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Another vote for both. Go for ranged def + S/L resist caps, you'll end up decent numbers across the board and the only things you really fear are non-positional psi damage & sleeps.
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Quote:If you mean no insp/temps, all you need to solo an AV/GM/Pylon are: ability to survive, usually through high defense for squishies; enough DPS (a 100 or so?); and enough recovery to maintain your attack chain. Some sort of heal is likely necessary too if your regen isn't high enough.I have a Stone/WP brute, a Fire/Dark corr, a Dark/Fire scrap, a Stone/Ice troll, and a Ice/Fire tank all at 50, can any of these defeat one if built properly?
Stone/WP brute: Absolutely. Stone has good ST damage, and WP should be able to stand against AVs and give you enough recovery.
Fire/Dark corr: Yup. Fire has plenty of damage and Dark as good debuffs. Get your range damage to softcap (or around 38% since you can debuff to hit, tho the AV will resist it), you have a self heal, slot for end redux & +recovery.
Dark/Fire scrap: Good lord, yes. Again, just make sure you have enough end to pull off your attack chain indefinitely. DM is practically made for AV soloing w/its strong ST chain and self heal. FE & Burn will just speed the process, though you may want to IO up your defenses. Psi AVs will chew you up though.
Earth/Cold troller, is what I assume you meant? Earth has poor damage, but w/an epic blast, and Cold's excellent debuffs, again, this shouldn't be hard. Lack of a self heal may do you in though unless you resort to insps or Med pool. Again, get your def to softcap. HL will cover your end.
Ice/Fire tank: Fire Melee has plenty of damage. Ice Armor has a few holes so this may limit which AVs to solo, but you'll be able to take a few of them on, though it'll take some time. Tanker damage isn't all that great, even for FM.
W/I20, every build will be able to solo AVs w/Interface debuffs. -
I just updated my guide and added more stats to the GIS section. Seriously, look at some of the DPA numbers bet. GIS & the other heavy hitters. It's pathetic. Hell, there are plenty of T1 tanker attacks that beat GIS: Shadow Punch, Barrage, Scorch, Stone Fist, and Charged Brawl all have higher DPA numbers than GIS!
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Quote:I think FT has the same 9' radius, and same 13.5s duration. Actually, Gauntlet's been broken enough times that I didn't even want to put in hard stats in my guide. Anyway in GIS's animating time, you can throw FT *and* IS on Mobs on opposite sides (well, a few extra tics of Arcanatime for the FT + IS combo) for yet more Gauntlet. Still, a good thing to point out.Greater Ice Sword is *the* most skippable power in the entire powerset. The only things GIS does better than any other power in the powerset are:
- Largest Gauntlet Radius (9 ft)
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Quote:Actually, it's a 35 power, but that's neither here nor there.Actually, it's lvl 38 power for Tanker. Yikes. People complain about Dominator's lvl 38 VS pet but at least the pet doesn't "hurt" dps. It's been proven that it helps Dominator finish a mission faster with VS than without.
You summon VS and then it provides continual damage. Not the same thing as calculating an ST DPS based on ST attacks alone. Please show me a calc or a realistic scenario (you know, where you have a reasonable gapless attack chain w/o too many FF's in there) where GIS increases your overall DPS, or any other scenario where inserting a long animating, lower DPA attack helps your overall DPS. Or just explain why you think GIS will help anyone finish any task faster. -
Quote:Wow, that build is... um, unorthodox. Mind telling me why no Temp Invul, Unyielding or Invinc? I mean, I'm sorta curious about your choice of Med pool instead of Tough & Weave, but let's get the big questions out of the way. Is this a concept thing? No toggles?Well, this is a very slow maturing build I'm playing. And I don't really consider it a tank, but the damage is too low to call it anything else.
http://www.cohplanner.com/mids/downl...2DE22FAE78E68D -
My suggestion would be, to keep Minerals running all the time to keep looking cool. I.e. don't use Granite (which looks the opposite of cool). Take all armors (Brimstone is optional), and if you can afford to IO your tank out, you can sit on softcapped S/L/E/N/Psi defense w/capped HPs, excellent regen, a decent heal & S/L resistance (F/C too w/Brimstone). Granite becomes an ugly, distant memory that you only reserve for real emergencies or cheating bastards like (tower buffed) LR.
Dunno jack about KM; will let someone else handle that. -
Quote:Actually, I go over than in my guide under tactics, which was what I thought you were getting at originally. Basically, if you're soloing w/IM, you should fight like -1/x8, no bosses, ignore any bosses that do spawn or combine (just drag them to the next fight, they'll eventually go down), and mow down rows of minions & lts. Boss fights are terrible for IM, and I wouldn't even try to solo an AV, though I could go to sleep next to one and be safe. Likely, the AV would also go to sleep from all the boredom.If I'm fighting bosses in a mission, I'm either on a team or managed to run into a Malta spawn with the power to cheat a boss into my solo mission (stupid Haxules Lts).
EDIT: Silly me, overlooking the meaning of FT abbreviation. Yah, I'm planning on focussing on AoE. -
Quote:I should point out, I'm speaking from a lvl 50 perspective. If you're relying on your vet attacks at 50 (other than for the odd ranged attack or Rage crashes), I think you might have some other issues. While leveling, if you're over-reliant on IP, I can see being a bit hesitant on using FT on a tough boss. When I was leveling my Stone/Ice tank, I'd sometimes drop all my armors (prior to Granite, which I rarely even use any more, but that's another story), and just fight w/Rooted + Ice Patch and be perfectly safe. On those occasions, I might consider FT on bosses as being risky. A fully mature tank should never be afraid of an upright boss for a few sec tho.I went 16 levels fighting bosses without Freezing Touch. I upgraded from lieutenants after I got a couple slots in Air Superiority.
I suppose the reason I'm not terribly reliant upon Freezing Touch is the fact that I've got the Blackwand and Sands of Mu, and I'm very reliant upon knock-down for damage mitigation. -
Quote:Why are you taking Burn away from the equation and then saying Fire tank damage is "nothing"? Well, no sh**. That's like saying Stone tanks should never touch Granite, and see how well they fare on the ITF... oh wait, I already do that. Bad exampleIn a good team your damage is NOTHING on a fire tank. Don't believe me? Try this next time you are rolling along on an ITF don't use Burn - just use Blazing Aura to hold aggro and taunt.
, but seriously, Burn doesn't give you any penalties, so please tell me why you shouldn't count it towards Fire tanks' contributions.
My softcapped Fire tank has zero problems on ITFs. Zero. Don't need Cold/FF/Emp/whatever support, though they're well appreciated. Last time I died was on a speed run where we all split up hunting cysts on the 2nd map. I got around 3~4 of them on my on (all buffs had worn out by the 2nd cyst or so), got smothered by too many mobs and finally went down after almost finishing the last one. RotP, and down it went. Next cyst and done. Romans? I'd have to be standing hip deep in them w/zero support (and that includes just extra damage, i.e. blaster support) for a loooong time to get in trouble. Hell, I go through whole ITF runs w/o even touching HF once, tho those usually include decent (not great, just decent) buff support.
I'm happy your corr can clear spawns faster, so can my controllers, but that's not tanking, i.e. setting up fights for your teammates. Tanks are best at that, and Fire tanks do the job just fine on ITFs. Non-IO'ed Fire tanks might suffer a bit, but they wouldn't take advantage of any DDR anyway. Your "solution" would be optimal for those of us who IO the hell out of our tanks, and we already do fine. -
Quote:Did you read the DPA table? GIS's DPA is miserable, worse than any other "big" attack in the game. Worse than your "weaker" IS (FF is worse still, another problem altogether, but you're forced to take FF and it gets bruising). Worse than any epic blast (w/no range to boot). What exactly is the upside of GIS other than a set mule (which, btw, I'd rather use Brawl or Boxing for)?Just read your guide. Why is Greater Ice Sword so bad as a lvl 32 power? I know Dominator's version got changed to Ice Slash and it activates faster.
Responding to other posts...
Ice Sword is really not skippable. Unless you have an insane recharge and can spam FT & your epic blast, or wanna just do AoE damage + bruising all day long. I wish it weren't so, but... well, I did admit that Ice Melee is horrific at ST damage.
FT... if you're not using this as your boss "killer", well, I guess Burn is available, but damn, it's gonna take a while for any hard targets to go down w/o your best DPA attack. And as Aett points out, grab an epic hold and insta-hold that boss who's not flopping. Anyway, one boss not flopping isn't bothering any of my tankers. -
Frost is your best (or 2nd best) attack over the long run. Again, please see my sig for why I consider Frost your most unskippable power. If you're looking for burst damage or trying to solo Pylons or whatever, you need to reroll out of Ice Melee altogether.
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GIS. See my sig for detailed explanations.
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My DB/WP w/S/L def at just over 45% has comparatively little problems w/full spawns of Romans, at least at +0. Over a long time, they'll eventually overwhelm my regen (and yeah, my def will go into the red pretty fast), and I'll pop SoW, and if that runs out and I'm out of insps, I may run into trouble, but by then, most things will be dead, and I'll have a fresh trey of insps. I will say, if I'm on a buff-heavy team, and my def is already in the 80s to begin the fight, I rarely see it dip into the red unless I spend a considerable time alone against a full group of Romans.
Werner, that's a great idea monitoring your base def as well as your totals. Never would've thought of that. -
I'm not even looking at that build...
If your focus is on GM hunting, you need 3(4) things
1) High def, usually to ranged. ~38% w/RI will floor GM to hit to 8.5%. GMs that do ranged AoE attacks will chew through you so you may want to try to get your AoE def to the 30s too. This was easier before the BotZ nerf.
2) ST chain. I believe you need a 100+ DPS chain to solo AVs, but that's w/o -regen or debuffs. Not sure what it is on GMs. Slot Char & RoF w/damage (Thunderstrikes for the ranged def work well), plus pick up an epic blast (Fire or Cold are best, Psi if you also want mez prot). You also need to do enough damage to keep aggro off your imps so that they can add to your DPS.
3) Enough recovery to maintain said ST chain indefinitely. When I was soloing monsters, I'd actually regen more end than my ST chain, which meant I could throw in the odd EMP for the hell of it. This will almost always mean perma-AM, which isn't too hard. This should also give you perma-LR as well w/minimal slotting.
4) Optional: self heal, but this is only if you're soloing no insps, no temps. Even at floored to hit, you will get hit, and it'll hurt. You need to heal yourself back. Rad Aura will do the trick just fine (I leave mine w/the base slot).
Messing around w/your AoE immob, proccing out your holds, etc, will lower your GM soloing efficiency, if that's what you're really looking for (trying to break a 4min pylon time, for example). If you want to be effective on teams as well as being able to solo the odd AV/GM, you can incorporate AoE powers as well as keeping w/1~4 above, but will considerably slow down your soloing time (if you even care about such things). -
This happened twice to me in the last week, both with WST TF runs.
Run 1: Numina's last Sunday, I started a team, we got to the CoT map in Perez (just before the zone-hunts) and someone quit the TF. We finish the mission (find Envoy, clear the room), everyone exits, I try to call it in but the mission has reset. We find & clear Envoy's room again, everyone exits, and the mission resets again. After a bit of discussion, we quit. Some on the team mention they've seen this before, but it was the first time for me.
Run 2: ITF last night. Someone else started the team, then passed me the star. 2nd mish (cyst hunt) and someone quits. Coincidentally (or is it?), it's the same exact guy who quit (I've since 1 starred him, since he was lying about why he quit, but that's irrelevant), and when we exited the mish after completion, I couldn't talk to my contact and the mish had reset. Again, we quit and started over, and I did all the re-inviting. Now, on this new run, we had yet another guy quit on the 3rd mish, but we still were able to successfully complete it, and the TF as a whole.
/bugged the incidents, but did not /petition, because no one wanted to wait around for a response. Anyone else experience similar problems? -
Quote:I was proccing out Jab & Punch for Rage crashes for a while, but ended up pulling those slots to put in elsewhere, just 4-slotting Kin Combat in there. Still, Jab technically has the worst DPA of all the tanker T1 attacks (actually, I never updated my spreadsheet for KM so I dunno about that one), but mix Rage into the equation and it prolly comes ahead of FF in the long run. Both (base #s) are behind Boxing, btw.Jab is the worst Tier 1? Worse than Frozen Fists? (Not sarcastic; I don't really know what the worst Tier 1 is, not having made a point of looking for it). At least Jab has Rage going...it seems wasteful to hit Build UP for the other Tier 1s.
Pro tip: slip a proc in too (I like Hecatomb here unless I am trying to uuse the set intact somewhere else). -
Quote:Disagree on Kahn. A smooth team can steamroll Reich & all 4 AVs together, but you need Taunt to get the other AVs near Reich to affect all of them w/your debuffs & AoEs. Most tanks carry Taunt, some brutes too so they will suffice. Scrappers (who usually don't take Taunt) alone usually won't do the trick unless they waste time trying to drag their ranged aggro to Reich and usually, some ranged toon will grab that aggro right back w/their debuffs & AoEs.The one area I do feel like they are a bit less useful is AV fights in the newer content (Apex, Tin Mage, ITF, Dr. Khan and Barracuda). I've run all of them with and without tanks and it doesn't seem much smoother with them. But in some of them that's a fairly small sample size.
I can give situational rebuttals about Apex, Tin or the ITF too, but I find tanks (or brutes w/Taunt) almost always useful for the final Reich fight. Sure, it only shaves off a couple of minutes, but for a sub 30 min run (and can get it down to < 20 min), I'll take a specific AT to shave off 2 min. -
Some of the new Incarnate mobs have a higher than the standard 50% to hit. BM (and prolly others, like Veng'ed Bobcat, almost certainly in the new I20 trials) have ~65% (64% for BM according to Werner and others I trust), so you need 60% (59%, for just BM) to reach "softcap" against all current Incarnate content. So the popular meme started that, "60 is the new 45," for softcapping. I dunno how many ppl are actually building for that tho (I for one am not... yet).
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Quote:Hmm... I'll have to look for that vamp commandant next time I try this. I think I have it queued on one of my toons.Yep, that mission has changed. It used to be he spawned with a group of non-hostile Malta (until you finished his dialogue); now he spawns with the Vampire Commandant and you need to kill that spawn before you can click on him. He ALWAYS is in the Commandant's spawn now.
Usually the progression of that mission is a mostly straight line, first the Oberst is in one of the first rooms, then beyond that you'll find the Commandant and Maelstrom and finally in the Bass Hatchery (more often than not it seems to use this map) you'll find the glowie.
I suspect the maps are static, just dependent on which map you draw, much like the Kahn TF's 3rd mish. I know during its WST week, ppl had memorized each variation to know exactly where the EB was on the map. I don't plan on running this Tip to the point where I'm the same way. -
Also, to add, if blasters are getting aggro ahead of you and surviving, that means you're likely not pushing the pace enough. Don't dawdle on the last boss; grab the alpha and if your team is able to survive on its own, just jump into the next spawn and set them up for your teammates' AoEs. If your blasters are able to survive fights w/o you, your job switches from keeping them alive, to maximizing their AoE potential. Adapt how you tank based on team makeup.
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A better question is why you sheathe your sword when doing the MoG pose, when it would look oh so more glorious w/it out.
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So, this thread and my recent experiences have made me reconsider Elude for my Elec/SR. I figured, as long as I got him to softcap (and maybe a bit more), I'd be fine, but a few nights ago, after just hitting 36, I ran into massed Nemmies for the first time w/him. When the Veng stacked enough, he went down fast. Looking at the combat logs was very depressing, seeing how easily they were hitting me w/all the Veng. So for (hopefully rare) situations like that, DE quartz, etc, I figure having Elude available wouldn't be a bad thing at all.
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If you're just spamming Taunt, you're not doing your job. If you don't have Taunt, you may have problems w/some AV fights. If you have a taunt aura, attack your target (hey, apply Bruising while you're at it!) *and* Taunt, you should never lose your aggro to a blaster. Ever. Now a brute doing the same might be a different story.
Def-capped squishies still get hit 1 in 20 (or worse, depending on what you're fighting), have far fewer HPs, and will get mezzed on occasion. They also can't control aggro like a tank (or brute), at least a properly played tank. My Son/Son has ranged def cap as well as S/L resist cap (and other high defensive numbers) and partial mez protection (damn sleeps...). My Ice/Storm has ranged and S/L def caps even before applying powerful debuffs, plus Hibernate for when things get rough. My Fire/Rad has high enough ranged & AoE def (capped w/RI running on mob) + near perma mez protection to solo damn near every AV/GM in the game. All are tough as nails and can stand against some of the worst mobs in the game (they kinda laugh at the BM fight in Apex, other than the Halberds). I don't pretend for a second they're substitute for well played tanks, neither for overall toughness or aggro control, and it's not even close.
I have a thread on the blaster boards about how Judgment may marginalize blasters to an extent. Those guys, I'm actually worried about, at least a bit. IMO, the "support" classes will benefit the most w/I20, but melee are right behind. Tanks are going to be fine. -
My En/En has perma Boost Range w/just the base slot, and loves it on his cones. I always try to extend the range of all my cone attacks (Fire Breath, Fistful, etc), but w.BR & 5-slotted Posi's (including the Dam/Range), both ET & Static Discharge have ranges of 70, which is freakin' huge (both 45 deg cones, so the base should be around 50'). I was tempted to go Leviathan, which would give me 2 cones, but Static Discharge has a lower recharge, same 4.4s as ET in fact, so I can pretty much spam both cones all day long.