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Posts
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Certainly not. This friend plays characters whose only team buffs are leadership toggles and vengeance. How antisocial!
I'll readily admit to playing my dashing and courteous DP/EM blaster, however, who had room for both vengeance and resuscitate. Nothing says "Damn I'm good" quite like venging a fallen comrade, reviving them in the middle of a bunch of angry ruffians ineffectually trying to prevent your daring rescue, and then running off for a hundred and ten more seconds of unimpeded silliness. -
I, uh... A friend of mine, yeah, sometimes has even been known to fight near teammates that he suspects are on their way to debtsville shortly in order to hop past and venge before running off to do some damage in the next two minutes. The Destroy Shadow Cysts mission in particular is a real vengeance gold mine for my friend. Who is not me.
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Charming!
Anyway, I have to say that looking at that power list brings one thought immediately to mind. That thought is "bleeeuuuuggghhhhhhh." Dark manip isn't even uniquely melee focused or anything, it's no more so than fire or elec for example, though it hardly could be, but were blasters really short on all-melee-all-the-time secondaries? No, they were not.
On the bright side it only has one pointless damage aura instead of two, though they really need to give death shroud a twenty foot radius instead of leaving it at eight (and then do the same for scrappers, please! Sure it'd be balanced!). Shadow maul is also a heck of a lot nicer than thunder strike and combustion, and I'd even take it over FSC, though burn blows it away.
The best thing about the set seems to be soul drain and the new-to-blasters play style that will offer. No building up before jumping into a spawn, instead you start in the middle and go from there. Interesting. Rad/dark or fire/dark would be pretty good combos, lots of aoe without worrying about redraw or ranged cones. Still, seems like those with any interest in long range fighting at all need not apply. -
Come on, no love for vengeance? The exact situations where it is most useful are the situations where regardless of how well you're playing, some of your teammates are likely to die. Examples include the entire ITF, STF, KTF, LGTF. Do people really run these so slowly and methodically that nobody ever dies? I'd rather beat them in 20, 25, 20 and 30 minutes, respectively, with a couple deaths and a few venges.
If enough people on the team are venge-happy, it's common to get it stacked without even attempting to coordinate it. Long live vengeance and, uh, short live clumsy teammates! -
Wait, people play this game without bunny hopping in combat?
Sometimes it seems like the disconnect that exists between "blasters suck!" posters and "no they don't!" posters, to use an example that constantly pushes my buttons, is that the former class is unaware that you can actually move while you shoot (or while you melee!). It's almost tempting to just fraps up a video of it but, eh, that's a lot of effort for something that seems like it should be easy enough for anyone to figure out on their own. -
The kids can call it StreeJu.
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My comment on that would be that you'd probably get annoyed pretty quickly if you actually had to fire ageless every single time it was up just to maintain your defensive chain. At this point you're juggling PB, hasten, elude, eye, burnout and ageless. Am I forgetting any? Do you still have any animation time left for attacks?
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I dunno, I'm finding MA/DA/Blaze to be an almost abusively good combination. Then again, as it is the first character I've really broken the bank on, maybe I'd have been just as impressed with anything else given the same investment.
It damn sure wouldn't have looked as good though. -
Quote:I can see that a 38% to 43% crit chance would be pretty damn good but it might be worth noting that if you do have the best single target chain, adding EC before DT means you've taken EC for the sole purpose of boosting your aoe. Do you slot it as an attack or do you leave it with just an acc/dam/end/rech in it? How often will you find yourself wanting to spend an additional 2.5 seconds frozen in place and unable to reposition before the 1.5 seconds you spend on dragon's tail? Not trying to say that it isn't worth considering but it does come with some trade offs. On the other hand if you skip EC you have severely limited your ability to float daintily in the air.People who have looked at the chains carefully say that even if you apply EC's crit buff in the best possible way in an attack chain it will still end up slightly lower than the best chain without it. It is very close in the optimal case, almost unnoticable, but still very slightly lower.
However, that is the single target case. Its virtually always a good thing to use it ahead of Dragon's Tail if you can hit multiple targets with DT, because MA has no other AoEs and the crit boost on DT is significantly higher than the small increase in single target damage you'd have by not using EC. -
Isn't it implicit from the original post that MT is looking for something a little more interesting than "the usual?" It seemed that way to me. Something tells me he has possibly considered SS/FA before! Rather than suggesting the most glaringly obvious combination, why not suggest something fun and different that you have experience with and think might suit him?
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Oh okay, I wasn't aware of how the roundup function worked. Wow, fire blast really gets shafted for being .02 seconds past the next lower arcanainterval!
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I don't remember which patch it was, sorry, but when they fixed reactive proccing in every single tick of patch powers they also made it so it only procced once per ten seconds in auras. They also broke both of those powers so it would only proc on a single target which was of course later fixed.
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I calculate 1.332 arcanatime for fire blast. Am I doing something wrong? If it goes in intervals of .132, how could 1.2 possibly end up as high as 1.452?
If I am correct, the DPA should be ~62. Not stellar but I think still possibly within a purple of beating cobra strike.
Though I also notice that the time I came up with is in fact .132 higher than 1.2, leading me to believe that 1.2 is both the actual animation time as well as the arcanatime. Or that was an error. Okay so it should either be 1.18, or 1.32 on the dot. Still! Not nearly as high as 1.452. -
Are you sure the arcanatime for a power with a 1.2 second animation time is going to be 1.45?
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The game says exactly what city of data says: 62.56 + 4 * 6.26 (80%)
The game calls this 77.3 damage. I call it 83. -
Actually the real numbers report its DPA as 64, but I can't figure out why because the 80% chance for dot should add up to 20 damage, not like 5 damage... I don't know what the damage per arcanatime is but critless damage per activation should be 69.
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Cobra strike does 73 DPA, fire blast does 69 DPA. I find it really easy to believe that fire blast makes the chain better than cobra strike between lower overall animation time and an additional purple proc.
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Johnny, why do you have to play a tanker specifically? Why are brutes not sufficient if your ideal tanker mechanic is the exact mechanic that brutes have right now? They both even have grey icons! Just play a brute and proceed to tank stuff as usual and enjoy yourself more. You don't even have to start as a villain anymore.
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DP/EM, DP/MM, or DP/Traps, my good man. I personally find the blaster versions to be plenty durable for charging into the fray on trials or incarnate TFs but some beg to differ most vociferously. Depending on the camp you fall into, the corruptor version is going to still do pretty darn good aoe damage while also removing the possibility of any error on your part resulting in death. Isn't it more fun to play it less safely, though?
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Quote:I suspect the reason it works out that way is that it means you're applying more proc chances per second overall and getting about the same base DPA out of the power to begin with. Further, you already have hecatomb slotted in storm kick so this adds another purple proc to the chain where there otherwise could not have been one.<Blinks>
Really? That doesn't sound right. Are you using Mid's? If so, that would be why.
Sounds like a fun chain but I know my own MA scrapper could never pull it off while keeping all the defense I want. -
Quote:It has better damage in the fantastical realm where you're actually going to be at 80% fury all the time.If it has better survivability and equal or even slightly better damage from the Aura, then the Brute version is simply the more optimal choice.Quote:
Don't worry, soon you might get to combat EA in the Scrapper forums as it has the potential to become "The New SR". Quote:The funny part is Nihilii outright told gum he should reroll (and I agree with Nihilii's overall assertions)
It's like playing whack-a-mole in this thread. -
Fortunatas get the npc version of psychic wail, i.e. normal nuke stats except no crash at all. That's one of the more satisfying powers in the game to use.
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Which actually seems a little silly, it isn't like there's some major shortage of medium and large inspirations on trials.
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Quote:Hey good point, where exactly is shockwave in this? Did you perhaps notice that it's a substantially better power for scrappers as the brute version received no damage boost to match its increased recharge?I did notice that, except ya know, it also has evis and even shockwave as well. Plus the damage aura. Would you like to run the numbers on it for me?Quote:
Total Damage per second = 136.22DPS
Total damage per second = 123.86DPS
Hmm.. still looking like the brute is ahead... Now how can that be if spin is so much better on a scrapper then on a brute? Oh, thats because the other claws powers are also better on a brute then on a scrapper.
all hell, are you factoring in double followup? If followup is ignored the scrapper does less damage, but why would the scrapper forget to use one of her best powers? -
Quote:Great question! Actually the reason I want to convince the people asking for power set advice that electric armor is inferior on a scrapper by exactly one standard, survivability, is that there is an increasingly powerful undercurrent on the forum toward what seems to me to be homogeneous play. This is manifest particularly in the brute zone where, at last check, 90% of current threads are about SS/FA farmer builds. Arguing against that would clearly be a lost cause so instead I take what I can get and point out that no, it isn't a bad idea to play these sets on a scrapper. I remind you that this argument arose from loads of people telling someone that he simply had to reroll a character that it sounded like he'd already taken quite far.I'm not sure why you want to convince yourself that Ela is a better choice on a Scrapper, but in the end that's really your problem to deal with.
Their reasoning? Brute damage auras do infinitely more damage. Brute claws attacks all do more damage than scrapper claws attacks. Brutes can survive ambushes while scrappers wilt in the stern noon sun. Brutes can maintain aggro while scrappers shed it as water off the bottom of an otter.
In other words, the entire case for this guy to waste a lot of his time is predicated on at best misunderstanding and at worst lies. Nihilii has been the only one arguing in good faith, in pointing out that the actual advantages for the brute are going to be some hitpoints, some regen, and the taunt. You've now caught on to this yourself, Deus, but damned if it didn't take some doing.
Obviously none of this actually matters as it is still just an internet forum topic about a video game but as you can see I've had some time to kill and who doesn't love a good debate.