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My SS/Elec is at 26 right now, and I am still unsure of what to build for IO wise. Obviously +Recharge is a big one, to get Energize up as quickly as possible, but what else? Nothing really to stack +Def with, would you go +Regen instead?
I am planning on doing farming with this character as well, and I know the main Villain farm, Nemesis, just busts through defense anyways. -
Quote:With Fireblast, Blaze and Fire Sword, he is not lacking in single target damage. My Fire/Nrg blaster has slightly higher recharge, and his single target damage chain with Fireblast, Blaze, Bonesmasher, Fireball is pretty much untouchable when it comes to single target damage.The biggest drawback of your build is the lack of single target damage powers, which will only be an issue in AV fights where you don't have help to keep your endurance up and/or where you have to stay at range for some reason. Not a huge issue, but it may be a concern.
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Quote:People on test have already confirmed that it's been nerfed, but not "Energy Transfer" nerfed. It deals less damage to people on the edge of the AoE.Maybe.
Castle confirmed in a thread on the Scrapper forum that Shield Charge is not doing what he intended it to do (and what he thought it was doing). Specifically, it's dealing way more damage than he thought. He hasn't said exactly what he is going to do about it, instead saying that whatever he does, it's going to take time and careful consideration.
It would take a truly unprecedented nerf to make Shield Charge a bad power. It would take more than the complete removal of Shield Charge to make Shield Defense a bad set. I wouldn't worry about it. -
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Quote:Honestly, it seems to me that the very fact that there's this much debate about it- and on the Controller boards, no less- suggests that there might be less difference than some think.
My gut instinct on this- beyond what I posted last time- is that while it may be possible for Controllers to optimize better than 'fenders, one runs into the human factor. That is, for those of us who have not already achieved the Singularity and become one with our machines, we can only do so much at one time- if nothing else, we can only hit keys so fast. Assuming I represent any kind of baseline as an 'average' CoH player- my playtime is somewhat limited, but I do some theorycrafting and I've been playing for close on to four years now (with a two-year gap in the middle)- then our hypothetical 'average' CoH player is going to have a rough time pushing Controllers far enough to seriously overshadow Defenders, simply due to the complexity of action and situational awareness needed for it.
And also because Controllers tend to fill the screen with FX, so you can't see what's going on anyways. Eesh >.O
I will give that generally, if one has the choice between a Controller and a Defender, they will pick the controller.
However, it has been noted that Defenders are not *bad*. They are infact, very good. If I am choosing between a tanker, scrapper and a defender, chances are, I'm going to pick the defender 9 times out of 10.
This makes balancing them even more difficult, because it's not really the *Defenders* problem... It's the controllers. Yes, nobody wants controllers nerfed, and I doubt they will, but thats the biggest problem. Controllers are just to good, and it makes defenders look bad in comparison. -
I've been playing mine for about a week now, and I love it. I am avoiding Combustion and Electron haze though, due to their animation times. Irridate+FSC+Neutron bomb should be more then enough AoE, and it will let me kite around without getting killed.
And Spines, thing to keep in mind about Archery, is that the Tier 9 is a 4 second animating power, and it is all Lethal. It's incredibly good, but IMHO, the Rad/Fire will be outdamaging it. -
Quote:SS is best because of Rage. Having what amounts to a stackable perma buildup is stupid good. Because Rage boosts EVERYTHING, it boosts the Patron AoE, as well as any other AoE powers you have(Shield Bash, Damage Aura's, etc)I know, I've seen tons of posts about similar things, but they tend to go off on tangents, or simply state that SS/? is the best, or something random like that.
But besides saying Footstomp is great, I haven't seen much evidence of WHY SS is so good for farming. Other threads I've seen, say that fire melee is the highest damage set for brute, period. So how could SS be better?
Also, is /fire very survivable? I've heard it's really squishy.
Fire's survivability is pretty average once you get tough, and IO'ed out. Healing Flames makes up for alot of it's squishyness issues, but as I already stated, Fire is only the third best for Farming. Shield is best due to Against all Odds and Shield Charge, with electric taking second best due to Lightning Reflexes, Energize and Powersink. -
Top primaries for Brute farming, arranged in order of their effectiveness.
1. SS
2. Electric
3. Fire
Top secondaries for Brute farming, arranged in order of effectiveness.
1. Shield
2. Electric
3. Fire
There you go. -
Kin/Archery is actually a damage machine once it gets rolling.
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Quote:I'm actually curious what you would recommend. At first thought, I wanted to add more damage, but then that would start making Defenders and Corrupters far to similar(And when Going Rogue hits, I would not be surprised to see Corrupters vastly outpopulating defenders)There isn't any reason, at all, ever, to roll a defender over a controller except for play style or concept.
The small amount of buff/debuff lost by controllers due to AT modifier is more than made up for by the controls in the primary. If you team with a regular set of folks that use IOs giving set bonuses there is even less reason.
Candle's right. The defender AT needs an entire revamp ala the stalker and dom revamps. I disagree with his proposed solution though.
The 1.25 modifier was just a simple thing I made up on the spot. I'm curious of any other solutions people have thought up for Defenders. -
My Rad/Fire blaster. Irridate+Firesword Circle+Neutron Bomb next mob.
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Quote:Exactly. A Defender may be able to get an extra 6% or so extra defense from FF bubbles. A Controller can lock down entire mobs so they don't cause ANY damage.That was initially my thought process - but then I came to the basic conclusion that no amount of buffing or debuffing was going to be more effective at 'defending' your teammates as either 1) killing the bad guys or 2) rendering them completely helpess, both of which Controllers generally do better particularly in the late game.
I love my 3D defender and my FF/Sonic. I love my Kin/Rad and my Cold/Ice. But I've never played a defender who was near as effective in helping his team out as my current controllers seem able to do. -
I have been playing my Stone/Inv brute since Villains first launched.
I have loved every minute of it. -
Quote:Please read his post. You entirely missed what he was asking.Here's a tip: Stop playing your controller like a defender.
Start playing your controller like a controller.
If all you do on your controller is buff / debuff, you aren't going to have a different experience than playing a defender. A Controllers primary is, get this, CONTROL. Outside of Ice Blast and the Dark power sets, no defender set is going to allow you to mez the living daylights out of mobs.
Once you grasp what it is that controllers are for, and what they do, you won't be asking why teams want controllers.
As for the OP, there is in fact, little reason to roll a Defender over a Controller. Once you get to late game, controllers are better in all aspects, from both damage mitigation, to damage. It can be said that defenders deal better damage pre-pets and epics, but conversely Controllers will *always* have more damage mitigation then defenders.
Defenders are in need of a revamp, and giving them a stupid little +30% damage when solo was not it. My recommendation to the Devs is to boost Defenders primary modifier to 1.25. -
I do it all the time with all of my characters, especially if I don't have the means to make their *final* build.
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Also, just rolled a Rad/Fire. It's pretty much the most fun I have had with a Blaster so far. AoE Melee Blapping is the deal.
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Something /Fire. I don't see enough /Fire blappers around and it disappoints me. Or I see people take /Fire, then skip Fire Sword Circle.
Grow a pair and get in melee!
That Psi/Fire could actually be alot of fun. Decent single target from the primary, and awesome AoE from the secondary. -
Inv or WP I would say. Inv shines on brutes just as much as tanks, same with WP. Both are incredibly tough, especially when built for +Def.
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For primarily solo, Rad/Dark will suite you better. Rad/Kin is an excellent combo, but Kin really benefits from teams more then dark. Dark gives you lots of control and damage mitigation, as well as the -damage resistance from Tar Patch.
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Quote:Thing is, this is what ANY AT needs to have to be good at teaming.What stalkers need is damage. AoE damage.
Without that they fill no purpose almost any other AT can't do better.
There are tons of sets that focus on single target damage, and yet you don't see hordes of people complaining about how useless they are.
Ice Blasters, Psi Blasters, Energy Melee on any character, Martial Arts on any character, Dark melee, etc.
Fact of the matter is, the only problem with stalkers is set disparity vs Teamed and Solo.
Some sets, Broadsword, Ninja Blade, Martial Arts, Dark Melee, and Energy Melee, are going to be better solo, due to their single-target damage focus.
Conversely, other sets, Electric Melee, Spines, Dual Blades, Claws, are going to be better for teaming. -
Quote:The differences are not huge, but WM is better.Oh why is that? I have a 50 WM/SD Tank and just recently started a BA/WP Brute. Granted they play very differntly, but I like BA so far.
WM has Clobber, which is a very high damage attack that comes early in the set. WM has better damage mitigation via their stuns. BA just has KD.
And finally, Smashing damage is less resisted then Lethal, which effectively increases WM damage. -
Lets talk about damage caps.
People go off on this about brutes, citing their 800% damage cap, while completely ignoring their lower base damage.
Heres some fun facts for you.
Lets assume both a Scrapper and a Brute are on a team. They are receiving the same buffs. There is a kin giving them +300% damage.
Scrapper is at his damage cap of 500%
Brute is at 75 fury(Which is a pretty average *high* number for brute fury on teams) giving him +150% damage on top.
So Brute is at 650% damage, and Scrapper is at 500% damage.
Scrapper is 1.15x5=5.75 damage
Brute is at .75x6.5=4.875 damage
In order for the brute to actually match the scrappers damage, he has to have an additional 170% more damage buffs applied. -
Quote:Scrapper multiplier is higher. Thus, they do more damage. Some people will attmept to bring up fury but even at 50 Fury (100% enhanced damage), Brutes will only be doing a small margin more damage than scrappers. That's not including any buffs, critical hits, or fury fluxuations.
Scrappers sit at 1.125
Brutes sit at 0.75
So, lets assume both classes are about to use a 100 damage attack.
Scrappers will do 100x1.125=112.5 damage
Brutes will do 100x0.75=75 damage.
Now let's assume the brute is at 50 fury (100% enhanced damage).
100x0.75x2= 150 damage
Thats not a whole lot more.
Now let's assume that both are on the same team and theres a kinetic in the group. The Kinetic is giving everybody 100% enhanced damage. Both the Scrapper and the Brute (Who is still at 50 Fury) are getting a 100% damage boost.
100x1.125x2=225 Scrapper damage is 225
100x0.75x2(fury)x2(kinetics)=300 Brute Damage is now 300
Now, as you can see the Brute is still doing more damage but theres a problem. The scrapper still has that 5-15% chance to crit and benefited a lot more from that 100% damage increase due to his higher multiplier. Also, The Brute may or may not be at 50 fury. It's difficult for a Brute to get a large sum of fury if he isn't tanking. If there is a Tanker on the team, then the Brute possibly will not have 50 fury at all times. He may only be able to get to 20-30 depending on multiple factors, expecially if he's even being targeted by enemies.
TLR The Brute's damage fluxuates and thus, isn't reliable. The Scrapper is able to consistantly deal out a large sum of damage without the aid of fury buildup. Thus his damage will outshine the Brute's early in a fight (When the Brute has low fury) but will eventually be eclipsed by the Brute if and only if the Brute can keep a steady income of Fury.
You forgot to factor in Enhancements, which increase Scrappers damage more then Brutes.