Miyabi

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  1. Definitely the I-beams first I would think

    They seem glaringly separate from the rest of the point-and-pew-pew of the sets they belong to.

    From there? Total Focus/Thunderstrike style attacks. They're somewhat comical (hur hur pun) looking, and could use some "y so sewious"ing.
  2. I'm going to suggest against DP Blaster. Go Corr or Defender. I personally recommend the Corruptor, DP/Kin or DP/Traps, or even DP/Sonic, all of which will buff your damage output, on top of Scourge. I'll recommend against Pain, Thermal, and Trick Arrow, as the redraw WILL eventually drive you insane.

    I have Elec/Dev, Fire/Fire, Archery/EM, and DP/EM blasters. I only got to 44 with the DP/EM, as I couldn't take it anymore. YMMV of course, so play what you feel is right.
  3. Quote:
    Originally Posted by Sagamemnon View Post
    ...and acted like voltaic sentinel...
    I think a lot of people are replying and missed this part.

    He's saying if PA was untargettable by mobs. As in, you drop Phantom Army, the only target enemies can find is you, the Controller.

    There's a few very good reasons people have a love/hate relationship relationship with Voltaic, and the fact that it draws aggro onto the user and is untargetable is one of the primary ones.
  4. It sounds like you're thinking in a perma-PA vaccum

    Permanent Phantom Army, with enough cooldown. In that single thought train, no taunt wouldn't really make a difference, as the Controller would just stay at range, dropping PA endlessly.

    In the "Levelling up" world, which is most of the game, it would hurt the Controller rather badly, as their invincible, built-in tanks no longer control mobs, which means everything would go after the Controller immediately.

    So yes, it would cripple Illusion in that regard.
  5. The only thing I would want to see changed is the Corrupter aura replaced with the MM version. Regen instead of the tick heal. Good for low HP toons, bad for everybody else...
  6. I was going to throw out a "Dump to SG Storage" option if your base has enough open storage, but that could prove very problematic in a variety of ways, lol
  7. Quote:
    Originally Posted by Fire_Storm View Post
    ...or like Fire, ludicrously expensive build to fix.


    As having both fire/fire tanks and a brute.....small adjustments to fire might just fix it.

    Yes, consume needs love. No questions asked. The recharge on it is that bad. Now i will say this, with full fury, it will occasionally kill a minion or something. But that is so few and far between, it is hardly justifies its recharge. Leave the accuracy check.

    Temperature Protection....add End drain resistance or GIVE us an IO that grants a 20% end drain resistance....just like the Winter Slow Resistance IO. That one IO really is noticable when you get some semblance of slow resistance from TP and the IO. If we had an IO 20% resist end drain, then consume recharge could be dropped somewhat....and it still not be perfect, but tolerable.

    KB protection...fine, leave it out. i can live with it.

    Burn, up the damage/up end cost, so what little they stay in it, does more damage. Consider adding a slow, or increase the time for the fear to start (ie they stay in the patch longer takes longer to run from it, but not by that much...) Leave the scatter and the fear, yes that can be used for damage mitigation. The power doesn't change much which the devs might do, but helps atleast get like tier 1 aoe blaster damage out of it.

    With adjustments/fixes (and not major ones at that) and IOs, an immob (like my brute)....or a tank on team with an immob, would be a truely damaging toon. An aoe immob for burn, like my brute, survives better sometimes, because Burn is cheap damage endurance wise, and Consume is so bad on recharge, cheap damage really helps fire. GR and switching sides is coming. And an Immob might be avail to the tankers. But Burn needs a bit more tweaking than just an access to an immob patron power, to put fire back on the top of damage. With an extremely expensive (ludicrously expensive build) my fire tanker and brutes are ok, not on par with the others, but really ok. You should IO to improve, not become par with the other sets....that is whats wrong.
    Definite yes on lowering Consume's recharge. It's tohit check alone should translate to some sort of buff. Even thirty seconds off its current recharge would be a help.

    We should WANT to take Temperature Protection, but that goes into my theory of "All powers should be desirable" issue. Better Cold Res, End drain res, even some small amount of defense built into it would be great. Its fire res is completely pointless. The slow res is a help, but you have to slot a Winter's Gift IO for the slow res to equal Quickness', which almost feels like an afterthought in Quickness. Fiery has basically been turned into a...somehow LESS survivable Regen, relying on it's click heal and Burn's scatter to keep afloat.

    I think Temp Prot should be something like 10% Fire Res, 20% Cold Res (To bring Cold up to the other Shield's levels), 40% Slow Res, +20% Recharge. Sort of a ******* child of Temp Protection and Quickness.

    It hurts me to say this, but Burn is fine as-is, due to it being Fiery's primary mitigation. The problem is that Burn makes Blazing Aura pointless. BA's strength comes from having multiple enemies inside its radius for extended periods of time. If Fiery's Blazing Aura were a combination of BA and Hot Feet with less range, enemies would enter to attack the player, hit the Burn patch, try to run, and be stuck in the aura (And possibly inside the Burn still as well). The damage for the aura should also be increased as well. Maybe Scrapper value to 15, Tanker to 12, and Brute to 10 (Due to Fury)

    Meh, shutting up now...
  8. Quote:
    ENERGY MELEE
    I think EM should remain a single target centric set. Whirling is meant to be a minion buster. If anything, speeding up Total Focus and Energy Transfer's animations (Half?) would make it once more ST King. You're giving up team value (AoE) for the ability to make a huge difference when fighting AVs and bosses.

    Quote:
    ENERGY AURA
    Insert Typed versus Positional argument and two-hundred posts here.

    I've tweaked with the set. I've ran builds, and psuedo-builds in Mids, and pondered and thoughted and thinked and...I just don't know. The set seems decent on paper, but when you actually use it...

    I consider it the positional defense equivalent of Electric Armor, one absorbing/reducing damage and the other attempting to avoid it, plus minor absorb/reduce. What did Electric Armor need to bring it up to par? A decent heal +regen built into its endurance reduction power. Is Ele top dog? No, but it's much better now than ever before. As many have pointed out before, EA's sap+heal is all but worthless against a single target.


    Quote:
    NO REAL TANKER INHERENT
    Maybe give Gauntlet the Vigilance treatment? Since Defenders and Tankers are over-specialized, the two sort of go hand in hand. +Damage that scales down with increasing team size.

    Quote:
    FIRE AURA
    ...is a mess. This coming from someone who's only Tank is a Fire/Fire. It's good with IOs, but the game isn't balanced around IOs. The things you give up for Fiery Embrace (Long recharge BU), Burn (Ghetto Immobilize Resist, enormous fear effects), Blazing Aura (0.89 more damage than Ele and Dark's damage auras), and a self-rez (Look at all my survival holes, woo!), are staggering.
  9. Quote:
    Originally Posted by Warkupo View Post
    As it stands, Trip Mine > Time Bomb for nearly every situation I can think of.
    I agree. It'd take changing a lot of numbers in the power to make Time Bomb shine. Halve the wait time to seven seconds. Maybe even five. Then you can throw on your travel power and "escape by the skin of your teeth."

    Quote:
    It is not difficult to Toe Bomb with Trip Mine as it is. Increasing the recharge by 10s to get rid of the interrupt of 4s is a net loss in my book.
    In a team scenario, sans AoE spamming enemies, yes, toe bombing is achievable. In a smaller team setting, and/or being hit by everything's spray and pray, it turns into a "where'd my end go, lol" like Electric Armor pre-Energize with Aid Self. And Snipes. *twitch*

    With some recharge, even mediocre (50%) recharge from anything, that ten second recharge increase drops considerably. It was only a suggestion. One of many.

    Quote:
    As an aside, am I the only one who really *doesn't* like the change to Gun Drone?
    One step forward, two steps back. But that's sort of how he rolls. I didn't really care for it before, now it's simply cemented in my mind.
  10. Quote:
    Originally Posted by Ben_Arizona View Post
    ...little or no improvement at a significant cost, and for Time Bomb it wouldn't address any of the issues that make it problematic.
    Implying increasing Trip Mine's recharge from twenty seconds to thirty would make any remarkable impact.

    It would also allow people to plant Time Bomb mid-fight with the knowledge that it will indeed go off, instead of wasting time. It's a buff. Is it an excellent buff? No. But what do you want out of Time Bomb, a second nuke?

    Quote:
    In other words this is a pretty bad suggestion.
    Subjective.
  11. Quote:
    Originally Posted by Warkupo View Post
    I'm voting for a 'Range Amplifier Device' personally.
    Cottage rule. It's either going to be a damage-based time-delayed device, or it's going to be Time Bomb.

    I vote for increased recharge on both Time Bomb and Land Mine, in exchange for removal of the interrupt. At least then we can toe bomb.

    Also...

    Quote:
    Time Bomb with Remote Detontator (Toggle)
    Then it wouldn't be named Time Bomb. It'd be Remote Bomb.
  12. Have you played Pain or Empathy before? Although Pain's a bit more offensive minded, lol

    Soothe: Your main heal as a Pain/Emp
    Share Pain: Optional, will pretty much fully heal whatever you target in one shot, needs minimal slotting (1-2 recharge)
    Conduit of Pain: Optional
    Enforced Morale: Optional as well, but buffs
    Painbringer: Turns whatever you use it on into an almost unstoppable juggernaut, one EndMod slotted in it can defeat nuke crashes.

    You're going for Ranged defense bonuses though, so I don't have much to add besides that. Pain is pretty demanding power-selection-wise, under normal circumstances.
  13. Miyabi

    Archery vs. AR

    Ignite for boss killing, Full Auto for pew pew pew
    RoA for mob-wiping, overall good performance

    I'm a Boost Range abuser, so my opinion of secondaries is a little biased
  14. Defenders can AoE Sap as well, Kin/Ele/Ele is Transference/Short Circuit/Power Sink

    Granted, you wouldn't get AoE Sap until the end of your career just about...
  15. Miyabi

    Taunt. Why not?

    I'll use my experiences on my DP/EM PUG teaming as an example, as they're the most recent

    Helping out with some BMing, we had two slightly lower level Stone Tanks with us. Both had Granite, both had Mud Pots, and both had Taunt. They would both Teleport into a mob, one on each side, and go to work (One was /Fire, can't remember the other...). I'd wait three seconds, Build Up, and use Bullet Rain. As BR finished animating, I'd start a Range Boosted Empty Clips, and suddenly be eating 1/3rd of my health arrows from various corners of the mob.

    I face-planted nearly every other mob. With two Tanks. Both with Mud Pots and Taunt, but neither using said Taunt.

    Another example is a friend of mine running his first Tanker, a Fire/Fire. He had Blazing Aura and Taunt. He would leap into a group of demons, and immediately go into a "Miss miss miss miss hit miss miss" attack chain. The one enemy he would focus on would eventually get hit, and he drew a little attention with his aura. All the enemies outside his aura? Turned around and started beating the snot out of everyone else on the team. These being CoT demons, they could simply sit back and Flare/Fire Bolt squishies to death.

    The above examples are more a lesson in bad Tanking than in Taunting. A Tank is a mitigation meatshield. Your existence is mob control through whatever means necessary, and you have the survivability to do it. Whether that be through damage, auras, or Taunt. If you can hit with your attacks and micromanage, Gauntlet works fine. If your aura can hit, it'll keep everything close to you ticked off.

    Taunt is just another tool. But it's an auto-hit, -75% range debuff tool.

    Play how you want to play.
  16. I'm going to say something along these lines. I'm very against giving Blasters Dark Regen, even though it'd promote getting them into melee range more. Even with increased recharge on it, it's still a massive self-heal in an archetype that doesn't get in-set self heals.

    - Dark Blast -

    1) Dark Blast
    1) Gloom
    2) Dark Obliteration
    6) Aim
    8) Tenebrous Tentacles
    12) Nightfall
    18) Moonbeam
    26) Life Drain (Siphon's Damage)
    32) Blackstar

    - Dark Manipulation -

    1) ST Tenebrous Tentacles
    2) Shadow Punch
    4) Death Shroud
    10) Smite
    16) Build Up
    20) Soul Storm
    28) Dark Consumption
    35) Oppresssive Gloom
    38) Midnight Grasp

    With Blaster numbers, the normal Dark attacks do fairly good damage. Dark/Dark would be an interesting damage/control combination without going overboard on either. Dark/Dark's synergy would be that your third-tier attack is in your secondary, Soul Storm, which also gives other powersets lacking a 3rd (Elec, AR) a new option.

    Edit: Although damage increased Life Drain is sort of it's third-tier attack... o_o;;
  17. I posted these awhile ago, might as well toss them out

    - Dark Control -
    1) Horror - Single-target Fear/Immobilize/Moderate Damage
    1) Terror - Single-target Hold/Moderate Damage
    2) Wave of Horror - Targetted AoE Immobilize/ToHit Debuff/Minor Damage (Tenebrous Tentacles' graphics)
    6) Panic - Single-target Confuse (Confuse+Smoke Effect on target's head for graphics)
    8) Nightmare - Targetted AoE Sleep/ToHit Debuff
    12) Dread - Location AoE Fear/ToHit Debuff (No Line of Sight required, translucent Tar Patch graphics)
    18) Doppelganger - Summons temporary pet based on fallen enemy (See Mastermind Soul Extraction, translucent copy of enemy, doesn't work on Elite Bosses/Archvillains/Heroes)
    26) Gaze into the Abyss - Single Target Fear/Immobilize/Hold/Stun/Sleep/Confuse/ToHit Debuff
    32) Dusk Essences - Summons what is effectively the Banished Pantheon Masks, each with an additional ranged attack per their type (Gloom, Subdue, Power Burst, Irradiate). Uses Lanaruu elemental graphics.

    - Dark Assault -
    1) Dark Blast
    2) Smite
    4) Nightfall
    10) Gloom
    16) Power Boost
    20) Dark Consumption
    28) Siphon Life
    35) Moonbeam
    38) Midnight Grasp

    Hmmm, I should do a Blaster Dark Blast too...
  18. Under-performing sets being retooled to perform well

    Aggro cap raised (Not lifted) for Tankers

    Damage raised to average, as the Inherent isn't damage-based
  19. Here's my build as a little food for thought. Feel free to scoot Rez/CM further up (I may have done so myself in my current build). Also, the HamiOs are just something to work towards.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Miyabi: Level 50 Mutation Defender
    Primary Power Set: Empathy
    Secondary Power Set: Dark Blast
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Healing Aura
    • (A) Doctored Wounds - Heal
    • (3) Doctored Wounds - Heal/Endurance
    • (5) Doctored Wounds - Endurance/Recharge
    • (7) Doctored Wounds - Heal/Recharge
    • (9) Doctored Wounds - Heal/Endurance/Recharge
    Level 1: Dark Blast
    • (A) Devastation - Accuracy/Damage
    • (31) Devastation - Damage/Endurance
    • (34) Devastation - Accuracy/Damage/Recharge
    • (37) Devastation - Accuracy/Damage/Endurance/Recharge
    • (37) Cloud Senses - Chance for Negative Energy Damage
    • (40) Decimation - Chance of Build Up
    Level 2: Heal Other
    • (A) Doctored Wounds - Heal
    • (3) Doctored Wounds - Heal/Endurance
    • (5) Doctored Wounds - Endurance/Recharge
    • (7) Doctored Wounds - Heal/Recharge
    • (9) Doctored Wounds - Heal/Endurance/Recharge
    Level 4: Gloom
    • (A) Devastation - Accuracy/Damage
    • (31) Devastation - Damage/Endurance
    • (36) Devastation - Damage/Recharge
    • (36) Devastation - Accuracy/Damage/Recharge
    • (37) Devastation - Accuracy/Damage/Endurance/Recharge
    • (43) Cloud Senses - Chance for Negative Energy Damage
    Level 6: Swift
    • (A) Flight Speed IO
    Level 8: Hover
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 10: Hasten
    • (A) Recharge Reduction IO
    • (11) Recharge Reduction IO
    • (11) Recharge Reduction IO
    Level 12: Fortitude
    • (A) Red Fortune - Defense
    • (13) Red Fortune - Defense/Endurance
    • (13) Red Fortune - Defense/Recharge
    • (17) Red Fortune - Defense/Endurance/Recharge
    • (17) Red Fortune - Endurance/Recharge
    • (31) Recharge Reduction IO
    Level 14: Fly
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 16: Health
    • (A) Miracle - +Recovery
    • (43) Numina's Convalescence - +Regeneration/+Recovery
    Level 18: Recovery Aura
    • (A) Recharge Reduction IO
    • (19) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (21) Performance Shifter - EndMod/Accuracy/Recharge
    • (48) Performance Shifter - EndMod/Accuracy
    • (50) Performance Shifter - Chance for +End
    Level 22: Tenebrous Tentacles
    • (A) Positron's Blast - Accuracy/Damage
    • (23) Positron's Blast - Damage/Endurance
    • (23) Positron's Blast - Damage/Recharge
    • (46) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Positron's Blast - Chance of Damage(Energy)
    Level 24: Night Fall
    • (A) Positron's Blast - Accuracy/Damage
    • (25) Positron's Blast - Damage/Endurance
    • (25) Positron's Blast - Damage/Recharge
    • (43) Positron's Blast - Damage/Range
    • (46) Positron's Blast - Accuracy/Damage/Endurance
    • (46) Positron's Blast - Chance of Damage(Energy)
    Level 26: Regeneration Aura
    • (A) Doctored Wounds - Heal
    • (27) Doctored Wounds - Recharge
    • (27) Doctored Wounds - Endurance/Recharge
    • (29) Doctored Wounds - Heal/Recharge
    • (29) Doctored Wounds - Heal/Endurance/Recharge
    Level 28: Clear Mind
    • (A) Recharge Reduction IO
    Level 30: Resurrect
    • (A) Recharge Reduction IO
    Level 32: Adrenalin Boost
    • (A) Doctored Wounds - Heal
    • (33) Doctored Wounds - Recharge
    • (33) Doctored Wounds - Endurance/Recharge
    • (33) Doctored Wounds - Heal/Recharge
    • (34) Doctored Wounds - Heal/Endurance/Recharge
    • (34) Endurance Modification IO
    Level 35: Assault
    • (A) Endurance Reduction IO
    • (36) Endurance Reduction IO
    Level 38: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 41: Power Build Up
    • (A) Adjusted Targeting - To Hit Buff/Recharge
    • (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (42) Adjusted Targeting - Endurance/Recharge
    • (42) Adjusted Targeting - Recharge
    Level 44: Temp Invulnerability
    • (A) HamiO:Ribosome Exposure
    • (45) HamiO:Ribosome Exposure
    • (45) HamiO:Ribosome Exposure
    • (45) Steadfast Protection - Resistance/+Def 3%
    Level 47: Vengeance
    • (A) HamiO:Membrane Exposure
    • (48) HamiO:Membrane Exposure
    • (48) HamiO:Membrane Exposure
    Level 49: Absorb Pain
    • (A) Healing IO
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Vigilance
    ------------
    Set Bonus Totals:
    • 15% DamageBuff(Smashing)
    • 15% DamageBuff(Lethal)
    • 15% DamageBuff(Fire)
    • 15% DamageBuff(Cold)
    • 15% DamageBuff(Energy)
    • 15% DamageBuff(Negative)
    • 15% DamageBuff(Toxic)
    • 15% DamageBuff(Psionic)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 7.38% Defense(Energy)
    • 7.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Melee)
    • 11.8% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 27% Enhancement(Accuracy)
    • 37.5% Enhancement(RechargeTime)
    • 16% Enhancement(Heal)
    • 10% FlySpeed
    • 83.9 HP (8.25%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 2.2%
    • MezResist(Terrorized) 8.8%
    • 10% (0.17 End/sec) Recovery
    • 24% (1.02 HP/sec) Regeneration
    • 9.45% Resistance(Fire)
    • 9.45% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 6.25% Resistance(Toxic)
    • 10% RunSpeed



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  20. I'm really surprised I haven't run into any other Malta DPers

  21. Meh, it's like fighting angry, feudal SkittlesĀ®

    I mean, come on, they don't even have bows or katanas (or horses!). Where's the fun in beating on Samurai if they're just going to throw sucker punches all day?
  22. Quote:
    Originally Posted by Bill Z Bubba View Post
    Regarding brutes versus tanks, however, I would much rather have a brute on my team than a tank. I'm very curious as to what, if anything, is done to make tanks more beneficial to teams when a team can buff a brute into tank levels of mitigation while it retains scrapper level damage output.
    This works both ways though. Why take a Brute when you have a Kin, Pain, or Thermal along who can Fulcrum/Painbringer/Forge a Tank. Certainly, there's a very large difference in damage cap, but I thought I'd just lay that out there <3
  23. I'll bite on this one too

    Options: Ice/Kin, Fire/Pain, Bots/Traps, or Energy/Electric Armor Brute (Can multi-build into Taunt if needed)
  24. Quote:
    Originally Posted by Umbral View Post
    Apparently Miyabi doesn't realize that powers don't begin recharging until they finish animating. Of course, if anyone cared to even look at the actual numbers that I put up, which explicitly state that several times.
    I'm not even going to warrant you a proper response, Captain Literal.