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Infinitum

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Everything posted by Infinitum

  1. just personal preference, there are a few things that can still KB you even through all that so BotZ gives you a little added protection. Slow would work well too though.
  2. It did with old EM + high recharge.
  3. That's really good on an invul.
  4. If only the old EM existed - cause it could out burst things like this, you would have loved the old invul/EM. Claws is good and fast but not bursty enough on tanks to meet your requirements. The old EM would have. At the end of the day that's why we have scrappers and stalkers - because the vast cross section of tanker primarys arent made to do damage. But I get where its fun to try to make something unique and outside the box to meet your play style - thats cool and there is nothing wrong with that. I do the same thing with other ATs making them tanky.
  5. forgot this one, sorry, yes you dont need taunt with beta decay, ground zero, radiation therapy, and footstomp. Again if you wanted taunt though you wouldnt be wrong, imo its just not needed.
  6. No worries. Tankers have thick skin. 🙂 Your main bread and butter with SS is rage footstomp no blow and haymaker. The others simply arent worth getting especially when paired with a armor set like rad armor that has ground zero, radiation therapy and beta decay all of which contribute indirectly and directly towards the offense in better ways than punch or jab - so basically jab is kinda like a quick spam attack and slot holder for set bonuses and to get blisterings colds hold off occasionally. Those aren't good powers one doesn't contribute to dance and the other is far too slow for the damage it does. Thematic is the only reason you would ever choose these - and that is a valid reason btw. That and also it allows you to fly faster. The extra in on fly is just to add to it because you can - and don't really need more fly speed. just kick and I once thought it was worth using but it's not. Kick is just a power - in this build anyway - to skip to get to tough and weave. Its a useful power to have - you will be able to see hidden, you ever get blinded, it provides to hit rebuff resistance, and also + to hit. Hope I answered those good enough for you, it wouldn't be wrong of you if you wanted to change some things, because my personal preferences sway me a good bit. But it would be easy to keep the numbers similar and move things around, as long as you keep it close or better than where I have it - you will be an unkillable dmg debuff machine.
  7. Tanker (Radiation Armor - Super Strength).mxd GIve this a shot, it caps everything but Cold - which doesnt exist much in the game and also nearly softcaps melee defense.. It also has really good damage output - debuffs - regen - and end management.
  8. I'm at work but as soon as I get home ill make something up for ya. 🙂
  9. No, but I could make you one, what are you looking to accomplish with it?
  10. LOL you say let it go after posting both the illiad and the odyssey. Thats funny man. Yeah it was late, I made a mistake on that first picture - I got resistance and protection mixed up, and clarified it after I realised my mistake. I rarely run melee core and still do not get feared. But if I were going up against a target that could, I would run melee core.... And wait for it... and not get feared. I laid all that out for you and even explained what I did and what it meant. So no you didn't follow. I dont get feared on my rad rad tanker. You are the one that talked about the fear and confuse weakness on your all proc no rock build, and that doesnt happen to mine. If you want a test in person to vouch for any of this you can find me on excelsior nightly. Nuff said. Have a good evening :-)
  11. You either dont understand situational awareness and capability, or you are choosing to ignore that to prove a point you cant prove. Yeah i have a dark armor also that can do this... Its amazing and not a sloth either. My rad numbers do this and that's without any incarnate increasing the res values also, so I'm not sure what your point is here. Again, the res numbers are with melee detoggled and musculature alpha - throw in assault radial and it's far from a sloth - even with melee core for added situational protection it's not a sloth. ;-)
  12. You missed the above post, i didnt have Melee Core numbers included. I dont get feared. 🙂
  13. Do you have a pylon time? Just curious?
  14. A res capped or def soft capped tanker can benefit from team +dmg buffs also. Fulcrum shift FTW
  15. I'll check to see if mine is updated tonight when I get home, check yiurs to see if yours is updated.
  16. That is with the front loaded Melee Core - Always on effects but without the toggled resistance effects. In the amount of time putting this together looking at that build i figured out a way to cap negative. haha I could cap Psi also but at too great of a cost IMO, it will cap anyway with MotT 2 stacked.
  17. Look at the resistance, I have never been feared. But even if I was, im res capped to psi with 2 stacks of MotT. They can't hurt me. Oh, I have melee core also which has front loaded status protection - I didn't have slotted on in mids. I also have assault radial I swap between the two as needed.
  18. See, those are things i never have to worry about on my Rad/Rad.
  19. Yeah, proc builds are nice arent they? 😉
  20. I rolled both. Hehe I'm leaning more towards the raw damage of the EM combined with the excellent AOE of Burn now. I built one for someone by request and it caught my eye, so I wanted one too - and though it fit the theme for my Lodestarr character better.
  21. The devs raised the damage cap and increased the radius and target max for tanks - I see that as defining the role of being a bust damage type to control the spawn while the team focuses on the dps on the hard target while the tanker also contributes and keeps the hard targets attention. Brutes are similar but a little different, they are a good bit better on st dps on hard targets and that's how I see the tanker and brute classes divided - tankers can by default survive easier earlier and cheaper than a brute. A brute can never accomplish AOE now as effeciently as a tanker can, wheras a tanker can't accomplish the ST dps sustained a brute can. They both can maintain agro, but the tanker will do it better and hold a lot more of it. I played brutes more prior to the tanker change because it met all the criteria I was looking for to be the tip of the spear, but the tanker patch swayed it enough to my play style of hold attention, and burst damage them to death with huge AOE and agro control. Brutes have a place though as the agro control ST specialist. If you sacrifice the mitigation factor for damage there's no way you can do the same things my tankers can do in all situations. But if you put a team around one of my tankers it will progress just as fast as if I were max dps because its a negligible effect on a good team and I know I'm not going to be rattled by anything.
  22. Too many to quote, but follow my points here and why I see it the way i see it. Let me preface it by saying there is nothing wrong at all with what any of you are describing. But its not tanking - I guess the best description would be soloing. And again there is nothing at all wrong with that. I like teaming and please dont take this as me saying I'm more of a team player than anyone else, but I could care less what my tanks DPS is (its fine though). I like to have the knowledge that I can survive any content in the game indefinitely - on my tanks. Yeah 95% is great but when that 5% catches you it catches you and makes you have tea time and watch supernanny at gunpoint. I have toyed with the idea of increasing damage, and changing epics and adding procs, but the increase was marginal at best just to solo something a scrapper or stalker could do by default a lot better because that's their role. But in doing so I gave up that smidge of mitigation and reliability I want on my tankers to be able to wade into any content and pretend its a tickle fight while I rearrange their faces. My tanks do have high burst damage - its the sustained damage I abandon actually. Most of my tanks can one shot a lieutenant and two shot a boss - they just cant do it at a constant rate - my shield/elec can decimate any mob every 20-30 seconds in 3 or 4 attacks because they are all huge AOE, but av fights are difficult without a team because its just not set up that way - in fact I will never ever run the reichtsman with that one again. lol Burst damage will look impressive against 95% of the content because it will allow you to have the huge blows that are impressive but take around 20 or 30 seconds to burst again, but by that point usually any spawn is defeated. It really falls flat vs AVs and such cause its a see saw you hurt them they heal in the gap because I haven't built to sustain the gap. That's what I have a team for. Taking a look at the other ATs and how I view them: I have scrappers and stalkers that can solo any AV because damage is their role - they survive well too but can get rocked occasionally but thats when I hot harder and faster to out kill the incoming. My controllers control - can lock down any spawn and make them helpless while the team destroys them - incredibly slow to kill initially but the stacking debuffs and layered damage increase like going downhill. My blasters/corruptors rain damage down from distance while hovering - my least favorite AT I actually play do I dont have much to say about them. My tankers absorb the Alpha collapse the spawn AoE half the spawn and laugh at the rest while we take them out. They are slow unkillable behemoths that can take out the side of a mountain with an attack but do it at a measured pace. Everything has a role to play in my CoH worldview and its cool to see a well built team take out content. But the beauty of this game is you can take on content with any number of team compositions and none of them are wrong. I guess my overall gripe is why bother playing different classes at all if you play them all to do the same thing? and doesnt it get boring only building for damage output? And again I see nothing wrong with building however you want to, but in a tanker thread talking about what a tankers role is, and what they do best - it isn't damage there are other less fortunate ATs for that. lol That's just how I play and how I see it.
  23. Your first goal as a tanker is to survive as long as you can without the need for a heal - and dull pain isn't just a heal its a hp capper - perma if you slot right and also increases you healing factor - in stuff like the Magisterium I'll cast that before the fight to make sure I am that much more durable. You are kinda missing the point of what a tanker does then. That's not saying they dont do good damage, in fact the damage on all my tankers is above average for tankers. Their main job is to hold agro and survive it. So that survivability factor is more important thantheir damage output. Don't use the line that the content is so easy that role isn't needed, cause there is still content where it is needed - people just choose not to play it apparently. i could be wrong but if Werner is like me - he wasn't talking about Gaussian here. I believe we was alluding to not adding a bunch of powers with procs to benefit dmg at the expense of survivability. Gaussian isn't the end all be all for a tanker built for survivability - just a bonus. If you are an invul - especially an invul ss - the best spot for it is invincibility. I'm not saying your builds and play style and focus is wrong, but it's not really tanking once you sacrifice the survivability for dmg output. I'm somewhat guilty myself by not taking taunt anymore, but the gauntlet agro control is so good I can do that job without taunt - survive - and kill faster which all go hand and hand with the role. But if you faceplant - you can't tank.
  24. I normally slot the Gaussian in build up, or invincibility onnthe Invuls. I never can talk myself into the leadership pool. Combat jumping is a must. personal preference fly is a must - then the LotG mules hover and AB. Tough and weave outweigh maneuvers in terms of benefit gained IMO, that leaves hasten - I have come close a few times to dropping hasten for maneuvers, and may still revisit that at some point, cause I usually dont care about recharge on my tanks. In fact I may go visit this notion now. Haha.
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