Tanker got disoriented
Everyone has their achille's heel, with (at least Inv) tanks one of them is enemies that appear in groups and use psi type attacks with a mez in them (Carnivale of Shadows Illusionists are another enemy like this, 2 or 3 of them in a group will push through your Hold resistance with ease).
Can't really give you any other tip than to be careful and work with other members of your team in bringing them down - pull to corners, letting others kill them on their way and that sort of thing. When solo, bring Break Frees, Heals and Lucks. The good thing about them is that they're minions, so they're easy to kill.
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Honestly those Tsoo can give any melee AT problems if you get enough of them beating on you - my brutes and my stalker have had the same difficulty when surrounded by them - those disorients can stack up pretty fast.
I don't know what to suggest except perhaps carry a few break frees or try to avoid herding up so many at once (yeah I realise that's probably not easy if you're primary tanker for a full team).
The problem with Invul is that it's based on taking the hits and toughing out the damage; if you're getting lots of attacks with the same secondary effects lots of these will hit, the secondary effects stack, and you're in danger of being mezzed. In a way Unyielding makes this more likely to happen, as it gives you a -DEF so the mezzing attacks are even more likely to hit.
Some other sets (Ice, Stone) provide protection via +DEF, so the attacks are less likely to hit in the first place - in turn making it harder to overwhelm the mezz protection.
Other than eating purples, or getting external mezz protection/DEF boosts there's not much to do at the moment. At higher levels you can pick up Invincibility which does give you innate (although dependant on number of nearby mobs) +DEF and can help stop the mezzes landing.
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At higher levels you can pick up Invincibility which does give you innate (although dependant on number of nearby mobs) +DEF and can help stop the mezzes landing.
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The problem with Invincibility is that it's "+def(all except psi)", which means a group of Yellow Inks will still eat through it for breakfast as their mezzes are typed Psi damage.
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At higher levels you can pick up Invincibility which does give you innate (although dependant on number of nearby mobs) +DEF and can help stop the mezzes landing.
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The problem with Invincibility is that it's "+def(all except psi)", which means a group of Yellow Inks will still eat through it for breakfast as their mezzes are typed Psi damage.
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Really? I always assumed (without checking!) it was Energy, as the animation looked like one from the En melee set.
In that case it's purples (or preemptive BFs), or external buffs, FTSurvive.
And if you can make it a few levels higher the nasty Yellow Ink Men stop appearing.
Didn't the yellows have that long range psi-style whirly head circle disorient? Or am I now confusing things?
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No, that's me - Yellows are the whirly range head things; the energy melee lot is the Greens, who are also liable to break through mezz protection if they mob you.
I think the sort-of solution still applies though, even though I was a little bewildered about who it would need applying to.
Edit: Looking back, I think I confused myself when the OP mentioned disorients; that's what the Greenies do, whereas the Yellows do sleeps. Not that a Tanker wants to be hit by either of these in the middle of a fight, of course.
Edit: Fixed typos
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No, that's me - Yellows are the whirly range head things; the energy melee lot is the Greens, who are also liable to break through mezz protection if they mob you.
I think the sort-of solution still applies though, even though I was a little bewildered about who it would need applying to.
Edit: Looking back, I think I confused myself when the OP mentioned disorients; that's what the Greenies do, whereas the Ywllows do sleeps. Not that a Tanker wants to be hit by either of these in the middles of a fight, of course.
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Yeah I've got confused here as well. The greens are the ones I was talking about, that use energy melee and swarm around you stacking disorients - they're the ones that dropped my brute/stalker toggles (and actually inspired me to create a green ink man costume for my EM stalker, for a laugh).
I've never had a problem with the yellow ink men because sleeps are so hard to stack - iirc their sleep attacks actually do damage (its Mesmerise from the Mind set I think) so its actually impossible for them to stack it afaik. In fact the only powerset combo in the game players have that can stack sleep is I think Mind Control, if you apply Mesmerise first then follow up with Mass Hypnosis (which does no damage so doesn't break the sleep from Mesmerise, which does) - and yellow inks definitely don't get Mass Hypnosis
Hi,
I remember being swarmed by a load of yellow inks (cant be sure now tho) and seeing them all do the whriling pink pom-pom's of death/disorient on me. Thats when I had all my toggles dropped, spinning head animation, and quickly follwed by death.
First question that comes to mind with the Pom-Pomps...
How is your Invincibility slotted?
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Invincibility is slotted with 3x def buff
Temp Invulnerability is slotted with 3x dmg resist
Unyealding is slotted with 3x dmg resist
Resist physical damage is slotted with 3x dmg resist
At the moment, thats all of my shields etc. that I have on my tank as I have just reached lvl23.
It stacked energy melee disorients, stuns being the worse. Its a good idea to dissipate the tsoo attacks by not just jumping straight in with any tank. For example stone tank with rooted on tps into middle of mob is chancing it. Have them come to you, so one by one they come to you and then their attacks wont be so all at once.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Aid self before u attack, it will give u a slight protection to disorient. It might be a co-incidence(very likely) but Ive never been disorientated after applying this self +res disorient buff. Remember though that unstoppable will give u a virtual complete counter to disorient. Also if u know ur going to get disorientated with your current lvl or protection pop a BF as soon as u see the disorient symbol in your icons. 30sec should be enough for the team to kill minions surrounding u.
As suggested, try to pull; but I always have trouble trying to get people to co-operate when u suggest this. I think alot of people dont recognise that 30sec preperation is better than 5min downtime after a teamwipe, and play the same in a team as they would solo...
Your lucky u wanna try fighting them as a squishy ive been perma mezzed so often i just laugh at it now .... in a crazy kinda way
I can't remember what yellow inks powers look like, but my regen scrapper has been mobbed and stunned by a group of green inks through intergration quite easily. I think Tsoo in general are one of the hardest opponents at low-mid level range these days.
I had a very similar experience last night and it really shocked me, so first thing this morning I decided to search the forum for related accounts and here we are.
My ice/ice tank was a fresh lvl20. I was teamed with two scrappers and a dark defender, and we'd arrived in Talos to hit 30 Tsoo for Serge. At one point we were tackling a large mob, at least 7 or 8, of Green Ink Men. You know, the kind that kneel around in large circles as if meditating or something. They were all 24s and purple to me, but I was taking it well with support from the team. I could hardly see my own char from all the Green Inks around me, it was quite amusing.
Then suddenly the text 'STUNNED' appeared top right of my screen and to my jaw-dropping suprise I noticed all my toggles had been dropped! The mez lasted only a few seconds and I was able to get armours back up very quickly so this fortunately did not result in me going down - but it could have.
At the time I was running Frozen Armour and Wet Ice in terms of shields. I don't have Glacial Armour yet. The ironic thing was that as a tank with mez protection running, I didn't ever expect to need Break Frees, so I'd been getting rid of them all day!
I figured it must have been due to severe stacking from all the attacks pounding on me at the same time, and this thread confirms so thanks for that. Also, the advice given on avoidance/mitigation makes sense too. I'll bear this in mind in future battles with Inked Tsoo and in general.
The incident also brought back a question I've been wondering about regarding ice armour defences. According to Sherksilver and various other sources, Frozen Armour gives defense to smash and lethal. I was wondering why I also seem to dodge/deflect attacks of different nature.
Green Ink Men would be a good example, since they fight with energy melee attacks. Much of the time last night, my shields were holding and I was avoiding any hits. Is this because there was a smash component to their energy attacks? If so, does the relative composition of types that make an attack have any bearing on how well it does against defense or resistance based armours?
eg, would a 70%smash/30%energy attack tend to be mostly dodged by Frozen Armour, whereas a 30%smash/70% tend to have a larger chance to get through?
Or would both have equal chance to be avoided because my armour has defence against at least one component type?
Hope that makes sense. Thanks.
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eg, would a 70%smash/30%energy attack tend to be mostly dodged by Frozen Armour, whereas a 30%smash/70% tend to have a larger chance to get through?
Or would both have equal chance to be avoided because my armour has defence against at least one component type?
Hope that makes sense. Thanks.
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Yes, it does make sense... and yes, you are absolutely right with your second assumption: Each attack that has even a slight s/l component will be equally dodged with Frozen Armour.
The game always takes the best of your defence values against the involved damage types and applies it against the whole attack regardless of the percentage of overall damage done by that damage type.
Hope that makes sense.
If it has eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.
Thanks Sin, that does make sense. That's actually good news, assuming that most enemy attacks have a smash or lethal component. In that case it makes me wonder what the point is of having shields for resistance or defence against different types instead of just smash/lethal. I suppose to clear that up, I should try to find a list of damage types by mob faction.
Yes, most attacks have a smashing or lethal component, but not all of them. Off the top of my head I can remember being hit by pure energy damage (for example Mu and PPD kheldians), pure negative energy damage (CoT demons) and pure fire damage (Infernal, some CoT guys).
So, there is a point in taking other armours, but most of the time you are quite safe with Frozen Armour defence.
EDIT: Plus, as you mentioned resistance, this "maximum value"-thing only works for defence. Therefore resistance for additional damage types is always welcome.
If it has eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.
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I feel pretty useless against Tsoo yellow inks
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You can either pop a break free and charge in, or (in case you have run of them or don't want to use them for any reason) taunt them away and hide out of LoS. Another option would be teaming with a kin, an empath or someone with the medicine pool (most people pick stimulant instead of aid other as it doesn't need slots to be effective)
I've hit 35 with my inv/ss tanker since I started this thread (been alt-ing and stuff so not leveled him much). I have found that after the initial problems with these ink men I have not been mezzed again (yet!).
You will hit a point where it will be really difficult to mez you.. I know I have
BTW.. wow this post is OOOOOOOLD! july '06! The oldies are the best lol
Not every attack with mixed damage is typed with both damage types.
For example Fireball does fire and smashing damage,but is only typed AoE,Fire.
So Frozen Armour does not defend against Fireball.
Oh, just wait for the 40ies and the regular appearances of master-illusionists. You will be mezzed again. But besides that (and PvP) enemies will have a hard time pushing through your mezz protection.
If it has eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.
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But besides that (and PvP) enemies will have a hard time pushing through your mezz protection.
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Hi,
I have been playing my lvl23 tanker for a while now and have come up against Tsoo and tanked a few for the team.
Is it just my set (inv/ss) that has a problem with Tsoo yellow ink as they easily drop my toggles! I find unyealding to do little to help this and find it very difficult (if not impossible) to tank yellow inks!
There were a lot of them beating on me (not causing much damage) but should their disorients stack like that and does any other tank type have the same problem as INV?
I feel pretty useless against Tsoo yellow inks, and want to know if I am going to have problems against DE or any other NPC's that have disorients.