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Everything posted by Spaghetti Betty
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No, do not hold the Emerald Nova. It's not worth babysitting it to try and shave a tiny amount of Regen off of Rommy. The team should move as a group taking down each Nova while the taunter occupies Rom.
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I think you are looking for a Willpower Scrapper then. Yes, they can be made tough. I certainly have done it (having 75% S/L RES, 45% Nrg/Neg/Fire/Cold DEF, and a saturated amount of Regen will do that). The problems start showing when faced with debuffs, or against 1 hard target. WP will start crumpling to anything that can outdamage RttC, which is why it's infamous for being weak against alpha strikes. Debuffs are also extremely problematic, since the armor is very frail. On the flipside, Slow has absolutely 0 effect on its performance. Strength of Will also isn't the best T9. Yes, it provides a burst of RES, but most of it is lopsided towards S/L, something WP already does. And it's not for very long and it's on a massive, fixed timer. Some active mitigation will definitely give it a kick in the pants. But what kind? It's hard to say. The usual RoP/Melee cycle will absolutely help dampen whatever gets through defense, but then you'd have to deal with any -Regen killing your only form of sustain. I would be torn about picking Unrelenting here instead, but that's also two burned power picks. It does! It gets Reconstruction specifically. I much prefer that over RttC. Although, Dull Pain would be pretty cool. Actually, I think Dull Pain would just fix WP by itself!
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My vote is for Willpower. It has zero protection against cascade of any sort. Once its protection fails, it's done. This is not a problem that Regen has, since it heavily leans on active mitigation. I also think people still rate Regen too poorly. Even on a Scrapper, it's still a really strong set!
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I've never really looked too much into the specifics of it, but Toxins will add a toxic dmg proc to every one of your primary and secondary powers. Its duration is surprisingly long as well, so you won't have a lot of downtime using it on cooldown. I think you only get the initial tick on a DoT, but I'm unsure (and honestly, my Dark/Plant hits so hard that I don't notice DoTs ticking anyways). In minmax theory, this would actually make it better than a standard Build Up with a Kin on your team, since at that point, you can only increase your offense further by adding additional ticks of damage. The only antidote is violence!
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I like bringing my Elec/Elec to Manticore! I do give Elec Melee a lot of slack for being an underperformer, but Lightning Rod handily deletes all of the problematic mobs from the Crey ranks (Crey Crisis Units and Juggernauts are LTs, so they are promptly flattened)!
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I am really liking it a lot! Tar Patch is an insane tool for a Tanker to have. Sure, it may not make hitting things easier, but an autohit -RES and slow is working wonders. Plus, it can go over its target cap. It doesn't feel like the toon is ever short AoE because Tar Patch is a great force multiplier!
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I gave this a go on my Fire/SS. It had: T4 Musculature T4 Ageless Core T4 Assault Radial (Inactive) T3 Degen (Radial I think) Full Accolades Cimeroran Time Lord's Boon And Amps because I could! I didn't realize I was close to levelling before starting this, so I will run again without the insp pop if needed!
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Arsenal Domination - Tricannon's current taunting capacity?
Spaghetti Betty replied to Maelwys's topic in Dominator
I can't personally say for sure. My experience is against +4 AVs where a ton of Taunt is needed to keep their attention. Maybe it's a bit much to ask for an uncontrollable pet to do that, but it really isn't doing much else! Mine is slotted for damage, with the Soulbound proc thrown in. I tried adding the Perfect Zinger proc, but I found it was giving me less return than a single damage IO. -
Arsenal Domination - Tricannon's current taunting capacity?
Spaghetti Betty replied to Maelwys's topic in Dominator
I haven't played an Ars/ Dom yet, but I have done a lot of testing with a controller! If I had to sum up Tri-Cannon's taunting ability in one word, I would call it... Annoying! I'm constantly having to TP it around so that it isn't taunting mobs out of my patches. As far as AV taunting goes, it's not the best. Even at point-blank range, AVs will still turn around and take a potshot at me if they aren't held (which is often). My advice would be to open the encounter by TPing the Cannon into range, then lock down the AV yourself as fast as possible! -
It's always been this way - a tank's true role
Spaghetti Betty replied to Diantane's topic in Tanker
Technically they can. Technically any DEF armor can run around with capped or near-capped resists when active clicks are considered. SR can just do it on it's own by losing a bit of HP. A Tank only needs to build about 55% RES before RoP/Melee/Barrier cycles and a couple applications of MotT puts them at 90%. This is how I run my Ice/EM. -
It's always been this way - a tank's true role
Spaghetti Betty replied to Diantane's topic in Tanker
...But that's what you're doing in your builds and suffering in a ton of other areas to do so. 🤦♂️ -
I +1 this! I run it as a Tank and it's a monster. With Scrapper numbers, it would turn into a blender. What a strong combo!
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I'd appreciate some thoughts/critiques on this Rad/SS Tanker...
Spaghetti Betty replied to Story Archer's topic in Tanker
I like Arctic breath on builds that are severely lacking AoE, not an SS that raises it's foot and invalidates entire power sets. And I have a spinner! It's a Rad/Rad tank! -
It's always been this way - a tank's true role
Spaghetti Betty replied to Diantane's topic in Tanker
With all due respect, Mr. Strike. Actually, can I just call you Hyper? I vehemently believe my version of "good" might hit the mark a bit better than the usual "best possible". -
It's always been this way - a tank's true role
Spaghetti Betty replied to Diantane's topic in Tanker
Sorry! This still feels like you missed the point of my post originally. In a team scenario, team buffs will overshadow anything a single player can make their toon do, so if you know you're going to be teaming almost all of the time, why put all of your bananas into mitigation? Especially on an AT with inflated armor values? Even as an aside, interaction with the IO system and Incarnates means my Tankers will have the mitigation of a Tanker and hit like a Blaster. I think that's pretty good for a solo venture. I have 4 years on you! Muahahaha- augh my back -
It's always been this way - a tank's true role
Spaghetti Betty replied to Diantane's topic in Tanker
This feels like a reach. I have Tanks, Brutes, and Scrappers that can solo plenty of hard targets. And win! And by winning, I mean getting their HP to 0! -
I'd appreciate some thoughts/critiques on this Rad/SS Tanker...
Spaghetti Betty replied to Story Archer's topic in Tanker
Please don't be a contrarian! I only have 1 SS toon that doesn't have Cross Punch (SS/Regen, mostly because Regen requires a lot of work). It is not problematic at all! Taking both Boxing and Kick isn't even required since Rage makes the DMG bonus "loss" superficial. -
Post your best costume designs here!
Spaghetti Betty replied to ChanelNo2's topic in Art & Multimedia
This is so unbelievably simple and creative! -
It's always been this way - a tank's true role
Spaghetti Betty replied to Diantane's topic in Tanker
Ok, I will offer this. You mostly team, right? And you've been playing for awhile? CoH is largely a damage and team buff-centric meta. You only need as much sustainability as it takes to deplete the enemies' HP to 0 before yours does. Having self-mitigation is great! That and being the single best form of crowd control in the game are what Tankers specialize in. The flipside to that is team support is by far stronger than anything a player character can do to oneself. It's designed that way on purpose! So, the argument becomes: how much are you really contributing to your team if you yourself aren't offering anything up that isn't "Hello, I can't take damage"? The support on the team is already buffing everyone into unhittable gods, so the only thing that is really happening to you is experiencing massively diminishing returns on those buffs (especially on a Tanker that has inflated armor numbers). You should be much more inclined to building in a way that compliments this fact. And yes, that means taking your attacks on a Tank. Because when becoming a pillar of immortality is already being done for you by your team, your 2 jobs become aggro management and damage. Fun fact, this is also why Tankers are considered """useless""" and """not meta""" by powergamers, because Brutes and Scrappers can fill the same role while bringing way more offense! Even though certain Tanks can clear mobs as fast as a Blaster -
I'm seeing some dislike against Web Grenade. I would just like to make a case for it! It is the single most important power for AV soloing (and PVP). It's a spammable mag 4 immob, massive -speed and -fly on a very short timer! You don't even need to slot it. The Gravitational Anchor proc is super useful here! A single Traps can potentially stack a mag 7 hold on a single target with procs, and that's before you consider running something like Ice or Dark Blast, or having an epic Hold!
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It is generally advised to take everything in Fire Blast except for Flares, Fire Breath, and Rain of Fire. Fire Blast is better than Flares, and Rain of Fire can feel superfluous when Fire's biggest strength is instant explosiveness. I don't think Fire Breath is terrible, it's just that Fire Ball is so good, you really don't need another AoE. As for /Rad, if you plan on only soloing, Mutation and Fallout are easy skips. EM Pulse is also not great, since it END crashes you (think Legacy Nuke END crash). I think the AoE Heal is pretty whatever, too, but it will be your only access to sustain before power pools are considered. Definitely take the anchors! Even if you feel trash die too quickly to use them, they are extremely useful as herding tools. As long as they are toggled, they will generate threat towards you, so tricky play becomes pulling huge mobs that are already debuffed around a corner so you can blow them up! Choking Cloud is what seals the entire package. It will already be tough for mobs to hit you through debuffs, then you add a chance to get held on top of that. It will be murder on your END, but once you get that straightened out, it'll be strong. Throw a Lockdown proc in for a chance to hold bosses! Galaxy brain tactics enclosed below!
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It's always been this way - a tank's true role
Spaghetti Betty replied to Diantane's topic in Tanker
I'm so glad I can't read or I would've been highly offended by this. -
Oh, I've heard the kids use that one! You are 20% SUS! I think that's what they meant!