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Cutter

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Everything posted by Cutter

  1. Kheldian? Robot for the base "human" form, and you could RP the Nova and Dwarf forms as holographic projections.
  2. Pairing with Elec primary. Looking for ways to layer some defense over the resistances. Is it worth slotting Guarded Spin (base 15% melee/lethal def) for defense over damage? I'm trying to compare it to Martial Arts > Storm Kick, which is 10% positional but can't be enhanced. I think being able to buff the numbers on GS gives it the edge despite the more limited coverage, but I'm in no way an expert in these things. Thanks for any insights!
  3. Canuckle Sandwich popping in here to say thanks (again) for hosting!
  4. Put this together last night... Max Damage! Everything always went Max's way - until the day he won a fight he was supposed to lose. He doesn't remember the beating. Waking from a years-long coma, he discovered that his body had been rebuilt. He trained relentlessly to understand and master his augmented self. All the while, his sense of purpose came into sharper focus. His benefactors have never revealed themselves, communicating only through proxies. Despite their secrecy, they have always guided him on the path of righteous justice. Today, his path has brought him to Paragon City and the steps of Atlas Plaza. Here he will make a name for himself. Here... he will bring Max Damage.
  5. The Gadgetry PP was one that the original Devs had on the books to include, but it was (iirc) never completed and certainly never implemented into the game. Maybe one day, but not in the forseeable future. You're getting that builder error because it's not an in-game power pool.
  6. Cutter

    Ice/Ice?

    I was going off Blaster board info, which suggested that Ice has among the strongest single target attacks. I did not see mention of cap-less AOEs. That certainly changes my planned progression, so thanks for the insight!
  7. Cutter

    Ice/Ice?

    I'm not seeing much talk on either of these sets on the Sentinel board. It seems like Ice/ primary could be built for some serious single-target focus, while the /Ice secondary has solid defenses and some OK survivability options. Anyone with experience in either set able to weigh on in how it plays? I've DFB'd mine to the mid-teens and looking for ideas. Thanks!
  8. Aaaand there it is. Thanks!!
  9. So it seems like all the redside destinations work fine. Blueside I’m only getting contact to RWZ and the two Dark Astorias. Maybe due to the memory leak issue they patched for this morning? That’s the only thing that makes sense cause my 3 teleporters are set up identically. Unless anyone has other thoughts?
  10. @Impish Kat, that's correct. When I click on a beacon the teleporter outline is yellow. I don't think it's in a doorway but I could have easily done something like that! @Healix, I'll give the generator a go and see if that resolves things. Edit: Nope. I built a leyline generator thing, made a second teleporter, and added beacons to both so they are each sitting at 10 connections. When clicked, one of them lists 0 destinations in the dropdown, and the other lists 2 destinations. More trial and error I guess!
  11. Never built a base before... I've had a look at the FAQ and other threads here, and can't figure out what I'm doing wrong (or just not doing). I placed my teleporter with 2 beacons adjacent (all from an arcane style). Yet when I click on the teleporter out of edit mode, the only option is "Cancel". When I click on the teleporter in edit mode, I see yellow outlines on the beacons. This means they are connected, yes? Do I need a power supply or something for them? Thanks!
  12. I'll do my best to remember this when I get home from work. I have lowbies on all servers and tend to jump around often. Sounds like this'll feed that playstyle.
  13. None yet, but I'm looking at rolling up a Rad/Bio tonight. I want to do something with StJ and Kin too.
  14. Waaaaay back when I was first intro'd to the game by a friend (like i2?), I made a Spines/Invul scrapper named Little Prique. I've steered away from the body parts names now (due to children who can read!), but that didn't stop me from naming my Inv/Titan tank Hugh Jeffinsword.
  15. I don't really see the need to scale these effects based on team size, to be honest. For 1), tanker solo-ability isn't really in question right now. I don't think it's needed at all, and it somewhat conflicts with 2) (since a solo tanker would need to still rely on an otherwise-inefficient attack chain while solo, but could shift into higher-efficiency chains while teaming). For 3) -- and I think a lot of us in this thread like the idea of a bodyguard effect, even if we don't know if anything like that can be attached to a team this way -- either no scaling or scaling in the opposite direction makes more sense. As proposed, the largest team also has the highest % of damage redirection, which makes the incoming damage the tanker has to mitigate scale up multiplicatively (from 1x0.01 at duo to 7x0.07 at full). I would rather see a flat value (something like 5%), but if it were to scale then something like 25-50% while duoing to ~5% while on a full team. Good points, thanks! This really was a rough first pass. Great catch on the scaling on 3), gonna blame work distractions for that. As far as how to attach it to the team, I am not a programmer but I imagine it would be simpler to just have a static piece of code in the AT that says "redirect x% of teammates' damage to self". If there are no teammates, it just won't do anything. Just have to be careful of a multi-tank team endless redirect loop. Either that, or proliferate the effect of Shield's Grant Cover ability but change it to "you grant +res to your teammates".
  16. My Thugs/Nature is 20 now, with the 2 summons and equip from the primary, all the available powers from the secondary, plus Maneuvers. Power slotting is hot garbage from drops as I wait for L22. With the exception of his suicidal arsonist, I’ve found Nature to do a quite respectable job of keeping his dorks alive. Once I can get “real” enhancements in place I expect that to improve significantly.
  17. Rad/Rad Tank, tech origin for bonus points. Mine: The Unfleshed
  18. I used the menu for the first time a few days ago; very nice! My only suggestion/question would be about adding a third view style that's sorted by Enhancement Type (e.g. group all the Melee Damage together, Ranged Damage, etc.) rather than alphabetically. Is that a doable thing?
  19. Can Gauntlet have its effects list expanded to work in a way similar to Vigilance? First pass at the inherent's effects: 1. Downscaling damage buff (highest while solo, scaling down with more teammates and the extra damage is theoretically less required). 2. Upscaling brusing effect (attached only to T1 solo, scaling up +1 power/teammate to end up being attached to all powers (excludes Taunt) on a full team) 3. Upscaling bodyguard / team damage redirection effect (0% while solo, scaling up with more teammates, somewhere between .5% and 1% per teammate). Based on this idea I posted a couple pages ago: Tear it apart!
  20. Thank you both for the assurance and proc suggestions!
  21. Thanks! Just gotta get off work first (hence why I'm asking now). I didn't realize the "" were part of it - this is my first real foray into the world of keybinds.
  22. I have basic keybinds set up on my Thugs/Nature MM. I would like to modify my "goto" command to both send my goons to a place well as drop my Lifegiving Spores toggle on that same place, in a single click. Does this look right? numpad9 petcom_all goto $$ powexec_name lifegving spores Thanks!
  23. I've run both of these TFs on live, but never as an Ice tank. Psi secondary if that's relevant. For Posi especially, given that I won't have my energy defenses, am I basically advertising myself as a low damage scrapper because I'm going to be taking clockwork blasts to the face if I try and tank it? I know that's not the only enemy group but from what I remember, that's the one I'm most concerned about. Is Synapse less of a concern? Assuming of course I'm leveled to at least 18 (preferably 19) so I'll have the defenses then and maybe even slots. Or should I still be worried about being able to effectively tank all the zaps at this point? Feel free to tell me I'm overthinking in any of these cases!
  24. It might be just as easy to change that wording to "When you taunt/gauntlet a foe that is under the effect of another Tanker's taunt/gauntlet, you ALSO apply a minor debuff to that foe for n seconds. This effect can be applied once every m seconds."? Or perhaps just give tanks a +hit/dmg bonus when they attack an enemy under another tank's taunt, if you're looking for a buff to the tank rather than a debuff to the mob? Yeah, in conjunction with other tweaks I think this "team bodyguard" mechanic would really help to reinforce the tank's role as "absorber of damage" in a way that goes beyond just sucking up the alpha strike. Downside is that it would hurt more on def-based sets than res-based, unless the redirected damage is somehow flagged as "ignores resists". The thing that neither of these suggestions addresses is solo performance. In both cases these are things that would only trigger in a team setting. Then again, given the premise of the thread was to address tanker utility, which in my mind implies a team setting, maybe solo performance help isn't necessary in this specific discussion?
  25. One of the suggestions up-thread was a "Bodyguard" like mechanic, where the Tanker chooses a teammate (via toggle I'd assume?) and then takes a share of that teammate's damage. I wonder if a spin on that could be implemented into a passive ability or tacked onto an existing Def/Res power. Something along the lines of "Whenever a non-Tanker teammate within X distance of the Tanker takes damage, 5% (example only obv) is negated and redirected to the Tanker." This would provide a real reason for multiples on the team, as they're now preventing 2x/3x/etc. damage to their team. It could either be a small pbaoe to defend whoever is close, OR a large "non-pbaoe" to better protect the ranged squishies (e.g. "teammates between 20 and 60 feet from the tanker"). Also on the "make more than one Tanker desirable" train of thought, what about tweaking Gauntlet and/or Taunt to include "When you taunt/gauntlet a foe that is under the effect of another Tanker's taunt/gauntlet, you instead apply a minor debuff to that foe for n seconds. This effect can be applied once every m seconds." (where m > n by prolly 5 or 6 to 1, e.g. 5 sec debuff every 25-30 seconds). The debuff could be -def/-res, or (perhaps more thematically) a small -tohit to reflect the tank's threatening presence.
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