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Sura

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Everything posted by Sura

  1. I'd love to see a thread with brainstorming about how to bring Ice Armor up a bit.
  2. Sura

    Ice/?

    I did Ice/Staff and just didn't feel like they worked well together. Then I thought I'd goof with an Ice/Elec to leverage all the End Drain powers (Energy Absorption in Ice and almost everything in Elec) and have had a great time. Maybe look at things like that, come up with a twist (or use mine) and then see how it feels. I also had Ice/Axe back in the day, and loved the character, but Axe isn't a great secondary no matter how you spin it IMO. Elec has three screen shake AoE knockdown powers (the Clap needs an ENH to be knockdown) including Lightning Rod which (again IMO) has to be one of the best openers in the game.
  3. I agree. I like the bruise/gauntlet idea. You're still punching things in the face more effectively whether solo or in a team, but without the straight up damage increase. And as long as the effect stacks from different casters, multiple tanks on a team would be fine.
  4. Honestly, what I like about Tankers (and tanks in other games) is being completely buried within a mob of mobs and not being worried. That makes me feel strong and (in this case) super. So I guess I'm someone that finds the Trinity Tanker (if I'm understanding your definition correctly) fun. Saying "TRex arms" and "not able to do damage" just plain isn't accurate; I do damage, I arrest bad guys, and I do it while chuckling at their meager attempts to hurt me. It's a different approach than aiming for defeating things as quickly as possible, but I feel my fun is valid.
  5. Thanks! What's the Hide one? Interestingly my latest Ice Tanker is Ice/Electric specifically to take advantage of Energy Absorption. Works a treat, though of course endurance drain isn't always effective.
  6. I agree. I wonder if the changes could be rolled out one or two at a time rather than all in one big plop. Give some time between to evaluate Tankers after each smaller drop.
  7. Ice Armor! I saw where you posted you like Ice Armor and followed the link in your signature here. Maybe Chilling Embrace? That's a unique icon (I think) and very representative of the set. Thanks! 🙂
  8. Crazy good. This is really compelling IMO.
  9. That's what I was hoping for. Something perhaps like attaching bruising to gauntlet so Tankers had an automatic AoE -res buff that benefited everyone, and maybe stacked with other Tankers. I just think these changes are too much. One thing that I've seen mentioned that I think might be important to bring up here: right now there's no reason to have multiple Tankers on a team (the only AT where that's the case). Are these changes going to work toward changing that? I don't know, but I think it's worth asking.
  10. It's hardly a flaw in the game's design, there are holes like this all over for players to deal with. Fire, Dark, and Energy Armor sets, for example, have more knockback issues than other Armor sets. There are vulnerabilities to Psychic damage scattered all through the Armor sets. For that matter, there are entire AT's that have no real methods of dealing with status effects other than trying to use power pools and IO's to help themselves. These vulnerabilities push players to make meaningful choices, and also encourage a real feeling of growing power as a character levels and finds ways to deal with (or not) those vulnerabilities. Acrobatics, in the Jumping power pool, gives you Knockback Resistance for no INF at all. As does Rune of Protection in the Sorcery power pool. Steadfast Protection Knockback Resist is currently 1,250,000 on the market. Or 20 merits at a merit vendor. Karma Knockback Protection is currently 3,000,000 on the market. Or 20 merits at a merit vendor. Neither of those even scratch the surface of expensive. I would venture a guess that even if there are people that play without the Market, they don't do so for long. The Help channel, forums, friends, teammates, SG mates; there are a lot of helpful sources that will be able to point them toward the Market and explain a few things.
  11. Summer Blockbuster will not be going away. They're leaving it available. 🙂
  12. Honestly, my thought would be to fork that T9 choice, so that Hibernate would be available for those that still want it, but something else (like Icy Bastion) is available for people that want something else.
  13. This feels like way too much to me. I think when making changes like this it's best to make small changes over a period of time rather than jump in the deep end of the pool. I like the idea of the AoE/cone increases, but I think there might be some pretty serious min/max issues there that need to get ironed out. For my part I'd rather see those increases apply to Tankery powers like Chilling Embrace and Energy Absorption than attacks and cones. Logging in to Pineapple it doesn't look like those two powers have changed, but I'm not sure if the inherent power shows in the power stats. I think the END increase is good. Thematic and appropriate. I don't like the damage changes, or really any of the other stuff. It's too much. If it were me I'd put the END increase in, remove the crashes from all the Tanker T9 powers that have them (but only for Tankers mind you), make those same T9 powers fill holes rather than add unneeded stats (so a DEF based set gets RES from its T9, rather than more DEF), do SOMETHING with Hibernate (the most non-Tanker power ever), and call it a day. And then maybe test and theory craft the heck out of the AoE/cone stuff. There's nothing earth shaking there. Nothing but good reasonable changes to existing powers. Nothing that violates the cottage rule.
  14. We'll find out I guess. I was assuming they wouldn't because I was thinking the purpose was to increase Tanker damage in a subtle way by increasing target max of the secondary attacks. But it's just as likely that you're right and all AoE target maxes would be increased. I don't think either one will make a massive difference, or even a significant difference, but I also think that's OK.
  15. I'd be OK with this. I'd rather see things like Chilling Embrace and Energy Absorption from my primary hit more targets though. I admit I do love doing big dramatic knockdown attacks, so a target increase for attacks would be fun that way. If I could just Lightning Rod over and over I would. 🙂
  16. Didn't see that til just now. Thanks a bunch for posting, I had a bunch of Catalysts and was able to Superior the procs right away!
  17. Yep, that was the question. I respecced last night and as you say, it didn't seem to matter the level of slots. I also don't remember when this changed, but I'd rather have it this way. 🙂 I remember respeccing back in the day and looking at the powers list when assigning slots and the powers would be kind of grayed out until you reached the level of slots associated with the level you took the power. That was not the case last night; it didn't seem to track level at all when assigning slots, which was certainly easier.
  18. Cripes, Icicles never occurred to me. I have it and use it, so that's where I'll put MotT (I'll have to see if I can get the Superior version). My current projected build has two slots free for the procs, I just need to manipulate things to get them in the right powers. When you respec do slots even really get a level anymore? If so I'll need to mess around and make sure I've got slots of the appropriate level worked out. Thanks a bunch to both of you!
  19. Hello! I'm working on my Ice/Elec tanker, and I'm wondering about the ATO procs. Where would they be best slotted for me? Right now I don't have the resources for whole sets, but it seems like the procs would be good to have. In my secondary I have everything except Jacob's Ladder. It looks to me like I would have to put them in Charged Brawl, Havoc Punch, Thunder Strike, or Lighting Rod. Would it be better to put them both in one of those powers? Did I miss any possibilities? Thanks!
  20. I can see this as a legit request, and I think the response from the developers is absolutely fine. I just don't close the launcher. It takes up very minimal resources on my machine, and as long as I'm not starting it up from scratch every time it stays on 64 bit. My computer is almost a decade old and I don't notice any difference in performance leaving the launcher open.
  21. How would DEF and RES affect the damage coming to the Tanker? Like normal? It seems like if DEF and RES still apply this could be very powerful. I really like how this sounds, but I'm not sure how many AoE powers NPC's use. I especially like how multiple Tankers would actually stack.
  22. CoH has a pretty wide ranging multiverse, I'd say use some of those. Clawdude-S is from the Shadow Shard. Clawdude-W is from War Earth. Clawdude-P is from Praetoria. Etc. Like Spidey-616 in the Marvel Universe. 🙂
  23. Hope this is an OK place to ask an icon question. I just started a Sonic/Energy Defender, and I really don't like the icons for Sonic, especially for the two sonic "bubbles". The icons are a bland metallic color and I find it much more difficult to quick look at my teammates buff bars to see if the bubbles have been applied. Is there a way to change the icon on my client to be something more easily seen in my teammates' buff bars (team screen list, clicked the pointing right arrow)? Thanks!
  24. Looking at https://paragonwiki.com/wiki/Knockback/Enemies_with_Knockback_Powers and sorting by Mag (most to least) shows a very small subset of foes that have mag 20 or more, which, if I'm understanding how things work, is the cut off for where your knockback resist would apply. I can't guarantee that information is completely accurate of course, but I would imagine it should be close.
  25. Quoted for emphasis. Those scroll bars showing the alternate recipes are not nearly overt enough. I know they're there and still forget them.
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