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Quote:If by ignorable you mean you can avoid the enemy factions that dish it out, sure ; but when the question is "what is most survivable" without specifications I tend to assume "overall", or as in "any and every situation".
Psi hole is completely ignorable.
If by ignorable you mean DP + SL + regen + ranged bonuses you're going to get through E/N will do it, then you're simply not raising the rep high enough. Try +4/x8 arachnos, rularuu, longbow, psi clockwork... Even +4/x8 riktis can occasionally give a DM/inv trouble if there's a good combo of mentalists + mesmerits + guardians in a single spawn or two spawns close together with a respectable amount of ments/mesmes.
I honestly don't think a DM/inv without insps/temps/external help of any kind can take on a large level 50 solo +4/x8 kill all arachnos mission without deaths, unless maybe with extensive usage of Energy Torrent, though I'd certainly love to be wrong and watch a video of that being done as I could learn from that player/build. -
Honestly, it seems to me you just end up with something below scrapper survivability while also being under scrapper damage.
If the goal is to do different for the sake of being different, go for it. I'm sure it'll be still perfectly playable and enjoyable.
As for performance, I think you'd get more mileage out of softcapping just S/L defense, and picking/slotting for maximum efficiency on actual powers with what's left. -
Edit : rendered pointless as it was already said by other people earlier. Thought the thread was only 3 pages long somehow.
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After using the new market UI for a bit, I'm thinking about giving up on the whole IO system. Not only the UI isn't fun, but it's frustrating to a point where I feel the negatives outweight the positives.
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Quote:There's a number of people who gravitate around the perceived best, that's true ; but as things get more and more balanced the disparity between played powersets gets smaller.
And then the next thing becomes FotM and the cycle repeats. Forever.
Just consider Scrappers, before Shield it was a mix of SR/Regen/WP, with a few Inv, DA and FA here and there. Since Shield was introduced it feels like 1 every 2 scrappers is a Shielder - not claiming this is any accurate but casual glances at what people play ingame tend to be enough to tell trends when done 30, 50, 100 times over different hours/days even if you don't track the data. -
(From scrapper thread)
Quote:I don't disagree with Katie in that it's certainly a valid way to build. Softcapping to E/N would make your tanker exceptionally sturdy.Can you go back to my tanker thread and read what Katie said.. she suggested dropping cp/pp (and cj--cause it was in the other build I posted over there) and getting boxing/tough/weave, to put me closer to soft cap on the other nrg, neg, etc.. what are you thoughts?
There is one thing I disagree with in her post however (although I might be assuming she implied something she didn't) : 33% defense, along with 77% resistance, 500% regen (~55hp/s), a fast recharging PBAoE KD in Footstomp and the option to heal yourself for 1500 hp and increase that net regen to ~70hp/s for 2 minutes should you ever get low on HP is enough to take 17 robot bosses pretty much indefinitely against the ITF comp (unless on +4 or something maybe, I have to admit I never did an +3 ITF or above).
I don't disagree with energy softcap being nice to have against debuffs, but Stone also comes with hefty debuffs resistances - ~85% res to end drain in Rooted, ~60% DDR in Granite + Rooted (IIRC). The nice thing about softcap here might be that you could leave Rooted off (and move faster), but personally I find I get more mileage out of turning Rooted on and off as needed (and it's actually not needed that much while in Granite, even if not at the softcap).
So the question is, are the sacrifices you'd make for that mitigation be worth it ? Does your playstyle involve hard enough missions to make the mitigation worth it ?
For me personally it'd be overkill most if not all of the time - the two situations I can see where it'd be great to be softcapped to E/N would be STF GW and LR. Typically this is a team situation and you might have friends buffing you, or you could chomp one purple insp per minute there, afterall that's about the only time where you might have any use for insps.
Just as well it could be said you could go for the greater survivability and use blue insps, but the thing is you'd have end issues pretty much everywhere without external buffs, while the survivability is only useful (again, IMO) in a few specific situations.
I've looked at the latest build you posted in the scrapper forum and was almost about to erase all that post because at first glance it looked like you didn't sacrifice anything while getting to the E/N/F/C softcap, but then I realised... No Mud pots.
Mud Pots is big in lots of aspects, it's great damage per endurance, it's great damage period given enough enemies, especially as it's a toggle that does its thing on top of you attacking, and it's also great for aggro control. It is my firm belief you shouldn't skip it.
That said, if you could fit in Mud Pots and keep everything else the same I think you'd have as perfect as a build as one can make. Seeing as you joined in Oct 2006 you've been here pretty long, maybe the Vet Reward letting you pick a travel power without prerequisites isn't too far ? I don't know much about Vet Rewards but it could be something to keep in mind for the future.
Meanwhile, you could drop either Haymaker or Taunt for Mud Pots. Losing either isn't ideal but the other choices are even worse.
I don't think there's a "best" build between the two, this softcap one (assuming you fit Mud Pots in) is very nice and might not be too end heavy, the earlier one (in the scrapper thread) doesn't have as much mitigation but have more end to keep going and two additional attacks (Punch, and considering you'd have to drop Taunt or Haymaker for the softcap build).
I believe the best way to choose would be to question your playstyle and your preferences. If you routinely do extreme AE missions, STFs or +level ITFs, and like to be completely invincible, the softcap build is probably the way to go. If you'd rather like to pack a punch and don't mind using a purple insp every once in a while, the other build might be better. -
DM/SR for sure.
95% DDR against 20% DDR. There's other differences, but this one alone seals the deal.
With unlimited inf, I'd go DM/Shield over DM/SR, though. You're still softcapped in both defense and DDR (or close enough anyway), SC and AaO are huge for survivability (the faster you kill the less damage you take, + KD on SC and -dam on AaO), you also have more resistances and HP, complete mez protection and a tier9 that's actually worth taking and increases your survivability further. -
I've used purples on both builds on a few characters. That was back in I13 where prices were lower and I didn't know much about defense, nowadays I hardly use purples.
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I don't agree with dropping CP/PP. The endurance management these powers offer for the tiny amount of picks and slots invested is too great to pass up in my opinion. SS is a lot more end heavy than Fire, if you attack at full speed with your current slotting you will need both (or at least CP) to keep yourself going without having to slow down.
In example, using your build :
You recover 3.7 end per second. Add ~+0.4 to that total with the perf shifter procs for 4.1 end per second. With all your armors (except Granite) activated, you consume 1.6 end per second. So you have 2.5 end per second of net recovery to play with.
Footstomp costs 15.6 end per activation, animates in ~2.3s and recharges in 6.45s while Hasten is up (and while you're not in Granite). That's an end consumption of 1.8 per second by just using Footstomp alone.
In other words, just using Footstomp you're down to recovering 0.7 end per second. Once you add KO blow, your endurance will start to slowly go down. If you also use Jab, Punch and Haymaker, it'll go down a bit faster. This is where Conserve Power comes in and will keep you going.
Of course, CP isn't up all the time, so you may eventually run low on end even with all that... At which point you could switch to Granite for a while (costs a lot less than the other armors) and wait until your end is at a confortable level again.
Without PP/CP, you'd lose about 0.8 end per second just using KO blow and Footstomp and you would bottom out in two minutes.
The above is all assuming you attack nonstop without waiting between each mob and don't have buffs from teammates. -
I had no problem with the old Market UI and am very disappointed we're forced to use this new UI without an option to go for Classic Mode, in this game that is all about customisation.
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I probably would not go for resistance even if resistance bonuses were, say, twice bigger than defense bonuses and just as available, unless on alts close to the resistance cap, or already defense softcapped with capped DDR and plenty of room for other sets (SR).
I'd never shift the focus from defense to resistance unless the values for resistance were ridiculously high, though. What kills me ingame is more often than not debuffs/mezzes enabling high damage spikes rather than pure damage, defense helps avoid that while resistance do nothing about it. -
Despite loving Dual Blades, I have to agree with Reyne.
Dual Blades really takes off at level 26 with Sweeping Strike (and the Attack Vitals chain) in my opinion, whereas Katana is a solid performer as soon as level 1, thanks to Gambler's Cut.
I've done my fair share of exemplaring below 26 on DB characters and it is just painful. Nimble Slash doesn't look good, and even if you want to use it for the Empower chain, that chain doesn't stack with itself unless you have a gap. Power Slice is alright but nothing to write home about, Vengeful Slice looks good but is slow and because of that, inefficient outside of the Attack Vitals chain, Typhoon's Edge is just your standard 8 feet PBAoE (that is to say, not so hot). The two really good pre-26 powers in my opinion are Blinding Feint and Ablating Strike ; that's it.
Now with Katana, you've got GC, you've got Flashing Steel, you've got Divine Avalanche, with these three great powers alone you can make a fast and smooth chain as soon as level 8 (and if you don't have enough recharge, adding Sting of the Wasp in will make it work).
When it comes to exemplaring, Katana is a clear winner over DB. At level 50, the damage gap isn't so big ; the main difference is Katana can choose to go for maximum survivability thanks to DA, whereas DB doesn't have that option. However, DB will do more AoE damage with its maximum ST damage chain. -
It looks better to me. The only thing that's a bit so-so is Rage ; I think you could pull slots from Stone Skin (1 res slot + the steadfast would keep you at 90% res with Granite) and put them in Rage so it has maximum recharge %. You're still staying at the S/L softcap either way, although you lose a bit of defense to E/N.
You're also so close to the psi softcap (outside of Granite), it might be great to get it.
I've tried to move slots around without compromising too much on other stuff, here's what I came up with :
Code:Reason I moved the regen tissue and miracle to Health is because fixing the Miracle proc enhanced with Endmod is probably in the works soon or later, and an EndMod in PP by itself isn't so useful, I believe a second slot in CP can provide a bigger help, especially when Hasten is down while you're in Granite. I'm not 100% sure it's actually a smart decision, this is just how I would do it.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1421;738;1476;HEX;| |78DA9D945B4F135110C7CFF662E9B2A585522EE556A0500A744B0D0F5E120D11449| |462A1C8935A173CB6C575DB6C9744DEFC003E69A24FC6178DC66F60FC28DEF56378| |A973399018DFDCB4F33B3BFDEFCCEC99392DDE5F368478705E68C605DB6AB52ADB9| |67357BAA10DCB3B702D3BBAE438D6AEB46D992A7B96EB86841049965496E51DE9B4| |A459F61A8EAC2CB9F71AEE90FAA9286D093F1C34615DF65CE954BD5AF79A5393B0F| |4CCA3454FA9D1B0CD6DD0361BAE6779F5866390EB62DD7364ABA5D34DB929E5ED88| |F2576B5EDDA9C6579AF53D73C5916EF5B052B45A9E740F07A0B22C7CDF87C168F01| |56D9F48C0A2207CBD841331C2BC2ED4D50E88126042F836091D5B04BD4C30F605CA| |73BA0A07728DE501961B2CEF62798CE51F20BD9FD3FBFD33B0C888409A90CC1252F| |D8011F111744115367885EBBB4A8815097D1B848175C267908754D8D01A05EA5821| |8CAE12662F11F2506D98C3FAC3351F3EAAD7095D3661749F30058DEC649DE834C89| |5015744B922117205C115E5AC229AA3F70B81AB9B5DC1EE1DAAADE71A639390E1EA| |0A9719E7E86D3BE0A9B82A3FFE9462F73E623C268C3F217C85DA13AA79096E5E1F3| |76F9C9BF70904FD2A7DFF0F7A66E0276158F8A9BBBFE86EFE3721D7267C83A70655| |D8410E9BFC2BEC49D8B6214DA36E0CBDE67873F4BEA9577437F982907E4928E8F85| |2DCBC915BA41BB50893BB84CC1E212B09DF21FD18CB83639C3EC5E9739C3EB748C8| |2F300A0453C7B1E224133C78933C78691EBC340FDE2C0FDE22C8A7549229DE9969D| |E9969DE9269DE920C6FC92C6FD717286D46EDCC0C8F6B96C7359B214C40E7E69460| |8EB7649E91673C873826E7D54C7615186F609A16D4F42C70D38703C7670F3E7089F| |57F3CA5C0F181131A79B281E323DD0EC7482958FC5FD75BE3285C780BFF0BB6D194| |F098EFE0EA3A9A1B787B135716AE76D1ECE16DFB9D715470F414D6751ACD193467D| |124A03EF11095213C5F9D680C3411345D68A2686268E26892689EA169FF010A52FE| |0A| |-------------------------------------------------------------------|
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I don't see anything rude about Katie V's reply... Could be that I'm a big meanie myself so I should refrain from posting about the build itself.
Seriously though. Before focusing on resistance (which isn't so easy with IOs), there's one thing I notice : Earth's Embrace, Rooted and Health are severely underslotted. Maximising heal% (and recharge% for EE) would do a lot for your overall survivability.
I think you should also consider Hasten rather than CJ, not only it makes EE recharge faster which is a direct survivability boost, but having Footstomp up more often also means enemies spending their time on their back more often. CJ can't be used with Rooted or Granite anyway (IIRC?) so it'd be a wasted pick except for the free slot in it.
Maxing Granite for def and res is also important, much more than measly recovery bonuses you might get from sets. Don't settle for anything less than ED cap on both aspects, otherwise you're essentially wasting your efforts on the rest of the build. -
Quote:What I call suboptimal in that context is having to employ unusual tactics in order to have the same Fury generation rate as other brutes, tactics that result in lowered DPS/aggro control.
Maybe you call that "suboptimal".
Examples of that can be :
- using Brawl, or other quick animating attacks over higher DPA attacks.
- turning OG/CoF off and on - that's animation time another brute could have spent on attacks/aggro.
It's possible with some primaries the difference is low enough that you won't ever notice a lowered Fury rate, without having to do any of the above. In example, if OG is simply the difference between taking 6 seconds to go from 0 to 90 and taking 6.5 seconds to do the same thing, well, yeah, that's not a big deal. For some people maintaining 90 Fury through a whole mission is apparently something they can do with their eyes closed and one hand tied behind their back. That's great ; but there's other players like me for which 70-75 is a more realistic average, and that 70-75 might drop to say, 60-65 with OG. Now that's a significant difference, although not so large that you'd notice it unless you were actively looking for it or tracking with an external program.
Using my EM/DA again (admittedly an extreme example seeing as EM being, well, EM), I've sometimes (admittedly, in rare occasions) finished fights with 10, that's right ten Fury. Simply because most if not all minions/lieuts were dead and the remaining boss and two minions were perma-stunned, and I lose Fury while animating my big hitters. That situation never happened before OG.
Note I find OG is a fantastic power and one of the main reasons I choose the combo, the mitigation it provides stacked with EM stuns is great. The fact that it actually does hinder my Fury generation to a point where I notice it was something I honestly didn't expect which is why I'm so adamant at pointing out that it can be a concern for some primaries/players. -
Quote:Dude, you haven't posted anything in this topic before a red name popped up. My money's on you only being here through the dev digest too, I don't really recall that many of your posts in the scrapper forum. Your credibility as a completely neutral bystander interested in contributing to the conversation who happens to genuinely "defend" the devs is hovering around 0.
Having been roundly shamed by my lack of "contribution" to this thread as you colored it above, (you're right, I didn't sniff at the man when you did) I'll slink away now and let you get back to the important business of personally keeping the game from running aground through the demonstrated ignorance of the Development staff.
Personally, I have faith in the devs. Sort of. Maybe "had" now ? Yeah, because no matter how you sugarcoat it, that post of Castle was completely unscientific - picking one example that isn't even true to start with, simply because it's from someone famous, and jumping to conclusions without fact-checking everything.
You can run that post of his through the fanboy glasses all you want - I'll lend you my pair, it served me well during all these months when I thought balance was done carefully and not by some guys doing "fixes" drastically changing powers by a factor of 100% while the main power guy isn't informed ; it's still worrying. I'm not saying Castle is dumb or anything, of course there's much more than Shield he has to worry about, but it's still a worrying mistake because this specific post was wrong on several levels.
It's not like Frosticus was alone in interpretating Castle's post the way he did, so there's either some miscommunication or maybe, just maybe, Castle might have made a mistake in this post (and really the answer to that question was about 4 pages ago - when it's not "omg you're pro-nerf" blocking the discussion, it has to be "omg you're anti-dev"... Sigh.) -
Quote:Indeed. It seems you are correct in assuming shutting off conversations and spreading misinformation about your favorite OPed sets being weaker than they actually are might really prevent the devs from finding out about the imbalances for a while.
Wow, looks like you were WAAAY off on this one, huh, lol.
Carry on with your anti-nerf shouting, I guess. Won't stop me from expressing my opinion on balance whenever I feel like it. -
Edit : in answer to DarkGob's post
Whether you have "0 problems with Fury" (what does that mean exactly anyway ?) or not is irrelevant. OG/CoF makes enemies attack less. Enemies attacking less means either Fury generation is slower or the brute has to take suboptimal steps to raise Fury.
Is it significantly worse or not, that's a question worth arguing and certainly depends of the primary used. If it is significant, is the survivability given valuable enough to make the tradeoff worth it is another good question.
For my EM/DA, the answers are easily yes and yes. It hurts my Fury generation, but the survivability provided is enough to make me want to keep (OG ; I don't actually use CoF) up all the time. You can say I don't know how to play my character ; I wouldn't dispute that claim if you wanted to make it. Instead, I'd say other brute secondaries don't require me to know how to play my character to maximize Fury ; so in that situation, brute OG/CoF would be a disadvantage in that it requires skill to use. -
Quote:oÔ
AAO, actually looks fine. The maximum boost it can generate isn't that large.
+80% dam on alts with ~220% average damage "isn't that large" ? That's essentially a 36% damage boost, or the difference between doing 200 DPS and 272 DPS (which is, incidentally, close to the difference Sarrate shows between x/SD and x/x).
Also, I doubt FM/SD can actually reach 300 DPS, and Claws/SR can get to 220ish, so that's giving a little bit too much of importance to a random sentence.
Quote:Shield Charge isn't bad, basically it can get you to 2 scale 0.7 aoe's on, at best, an 19.5 second cycle time (ignoring Arcanatime, for the moment.) Then again, to get that, you've got a +400% Recharge, which is freakin' huge.
Edit : had no clue what "scale 0.7" means in ingame numbers so didn't comment, but now that Arcanaville has posted on it... Yes, SC does slightly over 200 base on a level 50 scrapper. If that corresponds to scale 3.2, then even Brutes do much more than scale 1.4 (2*0.7) with unslotted, 0 Fury Shield Charge.
Just making sure you're not comparing SC to, say, a 8 feet PBAoE hitting a max of 10 without any secondary effect. Of course you're not. Please tell me you're not.
Seriously though. I'm scared now. Not because of nerfs, but rather because I'm getting the feeling the power guru doesn't truly understand the monster he created. -
The fact is this is the situation right now. Whether it gets fixed or not in a hypothetical future is irrelevant in a discussion about the experience of a Shield tanker today.
Besides, without HOs a Shield tanker is at ~80%+ DDR with stacked AD (common recharge IOs). Even scrappers/brutes can get to ~60%+.
It's basically right behind SR. That's not exactly low by my standards. YMMV and all that, but to say it is is pretty much the same as, for example, calling Invul S/L res weak. -
Quote:You're either very stupid or I am very smart*, but in the context of his post I thought it was pretty obvious he meant the normal attacks and not the level 32 power.
Last time I checked Full Auto was a cone, and Rain of Arrows a targeted AOE.
* More likely neither of these two options are true, rather you didn't read his post fully and don't want to back down now thanks to petty internet forum ego. -
Quote:Yeah, 95% (cap) is a bit low.
Keep in mind Shield Defense's Defense doesn't have much Defense Debuff Resistance backing it up, so a few machine gun hits (or any number of the myriad of -Def Debuffs critters get) and your Defense will be much lower, or even completely gone.
Anyway. Playing alts heavily relying on defense as always, nothing different than usual.
As for the post just above, most obvious thing popping to my mind is Rommie hitting with Soul Drain. It's easy to almost never run into that situation on teams because he dies so fast, but it still happens every once in a while. -
Definitely. I was strictly speaking about DM/inv. On something like /elec or /EA, for an AV soloer I'd pick and use both Gloom and DN and never think twice, for performance.
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I'm not really interested in participating in what turned into emotional "you evil nerfers" shouting, but still want to clarify three things.
First, when I say I feel Shield scrappers are too strong, I base my opinion on factual mathematic comparisons considering SOs for the most part, as well as my experience playing a variety of Shield characters on SOs on all three ATs with access to it. The potential with IOs just add insult to injury, but it's a consequence rather than a cause. This isn't to say I don't consider IOs - balancing on SOs doesn't mean ignoring IOs btw, otherwise we could argue the Lady Grey bug should have stayed in ; but on SOs alone, Shield is too strong.
Second, taking on AVs with AaO fodder is stuff pretty much any IOed SD scrapper should be able to do. Tons of people have done it, some have recorded videos. To argue it is not possible at this point is downright ridiculous. You shouldn't even use monkeys for pylon runs on a DM by the way, Soul Drain would kill them off in a few hits.
Third, if Shield is deemed too strong by the devs, they'll know it from datamining, not by listening to random forumites ; so there's really no point to barge in balance discussions yelling "EVERYTHING IS FINE, shutupshutupshutupdon'tmakethedevslookatShield, MOVE ALONG CITIZENS". There's one nerfherder in this topic and that's you Cyber_Naut, before you came in this was a "buff FA" argument. -
Gotta agree with Techbot. Trick Arrow Assault Rifle defender or corruptor (you can do either now, right ?) would be a nice sucky combo, there's nothing inherently bad about either but combining the two would be incredibly tedious (to me, at least).