DreadShinobi

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  1. Turn Tesla Cage into a T3 blast. Set fixed.
  2. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Just to add a bit to this, I am going to give some slght explainations.

    Scrappers have higher base damage than brutes, so a 10% increase to scrapper damage will increase the raw damage numbers more on a scrapper than on a brute. On top of this, Scrapper damage modifiers are higher, meaning that if AAO gives scrappers 12.5% damage buff for the first target, and 6.88% for every target after that, brutes are only getting 10% and 5.5% respectively. Since it's a lower percentage on a lower base damage, the differences add up quickly.

    On the fury note, it makes the overall percentage of increase lower as well. Since brutes' fury makes their attacks go up by around 150% damage, and enhancements are about 95%, that puts them at +240% damage buff. AAdding on another 15% means just 240 to 255, not that noticeable. But a scrapper only has enhancements adding to damage. So it's 95% from enhancements and 19% from AAO, so it goes from +95 to +114, which is more noticeable.

    Finally, with shield charge. Scrappers do 113 with SC, and brutes do 100 (at lvl 50). Normally, a brute will make up the difference with fury adding to the damage buff. BUT, sheild charges uses a psuedo pet, so it's damage cap is not the same as the brute's, even when a bruute uses it. So while a brute relies on it's higher damage cap to close the gap between scrapper damage, it caps out at +300 just like the scrapper does, and can't close that gap. This also means that if the brute can somehow cap himself, other AoE attacks can surpass SC in damage, but recharge much faster. The same goes with lightning rod, which is why scrappers get better mileage out of the overall combo as well.
    ^ much better description of why /SD is so much better on scrappers than what I gave.
  3. Quote:
    Originally Posted by Excelsio View Post
    Why specifically is SD better on a scrapper than a brute?

    I came up with a Electric/SD brute build in Mids, and I was able to softcap all 3 positions. Does SD somehow impede Fury generation?
    1) damage modifiers. Against All Odds is going to increase the damage of a scrapper far more than a brute because of fury and lower base dmg. Shield Charge is also going to be hitting harder on a scrapper due to the base damage of it and it's damage cap not syncing up with brutes (shield charge is a pseudopet which means it has a 300% damage cap, which fury eats into quite a bit)

    2) Brutes love Damage auras (blazing aura, death shroud, etc), Fury makes damage auras do great damage and not having a damage aura really hurts brutes

    3) Scrappers lack taunt auras in alot of sets because their damage auras dont have a taunt component and AAO is one of the best taunt auras in the game and is therefore fabulous for scrappers.
  4. Quote:
    Originally Posted by Black_Assassin View Post
    And brutes and tanks have exactly same damage. Brutes just get fury.
    Incorrect. Tanks actually have higher base damage than Brutes, but Fury puts them significantly ahead. On top of this Tanks have a 400% dmg cap (100% of which is base and about 95% of which is enhancement value, leaving them about a buffable 200%) whereas brutes have a 775% dmg cap (100% of which is base, 95% of which enhancement value, and about 150% of which is fury, leaving them a buffable 400%) even with a lower damage modifier brutes do significantly more damage and have a much better top end.
  5. Quote:
    Originally Posted by Excelsio View Post
    Hi all,

    I came back to the game recently after a long break. In prior years, I played lots of Controllers, Masterminds, and Dominators.

    Now, I'm finding that I'm really enjoying playing a Shield Defense/Electric Tanker -- I love being able to lead a team in to battle, stay in the center of the action, and be nearly immortal.

    However, even though I love the survivability, the damage seems anemic. I team most of the time, and it's the occasional times when I solo that I really notice just how low the damage output is.

    My character just reached 35, and I'm thinking a lot about endgame with him. I'm wondering if I should instead focus my effort on working on a Electric/SD Brute.

    Would Electric/SD Brute's survivability be 'good enough' that it's worth it to gain the extra damage? Or, will the Tanker's damage be patched up enough by Musculature Alpha and Reactive Interface that it's worth it to retain the extra survivability? I know those are open-ended questions, and I'm looking for open-ended responses.

    Many thanks in advance!
    Survivability is relative. A brute can do anything a tank can and do more damage while they're at it. However looking specifically at shield defense, its alot better on a scrapper than a brute, so that may be something to consider also.
  6. DreadShinobi

    Speed or Mo?

    Quote:
    Originally Posted by MisterD View Post
    Yes, temp powers are totally not right. They are only in the game to cover people with ****** builds.
    Oh wait...Hey Dread, have you used your oro portal lately sir? Have you LOOKED at which section it comes under? yes, temp powers. And I am willing to bet you used it last time you were on..so, sorry, but your build is internally wrong. Maybe you need to reroll?
    Can you get by without oro?

    Or, have you done a Lambda where people used acids and nades? And YOU let them? Man, that is just like putting your hand up and saying..MY build Sucks!

    Get over yourself.
    I should have specifically mentioned temps that are limited by master runs as that is what pertains to this thread. Ouro isn't limited by this. Lam Nades or any other TF-specific temps arent limited by this, jet packs are no longer limited by it. For future refrence for the mad ppl that take things out of context, Temp powers that I was referring to are temp powers that deal damage, as I was responding to zombie mans post about temps that deal more damage than their primary attacks as well as nukes/shivans that the OP mentioned. LA1: Context Clues.
  7. Stopped reading when I noticed you didn't take the single target hold.
  8. Took 1 little Captain America ToTing, and saw about 3 others dressed the same way. Popular costume this year.
  9. DreadShinobi

    Speed or Mo?

    Quote:
    Originally Posted by Zombie Man View Post
    I have all the Mo badges, so, I do know how not to rely on "temp" powers.
    Didn't say you didn't.

    Quote:
    The assumption of a "build fail" is more a lack of comprehension on your part as to the point that some of don't prefer to have those "temp" powers made unavailable without warning; not that we don't know how to get by without them.

    So, I see your lrn2play and raise you with a lrn2read.
    No, actually you didn't read, as I clearly said in my post that he should have said something, but my point still stands that if people can't get by without temps there is something internally wrong with their build.
  10. Fire/Cold/Dark Corr. Obscene amounts of offense and a near perfect layout of utility.
  11. DreadShinobi

    Speed or Mo?

    Quote:
    Originally Posted by Zombie Man View Post
    For some of the squishies, the "Temp Powers" are really permanent Vet Powers that do more damage than any of the primary attacks.

    Then there's no Assemble.

    It is significant. Thus, it should be mentioned ahead of time.
    Relying on temps = build fail. Nukes/Shivans are lame.

    Assemble (and Mission Teleport) is significant if you have slow and/or people that can't stealth on the team, but usually its not runbreaking and more times than not someone useful has recall friend or the mission can simply be completed without needing everyone to be present.

    I didn't say anything about not mentioning it ahead of time, I always do, and agree that it should be mentioned ahead of time. All I said was master runs can be done as speed runs while finishing in approximately the same time if you're not slowing down for safety thus there isn't really much reason to rage over a master being set. Yes, he should have mentioned something first, but it's really not a big deal, play it as a speed run, if no one dies, cool, you get a badge, if someone does die, then thats cool too, since if you were already running it like a speed run its not like you wasted your time.
  12. Recently? No. I don't make toons that *might* be good anymore and any toon that I do make has full expectation that it will be godly otherwise I wouldn't put time into it. This is also why I've deleted over 70 level 50s, cause if a toon doesnt meet my every expectation it gets deleted, lol.
  13. DreadShinobi

    Speed or Mo?

    There's no reason you can't speed through a master, I typically set master on many of my speed runs (well, I never do anything other than speed runs) of TFs where master badges can be earned because there is little reason not to, and we finish in pretty much the same time we would have even if I didn't set master.
  14. Since theres alot of inconsistency in the thread, just wanted to back up a couple things about rad blast:

    - proc out Neutrino Bolt, get as many procs in there as you can reasonably fit + 1 or 2 acc/dmg hami-Os
    - Take Cosmic Burst and slot with 5x apoc (minus the proc, which should go in neutrino, if you cant afford 6 apocs, put priority in proccing out neutrino), or 5x decimation on a 'budget' build. The stun is very nice, but its not really worth slotting, at the very most put a dmg/mez HO, acc/mez HO, or stun IO in it along with 5 damage set IOs.
    - Take and use Irradiate and pop an Achilles Heel proc in it along with 5x armageddons or 5x oblits, pending on budget again. There is also a pvp IO -res proc, but it is pretty pricey.
    - Electron Haze is bad. Neutron Bomb is okay if you want more aoe.
    - I typically don't support taking nukes on support type toons unless you have a way to shoot through the crash (like Transference, or to a lesser extent, heat loss), RA is unfortunately not strong enough to do this. No end = no attacking, no emping = bad.
    - Only take laser beam eyes if you need it for set bonuses.
  15. Quote:
    Originally Posted by Obscure Blade View Post
    No. It's more "It doesn't do as much damage as Fire Blast, so it's worthless." Everything does less damage than Fire; that's the point of Fire after all.
    This. Basically there is fire.... and then there is everything else, DP happens to fall in the everything else.

    Redraw is also pretty uncool for a corr, in varying degrees depending on how clicky your secondary is. And even with swap ammo in consideration, it is still mostly a lethal attacking type, which isnt great. And it also has long t3 blast animation syndrome, which also doesnt help its cause.
  16. Quote:
    Originally Posted by Pitho View Post
    So, if I slot the contagious confusion proc in a no aggro confuse power like say, synaptic overload or mass confusion and the proc goes off, will the mobs notice me?

    I can't seem to find the answer in a search and the wiki never has info on oddities of procs like this.
    Yes, it will cause aggro.
  17. I prefer Oppressive Gloom over Cloak of Fear. It costs less endurance and can be simply shut off anytime you don't want to worry about it interfering with the 1 shot rule, (in the rare cases where that would come up). OG also tends to stack better than CoF from any stuns you have in your primary or any stuns that your team mates may have. The only time I would really want the tohit debuff from CoF is when it would be highly resisted.

    Others may disagree, they both have their own niche, and may vary depending on your primary/epic choices.
  18. Quote:
    Originally Posted by Silencer7 View Post
    you're making an open ended discussion thread in a subforum to talk about how nobody reads that particular subforum?
    Heh.

    But yeah, it is a pretty silly addition when the mods have been trying to clean up the forums by reducing the number of sub forums and then they go in the exact opposite direction and create the build workshop, which is cool in that they are giving official recognition to Mids' but other than that it wasn't needed.
  19. Quote:
    Originally Posted by Ang_Rui_Shen View Post
    So, has anyone worked out the Kinetics timing to get a self-heal from Transfusion while Repel is on?
    Kin controller using a primary that has an aoe immobilize sporting -kb.



    As for OP's suggestion, I'm all for it, more options are a good thing, if you don't like it then you don't have to use it.

    Really, I think Peacebringer's Solar Flare should just be turned into knockdown, the fact that it still is knockback is mind blowing, there is nothing OP about peacebringers that would make them OP by changing Solar Flare to KD. As for energy blasters I think Null the Gull is the best way to go about it, would energy blast have obscene amounts of mitigation? Yeah, but their damage would still be lower than many other blast sets.
  20. Fire/Elec is #1 ST dps when not factoring the -regen in /MM

    Blaze>CB>HP>Blaze>CB>FireBall, use your self buffs (bu/aim/hasten) between fireball and blaze, lightning field damage aura puts it ahead of /EM which would otherwise be the same dps.

    Charged brawl = Energy Punch, Havoc Punch = Bonesmasher, theyre the same DPA, dunno why your mids is showing differently.
  21. -60% regen is practically nothing, reactive is always a better choice.
  22. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Assuming you can get enough recharge to pull it off, Blaze > Char > FB is slightly better. You'll have to slot Char for damage of course.
    Interesting.
  23. Quote:
    Originally Posted by Schismatrix View Post
    Yeah, because SS works soooo well in tunnels. *pfft* Yeah, i don't use teleport in cramped maps except when it's useful. Like... i don't know... getting to the other side of a crowded fight to help teammates or line up cones. Or teleporting into the middle of a crowd to fire off a PBAoE or three...
    You can do any of the above with SS+CJ while still being able to use other powers while you move.
  24. Quote:
    Originally Posted by TamakiRevolution View Post
    Not a fan of TP, but a few of my corrs take SS+CJ+Recall friend.
    Recall Friend to teleport all the people who took teleport as a travel power but can't run to the end of the mission because they don't have a form of stealth or can't keep up cause teleport is horribly slow inside indoor missions?