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Quote:The proc in an aura has a chance to fire once every ten seconds. If the Brute proc works like other procs, it has a chance to fire for every foe hit by the aura. I am not sure if the fury generation has some kind of limit that prevents an AoE from proc'ing multiple times though.This is just my opinion..so take it with a grain of salt. I run a Stone/Stone btw.
I slotted my ATO's (which I upgarded to superior as well) into Mudpots in one build and into one of the hammer attacks (I think Heavy Mallet) in another.
For slotting into Mudpots, it procs every time it hits (up to 4 times a minute) which gives this increased chance of Fury generation. So while it is running, I can attack away and let it proc automatically. This is the build I drive most of the time. -
Quote:Taunt auras provide relief from an AI issue that not only substantially reduces kill speed, but makes the game more annoying. It's a very real advantage in everyday, non-farm content. If just tanks had taunt auras that would be fine. They pay for that with less damage. If the devs balanced Brutes with taunt auras in mind I'd be fine with it. If some sets had taunt auras and were balanced around that fact that would be fine. I actually have no issue, for example, if Energy Aura doesn't have a taunt aura *if* the devs have consciously balanced the set with that in mind.Yet some people regularly argue on the forum that scrapper secondaries should all have taunt auras, presumably because life is just so hard without them. Those people are wrong and you adeptly explained why.
What I have an issue with is blinding providing the advantage to Brutes when they are already threatening to eclipse scrappers in the game. I find it tips the balance between scrappers and brutes too much in the Brute's favor, especially in a balance battle that scrappers are already losing. -
I agree that blasters need love.
I believe that blasters basic single target ranged damage should have higher DPS. I shouldn't feel like I have to blap to keep up with the damage of Brutes and Scrappers.
Snipes need a buff. I would love to see blasters as an AT have the interruptable activation time on their snipes simply removed. That would give them a killer single target tool and also make snipes somewhat useful.
Edit: Not in PvP. -
Quote:Strafe in this context is to simply run sideways.There really is no "strafing" in CoH/CoV per se. There are tactics to bomb/hit baddies from cover with a few powers. But due to the way mobs are notified and the to hit calculations it is my understanding running/flying/jumping have nothing to do with your chances of getting hit. Also, due to the way people target in the city it is impractical to erratically move and fire. Strafing by it's nature is a type of AoE fire. Only about half (or less?) the AoE powers in the game are actually targeted on an area. An area is harder (for me) to target than an individual anyways, and I would hate to do it on the fly.
Which type of powers are you trying to use "strafing" an area?
There are lots of times when I want to run sideways in missions. I might want to look for glowies to one side while moving down a hall. I might need to move sideways to get line of sight on an enemy through a sewer door and I want to be looking at the enemy so I don't overshoot. I might need to shuffle left or right to look around the legion of mastermind pets if the group is heavy with them.
In all these cases turning away from the action, moving, and turning back towards the action is both annoying and detrimental, particularly if I am playing a support character.
I'm just dismayed that CoH varies this much from the standard mouse turning functionality. -
I am having trouble finding a way to get the mouse and key movement to work like other games.
Essentially what I need is for the turn left and turn right keys to strafe when the mouse is being held down like every other game in existence. Now that I have moved to the standard keyboard set up for other games (essentially unbinding the strafe keys and using mouse button + turn keys to strafe) I can't find a way to do this in CoH.
Argh I can't play the game currently since I have relearned all my reflexes to play this way. Someone please tell me there is an option I am missing that allows me to set up CoH this way! -
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Quote:I think at this point a major across the board nerf to IOs and defense would be a big detriment to the game. Instead implement a To Hit buff that is mitigated by DDR. The defense sets will be better using the same basic mechanism the rest of the game uses.As they should. IOs grant way too much of it which caused the devs to crank up the base tohit on new critters which in turn nerfed all the defense based sets.
Critters need to go back to base 50% tohit across the board and IO-based defense needs to be slashed. -
Quote:Actually I don't mind not having a taunt aura for a scrapper specialized more in single target damage, or without secondary effects. MA/SR was my main for a long time and I didn't mind that. I killed things one at a time, my AoE had knockdown to mitigate the problem, and my attacks didn't have a debuff.Sure, BrandX, I'm not against considering the advantages of taunt auras, cf. my first post in this thread. What I'm against is saying that they're always the number one criterion for any build. That's just not the case.
But for a damage aura build the problem is exaggerated. Especially with a primary where the knockdown isn't until the end of the chain.
Quote:Surely the speedy player would take note that the enemies in this mission suck to fight and that you get the Multidimensional badge simply for setting foot in it and conclude that the best course of action would be to drop that mission after setting foot in it? -
Quote:If you find dealing with runners to be interesting game play then that's cool. I don't find it as fun as you, so I warn people away from it. I tend to be goal oriented, so when it takes me 2-3 times longer to clear a Hydra map when I'm doing the portal arc I find it annoying.I just don't agree. You don't have to chase anything down, it all comes back eventually. Scrappers are just as well suited as brutes for ripping into a spawn in terms of hitting its initial, pre-aggro arrangement, yet they're actually much better since at that point the scrapper is doing full damage and the brute is not. Aggro aura or not, for the first few seconds of the fight everything will bunch up on you and in that period of time a DB/ELA can wipe out almost all of a spawn. The "thought" I mention is prioritization of targets. Maximizing cones, such as sweeping strike, as well as aura ticks. This is more complex if things don't always just stand next to you, but that's what makes it more interesting.
Quote:I say that not only will DB/ELA be significantly more damaging in scrapper form in most cases, it will be more engaging as well. The real tradeoff is, as you say, lower resists. I find that 75% energy resistance is plenty on a tricked out incarnate build that's already loaded up with defense and regen, and neither the scrapper nor the brute is getting anywhere near their HP cap with ELA so that isn't much of an advantage. -
Here's a base from which you can start tweaking.
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I left Gambler's Cut blank because I didn't know if you wanted to go with the purple set with a -Resist proc. If not it can hold another Mako's.
If you don't want to grind hero merits for the PvP +3% defense then put another Mako's into Gambler's Cut and build out Blazing Aura with another Obliteration.
Another option is to drop Super Jump, use Ninja Run, and pick up Laser Beam Eyes for Thunderstrike's ranged defense.
With this build I would go Spiritual for extra recharge. -
Quote:Edit: After rereading this post came off somewhat confrontational. I didn't mean it to be. Apologies.Not to be an ***, intentionally at least, but it kind of seems like people who place taunt aura above all else are mainly interested in easy mode. Is this character going to require thought on my part? Ugh. Pass.
First, chasing down Freak Tanks isn't hard mode. Or challenging. Or somehow a worthy achievement. It's just annoying.
Second, we are talking about one of the sets that can cap a damage type on its own. And in this case, that damage type is one of the most common in high end play. The scrapper version will take 150% more damage than the Brute against those attacks, not counting the fact that Brutes have more hit points.
Third, since when does a scrapper in a group setting take thought to play over a Brute? A Brute is not exactly the thinking man's AT, but the scrapper is even easier than that. With no worry about maximizing Fury and no taunt aura to draw too much agro, the scrapper is the penultimate thoughtless AT. -
Quote:This.Possibly when we got Brutes and realized how much better it was to have a taunt aura
I didn't like villain side content. So it was half sucking it up, and half living in willful ignorance of avoiding Brutes.
But before Brutes were allowed hero-side we'd have the "OMG I hate runners" threads about once a month, so it's not like this is coming out of nowhere. -
Brute.
No taunt aura on scrapper side means mobs running all over the place.
Brutes can leverage the 90% energy resists for both farming and trial mitigation. Scrappers max out at 75%.
For that particular combination it's not really a contest. Unless you are trying for pylon runs. -
First reroll a Brute and save yourself a lot of headaches. I rerolled my level 50 Katana/Fire Scrapper because Burn is useless when everything runs, but Burn with a taunt aura and Fury is unbelievably awesome.
That said, your mitigation needs some work. If you are going to go S/L, which goes against DA, then get it to 45%.
I would suggest not going that way. Instead, shoot for 32.5% melee and ranged defense, so melee caps with one DA and both cap with one small purple. Not only will this work better in fringe situations, but you will have more room for extra set bonuses like +Hit Points, +Damage (because you are going with Mako's and Oblits) and +Recharge. You will also have more slots with this set up to get resistance. -
Is there any way I can give out CoX points as holiday gifts to friends? What's the best way to do this?
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Willpower has a taunt aura, so you could go either way. I'd probably favor a scrapper in this case, but that might be because I've been playing a lot of Brutes lately.
It's too bad Katana/WP doesn't synergize well. Katana AoE is only okay and WP doesn't offer any extra AoE damage. It's sad that Parry isn't as strong with typed defense builds since it doesn't cover both smashing and lethal defense. -
Two things:
The damage would have to be high enough to counter both the time and the annoyance involved in chasing enemies all over the map.
If a Brute can climb over the 75% resistance cap the mitigation difference becomes a bigger advantage than the damage difference.
Beyond those two things I feel that Scrappers and Brutes are fairly well balanced. The extra hit points for Brutes is worth the damage difference.
(While Brutes have gloom their damage doesn't seem to be that much lower than Scrappers.) -
As if Brutes didn't have enough advantages over Scrappers, chasing enemies all over the maps basically takes all scrappers except for Shield, Invuln, and WP out of play for me. Remember when people were concerned that Brutes would marginalize Scrappers when the sides were consolidated? That's basically what happened for me. Other than Shield, which is better on scrappers, I just make all my scrappers Brutes now. The small advantage scrappers have in damage just doesn't compare to large boost to survival Brutes have.
But hey, I could overlook the small statistical advantages I see with non-Shield Brutes. They are fairly small and you have to be able to work with the Brute Fury mechanic. It's the utter frustration of enemies running everywhere that kills scrappers for me.
Quote:If I could obtain something like this without sacrificing damage that would be awesome and basically fix the problem assuming the taunt was long enough to last until my AoE(s) recharge.Now would be a good time to ask the devs to make a DMG + Taunt Proc for Interface! -
Quote:I think adding +Resist would be a mistake. In order for the game to be challenging, the game has to provide stress moments where player decision is meaningful. With high defense, and even capped defense, there is still a chance that powerful foes can get lucky and hit you twice in a row to provide that stress moment. Defense is spikey, and that forces players to react to changes in damage due to luck.Adding a bit more to the +Resist side and +DMG side would be nice as well.
Resistance, on the other hand, provides predictable and steady damage reduction. It is much easier to play a character with high resistance and much harder for the game to provide those stress moments. For these reasons I think gaining Resistance has to be harder than gaining defense.
In addition, at this point the devs have provided most powerful enemy groups with powers and debuff that counter soft capped defense. It would be much harder to do the same for high resistance characters.
As for +DMG, as long as there are sets and archetypes with damage dilution this mechanic won't work since it's effectiveness varies so wildly in the hands of various archetypes and sets. -
General points I wanted to add:
I agree with the opinion that the design of Incarnate powers and their acquisition to be less interesting and more restrictive than the IO system. I would have much preferred having way to earn the powers, increase their slots, and use special Incarnate recipes with Incarnate sets to increase their effectiveness instead of the way we climb the effectiveness ladder currently.
I agree with the opinion that the same sets get used over and over. I'd like to see some new sets introduced. -
Without IOs I would have quit the game years ago.
IOs are the best endgame system of any game I play.
(I would have liked to see the endgame expand upon it; the with endgame powers slottable with additional sets.) -
~ Origin change. Sometimes I lose interest in a character because of the concept but I enjoy the power set. If a new costume pack is released or I think of a concept I like I might want to resurrect an old character by remaking that character with a new concept and find that the origin is not appropriate for the character.
~ The False Nemesis badge for a single character. Let me spend a small amount of points to buy it and I am probably just lazy enough to do it for alts if I don't have a lot of playing time. Just this badge; I wouldn't buy any other defeat badges.
~ An enhancer that changes the level of a crafted IO to it's maximum level. So if I want to start crafting my sets in the 30s and 40s I can enhance them to 50s when I reach maximum level.
Actually this might work better as very cheap enhancers that add or subtract a level from a crafted IO up to its maximum for the set or down to its minimum for the set. You could use an many of these as you want on a particular IO and they would change the "base" IO level such that the IO could still be enhanced to +5.
(The goal here is I'd like to start working on sets for my end game build in the 30s and later boosting them instead of rushing to level 47 so I can use IOs with maximum enhancement values.)
~ Alternately an enhancer that modifies a crafted IO to have a variable level like the ones the store sells.
~ A change over from hero to villain and vice versa for those who don't want to do all the tip missions and wait the 4 days.
~ Power set respec within an AT. This would allow people to repick primary and secondary powers on a particular character. It would probably make decent money.
~ A temporary +Accuracy buff power. This toggle costs no End and will last 6 hours of game time.
~ A temporary +Endurance buff power. This toggle costs no End and will last 6 hours of game time.
~ A temporary +Recharge buff power. This toggle costs no End and will last 6 hours of game time.
~ A wand (like the Cure Lost wand) that transforms Master Illusionists to Rikti Monkeys. Make it 50 charges. -
Quote:I agree to that.That's the thing. Regen does reward exceptional build and playstyle, but the rewards are psychological. Mechanically, there is no reward at the extreme high end.
Quote:From the devs' point of view, the extreme high end is only one very small factor in their balance scheme, and Regen performs admirably in the lower-middle range. The Scrapper-Forumite point of view is different, heavily skewed towards the extreme high end of bleeding edge builds -- but as you can see, even here we have people who place a lot of value on the intangible reward of knowing that they, as players, have as much to do with their success as their builds do.
So for good or ill, Regen is what it is, and it isn't likely to change. The complaints about Regen come from a small subset of a small subset of the player base, and those complaints concern a small subset of the builds in the game (heavily IOed level 50 builds).
Quote:Personally, Regen isn't my cup of tea, but that's not a bad thing. I think there's kind of an unconscious presumption that personal taste shouldn't be a huge factor in distinguishing melee defensive sets, because they're all designed to do basically the same thing. But why not? Every other AT offers absolutely monumental differences in playstyle from power set to power set (compare, say, a Force Field to a Storm Defender). When you really think about it, it's not only healthy that Regen should offer a distinct play style; from a design perspective, it's actually kind of impressive that Regen manages to do that without compromising too much on raw performance.
I also think that Regen gets an unusual amount of criticism simply because the way the set plays now is different from how it used to play; if Regen had been introduced as-is, people would be much more inclined to shrug and move on if Regen's play style didn't suit them. Instead, people who've come back to the game over the years find that a character they already had plays in a wholly different way that's frankly unfixable, no matter how much influence or iTrial grinding they throw at it. -
Quote:It's a fine set. It doesn't need buffs in normal play. In fact, I think Regen actually performs better than some sets in situations where there are extreme times of burst and then lulls, like running trials. So I'm not here fishing for buffs. I am just explaining why the set isn't my favorite and because I enjoy discussing this stuff.Two things.
If you think you can't put QR + Stamina to good use even in the modern day, I think you're doing it wrong. I had a [Edit: Regen!] Scrapper that didn't have Fitness to maximize other things, and it was painful, even with a Miracle/Numina/PShifter. Inherent Fitness didn't water down that build, it made it more able to run non-stop, even including firing Incarnate powers off. On the flip side, I have a Stone/Fire Brute thats DPS suffers due to endurance drain without Cardiac [Edit: despite having Fitness and the afore-mentioned IOs]. Replacing Cardiac on that character with Spiritual (what I really want) then also requires me to swap out Barrier or Rebirth for Ageless. That's not a trivial exchange (though it's not unambiguously negative). On Regens with QR+Fitness, I go Spiritual and never look back.
I agree that extra Endurance is an advantage, but I solve that problem on most scrapper and brutes so it isn't that big of a deal anymore. The game's movement towards softening the Endurance issues (which I totally agree with) has softened Regen's edge.
I also think Regen needs additional mitigation to perform at the highest levels, be it Shadow Meld, lots of knockdown from powers (like Shockwave) or other tricks to compete at the highest levels.
Plus it loses time to activating powers. The is much worse if redraw is involved. The advantage of extra Endurance probably doesn't make up for that, at least in my builds.
Quote:Second, while I can't argue the reality that Regen costs you DPS to perform, I think I can question how much of an effect it has in practice on anything but AV soloing and pylon runs. I've already conceded that, in my opinion, Regen isn't a good choice for those. But honestly I have never felt my damage watered down in other contexts because I played a Regen, despite playing other sets also. Barring obvious examples of +damage from sets like Shield and FA, I just don't see Regen as costing me anything meaningful in the area of damage dealing outside of going toe-to-toe with hard targets. -