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Posts
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Joined
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Drop the def in Combat jump. They will add a total of less than 2% defence. Put them in something else.
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BTW does provoke also suffer from the "only 50% of the time" rule?
And are you sure it hits more targets?
If even one of those is correct, provoke is better IMO. -
I havnt really played my tanker very much since i4. I just wanted to see if he was still viable.
This is the build Im looking at:
01) --> Temp Invulnerability==> DmgRes(1) DmgRes(3) DmgRes(3) EndRdx(5)
01) --> Barrage==> Acc(1)
02) --> Dull Pain==> Heal(2) Heal(5) Heal(7) Rechg(7) Rechg(9) Rechg(9)
04) --> Resist Physical Damage==> DmgRes(4)
06) --> Hasten==> Rechg(6) Rechg(11) Rechg(11)
08) --> Unyielding==> DmgRes(8) DmgRes(13) DmgRes(13) EndRdx(15)
10) --> Bone Smasher==> Acc(10) Dmg(15) Dmg(17) Dmg(17) Rechg(19) Rechg(19)
12) --> Air Superiority==> Acc(12) Dmg(21) Dmg(21) Dmg(23)
14) --> Fly==> Fly(14) Fly(23) Fly(25) EndRdx(25) EndRdx(27)
16) --> Swift==> Run(16) Run(29) Run(29)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(31) EndMod(31)
22) --> Provoke==> Acc(22) Acc(31) Rechg(33) Rechg(33) Taunt(33) Taunt(34)
24) --> Intimidate==> Acc(24) Fear(27) Fear(34) Fear(34)
26) --> Super Speed==> Run(26)
28) --> Build Up==> Rechg(28) Rechg(36) Rechg(36) TH_Buf(36) TH_Buf(37)
30) --> Resist Energies==> DmgRes(30)
32) --> Unstoppable==> Rechg(32) Rechg(37) Rechg(37) DmgRes(39) DmgRes(39)
35) --> Energy Transfer==> Acc(35) Dmg(40) Dmg(40) Dmg(40) Rechg(42) Rechg(42)
38) --> Total Focus==> Acc(38) Dmg(39) Dmg(42) Dmg(43) EndRdx(43) Rechg(43)
41) --> Focused Accuracy==> TH_Buf(41) TH_Buf(45) TH_Buf(45) EndRdx(46) EndRdx(46) EndRdx(46)
44) --> Laser Beam Eyes==> Acc(44) Dmg(45) Dmg(48) Dmg(48) Rechg(48) Rechg(50)
47) --> Conserve Power==> Rechg(47) Rechg(50) Rechg(50)
49) --> Resist Elements==> DmgRes(49)
Provoke could replace taunt. Atleast Im hopeing it can. -
Taunt can iirc only effect max 5 baddies at a time. Why not go with big AoE's instead? Fireball, whirling hands, footstump, blazing aura and so on. I know the duration is less, but you cant really take the damage anyway (unless your stone of cause).
Havnt respec'ed my tanker for i6 yet, but Im thinking real hard about skipping taunt.
In pvp taunt suckz0rs unless its heavily slotted. It only works 50% of the time and the duration is pants unless you have 3 taunt durations in there. Why not pick up a more usefull skill like intimidate instead? -
I have hit lots with my tentacles in the arena. Scrapper version thou.
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The second build looks better.
And btw if you solo, you should use darkest night to herd, but I guess you allready knew this. -
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Controllers, when they're good, they've very very good. When they're bad, they're terrible
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Speaking the truth. -
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Exported from version 1.5B of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Fiery Aura
Secondary Powers - Support : Fiery Melee
01 : Scorch acc(01)
01 : Blazing Aura acc(01) endred(3) endred(7) dam(9) dam(13) dam(15)
02 : Healing Flames recred(02) recred(3) recred(7) hel(11) hel(29) hel(34)
04 : Fire Shield endred(04) damres(5) damres(5) damres(9)
06 : Boxing acc(06)
08 : Combat Jumping defbuf(08)
10 : Combustion acc(10) endred(11) recred(13) dam(15) dam(21) dam(27)
12 : Hurdle jmp(12) jmp(43)
14 : Super Jump jmp(14) jmp(46)
16 : Tough damres(16) damres(17) damres(17)
18 : Plasma Shield endred(18) damres(19) damres(19) damres(21)
20 : Health hel(20) hel(29) hel(40)
22 : Consume acc(22) recred(23) recred(23) recred(27) endrec(34) endrec(37)
24 : Stamina endrec(24) endrec(25) endrec(25)
26 : Acrobatics endred(26)
28 : Taunt tntdur(28) recred(50)
30 : Fire Sword Circle acc(30) endred(31) endred(31) dam(31) dam(33) dam(33)
32 : Fiery Embrace recred(32) recred(33) recred(34)
35 : Incinerate acc(35) recred(36) recred(36) dam(36) dam(37) dam(37)
38 : Greater Fire Sword acc(38) recred(39) endred(39) dam(39) dam(40) dam(40)
41 : Char acc(41) dam(42) recred(42) rng(42) hlddur(43) hlddur(43)
44 : Fireblast acc(44) recred(45) recred(45) dam(45) dam(46) dam(46)
47 : Fireball acc(47) endred(48) recred(48) dam(48) dam(50) dam(50)
49 : Rise of the Phoenix recred(49)
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Looks like an ok build except no build up. Thats a mistake IMO. Maybe leave taunt and get build up?
With the amount of AoE's you have you should be able to hold a large portion of the aggro in any team and hey lets face it, tankers cant really tank any more. -
some mates of mine- a fire tank and a grav troller tried it. They said 5-6.
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You could read the additional i6 notes...
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nah its scales. Bridger said so.
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First of all PvP works differently than PvE.
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Huh? Your Mez resistances will be the samw whether your in PvE or PvP AFAIK.
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I dont think mobs have mag15 mez protection. -
holds, stuns, immobs and the duration
AT based
Controller holds last for ages, even if they arent slotted very well. An unslotted controller hold has the same duration as a 2-3 slotted hold from any other AT.
Corruptors (you are a dark/dark corruptor right?) have a fairly low duration. My guess would be about the same as a blaster. So even if you slot for hold/stun/immob the duration is still pretty low. Remember 2-3 SO's = unslotted controller hold.
Immobs have a longer duration than holds or stun afaik, but it is easily resisted eg. combat jump.
What protects against holds/stuns/immobs?
First of all PvP works differently than PvE. Lots of AT's have very good protection against holds/stuns/immobs (Scrappers, tanks, stalkers, brutes). You basicly need to stack a minumum of 3 holds on them to actually hold them. This depends on lvl. At lvl50 you need 5-6 holds.
Some defender powers like clear mind, increased density, dispersion bubble, sonic Dispersion, also offer protection.
and the all might break free inspiration will also offer protection.
What lowers the duration of the hold/stun/immob?
Accelerated metabolism lowers the duration of a hold/stun/immob.
Resilience from a scrapper. Dont try to stun a regen scrapper with this power. The duration is so low, that its a waste of time.
Aid other from the medicine pool also lowers the duration of stuns and sleeps.
There are lots more, I just cant remember them atm. -
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When I played there, the exact reverse was true in some fights.
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I've got extreme trouble picturing it. And you're about to tell me villains were over the hero base killing everything that moves?
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Yup. I've been there plenty of times when the heroes are getting demolished. Just because you have trouble against heroes doesn't mean everyone does...
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I have to agree. I have a plus score against heroes.
Around 50 kills and 5-10 deaths. -
What about telekinesis? It can easily be used to push mobs into players or players into mobs.
Force bubble can also be used this way, as can hurricane.
Good knock back tools also. -
When you have darkest night on you, you might as well run away if its slotted with 3 tohit debuff SO's. I think the base value is somewhere near 37,5%. With 3 even slots that -68,23% tohit debuff.
The formula for hitting is
net tohit = (1+acc enh)*[base tohit * (1 + tohit buffs - tohit debuffs) - (defense- defense debuffs)
(1+ 0,66 2 even lvl acc SO's *(0,5 * (1 -0,6823))= 0,263691
So with 2 accurary enhancements slotted you will miss about 3/4 of all your attacks.
Darkest Night will also debuff your damage output. -
Perhaps I should have answered the question. Its a well known bug. Lots of posts about it on the USboards.
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Only a third of the aggro, an empath healing him and he still needs dull pain a few times - oh wait, the healer was probably too busy healing the rest of the team for the damage done by the bosses he wasn't taunting.
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If I was an Empath on an 8-man Carnie mission with a Tank who only taunted Strongmen, I'd probably have better things to do than heal him. Like the tough choice between a polite lesson in the fine art of Tanking or kicking the chicken-<censored> son of a <censored>.
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Yup. -
How to hold a boss
Bosses have mag3 resistance. You need to cross this barrier. Most holds are mag3. To hold a boss you need mag3 + something more to hold a boss since 3-3=0 and this isnt held.
Controllers have mag3 holds + 20% chance for an additional mag1 meaning they can hold a boss with 1 hold, 20% of the time.
My scrapper has petrifying gaze from the darkness mastery epic (also a mag3 hold).. This hold has a low duration compared to a controller hold. Even if I apply my hold two times on a boss, the boss isnt held because the duration of the hold prevents stacking. The recharge is so high that I cant stack it fast enough.
powerboost
Powerboost doesnt affect magnitude. It effects duration of the hold. Powerboost is like having 4 SO's of hold duration in each hold. Like any build up power is like having 4 damage SO's in a power.
Some examples on magnitude
<ul type="square">[*]Any single target controller hold like char, block of ice, blind are mag3 +20% of an additional mag1.[*]Any epic power hold like char, petrifying gaze, block of ice are mag3.[*]Choking cloud from the radiation set is 40% chance of mag2 hold[*]EM pulse from the radiation set is an AoE mag3 +50% chance for an additional mag 1.[*]Blaster holds are like freeze ray, tesla cage is mag3.[/list]
Where things start to go wrong
When you debuff foes with powers like enervation field or freezing rain (these offer -resistance), you can actually hold bosses with 1 hold as a blaster. Dont ask me how this works, cause frankly I have no idea. -
I dont think hes talking about aggro limit. Hes talking about you actually missing with attacks. Some tanker attacks with high activation time cant hit a moving target fx. total focus.
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You might have more endurance than you can use. I would take build up and DP earlier and wait with the fittness pool.
Think about skipping conserve power. You dont really need it with both stamina and quick recovery. -
Must take power. The best in the invu/ set.
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Anything in Warburg is fair game. Thats the way I play it and thats the way I like it.
If I find heroes camping a certain place I need to go, I'll get a team or wait till later. I dont have a problem with this.
If Im trying to complete a mission in Warburg and I get ganked by some heroes, I dont have a problem. I'll just SS back. Its extremely hard to kill a hero on the move.
Only thing that can take you down fast is a hold. Use a BF and your running again.
If someone steals my scientist, I wouldnt complain, why should I? Think of players as added danger to the zone. People dont say that PvE ambushes should stop. People dont say that it should be easier to run through the hollows.