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Posts
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Joined
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Guess Il introduce myself as well then ^^
Im new to virtue, I spent a few years on EU though and a month on freedumb. You will nearly always find me playing a tanker and every charecter I made on EU was one. Ive had every tanker powerset to 50 except for elec which is why Im raising an elec/elec on virtue
I do have a blaster too, but I rarely play it.
I'm not as old as some players here, I started at i4 with my fire/fire tanker (which was fun when you can pull an entire map) and ended my playing career on EU after MA destroyed the EU servers with over 50% of the population not knowing how to get out of atlas park.
I played the same tanker for over a year there though, so if anyone recognises the name 'Protection' the invul/ss tanker then this is her
The tanker I play now is 'Sunstormer' the same as my forums name.
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Quote:I can confirm this is 100% correct.The Zinger Proc operates via Taunt effect.
Since Gauntlet on a Tanker is an AoE Taunt effect (of varying radius depending on the specific attack being used), the Zinger Proc is "carried" by Gauntlet.
This means that the Zinger Proc is effectively enabled and channeled through Gauntlet on a Tanker and has a 20% chance to proc on each individual target within the Gauntlet radius of each attack power in your Primary.
I always slot zinger proc in my taunt because almost every time I use it I get a proc on at least one guy. Its very reliable because its carried over.
The chance for disorient proc in taunt sets is a little more unreliable though it seems, I dont remember a time ever hitting it before removing it but it could have just been down to the magnitude and the foes I was fighting (which i cant remember right now).
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Ok... you saw one person who didnt know how to play the game at 50 and that demands everyone shouldnt be able to use it anymore?
If the game worked like that we wouldnt get exp at all because theres still people at 50 who play normally and have no clue how to play the game.
I do think it was way out of hand before the heavy nerfs its already had though, there were more than just one or two proper noobs then at 50 plus I know people who got 50 in less than three days. Thats just insane.
As it stands now, theres nothing wrong with AE, you get a nice mix of AE and none AE teams on most servers right now so why change that? A lot of (pathetic i may add) players already left when the first AE nerfs happened we shouldnt be taking away something players enjoy using for the sake of one or two lazy people.
The 'you dont like PL, dont do it crowd' will jump all over this one for sure and a few already have from what I can see. Ultimately its not up to you whether someone PLs or not, granted. Thats the devs job but that arguement is kinda stupid in its own right, its basically argueing that people are telling you not to exploit lol. Its always gonna happen on both sides.
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Also its a superheros role to protect, and thats what a tanker does best
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I play my tankers because its the role I play best in.
Theres been numerous times now where Ive entered a team where everyone is faceplanted and they said wait for the team to get back and ive gone in solo and defeated the entire mob and left people gobsmacked
The ability to stand in a mob and laugh at whatever hits you without paying stupid armor costs like you do in other games is great.
Tankers are the one role in the game that you cannot perform at all at low level. Every other AT can do some of there role but a level 8 tanker cannot effectively tank because he/she either cannot hold agro or dies with that agro or loses all there endurence. This alone makes it one of the more rewarding after level 22 than any other charecter.
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Keep meaning to have a go at hami myself sometime soon on virtue, keep forgetting. I really want to try out my elec tanker vs goo.
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Actually in the pve game burn is still a hell of a useful power for mitigation purposes.
Burn will add a small fear effect to mobs when you drop it, which will make them run a small distance then come back which basically halves your incoming damage, its great for big spawns.
I have a fire/fire brute and use it for the same purpose although I have had a tanker too.
Damage wise its really pretty pointless, its not bad as an IO mule but it really doesnt need many slots.
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Should also add that whilst mine doesnt rely on defence, it has a enough to mitigate a lot of attacks and can still cap on higher spawn counts, lower mob numbers shouldnt be giving you grief anyway.
If you do manage to cap defence though (I cant find my other build where I did that) I recommend taking aid self as well with one interupt IO in it because it helps loads when your not being hit
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My old tanker on EU was very good at its job, it was an invul/ss and was probably my best one.
I didnt build specifically for defence like your after but heres my old build anyway.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability- (A) Aegis - Resistance
- (46) Aegis - Resistance/Endurance
- (46) Aegis - Resistance/Endurance/Recharge
- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (48) Mako's Bite - Accuracy/Endurance/Recharge
- (48) Mako's Bite - Accuracy/Damage
- (A) Aegis - Resistance
- (3) Aegis - Resistance/Endurance
- (3) Aegis - Resistance/Endurance/Recharge
- (A) Numina's Convalescence - Heal
- (5) Numina's Convalescence - Heal/Endurance
- (5) Numina's Convalescence - Heal/Endurance/Recharge
- (11) Miracle - Heal
- (11) Miracle - Heal/Recharge
- (46) Miracle - Heal/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (7) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (7) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Aegis - Resistance
- (9) Aegis - Resistance/Endurance
- (9) Aegis - Resistance/Endurance/Recharge
- (A) Run Speed IO
- (A) Perfect Zinger - Taunt
- (13) Perfect Zinger - Taunt/Recharge
- (13) Perfect Zinger - Taunt/Recharge/Range
- (40) Perfect Zinger - Accuracy/Recharge
- (43) Perfect Zinger - Taunt/Range
- (45) Perfect Zinger - Chance for Psi Damage
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (15) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Numina's Convalescence - Heal/Endurance
- (17) Numina's Convalescence - Endurance/Recharge
- (17) Numina's Convalescence - Heal/Recharge
- (19) Numina's Convalescence - Heal/Endurance/Recharge
- (19) Numina's Convalescence - Heal
- (37) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
- (A) Performance Shifter - EndMod/Accuracy
- (21) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (37) Performance Shifter - Chance for +End
- (A) Mako's Bite - Accuracy/Damage
- (23) Mako's Bite - Damage/Endurance
- (23) Mako's Bite - Damage/Recharge
- (34) Mako's Bite - Accuracy/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (37) Mako's Bite - Chance of Damage(Lethal)
- (A) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance
- (25) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (27) Luck of the Gambler - Defense/Endurance
- (27) Luck of the Gambler - Defense/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (34) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Titanium Coating - Resistance
- (31) Titanium Coating - Resistance/Endurance/Recharge
- (31) Titanium Coating - Resistance/Endurance
- (A) Titanium Coating - Resistance
- (33) Titanium Coating - Resistance/Endurance
- (33) Titanium Coating - Resistance/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (36) Titanium Coating - Resistance
- (36) Titanium Coating - Resistance/Endurance
- (36) Titanium Coating - Resistance/Endurance/Recharge
- (A) Obliteration - Damage
- (39) Obliteration - Accuracy/Recharge
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (A) Thunderstrike - Accuracy/Damage
- (42) Thunderstrike - Damage/Endurance
- (42) Thunderstrike - Damage/Recharge
- (42) Thunderstrike - Accuracy/Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Endurance
- (43) Thunderstrike - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Miracle - +Recovery
- (50) Miracle - Heal
- (50) Efficacy Adaptor - EndMod/Endurance
- (50) Efficacy Adaptor - EndMod
Level 1: Brawl- (A) Empty
- (A) HamiO:Microfilament Exposure
- (A) Recharge Reduction IO
Level 6: Ninja Run
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Quote:See I've always seen heroes as the more defencive type builds (except blasters) where as villains is more offencive type.You missed my point on this one. Patron pools were designed to fill in holes for VILLAIN ATs. The problem is most villains don't have many holes to begin with (which is why they're better at soloing than most Hero ATs generally are). They're redundant powers, for the most part. Epic pools on blueside, however, offer more of what a hero AT needs, like defense for a Blaster, or ranged attacks for Scrappers. If they're gonna offer heroes the chance to take Patrons as they're currently made up, there really aren't very many useful powers that's worth taking up a whole pool for. I'd rather they totally redo Patrons entirely, and really make it a choice worth making.
Since Epic pools cover the charecters holes up, I always saw villains as getting the larger advantage because of it since they deal more damage originally, at higher levels defence/resists dont make as much difference.
Tankers vs Brutes at higher levels for example. Tankers still take a lot more damage, but at 50 in a regular team its generally faster if you have a brute since they kick out much more damage yet still have enough resists/defence to get through most mobs.
If it wasnt for the single target taunt im pretty sure scrappers would be the same case.
The point I cant justify is why villain patrons get pets and heroes ancillarys dont. Thats always bugged me and ive always seen it as unbalanced in that respect.
I see many heroes picking villain patrons just for that reason alone.
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Quote:The much cried for gun and sword charecters for one. Theres a lot of comic book heroes that use this already, the biggest one off the top of my head being Blade.Just curious, Frosticus, but what kind of AT could they introduce that we don't already have? I don't think there's any combination of damage dealing, control, armors, team support, etc, that we can't make right now that wouldn't be crazy overpowered or neutered so much that people wouldn't want to play it anyway.
Would just basically be a blaster with less control but some resists to make up for it. Would come dangerously close to tankmage though but since scrappers deal such stupid damage spamming ranged epic powers im guessing that was tossed out of the window long ago.
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Quote:I agree, especially with global set recharge bonuses and hasten theres usually little need for power boost because you can just use the power again anyway. Its nice in some ways, especially pre sets but its not a 'need' power really.Don't get me wrong, Power Boost is a nice power. But there are times when it is just not necessary.
Plus considering I would be playing dp as primary, that pretty much only leaves stun, supressive fire and power thrust to really have any use with it, all of which recharge fairly fast anyway.
Im not going to deny that energy is a very powerful set because that would be insane, but in terms of surviability i think its more of a single target killer than a mob killer just like energy melee is on tanker, you would need to pair it with a higher AoE based power set to get the best of it.
It works well with fire because fire has no control powers, so power thrust and stun alone could really use a little help occasionally, without a ranged control power your sitting duck unless you have a long duration.
Still maintain that DP/Ice is insanely surviable compared to the other blaster sets. -damage from chem ammo and chilling embrace, plus holds, slows, immob and sleep combined with DP's AoE powers is devastating to mobs even before you get armor powers.
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If you need any help just send me a pm, i play a dual pistols/ice blaster myself and im sure I can help
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Theres another future booster pack idea for you lol, asymmetrical booster. Nothing but parts that dont look the same on the other side of the char
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Noble Savage looks awesome
Only fitting to have the art lead with an amazing looking charecterfor those of you whole missed it, screenie here
Also did i spot new pistols with new fx just after this part? 2:35 onwards looks like laser pistols *prays for unlockables*
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In all honesty that comment about chilling embrace gave me something else to think about....
I did skip the power because it seemed a pretty useless toggle at the time but i didnt notice the -damage portion, combined with chemical ammo -damage effects that should be pretty nice....
I am liking how flexible DP/Ice is right now as well since it can either stack -damage or stack slows with cryo ammo. Granted you need to constantly be firing but combined with shiver most enemies pretty much crawl to you.
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Well DP/Ice seems to be working pretty well for survivablity.
Opening with shiver as mentioned above then using bullet rain and empty clips with chemical ammo so any alpha strikes that do hit, do less damage plus ice patch is a godsend for minion bumrush.
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See I thought it maybe ice/ice but I wasnt 100% sure so thought id get opinions
I would have thought dp/ice for the best survivable DP build simply because of ice patch and shiver too but I did think about elec with thunder clap and shocking grasp, plus you have endurence management from power sink.
Although thats a good point with fire/ice as well balancing control with damage.
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So two questions here, most overall survivable blaster, what would it be?
Secondly, which would be the most survivable secondary to place with Dual Pistols?
This is for the PvE game, PvP would be nice too but thats pretty much just Psy anyway
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Quote:When people tend to yell 'HEAL' thats the point you realise you have a noob tankerFor the record...if someone specifically is looking for a "healer" I usually hide my empath..no amount of heals can fix poor playing.
Case in point..baby tank kept running into double mobs etc before team was ready and buffed...he kept yelling "HEAL"...I politely said "TANK"
I had a blaster in a team yesterday who was running into mobs first before the tank and screaming 'HEAL ME!!!!' which was quite funny because the team was fairly laid back and we were just watching him for a few minutes running into every spawn headfirst then ressing and repeating. He also seemed to think Assault only buffed if we were near him when he pressed it and he randomly turned it off mid combat lol. In his words 'this is my buffing build' on a blaster....
Was well worth it for the comedic value, it was especially funny when he died and said 'need yellow' (he was generally very rude and never said please) so someone felt sorry for him and handed him a yellow and two secs later he said 'someone got 2 blues? I made sturdy to help me live longer'. The guy was dead and he was worried about living longer lol.
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Well personally I dont see why people even bother to ask for a specific healer in first place.
When I build my teams (which are always successful, but that would be bragging) I always make sure I get 2 tankers, 2 defenders, 2 controllers and 2 blasters as general but sometimes I substitute a tanker or a blaster for a scrapper and everythings fine.
Admittedly, I do have a hate for khelds because I still dont see the point of getting a char that can play any role but is terrible at all of them, surely its just easier to pick the proper role needed? :P
Besides that theres rarely a decent one out there anyway
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I'd also like to add a few major points for CoH/CoV crossovers.
Brutes are not tankers so dont try to play them that way. If anything there more like scrappers with a better taunt.
If you want to tank, try a mastermind with taunt pool powers.
Corruptors are not defenders either, they have the same powersets yes, but they are more offensive based than there hero counterpart and generally play more like a blaster/defender cross.
Dominators are pretty much villain side blasters in terms of death ratio to other players so dont be discouraged if you find yourself splatting a fair bit, thats fairly normal.
Generally the game seems a fair bit harder from a villains point of view as well. For instance the respec SFs are WAY harder than heroes side. So its nice for a challenge
Oh and yes, Soldiers of Arachnos are much better than kheldians
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Id like to take this opportunity to make myself unpopular on these boards by shouting.
'GO GO GHANA!!!'
No longer can the Americans taunt us brits that they were above us in the league stage because they just lost to GHANA 2-1 lmao. Great result for Ghana.
Lets hope England can follow Ghanas example tomorow and hopefully go for another 5-1 victory
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bah put the code in and then the ncsoft site made me relogin
i fail