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Everything posted by ZemX
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You might have a look over at the Trapdoor testing thread in the Scrapper forum. Despite where it's located, it includes results for plenty of different ATs. Caveat: You can't JUST build for damage or you won't survive the test. So maybe this isn't exactly what you're asking either. But a tanker trying to ignore survivability has to reckon with the fact you're taunting not just everything you hit, but everything around that too, even if you turn off taunt auras. In any case, skimming that thread I see some combos with Fire Melee and Claws doing well lately. Bio, Fire, and Rad are common primaries. That test really rewards a combination of good AoE and strong ST rather than a laser focus on just one or the other since it involves taking out a whole map of x8 sized spawns and finishing with an AV.
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It should stack. Stacking is shown as per-caster, which means different casters can stack. "Replaces existing effect" only applies to each caster. So one caster can't stack but multiple different ones can. You'll see the same notation on Maneuvers, for example. The other thing that matters here is how high your defense is over the soft-cap. RadA can't, by itself, soft-cap everything easily without Barrier (and then only some of the time). So that means team buffs taking you the rest of the way up over soft-cap for whatever content you're running. It's not an easy lift, which is what makes me wonder if it really holds up. I suppose with the right mix of team buffs, and stacking Ageless or Barriers... it should.
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Seriously, I almost never worry about acc, since ToHit is so much more important and also because you get decent acc both in IO sets slotted in a power and by chance slotting for other things. @tidge mentioned the one case where I probably actually think about it at all and that's a heavily procc'd attack power. Since I'm not slotting a full or near full set there, I can't just assume I'll have good acc enhancement. I often go with a 2-slot Winter that gives me good acc/dmg or acc/rech (whatever the power needs more) because the 2-slot bonus gives me some slow resist in the bargain. Then dmg proc the rest.
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Does that work? I know that sounds like a dumb question, but what I mean is: Is that actually enough to prevent you from being defense floored in the hardest of hardmode content? Because if not, then it's kind of wasted effort. It might buy a few extra seconds but if you're going to arrive at that floor anyway, might as well invest in stuff you can rely on instead of Defense and DDR. I haven't tried it, nor do I have any experience with hardmodes, so I am honestly curious. If I get to keep it... I'll buy. Otherwise I'll stick to boosting all the stuff I can rely on and which RadA is already good at. In theory, it seems like it ought to work if we include team buffs in the equation. I wouldn't rely just on my own defense IOing and Ageless Radial. But stacked with team defense buffs? Maybe it's enough to stay above cascade failure. Maybe.
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It always applies. It's just that the number of misses StreakBreaker allows before forcing a hit depends on your final chance to hit that enemy. If you missed 7 times then your chance to hit that drone was less than 30%. Per the wiki:
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Your dedication to both alliteration and obscure synonyms for "dark" is an example to us all. 😈
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Taunt is great, but having Beta Decay, the taunt aura, is good enough for the lowest level TFs really, and it can hold a -res debuff IO for a little extra damage help down there. You can push Taunt a bit later that way. Aside from that, I'm also curious what people think is good for hardmode with a RadA tanker. I mostly hang out in normal content. I'd guess there's a greater need for defense slotting, Ageless for DDR maybe, etc. Kind of a weak point for Rad in harder content with lots of debuffs. MA's Storm Kick certainly also helps a bit there. And Dragon's Tail takes FF:rech. I'd say the more recharge you can get the better. Definitely have 100% slow resist (slot those Winter 2-slot bonuses and Winter's Gift). Recharge is life when you have an absorb shield clicky.
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As noted, you can't. But just the one in Rad Therapy honestly feels like cheating. It's that good. You could drop Dark Consumption and never miss it... for the endurance anyway. Might still be another good proc bomb candidate if you could spare the slots. That's of course, the real problem in a build. It functions as a set bonus, not a proc. So yes, it is always available as long as you are not exemplared more than 3 levels below the level of the IO itself. This is true even if you don't have access to the power it's slotted in due to exemplar level. I always just get the attuned version to be sure it goes all the way to min level for the IO. After I got a chance to look at your build in Mid's, I noticed you already had 80% slow resist. Forgot how good Fallout Shelter was there. +45% slow resist is a hell of a good base to build on. I still like to reach 100% slow resist myself, but 80% honestly might be "good enough". Worth trying and seeing how you like it. I like knowing nothing is capable of slowing down the recharge on Particle Shielding and Rad Therapy, because between those two and good HP and Resists? You really can be "lol defense!" for most content. Incidentally, tinkering with one of my own Rads in game, I also noticed with some surprise how good the temp buff you can get from a base empowerment station is. The slow resist from there is +20% and lasts an hour, costing just a couple pieces of common salvage. I still like to get to 100% on my own because I often forget to refresh those buffs, but again 80% base in your build with the occasional buff from the station would be plenty good enough. I might be rethinking it myself. I also always put the two Avalanche there like you did, just to give a bit of recharge and more acc. Also the knockdown is simply hilarious given this power can hit up to 30 targets over a 22.5ft radius on a Tanker. After that, definitely just play with different procs for the rest of the slots. I tend to go with four damage procs but there's no wrong answer there. On a team, the wide area knockdown tells the rest of the team you just taunted every enemy that is currently picking itself up off the floor, at the very least. The power is a beast for procs thanks to the longish base recharge and the fact that the Tanker's wider area AoE's don't figure into the calculation for proc chance. It's still based on the default radius of the power, 15ft. So that helps, even if you have a little recharge enhance in there.
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Does Vanguard have better portal tech than Portal Corp?
ZemX replied to biostem's topic in General Discussion
I would tell him to pop all the insps he has left and then run through the hallways with his hair on fire looking for the rest of the team. So yeah... fun! -
Does Vanguard have better portal tech than Portal Corp?
ZemX replied to biostem's topic in General Discussion
Hmmm... I don't remember that. It sounds like fun, actually. -
Does Vanguard have better portal tech than Portal Corp?
ZemX replied to biostem's topic in General Discussion
I think they just cheat. How else can they stuff that many Behemoths into their narrow Oranbega hallways? -
Does Vanguard have better portal tech than Portal Corp?
ZemX replied to biostem's topic in General Discussion
Not as odd as the fact that even though these portals can take me seemingly anywhere in the multiverse, I still have to WALK between these stupid Portal Corp buildings all the damned time. Can't we just flip the switches on THIS one to take us to the next mission?! Or... low-tech solution: Build some underground tunnels connecting the three building's basements? -
It's there on the left of the power description in CoD. It should be on Mid's power description window as well and, if I recall correctly, you can customize how it calculates that in the Math options. The in-game power descriptions are almost always best ignored, usually because they are incomplete. Maybe for reasons of simplicity, they don't always list all of a power's effects, which makes them less than useless in my opinion. Sometimes even Mid's gets it wrong. CoD is really the definitive place that I've seen. I'd tab over to it in game any time I wanted to know for sure what a power does. And on the subject of CoD, in the spirit of this thread, not everyone might have noticed the menu off on the far right that lists "Entity Search". This is for searching up in game entities (NPCs) and having a look at THEIR powers. I remember a Tanker Forum thread a while back wondering why a certain Shepherd mission in First Ward could be so punishing. Looking up the enemies in CoD, I found one of them had an unresistable Tar Patch power. A couple of them in a +4 spawn could drop even a capped Tank's 90% resist into the red.
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Don't have access to Mids at the moment, so I can't see the totals, but eyeballing it.... it looks like it probably wants more slow resistance. Debuffs are a big problem for resist-based armors. You can try to build defense, but it will be stripped from you when you most need it, so I usually don't bother. Recharge time resist (a.k.a. Slow Resist) is vital for Rad Armor since it enables your heal and absorb shield to be available more often. Speaking of which, you might want more recharge in Particle Shielding. It's a big deal in terms of Rad's survival. And if you can sprinkle more pairs of winter IOs in the build, the two-slot bonus is 10%/15% (for superior) slow resist. 100% slow resist is easily possible and then you can avoid one more RadA-killer, the unresistable Tar Patch res debuff. Just skate on out of it like you're wearing non-stick boots. And never worry about cold-slinging enemies flooring your recharge, preventing your heal and particle shield from being available. Ground Zero can be an excellent proc bomb. You've six-slotted Shield Breaker instead, presumably for the defense bonus. Seems a bad deal to me, again because defense can't be relied on with Rad Armor. When not in the presence of heavy defense debuffing enemies, your resist, absorb, and heal are more than enough to keep you in the fight. When you are facing defense debuffs, your defense will be zeroed and into the red quickly. It might take an extra couple seconds if you built up some defense with IOs like this... but it will happen. Rad Therapy is not a bad place for MoT, but it's an even better place for the Theft of Essense +end proc, if you can forgo the six-slot bonus of MoT. Not saying Rad Armor has many endurance issues, but mostly for when you face endurance draining enemies, it's a godsend to just punch that heal and fill BOTH bars while standing in a crowd. Yeah, you have Dark Consumption, but Rad Therapy with Theft of Essence and a few damage procs and having one third of the base recharge time? You might consider even dropping Dark Consumption. It's only benefit at that point would be as another AoE damage power and there, the very long recharge limits its value, in my opinion. YMMV. Lastly, getting back to debuff resistance, strongly consider taking Energy Mastery for Focused Accuracy. You'll lose Gloom, but you didn't have it very strongly slotted anyway. Meanwhile Focused Accuracy, which you can run only when you need it, provides massive toHit debuff resistance that will help out immensely when you are the focus of a gang of toHit debuffers like CoT ghosts. Soul Drain can help but you don't have it slotted for recharge so it's not going to be available very often. And I find +tohit doesn't really counter toHit debuffs when you're being hit by ALL the debuffs. A defense based Tank with soft-cap defense and DDR to protect it can get away with that. Rad Armor can't, in my experience. The stacking toHit debuffs are difficult to equal with +toHit of your own.
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Eh... they just appear. The Rikti Invasion sends in ships dropping bombs you have to defuse. Then they start beaming down troops. And then you get an accolade power if you do well enough. Now, if the Nemesis invasion event had included mole machines? Whole different ballgame. Have the event grant you a Fake Nem summon temp power as reward. Boom!
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Eh.. If you're a defense-based Stalker, you can't sleep on taking out those Quartz the instant they show up, Cairns or no Cairns. Your defense is effectively zero while they are out there, so it's definitely a kill-them-before-they-kill-you situation. I'd say that's more interesting than most enemy groups. Or maybe "annoying" is more appropriate. Fighting these guys just ends up being a frustrating game of whack-a-mole.
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I can only comment on melee. Ice Melee is particularly good on Stalkers due to the fact they get the mediocre Greater Ice Sword replaced by the always awesome Assassin's Strike and unlike other sets proliferated to Stalkers, doesn't lose any of the set's AoE powers. As for the armor, defense is always the better choice on a Stalker than Resistance, so the combo should be pretty good overall there. On a Tanker, you're stuck with Greater Ice Sword but get larger AoEs. Frozen Aura gets bigger (15ft radius, same as Foot Stomp) and Frost gets wider (135 degrees instead of 90 and can hit 16 targets). Leveling up, Ice Patch is nice to supplement early defenses and then decide to keep it or drop it later. It's still useful to help protect teammates, but not that needed otherwise for the tanker themselves once built.
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Yeah, he does that, unfortunately. I have been in some failed Adm. Sutter TFs before because the lead was 40+ and wanted to run +4x8. Then you get some 20s on the team sidekicked up and facing +5/+6 AVs and they can barely scratch them. Even just the massive load of Sky Raiders to defeat in some of these missions, along with War Walkers, can take a VERY long time on a weak team. It can be done with the right team of course, but I wouldn't recommend rolling the dice with a PuG for this above +2 unless everyone is at least 40+.
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Frozen Aura is indeed Foot Stomp sized on Tankers. Several secondary sets for Tankers can claim this thanks to the +50% radius buff in Gauntlet. Foot Stomp itself is excluded, so it remains 15ft radius while normally 10ft PBAoEs like Frozen Aura, Atom Smasher, Eye of the Storm, etc... become 15ft radius on Tankers. Frost, as a cone, gets its arc widened by 50%. So it's 10ft range base but 135 degree arc (up from 90 degrees). Frost takes range enhancement though so it's easily possible to have a 15ft deep, 135 degree cone that hits 16 targets. But that usually requires quick repositioning in combat to make the most of as enemies tend to gather around the Tanker. Where Ice Melee excels on Stalkers is in replacing the mediocre big ST, Greater Ice Sword, with Assassin Strike. Ice Patch is also more use to a Stalker both as defensive and to help prevent runaways. Still good on the tanker while leveling up and as a tool for helping protect teammates later on.
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Even if it's as bad as this picture... isn't this a picture of what the whole server (or at least a large grouping of players) would see, collectively? Does the CoH RNG really show this kind of pattern to a single player? Ever? I always figured streakbreaker was more about public relations and human perception than actual mathematical necessity. Even a TRNG could give us a streak of misses we wouldn't want to accept.
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Yeah, I've been struggling with it as well. One issue it has on Tankers is that Foot Stomp isn't as unique. Thanks to Gauntlet's radius buff (and the fact Foot Stomp is excluded from it), several other sets get a 15ft radius PBAoE as well AND have better overall AoE. But I figure I'll finish it off some day. Rad/SS seems a good choice since it adds two proc bombs that aren't affected by the rage crash. Not to mention it needs to be built to survive being defense debuffed anyway since that happens all the time to RadA.
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And again last night a couple times. Excel was north of 800 logged in. Dropped in the middle of a +4 fight with an Aspect of Rularuu (or something) at the end of WWD pt5 just as we had him down to 10% or so health too. Team came back as two teams on the same map, which was very strange. But still was able to finish. Another mapserv on a PI AV team a little later that dropped most of the team. I blame Statesman.
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What I don't think of it as is an inalienable right... on a team. I get where people are coming from when they say they have a right to play this game their way. What they don't seem to get is MY point that that only extends up to the point where your playstyle is affecting MY play. i.e. TEAMS. When you join a team, you are asking (some here seem to be demanding) that they accept you no matter how you play. And I just don't see where they get that from. If it's YOUR team that you formed and are leading? Great. But nobody else is obligated to deal with your every playstyle quirk. If you are playing a buffless Defender, then you're asking the team to carry you. No two ways about it. And they just don't have to if they don't want to. Fine if they are cool with it. But also fine if they aren't. You can solo or find a more casual team.
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This shouldn't be a problem if it's a Brute or Tanker doing it. Some Scrappers also have taunt auras (not to be confused with damage auras). Herding with taunt effects is relatively safe and a stray AoE from the team shouldn't disrupt that. Where it can go wrong is when the herder returns to the existing battle with their herd. If they leap right into the middle of the ongoing battle, their taunt aura might collect some aggro and cause others in their incoming herd to be bumped off their aggro list (thanks to recent innovations in threat list re-evaluation by the Homecoming staff). So it's best to herd close to the existing fight, but not necessarily to drag it over the fight entirely. And it's good to keep running through or tossing out taunts to your herd to keep them interested in you. But if done correctly, it can definitely speed things up, especially if done with a Tanker that wouldn't otherwise add as much to the stationary fight's offense as most other ATs. The big aggro magnet that control types have is the T2 AoE immob. Even when my Tanker is aggroing everything they touch, it's sometimes difficult to grab aggro faster than a controller with a 30ft AoE immob on an 8-second timer can. And then it's even harder to keep everything aggroed when spread out over that large an area instead of huddled into the radioactive warmth of my aggro fields. I either hustle my ass around aggroing each clump of immobilized enemies in turn or.. I don't. Depends how I'm feeling about Controllers that day. 🤬
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Unsolicited advice is not bad. Repeated unsolicited advice can be. If someone doesn't know and is unsecure about asking, you might actually help them. If they don't want to hear it, they can say so and that's where you drop it. You tried. Nagging them would say more about your own ego and sense of superiority than their need for help. But the idea you can't even say the first word is absurd. It's a team. Teams should talk. Example: A new low level player, playing a controller, is repeatedly dying on a team because they are spamming the AOE immob. They don't necessarily know everything there is to know about aggro mechanics yet and might just believe they are on a bad team that can't protect them when the truth is they should wait a second or two for someone else sturdier to establish aggro control or drop some debuffs on the enemy (at least until they build themselves up later in levels). Telling them to wait a few seconds is good advice. If their response is an angry "You can't tell me how to play!" then that's that. They'll probably keep dying and then quit or they'll realize you were right and learn to hold their fire for a bit. But it's worth a shot.