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You cant have individual types of "Spikes" per power. You can colour them differently, but they only change colour on redraw. Oh, you owe me a tailor token :P
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Quote:It is not shifting goalposts to explain the layering of my defenses(as a whole, not defense, the game function) that allow me to do what I said I can do. After you asked.Yes, offense is important, of course. But you are now shifting the goalposts. You claimed to be resist based, not offense based. I was curious how you could survive +3 / x8 spawns using primarily resistance for mitigation, while assuming you were killing quickly as well. The answer is, you can't. Because your primary source of mitigation is Defense.
Can we end this now? I understand what you are saying now. I have suggested the reason I misunderstood you was because you spoke in terms outside of the norm for this venue. You can either agree with me on that and speak in what I suggest is the norm in the future or you can think I am wrong and continue to speak as you did here.
Of course we can end this, but since you gave me a suggestion, may I make one for you? Look up the word foundation. -
Quote:Please refer to Dechs Kaison's softcap guide. Actually, the main workhorse is my primary, and epic. If I couldnt take out the spawn fast enough, I would be a smear. Death is the best mitigation. I can just hold out longer, and more reliably than an aoe centric blaster.Nothing. But even at 34%, the Defense is still the main workhorse.
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Quote:What makes you think I have to spend all of my time softcapped?When discussing mitigation the convention is the "base" is what is doing most of the work. SinisterDirge's build's base is Defense. When that is bypassed, he has resists and a heal to back it up. The fact that the powerset he is using is not Defense based is irrelevant to what his final build is.
In the early levels yes, its a crutch. I don't need to heal nearly as often anymore, so again... -
Quote:Thanks never really thought it through I guess. I thought that softcapping was a blasters mez protection, and that once def debuffed, a blaster relying on that was in a world of hurt.This is correct but doesn't go far enough. Cascade failure is actually the preferred way for a blaster to lose their defense. Much worse is for one mez attack to hit a blaster, then they have lost most of their defense, most of their damage output, and any ability to regain hitpoints at a significant rate.
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Layering defenses is just that. As the mobs get more difficult, I add another layer. Resistance will always be the the first layer. It is not semantics, it is resistance based defense.
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It is pretty easy to get 34%+ melee defense on a /fire scrapper. Pop a small purple. Kill stuff. Combine inspirations to make more purples. Rinse. Repeat. Resists kick in when defense fails. Punch off healing flames if mobs are ripping though resists. Consume keeps blue bar topped up.
I have an IOed fire tanker, yes its fun, yes it is tougher, but if I feel like playing will it blend, the scrapper will do it much faster, while surviving well enough.
Quote:That is non-sense. Fully IOd tankers may be able to say that. Most tankers can find challenge on lower settings just fine. It is even possible to use IOs to pump up your damage and ignore adding even more mitigation. It is funny that people complain about scrappers having enough survivability, but then instead of adding damage to their tankers they add more mitigation instead.Quote:JB, Tankers dont need more damage. They need more content designed to challenge their surviveability. Content that would extremely challenge a scrapper or brutes surviveability. Quote:but there already is content such as this.
Task forces.
Specifically, Tasks forces scaled up for 8-man teams, on high difficulty. Or endgame encounters such as the ITF of STF or LRSF. Scrappers and Brutes will still tend to get overwhelmed, or encounter an AV they can't solo (Ghost Widow? Nictus-buffed Rommy? Methods do exist to kill them solo, but it's tricky on a melee AT. At least with the "no temps" rule...)
I have a high damage tank. My scrapper is still faster. I have a high aggro tank, with massive, massive layered defenses. Its not often I feel the need to pull him out.
Honestly, I have high hopes for the new content. I hope praetoria for my lvl 50's will be as much fun as it is for my lowbies, I can't wait to grit my teeth while I walk the tight rope between utter pwnage or failure as my spines/fire aoes the crap out of a spawn of ghouls and they fire off the pbaoe death heal and bring all the survivors back up to full hp. -
Agreed.
Quote:My point was that although Tanks can be built to deal damage (just as Scrappers can be built to "tank") by design Tankers are not a solo-orientated AT. They don't shine when they're solo, but when they're teamed. Scrappers, by comparison, tend to go the opposite way.
I challenge my scrapper everytime I play, and I dont need +4 lvl AV encounters or have to wait for 7 people to do it.
Quote:Scrappers don't fit into any of those roles particularly well. They can do great Single Target DPS, but generally on teams you'll be facing multiple foes, and even the most damaging AoE scrapper (Spines/, and either /DA, /Elec, /Shield or /Fire depending on who you ask) tends to get outperformed by an AoE-centric Blaster. And lets not forget that Spines is something of a 'Black Sheep' - the majority of Scrapper primaries have little or no respectable AoE damage output. So yes, there is overlap, but the majority of the Scrapper AT powerset combinations are not particularly "team friendly".
Quote:Now granted in CoH roles are more blurred, and taken as a unit, a team can have "enough" AoE to cope with a slew of minions allowing Scrappers to forgoe AoE DPS and just pitch in against the bosses or AVs... but since bosses and AVs are comparitively rare encounters, that type of limited contribution isn't particularly helpful to a team for the vast majority of Pve gameplay.
Quote:As a (rather crass) generalisation then, to an average team a Scrapper has no specific niche role - they are just a Blaster that contributes less effective damage but requires less babysitting to avoid a faceplant. A Tanker, on the other hand, has a very specific role - They are often the primary means by which a team mitigates incoming damage, through the combination of their ability to absorb damage and their ability to direct incoming damage onto themselves. Which leads on to my next point.
Quote:Jonny Butane and yourself are both effectively comparing a Scrapper and a Tanker and saying "Well lets disregard that Tankers can control aggro for an entire team; Scrappers' defenses are nearly as good, and they are better at damage".
I disagree. I dont think tankers need any more damage whatsoever, they already do lots of damage.
I would like Tankers extra surviveability to actually matter.
Quote:My argument is that Tankers are not defined by their possession of good defenses, or their ability to control aggro, but both together. -
Sure wish I could go outside, kill a raccoon and turn it into a Class A Berkshire Hathaway stock.
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Quote:When you have people that can walk away from the keyboard, grab a sandwich, hit the bathroom, and come back to the keyboard with their tank still standing, something in the challenge of surviveability bit is missing.I agree with the "balance" statement, but there already is content such as this.
Task forces.
Specifically, Tasks forces scaled up for 8-man teams, on high difficulty. Or endgame encounters such as the ITF of STF or LRSF. Scrappers and Brutes will still tend to get overwhelmed, or encounter an AV they can't solo (Ghost Widow? Nictus-buffed Rommy? Methods do exist to kill them solo, but it's tricky on a melee AT. At least with the "no temps" rule...)
To a point. I can take my resistance based scrapper out against a much broader range of mob types than a softcapped blater, without worring about cascade failure. At +3/8. Not just for one spawn, but every single spawn, no pausing between spawns. I'm gussing more scrappers/brutes reliably have that ability than blasters do. If I am wrong in that, why don't you see more blasters farming?
Quote:Tankers are a team-orientated AT. They soak the damage so other ATs don't have to. In order to do that, they need to direct that damage onto themselves via aggro control.
Might as well say that scrappers are a team oriented AT, they punch out tons of damage to take out the heavy mobs quickly so that the other AT's dont have to sit there for too long pew pew pewing.
Quote:It's possible to build Brutes and Scrappers to soak damage to the point that they can weather the majority of standard PVE foes, but all too often they will still lack the aggro control to direct that damage onto themselves and away from their squishier teammates. That's why you see people whining about scrappers soloing or tanking AVs, but not tanking standard mobs for a large team. You can build for AoE aggro control on a Scrapper/Brute, but it will be very sub-par compared to what a Tanker can do (very few ranged autohit taunt effects, for starters) and it is this lack of aggro management, more than any lack of damage mitigation ability which is evident in normal gameplay if/when they attempt to "stand in" for Tankers.
I know how tanks work, I have a few of them, I like them, alot. I just very rarely come accross content in the game that can't be solved faster than with a build up, throw spines, burn, spine burst and fireball to the face and be able to sj to the next mob to start all over. I dont need to dust off my tanks, because besides the novelty of it, I have no reason to pull DE monsters accross a map. -
Its too bad you don't like the idea of MM's because Bots/Storm is full of win.
First blaster I was actually able to get past 10 was an arch/mental mm, loads of fun.
I will second the fire/dark corr and add a fire/traps corr. Both are great combinations with good surviveability. -
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Quote:That, Ladies and Gentlemen, JB in particular, is balance.I'm sure I could probably build to get the damage outpt to take them down, but I built my scrapper for survival, which hurts his damage output. If I build to have the damage to drop them, I won't survive the fight long enough to win it.
JB, Tankers dont need more damage. They need more content designed to challenge their surviveability. Content that would extremely challenge a scrapper or brutes surviveability.
Taking aggro control out of the picture, there is no question that tanks are more surviveable, the issue is that scrappers/brutes can survive long enough to drop the mob/s, and really, thats all the surviveability you need. -
Quote:Ranged I would say energy blast, purely for the gnock the mob to the next map feeling.The melee ATs always seems to feel the most heroic, in that they they aren't squishie.
It also sounds like you want want can be considered the less lethal of the sets...
Super Strength, Stone Melee, Energy Melee, Kinetic Melee, and Electric Melee have that, while maintaining a super power feeling (Mace as a weapon is why I didn't put it in).
For the defense options, anything but Dark Armor or Fire Armor.
For the whole, feels like you could stop a bus rushing at you, Gravity. -
SS + Second animation set = Most heroic, "I can take anything on" set to me.
Stone Melee has a certain heroic crunch to it. -
Same here. Too bad the aggro cap is at 17. If it was more, I might feel like I might actually need to be on my tank.
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Protector bots can use some end red, as they tend to run low in longer fights. But yeah, It is aways about personal choice. Least it should be.
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Quote:Doesnt mace have a aoe immobilize power called web envelope thats does - flt -rech and immobilises them ?? Also mace has boost power which will make the debuffing off all the powers higher when its on ?? I only ask that because mu might have a resistance based defence and a aoe immobilise power but then mace has a defence based power (smash lethal and energy) with resistances built in (yes its only toxic) with a aoe immobliser and also if u can spare the power slot a power that makes ur debuffs even higher. SO to me mace seems the better choise and if u can get ranged defence high with s/l and energy wouldnt that be a better option or am i just thinking the wrong way?
The reason people go with mu and electrifyiing fences is for the -kb it does. That way, your bots (which knock em back to hell) will no longer knock em all aboot and AssBot can lay overlapping burn patches and melt the spawn. That of course forces you into a resistance shield. And while layering defences are great, I prefer a Def shield to pair with all the -tohit from hurricane.
Like I said though, with storm, I have no problems locking down the spawn into a corner, or against a wall, allowing AssBot to lay overlapping burn patches and melt the spawn. So I embrace the knockback, am one with it, and dont try to negate it. -
Thanks Psy, That was making me go cross-eyed.
nutty_impman - Your defense seems high, as you will get 10ish% from you prot bot bubble. That will bring you up past 50% To each's own though I suppose. Also, I would try to get a bit of knockback protection in the build. Can easily drop one in combat jumping if you arn't married to the 10 hp. Other than that, the fun part is taking it for a ride, and seeing how it runs.
Quote:It raises my smashing and lethal as well as positional just fine, are you checking your attribute monitor for this info?StrykerX- Protector bubbles give you positional defense and Smashing but not Lethal -
Yes it is. 2 dmg/acc and 2 dmg/end 2 generic defence.
Blood mandate and Brilliant leadership. -
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That wasn't better asked in your other thread why?
I focused on softcapping first, then jammed as much recharge and recovery as I could fit.
I went mace for my patron, as it was easy to bring me up to the softcap with. Power boosted freezing rain, tornado and lightning storm are fun as **** as well. Some like elec fences from Mu for the -knockback. This powerset combo does so much kb though, that it seemed appropriate to embrace it, and yes, even come to love it.