UberRod

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  1. Quote:
    Originally Posted by Dissolution View Post
    You don't like the blinking clue?
    Well, by the time I notice the blinking cue, I'm never sure how much time I have left.

    Most of the time I don't notice the blinking cue at all.
  2. More importantly you have hats with hair!
  3. Quote:
    Originally Posted by Obitus View Post
    I think a lot of people would be happier with that than what Unstoppable currently does. Hell, if the Unstoppable crash were reduced to 99% (rather than 100%), just enough to give players some assurance that they could keep their toggles up, the power would have vastly more appeal.
    If end didn't crash to zero and my toggles still stayed up, then I might respec back in to the power because I could be fairly certain I'd be alive after the crash.

    Would be nice if it had a counter so you knew when it was going to crash, or some sort of audio cue.

    But as it is now, I respec'd out of Unstoppable and haven't looked back. Barrier is plenty good for any need.
  4. I figure I might as well just hit Barrier Destiny rather than bother with Unstoppable.
  5. Quote:
    Originally Posted by SpaceJew View Post
    It's a matter of stacking what you have to work with. What does invul have? Well, lets see.

    A: High S/L Resistance

    B: Moderate typed defense

    C: Moderate typed resistance

    D: Low/Moderate regen

    Depending on how you slotted your invul, there are different options. However, the 'best' option imo is to go for the T4 +regen buff. And here's why...

    My Invul sits at 25 hp/sec before DP is popped and has roughly 2330 HP. After I pop DP, my regen sits at roughly 35-40 hp/sec and has 3440 HP. The +regen destiny up's it to cap for a few seconds, then slowly degrades to around 50-60 hp/sec at bottom tier regen. This stacks better than the, what, 5% bonus to resistance/defense even if you're about that close to soft cap defense. It also gives you a better ability to mitigate unstoppable crashes, but even if you opted out of unstoppable it's a second heal which is more likely to save your butt than barrier imho.

    EDIT: The +regen destiny basically turns you into a WP or Regen toon, i'd actually argue that barrier is better for WP/Regen since they already have plenty of HP regen. Think of your shields as a three-legged stool. Defense/Resistance/Regen. You want all three, and you want them all to be as high as they can be.
    I think it is a difference between boosting what you are good at, or shoring up where you are weak. I tend to go with the boosting what you are good at, but I can see the validity of the other way. Granted Invuln is great at S/L, but the other types could use some boost.

    Once you someone decides which direction they want to go, then it is easier to choose which boost to get.
  6. For Invuln. wouldn't it make more sense to get Barrier and extra resist dam and defense?

    I would see rebirth better suited to WP and Regen toons.
  7. UberRod

    Tank Problem

    Quote:
    Originally Posted by Syntax42 View Post
    The Aegis IO is 20% status resistance, not protection. It will make the mezzes last slightly shorter, but the real problem is that you're getting hit with the mezzes in the first place. Defense is the best way to avoid status effects once you have mez protection.
    You are correct. Is there any enhancement that grants protection against mezzez?
  8. Ninja scrappers? Wasted on the true glory that is Super Strength Scrappers!!!11!1!11!!!
  9. Electric Melee has lots of AoE if that's what you are after. Get the Reactive Interface slot to get extra DoT damage, go with Void or Pyronic Judgement; Void for extra damage, and Pyronic for extra DoT.

    Kinetic also has AoE and with Power Siphon can do decent damage.

    But still, this is why I want Super Strength as a Scrapper. I just love Foot Stomp that much. Well, that and Rage.
  10. UberRod

    Tank Problem

    Just slap an Aegis status protection enhancement somewhere and you'll be fine. It works during the BAF trial when you get confused for being too close to the doors. I imagine it'll work elsewhere.
  11. As long as we get at least 2 more incarnate slots and they give Scrappers Super Strength, I'll be happy.
  12. I can see that you took Stealth for the defense, but really, the last thing a tank wants to be is stealthy. It's hard enough for a WP tank to get aggro without adding Stealth into the mix. Drop Stealth and you will have room for Assault.

    And for the sake of the Gods get 3 slots into Stamina.
  13. Well, I created a character on the German server, just so I could have a toon on each server and as far as I could tell, I was the only on there. Granted it was late at night and the other Germans would have been sleeping.
  14. I went for cardiac for my inv tanker because I had end problems and I wanted extra dam res. No other alpha boost was better for this toon.

    In my mind the Alpha boosts are good for boosting an advantage you are already good at. So Cardiac makes sense for Inv. Nerve for Super Reflexes or even WP although I went with Spiritual fort he extra heal.

    Since 3/4 of the effect bypasses ED at tier 4 I'd rather boost the main defensive component rather than try to shore up a secondary one.
  15. Isn't the answer just putting a status protection proc enhancement somewhere instead of changing your build?

    My invuln has a status protection proc and never has a problem during the BAF, while my WP tank and fire/kin have problems (which sucks when your fire imps start attacking you).

    Edit: Not to say your build doesn't need tweaking...
  16. UberRod

    Jab

    Mine's 6 or 5 slotted with Crushing Impact for the extra health, accuracy and recharge. If I have 6 (for my invuln tanker) it's for the psionic resistance which is a big gap for the set.

    All my melee has Crushing Impact and Foot Stomp has Scirocco's Dervish.

    Now my WP tank has most of the melee's only 5 slotted.

    Since most of the defensive powers are only 3 slotted (for my invuln) I have lots of slots left over for my attacks.

    So basically it comes down to using extra slots for set bonuses.
  17. UberRod

    Tough hide..?

    Quote:
    Originally Posted by DoctorWhat View Post
    Hand Clap, IMO, is a good power to take until around the late 30s, early 40s. It helps you get out of a jam when your defensive powers are still being given slots and developed. However once you have all your armors and got them slotted to a reasonable degree the usefulness declines sharply. By the time your slotted out, SOs, IOs, Hami-Os or whatever, then any time you're getting your backside kicked chances are Hand Clap won't do much more than make noise.

    For a level 50 build ditch Hand Clap and grab something like Hasten, Combat Jumping, Maneuvers or some other power that can be left at one slot and be useful.

    Can't remember his build, but thought it was worth bringing up.
    But if your taunt aura power, which is usually key to your defenses, requires that you have lots of enemies around you, how is it good to scatter them away from you? If you are needing Hand Clap because you are waiting to take defensive powers in later levels than I don't have much sympathy for you. I don't know about you, but I only end up with 2 attack powers until my 30's because I'm focusing on getting all the defensive powers as soon as I can.

    I could see Hand Clap being useful before you get your taunt aura, in this case Invincibility, which you get at 18. However Hand Clap is available at level 16, which only leaves 2 levels of it being useful. Since it doesn't do any damage it is just an "oh Sh*t kind of power, but since it is an AoE that will build aggro it really isn't giving you that much breathing room as you are forcing more enemies to pay attention to you.

    I still maintain that it is a useless power as it is. No damage, and does knockback when your AT requires enemies to stay close. If it just did knockdown, I would take it as a useful aggro tool. As it is now it is useful for squishies only.
  18. UberRod

    In-N-Out Burger

    Quote:
    Originally Posted by Pyrox Saberdon View Post
    Not even close. In-N-Out Burger is leaps and bounds better. It's fresh. Real fresh not that "Fresh 5 months ago before the freezer" some places advertise. Potatoes sliced and fried minutes before you ordered kind of fresh. And fast.
    That sounds like Great Plains Burger Company near me. Best tasting burgers I've ever had. Very fresh. They have boxes of potatoes that are cut right after you order them.
  19. UberRod

    Tough hide..?

    Quote:
    Originally Posted by Obitus View Post
    Fair enough. The only reason I even brought it up was that I don't think Hurl or LBE is such a mismatched choice that it deserves so much hand wringing -- a premise that seems ironic in retrospect because my stating it spawned even more semi-off-topic talk.

    If your choice is between LBE and Hurl, you're essentially making a conceptual decision, is all. I'd personally tend to agree with you that LBE is better than Hurl, but if someone truly does want an option to ground the occasional flyer and/or just adores the aesthetics of Hurl, then I can't tell them they're wrong -- just as I would never criticize someone for taking LBE to flesh out their Superman-esque character concept.

    It all comes down to the build's attack chain. If you're looking to incorporate a ranged attack into your regular attack chain, then LBE is clearly better because it takes up less time and accepts the Achilles' Heel proc. If you already have a continuous ST attack chain and you just want the ranged attack as a mule and for the occasional distant enemy, then it's a toss up: Hurl delivers a larger burst of damage (~63% more than LBE), so it's more likely to kill a wounded runner in one shot, for example. Hurl has a Fly debuff that can potentially make an annoying encounter with a flying opponent much faster.

    (It's worth noting that neither LBE nor Hurl is as good as Punch for a continuous ST attack chain. Partly thanks to Bruising -- which essentially forces Tankers to slot and use their fast-recharge Tier 1 attacks -- Tankers generally have a pretty easy time constructing a seamless attack chain without resorting to APP/Patron powers. So if I had to make up a rule of thumb, it would be that you take LBE if you're trying to fit in a ranged-attack mule and your build is so tight that you had to skip Punch as a result. Edit: All of the above assumes you're taking Energy Mastery to begin with, just to be crystal clear.)

    To make an over-long story short: Hand Clap is a much bigger problem here, if you can even call it that, than Hurl/LBE.
    I can agree with you about Hurl vs LBE. Most likely if I took Hurl, as Grey Pilgrim said, I'd use it to finish off runners. I can see where others would like Hurl better than LBE and that's great. It's not like I would kick someone for taking Hurl from my team. You're are correct in that Hurl vs LBE is a minor debate and not really necessary.

    The real meat of the thread, besides the necessity of taking Tough Hide is that Hand Clap is fairly pointless to take. Sure it is good for getting aggro, but you are doing AoE knockback as a melee toon. That to me is always bad and counter productive especially for a tank whose taunt aura depends on keeping enemies close.
  20. UberRod

    Tough hide..?

    Quote:
    Originally Posted by BigBoss Eyepatch View Post
    What is wrong with Hurl?

    Its one of the only ranged attacks in the Tanker secondaries, it does a big chunk of damage if slotted correctly. Drops flying enemies out of the air. Can knock a foe back... useful if you are wanting to come to the aid of a squishy teammate. Can be used with taunt to strategically pull the enemies.

    The only downside is the time it takes to do the attack, but its not THAT much slower to execuste than KO blow. Plus if you're using invulnerability, there isn't really going to be a problem with it being interrupted.

    Hurl seems to be getting a bit of short change here guys.
    Well, you have to be on the ground to use Hurl. It won't work if you are flying or hovering.

    It does knockback, which for a melee based set is a horrible idea. Unless you like chasing your targets around the map. As a tank I refuse to take any powers that do knockback. I need to keep enemies around me, not knocking them away. If I were a blaster or controller, then yes, it would be fun to take.

    It also has a longer animation. Granted it's a lot quicker than it used to be, but it's a lot longer than LBE.

    In the long run it's the knockback that kills the power for me. That and not being able to use it while flying.
  21. My first tank was Invulnerability/Super Strength. It's a great build, especially if you get the Cardiac Alpha boost, which not only helps with endurance usage, but further boosts your damage resistance.

    My second is Willpower/Super Strength and it's a really good toon. I just really like Super Strength, mostly for Foot Stomp and Rage.

    Make sure you take Tough and Weave from the Fighting Power Pools.

    I'm also on Freedom, global is @Uber Rod if you need any help.
  22. UberRod

    Tough hide..?

    Quote:
    Originally Posted by Obitus View Post
    Hey, different strokes, man. Almost by definition, I'd say that the worst of a given set of analogous options can't be called solid, but this whole solid-not-solid thing is semantics. (Disclaimer: I'm not even sure offhand that LBE is the worst available ST attack in the APPs/Patrons, but I do know that it's markedly worse than at least four other popular options -- Gloom, Fire Blast, Mu Lightning, Ice Blast. I'd imagine the Mace option is worse than LBE by dint of redraw penalties, but I'll have to look it up later.)

    The rest is just confusion, it seems: First I say that Energy Mastery (the whole pool, including Torrent) is a "terrible" source of supplemental attack powers. Then you reply to say that LBE "isn't terrible." Then I say that I was talking about the combination of LBE and Torrent. Now you say that you weren't talking about Torrent. We're talking past each other here, and over something that's pretty silly even on a forum the purpose of which is inherently insignificant.

    Thus far, I've gotten a lot of vaguely snippy correction over an issue my over-arching theory of which no one has even explicitly questioned. Do you disagree that Energy Mastery is a sub-optimal choice for anything but endurance management and incidental +regen? Do you disagree with the idea that people looking for bona-fide attack powers should go elsewhere? Doesn't seem like you do.
    I can agree that Energy Mastery is sub-optimal except for endurance management and the +regen. However I tend to take Energy Mastery a lot for my toons and like LBE over Hurl. Granted if I wanted better attacks I would go elsewhere.

    I believe it is like this: Hurl < LBE < other attacks. I'd still go with LBE, sub-optimal as it is over Hurl. And anything is better than Hand Clap.

    The point of the thread is to convince the OP to take Tough Hide and to drop Hand Clap and Hurl.
  23. UberRod

    Tough hide..?

    Quote:
    Originally Posted by lionsbane_EU View Post
    Well, the answer to that is I want my guy to be as all round powerful as I can, and that does include offensive powers. So I was hoping to free up a slot to allow me to pick up a range attack. (attack is but a name for another defence right?)

    But I'm not stupid enough to not listen to the pretty much unanimous opinion put out by my peers. Tough hide it is.
    Now if we can just get you to dump Hand Clap...
  24. UberRod

    Tough hide..?

    Quote:
    Originally Posted by New Dawn View Post
    The pros to LBE that people put forward makes me wonder. What non concept build on any Tanker has an extremely essential Laser Beam Eyes? I think maybe once I might of seen a build where it was ever so tight to achieve its goal where I thought to myself well that could be the one and only time. Hurl on the other hand is something I've always liked as it does -fly and when I was a grounded tanker (footstomp is grounded anyway) found it had great utility. I may fly now but its still great to stack with taunt to make sure aoe damage can be directed away from the squishie gank and spankers surrounding a tough AV if needed or saves me the bother of air lifting.
    It comes down to LBE being very quick, no restrictions being used while flying and doesn't cause knockback. And it's a ranged power. The -def, while nice, isn't an OMG! kind of thing. I'd much rather take a minor -def than any power that does knockback as a tanker or scrapper.

    Now I hear tell that Energy Torrent in Energy Mastery does Knockdown and is a cone. I may have to go with this instead.
  25. Is it just me or am I not seeing any holds? I only saw an immobiize and some slows.

    Typical troller sets have single and group immob. and holds, plus 6 other powers.

    I do like the concept a lot though.