star_fury_lives
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Posts posted by star_fury_lives
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18 hours ago, Warboss said:
Hi all,
Just a reminder that this coming Saturday (the 19th) we'll be back on Reunion! Event starts at 10:00 AM Pacific Time and we'll meet in King's Row by the IP gate (on/near the wall).
What levels are you accepting? Would be good to come and see tanker-pros in action
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So pretty regularly recently I've been getting a "disconnected from mapserver" message about halfway through the first indoor mission I run, of a new play session.
If I log back in, I start playing normally and no more mapserver issues during indoor missions. Only happens on that first mission after loading the game and logging onto a character.
Server- Reunion (I never play on the others). Internet is stable. Latency is fine.
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15 hours ago, Madae said:
Also, it was possible to switch sides in launch, yeah? I never did it personally, but I wouldn't guess that you'd automatically become a scrapper if you did. I didn't really play Stalker all that much in live, because I generally found them pretty lame back then, too, so this is a long-running problem at this point.
Iirc it was never possible at CoV launch. I thought the ability to switch sides came with Going Rogue?
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Infinitum has a nice build in this post here. Just watch out as it includes incarnates.
I've done a build for a concept tanker (aiming for Psi resist and taking theme powers like the Force of Will ones)- hardcap res to S/L/P and 50% res to E/N/F/C
Defence isn't as high as I'd like but I was prioritising Psi resist and defence.
SpoilerThis Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsRebornRamparts: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Street Justice
Power Pool: Force of Will
Power Pool: FightingHero Profile:
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Level 1: High Pain Tolerance ImpArm-ResPsi(A), ImpArm-ResDam(3), ImpArm-ResDam/EndRdx(3), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(27), UnbGrd-Max HP%(43)
Level 1: Initial Strike SprGntFis-Acc/Dmg/Rchg(A), SprGntFis-Dmg/EndRdx/Rchg(36), SprGntFis-Rchg/+Absorb(48)
Level 2: Heavy Blow SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/Rchg(50), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), SprBlsCol-Rchg/HoldProc(50)
Level 4: Mind Over Body ImpArm-ResPsi(A), ImpArm-ResDam(5), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-EndRdx/Rchg(7), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx(9)
Level 6: Indomitable Will LucoftheG-Def(A), LucoftheG-Def/EndRdx(11), LucoftheG-Def/Rchg(11), LucoftheG-EndRdx/Rchg(13), LucoftheG-Def/EndRdx/Rchg(13), LucoftheG-Def/Rchg+(34)
Level 8: Fast Healing Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-Heal/Rchg(42), Prv-Absorb%(42)
Level 10: Rise to the Challenge Mrc-Rcvry+(A), Mrc-Heal(37), Mrc-Heal/EndRdx(37)
Level 12: Quick Recovery PwrTrns-EndMod(A), PwrTrns-Dam/EndMod(37)
Level 14: Sweeping Cross Arm-Acc/Dmg/Rchg(A), Arm-Dmg/EndRdx(15), Arm-Acc/Rchg(15), Obl-Dmg(17), Obl-Acc/Dmg/EndRdx/Rchg(17), Stp-KB%(23)
Level 16: Mighty Leap UnbLea-Jump(A)
Level 18: Project Will Apc-Dmg(A), Apc-Dmg/Rchg(19), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(21), Apc-Dmg/EndRdx(21), Apc-Dam%(23)
Level 20: Taunt PrfZng-Taunt/Rchg(A)
Level 22: Heightened Senses ShlWal-ResDam/Re TP(A), ShlWal-Def(25), ShlWal-Def/EndRdx(25), ShlWal-Def/EndRdx/Rchg(27), LucoftheG-Def/Rchg+(33)
Level 24: Rib Cracker SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(43), SprGntFis-Acc/Dmg/EndRdx/Rchg(46), Hct-Acc/Dmg/Rchg(46), Hct-Acc/Rchg(46), Hct-Dmg/EndRdx(48)
Level 26: Combat Readiness GssSynFr--Build%(A)
Level 28: Spinning Strike SprMghoft-Acc/Dmg(A), SprMghoft-Rchg/Res%(29), SprMghoft-Acc/Dmg/Rchg(29), SprMghoft-Dmg/EndRdx/Rchg(31), SprMghoft-Acc/Dmg/EndRdx/Rchg(31), KBDist-I(31)
Level 30: Wall of Force FrcFdb-Acc/KB(A), FrcFdb-Dmg/EndRdx/KB(40), FrcFdb-Rechg%(42), FrcFdb-Dmg/KB(43)
Level 32: Strength of Will ImpArm-ResPsi(A), ImpArm-ResDam(33), ImpArm-ResDam/Rchg(33)
Level 35: Unleash Potential LucoftheG-Def/Rchg+(A)
Level 38: Crushing Uppercut Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Dam%(39), KntCrs-Dmg/KB(39), KntCrs-Acc/Dmg/KB(40), KntCrs-Rchg/KB(40)
Level 41: Kick FrcFdb-Acc/KB(A)
Level 44: Tough ImpArm-ResPsi(A), GldArm-3defTpProc(45), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(45), StdPrt-ResDam/Def+(48)
Level 47: Weave Rct-ResDam%(A)
Level 49: Resurgence RechRdx-I(A)
Level 1: Gauntlet
Level 1: Brawl KntCmb-Knock%(A)
Level 1: Sprint Run-I(A)
Level 2: Rest IntRdx-I(A)
Level 2: Swift Run-I(A)
Level 2: Hurdle Jump-I(A)
Level 2: Health RgnTss-Regen+(A), NmnCnv-Regen/Rcvry+(36)
Level 2: Stamina PrfShf-EndMod(A)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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On 6/5/2021 at 2:32 PM, FUBARczar said:
I like the Martial set, my most fun Blaster is Psi/Martial. That said I don't like the randomness of Reach for the Limit, especially if it procs that low, wow. I monitor my damage bonus on my screen and it seems to proc fairly often. I would prefer a flat buff like Targeting Drone than a random one.
I would suggest to give RftL either a flat dmg buff or turn it into a mini defiance-like buff that buffs on each attack
AND
put some +to-hit in Burst of Speed (similar to Combat Teleport).
I need to experiment with it a little bit, but at level 8 I managed to get a proc after 30 uses of Flares. Not sure if it is similar to enhancement procs and it's more likely to fire with a high recharge power
Edit- RftL seems to proc reliably in my Rain of Fire power, which is at 90sec recharge (as long as it's not on icd)- so you can kinda predict it, but it isn't really an opener
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How do you find Reach for the Limit? Find it a bit lacklustre personally. City of data reckoned a 0.67ppm rate. Guess it's fine if you've got a spare power pick?
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I do miss seeing the Taxis- especially on maps like The Hollows where you'd pray to see one.
I also miss (in a really weird way) getting travel powers at lvl 14- as a severe case of altitis, it was always a bit of a slog and The Hollows were deadly to lower levels- but the moment you finally unlocked that travel power, you felt euphoric!
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On 5/9/2021 at 12:43 PM, Carnifax said:
I'd love to see it changed to 0.5 knockback instead (knockdown).
I'd disagree- gives a nice source of access to knockback for certain powers (e.g. some melee disorients) in a game that doesn't very freely give access to it (giving knockdown instead). Having a lot of fun with it in Sweeping Cross from StJ.
Some procs suck for certain playstyles, but there's always an alternative set you can use.
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8 hours ago, siolfir said:
I'm not sure how you checked the magnitude, but I'm guessing that you checked the in-game numbers by either hovering over the power or dragging one to the chat window to click on it - those values will show slotted values (including Incarnate Alpha, which counts as an enhancement in every power), but not include set bonuses, so you wouldn't see changes there even if they are being applied.
As @SuperPlyx said, enhancing knockback increases the magnitude of the KB (PhysX handles how far things go based on the magnitude, so increasing magnitude increases distance) - the wiki article doesn't have an exact value for turning knockdown into knockback (or vice versa), instead showing a range between 0.7437 and 0.8174 and guessing at 0.75, but suffice it to say that since it uses schedule D enhancements (where an even-con SO is 60% enhancement), having only a 2% increase is negligible (0.67 would go to 0.6834, which wouldn't turn it into KB). Even with 5 sets of Air Burst to get the +10% max from set bonuses, that's only enough to get you from 0.67 to 0.737, which is still just under the threshold to become KB from the "standard" KD.
I checked it on the enhancement window, so would explain why the mag wasn't increased.
I did try out a knockdown power whilst I had the 2% boost, and it did stay as knockdown. As you say, it just seems a really pointlessly tiny boost. I wondered if it was designed as a way for players who wanted knockback rather than knockdown to get access to it without sacrificing set bonuses for knockback enhancements
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Hey all,
Air Burst is a targeted AoE IO set- the set bonus for 2 enhancements "improves the Knockback of all your powers by 2.0%" (from Paragon Wiki, https://archive.paragonwiki.com/wiki/Air_Burst)
Is there any actual benefit to knockback powers by doing this? (I am actually aiming for knockback!). I tried on Test and it doesn't seem to convert a knockdown to knockback (doesn't seem to touch the 0,67 magnitude at all). Just seems a bit pointless...
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6 hours ago, Black_Assassin said:
you might find some interest in @Sir Myshkin and his Mad Kind Special build.
there are Storm/Energy builds in there among many others
Thanks for that link! Very interesting build
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Thanks for this idea! Been looking for a way to reinvent my storm/energy defender from live. Really miss herdicaning mobs abd abusing knockback!
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Quick question: If I slot it anywhere, does it give benefits to all forms?
Yes- slotted in a human form power, when I shift to Squidward I lose the 3.5% res and get a 9% damage bonus instead.
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Nice build! Might steal some ideas for my PB :P
Out of interest, how do you play the shields (Shining, Thermal, Quantum)? I've always been reluctant to take them, as they won't work in the shapeshift forms and it'd be a hassle (and prevent quick-shifting) if I wait to toggle them after shifting back all the time. Have you just used them as mules for the +psionic res? Or do you use them heavily?
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Guess.
Empath/doesn't matter because you'll only take the compulsory blast? xD
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Concealment: I tend to be impatient and run out in front of slow groups. Stealth keeps me from turning corners and getting blown up.
Just in case you're looking to save on power choices- you can slot a travel power with the IO that gives +stealth for a stealth equivalent to the power Stealth. If you just want a minor stealth to take the heat off, it's a good investment (mine is slotted into Sprint, so you don't even need to take a slot away from another power).
The IO also stacks with Stealth, so if you still want a full invis (like I have on my controller) I run Stealth and Sprint (with the IO slotted).
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Zumberge wrote a great list. Some cons for Willpower I'm noticing is lack of -recovery resist. Had my end floored several times by sappers, whilst running about 6 toggles.
Was regen ever a tanker primary on live? If it was, I stopped playing before it ported over. Strikes me as much better for a non-primary tanking class due to the way it works.
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Bound my taunt to the "T" key- easy to reach, don't have to look for where my cursor is in a rush
Speaking of binds, I often add powexec taunt to my banter binds, which each character tends to accumulate as a way of characterization by adding snappy banter in Local.
"Where I come from, $target, this is called foreplay."
If only you could add the 'get some' emote into the emote :P
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Bound my taunt to the "T" key- easy to reach, don't have to look for where my cursor is in a rush
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Great guide! Thanks for the reminders!
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Can't speak for Illusion, but I have a Dark controller.
Haunt pets have a melee attack and cast a fear. The fear stacks with your own, so you can use them to help control bosses more easily. At level 20 they seem fairly durable so far?
From what I know of PA- obviously one more pet when cast, but it is illusionary damage so a proportion heals back (think this is correct?). I have seen them cast ranged attacks though when I've teamed with them.
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Regen Tissue + works the same way so you know
I think a lot of people want the endurance more than the regen though.
What I will point out about regen tissue +regen is that it gives +25% to your regen, which is more than you get out of a +health IO in a single slot. Worth it if you don't have slots to spare but want more regen.
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My experience with SJ do far is that the combo system is ok. It isn't like Dual Blades (have to hit them in a certain order), it's a rack up and spend system.
Combo points last approximately 5 seconds, so you do have time to fit other powers in between clicks if you need to. It does encourage being aggressive though.
New to tankers. Can I skip taunt?
in Tanker
Posted
Or....1 person's feelings, and 4 people just run up to punch you. Was excited to try it but found it disappointing 😕