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Posts
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Joined
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A few thoughts,
- Ill/Rad
This is definitely a top contender for the most versatile, I'd also argue the most 'powerful'; but since powerful is really up for grabs for definition, I'll stick with versatile. A few problems with Ill/Rad's though, which I found an Ill/Cold addresses,- Toggle debuffs: Not having a ToHit check is great, but it also becomes a problem when trying to help a team by reducing -res on large spawns; often with OP'ed teams, stuff dies too fast for the RI to really spread, particularly with very mobile mobs (which is common when decoys come into the picture).
- Not enough debuff: -ToHit is useful but not terribly so with teams with capped defenses; same goes for -def. -Resist turns out to be MUCH more useful and /rad has only so much of it
- Not enough team buffs: Other than radiant aura (which is a mediocre AoE heal) and AM, which it is often hard to get people to bunch up for on fast paced missions, Rad doesn't really have anything
- Ill/Cold
This is my personal favorite, some of the things I really like about my Ill/Cold over my Ill/Rad,- Massive -resist with Heat Loss and Sleet
- Sleet, Sleet and more sleet; with multiple casts, you can cover a much larger area; slows enemies, reduces their resistance/defense
- Much more resistance than I can built my Ill/Rad up to
- It doesn't have an AoE heal, but with 6 slotted Aid Self (one int reducer), self healing is taken care of
- Buffs. One /Cold can increase the survivability of the entire team by a significant amount; including that of the Phantom (this is of lower value on an Ill troll though, since your PA's can't be buffed)
- Don't really have to worry about End
- Benumb literally neuters AV's
- With -slow in so many powers, it feels like your enemies just dropped into slow motion
- Ill/Kin
This is a very interesting concept that I am thinking of rolling. It obviously has a lot of advantages, so I'll just list my concerns here,- Effectively no debuffs
- Buffs you have don't effect a majority of your pets, hence the solo experience would be severely lower
- No self resistance buff (which arguably Ill/Rad also doesn't have though)
I still might roll one since the buffs are pretty awesome.
- Masterminds
Once I see a good one, I'll comment more. - Epic Archtypes
SoA's are pretty good - though, they still seem mostly damage oriented. Their buffs/debuffs/control are all weak compared to trolls - though still really versatile and great toons, I can't quite bring myself to put them in the same bucket as Illusion trolls
- Ill/Rad
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Hey, those rules - are more like 'loose guidelines'
Pirates of the Caribbean FTW! :P
Guys, thanks for all your support - we've got several new members interested, keep 'em coming! Remember, all we want are people with good toons who know how to play the game and are tired of PuG's! -
Quote:Interesting tactic - I'll try it once we run with a few cagers again.The pulse doesn't always occur immediately when the cage goes down and if Recluse is caged he is unaffected by it anyway.
Typically if there are two cagers on the team, we will cage the orange tower then wait for the defense to drop then just keep refreshing the cage on recluse. Very rarely does the tower get to rebuff after he has been caged.
Usually if we cage yellow, if it doesn't drop his defense, we just go in and destroy it - never thought of waiting for the pulse. -
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Quote:Seems to work fine though :-\I agree, caging is a nice gimmick, but probably won't make or break you by itself.
Also, if the Red Tower is up, res debuffs will not drop Recluse below 100% s/l/e res. Remember that res buffs resist res debuffs, so 100% res will reduce all res debuffs to 0. They will, however, still soften him up to the other 5 damage types (ne, f, c, p, t).
We rarely drop red tower, and our teams are quite a bit of s/l damage based. Maybe we're missing something here?
We gave up on caging a while ago - it's just faster to quickly get down yellow and green then just kill him. Usually with a good team we can get both down in about 1-2 minutes, so caging doesn't help much even if it worked. -
So for some time now, on Virtue, we have had a private channel called Speed Club. We are a group of players who are 'obsessed' with speed tf's. We go in with finely tuned teams, try to beat the best times on the hardest tf's.
Till now membership has only been via private recommendations but with the upcoming incarnate trials and future content, it makes sense to grow. I've decided to throw open the membership to anyone who fits in with the team.
We're elitist, we're probably quite egoistic and definitely very competitive.
If you're interested in joining, please send me a private message - we would require that you run at least one TF with us so we can get to know each other; it may turn out you may not enjoy the way we run our TF's or vice versa, but usually for people who are really into speeding TF's, that's rare; usually speeders tend to like other speeders
Only requirement that we really have is that you have a variety of toons that are 'decently' IO'ed out at least and know what you are doing on most 50 TF's - this isn't a channel for 'casual' players - everyone who will team with you from Speed Club will be a pro with a decked out toon. We ask you return the favor.
So if you're interested in joining a channel where you can find players who really like to push the game to the limit, please do contact me.
Oh yeah, humility isn't our strong suit, we're good, we know it and frequently like to express it -
Quote:Caging is meh - we've tried it several times, it doesn't seem to really work most of the time (at least recently, something might have been changed).Krogoth is correct. A single pulse from a tower lasts 15s. Cages, on the other hand, last 30s. That means the best you could do is to keep Recluse unbuffed half the time. Due to the strength of the Orange and Green Towers, I doubt you'd be able to defeat Recluse without destroying those two.
(The green tower causes Recluse to regen ~6.67% of his hp/sec, or go from 0 to full in 15s - conveniently the duration of the pulse. That's not counting the heal nor the +maxhp it provides.)
Usually just getting yellow and green is enough if you are doing Illusion tanking or a solid stone tank. We sometimes need to take down red since that is his resistance - if you have enough -resist debuffs on the team, that is also not really needed. -
Quote:No, which is why when not level shifted the stoney needs a small purple; without it, he doesn't. In either case he isn't quite soft-capped to recluse but he gets hit less enough that his healing abilities make up for it.You can get Def to 75%???? It took like 7 billion to get a softcap build for my Willpower ( I am estimating, had some stuff laying around bases )
Keep in mind my stoney has 90% resistance also so even if he is getting hit, with Aid Self, perma EE and rooted, he doesn't _need to be soft-capped to recluse.
Oh also, WP is a b**** to soft-cap; stoney's are VERY easy to soft-cap. -
To answer the poster's original question; a well built stone tank can handle recluse with a small purp if not level shifted - without a purp if level shifted.
Mine is built for crazy situations which even Stone Tanks may have a hard time with - which is why he has aid self.
When tanking recluse, I rush in, pull him into the corner, then just keep an eye on my hp; the team only bothers with yellow and green tower; the toon is able to handle recluse with blue and red towers still up.
Of course, this is not fool proof - I *have* died to recluse due to him suddenly draining _all my end (I think I was at 70%, not sure how that happened, but 2 end drains landed one after another) - but while your toggles are up, you're good.
Bottom line, you will _always need inspirations to handle recluse; with a stone tank though, once full, you can hold him for quite a long time without any help.
Let me know if you want my build - I have a cheaper one without purps if you want that's just as good at defense. I only use purp's on mine because I like him to have sufficient recharge to actually do something 'other' than taunt
P.S. :- Regarding Fly-Taunting, it's a perfectly fair tactic; keep in mind, this isn't like kiting or any other exploits; even while fly-taunting, your tank can get nailed if you don't know what you are doing. Though, if we don't take a stone tank, I'd prefer Illusion tanking - that way you get buffs/debuffs to boot. -
Ouch - joke's on me; didn't see the date. This is embarrassing.
Anyway, times for Apex, LGTF, Tin are 19m, 20m, 23m - haven't taken screenshots since I am not sure if these are just good times or great times. ITF has not been that fast, I think 17m is my fastest, one of our guys has run it in 14m though.
STF team wasn't any special builds - everyone was from our private speed channel; everyone on that channel has good builds, not necessarily 'team' builds. I am pretty sure everyone on that team solo's fine also. -
Unless those were 'shard runs', they're kinda slow.
Those are slower than I run Apex's, Tin Mages and LGTF's - why would you want to nerf those people? I'd suggest, give them a speed strategy guide.
For the record, we run our STF's in 6 minutes off the ITF times shown here 0 deaths -
Quote:I still don't get in which case Smite -> SL -> Smite -> MG would not be the optimal chain? Where does Shadow Punch come in?oooops sorry about the order mix up, and we weren't really having a fued, but in order to get some AOE (i.e. Fire Ball) the marginal difference between Shadow Punch and Fire Blast doesn't make up for having more AOE dmg, which is a weak point of DM. I don't think that FB is all that and a ball a wax too but it gives range to a scrapper, a fairly good attack that's worth slotting, and a stepping stone to some desired AOE.
And yes the Mids numbers for Fire Blaze are too high.
As far as the attack chain I wish I could fit in a fully slotted Shadow Punch so I could keep SL in reserve for the moment I need it.
hmmmm....I wonder how Ball Lightning really compares in-game to Fire Ball??? Anyone know???
because Then I could do this...
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BTW, Fireball > all other Anc target AoE's; pretty nice to have, but I am not sure how much people roll DM scrappers for AoE. It's known to be a primarily ST set with minimal AoE capabilities. -
Again - Mids is 'wrong' about the fire ancillary - the actual damage is about half of what Mids shows it as.
Fireball is _less damage than Smite, *even* with the DoT added in..
..and Smite has a shorter anim time.
Unless an enemy is specifically resistant to negative and much less resistant to fire, fire blast cannot do more damage than smite (I played with fully slotted fb and smite on various types of missions, smite did better). -
Quote:That makes sense. I already switched the heta proc to smite, didn't think of actually using both procs in thereJust a quick edit, I'm supposed to be doing hw
Switched the slotting in MG and Smite, you'll do more DPS due to allowing the Hecatomb and Clouded Sense proc to fire off more often
http://www.cohplanner.com/mids/downl...F2FE1CE864D0B5 -
So after realizing that mids was completely off about scrapper anc powers; I changed my build around.
My attack chain is now, Smite -> Siphon Life -> Smite -> Midnight's Grasp
My conundrum is now about the alpha.
This is the build, followed by my analysis of the various alpha's as they apply to this build,
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Pros:- Perma-Hasten
- Capped DDR (from double stacked AD and grant cover)
- Almost perma Sould Drain
Cons:- Can't manage my end - ran this on an ITF and LGTF, I was guzzling blues like crazy and half the time keeping important toggles off to maintain end
Cardiac:
Pros:- No end issues, like ever
- Can run additional toggles like SS and Stealth'ed Sprint
- Almost capped s/l resist with OwtS
Cons:- DDR will not be capped all the time, though about 70-80% of the time it will, which translates to a constant check on Defense
- Slower soul-drain
Musculature:
Pros:- More damage
- Switching to Radial Paragon will give some relief to end
Cons:- Still have end problems
- Still have DDR issues
- Still have recharge issues
Again, looking for any input, comment, suggestions; both on the build and the Alpha -
Not the way we run it - we run 30m stf's, 20m lgtfs, 20m tins, 15m itf's, 20m khans, etc, etc.
The way we run it, a wp tank will not just die, but die often. Stoney's the only way to go - though /elec and /dark do 'okay' -
BTW, not to resurrect a dead thread - but I wanted to post my results; I did _both tanks
In the end, I found stone WAY superior to WP for the end game - granite means that I can simply just go afk if I want to in front of +4 av's. Of course, the one downside is that if I don't have a kin along, I simply cannot use that tank. In the last few months, I've found that apparently Kins aren't really that hard to come byThis is the final build on my stone tank - and he kicks the crap out of the WP.
I have an SD/Elec also now - and I am at a point that I'll probably just delete my WP tank if I need another alt slot. For my play style and IMHO, the best tank possible is a stoney, and then a SD; again, in MY humble opinion.
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inf is not a problem - I make 2-4bil a week, no clue of what to do with it.
What's your attack chain? Smite->Siphon->Smite->MG ? or something else? -
Hey guys, so as my DM/SD gets close to 50, I'm starting to finalize the build I have for him, this is what I have at the moment,
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I went with Cardiac since it seems like end could be a big issue, plus I get more +resist.
The goal is mostly to be on teams; the scrapper will probably have a lot of buffs on him (possibly multiple SB's often, but not always). I want to use him for speeding TF's so high ST damage is a priority, nice AoE damage is just a good plus.
The attack chain I have in mind is, smite -> siphon life -> fire blast -> midnight's grasp; with enough sb, I would switch to, siphon life -> fire blast -> midnight's grasp
(btw, taunt instead of end redux in AAO is exchangeable - depending on the team composition and if I'll be required to specifically draw aggro or not; the taunt in there would help with pulling stuff and I don't want to use up a slot on provoke)
Any suggestions? Critiques? Input?
Thanks! -
Heard a rumor going around that enemies will be able to kill decoys in the incarnate trials - didn't get any details.
Anyone read anything about this? -
I'd work on your build a bit before trying this again.
First thing, cap range def; second, get more damage in your ST attacks - and get aid self.
Trolls with procs and dam bonuses can actually damage comparable to corruptors (without scourge though); capping range def means you can actually hold 'some' AV aggro, particularly with the high amount of resist that a /cold gets. I constantly dodge hits from AV's and survive their aggro for non-trivial lengths of time. Only LR aggro ever becomes a real problem - and I've often survived that too between PA casts. Having Aid-self, with an int reducer in it, should make it nigh impossible for any AV other than LR to kill you if you remain careful.
You can get to good damage, perma-PA (perma-Heatloss just comes in the bargain) and capped ranged def with the alpha slotted on Spiritual rare or above. It's still 'expensive' but then it's not like your current build is cheap either.
In my 'personal' opinion, I consider Ill/Cold's to be the most powerful build on CoH - so I think if any toon can solo STF, it would be an Ill/Cold; just needs to be built well -
Plus fly-taunting is flaky. The tank often dies (even really experienced ones) - LR can jump _really high, _really fast. Once the tank is down, it can often be a team wipe, which to say the least, is inconvenient - particularly for speed runs.
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I am not anti-tank - I have a stoney myself that I often take on STF's.
I'm just making an observation.
We're now consistently running around 30-35m stf's - most of the bottleneck is just zoning travelling and geez, the cut-scenes :-\