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Tankshock

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Everything posted by Tankshock

  1. I'm on vacation now, but I remember checking the damage from reactive and thinking it was well worth it.
  2. Not sure what Tropic Thunder has to do with this, but... thanks?
  3. Worth noting that the recharge boost from Cross Punch is 10% per mob hit, if you have the other 2 attacks. It's not hard to hit 3 and keep up a 30% boost during combat.
  4. Nothing special about Boxing and Kick. It's Cross Punch that can improve a lot of attack chains.
  5. I think cross punch is great for tanks. It replaces a secondary attack, so it's really only one extra slot over a normal tough/weave build. Definitely worth it for me.
  6. Worth noting that this isn't about improving a single power. A couple people have posted that it is better for a power to have a lower proc percentage but have the power fire more frequently, and this is certainly true. But I believe the OP is talking about adding another power to your attack chain, with each power having higher dpa due to procs. Higher dpa leads to higher dps, even if your "best" powers fire less frequently. It's high end stuff, but hardly an obscure footnote. (And when did we start footnoting forum posts ;) )?
  7. This is kind of brilliant. I've been moving towards more procs in unlikely attacks, but hadn't consciously reached this point. The downside is that a lot of times you can't help but get solid recharge in a power when you go for set bonuses, and if you're going for 200% global you like need a decent number of sets. Still, it reminds me of just how good Carrion Creepers is when loaded with procs.
  8. Personally, I'm wounded that I wasn't messaged so that I could ghost somebody. :(
  9. Was wondering the same, I haven't heard anything about that.
  10. I've been kind of torn about this for a while. I think the traditional role of tanks was pretty much obsolete by sundown. I think pretty much all the roles are obsolete in high end content now. Eight of any AT can steamroll just fine currently. But certain builds are dead, for almost all AT's. Everything now is about maximizing damage, whether that be recharge buffs, resistance debuffs, or old fashioned damage debuffs. So a traditional stone or invuln has been marginalized. But damage focused tanks are virtually as good as brutes or scrappers. Not quite as much damage, but can certainly improve a lot of pugs more than a scrapper. And let's face it, an optimized scrapper doesn't have Provoke. So the heyday of building a tank to anchor an STF team is gone. But my electric/shield tanker with Mu Mastery can carry his weight in high end content. If I could only have one character in COH, would I chose brute over tank? Sure. But thank goodness that isn't the case, and the brute is not better in every situation.
  11. The description says that it provides a 100% recharge bonus for 6 seconds. But under "Combat Attributes" my recharge only improves by 5%. Is it a mistake in the power description, Combat Attributes, or an actual bug? Thanks. Edit: Further testing looks like it's 5% per mob hit with Kick or Brawl, 10% per mob hit with both. So if the attack hits 3 and you have both Kick and Brawl, it's +30% recharge for 6 seconds.
  12. Ok, so I gave in and went villain in order to pick up the Epic I wanted. Talked to Null then tried to train, but I'm still being offered Hero side Pools. Is there something else I need to do in order to properly game the system? ;)
  13. I posted a couple of weeks ago that I would level an i25 blaster to compare the 2 AT's. Did that, and here's my take: Both AT's will melt mobs, but the Blaster is clearly doing more damage. The Sentinel is a much smoother leveling experience. Better thought out powers is both a pro and a con - easy to put the toon together, harder to min/max. The Blaster really comes into it's own as an incarnate. Once fully IO'd, it loses a lot of the squishiness. But mez is always going to happen, though T3 Clarion largely removes the problem. Sentinel clearly wins on leveling, Blaster gets the edge with a fully IO'd build. That said, there is a bit of playstyle preference. If damage/arrest rate is your primary fun, blaster. If feeling like an invulnerable arresting machine is your preference, Sentinel. <I used Fire/Rad for the Sentinel, Ice/Time for the Blaster. Not one-to-one, but I'm playing for fun, not to further global science. Sue me ;) >
  14. Is there a way to do this, like recipes? I have a level 49 who's never gotten a rare salvage. I'm thinking I accidentally turned it off somehow.
  15. Does this actually reduce status effects by 20%, or does it follow the formula for status resists (1/(1+0.2)? Thanks.
  16. The main takeaway here is that we definitely should *not* start footnoting posts with the proper typeset. No way, it's just too far. I'm drawing the line. ;)
  17. I think you want it for post 50. Having your nuke up for more fights is always good, and 5-10 seconds makes a difference on teams. Definitely not necessary, but nice.
  18. Procs per minute. Everyone does use that acronym(even ParagonWiki and the devs), but I appreciate that there are new players.
  19. Multiple anecdotal + personal testing. Switch, not all PPM threads are created equal ;), they are addressing different questions. Just don't click on them if you aren't interested.
  20. Turns out it's on activation and then every 10 seconds. Just not as many chances by the time 10 secs pass.
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