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Everything posted by Call Me Awesome
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Actually back on Live there were experiments done and it IS possible to get a Granite tanker to Super Jump... I believe it took 6-7 Kinetics hitting Inertial Reduction.
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Which Conroller Powers Would You Re-Arrange?
Call Me Awesome replied to oedipus_tex's topic in Controller
It does come at 18 which is when Invulnerability gets it's taunt aura. -
Hmm, favorite Defender. That's a tough question as I've played 4 of them to 50 on Live and enjoyed most of them so it would probably come down to how I felt on a given day and what else the team had already. The 50's: Rad/Rad - Lots of fun and quite effective for -def debuffing on top of all the other Rad/ goodies. Still, possibly a notch down Rad/Sonic - Good solo, great damage multiplier on teams. One of the best. Dark/Dark - Can you say "to hit floor"? Capable of dropping an entire spawn's to hit drastically or taking a single mob to the floor effectively turning the entire team into SR scrappers. Kin/Sonic - Similar notes apply as to Rad/Sonic. I had probably another half dozen on Live varying in level from the 20's to the 40's but they don't really come to mind. I know I had a FF/something in the 20's and a TA/A that died in the teens... that combo really took forever to accomplish anything; by the time the TA arrows were out the spawn was dead.
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I have a Nature/Sonic defender in the mid-30's and it's not bad, still, I prefer Rad as it just feels better to me. I haven't done any direct numbers comparison of the two sets, it's just my gut reactions to the sets. Possibly I'm just more familiar with Rad but it seems easier to play.
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I hadn't considered Ninjitsu, I'll have to look it over. As to Willpower I did consider it; back on Live I had a 50 Fire/WP brute that was ok but nothing special so that's likely coloring my opinion of WP. Well, that and the fact that it flat out sucks as a Tanker set trying to hold aggro.
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I'm not sure about that, I've run windowed mode and stretched across both monitors and I believe I got the extra horizontal you'd expect. The problem was that your character was smack in the middle split between the two monitors and that 1/2" of bezel on each side of the monitor was distracting. If you had two monitors with screen to the edge then it might work with just the horizontal line in the middle. Still, I found it bothersome and stuck with a single monitor and a web browser up on the other screen. Or Mid's when I was working on a respec.
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Frankly unless you're playing with a team used to playing together there's not a lot of choice but to adapt to the team. Far too many of them may have heard of the word "strategy" but can't see that it applies to them.
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I'd wondered. Like I said it's been years since I tanked Hami and I only tanked the new Hami maybe a dozen times. The raids I've been to here have been with a Blaster, who was the first I got to 50. I'd certainly need to study the current methods before tanking him again, and it sounds like Invuln may not be the ideal choice now with Dull Pain the only heal other than green candy. I built for defense & resistance, not for regeneration. So you're staying melee with Hami throughout now, that's a change from before, I wonder if the AOE radius is a little smaller now since I know a taunt tank in close melee used to have splash on characters right on top of Hamidon on the other side... I ate that splash on a couple occasions when I took a Scrapper to the raid instead of tanking.
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I'm of the same opinion, and back in the early days of CoH you wouldn't see many Tankers without Taunt, usually about as soon as they could get it. Some sets DID get it too soon to actually survive the extra attention but everyone had it by 25. Later on there was the whole "I don't need Taunt" arguments on the boards (however in game I seldom saw it) with a very vocal minority loudly proclaiming it was pointless to take and everyone who actually knew how to tank saying it was at the very least highly useful if not actually required. CAN you hold aggro without Taunt? Yes, and I've tanked the ITF with a Shield Scrapper before due to a lack of options, but it's MUCH easier with Taunt and there's times where you can't grab that mob that's eating the face of your blaster without it. For a Brute I'd say it depends on the role you're taking. If you're going to be managing aggro then yes it's needed. If you're going to be playing Scrapper style then it's optional.
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So does Perfect Zinger, along with other nice bonuses. Of the two sets I usually prefer Zinger on most builds, and the proc makes a nice bonus when it fires off.
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My thoughts were formed in the old days where if Hami got loose during the hold phase the entire raid would wipe and you'd have to wait for a server reset to try again... Hami with several hundred yellow mitos was a no-go situation then. I have seen Hami tanks in the old days try to stay in melee and raid members who were right on top of Hami on the other side DID get hit by the AOE. To be on the safe side I always allowed ~10-20' of distance from Hami. Back in the old days the tactic was that Illusion 'trollers would drop PA on Hami at the start and the raid would clear a section of Mitos at a time... remember there were LOTS more Mitos then than there are now. I'd move in with a couple of Empathy defenders (back then there was no EoE and Hami'd damage was unresistable) and grab Hami's aggro keeping it off of the raid as they moved around killing the Mitos, also grabbing the attention of any Mitos that started shooting my heal team. As Mitos were cleared I'd move around to keep the splash away from the Raid, finally ending up on the opposite side of Hami once the Mitos were clear. At that time the raid would gather and hold Hami, which took if I remember correctly MAG 100 holds stacked up. Once he was held then the Damage phase started to take him down... it was CRITICAL that the raid maintained the MAG 100 hold the entire time, if Hami got loose once he dropped to 50% then he'd summon a yellow Mito for every player and pet in the bowl ending the raid. I admit to a lack of experience tanking the new Hami, I did it several times right after the change while we were working out a strategy but kind of burned out after awhile. I've been to several raids here on Homecoming but I brought a Blaster instead of a Tank; I haven't done one since CMA hit 50 here.
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If the Hami tank is in melee with Hami then the rest of the raid needs to be VERY careful to avoid the large AOE splash zone. I always set up about 20' away to make sure the group on Hami's other side wouldn't be affected and I've always seen current Hami tankers set up in much the same position for the same reason. Hami's AOE is no joke for most characters and (at least it used to) has a pretty good knockback and stun built into it.
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Stone Armor is almost all defense until you get to Granite Armor (which is exclusive of all other armors but Rooted and the passive Stone Skin). Granite is 20% def to all but Psi and 50% res to all but Psi. With no other powers but Granite and only SO's slotted you wind up with 31% defense and 79% resistance. Add the passive Stone Skin T1 power and your S/L caps out. That's before you figure in any set bonuses or pool powers at all, only Granite and Stone Skin. It's ridiculously easy to soft cap Granite's defenses and not much harder to cap out the other (non Psi) resistances. Unfortunately you pay for that with extremely limited mobility, reduced damage output and reduced recharge. I played the set twice on Live, both times pre-IO, and it's absolutely, no question the most durable tank you can play. However, my Invuln is not far behind in durability and suffers NONE of the penalties. There's secondaries that will add to your survivability. Broadsword/Katana/Titan Weapons for Parry (or it's analogue), Stone Melee (and a few others) for knockdowns, stuns and holds and I'm sure there's a few others that don't come to mind right now. Your secondary's importance in that regard does drop off with the tougher primaries so feel free to pick what you want. My Shield tanker on Live was Shield/Fire, my Stone tanker was likewise /Fire; both for the same reason - extra damage and not needing more durability.
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I hear you on that. I actually had Taunt slotted 2 Taunt/2 Recharge at the time and used Fire Blast to keep Hami's attention. Even now the Zinger and Mocking sets are a great place to get nice bonuses on the cheap if you can spare the slots. My current build on CMA only has the base slot with the Zinger proc; I've been debating changing that. Unfortunately it'll cut my durability to non-S/L to steal the slots. Hmm, I can steal 5 slots by forgoing 30% Psi resistance, not sure that's the best option although trying to hold something like Hami aggro would require more taunt. A second build is possible but considering what I have slotted it'd be EXPENSIVE.
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Been there, done that although so far my mid-30's Ice/Spine tank's doing fine tanking. Admittedly I've had a full IO build since around level 22 and soft capped by the late 20's.
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And that is the reason Stone's small durability advantage over an optimal IO Invuln isn't worth having.
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Do the admins/devs also seed "in need" enhancements?
Call Me Awesome replied to kelika2's topic in General Discussion
I've made a few billion inf on Homecoming buying cheap recipes and using converters to get something valuable for the AH. There's loads of uncommon recipes with hundreds for sale priced at under 1k. Add in about 2k worth of salvage and the crafting fee, then a few 90k converters and you have something that sells for $2 million or more. It's a decent return and typically only takes about 20 minutes a day. I found super packs to be a bad investment personally; I'd buy 10-20 of them and not do a lot better than break even on resale of the contents. It WAS less work than crafting and converting but not as profitable. Part of that is that many of the things it drops you can't sell in the AH; I've a ton of fairly useless boosters sitting in my mailbox. If you want the boosters then maybe it's good, but if you're after inf then I'm not impressed. -
Looking for suggestions on the most effective AOE AT combos
Call Me Awesome replied to DrBasics's topic in Scrapper
It's a lot of fun to play anyway. The only Shield scrapper I played is Broadsword/Shield. I did lots of stupid Scrapper tricks with that back on Live, it was quite capable once I'd taken care of the endurance issues. I did cheat on IO's and used Parry to make up Melee defense to free up bonuses for other things. -
I did the best I could to keep attention away from you guys, although you likely got tired of my position macros: "Hami tank moving right, beware of Hami Splash!" and so forth.
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I understood it was a joke, I just missed the point... something I occasionally tend to do. You're right about that, I just didn't see it.🤔
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Looking for suggestions on the most effective AOE AT combos
Call Me Awesome replied to DrBasics's topic in Scrapper
I suppose my experience with Elec/Shield may be biased since it's on a Stalker and I have a very nice ST attack in Assassin Strike to go with the other, admittedly somewhat mediocre, ST attacks. Still, I can clear the ComiCon AE map in under 5 minutes with my Elec/SD so it's not lacking by any means. In my build both LR and SC recharge in under 25 seconds so I don't spend any time waiting on them, I unleash my 3 big AOE's (LR/SC/Fireball) which usually kills the spawn, then on to the next and hit them with my other AOE's and ST attacks, then by the time LR & SC are back I'm ready for the third spawn. Toss in the occasional Ion Judgement and they all quickly decide to lie down and be good mobs. -
There's likely some truth to this, EoE inspirations take care of the damage input... without EoE there's no defense or resistance so no tanker primaries have an advantage over others. I recall that on Live Hami's attacks had a -heal and -regen on them that would prevent you from being healed after a few hits, is that still the case? In any case, the only advantage a tank has over a brute is a higher HP base. Way back in the old days it was common for a Regen Scrapper to tank Hami (pre Regen nerf) since they could build enough Regen to handle Hami's 792 damage attack every 4 seconds. By the time I seriously started raiding in issue 4 Regen had gotten clobbered with the Nerf bat and couldn't take it unassisted anymore.
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Back on Live I had two level 50 stone tankers, one rolled post GDN/ED and pre-nerf Stone/Energy Melee (shelved post nerf and never played again) and a Stone/Fire. The Stone/Fire was a capable tanker and I played him frequently but once IO's really came in and I worked out how to get the most return for investment I reworked CMA, my Invuln/Stone tanker and almost never ran the Stone/Fire, the small durability advantage wasn't worth the mobility, damage & recharge penalties. If you're planning a pure SO/common IO build then Stone armor is the gold standard for durability. Toss a willingness to invest in set IO's and a good build then you can get nearly the same durability without any of the drawbacks in several sets, notably Invuln and Shield.
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Indeed it is. I'm afraid I may be missing your point.
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The only thing I can come up with is Granite Armor's DE model.