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Posts
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Joined
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I've considered picking up taunt on my Brutes (SS/Fire, Claws/DA) once fitness becomes inherent, but I still think there is not much need for it. Taunt aura works well enough, the only time I think taunt is actually really needed are for hami raids, in which I have a separate build for my Dark Armor for them.
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I'd like to add that the mission I used did have self rezing mobs. I ran without bosses, so I'd like to do these tests again when I have time with bosses on to see what results I get.
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So how are the bye's going to be handled now that there are an odd number of teams?
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Quote:Alright, I did a series of tests of using and not using reds, along with using, not using Rage and stacking Rage. I'm not sure if we're using the same mission, but here are the results I got:Ok, just tested it out. I started timing the mish the second i was done loading it and stopped the timer the moment i click the glowie.
Without rage my average time was 4min 2sec to finish the mish.
With rage (clicking it every time its up) my average time was about 3min 32sec.
And interestingly I feel that reds actually slow me down because of the rather low dmg buff they give combined with the fact that they still appear to have an activation time. I've never actually tested this out though.
No Rage, no reds - 3:20
Rage, no reds - 3:00
No Rage, reds - 2:15
Rage, reds -2:30
Stacking Rage, no reds - 2:49
Stacking Rage, reds - 2:23
In this case stacking Rage is better than not stacking it because the mission is completed before the second crash. Although, like I said before, I've found that not using Rage and just popping reds in this particular mission works the best, for me. As far as using inspirations slowing you down, just pop them when your AoE's are recharging, ST attacks aren't needed for this. -
Tough is great for about any character, I mean who doesn't want more S/L resistance? Weave can be skippable if you don't build any defense on top of it, but it can still be nice to have for a LotG slot.
I can't really comment much since I haven't seen your builds, but I guarantee if you take Tough and Weave and build for a respectable amount of defense, you will be a lot more survivable. -
I'd certainly like if they did something to PvP, it's the only thing that's challenging in this game. If they don't I would like them to actually add some hard PvE content, and no CoP is not hard if it can be completed in 8 minutes.
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I'd much rather have Weave as a LotG mule then temp protection. Tough is not useless for 99.9% of the game and I actually have Boxing slotted up with a purple set. Also, I didn't build my Brute just to go against fire enemies, that's stupid IMO, he's tough enough without it. Using purples in those farms are much more useful than capped resistance anyway.
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It's great when you get picked last then end up with the most kills.
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I'd personally go with the Brute, but I'm biased because I lol @ tanks.
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I would think it all depends on how much fodder there is to fuel AAO.
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If takes lets say 2 Foot Stomps to kill a mob with Rage up, stacking Rage may not be a benefit if it still takes you 2 Foot Stomps to kill a mob. Will you be doing more damage with stacked Rage? Of course, but sometimes that extra damage can go to waste causing you to slow down because of the increase in crashes. That's also without factoring inspiration use.
For those certain AE farms that take 4 minutes, I don't even use Rage at all. I determined activating Rage actually slows me down because of the amount of red inspirations that are used. -
I did one run of the Nemesis farm with my SS/Fire, had approximately 19:45 left.
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I don't stack Rage on my SS/Fire. Stacking Rage = more crashes which I don't like. Sometimes it can help, but other times it can slow you down.
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Sorry for the confusion. I thought there were 2 different votes that were issued. One to limit healers to 1 per team for 3v3's (which I voted against) and the other to limit it to 2 healers for 4v4's and 5v5's, which I was for.
On that note, GLHF! -
I voted against the limitation. By the looks of it, the results of the voting should have been different, assuming everyone saying they voted against it really did. Is it possible that someone accidentally voted the opposite?
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To leverage Spin to its fullest, a taunt aura is needed. I can't imagine not having it on my Claws/DA Brute.
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Since this rule change was put in place to limit 3 healer lineups, I think it would make more sense just to limit teams to 2 healers regardless of team size.
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I need a couple of these for the last IO in a few builds. But I've always dealt with either saving up for one or using the inf to completely IO one or two new characters. The latter has won all the time so far.
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I find +3x8 without bosses yields the best results for pure inf generation. My SS/Fire/Pyre usually earns 600k - 650k inf/minute on the Liberate TV mission with those settings.
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What's your secondary? I didn't take it on my Fire/SD Scrapper, FSC, Fireball, and Shield Charge are enough AoE's for me.