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ZemX

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Everything posted by ZemX

  1. It lasts 10 seconds and does not stack. https://cod.uberguy.net./html/power.html?power=tanker_melee.martial_arts.storm_kick&at=tanker
  2. If this no-temps thing catches on, we'll probably want to make sure there are some Rad Armor and/or Bio Armor tanks in the mix for the -regen. I don't know where else we have access to this in primary/secondary powers for tanks. But both these sets get it in their respective heal powers. Not quite as strong as daggers though.
  3. This. There is never a point to bidding more than 10k on common salvage. 10k bids will always succeed (unless we collectively manage to buy all seeded salvage, which I doubt). Similarly, posting a sale for more than 10K will never succeed because anyone bidding higher than 10K will be connected with the lowest offer, which is guaranteed to be, at most, 10K.
  4. Sales below 10K are always from players putting salvage on the auction house for that price or cheaper. Seeded salvage is 10K. Period. The only way you can possibly buy seeded salvage is if you bid 10K or more (which you did) and if you first purchase ALL items offered for less than 10K (which you can't be sure of since you didn't bid 9,999). Think of it as a community donation. 🤪
  5. No, this was in the Issue 26 patch notes. Salvage Market seeded to keep costs down: 10K for common salvage, 100K for uncommon salvage, 1M for rare salvage, and 50K for a Brainstorm Idea As I understand it, this was a one-time event. 10 million salvage dumped in. It's not constantly being replenished. Doesn't need to be. So some of that might have (probably has) actually been sold, meaning you'd have to dig down somewhere under 10 million to find the seeded salvage. Bidding 9,999 would eventually find it when the bid fails. But it's also possible you did scrape away all the player salvage at that moment. Can't tell from bidding over 10K tho. But what you more likely saw is just the other reason it's futile to try cornering the salvage market: There's a constant influx of salvage, usually being dumped at 1 inf apiece AND there are over ten thousand outstanding bids, all for under 10K. You can squeeze supply and cause prices to start going up somewhat but only so long as you keep doing it. The salvage market wants to return to those lower prices, and it will, as soon as you take your finger off the button.
  6. Does this ever really happen? Common salvage market manipulation, I mean. First off, no evidence in this thread the price ever actually reached 10K in this instance. Just that it was higher than 300 and that the last five sales, at that point, were for 10K. Could have been plenty of salvage sitting for sale at 400 or 500. Would it even work? How much common salvage would one have to buy to gobble up everything being sold for less than 10K? Asking for a friend.
  7. Generally, the caps are: Tankers: 10 for melee cones, 16 for PBAoE. Brutes: 5 for melee cones, 10 for PBAoE. In some cases, the PBAoE target cap also applies to "ranged AoE" cones. For example, Breath of Fire in Fiery Melee hits 10 for Brutes and 16 for Tankers despite being a cone. Powers can individually set their own target caps so there are exceptions, such as Radiation Armor's Ground Zero, which hits 30 allies/enemies for both Brutes and Tankers. But most powers follow the rules above. Tankers also get larger AoE areas thanks to their inherent Gauntlet buff. Cones have a 50% wider arc and PBAoEs have a 50% larger radius. Some powers are exceptions to this. Foot Stomp is already a 15ft radius PBAoE and doesn't get bigger on a Tanker, but many 8ft and 10ft radius PBAoEs get to be 12ft and 15ft respectively on a Tanker.
  8. It's theoretically possible I neglected my end bar right there too and briefly took a nap... BUT NOBODY SAW NOTHIN! 😈
  9. ZemX

    OCD!

    Wait, you mean even if you have AAABBB and two are procs you'd still put the procs to the right? What if it ends up AABBAB?!?
  10. ZemX

    OCD!

    Intolerable! Are they at least slotted left-to-right in the proper order?
  11. Before the respec maybe, but after...?
  12. As @Andreah pointed out, the idea of an MMO Tanker doesn't really fit into the comic book genre because it involves gathering all aggro up and then surviving it while the rest of the team (ideally) is ignored by the bad guys. It would look ridiculous in a comic book, movie, or TV show. Super team battles are all over the place with everybody attacking AND being attacked. Nobody is "tanking". Any character you would call a "tank" (or brute) in the comics would be someone, as the name suggests, who either absorbs or deflects damage. Not someone who dodges it. And that was really in line with the original powersets given to Tankers in this game.
  13. Between damage types and power animations, it's amazing the game works as well as it does considering how much of its "balance" was left entirely up to the art department.
  14. Also.. important caveat (and just to make this sentence even more clumsy) ... "damage resistance resists resistible damage resistance debuffs!" There are some unresistible damage resistance debufffs. Almost any NPC with a Tar Patch and most who have Enervating Field fall into this category. If you are a resist Tank and you find your health dropping precipitously in a Manticore TF, this is why. Some of those PP Elites have Enervating Field. Run away to drop the toggle. According to several scholarly works here... damage debuffs ARE resisted by damage resistance as well.
  15. Yeah sorry, this is the part I was trying, and failing, to crack wise about. Sidekicking really never had anything to do with this other than a name. You could imagine that it did (which it sounds like you did) and that's fine, but it was in reality just an annoying puzzle to solve to have a workable team and it didn't really enable anything to do with teaching new players ala the actual comic book concept it was aping. It would especially strange here on Homecoming where it's probably 50/50 that lowbie sidekick knows as much about the game as you do. 🤪
  16. So you pine for the days when you had to manually sidekick and it STILL had nothing to do with mentorship or teaching because it was just a means to bring a random low level person onto the team or... as was often the case... exploited via "bridging" to accomplish powerleveling? Oh yeah... "the good old days". 🤪
  17. Fold Space is admittedly handy against very spread out spawns. More common in Praetorian maps like the underground or laboratory. But it's a heavy investment and has a pretty long recharge. Unless you have ridiculously high recharge, it won't be a power you can use every spawn. Maybe every other or every third depending how fast the team is moving. The very benefit it provides can speed up clearing a spawn by bunching them together for more efficient AoEs but at the same time mean that it won't be ready for the next spawn or even the next one after that. Teleport is the fastest travel power in the game but yeah, clunky to use. I am also more of a fan of CJ/SJ. Just love soaring through the air and playing the mini-game of "where do I land without touching ground/street-level"? But.. Teleport is pretty nice now with the built-in temp hover and end reduction for chained use. Still, I've tried Combat Teleport for combat movement and... I don't like it. It's simply not as easy to use as CJ. With CJ I can hop in any direction with movement controls. With CT, I have to target something or point-click to precisely move. If a target is up on a ledge, I can't just hop to it. A "tp to target" keybind would sometimes not put me on the ledge with them but falling back down to the ground, having come up short of the ledge. On my Tankers, I've instead started taking just Teleport. I can still use it indoors to leap across a big room or through a doorway clogged with NPCs/teammates. Or I can use it when grounded by fly/jump debuffs to get where I need to go to tank. Still take CJ though for combat movement. Downside is I'm opening three travel pools when you count Hasten. But.. tradeoffs.
  18. If damage is your goal, you probably can't do better than just pairing it with Fiery Aura. I'm a huge fan of Rad and it does give you two proc-bombers, but.. Blazing Aura, Burn, Consume, and Fiery Embrace? That all turns Fiery Melee up to 11, I think. Rad if you want to be sturdier. Fiery Aura if you just want to see the world burn.
  19. Okuri Okami. From Japanese folklore.
  20. Arachnos bugging us while we paid our respects... Chaarge! Group photo!... uhhh... guys? That's more like it! Many envenomed daggers were lost to bring you these images!
  21. In PvP, Stalkers who are not hidden have a small crit chance against held or slept players. In PvE, their random not-hidden crit can occur against any enemy but scales up the chance depending on how many teammates they have. Doesn't apply to Assassin Strike though.
  22. If recent times have taught me anything it's that the term "grown-up" is pretty well meaningless. Actually, that's probably been true throughout human history... we just didn't have Twitter and Cable News yet.
  23. How DID you manage that? I counted eight tanks standing around you while teams were forming. Were some of them under 35 then?
  24. There are a few that can be quite worthwhile. A little extra Endurance Drain Resist when you're doing a Penny Yin. The slow resist temp is something like 20% which is quite nice. The resistances are all 5% which you absolutely wouldn't sneeze at if you were aiming for that in a set bonus. And the aforementioned knock resist. I visit my base often to sell off excess IOs, common recipes, and common salvage. I'll make a pass past the invention table, see if I can build any IO set recipes I've collected to flip and sell on the AH, then go to the empowerment station to load up whatever is available. Then sell excess salvage. Doesn't take but a minute. And yeah, should be available on test. Just build a quickie base, toss in some power/comp, and the top of the line empowerment station. Done.
  25. This isn't a key to anything. It is an anecdote. Allegedly some live dev once said this. The game design says otherwise and always has. Brutes got the higher hit points, literally the same armor powersets as Tankers, the autohit AoE taunt, taunt auras, highest redside threat modifier, mez protection. When punch-voke came along it went to Tankers and Brutes, not to MM pets. The evidence that they are just more offensive Tankers, which you later point out yourself, is right there in front of us. This is why you get threads like this comparing the two. The ATs have gone through a lot of changes, but it's still true that Brutes and Tankers are closer to each other than to any other ATs in the game. And while MMs *can* tank, so can other ATs given some build choices and pool power picks. But that doesn't make them "designed to tank". The redside ATs weren't meant to be 1:1 comparisons to blueside ATs anyway. Brutes do sit somewhere between Tanks and Scrappers. Stalkers somewhere between Scrappers and Blasters maybe, in terms of role at least. Etc. It SHOULD be the case that choosing a Brute over a Tanker means being a bit less survivable but doing more damage. Plenty of other changes to game since, however, have blurred those lines considerably and it's not necessarily true that Brutes do more damage than Tankers in all cases... even though they really should.
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