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Everything posted by Erratic1
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So should Brute aficionados thrown a fit when Tankers took top farming position from them? Fair enough. 👍 Well, I guess everyone can be given Scrapper level damage then. And if Scrapper complain, tough.
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Who said anything about parity being needed. I didn't. If anything, that is coming from those complaining as I believe in this very thread you have someone asserting a 2% change in animations is all that was necessary. Maybe the averages you provided should be seen as calling into question why Tankers average clear time was the same as Scrappers. You are free to repeatedly assert teaming is the only thing that matters, but then what is your complaint? A Tankers role on a team is not damage. So why are you complaining, particularly about damage? Your own claim negates your complaint.
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I have noted I don't think farming was a consideration. Not sure why so many have leapt to that.
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I am fairly sure balance is not impacted by being out of line with any other AT as goes farming, otherwise Defenders need to be demanding nerfs left and right. There may be some tweaking warranted by absolute scales of what can be farmed but that is speaking theoretically. I have no reason to believe that to have been a factor. Solo play, however, is part of the game. I think it is a meaningful consideration. And given Defenders got a damage boost for when they are soloing should suggest I'm not out in left field in that regard. Moreover part of the reason Tanker damage was increased was specifically to make them more capable when solo. So it is odd to me to see soloing being discounted.
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If only farming and soloing by pulling multiple groups together (which apparently only oddballs like myself do) are what is bit, why all the consternation?
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Why wouldn't you pull two spawns together? Just to be inefficient? You're going to survive, so why not leverage AoE to speed kills? I certainly did and had very decent xp gain per hour doing so. Admitted, that was typically solo play...or team when more than one Tanker was about. Yeah, you could always take spawns one at a time. You could also skip your area powers and only use single targeted ones too.
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Repulsing Torrent not building Power Siphon stacks is just silly.
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In my best Samuel L. Jackson voice, "You ain't missing a G@##*$~#! thing." I am sure the thinking was that mostly (not always by any stretch) the hits doing sufficient damage would make up for how long they take to land. Problem being that while you are waving your hands in the air like you just don't care (about doing damage apparently), someone else has killed your target. It is fine to solo with, but on a team...yeah...just not worth using.
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The sets offer Acc/Mez in the sets I listed. I did notice Hami-Os offer the effect too. You could add a second Hami-O to raise the 59.8% to 90.17%. At that point 2*1.9 + 0.5 = 4.3, so Bosses are now affected.
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Would it not be better to frankenslot Aura of Insanity? Each of the Mez effects comes as two components--a 0.5 effect which ignores buffs and enhancements, and a 2.0 effect. Improving Mez does not increase duration but rather magnitude. To get to 3.0 you would need (3-0.5)/2 -1 = 25% improvement on the Mez effect. Fear (Nightmare), Hold (Essence of Curare), Stun (Rope A Dope) and Sleep (Lethargic Repose) each have an Acc/Mez enhancement, which boosts the Mez by 26.5% Confuse does not have any Acc/Confuse offerings but does offer dual buff enhancements where the Confuse component would be boosted by 26.5% Each effect would then be Magnitude 3 on application. Not enough to impact a Boss but Lieutenants now get the gift.
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Thoughts on Making a Good Shield/ SJ Tank?
Erratic1 replied to Arnabas's topic in General Discussion
Once you push towards 35+ Defense, you should start feeling increasingly safe. Deflection and Battle Agility slotted with 3 SOs, Toughness with Steadfast Protection: +3% Def, and Gladiator's Armor: +3% Def, and Weave with 3 SOs, you can reach 37% Defense, which should be pretty solid survivability unless you are upping your difficulty. Obviously, you can go a lot further with set IOs. -
Thoughts on Making a Good Shield/ SJ Tank?
Erratic1 replied to Arnabas's topic in General Discussion
This should probably be in the Tanker forum but... Shield is considered one of the top performing Defense sets, particularly for Scrappers, but defense works for any AT regardless, so it should be working plenty well on a Tanker. It has good DDR, boosts damage, but in exchange does not help you with endurance or healing as is the case with some other protection sets. You will need to slot for endurance recovery, particularly if you are using IO sets. If not, you will definitely want to slot endurance cost reduction in your larger attacks. Short of IO sets, you will not be able to do much in the healing department. As a Tanker, you should be able to make some nice inroads on Resistance, particularly using the class ATO. -
You do not have to logout. Just travel to another zone.
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Shield and Super Reflexes got heals?
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Thank you for keeping tankers in the game.
Erratic1 replied to Octogoat's topic in General Discussion
Did you do any testing in game or follow the reports of those who did? Or did you see something about damage being reduced and just assumed the amount? -
Thank you for keeping tankers in the game.
Erratic1 replied to Octogoat's topic in General Discussion
I might at some point contemplate an EA/SS tanker. But my druthers would be EA/KM, that is if KM is ever addressed for its abysmal performance. -
Thank you for keeping tankers in the game.
Erratic1 replied to Octogoat's topic in General Discussion
My repeated experience raising 3 new characters (including a Tanker) is teams are primarily composed of Controllers and Tankers at lower levels. -
Got it. The total updates, the value for the power does not.
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I would trust @Psyonico and Uberguy on Evasive Manuevers. While you have given your attacks one more slot, I am going to do some math for you to show you why that is a half (well, one-third) measure. Unslotted, your Energy Blast attack does some amount of damage, call it X. Your target has N health. You will need to attack it N/X (rounded up) = K times to defeat it. Slotting endurance cost reduction means you can make more attacks overall, but you need K attacks. If you slot one damage enhancement which boosts your damage by 33%, then you need N/(X*1.33) = K/1.33 (rounded up) attacks. So you make fewer attacks and spend less endurance because you've made fewer attacks. So which was more beneficial to you? Slotting endurance reduction or slotting damage? Don't slot endurance reduction unless you absolutely need to, and generally don't do it on an attack before you've maxed out its damage. If you double the attacks damage by fully slotting it for damage you now use half the attacks, spend half the endurance, and it lives to damage you for half the time.
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Ahh, I was just sitting on top of them. Let me go check with an attack. Edit: It never drops value on the Combat Monitor but I also get inconsistent "had a xx.xx% chance to hit" messages too. I'm inclined to believe you (and Uberguy) though and put it down to the Combat Monitor not updating to show a suppressed value.
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Just flew a character up to white con targets and it did not supress while in combat. And when I toggled it off, their chance to hit went up. Seems to be working in combat. Between the top set of attacks and bottom, I toggled Evasive Manuevers off.
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It is true, defeated defenders do no damage. Blasting things to unconsciousness is a good way to prevent that defeat in the first place. 😁 You do have the right attitude towards Choking Cloud--it is a situational power. A very useful one for those situations, but not something to be toggled on all the time. As for staying alive, Radiation Infection on things which get close (making sure to kill the anchor last) helps immensely. Moreover, at lower levels it does not need a lot of slotting to be going an awesome job for you. At higher levels, you'll want the slots to maximize its -To-Hit. Btw, this is utterly up to how you want to build your character, but Evasive Manuevers does not require you to be flying or hovering to work. Between Evasive Maneuvers, Weave, and the two +3% Def IOs, you could be up towards 26% defense, which then would leverage the -To-Hit Lingering Infection brings to the table. And all this without an IO investment beyond the two +3% DEf IOs (stick them in Tough). At that point you'd be pretty much minimally hittable to anything impacted by Lingering Radiation.
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You have no damage in your attack powers. It is definitely going to require a more endurance to defeat things if you have to hit them twice as often as would be the case if you 3-slotted your attack powers with damage enhancements. Respec. Take 2 slots out of Choking Cloud, 2 slots out of Radiation Infection, 2 slots out of Health, and 2 slots out of Hover. Put those if your attack powers.
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Dark Armor looks over and threatens, "Don't make me call up my friend Radiation Melee...I'll do it."
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My first character in Live, at launch, was a Radiation/Electrical Defender. I soloed on her quite often, back when the level cap was 40. I remember street sweeping in Brickstown with her back in the days before there was Vigilance. I wish I still had the screenshot of her standing in the middle of a swarm of 5th Column safely setting off Thunderous Blast. Yes, a Corruptor will likely have an easier time, but it is not as horrific as is being suggested, particularly now with IO sets and pieces being plenty available. If you are running out of endurance on a Defender, particularly now, something...far from optimal is going on. Accelerate Metabolism will not be perma until you invest sufficiently to get global recharge to the point where you are doing perma-Hasten anyway, but it is helpful for when you are facing a longer fight both for +damage and +endurance.