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The KB protection IO is really there only to complete the set and get the additional defense against PSI.
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Are you thinking of the Res/Def unique IO from that set?
That gives a bonus defense to all and you don't actually need any of the others to get it.
The only extra bonus having all three is an extra 1.5% life. -
Hi Rush,
I have a few points about the Inv slotting. Ice melee I have never used though.
Temp Invuln: I'm not sure you will need that extra End-Red IO.
The Impervium set you have planned should have enough in there as is.
Unyielding: Dito, you don't need 3 end-reds here. 3 res, 1 end red would do.
Health: Chuck an extra Heal IO or two in here as well as the uniques. Health does give a good regen boost and is worth upgrading IMO.
Invincibility: Swap one of those End-Reds for a defense IO.
It isn't that costly a toggle and the extra defense is handy.
Build Up: Not sure you need this really? Are you aiming to do good damage or be more defensive?
As far as I know /Ice is not that good damage wise.
Resist Elements: Knockback protection IO?
Skip it. Unyielding gives excellent protection as is, you don't need more.
Unstoppable: You don't need all the res here. 1 Resistance IO should send all resistances to the cap. 3 is overkill -
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I'll also be leaving at 5.30pm from work, should be online by 6pm thou....
Unjust Law...is my tank! See you then!
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Great, I'll give you a few extra minutes just in case. -
Well, as there are a few looking to do it on Wednesday I shall reschedule to then.
Same time, 6 PM.
I may try to put together a team today as well if anyone arives, no harm in doing it a few times
@Claws, either would be fine although the tank may be handy to help manage the massed attack of witches. -
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Moog - With IOs like Numina's +Regen/Recovery - how does that work with a power like Health that's just always 'on'. I was under the impression that the bonuses that Enhancements like these gave 'went off' when you activated the power they were slotted in - is that wrong?
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When slotted in a power which is always on (such as health) then the bonuses are always active.
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Also, If three End is a bit excessive in Temp Invul - are there any toggles that DO need three ideally (I have a freespec or two, so could fix this fairly easily)?
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Not on an Inv/ tank, None of the toggles are that endurance intensive.
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Everyone - Another question that comes to mind (as well as the originals if anyone else would like to chip in) - how far is it worth slotting Combat Jumping? I've been assuming that the bonus is comparatively modest, so just have a Def so far - any better suggestions?
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The defense is small (only 2.5%), worth a defbuff in the default slot, but nothing beyond that IMO. -
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Temporary Invulnerability (currently slotted 3 End Reduc, 3 Res Dam - are there any sets that people would particularly recommend?)
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3 End Reds was a bit excessive there.
Anyway, one thing you might want to slot in there would be a Steadfast Protection Res/Def IO.
Gives an extra 3% defense to all, which is handy for an Inv/.
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Dull Pain (currently slotted with a Heal and a Rech Reduc and two from the Regenerative Tissue set - Heal/Rech and Heal/End. I've started using this set because I earned/was given them; are there any even better sets people would reccomend for this power?)
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Try and get 2 Numina's (any type) in there, gives a nice extra 12% regen. A third would give a bit more health.
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Invincible (currently slotted with two End Reduc and three from Kismet - Def/End, Def/End/Rech and End/Rech. Question = as with the last two powers. Also, is it worth having this toggle on if you're not fighting a particularly big mob? Does it make any notable difference if I also have Unyielding turned on, or does Unyielding more or less cancel it out?)
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It's always worth having this on.. the extra defense even against one enemy does help.
Slot with 3 Cytoskeleton Exposure's if possible.
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Jab (obv.) (Currently slotted with one Acc, one Dam and one Disorient Duration - any comments?)
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A couple of Pounding Slugfests would go well here and give a bit of extra Regen.
Drop the disorient anyway, it's not helping imo.
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Haymaker (currently slotted with two from Smashing Haymaker - Acc/Dam and Dam/End/Rech - any comments?)
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I like the crushing impact set, it comes with some very handy bonus'.
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Taunt (Currently slotted with two Taunt Durations - should I bother with a third?)
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I wouldn't, although some recharges may be useful.
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Knockout Blow (Brand new power, as yet unslotted - any suggestions?)
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A full Crushing Impact set would be nice here.
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1) What are the other powers (main sets and pool) that experienced Tanks think that I just can't live without?
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Health, no question.
6 slot it for maximum regen + recovery.
It is a perfect spot for a Numina's +Regen/+Recovery IO and a Miracle +Recovery IO, also the Regenerative Tissue +Regen IO. Plus a few extra from those sets for some extra set bonuses.
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2) I'm a Super Jumper - should I bother with Acrobatics?
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No, unyielding does the biz ere. Acrobatics is not needed.
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3) I hear people mentioning Aid Self a lot, but doesn't that have an interrupt time and therefore mean I'd have to avoid getting hit to use it? Do most people take it to heal between mobs really (which granted, would be useful)? What pool power should I take before Aid Self if I do need it? What level should I start down the road to getting it, whereby I won't be making myself wait for other shiny main set powers?
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Aid self can be handy and when slotted with a few Interupt reductions it can be used in combat without problem.
Does need heavy slotted to be useful.
Put it off till later IMO. -
Hey all,
Am planning on doing the Katie TF tomorrow at 6PM UK time.
So if anyone is interested put yer name down ere or pop by the contact. -
Hey,
If you need a Tank then I would be keen to help out again. -
On a SS/Fire?
Skip both, can't imagine two powers that would work worse together -
Hi, sorry for dropping. hope you finished ok.
Seems my electricity company decided to cut me off for a few hours :|
Wish they had better timing. -
Could you tag Dr. Liah Philips on as a reserve.
Would be keen to do this one again.
Inv/SS Tank. -
Unfortunately no,
They can only bubble you once, even when you get both Prot-bots only one will bubble you at a time.
This seems to be by design. -
Hi all,
This one looks like a good un and gives the Leviathan badge.
If you would be interested in doing it give us a shout or post.
Igm @Doc Liah
Or drop by the contact on Sharkhead -
Thanks all,
Sorry about the chaos at the start... but we got there eventually -
Nicely done in about an hour and a half.. thanks all
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Looks like 6 or 7.. should be a good TF I think
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I've managed to lvl my PB upto 25 now, so would like to use him on the TF...the names Xenostar (human/dwarf), however...if a higher lvl is needed, I have a lvl33/34 Scrapper that will exempt down...DM/SR called Dark Sentry.
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The PB would be fine, there should be SK space if needed. -
I want to run a few strike forces this weekend,,, as I've managed to have never done any.
This must change.
So on Saturday at 4PM for the Silver Mantis SF, the base is set up and there should be no need to change SGs.
If anyone interested could cluster by the Base portal on Cap au Diable at 4PM or message me @Doc Liah.
May run the Operative Renault SF on Sunday at the same time.
If anyone is interested give us a shout or send us a message.
Or just turn up -
Some thoughts...
Shadow Fall: This toggle is a very end-intensive one so a second End-Red would help. Also the defense it gives is not that good, so not worth slotting heavily for Def IMO.
Prot Bots: These guys really could do with some Def-Buff, the bubbles they give out have some good defense. And they double them op!
2 or 3 DefBuff would make a good difference here, -
My contact has reported that the Council are up to something big.
Really big.
If you have what it takes to help tackle this new threat then sign up now!
Or pop by Ernie on Striga Isle.. -
I would be interested in helping out.
With a lvl 50 inv/ss tank. -
*post deleted as things are bad enough in this thread as is*
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The devs listened on ice tanks, and they were changed. If invul won't be, that means invul isn't underperforming statistically.
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It was the changes in the Defense mechanics back in i7 that really made the difference there.
And that benefited the Inv tank as well, not quite as much though. -
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On the american forums they want unyielding debuff removed, in a way this is asking for extra damage mitigation to almost all damage types.
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I don't see that one changing personally. Or if they do they would more than likely balance it up by reducing Invincibilities defence by 5%.
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Now a suggestion for extra resistance is a smaller request. How many would rather have 30% resistance to energy than say 27,3 in total? Its a nicer rounder figure and best of all Scrappers and Brutes who when it comes to invulnerability have passives abit more worth taking.
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Having the passives increased by a few percent would be a nice change. Especially for the /INVs