Smersh

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  1. KGB Special Section 8 presents the 4th Annual Communist Party, with music provided by DJ Posthaste of Virtue's Finest Propaganda Organ, the Cape Radio!



    Be sure to show up in your best communist-inspired costume to be eligible for our costume contest! Be prepared to hunt high and low with our scavenger hunt! Thrill to our amazing trivia contest!

    Join us Saturday, November 7, from 9:00pm to midnight EST!

    Be in the Monkey Fight Lounge in Pocket D!

    Hundreds of millions of influence worth of prizes!

    The Party needs you, comrade!

    [Note: All prizes are hero-side only. No infamy or red-side IOs are available this year. We are a hero group, so no complaints this time!]
  2. Also, of course, the secondary is a source of mitigation that the OP is, apparently, ignoring.

    A shield defense tank with combat jumping, tough and weave can hit the defense softcap for all three positions using only seven set IOs. Backed with resistances, it's a tough enough tank for most situations.

    An electric armor tank is a resist based tank that has a second mitigation tool in endurance drain. Endurance Drain does not become a viable strategy, however, until Power Sink becomes available at 26.

    A Willpower tank is fairly strong out of the box with just SOs. It does benefit immensely from Tough and Weave. It also benefits significantly from making sure enemies are in melee with it, to fuel Rise to the Challenge's regeneration buff. At a minimum, you'll want to take Taunt, OP, to use it.

    No tank, however, is designed to take a beating indefinitely. Half the point is to knock down, stun, or defeat the enemy. Doing so drastically cuts incoming damage.
  3. DOs have only half the effectiveness of SOs.

    It is very difficult to judge the effectiveness of a set before SOs become available at 22.

    Also, many sets have key powers that do not open up until later in a tank's career.

    What levels are each of these respective tanks, and what secondaries are you using with each?
  4. Quote:
    Originally Posted by Werner View Post
    The idea would be to soft cap melee using powers and set bonuses, and not require Parry. Then you use the highest DPS Broad Sword chain, buffed nicely by Against All Odds. Result is very good DPS. I wouldn't personally go that route, as there are better combinations for DPS, like Dark Melee/Shield Defense. But if you have a level 50 BS/SD sitting around, and a few billion burning a hole in your pocket, why not?

    Anyway, you don't need to get all the way to +305% recharge in Hack. I think it's the highest DPS chain while there's still a half second gap or so. I can't remember and am too lazy to calculate, though.

    (Edit: I still want to make a Katana/Shield Defense. )
    Only when I get my spines/shield.
  5. My suggestion is this:

    Be willing to form your own team.

    If you're broadcasting in Talos or Founder's Falls for a team, and you don't see one forming, but you see two other people looking for a team?

    Grab the bull by the horns! Form that team yourself!

    You might be surprised who you run into, and you might build a great team.
  6. I strongly support this.

    ...mostly out of the hope that, someday, Unknown Heroes will decide that it's large enough, and I won't get a tell inviting every new alt I roll into it.
  7. Consider Touch of Death for melee attacks, and swapping out the Multistrikes for Obliterations and Sciroccos. ToD and Obliteration both have 3.75% melee defense for the 6-slot bonus, and Scirocco has 3.13% AoE defense at five slots.

    Going to the Body Mastery pool, six slots of Focused Accuracy with Gaussian's gets a big 2.5% defense to all positions. Or you could keep Maneuvers and slot Gaussian's into Tactics.

    Also: I do not see the Steadfast Res/Def unique in your build. Buy one, even if it costs you a few million. One IO gives you 3% defense to all positions. Stick it in True Grit or Deflection.
  8. Mako's Bite is a good source, 3.75% ranged def for six slots.
  9. The Monster Island mission door (used with radio missions in Peregrine Island) is back.
  10. Spines/Electric, and possibly a Fire/Earth dom.

    The crystal set for Earth is all kinds of sexy.
  11. Quote:
    Originally Posted by Little_Missy View Post
    Ahaaaaa .. but it *also* boosts that Spine Scrappers Damage Aura .. and the Blasters Damage Aura .. and their attacks.



    Why would you not want that ?
    Do you only run solo?
    Let's see...

    A Dark Armor tank has endurance issues already, and a leadership toggle would cost too much endurance, especially if said DA tank is running Tough/Weave.

    A Shields tanker runs Maneuvers to stack with Grant Cover and get that much more towards the softcap, but does not have room in the build for another leadership power.

    A Fire Armor tanker decides that running assault to eke out about one more point of damage per tick is hardly worthwhile.

    Anyone who thinks that a 10.5% damage buff is hardly worthwhile in a teaming environment.

    Tankers simply do not have any damage buffs or debuffs that can be leveraged in a team environment to make that TO's worth of damage buff truly worthwhile. It becomes purely a concept issue.

    http://coh.redtomax.com/data/powers/...ault&at=Tanker
  12. Smersh

    Stone themes

    The Crystal theme makes a great Ice Melee substitute.

    Of more interest, IMO, is the Invulnerability option that is "No FX"... only Dull Pain and Unstoppable have any FX under that option. Likewise, Willpower, Regen, and SR have similar options.
  13. Quote:
    Originally Posted by Little_Missy View Post
    Add in Assault, and things get better for all damage aura's.

    Assault for tankers is not the best or most efficient way to boost damage. Particularly not for damage auras.
  14. [ QUOTE ]
    oh wow! Congratulations! Quick, go get some sleep now while you still can.

    [/ QUOTE ]

    Too late...

    ...but so worth it.
  15. Could save a power by dropping Cobra Strike and slotting boxing with Razzle Dazzle.

    And, of course, I don't think that the Gaussian's proc works the way you think it does... The proc has an uptime of 5 seconds out of every 3 minutes and 20 seconds on average. Not exactly what I would refer to as continuous.
  16. (QR)

    Get a Steadfast: Res/Def IO. Put it in Deflection or True Grit.
  17. [ QUOTE ]
    [I don't get this thread]

    [/ QUOTE ]

    [I got it, I just didn't want it?]
  18. [ QUOTE ]
    Yeah, you'll be fine with Claws/Invuln. The scrapper combinations are very nicely balanced in PvE these days. There are better and worse choices for various objectives, but there are no clear winners and losers.

    I have a theory that Katana/Shield can achieve the highest DPS with billions of influence spent, but I haven't worked it all out yet.

    [/ QUOTE ]

    Let us know when you make that Katana/Shield... I'll be right behind you with a Spines/Shield.
  19. Smersh

    All scrapper STF

    Looks like Virtue's pretty popular...

    If it was on Virtue, I'd be in if the time was right. I've got a nicely IOed DB/SR who's managed to solo a couple of easy AVs.
  20. [ QUOTE ]
    [ QUOTE ]
    Unfortunately, she suffers the same fate of all defensive sets: vulnerability to debuffs

    [/ QUOTE ]

    A well-built SR is 95% resistant to defense debuffs. The problem mine has with debuffs is that some (I'm loking at you, Possessed Scientists!) nocs have debuffing attacks that are flagged as non-resistable. Not many of them, and since the player PVE and PVP versions of these attacks ARE resistable, I wonder if it's a bug. It's very very rare though -- in general, I can go afk in a crowd on the Cimerororan walls, for example, and so far have never come close to dying. I just run a few percentage points over 45% and the debuff resistance eats up the debuffs.

    [/ QUOTE ]

    No, the issue she's having is to-hit buffs, which custom MA critters are known to have in greater amounts.
  21. Smersh

    All scrapper STF

    I think Rieze should try to prove that sig line...

    No nukes, no Shivans, just scrappers.