Tsuji

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  1. Quote:
    Originally Posted by Bandeeto View Post
    The gauntlet/taunt aura makes sense for the "AoE vs not" explanation. Unfortunate, but there you go, given that it effectively gives the set one AoE (not interested in RTorrent in the least on an Invul tank). It is also unfortunate that Siphon says it accepts taunt set IOs when it does not. Guess it's a text bug, and needs to be corrected in Mids as well.

    I agree that damage becomes a bit more decent with Siphon up, although it still seems poor. Guess I need to crank up the recharge. However, I note that Rage is easily rendered perma without much work. Getting a two minute recharge down to 20 sec is basically impossible.
    If it's going to be a long term character and you IO it out, you will become much, MUCH less disappointed in KM due to power siphon. I went nuts thinking I should have gone /fire or /elec around level 40 or so, but then once I was IO'd out and got hasten I was glad I stayed KM. With the bonuses from the incarnate system and maybe 35% from IOs kinetic siphon's' damage bonus is only down for maybe 10 seconds, and you don't have to deal with the rage crash forcing you to stop attacking.
  2. Gotta say I more or less agree with Syntax. If the team is actually well set up a tanker becomes much less useful than pretty much any other AT. The difference in survivability just doesn't have a big enough effect on the way an efficient team plays. Gauntlet was a step in the right direction though. Maybe it'll be different with the incarnate content, but I haven't gotten a chance to try any of it, unfortunately.

    The bright spot, though, is most teams are not well set up, so there are lots of times being a tanker is great fun as you save people from themselves.

    As for strats, if I'm using a single target set like EM or KM I hit a boss 3 or 4 times, then hit another boss 3 or 4 times, and use taunt on any minions that aren't in my taunt aura.

    With a strong AoE tanker I generally spam the AoEs and almost never use taunt except against AVs and bosses.
  3. Tsuji

    Boxing vs Kick

    Boxing does more DPA, so if your'e going to use one of them use that. I actually use boxing in my dom's attack chain. I switch between mind probe and subdue, but when hasten is down there's enough gap between the two that I can fit in a punch, so I do it.

    If you don't use it as an attack you should get kick though. You can already punch guys with brawl, so you might as well gain the super power ability to kick people.
  4. Quote:
    Originally Posted by moonbound View Post
    Well I plan on getting going rogue as well so being a corrupter on hero side wont be an issue for me, I do have a question though how is rad/rad? I have seen rad on the controllers side and it is really fun to play I love anchoring mobs it is challenging and not just click and forget debuffs, and the fact you can heal so I was thinking rad/rad defender or corrupter?

    I want to be able to do some damage but also want to be able to buff heal and of course debuff and the set seems flashy enough.

    This might sound like a strange question but does anyone know how I could make a concept about a technology based character who can only bend space but somehow makes it red when he uses it hehe?
    I'd consider is a dominator, and I'm pretty surprised no one suggested it considering the idea of the relatively recent Dominator redesign was to make an AT where the secondary and primary powersets are of equal importance. Since you like surprise and not doing the same thing every time I'd recommend ice, earth, plant, and electric primaries and then whatever secondary you think looks coolest. You melee, you shoot ranged attacks, and you control stuff. You even get a pet as long as you're not mind.

    I'll also second the idea about rad/sonic.

    Beyond that, consider the Arachnos epic ATs, they're pretty jack of all tradey. Most of them have a mix of ranged and melee attacks along with the ability to hide and crit out of hide.
  5. The only one that I'd consider sorta synergistic would be kinetics. When soloing you can knock something down then run into melee to heal off of it, and in groups people won't care that you're energy because you're kinetics.

    Other than that, just pick the powerset you find most enjoyable. It'll be harder to solo groups of higher level enemies due to knocking enemies out of your own debuffs, but it's not THAT bad.
  6. Tsuji

    Soloing +4/x8?

    Everything in my sig except the fire/ss tank can do +4/8, and all but the inv/em and fire/ss can solo AVs, though the level varies depending on the character.

    You definitely need defense whatever happens; you wont be killing entire groups in a couple of volleys of AoEs. As the enemies get stronger and stronger the need for defense starts to outweigh the need for damage. Debuffs will be especially painful, and of course some characters have an easier time of soloing things than other characters.

    For instance, the WP tank needs inspirations or strength of will to solo +4/8 cimerorans, and occasionally needs to use some blues against +4/8 arachnos, but the dom can typically handle those without inspirations. On the other hand, the dom can't solo groups of storm elementals and both the dom and fort have a lot of problems with Rularuu too, while the WP tanker can handle those without too much difficulty although it's veeery slow and becomes much more difficult if there are no wisp overseers.
  7. Quote:
    Originally Posted by mauk2 View Post
    I'm not sure I agree with this assessment.

    I18, I19, and the upcoming I20 have been very kind to tankers, while brutes have been trimmed back.

    Access to the powerful defense and debuff laden patron pools is a HUGE boost for tanker usefulness.

    Adding 300+ hitpoints added ten percent to ALL tanker build heals and regens, across the board.

    Bruising is HUGE. A free 20 percent resist debuff? What team will turn that down against +4 AV's and worse?

    No, tankers don't do as much damage against the minor junk as brutes and scrappers do. Brutes and scrappers are like reaping machines, blazing through the lightweight stuff fast and deadly.

    But Tanks are like crowbars. Against the truly heavy foes, I'd argue they have plenty of usefulness that goes far beyond simple durability and aggro-handling.

    And I expect the Dev's are going to have plenty of ever-nastier baddies for us soon enough: The new level-shifting mechanic in Incarnate has LOTS of potential.
    The resist debuff is nice, I will give it that, but it's a bonus for having a single tanker, and again I said in current content. You aren't fighting hard enough single targets regularly enough in the current game for bruising to make an enormous difference vs grabbing someone else.

    My main worry about tankers is that if you design content requiring buffs to tank, which is where the higher tanker caps will normally come into play (beyond invuln and stone), you end up with a situation where the survivability difference between these melee ATs becomes less important rather than more. There's nothing stopping a buffed scrapper or brute from taking taunt and easily handling aggro from a single large enemy, and tankers won't have much of an aggro advantage given that punchvoke doesn't really work on AVs.

    Yeah tanks have definitely gotten a bit better, and it's the reason I made the KM/WP instead of an ill/rad, but let's not exaggerate; I don't think the nerfs had much of a practical effect on the way the game is played.

    Luckily enough the game is designed so that even if your AT is a little less than optimal there will still be room for you, so I personally don't think the imbalance is a huge deal. But I definitely believe it's there, even with the changes.
  8. Quote:
    Originally Posted by BunnyAnomaly View Post
    The last thing that heavily tips the scale in a Tank's favour is regen/self healing. Not only do they have less damage to mitigate but they get a bigger heal because of their max HP advantage.

    If the tank is taking 40 DPS and the scrapper is taking 100 DPS, the tanker is pretty likely to regen or outheal that amount and so essentially take nothing, while the scrapper is still taking >60 or 70 DPS. Then you say "what is the ratio of survivability under this situation? 60/0... oh"

    I'd say extreme examples are going to be Willpower which mitigates huge damage by its regen, Inv with Dull Pain permanently up, but just about every tank has a self heal that is very significant.
    Actually I'd go so far as to say the HP factor is the biggest difference between scrappers/brutes and tankers, especially since there aren't too many outside buffs that boost HP.

    Though I won't lie, given the current content I actually think tanks are not all that useful. I can't think of very many situations in which a brute wouldn't be better from a pure powergame perspective.
  9. Quote:
    Originally Posted by Neogumbercules View Post
    I'm pretty sure the proc effect is on a global 10 second cooldown. Even if you could use the power every 5 seconds, it'll still only be able to be up at most every 10 seconds.
    I was under the impressions procs would go off every time you fired a power, and that the 10 second cooldown was for when they were slotted into a toggle.

    Anyway, with hasten and a little global recharge it recharges in 5 seconds on my tank, so with even more recharge maybe you could get it down to firing it off every 6 or 7 seconds.
  10. Oh wow, that would be pretty cool if you could slot a force feedback recharge proc in there, since with some decent recharge burst's recharge is about the same as the duration of the proc.
  11. For anyone who isn't following closely, the alpha slot stuff won't affect IO set bonuses, so when you're figuring everything out make sure you remove the effect of IO set bonuses. That can make you think you'll get more out of the slot than you will for def and res, although res set bonuses are pretty rare.

    As for a WP/KM tank, it's pretty obvious you'd go for spiritual. A heal bonus, then also a bonus to recharge so that kinetic siphon comes back faster, and a stun bonus to boost KM's CC. It's a boost to offense and survival, good slot.

    I just wish the taunt enhancement was there rather than heal...
  12. In addition to what others have pointed out, don't forget you can use power siphon to build up to 125% damage, then hit burn. Makes up for KM's poor aoe abilities I think.
  13. I remember back when I killed myself with energy transfer by using it on the entire map of enemies bunched into a single stack. That was pretty cool
  14. Definitely do your best to fit tough and weave into your build. They're really very useful
  15. Your main issue is going to be endurance on this kinda run. Lots of tankers aren't built to sit there and go balls to the wall fighting a single target for ages without recovery buffs. Since it's +4 the tankers are gonna be there for a while.

    Other than that there shouldn't be any strange problems with the guys in mission 3, but mission 4 will require some coordination and potentially someone with the immobilize from an app.

    It'll be too hard to damage Romulus through the nictus heals at +4 with just tankers, so you'll need to pull the nictus away from him. When I did this while duoing the TF Romulus would always run back towards the nictus occasionally even if taunted, so immobilize seemed to be the way to get it done.

    If you're doing it on freedom let me know the time, I'd be interested in joining and could bring out the WP or Fire guy. WP would probably be the best choice since he can fight nearly forever without losing end...Seems important for +4 av fights.
  16. Quote:
    Originally Posted by ketch View Post
    I just hit 50 with my mind/nrg dom today. With the thought that i19 would be here long before I made any significant progress with her I decided to skip Fitness. I can honestly say I'm glad I'll never have to do that again. I used the empowerment buffs and temp powers a lot to make up for my lack of stamina before hitting perma-dom. Even afterward, I found it very easy to drain my blue bar before domination recharged. This was with a mostly single target attack chain and running only Tactics.

    /Psi certainly helps with endurance management with Drain Psyche. It's undoubtedly the best secondary if you're thinking about skipping stamina.
    I leveled from 1-50 without stamina and also used to run arctic air and all the leadership toggles at once on my /psi. It combined with domination makes everything fine.

    I personally think it would be a bad idea to skip stamina altogether, but stamina with 1 slot is probably ok once you get perma dom going.
  17. Quote:
    Originally Posted by RadioSilence View Post
    I’ve never encounter an AV with a dominator and would like to try it. Let’s say I’m a mind/fire (not sure if anything other than a mind/* can kill an AV) and I have perma-dom. The first thing to do is to confuse the AV with multiple doses of confuse and mass confusion. Once under my spell, I would drop a debuff power on him then attack and keep cycling confuse on him. Does that sound correct or are there additional steps?
    More or less right. I've solo'd most AVs I've encountered with my Ice/Psi dom though, so you definitely can do it on non-mind. But that means you're going to be fighting something that can kill you in two hits, so you have to build and plan accordingly, and be ready to back out of melee occasionally etc etc.
  18. Could be he was trying to keep them bunched together for AoEs.
  19. Quote:
    Originally Posted by BlueRaptor View Post
    Yeah, massively. From 140% of the effect of the power with a 50 IO in the one free slot to about 200% of the effect as the viable maximum.
    Huge difference.
    ( = 156% vs 180% base Health, 135% vs 150% base Stamina without accolades and other powers)



    True as that may be, just making the powers AVAILABLE at earlier levels would do that too, and still keep the variety.
    You know, if everyone is taking stamina, making it inherent will actually increase variety since many powers or power pools no one would ever take before will now be taken. E.G. maybe more people will take powers like a self rez, or repulsing torrent, or stealth, etc.

    I can understand saying people should have to use power selections to get stamina (I don't think they should), but saying forcing people to spend power choices on stamina increases variety is just not really sensible. Now, if there were actual alternatives to stamina available to the vast majority of players it would be true that there would be more variety. But most powersets simply have no alternative.

    This is coming from someone whose main two characters don't have stamina, for what it's worth.
  20. Tsuji

    AV Killer?

    Quote:
    Originally Posted by Silverado View Post
    Lusca (who is technically 9 GMs) "only" took me around 90mins on my defender, and that was without using any temps or insps. Most other GMs either take around 15mins or just can't be done at all.
    It takes around 15 minutes for my dom to solo a quarry if it doesn't run away or kill me, so 15 minutes is a good number for someone with strong regen debuffs.
  21. Quote:
    Originally Posted by galadiman View Post
    Panacea proc... I have one I got as a gift (!). But it's sitting in the tray of one of my alts. I don't know if I can justify slotting a 3 Billion+ inf enhancement yet. It's the elephant in the tray, to mangle a phrase. As eebil a Marketeer as I am (a minor one compared to SOME people...) I don't know if it's something I can bring myself to do until I have multiple characters past the INF cap...

    Wow, Shield walls, Hami-o's (good ones!)... and I thought my build was a little on the high end for anything but my main! This might be a LT goal build, but I'll have to do some serious marketeering to earn the bling.

    Is Conserve power and Phys Perfection a little overkill? (Not that there's anything Wrong with that...) I took Salt Crystals because one of the WP guides pointed out it's a useful Giant Taunt generator.
    I think Physical Perfection is probably overkill if you slot your aoes for end reduction. Currently my WP tank doesn't even have stamina and I can still attack for a really long time even when using focused accuracy. I'm sure when I get stamina only end drain and heavy aoe use could make a WP tank with the accolades and recovery uniques lose end. I can only see perfection being useful for if you wanna solo AVs.

    Conserve power is still good though I think. You're WP, so you have no end drain protection, so fighting higher level arachnos etc. will hurt your end bar pretty badly.
  22. The second build looks great, go with that one. It's really close to my tank's build, so I'm not going to bother posting mine. The main difference is that I decided to use WP's massive end regen to underslot all my attacks for ACC; I rely on set bonuses and focused accuracy to hit things and it works very well.

    If you want to boost your F/C defense a bit try pulling a slot from another power and putting it in taunt, then put in one more mocking beratement.

    For what it's worth I found I didn't need taunt enhancements in rise to the challenge to get and keep aggro, but I'm KM and I've heard it has higher threat values or something like that.
  23. Tsuji

    Tanker HP Cap

    That's the old HP cap; the new one is 3500 something. It's called the hitpoint cap because you can't exceed it; nothing will take you over the cap.
  24. Tsuji

    ss is weak!

    Join a team and fight higher level enemies. It's much much faster than soloing, especially as a tank.
  25. I'd say hasten so you can use your big hitters more often.