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dual blades does a lot more dmg on a scrapper t han a brute. the BF +dmg is higher on a scrapper and even with 75-80 fury the scrapper is still ahead.
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That's good to know. I was about to try and remake an old alt, and now I have yet another reason to leave him in my brain attic. DB/Stone Brutes are not winners, no matter how cool it is to have a rock golem with giant freaking swords.
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if brutes ever got claws it would prob be the same deal, the combination of lower base dmg on lethal dmg abilities combined with a lower buff from follow up would mean claws wouldnt be on the same level for brutes as scrappers even with a full fury bar until you added a fulcrum shift or two. (and longbow - the most common enemy group fought redside - heavily resists lethal damage) -
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Bah! I was posting the same link! Anyway, yeah, it's a decent combo. And as for the tl;dr version of the linked thread - Nihilii annihilates everything with his pimped-out DB/Invuln.
Dual Blades does a nice combination of AoE and single-target damage. Yes, you can handle large spawns single handed. You need the Attack Vitals combo, and many people pick up the Sweep Combo as well. The typical DPS chain is Blinding Feint -> Attack Vitals.
I have a lowbie Dual Blades/Willpower brute. I'm not enjoying him nearly as much as my Dual Blades/Willpower scrapper. Maybe Dual Blades just isn't as much fun on a brute. I loved my Super Strength/Willpower brute.
Invulnerable's performance depends a lot on what you're trying to survive. If it's smashing/lethal, you're unkillable. If it's FCEN, you're pretty good. If it's psi, you better have a back up plan. I have no problem with sets that include an Achilles' heel, but you'll want to be aware that you have one. It's manageable, though.
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dual blades does a lot more dmg on a scrapper t han a brute. the BF +dmg is higher on a scrapper and even with 75-80 fury the scrapper is still ahead. -
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I think farming is a boring waste of time. Play the game instead.
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Unless of course, you consider farming to be part of playing the game. In which case, farm away.
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Except...it's not
Space Invaders is more engaging than farming
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the real problem is people's definition of farming.
farming isnt just running the same mission over and over. if you are out dev content to do at 50 which i've hit on two chars now, all that's left is to repeat the same newspaper/radio/mayhem/safeguards and tf's over and over. that is grinding and to many - farming. -
but they have to look like the claws on the freakshow swipers
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explained above - i compared only set totals, not toggle per toggle. i didnt include things like cloak of fear, OG or SoW from wp because they can be considered situational.
[/ QUOTE ]You want to ignore a massive mitigation tool that's always on and lump it in with a rough-spot smoother because it can be considered situational?
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yes. how good is that mitigation tool vs. a +2 eb or an av with ptod?? how good is the rough-spoot smoother vs that same +2 eb or av with ptod?
but, how good is that mitigation tool vs. a horde of minions and lt's?
their effectiveness varies on what you are fighting. the basic defenses and resists are what i would consider static figures. nobody is going to skip these powers unless they care only for concept or dont read these forums. but they may skip cod, or og, or sow. situational powers. -
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er...what?
dark armor on a tanker costs 0.21 eps for 30% smash/lethal
willpower on a tanker costs 0.21 eps for 30% smash/lethal
you forgot to add in hpt which is passive 7.5% resist to all
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Where are you getting your numbers from?
Will Power gets 30% resistance by combining HPT and Mind Over Body. With out HPT, MoB only gives Will Power 22.5% S/L resistance.
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what is 22.5% + 7.5%?
give it a minute...
unless you want to attempt to tell me or anyone else that any willpower anything ever skips hpt, because that would not be a good idea.
open up mids and look at the totals page doing the following
dark armor - dark embrace, murky cloud, obsidian shield, cloak of darkness, tough, weave running only
willpower - hpt (why does mids give you an option to turn it off?), mind over body, fast healing (again why an option to turn off a passive?), IW, tough, weave, heightened senses, QR
look closely at the resistances and defense, but also look at the eps cost, the recovery rate and the regen rate.
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Jupitermoon, no body enjoys playing Dark Armor more than I do, but we need to be reasonable. In the spirit of 'balance' you cannot begin comparing a single toggle from one set to a toggle and passive from another. It hurts your position when both toggles in question cost the same amount endurance. Your argument would basically call for a nerf to Dark Embrace.
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explained above - i compared only set totals, not toggle per toggle. i didnt include things like cloak of fear, OG or SoW from wp because they can be considered situational.
i would find it difficult to believe the devs would look at dark embrace, look at mind over body and say 'hey that's too powerful' and nerf it, while not also looking at hpt and the average weighted resistances over a set period of time if SoW was clicked everytime it was up. -
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on the resist shields alone, dark armor should have the end cost reduced
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Are you serious? What is wrong with 0.21 EPS for 22.5% FCEN resistance? What is wrong with 0.21 EPS for your mez protection plus 37.5% psionic resistance? And what the [censored] is wrong with 0.21 EPS for 22.5% smashing, lethal, negative and toxic resistance? Invulnerability pays 0.26 EPS for 22.5% against only smashing and lethal. Willpower pays 0.21 EPS for only 16.9% against smashing, lethal and psionics. Sounds to me like Dark Armor is getting off easy. You REALLY want the devs to take a closer look at this?
Again, I think Cloak of Fear could use a little looking at to make it more popular, but I don't think Dark Armor overall needs any serious buffing.
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er...what?
dark armor on a tanker costs 0.21 eps for 30% smash/lethal, 22.5% on a scrapper
willpower on a tanker costs 0.21 eps for 30% smash/lethal, 22.53% on a scrapper
you forgot to add in hpt which is passive 7.5% resist to all, 5.63% on a scrapper
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er...what?
You're adding a toggle AND a passive together on Willpower (two power choices), saying they're EQUAL to the resistance and EPS from a single toggle on Dark Armor (one power choice), and then saying that Dark Armor is WORSE off as a result, and therefore deserves to have its endurance cost lowered???
I didn't FORGET to add in HPT. Why SHOULD I add it in when comparing two toggles for their effectiveness vs. endurance cost??? It's a completely different power!
But fine, we can play it that way. You want the same thing out of Dark Armor as you get out of Willpower, we can split Dark Embrace into both a passive and a toggle. It'll be the same endurance cost and the same total level of resistance, but now it'll take two power choices instead of one. To make room in the set, we'll sacrifice some Dark Armor toggle that everyone complains about, like maybe Death Shroud. Endurance and resistance problem solved! There's your buff. Dark Armor is now teh ubers. Happy?
Didn't think so.
(edit: Anyway, this is getting ridiculous, and I don't think I can even be civil any more, so I'm bowing out of the discussion. Knock yourselves out.)
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you've lost perspective. i wasnt looking at just toggles and i said as such. i was looking at how much dark armor pays for it's resistances vs. other sets and so far nobody has been able to justify the extra cost just on that alone. i was looking at totals and not cherry-picking so that the numbers would speak for themselves. here's what set A can do running all of it's defensive toggles/passives and what it costs. here's what set b can do running all of it's defensive toggles/passives and what it costs.
anything beyond that is debateable because it tends to depend on a lot of other external variables beyond just resists and defenses inherent to the set. -
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er...what?
dark armor on a tanker costs 0.21 eps for 30% smash/lethal
willpower on a tanker costs 0.21 eps for 30% smash/lethal
you forgot to add in hpt which is passive 7.5% resist to all
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Where are you getting your numbers from?
Will Power gets 30% resistance by combining HPT and Mind Over Body. With out HPT, MoB only gives Will Power 22.5% S/L resistance.
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what is 22.5% + 7.5%?
give it a minute...
unless you want to attempt to tell me or anyone else that any willpower anything ever skips hpt, because that would not be a good idea.
open up mids and look at the totals page doing the following
dark armor - dark embrace, murky cloud, obsidian shield, cloak of darkness, tough, weave running only
willpower - hpt (why does mids give you an option to turn it off?), mind over body, fast healing (again why an option to turn off a passive?), IW, tough, weave, heightened senses, QR
look closely at the resistances and defense, but also look at the eps cost, the recovery rate and the regen rate.
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on a tanker. numbers from mids. 3 level 50 common io's. no end reduction in toggles i see the following (with tough)... with oppressive gloom and cloak of fear going: 2.33 eps
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Death Shroud is an ATTACK. The fact that it is also a toggle doesn't take away from the fact that it is an ATTACK. I wouldn't be including attacks in this analysis. Besides, as attacks go, it is ludicrously cheap on the endurance for the AoE damage it puts out (half the cost of other AoEs). In other words, Death Shroud is part of the solution to endurance problems, not part of the problem. As for Cloak of Fear, you have a very effective low-endurance alternative in Oppressive Gloom, almost nobody runs them both, and it seems like the large majority don't run Cloak of Fear. That a toggle is AVAILABLE doesn't make it a problem.
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on the resist shields alone, dark armor should have the end cost reduced
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Are you serious? What is wrong with 0.21 EPS for 22.5% FCEN resistance? What is wrong with 0.21 EPS for your mez protection plus 37.5% psionic resistance? And what the [censored] is wrong with 0.21 EPS for 22.5% smashing, lethal, negative and toxic resistance? Invulnerability pays 0.26 EPS for 22.5% against only smashing and lethal. Willpower pays 0.21 EPS for only 16.9% against smashing, lethal and psionics. Sounds to me like Dark Armor is getting off easy. You REALLY want the devs to take a closer look at this?
Again, I think Cloak of Fear could use a little looking at to make it more popular, but I don't think Dark Armor overall needs any serious buffing.
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er...what?
dark armor on a tanker costs 0.21 eps for 30% smash/lethal, 22.5% on a scrapper
willpower on a tanker costs 0.21 eps for 30% smash/lethal, 22.53% on a scrapper
you forgot to add in hpt which is passive 7.5% resist to all, 5.63% on a scrapper -
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*I read somewhere that pets won't heal until there has been enough damage to use the whole heal. By that I mean, if the heal will do 100 points, they won't use it on a target that is only down 95. For this reason, it was suggested not to enhance the heals, since that would make the healing pet wait longer before using it. Is that Correct?
Thanks
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The only thing I can say about this, is that my Zombies generally open up with their heal. Granted...their heal is an attack. I haven't paid that much attention to my Bots to see if they actually heal before Pet HP+heal<=100%
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it's only true for probots repair -
slotting depends on the primary in question
for probots pre io - 2 defense, 2 acc, 2 dmg
post io's - 2 acc/dam, 2 acc/dam/end, 2 defense
for enforcers pre io's - same as probots
post io's - 2 acc/dam, 2 acc/dam/end (They burn through end fast becaues their cones recharge extremely fast), 1 achille's heel -resist, 1 defense
necro - 4 acc/dam, 1 acc/dam/end, 1 heal. knights dont use much endurance. pre io's 2 acc 3 dam 1 heal
mercs - 4 acc/dam, 1 acc/dam/end, one achilles heel resist debuff. pre io 2 acc 3 dam and one end or defense debuff
ninja - pre io 2 acc 3 dam 1 end. post 4 acc/dam 2 acc/dam/end -
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Ohh man,
I just recently crossed over to the dark side and I am really having a good time. It really does feel like I have rediscovered everything I enjoyed about CoH when I first started playing.
I have rolled a Brute since I am so accustomed to scrapper types but I am very intrigued by MM. I am going to roll one to play while my patrol XP builds up on my Brute, then play them back and forth for a bit.
So, to my question.
As a total newcomer to MM my current concept is leaning towards Bots/Dark. I do have some experience with /Dark on a defender and found it pretty fun. If I get hooked on this combination and take him to 50 is it a strong performer? It looks like it would be pretty good to my noobish eyes. Could it be made to solo AVs? How about just general solo leveling?
Thanks for the help.
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i will warn you powerforge:
once you have just about any mm combination in the 40's - and once you start putting together io sets - you will have a damn hard time going back to brutes or scrappers if you get your high off extreme power in this game.
nothing..and i mean NOTHING...is as powerful in this game as masterminds.
take an attack at low levels. respec out of them after you do your patron arc. you are a power gamer. there is no room for them in a proper MM build outside of /ff
patron pools - you basically make a choice of having great defenses by picking black scorpion, or a way to counter your bots annoying habit of knocking things out of your tar patch with electric fences and having a resist shield.
below is what my planned bots/dark was before i deleted it to make room for another thugs mm
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Dark Miasma
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- SvgnRt-Acc/Dmg(A), BldM'dt-Acc/Dmg(3), EdctM'r-Acc/Dmg(3), BriL'shp-Acc/Dmg(5), BldM'dt-Acc/Dmg/EndRdx(5), EdctM'r-Acc/Dmg/EndRdx(7)
Level 1: Twilight Grasp -- Theft-Heal(A), Theft-Heal/Rchg(7), Theft-Acc/EndRdx/Rchg(9), Theft-Acc/Heal(9), Theft-Acc/EndRdx/Heal(11), Theft-+End%(11)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13), Slow-I(15), Slow-I(15)
Level 4: Darkest Night -- EndRdx-I(A), ToHitDeb-I(17), ToHitDeb-I(17)
Level 6: Equip Robot -- EndRdx-I(A), EndRdx-I(19)
Level 8: Teleport Foe -- Acc-I(A), Acc-I(19)
Level 10: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(21), Stpfy-EndRdx/Stun(21), RechRdx-I(23)
Level 12: Protector Bots -- DefBuff-I(A), DefBuff-I(23), SvgnRt-Acc/Dmg(25), BldM'dt-Acc/Dmg(25), BldM'dt-Acc/Dmg/EndRdx(27), SvgnRt-Acc/Dmg/EndRdx(27)
Level 14: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29)
Level 16: Swift -- Run-I(A)
Level 18: Shadow Fall -- RedFtn-Def/EndRdx(A), RedFtn-Def(29), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-EndRdx(31), Krma-ResKB(33)
Level 20: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-Acc/Fear/Rchg(33), Abys-EndRdx/Fear(33), Abys-Acc/EndRdx(34), Abys-Fear/Rng(34)
Level 22: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Acc(36)
Level 26: Assault Bot -- SvgnRt-Acc/Dmg(A), BldM'dt-Acc/Dmg(36), EdctM'r-Acc/Dmg(36), BriL'shp-Acc/Dmg(37), SvgnRt-PetResDam(37), EdctM'r-PetDef(37)
Level 28: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 32: Upgrade Robot -- EndRdx-I(A), EndRdx-I(40)
Level 35: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(42), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx(43)
Level 38: Dark Servant -- Acc-I(A), Acc-I(43), RechRdx-I(43), RechRdx-I(45), Heal-I(45), Hold-I(45)
Level 41: Charged Armor -- ResDam-I(A)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob(48)
Level 47: Electric Shackles -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-EndRdx/Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 49: Repair -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|</pre><hr /> -
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...and along comes Clouded once again, like clockwork, to bring negativity to the land and start pointless arguments, only to bicker back and forth for many, many posts and derail yet another thread is his endless tirade of forum absurdity.
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Perhaps you shouldn't post on public forums if disagreeing with you gets your feelings hurt. Not everyone likes Claws and pointing out the highly resisted damage type is not off topic. It's very much relevant and a point of discussion.
And you gotta be the biggest hypocrit I know, did you even read your own posts in the I15 Beta forums? 90% Negative.
All you seem to do lately is whine about COH.
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no it's not. claws does just fine being lethal. see: rikti pylon test results thread -
on a tanker. numbers from mids. 3 level 50 common io's. no end reduction in toggles i see the following (with tough):
71% s/l
79% psi
47% fire/cold
31% energy/toxic
63% neg
1.73 end per second.
with oppressive gloom and cloak of fear going: 2.33 eps
compare that to maybe invuln slotted the same? with tough and weave, all passives 3 slot common resist io's level 50
90%+ s/l
0 psi
31% everything else
1.38 eps all toggles running (including invince)
what about willpower?
71% smash/lethal
43% psi
11% everything else
1.48 eps all toggles
on the resist shields alone, dark armor should have the end cost reduced. it shouldnt be able to run cloak of fear and og and be 1.50 eps, but it shouldnt be near 2.0 eps without either - not when it has the same smash/lethal as willpower, only slightly better psi, slightly better fire/cold, better the rest but doesnt have the defense to exotics, the regen and the recovery. -
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I think the main problem here is the use of the word 'need.' Ie, you need these powers, because if you don't have them you don't like the effect. So you have to actually make choicse and sacrifices. That sounds to me a hell of a lot like want.
Same thing about stamina. Quick Recovery is better than Stamina. If you went invulnerability, you would have less endurance recovery and need to take three powers for Stamina. But that's better? Hogwash.
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roll a stone melee with willpower and tell me you dont feel the 'need' for stamina too -
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Aett:
I don't think he's talking about the ranged attacks for tankers proposal from the beginning of the thread. It's wandered away from that a few times now. I believe he's on the mode damage for tankers bandwagon now (though I could be wrong, correct me if so).
The game is based on the comic book genre. Champions drew its inspiration from the same source. As it stands, the main source of comic books is Marvel and DC, therefore, the main source of inspiration is Marvel & DC.
They do draw a degree of inspiration from greek mythology, but it's nowhere near as direct an inspiration as from comics to CoH.
Oh, and to go on record with a simple mnemonic: Objective=Fact, Subjective=Opinion.
MOST of what is posted here, and particularly in this thread, is OPINION, ergo, subjective and NOT objective.
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this game was sued by marvel and DC at launch and could have been potentially shut down.
the marvel and dc argument is old, tired and was put to rest years ago. leave it there. -
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this is true if on a team, which is why when i team i make sure ih ave a sonic or thermal - or both - corruptors. i'm always amazed at how common both are red side. pretty easy to be running around with 80% resist to smash/lethal as a wp brute with just one, capped if in range of the sonic pbaoe bubble and capped if both and no bubble.
but redside, longbow are a far bigger threat in 8 mans than anyhthing arachnos has since arachnos has no autohit -40% resistance aoe's that stack from multiple sources and -800% regen grenades.
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While on a team, they can cover everything to the point you don't even need toggles. :P If you want to use that argument, then I could easily come back and say that those dreaded -40%/-30% res grenades that you keep mentioning are fully resistible. At 80% res, they'd only drop you 8% / 6% res each.
Still, I'm not sure why you mention s/l res when the problem with s/l def debuffs isn't necessarily increased s/l damage, rather the increased damage taken by exotics.
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er...those grenades still drop you 40% resist to all and are auto hit. if there's two, you'd need 150%+ resists to all to actually counter them or you'll need room - and the threat - to move the spawn out of range
it's not 40% OF your resistances, it's a flat number. if you have 50% resistances and are in a grenade you now have 10% -
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I dont think I can play a Tank or Scrapper after I played my Fire/Fire Brute..
Fury isn't much of a big deal if you're on a good team or solo..
IMO
Once they add the next expantion...why would anyone want to play a Scrapper Blue side??
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for the same reason people dont play brutes now even though redside has the superior content and most efficient levelling zones if you arent abusing MA - not everyone likes the fury mechanic.
plus you cant get regen, claws, broadsword or katana on a brute. -
in a solo situation a brute would prob lose fury if they used eviscerate due to the animation time.
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If you need Stamina and Quick Recovery on a tanker, you're slotting badly. If you need tough and weave on a willpower character you're demanding a hell of a lot.
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for a dual blader it could prob skip stamina. tough and weave add so much to willpowers survivability because of how dramatic a difference such layers of mitigation and avoidance make when combined with insane regen i am of the opinion that tankers, scrappers and brutes should never skip them
since spamming the bf +attack vitals chain is easy on end one could prob skip stamina as a dual blader. -
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You are not being objective at all. The burden of proof is on the people who want change to prove that it's necessary, using hard data like in-game numbers recorded in controlled conditions, not subjective arguments such as personal interpretations of comic books, how tankers 'feel' to play, etc.
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Stated goals for the recent Dominator changes, Castle's words:
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Eliminate Jeckyll and Hyde feeling.
Improve "feel" of low level play.
Have minimal impact on "perma-dom" players.
Increase Dominator vs. Controller viability.
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The first two of the stated reasons for the Dominator changes are very subjective.
The last, is arguably so at least in part.
Castle uses words like "feel," which is a qualitative term, not a quantitative term.
Changing Dominators so they feel better in low level play or so there's less of a Jeckyll and Hyde feeling is no different than changing Tankers so they feel more like their comic counterparts and there's more of a feeling of them being heavy hitters.
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yeah i'm sorry but dont even attempt to bring doms into this. they needed this change. unlike controllers, doms bring no additional utility outside of holds that in general arent even needed in teams. at least now they can bring damage when the team is efficient now to make any holds, immobs or sleeps completely redundant.
the mitigation of a tool like footstomp is completely negated by a controller/dom aoe immob unless the targets are easily stunned. one doesnt realize how great of a mitigation tool knocking everything in range on it's butt every 7 seconds is until you cant do it anymore and the mobs are immune to the stun.
but no - leave doms out of this. having to build for 70% global recharge just to be moderately playable at 50 means the at was horribly broken. now they just have to slot for enormous amounts of recovery.
and why did someone up top say 'tankers wanting their pre i4 dmg back'? um..tankers didnt get a dmg buff until issue 4. only burn tankers were godly damage dealers before that and they still were in issue 4 because yo ucould use taunt to override the burn fear. -
um..that already happened. you can pick any pool when you respec.
my thugs/traps did black scorpions patron, but currently used MU powers. -
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i try to not build my wp scrappers/brutes/tankers for smash/lethal defense. just the exotics. outside of arachnoids poison claw none of the exotic dmg types debuff defense that i'm aware of - not counting pain in the butt circle of thorn earth caster thingies.
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Rad Blast has (very strong) defense debuffs. Thankfully, it's rarely used. (Vahzilok bosses, Shivans, Anti-Matter clockwork, Anti-Matter, Positron, Positron Automation is all I can think of.) CoT Earth Casters are actually smashing, the catch is their autohit Quicksand...
By the way, having lower s/l def is a liability to WP's exotic mitigation. Sure, there isn't many exotic def debuffs, but if you're fighting a mixed group (such as Arachnos), those s/l def debuffs can be exceptionally painful.
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this is true if on a team, which is why when i team i make sure ih ave a sonic or thermal - or both - corruptors. i'm always amazed at how common both are red side. pretty easy to be running around with 80% resist to smash/lethal as a wp brute with just one, capped if in range of the sonic pbaoe bubble and capped if both and no bubble.
but redside, longbow are a far bigger threat in 8 mans than anyhthing arachnos has since arachnos has no autohit -40% resistance aoe's that stack from multiple sources and -800% regen grenades. -
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i try to not build my wp scrappers/brutes/tankers for smash/lethal defense. just the exotics. outside of arachnoids poison claw none of the exotic dmg types debuff defense that i'm aware of - not counting pain in the butt circle of thorn earth caster thingies.
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Another (admittedly uncommon) defense debuff comes from Radiation; like Anti-matter's robots.
Also, you can't entirely dismiss defense debuff from S/L because if they cascade in a mixed group then the F/C/E/N types with them will begin to really hurt. You see this sometimes against Vanguard.
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prob depends on your side. redside one fights more arachnoids in the three arcs we get 40+ than any rad powers outside of fighting positron 3 times 1-50 -
DA needs an across the board increase in resists and a simultaneous reduction in end cost of the toggles.