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Warboss

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Everything posted by Warboss

  1. Yeah, Invuln/Dark has been a monster from way back. Invuln/Stone with Fault recharged up is pretty tough too. Elect/Dark is pretty nasty too (especially with the End Drain thrown in).
  2. Lol, I'm going to have to run that now to see... where did I put my Rad/DM....?
  3. Wasn't Shield/DM one of the original AV killers? Drag the mobs over to power Soul Drain then pound on the AV (use SD maxed, I think Hover + CJ to max Def (might be able to modify that build now)).
  4. Shadow Maul on Tanks is incredible fun, you can hit the guys all the way in the back while they're still trying figure out how to get into melee. Dark Consumption (oops meant) Soul Drain a Tank is pretty awesome as well (but DC works well too. I think I proc'd it on one of my DMers... gotta' remember which one). I can see leaning Brute, iirc, they can really become an ST buzzsaw (in fact wasn't that FotM build back on live....?).
  5. Tanker forum, so I'm going Tanker... But I guess it's more a matter of what you want to do. Overall I enjoy playing Tanks more than Brutes, so the choice is easy for me. The two do play much differently though.... more ST damage and have the ability to build to Tanker level defenses? Go Brute. Better AoE effectiveness and built in ability to cap Defenses? Go Tank. Attending Tanker Tuesdays? Go Tank. Attending Brutal Thursdays? Go Brute. And, I guess more to the OP's question - Tanker! I've played the set on both ATs (and Scrapper), and (as previously stated) it's Tanker for me.
  6. 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!
  7. Just a reminder, we're running an instanced MSR on Torch tonight. Bring your 50's and love of Rikti bashing!
  8. 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.
  9. 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 (, 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?
  10. 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).
  11. 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.
  12. 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.
  13. I know the feeling. No worries take care of what you need to. My Dark/SM won't see any action (FrostFire) until Friday, which I just realized is tomorrow...
  14. We we're planning an MSR on Torch.
  15. 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.
  16. 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!
  17. 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!
  18. Warboss

    Rad/SS Build

    Thanks SB I'll check it out and try to post something by the end of the weekend.
  19. Warboss

    Rad/SS Build

    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.
  20. Warboss

    Rad/SS Build

    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!
  21. At least you weren't fighting CoT at that level at the +4 setting...
  22. 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!
  23. 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.
  24. 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.
  25. Seems like there should be a Norse cheese reference in there (given the look and all), something like "Jarlbergardian" or "Norvegardian", dunno'... something like that...
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