonder, what do you do against sleep?
  9. SinergyX_EU

    My AR/En Blaster

    Get a LotG+recharge in manouvers, seems better.

    Also, lvl53 IO's are close to not obtainable. Outside that.. how you gonna fund all this? o.0
  10. SinergyX_EU

    Tanker Team?

    [ QUOTE ]
    at lvl 50, yes...
    at lvl 10, not so...

    [/ QUOTE ]
    I hate agro cap

    I'll still deciding what to do, wich toon to drop and if i do.. wich set to pick. Primairy either fire or ice, secondair fire or stone (ice/fire or ice/stone, maybe fire/ice). all other 'want to have' sets i already got.

    I have a wasted fire/nrg at 39, but since she got all celebration badges i dont wanna trow her away.
  11. Since you gave up already.. no need to post one isit?

    Anyway, if u looked abit more no the forums, there is an entire section for builds/guides etc, lots to find there.
  12. SinergyX_EU

    Tanker Team?

    [ QUOTE ]
    it is not my intention to make tanks more appealing its my intention to get players who want to be a tank the chance of getting started. I have thought about the damage capabilities of the tanks too, we will be an unstoppable fortress but the damage capabilitie is low so i would suggest to add about two other AT's to give more damage potential if thats a good idea to the ones participating?

    [/ QUOTE ]
    At low lvl there is hardly any problem with damage output, SS and stone are from start very good damage dealers, followed shortly by axe/mace. Ice and fire are the late commers, ice does okish damage but strength is ice patch, where fire has a early AoE start and later on Burn.

    MaceX (my Stone/SS) was build together with Encore, my Fire/nrg. We could splash through missions very fast, from SO onwards it was unyielding and invincible only.

    If i would pick a support AT, i would go for a heal/buffer. Something that give mez-protection and extra output. Kin or Empath would be best fit, closely follewed by Rad due AM and the -res debuffs. Specialy higher lvl they never have to worry, pick a mob, check for 2nd groups.. they can run in without problems, nonstop bashing everything they see.

    During the late 20s and early 30s i often teamed together with a fire/fire and a ice/SS tanker, 4 in total. By then you just all rush for the boss, the rest being damaged by the lotsa aura's and AoE's.

    I would love to join with a ice/fire, but my characterslots are full
  13. [ QUOTE ]
    to be honest, i dont see why people keep coming back to fire/ice being 'overpowered'. even with a damage buff to /ice, fire/ice would still be lower damage and lower survivability than ice/fire, inv/fire or stone/fire...

    overpowered my [censored]

    [/ QUOTE ]
    Not likely overpowered, but it has a very huge button 'I WIN' on it. Fire got boosted massive with healing flames, having icepatch drops incomming damage by like 70-80%. Its the combo burn/icepatch that makes it 'stronger' then all the other classes.

    The 'nerfed' burn is massive compensated by the fact mobs cant even run away on ice patch, having 2 buildups increase the damage more. So even if they just replace the aoe-sleep by the ice sword circle, the damage increase makes them among the higher damage dealers.
  14. [ QUOTE ]
    Ice/Dev and AR/Ice are fun and interesting blasting combos.
    Ice/Dev a bit more destructice, AR/Ice a bit more defensive.
    Great fun both.

    [/ QUOTE ]
    I would prefer the /ice or any that has buildup. Specialy pre-mining it does way way more damage.

    As for /nrg, /nrg and /elec are pretty easy the 'i win' in pvp. The others rely way more on their primairy.
  15. I had some little accident with my testscript, so for those who have submitted their hero either yesterday or tuesday, you have to resummit them as i've lost those
    (believe among it was assault gunner or such?)

    I will add the submissions again tomorow night.
  16. Giving it a ET style makes it quite too powerfull, perhaps more the dominator ice power, that aoe ice sword one. (would match with the fire set).

    As for damage output, stone itself generaly already drops your damage output alot (-30% dmg, -60/70% recharge).
  17. My basics on pets is mostly 3acc/3dmg on the lowest 3, 2acc/2dmg/extra on the middle 2 and 1 acc/fillup on the highest pet.
    Then as i get tactics or sortlike, i remove 1

    Although with IO's and getting close to 50, 2 acc in the lowest 3 work pretty good too.
  18. SinergyX_EU

    Why cant we???

    Its kinda because those powers are 3rd in rank.
    Pets->secondairy->powers->pool (pool vs powers.. good one).
    Just a simple support power, not much to do about.

    And Pious, commando has flametrower

    Its the longgoing story of AR-blasters, they still stuck with a supersoaker, the TA/archery that have a stupid lousy wooden bow.
  19. [ QUOTE ]
    [ QUOTE ]

    Have a /Mace or /Ice Tanker

    [/ QUOTE ]Or would have one, if they weren't so gimped

    [/ QUOTE ]
    I dont wanna know the ammount of fire/ice tankers though
  20. From my nrg/ice blaster, i went from flame to cold mastery.

    From 41 i took flame due the hold power (as you, i lack holds, outside frozen touch). Its a great power, 1 of my most used powers post-41. fast animation, slotted good duration and recharge. As i moved on, the shield has great SL resist but i noticed i hardly face ice/fire damage. (council flametrower, nemesis thingie, carnie abit). Has a very cool look though

    As i teamed alot in +6 teams, i once had a fire/fire/fire blaster along with bonfire. I HATE THAT POWER. freaking knockback making the whole group spread out, tanking loosing agro fast and everyone in panic. yet, higher lvl mobs tend to knockdown instead of knockback, but 99% of the time i've seen it it was doing knockback. Solo its nice, but it cant beat my ice patch by far. As often you dont face more then 4 mobs, having both is kinda overkill. The only good thing i can say.. its ranged, as ice patch is PB based. Perhaps i used it wrong, or its a too situational power.. but as you have ice patch, i rather not pick it.

    RoTP i was badly dissapointed. Yes it recharge fast, but the damage is puny and i was around someone with rez about 99% of the time. Its your personal rez power.. thats it. Specialy if the team move on to next group of tanker pulls it away.. it makes it kinda useless as it still incur debt.

    So finaly at 49 i moved to Cold mastery. As i was mostly teaming having no hold wouldnt be that big problem. I took all 4 powers, you can read what they exactly do in another topic here. With /ice, its plain awsome. We did this AV mission, where 1 group got agro'ed and tanker was already facing the AV. I popped CE on, wacked snowstorm on a mob in the middle. Ran around a corner and put icepatch. Ice shield on (its defence based), 1 purple and waited.

    No single mob was able to hit me much, they were cap slowed (iirc 90% is cap on recharge/slow), nonstop knockdown and their damage was lowered (abit) by CE. But.. 1 mob mezzed me. All toggle drop, Ice patch blinking! 1 breakfree and i popped hibernate. 30 seconds of immortality i regain full health, full endurance while mobs kept stupidy wacking me. Long enough for the tanker to take over the agro and i could drop my hibernate again. Snowstorm helps great on AV's too, the slow/recharge works greatly to reduce incomming damage to the tanker. Hibernate is up quite fast, making it also a secondairy Rest power.

    Solo i loved the ranged AoE sleep. As its very big (iirc 20ft), i could sleep all mobs in range. Cant remember atm if it instant sleep a boss though. Once slept, i could pick each mob 1 by 1, putting frozen touch on those who would be tricky. Team its 'ok', great when accidently 2nd group gets agro or for a 'BE QUIET NOW' moment. As it still has a quite long recharge, i still love the power alot.

    I stick with Cold now, it suits my nrg/ice more. The shield gives defence, wich helps abit more on mezz (miss = no mezz) then a resist shield. Although it looks kinda stupid on a female toon
  21. Now first, stop talking about the 50% softcap.. thats only even lvl minions , wich i hardly .. ok wich i never see with my tanker

    Actualy i got wondering, is Ice really that weak? Take SS/Mace/Axe as issue, against high SL resist you can better start trowing napkins because it does more damage. (I SO SERIOUS HATE COUNCIL... thank you).

    As for damage, inv already lacks massive there, as its the only set not having a damage aura. Many /sets do less with Inv due lack of that aura (refer to high SL mobs). Same kinda goes for axe/mace, as they only have 1 stupid tiny AoE power and the rest is quite ST (lining up perfect to get a 5% cone working...).

    If you take granite with ice melee, it will be the weakest wacking around, but he is able to break the final issue.. psionic damage using ice patch. So perhaps way more situational, but if i ever would make a /ice (that would definiatly be fire/ice) i will and keep ice patch. So perhaps a ice/ice wont need IP that much, a fire would greatly benefit, inv is pretty situational. Like how often can you cap out your defence on a inv tanker?
  22. So what in your eyes is fun?
    Some say fire/fire, other say elec/elec, others go ice/ice.. or any possible combo of this. Each have their 'fun' faction (watch a EB walking in a room totally filled with tripmines - or a group of mobs trying to do something but they are totaly drained of endurance).

    After 30, there isnt much extra out there for most sets imho, the most important is the nuke of 32 and for some the 38 power (TF, tripmine, consume etc). Then its epic time wich is equal for all.

    And if it has to look fun.. just keep wacking the random button in the character creation screen
  23. Dont get me wrong yet, but i think you go wrong on the IP migration part. As i saw from 30 lvls on my nrg/ice blaster, i can roughly say (with execption) it can stop mobs from attacking for a close 90%. The 10% they do attack, they will face your 40% defence.
    I cant think up any maths to do around here, but basicly i would say you have a 6% chance to get hit with 40% def and icepatch. Do note i never tested 17 mobs, as most likely they wont be able to fit all on the patch But i as i might read wrong, i think thats your 5x100% part kicks in.

    But if you consider dropping IP just by taking the maths versus 17 mobs on even lvl and equal tohit (so minions), i think you looking the wrong way.

    A 48% ice def stand not much of chance versus a +7 lt, however icepatch will do the same thing as it always does.. knock it down just like a even lvl lt. Add 3 +7 minions, the difference of Weave vs IP is getting even greater. Offcourse +7 is overdone, but it wasnt very rare that me tanker or blaster was facing +3 upto +5 mobs where defence gets a harder job and IcePatch will work just as it would on equal lvl.

    I prefer taking ice patch as example from /ice blasters, as their set is also very low damaging compared to the others (how i was mistaken on tripmine.... but they have targetdrone and stealth also).

    As for the copy to test, many tanks dispite their sets do not fear much, hardly fear missions on invincible. Ice patch for tankers isnt really made for solo style (everyone can nearly solo), it has way greater use in team play.

    (asume you get a double group agro, drop 1 ice patch to keep 6 mobs 100% busy that wont be able to hit the team nor you).

    But i really like your story, it shows a very different aspect. Although its fully based on defence, where resist-base is still important too, even though fire is the only one fully relying on it. Taking fire as example, weave will loose 10 times from icepatch.
  24. I have a inv/axe running at 37 now, axe is somewhat comparable (bitty tiny less) to mace. Its just hanging out till 22 SO's, i more made it a scranker so by taking more passive's you should do even better.

    Its a great happy damage dealer, but versus high-SL resisted mobs.. thats plain annoying.