Unwilling_Hero

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  1. My WP/DB tank is only lvl 40 atm and only SO set up(I am the definition of the ubercasual player). Toon's name is Relentless Warrior and most people who've seen it in action agree with the name and the fact I use the "undying" badge label. I don't kill fast, but I will sit in an aggro capped group and chew through everything and move on to the next and just not stop.

    Even without stamina I finish a group and i've got less then a tenth of my end bar but I'll be up to a 1/4th-1/3rd at the next group and keep just constantly grinding away at things. I19 will speed the build up thanks to stamina getting added to it as well. But this toon just does not stop. Between whirling blades/taunt(rech only)/RttC(no duration added) it takes a lot to pull groups off me.

    In groups its either 'I'm grabbing to the corner', or 'let them bunch around me before aoe' If I can give a group a tighter profile for their aoe's we all win.

    I'm not as flashy as many tanks/melee can be, but I'm effective and having fun. And that last part is what matters most
  2. TY for this guide it both inspired me to pick up my 34 warshade(and proceeded to put back down) when I came back to the game, and convinced a friend to stick around a bit.

    Every time I hop on Unwilling Hero(my shade) I feel like I'm only pushing 80-85% of what he's capable of, but I think thats just my personal playstyle not meshing with the WS. but reading the guide reinforced that I'm trying to play it effectively, I just don't seem to click well with it. my friend on the other hand. His WS is comming along just fine and enjoys the tank/ws duo as I make his double mire's a hell of a lot easier and safer(for the most part, joys of aoe heavy groups at times)
  3. Quote:
    Originally Posted by Blue_Centurion View Post
    Okay, first let me say that I am ignorant of a few things here. If you doubt that i am sure my fan club will be along shortly to reassure you of the validity of this statement. I have never run an Electric anything past 5th. What i know about the Alpha slot just about begins and ends with how to spell it. But I ran a Willpower brute as a main for almost a year. (SS/Will). One thing stood out is you are slotting End Reductions, and lead off your Alpha Slot discussion with an Endurance management power. You cannot be telling me you are having End issues? Cause doesnt Electrical Melee give you at least some End back? And Willpower, sheesh, it's like the energizer bunny. I thought maybe you ain't running fitness, but that is solved with i19, and still. Do you really need End Red on the build currently? I mean, i need End help on my SS/Invul SO'd Brute, but, you know, those guys always run hot, specially pushing the fighting set.
    Normally I've only had end issues in certain situations(final room of lady grey tanking it and having to spam AoE chain to hold every group people keep bringing to the middle while sitting on AV's, Sapper heaven, masssive Carnie groups). But I opened the discussion with the end reduc option because blue bar management is important. I'd be dropping the end reduc in the power for another acc if I went that road. and yeah I can get kind of low on end because I'm running decently high rech so I'm definately sspamming attacks esp on my aoe chain.

    But the main reasson I listed cardiac first is that it is the first option presented on the page, so i went down the list, presenting the best option for each type from my standpoint.
  4. Unwilling_Hero

    LVL 41 Powers

    Quote:
    Originally Posted by Chaos Creator View Post
    Unlikely. You're learning the powers from those who are their master. Why would they ever want to teach filthy heroes their secrets?
    Who say's you need them to teach you?

    Black scorpion-Mace mastery: I raided an arachnoss lab and all I got was the lousy mace.
    Sirroco-Mu Mastery: It's your mystical legacy. Quest-Go find some of the ancient tablets and writings and learn from it.
    Ghost Widow-darkness mastery: Quest into the Netherrealm/negative energy planes to master it.
    Mako-Don't remember the name: Go find something shark related and learnfrom it by beating the daylights out of it.

    See no patron's needed.
  5. Before I begin I'm just going preface this with my usual attack slotting pattern: 1 end red/1 rech/1 acc and 2-3 damage depending on how many slots get dumped in. The exceptions to this are attacks like AS's, Lightning rod, and various blaster nukes. This toon was also my first 'tank toon' as I did wind up brute tanking a lot on the grind to 50.

    Not going to post any builds, just a view on the alpha slots comming from this type of brute with this kind of SO slotting. I've never been big on the IO's both common and set, but if this becomes my main end game character I might invest in common IO's and the occasional proc.

    I'm torn between a few of them so I'm going to post my analysis/views on the ones I'm torn on and see if others concur.

    Alpha slot Option 1-Cardiac Core-The Energizer Bunny(well not really)
    I see going Cardiac Core as a either a long fight build even if I change my slots swapping the end red for another acc thanks to the effect. An eventual 45% end reduction for every power that can slot reduc plus stam and quick recovery means it will take a long time for my blue bar to move down. It also lets me pull slots from toggles if I choose but my SO build sseems to have some 'spare slots' atm and extra end red esp for tough/weave is never bad. Add in the extra 20% boost to each damage reduction and the survivability goes up again esp thanks to the layers granted by wp I don't need the softcap def when everything play's off each other like this set does.

    Alpha Slot Option 2-Musculature Radial-Moar Damage!(and more drain/rec)
    If this is the path I choose to go I drop a damage to improve acc(notice a theme now?). It also improves Elec fences immob, the secondary effect of everyone of the toons offensive abilities and boosts recovery rate, and lets me charge into the next group faster. In this view I don't really give up anything current, but get an acc boost and secondary effect boosts.

    Alpha Slot Option 3-Nerve Radial-"My 'Yo mamma' taunts actually work!"
    This gives me the extra acc I keep swapping SO's out for in the other Alpha Slot options, and boosts taunt duration which while nice isn't needed as much on an Elec cause of the aoes or ST chain.

    Alpha Slot Option 4-Spiritual Core-meditation to aid in pounding people to the pavement
    The recharge boost again lets me swap the rech out for acc and still maintain both my aoe and ST chains. The Healing boosts my HP and regen values(with and without RttC). Don't need the Stun but the values of the other 2 more then make up for it.

    From this perspective it looks like Cardiac or Musculature will be the best for the setup, but I've been known to be wrong before, hence bringing the ideas out here for others to discuss.
  6. Yeah after my second post here I rolled her as a demon/therm and loving it for the most part.
  7. I kept 'losing focus' on the mm's as a concepts and a characters. And so as I'd lose focus they'd be replaced till I found a concept and power sets that 'click' for me. its happend across all AT's but I've found at least one combo that fits with me in each AT. but MM's I haven't placed as much time in so I haven't found a combo that meshes yet for me.
  8. Have been trying MM's on and off since CoV started but couldn't seem to get any of them past 20. I'm thinking about giving it a go again with Demon and pairing it off with dark, poison, or thermal and having trouble deciding which.
  9. Now that I've started using him again I noticed how 'safe' of a boss buster he is atm with just SO's power boost/BU/AIM between those all being triple recharge slotted and the every now and again hasten Tesla cage and the Elec mastery hold locking down with charged and lightning damaging and end draining to nothing. then walking up and TF/Bonesmasher reapply holds if end regens/drain/repeat.

    So what would be the best way of improving upon this?
  10. Just came back from my last hiatus on Halloween and been fiddling around all over the place, but on all my characters any mission that has an 'ambush' component(escorts, etc) the moment I've finished the group around the object in question; the first wave spawns around the closest corner and before I've even gotten 1/2 way through the wave the second spawns and rushes, followed closely by the third(when applicable, had some spawn 2 others 3 waves)

    Is this the new normal?
  11. I'd say drop the taunt/range for the psi proc(if I've got the set right) in taunt.
  12. I've been fiddling around with Kin melee on all the AT's that can run it, but having trouble pairing it with a secondary(primary in tank case). Been running WP mainly(its my goto defensive set) but also have an elec/kin tank sitting at 10. Haven't gotten any of my attempts past 20 yet, so its an easy reroll if I see anyone else's ideas. I really like the set but so far it hasn't clicked with a defense and become a toon I really wish to play.
  13. Well as the title states I'm trying to bring my first 50, an Elec/nrg/elec blaster, out of retirement. He's been shelved pretty much since I6-I7. I've also been a very casual gamer with long breaks on occasion so I haven't done a lot in crafting either. Not gonna put up any builds, just asking for generic advice. It was a good 'blapper build' being able to lock out 2 kill a third and keep going.

    If I'm wanting to go for set bonuses should my order be:
    1. Damage, Acc, Recharge
    2. Acc, Damage, Recharge
    3.Recharge, Damage, Acc
    4. Recharge, Acc, Damage

    Or should I just Common IO or Frankenslot to taste?

    Or just roll with SO's and load up on my alpha slot?
  14. Quote:
    Originally Posted by BunnyAnomaly View Post
    We just have different interpretations of what tanking is and where the bar is set. I don't really consider a +1/x5 spawn anything that requires a Tank at all. A scrapper can do that just fine. If you set the bar low then yes, you don't need much to reach it.

    If you want to tank a TF for a team, without support (as I wrote earlier), then you'll want Tough and Weave to give you some buffer for bad times.
    Actually my bar is set high as well, I have tanked a few TF's as well. those are just my usual running levels atm outsside of those. Tough and Weave are nice and if you're into softcapping everything, but I don't care about that. If I can do the job and no one's dead, then I've succeeded.
  15. Quote:
    Originally Posted by BunnyAnomaly View Post

    You do NOT need more than 1 endurance reducer in your toggles.

    If you want to tank successfully you must choose Tough & Weave from the fighting pool and slot them appropriately. Without that you will find yourself reliant on your team supporting you. Can you tank? Sort of. But not without assistance.
    I do agree with the first part, but call BS on the mandatory Tough/Weave. They're nice, but not needed. Excuse me while at +1/3, +2/3, +1/4, +1/5 I know I can go grab a snack while my WP/DB is sitting in a spawn, come back and he's still alive and kicking, and can proceed to mulch through the spawn. Only reason I don't push it higher while solo, is right now I'm not slotted for damage(SO leveling only atm).
  16. Quote:
    Originally Posted by seebs View Post
    More than one group means going over the aggro cap, which I'd see as a disadvantage, depending on the group.

    I guess it's to some extent a tradeoff between speed and reliability, although sometimes the tank off by his lonesome with no support just dies, which is always a sign that it's about to be funny.
    well 1-3 depends on groupsize/mission slider/etc

    And yeah having been on the other side of the herd(watching the tank gather) and seeing that green bar go red...uh oh.
  17. Well place me in the corner herding catagory. On my tanks and brutes, its always grab 1-3 groups, pack them into a corner and let loose. Only times I don't do this are when I know the team will kill fast enough that aggro isn't a concern, or the spawns are all tight enough that aoe's will hit most of a group at once. I will admit I hop onto my tanks/brutes with the mindset of 'how can I make it easier and safer for everyone else on the team" and small herding efforts do work for the most part in fufilling that criteria.
  18. No roll back, please!!! Back at I0-I5 for my Blaster the game was City of Debt!!
  19. Just came back from a few year hiatus and since I ran mainly with people from those SG/VG's just wondering if the gang's are still around.
    Main known Alias- Unbound (UB)
  20. When people ask me why CoH instead of WoW/LotRO/Trek/etc. I point to stuff like this. No 'holy trinity of mmo's required'

    And while I'm a big fan of rad(have a fallout/vengance build double rad def) I can't get into fire control and make it work for me.
  21. My widow-Stubborn Widow Girl
    My spider-Unbound Operative
  22. I know when I'm on a tank or brute and I've been 'nominated' as the primary bullet/lightning/flame/etc magnet, I immeadiately go into 'gatherlock' and I must keep as many mobs around me as possible to make aoe's easier and keep team close for support toon's peace of mind. If I have a brute on the team I'll ask if they want to leapfrog to next or take the alpha then I'll taunt off. So I'm still doing my job and they have fun.
  23. Well just came back halloween weekend and dusted off my 26 WP/DB tank to help a friend who's just starting the game, and found that with my current set up; I don't need the last three attacks in Dual Blades. I've gotten a 'Perfect'(no gaps unless heavily slowed, but that should be fixed as I add slots) attack chain with the pieces for Empower/Weaken combos and the three hit attack(which I'm blanking on) So:

    A. is this normal?
    B. Should I work in other combos?

    Running at +1/3 with bosses atm and I chew through and sit through anything(though it does take a while). the chain is empower/the three hit/weaken/three hit/empower/ad infinitum.
  24. I also have a 50 Elec/Wp brute like dragon, no hasten or IO's but without that I have a good ST chain and a decent aoe chain(pre Mu). I can't constant chain the aoe chain without the epic but one st round on a hard target and I get to pop the aoe chain again, but thanks to Mu I have an aoe chain that just doesn't stop. And while this was redside, once I got rolling nothing could pull the aggro off me.

    Even without the epic, if I wanted their attention I had it, even the tankers I've run with in RWZ/Cim have had trouble trying to pull groups off of me, granted that one tanker during LGTF wanted me to tank the final room due to too much psi for him.=)
  25. My SO'd level 50 Elec/WP/Mu Runs +2/+3 fairly well across the board once I finally get around to IO'ing him out I'll probably run it up. but he just lives in the RWZ at that level and tears it up.