Fitness to become inherent in i19
Well I think the main thing this will do for me is make the 1-26 journey on tanks a lot more fun for a couple of reasons:
* Not running out of Endurance every other fight
* Being able to pick up an extra attack before you hit 20-26 while getting Stamina/Travel/Shields/Taunt in place
Also for me it will help me fit in the Fighting pool without having to either drop either Build Up, an attack or travel power. It will also be able
I know for my Fire/Fire/Pyre tank it will allow me to put Hasten back and bring RotP back to when I originally chose it before I respec'd following the Firey Aura buff. I think I will also put in Build Up.
My Electric/Mace tank will be able to pick up Hasten and an actual travel power (I skipped it using Ninja Run etc).
My Inv/SS tank has a very tight build because he is a bit of a concept build so I will be able to move things around being able to pick have the Travel Power I want without having drop an attack.
Those are the three that I can think of off the top of my head. I just know it will make my Tank builds less tight but I will only be adding powers that don't need much slotting (e.g. Hasten, travel or Build Up).
I can see how people who do not have aid self might get it.
Extra travel flexibility might be handy too.
I might pick up CJ, Hurl and..Handclap for bad pugs, hell if they don't want mobs tight then we can do that!
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.
Just reading the original post about the Inherent Fitness Rangle posted and it made me think of another change to my tankers which is when I actually take my agro aura.
If the health/stamina inherents are available at lvl 2 (if I understood the post Castle made correctly) then I won't feel the need to delay taking my agro aura (e.g. Blazing Aura) until either just before or after Stamina at 20 because it is such an endurance hog!
According to information coming out of the City of Heroes PAX panel last night, the fitness pool is going to become an inherent when i19 goes live. You'll still be able to add slots to it like you normally would, but now you'll be freeing up power selections that you may have taken to get stamina, etc. According to the information, characters already created will need to be respec'd to gain this change. So be aware that this is coming down the pike when you're looking at your builds.
I know my Fire/Fire/Pyre tank will be the first I'll change. I was already planning to respec the toon with the changes to FA, but I'll be holding off a bit longer. Unless I change my mind I'm planning on adding in Taunt, Temp Protection (for a mule spot), and more then likely Rise of the Phoenix to replace the three powers selections that the fitness pool took up. (Combat Jumping also looks tempting as does Hasten, but we'll see.) How will this change your tank(s)? |
Inv/NRG Tank will most like be getting Physical Perfection and just stick teh chance for+end in it but wont have any slots to use it with because he is already awesome. He will also be able to pick up Resist Elements and Resist Energies. Even the one slot will help. This will probably move my IN/Tank even farther ahead of the pack for sheer awesomeness !!!
WP/SS tank will pick up Resurgence even though he doesnt die that often if ever now. Dont know what else he will get maybe leadership.
Ice/Stone I have no idea off the top of my head.
Elec/SS will probably pick up Combat Jump. I cant think of anything else.
Shield/SS will probably pick up One with the Shield which I skipped.
Inv and Stone skipped Build Up so this will help as well
On a totally different note ALL BRUTES will immediately pick up taunt.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
My slotting wont change on most of my tanks with inherent fitness, though I will be able to pick up a couple one slotted choices like hasten that will help off and on.
It's a good edition but it would be a spectacular one if it were accompanied by more slots, as is, my builds wont change drastically.
My slotting wont change on most of my tanks with inherent fitness, though I will be able to pick up a couple one slotted choices like hasten that will help off and on.
It's a good edition but it would be a spectacular one if it were accompanied by more slots, as is, my builds wont change drastically. |
For me, the leadership pool is getting picked a lot, as are skipped powers that are nice but not essential.
This gives pretty much every toon I have manuevers. +defense for the win!
I'm also gonna be getting a lot of second travel powers.
my Ice/Ice/Ice is far too tight for me to move any slots about,
So most likely I'll take recall friend and teleport for Hamidon raids/farming as Unions started doing Hamidon again, so I can get in and out faster.
Will probably take Stimulant as well for assisting the tank in Hami/STFs as I generally off-tank in STF, and my end drain is already pretty heavy for Hasten to be worth taking (and the global rech isn't high enough for Hasten to be worth unslotted.)
Or I'll take Freezing Touch again.
my Ice/KM/Soul will take the Summon, Hasten and Permafrost,
Or 3 slots of medicine pool including self-rez. Again with being tight on slots, Medicine will probably be the choice I make there.
Incarnate system is coming too. More slots just might be on the menu.
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More slots moving around for sure (hope they update respec'ing before hand >points to sig<), but whether they'll be adding additional non-Incarnate slots I think is questionable judging by i18 c/b, in fact I'd guess probably not.
New stuff coming soon, good times.
All the defense based tanks will be picking up aidself.
All the tanks that need a bit more rech will be picking up leadership for the 3 extra IO mules and teaming utility.
The Dark Armor tanks will get presence because 3-4 fears is just plain fun.
I will be taking damage auras asap to speed things up in the low levels.
Some tanks will be getting rez/recall because lets face it I will be the last one standing if it gets really ugly.
Taking It On the Chin I-16 Tanker Guide
Repeat Offenders
Incarnate system is coming too. More slots just might be on the menu.
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For example, you can shave a slot off of Hasten or Conserve Power if you get the Alpha power with RechRed. I point to those powers because they don't take IO sets, so if you have them you can allocate the slots elsewhere and see no loss.
Besides that, I doubt we'll see a straight up increase in slots any time soon. That's just not how the first 5 Incarnate levels we've seen so far work. If anything, it'll be like the Alpha; an indirect way to free up slots if you take advantage of it.
I'm sure others can see more possibilities.
Free Fitness means, for me at least, I can toss on Assault and Maneuvers until I can think of better changes to make. It also allows me to have Taunt, even on my damage builds. Meanwhile, I plan to take the time to digest the new status quo.
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The big change on my Stone/Fire tank will be to move the Fighting pool much earlier in the build. With the three power picks, I think I'll take
1) Salt Crystals (wide-area aggro grab)
2) Fossilize (ranged single-target attack)
3) Whirlwind (for the lulz)
Can you run Whirlwind and Granite at the same time?
With the Alpha Slot, you can be build for this.
For example, you can shave a slot off of Hasten or Conserve Power if you get the Alpha power with RechRed. I point to those powers because they don't take IO sets, so if you have them you can allocate the slots elsewhere and see no loss. |
Bingo, JB get's it first time around.
With Incarnate, why would I slot powers with six slots, except for set bonuses and procs?
With ONLY the Alpha slot as displayed in the last beta, I could see freeing up two to eight slots in a toon.
And there are TEN slots in the Incarnate system!
I suspect there will be plenty of options.
TRAVEL POWERS!
I have city traveler so I'll make a character with all 4 travel powers at some point just because I can.
As for the tanks...
On my inv/em my attack chain, endurance, and defenses are already great, so I'm going to add teleport and energy torrent because they're cool.
My Fire/SS will have room for consume and temperature protection and weave, so I'll add those to his build.
Then my wp/km won't change at all because I don't have fitness on him anyway.
Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)
Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)
Just reading the original post about the Inherent Fitness Rangle posted and it made me think of another change to my tankers which is when I actually take my agro aura.
If the health/stamina inherents are available at lvl 2 (if I understood the post Castle made correctly) then I won't feel the need to delay taking my agro aura (e.g. Blazing Aura) until either just before or after Stamina at 20 because it is such an endurance hog! |
The one respec I know I'm doing right off is my fire/DB tanker, who now will be able to use each of the combos. I have always built my characters with an emphasis on recovery first, anyways. A character that isn't defense capped may be relying on teammate buffs to stay alive. I can live with that. But a character without enough endurance is simply no fun for me to play, solo or teamed.
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"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
I'll have to rethink nearly every single one of my characters but for my tankers, particularly my Invuln and Shield it'll allow me to add that third APP power that the build's too tight for.
I could see Leadership becoming much more common... I know that melee characters don't get as much out of it as defenders but in a group they stack up into pure awesomeness.
I'm not really sure on Aid Self for my Shield tanker... there's just not very many times when I need a heal and when I do popping a green takes care of things nicely. I may pop one or two greens every other mission on average; I'm not sure that's worth a pair of power pics. I'll need to think on this.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
to be quite honest here, i'm actually glad you have to respec to gain access to this.
my main tanks build is so darn tight moving it around is gonna cause major issues for me.
but on the other hand, new tanks will be alot more fun
I personally see nothing but good with this. I mean, to be able to add in extra stuff instead of having to take these powers will be huge. Let's just hope they add in more slots as well and this will be fantastic. Then again, I also heard there's to be three new power sets too if I read correctly so guess we'll see once more I19 info is released
Soooo many nice options, especially for the early stages.
You can get one of these (or more than one depending on build):
Damage Aura
Tough/Weave
Taunt
Sufficient Attack Powers
Travel Power
Presently you have to pretty much sacrifice most of that in the early stages. Now though it is going to be soooo much nicer.
For my fully worked out Tanks, it means I can dabble in APPs or some cheap one-slot powers for her
Working on Issue 19 tank builds now.. Writing the idea in my CoH Notebook !!
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
I've played in Mids with my primary tank, Inv/Fire/Pyre.
As near as I can tell, I will have no need for my second build. I have a primary build which eschews the Fighting pool, and has about 80% global recharge. Good enough for most content. My secondary build has softcapped S/L/E/N, but no pyre epic, and does a lot less damage.
In I19, I'll be able to rock 77.5% global recharge, use the fighting pool to cap my smash/lethal resistance, have 44.5% S/L defense and 30+% E/N/F/C with one foe in invincibility, and have the pyre mastery powers I want.
I can have my cake and eat it too.
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.
-Don't just rebel, build a better world, comrade!
With ONLY the Alpha slot as displayed in the last beta, I could see freeing up two to eight slots in a toon.
And there are TEN slots in the Incarnate system! I suspect there will be plenty of options. |
One was a PBAoE team buff. They were usually thematic (+Dam and +ToHit or +Regen and +Recovery as two options). The slot also offered a team rez power that was, IIRC, a lot like Mutation for Rads.
One is Judgement, an Extreme damage AoE attack with either Ice, Fire, Dark or an Electric theme.
One labled 'Lore' at the time allows you to summon pets from several in game factions (sadly Longbow nor Arachnos were listed at the time). Summoning one Boss + one LT was the most potent iteration of the power, IIRC.
One labled 'Interface' at the time added a number of possible extra effects to your attacks (-Regen, -Tohit debuffs or extra Fire DoT for example). This could in theory free up slots used currently for IO damage procs.
Each of these slots had multiple levels of progression where they'd become more potent, and most of them had two branching options for each power. IIRC, Ionic Judgement could go two ways; one leaving control effects on some enemies in the wake of the attack, and one with straight up moar damage. I suspect what we've seen will be built on before the other 5 slots come in to play.
Just to give some people an idea of what's coming down the pipe.
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I find it interesting that this change affects pretty much 95% (give or take) of the game's population (including me). Because that number is so high, I honestly believe that this was bound to happen. What's next, inherent travel powers?
Anyways, my Fire/SS tank is going to LOVE this. With the changes to FA, I ended up respecing him out of the Pyre APP and dropping FireBlast/Ball. Now, I can grab those two back AND get hasten back in my build, all is well.
Don't even get me started on my Inv/Fire and Ice/earth. Gonna be alot of head scratching come next issue.
- Im Not Talking Fast, You're Just Listening Slow.
- To Each His Own
My biggest concern on this for most of my Tankers is finding the slots to go into the three new powers I'll be taking. I'm already slot-starved on a lot of characters.
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
According to information coming out of the City of Heroes PAX panel last night, the fitness pool is going to become an inherent when i19 goes live. You'll still be able to add slots to it like you normally would, but now you'll be freeing up power selections that you may have taken to get stamina, etc. According to the information, characters already created will need to be respec'd to gain this change. So be aware that this is coming down the pike when you're looking at your builds.
I know my Fire/Fire/Pyre tank will be the first I'll change. I was already planning to respec the toon with the changes to FA, but I'll be holding off a bit longer. Unless I change my mind I'm planning on adding in Taunt, Temp Protection (for a mule spot), and more then likely Rise of the Phoenix to replace the three powers selections that the fitness pool took up. (Combat Jumping also looks tempting as does Hasten, but we'll see.)
How will this change your tank(s)?
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!