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Posts
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Joined
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For me, I always loved invuln because it has good resists, good defense, and is theme neutral. I would have made my new KM tanker invuln if invuln had a self rez; don't know why, but I really love self rezzes.
*johnny's gigantic quote removed to save space*
The arcs aren't that bad for willpower when solo, but then again it might be KM's -damage that's helping me. They all have a lot of -regen but you can take fast healing and also target the people who do -regen, so the -regen hasn't killed me...yet. Not sure if I could tank for a team though. -
Quote:Don't listen to this guy, this comparison is so poor it's practically trolling.Dark Melee
-TO hit
Permanent build up is possible (and it does aoe damage)
Self heal that is part of a solid attack chain
Endurance recovery (did I mention its also an aoe damage attack ?)
vs
Kinetic Melee
small area long recharge kd
minor -damage
The -damage isn't minor; for instance on tanks you can get a single target to -40% pretty easily and it's -15% to anything hit by burst, I believe.
The AoE KD isn't even remotely long recharge; 15 seconds. With hasten, decent slotting, and some IOs it goes down to ~5 second recharge.
He also missed the disorients and potential for ranged damage, which I think aren't particularly important but are there.
Lastly, for tankers, the ranged attack is basically a second taunt; it has a really really big gauntlet radius. -
I'm leveling up in praetoria using it as a tank and I love it. I'm pretty sure the -damage has saved my life two times so far.
Not sure what everyone is smoking when they say the damage is low and the animations are slow. The animations are fast, so individual attack damage is a little lower, but they all chain together nicely. -
I found that just switching to windowed mode made the flickering completely go away. Simple solution, hopefully someone else will find it helpful and can try it before going through the process of downloading new drivers, haha.
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Hey, for anyone else who's having this problem, for me it solved itself by...Letting the updater sit for about half an hour. Ironically while I was downloading steam, installing it, and about to buy going rogue to put onto this computer, heh!
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I'm having the exact same problem. It really puts a damper on things. And for the record, I'm in a country where they don't sell CoH and LITERALLY cannot get city of heroes any way aside from a download without waiting 2 or more weeks for it to ship internationally.
Does anyone know if the steam version downloads from steam servers or from CoH servers? Maybe I can buy the going rogue complete pack and download from them, hah... -
If you hate buffing but still want some resist shields consider using pain; the number is lower, but you'll hit all of your demons with on cast of the shield.
The best all around secondary is probably dark, though. It basically works super well with every mastermind set. -
I'm pretty sure you should be able to do both, actually. Try playing around the builds some more. If you don't figure it out on your own pm me and I'll try and alter my inv/em's build to fit superstrength. But I got about 40% def w/1 in range of invinc and maybe 60-70% global recharge together and my build was a concept build, so I'm sure you can do it with yours.
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If you don't want maneuvers you can replace impervious skin with an aegis, pick up a new attack and put kinetic combat into it, and then replace some of your obliterations with 4 eradications and some other misc IOs to boost up whatever you feel is lagging.
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You're always answering my questions through PMs, so I'll answer yours now! My friend and I built fire and ice tanks and levelled to 50 together, so I know almost as much about ice as I do about fire.
-damage isn't resisted by anything, although it might actually be resisted by resists, oddly enough. So -lethal damage will be resisted by robots, if I remember correctly.
If you stack up -damage fast enough w/KM you shouldn't need tough for AVs. I personally would still take and use tough, though; it can give you time to retreat into hibernate since you don't have scaling resists like SR.
Don't skip the S/L shield; you'll be kicking yourself if you do. At that level I would sooner skip chilling embrace or even hoarfrost. You have to remember hoarfrost won't be up all the time until much later, so it's a bit less useful at low levels.
Hoarfrost and -damage and -recharge will probably be enough to handle average fire damage; fighting infernal is another matter. Likewise, they're enough for average psi (e.g. rikti) but maybe not enough for full on heavy psi encounters (mother mayhem's home, for example). The main reason is because you are going to have a rampup time on your -damage effects during which you may get splattered. In particular, with psi avs, they all also do -recharge, so you can't leverage KM's -damage so easily even with your 20% (40% w/ios) resist to -recharge.
This is another reason to get tough, actually; so that you can get weave. It also lets you cheaply softcap defense. One steadfast, weave, and a gaussians in something and you've more or less softcapped everything, if I remember correctly. I was always pissed that his build was finished so quickly and cheaply... -
Yeah, the shield moves are a lot less flashy for KM. Just direct hits. Someone has a video on youtube of the basic moves
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Quote:I think it's more likely that we could convince the devs of something that let tankers fulfill their namesake, i.e. tanking. Like I said before, I think debuffs are the way to go, but I'm not sure -resists will make it in since we're supposed to be defensive characters.I'll go back to what was mentioned several times in the Bruising threads: I think adding bruising to the Tier 2 power, and allowing a minor stack from other tanks would go a long way towards making 2+ tanks on a team more viable, especially against harder targets.
I think the rationale for bruising on the tier 1 power was that everyone has to take it, so adding something to that power means every tanker gets it regardless of build. I'd imagine any further solution would involve some kind of buff that will work regardless of the build. Maybe they can add the minor stacking to the tier 1 power, or even put that stacking effect on every attack power -
I think WP goes with it the best since you've already got decent defense, and regen. It helps with mitigating exotic types of damage. But really like the others said there isn't a primary that isn't helped by more -damage.
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Quote:I remember my friends made a video of it the last time I did that. I got all dressed up like little mac from Punchout! and kept using zone chat to shout "I...Am....BATMAN!" I'll see if they still have it.I would LOVE to see that demo record! No control powers, just his defense, brawl and boxing vs the wall of cimerorans!!! That would certainly be epic!!!
For what it's worth, boxing IS slotted with kinetic combat, so it's actually not that bad an attack. -
Quote:But you never really get mezzed as a tank, so I'm not sure that's worth it.My other suggestion for a tanker buff was to make Tanker primary powers not suppress when mezzed. Maybe tough and weave would suppress, but not my primary toggles.
I'm a little surprised no one responded to any of my ideas though. No one thinks adding some kind of debuff to gauntlet is a good idea? Or worth talking about?
Might as well chime in on the aggro thing.
I don't think an increased aggro cap would really help all that much for normal gameplay; maybe that'll change in the future if the engine tech changes, but I don't think they'll concentrate development time on that.
As for future content, once you get past a certain number of enemies the game just stops displaying them. You get server lag, too. I think that means the devs are more likely to trend toward tougher enemies rather than increasing the numbers of weaker enemies.
The devs did that in the Cimerora task forces; the enemies are huge so it seems like you're fighting tons at once, but really at most you fight around two spawns. -
First off I think anything that gives tanks more damage is going to not be considered; we just got bruising to help with solo damage, and they've already buffed the damage of almost every AT.
I think the best solution is to expand on the kind of thing Kinetic Melee introduced; the damage debuffs for tankers are higher than they are for other ATs.
Why not add -range to gauntlet? It helps with keeping enemies focused on or near the tanker and helps squishies survive sudden lapses in aggro management. It could even help out with making knockback more useful; knock them all away and they have to move back into the melee range clump to do damage again.
In any case, I think some kind of boost to debuff capabilities makes the most sense.
Another solution I just thought of could be something like a cover power, where some of the damage the team takes goes to the tanker. I think this would be way harder to implement, though.
Quote:My friend and I have two tankers that are supposed to be wizard/monk type guys from some order, so we always play them at the same time. We found that depending on the mission objectives it can be effective to split the team into two halves, particularly in TFs with lots of enemies and ambushes, such as Cimerora.Two Tankers on a team now can hold 34 enemies' attention, yet I don't see this strategy being used much in the game unless there are two spawns very close to each other.
I do not often see the team break into two sections just because there are two Tankers on the team. As such, this may not be such a fallacy. -
All the pets are close to permanent with 80% recharge and hasten, about what you need for perma dom.
Summon Guardian from the Mu set for Doms is wonderful; the heal goes off pretty often, and since the pet is ranged and flies it tends to live a very long time.
Summon Seer from the soul mastery set for Doms is good too; she gives you a buff that will increase perception and reduce confuse duration.
Arachnobot Disruptor from mace mastery for Corruptors is also nice in that it sometimes uses an AoE immobilize.
Haven't ever used the pets on Brutes or Stalkers since I figured they'd either die to AoE or reveal me. -
Quote:You can pre-use a purple inspiration in situations like that; I have a dominator who's softcapped to Smashing/Lethal, and I can take out an entire spawn of wall cimerorans just using brawl and boxing if I've used an inspiration. The defense debuff usually wears off before the next one hits you.They can always hit you.
A group of ten minions would, on average, hit once every two volleys. If they're using machine guns with a 7.5% defense debuff, you are going to cascade quickly.
Or, try asking someone like Dechs how long his softcapped defense lasts on the ITF.
The softcap is great, make no mistake, but it is nowhere near as powerful as JB is making it out to be.
For the record, I have a level 50 AR/EM blaster who is softcapped to ranged attacks.
You're right though, you can still get really unlucky; once in a while I just die suddenly without any warning. -
Quote:Yeah, don't take grav/sonic. There isn't much in the way of synergy and like you said the aoe resist debuff can't be used while solo. It's just a very underwhelming combo, although you do at least get some status protection.I don't think Grav/Sonic is good (except for RP reason of course) because you could use saturn's rings - disruption field - on Singularity but I think it won't work because of its repel field.
Edit: I forgot to point out that you can use the sonic shields on singularity; you can't heal the singularity but you can boost its resists pretty high which makes it easy to use as a tank for soloing elite bosses...as long as you have like 20 minutes to spend lifting it to death, heh. -
Just give tanks a 4.1 threat modifier, haha.
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WP/KM is the main one I can think of, and it works well.
I think I'm the only person in the world who actually liked KM though. I didn't really find it significantly slower than the other sets, and your buildup power lasts for almost 30 seconds. However, I also played /psi up to 50 when boxing was a good attack for leveling up, so sometimes I think my views have been permanently skewed by that. -
I like it! I wanted to do something like that with one of my dominators, although I might go for S/L resist and ranged defense instead if I can figure out how.
My Ice/Psi has S/L defense stacked up too. I've tried tanking AVs; it's possible but its not exactly super effective. For Psi at least it's tough to keep them attacking you, and you have low HP and a low margin of error. One slipup in healing and you die. I don't think you can tank a +4 AV on your own even if you have fully saturated Drain psyche.
It's really fun though. -
Jump backwards from max range while using ice slick or flash freeze. Once you get good at it you won't eat the alpha from most enemies. Obviously easier if you have superspeed or a jump power.
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I love rise of the phoenix! I barely need to use it, but when I do it's always the thing that saves everyone.
My favorite use was against reichsman back when that TF came out. I was doing it with a pickup group and no one had any heals. We had two tanks, me and an ice tank, and we beat reichsman by alternating our tier 9s. I'd tank reichsman till I died, then self rez, and he'd tank reichsman till he needed hibernate. It was pretty fun and hilarious. -
Does spectral terror draw aggro to you? I didn't think it did, but I never got it on my illusion controller.