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The low levels are pretty quick. It's probably not too big a deal to pick powers in a slightly different order. And I'm not quite sure that having both assault and dispersion bubble before stamina will be easy for endurance, given that bubbling can be quite exhausting by itself.
For my force-field defender, I eventually respec out of force bolt, as I found that there are few situations that really need force bolt. Most of the time, team mates have no problems with the mob, I can let them stand there to kill, just that if I force bolt, they can simply move a couple steps and continue to kill.
For the posted build, I'll probably slot some powers slightly differently. For example, I'll put a endurance reduction for the deflection and insulation shield instead of recharge. If you buff a player with both shields, the first shield should be already recharged when you go to the next player.
I think you probably want some endurance reduction for toggles like hover and temporary invulnerability. You can see how endurance usage is like with conserve power, and your +end proc in stamina before buying the miracle and Numina unique. The endurance problem may not be as serious as you envisioned, in particular if you can use IO sets later. Although the toggles that you picked are nice, maybe you don't really need that many.
I picked force bubble and detention field myself. Force bubble is actually ok. I use force bubble in a passive way. I turn it on all the time and stand at the back of the team. Squishies can jump in and out of the force bubble to shed aggro. Great for messy situation like ambush spawning on top of the team for example. You probably need to self soft cap defense though, such that you won't get defeated from the aggro you get. Up till now, the only good use of detention field is to bubble the towers in STF. My other attempts of using it are mostly hilarious. -
Quote:The original intention to add fear to burn is because it was overpowered, and maybe some issues with the AI that the mobs just sat there and burnt to death. I think as the game evolves, this overpowering argument is not quite sound anymore. However, it makes sense that the mobs shouldn't be stupid to stay in the burn patch to die. I remember people suggested to keep the fear, but the damage persists even after they leave the patch.FIXING BURN
Regardless of what path the devs would choose Burn should be made useful again. The fear affect should be taken away from Burn and the immobilize protection should be moved into Plasma Shield. People always caution me that Burn was overpowered before ED but that no longer is relevant to the game because of changes and because of the introduction of SHIELD CHARGE which does Superior Damage. If these people claim Burn should not be turned into a damage power because of balance reasons, then by their same logic Shield Charge is overpowered and deserves a nerf. So I dont want to hear this Burn was overpowered BS. It should do significant damage to rival SC at least. Immobilize protection should be moved to Plasma Shield because having it in Burn will only divide a player on when to use it. Imagine how stupid it would be to have mez protection in Shield Charge. After you imagine that , realize that is the actual case with Fire Aura's Burn.
It would be the best if fiery aura can be improved without getting rid of any powers. First, is there any protection that is thematic to fiery aura which it doesn't have? For more significant power changes, you can take a look how conserve power can be changed to energize for electric armor, such change keeps the original function and theme while significant improvements are made. -
Quote:I have a low bid in the market, and it sits there for a few months already.Or, you can bid low. Nothing is forcing anyone to bid 2, 20, or 200mil for an item. Those are the "I've got to have it naoh!" prices, bid 25inf and let it sit.
It's not only about patience. Even if the seller lists an item for 1 inf, I still need a high enough bid to beat the other buyers. For example the 25-inf bid that you mentioned, it works for certain salvage, and recipes that only have you bidding.
Is the suggestion referring to pvp IOs? I think the bottom line is that the yellow uncommon recipes should be affordable by everyone. I guess the dev probably don't care how expensive it is for rare, purple and pvp IOs. After all, the intention of these rare stuffs is to make people play the game longer. However, it starts to be problematic when things are more expensive than 2 billion. -
Quote:I only tried willpower on a tank. It's pretty good with a large number of minions and lieut, so it's great for mission teams. The defense and resistance are quite well rounded. I have some problems with hard hitting mobs like AV, when regeneration may not be enough. You can try soft-capping defense.Willpower, this seemed to be a phenominal set as well, however, I did find that in many task that my VG run on a regular basis he was always in danger of dying, speed run LGTFs, speed run ITFs, RSFs, he didn't quite boast the survivability that I saw in the numbers on Mids and he was very well IO'ed.
Quote:I forgot to mention that I had a Energy Aura brute as well, that set...I don't know what to say about that set other than I have never gotten that set to perform well for me even though I've made several attempts at it. Highly lack luster in my opinion and has not performed well for me.
My Elec/SD brute seemed well enough off other than having pathetically poor single target damage and rather low defense debuff resistances. He managed to survive most situations well, but did rather poorly when it came to vengeance stacking nemesis and large groups of defense debuffing Cimeorians.
Quote:I have been curious as to how ELA performs when paired up with various sets and DM/ELA sounds like a pretty good pairing as I've played DM on a couple of scrappers and found the single target damage to be rather intense, but was more curious as to how it's managed putting out enough AoE damage and how it would survive things like Lib farming, speed run ITFs, and on the RSF.
According to your description, probably no secondary power sets are good enough for you. All defense sets are out because of to-hit or defense debuff. Resistance sets are vulnerable to resistance debuff. Trying to optimize with defense IO bonus are also problematic against defense debuff. There are power sets that have a mixed bag of mitigation, for example invulnerability and willpower. Invulnerability has a psi hole. Willpower is well-rounded. But if you are facing tough mobs or rushing tfs, the incoming damage can overwhelm what willpower has. I believe that leaves granite, but then you want to farm. -
Quote:I have a fire melee/EA brute. I like the fire damage. I would like more pbaoe, instead of having a narrow cone. I actually like dual blades for aoe, although it's lethal damage.Maybe i should just make a em/ea brute for just soloing? Would FM be a good option?
I think most of the mitigation should come from soft-capping defense, and power pools like aid self and darkest night. Mitigation from the primary is relatively minor, and does not always work, as it depends on the mob that you're fighting. I think the best is siphon life from dark melee, which you don't like. Fire melee is the worst mitigation-wise. But with so many IOs and pool powers, I doubt that we need to rely on mitigation from primary nowadays. -
Do all summoners keep on summoning? Whether people farm or not depends on the xp. If the pet xp is relatively low, it's more efficient to grab a new mission.
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Quote:What's the exploit?But xp was taken away from Rikti portals due to an exploit which gave pretty much free xp. It didn't even require a mission, since the exploit was usually conducted outdoors in the RWZ.
Quote:This is a bit of a bugbear for me. Essentially, enemies that spawn Pets.
Examples:
Malta Engineers
Rikti Comms officers
Bres (Tuatha)
Death Shamans
The others, however, I take issue with. Rikti Comm officers, for starters. Back in the day, they used to only give the same exp as normal minions. The portals, however, gave exp as well.
Now, given these portals can be quite tough, and usually spawn a Rikti squad at +1, that seemed fine to me. You got more exp, for more risk.
Now? You get slightly more exp off the Comms officer. And nothing off the portal, or spawned mob. To me, that breaks RvR. The mobs are still nasty, and when you have multiple comms officers in a mob its not as simple as 'Kill them first'. So, effectively, less reward for same risk.
Bres spawn Animated Stones, while Matla engineers spawn Auto-Turrets. Both of these annoy the heck out of me. Bres are big, and they are tough. When they die, if they have spawned the animated stone, you then get stuck trying to kill that too. The stone is hardly a pushover. And it doesn't give exp, nor does it die when it's summoner dies.
Likewise with the Malta engineers. Their auto-turrets are stupidly tough for what they are, and also give no exp.
Maybe it's just me. But they seem like slightly broken examples of RvR. It'd be nice to see that fixed. Either have them die when the summoner dies (Like the Rikti Portal does, which is nice) or give exp, to make up for having to kill another tough thing.
I don't know what the above exploit is. I think it's ok for the pet to give minion or lieutanent level xp. -
Parhelia, level 50 empathy/dark blast defender, signs up for all of them.
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Quote:Regardless of what other people said, I would love these two options.6. Military-style backpacks, scabbards, quivers, etc. for Back option. Quivers/scabbards could also utilize Chest Detail, Shoulder, or Belt.
7. "Thigh" option. Some Longbow mobs have grenades and such strapped around their thighs - maybe give some options for items there. -
I run at -1/x1
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Quote:I tried fire/EA and db/ElA. For EA, I think it's pretty ok after softcapping defense. You can couple the set with aid self and/or darkest night. I think it's not weak. The problem is defense debuff and psionic. If you avoid mobs like Cimerorans or Arachnos, EA can handle +2/x8.So, I've played a few character on villian side and have 3 50s, but the only brutes I have is a 50 Elec/Shield and a 38 SS/EA.
I abandoned the SS/EA brute, because I feel that EA is pretty craptastic. I don't like it at all.
Elec/Shield was ok and had some pretty great tools, but I had some pretty good friends to team up with back then.
So, I was curious from those experienced with playing a lot of brutes, what are the best solo set combinations for a brute in your opinion.
For ElA, it turns out that it's not that squishy after slotting for defense IO bonus and using darkest night. I'm actually pretty happy about it. Both EA and ElA has endurance powers, so you can use the most endurance-heavy toggles, and slot in the most endurance inefficient way, which is not something other power sets can do.
They are probably not the best solo power set picks. Since wp and sr are so popular nowadays, if you want something different, the gimpest power sets actually work ok. -
Quote:From the design of energy cloak, I think it is a stealth for combat, as there are no movement, stealth nor defense suppression. Conceptually, energy cloak should allow a stealth attack like that of stalkers. But brutes don't have assassin strike, so the combat stealth serves no real purpose except to shed aggro, which actually works against fury. Energy cloak can be used as an out-of-combat stealth, but such function can be easily replaced by IO or power pool.2) Energy Cloak. I rolled a Brute. Why am I playing a Stalker/Scrapper with Fury because I happened to make the mistake of choosing the thematic Energy Melee pairing at release? It's this one power alone that makes it painfully obvious that this was a rushed port from Stalkers when Fury was still wonky and made Ice Armor unplayable. I've given better treatises [read: walls of text] in the past about my issues with this power and what I'd like in a replacement true aggro aura (I still like the combination -DMG&+Resist&-SPD [no -Rech] Invincibility/CE mix but alas...), so I'm not going to go into it here. The real kicker is that the power itself is such a (relatively) large amount of defense, to everything no less, that it's detrimental to not take and use it.
I don't think it's likely to be replaced by a true aggro aura. If you look at the energy aura changes a couple issues ago, we're given an aggro clickie. I think the only suggestion that can keep the theme of energy cloak is to add some kind of damage bonus while the cloak is on. -
Yes, resistable debuff will affect resistance sets and defense sets in roughly the same way. However, if you only compare the defense sets, does resistable debuff affect them the same way?
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Maybe further discussion on EA will lead the thread too far away. The reason I mentioned EA in the first place is that the resistable -res/-def debuff suggestion is a little problematic. While it does remove the disparity between resistance and defense, rage will then affect different defense sets differently. The same is true for resistance sets. While it is technically correct that this is an issue of defense debuff resistance, not an issue of the suggestted rage, I'm not sure this is the best solution.
EA and super reflexes are just examples. EA has utilities like stealth and endurance management. While these utilities might not add much to survival, you can't make EA the same as super reflexes, then add stealth and endurance management on top. Therefore, the defense (and probably defense debuff resistance) in EA has to be lower. In the brute forum, we tried to fight for a better EA for a long time, and a higher defense debuff resistance is one of the suggestion. All we got is a small heal and toxic resistance in an irrelevant passive. -
Technically, as you said, defense debuff resistance is a measure of how easily something (including mobs and rage) can affect defense. I think it's probably intended as a measure of how easily mobs can affect defense. Super reflexes have high resistance because the power set only has defense. Other power sets usually have lower resistance because they have other layers of mitigation. Let's say if rage is changed to have a resistable defense debuff, I'm not sure energy aura can then ask for a higher defense debuff resistance just because of rage.
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Quote:For the suggested resistable defense debuff, will rage affect more for energy aura brutes compared to super reflexes?I'm still honestly not sure why this isn't simply changed to either a resistable -RES debuff and made stackable, or (although the argument for why this makes sense is much more complex) a resistable Defense debuff and made it stackable. Either way it would be fair and impossible to exploit, and take all of a minute to change. Either there's some additional issue I'm unaware of, or the problem's been put back to the bottom of the TODO pile and the light from my previous posts hasn't reached it yet.
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Mainly low defense against psionic (toxic is a little problematic as well), and not enough defense debuff resistance. The stealth is not useful most of the time, people take energy cloak for the defense. With energy drain, conserve power is not really useful, except during overload crash.
EA does not really suck. Just that a power set has only 9 powers, it is not very appealing when the toggles and passives are just standard, and the special features are not that useful. -
Quote:Issue 3 is before enhancement diversification. I think blasters had pretty high burst damage to kill things quickly in a solo mission. In particular for fire blasters, which lack some fancy tricks, they just have to kill fast. ED is probably a big hit to blasters who rely on killing things within one to two hits.nah Dark Sunstar is my lvl 50 Fire/Fire blaster, I've had her since Issue 3.. And for awhile I could solo missions on my own, and now it's like I can barely go through a nice mission on my own without getting killed once or twice in the mean while..
For the suggestion, while I think that it might be more fun if things were not designed this way, it's probably too late to change such things now. -
We could not find the original post, but here is a recent post by Castle.
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Quote:giggle, this is hilarious.Who is this "we" you speak of. I remember a nuclear reaction going off before I could even strap on my damn belt.
Btw, do you remember the "inspire retailers" waiting outside making a tidy profit off all the beaten up and dead flopping out the door.
Good times.
The respec used to be more difficult because the mobs were spawned 2 levels higher than the highest level player in the team. At that time, we didn't have the super sidekick system. For players who were only one or two level below the rest of the team, they couldn't be sk-ed. Players ended up fighting +3, +4 or even higher than their own level.
With the super-sk system, players are fighting mobs at their level. I think the respec trial can be made slightly more fast-paced. It's ok now, just that it doesn't really look like a trial. -
I think bubbles can be consistent with resistance. For every incoming attack, the bubble deflects away part of the damage, and the rest comes through to hit. For defense, the bubble acts differently: attacks are either completely deflected, or can bypass the bubble to hit.
In this game, I think most resistance powers are like a layer on the body. If an attack hits, the body resists part of it. I guess this is where the suggestion of this thread comes from. From the Warshade's power description, it's not clear that the graphics have to be a bubble or not. Probably, the bubble is what the designer envisioned the powers should look like. -
In the midnighter's club, when you are far away from a lady, she will pull up her skirt.
When you're closer, she will put it back down.
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I think the spawn needs to be on some sort of timer though. I believe the design is that the next spawn should somehow overlap with the current spawn, such that the team can be overwhelmed in some way. If the next spawn comes only when the current one is completely done, then the team will never be overwhelmed.
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Yeah, the original version was harder. The argument is that people do respec because they are gimped. The respec shouldn't make gimped toons fail.
Currently, the mobs are spawned at certain fixed time intervals. I think if new tech can be implemented to measure the killing rate of players, then the spawn rate can be automatically adjusted on the fly. If players can kill very fast, then mobs can spawn continuously. -
I'm not sure if it is a good idea to present challenges by imposing handicap on players or changing the rules of the game. I think it's interesting. It might be ok if the suggestions are not that extreme. It would be better if you can beat players when they are at their best, not when they are in a bad shape.
Quote:I think these two missions are not bad.Mission 2: The entire team is separated! 8 different, small maps that require the player to solo their way through; a nightmare for a team depending on their Healer/Buffer. If a player is defeated at this mission, they will not be able to go on. Period. They either have the option to quit the Taskforce as an individual or the team restarts entirely.
Mission 7: This mission has a 30:00 timer. The team suffers no default penalties aside from not being able to resurrect via ally, nor step back INTO the mission upon defeat. The team is grouped up and droves of enemies are thrown at them. From 30-25, it's minions. 25-20, it's lieutenants, 20-10, bosses, 10-5, elite bosses, 5-0 Arch-villains with a 1-0 minute addition of a Supervillain (similar to Reichsman or Lord of Winter-- their own category.)
Most of the challenges in game are just one tough mob at the end, or putting together a few of such mobs. However, I enjoy the following challenges more:
1. Sewer trial
2. The original hero respec trial, maybe the waves should be even more intense
3. "Stop 30 Fir Bolg entering door" mission in Croatoa. It would be fun if the incoming waves of Fir Bolg are a lot more intense.