StratoNexus

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  1. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Another_Fan View Post
    Really ?
    Really. I'd love to see you doing it.
  2. Quote:
    Originally Posted by SinisterDirge View Post
    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 defenses.
    Quote:
    Originally Posted by Dechs Kaison View Post
    Meh, he added defense on top of the resistance, so no matter which is the larger portion of mitigation, the base is still resistance.
    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.

    I may be incorrect about the healing in Fiery being more potent than the resistance. I don't think I am, but I am not positive.
  3. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Another_Fan View Post
    Well tanks don't need double stacked rage.

    The answer for brutes is 8-12 small red/minute depending on the build but really that isn't answering the right question. The correct question is how much can a brute kill continuously when its at the damage cap.
    You cannot generate 8-12 small red/minute in game. I'd love to see you doing it. Assuming you wipe full 8 man spawns in 15 seconds (including travel between spawns), that is about 70 enemies a minute. Even if we get ridiculous and say you do the spawn wipe + travel in 10 seconds, that is still only ~100 enemies per minute.

    Inspiration rush is a tactic I employ on my blasters regularly (they need it more than brutes and tankers usually). You are reaching just to try to be right. Tankers and brutes do not and cannot regularly reach their damage caps solo and in those rare times they do, it is not easy to reach but requires spending more resources than they will recover (without stopping fighting and going to a store, the influence you earn will easily cover the cost of using the inspires).

    I did spend about 25 minutes one time running around Talos fighting whatever I came across with a level 23 blaster chewing down inspires and quickly refilling them as needed. That bug where a contact store stayed open after you walked away was humorous.
  4. Quote:
    Originally Posted by SinisterDirge View Post
    How is /Fire not resistance based?
    Mitigation-wise, it is more heal based, in and of itself. On top of that, when you build it to 34% defense and then keep one purple up to perma soft-cap Defense, then it is Defense based.
  5. Quote:
    Originally Posted by Johnny_Butane View Post
    I would say as things stand now, Brutes conflict with Tankers. Even with the Fury changes, Brutes still want aggo and so do Tankers. They'll never 'play nice' together because of that. It's like Stormies and Melee ATs: neither is doing anything but what they were intended, but they'll chafe none the less.

    Also, personally, I'm sore about Brutes getting a mechanic designed and originally intended for Tankers, even if I'm not the biggest fan of said mechanic. It's the principle and just another example of the devs giving Tankers the short end of the stick.
    There are all types of conflicts possible with teammates, true. Part of the fun, for me, is figuring out how to gel best with teammates whose powers are less than complementary. I certainly would not want to run in teams like that too frequently, but it is interesting from time to time.

    There are several ways for brutes and tankers to work well on the same team, IME. It seems like one of the least egregious conflicts.

    It has been 12 issues (is it almost 5 years now, or just 4?) since Brutes were released. Stop picking at the scab and the wound might heal better.

    I totally understand where you are coming from on that line though. After VEATs came out I was aghast. I probably made some less than dignified posts about how ridiculous it was to release VEATs, but allow blasters to wallow in a nigh defenseless / nigh enemy debuffless / team buffless state. It felt to me like the whole point of Castle's thread on blasters and defiance was just to get an idea of what people would like to see for VEATs, rather than to actually do anything to the blaster AT (OK, it still feels that way, but I should stop picking at the scab too).
  6. Quote:
    Originally Posted by SinisterDirge View Post
    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.
    Quote:
    Originally Posted by SinisterDirge View Post
    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.
    When you said resistance based, I thought you meant resistance based.
  7. Quote:
    Originally Posted by Johnny_Butane View Post
    See my replies a couple pages back to Leo_G and Another_Fan.
    Quote:
    Originally Posted by Johnny_Butane View Post
    Are you suggesting the game would be better off if Stalkers and Tankers were the only melee ATs? That I can agree with.
    Quote:
    Originally Posted by Johnny_Butane View Post
    This is the only Brute I truly have room in my heart for...

    <snipped picture of cereal box>
    Are you saying you don't like Brutes either? Brutes seem perfectly matched to your desires. Plenty of survivability, plenty of damage. I think you ought to enjoy them and just be content that tankers are designed to have modest damage.

    I understand where you are coming from. The specialist ATs, defenders, blasters, and tankers, do stand out in the current game. However, I think the game has room for those types of ATs and it seems people still play them (that may change over time, as this thread is discussing).

    It is my honest opinion that when you are given the option to have what you want or at least something that is much closer to what you want, you should embrace it and enjoy. I guess you can still gripe a bit about the specialists, but they seem to be an interesting piece of the game, for variety's sake.

    Of course, you have hours invested into older characters, so I get where just make a Brute is a bit casually flippant. But you mention you farm, so you could probably get one PLd by in game associates, if you prefer that.
  8. Quote:
    Originally Posted by Johnny_Butane View Post
    Unless it's a Scrapper. Because when you can get enough survivability to fight whatever you want, more than that isn't really needed or better.
    Most scrappers will die to things most tankers can survive. Shouldn't you be happy now? You can play Hero Brutes, isn't that what you always wanted?
  9. Quote:
    Originally Posted by Capa_Devans View Post
    Teams mark your cube on your minimap, read "cube spawn" and go to cube.
    This was the first thing I tried the first time I got into the cathedral itself. When I open the mini-map it only shows the outside. You cannot make the cubes a waypoint, otherwise I would suggest that, rather than making a tanker a waypoint. If I am mistaken, please tell me how to make the cubes a waypoint.

    Quote:
    Originally Posted by Capa_Devans View Post
    I've been on trials that did this and I have to admit I hate it. You've got three people doing nothing to Rularuu. Not pulling aggro, not damaging, doing nothing. As a tank on one of the runs that did it, I don't join a TF to sit in a corner during most of it.
    Until the raid becomes well known and smoother with PUGs, it is simply better to do the easy thing. Once people get to have more experience, I would expect those tankers to run out and help with the AV for 30 seconds, and then make sure they get back into position for the respawn. We could probably even do that right away, but it needs to be stressed that you cannot wait for the shield to go back up. It seems easier and safer for the raid group to just wait at the cube.

    Also, that job is hugely important. If you wait to run back to the spawn until after the shield goes back up, the Rularuu WILL spread out and it WILL take longer to kill them. Tanking and positioning a large spawn of level 52 Rularuu is a potent and non-trivial task. You should be proud if someone asks you to do it.
  10. Quote:
    Originally Posted by DrMike2000 View Post
    To me, an Offender just means a Defender who takes and slots their attacks. If you've got a reasonably continuous attack chain with some AoE, and its all 3 slotted for damage, and you use it, you're an Offender.
    To me, a Defender just means a Defender who takes and slots their attacks. If you've got a reasonably continuous attack chain with some AoE, and its all 3 slotted for damage, and you use it, you're a Defender.
  11. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Another_Fan View Post
    Tankers have relatively little trouble hitting their cap without kins. Some combinations can manage it without inspirations. Solo Brutes can run around at their cap.
    So double stacked raged and then 45% more global damage is little trouble to get. Neat. What if your tanker is not SS?

    How many red inspires do you think Brutes can maintain? Brutes don't have a prayer to hit their damage cap regularly solo, it is impossible without taking a lot of red inspires.
  12. Quote:
    Originally Posted by Johnny_Butane View Post
    Why not. We're playing a super hero MMO where one of the most iconic super hero types is half crippled for damage instead of what they should be.
    I thought you wanted to be THE hero, not the distraction?
  13. Quote:
    Originally Posted by SinisterDirge View Post
    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.
    Buh!? Share build and strat please.

    Quote:
    Originally Posted by SinisterDirge View Post
    I think it is unfortunate that the only challenge for tankers in this game is end game content jacked up to max and the necessity to be able to pull mobs off a toon that wasn't paying attention to what they were doing.
    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.
  14. Quote:
    Originally Posted by JeNeSaisQuoi View Post
    Wait, I actually think it's 10 PM EST. I think. I hope you can make it.
    Yeah, you are right, 10 Pm EST. Oh then I should almost definitely be there.
  15. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Thinkso View Post
    edit: of course in many MM focused teams the pace ends up being set around the MM(s), especially if the other members are soft like blasters. So w/e advantage the faster movement rate the blaster brings ends up evaporating because they aren't strong enough to lead the charge in many situations. For clarity, that isn't necessarily the blasters fault, they get full points for being fast, but again hover at the bottom of the totem for survivability, which can sometimes be more of a factor than the ability to move rapidly. Just depends.
    That seems true. I am very cognizant when playing my MM that I have to be quick to tell the pets to charge ahead. Just like a tanker who leaves a spawn before its all dead in order to keep the team moving. It is much more challenging on a MM than it is on a tanker (or any other character performing the tank role).

    Blasters can indeed be limited by the rest of the team. They can also be liberated by the team.

    I guess I just don't care about any disparity since it is easily glossed over on teams and I find my blasters solo well enough to keep me happy. There was a time when I kind of wanted blasters to be what the VEATs are (although I never imagined quite as much mitigation). I like the VEATs, but I'd prefer a more varied bunch of effects, especially elemental type effects (fire, ice, electric, earth).
  16. I will be doing my best to make this event. That is 8 PM EST, right? I will be bringing my Kat/Inv.
  17. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Thinkso View Post
    If we accept such a simplified model demonstrating that the point a pure damage toon like a blaster becomes of value is in the last spots on a forcemultiplying team of low damage AT's, that point of convergence is unlikely to every occur in the case of MM's and blasters.
    I have been on a few heavy MM teams. I was quite surprised that while most excellent, they really were not faster than other types of steamrollers. Blasters seem to work fine on steamrolling teams, IME. I have a preference for blasters over scrappers and brutes, but the preference is not strong, so I love having scrappers and brutes as well as blasters.

    MMs. Well, they get in the way a lot...
  18. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Hart View Post
    Softcapping defense means minions can't really hit you, but more is better against anything of a higher rank/level.
    More defense is not better vs. higher ranks/levels (unless you start fighting +6s). Higher rank and level foes get an accuracy buff, which is different than a to-hit buff.
  19. Quote:
    Originally Posted by firespray View Post
    The only trend I've noticed when playing new characters in praetoria is that there are more villains than heroes. This is exactly what I had expected to see. What will be interesting though, is long-term trends.
    It seems obvious that people who really wanted to play some villain ATs but who did not want to play that game, would get the opportunity they had been longing for once I18 came out.

    I agree it would be interesting to see the long-term trend, but I don't know if the devs will ever release that info. It would be kind of a cool thing to have them tell us the population state of the ATs around February.
  20. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Thinkso View Post
    -He talks about the aoe damage of the blaster in a full team, but seems unaware that someone that casts a -res debuff is responsible for everyone's increase in damage. It only takes a tiny bit of forcemeultiplication to eclipse a single damage dealer's contribution in a team. (if you require a detailed explanation just ask, I'll happily explain).
    While I love me my buff/debuff and I always credit the buffs and debuffs, I give equal credit to the persons pushing attack powers. Sure, the debuff(s) increased the output of Fire Sword Circle, but the person activating FSC is just as responsible for making dead things.

    Buff/Debuff is a busy job done well. You have to attack, buff, debuff, and switch targets from friend to foe on many sets. Even with very good players, I find a lot of buff/debuff teams have lower damage output than I would anticipate, because too few attacks come out fast enough. Human beings sometimes have trouble switching between attacks and buffs. It is less of an issue with debuffs, but even there it is an issue. Unless you play on teams like that regularly, it is more a habit to toss out a debuff and then scan the battlefield for where you might be needed or trying to anticipate which tool you are going to want to use next, while letting the others kill stuff.

    Of course, MMs have that issue least of all, because they are blithely attacking the enemy at the same time as they lay down debuffs and scan the battlefield. I wish every time I speed boosted an ally a Lightning Bolt would fly at a random enemy.
  21. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Arbegla View Post
    I've mentioned multiple times that the melee attacks on a blaster are there to supplement a blaster, and if you stay in melee you will die. Yet you seem to focus on the 'blasters = pure range' anytime i bring it up. Whats stopping that blaster from attacking in melee when a storm has debuffed the mobs down to nothing?
    The scrapper secondaries are there to supplement a scrapper. And by supplement I mean use all the time. I feel the same way about blaster secondaries. IMO, blasters should generally be relatively close to the action, making sure the opportunity to use their secondary occurs all the time.

    Quote:
    Originally Posted by Arbegla View Post
    Masterminds have weaknesses just as Blasters do, and i have experience in both. There are plenty of things Masterminds can do that blasters can't, and plenty of things Blasters can do Masterminds cant, Like AoE for example.
    Abyssal. 6 pets attacking are an AoE even if they all only use single target attacks.

    Quote:
    Originally Posted by Arbegla View Post
    So While Masterminds may (post 32) out damage, and out surivive a blaster, its with very specific builds, doing very specific things, and you have to have absolute control over what is going on.
    There are a few blaster builds whose AoE is not very good either. I would never point at those exceptions to label the entire AT. All MM combos will deal decent AoE output, most will do good to great AoE damage. And that is just damage. MMs have great AoE effects just from drawing aggro of a whole spawn and from a whole slew of powers you failed to list that exist in their secondaries (which should also be used all the time, IMO). I think the damage output is likely lower than blasters, but it is not difficult to bring good amounts of damage on a MM.

    Quote:
    Originally Posted by Arbegla View Post
    Pets can't handle direct damage very well, due to low hitpoints, and not very many native defenses/resistances. Look at ninjas for example. Or Thugs. Even with constant buff/debuff from the mastermind, it will take quite abit of paying attention to whats going on to be able to achieve what a decked out AoE blaster can do. like a fire/* rad/* arch/*. Plus what about those /dev blasters, with zero melee? are they supposed to jump right into melee and blast away, with their zero melee attacks? Your generalizing, and twisting examples given to prove your points. Yes the travel time between mobs may be trival, but it does add up, and you don't have to use hover to avoid melee. You just simple avoid melee. or Kite your melee attacks.
    The tier two and three pets generally do fine and the tier 1 pets recharge fast enough that you should expect to be able to resummon them as needed. You underestimate the ability to keep the pets alive. They are not as fragile as you suggest and even when they die, it is intended that you will have to re-summon them from time to time. Re-summoning them is normally easily accomplished while the rest of your pets (and team) mop up. When a pet dies, that is normally a whole bunch of damage that was not directed at an actual player.

    Devices has two powers with a range of 25 feet or less. Toe bombing is an important part of my Nrg/Dev play (it may be inefficient, but it makes me cackle with glee, I wish you could slot them for interrupt reduction). It also has two powers designed to allow you to get closer to a spawn without being seen. Sure, Devices is a good choice for a ranger build, but I still think its true strength lies closer to the fight, although I do admit its not true melee range.
  22. StratoNexus

    Why A Blaster?

    Arbelga, you need to be more clear who you are talking to. I am pretty sure you are quoting me, but talking to someone else, but it is hard to tell who that is.

    Quote:
    Originally Posted by Arbegla View Post
    I do like how you completely skipped over this post. And in regards to just 'goto aggressive' good luck doing it on anything post 0/1 and not having to resummon after each fight.
    First, I expect to have to re-summon somewhat; personally, I like it when I can use the powers I choose, as opposed to clicking it once and then not having to click them again. Second, MMs can easily operate well past the base difficulty without losing pets anything like every fight.

    Quote:
    Originally Posted by Arbegla View Post
    Everytime that blaster will be able to kill said mob at 100ft more often then the scrapper, and that scrapper will be able to kill said mob at 5ft more then the the blaster.
    More of me is dying.

    Quote:
    Originally Posted by Arbegla View Post
    That is the strength of the blaster AT, the ability to attack at range, and abuse that to his advantage, which you (both Thinkso and Another Fan) have completely disregarded.

    First it was Scrapper > Blaster, now its MM > Blaster, yet with both arguments, the blaster has the upper hand. Blasters will out perform Scrappers at range, and out damage MMs all out.

    Again, have you tried to farm with a Mastermind? Have you even heard of people doing it? The risk vs reward isn't work it, when a pure damage class can do it much faster, and without the hassle involved.
    Range is often underrated, however it is also often overrated. Every AT has to run through the whole mission. The fact that you can kill a spawn from 40 feet away, but the scrapper has to run to it first becomes less important, since after the fight you will have to cover that distance anyway. It is also likely that you will spend time moving around anyway, kiting has been recommended as a blaster tactic in this very thread.

    I am not a good farmer, but I do like to engage in some farm-like activities. Your opinion of MMs potential is vastly under what they can achieve. Gaping. Abyssal.
  23. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Thinkso View Post
    Even if a blaster does more damage than a MM (which IME isn't the case and testing to date supports MM's in this regard) and we say the blaster scores a 10; the MM scores at least an 8 or 9 for damage. The blaster scores a 0 for survivability (not saying they have zero survivability, this is just how proper scoring is done), and the MM scores an 8 or 9 in this area. A blaster scores a 0 to 1 for forcmultiplication and a MM scores a 6-8 (compared to a defender). Play with the values however you see fit, but the end result is Blasters get the short end of the stick vs MM's. You can then go through and do this for every AT and what you'll find if you objectively score things is that like I said in one of my first posts in this thread: Blasters are comparatively underpowered vs everything with the exception of stalkers. FWIW, that isn't the same statement as saying Blasters suck, and it isn't blaster hate.
    Blasters really pay a high price for being able to deliver damage at range and for their larger AoEs, it is kind of odd that MMs do not pay the same price, but MMs need their survivability to perform their role and the debuffs are a big part of that role as well. They probably do more damage than they "should". It is probable that MMs are actually quite a bit harder to figure out how to play well than we think.

    One thing your rating system does not include is making your teammates feel needed. Blasters score an 11 on that whereas MMs score a 0 or 1. That is not a joke (OK. I am laughing too, but I do mean it seriously as well).
  24. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Arbegla View Post
    While I'm nearly certain Masterminds can, in the right conditions out damage a blaster doing the same thing, the risk gets high once you start stacking in various things.

    ...

    So, yes, on paper masterminds may out damage blasters, especially against hard targets where they can focus fire, and work their debuffs, but in practice, its really much harder to do.
    Solo I don't have much trouble on my MMs, surely much less than I do on my blasters, once I start upping the difficulty. My mercs/poison has always felt strong, and from what I understand it is a weak MM combo. My Demon/Storm is simply amazing and can easily take on things that would kill any but the most IOd blaster, and he is only level 40. Killing is pretty fast, but I can outdo it with my scrappers, brutes, and blasters.

    If teamed and protected, I don't see MMs out-damaging blasters on big spawns. SC + BL on a buffed Elec/Dev is plenty impressive and damaging to outdo MMs. That said, I have not been unimpressed by the damage output of my MM, but I believe FR is a huge boon there. FR will, of course, also increase the blaster's damage level. I think the debuffs are skewing the perception and debuffs affect the whole team.

    Teaming with my friends Bot/Traps and either of my MMs is pretty efficient, but still not as impressive as what a blaster without The Fear can do vs. giant spawns, sans AVs.
  25. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Thinkso View Post
    ie. There should be no situation ever where a MM can outdamage a blaster that is attacking aggressively because in that situation the MM will 100% of the time be more survivable. Because this scenario not only exists, it is actually very easy to produce with SO's that clearly indicates that something is wrong with the inter AT balancing
    I am not sure MMs are really out-damaging blasters as you seem to imply. Are you just talking about vs. hard targets like AVs?