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I think Local knows exactly what EQ does in all its aspects.
Having said that, on a controller superteam, I wouldn't even bother w/KD powers unless they did damage (Bonfire!), and would in fact insist on everyone spamming their proc'ed out AoE immobs as much as possible for containment and reducing KB from say Phants or Bonfire or Tornado, not to mention the decent amount of damage the immobs themselves will be doing.
Oh, -regen is nice and all, but you can only debuff it to 0. I'd toss in a /Son for Clarity, shields and the -resist (which, I know you already get plenty of w/Rad & Cold). I actually liked the one superteam I ran w/like 6 or 7 Fire/Rads and 1 or 2 Fire/Son better than the all Fire/Rad team. -
Nice. I got a bit over S/L cap, but only around 20% for ranged. I should work on that a little more.
Edit: Is that build using the PvP IO? Even though I can afford it, I refuse to pay 500M for the stupid thing, or whatever it's going for these days. -
For the account or for each toon?
I dump 100M on each starter toon I make just to have "walking around" cash. That feels like "enough" until I start getting into the real shinies (which, unfortunately includes the Kin Combat set these days), but then I have huge stocks on most shinies in my SG bins so it's not like I even need the cash for those. Still, it doesn't *feel* rich at that level though since I in fact can't buy all those shines yourself. 1B is definitely rich, even if you can't fully purp out your toon for that amount any more.
For the account, AE seemed to have made making money trivial for ppl who didn't like playing market games (and made more productive those who did). I don't think 1B is that big a barrier any more, is it? 10B+ for the account's gotta be a lot more common that it used to be too--I remember there were only like 3 of us (at least who'd admit to it) about a year or so ago. I will say, on a relative scale, I don't feel as "rich" as I used to, though I have far more "assets" along w/my liquid inf that back then. It's also a matter of choice since I've more or less retired from marketing (and I hate farming). If I need another billion or 10, I know where to get it. -
Quote:Please tell me in what situations exactly the extra 5% of S/L def will help you when the other typed def are already at cap or near it, and then tell me in what % of those situations you can't just grab an extra mob or 3 to get to S/L cap anyway.
Long term, that 5% s/l defense will get way more mileage than ranged defense specifically for psi.
Pure S/L? At 39% def and 90% res, you're only taking on average 1.1% of incoming damage. At over 300% regen (which is where my build is at), even if you can't cap your HPs, you're still regening something like 42HPs/sec, not counting the DP healing. So to be overwhelmed, you'd need to be taking almost 4000 points of damage per second, just for your health bar to move lower. Slowly. Yes, at 45% def & 90% res, that number skyrockets to 8400/sec, but seriously, how often are you taking that much damage and you can't get 3-5 mobs in range of Invinc? Again, that's per second, just to tick your HPs down, slowly. Just to get a scope of how much pure S/L damage both our builds can survive, think about how many tricked out scrappers it'd take to get to 4000DPS (much less 8400). I think we can safely assume both builds are pretty much covered against pure S/L in 99.99% of the game.
Debuffs, like in Cim? Debuffs hurt both builds, and certainly having a higher starting number helps, but as def decreases even at the same rate, the differences in efficacy shrinks. 45% is 2x as good sa 40%, but 40% is only 1.5x as good as 35% and so forth.
Mixed exotic damge w/S/L? Anything w/an E/N component is capped so same as having capped S/L def. F/C is near cap at 42%, and again easy enough to cap w/3 mobs in Invinc. Again, you might do slightly better w/capped S/L-only def with like a battalion of Fire Sword wielding mobs, but by such a slight margin, it's hardly worth mentioning. In fact, make it Fire Blast, cuz Fire Sword's melee in range of Invinc. Of course there's that 44% ranged def too (yeah, whole 2% higher than just F/C!), so I guess if you're facing an army of Fireball wielding mobs who just won't close to melee, your build would win out. Slightly.
Pure exotic? Your build loses out considerably against any pure E/N/F/C damage. It's not even close. Pure exotic happens a lot more than you seem to be giving it credit. Flamethrower, Burn/Ignite patches, most elec blasts (Mu, Freaks), etc, etc.
Psi will absolutey shred your build. While mine isn't foolproof against it, it'll at least hold its own against a great deal of it. In truth, your build is tough enough that it'll handle pretty much everything describe above (tho you may have some problems w/pure E/N/F/C damage too), but here, you really run into pain.
Are these last two rare in the game? Maybe, but they do exist whereas the times when just having capped S/L def is clearly superior are, well, non-existant because you can still always get mobs in range of Invinc.
I'm sure we're not going to agree on this so this will be my last say in this topic, but hopefully the OP and others can look at the numbers and make their own decisions--maybe even try out varying builds and see what they think is best.
I'll repeat once more--plenty of my other tanks and scrappers eithr have S/L capped defenses or are working towards that goal. WP, Dark, Fire, out-of-Granite Stone, I play them all. They rock w/capped S/L defenses. Invul doesn't need it. -
W/90% S/L resists as a given, what do you choose:
47% S/L def
35% E/N
33% F/C
25% Melee
16% Ranged
15% AoE
or
39% S/L def
55% E/N
42% F/C
20% Melee
44% Ranged
23% AoE
Mind you, that's all w/just 1 mob in range of Invinc, which boosts typed def, which means it's actually pretty easy to cap S/L along w/everything else (3 mobs will cap F/C, 5 will cap S/L). And you'll still have your 44% ranged def to fall back on.
S/L might be in most attack components (which is why I cap S/L for my WP, Dark & Fire tanks/scrappers), but if you're already capped in E/N and near it on F/C, why worry about it? How much Smashing/Psi attacks do you see, for that matter? Psi is usually ranged (some AoE and some w/no positional flag at all) which the nearly capped range def covers. Not perfect, certainly, but about as good as Invul's going to do against Psi.
If you're happy w/the former, more power to you, and it's a good enough build for sure, but the latter will be more survivable in more situations, esp involving Psi. -
I don't think a mediocre Fire/Kin would survive in some of the AE farm maps out there. I don't mean all EBs or even all bosses, but where the mobs were so tightly packed that you'd easily surpass any AoE caps (for aggro, control or damage) and things will hit you if your defenses weren't very high (and even then). But a properly build farmer... yeah, it'll easily outstrip a tank, even w/some deaths.
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Quote:That's also not true. I normally hate AE farming, but on a dare, I followed in a Fire/Ice tank into one of his AE farms w/my Ill/Kin, who's not even close to a farm build, but has high def (not quite capped once SI in suppressed to 1/2). Since PA quickly hits the aggro cap in a room w/like 200 mobs packed in, that's completely out of the equation, and Phanty pretty much died instantly, but I survived a really long time while pumping out FS'ed Fireballs as soon as they recharged, and only really died cuz I got careless during an unlucky string of hits.not true at all..
in the ae fire/kins cant do half of what fire tanks can do....
maybe regular farms they can do as good but not in the a.e....in 90% of the farms in a.e. they would die within seconds.
Now, obviously, the tank doesn't have to worry about such an unlucky string, which you're going to run into sooner or later, but a properly built Fire/Kin could prolly farm w/the best tanks w/just a few trips back from the hosp, which is really very close anyway. And the higher damage output (FS'ed HF, Fireball, Cages & Bonfire) would prolly make up for most/all of that travel & zoning time. -
If you have good defenses and can avoid getting hit, 5 Doctored Wounds and 1 Interrupt IO. If you have jack for defenses, 3 Numinas (H/E, H/R, H/E/R), 1 DW (H/R) and 2 Interrupts. At least that's how I'd do it on a tank.
2 Int IOs and you'll be able to fire it off in between most DoT ticks. W/just 1... well, hopefully, you won't be getting hit all that much. -
I wouldn't mind the cap raised to maybe 25-ish (basically, some arbitrary number above 17, but below the whole freakin' map).
Why the aggro cap doesn't matter: AoE caps exist, so even if you herded 200 mobs into the same location, you'd still have to take your time to kill them. You can't really abuse this any more than AE farms anyway.
Why the aggro cap matters: AE farms let you basically enter rooms filled w/200 mobs--no herding required at all. If the tank grabs all their aggro, the blasters, etc can stand back and kill them all w/no risk. I firmly believe in some aggro management for all ATs. Also, it'd be cool to see tanks rounding up every mob in a zone again like once, but then it'd just be annoying.
I think 17's too low. I don't know what the most reasonable # is. It should be higher than any AoE cap (for damage, controls, etc). It should be high enough for it to be perilous for even an IO'ed out scrapper (and hell, most tanks even) to try. It shouldn't be the whole map/zone. I like 25, cuz it sounds nice. Maybe 30 would be better. -
Quote:Just to clarify (because I think there's still room for misunderstanding here):[ QUOTE ]
It is my understanding that AVs softcap at 42.5 anyways.
[/ QUOTE ]
In addition to Sarrate's comments above, this stands out to me.
This is wrong.
At the 5% to-hit floor, a mob's accuracy bonus gets multiplied in. This gives an AV/EB, especially with +levels, 7.5%+ final hit chance, varying somewhat with the exact accuracy bonus.
At 7.5% (50 - 42.5) to-hit, that same accuracy multiplier will put them at 10%+ final hit chance.
It's not a world of difference, but saying an AV is capped by 42.5% defense is incorrect.
AVs have a x1.5 multiplier to hit. Bosses, Lts, GMs all have a different multiplier, but let's just stay w/AVs for now.
Your softcap defenses are 45% to everyone, from minions to giant monsters. What AVs (and others) do is apply that 1.5 multiplier after all defenses (including to hit debuffs) are factored in. So if you have a 45% net defense, the AV has a 5% base chance of hitting you x1.5, which comes to that magic 7.5% number.
This does NOT mean that you have a 42.5% "cap" for defenses against AVs. You still have a 45% cap. If you lower that to 42.5%, the AV will have a 7.5% base chance to hit you x1.5 which comes to an 11.25% hit rate. What that means is that over time, you're taking 2/3 more damage than if you'd capped your defenses.
As for using debuffs to hit cap, unless those debuffs are unresisted (rare) or very large, they'll largely be ineffective against AVs and such who usually resist them to a great degree. Just as an example, my Fire/Rad w/maxed out RI for To Hit debuff, still needs around a 39% defense to hit cap vs. even level AVs and GMs, which means his RI is only debuffing away a paltry 6% of their to hit values instead of the 39% debuff it presents to even level minions. If you're facing higher conning AVs, that just gets worse. RTTC has a paltry debuff value, only 15% effective as RI so I really wouldn't count on it for much, if any effective mitigation against AVs (fully slotted, it'll net you like 1%).
Oh, FWIW, I fully cap both my WP/SS & DB/WP for S/L damage and it works out great. -
My Fire/Rad chain is RoF, Char & Mental Blast. I could go higher w/Fire or Ice epics, but won't do w/o mez protection, so get stuck w/MB. Bonfire also has very good DPA even on a single target. All these things plus 3 imps put Fire well above the other primaries. To illustrate how good Fire is at damage, W/containment, RoF & Char have around the same DPA values as most T1 & 2 blaster attacks (minus definace... and no BU/Aim...).
I never run HF or CC during AV fights since their ST DPS/DPE is rather pathetic, esp compared to what I'm already pumping out w/just my ST chain + Imps. I also don't use AoE attacks (though again, I'm considering adding Bonfire) because of their low ST DPEs. As it stands, I recover end during my normal ST chain (w/RI+EF and all my defensive toggles running) which means I can keep up my attacks forever. If I started more multiple AV attempts, this would obviously change. -
Why would you want to cap (or overcap in the OP's case) S/L def when your S/L resists are already capped?
I have 2 Inv/Fire builds, one for max def and another for more offense. The def build has "only" 39% S/L def (capped res, of course), but around 55% E/N (yeah, too much, but that's how they ended up) and 42% F/C def, plus 44% *ranged* defense (which is why the E/N is so damn high) for a lot of psi coverage. Even the offensive build, which has gobs of AoE damage, has 45% E/N and 35% ranged def, good numbers elsewhere also, and of course capped S/L resists. Oh, both have well north of 300% regen.
I don't like posting builds any more, but my advice to you would be to switch your Kin Combat & Obilt sets for Makos (x6) & Eradications (x4) and fiddle w/your exotic typed and/or ranged defenses and see where you can go w/that. Capped S/L def *and* resists are way over the top unless you're only going to cherry pick S/L dealing farms. -
Fire/Fire
Fire/SS
Fire/Ice
SD/Fire
SD/SS
SD/Ice
Are prolly your best bets.
/DM would be a terrible farmer (so would /Stone & /EM), if by "farmer" you mean someone who can defeat endless hoards of easy to kill mobs w/AoEs for XP and/or profit. I don't care how good you are at lining up SM, you're not going to catch as many as FSC (+Combustion) or FS or FA (+Frost), and AoEs are where it's at for farming. -
When did ED come in? I know I was soloing pretty much every AV out there w/my Fire/Rad pre-ED, including the fire resistant Infernal. Never could solo a GM back then though, even w/a full tray of insps.
From the 30-40 game, there were really two that I can remember back then: Terra, who was the easiest AV in the game (mag 3 hold protection) and Envoy, who I never really tried to solo in my early 30s (and this was way before flashbacks and all that).
Anyway, there's no doubt Ill/Rad is one of the top soloers out there, and certainly far safer and easier than a Fire/Rad, but at the very top end, Fire simply does more damage than Ill and thus is faster. Unless you're dealing w/psy-vulnerable AV/GMs, Fire will pretty much always kill faster than Ill.
Multiple AVs are always tricky, but for different reasons depending on your build & strategy. My F/R build & tactic (common enough, I'm sure) is to keep the aggro on my instead of the imps by dishing out more damage--easy enough to do on 1 AV/GM. On multiple AVs, the imps invariably grab aggro and get themselves killed, which slows down my DPS a lot (and recasting takes time & end). I'd prolly need to switch up tactics a bit to group them tight and use more AoEs like Bonfire instead of my current ST chain. -
Quote:True, but w/the CP changes, I foresee Elec being the same way, w/its T9 being about as skippable as Elude, which is to say you don't want to, but if you have to skip one...
SR makes for a very tight build, and skipping travel powers make it much more manageable.
And I'd still take SJ. -
Quote:No reason not to do both. Sounds like a good place to 5-slot Doctored Wounds.heal IOs will be better : better heal and better regen for 30 seconds
2rch and 1 end will be enough IMO
As for LR, a lot of SR scrappers seem to wanna do the "no travel power" thing, which involves slotting Quickness as well as like Sprint & Swift. I'd rather just take SJ myself... -
Quote:Combining this w/what Sailboat said, I very frequently leave the current fight w/my tanks (and only my tanks) to start the new fight. If you're a main damage dealer, it's your job to finish the current fight, but as soon as I see that the fight's in hand, I go forward to start the next one. Why the tank and not the scrapper or controller? Because they're not as good at *both* 1) surviving the alpha, and 2) prepping the next fight for the team. Sure, I have plenty of controllers & scrappers (and defenders and blasters for that matter) that can survive an alpha, and can even round up a crowd for the AoE dealers, but none of them can do both jobs as well and as quickly as a decent tank. Obviously, if there's no tank, then a scrapper or controller should take this role.Hey, now. I like tanks. I love that they want to save everyone. It's very sweet. Some of them just need to realize that even squishies can handle some aggro bleed. You don't need to drop everything to save my Blaster from that minion. It's going to be annihilated in just a second anyway. Keep things moving. And some need to realize that staying alive is an important component of holding aggro. It's shocking to me how often some tanks face plant. Dude, you're a TANK. How are you dying?
Over 2XP wknd, I was playing my Dark tank w/a quad-boxed Spines scrapper (x3 + 1 Fire/Rad) and I was taking the lead and constantly pushing the pace so that as soon as she killed off the last crowd (and very quickly), there was another nicely packed crowd ready for him. At the end of our runs, she said to me, "that was intense," which I took as a decent complement at my pace setting. I hate tanks that wait for every last mob to fall before jumping into the next fight, and if I were playing a scrapper (or controller) on those teams, I'd in fact be very tempted to move on ahead of the team... though I usually don't.
Also, a really good point above about 'aggro bleed" too. After soaking the alpha, I really don't mind if some of my mobs start heading towards "squishies" and I only bring them back if it gets out of hand (like seeing a blaster's health in the red). I always chuckle when I see a tank abandoning a big crowd he's got packed around him to chase a lone mob running towards my controller, as if I'm even in the slightest danger. Competent players know how to manage their own aggro, and if they don't, they need to learn anyway. -
Quote:Yeah, I'm *very* excited about this change. I'm going to just assume now that its effects won't be fully enhancable--hell, I wouldn't be surprised if they pull a SoW-like "no recharge allowed" on us, cuz if it is, I'm so making it perma.Assuming that it is enhancable for recharge and heal/regen (as that tier power should normally be) this should have a huge impact on Electric Armor as a tanking set.
Power builds can get this to perma status.
Edit: On further reflection, w/PS, there's really no reason to make this perma (and potentially wasting the heal), but I'd still get the recharge down as much as possible. -
I see plenty of fault on both sides. Tank shouldn't have kicked the OP, but the OP shouldn't have started the Rom fight.
To some ppl, the whole experience of tanking starts w/the alpha. Hell, to some, that's the most important part (tho obviously not in an AV fight). -
Okay, I'm going to stick up a little for Turbo here, mostly to play devil's advocate. Basically, I found a whole lot of faults in the OP's story, and it wasn't all the tank's. I'm in fact guessing it was more the blasters, and I'm rather wondering what the controller was doing. Since I wasn't there, I can only guess at what might've been going on, but at least from the tank's PoV, it might've looked something like this:
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The team was compromised of my WP/Energy tank (no taunt, because I don't usually need it, no AoEs, cuz Whirling Hands is a pathetic excuse for a power, though I guess as my only choice I should bow down and take it anyway), a bunch of squishies (mostly blasters and 1 controller) and a lone defender (FF/Sonic). We enter a radio mission against Freakshow and the team is doing relatively well, because so far the numbers of spawn were reasonable in size.
Then we get to the one room in the lab map, a well known death trap if the team just wades on in. So I decide to go in first, pull the aggro cap to the door and we'll clear it out in stages. I don't generally like herding, but for this room, and for a PUG, this is the best tactic.
Obviously, it didn't work out since for some reason the Freaks started to scatter and go after the rest of the team once they were in the corridor. I suspect the blasters started dropping their AoEs before I could reestablish aggro through my (weak) aura and punchvoking. I suppose I should've told them ahead of time that RTTC is a very weak aura and if they throw a fireball before I regain aggro, they'll likely get pasted.
Within a few seconds, a couple of the blasters dropped (as expected) and the rest of the team was injured. I'm really wondering what the controller was doing while all of this was happening, because a single pull should be easy enough to lockdown, even at the aggro cap. Well, I'm busy trying to get the Freaks' attention again, hopping in & out and punching (damn, really should've picked up Whirling Hands! Maybe I do need Taunt for crappy teams...) when the FF defender, who's been pretty good about his job so far, does something and sends up a force bubble and traps like the whole group away from me. I've never even seen him use this tactic before so it takes me by surprise! Now, I don't like chatting while fighting so to keep it short, I say:
Me: "Force bubble herding = fail. Stop it!"
FF: "Oh you mean like tankers that can't hold aggro = fail."
Are you freakin' serious? So my tanking is fail now? Man, talk about arrogance! Hey, why not controller fail for not locking stuff down? Why not defender fail for not providing enough defense? How'd those blasters die anyway? Shouldn't their def be capped with you around?
Me: "People should NEVER use knockback on teams."
FF: "They're all in one corner, it's not like they're scattered"
Well, okay, maybe I shouldn't say anything like "NEVER", but wow, that's just annoying. Fine, you're obviously too uber for my failed tanking skills. Go find your own damn team. /kick
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Harsh? Sure. Unreasonable to a fault? Not really. Is that really the way thing went down? Prolly not, but who the hell knows? I'm not accusing the OP for stretching the truth or anything, but the fact is, perception colors the facts quite a bit, and you can't know what was in the mind of the other guy. The only thing I can't justify in that story above is the kick, mostly because I so rarely kick anyone, and never mid-mission, but I hardly think this episode is forum-story worthy. -
Prolly less than 100M in profits. Spent (marketwise) most of the weekend churning out lvl 30-40 generic IOs for small profits (5-6M per login) mostly to get my 20th & 21st FC badges. Only 1 left to go on my main server.
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Ice Melee has craptastic ST damage--worst in the game.
Ice Melee has fantastic AoE damage--only Fire & SS are better.
Ice Melee has great mitigation--prolly tops for tanks.
I dunno, 2 out of 3's pretty good for me. -
Quote:There's a clear demarcation bet (1) (and maybe (3) & (5), but everyone can do (3) & (5) to varying degrees) and the rest. The fact is, no matter how much passive (Stam, QR, RA, Heat Loss, etc) or active (Transference, PS, Consume, etc) recovery you have, if you get drained to zero, you lose your toggles, you can't fire anything off (like PS) w/o swallowing a blue, and your odds of survival rapidly diminish. Now w/enough recovery (passive & active), you likely can deal w/stuff like Carnies and elec wielding mobs (Mu and the like), but against Sappers, you will get drained if you don't take them out first.There are a few ways that end drain is countered in this game:
1) direct end drain resistance
2) higher recovery
3) naturally high defence, generally positional
4) end management powers like AM, Conserve Power, or Power Sink for example
5) immediate mitigation of end draining targets (this applies to everyone, obviously, at various degrees)
That's not equivalence, that's a variety with differing pros and cons.
Actual end drain resistance is clearly the best solution against any of those enemies (and especially Sappers), and WP lacks it. In fact, since it also lacks PS, Consume or any other real active recovery mechanism, it's actually a bit hard pressed to deal w/even massed Carnies or Arachnos sometimes. Not to say it can't handle it, but it fares worse than Stone here as well.
As for the claims of "equivalence", I didn't mean to put words in anyone's mouth, but the rather cavalier tone that you (or whoever) took to wave away Rooted's end drain resistance advantage over WP gave me that impression. Not only is there no equivalence, it's not even close.
Again, not dissing WP--I love my WP toons, but it's a clear cut advantage for Stone that ppl are glossing over. WP also has its advantages over Stone, and QR is certainly one of them, but not really for the situations described above. -
Quote:Yeah, I know it's a mag 100, but it's a lot easier to get to 100pts of protection w/Stone than WP, though both need significant buffing, since you can start at like 34~35 instead of 12~13 (again, SoW gets you to 35, but isn't perma, and a lot of ppl skip it anyway). As for Malta, I haven't actually gotten mezzed playing my WP tank (or any tank), but you're only talking about like 2 points of difference, so really, it's just 1 extra attack that gets stacked on you. I certainly have been mezzed though 12 points of protection on tanks before so the option of going into "full defense" is nice to have. In this regard, I don't think we're disagreeing any.Two notes:
If Ghost Widow lands Soul Storm, any tank will be held, including Granite + Rooted. Her hold is MAG 100. The only way to be hit with it and not get held is to have CM (or equivalent) stacked enough so you have over MAG100 hold protection.
Also, Scrappers have lower status protection MAG than a Tanker.
Not saying the point is invalid, but just a clarification.
Quote:As far as what I do with those toggles on, I can run a full attack chain and never run out of end.
As a stone/fire.
You seem to stress that you're a Stone/Fire that doesn't run out of end. My Stony never does either, but I suspect both our tanks are rather well IOed out. I just wanted to point out that Fire Melee has the highest DPE of all the tanker secondaries. In fact, Fire anything generally has more end efficient attacks, because of the extra damage it does. -
Which Karate Kid?
Ralph Macchio is MA/WP (cuz let's face it, he got beat on a LOT).
Legion KK is MA/SR w/a Raptor Pack (flight ring).
If you don't get the 2nd reference, read more comix (hey, this is a comic book MMO, ya know)!