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Poison's poison trap is lousy, useless and serious not worth taking. Specialy if you have seen the effects of the trap's poison trap.
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Thx a lot.
Well thats not that much damg, i thought it was more.
So a tripmine does much more damg then.
I needed to decide between Thugs/ TA or/Traps.
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Tripmine (and later detonator - wich is imho even better although long recharge) do far far more damage, but have high interupt chance. Even friendly buffs or confused FFG's interupt the placing of tripmines.
And tripmines can be missed as there is a time between trigger and detonation, some mobs can run pass it without being hit. But in combo with Poison trap, it rawks big time. -
Sherksilvers says:
brawl 1 - 1,6416 dmg
15 x ticks - 0.3218 dmg each
Per mob, based on BI
That is when a mob is in the patch the whole time. -
I gave up at 26 on ninja/poison, i got fed up they die way to fast. Specialy with more then 1 mob (1 boss, 2 lts) they hit straight through any defence of the pets. They do work better with FF and dark however, great -acc or massive +def works good for them squisies.
I have a necro/traps, awsome combo. But as always, /dark is kinda the 'strongest' set of MM's. -
Necro can do pretty high damage tbh. Lich is mostly control with 'okish' damage (fear, imm, KB, hold, selfheal), but the 2 knights in melee is like having 2 mini-broadsword scrappers. They all can do quite good ranged damage (knight has 2, zombie do mini-aoe poison vomit, lich has only ranged powers and all have self heal). Debuffed and 2 knights go headsplitter critical... thats serious damage. Specialy that lich, ranged knight and zombie all do 'rare' damage, dark and poison.
The thing i like most about necro, instant damage (like ninja), no stupid DoT's like merc (ooooh so annoying) and extract soul gives you a great panic rez power on your died pet. -
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you're saying that with GA you 'need' less things; yet do you see hasten, pool power taunt, or taunt enhs slotted in my tank's attacks? no.. cause i dont need them to hold aggro effectively. a tank using GA on the other hand, does need them to hold aggro effectively...
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First off, did you ever played a GA? How long did you play it? Against what? So my taunt recharge slower, my gauntlet didnt stop working because i go GA. 2 rechare SO and i'm break even with a base stone tanker, i spare out lotsa slots i dont have to put in armors (4 each at least) so i dont mind giving up 2 slots for equal recharge taunt. I never took and never will take the 2nd taunt pool, as i know my abilities and limits.
Then again, back to the dmg vs agro story. Are you some squishy scary blaster that is scared already 1 mob of 16 is attacking you? I said it, and said it again, know your enemy. Of each group i know quite roughly wich to agro and wich can be handled by the team, you work as a team right? I suddenly dont have mudpots, melee, aoe, target aoe powers?
I've chosen perma-GA way over a year ago, by the sole reason i dont want to worry about my health in 99% of the time (ex psi). On a STF there is 99% always a kin around, to break my final penalty of -slow (however rooted has it also). If i exemp down pre-32, i always have my stone and nrg armor, ok slotted and sure will do its job.
People yell tankers need to keep 100% agro at any time, how do all those people solo missions? They never attack mobs that are attacking them? screaming and running away in fear looking for a tanker?
And yes, i see the other armors weaker then GA, i see more penalties in stone armors then i currently have in GA. But that is purely for my view, my experience and my preferences. Slots, toggle drop, gap fillers on damage, 'unlucky' moments. I never been fan of defence, too much luck based if you survive another wave of imcomming attacks, the reason i dont have a ice tanker.
Each has it pros and cons, i am a supporter of the GA side. That doesnt mean i'm lazy, stupid, a bad player or wrong thinking, its the way i choose to go. And for all those who've i've teamed with, it was good enough. I have seen several stone tankers doing a awsome job, as i was once too pre-32. And i'm sure they will continue doing a great job, likewise i will do mine. -
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with regards to defence... I'm sure you know the figures already, but GA gives you 3-5% more defence than normal armours to s/l and nrg/neg and 40% less to psi. GA does give a good boost to elem def, but the extra def to the rest is minimal compared to the res boost.
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I know the numbers, people often forget the defence as they stare blindly on the massive resist to all-ex-psi. The defence even increase survivability, specialy if powers have nasty -acc/-rech or sortlike.
You keep staring at the 'need' point, but look ahead. If you take it, it will 'need' less other things. Less healing, less worry of a tanker, less team whipe. Sometimes you dont pick a power because you need it, but take it because the team will benefit from it greatly.
Yes, 70% of the time its perhaps overdone, but i spare myself 4 powers (stone, nrg, fire/ice, psi) that i can put in other powers. Extra attack, extra travel, extra slotting, great to compensate the -recharge and using gauntlet alot.
I did take stone and nrg armor now, to get my LotG sets. Those 2 together are quite nice, but once they hit beyond my defence (hello nems, freaks, warriors, valkiry etc) you have no single defence left, thus relying way more on healer, buffer, supporters. -
If you hate GA so much, not reading my reasoning of GA and its benefits, whats the whole use of asking then?
Back to the story 'what is tanking', GA in your eyes is a lousy useless slow thing that is not able to keep agro in any form.
The need of such resist and defence? (dont forget defence, its alot) My build i am able to keep close to the same agro, but i dont need a healer or buffer to watch my back nonstop, i dont have to look at my HP bar, i only have to look around for mobs, keeping them at me and never to worry about damage.
Why run so many armors and still can loose them all in 1 blink of a second (forgot rooted), where i can become a killer, a tanker, a nearly undestructable pile of rocks ready to face anything (.. .ok psi dmg excluded). -
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... and Fire / Ice is an AoE monster with a bag of tricks. Try it!
[/ QUOTE ]Yeah, /Ice has so many AoE damage powers...No, waitasec...
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Obviously I meant Fire/- is the AoE monster and -/Ice the bag of tricks. Works for me.
[/ QUOTE ]Well, My Fire/Fire sure can't dish out a sufficient amount of AoE carnage with just her primary
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Depends what you consider 'sufficient'
[/ QUOTE ]Enough to kill lots of stuff fast
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In that line, its never enough -
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Blizzard sux big time
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nub
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Being the 2nd ice/nrg on the Defiant server.. naaaaah
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Ooooh, you must be awesome then!
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Offcourse, i beat Plight in a PvP match with him -
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There were two moments that made me want to build a 'stone' rather than 'granite' tank:
1) watching a stoney try to tank the psi clock king in GA, despite having minerals
2) watching a stoney get end drained by malta because he 'forgot' about rooted
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Havent read all yet, i'll comment that when i have my coffee. But for these questions:
1.Ask yourself, how does a Inv and Ice tanker survive Psi clock and sortlike AV/GM's? Only fire can heal (but psi does -recharge). Bunch of purple, bunch of greens, few orange and wedding ring.. thats how i faced all psi mobs so far (EE can give a lovely healthboost so u hardly get 1 shotted), and rely on a healer.
2. I rather say thats inpexerience of the player. My base line of everything.. Know your enemy. Drain, recharge, slow, KB, acc, specialy versus malta key role is taking out the sapper first, but at any cost, keep rooted running.
Why i am perma-granite, there was a topic about that a while ago, looking all the penalties Granite gets and non-granites. Besides the -recharge and a minor -dmg (you tank, not scrap), there isnt any other penalty. Ok Capped -slow is annoying, but we got kins and TP. Being perma, you can focus more on agro management by use of more powers (im SS). I still took the stone armor (stone skin always) and the NRG armor but only to get the 62,5% recharge bonus from IO sets rather then i really gonnna use it.
many tankers tend to 'jump in' a group of mobs, with a non-perma-granite (the stone tanker) they often forget you cannot cast Rooted while being mid air. By the time you land, you got mezzed already, toggle drop.. dead. By comparing this to the draining, this jump rooting is more likely to go wrong then being drained to death by a sapper, as drain only occor mostly with malta (high lvl, 1 groep) and the jump rooting basicly versus any mob. With perma granite, you never forget this as you already cant jump -
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Blizzard sux big time
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nub
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Being the 2nd ice/nrg on the Defiant server.. naaaaah
And on the US boards there's a big post about RoA, FA vs Blizzard (the dot's), where blizzard isnt doing any better then the first 2 (RoA wins big time). That post mentioned earlier is fun, but its only about 'perfect cercomstances', 99% of the time impossible. -
Blizzard sux big time
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But if you classify fire/ as AoE monster, basicly every set would be a AoE monster (fire has 4 Ball/breath/rain/nuke, elec has 3 ball/circuit/nuke, ice 3 breath/rain/nuke, nrg 3 torrent/explode/nuke, sonic 4 shockwave/sleep/cone/nuke, Arch 3 cone/explode/nuke). AR even with 5 (cone/grenade/flame/ignite/fullauto).
AR would beat fire then -
Not much changed tbh. As i posted, it was the redraw from blank -> weapon wich you now can do while moving. It used to be Sprint->stop->draw->sprint, now you grab it while running. However, Ignite, Flame Trower, Burst, Grenade, Full ... ok fine, everyone power of AR still roots you. This means jumping style, you just fall down, sprinting you will stop. Specialy with Ignite, burst, Flametrower and Ignite this is extremely annoying. The other powers are a bitty shorter casting, but still roots you a good 1/2 to 1 second.
Sometimes you get a buggy moment, gives you the ability to run around while doing a Full Auto or sortlike. But as i heard from teammembers, it is client side as they see you just standing there spraying bullets.
As i rolled a Arch, they have this issue way way way less then AR. But both should have at least a few powers you could do while running. -
AR beats fire on aoe's
Specialy with /ice
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Going into PvP with a Stone tank is loltastic enough on its own, going in without Rooted is pretty much like hanging a sign on your back saying "Kick me hard and often plz".
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Going in with both on then running away from the sapper build with both on in slo-mo? Priceless.
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Granites without TP should be shot. -
Acid arrow doesnt stack from same caster, however disruption arrow does. Mind by Oil Slick arrow that it needs to be 'ignited', lucky your pets do nrg/fire damage but if it doesnt ignite (you're too late) the 'target' remains for a while. If your pets are just on aggressive they can continue attacking it.
I would prefer aid other/self instead of repair, longish recharge makes it more like panic-superheal. I never took Stamina, few end-reds here and there made it pretty ok. Only EMP makes your recovery to a halt, can be somewhat dangerous.
I would drop Flash arrow, it has a very tiny -acc debuff, its mainly used in pvp for its great -perc. So dropping these 2 you can fit aid other/self in the build. -
Rage crash it mather of timing. Good aoe, taunt and you can survive the 10 secs quite easy. Although i never use rage in teams.
Axe is fun, sounds and looks great. But as SS and mace, it is very weak versus SL resisted mobs. Rage compensates that alot. Minor added, redraw. (Luckely taunt does work with an Axe).
Axe has from the start already nice damage powers. Chop and Beheader are nice damage (equal animation of broadsword), Gash is the tiny one but usefull. Once you go Swoop and Cleave.. hellow damageMost also have KD/Up effects, even whirling axe wich helps migrating damage.
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PB->vanguard->EMP (3slotted)..
You can sprint from Hollows to PI, say hi to that Tower guy, sprint back, buy new set SO's, check AH, join up some costume contest in Atlas and go back to hollows and they still would be stunned
At the end every set has its pro and cons. Certain lvl-ranges 1 is stronger (more usefull) then the other, other times time and preperation makes it all more usefull. At the end, you have to like it and it has to suits your play style (risk vs time vs control), Fotm's come and go but your toon you will be stuck with for at least the next 100 play hours.
tested builds:
Ice/nrg - 50
Nrg/ice - 50
AR/ice - 42
Ar/dev - 31
Elec/elec - 34
fire/ice - 27
ice/fire - 29
Son/dev - 19 -
The past 4 times i did STF were failures, either stuck at inner circle, bad spawn on the towers or people quiting due time.
Each team is different, each team has/needs different tactics. But as Nightmarer says, never start pointing the finger at someone else and justify your own deeds. -
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what ya want. a medal?
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Or perhaps first some proof? -
Only comment, you need a [censored] load of influence to even get near this. But i would still stick EndReds in the shields, Fire has no resist at all against end-drain (carney most dangerous) of wich any bit of end-reduction is helpfull. And how much you slot Consume and recharge bonus, it still is a very long time recharging. (200% bonus still makes it 60 seconds - wich is already close to impossible to reach).
If you take a full set of Doctored wounds in healing flames, you remain nearly full enhanced. (89% heal, 86% recharge iirc). -
Quickly checked it, seems about right on the accepted enhancements. Most slotting is pretty straight forward though.
Offcourse you can also slot set IO's, you can use 'effect' for wich category of sets you can use. But i prefer staying SO's and normal IO's untill higher lvl, as some recipes & sets can be very very expensive.