DreadShinobi

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  1. (for some reason reply with quote isnt working for me right now)

    Mauk -

    Quote:
    It's nigh-impossible on a scrapper. I've tried for years to make my claws/fire into something that has some survivability. I finally settled on a hybrid, just enough defense to keep me alive until healing flames recharges, with stunning damage to makes things dead faster than they can kill me off.

    It...sorta works.

    Fire scrappers are just too delicate for my ham-fisted playstyle.
    My Fire/Fire Scrapper (before it was deleted) had 45% S/L defense with enough recharge to run the highest dps fire melee attack chain (incin>gfs>cremate) gapless, and it was beastly survivable, the only problem was unlike brute FA, scrapper FA doesn't have a taunt aura, which effectively ruins the toon.

    Edit OP: 45% S/L defense is best if you have the inf to make it work, 40% S/L defense can work if u plan on using T4 Barrier, or you can use 32.5% S/L defense and bring purples and/or use Barrier.
  2. You can use Burnout to effectively increase Unstoppable's duration to 6 minutes, but it won't do anything to alleviate the crash.
  3. Elec is going to be your best bet of the 3, especially since you're planning on capping S/L.
  4. Quote:
    Originally Posted by Airhammer View Post
    This thread has made me decide to make more Brutes LOL !!!!
    here here!
  5. More auras can mean more lag. Especially with leagues now, if 24 people all had 2-3 auras on it would definitely be a hit to performance.

    I don't know if you were around when the original hami raids happened (before the zone capped at 50 people) but the general accepted attire was no aura, no cape, for obvious reasons of lag.
  6. Take it for concept if you really want to, just keep
    Quote:
    Originally Posted by Siolfir View Post
    it's terrible DPA
    in mind.
  7. Could always run fraps while fighting antimatter
  8. Quote:
    Originally Posted by magikwand View Post
    For Fun's Sake:
    Energy Melee: Energy Transfer: If you use this power on an enemy that has already been defeated- you have a 90% to go into "Instant Depression". Instant Depression is a new mez which leaves your hero or villain crippled with the inescapable fact that their power is a husk of its former self and unable to take action for 30 seconds.

    Gravity Control: Each time you use any power in this set, you get a 45% chance to be saddled with "Crushing Reality". Much like Instant Depression, this is a new mez that takes hold when a player faces the reality that this set is broken and will likely never be fixed. *Propel gives a 53.5% chance for Crushing Reality*

    Empathy: Each time you neglect to use Fort, Regen Aura, or Recovery aura and instead use Healing Aura or Heal Other, you increase your likelihood of becoming a healzor by a weighty 80%. If you use Absorb Pain 2x when there are other buffs available, you are instantly granted the badge of Healzor.
    Nice.
  9. Quote:
    Originally Posted by ClawsandEffect View Post
    Not exactly.

    If you watch your damage buff display, which I do frequently, you'll notice that your maximum total damage buff will cap at 300%.

    That counts damage set bonuses, build up effects, Fulcrum Shift, Assault, and inspirations. But it is NOT counting the enhancement of your powers against that cap. If it were, your damage buff display would start at whatever the enhancement level is of the power you are currently using.

    You'll reach a maximum amount of damage you can do with a given power that is hardcoded into the AT you are playing, but enhancements aren't really part of that equation.

    It's more complicated than that, but the gist is there.


    108.4% (set bonus+enhancement slotting in Seismic Smash) = 179.77 dmg
    +100% (208.4% total, 100% dmg buff showing in combat attributes+enhancement slotting) = 266 damage
    +100% (308.4% total, 200% dmg buff showing in combat attributes+enhancement slotting) = 345 damage
    damage cap (401.9% total, 300% dmg buff showing in combat attributes+enhancement slotting) = 345 damage

    As you can see one I hit 300% regardless of how I get there my damage gets cut off. If you slot your power for 100% dmg buff then your effective damage cap in your combat attributes will be 200% for that power, not 300%, as the 100% from your enhancements is cutting into it. If you have a power that isnt slotted for damage then that power will cut off when you reach 300% in your combat attributes. It doesn't mean you will be doing any more or less damage with your powers at the cap, enhancing them for damage just means that you will reach the cap sooner.

    Your damage buff enhancement isn't displayed in your combat attributes because it is different for every power. so yes your enhancements are part of the equation
  10. Quote:
    Originally Posted by Riora View Post
    I would definitely recommend rerolling as /shield. While it takes a little more work, once fully IO'd it plays like a SR - capped defenses, and capped DDR. However, on top of that, it gets 4 things SR does not offer...

    1. The strongest taunt aura in the game. Mobs will stick to you like glue.
    2. More Resistance. Not much, but every bit helps.
    3. More Max HP. This one's rather nice.

    And then...

    4. Shield Charge. Glorious, glorious Shield Charge.

    Trust me when I say that Build Up + Shield Charge + Lightning Rod is just plain godly. I still cackle madly when I fire it - nothing survives it; it's like judgement, only better. Did I mention you get to do it every 25 seconds? :3
    And AAO damage bonus too.... properly IO'd SD Scrappers are like SR scrappers on crack. The only downside to SD is it has quite a few primaries that are mutually exclusive with it.
  11. Quote:
    Originally Posted by Necrotron_RO View Post
    I could get behind this. Seems like a good idea for AT parity.
    No.... its not. If the Tank damage cap was increased to 400% then so should every other AT sporting a 300% damage cap, and all that would do is be unfair to ATs that actually deserve the 400% damage cap and indirectly be a buff to how good kinetics is. A buff to an AT balanced around every team having a Kinetics user on the team is silly.
  12. You shouldn't be double stacking rage for DPS. The more often you use rage the more often you are crashed and unable to deal any damage, the only reason to double stack rage is Burst damage.
  13. Also Arachnos with an option for Bane Spider Executioners instead of Toxic Tarantulas
  14. Quote:
    Originally Posted by Inokis View Post
    What I seem to get out of it all is that theres no wrong path to a fire/kin AT.
    I wouldn't do it on a Defender, not that it would be bad persay, but that either a Troller or Corr would be strictly better.

    Quote:
    Most people use either Corr or Troller but overall its just a style you choose.
    Theyre both a play style choice but each has situational advantages that are outside of playstyle as well. Such as Corrs having higher potential when grouped and Trollers doing better solo/being better solo farmers, but these are pretty small differences... so I'd say you have the right idea, yes.
  15. Quote:
    Originally Posted by mauk2 View Post
    Dude, don't nerf-call. It reflects poorly upon you.
    He's not nerfherding if you read his whole post.

    People keep saying the additional mitigation tankers have is useless. Therefore what Deus is saying is you should be willing to give up that extra mitigation that people proclaim to be useless for more damage that people proclaim to be more important. However what people are wanting is more damage because the extra mitigation is useless... but not giving up the extra mitigation in compensation for getting more damage. They want it all, which may work for whatever concept you may have, but it doesn't work for balance in mmos.

    It would technically be a buff to tankers if they gave up their extra mitigation for more damage, except that the result would be a Brute clone. Which doesn't work, if you want that then just play a Brute. Concept has no bearing on numbers.
  16. Crey with Paragon Protector Elites
  17. Quote:
    Originally Posted by Deus_Otiosus View Post
    You can go musculature alpha for sure, and this will give a nice boost to LR as well as a massive damage increase on Judgement's Damage.
    I was about to dispute this as I was under the impression that there weren't any damage buffs that affected Judgment powers. Then I logged in my dom who has t4 musculature and t4 pyronic only to find out that Musculature does indeed increase Judgment damage (by about 220 damage to a -1 minion).

    Is this a bug or working as intended?
  18. Quote:
    Originally Posted by ClawsandEffect View Post
    And then add Fulcrum Shift, which will keep you more or less permanently at your damage cap of 300% on top of enhancements.
    iirc, enhancements cut into your damage cap.

    Quote:
    Truth: Dead characters deal zero damage. A Fire/Kin controller will spend less time dead than a defender or corruptor, with the end result being dealing more damage over a period of time.
    Neither the Fire/Kin Controller or the Fire/Kin Corr should be dieing at all. Each has very different play styles and survival methods, but really neither should be dieing, unless it's something that would have killed either one unavoidably.
  19. [offtopic] Then there is Carrion Creepers from plant control that is arguably one of the best herding powers in the game because of all the respawning pets, herding the entire ITF roofs just with carrion creepers is childs play [/offtopic]
  20. Supposedly claws/fire brutes are really good in the aoe department, though I have never played one since I have my ss/fire brute. As mentioned scrappers will benefit more from follow up, musculature, and +dmg set bonuses and/or buffs. Personally I can't stand playing scrappers that aren't /SD and claws can't be paired with shields.
  21. Quote:
    Originally Posted by Inokis View Post
    Thank you for that bit of info. It seems like I should go with Corr instead of Troller. Any further input is appreciated.
    Both Fire/Kin trollers and Fire/Kin Corrs are very good (I play and love both of them). The Corr will have better damage overall and be more bursty, as well as having a higher damage cap and the awesomeness that is triple scourging Rain of Fire. The Troller will have way better mitigation and better damage at lower levels (before the corr gets fulcrum shift), but also will have issues in situations where it can't gain containment damage, so fighting enemies with mez resistance (like cimerorans or incarnate trial AVs) can mean a significant loss in DPS whereas a corr's damage will be much more consistant.
  22. Oh god, so much stuff in this thread since I last checked it...

    New Dawn, you are basing far too much of your argument on the assumption that Brutes are idiots and the only people that can tank properly are Tanks. First off Brutes aren't idiots, people are idiots, if people want to play like **** that is their decision, it has nothing to do with the archetype. While we're at it, most people play multiple ATs, so calling Brute's idiots and the cause of team wipes is rather silly since many people who play Brutes also play Tanks. There is nothing stopping a Brute from playing like a Tank or a Tank from playing like a Brute.


    Next, Tanks don't need more damage. Now I am not saying Tank damage is good nor is it bad, but it certainly does not need, or should get a buff. If tank damage was buffed it would be stepping all over the toes of Brutes and Scrappers, who have less base survivability compared to tanks. Tanks make up their for their lesser damage with higher base mitigation. Even if that higher mitigation isn't as useful as higher damage (especially in a game like this) it can't be simply thrown out the window and disregarded when you cry for a damage buff, things need to be balanced, one AT can't have everything.

    And while I'm on the subject of Tanks not needing more damage they don't need more survivability either, typically tanks have far more survivability than they would ever realistically need.


    Another thing I am constantly hearing is that Tanks need stronger aggro control. But let's first look at what the point of aggro control is ie: not letting the less durable AT's get hit and keeping mobs from running all over the place. Now let's look at why people think Tank aggro control is weak ie: Tanks losing their aggro control to Brutes and/or Scrappers. The problem is it really DOES NOT matter whether the mobs are attacking a Brute or Scrapper or Tank as long as they aren't attacking "squishy" members of the team and that the mobs aren't running all over the place, then it is fine. All the time I see melee AT's having their little taunt wars in every single group, and as long as the mob is looking at them instead of that other melee AT with high resistance and softcapped defense that wouldn't really care if they were being attacked or not.... then they are winning. To keep mobs off "squishies" Tanks really have all the tools they need already (attacks with a high threat modifier, gauntlet in attacks, taunt auras, and the actual ability taunt), the only argument you could make for wanting better taunt capabilities is if you are complaining about Scrappers or Brutes stealing your thunder, which is pointless.

    Now going forward with that is what happens when you reach the aggro cap and enemies start looking at squishies, this really is the only way a Tank (or Brute or Scrapper) can fail at (their already superior) aggro management. If anything tankers could make good use out of an increased aggro cap, as that would pertain to one of their 2 main purposes (survivability, aggro management). Tankers sacrifice damage in exchange for higher survivability, however they don't really have anything to leverage that higher survivability over Brutes/Scrappers who have less base durability. And no, I don't mean that Tankers should auto-win your petty taunt-wars against that Brute on your team, aggro control is part of the Brute AT as well, the point is to keep the "squishy" ATs in an encounter safe and to control all the aggro of an encounter, when many encounters involve more than 16 mobs. An increased aggro cap would give them a purpose to their higher survivability, though with that said I think that the aggro cap should only be increased slightly, lets say to 20 and at the absolute most 24, I think any more than that is pushing it. It should also be noted that a higher aggro cap will make the "1 tanker is fine on a team, but 2 tankers is bad/useless" issue worse, which someone else brought up.


    Tankers are numerically balanced. The only problem with the tanker AT, as I said before, is that their higher survivability is completely unnecessary in a game like this. That doesn't mean they should get higher damage though, as that would throw off the balance, if you want more damage and less survivability play a Brute, concept has no bearing on numbers, if you think you should have both brute damage and tanker survivability you have entitlement issues.
  23. Quote:
    Originally Posted by Gaia View Post
    I presume those figures disregard the buffs granted by your Lore pets which may in some cases increase both their and your damage.
    I specifically said the T4 Core side of the tree, which means 1 Boss and 1 Lt, not 1 Boss and 1 Support essence.

    Quote:
    Originally Posted by JayboH View Post
    I'm not sure how many 'actuals' are required for a person to believe a set of numbers tested in a very specific scenario with a specific build that could have affected a specific time period vs the dev's intended design, but I bet it is high.
    It's not situational just to Pylon tests. In practice too Cimerorans hit like trucks and they have fabulous AI to back it up. In combat they will run directly into melee, take a fulcrum shift then Push Back for 2250 damage <--no joke, in addition to most of their attacks having very short activation times, enough attacks to fill a good attack chain, and a strong ranged attack that they WILL use to pick off runners. Whether you're fighting a pylon with a tauntbot off to the side or not the Cimerorans eat most other Core pets out.

    Quote:
    Originally Posted by Mr_Morbid View Post
    It's certainly true that Reactive is the best choice for almost everyone (the exception being those that rely on sleep abilities) when soloing, it's less true in groups and especially less so in itrials. If a lot of people have reactive slotted (and they probably will) then a fair chunk of the damage procs league wide will be lost due to the stacking limit. Having a less popular inferface ability makes it more likely that your procs will actually effect the mobs.
    Agree about stacking issues. Though really you're only going to run into the stack cap issues when fighting an AV in leagues at which point I would say, I'll take the hit to my reactive's effectiveness when fighting AVs in leagues to have a better interface in pretty much every other situation. Everything else dies too fast for it to matter.
  24. Fire/Kin trollers dont need any IOs to be effective farmers.