WhispenCoH

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  1. WhispenCoH

    Tanker Update

    [ QUOTE ]
    Sure, the tanker can do it much earlier, but the fact that every Invulnerability scrapper can do the same compromises the validity of the Invulnerability tanker to some degree.

    [/ QUOTE ]

    I'd take that a step further and say that because Invulnerability dwarfs the other tanker sets that this particular flavor of scrapper renders Ice/Stone and Fire tanks unnecessary as well.

    If you can have Tanker defenses and double the damage, why would you not make a */Inv scrapper?
  2. Responding to an earlier comment. Grouping in CoH can be extremely beneficial depending on your group composition.

    I have a blaster friend that I frequently group with. My sum defenses and damage mitigation are staggering. My damage output is piss. He's exactly the opposite.

    As a duo we do massive damage and take very little back. Between the pets and myself a fairly constant stream of 800pt heals are jamming out while the enemies wiff over and over.

    Comment in another blaster group I joined:
    "Are they fighting back?"
  3. There are 6 types of players that do not have status protection.

    All 5 Blaster Primaries and the Dark Miasma primary for Defenders. That's it.

    All Tank, Scrapper, Controller combinations have some form of status protection. Five out of Six Defender primaries have status protection.

    On an eight person team you typically need at least two defensive characters (defenders/controllers) to perform safely. Two people in the group with Stimulant shouldn't do as well.

    Heaven forbid you have to actually bring some defensive toons along when you take on large groups of enemies.
  4. Not only does it not stink, it's incredibly useful when you figure out a couple strategies for using it.

    It combines superbly with any fear effect like our own, or rain of fire, or freezing rain, etc.

    It's big enough you can kite enemies around it.

    It works so well with Torrent that I feel like I'm cheating.

    It's a great pre-pull barrier to lay down so that when the action starts nothing will cross it in a timely fashion to smash your blasters.
  5. My rad/rad Alt had EF from the first level it was available, but I had to use it selectively due to the brutal endurance drain. Most often I'd use it on bosses and LTs where my real concern was enemy damage output killing me.

    For many fights where RI kept the minions nearly harmless I wouldn't bother.

    Once you have stamina and a couple SO end reducers it's not all that bad.
  6. Twilight Grasp debuffs enemy damage by about 12% and reduces their accuracy.

    One thing I'd bring out regardling later game tactics. Every fight that starts where I have Howling Twilight refreshed I use dark pit + howling twilight as the opener.

    You can get Howling Twilight off so fast if you queue it during Dark Pit that you don't even get hit back unless you missed a few enemies.

    On test its even easier since Howling Twilight has a very nice range now. The combination with a couple disorient duration enhancers in each power will leave most groups of badguys completely harmless until only the LTs and Bosses are still alive.

    Certainly long enough to get Darkest Night, Tentacles and Tar Patch into play.
  7. Dark Pit is a wonderful opening round attack for large groups of badguys. It prevents that initial agro-death that can happen when 12-15 goons all open fire on you at once.

    I use it chronically on task force runs as the first shot.

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    Outer Darkness - 30 Dark/Dark Defender
    Victory