Unthing

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  1. 2 more members? Sure, I don't think we are full. Hibernal Flea is often online. As everyone has invite privileges you can ask him/me*.

    * Is referring to your alt in the third person correct or a sign of madness?
  2. [ QUOTE ]
    hmm mr cuddles is inv/mace with the presence power pool and medicine.

    Not a very marine name though

    [/ QUOTE ]

    It could be ironic ......

    I think you'd make a good chaplain.
  3. Unthing

    My Ice/Ice Build

    [ QUOTE ]
    Very nice build!

    I might drop weave as the def it gives you is very limited and get something else.

    [/ QUOTE ]

    However a little bit more def ( 6.75% ) on a defence strong build is really useful as it allows you to get closer to the cap. Damage mitigation is non-linear, as you approach the higher numbers you get more back.

    I found Weave great on my Inv tank. Tough however isn't going to help much on an Ice tank as you have nothing to stack it with, however it still will make a difference as some regens swear by it.
  4. [ QUOTE ]

    Hmmmm... I see one key SG is missing... the one whose members will hold it and prevent you lot from being wiped out

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    I think the original suggestion was to have teams from a single AT to each go after different tentacles. So we would have

    The very annoyed tentacle ( Armoured Core ).
    The perma-held tentacle ( Union Overlords ).
    The completely imcompetent tentacle ( as debuffed by SNHS ).
    The firework engulfed tentacle ( as perma Nova'd by the Precision Rangers )
    Tentacle Sashimi, ( as sliced into pieces by Team GBH ).
    And then 3 relatively normal tentacles battles being fought by Cosmic Justice, Darkwings and New Blood Rebellion.


    My guess is that the firework one will get the most kills and the annoyed one will be the last to go down.
  5. [ QUOTE ]

    As with all themed SGs. Diversification is often included to satisfy other people’s desires. But damn, many months ago, there was an all AR/Dev Armed Forces themed SG running around. That was a lot of fun, combined with a lot of death actually. Having so many choices available, as in 1 chaplain per 8, and 1 apo per 8 etc, means youll end up with few plain bog standard marines running round. Be nice to see 7 standard AR marines teamed with 1 sergeant, or 1 chaplain. Might get me an alt Pled to catch you folks up. Just don’t have much time for CoH these days.

    [/ QUOTE ]

    This is one of the problems we had in the team I was in last night. Whilst we did have a great team, we only ever had 2 rifle marines and 2 assault battle brothers which spoilt a bit of the concept for me.

    Looking at the supergroup roster however shows that in the levels 9+ we have mainly blasters which is a good sign.
  6. That was a fun night. I went with a standard marine as I thought that seems like a good plan.

    The low-level team that I led ( badly ) through the holows was good, but it was a shame there weren't more Battle Brothers in it.

    I got to level 8. I gave advice earlier, so now I need some of my own.

    01) --> Burst==> Empty(1) Empty(3) Empty(5)
    01) --> Power Thrust==> Empty(1)
    02) --> Slug==> Empty(2) Empty(3) Empty(7) Empty(7)
    04) --> Buckshot==> Empty(4) Empty(5)
    06) --> Build Up==> Empty(6)
    08) ?

    I'm trying to work out what to get as my level 8 power, any suggestions. What should my slotting priorities be?
  7. [ QUOTE ]
    Cheers Unthing - That looks more like it I think... Glad I hadn't already gimped myself with level 2 power choice (Dull Pain), which certainly looked useful...

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    Nope Dull Pain, Hoarfrost, Earth's Embrace are certainly not gimpy. They aren't the best bang for buck at low levels where attacks help you level more, but that's what blasters are for. With the change of the 3rd attack to level 4 there is almost no reason I can see to get the 2nd attack at level 2.

    With DOs Dull Pain will become very useful.
  8. [ QUOTE ]
    remember though that you can no longer take taunt until lvl 10 (I think its 10 now).

    From what I've heard with an Inv tank you have to make th choice between the passives or the fighting pool. Apparently the fighting pool offers a smaller percentage more resistance/defence but of course costs more endurance. So really its down to personal preferance.

    [/ QUOTE ]

    That's a pretty good summary. Take either Resist Physical Damage or Tough. You don't need both. If you take Tough you should take Weave as it helps lots too, more than the passive resists in most circumstance.

    Inv tankers are the ones that benefit the most from both Tough and Weave as both powers stack well with their defences which are primarily S/L resists and moderate scalable defence in melee.

    Fire tanks benefit significantly from Tough. Stone less so pre granite. Stone benefits from Weave pre granite too about as well as Inv. Ice benefits the most from Weave but Tough is really pretty poor for them.
  9. Sorry Doulos, I don't advise that build, it's impossible.

    Taunt is available at level 10 and Bone Smasher is at level 4. I'd advise leaving out Energy Punch, getting Dull Pain at 2. And flurry? Why, Hasten is so much better as it both increases the recharge of your attacks and more importantly brings Dull Pain so much closer to perma.

    Also Dull Pain is a good early power. 6 slotted with recharge DOs it is a save your bacon power, giving a good heal and making you 40% tougher.

    I was going to do something like this for an Inv Axe with Jumping rather than superspeed. Slotting is for SOs. With DOs increase end reds to taste.

    Archetype: Tanker
    Primary Powers - Ranged : Invulnerability
    Secondary Powers - Support : Battle Axe

    01 : Gash acc(01)
    01 : Temp Invulnerability damres(01) damres(3) damres(3) endred(15)
    02 : Dull Pain recred(02) recred(7) recred(9) hel(9) hel(11) hel(11)
    04 : Beheader acc(04) dam(5) dam(5) dam(7) recred(17)
    06 : Hurdle jmp(06)
    08 : Unyielding damres(08) damres(13) damres(13) endred(15)
    10 : Taunt recred(10)
    12 : Combat Jumping defbuf(12) defbuf(37) defbuf(39)
    14 : Super Jump jmp(14)
    16 : Health hel(16) hel(17) hel(34)
    18 : Invincibility defbuf(18) defbuf(19) defbuf(19)
    20 : Stamina endrec(20) endrec(21) endrec(21)
    22 : Swoop acc(22) dam(23) dam(23) dam(25) recred(31)
    24 : Resist Physical Damage damres(24) damres(25) damres(27)
    26 : Tough Hide defbuf(26) defbuf(27) defbuf(29)
    28 : Whirling Axe acc(28) dam(29) dam(31) dam(31)
    30 : Aid Other hel(30)

    Swap Bonesmasher for Beheader and Gash for Barrage and Swoop for whirling hands. Not sure about what to get instead of whirling axe.
  10. [ QUOTE ]
    WOOT, travel powers are whatever people feel happiest with, personally I'm going for fly, as are many others (jump packs ftw) but then SJ could demonstrate this just as well.

    Build advice is simple for a battle brother, empasis on the primary using the EN buffs from the secondary to make it powerful. Additional pool? Take what you want...

    [/ QUOTE ]
    So take the buff power from the secondary. Power push, Conserve Power, Power Boost, Boost Range.

    What about the primary? I've never done an AR before. Burst, Slug and Buckshot? What about M30 grenade?

    Do I need stamina?
  11. I'm considering joining in on this, rather than my previous post of being a exemped terminator ( the lazy option ) I think I'll just be cannon fodder, I mean a standard brother.

    What travel powers are we thinking of, from my somewhat out of date WH 40K knowledge, flight and super jump are in concept.

    Does anyone have any build advice?
  12. [ QUOTE ]
    How do you hit it impractically?

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    Spend 500 influence on 20 Lucks and pop them all at once.

    Someone mentioned that the reason that resistance insps are so low is so that it would take the same amount to hit the resistance cap (95%) with the same number of inspirations (19) as Lucks to hit the defence cap. Whether that is true or not I don't know.
  13. [ QUOTE ]

    Any other experiences about? About how RELATIVELY safe do you feel with different defender primaries. Rad is my vote from when I tanked. Inspired me to roll a rad toon, and my tank friends feel safer in the Rad provided they can cluster the enemies (which they normally can).

    [/ QUOTE ]

    I got frustrated with my Rad/Archery defender, mainly because I was spoilt by teaming with a certain ice tank who managed to pack the enemies into lovely little packets of debuffery that I could AoE in relatively perfect safety. After that I couldn't play in pickup teams anymore.

    I would say that Rad and Dark feel safer than Empathy, they can heal worse but have tools to vastly reduce the speed of damage you take, meaning it is less dependent on human reaction time. Kin and empath are about the same, but I prefer Kin against AVs as they debuff as well as heal and buff. The bubblers I'm not sure about.

    However any defender is a bonus.
  14. [ QUOTE ]
    can i join 2 with my invul/stone tank?
    lvl 50. I need that badge to

    [/ QUOTE ]

    Sure.

    Shall we meet at Hess at 7pm?

    By the way has anyone unlocked it? I'm hoping Wamdue has..
  15. Jacob Hell, 28 BS/Regen
    Hibernal Flea, 27 Ice/SS Tanker
    Trill Stranger 26 Peacebringer
    Raziel , 50 Fire/Emp Controller
    Shadewar, 34 Cla/Reg Scrapper
    Raziel's friend 50 Emp/Psy defender

    Looks like we have the minimum 6 person team here then assuming Raziel's friend can pitch....
  16. If you need another Terminator I have a level 31 Inv/Axe tanker named Bladestone who isn't ever used. He could exemp down.

    Unfortunately he is magic origin.
  17. Doh! I'm not paying attention....

    Jacob Hell, 28 BS/Regen
    Hibernal Flea, 27 Ice/SS Tanker
    Trill Stranger 26 Peacebringer
    Raziel , 50 controller of some type

    It's looking like I might need to be sidekicked here.
  18. I forgot to add that I'm level 27.

    So we have
    Jacob Hell, 28 BS/Regen
    Hibernal Flea, 27 Ice/SS Tanker
    Trill Stranger 26 Peacebringer

    We still need 3 more. Has anyone unlocked Ernesto Hess as a contact? I know I haven't.
  19. [ QUOTE ]

    I was sorely tempted to pick up Unstoppable, but ultimately decided on Hand Clap instead. My reasoning went along these lines: 1). Unstoppable is highly situational where Hand Clap can be used multiple times in a single fight; 2). Unstoppable has a dangerous crash where Hand Clap has no associated penalties; 3). Unstoppable is specifically less useful for my because I more often find myself unable to contain the aggro than unable to take the damage, and thus Hand Clap (being an aggro tool) was a better choice. I am very satisfied with Hand Clap, and my teammates seemed impressed with how my unslotted Hand Clap was performing against +3 CoT mages. Apparently Rage improves Hand Clap's accuracy to the point where its AoE accuracy penalty is not noticeable.


    [/ QUOTE ]

    This is interesting. Maybe Hand Clap is worth taking too... more juicy power choices....

    What do people ( SS tankers ) think of the crowd control properties of Hand Clap and Foot Stomp?
  20. [ QUOTE ]
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    Being a complete aggro magnet is fun!

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    That's subjective. The only Tanker (-2 to the 8 man team) on Frosty last night for me says otherwise.

    [/ QUOTE ]

    Let me restate that ....

    Being a complete aggro magnet when you can take it is fun!
  21. [ QUOTE ]
    It's not only a question of DPS, I don't use Footstomp mainly as a damage source, I use it to make some profit out of Gauntlet and to use he KU as soft control.
    It has an AoE FAR wider than Icicles(think it's the same as Combustion)and you can grab a whole spawn of mobs even if they're a bit scattered.
    Personally I'm not a fan of the Medicine pool but depending on the epic you'll pick you may go for it later.

    [/ QUOTE ]

    I think Combustion is 20ft and FS is 15ft. However Icicles is about 8ft. It is a level 38 power, so really I'm going to play it by ear, I may change tack at level 35 and get Hibernate and Foot stomp at 38. After all Icicles + Foot Stomp will be better than either on it's own.

    [ QUOTE ]
    I think that the aggro from Icicles stacks with CE (like you need some more taunting )but I'm not completely sure.

    [/ QUOTE ]

    This is ones of those hard to judge things. I have 1 taunt in Chilling Embrace and none in Icicles and if the enemies have any inclination to use melee weapons I can leave my main herd for the 4-5 seconds it takes to jump to an outlier ( to get him into melee mode ) and jump back without losing aggro of the main group. I certainly couldn't do that Pre-Icicles without using a taunt on the main group but then I didn't have a taunt SO in Chilling Embrace then. Also I think that Taunt durations scale with level. Being a complete aggro magnet is fun!
  22. [ QUOTE ]
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    Having started a tanker after many trials and failures , fire tanks aren´t tanks (sorry when you have to take some many powerpools to be able to tank, combatleaping , acrobatics , tough , it doesn´t really make it a tank)
    Its infact easier to make a DA scrapper a tank then a Fire tank a tank .

    [/ QUOTE ]

    That's funny, as Fire tanks have higher resistances than DA scrappers...

    [/ QUOTE ]

    A DA scrapper tanks using either Cloak of Fear or Oppressive gloom. This means minions in their vicinity don't attack but are either cowering in fear or stunned. Their resistances numbers are pretty poor, maxing out at 37.5 rather than 50% for a fire tank however they have no holes in their defence, their strongest resist is Psychic ( 50% resist IIRC ). They also have a faster recharging self heal than Fire tanks which completely fills their health bar when surrounded. The main advantage Fire tanks have over Dark Armour scrappers is their high hitpoints and better ability to keep aggro.

    A Dark Armour tanker would be much better than a Fire Tank at taking damage.
  23. Unthing

    Kinelec Build

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    Increase Density: I found you can't keep this on a team, it runs out too fast. So I would slot it with 1xDam Resist.

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    Hmm. I would tend to think 3 res is a good thing. Helps the tank against the AV, and helps anyone who is taking damage. You dont need to spam it on everybody all the time. IMO 3 res is the only way to go.

    [/ QUOTE ]

    But it only provides resistance to Smash/Energy. So it is only useful against some AVs. The damage resistance is situational IMO. The main purpose is mez freeing, like clear mind.
  24. Golden Golem got to level 50 sometime in january and had clocked up 279 hours. He was originally created in May or June 2005 I think, but went on hold quite a few times ( S4, I6 among others ).
  25. I can bring my Ice/SS tank, Hibernal Flea to the taskforce. It's one of my favourites, I've done it at least 2 or 3 times.