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Posts
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I would still like to see a "throw tomato" emote as well.
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Quote:Yeah, my bad. NuclearMedicine's global in game is Warboss, so I'm used to referring him as such.Gotta be honest with you, when I saw the post about this on the archetypes forums, I figured 'Warboss' was a redname I didn't recognise. I am now therefore, slightly disappointed.
I might, if the set appealed to me individually. And it'd have to be a different take on mitigation, at least slightly, with some interesting or quirky utility power.
Movin' on. -
Not sure if it was mentioned or not:
Car Fender for Mace and Titan Weapons. -
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Quote:Energy Aura, to me, is closer to a Force Field set then a Radiation Armor set. Energy is more focused on Defense, while I think a Radiation Armor set would be closer to a Resistance set.I responded to another thread that basically asked this same question based on this original thread, then realized I should have just responded in the original.
I think we need to push for things that are either proliferations of existing powersets to new classes or new concepts for powersets. I actually think radiation melee/defense sets would be redundant.
Energy Melee and Energy Aura could easily be recolored to look like radiation, and their mechanics, effects and damage type would continue to make sense. If anyone's response to this is "Yeah, but those sets suck" then that should be addressed rather than overwriting flashier concepts on top of old and busted powersets that need a buff. By all means, make Energy Melee worth playing.
And hey, while you're at it, give Energy aura a No Pulse/Fade option for customization. What's up with that?
It's not that I think it's a bad idea; I just think it can already be done by brushing off some older powersets. Heck, you could even make Dark Armor look like radiation if you don't mind it being mechanically weird.
To answer your question directly, if they put it on the market in spite of all this? I'd buy it if it was cool. I think Street Justice was totally redundant with existing powersets, but I got it anyway just because it was something new and fun to play with. But I do think stuff like Titan Weapons and Staff Fighting make a lot more sense, in terms of filling available niches.
Energy Melee, even though it has some timing issues, doesn't play the same way Radiation plays in the game. It's secondary effects are disorient/stuns. I see Radiation Melee's secondary effects being closer to minor de-buffs that Dark Melee and Electric Melee don't cover; -regen, -resist, etc. But not enough to step on the true de-buffer's toes. -
Again, although I do appreciate the replies here, the intent was to have comments consolidated with NuclearMedicine's thread in the tanker forums.
So please, could we have any further comments and replies there? Thanks. -
Just so no one missed this, Warboss started a thread asking if anyone would buy a Radiation Armor or Radiation melee set if it was on the Paragon Market, over in the tanker forums here.
Whether or not you would, please respond in his thread not here.
Thanks. -
Warboss, you know I'd be interested. As CMA stated, I'd want to know what it detailed.
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Quote:I think his next scheduled duty is fixing Positron's hair from the flowbie haircut he got at the Pummit... er I mean, nvm.Sounds like the forum guy is a jack-of-all-trades, next week's postponement will be because he's busy changing light bulbs, cleaning toilets, and degreasing the canteen
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Quote:They should have also considered how far people would go to "game" the new IO system as well. For example, what people had done with the BotZ set before the bonuses were lowered.I am very glad that IOs happened. I do, however, wish that the Devs had spent a LOT more time creating more balanced sets. There are currently a LOT of ways to get significant Defense, Regen, HP, Accuracy, and Recharge. However, there are few ways to get things like Resistance or significant Damage.
And before they released IOs, and ESPECIALLY before they tweaked the Defense set bonuses, they should have looked into AT Defense caps. -
Quote:Cool set idea aside, I'll add to the "Standard Code Rant" here.That's the point, it would be a totally new armor concept. Since vectors are already coded in (for defense purposes) I'm pretty sure it wouldn't be too huge a project to tie a resistance mechanics to it - certainly less than invent a new type of protection altogether, like they did with Elusivity. And frankly it's always baffled me that one could dodge shots or fire, but could only resist the later.
Since "Positional Resistance" doesn't exist in the game, to make this work they'd also have to add in "Positional Damage". Not only would they need to figure away to work it into the damage mechanics, then the would also have to add it into every single attack and every single defense/resistance set in the game.
It doesn't look as simple or easy once you realize how imbedded such a change would need to be. -
Quote:"Whilst this is off-topic, in different areas the emoticons mean different things because facial expressions mean different things
When you use thisit can mean that you are being a self obsessed cool, smug, git with some contempt to whom you are replying to. If you watch Lie to me, the half smile can show contempt.
When you use thisyour saying something in jest.
I avoid half smiles, in my post history they're extremely rare." doesn't represent "self obsessed cool, smug, git with some contempt to whom you are replying to" to me.
Since this is a written medium "vocal intent" isn't always easy to recognize.
Since I've never seen the show "Lie to Me" I don't have the same reference point you do. -
Quote:Wow! You've certainly got something bunched up tightly.No. Firstly, I don't call for nerfs. Secondly, the Epic AT's make it pretty impossible to lower Brutes resistances. (And for REALLY broken performance envelopes, check THOSE guys out, holy hannah!)
Try to read what I freakin' said.
Here, I'll say it again:
"In my mind, other archetypes should have their performance likewise broadened, but in different ways."
Brutes are fine, even if they are stepping all over the performance space of other archetypes. The game has plenty of room to expand other AT's performance in other directions.
For example, re-run those numbers but bump the Tankers resistance cap to 93 percent. A different picture emerges. Similarly, bump the Scrappers damage cap by a hundred percent, and see what emerges. Both of those changes are things I've been advocating for weeks now. (They may not be enough to match a brutes total envelope, but they will allow both those AT's an area of uniqueness.)
Way to totally misrepresent my whole point for a throw-away one-liner.
Jerk? Or troll?
First of all, I'm sorry YOU didn't recognize a light hearted joke. (HINT: there was a reason I did the emote at the end of my "statement".) I'm sorry if my attempt to lighten things here a touch didn't work for you. As you pointed out, it was a "one-liner". Please see definition of "one-liner" here. See, it says "joke" in the definition there...
Maybe next time I should use the words "HUMOR HERE" so it won't be lost amongst the angst. -
The fear component of burn has been removed. Burn is still limited to 5 targets, but now does most of it's damage up front with some DoT.
Mob can and will still move away, as they would with any normal dmg patch. -
If I was to build a Fire/Stone tank from scratch, it would look close the following build.
It's a small purple away from soft capping s/l/e/n defense. When the Force Feedback proc hits you'll have tons of recharge beyond what you can get from hasten, and in a large mob it should proc often.
It doesn't have quite the hp numbers that you've got, but with the defenses that are built in, you shouldn't be worried about that as much. Healing Flames will be recharging faster should you need it more often to cover that lack of hps.
My concern with the following build would be endurance usage. I believe I've covered most of the bases on that, but without actually playing this, I'm not 100% sure you wouldn't be needing a blue inspie occasionally.
I would recommend making sure you get the following Accolades: Atlas Medallion, Freedom Phalanx, Portal Jockey and Task Force Commander. Combined you'll get some nice +hp and +endurance, which in turn will up your regeneration and recovery.
Anyway, take a look at the build. Don't take it as "the way" you should craft your tank, but look for ideas you can incorporate to make yours better.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire/Stone example: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(3), Erad-Acc/Dmg/EndRdx/Rchg(3), Sciroc-Dmg/EndRdx(5), Sciroc-Acc/Dmg/EndRdx(5)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(34)
Level 2: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13), S'fstPrt-ResDam/Def+(13), S'fstPrt-ResKB(15)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(34)
Level 6: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(7), LkGmblr-Rchg+(29)
Level 8: Healing Flames -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(19), Mrcl-Heal/EndRdx/Rchg(21), Mrcl-Heal/Rchg(21)
Level 10: Consume -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(23), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(25)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(29)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(33)
Level 18: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(50)
Level 20: Fault -- FrcFbk-Rechg%(A), RzDz-Acc/EndRdx(33)
Level 22: Boxing -- Empty(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(34)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 28: Hurl Boulder -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(37), Thundr-Acc/Dmg/Rchg(37)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
Level 32: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt(46), Mocking-Taunt/Rchg/Rng(50), Mocking-Taunt/Rng(50)
Level 35: Tremor -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(42), C'ngBlow-Acc/Dmg(42), C'ngBlow-Dmg/EndRdx(42), C'ngBlow-Acc/Rchg(43)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45)
Level 41: Stone Prison -- Empty(A)
Level 44: Fossilize -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(46)
Level 47: Weave -- RedFtn-Def/EndRdx(A), GftotA-Def/EndRdx(48), GftotA-Def(48)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Total Radial Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(46), P'Shift-EndMod(48)
Level 1: Gauntlet
Level 4: Ninja Run
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Quote:So in essence you're saying they should nerf brute resistance caps to make it fair?Well, Claws didn't run this for a brute, so I guess I will....
Okay, same assumptions as Claws made.
Brute damage scalar is .75, cap is 775 percent, so on a 100 point attack that's, uh, 581 damage.
Fighting an enemy with 10,000 hitpoints, the brute takes 18 attacks to defeat the baddy, darn near the scrapper, as Claws states.
Now for survivability: The brute hitpoint cap is 3212, and their resistance caps at 90 percent. With the same 1000 point shots, the baddy requires 33 hits to drop the brute.
Let's make a chart! (whee!)
Tanker: Dies in 36 attacks, Wins in 27.
Brute: Dies in 33 attacks, Wins in 18.
Scrapperies in 10 attacks, Loses.
Interesting. Both the Brute and the Tank win! But how convincing is this victory?
The Tanker has sustained 2700 points of damage when the bad guy drops, and has 853 hitpoints left.
The Brute has sustained 1800 points of damage, and has 1412 hitpoints left.
The brute can immediately engage a second such foe and will be able to hit it 15 times before defeat. The Big Bad wins the rematch with 1215 hitpoints remaining. That means the brute will come scary-close to beating TWO of them. (If you add in passive regen, it's nearly certain.)
The tanker launches into the rematch and can make 9 attacks before defeat. The Big Bad has 6544 hitpoints when it floors the Tanker. The Tanker will somewhat dent the second foe before defeat.
Meanwhile, the poor scrapper has been on the floor, muttering about the whole situation.
This illustrates what I mean about performance envelopes. Brutes simply have a HUGE range of performance. In my mind, other archetypes should have their performance likewise broadened, but in different ways.
Also, note for the record that I did not choose the parameters here.Yell at Claws if you don't like it.
Since a few of you took my above comment WAY to seriously. Let me say this LOUD AND CLEAR!
It was "HUMOR"... a "JOKE"... something to lighten the angst running rampant here. Which, obviously there's plenty of angst here.
(I hope some of you can find your funny bone, as obviously it needs to be located.)
Now, go back to the regularly schedule shark feeding. -
What are you trying to "build for" over all?
If you're looking for more recharge, why not hasten?
If you're looking for more defense, why not focus on that more?
If you're looking for more +hp/+regen, you don't seem to be getting a lot in there.
With the set bonuses you've built for, I'm really not sure what your "goals" are for this toon. -
Tanker Tuesday tonight on Liberty at 6pm PT/9pm ET.
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Quote:And I wish you would stop saying this, since its totally made up. You act like there is this thing called "tankers" that CoH tankers stole the name for, but totally messed up. There aren't. Really, there are just melee fighters: things that focus on melee offense and have personal damage mitigation.
Tankers are things that focus on personal damage mitigation and control aggro. They are an MMO invention. To the extent that taunt doesn't really exist in comic book combat, Tankers don't.
If you don't like or believe in the aggro management mechanism, play Scrappers. Or play Brutes if you prefer and don't take taunt. Tankers are there to control aggro. They are a playstyle option for people who do believe in the aggro control system, which is most players that play tankers. What I sometimes wonder is whether most people fully realize that you're not on a mission to *fix* tankers, but actually on a mission to *steal* tankers from the players that play tankers, just so you can repurpose the archetype for your own pleasure.
We have *four* melee/defense archetypes in this game, when we have only two ranged/buff archetypes and only one of every other combination. Find the one that comes the closests your melee/defense preference. Don't tell the people that play the other options they don't deserve them.
Nicely said Arcana. -
One thing I keep seeing repeated in this entire hullabaloo: End game, End game, End game. Incarnate end game.
Here's a thought, albeit one I don't believe is necessary, that may get things on track to more realistic ideas.Just like now, where your second and third level shifts do not work unless you're in an incarnate trial (IE. as Lambda, BAF, Keyes, UG etc.), would it make any sense what-so-ever to set it so the Tank dmg cap is raised by 100% during incarnate trials? Nowhere else in the game, only in the incarnate trials.
Again, I don't believe it's necessary to do this, but it might be a compromise.
Let the shark frenzy continue. -
He could put the Steadfast Unique in Granite armor, replacing one of the lvl 50 resist IOs, and he'd still be at the ED cap for resistance.
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Quote:And aren't Incarnate powers there to help with, yah know, incarnate stuff?You have pretty flawed logic, why balance the game around early levels then since a character's lifespan is spent very shortly in the early levels.
The game has to be balanced at all levels. -
Quote:But the rest of the game and ATs ARE balanced around SOs, so if they suddenly start balancing one AT around IOs then you have to redo EVERY AT as well. And, unlike most of the forumites, not everyone who is a VIP goes hog wild with IO builds.No offense to premium or frees but the developers have stated themselves the majority of their income is from VIP players. You shouldn't balance a game around the players that contribute the least to the game.
On top of that, an IO license is only 2 or dollars a month. Not to mention Frees and Premium are already inferior once they hit 50 since Incarnates come into play. -
See, now you're changing your argument to suit yourself. You've always used ST DPS as part of your "reasoning" why bruising "doesn't count", now you're changing it to DPA... lulz.
So you must be a big fan of Energy Melee, War Mace, and Ice Melee as they've got some of the biggest DPA attacks outside of Super Strength's KB.