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Posts
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Quote:I'd question by who. Agreed about Weaken, but Empower + SS does higher damage than BF + AV despite the bug ; it's also only consisted of quick animations, so you never get rooted too long (even on a tanker, that can be useful if you want to take aggro on something fast mid-fight). On the other hand, the DPE is worse than BF + AV, but that's inevitable, BF + AV has better DPE than anything else as the bonus damage from AV is free of charge.
Both Weaken and Empower are not considered good combo's late in the game.
As for BF, skipping it kind of defeats the point of taking DB in my mind (speaking about performance). It's a great tohit and damage buff that fills nicely in any attack chain, what's not to like about it ?
I guess I just don't see where you're coming from as I've never understood the supposed need for getting as many combos as possible in DB or the Fighting pool. -
Brutes, with a good player behind, are going to be even more dominating on teams than in a ST comparison ; superior aggro control, much higher resistance and HP caps, access to superior team mitigation through AoE KD/disorients (i.e. Fault, Tremor, Footstomp).
Of course, next to that you've got maybe 90% of the PuG brute players who stop after each group to rest and start each fight with 0% Fury, aren't optimized so the aggro actually kills them, etc..
With all that, I doubt even dev datamining can show accurate figures of performance between both ATs. At best they can tell if the AT is balanced *for most players*, but that probably doesn't tell much to the average Archetypes&Powers forum goer who is most likely a bit ahead of the curve, as if he's there at all he's likely to care more about the game mechanics than your average joe.
Basically, I'd say Brutes are better if played well, and add Brutes SHOULD be better if played well, because player skill plays a bigger role than on Scrappers. Balance discussion between both ATs that disregard this difference can only apply to a very specific subset of players. -
Quote:Quoting myself, because damn, people who quote other people and manage to not EVEN READ THE QUOTE THEY'RE REPLYING TO still annoy me.
Before anyone tards this up with "omg LR = SC"... SC is a tier 9 attack in a defense powerset. Take Super Strength and replace Hurl with Overload, of course meaning you'd be able to stack it with whatever secondary you'd want ; go ahead, tell me that'd be balanced, because that's, in spirit, what you're saying if you say "if LR is fine, then SC is fine".
In the chances that you are actually that dumb and not just trolling, I'll explain : FSC is in an attack powerset. SC is in a defense powerset. You can combine FSC and SC.
Also : HAY GUYZ blaster nukes suxxxx because neutrino bolt does more DPS lololol
Get. Real.
Or keep whining, your choice. I'll keep obliterating everything in my path before being IOed out on my Shielders - *obligatory edit, because someone is bound to (pretend to) misread that* or before using any IO at all. -
Title says it all. That is, I'm interested in exact numbers if possible, not "such power does about the same damage as RoA but doesn't always does its max damage". If anyone could be so kind as to point me out to a topic with just that, it'd be much appreciated. There's about 3648 dual pistols topics and the few with numbers that I've seen seem imprecise or full of bickering between "omg DP sucks" and "omg DP rocks". Explanation of the secondary effects (number wise) would be great too.
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It does look a bit silly, but then again most DB powers past the first ones are all over the top ; granted, it's in a good way, while Typhoon is just... lol.
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The thing that jumps out to me is the 3 lotgs in Phalanx. You'd get more mileage out of capping DDR than an extra 1.13% hp, so I'd get those 2 additional slots in PF to AD and HO it up.
I haven't checked but I don't think you are endurance efficient for long fights such as AV/pylon soloing. I'd replace FA with CP.
As for Aid Other, slotting it for a small regen bonus is, in my opinion, a waste of a good slot especially with Aid Self. If I were you, I'd put that slot in a defense power and stick a Kismet +6tohit in there - more or less makes up for trading FA for CP.
I wouldn't slot heals in OwtS either, you should be already very close to the HP cap with its base values if you got all accolades (and even if you don't, I don't think a small, parttime HP increase and a small regen bonus is worth 2 slots).
As to where to use these 2 slots... An interrupt in Aid Self, a damage proc in Incinerate, a common resistance in True Grit (or even 2, and moving the glad to Tough) ? That's a few options. -
Quote:Heh.
Why should they give away something for free when I17 is good enough that people will more than likely pay to see it?
Give a free weekend at a point that's a traditional low spot in player activity (right before a new issue), and let people realize there will soon be something worth paying for.
I forgot how delusional some fanboys could get in there. Defend anything and everything the devs do to the death, even if it's a mistake, and if they admit it was a mistake sometime later, turn your coat and pretend what you said didn't happen, right ?
I mean, I'm not saying what we're actually talking about in this topic is a mistake, but how out of touch with reality do you have to be to seriously believe people will "realize there will be soon be something worth paying for" by playing the game that's still in the same state than when they left ? The only way people who left can know about the new stuff coming is by reading the forums or looking up information elsewhere, in other words, stuff outside of the game ; only a minority is going to care enough to do that, and account reactivation is irrelevant to that - except that it lets that minority laugh at crazy fanboys in public.
*And* you're talking about I17, not GR... I've looked up a bit and all I can see about it is ultra-mode, four story arcs and QoL improvements ; nothing to make me want to resub, nothing to make anyone want to resub without any other reason. If there's something awesome about I17, they've done a really good job at hiding the information.
Craftable temp powers are going to be easier to make ! You can have seven missions active instead of three ! Yeah, sorry, I can't see anyone who's left the game excited about coming back because of that. It's mostly stuff to improve the experience of current players - which isn't a bad thing at all, it's just not the same target audience.
Dispari's hypothesis makes much more sense. -
Tankers actually start with slightly higher base damage (0.8, as opposed to 0.75 for Brutes).
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Anyone who believes SC is balanced with SOs hasn't done the research and/or is on crack. Not going to bother posting yet again pages of numbers as it's obvious by now people who still claim SC is balanced don't want to listen.
LR and RoA... No argument here. Long animations and powers being in relatively average powersets, I've never seen a problem with these.
Before anyone tards this up with "omg LR = SC"... SC is a tier 9 attack in a defense powerset. Take Super Strength and replace Hurl with Overload, of course meaning you'd be able to stack it with whatever secondary you'd want ; go ahead, tell me that'd be balanced, because that's, in spirit, what you're saying if you say "if LR is fine, then SC is fine". -
Heh, I spent two hours doing AE with friends and leveled so much I didn't think for a second XP might not be doubled.
I kind of wish I didn't see this thread as I'm not going to be able to do crossfaction now that I know there's more juicy XP outside. -
ELM/SD brute is much weaker than ELM/SD scrapper (which means it's still pretty damn good) as brutes start with lower base damage, lower damage mods yet still have the same pet caps - this means Lightning Rod and Shield Charge will deal much less damage.
On the other hand, Footstomp uses the normal 850% damage cap and recharges much faster, you get a good ST attack with KO Blow, and Rage also boosts your PPP. Footstomp also has a 15' radius, the bigger radius in LR doesn't make so much of a difference (as compared to FM with FSC being only 10').
I'd go with SS/SD. Rolling an ELM/SD brute is a serious mistake if performance is the goal, in my opinion, with GR getting closer ; the scrapper version is much better. -
Definitely agreed. My friends and I went to check out the game with our reactivated accounts, two of us are going to stay for the weekend but everyone else just took a look, went "that's it ?" and left.
You'd think Double Xp is the kind of thing that's most likely to interest current players rather than people who cancelled. It's odd they choose this time to reactivate rather than after i17 (I'm certainly not complaining, I'm having a blast, but I think I'm the exception). -
Regeneration debuffs are much more important than pure DPS for the purpose of taking down rikti pylons (and archvillains, for that matter). Luckily for you, you get both DPS and -regen in a Thugs/Thermal MM. You and your tanker buddy should have no trouble taking down pylons, even without leveling any further, as long as you make sure to use Heat Exhaustion (your regen debuff) as soon as it's up.
The Arch/MM could be another decent choice, Drain Psyche has great -regen. Of course, it means you'd have to get close, the uptime isn't as great as HE, and the absolute ST DPS of an arch blaster is probably lower than a Thugs/Therm MM, considering a tank is going to hold all the aggro (allowing maximum efficiency with pets) and that the therm debuffs also buff the tank's damage.
Plus, you enjoy MMs more, so definitely go with Thugs/Therm, in my opinion. -
SD > *
If you could use Spines, DB, etc. with Shield I wouldn't play anything else.
Quote:That'd definitely be nice, along with a HO (DDR) fix. Would make the set much weaker overall, but might tone down the "shield is squishy without 40bill inf" complaints and it'd bring it in line with other powersets.Actually I wish AAO could be changed to a kind of defensive toggle, like 1-2% resist per mob around, it would make the set smoother to level with, and less "mandatory" when you look at a expensive level 50 build.
'Course, there'd be quite an uproar, seeing as 9 out of 10 scrappers probably have a shield character by now. -
I've never been too crazy about softcapped defense (nice but not necessary, at least for me as an insp junkie) so SD is undoubtedly the best choice in my opinion.
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Throw in another vote for scrapper, from someone that tried both and found the scrapper version to be much, much better (and the brute one is already a powerhouse). Higher base damage + higher damage mod + same caps + conserve power = scrapper wins.
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A secondary that'd be able to set up ST containment and debuff -regen all the time, at the same time... You can bet I'd roll an ill/traps right away.
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For a res set, I'd rather go with S/L def.
Going for S/L
5 kinetic combat sets (4 fire attacks + air sup), 2 rectified reticle in BU, 3 reactive armor sets in resistance powers, 2 obliteration sets in FSC and Blazing Aura, and a Steadfast.
Example build :
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Going for positionals with a focus on melee
5 ToD sets in melee attacks, 3 aegis sets in resistance powers, Gaussian in BU, BotZ in Fly and CJ, Detonation in Fireball, still the same Oblit sets in BA and FSC, and a Steadfast.
Compared to the previous build, lower values on attacks (a full ToD set is much weaker than 4 kinetic combat + 2 slots to taste), longer recharges, lower end recovery, BU available less often.
Example build :
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"Fast" is relative and everyone has an opinion of their own about farming.
My own favorite for Claws would be ELA. You get a damage aura, a +rech passive and endless endurance. Now, that'd be fighting +4s (so Shockwave knockdowns rather than knockbacks). Great for powerleveling, not so much if you're in it to make influence.
Against +3s and below, you probably wouldn't be able to use Shockwave with enough efficiency to make it comparable in speed to other combos ; you'd either use it and scatter stuff a bit, making it harder to hit with Spin/Lightning Field, or not use it and well, rely solely on Spin/Lightning Field, with maybe an epic AoE and/or Eviscerate. Without knockdown, stuff would also run away, so it might be a better idea to go with Claws/Invul for that purpose. Spin by itself is pretty damn good ; almost as much damage as FSC with half the recharge. The only downside is the radius, at a short, short 8'. -
FA is the second weakest tanker armor set overall, no if or but about it.
Being the second weakest tanker armor set still means you can tank all the content in this game without anyone babysitting you, just like any tanker can.
People who tell you any powerset is gimped and isn't worth playing are ignorant. Looking at your post you too could learn a few things about the way survivability works in this game, though. -
This could be interesting.
Serious answer : Claws is just fine, capable of great ST and AoE damage, and eventually fantastic mitigation if you're able to use Shockwave well. -
Indeed, your new build looks much better to me seeing as you only dropped about 10% rech and improved all your other stats quite a bit. I'd still change one thing : the 4th slot in Weave would be better as a Kismet, in my opinion, as 6% tohit kicks the crap out of 9% accuracy. Granted, you'd lose some end redux and defense but you'd still stay at or above the softcap.
To put what I said earlier in perspective, I run either solo or in pickup groups and almost never play in buff/debuff teams, so... Yeah. My build strategy probably doesn't apply much here, if at all. -
Quote:I don't, because there's been about 378 topics about fire/kin builds done in the last week, and while all these builds have flaws, most of them are better than yours.
O wait you cant becasue you dont know how to make a farmer or yet you dont have one...
Giving fire/kin advice is also an exercice of frustration, as many poor or average players flock to this combo, and as it's easy to get decent results on a fire/kin even with a terrible build, they start thinking they're über and stop listening to anyone else, even though their character could be much better.
It's much better to just sit back and enjoy the trainwreck. -
I wouldn't know about the most, but Invul gets a lot from it in my opinion. Reason being, you're going to have a lot of HP with DP (and more HP = more bang for your buck from regeneration), but not a whole lot of healing and no regeneration from your powerset.
So I'd say specifically an Invulnerability tanker.