Jump to content

Tsuko

Members
  • Posts

    572
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by Tsuko

  1. 26 minutes ago, Werner said:

    And +6% defense and +8% to +18% scaling resistance from the defense and resistance uniques, which I tend to slot even on lowbie builds. And while few people would slot all of these, you could go nuts with uniques to at least get some semblance of IO benefits without the complexity of an IO build, still keeping the slotting completely standard across the primaries.

     

    Shield Wall
    Reactive Defenses
    Numina
    Panacea
    Preventive Medicine
    Regenerative Tissue
    Unbreakable Guard
    Steadfast Protection
    Gladiator's Armor
    Impervious Skin
    Power Transfer

     

    Call that your mid level test, maybe, instead of what I was saying I use as a baseline. And then there's the Tanker ATO, but that's harder to fit into a test like this, so I guess set that aside. I think the results would be you'd need to bump the level of the test up to +2 to continue to see a meaningful spread of results, and that you'd see a lot of shifting around in those results, though I won't even try to predict the order.

    and the tanker ATO ^^

     

     

  2. On 11/12/2020 at 5:58 AM, Werner said:

    It's Invuln/MA instead of Invuln/Staff, and I don't know what your energy/negative resistance is now, but here's a build I was testing on beta that seemed slightly harder to kill than my Shield/MA. Assuming two stacks of the ATO, you're at 75.8% EN resist. Best used with the Defense Amplifier taking you to 83.3%. Then you still have up to 10% scaling resistance, so you'll be hard capped at 33% hit points, which if you have Dull Pain up, will still be almost 1200. Anyway, perhaps a useful reference.

      Reveal hidden contents

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Martial Arts
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5), UnbGrd-Max HP%(5), ImpArm-ResPsi(7)
    Level 1: Thunder Kick -- Hct-Dmg(A), Hct-Dmg/Rchg(7), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(45), Hct-Dmg/EndRdx(45), Hct-Dam%(46)
    Level 2: Storm Kick -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/Rchg(9), SprMghoft-Acc/Dmg(11), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Dmg/EndRdx/Rchg(13), SprGntFis-Rchg/+Absorb(13)
    Level 4: Resist Physical Damage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(21), ImpArm-ResPsi(23), ImpSki-Status(23)
    Level 6: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(27), ImpArm-ResPsi(27)
    Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(31)
    Level 10: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), Ksm-ToHit+(40), Rct-ResDam%(42)
    Level 12: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Rchg/ResDam(34)
    Level 14: Dull Pain -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(34), NmnCnv-Heal/EndRdx/Rchg(34)
    Level 16: Boxing -- Empty(A)
    Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), GssSynFr--Build%(36), RctRtc-Pcptn(50)
    Level 20: Dragon's Tail -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(36), Erd-%Dam(37), Arm-Acc/Dmg/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(39)
    Level 22: Tough -- ImpArm-ResPsi(A)
    Level 24: Weave -- ShlWal-Def/EndRdx/Rchg(A), ShlWal-ResDam/Re TP(39), ShlWal-Def(39), ShlWal-Def/EndRdx(40)
    Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40)
    Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33)
    Level 30: Focus Chi -- RechRdx-I(A)
    Level 32: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42)
    Level 35: Crippling Axe Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Rchg/HoldProc(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), AchHee-ResDeb%(45)
    Level 38: Cobra Strike -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(46), SprGntFis-Acc/Dmg/Rchg(46)
    Level 41: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Rchg/SlowProc(50), Apc-Dam%(50)
    Level 44: Darkest Night -- EndRdx-I(A)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Fly -- WntGif-ResSlow(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(15), NmnCnv-Heal(17), Prv-Absorb%(17)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PwrTrns-Dam/EndMod(19), PwrTrns-EndMod(19), PwrTrns-+Heal(21)
    Level 0: Freedom Phalanx Reserve 
    Level 0: Portal Jockey 
    Level 0: Task Force Commander 
    Level 0: The Atlas Medallion 
    Level 50: Mighty Radial Final Judgement 
    Level 50: Reactive Core Flawless Interface 
    Level 50: Assault Core Embodiment 
    Level 50: Cardiac Core Paragon 
    Level 50: Ageless Radial Epiphany 
    ------------

     

    
    
    | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
    		|-------------------------------------------------------------------|
    		|MxDz;1557;757;1514;HEX;|
    		|78DA65544B4F135114BED3B980430B140A2DAF02E5D176288C8CBA321A047904A40|
    		|909E8CE3443BDC2C44921D3626469A226EED46874E31E9F7FC0957FC1170F17FE01|
    		|41127C2E4C3D73CF9136E9A4D3EFDEEF3CEE77CE9999F48D89C0EBE99BA34C099C7|
    		|7AC7C3EB368E5AE09B766216B8B5C5630EFAA81BB0BF9CC84B82A727961CCE4AEAF|
    		|3B39E15A4BB6631736DAC89C168E1046DA720BB6E564C6DC429EF9E757571D63CAB|
    		|197570A75B8F696766EB941EEE6847545B8F9157B2DF07FBF06C6C8E49A9D35C6DD|
    		|F582C82CACAE3B99B4952F0877A315C41870BFD7E04FF1E415ABD87795315363BE1|
    		|F84BF11F92FC23F1E56B36A1D02129C9D0B33BA2036EE933ED5090F393B96441CD2|
    		|0907D13E9CC2FD18C42A74AEF259C5986DC4DA4F84BB88811DC2BB5CE23BD0AC62A|
    		|CAA9E405B730488A8C6C2A42D1CF5F69C7D04DF2AF4E555545F2BD5D74A75B5539D|
    		|ED14FB468761514C0DC574524C27C574514C17C568305D8D34692D0ADA9A11137F9|
    		|9D4A21FA2D62DD0E4275F3FE5EFA1FC3D943746E77C00DF3AF4F5D5A5315F6C8170|
    		|115181B31B700EACA10817DB86A846D9DEA2DA486AFA484DDF339C80F91430C4D93|
    		|44C2244530CEDF96417FBBE22F6EFFBA4F2FED338BDFE3388F1B3984385935BE8E4|
    		|16EA04072E42D54566B08AF805AC3C3E8BFBC414E20EE86C435FA58D7426486723E|
    		|4E9205B07D97A828893A0394AE746534C7261F0EF26FF6EF2D729D714F8F7528DBD|
    		|F7F029D2EF230E3E207C44F81071E82DF6671C620730D637700B6DC3B709EF2066A|
    		|19C24E54F6E2277FC39E10BC29788E62B42137BF825C0580A75B3540C6B69825A0C|
    		|E20CE2FCC08D50CD231DD8CF4E7EF406C2CF9BBCCE8FDEE7E2608575A482312B989|
    		|315CCA90A66AE9CD1B08E794E0703A7482F2D08EF2932C5BDDAA3F79D29C34C467C|
    		|2B715C896145F5B3F814D55F52E43E78112718DC43FB7E799E24E6392871AAF218D|
    		|5341D72ECE40162F34F2EBF5DF3B552B3D474B96C6D95AD97CAD62BF02D30A99F5B|
    		|A1D27A131E27937C46CBF827A112FF0F218801C9|
    		|-------------------------------------------------------------------|

     

     

    Yeah MA can be the game breaker on Invul 🙂

     

    But i ll not try : i really have issue on MA on Tanker, Very very high dps but the lack of burst ... i cannot. I think MA desserve a good and powerfull rework of EC.

     

    I cant wait to have E27 up to enjoy my SD NRJ at 100% potential.

  3. 3 hours ago, Sovera said:

    I read you, but, even Super-man has a weakness. You are a tank who has one as well. Nothing wrong with it. Carry a few breakfrees for those elite bosses or kill the mobs that do fear first if they are squishier. As for being end sapped use Consume before engaging them and it won't happen.

     

    Fear protection is not as widespread as you might assume it to be.

    Meanwhile ... 

     

    image.png.225135ee8b1cf4b2ddda80fbe6d69232.png

     

    Thematic weaknesses are fun but i cant agree they can become almost unplayable holes.

     

    Fiery Armor need a serious rework.

     

    Not enough accurate, need to think at this.

  4. On 11/11/2020 at 3:57 AM, Ultimo said:

    So... it's never seemed quite fair to me that Defenders (and Corruptors, Masterminds, etc.) can't actually use their defensive powers THEMSELVES.

     

    For example, my latest project involves making a Green Lantern homage, and I really like the idea of Force Fields.  It's totally in character.  However, I can't use any of my powers to defend ME (except PFF, but you can't fight with that active, and Dispersion Bubble just lacks the personality of the smaller bubbles... and very often makes it hard to SEE - and yes, I know there's a minimal FX setting).  I never quite understood WHY we can't use our own bubbles on ourselves.

     

    Now, you might suggest that would make Defenders (etc.) OP, but I don't agree.  I find them to be... honestly rather weak.  Their damage is pretty minimal, and they have next to no personal defenses.  Sure, they can take things like Combat Jumping, Tough and Weave and the like.... but I don't know why they're FORCED to... I mean, they HAVE defensive powers, they're just not allowed to USE them.  Moreover, if they take the team buffs, that's three power slots that are doing nothing for them when they're solo (which is most of the time, in my experience).  I find that distressing, because it puts them at an even GREATER disadvantage.

     

    So, my suggestion is to allow characters with these kinds of power to use them on THEMSELVES.  Perhaps they could have a lesser effect, or shorter duration or something... but they really should be able to use them for their own sake.

     

    First Responders are always taught... Help yourself FIRST, you're no use to anyone if you're dead.

     

     

    Maybe using the same decrease based on the size of the team than Vigilance.

  5. On 11/11/2020 at 5:33 PM, Linea said:

    Tanks that can crank out 250+ dps in order to take out a +4 AV solo are not "average" tanks.  I've done it, but it's not something I'd recommend to the average player, or even above average player.  Tanks that can do that are probably Top 5% or better.

     

    I'm aware they are using the extra super difficulty settings only available in TFs, that is why I added "(but with all the toys, temps, and inspirations)".  With the toys it's almost anything, without the toys and no deaths, it's a much much smaller subset.  I wish there was more content like this, but without the AVs, as the dps-check is the most annoying aspect of this kind of thing.

    The Worst "extra difficulty" setup is not in TF options : it's by far No Incarnates (added to solo MOITF and no temp powers, enemy debuff, no inspi and so on) : i spent more than a week trying with several AT and builds of Tankers, Scrappers and Dominators. The best i had was going to the end of the 3rd Mission (of ITF) with my Dark / Psi Dominator (where Romulus one shot'd me :D)

  6. 1 hour ago, Blastit said:

    it's for the satisfaction of the buffer.

    To be honnest, i really dont care of satisfaction of random people puking horrible textures on my face.

     

    1 hour ago, Blastit said:

    This is just a silly way to suggest it.

    All i ask is options. If a player with horrible taste love to spread awfull buff, well, i m nobody to say something : he can have as much as self pleasure with dirty colors on HIS screen.

     

    Not to mention, Low power PC who just die in full league.

    • Like 1
  7.  

    1 hour ago, Aeroprism said:

    @Tsuko My current tank is Fire/Staff and honestly, it's not super tough yet but MAN does it kill things fast for a tanker.  Aoe galore. Super hectic and fun to play.

     

    I'm pretty sure that once he matures, a few sets over generic IOs will make him playable just fine.

    more than fine, Fire tankers are brutal and can be extremly tough too

     

     

  8. 3 hours ago, Linea said:

    [...] Tank are two that are right on that line, with kills taking up to an hour ... and you have to kill (or almost kill) that %!@#$^% as many as 6 times ... that's up to 6 hours, not worth it.

    With all due respects, it's not the experience i have with tankers 🙂

  9. 3 hours ago, Aeroprism said:

    Yes I agree, different tanks must have different approach and I look forward to try many of them.

    Be carefull with Tankers, as all "meatshield" in MMORPG, in my VERY humble opinion, Tankers are the most sensible to gear and level. For instance, Rad armor tankers are known to feel kinda light at low level while well build and fully geared full incarnate, they are extremly tough.

  10. 11 minutes ago, Bopper said:

    I honestly don't remember if I posted it. If not, I'll post it eventually.

     

    For me, Rage is a major driver. You could play with WM though and utilize Build Up as much as possible, but a lot of design decisions likely change if you use WM instead of SS.

    Fun this post come back.

     

    I was just atm thinking which armor was really the best at tanking between our (and @Gobbledegook ) Rad Armor / ss, @Werner Shield/MA or the @BopperGranite SS.

    • Like 1
  11. 56 minutes ago, Ultimo said:

    So... in my ongoing effort to make characters I like to play, often based on existing comic characters, I've tried out pretty well all the ATs.  This has led me to wonder about the control specialists, Controllers and Dominators.  What is their point?  I mean, I know, they can control enemies... but that really seems like an irrelevant ability when facing minions and lieutenants, who typically melt like butter before the controls are actually useful.  Moreover, most of their controls take the form of sleeps, which are usually immediately broken, or immobilizations, which don't really do anything to protect the group, as those enemies can still attack.

     

    Sure, Controllers have some support in their secondary, and Dominators have some blasts and such in theirs... but in each case, they're not really especially powerful, making them of limited use.  I mean, Defenders have WAY more support ability, and both Blasters and Corruptors do WAY more damage.  Indeed, both ATs are VERY low in damage output, and even lower defensively.

     

    So, I find myself trying to decide what exactly the point is of these ATs?  Their primaries are of next to no use to groups, and their secondaries are of very limited use.

     

    Am I the only one wondering this?

    You should take a look at Controlers and Dominators innate abilities and reconsider the damage they have compared to coruptors.

    • Like 2
  12. 30 minutes ago, Epoch Paradox said:

    To be fair, I've never actually attempted that particular benchmark but, I think it's awesome when people pull off extraordinary things. I take it most of you don't do things like that and then go complaining that the game is too easy and therefore, nerf everyone. Just a difficult task for bragging rights? Also, is Rommy set to EB or AV? I might have to give it a shot just so I know how poor I am at this game. Still having fun here in noobland too! Keep it up!

    yeah @Werner itf runs are fun !

     

    (just between us, take a look here before, you could need it https://www.amazon.fr/METAL-BOXE-Coquille-pour-Homme/dp/B00O2ZDKHE?th=1 cause those runs can be ... painfull)

     

    giphy.gif

     

    • Haha 1
    • Sad 1
  13. 3 hours ago, Aeroprism said:

    Excellente explication!  Merci @Tsuko!

     

    But... there is a taunt limit, right?  How many bad guys can my tanker keep occupied at once?  I know that in the first COH days it was limitless but now it's what... 16?

    Thank you 🙂

     

    17 as every AT.

     

    But it's where build choices and personal skills enter in consideration : You can have 17 on DIRECT agro but nothing prevent you to have other controled or debuffed the time the team erased your DIRECT agro, so the controlled one are free... to come hug you. For instance, that's where ice armor is among the best, if not the best to hold agro (if still alive or not forced to hibernate :p).

  14. The combination of :

    • The taunt aura all tankers shared
    • All debuff effect
    • Damage

    is key on managing agro. The Taunt power only real strenght is the range and the auto hit in PVE.

     

    A tanker dont even need Taunt to make his job outside of 2 niches cases :

    • Hamidon raid
    • A build completly lacking ranged effect

    cause when we taunt we dont do damage, and Tankers can pack "omfg" damage or burst depending on AT and Builds.

    • Like 1
×
×
  • Create New...