Syntax42

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  1. I'm happy with 3-slotting Swift with IOs. I use teleport most of the time, and running is just for positioning yourself better in combat.
  2. Syntax42

    leadership pool

    In order of general build cost and effectiveness, I would rate the pool powers in this order for Tankers:

    Combat Jumping
    Weave
    Hover
    Stealth
    Maneuvers

    Some builds can't use Hover because they are required to be on the ground for certain powers. Some people just don't like Hover. Stealth is another power some Tankers don't like, but once a mob is aware of your presence the stealth doesn't matter.
  3. Did you try alternating between windowed and fullscreen mode? Also, change the resolution. I'm just throwing things out there to try. I don't know what is wrong, but it sounds like a graphics driver or card issue.

    Try copying and pasting the crash details.
  4. If the topic is relevant and the entire discussion is not out of date, I would say its probably okay to resurrect an old thread. However, if it is several issues old and the information is no longer accurate due to game changes it may be best to make a new thread and possibly provide a link to the old one.
  5. Control and debuff powers cause a lot of aggro. Make sure your Tanker or Brute did damage to the targets before you use your powers. Also, make sure the Tanker or Brute has time to herd things before you AoE immobilize. I have tanked on TFs and gotten tired of a itchy-trigger-finger controller, so I stopped taunting (and turned off my taunt aura) and let the critters kill that controller several times. If you were doing that, your deaths could have been the tank's way of telling you to stop using your powers too soon.

    Also, be aware that not all Tankers or Brutes are equal. Some taunt aura powers are very weak (Willpower) and some are very strong (Shield Defense). Standard damage taunt auras are in the middle.
  6. Syntax42

    S/L vs Melee

    Quote:
    Originally Posted by Severe View Post
    2 words i dont like when talking about tankers and builds is "almost" and "mostly" and their usually spread out by people with holes in thier builds.this is why i pretty much tank on everything.i just cant trust that the tanker i see also believes in almosts and mostly
    I have no idea what your point is.

    You can defend almost every attack because the minimum hit chance for every critter is 5%. Other than that, I'm not sure where "almost" or "mostly" comes into play.
  7. Physical Perfection is a safe choice for almost all melee characters. Otherwise, we would need more information from you to help you figure out what you want.
  8. That is actually a popular combo for farming. The reason you don't see them often is that the people playing them are likely farming solo with them. They also take a fair amount of influence to build up, and lack a self-heal.
  9. Syntax42

    S/L vs Melee

    Quote:
    Originally Posted by Severe View Post
    actually i agree that melee is important...this is why my fire/fire tank is soft capped in both s/l defense (45.10) AND melee defense ( also 45.10)

    ranged and aoe isnt really as much an issue to a tanker imho
    Soft capping S/L and melee is mostly a waste. Most of the melee attacks have some S/L component to them. The few that don't can be defended against if you soft cap E/N, although some fire attacks will get through. If you went S/L and E/N instead, you might find yourself more survivable, especially against incarnate content. Those clockwork use almost purely ranged energy attacks.

    OP: There are two important amounts of defense: 45% and 32.5%. At 32.5%, you can soft cap with a small purple inspiration, or just about any team buffs. Which one you pick depends on how much defense your set gives, how much recharge bonus you want (you generally don't get both recharge and defense in sets), and how you want to spread your defenses around.

    If you only have room in your build for one category of defense, S/L is the best way to go, usually.
    If you have room for two categories, S/L and E/N will protect you against the most attacks.
    For three categories, melee + ranged + AoE will protect you against all but a few psionic attacks.
    Most builds won't have room for more unless they come with a good amount of defense.


    If you need help with a specific build and defense on it, post your build in these forums.
  10. Quote:
    Originally Posted by Hiroko View Post
    i have used the search but i can't find a stone stone build without fitness in it. can anyone please just post a decent build for me?
    It doesn't have to be a Stone/Stone build. The melee sets are similar enough that you can swap them when copying others' builds. Search again for Stone Armor builds...
  11. Stone Armor is not the greatest set for farming.

    Replacing your fitness pool is not hard. Pick a new travel power, or leadership powers. If you want to see builds that others have made, use the search function.
  12. Kinetics does not work optimally in most AV fights, because there is only one target to get a Fulcrum Shift to hit. Double-stacked, you will be at 150% damage bonus from FS. Add that to your enhanced powers and you're doing (200% after enhancements + 150% FS damage bonus) 350% damage. That isn't bad, but it is good to be aware of the weakness of your chosen power set.

    I went with Cold Domination / Sonic for my debuffer. Cold Domination's Benumb is the best debuff in the game. It reduces the effectiveness of literally every power they activate. Heals do less; control powers have lower magnitudes (Ghost Widow's hold can be shrugged off by Tankers); AVs do less damage; god-mode powers have almost no noticeable effect. That's right, Reichsman's Unstoppable won't stop him from dying. On top of all of that, Cold Domination has two resistance debuffs, the best endurance recovery buff in the game, and defense buffs for the team. Sleet is just amazing; it debuffs resistance and defense in an AoE, and acts like a control power as it causes knockdown to everything in the area. Paired with /Sonic, I debuff AVs for (200% enhanced attacks X 2 or 2.5) 100%-150% -resistance. That makes my enhanced attack powers do 400%-500% damage. Add a Kinetic to the team after that and AVs drop like bosses.
  13. Did you use the patcher to verify all game files? If that doesn't work, reinstall the game. Also, make sure your graphics card drivers are up to date.
  14. Syntax42

    Judgment

    No official announcement has been made yet. Expect information to be visible on this page:

    http://goingrogue.na.cityofheroes.co.../overview.html
  15. Syntax42

    Weekly SF

    Ask in chat. A lot of chat channels post it in their MOTDs, too. Don't be afraid to join some public chat channels.
  16. Quote:
    Originally Posted by Auroxis View Post
    Except Energy attacks are usually not as damaging as S/L attacks, and that's before you add the 90% energy resistance you have. Recluse is a good example for this, as his most painful attack is by far his KO Blow. Another good example is the entire ITF, where your defenses will fail and you'll have to rely on your Regen/Self Heal/HP/Drains/Damage/etc to survive. Other situations include the Hamidon fight in the LGTF, Battle Maiden fight in the Apex TF, Bobcat+Goliaths fight in the TM TF, and possibly more. And that's why Recharge, Regen, and HP matter more than softcapped E/N defense on an Elec Armor, IMO, especially considering the better offense you get from that extra recharge.
    Hamidon and Battle Maiden's orbital strike are the only two attacks there that ignore defenses and resistances. In the other cases, your defense may be less effective, but having more is still better than having less or none. Recluse's most damaging attack may be KO blow, but he seems to use energy attack (Channelgun) just as often, if not more.

    I think it is best to have an equal amount of all the defenses you are striving for. If recharge bonuses are very important to you, then 32.5% S/L/E/N defense is going to be the best you should try to get.
  17. Read Paragon Wiki on the Alpha slot mechanics if you want to understand the math. Otherwise, use Mids' to see the impact each one has on your build.

    Alpha boosts are not locked in like enhancements. You can try a few out to decide which is for you. The bonuses add to the enhancement value of your powers, so don't expect them to make or break your build. The only thing limited right now are Notices of the Well, but that may change when I20 is released. Try them out and figure out which Alpha YOU want instead of asking people you don't know without even providing a build.
  18. Here's a common scenario to consider:

    You have 25% defense to Energy damage, and 3000 HPs. You are attacked for 8000 total energy damage, and defend 2000 while 4000 of it misses. You take 2000 damage, leaving you with 1000 HPs. Your team's Empathy healer now has to heal you for 2000 HPs.

    Now, you have 45% defense to energy damage, and 2000 HPs. You are attacked for 8000 damage, and only 400 of it hits you. Now, the Empath only has to heal 400 HPs.

    What did that extra 1000 HPs in the first scenario really do for you? You lived both times, but in the second scenario, your Empath isn't struggling to keep you alive. HPs do not always equate to mitigation. Trading some HPs for more mitigation usually results in better survivability, especially when you consider how small the gains in HP really are for each set bonus.
  19. My DM/SD Scrapper will have my 4th tier Alpha slot on the 15th, but only because of a GM error.
  20. This does not make sense. You had four Alpha boosts before I19.5. You crafted a fifth one (base Cardiac). You even upgraded it, which consumes the previous one in the process. You aren't trying to add a 6th Alpha boost, so even if there is a limit, you shouldn't be affected. It sounds like you found a bug.
  21. Some powers' effects are flagged as unenhanceable. This means that no amount of bonus will affect it, and it generally does not accept that type of enhancement unless it has an enhanceable effect as well as the unenhanceable effect. Certain tier 9 armor powers can't be enhaced with recharge buffs, but are enhanceable through global bonuses. Certain tier 9 armor powers can't be enhanced with recharge at all. Play around with Mids' and you will start to recognize which effects can or can't be enhanced.
  22. I recently leveled my Stone/Dark Tanker. Leveling to 22 was horrible. Once I got into SO's, though, I felt like I could contribute to a group. I still needed outside defense buffs, or inspirations, but it was not so bad.

    I strongly reccomend making two builds. One can be for leveling, soloing, doing damage, and exemplaring below 27, and the other for tanking in Granite Armor. Slots are usually the limiting factor in builds, and fully enhancing powers that you won't need to turn on after you get Granite can make it very hard to finish a build.

    If you want a high psionic defense Granite tanking build that ensures you never need to leave Granite, search my name in the Tanker forums. I posted the build in several Stone Armor build threads.
  23. Syntax42

    Fire/Spine Build

    Here is my 32.5% Spines/Fire build. It sacrifices damage in terms of global recharge, but it is VERY hard to kill, and it is fun to see tons of numbers all over the screen.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1357;665;1330;HEX;|
    |78DA65935D53126114C79F8525424141435422C11730B415845E6F9ACA9CB1A46C6|
    |ABA654857D86270DBC526EFFA0CBD5E95E6A8D5756FDFA5FA066575DF0B9D3DFF47|
    |6C667796F92DFF3D67CFFF9CE7794AF76782423C382B94AE0BF58A6D97AF2F5A15D|
    |3D42D5FA9523516855F0811DDD3CA25BDAEEBDAB555A35EB7E36D75465FD61BB6AE|
    |CD1ABAB5563EB76A5522738D9A6EE98DA6B6F7105C5859A96BF37AC5341AD508FF9|
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    |6F199ECEFC05DC062049B8CFE55C688CDD8A42CBFCCF23F67E9F00B609D71640378|
    |096C328E534A008D8B408C1E12A28FA44E398BCE283B0A7EE276BA3E035F18318A0|
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    |1A097A150404C5A8EB5E812DBA40C40F10CEC7A9CFE33DF80AF8C531410978EE358|
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    |D56D250690A95A650E90C05E4A4BB5C027B4E6D1F43BA9D49CFBB9405B57D9884C2|
    |CA90DA3E86AD40B87D685ABB1D242BFF477E77293FF61545B9440F19317993EDFDD|
    |C7FE351D0D2E44300DB27E7B296752979975274290597F20F9879EBC7|
    |-------------------------------------------------------------------|
  24. As a /WP, you should have more than enough end recovery that you won't gain any benefit from the Cardiac Alpha boost. The resistance bonus is also minimal, at about 5% S/L. When you are very far from the cap, that 5% S/L resistance isn't doing you much good.

    The Nerve Alpha boost would be of much more benefit to you. Increasing your healing and getting closer to perma-Hasten is much better than a 5% S/L resistance increase.

    I would suggest going for S/L defense. Soft capping F/C and E/N does you no good when you have to use an inspiration to soft cap S/L. Drop Divine Avalanche as a defensive power. Get all of your defenses to 32.5%, then add recharge bonus.

    Also, Physical Perfection is probably overkill.
  25. Quote:
    Originally Posted by Bonnes View Post
    So, aside from A-merits and LotGs, is there anything else I ought to keep in mind?
    Statesman and Lord Recluse task forces can get you a Hami-O. If you get lucky, you can get some influence. It may be worth doing once per day, if you are really trying to get influence.

    Quote:
    Thanks! This will definitely help in planning my BS/SD, but I imagine it'll just come down to "Defense Debuffs? Parry more!"
    Shield Defense can reach 90% defense debuff resistance by double-stacking Active Defense with Membranes in it.

    Don't forget about inspirations. Those can also help you deal with debuffs.