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Posts
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Joined
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Quote:I'm not looking at the numbers here, but are you taking damage Enhancements into account?If a Brute is at their damage cap, then they're operating at 850% base damage. In order for an attack to exceed 1,000 damage, it would need to deal ~117.6 base damage (1000 / 8.5). That is far above a t1 attack. The hardest hitting t1 attack is Barrage, which deals 55.04 base damage (467.84 at the cap).
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If you're feeling frisky, keep in mind that Glacier has a larger radius than Ice Slick, so you can lure people into melee range before incapacitating them.
I'm personally skipping Arctic Air due to the scatter effect, but I intend to take Chilling Embrace. I'm also having second thoughts about Frostbite, but that's just me. I'll go muse in the corner. -
I'd just like to throw in a mention that the role of the Tanker is to protect the team. This is typically done with aggro control, and survivability is generally done with Damage Resistance. That's not necessarily the case, though: roll a Dark Armor/Ice Melee Tanker like I inadvertantly did and you'll see all the wonders of what a Tanker is supposed to do.
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Melee/Buff would be... well, very peculiar, but still! Claws/Empathy, pls.
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It's time to introduce the next chapter of this epic saga! It's the unofficial part 3!
http://www.xtranormal.com/watch/5852205/
EDIT:
Hang on. I made an error when I decided to put in Captain Outhouse. One moment!
EDIT2:
Okay, use the link above. It'll be available in a moment or two when it processes. The "75%" comment was made before I decided to use Captain Outhouse, and has been corrected. -
Actually, they did:
Quote:Originally Posted by Back Alley Brawler on May 31st, 2007Geometry particles can't be tinted on the fly[...], which is another one of those stumbling blocks for power FX customization. -
Yeah. Same thing happened with Power Customization. A shame they can't do that; it'd be cool to colorize our powers.
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Superior Aim, which corresponds with Aim much like Rage with Build Up.
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The Pistols powers already in the game, called Pistols, Dual Wield and Empty Clips, are effectively guaranteed to make it into the new powerset, and they're just as ranged as any other powers in the game. There's also likely to be at least one of the Gunslinger mez powers, such as Tranq Dart, Liquid Nitrogen Round or Explosive Tip, but we'll have to wait and see.
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I'm not averse to Stalkers; it's just not a play style that I enjoy all that much. Their "in, out, and wait" mechanic doesn't mesh well with my preferences, and being yet another melee/defense class, it's not much that I haven't already seen a number of times over.
I took Cloaking Device and Placate on my Arachnos Solider, so I'm well familiar with the merits of bonus damage, but I also took several ranged attacks for those times when I didn't feel like sneaking up on people. Peeling away those ranged powers and the pets would be like torture for me, and rolling a Stalker is basically peeling away the ranged powers and the pets. -
Grandville has convenient elevators all over the place to get you up when you're not already on the top. They're not as obnoxiously abundant as the ones in Faultline, but they're there... Speaking of which, anyone else unfortunate enough to have fallen into the cracks of the old Faultline with Super Speed?
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Quote:It won't be gimp if you take the Henchmen. You can take the pets AND ranged attacks on the same Mastermind, you know. (-:Not really. A "pistols mastermind" is more than likely a gimp petless thugs MM. Dual pistols will be a different beast entirely.
In any case, you get pistol-slinging Masterminds with more than likely three powers out of the dedicated ranged powerset, so I don't feel that the archetype needs to be excluded just because of the mechanical differences. -
I was on one about a week and a half ago that finished the mission with no Temporary Powers. Lots of Inspirations, though.
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Almost.
Statesman has 150-mag protection to most mez rather than 50, and Knockback and Repel are 100 each. The power's in-game ID is [Statesman.Resistance]
Lord Recluse has 100-mag mez protection and 10,000% resistance to status effects (which makes holds last 1% of their full duration), and 100% resistance to Knockback/Repel (which makes him un-knockable). For all intents and purposes, Lord Recluse cannot be held, let alone perma-held. The power's in-game ID is [Lord Recluse.Resistance]
Both characters have no protection against Sleep or Immobilize. -
No love for pistols Masterminds, huh? )-:
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Quote:The +HP in Energy Drain is not a self heal: it's only there to recover from the scratch that results in casting the power. (-:It means the heals in Regen, Ninjitsu, Willpower, Dark Armor, Electric Armor, Energy Aura, along with the regen in Regen, Willpower, and Electric Armor -- basically EVERY set but SR -- is weaker and the Stalker is squishier.
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Quote:I think the devs have still allowed for their vision even in the latest wave of Patron updates, but most players have taken a different approach.But alpha isn't tanking. To tank you have to A) alpha, B) survive and persist through the fight, and C) be able to hold the attention of numerous enemies to prevent them from attacking your allies.
Masterminds can do A and B, but not usually C. To maintain aggro you need to be able to taunt in some way, whether through punchvoke, taunt aura, Taunt, or a mix of those. Which MMs themselves don't do, and only one (unless I forgot one) MM pet does. Yes you can take the Pressence pool and taunt enemies (which hits a whopping 5 enemies, with hit check). But that's basically the same as claiming Stalkers are Tanks because they could theoretically take Provoke.
Not to mention, Defensive damage sharing didn't happen at release. It came later on. So the original concept of MMs tanking was "throw NPCs at the enemies to distract them for a few seconds." Which works I guess, but doesn't maintain aggro and is pretty annoying for the MM that has to keep resummoning.
As I understand it, the most effective Masterminds on these forums either don't have or scarcely use their ranged attacks. This makes the class entirely built on damage from the Henchmen and support from the Mastermind himself. This is all well and good (and extremely entertaining), but does not constitute a red-side Tanker, as you have stated.
On the other hand, Masterminds can be built differently from the norm: what some people actually call "Tankerminds" for the very way they are played. My belief is that the devs implemented Bodyguard for the express purpose of supporting "Tankermind" play style, and that they eventually overhauled how Henchman upgrades work to discourage rapid re-summoning and persuade Masterminds to protect their Henchmen as well as work with them.
The fifth powers added to the Mastermind epics (Thunder Strike, Oppressive Gloom, Knockout Blow and Power Boost) are all focused on aggro management. Power Boost makes the Mastermind's mez and debuffs more powerful, but that's the odd one out. Look at the others: they're all melee powers. What's the point of melee powers on a Mastermind? Well, it's for aggro control: if the Mastermind is dealing heavy damage or messing with groups while in the middle of it all--sucking up damage using the aforementioned Bodyguard--then he's in a prime position to A) take alpha, B) survive and persist through the fight, and C) be able to hold the attention of numerous enemies to prevent them from attacking his allies.
While Masterminds aren't typically used for aggro management purposes, it's certainly possible, and I'm of the belief that the devs have been accomodating that functionality all along. -
I'm curious, how are the AV hit points bested? Do Dominators just have that kind of DPS or does holding them knock off their regen?
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It works in PvE too. I built a Gravity Control Dominator with Phase Shift for that very purpose. The novelty wore off, though, and the character since got deleted. Either way, "Phased" entities are able to affect each other.
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Them or the Dominator, yeah. If you want durable and relentless, Brute. If you want flexible and controlling, Dominator. I tried rolling some kind of Ice themed Hero, but the combinations available blueside just didn't do it for me. Dominator is perfect, though.
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This would be the missing link, then. I'll admit that my "research" is incomplete and when I made my analysis of mez powers, I didn't notice the flag that determines which aspect of the power is buffed. Once I "look into it" again in a week or so, I'll keep an eye out for this flag.
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"Oh, I hate Marketing... more than you hate me! Marketing stole my goldfish... and unplugged my TV!"
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Westin Phipps is actually a very humorous contact. It's just the side-effects of working with him that people find botheresome. Allow me to demonstrate:
Phipps dialog:
Quote:Clue found in that same mission:I've got a rather nasty problem growing around here. It seems that a nest of Arachnoids has sprung up near Haven house, and it's causing all sorts of trouble. I really don't care about their eating the odd person, but it's starting to drive people away, and that makes it harder to gather information. So, I need you to eradicate this particular Arachnoid nest so I can get back to my job informing for Arachnos.
Quote:You found this old photograph clasped in the claw of the Arachnoid leader. The picture shows what looks like a poor family in the interior of Haven House during the holidays. Despite their obvious poverty, they all seem quite happy, and the children are hugging Westin Phipps' leg. On the back, it says:
'Mr. Phipps was so kind. He even promised to find me a job. This is the first day of a new life for my family!'