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Everything posted by Infinitum
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Stalkers are that way in case you were wondering - I have a few excellent builds if you want.
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The game mechanics works the same for you as it does me, my friend. Its the same game. And no I don't turn defensive toggles off even if they have an aura - because in most caves or office buildings any stealth you can muster as a tanker will fail unless you are playing no bosses - once they notice you, they attack, your stealth suppresses then the mob attacks - you want stuff that keeps you alive running at all times. Superspeed - yeah i get that, but thats more due to moving so fast by the time they see you - you are already in the elevator. Cloak, stealth - whatever doesnt matter your speed is what accomplishes your goal here - not the mechanic stealth.
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Aside from the fact they don't work well anyway - EA on my brute - energy cloak is suppressed the first mob I run past - they cant stop me though either way so I keep going. Thats all superspeed does for a tanker - moves them through really fast. Either way.... You... Arent.... Sneaking... Around as a tanker. That power is useless for a tanker. I'm not opposed to it, but it wont work like you are thinking it will.
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lol its actual game mechanics based on stealth... Thats not even my opinion - its fact. Facts that support how hard and impractical it would be for a tanker to stealth maps - if you took a deep dive into the concealment pool thats fine but even that isn't bullet proof like stalker hide is. Tankers just aren't built that way in a practical sense. That's a fact backed up by those mechanics. Like it or not its the truth. Did I time warp past some fact here that doesnt involve stealth?
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Don't get angry at me cause your argument doesnt hold water.
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No its the same darn thing - stealth on a tanker isn't efficient aside from the defense buff you get from it - but you aren't going to use stealth, cloak of darkness, or energy cloak to stealth a map. You cant combine them with stealth either - they are mutually exclusive. Stealth radius is how stealth works - or any power that claims to be a stealth power. Stealth is how close you have to be to be seen. Perception is how far they can see Subtract the Stealth rating from perception thats how close you get before they can see you. Get too close as a tanker in the middle of a mob you then have a gasoline fire for the rest of the map - which as a tanker you should survive either way just running through them instead of tippy toeing around them.
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Ok so you want to go there... Alrighty. lol Stealth, cloak of darkness, and energy cloak are all 35 ft which means that bosses will see you around 20 ft regardless, attack you, suppress your stealth then your inherant agro in gauntlet and your taunt aura will make everything around you see you. Thats how it works whether you attack or not - you could be careful enough to sneak around - you want to talk effeciency? lol but that would be slower by a country mile of just running through them because you can survive it. Trying to not get noticed at 20 ft in mpst maps is the epitome of not being efficient. Stalker hide Will not be noticed - thats how they do it. Thats why of you want to play the stealth game - thats your animal - not a tanker. Now do you understand what im trying to tell you?
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you really dont know how tanker auras work. unless you arent using them - then you really dont know how tankers work. Im not sure which one is true at this point.
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are you seriously trying to tell me stealth allowed your tanker to go through a map and not get noticed? DIfferent stealth powers allow for different ranges and perceptions to notice you, with a tanker unless you arent playing it like a tanker they will notice you, and your stealth will suppress whether you attack or not. Stealth by itself is no where near enough even combined with celerity to map stealth and not get noticed unless you detoggle your taunt auras, or dmg auras or both. Take Dark for instance - it may say stealth on CLoak Of Darkness - but it doesnt serve a purpose to hide your way through a map because they will see you if you are playing the tanker to be a tanker. Either way its nothing to run through a map stealth or no stealth without a scratch as a tanker. Stealth isnt what allows you to do that - its being tough. So yeah duh.
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Tanker Agro is good enough by default if you choose the power. no amount of stealth will keep them from seeing you. thats what makes you a tanker - and if you are doing it any other way you may be playing the AT tanker - but you arent a tanker then.
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Hero Plan by Mids' Reborn : Hero Designer 3.0.1.9 https://github.com/Reborn-Team/Hero-Designer Click this DataLink to open the build! Level 50 Natural Tanker Primary Power Set: Super Reflexes Secondary Power Set: Martial Arts Power Pool: Flight Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Focused Fighting (A) Shield Wall - Defense/Endurance (3) Shield Wall - Defense (3) Shield Wall - +Res (Teleportation), +5% Res (All) (5) Shield Wall - Defense/Endurance/Recharge Level 1: Thunder Kick (A) Superior Gauntleted Fist - Accuracy/Damage (5) Superior Gauntleted Fist - Damage/RechargeTime (7) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (42) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (42) Superior Gauntleted Fist - RechargeTime/+Absorb (42) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime Level 2: Focused Senses (A) Shield Wall - Defense/Endurance (17) Shield Wall - Defense/Recharge (17) Shield Wall - Defense (36) Shield Wall - Defense/Endurance/Recharge Level 4: Storm Kick (A) Superior Might of the Tanker - Accuracy/Damage (11) Superior Might of the Tanker - Accuracy/Damage/Recharge (11) Superior Might of the Tanker - Damage/Recharge (13) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (13) Superior Might of the Tanker - Damage/Endurance/Recharge (15) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 6: Practiced Brawler (A) Recharge Reduction IO Level 8: Fly (A) Blessing of the Zephyr - Knockback Reduction (4 points) (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance Level 10: Agile (A) Shield Wall - Defense/Endurance (19) Shield Wall - Defense/Recharge (19) Shield Wall - Defense (37) Shield Wall - Defense/Endurance/Recharge Level 12: Combat Jumping (A) Reactive Defenses - Scaling Resist Damage (48) Reactive Defenses - Defense (48) Reactive Defenses - Defense/Endurance/RechargeTime (48) Reactive Defenses - Defense/Endurance (50) Reactive Defenses - Defense/RechargeTime Level 14: Hasten (A) Recharge Reduction IO (15) Recharge Reduction IO Level 16: Crane Kick (A) Sudden Acceleration - Knockback to Knockdown (21) Mako's Bite - Chance of Damage(Lethal) (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge (23) Mako's Bite - Damage/Recharge (23) Mako's Bite - Accuracy/Endurance/Recharge (25) Mako's Bite - Accuracy/Damage Level 18: Dodge (A) Shield Wall - Defense/Endurance (25) Shield Wall - Defense/Endurance/Recharge (27) Shield Wall - Defense/Recharge (40) Shield Wall - Defense Level 20: Evasion (A) Luck of the Gambler - Defense/Endurance (27) Luck of the Gambler - Endurance/Recharge (29) Luck of the Gambler - Defense/Recharge (34) Luck of the Gambler - Defense/Endurance/Recharge (36) Luck of the Gambler - Defense (36) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 22: Lucky (A) Shield Wall - Defense/Endurance (29) Shield Wall - Defense/Recharge (31) Shield Wall - Defense (37) Shield Wall - Defense/Endurance/Recharge Level 24: Dragon's Tail (A) Superior Avalanche - Accuracy/Damage (43) Superior Avalanche - Damage/Endurance (43) Superior Avalanche - Recharge/Chance for Knockdown (43) Superior Avalanche - Accuracy/Damage/Recharge (46) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (50) Sudden Acceleration - Knockback to Knockdown Level 26: Quickness (A) Flight Speed IO Level 28: Focus Chi (A) Gaussian's Synchronized Fire-Control - To Hit Buff (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (33) Gaussian's Synchronized Fire-Control - Recharge/Endurance (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (34) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 30: Boxing (A) Empty Level 32: Tough (A) Steadfast Protection - Resistance/+Def 3% (33) Gladiator's Armor - TP Protection +3% Def (All) (33) Impervium Armor - Psionic Resistance Level 35: Focused Accuracy (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Level 38: Crippling Axe Kick (A) Superior Blistering Cold - Accuracy/Damage (39) Superior Blistering Cold - Damage/Endurance (39) Superior Blistering Cold - Accuracy/Damage/Endurance (39) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (40) Superior Blistering Cold - Accuracy/Damage/Recharge (40) Superior Blistering Cold - Recharge/Chance for Hold Level 41: Physical Perfection (A) Performance Shifter - Chance for +End Level 44: Weave (A) Luck of the Gambler - Defense/Endurance (45) Luck of the Gambler - Defense/Recharge (45) Luck of the Gambler - Endurance/Recharge (45) Luck of the Gambler - Defense/Endurance/Recharge (46) Luck of the Gambler - Defense (46) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 47: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 49: Afterburner (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (50) Blessing of the Zephyr - Knockback Reduction (4 points) Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Sprint
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I'll put something together for ya, I already have the SR part - will work on the MA part tomorrow.
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As a tanker, you can do that with hover and still be ok. Stealth really didn't have a lot to do with the ability to do that - I do it all the time too because I know nothing can kill me.
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If your agro is good enough - doesnt matter where you appear they wont attack anyone else - run through the whole map you will drag them with you. Tanker tools and roles are at odds with close to hide level stealthing - they will negate it quickly.
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Yeah but thats not what we are talking about - I never said it wasnt effective, but thats not what makes shield strong.
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Correct - but stealth in terms of Hide doesnt work - and cant work in the role or tools of a tanker, Stealth in terms of defense can. Any agro aura you have or damage aura will give your position away immediately - and thats the way you should want it if you are playing the role of a tanker. anything else is playing a role - but it isnt a tanker role - and there is nothing wrong with that.
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ok think what you want... im not cherry picking just stating the facts of how they operate. why do you think SR or Shield dont have a shield or end management? and sorry but the telenuke has NOTHING to do with this conversation on survivablilty - its an offensive move in a defensive set - nothing wrong with that but does nothing to survivability.
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Well jupiter and saturn did align recently? right?
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Tankers role being agro management doesnt make sense to you. Or the concept that tankers hiding would be counterproductive to that? Or the concept that hiding would always be negated by a taunt or damage aura? If by stealth you mean defense then yeah it makes sense but if you are talking stalker hide - that won't nor should work for a tanker.
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Sorry but it would, neither of those have end management or a self heal. By definition it would be more powerful than either of those with everything else being equal.
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Not for tankers - main role is controlling agro. The stealth is useless on tankers that has a taunt or dmg aura - which is all of them - you arent sneaking past anything with that either way - stealth in this case I think means more elusive than hidden - meaning +def harder to hit.
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You would have in essence SR defenses or greater, with a end click that adds defense that would make them even higher, self heal with regen every 30 sec, and decent resistances to most without scaling. Come on man.
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Kinda goes against a tanker holding agro - and if you gain agro through stealth is it really stealth?
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THAT is true tanker stealth
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SR also doesnt have a self heal that provides Regen that recharges in around 30-40 seconds or a bonkers End Def click that recharges in 15-20 seconds. thats the difference and the worry about porting to tankers.