Originally Posted by Auroxis
The range doesn't extend beyond 50 feet or so for the tentacles, so most blasts can keep at range just fine(and mobs are the only worry at that point). All you need to do is just run past the tentacles on the first encounter (being in tentacle range for a second isn't painful at all), and tanking the hydra mobs themselves isn't nearly as hard as tanking the tentacles.
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INV/SS - The Unstoppable Force
Ok (not being snarky, only tanked the thing once, though I've run it a few times) So just taunt them from > 50 ft and let your team plink the tower to death? Man, that's like hover taunting LR... just dirty If that's the case then why would a teammate hitting the tower with an AoE matter? As long as you're > 50 ft from the surrounding tentacles it shouldn't matter, as they can't return fire. I guess the Hyrda can be troublesome if the fight goes on too long, but overall they're not that scary. The only dangerous things (in the sewers) are the tentacles and that damned toxic dmg aura the pylon has
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Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
The 50 feet number was from personal experience of my blaster soloing the pylon at a bit over that range, not from an ingame number. Maybe if AoE's are used the tentacles start shooting. I'll give it a test next time, or maybe someone else has experience with shooting the pylon with AoE's at long range.
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Another thing is that they're no harder to hold than normal mobs, so a couple of good controllers with AOE holds can work wonders here, and PA is a fantastic "tank" for those toxic mobs.
Of course good luck getting a typical PuG to stand still and exercise good judgment. It seems there's always one idiot on any team with a death wish and a strong tendency to spread the love to the rest of the team.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I just tanked a STF with my inv/ss tank. Didn't need unstoppable with the emp on me with Recluse. Although I accidentally hit unstoppable by mistake, but managed to survive the crash anyway.
I had always been under the impression that you needed a stone tank to tank Recluse. I'm happy I was proved wrong.
Uber Talgrim - level 50 emp/dark defender
Uber Rod - level 50 dark melee/regen scrapper
Rod Valdr - level 50 invuln/SS tanker
Talgrim - level 50 ninja/dark mastermind
OMG!! Please add these costume designs now!
I just tanked a STF with my inv/ss tank. Didn't need unstoppable with the emp on me with Recluse. Although I accidentally hit unstoppable by mistake, but managed to survive the crash anyway.
I had always been under the impression that you needed a stone tank to tank Recluse. I'm happy I was proved wrong. |
A few tanks can do it unassisted but any well built and well played tank can do it with support. Yes it's tough, but if you know what you're doing it's far from impossible no matter what the team composition.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I did the STF yesterday with zero support (six melee and two Blasters), and a fairly inexperienced team (including myself, I haven't done it in years). The Recluse fight was ugly but we pulled it off, and Unstoppable was a definite factor.
It's a nice power to have, even if you don't use it very often.
I did the STF yesterday with zero support (six melee and two Blasters), and a fairly inexperienced team (including myself, I haven't done it in years). The Recluse fight was ugly but we pulled it off, and Unstoppable was a definite factor.
It's a nice power to have, even if you don't use it very often. |
The Hydra's ranged damage shouldn't overcome an invuln tank's ability. Taunt and ranged attack the Hydra and he'll ignore your teamates. OP, yes at one time the Invuln tank was, well not silly cause I loved it, but very very sturdy. I think, and it's been a lot years, that back in 04 we could even get 100% resists, I know we could get 95. Before ED it was also pretty easy to 90 S/L and 65 to 75 everything else.
Jack Wolfe Prototype Super Tank, over 25 million in damage taken in the service of others
My 360 hates me and writes about it
Jack's X-Box's Blog
I will love the light for it shows me the way, yet I will endure the darkness for it shows me the stars. ---Og Mandino---
With enough support my /sr scrap can tank about anything, LR included (dark debuff, ice shields and emp, it can be done).
Stone, invul, shield. dark is somewhre in there, but i've seen too many taht were too situational or too dependant on their builds. and by that I mean they were were IO'd out, but against one target their heal wasn't enough to sustain them, or a few def debuffs and they were floored. You could probably spend an equal amount on a rad def and tank as good as a dark tank.
I may have lost the original arguement in all the posts, but stone is by far the most survivable. Pair it with ice melee or dark and its even more so. If you wanna solo that bad just roll a scrap.
Generally speaking softcapping all but Psi with 90% S/L Res is ideal, but if you cannot afford the sets/Hami-o ect then it's better to focus on S/L Defense first and save up for everything you'll need to softcap the rest.
The Hydra's ranged damage shouldn't overcome an invuln tank's ability. Taunt and ranged attack the Hydra and he'll ignore your teamates. OP, yes at one time the Invuln tank was, well not silly cause I loved it, but very very sturdy. I think, and it's been a lot years, that back in 04 we could even get 100% resists, I know we could get 95. Before ED it was also pretty easy to 90 S/L and 65 to 75 everything else.
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It took a lot of slots; you needed to 6 slot Unyielding, Res Energies, Res Elements and you needed one slot in RPD and Temp. Invulnerability but that would put you at the hard cap for all damage but psi. There also were no AOE caps and enemies would literally stack into the same space leaving dozens of mobs all in the same precise space. I remember running the old Drek map and herding up the entire main island, bringing them to one place and having a blaster nuke them into oblivion. It really was a lot of fun having 300+ mobs all focused on you and being unable to move your green bar at all. Invuln was truly unkillable then.
Of course we had the 1-2 punch of nerfageddon with the Global Defense Nerf of issue 5 that reduced all defenses and resistances by almost half, doubled the recharge on controller AOE controls and halved the duration. We were promised by Jack (Statesman) Emeret that there would be no further nerfs to powers literally a week before issue 6 gifted us with ED further cutting defenses and resistances by another 50%. That was not a pleasant time to be in the game or in the forums let me tell you; the level of player anger surpassed anything I've seen before or since. The forums haven't even approached that level of meltdown since.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Uber Talgrim - level 50 emp/dark defender
Uber Rod - level 50 dark melee/regen scrapper
Rod Valdr - level 50 invuln/SS tanker
Talgrim - level 50 ninja/dark mastermind
OMG!! Please add these costume designs now!
There's no such thing as softcap with resistance, you're either hardcapped or you aren't - well, some could argue you could get a buffer against eventual res debuffs, but these debuffs are so few and far between I think it'd be too much of a niche use to be worth building. More to the point, it just makes it easier to cap, you can't go beyond 90% res.
How does Cardiac end red/+ dam res fit into the equation, since it bypasses ED to some degree. Does it just make it easier to soft cap or can we go beyond?
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If you need help softcapping your defense however you might want to consider Nerve for the accuracy boost mainly and the defense boost as well.
If your S/L Res is hardcapped and defense softcapped and have end managment under control then maybe look into Musculature for more damage or Spiritual for faster recharge.
Cardiac reduces the cost of toggles and attacks mainly, but also adds resistance to any power that takes them. If your just under the S/L hardcap it'll help push you there, and boost up E/N/F/C resistance.
If you need help softcapping your defense however you might want to consider Nerve for the accuracy boost mainly and the defense boost as well. If your S/L Res is hardcapped and defense softcapped and have end managment under control then maybe look into Musculature for more damage or Spiritual for faster recharge. |
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
CLA,
Yeah, used love that Drek map, I'm not a big fan power leveling people, but we'd use it to get our 49s to 50. Used herd so many of them that the engine couldn't reneder anymore. Used run the Eden task force (which I haven't done in ages) and herd all the Lattice, Guardian, Sarydonx together. That should be an Incarrnet power set, up the number targets our AOEs offensive and defensive can key off of.
Jack Wolfe Prototype Super Tank, over 25 million in damage taken in the service of others
My 360 hates me and writes about it
Jack's X-Box's Blog
I will love the light for it shows me the way, yet I will endure the darkness for it shows me the stars. ---Og Mandino---
There's no such thing as softcap with resistance, you're either hardcapped or you aren't - well, some could argue you could get a buffer against eventual res debuffs, but these debuffs are so few and far between I think it'd be too much of a niche use to be worth building. More to the point, it just makes it easier to cap, you can't go beyond 90% res.
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Uber Talgrim - level 50 emp/dark defender
Uber Rod - level 50 dark melee/regen scrapper
Rod Valdr - level 50 invuln/SS tanker
Talgrim - level 50 ninja/dark mastermind
OMG!! Please add these costume designs now!
Jack Wolfe Prototype Super Tank, over 25 million in damage taken in the service of others
My 360 hates me and writes about it
Jack's X-Box's Blog
I will love the light for it shows me the way, yet I will endure the darkness for it shows me the stars. ---Og Mandino---
They seem to have locked resists at 90. In the old days you could get at least 125, with the extra going towards debuff resist. Though that might be def also, damn this addeled mind.
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I don't think you've been able to get more than 90% resistance since launch... I know it was capped there by issue 3 when I started.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Well, technically you CAN get over 90% resistance, it's just that the game will cap it at 90%. Invuln for example reaches 93% S/L resistance with Tough... the additional over 90% is disregarded unless you're debuffed... and damage resistance resists resistance debuffs (whew, a bit of a jawbreaker there) so at the resist cap you have 90% resistance to debuffs too.
I don't think you've been able to get more than 90% resistance since launch... I know it was capped there by issue 3 when I started. |
Jack Wolfe Prototype Super Tank, over 25 million in damage taken in the service of others
My 360 hates me and writes about it
Jack's X-Box's Blog
I will love the light for it shows me the way, yet I will endure the darkness for it shows me the stars. ---Og Mandino---