How to stand up to LR as invuln?


Aett_Thorn

 

Posted

My main character is a blaster, and I often play corruptors and defenders, but I have many alts. Yesterday I was asked to play my invuln/SS tanker on a Statesman TF. I have done the Statesman TF many times on squishies or scrappers; this was my first time tanking it. I felt like I did okay up to the very last encounter, Lord Recluse himself.

I ate a bunch of orange and purple inspirations which kept me alive until the team dropped the first tower (the red one), but I died almost the same time as the red tower, and then got stuck in a loop of hospital -> fly back to LR -> die -> hospital -> get TP'd back to LR -> die -> hospital -> etc. Yes, even after the red tower was down. After I ran out of inspirations I started madly kiting LR around, i.e., taunting him away from the team, then running away to hide behind a tower, taunting him again, etc. This felt very cowardly for a tanker but seemed to keep me alive a little longer while keeping LR off the team. We eventually beat down the towers and Lord Recluse himself, but it was a somewhat humbling experience.

I'd like to know how to do better for next time; whether building better, slotting IOs better, or using better tactics.

I don't have a Mids build at hand, but my tanker is invuln/SS with Fitness, Fighting (tough and weave), Flight and Energy Mastery. I have all the invuln powers except Unstoppable (I don't really like the crash at the end; but do I *need* this to stand up to LR?) and Jab/Haymaker/Taunt/KO Blow/Rage/Foot Stomp from SS. My enhancements are a mix of IO sets and SOs; I have four sets of 4 Kinetic Combat slotted in attacks, which gets my smash/lethal DEF to around 30%.

Reviewing my combat log I could see that LR's lethal attacks bounced off of my 90% lethal resist, but he had energy attacks and maybe some other exotic damage attacks that ate me up. The rad on our team said he was trying to keep Radiation Infection on LR, but was occasionally getting stunned by random Arachnos minions so that the debuffs would fall off. I did not have a dedicated healer assigned to keep me alive; but, most STF teams I've been on don't seem to assign anyone to focus on healing the tanker, so I'm not sure that is exceptional.

I can afford to burn a respec and throw a billion or so infl at this problem if it would help. But, I'm not sure what the best solution is. (I'm not willing to restart as a stone tanker.)

Any advice would be appreciated!


@PW - Police Woman (50 AR/dev blaster on Liberty)
TALOS - PW war journal - alternate contact tree using MA story arcs
=VICE= "Give me Liberty, or give me debt!"

 

Posted

First off, the Blue Tower needs to go down unless you're on a meta-team. It gives him a nasty tohit buff.

Second, you need more !!!! RAWR (''\(';..;')/'') RAWR !!!!


 

Posted

Was anyone from the team helping you out, as opposed to just dropping the towers? It is okay to have a Defender or a Controller help you out as you try to Tank Recluse. I think that's kind of standard issue for most people, unless they're really IO'd out and don't need the support. At least, that is how I've often Tanked Recluse, with a buddy backing me up. 6 players should be able to take down the towers okay.

And while the Rad debuffs are good, if they're dropping, they're not helping you out enough of the time.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Recharge and s/l defense are things you should grab if you're IOing out, but you should be able to win the encounter with just SOs.

However, you'll need a tray FULL of T3 purple and orange insps. Perhaps a few blues and greens, too. One purp and orange per minute should cap you and give the team enough time to take down the red and blue towers.

You'll want to stand on the pad for the green tower; it counts as an enemy and will boost invincibility. It makes a good deal of difference once Recluse's ToHit is no longer being boosted.

Don't hit Recluse; this makes him summon his boss "minions". They hit pretty hard

There should not have been any minions stunning the Rad. Unless the flier spawned, but typically you want to clear the area around the statue, then take out the next flier that spawns, then buff up and start taking down the towers. This give you 20 minutes to complete the encounter, which is plenty of time.

But yes, i've tanked this on my Invuln and even gotten Master with her, so it shouldn't be too difficult.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

The thing with Master of is, it's a team effort. Can be done with any type of tanker.

An SO'd Invuln is capable of doing it. Any SO'd type of Tanker is capable of doing it. The blanks of how and why needs to be filled in. The OP is just where most anyone has been. Maybe not those who filled the team of 4 controllers and 3 defenders making me wonder what the tanker was for but, don't feel bad about how it went, because most people have to cut their teeth somewhere.

An SO'd Invuln/SS is capable of taunting LR throughout the whole process with the most unbelievably minimum amount of support. Not worth restarting as a Stonetank, more worth looking at the problem and working 'your' ways around it.

Quote:
Originally Posted by PoliceWoman View Post
I can afford to burn a respec and throw a billion or so infl at this problem if it would help. But, I'm not sure what the best solution is. (I'm not willing to restart as a stone tanker.)

Any advice would be appreciated!
I can easily imagine that your build is "at most" 5 slots moves away from being capable of the what I would call the best solution, definitely not worth restarting as a Stonetanker.

One solution, which isn't the best imo, is to know your def levels with one target in melee, up it to 75% def with insps until the blue tower is down. Keep LR in melee so that he doesn't see his ranged, energy attacks as a good option and from his using of melee attacks doesn't keep to spawning banes. So just smash, lethal, minor toxic DoT melee attacks you. Throughout the whole time, no point you hitting him just maintain taunt control. Once the Blue is down, you then just keep to insping to 45% defense while people work on the red tower.

I wouldn't do that method.

Every type of Tanker can be made to tank this without all the excesses in terms of support many teams have had with what I would call the best method, but I'm not going to give you that. If I did that then the challenge to it will disappear and that would be incredibly unkind. Welcome to the side of the game that is there to present a problem.


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.

 

Posted

Okay, what I am going to say is what I have gleaned from other posters, Sarrate being a major one (though I can cast a "summon Sarrate" for this thread if needed, or link to other posts Sarrate has made on the subject of the STF).

When all four towers are up, you really want to monitor your numbers. To floor Recluse's hit chances, you want to be at 75% defense (this can be to all positions, or typed... though I'm not sure how his attacks are pieced out for typed... a few of them certainly do have Smash/Lethal for a component). Most of the damage is Smash/Lethal, but he does have high energy attacks (but I believe these are mostly ranged, so if you stay close he won't use them). He also has a toxic damage attack. So getting capped to Smash/Lethal will be a good idea.

How you get there depends on your Tank. Know what you are at base, and build from there. Buffers make a difference to what you need, and you can fill in the rest with inspirations, the Archmage accolade, etc. I generally stock a lot of tier 3 defense and resist inspirations.

Look up what all the towers do (I can't recall off the top of my head), and have your team prioritize what you see as more important. To-hit and damage are going to be priorities, as dropping those makes your job much easier- after that, you'll be able to take on Recluse and your team doesn't have to feel rushed as much.


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

 

Posted

ED-cap slot your Taunt with range enhancements, and taunt him from maximum range while flying (use jetpack if required). He does not have enough range to shoot you while under the debuff from Taunt.


 

Posted

Quote:
Originally Posted by Laevateinn View Post
ED-cap slot your Taunt with range enhancements, and taunt him from maximum range while flying (use jetpack if required). He does not have enough range to shoot you while under the debuff from Taunt.

Well done that's how you remove the challenge from the game. That's one thing I been keeping stum about and telling others to.

Before introducing the -range component to taunt I did say on the European forums that this can happen with some AVs, knowing which ones, not mentioning which ones. Not mentioning all as you would never get enough -range on all. Edit: I was amazed the Devs introduced it, I guess maybe they didn't read the european forums much.

Prior to the -range in taunt I managed to tank LR unaided for over an hour in 2007.

Be aware that the further away you are the less threat you have.

We can all play STO for something challenging now


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.

 

Posted

Eh, wait and see what the new end game content is going to be like. And besides, slotting Taunt up that much for range and playing like that isn't my idea of fun. Keeps slots from other powers that I want it on, and it's not like you can use this tactic on too many people, anyway.

I think the -ranged in Taunt is an excellent idea, and it helps out a lot for my Tanks. I guess with this I am just surprised that AVs don't resist -range more.


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

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
Eh, wait and see what the new end game content is going to be like. And besides, slotting Taunt up that much for range and playing like that isn't my idea of fun. Keeps slots from other powers that I want it on, and it's not like you can use this tactic on too many people, anyway.

I think the -ranged in Taunt is an excellent idea, and it helps out a lot for my Tanks. I guess with this I am just surprised that AVs don't resist -range more.
I never needed -Range, I also found taunt adequate as it was, it was to me really, really the most selfless power Tankers could get. No selfishness there, if anything, more to do with consideration for tanking for as many different team make ups as possible.

Back in 2005 -2007 the forums were full of struggling to do certain stuff Tankers who said they didn't need taunt. The -Range killed taunt hate, that I like to think and the scoffing at those who vow to keep it, however, also -range is something that should be a great asset in PvP.

Two reasons that being able to do that kite should of been kept quiet, gaming spirit and let all those who proclaim to know everything already (but not that) carry on in their own worlds.

If anything the kite could of been a last minute idea to fallback on, particularly if your team make up is not with x,y and z, it shouldn't matter.

I've never had to do it in a STF as a Tanker but the all Scrapper STF we came close to MoSTFing, was done in parts, that way.

They could take the -range out, all tankers are still capable of getting things done with a team of RPers with builds concentrated on being lesbian catgirls.

In the first 2 weeks of the inner circle existing, different tanker types could hold up to the inner circle with what people would class as minimal support ie Trick Archery and that was pre -range.

Some people see tanking as in your face threatening and distracting, thats another good reason, it's respectable.


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.

 

Posted

Quote:
Originally Posted by New Dawn View Post
The -Range killed taunt hate, that I like to think
I'd aslo venture to add that the fabulous set bonuses available for Taunt have something to do with its renewed popularity.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
I'd aslo venture to add that the fabulous set bonuses available for Taunt have something to do with its renewed popularity.
Those are indeed pretty shiny, though it isn't always the most important power that you want to slot up.


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

 

Posted

Quote:
Originally Posted by Sailboat View Post
I'd aslo venture to add that the fabulous set bonuses available for Taunt have something to do with its renewed popularity.
Yeah that's true. Like with the proc, some people can do damage with it now *sigh*. Oh the other thing where AVs became only taunt controlled in a virtual sense by gauntlet and most auras may of done something. Teamwipes facing Mary MacComber probably caused a few complaints too. Brutes probably can rely on gauntlet versus AVs alot better for more than one reason.


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.

 

Posted

Oh, i wanted to add one more tip for LR:

Before facing him, when you take down the flier, instruct your team to NOT kill the drop troops! Herd them around you, and kill maybe just a few so that there's only 9 left. Bring them with you to LR and you'll have capped Invinc bonus. that extra 10% should help if you're having trouble avoiding his attacks. On the plus side, if he tries to melee you but can't get through his own minions, he'll spend mroe time running around and less time attacking, so there's that, too.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by EmperorSteele View Post

...

One purp and orange per minute should cap you and give the team enough time to take down the red and blue towers.

...

Don't hit Recluse; this makes him summon his boss "minions". They hit pretty hard

...
To floor LRs to hit with the blue tower still up you'll need 75% defense, so one purple (33%) wont get you there unless you're already softcapped with only 1 foe in range of invincibility. Use two.

As for recluse's spawning lvl 54 Bane bosses, he does this whether you hit him or not (and at 175% def, you won't be hitting him often anyway). It s however interruptable, so a debuff aura (like RotC from WP of AAO from Shield or Mud Pots from Stone) would keep him from spawning them for the most part. The only 100% reliable way to keep him from spawning banes is to have a toggle debuff cast on him. Snowstorm, Darkest Night, or any of the Rad toggles work equally well. This is of course until you get the towers down and he uses his "Purple Dawn" pet nuke at 20% health.


 

Posted

He shouldn't spawn anything if you don't do damage to him. I turn off Blazing Aura when tanking him, and just taunt him. He doesn't do anything other than try to hit me. That's the usual approach so he doesn't spawn anyone, too.


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

 

Posted

Quote:
Originally Posted by Ribic View Post
To floor LRs to hit with the blue tower still up you'll need 75% defense, so one purple (33%) wont get you there unless you're already softcapped with only 1 foe in range of invincibility. Use two.

As for recluse's spawning lvl 54 Bane bosses, he does this whether you hit him or not (and at 175% def, you won't be hitting him often anyway). It s however interruptable, so a debuff aura (like RotC from WP of AAO from Shield or Mud Pots from Stone) would keep him from spawning them for the most part. The only 100% reliable way to keep him from spawning banes is to have a toggle debuff cast on him. Snowstorm, Darkest Night, or any of the Rad toggles work equally well.
Note the purple discussed above, 33%, is a Large purple; if you need to use smalls, you will either need a pretty fast tower team or support, say an Emp, ideally with slotted Fortitude, or maybe a bubbler, because smalls are only 12.5% Def each and it takes a lot to get to 75% defense. I highly recommend saving up medium and large insps, which drop regularly at high levels and are rarely needed for any content, in a base bin or two just for the tiny part of the game like the STF where you actually DO need them. Combine to make purples as you collect them.

The only time I've seen LR *not* spawn banes, which tend to wander over and wipe tower teams, is with a toggle debuff hung on him, but I can't swear the tanks I've teamed with weren't hitting him as well as taunting him.

If its any comfort, I've been on a failed STF which failed specifically because the Stone tank couldn't survive fighting LR, even with a full time Emp, and we couldn't get the rest of the team to stick around long enough to try the Insp strategy, which the tank player seemed to have a hard time grasping (he wanted to take the insps after he got hit, which generally meant while faceplanted). This was a bit of a shocker to the Stone player, who'd never encountered something that gave him problems before, but I think he was mostly an AE baby, so who knows what his slotting was.

So I'd much rather take someone who knows how to build and play a tank then a particular powerset in the hands of an incompetent, keep learning!


 

Posted

Hmm, I'm pretty sure Recluse has never summoned his Banes on me when I haven't hit him, and i KNOW he wasn't debuffed all those times. It's only when I start punching that he starts brining in help. *shrug*


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by Scientist View Post
If its any comfort, I've been on a failed STF which failed specifically because the Stone tank couldn't survive fighting LR, even with a full time Emp, and we couldn't get the rest of the team to stick around long enough to try the Insp strategy, which the tank player seemed to have a hard time grasping (he wanted to take the insps after he got hit, which generally meant while faceplanted). This was a bit of a shocker to the Stone player, who'd never encountered something that gave him problems before, but I think he was mostly an AE baby, so who knows what his slotting was.

For 3 whole years now that "full time emp" has been a necessity to suceed for many teams because people don't bother to "think" for more and more ways to go about things basically.

I like to build and have a number of ways to play so that failure is not an option if I really want to go about getting some thing done.

But it is actually an option, even I've seen teams that I think "They really don't deserve this" or have met people who I think "well if they think they know it all I am going to let them carry on believing". I prefer people who are open to ideas and who will investigate a sniff of new method rather than the "I can't do it, no one can" or the "Well I've thought things through, we can't do it" types. No harm in asking the team for ideas.

Those people who have cheated their way up through exploitable missions should have to think sometime. That's one of the reasons why I don't like to see every trick in the book commonly known and good guides have never revealed all.


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.