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Call Me Awesome

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Posts posted by Call Me Awesome

  1. HO's are the equal to 2 or 3 SO's worth of enhancement in a single slot so they're very useful in a slot tight build.  For example, the Cytoskeleton HO enhances Defense, To Hit and End Reduction... three things an Invuln wants in Invincibility.  It gives you 9 SO's worth of enhancement in only 3 slots and fully enhances every aspect of the power.

     

    Set IO's don't give the same amount of enhancement even at 50... a dual aspect IO gives roughly 2/3 of an SO of enhancement to two different things.  The only exception are Purple IO's which enhance more than an SO's worth to each aspect.  If you're looking to maximize enhancement value in the minimum number of slots then HO's are the best, you just don't get any set bonuses.  A top end build will usually have both Set IO's and a few HO's in it.  Frequently I end up with an attack that I can't find slots for, so I use a Nucleus HO (Accuracy/Damage) to squeeze more damage and accuracy out of it.  Many of the Epic pools have a hold or immobilize as a prerequisite so rather than having a useless power or wasting slots I toss a Endoplasm (Accuracy/Mez) into it and call it good.  And of course lots of people want to enhance their travel speed and endurance reduction so you have the ever popular Microfillament (Travel/Endurance) HO.  Of course some are dirt cheap (Cough, Centriole (Dam/Range)) while others get really pricey.  This is due to the usefulness and rarity... Centrioles drop more often than Microfillaments and are less useful.

     

    In the old days HO's gave you a 50% enhancement to each aspect, AND there was no ED cap.  As a result slotting 6 Nucleus (Acc/Dam) into an attack was  wildly popular getting you +300% damage and accuracy.

  2. I had a Rad/Rad on Live named Bogus Wave, mirror shades, speedo and a tan😎

     

    I'd actually forgotten I'd rerolled him a few months ago as a Water/Rad Corruptor until I found him in my character list and played him to 35 yesterday.  (In fairness, he was already sitting at 29).  That being the case I've decided to go Rad/Kin and call him Harpo (Marx of course).  The costume designer kind of let me down a bit since I couldn't do a "Harpo Wig"  but I did get a reasonable overcoat and the rest of the appearance.  Bonus points for anyone old enough to know about Harpo Marx 😜

    • Like 2
  3. I played it on a Scrapper with StJ/Invuln... there's just something that makes you grin when you kick the bad guy in the nuts.  Bonus points because he was minimum height😁😁

     

    Honestly I can't think of a truly bad pairing for it although I'd tend to avoid click happy sets.  Pick a strong secondary so you don't have to worry about stopping the butt kicking to avoid dying... scrapperlock is a definite danger with this set on any AT.

  4. I had a Spines/Electric scrapper at 50 on Live and it was a beast.  I went hard for defense on the IO's and ended up very durable apart from some edge cases.  I've never played with Rad so I can't speak for it but the numbers I've seen look good.  Invuln is always good but it's a mixed resist/defense set and Scrapper numbers limit it's durability.

     

    As I recall Electric does need to stay on the ground or it has the same KB issues as Fire and Dark... the KB protection only worked if you were on the ground.  I remember getting knocked back just jumping over a group to get at them from another angle.

  5. 18 hours ago, tellania said:

    CMA,

     I bet its the proc +res in Might of the Tanker (lvl 32, hurl boulder).   If you have it 'enabled', you'll get an extra 6-6.5% resistance to all.

     

    Edit:   MotT (at least the proc) is best in an AOE.   I'll get 2-3 stacks putting it in footstomp.

    hint: if you break up superior guantlet fist into 2 sets of 3, you'll get an extra 6% energy/dark resistance (at a cost of -6 SL resist ... but you are over anyways).

     

    You're absolutely correct, I didn't even notice the green dot on Hurl Boulder.  Turning it off brings the Mid's numbers to within 1% of the observed numbers in-game.  Now I feel like an idiot for missing that, I was too busy looking for the error and didn't see the forest for the trees.

     

    The suggestion of Superior Gauntleted Fist is interesting, unfortunately I'm not sure where I'd get the slots.  I suppose I can swap it out with the Eradication in Tremor.  Loosing S/L resistance is a non-issue; I'm only using Tough as a mule and don't run with it active.  Making that trade and tossing Hecatomb into Heavy Mallet does get me another 6% E/N resistance, but it costs me about 4% E/N defense and 2.5% S/L defense.  At the moment I'm not sure that's a worthwhile tradeoff.

     

    Looking at other possibilities the options I've thought of don't seem to offer enough benefit to justify the change and most end up costing me in another area.

  6. I think Mid's may have some numbers wrong, I've finished the build below, Mid's shows F/C resist of 84%, E/N resist of 69.5% and Psi of 55%.  In game I get F/C of 77%, E/N of 63% and Psi of 46%... all IO's are the same and all are attuned, all are catalyzed where applicable.  I've been over and over the live build vs the Mid's build making sure powers/slots/IO's all match and I do NOT have any Incarnate turned on in Mid's.  I'm stumped.

     

    Hero Plan by Mids' Hero Designer 1.962
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Call Me Awesome: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Sorcery
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- UnbGrd-Rchg/ResDam:50(A), UnbGrd-ResDam:50(3), UnbGrd-ResDam/EndRdx:50(3), UnbGrd-ResDam/EndRdx/Rchg:50(5), UnbGrd-EndRdx/Rchg:40(5), UnbGrd-Max HP%:50(7)
    Level 1: Stone Fist -- HO:Nucle(A)
    Level 2: Dull Pain -- Prv-Heal/Rchg:50(A), DctWnd-Heal/Rchg:50(7), NmnCnv-Heal/Rchg:50(9)
    Level 4: Heavy Mallet -- SprGntFis-Dmg/EndRdx/Rchg:50(A), SprGntFis-Acc/Dmg:50(13), SprGntFis-Acc/Dmg/Rchg:50(13), SprGntFis-Dmg/Rchg:50(15), SprGntFis-Rchg/+Absorb:50(15), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(17)
    Level 6: Combat Jumping -- Ksm-ToHit+:30(A)
    Level 8: Unyielding -- UnbGrd-ResDam:50(A), ImpArm-ResPsi:40(17), UnbGrd-ResDam/EndRdx:50(19), UnbGrd-ResDam/EndRdx/Rchg:50(19), UnbGrd-Rchg/ResDam:50(21)
    Level 10: Taunt -- PrfZng-Dam%:50(A)
    Level 12: Resist Physical Damage -- UnbGrd-Rchg/ResDam:50(A), UnbGrd-ResDam:50(21), UnbGrd-ResDam/EndRdx:50(23), ImpArm-ResPsi:40(23)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Boxing -- HO:Nucle(A)
    Level 18: Invincibility -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(25), ShlWal-Def/Rchg:50(25), ShlWal-Def/EndRdx/Rchg:50(27)
    Level 20: Fault -- PrfZng-Dam%:50(A), ExpStr-Dam%:20(27), Stp-Acc/Rchg:50(29), RopADop-Acc/Rchg:50(29)
    Level 22: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(31)
    Level 24: Weave -- Rct-ResDam%:50(A), Rct-Def/EndRdx/Rchg:50(31), Rct-Def:50(31), Rct-Def/EndRdx:50(33)
    Level 26: Tough Hide -- ShlWal-ResDam/Re TP:50(A), ShlWal-Def:50(33), ShlWal-Def/EndRdx:50(33), ShlWal-Def/Rchg:50(34)
    Level 28: Resist Energies -- RctArm-ResDam/Rchg:40(A), ImpArm-ResPsi:40(34), RctArm-ResDam:40(34), RctArm-ResDam/EndRdx:40(36)
    Level 30: Resist Elements -- UnbGrd-ResDam:50(A), Ags-Psi/Status:50(36), UnbGrd-ResDam/EndRdx:50(36), UnbGrd-Rchg/ResDam:50(37), ImpArm-ResPsi:40(37)
    Level 32: Hurl Boulder -- SprMghoft-Rchg/Res%:50(A), SprMghoft-Dmg/EndRdx/Rchg:50(37), SprMghoft-Dmg/Rchg:50(39), SprMghoft-Acc/Dmg:50(39), SprMghoft-Acc/Dmg/Rchg:50(39), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 35: Tremor -- SprAvl-Acc/Dmg/EndRdx:50(A), SprAvl-Acc/Dmg/Rchg:50(40), Erd-Acc/Dmg/Rchg:30(40), Erd-Acc/Dmg/EndRdx/Rchg:30(42), Erd-%Dam:30(42), SprAvl-Acc/Dmg/EndRdx/Rchg:50(50)
    Level 38: Seismic Smash -- SprBlsCol-Rchg/HoldProc:50(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(42), SprBlsCol-Acc/Dmg:50(43), SprBlsCol-Dmg/EndRdx:50(43), SprBlsCol-Acc/Dmg/EndRdx:50(43), SprBlsCol-Acc/Dmg/Rchg:50(45)
    Level 41: Char -- HO:Endo(A)
    Level 44: Fire Blast -- SprWntBit-Acc/Dmg/Rchg:50(A), SprWntBit-Acc/Dmg/EndRdx:50(45), SprWntBit-Dmg/Rchg:50(45), SprWntBit-Acc/Dmg:50(46), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(46), SprWntBit-Rchg/SlowProc:50(46)
    Level 47: Fire Ball -- SprFrzBls-Rchg/ImmobProc:50(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(48), SprFrzBls-Acc/Dmg/Rchg:50(48), SprFrzBls-Acc/Dmg/EndRdx:50(48), SprFrzBls-Dmg/EndRdx:50(50), SprFrzBls-Acc/Dmg:50(50)
    Level 49: Mystic Flight -- WntGif-ResSlow:50(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 -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrc-Rcvry+:40(A), NmnCnv-Regen/Rcvry+:50(9)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(11), PrfShf-EndMod/Rchg:50(11)
    ------------
    ------------
    Set Bonus Totals:

    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 16.63% Defense(Smashing)
    • 16.63% Defense(Lethal)
    • 23.5% Defense(Fire)
    • 23.5% Defense(Cold)
    • 15.38% Defense(Energy)
    • 15.38% Defense(Negative)
    • 6% Defense(Psionic)
    • 19.75% Defense(Melee)
    • 10.69% Defense(Ranged)
    • 18.5% Defense(AoE)
    • 5.4% Max End
    • 10% Enhancement(Max EnduranceDiscount)
    • 10% Enhancement(RechargeTime)
    • 7.5% SpeedFlying
    • 351.4 HP (18.75%) HitPoints
    • 7.5% JumpHeight
    • 7.5% SpeedJumping
    • MezResist(Confused) 145%
    • MezResist(Held) 145%
    • MezResist(Immobilized) 145%
    • MezResist(Sleep) 145%
    • MezResist(Stunned) 145%
    • MezResist(Terrorized) 145%
    • 12% (0.2 End/sec) Recovery
    • 36% (2.81 HP/sec) Regeneration
    • 80% ResEffect(SpeedFlying)
    • 80% ResEffect(RechargeTime)
    • 80% ResEffect(SpeedRunning)
    • 20% Resistance(Smashing)
    • 20% Resistance(Lethal)
    • 43.25% Resistance(Fire)
    • 43.25% Resistance(Cold)
    • 29% Resistance(Energy)
    • 29% Resistance(Negative)
    • 14.75% Resistance(Toxic)
    • 43.75% Resistance(Psionic)
    • 0% Resistance(Smashing)
    • 0% Resistance(Lethal)
    • 0% Resistance(Fire)
    • 0% Resistance(Cold)
    • 0% Resistance(Energy)
    • 0% Resistance(Negative)
    • 0% Resistance(Toxic)
    • 0% Resistance(Psionic)
    • 7.5% SpeedRunning

  7. Well, you could go with Broadsword for the melee defense of Parry... I haven't played Rad so I don't have any personal experience.  I've always been partial to Stone Melee for the knockdowns and solid performance however it's NOT the easiest on your blue bar.  Fire Melee is always the go to choice for damage; I've been hearing a lot about Titan Weapons but the long animations may be an issue.

     

    From what I've seen Rad Armor seems to be a solid set on it's own so it should work well with most anything you care to put with it.  I wouldn't go with Ice Melee or Energy Melee, both were low performers on Live.

     

    *edit

    Doh, just realized we were talking about Scrappers, not Tanks.  Well, take the above comments for what they're worth.

  8. I'd been thinking about those two sets; I'm currently leveling a Sonic/Kinetic Corrupter who's in the mid 30's so I think Water may be my choice since I've little experience with it.

     

    Back on Live I ran with a dedicated superteam of all Rad or Kin Defender/Controllers and it was loads of fun, the two Kinetics were both Kin/Sonic and I had a Rad/Rad while the others were Ill/Rad and Fire/Rad 'trollers.  We managed to kill off Lusca in under 5 minutes at level 25 and pulled lots of other stunts while leveling up.

     

    Once I get my namesake Tanker to 50 (currently 43 as of last night) I'll likely start working on the defender.  It'll be something different, I had a Rad/Rad, Kin/Rad, Dark/Dark and FF/Energy at 50 on Live.

  9. I've been toying with rolling up another Defender... first one here on Homecoming although I had 4 at level 50 on Live.  I've settled on Rad for the primary and am debating on a secondary to pair with it.  On Live I had a Rad/Rad that worked fairly well but I'm wondering if there's a better choice.  

     

    I'm pretty familiar with most of the sets, I'm just wondering what others have paired with Rad and what worked best.  While Fire has the damage I wondered if something else might be better with the Defender AT modifiers.

  10. I found it fairly useless on my Fire/Regen stalker when I tried it... it only sheds aggro from the targeted mob, not all his buddies who might be pounding on you at the time.  While I've only played a couple of Stalkers to 50 I find that there's always a better choice for power selection.

  11. It would be nice, but I doubt it would be easy to do; HO's were coded into the game back in issue 1 or 2 and are treated like SO's.  I wouldn't be at all surprised if there's some dependency on converters and set IO's... I don't know if even common IO's work with converters?  I assume not.

     

    I somehow doubt it's as simple as the converter looking up a table with all the various IO's listed... although if it is then it might be as simple as adding new entries to the table.  Nah, the Dev's weren't smart enough to do it that simple... or more likely they had to deal with too many conflicting bits of code. 

  12. 4 hours ago, Justaris said:

    Actually, Blue buffs his ToHit.   A good thing to remember when trying to tank him on a Defense-based set, although in my experience this is not well-known and some teams will not listen as a result.

    I guess it's been too long since I looked into that; I'd thought blue was speed boost for him and endurance.  I haven't looked at the list since shutdown and I guess my memory was failing... and also, "Get off my lawn!" 🙂

     

  13. 1 hour ago, Murcielago said:

    The difference between 49% and 52% defense is negligible outside of incarnate and enemy groups with high to-hit e.g. elite resistance. Once you are past 45% anything over that amount will net you exponentially diminishing returns.

    Actually once you hit 45% defense more is for all intents and purposes pointless except against Incarnate foes.  Theoretically it provides a buffer against defense debuffs, practically however if you get hit by a debuff it will strip enough defense that 3% won't matter.  This is the curse of sets without debuff resistance; once they start hitting they tend to keep hitting and strip your defense.

     

    Of the builds above #3 is your best choice defensively.  I tend to slot Kinetic Combat sets into single target attacks for the S/L defense and that chance for knockdown hits fairly reliably to put a mob on it's butt for a few seconds.

  14. 1 hour ago, srmalloy said:

    And it's useful to have it this way in some missions. For example, the low-level "Rescue the Missing Homeless People" mission, where you go down into the sewers and fight Lost to rescue three civilian NPCs, almost always has an ambush or two associated with it when you're leading the hostages out. After playing with the circumstances, it appears that the 'front' hostage (the one closest to the mission entrance) is the trigger for the ambush(es). If you are careful and stay away from the hostages, pulling their captors away from them to defeat them without getting within "rescue range" of the hostage, you can defeat the captors and clear the room, then proceed deeper into the mission and do the same for the other hostages. Then, once you've cleared out the Lost, you sweep past each hostage in turn, 'freeing' them to follow you, and can either make it to the entrance before the ambush(es) appear, or duck to the side in a room and watch each ambush thunder past you on its way to the back of the mission, then head for the entrance unopposed.

    Oh, how much I hate any "lead out" mission.  They're prime choices to drop or auto complete.

  15. 27 minutes ago, Hyperstrike said:


    Okay, if it's TRULY archival (cold storage), Western Digital Purple.

    If you're going to access it more frequently than once a year?  Western Digital Red or Red Pro if you want a slightly more performant drive..
    HGST used to be on the list.  But they've essentially been folded down into Western Digital now, and remaining drives are going for "Are you NUTS?" prices.

    Also, if your SSD is more than about 70-75% full, it's DEFINITELY time to either throw stuff out or get a bigger drive.
    The fuller the drive gets, the faster it'll wear out.

    Yeah, it's definitely long term storage.  Most of the drives are only accessed once or twice a year on average, some of them haven't been touched since they were stored away.  They hold video footage that gets pulled out when a client orders it or when we have need of it for an edit... there's several drives that date to 2006 and haven't been accessed in 10 years.  All are stored in a climate controlled area but they sit on the shelf until needed.

     

    As a thumb rule the drives with last year and this year's stuff will be accessed monthly on average, as it gets older the access gets much rarer.  I'm thinking  of buying several drives and copying the old footage over, hopefully before the drives die.  I tend to find out a drive has died when I pull it off the shelf and plug it in.  Worst case I have the footage on DVD, but that's SD and the drives have the HD footage.

  16. 13 hours ago, Hyperstrike said:


    If that's the only thing stopping you, SCREW the HDD.
    Get yourself a decent sized SSD!
    It won't see the performance of SATA3 or PCI-E, but it's still a damn sight faster than your hard drive?
    I'd also look at simply doing a clean reinstall of WIndows at the time.  As you might be dealing with an install that has problems too.
    And a fresh install will generally run faster than a cloned instance.
    Then if you have more stuff on the HDD, you can either keep it as bulk storage or replace the drive later.

    Startups won't be near-instataneous the way they are with fully integrated systems that were set up that way from the word go.
    But they'll be a darn sight faster (as will program launches) and the performance is NOTICEABLE.

    Three brands of SSD I trust.  Samsung, Intel, Crucial in pretty much that order.  And Intel thinks their **** don't stink and prices outrageously accordingly.

    Samsung Evo 860 500GB  $75
    Samsung Evo 860 1TB  $129

     

    Crucial MX500 500GB  $67

    Crucial MX500 1TB  $110

     


     

    Agreed on the SSD recommendation; I've had both Samsung and Crucial drives for some years now with zero issues.  On the other hand the very first SSD I bought shortly after they came out was an Intel and it died after a year... just long enough to outlive the warranty of course.

     

    I hadn't realized prices had come down that much, it's been a couple years since I last bought one and they were more than double those prices then.  Damn it Hyper, you're making me think about replacing the ~400GB Samsung in my gaming rig with a 1TB.  🙂 

    I've the SSD boot and a couple of 4TB mechanical drives in the machine now and the SSD is nearly full.

     

    Oh, one question, what's your opinion on the most reliable 4TB+ drive for long term archival of video footage?  I've been using WD Blue drives lately, prior to that I have a bunch of WD External drives (My Book) on shelves in the closet.  I fill about 15 TB or more a year with video footage that I need to archive and I just got bit when a My Passport drive from 2013 died and took a bunch of footage with it (That I fortunately had a backup of).

    • Like 1
  17. 7 minutes ago, EmperorSteele said:

    He probably had very high defenses. Any hits he did take were probably mitigated by healing/absorbing/regen/etc. Also, he was probably an Incarnate, with al the extra goodies that brings.

    Also, I -think- the HC version of LR isn't as strong as the Live version was. I remember a few folks and I did the TF with master settings and beat it easily, and this was when HC had only been live for about a few weeks. We weren't even fully incarnated yet or anything. It was a bit underwhelming.

    I don't think LR has been tweaked any; the reason it's easier now is because most people running it are Incarnates.  I'd bet they're going to be 50+1 level, have an Alpha slot to boost them, possibly a Destiny Barrier or Rebirth contributing to durability.  I probably ran the STF a hundred times on Live and I've made about a dozen runs here on Homecoming.

    • Like 1
  18. It's not all that hard to do with a good set, I've done it with Invuln dozens of times.  Here's my method:

     

    I start with an Invuln tanker who's soft capped to S/L/E damage at 45%, and 90% S/L resist.  While Red is up I pop a couple of oranges to bring Energy resist up to ~90% and keep a purple active to maintain ~75% defense... Yellow buffs his To Hit.  Once Red is down I let the Orange expire and maintain the purple until Yellow dies, although it's much less vital once Red is gone.  Once Yellow drops tanking him isn't much tougher than a normal AV so I'm golden at that point.  I always carry a big blue in case he gets lucky with his end drain attack and a couple of big greens if he gets a solid hit in and Dull Pain isn't recharged.  More often than not I don't need them but if I do I REALLY need them.  He CAN'T one shot a tanker with near capped resistance even with the Red tower buff; he CAN two shot you which is why I carry a couple of green candies.  I've only once had him nail me twice in a row through soft capped (75% with Yellow tower) defenses so it can happen that the RNG just decides it hates you today.

     

    I would assume that Rad tanker likely has nearly 90% resistance to S/L/E damage without any candy and likely a good chunk of defense on top of it.  With some Purple help he shouldn't have any problems.

  19. Absolutely agree, it would be even nicer if you could have a stack of more than 10 as well.  With the way things are coded in this game however that's something that could be trivial or it could require a full page one rewrite of the auction house.  Actually, I'd kind of suspect it might be closer to the "rewrite the whole damn thing" category than the "trivial" category.

  20. I'd take Hyper's suggestion if you aren't comfortable rolling your own.  Dell has a decent reputation and I've owned a few laptops over the years that have worked well.  Right now I'm playing a scratch built machine I put together a few years ago so most of the hardware is 2-3 generations old but high end for it's time and it'll likely serve me just fine for another 3 years until I look at upgrading it again.  The nice part is I tend to upgrade piecemeal instead of a brand new machine, I may replace a video card one year, then an SSD another, then possibly a motherboard/RAM/CPU at another time all while using the same case, PSU, drives and peripherals.  Oh, and also not needing to pay Microsoft the ransom on another copy of Windows.

     

    Because I'm not currently looking at any upgrades I'm not up on the current state of the art; I usually research that pretty heavily before I plop down the cash and more or less ignore it until I need to upgrade again.

    • Like 1
  21. My all time favorite combination is Invuln/Stone Melee.  It offers top tier protection coupled with decent damage and great control and aggro management.  My namesake was my first level 50 back in issue 3 and by far my most played character logging somewhere around 4,000 hours at shutdown.  It has the durability to easily handle anything in the game if built right, the tools to hold aggro almost as tightly as Ice and the controls to keep mobs on their butts instead of hitting anyone.  It won't out damage a Fire/Fire tank but it will out survive it; it's not quite as tough as an IO'd Granite tank but it's a hell of a lot more mobile.  And it's not the "standard tanker, one each" of Inv/SS that everyone seems to play.

     

    I've played several other tankers to 50, Stone/EM (pre-nerf it was borderline adequate, now it's terrible), Fire/Fire (solid throughout on Live), Stone/Fire (great pre-IO, still good at shutdown), Shield/Fire (possibly my 2nd favorite), Ice/Fire (ok performer but didn't really click with me) and a couple of others I'm not remembering right now... I think I had close to 30 characters at level 50 when the game shut down and at least one of every AT but Masterminds.

  22. Have to say I don't see any point in that level of KB protection, but then I've never had any use at all for PvP.  I'll grab Shivans and occasionally missiles but I don't care one way or another about PvP other than I personally dislike it.  Rather emphatically in fact.

     

    That said, back on Live PvP was nearly nonexistent on most servers and I've never seen another player in a PvP zone while I was getting Shivans on Excelsior.

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