New Dawn

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  1. I did a mix chain. Baring in mind I used your builds. If you want the excel, I'll see if I can zip it up and email you it, have to be a real life email though. I didn't elaborate why calculations are what and where but ya prolly guess.
  2. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I'd rather you not post my builds for reasons I've mentioned in other threads that I don't wanna get into.
    I emailed you the modded version of your PB so thats its 45% S/L without combat flight and includes Pulsar.

    When it comes to simply single targeting and survivability versus a single AV I didn't look for that. I just looked at hitting 10 targets over time as a reasonable goal given what the maximum number of targets most aoes do.

    I'll keep hold of the builds, they're too expensive for me to make but I might find time to compare them more deeply. If you finish your PB you would probably get a better ingame idea that no amount of excel can achieve. Good luck with it.

    Each photon seeker has the opportunity to hit 10, but I just went with 10 hit by the three as thats the best I usually can hope for. The warshades better chance to proc a fotg -res will offer a slight difference but that would be part of what I would have to compare more deeply. My conclusion is from a ball park comparison. Excel the first time and know what to expect the second from all the things you could/should of done first for accuracy. If I excel again I'd do it differently to lend myself a better deeper look.
  3. Quote:
    Originally Posted by houtex View Post
    Two words for this whole 'female pet' idea:

    Amazon. Women.

    This...is...so....Right!

    The Myth to Amazon women is a varied one in which yours could be good or bad, so alignments can vary. The only thing is that they might be alot like a Ninja MM.

    3 Archers/Street Justice.
    2 Broadsword and Shield/Spear
    1 Titan Weapon

    Still Awesome.
  4. So this tanky is on Justice, muahaha. I'd like to team with ya sometime, I have an Ill/Cold or Plant/TA in your level range, yeah would totally make life easy but thats what support is for.
  5. Two Headed Boy emailed me two builds;

    1: Very well spec'd Warshade, very expensive, clearly something that works. The WS is very destructive, softcapped to S/L and does a lot of disorientating but lacks in mezz protection.

    2: Peacebringer also well done, very expensive and by Two Headed Boy doing it, a conversion in a way of his WS as near as dammit, so what is I hope a full on AV defeating human warshade players idea of a Peacebringer what can meet his expectations. The Peacebringer, has Lightform which can resist mezzes, doesn't rely on hitting targets for as much of its survivability but gets to S/L softcap with combat flight. Also despite the talk of Pulsar not being good enough, this build was established without it.

    So I felt that there was some balancing to left to do:

    What I did was get that PB build to S/L Softcap "without needing Combat Flight on, because thats slow", and what I also did was give the PB a very well slotted Pulsar because its being discussed for change.

    *Already there is something of a trade off in that Warshades don't have as much human form mezz protection and so are better able to actively control to avoid being controlled.*

    Anyway getting that PB to softcap S/L without combat flight and adding pulsar mean't all the -Res procs came out, and proton scatter was dropped at risk, of perhaps that the maximum potential amount of damage of a PB would be less than a Warshades. But then would it? A FotG -Res Proc did get added to the PB in flare so now the WS and PB are roughly the same, twins from another mother.

    I threw the builds into excel. I say threw because it's a basic "small confined look at damage potential" of these two well IO setted builds as I am worried about the loss of Proton Scatter from THBs PB build. Also especially as I took the -res out of the PB to slot Pulsar.

    In excel, AoEs that hit 10 had their DPA multiplied by 10, the best DPA attacks were repeated as often as possible and from good to worse DPA the attacks were repeated less, but ingame you can't achieve that, some attacks get in the way of using another or the attack chain is way complicated people won't use them. So I had to simplify these attack chains slightly for realism, add up the maximum amount of potential damage of combined aoe and st attacks.

    Then the total amount of damage done between two sunless mires or two inner lights was converted into an average dps. Sunless mires maximizing on 10 targets, Innerlight given an average damage buff because of how it works and what transpired on my excel was although not wholly correct from not being completely broken down, but certainly ballpark, the result was something to make me feel that the Peacebringer was even without Proton Scatter, no lightweight. Close in the way I felt a nerf to PBs *could* happen but like I say I had been looking at a "confined look" at the builds.

    So there are other factors to look at next, to be less confined, obviously warshades need more preferential conditions. A Pb doesnt care if there is one in melee or 10, it doesn't rely on tohit as much neither. Having decided that there is a good chance the PB is comparatively fine if not better gorrammit, the warshade must have something going for it.

    So what could that be?

    Stygian Circle.

    With Two Headed Boys permission I would post the builds he sent me. I will also then be able to post the PB build I changed to best match the Warshade (twin from another mother). Two Headed Boy said his PB doesn't flow as well as a Warshade, has too many clickies for his liking, compared to a WS this is certainly true.

    Anyone can break things down on excel and see what opinion they might get once I post these builds and point flaws in what I have concluded, but for me the warshade sure was lucking out until you take in the potential of stygian circle. It would take a lot of breaking down to get all nick picky, but I am otherwise walking away from this thread thinking that my initial subjective view just happens to matches my objective but because of having looked at a confined area of twin builds that doesn't mean that things might not happen. They might for reasons such as what people typically have for a build.

    Solar Flare. I don't always see the Knockback to care but yep it's not always the welcome thing in teams let alone solo. Should that happen however I would like to see a buff to Warshades .
  6. Quote:
    Originally Posted by Hopeling View Post
    Why do scrappers/brutes 'flout' their damage, while blasters are squishies deserving of protection? If anything, when I play a brute or scrapper and team with a tank, I feel kinda penalized - most of my secondary isn't doing much and I might as well play a blaster, or better yet something with buffs or debuffs.
    Scrappers and Brutes may not burst like blasters but their dps and survivability whilst dishing it out should make up for things. Then again if I am not reading this right and there is another way to take this, Brutes and Scrappers can be made very sturdy and easily step in for a failing Tanker on pretty much anything.
  7. If you slotted your attacks for damage rather than taunt then essentially you can save endurance from not having to use the attack twice as much.

    Granite has 5 defense slots in it, which only gets ED down by alot. Usually its just no more than 3 of the same enhancement as a rule people use to get most bang for buck.

    Out of granite its not too strong and in granite its not too quick. Always being in granite is largely unnecessary. How would you feel about a build that does more damage over time, runs faster and has you pretty much softcapped out of granite?
  8. I really cant see additional damage happening either Aett, but I won't argue with it for its for a Dev to decide.
  9. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Or grav emanation everything into a nice little group, and proceed to beat the hell out of them by yourself. My Warshade lives on the other side of the map somewhere, soloing half the mission, even on teams of 8.
    I don't think I've seen your build, but you must be well aware of your dps and in how procs work. I wonder if you could create a PB on Mids that could attempt to do what it is your Warshade does and be able to tell me where the shortfall is?
  10. For the above:

    Quote:
    Originally Posted by New Dawn View Post
    People are in charge of their own characters.
    And No Tankers should never need to dip into Presence. Brutes will only start doing it to annoy me

    I dislike the idea of Tankers tanking for Tanks let alone Brutes tanking for tanks. Heresy.
  11. Oh I remember now Red, I had some negative views on OD years ago ya talked me out of, I just never spend that much time in human form I guess to go for it.
  12. Quote:
    Originally Posted by DreadShinobi View Post
    New Dawn, you are basing far too much of your argument on the assumption that Brutes are idiots and the only people that can tank properly are Tanks. First off Brutes aren't idiots, people are idiots, if people want to play like **** that is their decision, it has nothing to do with the archetype. While we're at it, most people play multiple ATs, so calling Brute's idiots and the cause of team wipes is rather silly since many people who play Brutes also play Tanks. There is nothing stopping a Brute from playing like a Tank or a Tank from playing like a Brute.
    Read what I actually said.

    I didnt not assume Brutes are idiots or I would of said "Brutes are idiots".

    Idiots can be behind a Tanker AT.

    I have already said that other ATs can do a Tankers job. Brutes sometimes as in "generally" either come with Scrapper mentality or Tanker mentality. A scrapper mentality is what they have when people die around them.

    Honestly.

    What I want is for a Tanker to be able to fulfill their role already within the flexibility of the AT regardless of what other sets are in team.
    I don't have a problem with Brutes mob to mob. I do have a problem with them on an AV. Their damage and their gauntlet combined can help direct and position the AV in a way that can compromise the team. I don't like to tell people how to play, I just think a Tankers role shouldn't be negated by a Brute when taking down an AV. I see a Tankers role as directing damage away from team because that's actually what they're built to do. I might be unreasonable but I find WP aura a little bit "yellow" too.
  13. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Gravitic emanation>eclipse>mire>g well>unchain essence with inky aspect and orbiting death will kill most of a group and stun the rest. No need to use a special tailored mission.
    Dont ya find Dark Detonation a bit more instant than Orbiting Death? I'd have to respec OD in to do it.
  14. Quote:
    Originally Posted by Hopeling View Post
    You might have to define what exactly you mean by "role" before this statement makes sense. If you're talking about the traditional MMO tank role, which is to hold aggro and survive, in a game that plays fast and loose with group role, I don't think it's reasonable to say that only one archetype in 14 should fill that role. So in that sense, Brutes and Tankers absolutely do and should share a role. If you mean something else, can you clarify?
    I am aware, that different ATs can fill in for other ATs, I'll tank with anything at the end of the day. I just want Tankers to be the undisputed leaders at tanking.

    Its alot like asking for peacebringers to be the undisputed leaders at peacebringing.

    A Tanker should have greater potential when it comes to threat control.

    Other people within this thread have had ideas I could oppose with good reasons but I trust a Developer to decide, I don't see the need for me to step so a Developer should know.

    I see absolutely nothing wrong with Tankers having better threat control. Games like these come from table top games in a way, using templates and what not, so what if some tankers don't make as good a choice as what some brute might, I like to tank with my Brute but at the end of the day Tankers should have the potential to be the undisputed leaders at threat level versus all my Brutes.
  15. Quote:
    Originally Posted by Grey Pilgrim View Post
    New Dawn... I don't think I've ever seen anyone try to defend Pulsar before. I tried to argue for it before, but that was before I looked at any other mez powers in the game. There are very few Mag 2 mez powers anymore, and they are all rightly derided.

    Pulsar is supposed to be a Peacebringer mez power, and it is far weaker than equivalent PbOE mezzes in other control sets, and moreover, their Warshade cousins. Even if Pulsar gets to be a guaranteed Mag 3, Peacebringers are still not going to be able to control as much as Warshades. They're just going to have a decent control power, like they should. It's just flat out not worth using.

    Solar Flare, forget about it. You can do some damage with it and I use it, but it's still far weaker than it should be. It's been compared to death already.
    Well to begin with I am advocating a change to Solar Flare. Pulsar may get a reasonable buff in future but from my side of things it's not something I would complain about.

    Trick Archers pretty much never were, yet that's been buffed a few times. People had said about what can't be done yet I was quite happy doing things, but we have to allow eachother to "see" a set and whether or not we can "all" be happy with it is another thing. But yes Pulsar looks good to me.

    I am not shy ingame, if anyone wants to meet ingame then sure!
  16. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Stop saying Brutes cause team wipes because they're bad at tanking, that never happens from my experience. You're not the glue holding the team together when you play your Tank. Team wipes shouldn't happen against regular mobs, especially with a Brute and a Tank on the team. The same against AV's, an AV isn't going to one shot 6 teamates with a cone. Even if they get hit with cones, it's just as much as their responsibility to move out of the way.

    It just seems like you don't like playing a Tank with another taunter on the team because you can't play how you want to play.
    Your experience=! all experiences. I'll be more reasonable. People are in charge of their own characters. If they want to jump beside my Tanker and share in the AoE on it then so be it, but I like to offer them alternatives, this is why I mentioned about Brutes doing the equivalent of offering people a phonebox to fight from. If I pick a herd point there is range to attack from, if I have a mob around me their backs are too the team. This is my way. Everything that I can reasonably offer as enough for people to survive with. Other Brutes however may compromise all that through their actions, pulling an AV somewhere that offers no range, with the AV facing everyone giving little choice. It negates the point of a Tanker, when a Tanker can't take control of a dangerous situation and redirect damage and offer better chance of survivability.
  17. Quote:
    Originally Posted by Deus_Otiosus View Post
    Just so you understand, "Brutes" are an archetype in a game "Brutes" are not human beings who think a certain way.
    Brutes and Tankers do not have to share roles. The role of the Brute can be the grey between Scrapper and Tanker. That is what I want, that is my opinion that will not change no matter how much you reply to me.

    All that exists in this thread is in the hopes for a Developer to read and take on board. Why little inhouse debates has to happen I do not know as I trust the developers more than anybody else, to come up with something so that people can enjoy their game better.

    When it comes to other Tankers in a team , something I do not promote anyway, they have as much right to the role of tanking as anyother tanker.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    What you are asking for is your Tanker to have the auto-win ability to fix this for other players who are clearly playing badly. I don't believe in auto-win powers or gaming where one AT can fix any and all situations to make everything safe.

    That makes for a bad, boring game.

    Not wiping is a team responsibility, no one AT should be a dedicated baby sitter.
    Thats a VERY POOR summary of what I am asking for, which to me makes this little debate, very wasteful of my time. You would need to be more precise about what I am asking for, I want Tankers to have greater threat potential than Brutes, not an auto win.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    How would a bad tanker apply in this situation?

    I see 'stoopid' tankers all the time.

    Should your Tanker have an ability to prevent them from being stupid as well?
    No, and your very question of this shows that you haven't grasped what it is I have suggested and the rest of your post is a protraction of what you feel I have suggested rather than what I have suggested.

    Do me a favour and don't waste both our times. Whats in your head is in your head keep it there.
  18. Quote:
    Originally Posted by SchroedingerCat View Post
    Why would you expect anyone to listen to what you have to say after you say something like this?
    I'm not here to gang up on anyone but if you feel the forum rules have been broken. Simply report it.

    Johnny_Butane is entitled to an opinion and I don't think these forums would be as good without them. People may not share eachothers truths, so be it.
  19. Quote:
    Originally Posted by TwoHeadedBoy View Post
    You obviously haven't played or witnessed the playing of a Human Form Warshade of Doom. My Warshade's motto is: If it's not stunned, it's dead. That applies to 54x8 settings.
    I did 54s with my PB, mag 2 still worked on the minions. I just expect it to work on the minions. Its not about choosing the right mobs and getting everything stunned, Incandescent is a Mag 3 Hold. I wouldn't want both PBs and WSs to be all about stunning mobs so they can wonder around and be spread (around the radius my Solar Flare would of currently knocked them). They'll be more or less the same then.

    Pulsar is a 20ft radius pbaoe, its pretty nice. It's the first thing I use after inner light. Inner lights perma, Pulsar is perma, it does.

    If you have a mission on AE that you regularly do with your WS I would be up for giving it a go with both my Khelds, however there are no purples. I'd like to see how you do it and then it maybe I'll have to learn to do it. Am not shy.

    I would like to see the Flare changed.
  20. Quote:
    Originally Posted by TheBruteSquad View Post
    While I agree with stronger taunt effects on Tankers (see my earlier post in this very thread), this is a faulty example of why it needs to be done.

    Being a Tanker doesn't automatically make you run to the far side of an AV to put its back to the team. That's a player thing, not an AT thing. A Tanker could just as easily decide to stay team side. In fact most I've played with do.

    Plus the team could move behind the AV as easily as the brute or tanker could. If your hypothetical team wiped because the brute stole aggro they have nobody to blame but themselves.

    Also if the Tanker is using Taunt and the Brute isn't the brute won't steal aggro. He just won't. In my experience, anyways. Even on a BAF a Taunt will get Siege or Nightstar to turn to me the instant I hit taunt, no matter what that SS/Fire brute was doing to them. I've never seen it not in dozens of runs - it's how I stop people with two rings who refuse to hop away from getting the team sequestered. Once again if the Brute was using taunt and turning the AV towards the team that's a player problem.
    It's not a faulty example, when you log into a tanker you are logging into a role. Different people will use various expected flexibilities which is what you are saying. There were flexibilities I enjoyed as a Tank before Brutes came along, I avoided teaming with other Tanks who could take those scotch the things that gave my role purpose but no more than one Tank is needed anyway. Now Brutes can too, doesn't matter what people say, they're not as durable, and depending on the player they can be counterproductive in places, sacrificing the survivability and damage of the entire team almost for their damage.

    I'm making no bones about it, no concessions, when I log into a Tanker I expect to use the flexibilities I am accustomed too or simply be just as well logging into a scrapper as far as all things are concerned. On the one hand you have people preferring Brutes instead of a Tank because of what their 6 corrupters can make them into and on the other hand Tankers like me who if, can't see to it that their role is done will prefer to play another role in the team. Its a waste of space having a Tanker who doesn't get to fulfil their roles. All tankers should be able to tank on their terms, terms that would be there had the brute not got everybody else killed.

    My opinion is to me of equal worth as the opinion of those people who when blasting/debuffing several tight mobs don't appreciate Mr Handclap 2011 and his 6 slotted KB set.
  21. Quote:
    Originally Posted by Agent_33_EU View Post
    I'm not talking about going back to the days when a tank could herd an entire Dreck map, but it would be nice to be able to hold more aggro and not have a scrappers taunt aura steal your thunder!
    In Willpowers case not only can a Shield Scrapper take aggro but give the "dont hurt me" Willpower tanker more defense in the process. Tru Warrir not.
  22. Quote:
    Originally Posted by Deus_Otiosus View Post
    I'm sorry but I have never seen this, outside of the Brute dying - what problem could there seriously be?
    Team wipe.

    You've heard of cones and aoes yes? People queued up the same side as the Brute who doesn't think like a tank and turn the AVs backs to the bulk of a team nor does he think of giving people adequate range, a bit like forcing everyone into a phone box to attack Dreck.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    Why should all of the tanker versions of sets get a bunch of special mechanics, just for Tankers?
    Because and I have answered this question, Brutes generally don't think like Tankers and every AT has some special mechanic.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    You want a greater threat level so you can have auto-win taunt mechanics and make things even easier than they already are?
    I don't want stoopid broot killing off stoopid team. I would feel like its pointless even playing the tanker in such a situation.

    You could play a tanker, and I could play a brute, we could have 1 defender and 5 blappers and go face an AV, I'd get the team wiped for ya and then ya can sort of tell me what the point of you playing the tanker was.
  23. Quote:
    Originally Posted by TwoHeadedBoy View Post
    The problem with Pulsar is that it's a low Mag, unreliable control power that Peacebringers have no means of stacking to make it useful, whereas Warshades are able to stack enough stuns to permanently lock down even level spawns. Pulsar is just a useless and unreliable power that has no real synergies with anything else available to them.

    Solar Flare has massive Knockback, which negates a good amount of a Peacebringers' functionality: It is a melee power that knocks things out of melee range (as opposed to knocking them down like Foot Stomp) which does not mesh well with the arguably crucial melee attacks in the Peacebringer's same primary.
    I did some field testing:

    First use of Pulsar, I thought "hey this isn't that good" then after multiple uses over and over I thought "nothing seems desperately wrong with this".

    But it is well slotted. Not the one slot love that maybe with some people.

    Then I compared the disorientating with a Warshade just to be sure and thought my PB is not jealous.

    The Solar Flare however, if Handclap in Superstrength did the damage and footstomp just did the knock up then Superstrength would be the powerset ya wouldn't want to team with. Spread mobs, free of debuffs, spread mobs, outside of cone range, spread mobs free of aggro control. For a power people might have up every 5-8s it can definitely bring dismay. PBs are part and parcel of why -KB in AoE immobs can be good. Not every team should have a controller. Potentially one of the reasons for PBs + Speed team = Lol

    Just to add has anyone suggested for Solar Flare to do a mag 2 disorient instead? Give it a new name like Solar Blind.
  24. Quote:
    Originally Posted by Grey Pilgrim View Post
    Ummm, what exactly are you reading or thinking that people are saying "Peacebringers need to be just like Warshades?" Peacebringers have easily demonstrable powers that need help/fixing (and certainly not because they need to be like Warshades. Just because powers like Pulsar and Solar Flare are not working well), and there are still issues to formshifting for Kheldians as a whole that needs work.

    Are Peacebringers doing better? Sure. Are they and even Kheldians as solid as they should be? No. Sure, the devs could be sitting on the things they need tweaked, like Stalkers, but the better development philosophy would be to get things just right. I'd really rather they got things right without such huge gaps. Castle adjusted Fiery Aura a bit in I11, even though the further changes he made many issues later were still there after the I11 fix. Kheldians still have issues after their I11 and I21 fixes, and I'd rather not wait until I31 for them to finally get fixed, like Fiery Aura is.
    I use the term/expression, "Turning peacebringers into warshades." because I've seen people who own different types of tankers who promptly make them all feel like eachother when playing leaving me to wonder why have the different types of tanker? It's just an extreme way of putting things.

    You say PBs have easily demonstrable powers that need fixing and state pulsar and solar flare as those powers but I haven't noticed anything. Maybe I should get on my PB more.

    The issues with Form shifting are?

    Kheldians like anything can be improved, but there is only so much improvement before they start doing everything for the whole team, better than the rest of the team. So how much improvement and why is it a necessity? They've always been a swiss army knife, jack of all trade, take over for an AT when needed type of AT to me.

    As stated before, by the poster above me, Firetanks can be quite solid. If I was to give an opinion, then at the time when Firetanks were buffed, if Dark tanks were about, then they would of/could of had a buff (although I can imagine it might of been refused) to their weakness which for me, is much the same as Warshades, where an above normal amount of powers relies on tohit, they could do with tohit debuff resistance. Something I realize as a PB is that, I am not relying on having to hit targets as much to survive.

    I actually did have Kheldians on excel in 2007. I wish I still had but it wont take long as there is only 4 powersets. I will look at everything over this weekend to compare. I did realize that my PB had not so much of an X factor to it, always thought so but the changes do bring it someway.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    That... would be a reason why Peacebringers still need work. There should be equally valid reasons to want to run in any of the forms, and the forms should be switched to easily. The forms can be balanced around such a concept and not be overpowered
    If you was on Union where my PB is I would guarantee that I can show the most valid of valid reasons for Nova, even at 50. Then with Dwarf which is so much more useful for keeping people alive when necessary than glowing touch. I could show you just how certain haven't been dones can be done. Some considered "nonsense" powers come to use in all kheld teams when you don't have a tanker, defender etc. They're there on offer to provide flexibility and to argue balance as an AT through being able to achieve the things anyother 1 AT team can. It's a well built AT, the improvements expanded on what the AT is about rather than taken away. I am not saying there couldnt or wouldnt be some slight buff somewhere but, eventually if you keep buffing something you create more work from other things being comparatively weaker. I'd much rather the Devs work on cool new stuff. Their philosophy is why I still play this game.
  25. Would you like some company when ya do it?