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Major_Decoy

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Posts posted by Major_Decoy

  1. 37 minutes ago, Rathulfr said:

     

    In all my years of playing CoH, I don't believe anyone has ever considered Bruising to be a factor (at all) in having Tankers on a team.  In fact, I'd completely forgotten that Bruising was even a thing until it came up in these threads.  And if a minor, limited-utility, damage resistance debuff had any significant team value, my Sentinels wouldn't get so much crap about being "useless" on teams, because unlike Bruising's debuff, the Sentinel debuff is unresistable.

     

    I did an archvillain with two blasters, and I'm pretty sure the only reason we were able to win eventually was because I had bruising. It was a long drawn out fight, and every debuff counted. It's a corner case, and it would have been easier if I hadn't been haphazardly slotted at the time, but still, there are situations in which bruising is more helpful than a personal damage increase.

  2. 26 minutes ago, kenlon said:

    Nope. There are many reasons why bruising is and has always been a garbage mechanic, but this is a major contributor.

     

    "These modifers apply to almost everything in combat: Debuff strength, Mez duration, Knockback magnitude, and Damage are all affected." https://paragonwiki.com/wiki/Purple_Patch

     

     

    I have read that bruising is currently effected by the purple patch, but I recall at one time that bruising was a power applied by the enemy to itself and thus ignored the purple patch.

    • Like 1
  3. This is what I'm looking at for Invulnerability/Dark Melee.

     

     

     

    Hero Plan by Hero Hero Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Mystic Fracas: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Dark Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(3), GldArm-ResDam(3)
    Level 1: Shadow Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7)
    Level 2: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(13)
    Level 4: Kick -- Empty(A)
    Level 6: Shadow Maul -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(21), SprAvl-Acc/Dmg/EndRdx/Rchg(23)
    Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(23), ImpArm-EndRdx/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam(27), ImpArm-ResPsi(27)
    Level 10: Taunt -- Empty(A)
    Level 12: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(29)
    Level 14: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(31), ImpArm-EndRdx/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam(33), ImpArm-ResPsi(33)
    Level 16: Tough -- UnbGrd-Max HP%(A)
    Level 18: Invincibility -- LucoftheG-Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(34)
    Level 20: Siphon Life -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(34), SprGntFis-Acc/Dmg/Rchg(34), SprGntFis-Dmg/EndRdx/Rchg(36), SprGntFis-Acc/Dmg/EndRdx/Rchg(36), SprGntFis-Rchg/+Absorb(36)
    Level 22: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(37)
    Level 24: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(39)
    Level 26: Tough Hide -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(39), LucoftheG-Rchg+(39), LucoftheG-Def(40), LucoftheG-Def/Rchg(40)
    Level 28: Soul Drain -- PrfZng-Acc/Rchg(A), PrfZng-Taunt/Rchg(40), AdjTrg-ToHit/Rchg(42), AdjTrg-ToHit/EndRdx/Rchg(42), AdjTrg-ToHit/EndRdx(42)
    Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43)
    Level 32: Super Jump -- WntGif-ResSlow(A)
    Level 35: Dark Consumption -- PrfZng-Acc/Rchg(A), PrfZng-Taunt/Rchg(43), Mlt-Acc/Dmg(45), Mlt-Acc/Dmg/EndRdx(45), Mlt-Dmg/EndRdx/Rchg(45), Mlt-Dmg/Rchg(50)
    Level 38: Midnight Grasp -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(46), SprMghoft-Acc/Dmg/Rchg(46), SprMghoft-Dmg/EndRdx/Rchg(46), SprMghoft-Acc/Dmg/EndRdx/Rchg(48), SprMghoft-Rchg/Res%(48)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(48), Heal-I(50), Heal-I(50)
    Level 47: Maneuvers -- LucoftheG-Rchg+(A)
    Level 49: Assault -- Empty(A)
    Level 1: Brawl -- Empty(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 -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- RgnTss-Regen+(A), Pnc-Heal/+End(13), NmnCnv-Regen/Rcvry+(15), NmnCnv-Heal(15), Heal-I(17)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17), EndMod-I(19)
    ------------

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1099;423;846;HEX;|
    |78DA65924D4FC24010865B28F291A22828A804FC0011940AD1BB3182C644120E7A2|
    |695ACB8A12EA4AD0A47FF90FFCC8F93D7BACC36747037E1E1DD776677A69BE94C5A|
    |FAC7F5FBB9A2EA9796E938BD3B930D891DE99803DA57F88ADEB3211BBDB128D7051|
    |1ECB5C823610E316ED8EB8BC5886D3E508BBAD3AC1FEE108B10A365DA4321956477|
    |34B28C2B3A7872291B6460D79E8C894D9F09734D978ED8628AEEEF5C461C27DD1ED|
    |3BE7161F75DDAEF754CC725F634C7BB29F39FC7970654968009E032B006FC8D2BFE|
    |F222223384F275E00EF00438435845894DC4192261901A6202DDB23B4F84A545611|
    |F431435EB8B795E887798147DAA49F415507205640A11170B4A6AAB20D7102BC06A|
    |70571A6406B1849EAB16DCB50E7203B180DE49E39D6645BFE12C383944F4969B20B|
    |7100B4133DB20F38805D46F75F18DD422EC8BC1F13D90FB124B88317F5666035006|
    |E740620531287704FBE37F6E03CD435E9B0F971846A53A735470BC9A146D484E537|
    |24E25E74C726E25A7ABF965B923A6379E5294B070BCCF048FAA7EB4CEFF78D9EFC0|
    |0BA9E84B05BFF0894371E2473A5147FC03F6A83963|
    |-------------------------------------------------------------------|

     

  4. 5 hours ago, Hyperstrike said:



    On a Tank?  Capping, or near-capping S/L Resist shouldn't be that difficult on a Rad Armor Tank.
     

    Probably not, but I haven't gotten around to an IO build yet. I started just frankenslotting. At some point, I'll get around to making more full build, but at this time I'm just not there. But every time I do something exemplared below 40, I kind of regret the lack of tough.

  5. I got to level 43 without tough on my radiation/radiation tank, but it was actually when teaming that I regretted not having it. I felt a bit like a regeneration tank, going down to red in each alpha strike and hoping  I'd live long enough for my heal to work.

  6. So, these changes are to the melee sets only? Well, I imagine that the damaging taunt auras will see an increase in damage because they use the melee modifier, but mudpots  will still be an 8' radius with maximum 10 targets and quills will  be a 13' radius with maximum 16 targets?

     

    And Invincibility/Willpower/Super Reflexes won't see any benefit  at all?

     

    And what does this mean for Radiation Melee's Irriadiated Patch, which seems to work like an auto-fire burn?

  7. 11 hours ago, Myrmidon said:

     

     

    You laugh, however, there was a time that I ran Unstoppable in perma-mode.🤣

     

    It was the most efficient way to play Invulnerability until I3.

    Well, there was Tele-tanking too. I mean, I seem to remember the passives being 20% base resists and unyielding being 20% base resists, so you could get up to 95% if you had them all six slotted for resistance. Am I remembering incorrectly?

     

    Edit: These were also the days of broken invincibility. Invulnerability was wild back then.

    • Like 1
  8. I like the endurance change. I'm still low level, my highest tank is a Radiation Armour tank at level 30, but I've been having so many endurance issues leveling tanks from 14 to 30. Enhancements help some, but the increase will also allow me to tank Arachnos disruptors, Stunner Freaks, and various other endurance drains better.

  9. I've only played one super strength tank to fifty, but it was my primary. Major Decoy was Invulnerability/Super Strength, and I never took rage. I used to make the suggestion that they should replace Rage with a passives because I'm kind of a selfish bastard. I like passives. I wanted more of them. I still like the idea of a melee character with no toggles and no click defenses (but then I remember how handy taunt auras are).

     

    I have a new Super Strength tank now. I wasn't going to take Rage, I don't like the crash. If this change goes through and works as intended, I actually might take Rage.

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