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Meknomancer

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Everything posted by Meknomancer

  1. Toss the shield wall into kinetic shield and replace the luck of the gambler pieces with equivalent def, def/end shield wall pieces. Teeny bit of extra hp but y'know mini/maxing 😛
  2. Its a great build, you said it yourself, its a beast. Pretty hard to go wrong with bots/dark, was my no. 1 mm on torch and excel til page 5 upgrades. Is it perfect? Only you can answer that its your toon and your playing it but you sure hit all the numbers defensively/resists-wise and got perma hasten which is impressive. I dumped fighting for personal attacks, nothing wrong with stacking more - regen but i exempt a lot and threw in group fly so my numbers don't even compare but it still kicks ass despite not being anywhere near as tanky in mids as it was it still feels tough. And i like maintenance drone. Hard to criticise a build that works just fine. I may throw a single boosted recharge into tar patch that'd let you get it a few seconds shy of a triple stack but other than that its hard to pick anything out. Toss the steadfast into shadowfall, you won't lose any s/l res you will gain a couple % extra neg en res. I doubt its not that people don't care about bots/dark its a classic, it may just be that there's so many QoL changes since page 5 players are working their way through 500+ respecs and just haven't got round to their own yet 😛
  3. If you plan to solo gm's+av's turn on all your toggles, long fights are going to leave you winded. 1 slotted rad infection and enervating field with assault on top and you'll see that blue bar vanish in a few chain attacks. I see so many builds with only a single end red in enervating which is fine teaming when the av drops in 15 seconds but if your going to be hitting stuff for over 2 minutes i'd look at finding extra slots for your toggles. Even turning off CC only helps a little.
  4. I can't even remember how i slotted my wp scraps i don't think i played any in over 2 years and i lost all the builds. Pretty sure you want as much e/ne defence as you can get with softcapped s/l resists and some f/c def thrown in. Savage is fun but hemorrage is a power i always skip along with the teeny cone shred, so i end up running maiming slash on auto and just hitting savage strike+vicious slash in between to build up stacks. Shadow meld from soul tends to be my goto patron pick so possibly something like this:
  5. So i'm standing next to the av, nothing else nearby to put me over aggro cap and i use pretty much the same chain on all tanks and only play tanks with damage auras now, taunt-build up- single target attackx3, repeat and the av spins round and pummels whoever i call that an issue that needs a fix. Best example of this is usually a gm like Adamastor which will simply spin round and pummel the lore pets. Which brings me back to my original point, is CoH taunt/threat now working in a similar manner to CO's in that you need to be building threat level through dps in which case the taunt power is broke.
  6. Looks like your going for a no defence all resists build but havent hit the numbers. In that case check this link, scroll all the way to the bottom and check @Hyperstrikebuild:
  7. As i said in the 2nd post the only tank i have had 0 problems taunting with has been the bio/axe with a full set of mocking in taunt. Which was also my highest dps tank even before the changes to axe. I appreciate the replies and i know @Luminarahad posted about the power pool but playing the game it felt as if it was applying to taunt in the same way on any tanker i built with only a single slotted taunt, which was every other tank. I will have a look at putting more slots into taunt on those, although as far as i know taunt auto hits outside of pvp so accuracy was never a consideration, i always went for range and recharge and duration, usually the 3 or 4 piece from a set and just boosted it.
  8. I'm saying its broke based on the last 3 years of play but your correct i don't have empirical evidence i can provide just the time spent on HC playing every day. Its not every single instance it just happened twice on the last 2 tf's when i happened to be running a tank and that was annoying enough, but for the first year playing i was running a lot of melee toons/toons that play in melee and any that put out significant dps (elec/kin corr, rad/sd scrap and a ton of others) would grab aggro off a lot of tanks in the teams i was in. Perhaps it is the critter ai and if they aren't within a specific distance of the taunter they simply aggro to whatevers next to it. Too much experience of tanking and watching scrappers pull av aggro when i'm standing next to them taunting regardless of the sets i run tells me something isn't working the way it is supposed to.
  9. Wormholing the mob onto yourself with choking cloud is surprisingly effective especially if you already debuffed the boss and use it as an anchor, mobs stunned and the varying mag effect of CC pretty much grabs all the minions and lieuts instantly. You can them immob everything in a very tight area surrounding your debuffs, its simply the fastest way to bunch multiple mobs if you also have fold space. This does work i agree, based on 2 things. 1: your the first person to the mob 2: The team mates behind you are willing to mop up and not speeding (i haven't seen this happen for a looooooooooooooong time)
  10. Offtank? Will it work? Who knows. You could provoke for all your worth and be totally ignored.
  11. Thats the single reason i usually skip it, its a debuff you never want to see anyone using when teaming unless your taking out a gm/av and there's no mobs nearby. I tend to play mine in melee and use a macro to wormhole the mobs on top of me and the last thing i want is to see that mob splatter while the melee toons say 'f this' and run off to another mob. Players running hurricane on team annoy melee toons almost as much as controllers that open up with their aoe immob before the mob gets into melee range and pin everything down so toons have to run about and take out 1 enemy at a time.
  12. @Zergor, @Radeonkind of hard to know where to start. I see the posts been a few days with no replies, i'd expect @Zectto have popped on with a full page of why it needs a rework or @Nemuor @fUBARto have posted something. I see a blaster build with 6 pieces of sting of the manticore and aimed shot and fistful of arrows 1 slotted, 6 pieces of sciroccos dervish and 3 slotted hasten and i move on to another post usually. It would take me too long to go into it so i will just pop something on and hopefully it will get ripped up and replaced with something better. 40%'ish ranged and 40% s/l defence needs a t4 barrier at 50 but its not a combo i'm familiar with. Powers in no particular order:
  13. I havent tried ping pong with singy yet, it does sound fun, i usually skip hurricane, i cant stand repel or kb but i may have it on my old grav/storm with just and end red tossed in i might give it a go. Not sure how well it will work i'm pretty sure i tossed in an overwhelming kb/kd in the pet to minimise its annoying attacks.
  14. No idea if that combo would work, i have played dark+ice with plant and they were fun. Threw something in mids, only hits about 40% ranged and would need a t4 barrier to keep it above 45%, you'd have to be fast getting in and out of melee:
  15. Old build been pretty unkillable just going for 45% ranged when boosted:
  16. I mained a icex3 tanker on live. Hop in the mob, click taunt on anything, mob aggroed and everything thrown at me and that was it. Same icex3 on here can't hold an av if there's a high dps toon on it. I forgot where the original post was fortunately @Luminaraput in a post here and that reminded of their thread from way back when: The only tank i haven't had an issue with so far has been an ancient bio/axe that runs a full set of mocking in taunt but seriously, how may of you actually slot taunt sets in taunt now? I looked through the forums theres not a single build that had anything except the chance for psi damage and about 80% of them skipped taunt altogether. I hear all sorts of stories of how 'I never had a problem on my invul tank holding aggro'. All i can say is it wasn't when i was playing my rad/sd scrap in the early days of HC and having to tank every av teams came across because the av would totally ignore the tank and pummel me instead. I miss the old days of having to do very little but hop into the mobs centre and click 1 button to hold all the aggro and not have to worry that the blaster pumping out dps from the back was going to pull it all off me. It seems like you have to work hard to hold that aggro now regardless of powersets. And yes, i have tried them all and the ones that work best aren't those i expected. Its the ones putting out massive damage which reminds me of Champions Online version of threat rather than CoH.
  17. 2 tf's as a tank, 3 single attacks-hit taunt and repeat vs av's. On both tf's the av's barely noticed me and decided the /elec scrap was a better option to hit. 2 different tanks. Dark/fire and elec/dark, its not like they don't have taunt auras in death shroud and lightning field. Chuck taunt in the attack chain and still get ignored. I think one of the av's actually spun round once to hit me but i'm sure that was after a built up attack chain and purely due to some dps and nothing to do with me actually taunting. So we know it got broke some time back. Over 2 years i think it is now when posts were made. Are we going to see taunt get fixed?
  18. Meknomancer

    Rad/Rad Brute

    You used to see 1 of these on every page but then tanks got the bump and i've only seen a single one running about paragon on a quiet server since then. Had to go all the way back to page 22 just to find the last post, if you keep looking beyond that you'll find about 20-30 posted builds/requests for builds, everyone else turned them into a rad/rad tank, essentially the same but with better def+resists and AT sets:
  19. Something very rough to look at, threw tp pool in at the end but dump it all and swap in some other fire epics if you can find some slots, problem with /stone is its end heavy and you need recovery serums/ageless to keep it going if your not taking energy mastery. Swap in reactive/titanium pieces in the resist powers and see if the numbers improve:
  20. Nothing wrong with /rad i love the set. My point was you can't compare its dps to /storms. Unless you proc out choking cloud the secondary has no extra damage attacks in the way that /storm has with tornado and lightning storm. I wanted fold space as grav/rad has only crushing field in the primary as a source of aoe, if you wormhole 1 mob and fold space a second mob the debuffs will help you out big time in killing speed and you can take 3 mobs at once by stacking them on top of whatever mob you hit first. Comparing rad secondary to storm is like comparing a kin to an emp and saying its a better heal set because fulcrum lets you kill stuff faster therefore you don't need to use the heal. As to the single target attacks, they are the same regardless of the secondary. Grav is far and away the best single target attack set for controllers but its aoe is never going to compare to something like fire.
  21. I don't run it on my grav storm theres plenty of damage from /storm, the rad secondary provides 0 extra dps powers so having 2-3 mobs stacked up for the puny aoe and single target attacks speeds things up and choking cloud provides some extra control, you really can't compare /storm secondary to anything else its in a class of its own.
  22. Not sure sents had any changes when invul got updated but i haven't played any since then. 45% s/l/e/ne defence and 75% s/l resistance usually felt pretty unkillable. Damage doesn't look fantastic and i'm not sure about end usage, might need recovery serums while levelling and ageless destiny at 50 but i haven't played this combo. Lightning Field was just chucked in because there was a spare power pick and it might look good on a space marine themed toon. I'd probably swap it out for tactics with 3 adjusted targeting pieces. Basing it on my dark/invul it'd look something like this: Edited for the sword ignore the 2nd build and elec mastery:
  23. Old thread but i have been playing grav with /rad and /nature and struggling with both trying to fit in fold space to double port mobs. The /rad really struggles to survive where /nature breezes through. Build needs help:
  24. Thats from the first 7 pages, 1 of them was on this page, i could keep going and find another 20 builds but you get the picture.
  25. Not a huge fan of the combo after playing ill/dark and ill/cold for so long but i do love to see how you got everything perma without a ton of purple sets. And its always great to see one with TJ in, there's so many builds skipping it as it does seem counter to run it with invis but its just too good to be leaving out.
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