Master of Dr. Khan TF 2/13/10 9pm EST


cozmic

 

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Originally Posted by The_Masque View Post
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Originally Posted by Desmodos View Post
I haven't looked a Fire Tanker builds in a really long time, but is that even possible?
Maybe with frostwork? I think some PvP IOs also give a nice chunk of HP like 2.5% not sure if its the pve bonus or the PvP bonus off the top of my head.
With Frostwork (or two), yes, definitely possible. Without Frostwork? Not a chance in hell. Tankers cap at roughly +71% hp. If you count 20% from Accolades, that's still +51% hp you'd need to makeup from IOs, which simply is not happening. You could scrape together maybe 20-30% tops, but after that, forget it. (Preacher has about +20% from IOs, the Accolades, and HPT, he still isn't quite capped, ~3170ish iirc. The cap is ~3212.)

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Originally Posted by Grey Pilgrim View Post
I do wish Healing Flames healing went up with your max HP... but its percentage heal is off of base health before bonuses (think Sarrate pointed that one out for me a couple months ago).
On the other hand, it does scale with +recharge, while +regen does not. Of course, the counter problem is sets with click heals eat up animation time healing while regen is passive. Then again, regen can't be spiked or saved, but it's constant (can be a good or bad thing).

Pros and cons to both, really.

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Originally Posted by Grey Pilgrim View Post
Not sure what I was at for toxic. Robusts are what, 33% resist to all? So probably 66% to toxic, plus whatever Healing Flames had going... I would think I had at least an application in there, as this "4 strikes of doom" episode happened after one of the towers had been engaged for a bit.
Resistance inspiration aren't that stong. The different tiers grant 10% / 15% / 20% resistance. So two t3 orange and one application of Healing Flames (20%, iirc) adds up to the 60% resistance area. That would make 1000 toxic damage deal just as much as 4000 smash (that you were capped to). That alone won't kill you, but it's something to be aware of. (I don't think it's necessary to cap toxic res - it would cost faar too many inspirations to keep up.)

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Originally Posted by Grey Pilgrim View Post
For number monitoring, I watch a lot. I have Grey's defense up to about 22% defense to melee, AOE, ranged, and psychic, so I monitor all of those, and his resist to smashing and energy (since my lethal resists are on par to the smashing ones, and energy to dark). I also monitor health as a percentage, hit bonus, etc. So I have plenty of numbers to watch. From what I recall, I was at 75% defense to all those defenses I monitor, and 80-90% resists to smash/energy (which would be the same for lethal/dark).
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Originally Posted by Grey Pilgrim View Post
Probably doesn't matter too much at this point. I know where I need to be at for defense and resistance from what you have told me before, Sarrate, and I'll be sure to stock more Tier 3s than I had. And try for more support than a Rad's healing aura can provide, heh.
If you were at 90% res and still rocking 75% def, then it was phenominally bad luck. More support than a Rad can offer would be prefereable, but I only aim for those stat - definitely not heals. (Heck, I never have more than 30-40% energy res because Recluse only has two energy attacks, both of which are ranged and generally not used in melee. At least while the Blue Tower's +rech buff is up.)

If you're having survivability problems, another avenue would be to take down all four towers, starting with the red, then blue. Reclue's offense does go down several notches when his recharge isn't capped - even if you're flooring him.


 

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Think they tackled red, then yellow (?), then green, then blue. But Ham can let me know if it was different: I was paying more attention to Recluse and my numbers than what the team was doing, other than occasionally looking at the tower's health and wishing it would go down faster, heh.

Hmmmm, I thought the resist inspirations were stronger than that. I guess I should only need one of those tier 3s at once, since Grey is at about 70% resist to Smash/Lethal before the insps... unless it's worth getting another 20% to that toxic attack for me. What do you think, Sarrate?

I do find it odd that you don't need heals. That run with coz way back when had an emp that had to heal me fairly often, but I had to use Healing Flames as well once or twice. Nothing like the bad luck of this past run, though.

From a discussion way back when, I was under the impression that having 75% defense to melee, AOE, and ranged was enough for Recluse's attacks. Does he have any that bypass those? I didn't think so, but I guess I should not assume that at this point.

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Originally Posted by _Ryxx_ View Post
I keep trying to read this thread but I can't get over GP's bravery for tanking LR on a fire tank.


Don't you go dissing my Fiery Aura!


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

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I thought I was being complimentary. I'm not brave like that.


Dusty Trophies

 

Posted

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Originally Posted by Grey Pilgrim View Post
Hmmmm, I thought the resist inspirations were stronger than that. I guess I should only need one of those tier 3s at once, since Grey is at about 70% resist to Smash/Lethal before the insps... unless it's worth getting another 20% to that toxic attack for me. What do you think, Sarrate?
Well, if you're sitting at 90% res (s/e) and 75% def (all positions) then you should be fine without capped toxic resist. Keep in mind I've never tried tanking him with a Fire Tank (she is built offensively rather than defensively) - but I don't see a reason to blow an extra precious inspiration every minute for it - especially when you were likely blowing 3 per minute as it was (2 t3s and an orange, it sounds like?).

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Originally Posted by Grey Pilgrim View Post
I do find it odd that you don't need heals.
I'm WP, so things are slightly different. Some napkin math:
  • I have ~3170 hp and regen ~91ish hp/sec.
  • You have ~2400 hp and regen X hp/sec. In addition, you have HF which is a ~937.5 hp heal every Y seconds.
    • Making up some numbers, with 250% regen, you'd have a passive 25 hp/sec regen. If you can use HF every 18 (don't forget you have to include the cast time, since recharge doesn't start till the power is done activating), that's an additional ~52 hp/sec. Total of ~77 hp/sec. Lower sustained regen and being more susceptible to burst damage. (There is also the fact WP can have up to 3 minutes of s/l res cap w/o insp use from SoW and Magus.)

What would probably work really well for you would be 1 Thermal / Sonic and 1 Cold. That would give you capped s/l res and be a single t3 purple away from the 75% def threshold. That would allow you last longer with running out of inspirations, and pack a few more panic insps (a few more greens, maybe). Also, if you take down the Blue Tower, you'd be very close to softcapped, and may not even need lucks after that, except if you get debuffed.

Btw, from a min/max perspective, buff sets with strong offensive capabilities are better choices than those without. (For example, Cold would be a better choice than FF.) The reason is this helps kill things (AVs/Towers) faster, which means you have to deal with them for shorter periods of time. With the same mitigation numbers, it's a lot easier to survive the Recluse with the Red Tower up for 3 minutes than it is to survive for 5. Do you need them? Nope - my first STF ever was on a team with 3 Tanks, 2 Scrappers, 1 Blaster, 1 FF Controller and 1 FF Defender. That said, it took a lot longer.

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Originally Posted by Grey Pilgrim View Post
From a discussion way back when, I was under the impression that having 75% defense to melee, AOE, and ranged was enough for Recluse's attacks. Does he have any that bypass those? I didn't think so, but I guess I should not assume that at this point.
I'm almost positive all his attacks are flagged with a position.


 

Posted

Okay, very good. Having to pack less oranges will help out, as I do have to go through a couple of purples every minute, unless I have some extra buffing from somewhere.

Ryxx, I was joking with you, though I did think you were joking a little about Fiery Aura, too. Heh. Anyway, tanking with Fiery Aura is good fun. Grey Pilgrim continues to be fun, even after all these years.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory