Eiko-chan

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  1. Quote:
    Originally Posted by Arkyaeon View Post
    Yeah it should be noted WP can have just as much standing(no badies) regen as regens ... but they got no heal or dull pain or blah blah
    Untrue. With no one in RttC, without set bonuses, WP can get about 500% regen. Regen standing around can get over 600%, plus a 50% heal (around 650 for Scrappers, would be over 900 for Tankers, about 1500 for a Tanker with Dull Pain going) every 30 seconds, plus an additional 800% regen for 90 seconds every five and a half minutes (this puts a Scapper with Dull Pain up at around the same regen numbers - not percent, but raw health/sec - as my fairly IO'd Tanker does with a fully satuated RttC).

    A Regen Tanker would regen about 190 health/sec while Instant Healing and Dull Pain were up. A Regen Brute could probably reach a similar point with some +maxhealth bonuses, having the same health cap as Tankers (and can still get 160 health/sec with just powers/accolades).

    A fully IO'd WP Tanker with a saturated RttC can hit about 135-140.
  2. Eiko-chan

    Death Emotes.

    Quote:
    Originally Posted by Gerad_Gantert View Post
    Maybe he's an angsty anime vampire? He could drop to his knees, then scream at the heavens in rage/dismay before falling to the ground.
    I want a five-minute death throe going "Ah, ooo, eee, ah, ooo!" while clutching the chest the whole time.
  3. Quote:
    Originally Posted by IanTheM1 View Post
    And that's on top of Willpower potentially having better regen than Regen at least some of the time.
    WP has better regen only while surrounded by a bunch of enemies (who are, presumably, beating on you), while Regen has vastly superior regen whenever the Regen wants, by popping a cooldown. That's a significant difference right there.

    Instant Healing coupled with the higher health base of Brutes or Tankers would simply be overpowered. Though with tweaks to that, the powerset might work.
  4. Maybe all the unlockable contacts in CoV should simply be converted to SFs. That would probably help a lot.
  5. I wish you could cancel Self-Destruct. I've accidentally activated it on new characters more times than I care to admit.
  6. If you want survivability regardless of situation, you should be playing Willpower (that's what I do.) It really has no glaring weaknesses, aside from a weak taunt aura.

    Whereas the two situations you describe are pretty much "strong tanker runs up against the specific weakness built into their defence set", which I'm not sure really has, or needs, a solution.
  7. Quote:
    Originally Posted by Redoubtable View Post
    You've completely missed my point. There is enough villain content available that the impact of diminishing returns can be avoided.
    Except that's simply not true, and you just proved it yourself. 9 hours is significantly less than 18 hours. There is not "enough villain content available" to avoid the DR clock. There is ample hero content to do so, however.

    So one side or the other of this issue needs to be fixed.
  8. Physical Perfection allowed my WP tanker to top 5end/sec recovery. Her bars never move. It is beautiful.
  9. Maybe the solution is to punish/discourage speed runs, rather than lower overall merit rewards, then.
  10. You might want to look through this thread.

    Of course, I'm obliged to invite you to check out The Supreme Society, too.
  11. Quote:
    Originally Posted by Redoubtable View Post
    I did some rough calculations based on the merit data from Paragonwiki. The six villain-only SFs give a total of 160 merits, which translates to a median time of 8 hours to run them all (using the stated average of 20 merits/hour for SFs).
    And just the six Freedom Phalanx TFs - not counting any of the many other hero only TFs - give a total of 282 merits, which is 14 hours by the same calculation. Add up all the hero-only ones, you get 399 merits - 20 hours of content, well more than the DR limit. And I didn't even include the respec Trials in this.

    Since heroes have nearly twice as much content in the same range, villains should be allowed to run the limited content they have twice as often in compensation.

    We've already asked many times for more SFs. So either let villains run the content they have twice as often, or give them twice as much content.
  12. Eiko-chan

    No to Taunt

    With patron powers and pool attacks, a MM can string together a pretty hefty attack chain; people really undervalue the ability of MMs to do damage without pets. Even the base attacks aren't that poor, damage-wise. Their big problem is their DPE, not their DPA.

    It depends on the primary, of course; it's probably easier for a Bots or Thugs to pull it off than a Ninja.
  13. Eiko-chan

    No to Taunt

    Quote:
    Originally Posted by PrincessDarkstar View Post
    Are you really saying that your MM does more damage than your pets? Because that is the only way your attacks will ever draw aggro away from the pets.
    All you need is for your MM to do more damage than any one single pet. Against a single target, that's not that hard.
  14. Quote:
    Originally Posted by kangaroo120y View Post
    more damage? eh i'd go for a slight buff to survival if anything,
    Wow. I never thought I'd hear anyone say Tankers did not have enough survivability.

    I cannot remember the last time my Tanker's health went yellow.
  15. Quote:
    Originally Posted by Col_Blitzkrieger View Post
    Slightly off topic - what's so bad about Ballistae? Never had any issue with those on my MMs.
    If you ran into a Ballista at level 20, the copious knockbacks and heavy damage would probably be an issue.

    As I stated, though, you don't run into them until you're much higher level and thus have more henchmen and buffs, so they shouldn't present as much relative (even if they present more absolute) threat as Kadabra Kill does.
  16. Those are the values on the Combat Attributes screen.
  17. Fluffy plays fairly aggressively. Fluffy is also a lot tougher than he seems on paper.
  18. Just pulled out my Thugs to check; my Enforcers have two generic defence IOs slotted, and their manoeuvres deliver 12.41% defence each. Their Tactics are granting +3.08% to hit each as well, with a single generic to-hit IO slotted.
  19. Kadabra Kill is one of the most annoying enemies in the game. The only EB that might be worse is a Longbow Ballista, and you don't run into those until you're much higher level (and have more pets/traps to work with).

    Kadabra comes right at the worst speed bump for any MM - the low 20s, before you get your second Tier 2 or your last Upgrade - and has one of the most powerful pets in the game, the Singularity.

    So I wouldn't measure the success of your build against him.
  20. Quote:
    Originally Posted by Microcosm View Post
    Well, mine don't show any difference in the combat attributes window when they have no defense enhancement, when they have an SO defense enhancement, when they have a non-set IO defense enhancement, or when they have an HO that enhances defense. At 50, all those scenarios are showing me the same defense numbers from their maneuvers.
    You might have to resummon them to get the enhancement changes to actually reflect in their powers (zoning will do this too).

    Also, are you looking at your combat attributes, or theirs? Because their bonuses don't apply to you, just your pets.
  21. Quote:
    Originally Posted by prev1 View Post
    Under the best of circumstances I simply do not see a Tankermind holding the entire freedom phalanx on them, or Reichsman+aggro cap.
    Redside teams don't play that way - at least not by design. So of course they can't do it. A Brute can't live through all that damage, even if it can hold the aggro. Not without a Dom or Mastermind there healing and boosting them - and the Mastermind can just do that themselves.

    Brutes are good. I'm not denying the importance of a good Brute. But they are far less Tanks than are MMs.
  22. Quote:
    Originally Posted by The_Coming_Storm View Post
    And, you know, the whole human interaction thing? :P *Shakes fists at nooby MMs (Ones who buff only their pets) who are a disgrace to my kind*
    Those other pets never stay when I tell them to. It's not my fault they insist on running out of range of my Traps.
  23. Quote:
    Originally Posted by Pinny View Post
    Weren't doesn't sound right in that sentence.

    Hurray grammar.
    Sounds right to me. Hurray fail?
  24. Quote:
    Originally Posted by prev1 View Post
    Unless your fighting LB. Or Malta. Or maybe even Rikti. And almost certainly when your fighting Nemesis.

    Pulling an alpha is one thing, and I've seen it done fantastically in a number of ways (Tar Patch & RoF! Yay!). Tanking an entire 8 man spawn for an entire fight is a different creature. Add in EB's and AV's and cascading defenses will not be enough. MM's of any build are unique in that they are the only AT more* susceptible to AoE attacks than ST attacks.
    The /Traps MM, and her pets, sits at the softcap to all important defences, including AoE. And being Traps, she has mez protection, so Longbow, Malta, Rikti and Nemesis don't change her tactics at all. She solos +1x8. MMs are tough, if you do them right.

    As for the other, she's Dark, so she can pull with Fearsome Stare, Darkest Night, and Tar Patch. And the Dark has Tankerminded Romulus.

    Brutes are not the redside tanks. Never seen one that could do the job as good as a well-made Tankermind or even a poorly-made Tanker.
  25. You should be spamming web grenade. Not only is it an immobilise and thus keeps enemies in your minion's burn patches, but it's also get a pretty hefty -recharge component, so the more enemies it's on, the less incoming damage you'll get.

    Of course, my /Traps MM does have the Pulse Rifle attacks (at least the last two), and there's absolutely nothing wrong with that, and don't let these forums tell you otherwise.