Jump to content

ironjoe

Members
  • Posts

    138
  • Joined

  • Last visited

Everything posted by ironjoe

  1. Typically it's: Haymaker, Foot Stomp, Knockout Blow, Haymaker, and then maybe jab if everything isn't already dead when playing on a team. Hand Clap gets rotated in during Rage crashes or other times requiring more control and Shield Charge when it's up. Taunt also gets tossed in for -range when things are too spread out firing ranged attacks. Alternatively drop Hand Clap in that build for Hasten to have more recharge. I'll look up the second hasten build when home as I was considering going that route as a minor change.
  2. Shield/Superstrength are my main tanks powersets. It's a ton of fun watching all the enemies flop on their backs from Foot Stomp and Shield Charge. The Rage crash is tougher on the leveling up portion of tanking with it being a Defense set but it does have plenty of resists so by the time your 50 between set bonuses and incarnate powers the most noticeable part is the -damage during the crash. I'm still a fan of removing the crash but the painful portion is only temporary and can be built around. Also as a fun combo look at picking up Mighty in your Incarnate Judgment slot as it's thematically fun to have with the other powers.
  3. ironjoe

    Sell me Taunt.

    Hamidon raid - Tanks are for the taunting team as the yellows ignore ranged attacks. Otherwise there is normally enough Scrapper, Stalkers, and Brutes for the melee team so your not really needed there. Alternatively you could have an alternate cheap build for hami raids or use an alt in another role for it. MSR - There is use when herding on the MSR. Taunt a grate or two and you will hit agro cap quick. A damage aura also helps but taunting the grate gathers agro quicker. Alternatively you can brawl the grate (I prefer brawl even over T1 attack as it won't destroy the grate before the MSR is over) but this takes slightly more time than taunting the grate. You can also run with just a damage and/or taunt aura depending on your set but that is slower agro generation than the other two tactics. At least that has been my experience when I have timed speed to reach agro cap when herding an MSR. This one you can still work fine without it but my personal challenge on an MSR is herding as much as 2 other tanks are. Normally I'm there with taunt for the battle field control of the -range to move groups into my and my teams AOEs/PBOEs but if you don't run a lot of content where that is useful, then maybe you don't have as much use for it. I play my tanks as melee controllers as much as anything else they do but if that isn't your play-style, then maybe it's not for you. Then you have to take an honest look at your personal competency with/with out taunt. I have been on team when a tauntless tank/brute was fine with the enemies we were fighting... and then I have had teams were I had to step up with the Corrupter/Controller/ect that I was playing at the time just to keep the team alive because the tank couldn't hold agro for nothing. As long as your not that guy, then your fine.
  4. I'd also point out that Shield isn't a purely defense set and has resists built in. With the right power choices and sets on top of the built in powers, the resists are quite respectable. I'd still like the crash to go though since I hate crashes in game. You only need to really watch for it as leveling up though as at end game it's only the -damage part of the crash that's noticeable.
  5. This is my current build for Iron Joe. I find that I really don't need much healing beyond inspirations unless in Incarnate content. So I picked up Rebirth and Melee Core for times I need some extra Regen. With Rage it's recharge matches up so the only time it's down is during Rage crash. | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1528;722;1444;HEX;| |78DA6594C96F12511CC7DF9441CA00DD2876A5A57B698132B5770F76A5346982F1E| |04648FB84497140C0C41E4D5C6FDA6ABCB8D48B311EBC7833FE1DAE27E3B96A6237| |4FF863BE3F0B0993C0E7BDDF7BBFFD37B37263D6FD76E1E669A1B8CF6453C562F26| |CCADC90054762CD90E69A14F4342E1572662096930EDAF8719E9C9557A459949144| |C690D9F5FFDB1E3E5D91594967D7F3B44E940AD24C9732A2793597CB46E232B52E0| |BC58C91F758FB79239D291966DA855DB6B2D5AC75222FE5BA772E6FAC45E64C5948| |6F265752C5922C6C76521C93F49BF5D09F5209B16C177B36217455A8FBCC03B0ED9| |038463C02DB3B48C1AF8A9026F8290BF11D77E7C89EC2F69479C84E2C3017412D06| |BA97C09665709E746DAC6BDB83AFC67DE601E8FE8BBB0387CC23708174EDD015F64| |A62BA532C92CCA16896CC31005984B64EF6E1FCC8363E81439FC1D01770EA2BF31B| |B844F65CACEBE2DC9A38B726CEAD8F73EAE31C877C0A6C905F0F6AA578AE3558B2E| |122D84A43D10CBB4A33DF6F690763A4D4CA79B5F2994EB6BCB065F79E17E8C905F0| |E445E6257038098E5E0615F2E5635DDF0315313E04435B60781B9C7A04EA8F411BE| |97670FE1D95FED00C74727F3A795602DC8F00F7271C54AC739574BB58B78B6BD7CD| |B5EBE6DA05B97641AE5DF00FB84C35E8E1987B9E2296DE67CCE760DF0B7078071C7| |D094E53ADFCD64096859FE7224AB27EC462EBFF817B6306F5A29D78150C6FA0372E| |8A7B90677C7008FA33A43FC2B98CDC627FB7D9CE1D70E22EF31EF33EB843298D73A| |FC75FC347E815D846BE26F96C92E75567BEA11A44780E2203A84B9C64519EA9E834| |643AD7BB57AD7937BB05EAA91EBFEBE589DAF3323D225A27D1EB24A7EA243375927| |8AD248CE85755764C32C5BAE56CA1771D92F2AE76FCCD100AD7F85755D6A0EC62D6| |B418BE3B8173E0CF5ABD71E8FDAED5DB465D1BB6984FC04C90C075F8E0ADAEDF55D| |61CD3FBC1EA5AF355EFC46BEEFF037CCAEBAB| |-------------------------------------------------------------------|
  6. Oh yes. That's what I meant. It works great on lowest graphics settings. It will play at higher but tons of lag then but that's still more than I expected. The new AMD Chromebooks will probably play it at max settings. As it is though it's fine for gaming on the road somewhere.
  7. This is my current build. I was mainly going for soft capped defenses with strong across the board resists. It is pretty hard to kill Joe unless I space out in a purple patch for too long. Also at this point only the debuffed damage is what bothers me in the rage crash. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Iron Joe: Level 50 Science Tanker Primary Power Set: Shield Defense Secondary Power Set: Super Strength Power Pool: Leadership Power Pool: Fighting Power Pool: Flight Ancillary Pool: Energy Mastery Hero Profile: Level 1: Deflection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-EndRdx/Rchg(5), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(19), StdPrt-ResDam/Def+(21) Level 1: Jab -- OvrFrc-Dam/KB(A) Level 2: Battle Agility -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(7), ShlWal-EndRdx/Rchg(7), ShlWal-Def(11), ShlWal-Def/EndRdx/Rchg(13), ShlWal-ResDam/Re TP(17) Level 4: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-EndRdx/Rchg(9), UnbGrd-Max HP%(13), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(34) Level 6: Active Defense -- RechRdx-I(A) Level 8: Against All Odds -- EndRdx-I(A) Level 10: Haymaker -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(34), SprMghoft-Acc/Dmg/Rchg(36), SprMghoft-Dmg/EndRdx/Rchg(45), SprMghoft-Acc/Dmg/EndRdx/Rchg(48), SprMghoft-Rchg/Res%(48) Level 12: Phalanx Fighting -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(15), ShlWal-EndRdx/Rchg(15), ShlWal-Def/EndRdx/Rchg(31), ShlWal-Def(31), LucoftheG-Def/Rchg+(36) Level 14: Taunt -- PrfZng-Acc/Rchg(A), PrfZng-Dam%(37) Level 16: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17) Level 18: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 20: Knockout Blow -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(21), TchofDth-Dmg/Rchg(23), TchofDth-Acc/Dmg/EndRdx(23), TchofDth-Dam%(37), TchofDth-Dmg/EndRdx/Rchg(39) Level 22: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(46), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Rchg/HoldProc(50) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(25), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Rchg/ResDam(33), ImpArm-ResPsi(46) Level 26: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(27), ShlWal-EndRdx/Rchg(27), ShlWal-Def/EndRdx/Rchg(42), ShlWal-Def(42), Rct-ResDam%(42) Level 28: Shield Charge -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(39) Level 30: Rage -- RechRdx-I(A) Level 32: Hand Clap -- SuddAcc--KB/+KD(A), MckBrt-Taunt/Rchg(40), MckBrt-Rchg(40), MckBrt-Acc/Rchg(46), FrcFdb-Rechg%(50) Level 35: Fly -- Flight-I(A) Level 38: Foot Stomp -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(39), SprGntFis-Acc/Dmg/Rchg(40), SprGntFis-Dmg/EndRdx/Rchg(43), SprGntFis-Acc/Dmg/EndRdx/Rchg(43), SprGntFis-Rchg/+Absorb(43) Level 41: Focused Accuracy -- GssSynFr--ToHit/EndRdx(A), GssSynFr--ToHit/Rchg/EndRdx(45) Level 44: Assault -- EndRdx-I(A) Level 47: Physical Perfection -- Pnc-Heal/+End(A) Level 49: One with the Shield -- GldArm-3defTpProc(A), ImpArm-ResPsi(50) Level 1: Brawl -- Acc-I(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Prv-Absorb%(A), Mrc-Rcvry+(11), NmnCnv-Regen/Rcvry+(33) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod/Rchg(A), PrfShf-EndMod(3), PrfShf-End%(3) Level 50: Mighty Radial Final Judgement Level 50: Diamagnetic Core Flawless Interface Level 50: Rebirth Radial Epiphany Level 50: Melee Core Embodiment Level 50: Cimeroran Radial Superior Ally Level 50: Musculature Radial Paragon ------------ Iron Joe - Tanker (SD-SS).mxd
  8. I got it to work on my Asus C434 Chromebook using using the Debian Buster container. The main issue I had was that the dependency for libfaudio0_20.01-0~buster_i386.deb and libfaudio0_20.01-0~buster_amd64.deb were not being resolved by apt properly so I just installed those manually. After that I could get wine 5.0 and Lutris installed.
  9. Name: KGB Special Section 8 Alignment: Heroes, Reformed Villains Roleplay Friendly: Yes! All types! Discord: https://discord.gg/spExs3c Recruitment Officer: @ironjoe Recruitment Message: Privyet comrades! Do you like playing a Russian or Soviet themed character? Then KGB Special Section 8 might be a good fit for you. We are an SG originally formed on Virtue to answer the question of, “What if the Soviets were the good guys?” If stories like “Red Son” or “Black Widow” inspire you to play with that idea, then please ask about joining on our SG communications (https://discord.gg/spExs3c). Please also come see our new base starting with the people in Kings Row and then teleporting up to our orbital space station protecting all the Earth and the people.
  10. That was my preferred way to fix tanks to begin with but I would be happy to see it brought back in this way for uniqueness in some sets.
  11. Please contact me in game or here if you would like to join KGB Special Section 8 on Everlasting. It is an RP SG for those who like to play Russian and/or Soviet characters. If you play a character inspired by Red Son, Red Guardian, or Black Widow then Special Section 8 is the SG for you.

  12. Like others have said nothing is really bad with shields. I love my SD/SS Tank and he does fine on iTrials and the only thing that touches him is LR but he can still tank that. I'd recommend creating your build on the test server and giving it a run to see how it feels and if you want to play through. I will say I have seen your Over the top defense build and it should be fairly good. On mine I didn't build for as much defense but all my resists are higher so I find that to be adequate when rage drops along with the damage mitigation of all the knockdown. Or just build several alts and just have fun with them and not worry.
  13. I think the only thing really boosted with damage for Super Strength now on Beta is Jab. I'm not seeing an increase for anything else without using Against All Odds which I think gets me 5% more damage than live but I will need to try that out more later to make sure I'm keeping both scenarios the same.
  14. I've only been thinking of other alternatives lately due to the current +damage nerf. Once that gets reverted I'll probably be in the back to happy camp. That being said my latest idea for making bruising worth while would be to make it into stackable global proc for all tanker attacks with -10 Res, -5 Def with the same 10 second life and with a max of -30 Res, -15 Def. Then that makes it the longer the tank is in a fight the weaker the enemy gets and having multiple tanks on a team has the added benefit of making all enemies softer targets quickly.
  15. I did a second test. This time tossing in jab. Without Against All Odds Beta becomes a buff to Jab and only a 2-5% nerf to Knock Out Blow and 1-2% nerf to foot stomp. So not too huge but when I brought in a crowd around for the Pylon Test that is when I saw Knock Out Blow hitting for 20% less on beta compared to live and foot stomp was 5% on beta compared to live. That is what I could see from the damage numbers before even counting in the reduction of losing bruising. I don't know all the math on the back end so I will let those that know that argue that and just report what I was seeing on one of the sets that depend on self +damage a lot. Personally I would have preferred skipping leveling damage between the two ATs and instead applied an adjusted form of bruising on all tank attacks.
  16. That was showing the self +Damage numbers. But running through groups the damage inflicted numbers are also lower on Beta due to the self +damage nerf. I was seeing around an 18%-20% damage decrease per target.
  17. Thank goodness. It sounds like it will go back to being a modest buff again then.
  18. It's been a busy month and I haven't had a big opportunity to do some testing. I got a good chance last night and I have been pretty positive about the changes until this last iteration. My main is a SD/SS Tank and I have a carbon copy version on test. This latest change has been a huge nerf to that powerset. On that tank I have Assault + Against All Odds + Rage. On live with +1 mobs I have 153% damage bonus. On beta with +1 mobs I have 129% damage bonus. This translates to lower damage with single targets and even large groups. Making the same size groups take longer to defeat. I need to make a Brute to compare but I think with the current buffs to Brutes on teams I would do better rerolling as a Brute on live if the current changes went live to be a better tank. I really prefer the previous iteration as it actually provided a buff splitting the difference with Brutes.
  19. Barring kid agro, I can bring my level 50 Bots/FF MM. Dispersion Bubble tends to be handy for some hold resistance.
  20. ironjoe

    Herding MSR

    With the raid wipe note I agree with Apparition about what you pull in also really matters. I had a pull once of all Chief Mesmorists/Mentalists/Rikti Magi and I accidentally wiped the raid and it was 35+. I felt pretty bad about that one. That's a really abnormal pull though so it's normally not an issue. The sub 35 raids are more fragile with high Magi counts but it's normally not a problem unless you get an oddly high Magi pull.
  21. I'm just checking back here every few days to see when the next beta patch drops for testing. The conversation has wandered so wide all over I don't really have much to add. Just hoping to see that next beta patch drop soon so we can try the various iterations.
  22. Many good suggestions. Just to mention one not mentioned... Shield Defense is a ton of fun. Easy enough to soft cap Melee/AOE/Ranged defense and get some respectable resistances. Then shield charge is a really fun attack on top of it all.
  23. ironjoe

    Herding MSR

    I thought I'd add something I learned along the way that is super easy to gather agro. Simply pick on of the sides that wasn't used for the bombs and then use brawl on the grates along the way there. You instantly agro all Rikti in the area. I normally hit the agro cap after hitting two grates and then use my normal agro management techniques discussed above to get them back. Just thought I'd share that as the agro generated from hitting the grates had a far larger area of effect than my pbaoe attacks or taunt. So for the initial agro generation it's the quickest way to go. I use brawl for this so I don't destroy grates part way through the MSR. Many of you probably already know this but I felt like slapping my head when I realized how quick and easy this makes herding the MSR.
  24. I've never seen a no damage tank. I've seen tanks that have skipped things like different defenses for more offense so I guess they were more offensively oriented and might have been happier with a brute or scrapper if they were more familiar with the game but never a no damage one. In my posts about tanks I do over emphasize the agro control portion of the AT bu that is to get into peoples minds that aspect of the AT. I've run into many that come from other MMO's and just don't get that aspect of the AT until explained further. Even while I get into explaining that my own tank is SD/SS and with AAO+Rage+Assault adding +Dam and +ToHit to his attacks making him one of the more damaging types. At the same time I do recognize his damage is dwarfed by a well slotted blaster but I'm still hitting stuff while understanding my role in the team.
  25. So I just did another test run picking fights with large groups of 50+ Rikti in the RWZ. Didn't make any changes on my build. The decrease from the previous changes to boosts on PBAoEs was immediately noticed but still a little better than live. I still like that for a little more agro generation. The changes with leadership were immediately noticeable. I already had assault and if this goes to live it will be a nice buff for teams. Since I wasn't being followed around by some kins, the damage cap wasn't something I could really see and test but I kind of feel like complaints against that is a little overblown.
×
×
  • Create New...