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Warboss

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  1. Great fun on Torch tonight! We started off with an MSR (36 Tanks vs the Rikti (the Rikti didn't stand a chance). Then finished up with Yin TFs and a few missions.

     

    Thanks to all who joined the event. Team leads and all who caught me up on recent changes with the raid interface.

     

    5/7 we're back on Excel! Meet in King's Row by IP gate at 6:00 PM PDT/9 PM EDT and we'll get rolling from there!

  2. Yeah, in game to performance doesn't transfer. It's a better set for mitigation than damage. But, as @Spaghetti Betty pointed out other sets give you better damage and mitigation as well (Axe probably being the best of both). I'm not sure what KM really needs to get it going in a better direction. My first thought would be to reduce the recharge times and maybe pair down the animation and cast times, then re-evaluate the set. Seems like it was meant to feel fast, but in play it seems slow.

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  3. 2 hours ago, ZemX said:

     

    I don't know if you want to change anything.  What they did is give certain Council a "critical" KB chance.  Doesn't seem to happen that often but when it does, it seemed to be accompanied by a "FREEM!" message and it was enough to knock back my Rad tankers with their built-in KB protection.

     

    For example, per COD, the Council's rocket folks have a Rocket Launch ability that normally does Mag 1.2 KB.  But it has a 5% chance of mag +14 KB.  There is no point trying to build for that on a toon with no KB protection.

     

    I can't speak to other's experiences in the game, but I don't care for it. And that explains the "Freeming" I've been seeing (:classic_rolleyes:, again, not sure about this change...), I figured it was something like that (just haven't had the time to look into it).

     

    Are Stone and Invuln affected by it? I know my Icer's are (iirc, Ice Armor's KB Resist was pretty up there as well) as are the other primaries I play. Just seems like a weird mechanic, considering Tanks are supposed to be able to take that kind of hit. Council have never been on the "superior" side of anything... in fact, that was kinda' their charm. To all of a sudden give them epic levels of KB seems like a weird design choice (and off theme). Also the KB I've been experiencing happens pretty frequently (granted I'm running 8+2 or better, so big mobs with more opportunity to get hit). If Stone and Invuln aren't affected, I don't see why the other sets should be if they had the ability to resist prior to the buff.

     

    And yeah, chasing that level of KB  protection would put a dent in any build.

     

    On a side note, is there a power that Tanks can run that "Freem" their opponents? 

  4. On 4/19/2024 at 7:37 PM, Renatos1023 said:

    So, I saw this challenge and decided I would do it my own way...just hit 37 on my Dark/Spines (not a fan of /Stone and never used Spines on any melee character since live). I am looking for feedback on the Dark/ side mostly, but will take secondary feedback too. This combo is very new to me, as I generally play Defenders.

     

    I have to say I REALLY love it. TWO damage auras are so fun. It is an endurance hog. I have slotted 3/4 of the endurance uniques that I can. One more to go.

     

    One question that I want to pose is: are y'all getting KB'd like crazy? I have two +4 KB protection IOs slotted (Steadfast and Universal Travel) -- I thought +8 KB protection would be solid. But I still feel like a friggen ping pong ball at times. I thought sets with built in KB protection only got 10....is that corrrect? Do I need to add more KB protection, and if so, how? This is my biggest gripe tbh. There is no reason that Tank sets do not have KB resistance.

     

    Sorry a bit slow on my thread reads these days, but to answer your KB question, yes. Dark has no inherent KB protection. Also the last issue added KB/stacking KB powers to many of the mobs that previously didn't have them, Council being the most obvious change (personally not a fan, don't see the point or the theme of it). 8 KB used to get you by on the majority of the content (I used to build for 12 on my Fire and Dark Tanks (I really don't like KB)). Now though, I think 12 might be the starting point, especially with the current frequency or stacking changes/opportunities. Blessing of the Zephier, 3 Fury of the Gladiator, and Karma's KB protection are the easiest to slot, Steadfast Protection's KB is good, but takes a Resist slot. 

     

    And yeah, the End drain you'll feel from Dark Armor paired and running Spine Burst is an issue. You'll have some End management challenges. As I recall though that is a fun combo to run (once you've got it tuned in).

  5. I was able to get my Dark/SM up to level 21 this Friday. Don't recall everything we did, but manage to get him there. Out of habit I took SJ instead of T-port, so I need to correct that at some point (soonish). I was able to get a few of the lower level IOs, even a couple of Winter-Os, but then time ran out. I'll need to give the build a bit more love when I have time. So far it's been pretty fun playing the set, and my friend is running one as well. The overlapping Death Shrouds are pretty effective. I've been running the alternate animations, and I do enjoy them, however I still expect to see the hammers show up (old habits...). All-in-all, I'm enjoying the run. More when I get a few more levels.

  6. So, my opinion is a bit different than everyone's else. There does need to be some Dev love, but the set isn't really designed for "Max Damage", the set is set up for soft control with KB (a mistake for Melee toons). The solution is to slot with KB>KD IOs. Is that optimal, no, is a practical... probably not, but it does make the set useful for mitigation' and keeping the mobs on their backsides. You won't be a Fiery Melee blast furnace, but you will have some ranged control that other sets don't provide. I find KM useful when running with new players, or not vary advanced players. You can add procs if you want to up damage potential, but you'll likely be disappointed. If you want damage choose something else, if you want a set that allows a different kind of control, give it a shot.

     

     

  7. That's a tough time zone to coordinate. I think even the weekend TT would 1:30 AM (if I'm doing the calculation right). Regular TT's would be 10:00 AM ... so, yeah, unless you're off, either would be difficult to attend. I don't think we ever came up with a good solution for that area of the world.

  8. Good run on Indom tonight. Ronin lead missions and I got my level 10 up to level 30! X ran Numina's for us, thanks for leading that X. PLV took a team through Yin's TF, thanks for leading PLV.

     

     4/30 is our 5th Tuesday! We'll be on Torch for an MSR. I'll start an instance, and invite folks in, 50's first. We'll meet in King's Row as usual and Ronin will help coordinate invites from there. Remember, we're the most successful with more 50s. So bring your tooled out Tanks and show the Rikti who's the boss!

  9. Good fun today on Reunion, only three of the usual groups plus a local that joined us for Synapse TF, run at 8 +0, completed in 1:19:34. We were few, but mighty!

     

    Next month we'll continue with our Bio/* toons running both Yin and Cit.

     

    We'll be back May 18th. See you then!

     

  10. On 4/18/2024 at 9:22 AM, SeraphimKensai said:

    Do you have a mids file for your current build? It might be easier to offer improvements if we know where the starting point is.

     

    Hiya', yeah... I don't think I ever totally planned one out. I'll have to look around. If I come across it, I'll post it.

  11. Hi all,

    Running  ITF at the last TT exposed the ancientness/"what was I testing" of my Rad/SS build. My poor main Tank on Everlasting needs some build love. Ideally, the build should allow for exemping as well as running higher content. My current schedule doesn't allow enough hours in the day for me to work on mids much, so if anyone has a build they'd like to share, I'd appreciate it.

    Thanks in advance, and Happy Tanking!

  12. 4 hours ago, ZemX said:

     

    I swear I saw a half level worth of xp on the first spawn.  But it also seemed like it took us 5-10 minutes. 

     

     

    At least you weren't fighting CoT at that level at the +4 setting...

  13. All things considered, sounds like it went pretty well. I was a bit pressed for time last night and forgot to welcome all the new comers and returning TTer's. Hopefully they we're scared off by the server burp that affected the league or the fun that is SB leading a team. 

     

    So, welcome to all the players new to TT and to all players returning to the event!

  14. Another fun run on Everlasting tonight. I think we ended up with four teams, two ITFs (thanking for leading the first ITF team Ronin), SB's "suicide squad" in the Hollows for fun filled FrostFire (thanks for leading SB), and a missions team lead by MsA (thanks for leading).

     

    04/20 we're on Reunion for our Euro "morning" edition. Meet in KR by IP gate at 9:30AM PDT.


    04/23 we're back on Indom! Meet in KR at 6PM PDT/9PM EDT and we'll get rolling from there.

  15. The hits probably came from "To Hits" buffs from the mobs. I don't recall all the powers that GMs have in the hive, but I'm sure they're packing something. A couple other mobs to test with would be CoT, Carnies and the infamous Malta (although Malta likely won't be a big issue, since I think Rooted takes care of the Endurance Drain). I'm not a SA guru so hopefully some others that are more familiar with the set will stop by with some ideas. Also if you can find some 54 DE you could test the "To Hit" possibility a bit more. There's also Longbow or Vanguard... I can never remember, but one or both of those groups come with pretty big buffs and debuffs, so would be good for testing.

  16. As for my leveling report. A friend rolled one as well and we ran them up to FrostFire range (did Atlas, King's for the flight pack, somehow got the Fortune Teller mission (never happens that easily for me), then off to the Hollows). Stopped at FrostFire, so might not be until next Friday that he sees more action. As for the build, I added Heavy Hammer (as the punch, pretty cool animation), and I took Leaping for CJ (I just need that powers...), HOWEVER, I will be taking Teleport as the main travel set (according to the challenge). I think I have all the Primary powers up to Dark Regen.

  17. 11 hours ago, SeraphimKensai said:

    Managed to get a few hours to play Eretricus over on Everlasting. He's lvl 27 already as I got in on a +2 Synapse at 15, and just ran a +2 SBB. I usually use fly, mystic fly, or oddly enough teleport, so this one ended up with super jump. Otherwise I threw together a rough build to ensure I get Psi Tornado fit in as well.

    Capture.PNG

     

    Great minds think alike. This is very close to how mine looks.

  18. So... I got a few mins to run my Dark/SM and got him up to level 3 or 4. He currently has DE, DS, and SF. At creation I opted for the new punchy animations instead of the hammers to see how I liked them. Looking forward to hanging a few more levels on him this weekend (mostly because if I can, it means I have some spare time...). I'm hoping to fit all the punchy stuff in, but might have to make exceptions. I normally run all (most) of my Tanks with the Leaping Pool, but for this build I'll be looking at Teleportation (gads, I dislike "tele-Tanking", but those are the challenge rules (trying something different) call for something different, so ...)). More to come...

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