Obitus

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  1. Quote:
    Originally Posted by Deus_Otiosus View Post
    Funny, as a primarily Brute player I feel like the Incarnate content is somewhat nudging Brutes out of being capable of the main aggro role in favor of Tankers.

    The upping of To Hit numbers (which tankers can handle better buildwise than either Scrappers or Brutes), the higher damage spikes, damage that forces you to rely on HP alone (higher Tanker base resistance, higher Tanker base HP, higher Tanker HP cap) While these favor the Brute over the Scrapper in a minor capacity, they favor the Tanker much more.
    Tankers are supposed to be better at the "main aggro role," after all. Funny how things change from Issue to Issue, what with all the (fairly) recent talk about how Brutes render Tankers obsolete. Then again, in at least one Trial, the devs have explicitly designed a mechanic that actively discourages any one character from holding aggro for too long. (And between the Apex blue patches o' death and the BAF Turrets, it's clear that the devs don't want us to place too much confidence in pure damage mitigation.)

    Still, the defensive disparity between ideally buffed Brute and ideally buffed Scrapper is much larger than the defensive disparity between buffed Tanker and buffed Brute. The spread of buffs available on your team or in your League will vary, of course, but Destiny alone should make a pretty big difference once people start getting their slots filled out.

    (Destiny's also got one of the Trial-specific level shifts attached to it, so people are likely to push for that sooner than Interface and Judgment.)

    Quote:
    It could also just be an overreaction to "new stuff" and that melee players will just have to come to terms with the fact that for incarnate content, we will need to rely more and more on support ATs for their buffs and debuffs.
    Yeah. This stuff isn't supposed to be the solo walk-over that most content is for high-end melee builds. We're all going to have to adjust our thinking a bit, but to the extent that any melee builds are left out in the cold, I think the worst off are VEATs, Stalkers, Scrappers -- with special LOL-worthy mention for people who play melee-centric Blaster/Dominator builds.
  2. I remember a game with much less content, with a lower level cap, with no meaningful gear progression, with no market, with no paper/radio/Tip missions, with no readily accesible temp powers, with fewer Task Forces, with no Badges, with no Incarnate boosts ...

    I also remember playing other games with far more downtime.

    Funny how memory affects each of us differently.
  3. Quote:
    Originally Posted by Nihilii View Post
    I find irony in these two points put together, because do you want to know what happens when you use Burn on a Spines/Fire scrapper? Stuff scatters to the four winds. For that matter, even normal Spines attacks tend to make stuff scatter on a Spines/Fire, the lack of taunt aura and constant DoT makes mobs run a lot.

    It is indeed so ridiculous two of my friends deleted theirs.
    Yeah, perverse as it may sound, I actually sometimes pine for a taunt aura on my Blaster. Scatter is probably my biggest beef with Blasters at the high end; they theoretically do the most damage in the game, but in practice that damage is too situation-limited, for a whole host of reasons -- especially when one understands what Blasters give up for that presumed offensive advantage, relative to other ATs.

    Anyway, Blasters aren't the subject of the thread, so apologies. More to the point of the topic, the comparison between Scrapper and Brute comes down to powerset selection. Since the Fury nerf, on-paper damage comparisons almost universally favor Scrappers -- assuming all else is equal. All else isn't always equal, though.

    Given the increased emphasis on high-end, large-group content, I'd have to give the edge to the sturdier option (Brute) by default. When your task is to stand in melee range of spectacularly hard-hitting foes, that extra 15% of RES cap (and the extra HP) really can make a significant difference. Brutes are perhaps the most buffable characters in the game, so any content that skews towards massive buffage will tend to favor them.

    But hey, there's room to argue both sides.
  4. Sorry about your brother, Cully. I mean that.

    Quote:
    Originally Posted by Cully View Post
    Then you're most likely not part of the problem, do you have 8 accounts with all toons maxed on Bm storage just holding things in bid? No? You ARE aware there are freaks that do this and they are what I would consider to be the biggest problem with this, right? You'll at least acknowledge they exist? Or is this one of those cherry picked fact tennis matches?
    I happily acknowledge that there are people who use multiple alts to play the market. I've done it myself, off and on. Last time I was heavily invested in marketeering, I had 5-6 alts selling things.

    I was almost never pleased to see a listing linger for more than two or three days, though. Occasionally I'd cut my losses, take the listings down and relist at a break-even point. Maybe I'm impatient, but that approach worked very well in the final analysis. Keep in mind, too, that in order to sell things consistently and at a reasonably fast pace, you have to list for 70-80% of the average going rate. The market rewards the person with the lowest listing. Listing in such a way that you make a tidy profit in a timely fashion is an art form, and even the best marketeers likely botch it up on occasion.

    The current, anonymous system is geared towards the buyer. As for sellers, it doesn't matter whether you use one alt or 100 to marketeer: a used slot is money you aren't making. If you're dealing in extremely high-end luxury items, then sure, you might be willing, even happy, to wait more than a week for your listings to sell, but high-end items are inherently risky and not generally well-suited to multiple-alt, bulk-selling. And the extreme, high-end items usually see much more traffic than everything else (purples, etc), so there's a very good chance someone who lists ludicrously high will be undercut for ages.

    The higher you list, the more money you risk.
  5. Quote:
    Originally Posted by Cully View Post
    No, I'm talking about things like Luck Charm, for 100k, really? I mean... really?
    Pocket change. Really.

    Quote:
    If some idiot wants to spend 700mil on a purple, go for it. You're an idiot. That simple. Would I like to see some REALISTIC bidding going on for purples instead of the mandatory "Pfft, every fool gets impatient and will pay it eventually" Mindset? Yes, Yes, I would like to see that change. Cuz.. like I said, if it cost you 50million to put up the bid, and it didn't sell in a week, and you were forced to collect it again and spend ANOTHER 50 million waiting for that idiot.... well.... the tides have turned now haven't they? I can outlast your desire to try and score that 700mil sale, if its costing you 50mil a week to attempt it. That's how that's supposed to work.
    Uhh, you mean, sorta like how it works now? How many mustache-twirling marketeers do you suppose are really happy about items that clog their market slots for multiple weeks? I mean, I'm sure there's someone, somewhere, who's over-joyed at the prospect, but it ain't exactly a pressing issue. I eat listing fees all the time. I'm still way ahead.

    Quote:
    And I've been playing since day 3 of launch, don't try and talk to me about effort lololololol
    Day one of launch. Don't get me wrong; the last seven years haven't been effortless for me, but whatever difficulties I've had in that time span haven't been video-game related.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    *I come from Pittsburgh; we haven't seen good baseball in decades.
    Have faith, my Pennsylvania brother! The land of Clemente will rise again.

    I mean, it could happen.

    Eventually. Maybe.

    It's, uh, not impossible.

    On the upside, PNC Park is definitely the most majestic hot dog stand in these United States.

    (I feel your pain man, but them Steelers are a pretty good consolation prize. )
  7. Quote:
    Originally Posted by Local_Man View Post
    It is MagicJ's personal term for his playstyle on */FF controllers, mostly. It is an aggressive playstyle that uses PFF and the Provoke power pool to tank, draw aggro and control. Even if you don't play that style, it was interesting to see what MagicJ could do with the set.

    I have a Mind/FF that I have very, very slowly leveled up on one of my secondary servers. It's a pretty fun build, but not fast. I have never had any character get Nukes in Warburg easier, though. Between confuse and PFF, it was amazingly easy.
    Yes, as I recall, the main requirements were that you could herd and that you could confuse foes. It was a novel-though-perhaps-overrated way for MagicJ to squeeze extra offense/leveling speed out of what was otherwise a very low-offense character build (Mind/FF).

    By that standard, to address the subject line of the OP, the so-called WarTroller is obsolete. Nowadays, you can use IO bonuses to vastly increase survivability; you don't have to rely on Force Field to carry you. Also, many Controller builds are capable of delivering a lot of damage without a confuse power. If you happen to have a Mind/FF or (even better) a Plant/FF, then sure, go for it, but Magic's old-school definition of Wartroller is by no means worth pursuing on its own merits.

    If, on the other hand, we're going with the expanded definition of the term described earlier in the thread ("control, blasts, and tanking ability"), then almost any high-end build can qualify, and in spades. That newer version of the term (as I understood it) is so vague, though, that there's scarcely any point in using it. Might as well sub in the equally instructive phrase, "decent build."
  8. Obitus

    Sucker Punch

    Quote:
    Originally Posted by Serva_Obscura View Post
    Other than the squeamish and those who really dislike over-the-top visual sequences I have no idea why people dislike Sucker Punch, I thought it was fantastic.
    Huh. Squeamish is one way to put it. Or maybe the general movie-going public is tired of Hollywood passing off the gratuitously morbid and/or perverted as art. There are movies that make you laugh, movies that make you cry, movies that make you think -- and some rare few that do all three. Those are all good things. All of them have a place in cinema.

    Movies that just make you want to vomit? Not so much.

    I mean, seriously, a young girl gets imprisoned in a mental hospital, serially *****, and then lobotomized? Sounds like an absolutely scintillating Saturday night out.

    I'm sure a lot film makers regard that sort of plotline as edgy and daring, but what they don't seem to understand is that a film like that has to do more, not less, to convince people of its redeeming artistic qualities. We should be past the point where edginess for its own sake is a credible production goal. It's lazy, it's childish, and perhaps most of all, it's patronizing.

    It's not that we're too stupid or too prudish or too provincial to understand you, Hollywood. If anything, the problem is that we understand all too well. We see through your supercilious facade. We don't appreciate your sophomoric sermons, your ham-fisted use of exposition, your hilariously brazen hypocrisy. And when film critics -- most of whom are so bored with the everlasting geyser of dreck spewing from your studios that they're inclined to like almost anything that has the slightest tinge of novelty -- almost universally pan a film the subject of which is so obviously abhorrent as Sucker Punch's, well then we're really not gonna show up. In droves.

    So by all means, continue to believe that we're all clueless hicks who just want sunshine and unicorns and rainbows erupting from pretty movie stars' shapely posteriors. We'll continue to prefer children's films and mindless action/romance candy -- not because those are the best stories ever told, but because they're at least reliably entertaining and inoffensive. Occasionally, they're even inspiring.

    Oddly enough, as production budgets and schedules have expanded beyond the wildest dreams of the old studios, the quality of the product has generally and precipitously declined. Maybe that's because the old studios usually remembered to tell an interesting story, with interesting characters, in addition to fulfilling whatever ersatz-artiste fetish du jour -- whether visual or thematic.

    /end general Hollywood rant (and apologies to Serva, whose quote was just a jumping off point)

    Good read, this thread.
  9. Quote:
    Originally Posted by Werner View Post
    I'm not a believer in the new soft cap, in the sense that I'll be surprised if there are very many enemies with exactly 64% to hit. But if it comes to pass, Super Reflexes is in a good position to deal with it, and I'm glad that people are thinking about it.
    Yeah. To the extent that the so-called new soft cap has been publicized at all, I'd say the reaction has been overwrought.

    Heck, even if you don't have teammate support boosting you to the new cap, 45% + 1 small Luck Inspiration puts you at 57.5%. With the Inspiration Vet Badge, that same Luck puts you up to ~58.1%. Personally, and for what it's worth, I can't remember the last time I didn't get near 60% in DEF from teammate buffs on my soft-capped characters, but I know some people don't consider those buffs to be reasonable to assume.

    All things considered, there are too many offensive trade offs required to push for 59% to all relevant (to your build) positions/types right now. That may well change as Incarnate content matures -- and as more and more Incarnate slots are unlocked, potentially alleviating the required build trade offs -- but we're not there yet. (We already know of one post-Alpha Incarnate boost that will provide a decent DEF/RES boost on a permanent basis, at higher tiers.)

    Incidentally, given that Incarnate content tends to encourage players to focus very heavily on one or two characters, we may see more and more people using multiple high-end builds, which may indirectly make 59% a more generally palatable build goal -- at least for a few powersets, as Arcana noted. SR's probably the poster child because it has so little going for it other than the soft cap.
  10. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Nice build
    Coming from the Master himself, this is high praise indeed. Thanks.

    Might even beat out Super Roy -- the best pitcher in the Majors -- for sig-worthiness. Will have to mull that over.
  11. Quote:
    Originally Posted by Korith View Post
    As for Acro, the more useful part of the "hold protection" is actually the resistance. It's much harder to get permaheld when you actually resist the duration.
    Disagree. Acro means that any one, mag-3 hold won't hold you. The hold resistance in the power means that that first hold will wear off faster, which means that you're less likely to have more than 3 mags worth stacked on you.

    Those two benefits work hand-in-hand, but the initial protection is clearly more important, because if you get held, Acro will suppress, which means that its hold resistance is canceled for the duration.

    The only problem, to the extent that there is one, is that sleeps and stuns will still get you. Acro ain't gonna solve your mezz woes if you play a squishy, and the price for the power is fairly high (in terms of power picks, in terms of end cost), so it's certainly understandable if you choose not to take it -- but for what little it's worth, after playing with Acro on my Blaster, I have a very hard time getting into any squishy build that doesn't have it.

    Oh, and the huge KB protection is nice too.
  12. Quote:
    Originally Posted by Silas View Post
    This does depend on the Brute demonstrating that they can take the punishment and the Tanker being willing to play off-tank, so to speak. Honestly, my biggest gripe about aggro fights is that they're not usually done to maximize Fury or minimize threat to the squishies, it's done for ego reasons. Which is fail.
    Well said.
  13. Quote:
    Originally Posted by Deus_Otiosus View Post
    Let's say they are standing next to each other sharing 16 enemies worth of aggro including an AV, worst case - Brute dies. At which point the tanker is already there and has been generating threat.

    When does the Brute having aggro pose a threat to the team?

    When are you, personally, making this choice in game right now?
    Team play in this game is fast-paced and often instinctive. All I'm saying is that if there's any question in my mind that I should throw out a Taunt on a squishie-heavy team, I'm gonna do it. And if that Taunt happens to hit something that your Brute may or may not have aggroed already, then I'm okay with that. You should be too.

    I realize the way I described the situation may have seemed over-dramatic. The fact is, there often isn't a clear line in the sand marking your aggro and mine.

    Quote:
    Actually 15% is an amount I am totally comfortable in chasing like a Rabid dog.

    I've spent billions on the build(s) for even lesser amounts than that. Why stop now!!
    Granted, I pursue much smaller benefits than that on my builds. That's a soloist's mindset, though. To a full team, your doing 15% less self-buffed damage (that is, failing to include any bonuses you might have from the team) isn't a big deal. Edit: Also, whether you agree or not, I feel I should remind anyone else who might be reading that I regard that number as the worst-case scenario for your build. It describes a 30-point swing in Fury generation.

    Further, the presence of a Tanker helps your damage output in another, qualitative way: he may free you from having to waste valuable attack time using Taunt.
  14. Quote:
    Originally Posted by Deus_Otiosus View Post
    I don't disagree completely - and for general gameplay no one will ever care or notice (I'm sure 90% of the player-base probably thinks my ideas are not only delirious, but irrelevant).
    Heh, likewise, I'm sure some people could read into what I've said and conclude that I'm hating on Brutes -- telling them they should accept their lower, teamed damage and like it -- and that really isn't my intention. The rather muddled point I've been trying to make is simply that, in a largish team with both Tanker and Brute, the Brute's peak damage output is a distantly low priority for the Tanker.

    And that's as it should be. Though I agree that many Tanker players spend too much time spamming Taunt -- lowering their own DPS to near-non-existence, which incidentally can represent a far larger proportional loss to the team's damage output than even a 30% loss to a Brute's Fury generation -- sometimes it's just better to be safe than sorry.

    Obviously this whole discussion hinges on situation and particular team composition, but if my choice, as a Tanker, is between lowering the Brute's damage output by a generally unnoticeable (to me) amount, and potentially letting one of my squishies die, then the Brute loses every time.

    Quote:
    You're going off of Silas' 70% vs. an immobile target vs. my 80% max in the center of a spawn with full aggro. This is on a top end build that has AAO, is spamming Footstomp every 5~6 seconds, and Dark Oblit every 9-10s. I toss around a taunt or two for hard targets or when Tommy The Taunt-Bot thinks he needs to save me.
    I was going off an intentionally and unrealistically conservative comparison between 50% Fury and 60% Fury -- with no other damage buffs of any kind. As damage buffs rise, each gives a lesser proportional gain.

    So let's use your numbers:

    At 80% Fury (+160% damage), with ED-capped damage slotting (+95%) in your attacks, with Rage (+80%), with fully saturated Against All Odds (+65 damage, IIRC), you're sitting at ~500% of Brute base damage.

    At 50% Fury (+100% damage) and all else being equal, you're sitting at ~440% of Brute base damage. So that 60% extra damage from Fury represents a whopping net gain of 500 / 440 = 13.6%. With one foe in range of AAO (+15.5% damage), the net difference jumps as high as 450.5 / 390.5 = 15.4%.

    That's just not that big a deal in the grand scheme. Remember, against hard single targets (which are the main areas where DPS matters), the Tanker by himself is raising your damage by 20% with Bruising. The CoH gods giveth as they taketh away.

    Quote:
    Isn't that what Scrappers and Tankers get by default?
    No one always gets their peak, solo performance by default in a team situation. Whether it's the Defender/Corrupter who has to spend more time casting team buffs/heals rather than attacking, or the Tanker who has to spend more time using Taunt, or even the Scrapper who has to hold back because he can't take the heat -- there are potentially any number of unseen trade offs that people make in team situations that they might not make in solo play.

    Brutes' advantage is that they are potentially as good, simultaneously, as Tanker and Scrapper -- given enough support. Their disadvantage is that Fury is somewhat dependent on their environment. That seems fair to me. The specialized damage dealers that are most often frustrated by the circumstances are Blasters, and it's not even close -- and not just because Brutes have massively better survivability.

    Quote:
    And regardless of my opinion, I appreciate the discussion with both of you.
    Likewise.
  15. If niches really were drying up on a large scale, and more people were catching on, then those same people would abandon their marketeering schemes for awhile -- and then the cycle would begin anew.

    I'm sure there are a lot of people out there whose interest in the market waxes and wanes. Personally, I spent the first two and a half months or so of 2011 heavily invested -- making tens of billions in that span, largely on the usual-suspect, high-turn-around, level-50 recipes -- but I basically haven't touched the market since. Just don't have a lot of interesting places to spend money right now, given that Issue 20 is gonna encourage me to focus heavily on only two characters. (Which are already about as well-equipped as I can make them.)

    There may well be a lot of people out there like me, who find themselves with a bunch of alts they no longer feel like maximizing (or are much more relaxed about doing it). We could see more and more of the market's money concentrated in very high-end items to reflect the game's new emphasis on a smaller stable of characters per player.

    Leaving that vaguely self-indulgent bit of rambling aside, I think Enyalios hit the mark: We're in a lull right now as people prepare for Issue 20. Once the new freespecs hit, and once people start to get a better idea about what the new Incarnate slots will mean for their builds, I'm sure we'll see a lot of niches open up again.
  16. Quote:
    Originally Posted by Silas View Post
    Heh don't worry about the derail, it's all good stuff for me to think about and add to the guide. Speaking of which Obitus, do you mind if I shamessly steal from your last post for the official version of the guide? The Fury stuff is a very good point.
    Not at all.

    I wish I were funnier, though. Might need some spit and polish.
  17. Quote:
    Originally Posted by Deus_Otiosus View Post
    I think the difference would be more like 40-60% base damage (20-30% Fury).

    On the times I've hung back a bit, I usually end up with something like 50% Fury as opposed to 80% Fury.

    That's 60% base damage, which is almost like never turning Rage on, or never using BU - which no one would advocate doing whether it is a "blip on the radar" or not (and it's not always a blip on the radar btw, only with Fulcrum shift).

    Besides, if 20% base damage isn't a blip on the radar, Silas should start endorsing Defenders over Corrs.
    I apologize for contributing to a derail of this excellent thread, and I'll try to keep my response short. The rest of Deus' post really isn't worth quibbling over; it appears we agree on just about every significant point, and engaging in a lengthy debate over this-or-that particular turn of phrase is rarely productive.

    As for the above-quoted portion, though:

    First, like Silas, my experience with Fury under the new throttle differs significantly from yours if having aggro represents such a large swing in bonus damage on your Brute. Perhaps when you "hang back a bit," you're also attacking slower?

    Second, and as above -- even if we stipulate that the presence of a Tanker can lower your consistent Fury level by 20-30%, is it not appropriate that there should be a downside to Fury? Is every single member of a full team entitled to their best-case solo performance by default, on top of whatever other benefits the team provides?

    Third, and probably most important: I know your last statement in the above quote was tongue-in-cheek, but still it's worth noting that there's a significant difference between a 20% disparity in AT damage modifier, and a 20% difference in base damage buffs on a character who is already dealing at least 295% of his base damage (that's ED-compliant slotting and 50% Fury). In the latter case, an extra 20% in base damage would only represent a 315 / 295 = 6.7% net gain.

    In a full team, having one guy do potentially ~7% less than his peak self-buffed damage is absolutely trivial to the team's overall performance, particularly given that you're probably going to have at least one damage-boosting buff/debuff from the team that more than makes up the difference. Teams are more than the sum of their parts, and we all occasionally have to make allowances. That's all I was saying.
  18. Quote:
    Originally Posted by Kitsune Knight View Post
    [censored]

    You have no idea how much the loss of the ~ key for binds pissed me off. Every one of my characters used it for travel powers (except my Warshade, which used it to target dead bodies... necrophiliac!), I had to rebind every character, and try to figure out wtf key I would use, and is probably a large part of the reason I began ditching travel powers (I definitely couldn't do stuff like switching between SJ and CJ mid-fight... I like my combat mobility ).

    Now I have my favorite key back... woooooooooooooooooooooooooo!


    Had the same problem. Tilde's always been my go-to key for not-quite-attack-chain powers. Glad you could fix it.
  19. Quote:
    Originally Posted by Obitus View Post
    The closest thing to a deal-breaking (mechanical) flaw in the build is the lack of Taunt. That is legitimately a big deal on a build that is designed around defense. For that reason, I'd probably drop Punch to embrace the full-on theme of meatshield.
    A more meatshield-ish version. Swapped Punch out for Taunt, added incidental amounts of recovery, ToHit, and global damage/recharge:

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    LOL2: Level 50 Natural Tanker
    Code:
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  20. Quote:
    Originally Posted by Katten View Post
    Obitus: Invulnerability
    Me: Invulnerability? What's it have to offer in the high end others don't?
    Obitus: You're invulnerable.
    Me: To...?
    Obitus: You are invulnerable.
    Tee hee

    Quote:
    Originally Posted by Hatred666 View Post
    Under slotted attacks and no Hasten, no thanks. I considered at one point softcapping fire/cold, but decided against it. Most if not all cold attacks, range and melee, have a lethal component which you will be protected from if your softcapped to S/L. Fire melee attacks also have a smashing component. Unless you go out of your way to fight CoT, you won't be facing pure range fire attacks. I'd rather build for other things and use insp's for those extremely rare encounters.
    Hey, I did say I wouldn't play it, didn't I? I agree about Fire/Cold DEF in particular, having spouted that same line you just did almost verbatim countless times in this very forum. The build is basically just a thought exercise. Soft-capping F/C wasn't an explicit goal; it happened almost by accident on the way to soft-capping psionic DEF.

    That said, the build is surprisingly playable. The attacks are not so underslotted (with a caveat, below) that the build's offense is bad by SO-build standards. We're looking at a ToHit-capped attack chain against +3 critters, with more than the equivalent of pre-ED perma-Hasten (between the global recharge bonus and the Spiritual Alpha) on top of at least decent/middling recharge enhancement in each (except for Jab, which frankly doesn't need recharge). Damage enhancement in the high 80s% on a build with perma-Rage and +7% in global damage ain't a big deal; the net difference between 95% damage enhancement and 85% on a build with +87% in damage buffs is (1.95 + 0.87) / (1.85 + 0.87) = a whopping ~3.7%.

    The loss of what I'd call good APP attacks is a significant flaw relative to the builds I prefer to play, but then again a lot of people go for Energy Mastery. Heck, a lot of the Superman-themed defensive Tanker builds I've seen around this forum don't even take Punch, so even if they have Hasten the LOL build probably tends to have marginally higher single-target DPS. There's a likelihood that endurance could become a problem in protracted fights, but I don't see anyone who might be inclined to play something like this doing a lot of soloing.

    The closest thing to a deal-breaking (mechanical) flaw in the build is the lack of Taunt. That is legitimately a big deal on a build that is designed around defense. For that reason, I'd probably drop Punch to embrace the full-on theme of meatshield.

    Speaking of flaws, it's worth noting that I made a rather large mistake in the slotting of Jab when I was messing around in Mids' this morning: There's supposed to be a full set of Pounding Slugfest in there, and those IOs are supposed to be at level 30, and not 25. (That explains the E/N DEF mystery I had when I was still blinking sleep out of my eyes this morning, too. ) Also, the new version of Mids' seems to have Accolades and Incarnate Boosts toggled off by default, so you'll have to turn those on to see final numbers.

    In any case, I'll edit the previous post to fix Jab. I'm certainly not the best build maker on the forums, and I'm sure that any number of people in this thread could improve on the build.
  21. Quote:
    Originally Posted by Silas View Post
    You've gotta be responsible for your own Fury to a certain extent. You can't really expect a Tanker to take a backseat and not fight as much so that you're always at max Fury.
    That statement is probably guide-worthy too

    To the extent that there's a downside to Fury, this is it. In any case, I don't imagine that a mature Brute build needs a whole lot of aggro to keep up very good levels of Fury. The extra ~20% or so base damage you might be able to get from having lots of aggro isn't even a blip on the radar of a full team, anyway.
  22. Quote:
    Originally Posted by Deus_Otiosus View Post

    What I posted was that the Tanker should re-prioritize, and what is written there states that the Tanker should have aggro.
    The statement you quoted is, in fact, followed by a passage specifically aimed at aggroing and/or herding up different spawns -- that is, situations above the aggro cap for any one character. If the Tanker already has aggro on a given target (or set of targets), and there are other targets whose anuses you can kick, then you should probably direct your foot at the latter group.

    You seem to be saying that Silas misspoke because you think the Tanker should have to adjust to you instead of the other way around. Either way, the message is the same: you shouldn't be competing with each other for aggro if you can help it. The Tank shouldn't be spamming Taunt like a slack-jawed ninny on targets you've already got under control, and you shouldn't go out of your way to show off your epeen by drawing aggro from him when there are other things you could be doing instead.

    If you and the Tanker can't help competing for aggro -- usually because there's a shortage of targets -- then them's the breaks. If he's significantly more sturdy than you, the Tanker should try to do everything in his power to keep aggro away from you (and he ought to be able to do that, all else being equal). If he's not significantly more sturdy than you (which is a distinct possibility given teammate buffs and/or differences in powerset selection), then he should just attack normally, prioritizing DPS over aggro management.

    Personally, if I'm on my Tanker on a team with a Brute on it, I usually relax a bit on the aggro soaking until and unless the Brute faceplants doing something that I feel I would comfortably survive. Obviously I don't conduct exhaustive interviews prior to teaming with other meleers, so a lot of this stuff is based on feel. You're right to the extent that some Tankers seem intent that they should have 100% aggro, 100% of the time -- which is silly in many if not most team situations -- but the AT is purpose-built for protecting teammates, and thus by default Tankers probably should try to hold the vast bulk of the available aggro.

    Of course, it also should go without saying that the word "Tanker" isn't necessarily specific to the Archetype. We could just as easily be talking about a team with a Brute acting as tanker, with Scrappers/Stalkers/VEATs along for the ride. In some situations, a Brute may actually be a better so-called main tank than the Tanker present, given differences in powerset selection. Team roles aren't synonymous with AT roles.

    And after all that, all I've managed to do is restate what was pretty clearly conveyed by Silas' original, singular sentence. It's interesting what a difference emphasis makes:

    Quote:
    Originally Posted by Silas
    Yes, it is hilarious and rad to wrench aggro off a Tanker by dint of kicking orders of magnitude more anus, but most of the time its not gonna help the team any more.
    I'd say that the situation you describe -- wherein the difference in Fury generation a Brute gets from aggro is a significant help to the entire team -- is sufficiently rare to fall under the category of, "Not most of the time." YMMV.
  23. I wouldn't play it, but another INV/SS build just for LOLs:

    45+% S/L/N/E/F/C DEF, 45.2% Psionic DEF
    90% S/L RES, mid-30s% RES to E/N/F/C/Toxic, 9% Psi RES
    ~53 HP/sec regeneration, capped HP, ~52% global recharge (but no Hasten)

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  24. Quote:
    Originally Posted by Kitsune Knight View Post
    I used to use tilde (technically the grave accent key) for toggling my travel powers... but since I switched laptops a few years back CoX completely ignores that key for binds
    You might find this thread helps with your tilde issue: http://boards.cityofheroes.com/showthread.php?t=241218
  25. Obitus

    SOs and SFs

    Quote:
    Originally Posted by UberGuy View Post
    The thing is, IOs aren't the only way to do that - team buffs were doing it long before we had IOs. Mixing the two together often makes things even easier. Having some people on the team who lack awesome IO bonuses isn't going to make or break the team. The effect of that alone on the team's progress is probably negligible if the people at the keyboard is contributing at all. Basically, I think that team leader had something straight up deep somewhere dark and nasty, and really should relax and just play the game. This game is way too forgiving for people to play it like that, IMO.
    Yeah, team buffs/debuffs can totally trivialize almost any amount of IO uberness in a TF. Bleeding-edge IO builds are more about soloing -- or if you prefer, more about making sure that you can carry your team in a bad spot. That last is (ironically, given the thread topic) my favorite thing about IO builds; my stress about team composition is in inverse proportion to the time and money I've sunk into my own build.

    So if the dude we're talking about here was sitting on a team of seven IOed characters, I'd say he wasn't just an elitist jerk; he was stupendously ignorant of the very game mechanics that he implicitly invoked by refusing to invite an SO build.

    Sometimes, SO-only teams can actually work better in difficult content because the players in question are more likely to coordinate.