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Posts
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Quote:I will probably never be able to play on such a ridiculous, delicious team, but it's a wonderful fantasy.And since the discussion has started adding in attack sets and taking power pools into account... all of them go Dark Mastery.
Emp/x/Dark or x/Pain/Dark. Both teams would be safe enough to rush into the middle of spawns and saturated Soul Drain would be enough to damage cap either combination in peak conditions. Not to mention 8 stacks of OG running and keeping everything stunned.
Just wanted to add another layer of delicious on top of these two cakes made of ridiculous. -
Quote:I did in suggestion #4 of my post.I am a little amazed no-one has suggested PVP.
That is the end game of all Min-Maxers in all MMos. You imn max to the point that no content is a challenge anymore so you either retire or you face the only thing that is still a challenge: Other min-maxers.
Heck, I even mentioned the gladiators in point #5. -
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For the OP, I have several suggestions for you.
1) Someone beat me to this, so I'll just say, try gaming, "Hardcore."
2) I tend to play a lot as if I'm the general and the alt I'm playing is my 'army.' Real generals can't often pick their troops, but the best generals get the most out of them. Often times, the truly epic generals find whole new ways to fight that emphasizes the their 'lesser' troops, and at the same times make the former great troops seem like relics. I certainly can't take sole credit, but I was trying to build squishies to be tough ages ago. People told me that that was silly to try to pile on as much def as I could to a def, I should focus on recharge first and foremost. Why would a rad/rad need def after all? Times change. Take a weak set and explore what you can do with it. Find a combo or IO that may not have been used in that way before. If you don't plug away at it, you'll not find the new next knack, and you'll just start building what someone else discovered first. Sure, you'll try a ton of duds, but, you'll know what the most that can be eeked out of a bum set is, and although it might not still measure up to your gold standard, it is a blast when you play with a bunch of players all playing FoTM builds, and things go south, and your 'weak' combo saves the team from a team wipe.
3) Or, you can take your fav alt. You prolly know it inside and out. Find the enemy that causes you the most problems, crank the dif and tackle them. Or create a custom enemy in AE just designed to slag your own uber alt. You should be able to exploit your own weaknesses such that you can find a way to defeat your best alt. Then, design a new, different alt that can trash, what just trashed your main.
4) There is always PVP. It's a whole different ballgame.
5) Just thought of this too, sorta as an offshoot to the PVP idea. I've never tried the gladiators, and always thought that looked potentially interesting. -
No, he really didn't. But the fault is mine for not being clear.
What about redraw was being expected/hoped for? Last I heard that was fixed ages ago... So, what about it now?
I'm far from the worlds best video editor, but if there is any remaining delay caused by redraw, it's in time-frames so microscopic that to worry about it or expect devs to devote more time to it really unrealistic. Granted, I haven't tested every combo, but still. -
Quote:OMG do I wanna do this now.....I would like to see an Emps vs Pains matchup, too.
Things to see with Emps - Perma AB on all team members; multi stacked Fort (at least 2-3) on everyone; staggered auras (probably not even necessary with perma AB). Mez protection for all. Toss in the leadership pool and it gets even more ridiculous. 150% +dmg from just stacked assaults and added to the stack Forts (~31% +dmg per Fort). Obviously everyone would be softcapped to EVERYTHING, too (Incarnate softcapped, too).
Things to see with Pains - Damage... lots and lots of damage. Potential for everyone to be consistently at the damage cap or close to it. Then flooring everything's def/res on top of the +dmg. Lets see, 120% from stacked assault + 50% from painbringer on everyone (not as easily perma as AB will be for Emps) + 128% from stacked WoP = 298% +dmg. This team won't have softcapped defense from Manuevers but they will have capped resists to EVERYTHING from stacked WoP.
If both teams utilize the 'buddy system' and effective stack/stagger their buffs to maintain their top potentials, it would be something amazing to watch, indeed. Taking the ITF as an example, I would predict both teams steamrolling everything until the last fight with Nictus-infused Rom. From there I say the Pains would leap ahead by just stacking -res on Rom+nictus and being capable to killing all 4 of them simultaneously or close to it. -
Definitely making Time Def of some sort, so..
1) Time/Fire Def maybe
2) Grav/Time troller like so many others
3) Kin/Fire Def
4) Beam/Energy Blaster
5) Dark/Ice Blaster
6) Maybe a Time/Rad blaster, to boot.
7) Sorta want to try SJ on a scrapper, so maybe SJ/SD (using the PPD riot shield of course)
8) If staff has a 'spear' skin available, will for sure make a SD/Stf Tank, or Stf/SD scrapper
9) Mind/Time troller sounds fun, too. Or maybe Ill/Time
Not really interested in the Titan weapons much, from what I've seen, so I'll give those a miss and try to find a few new places to play with Poison, but no clue where.
I think that should keep me for a while, but I'm sure I've overlooked a few other choices that I'd be interested in. -
Quote:I asked castle on this a while back and he said it was done intentionally because WP got protection for psionics and knockback protection. Noticed how every set that gets psionic protection has that knockback vulnerability? Well a weaker taunt aura was the trade off for that. To me thats dumb to penalize powersets on things that they need to do their job. It kind of goes back to when tanks used to have single target taunt and everyone took provoke because it worked so much better. It took alot of screaming about it to finally get it changed for tanks back in the earlier issues. Right now this part about the knockback has gone on too long and I dont see them changing it for the powersets or fixing the taunt aura issue. Quite honestly I see them actually fixing gravity control finally before they fix WP taunt aura. In terms of managing it, just tell your friend that if she knocks it back she just bought it and that is how you stop people from scattering stuff you have aggroed or keeps them engaging groups ahead of time.
Hmm. Doesn't Elec Armour get Psi and KB? What's it's taunt aura duration look like? Just wondering. -
I don't take aid self myself either on SR. Greens animate a lot faster than aid self, and can't be interrupted. If I'm getting rocked hard enough that even with popping an orange or 3, and capped def and I'm popping greens fast enough that I might run out, and STILL need Aid Self after, then I'm probably getting rocked hard enough that I'll never get Aid Self to go without getting interrupted. It's either run away or heroic last stand time. I'd rather die fighting than trying to get aid self to fire off.
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Quote:And, actually, if you're running on high diff settings, you can easily see a lot of +acc, +tohit, and def debuff of 60-80% and in one hellish spawn, or two spawns that overlap. Granted, capped DDR helps a lot, but if you're sitting at 45% even, and you lose 4% def and are still facing the +acc and +tohit enemies, you'll want the purples for sure.No - that's why it's called the soft cap: It's the point at which, although technically you *can* add more defense, any extra will not benefit you. Enemy mobs always have a minimum 5% chance to hit you; that's just the way the game is designed. More defense won't change that. Unless you're being defense debuffed, or the enemies have +to hit, that purple won't do anything.
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Quote:I agree, getting to 45% on a SR is pretty easily achieved. But punching it up to 59% and no serious sacrifices!? That I find very hard to believe even if you're wealthy enough to spend for the tops on everything. Unless perhaps you're talking a BS/SR and you're ignoring Melee def and planning on riding Parry for most of that.I personally went for 59% def and don't even feel like I made any unreasonable sacrifices. If I stayed at 45%, I would have slightly more recharge, which would end up being slightly more damage - that's about it.
I'm looking at my build and I'd have to gut most of my S/L resistance (drop tough to just the Steadfast res/def) lose almost all my Regen, +recharge, +Max HP, and +recovery to pay for the improvements, and even then I'd only get melee and ranged to the 59% cap, my AOE would still be only 50%ish.
I figure I gotta be overlooking something.. Care to some of your tricks.
Oh wait, I think I just realized one of them. I forgot about the PVP +Def IO. Glad Armour, I think. With that in play I could probably juggle enough to get melee and ranged to 59% and AOE to 56% I'd bet. Still, I'd have gutted a lot to get there, and that's still only close.
So, please share a trick or 2? -
I too have found that end drainers that also have hefty -recovery tend to hit WP a little harder. Partly since the Invul has more def debuff res the WP can get below the energy def softcap much more easily than my Invul can. So I've had all the toggles drop on my WP more often than on my Invul. And my invul with no toggles just auto powers and set bonuses seems a tad tougher than my WP in the same boat.
Granted, that's a WAY outlying circumstance, but it is there. Of course, the terrorize balances things nicely, so in my opinion, it's still all a matter of preference...
Disclaimer: My multi bllion inf build WP and Invul I'm comparing are tanks, and not brutes. But I'd expect a similar comparison to hold true in a brute conversion.
And, to continue the discussion of WP regen vs Invul regen, assuming you're talking consistant damage over time, most any high end Invul will be healing 1000-1500 extra HP every 2 minutes, appx, which should sorta be counted into the equation, as HP gained over time, even if it's not 'regen' per se. -
Quote:Better tohit debuff resistance numbers on FA and better Perception bonus numbers as well. If you have maneuvers anyway, and the end to run tactics or FA either equally well, and you don't expect your teammates to be close or solo a lot, FA wins hands down. Especially since you can toggle it off against many enemies, and tactics and FA use the same end when toggled off..Why take Focused Accuracy when you could get both Maneuvers and Tactics for about the same end/sec.
Seriously, I don't know why anyone ever uses it.
Granted, there aren't a lot of times when I'd take FA over Tactics, but it does happen. -
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Having done both, I'd say it's really to close to call. At different levels and slightly different SO/IO levels invested it can swing 1st one way, then the other. Neither is a solo specialist, and neither is ever worthless.
Pain has a debuff, if you enjoy that sort of thing, and Emps don't. Emps of course have better buffs in most cases, and are defenders. But by the same token, a pain has corrupter damage scale and several ways to buff his own DPS even higher.
They're subtly different. And the subtle differences are more a preference. If you're like me, there isn't a better choice, it's more like, "Which do I more feel like playing at the moment?"
In the old days, I'd say, it might matter more which attack set you want to play. But now that Defs are getting Fire Blast, I can't even use that excuse to decide between the 2 now.. -
Quote:Danke.Circle of Thorns. Big thread here.
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Quote:Yes, the subthreads are all over the place. I was just making a limited point. Perhaps I should have been clearer.I can see how you could get that, there are all kinds of subthreads in this thread, and I wasn't particularly clear that my focus was overall performance.
I am aware that in general the discussion is about overall performance, I was staying out of that one, since while blasters have always underperformed for me, I know a good deal of that is that:
1) They are contrary to my play-style.
2) I am not that skilled at them.
Given those two facts, I don't feel qualified to guess how much of their under-performance is due to me, and how much, if any, is intrinsic to the AT.
So, for the most part I don't feel qualified to comment on overall blaster performance. The two contributions I can make are:
First: Many people seem to enjoy them plenty, there are always tons around, and in this thread there are MANY more commentators that think they are fine than that think they are in desperate need of an overhaul. Of course, there are also a ton that would admit that they could use some minor tinkering, but most every AT could use some minor tinkering.
Second: I can anecdotally state that I've not noticed among my teammates that blasters seem to contribute any less, or that there are fewer truly extraordinary blasters than any other AT.
The only AT that I've noticed any problem with teaming-wise (although playing one solo isn't a problem) is MMs. Especially with more than one of them on a team or on indoor maps the large numbers of pets that don't seem to push (even though I thought that was supposed to be fixed a long time ago) means many team members often unable to do their job. But, as I don't hear others clamouring for that to be fixed I suppose it doesn't come up that often. -
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True.
But that's a bit far afield of the argument you made that I was referring to. Your point I was referring to was that Musculature was shortchanging blasters since they only got a 10% boost under certain circumstances and scrappers and defenders got a slightly higher percentage under similar circumstances.
I was just pointing out that under the circumstances you cooked up, a 10% boost for blasters was often going to be a net gain more than scrappers at 13% or defenders at 16%. And in many circumstances the net gain is of more value than the gain, so comparing % gain only and ignoring the base values when the base values are different, is an inherently flawed argument.
Nowhere did you, in your initial argument about Musculature's value, did you address how it ups survivability for blasters or scrappers or defenders, and neither did I in my reply to your argument.
So, to now bring in survival into that argument is a red herring. -
Oh crud, you're right. I guess doing less dps is better than doing more.. And regening less HP is awesome as long as your regen rate is very high.
Both cases assuming I'm boxing Boxer A, right? Or was I supposed to be boxing Boxer B? And do I find these guys in an AE farm, because I've never yet faced them in the regular game content, where more damage/sec output and more hp/sec regen are usually the considered the best metrics? -
I don't think you can make a bad claws combo on a brute or a scrapper.
That said, to help you decide, the Brute does have more HP and Fury will mean more damage in longer fights.
The scrapper if I recall is a little faster and I think has higher base damage on a power or two.
I'd say it's a wash, just depending on the feel you're looking for.
Brutes do get a taunt aura in every secondary set, which might be nice, might not, depending, or may be irreverent, again on your preference.
That said, what to pair claws with???
Claws gains a lot, in my opinion, from leveraging Follow Up. Use it often, is my motto. So, in that case, Super Reflexes and Electrical Armour are great choices as they both get +Recharge powers. Energy Aura shouldn't be overlooked, as I see to recall hearing it will soon be getting a +Recharge feature added to it.
But hard to argue against Claws/Invul either. That combo was a blast. As was Claws/Regen. I guess as I said earlier, Claws will work awesome with any secondary, but SR/Elec/Energy get that little bit of synergy with Claws unique take on damage boosting. -
Quote:Actually, I can back it up with a little math and your numbers. I didn't check your numbers for accuracy, but will just grant for the sake of argument that they are close enough. And the math part is pretty simple.As far as percentage gain goes numerically blasters get the smallest percentage gain in damage from musculature. As far as total damage output goes a typical blaster (one with aim+buildup) gains less than 10% additional damage from musulature. A scrapper can easily gain 13% a controller or defender 15%
You can disagree all you like but you can't back it up.
I'd very often rather have 10% of a bigger number, then 13% or 15% of a smaller number.
Anyone who has built an alt for regen probably understands this concept. -
Sadly, the truth that most people try to avoid is that the smart choice for Alpha depends a lot on your build.. I've always been of the "if you run out of end you need better slotting" school of thought, so to me Cardiac is pretty worthless.. If you build with different priorities, your incarnate needs/wants will be completely different.