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Sailboat

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Posts posted by Sailboat

  1. Back in the day (pre-Homecoming, waaay before the Tanker buffs) I had a Fire/Fire/Pyre Tanker with IO sets.  She was able to chain Fire Sword Circle, Combustion, Fireball, Burn continuously, with only a fraction of a second hesitation in the chain.  Fire Breath didn't fit the concept, but no doubt is decent now.

     

    I have rebuilt her on Homecoming although she's not fully IOed yet at 43, nor does she have Fireball yet.  But the 16-target caps, greater damage base, and improved radii are huge improvements!

     

    Both versions used 5- or 6-slotted Fire Sword, Incinerate and Greater Fire Sword for single-target, and I'm personally happy with that chain, although I'm not an attack chain guru.  Fire Sword makes up for being the lowest damage of the three with blazing animation speed and good recharge, great for tapping when you want to get damage in right now.

     

  2. 18 hours ago, KelvinKole said:

    Savage Melee deserves a spot in this conversation too, I think. Having now hit 50 on my dark/savage, I can see the aoe potential is massive. Savage leap and rending flurry are huge dpa attacks, particularly if you use RF at 5 stacks of blood lust. Fire/Savage should get work done. 

    Doesn't expending 5 stacks of Blood Frenzy merely increase the radius of Rending Flurry, not damage?  Or am I misunderstanding DPA?

  3. Back in the day, a common topic was the desire to level up as one AT/Powerset and then turn into another.  Usually this was dismissed as some sort of powerleveling.

     

    It seems to me that on a server with 1000 characters per shard and the ease of power-leveling these days, it wouldn't be much more trouble than setting up an alt build.

    • Like 1
  4. 1 hour ago, loyalreader said:

    Hey @Sailboatjust rolled up the same based on concept. Curious to know why Axe is 'mechanically sub-optimal' (not challenging, real question)? I've played War Mace before and it's a great set. Battle Axe looks to be the basically the same but lethal instead of smashing. Is that the issue? On paper it looks good but you can't really tell until you start playing....

    Well, here's a fairly thorough discussion on the topic:

     

     

    It's worth noting two minor points in Axe's favor:  there's a lot of knockdown powers,  so you'll see a lot of it just by playing the set; and War Mace (is there a peaceful mace?) has stuns, which can mean you're chasing staggering foes as they lurch away.

     

    I still love Axe, however.

    • Like 1
  5. Recently made a Shield/Battle Axe Tanker on another shard for when Tanker Tuesdays rotate to that shard.  I think concept is important...despite Axe being mechanically sub-optimal, it's critical for the theme of the character.  Increasingly I find myself giving more time to cool characters than to potentially better-optimized piles of points.

     

    edited to add:  Thus it may be that coming up with completed concepts is delaying my rolling out numerous tanks I'd otherwise be happy playing.

  6. 33 minutes ago, Doc_Scorpion said:


    That's a PEBKAC class problem, and nothing any changes to the game will ever fix.  I build my tanks around a mix of melee damage and holding aggro, I do just fine no matter how many other tankers there are on the team.

    Sometimes I've played "Taunt Tennis" with another Tanker, making the bad guys run back and forth between us as we alternate taunts.  Works better if they're slowed.  Not especially strategic, but it's funny.

  7. I have been playing a Fire/Fire Tanker off and on for the last 10 months or so.  The changes are awesome...the increased target cap for Fire Sword Circle and Combustion are wonderful.  I have no math to support this, but with the new base damage AND target caps, these attacks feel as good as, or better than,  Brute versions, which do more damage but to only 10 targets instead of 16.

     

    Also been slowly gearing up my Inv/SS, a stronger tank defensively but substantially less killy.

    • Like 1
  8. Long-established account logged in.  Suddenly today I am noticing a warning:

     

    Next Step: Create Game Account & Get Started!

    Your profile is 0% complete!


    Regardless of whether my profile is or is not complete, this message is new AND when I click it I am treated like a first-time user needing to set up their account.  that can't be right, as the screen also shows me logged in and I can see my own mailbox.  Is this a bug, maybe?

     

  9. One caveat - while it's useful to examine the next spawn while the current one is beating on you, be sure to coordinate with your team.  Occasionally I am tanking Spawn A and I examine Spawn B, and just while I'm thinking "oh, a Sapper coming up," some unfortunate soul targets through the Tanker (me) and pops the Sapper with something inadequate to kill or mezz him, and then a Bad ThingTM happens.  So it might be worth checking if anyone intends to target through you and if so, be careful what you tab through.

  10. On 2/4/2020 at 1:13 AM, Troo said:

    "that I really like playing" = the biggest factor in success.

    Second this.  Tanking can be an acquired taste-- you have look out for your squishies, take the initiative to start engagements, and set the pace, and you don't necessarily get as flashy powers as some other ATs. 

     

    Love for your particular character can offset a lot of that.  Name, concept, bio, costume, role play...if you're enjoying the experience,  you're more likely to do a good job (as well as making your game time happy time)!

    • Like 2
  11. 1 minute ago, Klaleara said:

    In a farm mission?  Sure.  That is still the case though lol.

     

    In a regular mission team, no that wasn't the case, ever.  Unless you were stuck on some crap server that forced their way of thinking on you.  Maybe Infinity was a godsend, idk.

    Yes it was, consistently.  The forums and global chat included a lot of people making fun of Defenders and Controllers as useless.  Across all servers.  Regular content.  Also, the unlimited aggro cap kind of made all content into farming.

    • Like 2
  12. 7 minutes ago, QuiJon said:

    Taking off the ability to simply agro a enemy into a fight is a lot different then being able to taunt them to a target. I am not saying to remove the targeting caps on powers like taunt or powers that punchvoke. I am simply asking that when we move into a area to fight that ALL the enemies in the area that are within perception range to notice the fight, respond to the battle. If anything this should cause any given fight on team to have more enemies that are engaged in battle but not taunted or punchvoked at any given time because enemies are not simply responding to a tank or a  aura to become engaged when their turn comes along. 

    If I am understanding you correctly, I think you're talking about increasing enemy perception ranges, not the aggro cap, which as I understand it refers to the number of enemies any one player, such as the tank, can be attacked by and hold the attention of.  Maybe we're talking apples and oranges here?

  13. 12 minutes ago, Klaleara said:

    We on a disagreement there then.  I've got PLENTY to do as a MM.  But if we aggro 1 too many groups, I'm mostly just focusing on surviving, and not doing damage like I should be.


    But  you wouldn't have plenty to do in the old days -- you would have been peremptorily ORDERED to stand in the corner and not interfere while the Tanker herded everything into a ball.  Everyone but the Tanker (and only one of those per team!) and one or perhaps two Blasters was treated as a barely-tolerated groupie, if not outright derided as useless.

  14. 47 minutes ago, Klaleara said:

    As a squishy, I hate the aggro caps.  Even in normal content, I find myself fleeing across the map, trying not to die, because the tank literally can't even taunt them off me.

     

    Aggro cap is one of the few things I currently VERY much dislike in CoX.

    As a squishy, I very much love the aggro caps, which saved the game from being only about "One Tanker or Brute and, uh, I guess someone with Build Up."

    • Like 1
  15. On 1/23/2020 at 11:07 AM, AboveTheChemist said:

    Both fire defense and fire resistance are soft-capped pre-incarnates,

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Rustin Peace: Level 50 Mutation Brute
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    ------------
    Level 1:    Lunge                MckBrt-Taunt/Rchg(A), MckBrt-Taunt/Rchg/Rng(3), MckBrt-Acc/Rchg(3), MckBrt-Taunt/Rng(5), MckBrt-Rchg(5), MckBrt-Taunt(31)
    Level 1:    Fire Shield            Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(7), Ags-ResDam(7), StdPrt-ResDam/Def+(9)
    Level 2:    Spine Burst            ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(9), ScrDrv-Dmg/Rchg(11), ScrDrv-Acc/Rchg(11), ScrDrv-Acc/Dmg/EndRdx(13)
    Level 4:    Blazing Aura            ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(17), ScrDrv-Dmg/Rchg(19), ScrDrv-Acc/Rchg(19), ScrDrv-Acc/Dmg/EndRdx(21), FuroftheG-ResDeb%(21)
    Level 6:    Healing Flames            HrmHln-Heal/Rchg(A), HrmHln-Heal/EndRdx/Rchg(23), Mrc-Heal/Rchg(23), Mrc-Heal/EndRdx/Rchg(25)
    Level 8:    Build Up            RechRdx-I(A)
    Level 10:    Temperature Protection        Ags-ResDam/EndRdx(A), Ags-ResDam(25), Ags-ResDam/EndRdx/Rchg(27), GldArm-3defTpProc(27)
    Level 12:    Hasten                RechRdx-I(A), RechRdx-I(29)
    Level 14:    Combat Jumping            LucoftheG-Def(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def/Rchg+(31), Ksm-ToHit+(31)
    Level 16:    Plasma Shield            Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(33), Ags-ResDam(33)
    Level 18:    Quills                ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(33), ScrDrv-Dmg/Rchg(34), ScrDrv-Acc/Rchg(34), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dam%(36)
    Level 20:    Consume                PrfShf-EndMod(A), PrfShf-EndMod/Rchg(36), PrfShf-Acc/Rchg(39), PrfShf-EndMod/Acc/Rchg(43)
    Level 22:    Boxing                Stg-Acc/Stun/Rchg(A), Stg-Acc/Rchg(36), Stg-Stun/Rng(37)
    Level 24:    Tough                Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(37), Ags-ResDam(37)
    Level 26:    Weave                LucoftheG-Def(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def/Rchg+(39)
    Level 28:    Burn                ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(40), ScrDrv-Dmg/Rchg(40), ScrDrv-Acc/Rchg(40), ScrDrv-Acc/Dmg/EndRdx(42)
    Level 30:    Maneuvers            LucoftheG-Def(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def/Rchg+(42)
    Level 32:    Throw Spines            Dmg-I(A)
    Level 35:    Electrifying Fences        Dtn-Acc/Dmg(A), Dtn-Dmg/EndRdx(43), Dtn-Dmg/Rchg(43), Dtn-Acc/Dmg/EndRdx(45), Dtn-Dmg/EndRdx/Rng(45)
    Level 38:    Fiery Embrace            RechRdx-I(A)
    Level 41:    Ball Lightning            Dtn-Acc/Dmg(A), Dtn-Dmg/EndRdx(45), Dtn-Dmg/Rchg(46), Dtn-Acc/Dmg/EndRdx(46), Dtn-Dmg/EndRdx/Rng(46)
    Level 44:    Mu Lightning            MlsFur-Acc/Dmg(A), MlsFur-Dmg/EndRdx(48), MlsFur-Dmg/Rchg(48)
    Level 47:    Tactics                AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(48), AdjTrg-ToHit/EndRdx/Rchg(50), AdjTrg-EndRdx/Rchg(50), AdjTrg-ToHit/EndRdx(50)
    Level 49:    Assault                EndRdx-I(A)
    Level 1:    Brawl                Dmg-I(A)
    Level 1:    Fury    
    Level 1:    Sprint                Clr-Stlth(A)
    Level 2:    Rest                Empty(A)
    Level 2:    Swift                Run-I(A)
    Level 2:    Health                Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(15)
    Level 2:    Hurdle                Jump-I(A)
    Level 2:    Stamina                PrfShf-End%(A), PrfShf-EndMod(15), EndMod-I(17)
    ------------

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    Sorry to quibble with such a helpful post, but technically one cannot "soft-cap" resistance.  Resistance has a hard cap.  Technically Defense does too, but it's absurdly high and immaterial to the issue of flooring an enemy's chance to hit you, so instead we talk about the soft cap for defense.

  16. Also, while I echo the advice to try out different characters, archetypes and power sets -- I've often been surprised to find I liked something more than I'd expected -- don't delete anyone, even if you don't really like the powersets.  You've got 1000 character slots on each shard of Homecoming...just open a new character.  Drag the duds off the first page if they bother you (you can reorder your list by dragging).  If you want to re-use the name, just rename the dud and make a new character with the name you just released.  E-mail the influence and transfer enhancements (e-mail or, more efficiently, through a base rack) to other characters if you need them, but save the character's exp progress.

     

    You never know when you might decide you'd like to try again with a discarded character, so save the levels.  If you get 999 slots filled, feel free to delete.  😉

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