Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Heraclea

Members
  • Posts

    3187
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Heraclea

  1. Flamin Groovies - Teenage Head
  2. There are all sorts of ways to rate tanker primaries. Primaries that get much of their power from click buffs like Fire (the classic example) and Dark Armor -- but the newer Rad and Bio sets are similar in design -- are subject to disadvantages like cooldowns and the hazard of animation lag. This also means that they work better with some attack sets than others, and require you to build for recharge. This is why I don't see a Regen tanker as ever working. There is probably a lot of subjectivity in ranking Invulnerability so high. I subjectively rank it high partly because it requires so little attention. Another reason is that my recent experience with the set pairs it with Dark Melee: and even if you take the -tohit out of the equation, you still have a self heal that fires whether you need it or not because it's in the middle of your attack chain. I am quite impressed with Rad and Bio as tanker armors. They have a lot more going for them than Fire, which strikes me as the prototype; or Willpower, which is so concept friendly but oddly handicapped at the actual business of tanking. The selling point of Willpower was its endurance sustain: but Bio, Rad, and Electric are even better at that while having full strength taunt auras. But Rad and Bio rely heavily on click powers for survivability. I don't remember the last time I needed to use Dull Pain on Heraclea, so much so that I've contemplated speccing out of it and redistributing its slots. But I won't, if only to respect the mos maiorum, the custom of the ancestors. TL:DR - heavy reliance on click powers makes an armor set feel weaker to me.
  3. https://ouroportal.com/wiki/Main_Page Still around. I at least have continued to update the shared background relating to New Colchis. Not sure they really want Homecoming characters there, but I have used scenes from the Amazon Army base on Torchbearer to illustrate the article, linked in the Latin in my signature.
  4. Most of the old school tanker armor sets (and some ports of old school scrapper armors like Super Reflexes and Dark Armor) benefit very strongly from Conserve Power and Physical Perfection. The rest are rather meh. and most tankers get more from non-epic pools like Fighting.
  5. One trick you can use - if your build calls for several Kinetic Combats and you're using recipes boughten with merits, the Acc/Dam of the set is only an Uncommon and costs 20 merits. Craft that and run in-set conversion on it to get one of the rares; you don't have to buy those with 50 merits, and the first one-merit, 3 converter change is guaranteed to land on a rare. By this artifice you can fill in the whole set with a lot fewer merits than 50 per recipe.
  6. The text sort of makes sense in that context, but on first impression it seemed to relate to the Brickstown event, and as such appears on characters that are a bit too young for the zone. That's why I thought it was a bug of some sort.
  7. The 'Pursuer' badge has been showing up on many level 50 characters. The text indicates that it has to do with the Brickstown prisoner zone event. Most of the characters it shows up on have never started, much less finished, this event. It may represent a different badge that got the wrong text. The badge itself is a large one that looks like an accolade of some sort.
  8. Another vote for Radiation. Makes everything go faster, and debuff aura keeps the mobs close. I made a kinetic melee/rad scrapper whose original concept was a speedster. That doesn't really work so well in game, but the combination has mad synergy and does great working all sorts of procs.
  9. When were the Super Stunners added to the Freakshow? I don't remember them. I can deal with mobs that pose particular problems like Sappers, Surgeons, Super Stunners, Paragon Protectors, and the like. Most of them just suggest strategies, and if you're teamed the biggest problem is getting enough in between time to con for them. I generally have targeting macros for them set up and do the obvious things: ranged DPS for the Stunners, take the Surgeon and Sapper out first, hard control and burst damage for the Protectors. Annoying mobs like Carnies, Seers, late-game Tsoo, and whatever those things in Night Ward are, overpowered because every last one of them gets too much stacking debuff. If your job is to take the alpha and attract the aggro, you may as well just get up and make a sandwich while the rest of the team takes care of them. Mobs just shouldn't have Fear or Confuse, and those Succubi need to stay on redside where they belong. I don't know what interesting stories might be in Night Ward, because I won't set foot there. But the mobs I actively dislike are the ones that are overused. Council in the 20-30 range get 3 1/4 task forces (Citadel, Moonfire, Hess, 1//4 of Penny Yin). Of course, fighting Nazis is always a mainstay, but still. But even those don't get nearly as old as Arachnos and Longbow, IDF, Neuron Clockwork, and the rest of the rather monotonous late-added content. There probably isn't a single task that's less fun in the game than the Mother of Mercy trial. Even the people who do multiple runs of incarnate trials avoid that one, with good reason.
  10. Small Faces - Tin Soldier
  11. Tom Tom Club - Wordy Rappinghood
  12. King Crimson - Elephant Talk
  13. If you want those Taunt set bonuses - and some of the sets are quite fetching - RttC is a better place to slot them up than Taunt itself, which IMO never needs slotting. Then again, tanker RttC is one of those frankenslotting challenges, since you will also want to enhance its regeneration buff, and it's also a good place for a cheap IO proc like Dark Watcher's Despair recharge slow.
  14. The Tubes - Poland Whole / Madam I'm Adam Brings back memories of my college years.
  15. The Tubes - No Mercy
  16. Renaissance - Midas Man
  17. David Byrne - Call of the Wild
  18. Talking Heads - Cities
  19. Bat for Lashes - Sleep Alone
  20. Access to them can apparenty be boughten with merits. Never did that, not sure how it works, but the mission computer or oracle in a SG base is apparently involved.
  21. Works quite well. For levelling, you have efficiency mode; once you're 50 and fully built you may get more mileage out of offensive and defensive mode. You will be running two damage auras simultaneously, and have the endurance to keep them up. All yu have to do is stand next to mobs and they eventually die. Catrina says "it's the refried beans."
  22. I try to play each of my 50s daily until I get a catalyst. Then it's time to switch.
  23. Spines goes a long way to shoring up WP's weaker taunt aura. Once you have Quills it won't be an issue.
  24. My suggestions would be Invuln/Dark Melee (very hard to kill) or Bio/Spines II want all the aggro.) Those are my two tanker mains. I tried Reflexes/Katana, but kind of lost interest: tough enough but aggro holding is a real chore. Since you have a Bio/, Rad/Spines or Willpower/Spines might work well; good luck thinking up a concept for those. In the old games, I reconciled myself to the notion that Spines will never be ported to tankers; it would simplify their job too much.
×
×
  • Create New...