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Quote:While I will admit for Scrappers and Brutes defenses are a secondary concern they both can still tank and tank well. Sure they need more support, but they make good off tanks. It's just Tankers are geared for it.Brutes' secondary is defense. The same as scrapper, tanker and stalker. It's NOT aggro management. Sure, for some, one power give that fonction. But it's like saying sonic blast's role is putting enemies to sleep, all the blaster's secondary (except EM) is to immob an enemy or FF's role is to make enemies intangible.
I still say Brutes should tank on teams, but you shouldn't expect them to hold the same aggro as tanks or take the same damage. -
There are differances an similarities to both how Tankers and Brutes play and how blue and red side teams opperate.
Boiled down for Tanker vs. Brute it's simple: they can both tank and they can both do damage. It's just that Tankers have low damage but great hp and defenses while Brutes have moderate attack that grows into a great attack while having a decent defense. Tankers excel in holding aggro while Brutes are only good at it. They are still the best tanks redside, but no where as good as a Tanker.
As for the differances in blue teams and red teams it's how the ATs are structred. Blue side each AT has a Primary task and a secondary task.
Tankers: Tank then damage.
Scrappers: Damage then tank.
Blaster: Damage then control.
Controllers: Control then support.
Defenders: Support then damage.
Red ATs while being mirrors of the blue side are much... different in terms of tasks.
Brutes: Damage then tank.
Stalkers: Damage then maybe tank badly.
Corruptors: Damage then support.
Dominators: Damage then control.
Masterminds: Damage then support.
Red teams do not have the synergy of a blue team. They are ALL damage dealers. Tasks like support and tanking are afterthoughts.
I believe for red teams the best way to play is Corruptors and Masterminds to worry more about support while on teams while remembering to shoot stuff and Brutes to worry more about controlling aggro while smashing everything in sight. I may be wrong, I don't team on red side much... -
Currently it's my Shield Defense/Super Strenght Tanker.
Against All Odds + Rage = Big Attack Power. Follow it with Shield Charge into the biggest mob in sight followed by Footstomp then less minions will be in the world.
I love it... -
Why are thug Masterminds only showing off one gun and using the Dual Pistol sound effects?
Just bugs me right now... -
I always thought that hover's major defense buff wasn't in any numbers at all.
It's in the fact you can use it to stay the HELL out of melee range.
Yeah nearly all critters have SOME kind of long range attack. And yeah, some have -fly attacks. But 80-90% of the time you can hover out of melee range where most mobs only have one attack rather than in melee where they have two or more. Those are attacks your not soaking in. Which means you are mitigating damage with hover.
The minor defense boost is just a plus.
Do not this only counts for blasters, controllers, defenders, Kelds, Corruptors, Dominators and Master Minds. Maybe the SoA too. For something like a Tanker you're better off with Air Sup. -
I have to side with Garent on this one.
Your supposed to keep your team buffed and healed while debuffing mobs, and Vig is there when things go wrong, not to be abused.
Defenders who are seeking the end discount by not healing/buffing/debuffing aren't doing their job right. -
Quote:I'm still of the same opinion as before. Yes the damage is nice solo and duo but the end saving mechanic on medium to large teams is still very broken since it rewards poor play and comparatively punishes good play.
My opinion remains the same. The inherent needs a total rework not a kludge fix to attempt to make them competative with corruptors in a narrow band of circumstances.
I always figured it wasn't so much a 'reward' for poor play, but allowed the defender to pull the team out of a bad spot, or keep them alive when something goes wrong. -
Now that the new version of Vigilance is less shiny than when i17 came out what's everyone's opinion?
I think it works out great; it helps defenders in solo and when teaming with a buddy, but ensures they won't become another version of the blaster, or the blue side corruptor. -
Quote:If we don't get Shield Offence this would be a perfect alternitive.I like the idea of Shield Defense unlocking alternate animations for the melee set, which to me sounds the more likely alternative to an entire powerset which isn't going to happen. Storm Kick/Jab getting Brawl's shield bash animation, Foot Stomp could have a short jump into the air then ground slam with the shield, Eagle's Claw a big epic slow-mo jump into the air, turning 360 before hitting the enemy with the flat of your shield.
But the fact is at the end of the day you have a big heavy peice of metal (Wood/Bone/Tech/Whatever) on your arm, you may as well hit people with it. -
I would love to see a shield offence, because it could be a very potent power. Don't belive me? Check the Deadliest Warrior match up between the Spartan and the Ninja. Weapon with the most kills? The Spartan's SHIELD.
Now I'm not asking for it right this very minute (duh) but it would be a great set to look into. Maybe give the set a toggle that improves all defence by a small amount '5-10% maybe, just tossing out numbers) for the 'defence' the shield offers, balanced with a slightly higher endurance cost than the usual set. A shield throw ability would cause a debuff matching the toggle's defence boost, with another 1 or 2% taken off as well. One Arc, one PBAoe, one ranged, the rest plain single target.
Just my idea. -
Speed runs are better when everyone's at level 50.
That being said, in TFs I do lean towards 'do the goal as first' as apposed to 'kill all enemies'. Not so much for the speed, but to make sure RL doesn't interfir with the TF -
Just ran the two new Posi TFs...
First one: One Balster, two scrappers, one troller... FOUR defenders (Including one of my toons) One of the scrappers in the middle of the second or third mish said she was 'following the tank'. I pointed out we didn't HAVE a tank and another person called for the team to reform. I shot the idea down, pointing out that we could still do it. And we did.
Second half a few from the first were left over, but it was a much different team overall. One tank (In scrapperlock mode I might add) two defenders, one peacebringer, one scrapper, three blasters. As I said we weren't lacking for damage.
Both teams worked very, very well. I wish the tank would have waited for everyone to get in place first, but it all worked out and fun was had.
Can you ask for more? -
My perfect team would be...
One Tanker
Two Scrappers
Two Blasters
Two Controllers
One Defender
That being said in the end the game is made well enough that any combination of ATs should be able to do the mish. If given the choice I would always bring a tank to funnel aggro. Given that my main IS a tank, this isn't much of an issue. -
Maybe it's more of a power buff for a chain of sucsessful attacks. As it 'an object in motion stays in motion' only 'a character doing damage keeps doing damage until the miss'.
I dunno, just have to wait and see I guess. -
I prefer Defiance because you can attack while mezzed. In solo this means you can deal with mezzers while mezzed and in a team this means you can defend yourself if the tank loses aggro.
That being said, Scourge is nothing to sneeze at either. -
Ever make a five mission AE arc? Being a fanfic writer I like to make my AE missions have a, you know, STORY. I have made one farm but two five mission arcs, the second being the subject of this post, Cimerora and the Kilgoreja Demons. All custom mobs with multiple minions, LTs and bosses. Getting my tank out I called upon any SG members I could. While the team went from 2 to 7 over the course of the mission it was all scrappers or tanks till the last one when a troller joined us. The arc could be called 'Bottled Scrapperlock' due to a lot of mobs aggroing before intended. While we still completed the arc we were often rushing from mob, to mob, to mob. While I try to avoid said Scrapperlock it is fun when you can manage it.
It's also notable for the fact that I respeced my character, dropping Handclap and picking up Unstoppable. I used it twice and find it's a good panic button. The first I crashed on route to the next mob, thankfully BEFORE I reached it. The second was at the end AV.
I popped Unstoppable shortly into the fight so I could tank it for the team. The AV, a fire/invul demon, was able to take quite a pounding and it was a battle to drop it. And just after it fell, JUST after... Unstoppable crashed.
Ten more seconds and I woulda been eating dirt... -
I generally try to avoid Scrapperlock. This is because my Inv/SS tank is often playing under the level I got Physcial Body Mastery at (Or whatever it's called) and while it's IOed out, most are still 40s and common IOs, have are sets ranging from 40 to 50. I just lack the endurance to stay in 'go' mode all the time.
I suppose I can just pop blues like candy, but I'm a more cautious player. I try to hold my Insperations until A) I reach the boss, usually of the Elite varity or B) I'm in a bad spot and not popping something will make me eat the floor. In either case I tend to pop MORE insperations than I need. I know you get them back as you down enemies, but you don't always get back ones you need, so I tend to ease up until it's time to whoop butt.
When I do get into Scrapperlock though all I really need to do is watch the blue bar though. My passives are all triple slotted and my toggles six slotted with IO sets (Well, Invincible is HALF slotted anyway) so unless I'm up agianst a psionic user an Elite Boss or an AV my green bar almost never reaches the 3/4 mark. On a good team with good support I can even take the best an AV has to throw and laugh it off. And as I try to be the first one in (Usually i check to make sure everyone is ready first though) to get all the aggro I can.
Which brings me to the actual story portion.
It wasn't until about levl 47-48 that I really got around to finishing off the main TFs. I did Numia, Citadel and Psyche, but not the first three. On a saturday I was looking to see if I could join a Manti while flying about Steel Canyon when someone (Something 1. I remember the name though) was asking for one more person on a Posi. I figured, hell, have the time even for a Posi which I heard was... tedious in lenght. So I ask to join, and find the team has an elec/elec scrapper... and six controllers, all Something 1-6, all fire/rad. Two were female toons, 2 and 4, the rest were male and were full body suits, no details, faces covered, each a different colour.
I learned that this was actually a family playing together, a man, woman and their four kids. At this point I knew I lucked out: They would trudge through this for the sake of family after all. And I could tank for them, although I lacked Invicibility at 15 so I had to rely on Gauntlet and Taunt.
Once it got started though one thing was made clear: I (And the scrapper) was along for the ride. They didn't even NEED us. Sure, I pulled some aggro, but it never lasted because everything kept DYING. The only time they slowed down was to cast Accelerate Metabolism. All six of them. At the same time. It was like Speed Boost on crack. Then there was the fact that ALL of them dipped into the Leadership power pool... The father joked about how people thought controllers were 'weak'. My response?
"They are, until you get six of them together."
Long story short, butts were kicked, fun was had, and the next day I got the Task Force Commander Badge. -
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Until I know otherwise a assume the player is male by default. If the player if female, all well and good. Generally when I address a toon, though, I always treat and address the toon as the gender portrayed, not the gender of the player behind it. I also treat my toons the same way; males hit on female, females hit on males (And sometimes females).
As for how I dress my toons, it depends on the concept. My female Inv/SS tank wears full spandex because she's insecure about her body image (Chest slider all the way left, physique and hips all the way to right. Small chest, big bottom) but projects a sub consious forcefeild that will protect skin-tight clothes, but not looser ones.
On a side note I'm having art of the toon commisioned. It's still being made but when I got the rough sketch she had stelletos on. The character has normal heeled shoes, not stelletos. The second rough sketch had this fixed.
Another one has a former Playboy Club waitress gaining powers from a rabbit tailsman and using a playboy styled bunny costume to fight in.
Another still wears leather top and leather straps pants in one outfit and a bare witch outfit in another... And neck to toe leather in another.
Another is dressed as a cowgirl. And another full fishnets and a window chest top. What they wear depends on the character, how mobile they are, tough, ect, ect...
I think the reason alot of people assume that scantly-clad females are guys IRL is because they themselves are guys who make scantly-clad females because they know they will be looking at this toon as they play. As a webcomic once said (PvP I think) 'If I have to stare at an (butt) all day, might as well be a nice one'. -
[QUOTE ]MMs are not defenders we do not let out pets die because PETs are our powers letting them die is like asking a brute to stop hitting things and use medicine pool to heal
Now I am always will to attack but I am going to do it smart with the team not send my pets in to die then watch rest of team die while I try to resumon and buff them at high lvls that takes a long time especially for FF users. Besides to a MM, Teammates are less important disobedient and frankly usually not to smart pets. Oh and as for buffing teammates its hard enough to keep pets alive to they can take agro and chip into team and frankly we are villians ya want somone to kiss you booboos go play coh[/QUOTE]
Having an MM that has teamed I have to say (from what I understand of the above jumbled mess) but I always value teammates over minions. For starters the minions complain less when they die. Second my playstyle solo is to buff, attack, attack, heal when needed (Pain Dom secondary), attack ect with the minions supporting. On a team my minions become my sole offense and I save my endurance for heals and buffs. Sure I'll fire off a few rounds now and agian, but I delegate myself to a support role for the fact that usually the team will need that. -
Arc #: 393098
Faction: Malta Operatives, Malta Contact, Malta Overseer
Creator Global/Forum Name: West Coaster
Level Range: 41-54
Synopsis: Heroines have been disappearing across the city! Uncover what Malta has to do with it, and why they are targeting only female heroes.
Estimated Time to Play: Very Long
Notes:
Custom Enemy at the end of the second mission: Boss level.
Custom Enemy at the end of the fifth mission: Arch-villain level.
One Ally to Rescue in first mission: boss level.
Seven allies to resuce in fourth mission: Boss to elite boss level. Boss at the end of fourth mission is arch-villian level.
For feed back I would prefer an in game e-mail. -
Set Name: Knights
Weapon Set: Crossbow
Attacks:
Bolt Shot: Crossbow equivalent to Snap Shot. Slower recharge, but more damage.
Summon Infantry: Summons 1 to 3 foot soldiers. Each wields a shield and sword, and chainmail armour.
Basic attacks: Slash, Hack.
After using Equip Knights: Deflection, Slice.
After using Knighting: Battle Agility, Disembowel.
Aimed Bolt: Crossbow equivalent to Aimed Shot. Slower recharge, but more damage
Equip Knights: Improve the minions.
Piercing Bolt: Cone, very, very narrow. Heavy damage and knockdown to everything in the bolts path.
Summon Templar: Calls 1 to 2 Knight Templar to your side. Plate armour, axe and shield combination.
Basic attacks Beheader, Chop, True Grit.
After using Equip Knights: Deflection, Battle Agility, Gash.
After using Knighting: Whirling Axe, Build Up, Grant Cover.
Conscript Peasants: Summons three Peasants to fight alongside you. They carry no weapons and have no armour. Basic attacks: Brawl, Throw Rock, Boxing.
Summon Paladin: Summons 1 Paladin to your side. Wearing Heavy Plate Armour and wielding a hammer and shield.
Basic Attack: Bash, Pulverize, Jawbreaker, Deflection.
After using Equip Knights: Taunt, Clobber, Battle Agility, Healing Aura.
After Knighting: Heal Other, Phalanx Fighting, Whirling Hammer (Whirling Mace), Tactics.
Knighting: Final improvement for Knights. -
The easiest way I can think of doing this is making preset models for each pet, maybe two or three more, that's adjustable in power customization. Much like how you can change Footstomp from looking like a stomp to a punch to the ground.
What I REALLY want to see though is COLOUR customization. Really, the new models can be set to the back burner if needed, but I want to be able to make all my thugs wear purple for example, so that they're flashing their 'colours'.
I'm sure if the devs hear about it they'll get to it when they can. They must have a laundry list of stuff to do already. -
I run a Inv/SS tank myself. I did have a LOT of end issues, up until Stamina at level 20. Endurance reductions helped, but it was getting Stamina and getting it three slots that let me get it under control.
Now at level 40 I can still run out of endurance, but it would have to be in a very prolonged battle. -
Haven't read the whole thread yet, but my opinion is that Brutes are the red side's counterpart of tanks... But they are NOT tanks. They can do more damage at the expense of taking less. They are basically Scrappers with better defense but an offense that takes time to get up to speed.
Counterpart, not mirror image.