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tellania

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  1. Thanks ZemX, what I suspected and appreciate the response
  2. I assume placate only works until attacked or timed out. So, if I have an fire/ice tank, frozen aura (with placate proc), does it automatically break placate and useless on damage auras (what about other auras like ice tank chilling embrace) or taunt auras? Mostly taunt aura with placate, what do they do? I dont want to placate from myself and go after team, but if you placate and taunt, what happens? Similar question, placate with confuse proc, do they only hit each other, in that case placate proc seems useless. Suggestions or experience?
  3. I did this on an ss/dark brute. Get presence pool, and made a huge difference in damage mitigation. I plan on taking it on my dark/ma tank (but not enough levels yet).
  4. tellania

    AFK farmer

    Just curious on the strategy here. While a brute can be a monster farmer, they depend upon fury to be competitive (or exceed) tankers and scrappers. If the brute is on autofollow, it may not take any alpha, nor build lots of fury (curious what the other toon would be). Just a thought, if the other toon followed the brute, sure. If the brute is following, I'd personally go tanker or scrapper.
  5. It helps with specifics of what you are looking for, and why we appreciate an initial build. Are you looking for soft capped defense, incarnate level defense, maximumize damage, resistance, recharge, endurance, patch psi hole, budget (purple builds, non purple builds, etc). Help us identify what bonuses you are looking to acquire.
  6. Wasnt meant to be in order 😄 adding +absorb, there is only a single IO i'm aware of, and I was brainstorming for a fire/fire specifically. I agree, defense avoidance means no mezz, while resist, you can still be held.
  7. Thanks Nemu, I agree with your statement, but I enjoy trying alternative builds and means, as opposed to IO'ing only for defense bonuses. It might be a decent starter build, using the proc, esp on teams, but in the long run, I agree, it wont save me.
  8. For some reason, I cant get mid's to work with the datalinks (it crashes). Can you post the data chunk as well as the datalink? I make a few rough suggestions just from a casual glance: 1. MOve kismet %tohit from combat jumping (level 49) to Deflection (level 1). Help you more at lower levels, and if you exempt/flashback to lower level arcs. 2. Change Deflection LucoftheG-Def/Rchg to LucoftheG-Def/EndRed (save some extra endurance). 3. True Grit, move Prv-Absorb%(31) to Prv-Heal/Rchg(29), for better +hp bonus. Put the Prv-Absorb% into health (yes, need to free a slot, cant see where offhand; maybe Deflection, remove the Luck of the Gambler Def/Rech? Hard to tell without being able to see the full build). If you are, at least, 45% to melee/Ranged/Aoe defense, then working on resistance (I can see some +regen bonuses, which are good, but not at expense of resistance). I assume you are, with martial arts adding some nice +def
  9. Reading on electric blasters and endurance drain thread, and wondered .... Has anyone slotted power transfer with %heal? I'm wondering if its worth slotting the proc to keep your health up. anyone with experience trying this?
  10. There are some GREAT tactical suggestions here, on how to wait for a tank to grab aggro. I mostly play tanks (I did have a 50 fire/fire blaster before shutdown that was fun to play), and I'll offer some other suggestions: In order to survive: 1. Resistance / defense / heals / mezz protection - these are the traditional methods people think to survive. 2. Mezz control - holds, sleep , traditional controller features, there are a few available to you. 3. Other - knockdown/knockback can be extremely effective in reducing damage. Mediocre tanks will whine about knockback. Great tanks will suggest KB proc (KB to KD), but understand the limitations of your powers, and welcome it as a challenge. 4. Other2 - Placate / phase shift I recommend you look into some knockdown/back and fear powers. Try them on test server and see which works with your play styel What kills you more? a. Alpha strike? tactical here (let the tank/brute/scrapper take the alpha), then show your power. b. Just raw damage over a short time? c. Mezzed by enemy? partial Solutions to (b) and (c) are inspirations, pool powers, and/or IO's: i. break frees / defense inspirations ii. combat jumping/hover (immob protection), iii. acrobatics or IO's (knockback protection), iv. misdirection (concealment, but long recharge does a placate) or phase shift (cant be affected or affect, gives time to hit inspirations, run away etc), vi. presence (intimidate and invoke panic) can fear an enemy (GREAT POWER, under rated!) v. force of will ( wall of force) for knockdown,ted; invoke panic can fear most of a group, intimidate+invoke panic can fear a boss), vii. sorcery has arcane bolt (knockdown, single target), and rune of protection (+res,+status; longish recharge) viii. speed has wirlwind (knockdown) (heavy endurance usage) ix. IO overwhelming force proc (% to knockdown) - unique, can only be slotted once, can go into any damage power, I recommend fireball (or any damage power). Burn works well, but the dot tends to double up the KD (and becomes KB), which may not be a problem for you (its more for tankers and control). x. WInter IO avalanche has a kd proc, unique, can goe into PBOE's (fire sword circle, combustion, burn) xi. Epic power pool soul master: gloom can disorientate minions (and slot a stun stupifey chance for knockback) xii. Epic pool mace mastery mace beam (cone) knockdown apologies for the slighly incoherent post, having limited time and wanted to share some options.
  11. I have a lvl 50 WP/Stone tanker, minimum size, dressed like an anime character, so I can bring the giant mallet wallop! Its fun, and a bit endurance heavy, so it pairs well. There are 2 aoe's which do knockdown, so some extra mitigation.
  12. For a generic AFK tank, whichis fun invul/anything will do. I'm partial to Invul/ss, but invul/xxx might suite his playstyle best. Though, something to think about is a fire/ice tank. With tough (or IO set bonuses) and acrobatics (or KB IO sets), you can cap SL/Fire resistance. With some IO investments, you can cap energy/dark resistance, or get a decent level of defense (e.g. 45% melee). Not as tough as an invul/ tank, but a more fun if you want to do things (make baddies flop, or arrest them with fire). Plus burn at 18 and ice patch at 20, it can be an easy mode : ice patch, burn, repeat (not a lot of complicated combos or other buttons to smash). Not sure what you and your wife play with your 13+ son, but there are buff's.
  13. Kudos to Acadian Avenger. Most fun I ever had, sole tank on a team with 7 blasters ...
  14. For those who attempt this, I highly recommend looking at (in his sig) The only time I face planted on my invul/ss, I either had recovery set to zero (electric control -recovery), or cascade defense failure (radiation -def, and heavy gunners) (rage really helped with the -20% base defense drop for cascade failure, and rage/hasten helped murder me with -endurance (esp with low recovery). Helps to keep the power attribute window up to monitor. Once I targetted the rads and electrics, life got MUCH easier.
  15. anyone know where this mission in ourobous is located at, red side?
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