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Posts
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Nukes are awesome and there's no need to buff them. You have teammate buffs and blue insps to deal with the crash, and you often spend most of the zero recovery time re-applying your dropped toggles(after using a blue) and/or moving towards the next mob.
Also, if you remove a part of the crash then it would serve as a nerf to the powers that help mitigate it(Transference, Adrenalin Boost, Painbringer, Drain Psyche, Heat Loss). -
Quote:My initial post had "No DDR" so you might be referring to that, I edited it later on(probably too late). It has very little DDR, not really significant.Pretty sure Willpower gets some DDR.
Heightened Senses: RES(Defense) +21.625% for 0.75s [Ignores Enhancements & Buffs] Effect does not stack from same caster
RedTomax is hard to interpret; looks like at least one othe WP power has DDR but only on PVP maps?
Indomitable Will: RES(Defense) +30% for 0.75s If on a PvP map [Ignores Enhancements & Buffs] Effect does not stack from same caster
Quote:I must have misread you sorry. i thought you wrote that Invulnerabiltiy's resists were better than Willpower, and concluded that Invulnerabilty was better for team's than Willpower. My bad, sorry for the confusion. -
Quote:Where did I say in my post that Resistance>Defence? That has nothing to do with what I wrote.I love Invulnerability, my first 50, but....... If you are talking using I/Os it has been pointed out that softcapping Def is so much more effective than softcapping resists that you are not even in the same ballpark for survivability. That is one of the reasons my new main Tank (now 48) is a Willpower. It has to do with the amount of damage you want to eat. take 20000 points of damage, in 20 1000 point shots. ouch. Invulnerability will (give a good def bump, say he has def that is effectively getting hit by 50%) so gets missed by half of this, so 10000, and eat 10% of that, so 1000 points. A softcapped def Willpower will get hit by 1000 and resist some of that, call it 30% for grins. 700 points actual damage. So, in this scenario the Invul takes 1,000 and the Will takes 700. the will is also regenerating like a wannabe wolverine. the Invul is gonna have to juggle to do heal management.
That is the short (and hopefully understood) version of why softcapped defense is better than softcapped resist by an order of magnitude. You are not even fighting the same fight, not playing by the same rules. -
Take Energy attacks for instance, many of them have a -def debuff attached. Seeing as you have almost no DDR and very little energy resistance things can get painful. This also brings the Praetorian Clockwork to mind which are increasingly common and are a WP's worst enemy(energy damage, -regen).
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Quote:Even with a softcap to S/L/N/E/F/C, your resists are low compared with Inv(which can also get softcapped S/L/N/E/F/C along with some psi protection) and you are more vulnerable to defense debuffs. You might have better solo capabilities due to your superior self healing, but in a team setting Inv trumps WP.Most of those problems with WP can be compensated for with IOs, but yeah if you don't have/want to spend the bankrolls for them WP has a couple noticable holes. I'd still probably rank it about even with Invuln (both considered sans sets) as far as durability goes - Invuln gets more resistance up front and scaling defense, but WP can get some nice regen numbers even with generic slotting and is real tough on Psi (Invuln's weak point) right out the gate.
I don't really have any experience with Stone, so I can't comment there. -
Quote:WP has an E/N/F/C hole, no drain protection, less S/L res, and less HP than Stone and Invuln. I rank WP pretty high on my survivability list(second to invuln), but it's not better than Stone and Invuln, simply because psy damage isn't as common as S/L/N/E/F/C are(Ok more common than F/C).I disagree with everyone who is saying stone. If any death means deletion, that includes the missions with loads of psi damage. I'd probably pick willpower or shield, and just make liberal use of inspirations.
Shield is weak against high to-hit enemies, no drain resists, when it gets hit it gets hit hard, and it has no self heal/regen power. Liberal use of inspirations can be applied to Stone and Invuln as well. -
Quote:Oh I did factor in IO's. An FA brute can reach the S/L softcap at best, but he will still have sub par protection against everything else except Fire(which is not a common damage type), and no DDR so the softcap won't be as meaningful.If they're going to factor in IOs to hit the softcap shouldn't FA also be softcapped for the purpose of the discussion?
The price difference in doing so should be irrelevant when discussing effectiveness: It's a variable set by the player base, not the game mechanics. You were the first to mention soft capped fire armor when it should have been mentioned right away if shield defense was given the benefit of a soft capped defense. -
Quote:If you only have SO's on then you are built poorly. How much inf did you invest? not a lot, hence it's a poor build at least in the economic sense of the word.Fire Armor doesn't come with any defense so how can you 'neglect' it? You can neglect your resistances in Fire Armor by not taking your resistance toggles or slotting them, you can neglect your healing ability by ignoring Healing Flames. You can't neglect Fire Armor's defense.
Or are you equating playing the game with SOs with being built poorly? If so, should SO's be removed from the game so people don't fall into this trap?
I was more referring to bad IO builds that put too much emphasis on offense and not enough on defense, but you saw that as me calling SO's crap for some reason.
I use SO's while leveling up(alongside IO's), they're great. But at level 50 you should want to get some IO's if you plan to keep playing your 50 for a good while. It's really not hard getting IO's nowadays. -
You're so hardcore you deserve a hug.
Seriously. -
No thanks, that's ridiculously powerful and completely unnecessary.
And the trees look pretty normal to me. -
Quote:That could just be a case of the FA brute being badly built.I add another "much" to the pile.
I've played support where we had 2 brutes, 1 /FA and 1 /SD for LRSF. FA brute will do a couple of mobs and faceplant. The SD brute holds the agro from the heroes until the FA brute rezes and then eventually goes down again. The FA brute was pretty much a glass cannon, short burst of high damage and going down in a blaze of glory. Well, eventually, he'll get back up, but by that time, the rest of the team already finished off the hero.
A lot of the FA brutes out there are built for fire farms, and they neglect investing in things like defense.
Still, with equally good builds, the SD Brute will have more survivability, while the FA brute will do more damage. -
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Quote:A self heal every couple minutes isn't a really powerful heal, I hope you realize that. Heck I wouldn't be surprised if the HP regenerated every two minutes you get from the Max HP boost surpasses the amount of healing you get from it every couple minutes.Kind of going on a tangent here, but DP works just fine as a self-heal. My MA/Inv has roughly 1820hp and DP heals for something like 1011hp, which is somewhere in the area of a 55-60% heal every couple minutes.
It's no Healing Flames, but then again I have soft-capped defenses and resistances to back them up. -
If I had to make an overly survivable tanker I wouldn't go for Stone Armor for the reasons stated above, it's just too damn slow for my taste.
Invuln is the second most durable, and I would pair it with Dark Melee for maximum synergy. -
Stone Armor is the toughest primary, and as for the most mitigating secondaries it's Dark Melee, Stone Melee, and Ice melee.
Dark Melee is ST focused with a self heal but lacks AoE mitigation, so it's the best of the three for tanking AV's.
Stone Melee is ST damage focused and it has great AoE mitigation with a bit of ST mitigation(holding bosses), so it's good for surviving regular content and dishing ST damage.
Ice Melee is AoE damage focused and has great AoE mitigation with some ST mitigation(recharge debuff, holds), so it's good for surviving regular content and dishing AoE damage. -
Quote:I might be, but I think the invention system already did a good job of separating the casual from the "hardcore", and the incarnate system doesn't need to have the level shift added on as it does a fine job making you more powerful without it.I think that's silly. It's not going to turn away newer players because a level 10 is going to feel weak compared to a level 50 anyway. Casual players maybe, but that's only if the devs don't develop alternate gateways into the Incarnate System, which it seems that they are (by all reports, the BAF raid is something that can be completed in a relatively short period of time, so combined with the League System there's no reason a casual gamer shouldn't be able to participate unless they're forcing themselves to always play solo).
I think you're really blowing this out of proportion.
Imagine being in an ITF facing purple cons just because some members of your team have +4 level shifts and they get too bored beating on grey cons. Does that sound fun to you? Probably not, and hopefully the devs will implement something that discourages such situations. -
I'm not worried I'll be feeling weak. I'm worried that casual and newer players will feel weak, and this will turn them away from the game.
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Quote:That's not my argument at all.Do you understand the concept of "more"? You're basically arguing that since 1 + 1 = 2, there's no need for 3 or higher.
It's fine if you don't feel the need for your characters to be more powerful, but that doesn't mean everyone should be limited by what they can do.
Sure you're more powerful with the level shift, but you're already powerful with the alpha slot and the level shift makes none level shifted characters feel weak in comparison which is not a good thing. I'm merely stating that the cons outweigh the pros. -
Quote:If your cardiac bonuses already help you feel more powerful, what's the point in adding a level shift?I think this is WAI. An incarnate SHOULD feel powerful. This is also one of the reasons why I won't take all my 50s into the level-shift Alpha slot. The common Cardiac for example is good enough to shore up their weaknesses. I don't want some of my 50s to yawn while fighting level 50 mobs.
Quote:Isn't it the point of spending time to get Alpha slots???
I'll be worried if people feel alpha slots don't make much difference...because then, what is the point of doing it? -
It makes non-incarnate characters feel considerably weak in comparison. It's not too noticeable now, but if they add more level shifts the difference in performance between an incarnate and a non-incarnate will be enormous.
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Yes I love the new dimension this brings to character building.
One thing I'm not terribly fond of is the level shift, which doesn't really add as much as it takes away. I'll have to wait and see how the devs deal with the widening gap between incarnates and non-incarnates. -
I would go for either Elec/Shield or Elec/Elec, as those have the most synergy IMO.
Elec/Shield is the top combination for burst AoE damage, and Elec/Elec is a good sapping combo with a recharge bonus(Lightning Rod up sooner). -
You don't have to take Kick. Brawl, Boxing, Charged Brawl, Havoc Punch, and Chain Induction. Havoc Punch is pretty skippable, but not as skippable as Kick for sure.
I made a softcapped build a while back for Elec/Elec, but looking back at it now it sacrifices a bit too much for my liking.
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I wouldn't say that, considering your stealth is boned if a rikti drone hits you(And they will see you, even through invis and stealth IO's). If you have high defense or just pack purples you should be fine.
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I'd say if Invuln wasn't the most survivable then it would deserve a buff, considering the extra recovery you get from WP and Regen, giving you a much better boost in offense than the +ToHit in Invinc does.