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Tankshock

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Everything posted by Tankshock

  1. How do people sell these? Don't they have to be slotted to upgrade? Unslotters and level 50 mules?
  2. Nice. Still, it does kind of look like the designers didn't fully understand the set mechanics. Personally, I want a 6-proc ATO. ;)
  3. That can take ATO's? Nice to know they designed a set just for Thugs. ;)
  4. Yeah, it womps. I remember having a bind during live that didn't, but for now I just trust my veteran skills to click. Everything is a QoL improvement over the last 7 years. ;)
  5. Tankshock

    MM ATO's

    Why does Command have so much recharge? The pets still ignore recharge from it, correct? Were the devs just taunting us by putting recharge into four(4) of the enhancements?
  6. Other way around - 18 bids, 946 for sale. Pretty sure "display error" is the correct answer.
  7. Respectfully disagree. If anything, why play a scrapper when you can get close to that in protections and much better aoe, which is king in teams? I'm not really suggesting people shouldn't play scrappers. But I feel confident you haven't fully wrapped your brain around sents, or their playstyle doesn't match your preferences.
  8. I'm on vacation now, but I remember checking the damage from reactive and thinking it was well worth it.
  9. Not sure what Tropic Thunder has to do with this, but... thanks?
  10. 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.
  11. Nothing special about Boxing and Kick. It's Cross Punch that can improve a lot of attack chains.
  12. 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.
  13. 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 ;) )?
  14. 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.
  15. Damage is king - why not reactive?
  16. Personally, I'm wounded that I wasn't messaged so that I could ghost somebody. :(
  17. Was wondering the same, I haven't heard anything about that.
  18. 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.
  19. 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.
  20. 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? ;)
  21. 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 ;) >
  22. 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.
  23. Does this actually reduce status effects by 20%, or does it follow the formula for status resists (1/(1+0.2)? Thanks.
  24. 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. ;)
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