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Quote:The problem is that Tankers are horrifically slow when compared to Scrappers or Controllers, because of their low damage modifier (lowest-damage melee toons in the game, except for Brutes, who can pass up Tankers with even a little bit of Fury built). Farm toons don't need to be incredibly survivable, they just need to be able to kill fast while being survivable enough. Tankers trade the ability to kill fast for being survivable, which makes them non-optimal. Sure, you can do it (I used my Fire/SS/Pyre to run those Freakshow ambush maps in I14), but it's hella slow.Hmm. Making a tank for the purpose of farming is sort of the same logic as making a scrapper for the purpose of tanking.
It can be done. But keep in mind that a tank built for farming is not a tank built for tanking.
But if farming is your #1 purpose then you should pick the right tool for the job. Scrappers and possibly some controllers are your best farming builds. Period. And the controllers are only arguable good farmers in the later game.
But hey. To each his/her own. I just don't wantcha to get 30 levels into a tank and then realize you shoulda built a scrapper. That feeling sucks.
+2s are more efficient when it's only the PLer and the lowbie, or +3s when there are multiple lowbies. The point of a good farmer is not not need support to do their job efficiently. -
You might want to remove signup number 6, as m3z doesn't actually play this game anymore.
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AFAIK there aren't any enhancements that are available redside that aren't available blueside (redside doesn't have any "special" enhancement-granting content like blueside). Between I7 and I9 you couldn't get synthetic Hami-O's blueside, but with the introduction of the STF (and redside Hami raid) both sides have access to both kinds of Hami-O's.
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You may have the "hide autopowers" option selected for your pet window.
Sidenote: I did not know until just the other day that buffs from Enforcers belonging to MMs not on your team will still buff your pets. -
Nope, there've been times where I'm on my Stalker, I'll run up to a DP Blaster in the HoB animation and the power will start making hit checks on me. It might not be exactly as I described it in terms of how it checks for damage, but it's certainly not like other AoEs.
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Quote:This doesn't work because of how HoB calculates its damage - unlike other PBAoE powers, it does a tohit check on every tick, so the mob needs to be within the AoE radius the entire time. This is yet another reason HoB is by far the worst nuke in the game - having mobs scatter during the animation not only is risky to you, but it means you're not dealing damage to them.Guys, just Joust.
Super Speed or Super Jump.
Jump in the middle, jump out, activate HoB the second you jump backwards.
You will animate the attack, and the momentum will carry you far away from any retaliatory attacks. You should then be able to safely pop a blue and run back to the battle, if there's any of it left.
For best results, be as stealthy as possible. This usually makes Super Speed the better candidate.
(More amusing is the fact that due to how the damage is calculated, there's a small chance the nuke will do NO damage at all.) -
The flier respawns every 20 minutes, on a fixed clock. If it takes you 16 minutes to kill it from when it first spawns, it will spawn again in 4 minutes. If, on the other hand, it takes you one minute from its first spawn, it will not spawn again for another 19 minutes. This problem is largely remedied by killing Recluse in a far corner of the map.
Regarding the towers: they don't rebuild themselves - repairmen that you don't kill may wander over to a destroyed tower and rebuild it, so you need to be very careful to kill them as they spawn. They're only level 45 (or something) so they melt to most AoEs. -
I would not use a Dom for serious farming post-I15 unless you already had one. Fire/Psi and Plant/Psi are still decent but PSW was much of what made them good, and that power went from being really good to simply above average. Regardless, Brutes have been better farmers than Doms since the Family nerf a few years ago.
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OP was talking about PvP, where no one has mez protection.
This is one of the reasons there are less viable sets than there were before (which is, ironically, one of the reasons changes were made in the first place). -
Something tells me /Therm will be an excellent complement to Demons >.>
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1. SI is a waste unless you're using it as a LotG/KB mule. You'll be stealth-capped with the IO and Stealth anyways, and in an arena match the other team will be at percep cap anyways, so it's not really an issue.
2. PA is more there for targeting disruption (the other team has 3 more targets to tab through, basically, and can be a pain from a distance or on smaller maps) than damage.
3. TK doesn't repel (at least the Troller/Dom version) and shuts off after six seconds, but it will hold someone for the full duration if they aren't in mez suppression originally. Think of it as an autohit cage that breaks once the target takes damage. -
Yeah, but it's kind of stupid to do because then you've wasted phase for when you actually need to use it defensively.
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Illusion's nice - Blind, PA, and go. Mind's nice too, but mine's build for 2v2s. No Recovery Aura (between a few blues, CP, and Geas I am not having too many issues) but Confuse, Levitate, and TK can mess stuff up.
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You're saying that you hope they keep nerfing it to keep us interested? Yeah, that makes sense...
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Tank and farmer don't belong in the same sentence, unless it's "Tanks are not good farmers." That being said, if you're set on a Tank you'll want Fire/SS/Pyre or Shield/SS/Pyre. Really I'd go with a Spines/Fire Scrapper.
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Don't really need Total Focus either, it's kind of bad now (AS, ET, and sharks should be all you need for attacks).
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