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Posts
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Quote:Additionally, in the interest of accuracy, there is no real draw time on the fire sword animations; They're not weapons. They're more like the pompoms of Energy Melee or the flame-wreaths of Fire Blast.Paring these with the worst possible attacks is what would make a truely bad brute. I would recommend Fire Melee as the loose set due to lack of added mitigation (knockdown, disorient, end drain, etc...) and it only has 1 AoE and 1 ranged (short range) cone. Also it has a draw time on the sword animations which adds a little time to these attacks.
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Well, it depends.
That 10-15% defense is absurdly strong, and fiercely benefits not only the team, but the user itself. Not taking TT:M demonstrates a dire lack of understanding of the actual function of the game's mechanics and severely weakens the Arachnos Soldier who fails to pick it up. People who liken it to a Rad missing one of their anchor debuff toggles aren't far off the mark.
Would I kick an SoA for not having it? 95% of the time, probably not, especially if they're decent people. Because 95% of the time in big PuGs you do not need a full understanding of the actual function of the game.
I realize we forumites are more number-conscious people, and yet 95% of the time with this game, you... really barely need to understand what you're doing to play. If I was on most TFs and I noticed this I'd probably just ask why, and attempt to encourage them to take it as soon as possible. Most of the time this discrepancy, given how easy this game is, will not be the difference between success or failure. It will be the difference between my approving silence and mild noted disapproval.
The other 5%, though - Master Of runs, for instance - I would definitely not allow an SoA who did not take TT:M on my team. Not having it demonstrates severe flaws in one's mechanical understanding that may go well beyond even the lack of that 10% defense, and in cases where that lack of understanding may actually be the difference between success and failure, I would not trust my fate to someone whose grasp of Defense was yet in need of so much correction as to not take and slot TT:M by 50. -
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...Seriously, are you actively trying to give furs a bad name?
You know what? No. This will not stand. Like many groups political and social, furries need to do a better job of calling out the seriously dysfunctional people who wear the cloak, so on behalf of my fuzzy sisters and brothers and, for good measure, catgirls everywhere I say to you:
Stop attempting to reduce our apparent IQs to that of opinionated, belligerent lemons with rind palsy and find several fires to go die in. -
Admittedly, I wouldn't have been as amused had your avatar not been wearing a picture-perfect amused-trickster face.
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On the next exciting episode of Why a Blaster:
Arbegla, who has recovered from his amnesia to discover that he is, in fact, a capybara, must confront his twin over the inheritance to the McDuesh fortune, but how will he handle it when he learns Stratonexus' baby isn't his? Meanwhile, Thinkso interrupts Grey Pilgrim's and Another_Fan's wedding wearing nothing more than a cravat and three ounces of Worchestershire sauce. But is the bride actually in love with the condiment-smeared madman?
Stay tuned for the next page of Why A Blaster, only on CoH Forums. -
Quote:Scrapper really is far stronger in that combination; the increase in damage output is positively insane.So what about the original question. Is there any advantage of playing a brute over a scrapper with EM/SD? And vice-Versa.
Both Lighting Rod and Shield Charge are "Pseudopets," which for the purposes of this discussion means their damage bonus is capped at 400% - And 400% of a Scrappers' bonus is far more than 400% of a Brute's bonus.
Against All Odds has higher numbers applied to a higher base damage scalar for Scrappers than it gives you for Brutes.
Top all that with the fact that it's mostly a Defense set, so the fact that Brutes have higher Resist caps isn't all that relevant for most purposes - and your winner is pretty clear from where I'm standing. -
Quote:It was a change that they toyed with briefly in beta, then decided against. Both Scrappers and Brutes indeed still have the same base Resistance numbers.So looking to roll up a new melee toon specifically another Fiery Aura character. I have it narrowed down to a MA/Fire scrapper or a Stone/Fire brute. I'm not 100% up to date on the brute changes, I was thinking they got their base res mods raised or something but when I checked in game fire shield was a 22.5% res for both AT's. So whats the deal with that?
Quote:Also, with the fury changes where does that put scrappers vs brutes for damage assuming you are sitting around 50% fury?
Quote:Survivability wise both builds I've gotten to around 30-35% S/L/Melee defense the big difference is the brute has fault, the scrapper shadow meld (which will softcap everything else)
So I guess the question is, damage? How's it looking. And survivability, do brutes get anything more than a higher base HP than the scrapper?
As for survivability, Brutes get higher HP. They also get a higher HP Cap (3200-some as compared to 2400) and a higher Resistance Cap (90% vs. 75%). Much of the time these latter distinctions are academic, but in the right combination of sets, external buffs, and certain Tier 9 Defense Nukes/Godmodes, it is possible to make a Brute as survivable as a Tanker a proportion of the time. -
Quote:I think because it, and OwtS, are the two powers in the set that aren't basically essential to its operation; DDR isn't used in every encounter. That said, I couldn't imagine not taking it - being a Scrapper and still providing team Defense buffs just makes me giggle like a schoolgirl on nitrous oxide.Also, why would you ever skip GC on a SD toon? GC provides some of your DDR and helps you to somewhat avoid cascading defense failures.
Plus, with i19, I think (or at least hope) we'll see a few more Shield scrappers granting cover. -
Quote:If you're looking at that combo specifically, bear in mind that:the reason I;m asking is that my Brute is a Fire/Shield and that set is also availbe to scrappers so obviously I want the better AT for that combo
Fire melee not being affected by Scrapper Criticals results in about a 2-2.5% loss of damage - Something I'd like fixed, but not crippling. Plus, it's a downside that in this particular combination is more than made up for by the fact that Shield Defense's Against All Odds uses the greater multiplier for damage buffs that Scrappers possess, and is multiplying the Scrapper's far better base damage scalar.
Add in how much stronger Scrapper Shield Charge becomes because pseudopet damage is capped at 400% damage regardless of AT, and - again - that Scrappers have a far better scalar; It makes Scrappers an extremely strong choice in this regard. Even Tankers get more mileage out of Against all Odds than Brutes, and potentially out of Shield Charge if there's a Kin on the team.
Additionally, when touting the strength of Frenzy for Brutes, one need compare it to Frenzy for Scrappers, which in their case provides +60% damage. Comparing the scalars (1.125 for Scrappers, 0.75 for Brutes) You would need +90% damage to come up with the equivalent in flat out damage for Brutes - the equivalent of 45 points of Fury.
So is the ability to max out that Fury bar for a brief moment every six minutes, unadjustable, really stronger than the ability to half-Buildup for 30 seconds as frequently on a much stronger base damage scalar? I think that it's nice that the villainous Brute player has a tool that lets them be angry from a standing start, but given that most Brutes assume they can operate at 60-70% Fury most of the time and the brief duration of the boost, the Scrapper version seems stronger. -
Your reality (as much as the term can apply to a game world) may be simple. You're, in a way, very fortunate to live there. That doesn't mean people who didn't fall in undying love with the experience must forgo the capacity to stop, think, and comment regarding why we didn't.
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Fine, then let's not speak at specific difficulties.
...As someone whose first love in many games has been blowing things up, I gotta say I've... been a lot happier since I moved away from Blasters. My first 50 was a Fire/Energy Blaster, and I've almost completely stopped playing that version of her since I learned what Scrappers are capable of, except in my rare (about monthly) forays into PvP. As Seraphael notes, Blasters are, at the high-end, kind of in a limbo between several other classes here; they're not just up against Scrappers.
TL;DR: The purpose of a Blaster is to rain destruction down from on high, yet many other classes and combinations do nearly as much (or in some specific cases, more) damage and still provide some other kind of functionality, be it massively increased survivability, crowd control, or powerful team buffs.
My Fire/Shield Scrapper can dive into completely absurd stuff, and thanks to Firesword Circle, Shield Charge, Pyre Mastery, and Against All Odds, it has nearly the same AoE burst damage, crashless. Defiance is nice, but it doesn't help as much in the opening AoE chain nearly as much as it does in single target sustained attack. I feel much more capable of destroying huge hordes in very satisfying ways than I ever did playing a Fire blaster.
I have been far more intrigued by the playstyle of my Plant/Fire Dominator; It feels like I have real tactical choices to make instead of "Blast" or "Run Like Hell." Attempting to keep massive waves on lockdown feels "living on the edge" enough for me. Dominators, on top of that, get temporary (except at the high end, which can make it permanent) mez protection, the ability to spontaneously refill their End bar, better mezzes than a Controller in Domination mode, and still provide very significant damage at a scalar of 1.05 Melee, 0.95 Ranged to a Blaster's 1.0 Melee, 1.125 Ranged. Some Dominator Assault sets (Fire, Electric, Thorns) even have Build Up or Build Up like effects for that opening >spike.
Now, admittedly - I am comparing very specific builds here within the scope of my experience, but Blasters seem to me to be making a massive tradeoff in survivability and functionality for a small amount of bonus damage relative to the benefits other ATs get and give from their non-blast powersets. Heck, in the cases of some specific powerset combinations (Mostly involving Kinetics, which disgustingly lets the entire /team/ cap out on damage - how is Fulcrum Shift still in the game?!) that survivability sacrifice isn't even gaining them damage that another AT can't pump out.
Some thoughts-out-loud on this:
1) I wonder if Nuke crashes need to be that long anymore. They're Blaster superpowers, and yet using one prevents you from being a Blaster for 20 seconds. Personally, I'd trade any Blaster tier nine for Lightning Rod or even the nerfed version of Shield Charge.
2) Seraphael is completely right about blast sets that lack Aim, or worse, secondaries that lack Build Up. The ability to stack your damage to an absurd degree is all too much of the raison d'etre, the creme de la creme, the clef du fromage of what being a Blaster is about. AR, at least, makes up for it by having a ton of cone AoEs, which combined with /Energy's Boost Range can be kind of a beast; I've yet to really see what Dual Pistols for Blasters brings to the table that makes up for that lack. And I have no idea what Devices really brings to the table that makes up for the fact that you can't go "+100% to self damage" every 30 seconds.
3) In some cases there are discrepancies because the pet damage scalar is exactly the same regardless of your AT. I refer here to specific powers such as Ignite, Ice Storm, Rain of Fire and Blizzard; Thus, I have a Traps/AR Defender who not only provides team mez protection, massive defense bonuses, and some of the strongest debuffs in the game, but also has Power Buildup and can output not-insignificant damage with his Blaster-level Ignite on top of Full Auto. I'm also working on an Ice/Kin Corruptor, and have little reason to believe that when she matures it will be anything but utterly ridiculous. -
Not quite. Nearly all enemies have a 50% To Hit chance. Defense reduces this on a one for one basis, but the lowest value to which this can be reduced is 5%.
That 5% will then be multiplied by the accuracy modifier of the mob, so strictly speaking, you need 45% defense to drop a +0 boss to the 5.0% to-hit floor, which results in an overall chance to hit of (5% x (Boss accuracy multiplier = 1.30)) = 6.5% -
Quote:That word cracks me up a little every time I read it in my head.No. It means either they are delusional or the sucked at bruting before.
...Scrapping, controlling, blasting, tanking, defending, stalking, dominating, corrupting, masterminding ...
...Bruting.
Yes, OP, tell that to your Brute-backing friend - Brute is the only nonepic AT that cannot, strictly speaking, be made into a gerund. He's sure to see the light immediately. -
Because of that baffling little tickle I get every time I buy a Purple recipe at 120M, craft it, and sell it to someone for 200M, despite the fact that the recipe is probably still available at 125M.
Because I get to pontificate in kind of a gigglingly speculative way - like I'm about to - just how I made 7 billion off the market in largely this fashion. Who did I make that money off of? Anyone that lazy doesn't seem like they'd have the motivation to get the money to actually buy it in the first place. I can only conclude that the people who buy crafted enhancements at 80M over their recipe value are people who for whatever reason believe crafting tables killed their savior and are forbidden to touch the devil's instrument. -
Quote:I see people essentially conjecturing potential issues and claiming "That it'll never work" to win an argument that has no ideologic merit when there is no conceivable way they could actually have seen the coding of the game or know the state thereof.At this point I'm more convinced that Snow Globe has less ignorance than others here. The points on codes is totally correct, and if certain people unstood what it takes to write true scripts for gaming (or applications) they would understand the point as well.
However, it seems most people do their best to cover ignorance by hurling insults or hinting that the other side is lacking "facts".
If a developer comes here and says that coding such a thing is impossible or prohibitive, then fine; I'll be completely happy to drop this whole thing. But until that fateful message lands on a thread, I still see not one valid reason that greater freedom of access should not be a thing to strive for and suggest. -
Quote:I think it's safe to say that your population sample is skewed. A lot of the people who come to AT forums - especially the Scrapper forums - are the kinds of people who >do< have fun squeezing every drop of performance out of their characters and handling TFs in the most efficient and/or impressively destructive manner.Am I the only one that plays the game to have fun anymore?
Or did I miss the memo saying that it's all about how fast you can get your shinies?
The quoted statement (not meant as an attack btw, Uberguy) is one of the major problems I have with the game these days. Everyone is concerned with how much DPS they do, or how fast they can run this TF to get the most reward possible in the shortest amount of time. The game has gone from a fun pastime to an exercise in efficiency.
To some people this - the rapid acquisition, speedy execution, efficiency analysis, Mids tinkering, the gradual improvement of their avatars, and, let's face it, getting stuff - >is< fun. I enjoy it, and also roleplaying, which to me is just a different kind of fun.
While I recognize that there are ways to alienate others in the pursuit, is there really anything wrong with that in and of itself? -
I'm personally all for expansion of player and SG choice, and see no particular issue with cross-beaconing, providing that you code the beacon control panels properly so that heroes/villains cannot go where they're not supposed to.
I see even less issue with allowing Vigs/Rogues into opposite-side bases by team invite, and no plausible issue whatsoever if these options are enabled or disabled at the behest of the holder of the Red Star.
I am very much of the opinion that if you don't like it, don't do it; I find it somewhat distasteful to watch someone argue to restrict the options of others who would wish to use those options in ways A) different from how someone else would apply them, and that B) are not in some way causing harm. -
Meh? Really? I think they look awesome. They look, in fact, a little too awesome.
If there's more than one Demon Mastermind in the team, their awesomeness becomes so great that I can't tell what the hell is going on. I've had my *** kicked by human-sized bosses I didn't know were there thanks to the massive swirly flames encompassing everything. -
Quote:The only change to Shield in I18 is that Shield Charge has gone from "Bugged to completely unreasonable damage levels" to merely "Fantastically effective."Happy dance for the FA changes!!! Middle finger for the Shield changes! j/k... j/k... I know Shield Charge is still uber..... but I still want it to be frickincredibridiculousfantastic!!!!!
In all seriousness though, were there any other changes to /shield? I assume my positional def will not be changing........ -
Body mastery's a good choice if none of the other powersets gel with your concept; Conserve Power isn't so hideously overt as, say, tossing fireballs, and can come in handy for a lot of builds.
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Actually, I agree with this. I play on a large-ish screen at high resolution, and there have been occasions when attempting to Shield Charge or Rain of Fire that I've basically lost the mouse cursor to the visual confusion of CoH battle and therefore have to spend a couple of seconds recentering my aim.
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I think we have fifteen pages detailing exactly the magnitude of sheer stupidity the AV/GM running bug represents. I just failed a Virgil Tarikoss with what was otherwise a functional team because we couldn't pin down Bat'Zul. A Virgil Tarikoss. This is the kind of failure that otherwise brings shame on your entire family. I've thought about it; There is no other aspect of the game that I find frustrating within even an order of magnitude.
So far the only TFs I have failed in the last year have failed because of AV scattering when we didn't bring a Tanker or a Brute. When is this crap going to get fixed, or do we have to live with having a Tanker or Brute on absolutely every TF team? -
I, for one, cannot possibly thank you enough for this tail, graphics developers. Not without ritually sacrificing charismatic megafauna in a memorable fashion, and zoo staff kind of get upset when you enter the capybara pen wearing nothing but peanut butter and an ornate sacrifical dagger.
...So I'm told. -
This is an issue I've had three times today; once during a Positron Part 1. Attempting to re-enter the mission causes the same result - I see the City of Heroes splash screen, it sits there, and then eventually spits me back out to the outside of the mission, unable to do anything, with the message "Mapserver Disconnected."
We petitioned a GM about it the first time; they responded quite promptly, although it took them 40 minutes to fix the issue so we could finish the Positron. But it happened twice more to me today, this time redside on normal early arc/paper missions.
EDIT: If relevant, I play primarily on Virtue.