Apex + Traps =


Another_Fan

 

Posted

Quote:
Originally Posted by Another_Fan View Post
The battle maidenites have a mez you cant get defense against ?
I don't care how much defense you have, without mez protection you'll get hit with a mez. Once you do, your other toggles suppress.

I'm actually not aware of any mez attacks that come from BM or her friends, but I'm sure there's a stun or at least some KB in there. Without Rooted or Granite running, you're begging to get mezzed or at least flopped around to the point of uselessness.

I'm all for making Stone tanks that use the rest of their primary set and don't rely on granite. But to suggest that you can tank without mez protection is a bit on the ludicrous side.


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Posted

I've seen Stoners do fine fighting her and learning to manuver the blue doom...

In terms of traps, I had a fun time playing my fire/traps corr, it's just a matter of timing. We melted her.



Issue 24 PPM Calculator // The Great Makeover: The Vindicators

 

Posted

The answer is obvious: Adapt

They are finally giving us content that requires a little more strategy than mindless button mashing like people are used to....its not that difficult.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
I don't care how much defense you have, without mez protection you'll get hit with a mez. Once you do, your other toggles suppress.

I'm actually not aware of any mez attacks that come from BM or her friends, but I'm sure there's a stun or at least some KB in there. Without Rooted or Granite running, you're begging to get mezzed or at least flopped around to the point of uselessness.

I'm all for making Stone tanks that use the rest of their primary set and don't rely on granite. But to suggest that you can tank without mez protection is a bit on the ludicrous side.
IIRC only the higher ranking battle maiden people have a stun and its only one attack. The rest do KB. On the one hand insisting that a stone tank use a slot for a kb io is a little much on the other I continuously hear other ATs should be able to live without any kind of mez protection.


 

Posted

Quote:
Originally Posted by Slax View Post
Build your stoner to be decent out of granite.
How would that help the slowness? Rooted has a higher slow than granite. You need to run one or you're just a tank with 0 mez protection.


 

Posted

Quote:
Originally Posted by dougnukem View Post
The answer is obvious: Adapt

They are finally giving us content that requires a little more strategy than mindless button mashing like people are used to....its not that difficult.
This isn't new. We've had AV's before that required us to run away from them/get out of melee. There just aren't a ton of them.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
...on the other I continuously hear other ATs should be able to live without any kind of mez protection.
Because the other ATs aren't expected to hold the aggro of an entire spawn.


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Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Wouldn't most Stone tankers build in either Teleport, enough +Speed IOs to not care about the speed debuff, or regularly team with Kinetics. All of those cases means the speed debuff doesn't mean you're killed by halberds.


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Posted

By the way, I take full blame for this rant. Judging from the timing of the initial post, this was someone that was on an Apex I was leading on Virtue as Stygian Variolus.

I'll be frank, I don't normally bother looking for an optimal party composition when running anything. We happened to get a Traps, a Cold, and a Sonic on random characters in addition to my Crab being built as a party-buffing ranged tank with her doubling of Maneuvers and Assault...but for some reason Styg was getting killed with distressing frequency compared to a run that was done just the day before the most recent patch to live.

I had set a 1 hour timer, knowing that we had some good debuffs on the team, but we finished the first mission with only 9 minutes left and one person AFK on a bio break after an alarmingly large number of deaths and near-wipes on the first mission alone.

If I remember correctly we had a blaster, two corrs, a controller, two scrappers, a brute and my Crab. BM should have been a cakewalk, but Murphy's Law was against us.


 

Posted

Yes I was on that tf, but I don't blame you at all. My biggest issue on that tf was the lack of aggro control on battle maiden. The blue patches only killed me twice. Battle maiden our her lackeys got me way more than that. With three melee at's, I would have expected some semblance of aggro control.


 

Posted

Quote:
Originally Posted by Patient_V View Post
You never learned how to deploy Traps on a mobile target on the way to 50? Or that the majority of AVs, including Battle Maiden, are easy to immobilize with web grenades?
Sure immob BM, then have all the melee cuss at you when they can't attack BM most of the time.


 

Posted

Quote:
Originally Posted by Dark_Healer_NA View Post
It doesn't help that my primary for that character is DP, so regardless of what I use i end up rooted while blue patches rain down on me.
Also, my recent run of bad luck on Incarnate TF's for the DP/Traps corr made me feel it necessary to vent. In 3 total attempts at the TF's, only 1 has completed and I missed the Kitty got Claws badge there due to being dead (I did manage to "tank" her for most of the fight though).
With the exception of Hail of Bullets, none of your powers has an animation time longer than 2.77 seconds. As long as you avoid using HoB, the eight-second delay from first warning until the patch hits means you can let your current attack animate, let your queued attack animate, and still have at least 2.5 seconds to get out of the way.


 

Posted

Quote:
Originally Posted by Katie V View Post
With the exception of Hail of Bullets, none of your powers has an animation time longer than 2.77 seconds. As long as you avoid using HoB, the eight-second delay from first warning until the patch hits means you can let your current attack animate, let your queued attack animate, and still have at least 2.5 seconds to get out of the way.
I love the Apex TF. I love my Pistols blaster. But sometimes it takes a good 2 seconds to even register in my brain that a patch appeared under me. I have much greater difficulty moving out of the patches on my Pistols/Fire than I do on my Fire/Fire. If I just did Fire Sword, and queue up Executioner's Shot or Piercing Rounds, you have to add the redraw time.

The rooted times of Pistols are a factor and do make it harder. Impossible? No, of course not. But the difference between Blaze and Executioner's Shot cannot just be hand waved as nothing either. It matters and I had to be a lot more cautious on my Pistols blaster (further increasing the damage gap between my Pistols and Fire blaster). My Emp/Ice had no concerns. My Emp/Elec was fine. My Dark/Dark corruptor was good, but I just made sure to only TG when it was absolutely safe, but blasting was never an issue. My Kin/Elec defender is an amazingly good choice on this TF. My Kat/Inv scrapper had to be a bit cautious, but not nearly as much as the Pistols.


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What the hell? Let's buff defenders.
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Posted

This reminds me. Tried Team Teleport yet, Dechs? I've had one pretty good run and one fairly mediocre run using it. I think the key is going to be learning the timing on the halberd drops so that I can move everyone to a convenient out-of-the way spot right before the blue circle appears, and then dump them right back on top of BM as soon as the halberd targeting is locked in.

That, and having enough survivability buffs on the team that sitting on top of BM isn't lethal. :P


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Posted

Pretty please, no more stand and tank add fest encounters. Variety is good. Adapt to the situation and learn the encounter.

And to cop a term from another much loathed game - Don't stand in the friggin fire