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Posts
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Quote: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).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
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. -
Quote:I want a five-minute death throe going "Ah, ooo, eee, ah, ooo!" while clutching the chest the whole time.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.
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Quote: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.And that's on top of Willpower potentially having better regen than Regen at least some of the time.
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. -
Maybe all the unlockable contacts in CoV should simply be converted to SFs. That would probably help a lot.
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I wish you could cancel Self-Destruct. I've accidentally activated it on new characters more times than I care to admit.
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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. -
Quote: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.You've completely missed my point. There is enough villain content available that the impact of diminishing returns can be avoided.
So one side or the other of this issue needs to be fixed. -
Physical Perfection allowed my WP tanker to top 5end/sec recovery. Her bars never move. It is beautiful.
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Maybe the solution is to punish/discourage speed runs, rather than lower overall merit rewards, then.
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You might want to look through this thread.
Of course, I'm obliged to invite you to check out The Supreme Society, too. -
Quote: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.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).
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. -
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. -
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.
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Quote:If you ran into a Ballista at level 20, the copious knockbacks and heavy damage would probably be an issue.Slightly off topic - what's so bad about Ballistae? Never had any issue with those on my MMs.
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. -
Those are the values on the Combat Attributes screen.
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Fluffy plays fairly aggressively. Fluffy is also a lot tougher than he seems on paper.
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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.
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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. -
Quote:You might have to resummon them to get the enhancement changes to actually reflect in their powers (zoning will do this too).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.
Also, are you looking at your combat attributes, or theirs? Because their bonuses don't apply to you, just your pets. -
Quote: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.Under the best of circumstances I simply do not see a Tankermind holding the entire freedom phalanx on them, or Reichsman+aggro cap.
Brutes are good. I'm not denying the importance of a good Brute. But they are far less Tanks than are MMs. -
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.
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Quote: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.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.
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. -
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.