Teeto_K

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  1. Ah hell missed it. Checked the thread too. :< Redundancy ahoy!
  2. So in light of recent demo record revelations, I decided to record some demos of my characters so I can get good action-screenshots of them for posterity. Salivating at the prospect of pausing and using free-camera to set up shots that I could never get during live gameplay, my patience ran out before the beta client finished downloading, and I discovered something interesting.

    Hitting F2 to get detached camera controls, seems to work in the live I23 client during demo playback.

    I haven't yet tried it out in the beta client, as it's still downloading even now, so maybe the functionality is superior there, but it works in the live client, and I thought it bore mentioning here in case there are base builders who weren't VIP at the cut-off date, and/or can't get on beta for some other nonsense reason like a 3GB hard drive or something.
  3. Quote:
    Originally Posted by Arcanaville View Post
    That estimate has two orders of magnitude margin for error, but sure.
    So it might be as much as 6200%! That's hopeful! I don't know what I'd do with 930 servers in the best case scenario, but our playerbase has proven they are quite imaginative.
  4. Heh.

    I had a lot of suggestion threads over the years. Well, not a lot. But only one thing I ever suggested got put in verbatim.

    Sonic Resonance.

    Not the powerset mind you, the name of the powerset. In beta, it was called Sonic Debuff and I moaned that not only does using a meta-game term like "Debuff" in the more "Lore-y" realm of powerset names sound dumb, but it was also a severe misnomer considering how balanced the set was between buffs and debuffs.

    I immediately threw out that something like "Sonic Resonance" would be more flavorful, and was told by at least a couple posters that that was dumb, and one in particular (can't remember who) said that it was a tautology and redundant use of language, and the set should just be called "Resonance". I actually agreed in light of that argument, but a patch or two later to the beta build it was too late: Sonic Resonance had stuck.

    It probably wasn't my impetus driving the decision, but I'll take credit.
  5. It's really sad. No other game has anything that's even a patch on the sheer schenanigans our "Support" AT's allowed their teams to get up to.

    Herdicaning, transforming teamates into invulnerable juggernauts, fueling a well oiled engine of destruction, melting our foes and rendering them harmless.

    Some of my fondest memories in this game are the opportunities, though brief, that I had to play with some of the regulars here. My brief stint in Green Machine was enlightening, and changed the way I looked at Empathy and Empaths.
  6. There's a way to dodge the cottage rule and still muck with the enhancement values of the enhancements, and possibly even add a new layer of depth to invention enhancing. It would be a simple matter of expanding all IO sets to have 9 pieces in them.

    You could make a few multi-aspect IO's in some of the plain-jane sets that have more exotic effects, such as Range, or even splashing End-Mod or Slow, or Defense or Tohit-Debuffing. And you'd have plenty of room to do it in, with every set getting 3 to 6 more enhancements. Then, the folks who want more ordinary enhancement have their cake, and those who want to do wierd stuff can eat it too. All while not effecting existing builds at all.
  7. Although this isn't as applicable to your Fire/Devices blaster, my own Ice/Energy/Soul blaster has gone the following route on incarnate powers (All Tier 3 because I'd rather upgrade 3 guys to tier 3 instead of one guy to tier 4):

    Alpha: Intuition Partial Radial

    The key features that grabbed my attention were: Damage that isn't in Musculature, Extra Hold Duration for my 3 holds, and range for my 3 cones. While Fire/Devices may not be as excited about range, so this may not be salient.

    Interface: Spectral Total Radial

    A damage type somewhat in theme with my character was what I was going for. The secondary Mez effect is gravy, and actually useful the rare times it procs. Stacks nicely with Soul Tentacles.

    Judgement: Cryonic Partial Radial

    I'm nonplussed by the bonus crit damage offered in the core branches of most of these powers. Partial Radial is the only Tier-3 with 120 feet of range and a 45 degree arc. I feel strongly that greater ease of use will get me more "bonus damage" from hitting more targets, than any random crit rolls ever will.

    Destiny: Clarion Partial Radial

    THIS is an incarnate power. All those chumps taking Core clarion for their "Perma" protection? Chumps I tell ya! I give up 30 seconds of uptime, and what do I get? I get Boost Range, Power Boost, and a Break Free, all rolled into one power, for everyone within 30 feet. Given a choice, this is the first Incarnate power I would take to tier 4, for the extra radius. The things you can do with this power are just hillarious. Launch 264 foot long Cryonic Judgements is made of pure bliss. The schenanigans aren't as impressive for my other cones, but they are still pretty silly. Coupled with my own Power Boost and Boost Range, this power is amazing, but I imagine it would be quite a boon to non-energy-manipulators as well.

    Lore: Phantoms Total Core

    They fly, I fly. I'm kinda a wizard or something. It fit. In this slot more than any other I think theme trumps function, because it's pretty obnoxious for me to summon something that is so big and flashy and has nothing to do with my character's powers/theme. My one regret is that you can't disable the ghosty-effect.

    The cornerstone powers of my "Incarnate Build" are definitely the Alpha, Judgement, and Destiny powers, with the others being there mostly for fluff/territiary effects, transforming me into a intercontinental ballistic icecube and tentacle deployment platform. It makes the character quite fun because of the sheer distance I can launch what are usually short-ish range attacks from. Incarnating this blaster in particular has taken his existing playstyle and sharpened it into a finely honed weapon, and I've gotten great joy from it. So thank you for the opportunity to gush and maybe get people thinking about how THEY COULD BE BUFFING MY RANGE EVEN FURTHER IF THEY'D JUST COOPERATE JEEZ. :P
  8. You can drag the books around to swap the order of the missions. Or does it stack sort them? You can make a complete mess of your mission order, whatever the method. It's handy, when it's not infuriating.
  9. I'll play your game, but I won't hold back from typing an essay. In fact, with as many categories you've asked for information on, I'm gonna need a series of essays. Essays are short, after all.

    Leveling Solo (1-49)
    Lvl 50 Solo


    Soloing for Blasters, more than for any other "Damage Dealing" archetype, is defined by how low the threshold for "Mistake" is. For my Brute, Tankers, Dominators, Controllers (1.1 damage mod under containment! Sounds like a damage dealer to me!), a fatal mistake sounds like "Tried to engage multiple x8 spawns", or "Didn't apply AOE control with enough prejudice.". A "Blaster Mistake" sounds like "Tried to fight the boss without maxed out inspirations", "Focused on dealing damage instead of applying controls", "Allowed the ambush to initiate combat". When a Blaster sizes up a spawn, the judgement of wether they can "Take it" is based on a very short timer.

    Can you 1 shot it or otherwise neutralize its key threats in 10 seconds or less? No? You're probably dead. And even if you have the resources to do that once, what about the next spawn? And the next one? Unless you're gonna make insp runs all day every day, it's not happening.

    And as your primary resource, your health bar, the all governing "time before death" indicator, dwindles, you have the distinction of being the archetype with the least tools to protect it, and the least tools to recover it.


    Leveling teams (1-49)
    Lvl 50 teams


    The difference between bringing my Blasters to a team and bringing any of my other AT's to a team is that the occasion where I think "This team NEEDS my blaster to operate on this level" is a rare one. My Illusion/Storm controller, Fire/Stone melee tanker, Sonic/Sonic defender, Plant/Thermal controller, Ice/Kinetic Controller, Claws/Electric Brute, all have, can, and frequently served as the lynchpin of the teams I run/join. The final push that takes that team from struggling to succeeding, or succeeding to steamrolling.

    Meanwhile, bringing my blasters is dependent on all the pieces already being in place to leverage them. My Ranged Cone specialist Ice/Energy/Soul blaster at least can operate more safely than my PBAOEing Electric/Fire blaster, but for them both to shine, they need to be using Ice breath and Nightfall, Fire Sword Circle and Ball Lightning, not Tesla Cage and Freeze Ray. More commonly I'm giving my Rise of the Phoenix a work out.

    Rare is the team that actually has inadequate damage. And those teams that do? Tend to benefit more from a good debuffer more than a damage dealer, with their widely more versatile toolkits and "One Power = 100 DPS" magic bullets, and the nature of the "You need X damage" hurdles that exist in this game.

    Incarnate Trials

    And here we have a mixed blessing, our slap in the face with a gold plated gauntlet. Hordes of uplevel bosses just lying in wait to punish the blaster foolish enough to initiate. AV's with PBAOE's and Cones that 60-99% our health bars. Enourmous labyrinths full of boss dense spawns designed to face down 24 people that we're expected to "walk past on the way to the objective.". Enemies who, if we gather their attention, chain mez and 2 shot us with impunity.

    Coupled with events that highlight our ranged offense as an actual functional advantage.

    Meanwhile other archetypes complain about having to move to maintain their functional invulnerability, and ask for damage that can legitimately threaten them "without cheating", where cheating is defined as "Using anything but a damage type I'm capped against", never mind the trail of nontanker corpses that would be left in the wake of such a change.

    AV's and GM's

    Half to 2/3 of Blaster's superiour damage is tied up in attacks that must be used from 7 feet away. GM's all have footstomp. AV's have a plethora of similarly threatening powers. There's the one that doesn't take an essay.

    PvP

    I am wildly unqualified to comment on modern PVP.
  10. Describing Electric Blast's "Poor Damage" the way the original poster did is a bit innacurate.

    The attacks that Electric Blast has deal either par or better damage. Ball Lightning, for it's recharge time and radius, actually does better damage than it should, due to being DOT. Charged Bolts and Lightning Bolt are verbatim clones of Power Bolt/Blast, or Neutrino Bolt/X Ray Beam. Short Circuit has a bit of a long recharge for the damage it deals, but also has an uncharacteristically wide radius.

    Voltaic Sentinel is actually ALMOST animation-free damage in one sense, and is certainly endurance efficient damage, though un-aimable and in small packets making it difficult to quantify it's contribution because you can't count on it to target the most important targets at the right times. Also, the longish summoning animation and frequency with which you must refresh it makes it clunky to fit into one's playstyle, further diluting it's percieved value.

    Thunderous Blast is actually the only "Below Par" attack, which while it deals full damage in it's initial blast of damage, it inexplicably deals 66% as much damage as comparable nukes (Nova) on it's "Bonus Damage" ticks. It stands out as a blaster primary attack that pays for it's range with a damage penalty.

    Where it falters in single target damage:

    No high DPA "third attack". Unless you're running a high-recharge invention build, you can't gaplessly chain your ranged attacks. You can fill out your attack chain with stuff from your secondary, in which case you're not any worse off than anyone besides Fire Blast and Sonic Blast. That of course boldly assumes you have a secondary with attacks to round out from however. No devicer left behind!

    Assault rifle shares this problem Verbatim, trading away Aim and a third attack for a slew of AOE and utility powers, and a narrow cone crashless nuke. How they come out in this trade is debatable.

    Other sets that share this problem in various ways include: Energy Blast, Radiation Blast, and Sonic Blast all have 3rd blasts that are slow animating, making them not meaningfully better ways to spend your animation seconds. They're good for filling in attack-chain downtime, but only if your other options are exhausted. At least Shout's stacks a longer duration debuff than it's other 2 attacks. But when you have to keep company with sets slinging Blaze, Blazing Arrow, and Bitter Ice Blast, the Jonses get very difficult to keep up with.
  11. Blasters need the damage they have to not be terrible.

    Remember when Ice Bolt, Ice Blast, and Fire Blast were fast animating powers that allowed blasters to build high DPS chains? Remember when those powers were reduced in DPA so that blasters wouldn't be unfair to one-another, yet no such concession was made in the other AT's, because it's not important if Dominators, Defenders, or Corruptors are unfair to blasters?

    Yeah, that still leaves a sour taste in my mouth. The only AT who's ever had their damage performance curtailed to avoid stepping on blaster toes is BLASTERS.

    And I think that THAT is the first stepping stone: All Blaster primary attack sets should be 'renormalized'. Right now they're normalized around "Be Awful". Let's normalize Blaster offense to "Be Awesome" instead. Why? We traded away our survivability for damage. It's a trade I make every time I load up my blasters. I hold up my end of the bargain. Now the damage needs to hold up it's end.

    And until 20 Billion Influence and Drain Psyche get bundled into Defiance, I don't see either of those helping blasters in general.

    So, what do we want, ultimately? We want an Electric/Devices blaster to join your team, and for you to think to yourself, without any prompting, "Yes! Finally some real damage!"

    How do we get there? Recklessly.

    Blaster Ranged attacks should not have animations longer than 1.5 seconds. I envision, in my pretty little head, a world where Tier 1, Tier 2, and Tier 3 attacks animate in 0.8, 1.1, and 1.4 seconds, or faster. Can't be nerfin Blaze (See above rant about nerfing blasters in the name of normalization. Esta Verboten Capiche?). Put the "And Run" back into "Hit and Run". And put the "King" back into "Damage King".

    Blaster Ranged attacks should not have Ranges less than 80 feet. Power Burst is a Ranged attack. Every other "Ranged" attack follows the same Damage/Endurance/Recharge formula as Power Burst, so why is Power Burst short ranged? Scrapper "Heavy Hitters" don't suffer inherent penalties compared to other attacks in their sets. Tanker "Heavy Hitters" tend to come with Free Mez. So why not 80 foot range? 80 feet: Pretty Neat. It's my new motto.

    Blaster Primary sets should have no less than 3 ranged single target attacks servicable as actual attacks. In other words, they meet/exceed the standards of the Damage/End/Recharge "Formula" that constrains all damage in the game. The sets that lack these third attacks? Assault Rifle and Electricity? Look at Tesla Cage. Now look at Cosmic Burst. Look back to Tesla Cage. It got scale 2 damage. How did this happen? It costs less endurance now. And it reaches 20 feet further. Anything is possible when you're buffing Electric Blast. Bean Bag should hit as hard as Total Focus. If we turn it into an attack as strong as Slug, we'd have to buff it's recharge speed, buff it's endurance cost, and everyone knows we can't have blasters getting fast recharging control effects after all. Better to just buff it's damage to be as good as Total Focus. Then we get to NERF it's endurance cost, in a proper trade-off fashion. Done and done.

    Oh yeah, blaster damage MODIFIERS? We should at least Tie a Scrapper fighting a boss, because that boss is killing us while the scrapper makes elaborate arguments about why he couldn't fit Calling the Wolf into his build. My calculations indicate that takes a modifier of 1.23625 in both Ranged and Melee, so let's go with that.
  12. I think the most succinct way to put it is this: Given the chance to cast Blazing Bolt uninterrupted, I should want to do that instead of casting Blaze.

    Snipes should be a long range attack, that can be interrupted during casting, but if you have the opportunity to use it, is the best attack to use on a single target. It should do the most damage, the most damage per activation time, and the strongest single target application of the powerset's signature secondary effect.

    I think getting snipes to this point will require a buff to their damage scale, a reduction in the activation and interrupt times, and in many cases a buff to the secondary effect they apply.

    Currently, time spent animating a snipe is time that can be better spent. That is the core problem.
  13. Quote:
    Originally Posted by Infernus_Hades View Post
    Should we lower the damage - increase control from a nuke in exchange for less of an endurance penalty?
    I'm gonna weigh in, because I agree with Infernus that the unique facets to the each problem make them worth their own discussion. It also gives more stage time to the less controversial topics, some chance for lesser issues to get the focus they deserve.

    I'm also weighing in on THIS thread because I was about to make it, just with the title "Crashing Nukes?".

    The crashing nukes, blasters' "Ultimate", do a very unique thing. It's not sustainable AOE damage, even stinkers like Short Circuit will do more total damage than Thunderous Blast, over time. Instead, they stop the show. Everything falls down, and the blaster pays a hefty price in convenience. Using the nuke with regularity will demolish your inspiration tray on a team. Using it solo will feel like a waste, as you wait interminably between spawns for the crash to end. But on an as-needed basis, the crashing nukes are unparalelled.

    But I would argue, not good enough. Not in the context of Judgement nukes, Shield Charges and Lightning Rods. Not when stacked up to the power of Overcharges, Rains of Arrows, and Hails of Bullets. Their edge is eroding, and their enourmous penalties and massive recharge times are making "Second Best" arguably better.

    So what do we do? We have a couple directions the sliding scale runs in, and despite what one may think, it's not black and white. We can go both directions to varying degrees.

    Direction 1: Buff the nukes.

    There are 3 defining aspects to a crashing nuke. They deal massive damage. They cause their set's "signature" secondary effect in high magnitude. And they do so in a wide radius to large numbers of targets.

    All 3 of these elements can be increased. More damage. More or Better secondary effects. And a wider radius or higher target cap.

    Direction 2: Nerf the penalties.

    Crashing nukes come with a number of "Penalties" that make them "Worse" than a "Normal AOE attack" of their strength would be. They have an enourmously large recharge time. 6 minutes between attacks is an eternity. Even with +100% recharge slotting and +100% global recharge bonuses, that's still 2 minutes, but even if you manage that, you run into the other penalty. The endurance crash tries to take you out of action for 20 seconds. Mind you: The bosses are still alive. And if you're fighting above +2 (Say for instance, on an Incarnate Trial), the Leutennants are also. You can mitigate this with blue inspirations, but trying to do so on a team large enough to make your crashing nuke "worth it" will run your insp supply ragged.

    Both of these aspects could be reined in or completely eliminated, each to varying degrees. Shorter recharge, less severe crash, or completely eliminated.

    But again, the beauty is: Arguably, you could do some of both! Increase the benefits, while still eliminating some penalties. Remove the penalties, while still making the powers slightly better.

    So what do we do to nukes? I'm not sure what would make them the best and most useful, but there is a guiding principle to be considered when contemplating how to buff them. The Cottage rule. Which is to say: The people who currently have, use, and enjoy crashing nukes, do so because they like what they can do. I think that, above all else, we should not reduce that. I'm kind of against nerfs to the damage of nukes because of this. You're hurting the people who like them, and merely widening the target audience at best, if not merely shifting it. I think there's a lot of room for improvement without making nukes "So good that they need to be nerfed."

    But what kind of improvements?

    In my opinion, a quick and dirty fix would be:

    Remove the Crash, Keep the damage and effects the same, Reduce the recharge to 4 minutes, increase the radii to 35 feet, and the target cap to 24. Add a stun to nova and a moderate To-Hit debuff to Inferno.

    But if we're willing to keep the crash, there's the possibility of doing even MORE. And who doesn't like more?
  14. Quote:
    Originally Posted by Pinkpup View Post
    So what is going to be the trade off?

    Cus right now, time bomb gets good damage because it is such a ***** to use. Get rid of that, and what happens... less damage, smaller area of effect, higher endurance cost, etc, etc.
    We can't just expect the devs to toss the restrictions and not have some of the good stuff removed as well.
    Rain of arrows does more than half Time bomb's damage, at range, with 1/4 the recharge time.
    Overcharge does 3/4 the damage, at range, with 1/2 the recharge.

    Neither of these powers is interruptible. Neither crashes. Both can benefit from build up and aim, while time bomb can't due to waiting out the duration of the buffs with its cast time and detonation delay.

    Arguably, with its damage, recharge, detonation delay and unbuffability, time bomb could lose its interrupt time and 9detonation second cast, and keep ALL the damage.
  15. Quote:
    Originally Posted by Rikti View Post
    I hate these kinds of threads tbh. I *like* powersets that perform their best without 9 power choices.
    Power buffs don't affect builds that lack those powers. Keep skipping time bomb.

    You should campaign for synapse to release a set with 9 copies of [Nothing].

    I'd weigh in on this discussion but haven't played /Devices past 15. My gut tells me that a reexamination of interruptibility and possibly making time bomb a toggle (like the vet pets) could do a lot, but I dont think devices should do any trade offs. Ease of use should not cost effectiveness, if at all possible.
  16. I just wanted to come back to the thread to say thank you all very much.

    I kept kind of procrastinating, and aside from the final challenge of cramming the tanker AT set in, Zim The Igneous is in a much happier place.

    Where to find fault most valuable is on teams that already have a stunning controller. Suddenly every boss always stunned every spawn. And tremor fault tremor temporarily stops all the damage.

    as to why I skipped the damage buffs, it was a matter of wanting to be defensively focused and being unwilling to make the compromises to that goal that were necessary to include them. I'll probably build a lessr serious solo build on the side that
    .will utilize them heavily.

    Again the insights that I have gain from this thread are invaluable andp will serve me in times ahead. thank you all so much
  17. Quote:
    Originally Posted by Ironblade View Post
    Correct. Synapse explained it. Basically, if the proc is set to trigger 5 times per minute (for example), if you put it in a power with a base recharge of 12 seconds or longer, it will fire every single time guaranteed.
    So am I reading this right?
    That the succinct explanation is that the chance is:

    power_base_recharge/(60/times_per_min)

    And that actual rate of use or enhanced/buffed recharge doesn't factor into it?

    If that's the case then all I can say is "Niiiiiiiiiiice!".
  18. If you could do me a favor and be on the lookout for suggestions that given attack power sets are "endurance hogs" (such as stone melee), when the reality is, aside from some exceptions that are discounted, most single target attacks offer identical damage-per-endurance, and the REAL culprit is incredibly high DPA, which of course translates into high EPA, but strictly is an advantage.

    Also, Don't fall into the trap of warning against damage auras, At least not in the general case. Many of these offer superior single target damage per endurance spent compared to other attacks available, and of course skyrocket in eficiency with 2 or more targets. This coupled with the unlikelihood of significant overkill damage, due to the highly granular nature of the damage pulses, make them an ideal candidate for the endurance conscious player.
  19. I have a question. A specific question, and a general question. But first I need to frame it with some context.

    In City of Heroes, there are "Pet" powers that can be summoned, that don't accept "Pet" IO sets. Obvious examples of this include the various "Pseudo Pet" attack powers such as [Rain of Fire], [Burn], and less obvious ones such as [Fallout] and [Transfusion].

    Some of these "pet" powers accept IO's from multiple sets. Further, some of these pets have multiple different powers, often from each of the Allowed Set Categories that the pet power has itself tagged with.

    Now, my first question is related to a rumor I'd heard, and my second question is the specific application of the information I stand to gain from the answer to the first:

    I had heard a rumor that if a Pet power accepts multiple types of IO enhancement sets, slotting those types of sets will only apply enhancement bonuses to the powers the pet has that fall under that "category". A simple and obvious consequence, if this is true, would be that slotting Dark Servant with "Essence of Curare" would not do anything for the Accuracy of his Heal power.

    Frankly, this sounds like a bunch of baloney to me. Has anyone done testing, or have Developer "Word of God" on this matter? Am I really better off with Generic IO's in these kinds of multi-purpose pets? Or will the Accuracy enhancement in "Essence of Curare" affect his [Twilight's Grasp], [Chill of Night], and [Tenebrous Tentacles] powers just fine?

    Now, on to the second question:

    The power Carrion Creepers accepts Set IO's of the AOE damage, Immobilize, and Slow categories. It summons a pet that summons sub-pets: Vines that have a slowing melee and ranged attack, and an invisible pet that casts "Entangle", and AOE dot and immobilize.

    If I slot a Positron's Blast proc in this pet, will it only proc off the AOE immob? If I slot the Impeded Swiftness Proc, will it only trigger off the Vine attacks?

    And that leads to my final related question: Am I just better off enhancing the damage of this power?
  20. I was just noticing this myself the other day, in my own Ice Blaster's "Spectral Total Radial Interface" when I was idly [Freeze Ray]ing a boss. At first I was curious to see if it was a difference between Reactive and the newer DOT's, but if your report is accurate, they're now ALL cancel on miss.

    A bit of a shame, but still a sizable chunk of DPS added so maybe I should just shut up and enjoy the free damage.
  21. You probably should have been using Oranges, not purples, against the Cimerorans.

    4 purples probably got you through the alpha strike just fine, but as stray nicks and taps landed, denting that buffer of defense, quickly spiralling it into the negatives, it starts taking more and more purples, and frankly, your tray isn't that big.

    Meanwhile, 2 small Oranges or 1 Large bring you from 70 to 90% resistance. 1 medium brings you from 70 to 85. This either Halves or Thirds the incoming damage, and while the debuffs will re-double it as the fight goes on, it will still be 1/2 to 1/3 as much damage as you were suffering while chugging purples after the debuffs piled up.

    That said, it's hard to Insp Chug through a whole TF, keeping up the supplies and recombining enough of them for each fight gets to be taxing.
  22. I once was working on a chart of AT's that kinda linked them together, indicating which ones would serve as a gateway drug to others, depending on why you liked the AT.

    It was badly done, and in MS paint, but then I realized I didn't need it.

    Basically, there's a few reasons you might like "Melee", but pinpointing which one is going to be important in determining where best to migrate to.

    Is it the defensive sturdiness? This is probably hardest to replicate, but you might find solace in the tendrilly grasp of a warshade. A defender/corruptor/controller with solid personal defense in the form of either self buffs or debuffs might also serve.

    Is it offensive punchiness? A high-control Blapper (Like Sonic or Ice or Dark primary with Energy or Dark or Electric secondary) or alternately, a Dominator, might serve you well. You don't wanna go full-tissue paper because you probably do like the safety being a meleeist affords you, so don't go Fire/Fire PBAOEblapper or anything.

    If your melee tends toward the more Tankery/Brutey "Control the flow of battle" type of play, a Controller or Dominator might be up your alley.

    But yeah, a little soul searching to find out what and why you like melee will help you decide.
  23. Actually I'm right AND I'm wrong, I suppose. If you look at it in terms how "How much more DPS can you survive" I'm right, if you look at it in terms of "How long can I live against a fixed amount of DPS" I'm wrong.
  24. RE: Typed Defense as a goal
    I'm gonna follow up post. First off, the resounding chorus of "Chase Typed Defenses, not Positionals" is heartening. It's good to know that I was barking up the wrong tree, and it was ruining my build. I mean, I hadn't even specced into it, I'm still using my SO based "Team Tanking" build, because I just couldn't bring myself to make those sacrifices.

    RE: The Fighting Pool, Fault, and Healing Flames

    Yep, been using it since forever. It used to get me the Resist cap. It still closes almost half the distance to it.

    Fault is a corner stone power. In fact, to heck with frankenslotting, for my dollar there's almost no slotting I'd rather run than 3 Endoplasms and 3 Recharge. In a tenative build I have it slotted with Razzle Dazzle, but I'm thinking of reeling it in and going with the HO based slotting just because of how KEY this power is. Or perhaps something fancier, like 2 Endoplasms, 2 Acc/Stun/Rech, 1 IO Rech, and a Force Feedback proc.

    Healing Flames I won't be using to chase set bonuses. The 2 slots I save by Frankenslotting it with 4 IO Heal/Rech enhancers are worth more in other powers.

    RE: Post a build anyway

    After mulling over the insights you've all provided, I think I feel safe posting something up. Bear in mind, it's a first draft of sorts, and I'm really trying to balance my offense and defense. I don't know if I'm ready to spend 70 empyrians or 2 - 3 billion on 3% more defense, or even which slot I'd relocate to manage it. In any case, here I am.

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Zim The Igneous (Tanking): Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResKB(50)
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), B'Snap-Acc/Rchg(9)
    Level 2: Blazing Aura -- Erad-Acc/Rchg(A), Erad-Dmg(9), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(11), Sciroc-Acc/Dmg/EndRdx(13)
    Level 4: Stone Mallet -- KntkC'bat-Acc/Dmg(A), F'dSmite-Acc/EndRdx/Rchg(15), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), B'Snap-Acc/Rchg(19)
    Level 6: Super Jump -- Zephyr-ResKB(A)
    Level 8: Healing Flames -- Mrcl-Heal/Rchg(A), Dct'dW-Heal/Rchg(21), Numna-Heal/Rchg(21), H'zdH-Heal/Rchg(23)
    Level 10: Consume -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(25), Efficacy-EndMod/Acc/Rchg(25)
    Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(29)
    Level 14: Taunt -- Taunt-I(A)
    Level 16: Boxing -- Acc-I(A)
    Level 18: Burn -- Erad-Dmg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), C'ngBlow-Acc/Rchg(31)
    Level 20: Fault -- HO:Endo(A), HO:Endo(33), Rope-Acc/Stun/Rchg(33), Stpfy-Acc/Stun/Rchg(33), RechRdx-I(34), FrcFbk-Rechg%(34)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam/Rchg(36), RctvArm-ResDam(36)
    Level 24: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), B'Snap-Acc/Rchg(37), F'dSmite-Acc/EndRdx/Rchg(39)
    Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(39)
    Level 28: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(40)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 32: Rise of the Phoenix -- RechRdx-I(A)
    Level 35: Tremor -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-Dmg(42), Erad-Dmg/Rchg(42), C'ngBlow-Acc/Rchg(43), FrcFbk-Rechg%(43)
    Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), B'Snap-Acc/Rchg(45), F'dSmite-Acc/EndRdx/Rchg(46)
    Level 41: Soul Tentacles -- Acc-I(A)
    Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(46), DarkWD-ToHitdeb/Rchg/EndRdx(46)
    Level 47: Dark Obliteration -- Det'tn-Acc/Dmg(A), RechRdx-I(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/Rng(48), Det'tn-Acc/Dmg/EndRdx(50), Det'tn-Dmg/EndRdx/Rng(50)
    Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
    Level 50: Cardiac Partial Radial Revamp
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(13), EndMod-I(15)
    ------------
    Set Bonus Totals:
    • 21.75% Defense(Smashing)
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • 21.75% Defense(Lethal)
    • 16.13% Defense(Energy)
    • 16.13% Defense(Negative)
    • 15% Enhancement(RechargeTime)
    • 330.3 HP (17.63%) HitPoints
    • 3.94% Defense(Fire)
    • 3.94% Defense(Cold)
    • 3% Defense(Psionic)
    • 12.38% Defense(Melee)
    • 9.56% Defense(Ranged)
    • 4.88% Defense(AoE)
    • 5.4% Max End
    • 5% FlySpeed
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 14.3%
    • MezResist(Sleep) 1.65%
    • 2.5% (0.04 End/sec) Recovery
    • 20% (1.56 HP/sec) Regeneration
    • 1.88% Resistance(Energy)
    • 5% RunSpeed
    • 1% XPDebtProtection

    Comments: This gets me 33.3% Smash/Lethal defense, 27.7% Energy/Negative, with the less signifigant 23.9% melee and 21.1% ranged shoring up against other types. I'm not sure where I'd get another 5% energy defense, without either hamstringing something critical or overslotting something I don't feel that strongly about. This build probably reeks of "Grew up slotting SO's", but there you have it. Truthfully, I'm not even entirely comfortable with how low the +Damage numbers on my attacks have gotten, I'm so used to budging nose-up against that ED curve that seeing anything less than "95" there makes my skin kinda crawl.

    Again, thank you all, for your time and insights. "You're doing it wrong" carries a certain amount of comfort, and "Here's how you do it right" has been eye opening.
  25. So I finally got fed up with my Fire Tanker. I dragged him unceremoniously out of retirement some weeks ago, and had fun, but found too many situations on the team I was running where Healing Flames was not coming back fast enough to staunch the gallons of blood gushing from the myriad wounds visited upon me by my foes.

    Aggro? I'm Fire/Stone Melee/Energy Mastery, between adequate AOE, 2 freight-train single target attacks, and taunt, I get that aggro. But I find myself buckling under all but the firey-est and physical-est of assaults. This character is old as the hills. Before I took IO's seriously. Tough? I've got it. Steadfast Protection global -KB's and Karma -KB's are about the only nod to the invention system the build has, aside from the absolutely glorious slotting of 3 IO Acc/Rech + 3 HO Dam/Mez in Seismic Smash. I'm gonna miss that. I think my defense is sitting at a whopping "Combat-Jumping And-A-Half".

    I'm tired of crumpling. I don't mind using Rise of the Phoenix. I don't even mind folks using me to get their Venge on. But those powers don't recharge fast enough. So I'm at an impasse. I want to shore up where I can shore up. But I'm not even sure of the "method" I should be employing.

    I'm not gonna ask for a build, nor am I gonna show you mine. Suffice to say that my first draft got me to 24+ to all 3 positions, with Darkest Night on back up. My estimates say this should triple my survivability against enemies I'm imortal to anyway, and probably about double it versus +4's. Not so bad right? And I won't be a debuff punching bag.

    But this came at the cost of about 33% of my offensive prowess. Seismic-Heavy-Fist is not an attack chain. Unnacceptable I say. Maybe I'm asking for the moon, I don't know. I do know that if I'm gonna be happy with this build I need to be more slot efficient so I can keep stone mallet and keep cracking heads proper, right? My instincts say that I must be doing SOMETHING horrifically wrong, to have come out that poorly. Chasing Positionals isn't the answer, or at least, not an acceptable answer. But what is?

    Chasing typed defenses? Chasing +Regen and +HP? Chasing the one Smash/Lethal resist bonus in the game? Chasing my tail? Hiding behind walls? I'm pretty new at this IO'ing business. Bulking up my Shield/SS tanker was fun and easy compared to the headaches this is giving me. I know that I won't be turning this character into a Stone Tanker. I know what Firey Aura is, and have since I6 when I lost my Hardcapped physical resists to ED. But I wanna do the best I can.

    So I come to you, the tanker forum. Not for a build. That's asking too much. But for a methodology perhaps? I think the way I'm looking at this is wrong. That some core misunderstanding in my head is preventing me from doing this as well as I can. Maybe the core misunderstanding is that "You can't make Fire Armor generally tanky while maintaining a rocking offense". I dunno. Maybe you do know. I'm interested to hear. I'm hoping the prognosis is more optimistic than that. I call myself a hopeless optimist, but prefer that the emphasis be on the "optimist" rather than the "hopeless".

    In summary: What should my goals be? My tools? All the defenses? Just some of them? HP or Regen any kind of priority? What do you old pros with your purples and your pvples and your rares and your uniques aim at, and what guns do you use to hit it?

    Thank you so much for your time. I know this is kind of a nonspecific question, but I think that if I ask for this, instead of asking for a build, I'll do a better job in the future of building other "resist based characters who don't cap anything". I want to teach a man to fish, where I'm the man, and I'm also the fish. I could apply the lessons learned here to some kind of defender build, unholy abomination though that may be. Peace out and peace on.