FireKitty

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  1. Because it's pointless making decisions and complaints on sets that haven't yet been played by anyone?

    It's not about pets in general diverting aggro, how do you know that they won't introduce a system where attacks against your pet and attacks your pet does add to your own Fury?
  2. Very true, I suppose Stone Brutes are the exception to the rule
  3. It would be pretty rare for a team to have enough Sonic chars or /Thermal Corruptors to get a Brute up to 90% resist. And besides, even with a lower resist cap a maxed-resist Blaster or Scrapper could be more powerful than a maxed-resist Tanker because of their higher damage output.
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    As for the pet... I think they can make it work so that it WILL increase your fury.

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    I doubt that, Dom pets don't increase Domination and Fury builds lightning fast compared to Domination.

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    Just because the Dominator pets don't increase Domination doens't mean Brute pets won't increase Fury.
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    After all, I see no reason in PVE to take ranged attacks. Sure a minor accuracy debuff done by gloom might be "okay" if you can spare the slots and endurance to bother with it, if you're already high def. Mu lightning might be "okay" depending on the endurance stolen (i.e. if you can use it to help high endurance use from lots of toggles running while tanking). The web grenade from the scorpion pool might be okay. For. Uh... ... Well it might be okay for the recharge, I guess, if you're trying to tank a really scary AV for the team, or something.

    But none of them really help us brutes be better brutes. The only reason I can see why anyone would be excited by the PPPs personally is either concept or PVP. After all brutes DO lack ranged attacks in PVP. And they don't get pets either to run interference (only bad in PVE since they steal fury). Or control to stop someone running away in many cases.

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    So why do many Scrappers, the CoH AT most similar to Brutes, take ranged attacks from their Epic Pools? To catch runners, pull mobs etc.

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    I dunno. I'm just very dissapointed. The PPPs don't generally do things I really need like:
    - Raise my resists even higher
    - Raise my defense higher
    - Help with endurance drain when running all my toggles (unless I'm VERY wrong about the end boost provided by Mu Lightning)
    - Kill things better/faster
    - Raise my accuracy (and something like focussed accuracy could mean one less acc enhance slot to fill with dam, recharge or endredux)

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    None of the Tanker and Scrapper epics have resist and defence boosts so I don't see why you're complaining. And how can AoEs do nothing BUT kill things better and faster?

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    I'm a Brute so obviously what I want to do is:
    - Control (really BADLY at that, immobs are the most scorned powers of controllers and doms, and AFAIK we don't even get a hold which may have actually BEEN USEFUL)
    - Fight at range
    - Fight at range s'more with AoEs
    - Have a pet to steal my fury

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    My fire/fire brute will probably love the AoE immob, combine that with Burn and the I7 changes to pseudo-pet damage he will be even more uber. And see above about ranged attacks and AoEs.

    How do you even know the pet will steal your Fury? Have you played with the PPPs yet? No. Have the devs said anything about pets stealing Fury? No. So stop whining until you actually play the sets. All this hyperbole and hysteria over the PPPs sometimes makes me wish they hadn't released the set details before I7 hits test.
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    If Psychic Wail is slotted with Damage enhancements then there won't be any mobs left to kill you or the team, especially combined with Power Build Up from the Power Mastery epic. Also, it is very rare to have 3 members of a team mezzed at once.

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    yes rare but not impossible, especially with DE sleeps, sapper aoe stun effects from its sap but anyway power build up + psychic wail 3 damage slots would probably only just manage to see an even white con foe dead. Still being an aoe could see a few white cons dead and finish off some other tougher foes.The higher level you face, the less likely the damage and duration would have an impact so thats why i prioritise duration. My concept with defenders is to save people over arresting foes.

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    I guess you've never used a Defender nuke then - true they're not as powerful as Blaster nukes but they deserve more credit than you give them.
  7. FireKitty

    Spines/DA

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    I can imagine Spines/DA running out of endurance very very quickly.

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    They do, but it's sooo worth it.
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    Quick recovery and stamina work in different ways but with roughly the same effect overall, 1 of them speeds up the blips of endurance you get back, the other makes the blips bigger. So if you have both you get quick big blips and no end ttroubles.

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    Is this true? I never heard of it. (altho I admit I never looked into it)
    I'm supposing QR makes you recover faster, and Stam makes you recover more?

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    I believe they work in the same way, never heard anything to the contary. And as MaX said, QR gives a better EPS boost than Stamina.
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    Absorb pain loves all the heals you can give it - but recharge is dangerous as you'll top yourself before you've noticed you're low. When the tank is struggling, you'll need those three heals in AP.

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    Its a percentage heal 2 heals take you over 100% hp heal you cant give more than 100%. 3 health slots is superflous.
    Nothing wrong with recharges in it either absorb pain dont get you killed, your team mates/your position/or the fact that you brought aggro onto yourself gets you killed.

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    Heal percentages are a percentage of your health - therefore the 100% will be 100% of your own hitpoints - as Tankers have far more hp than a Defender the heals will be very useful. You don't really need any Recharges in AP anyway, it has a pretty good recharge and if you need to use it consantly there is something wrong with the team.

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    Psychic wail doesn't need slotting for disorient duration, theduration on it is already big enough that you can happily use it to create a window to get the team away.

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    well the 3 dazed ones waiting for you to clearmind them before they can get away wont think so, but thats a scenario that basically never happens.

    Defender attacks are poo, i much prefer control effects for defenders the lower the action time of them and the higher the duration of them the better. Better to control foes than tickle them in a team imo.

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    If Psychic Wail is slotted with Damage enhancements then there won't be any mobs left to kill you or the team, especially combined with Power Build Up from the Power Mastery epic. Also, it is very rare to have 3 members of a team mezzed at once.
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    easy one........

    psy ftw!!!!! its pink! n looks funkeh! ruddy rubbish recharge and anim times!! acc is shot to meh mostly!!!

    but its piiiiiiink

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    The accuracy of Psi Blast is the same as most other attacks, 75%.
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    Who is this "Jag" bloke anyway?
    Does he really exist?
    I heard that he is just a myth, a story you scare your kids with: "Dont be naughty or the JAG will get you while you sleep"

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    Jag DID get me while I was in sleep! Imagine waking up and see... *sob*

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    Did it involve a pig?
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    I took AS on my Grav Controller because Propel didn't fit into the concept. With Containment it does a nice hit, but the downside is you have to me in melee range.

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    Which is right where you should be as a /kin!
  13. Plus it's your mez protection.
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    So thats the rangers and defiant, who's next?

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    well, he can't beat my psycho spam chat

    BUAHAHHAHAHAHAHHAHAHAHHAHAHAH

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    Yeah, because that is 'so cool'
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    I have tanked AVs without it, and died against AVs with it.

    MoG is not a terrible power to have but it is very situational. And with the long downtime isn't much use as anything but a panic button. It is brilliant for sappers and bosses but unless you only solo so meet them only occasionally its often down when needed. I had it while it could still be permaed and it was lots of fun, now its less so and far less useful for that.

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    With enough debuffs and buffs you could tank an AV without it, but if there aren't any I'd like to see you try

    I've tanked all of the non-psi Praetorian AVs, and as long as your team does enough damage you'll be fine.
  16. It depends how you define 'better'. Speed Boost provides a better recharge buff than Adrenaline Boost and better recharge and recovery than Accelerate Metabolism. It's also able to be perma on the whole team (except the caster, of course).
  17. MoG is pretty much essential if you want to be able to tank AVs.
  18. No Instant Healing?

    For Regen, you need to slot Integration, Dull Pain, Reconstruction and Quick Recovery first. Slots in Fast Healing and Health can come later, and I don't really recommend slotting Resilience unless you have too many slots as the additional damage resistance isn't really worth it.
  19. FireKitty

    fire/fire

    Incinerate never really did it for me, I preferred the extra burst damage from Fiery Embrace for boss fights etc.
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    X and Y are overpowered


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    I KNOW Im overpowered, Stop going on about it

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    Overpowered with rubbishness!
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    oops forgot that - legendary site

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    yeah i am sure u forgot all about it

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    Heh, fancy that eh?
  22. FireKitty

    Semi PvP DM/Rgn

    Focussed Accuracy is better than Tactics, so there's not much point in getting it. It's worth using those slots to 6-slot Dull Pain and Instant Healing to get as much healing as you possibly can.
  23. Grats Jag on another 50! So what's next?
  24. If I were you I'd wait for Issue 7. Claws are going to be buffed and so your power choices may change.