Jade_Dragon

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  1. Quote:
    Originally Posted by Silverado View Post
    Not always.

    Some Scraper ranged attacks use (incorrectly so) the melee damage mod and some don't. Laser Beam Eyes and both Shurikens are examples of ranged attacks that correctly use the damage modifier (0.5) while Fire Blast and Fire Ball are using the melee modifiers (I think)
    The devs seem to treat it as if it is the other way around, it is the melee modifier which is supposed to be used for ranged attacks, and not the ranged one. I suspect the reason for this is so ranged attacks in the Melee set, such as Hurl, are as useful as similar attacks in the same set.

    Why the devs go around their own rules in such a way, and apply them inconsistently to the Epic attacks I don't know, when they could just make the Ranged modifier equal the Melee one. (Or at the very least make it about 5-10% less)

    And note that Temp powers are independent of these tables, and so they do the same damage for meleers when they are ranged attacks as well.
  2. All attacks in the game are rated on a scale value that equalizes them against their End cost and recharge time. So, for instance, Power Slice from Dual Blades has the exact same stats (for the most part) whether it is on a Tanker, Scrapper, Brute or Stalker. It will recharge in the same time, cost the same End, animate in the same time, and do the same "scale" amount of damage.

    When the damage is applied to the foe, though, the AT's modifiers come into play. So a Tanker does less damage than a Scrapper because he has a 0.8 modifier and the Scrapper has a 1.125 modifier. The Tanker will do 0.8/1.125 = 71.11% of the damage the Scrapper will do with the exact same attack. This keeps the damage ratio between the ATs constant no matter what the differences in their attacks are. (And while the modifier could be considered a percent, like 65% for a Defender, that's only relevant compared TO something else. So a Defender does 0.65/1.125 = 57.78% the damage of a Blaster)

    Here's a listing of the modifiers:

    Blaster = 1.125 Ranged / 1.0 Melee
    Scrapper = 1.125 Melee (the same for Ranged since their ranged attacks just count as Melee)
    Tanker = 0.8 Melee (again same for Ranged)
    Defender = 0.65 Ranged / 0.55 Melee
    Controller = 0.55 Ranged and Melee (Containment really increases this, though)

    Dominator = 1.05 Melee / 0.95 Ranged
    Stalker = 1.0 Melee
    Brute = 0.75 Melee (Fury can raise this higher than a Scrapper though)
    Corruptor = 0.75 Ranged and Melee
    Mastermind = 0.55 Ranged and Melee (they have so few attacks their damage is reduced even more - but their Henchmen deal damage independent of this)

    Corruptors, Defenders, Controllers and Masterminds usually have some power in their Buff/Debuff set that allows them to increase damage. This can get a Corruptor's damage close to 0.9, or a Defender's to 0.85. Note that when you're talking about these base modifiers, though, any special powers the AT has to increase his damage usually isn't counted. This can make the gap between the damage dealers and the "weaker" classes smaller than it appears.

    Blasters and Dominators also usually have special melee attacks that do more damage than the Scrapper/Tanker/Brute versions, but take longer to recharge. Doms can have slightly better/slower ranged attacks, as well. (Their Snipes, for instance, do about the same damage as a Blaster despite the 0.95/1.125 difference, but they recharge slower to compensate)
  3. My Mind/Fire is my highest level Dom (my Grav/Elec right behind him) and while I can certainly see where Fire picked up some problems from the revamp, I avoid them because I pretty much don't use those powers. I never used Flares despite being stuck with it, and don't have Consumption. And he's always been my fastest leveller, even though it seems like he does die more often than everyone else.

    The new damage has certainly helped my survival, so I'm not unhappy. I'm going through the 40-50's myself, but hey, I'm in no hurry, I have only two currently that I actually pushed to 50. I'm an altoholic, so I switch around and take the levels as they come.
  4. This sounds so much like me.

    I find that most teams like to steamroller, but I am extremely, almost excessively methodical. I like to say that I have to clear every single speck of grey off of the mission map, no matter how many times I have to go back down the same corridor. It's probably crazy, but that's my mindset. (And I have to admit the "Reveal" Vet reward has helped my sanity. )

    I do have a few groups that I know that prefer to take their time, though. A lot of it is "uber" Enhancements and builds, most of my friends actually couldn't steamroller a mission like that. Sometimes we do, but even then it's with a certain amount of caution. We don't mind waiting for someone to catch up, take a Rest, or handle something offline.

    Another likely issue is that you may be playing with groups much higher level than you are. With the new Super Sidekicking system that's all so automatic you may not even notice. If you're level 10 in a level 30 team, though, while you can contribute, you'll run out of breath while they're all still going. You can either just let the team go on ahead without you, or leave the team and try to set up one closer to your level.
  5. I'll also add that at the really high levels, especially with IOs, the difference between sets tends to average out. While Bots is much better for Tankerminding than Thugs overall, at the high levels their offense and defense become much closer to equal. Likewise, the differences between Traps and FF balances out. (Particularly if you use IOs to bring your damage up)

    But all of this is probably irrelevant to the thread topic. I'd go with what fits concept, if you have one.
  6. Quote:
    Originally Posted by Eiko-chan View Post
    Traps should never be "supporting from the back" - a lot of Traps best tools come from being in the thick of things (Triage Beacon for the Brutes and Stalkers, toe-bombing with Trip Mine, Caltrops being a fairly short range power).
    Let's rephrase that. The Bots/Traps will usually not be on the front line drawing aggro with direct contact, he will be outside of the main melee letting his traps do the work and draw the aggro. (Onto him, hopefully) In a way, his traps are merely more henchmen, albeit most of them are immobile. As such, he can choose the Tankermind strategy, or go the more stealthy route and allow himself to be lost in the fracas as his henchmen fight.

    I didn't mean to say that Bots/Traps is BAD at Tankerminding, it's actually quite good at it. But if you are toe bombing, you are NOT drawing aggro. Unless your Defense is so high that you can withstand a barrage without taking a single hit, and that's only at the highest levels. My experience with Bots/Traps is that I progress better when setting traps if I am not the center of attention, which is why at my current level (36) I haven't gone the Tankermind route yet.

    Again, it's not that Tankerminding is bad, it's that the other option is just as good. And you get the exact same Defense, plus PFF, plus better Defense for your henchmen against AoE with FF. Traps certainly has more offense, but that's the point. More offense = less defense.

    Also: by definition, if you are soloing an AV, you don't care about holding aggro for the team. You can call it Tankerminding if you want, but it's not tanking.
  7. Bots/FF is the thematic match for the Primary since the Dispersion Bubble stacks with the Protector Bots' bubbles, and you can bubble your bots as well. This is the combination which is typically used for the "Tankermind", since you can easily cap Defense on your Bots, and I think yourself as well. You lack offensive punch, but most Tankerminds aren't worried about damage anyway. The knockback also meshes well with the knockback from your Bots.

    Bots/Traps is also a good thematic combination because of the Force Field Generator, and the tech/robotic aspect of the other traps. You lack the individual bubbles, but make up for it with Acid Mortar, which will help you do more damage (I slot it to recharge as fast as possible, since it's not mobile) and Detonator, which is just awesome. This isn't really a great combo for Tankerminding, though, more supporting from the rear as your Bots fight. Still, most traps can be laid without being interrupted, so you don't have to be stealthy about it if you don't want to.

    I understand Bots/Dark is a good combo as well. I've played them separately, but not together, but I would guess the -Acc stacked with the bubbles makes for good defense. Plus, there is the ability to heal yourself, as well as the Dark Servant. This is probably a good Tankermind combo, although it lacks the status protection of the Dispersion Bubble/Force Field. I've found that being held isn't usually a problem, though, as it means my henchmen aren't. Or if one of them is held, I'm not.

    Bots/Storm is probably good, as previously suggested, because of the knockback compatibility, like FF. The chaos and disruption caused to the foes is very helpful solo, but I would think it's not the best thing for holding aggro. (Although it may be able to draw it) If you're willing to go that route for crowd control, though, and your teammates don't mind, it can be effective, and your damage is probably pretty good too.

    The rest I don't think I would bother with. Trick Arrow doesn't seem thematically compatible, I would call it more low tech, and Pain Domination I can't really tell you about as I have never tried it. Poison and Thermal are okay, but I don't think they play to the Bots' strengths. Poison is too single target oriented, and Thermal's shields are Resistance, not Defense, so they won't stack. (Although Def and Res combined can be quite effective)

    If you don't know what I mean by "Tankermind", let me know, but I'm assuming you've been reading this forum. If you're coming from a Tanker you may want to use that strategy, but you might also want to explore playing more like a Defender/Controller and letting your henchmen play the meatshield. Just try both and see which you like.
  8. Back in the day I would always set my Difficulty to at least Tenacious at level 10. I felt that if a character could not at least take on a Boss solo, that it was a bad build and I either worked on the build or abandoned the Power Set. I never got that far, though, even my FF/Rad Defender was able to get through the Bosses with a combination of Detention Field and Snipe and Retreat tactics. Nowadays (at 50 and pretty nicely IOed out) he solos at +2/x1 or +1/x2 levels easily.

    I honestly stay away from most of the possibilities of the new system, just trying to set to something like the settings of the old system. Guess I'm just comfortable with it. It is really nice to be able to lower difficulty to -1/whatever to overcome tough EBs though.
  9. Quote:
    Originally Posted by Golden Girl View Post
    Rather than puzzles, I think tasks where each member of the team has to do something would be better - like the missions where you have to click glowies at the same time - only more complex - although that might not be so good for solo players
    I like this idea more than puzzles. In fact, I've been wracking my brain for a way to make a crafted mission force you to do something like this, such as send one team to unlock a door that a second team has to get through and finish the mission within a time limit.

    Honestly, most of the suggestions made for using puzzles to implement non-combat activities, such as picking locks, defusing bombs, and bypassing spawns, sound very much like the Super Secret Out Of Combat System which was brought up so long ago. We never got much detail about what exactly was tried, but we were told specifically that "It Wasn't Fun (TM)".

    So assuming that puzzles were involved, the devs either lacked the ability to design interesting puzzles, or they found them too tedious and disruptive compared to the rest of gameplay. Not to say that that was the interface, but I know that it was suggested.

    I do like the idea of randomizing the maps, and zone events or encounters that can unlock missions. The latter already exists, though, in the form of unlockable Contacts, although that's only on redside and the unlock process is considerably simpler and can be posted as a walkthrough. If the process were more complex, however, and involved non-combat content such as rescues and fire fighting, it might make that content more popular. I particularly like the idea of "crafting" unlocks from clues collected from encounters, although again that was a suggestion posted for the SSOOCS.

    And in passing and just to bring it up, I'll point out an old game I used to mention back in Beta days called Murder on the Zinderneuf. This could be a good example about how to drop randomized Clues. Such randomization can never truly be random, though, and the same goes with maps. A truly random map would never go anywhere.
  10. I will agree with Ad Astra. Masterminds are NOT an AT to jump into cold. They can be a lot of fun when played right, but they are their own animal, and totally different from any other AT in the game. And you really do need to take a lot of time setting up keybinds to maximize your control.

    It's not that MMs can't be an AT you introduce yourself to the game with, but it's not really the best choice. I'd definately try out the Brute. But don't abandon your MM, you can probably get through the early levels with just basic Corruptor/Defender strategies, without having to get in too deep.
  11. Quote:
    Originally Posted by Silverado View Post
    This is I think how PGT in Traps used to work before it was 'fixed'
    There are still powers that do this. Invincibilty, Rise to the Challenge and Energy Absorption all scale to the number of foes you are facing. And many Dark powers and the Warshade Umbrals feed off of living and even dead targets in the latter case, growing stronger against larger groups.

    The idea of force multiplication makes that really dangerous, though. Your powers grow stronger as your team gets larger AND you gain more powers as your number of foes increase -- that's just asking for herding. Which is why the devs have said that they would not have, for instance, a scaling Inherent that made a Tanker's defenses stronger the more foes are around him. You already have that in many cases, and stacking it with other similar effects would just go out of control quickly.

    In other words, such things are rare, but where you can find such powers, use them if you've got 'em.

    And BTW, those scaling Burn patches are WAY more effective for the Assault Bot than the Arsonist.
  12. Quote:
    Originally Posted by Sapphire7 View Post
    Exactly. Look at it this way: How often do you go look up spoilers for a movie before you watch it? Unless you're going to an advanced screening, it's entirely possible to know the entire movie without having ever seen it. But do you do that? No, you want to experience the movie for yourself, so you avoid spoilers. Puzzle games would be the same way - I'm sure some people looked up how to solve the Midnighter puzzle without trying to figure it out, but I quite enjoyed the task myself.
    This was the main area of my interest and suggestions in Earth and Beyond. It was pretty clear that the devs of that game were trying to make something new -- three separate games that were combined into an MMO. You had the combat game, which was based on other MMOs on the market at the time. You had the trading game, which tried to be something like Elite but failed miserably. Then you had the Explorers.

    That was the problem though. What did the Explorers do? Most of them mined for XP, but that wasn't available to the other classes. And it wasn't really a goal of its own, it was part of the crafting system. Likewise, there were plenty of people who felt that crafting for the Traders was meant to be their primary source of XP and complained that it was so low. But if the trading system had been robust enough to support its own form of gameplay, it probably would have been fun as a career choice.

    The general Exploration XP was finite, because the universe itself was finite. The developers couldn't possibly base Explore XP on adding new zones. So the closest they seemed to come to it was puzzles, like unlocking the Maelstrom, and the occasional mission that made you investigate the unknown. The problem with that, of course, is that once you know the secret, going through the steps and collecting the XP is easy. Perhaps too easy, since most people don't seem to enjoy "sandwich runs".

    I actually had a lot of ideas, from randomized puzzles that could be repeated for XP to the collection of special artifacts or data which could be delivered to a location (essentially, "mining" for information) to space rescues where you restored a damaged ship or diverted an asteroid on a collision course with a colony. None of this ever came to be, but I never hesitated to suggest an idea, no matter how far fetched.

    The problem with CoH is that random content is usually so predictable that eventually it isn't seen as varied any more. See the Newspaper Missions. Or even the fires in Steel Canyon. There's plenty of examples of how to make combat with another MOB interesting, but very few MMOs have dealt with puzzles or exploration. Most examples are single player games that aren't that repeatable. So honestly, I have no more idea how to solve the problem than I did back then.
  13. The problem most players on this forum have with Sniper attacks is that they build for sustained DPS, maximizing the damage they do against AVs and in teams. In that regard a Sniper is a horrible attack, because its damage over the time taken to cast it makes it weaker than normal attacks, not stronger. On the other hand, I find Sniper attacks useful because I tend to go from spawn to spawn taking "down time", instead of just steamrollering through them. For me, I just consider the time taken to fire off the first Sniper in a volley to be part of the down time.

    I do primarily solo, though. In a team, I often find a foe dying before I can get off a Sniper blast. And the Corruptor isn't really suited for Sniper attacks because, as je_saist pointed out, it is built for BOOSTING its damage with debuffs before it strikes. Debuffing the foe loses the element of surprise, and means you will be shot at while the Sniper is charging. Whereas a Stalker, with a higher damage scale to start with, will do more damage "cold", with his first shot.

    I still use Sniper attacks in combat. The technique is primarily to incapacitate or otherwise render yourself protected from counterattack while charging the attack. Force Field is actually good for this on my Defender since with good slotting on my Defense I can make the odds very high that no shot will hit and interrupt me. Likewise, a Dominator or a Corruptor with a hold can lock down the foe and be assured of taking no damage during the cast time. Redside is actually a little lacking when it comes to Sniper attacks as neither Corruptors, Stalkers nor Dominators can truly use them in their best possible circumstances. Snipers are really best suited for Blasters, who can get off that full power first shot.

    In short, while most people don't like Sniper attacks, they have their uses. But they are very situational, and you can almost always benefit from picking some other attack first.

    I'll also add that since the Dominator revamp, their Snipes do a lot more damage (about as much as a Blaster, although on a longer recharge timer) and Snipes by their nature are extremely End efficient. If all ATs end up getting the Doms' Sniper boost, they might become more useful overall. I would also like to see the interrupt time reduced to the same two seconds as an Assassin Strike.

    And I have no earthly idea what the devs were thinking with Calibrated Accuracy.
  14. Quote:
    Originally Posted by docbuzzard View Post
    If you're going to backstab em in the face, do you have to spin their head to the rear first?
    [Captain Heroic creeps up behind Skul]

    [Captain Heroic grabs Skul's head and turns it around 180 degrees]

    [loud crack as Skul's neck is broken]

    Captain Heroic: "Pardon me, but as a hero I am warning you before I attack. Just to be sporting."

    [Captain Heroic Assassin Strikes Skul]
  15. Both Tankers and Corruptors are notoriously low damage, not as bad as Defenders, but close. If you want a very soloable class redside, go for either a Brute or a Mastermind. While the MM will have tougher going through the 20s, they are capable of great damage once you hit 32. (Especially Bots or Thugs) Stalkers can also be good for soloing, although it depends a lot on whether you enjoy that type of stealthy play.

    Don't forget, though, that when Going Rogue comes out, you will be able to bring the blue side ATs over to redside. You seem to be unique, someone who actually likes redside. (I do too, actually... ) A Scrapper or Blaster would be able to deal way more damage than a Tanker or Corruptor, and maybe even be more soloable as well. (The Scrapper definately would be, the Blaster would depend on your playing style)

    Honestly, I would just try as many ATs as you can. That's what this game is best at, letting you create lots of alts. And don't worry about elemental powers, just come up with a concept that fits. You may find that a Controller or Dominator fits what you are looking for. (Both can do LOTS of damage in the right hands) It all depends on what works well for you.
  16. Quote:
    Originally Posted by Aett_Thorn View Post
    HOWEVER, if the mobs run out of the burn patch, and don't run back in to attack the Tanker, then they can stop being affected by AoEs that the Tanker has, and as such, over time, can lose some aggro, and put you at the top of their list if you've been attacking/debuffing them.
    The range at which the damage is being done may be a factor as well. The targets could be hit by the Tanker's AoEs (or even Gauntlet effects) but be out of melee, lowering the effect.

    That's really a factor we don't understand. (And I personally believe it's significant)

    Certainly if the mobs get far enough out of the burn patch that they are no longer being hit by the majority of the Tanker's Gauntlet, his aggro will probably decay quickly.
  17. Quote:
    Originally Posted by NordBlast View Post
    Widow's "Mask Presense" is getting 2/3 of defense suppressed.
    Well, it does vary. Cloak of Shadows does not suppress its Defense at all.

    I was speaking in general.
  18. I have a Blaster hero that will be going redside because he was the first attempt I made at a villain back before CoV came out. He has been a Corruptor, Brute and Dominator as well, but I will probably play the Blaster version just to get him into the 30s or so.

    As someone else has previously mentioned, I also want to take a Warshade to the "dark side". I expect there will be a lot of that.

    I will be taking a Mastermind to the hero side. And there will be a lot of characters I leave in the "grey area". The ones I find most intriguing, though, are the ATs that really don't have a counterpart on the other side.
  19. Quote:
    Originally Posted by Arcanaville View Post
    Scientist:

    I wonder about controllers and masterminds myself, because they aren't bound to this limit directly (as are some powerset combinations). But I'm curious if their ability to side-step this limit comes with other disadvantages that prevent them from exceeding it anyway, which is the purpose of my post.
    I would say one major constraint on the XP rate of Masterminds and Controllers (and Dominators, although to a lesser extent than Controllers) is the nature of the AI. I found in tests that damage done by pets is consistent over time, (determined by the time it takes to select and execute an attack) and so you can neither exceed nor do less damage than that rate. You can increase that damage with slotting and upgrades, but outside of that it is as much a limit as the consumption of Endurance is to other ATs.

    And in fact in some cases Mastermind Henchmen can be limited by their own End consumption as well.
  20. In general, 1/2 of the Defense from stealth powers suppresses. So it goes from 3.75% to 1.88%.

    This varies by AT, though. A Tanker would get more Defense from a stealth power since his Defense modifier is higher. The idea that it is halved is pretty consistent, though.

    One big exception is Stalker AoE Defense, which drops from 37.5% to 3.75% with Hide. This seems to be an inherent attribute of the Stalker. (It protects them from "splash damage" aimed at the tank while they set up their Assassin Strike)
  21. Quote:
    Originally Posted by BackAlleyBrawler View Post
    For me, it all boils down to what's doing the work. A master swordsman can pick up a chunk of metal, wield it like a sword, and do super-human things with it.
    Agreed. The thing is, Gadgets are both Natural and Technology. It says so on the tin. The original Origin system had a Gadgeteer, but heroes like that in the new system are on the line between. They may choose their Origin from the two that their sub-Origin lies between.

    Although the examples are much rarer, I would consider Inventors, Focusing Device users and Genetic Scientists to be the same sort of thing. (And Relic/Talisman, of course, but they were in the original system with Gadgetters)

    Personally, I use three criteria to define if a Gadget using hero is Natural or Technology. (And the same for Relic)

    1) If you take away his "wonderful toys", will the hero still kick your butt?

    2) Is the technology self-guided, or is it the hero's training that makes him so proficient with it? (or, like the Jetpacks, is it commonly available technology?)

    3) Can he use magical Relics as well?

    If all three are true, then he's Natural. In fact, I'd say if the last is true he has to be Natural, one unique advantage of Natural is that it can use both Gadgets and Relics. If only one or two of them are true, then you could go either way. I'll point out, though, that Batman often goes up against the occult, and while he doesn't use relics constantly, he has enough knowledge to improvise when he has to. He can usually follow along when a Magic hero (such as Etrigan or Doctor Fate) is explaining something. So I think those three criteria fit Batman very well, which is by design.

    As for "pure" Technology, I would say that a Gadget user is not that. The line between Gadget and Technology is whether or not the technology is built into YOU. So to me the "pure" Technology hero is a cyborg or robot, as in the original system.

    I will say on the subject of magic using Robots, though, that I created a robot that is animated by a demon summoned from the Netherworld. Crey attempted to experiment with using magic as a power source, and accidently caught "something" in the spell. So while my villain's body is a frame of technology, I don't consider it actually "him". The real villain is the demon locked up in the technology, and his origin is Magic. (Although he does not remember his true nature)

    I think the Ninja Pack fits the "pure" Natural hero that doesn't use any gadgets or relics but just focuses his "chi" as a result of his martial arts training. Although we could use an Aliens pack. I would think a Gadgets pack would be a sub-Origin pack, though, and in fact I think we should do all five of the sub-Origins.
  22. ATs all run about the same from about 1-10, gradually differentiating until it becomes more obvious at 20. From 22 on, after you get SO's, the innate differences are exaggerated until they become the most important factor, depending on how you have slotted Enhancements.

    For instance, a Brute won't seem that much weaker than a Tanker in the early levels, when you have only a few defense toggles, don't have them slotted, and don't have the Endurance to run them anyway. Post 25, with Stamina fully slotted, and lots of Enhancements in your attacks, the Tanker can become almost unkillable. Then you really begin to see the difference. Even three slotting his attacks, though, the Tanker won't do as much damage as the Brute, because the base on which his damage Enhancements are built are just that much lower.

    Fortunately, you also tend to become more balanced in other ways. Blasters get some defenses when they get up to really high levels, and with your Tier 9 Defense, both Tankers and Brutes can stop worrying about defense and just start plastering foes. And with most Defenders, you should be able to get some damage boosting powers that in the high levels will make Blasters look at you and turn green.

    So while it depends a lot of build, the weak spot for many ATs is the late teens and early 20s, when they've just started to get SOs, but don't quite have enough to make it worth it. That's when the Defender will really feel like he's plinking away at the foes with a slingshot, and the Blaster will feel like if a foe sneezes on him hard it's a trip to the hospital.
  23. Quote:
    Originally Posted by Dispari View Post
    But that's basically the same as claiming Stalkers are Tanks because they could theoretically take Provoke.
    A Mastermind could take Provoke AND SURVIVE THE AGGRO IT GENERATED, while arguably a Stalker could not. (Or at least, not anywhere near as well) Masterminds are not unable to tank because they cannot take the damage, they are unable to tank because they cannot hold the aggro. If you provide the tools to hold the aggro, you already have the capability to take the damage.

    And you are also ignoring that only Brutes and Tankers have a higher Threat rating than MM henchmen. And there are other factors you may be ignoring as well, as the Threat formula isn't known exactly. It's entirely possible that a henchman in melee has a much higher threat rating than any AT at range, as long as it is not itself Taunting. (also once you have aggro is is much harder to pull it off of you, so MMs are better at keeping aggro than trying to take it)

    No MM is going to pull aggro off of a Brute or Tanker that is building aggro with punchvoke, (or a Scrapper that's Taunting) but that's not the point. An MM doesn't have to draw aggro off of a Brute to protect his team. He has to draw aggro off of everyone ELSE to protect his team.

    Now, with a Brute it is the opposite. He may be able to hold aggro as well as a Tanker, but without a team behind him he's not going to survive it like a Tanker. He's not even going to survive it as well as a Mastermind. Neither is a "full" tanker, only a Tanker is a full tanker. Both Masterminds and Brutes have strengths and weaknesses in trying to fulfill that role, that's the whole concept behind both of them. (After all, if a Brute could tank like a Tanker, he'd do damage like one)

    I suppose I could also add that solo, especially in the 18-25 levels, a Mastermind definately feels very much like a Tanker. The ability or non-ability to draw aggro is not important when solo, and you have that same feeling of being invulnerable, but it takes forever to kill anything. Mix with that the fact that due to the nature of henchmen you are doing very steady but low damage, and you have no burst damage whatsoever. Past 32 that changes with Bots or even other MMs that can do major damage with their upgraded henchmen, but you are still more of a defensive AT than an offensive one.
  24. Quote:
    Originally Posted by Techbot Alpha View Post
    ^ pretty much what the suggestion was.
    Although actually making the forms mod the numbers on eac would be...interesting.
    Still /speculation and random idea
    Well, that's what it IS. It's not like you turn into another AT or something, with a new set of attacks. You are just the same person, with a different costume, different stats, and some of your powers are turned on and some are turned off.

    As a Human form you have 0.85 damage modifier melee, and 0.80 damage modifier ranged. You have the same hit points and defense modifiers as your other forms, but your HP is about that of a Corruptor.

    In Nova form you have 1.20 damage modifier at range. You still have the same hit points and defense modifiers, but since you have no defenses (outside of Energy resistance) and cannot run any Pool Powers, you're essentially defenseless. Of course, carrying over an Eclipse into Nova form will give you some pretty good Defense.

    You also get an extra +45% to your damage, on top of your 1.2 damage modifier.

    In Dwarf form you have 1.0 damage modifier. That's greater than Human damage. OTOH, you're limited to melee and limited to only a few attacks. You also get 37.5% Resistance (unslotted) to everything but Psi, and (if I'm reading this correctly) +75% hit points. Your max HP, in fact, is 225%, which is higher even than a Brute. So while you don't have more defense, proportionally, than your human form, you do have more HP, especially if you stack the HP boosts your human form gets as well.

    The only difference is that when you disable one set of powers you enable some other set of them, instead of disabling only part of them and keeping a few. But as I said, I don't think that's as much game mechanics as animation. There are a few difference, like Mire and Dwarf Mire having different durations, or Pulsar having knockback and Dwarf Flare knockdown, but at least in the former case that's because you have access to both of them, and can stack them.

    That's also a good point, actually. There's no such thing as double Mire if it's the same attack used by both Human form and Dwarf. There are some people who would miss the capability to stack Mires or healing powers, and in fact it could actually be an overall loss in effectiveness compared to current.
  25. Quote:
    Originally Posted by Afterimage View Post
    There are however Quantum Galaxies that do get the bonus damage. Don't see them too often, but I noticed them in one of the missions where all the enemies are Galaxies. There were couple of Quantum Galaxies in that one.
    I didn't know there were Quantum Galaxies, but I do know Voids tend to appear in place of Quantums in the Council.

    As far as the backstory is concerned, I believe the Voids are the ones responsible for distributing the Quantum weapons, and hunting down Kheldians. Quantums are basically normal members of the villain group that have a Quantum rifle, bought from the Voids. So you'll basically see Voids where a member of the villain group using a Quantum rifle doesn't make sense. (Like with Clockworks)

    I personally would expect Galaxies to be hurt by Quantum energy, just like Kheldians, since they draw their powers from Nictus energies infused into their bodies. (Fragments of Nictus Cysts) But I guess you can use the rifle without being hurt yourself by it. I remember someone once asked once why we as Kheldians don't just pick the weapons up and use them against the Nictus. My answer was that I guess Kheldians just find the weapons so repulsive, that they can't bear to even use them. Either that or they would rather destroy them before they can be used on friendly Kheldians, instead of using them and running the risk of them falling back into the Council's hands.

    Quote:
    More than the damage from the Quantums and Voids, is the high probability of a stun and knockback on their attacks.
    Yeah, this is really the big thing for me. I can deal with the damage, but if I'm caught off guard the problem is being knocked around like a rag doll while I try to figure out where the shot is coming from. At least, again, the Dwarf form puts a stop to that. It's just too bad Human form doesn't have a similar alternative, other than just being attentive.