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Quote:It's easy, people are lazy. People don't like to think, and god forbid things not go as expected.I don't think up dream teams. I basically think that if you can't devise a way of achieving anything with any team then you are still learning.
Then I think that team work is essential and if players can't get things right despite trying then, they may want to change their slots a bit better, or adapt the build to have the power they skipped, that allows for better flexibility, with other team dynamics.
You can get things done more than one way but some people simply stick to the one method like glue. Why I don't know.
I certainly don't like to value people over what they chose at the powerset selection screen.
So people figure out the path of least resistance, and if it means that they exclude others, as long as it doesn't exclude them they don't care. This is one of the reasons why there are an absurd number of stone tanks/brutes and kins around.
I find this even funnier that it happens so much in this game because of the amount of flexibility between classes and roles available. -
Quote:of the 3, i would go elec/WP.To somewhat jump in on someone else's thread, but in a related way, which of these 3 will eventually make the best budget farming brute? I think all are non-ideal and maybe even terrible but I happen to have all of these in the high 30s already. Just wondering which to push to 50.
Elec/WP
SS/Energy Aura
SS/Elec
Thanks,
Lewis
If you are really wanting solid farming, SS/*, Fire/* are both good primaries. Farming with DM/ and SM/ is a lot slower. If you have the patience, SS/SD, Fire/SD and Elec/SD are all beasts. /WP is easier, but in the long run for farming, once IOd, /SD is probably best. -
Quote:I pulled multiple groups in boss farms with my WP tanker without IOs. Pretty easily actually.My apologies I didn't make myself clear.
I wasn't listing WP below Fire or even on a par with it, as I said in no particular order - it was simply that they were below Ice, Granite and Invln on Boss Farms.
Any of the primaries will be fine for normal PVE and can tank for 8 man teams; in order to differentiate between them I decided to use AE Boss Farms as a bench mark.
I've found that this has become a larger part of the game; last night the only missions that I got invited to were AE farms, on this basis it makes sense to make a tank that can perform in this environment.
The only one non IO'd tanks that I've seen do this without much problem are Granite, Ice and Invuln.
WP can't take the alpha.
Fire simply struggles to survive
Dark I've not seen too much of but I'd expect it to function similar to Fire because the control layer of it's survivability (Cloak of Fear and Oppressive Gloom) is pretty much usleless against Bosses.
Shield without capped defence can struggle.
And, grouped, I could tank boss farms pretty easily on my DA tank as well without IOs. Solo, not nearly as well, but still not too badly. And my DA tank has neither CoF nor OG.
If he is talking about end game content, boss farms aren't really a good measure anyway. If his build is sound, and he is on a decent team, ANY tank should be able to fill the bill. Now, as this is his first tank, and he already said no stone, Inv and WP would probably be easiest. Inv especially. -
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yep, and considering I have managed to pull triple stacked rage a few times with a couple kins around, yeah, for like 5 seconds I hit like the hand of god. then I am suckin wind for a long time.
Personally, not a big fan of rage. if they upped the recharge time to where it was basically impossible to stack, but was still almost perma, I would love my SS toons. I am not one to micromanage my clickies, so I tend to hit Rage every time it is up. Then get really pissed when I waste a bunch of inspirations cus I wasn't paying attention. Understand completely it is my own fault, but that doesn't mean I can't be sore about it.
Personally, I would love to see whirling hands and tremor adjusted. At least make Tremor worthwhile as a tier 9 power. Whirling hands should have the damage adjusted a bit and moved farther down the line. Something like that. I mean seriously, you give a set some of the hardest hitting ST melee attacks out there, then when it comes to AoE they hit like a 4 year old. -
Quote:Tremor is a level 32 power though, Whirling Hands you get at level 8. Energy gets Energy Transfer at 32 which does unholy damage...
Most Brutes guides I've read actually or things I've read here don't really like Tremor at all (personally I do think it's pretty damn good).
Whirling Hands could certainly do with a boost though, average damage, slow animation time and crap AOE. It could do with increasing the damage to Footstomp levels.
I don't care for tremor, is nice for crowd control, but meh for damage. What is insulting is that it is the tier 9 power for Stone Melee.
Quote:Footstomp isn't all that damaging either. Its only Rage that gets it up. FSC is way more damaging.
Add to that Footstomp has the same 10 target cap as many of the other AoEs so, if your farming, a lot of the time that extra range is wasted.
Crowd Control is a better AoE for mine.
As for saying "it's only rage that gets it up" is irrelevant. I have yet to see a ss/* brute that didn't have rage up all the time and double stacked at times. Double stacked, Footstomp is just crazy.
Even without rage, footstomp does more damage than Tremor. The only advantage Tremor has over Footstomp is that it has a faster recharge time. Tremor's animation time is almost a full second longer. -
Tremor is far from a big hitter and does pretty pathetic damage, especially when you consider it is a T9 power. Footstomp does a ton more damage than Tremor by far. All Tremor has is a fast recharge, and is more of a CC power than a damage power, which is funny because it has the same mag KB as Footsomp.
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Quote:Well, and in the past I have made the same argument that your are making now, supposedly the content coming with GR will be much more difficult, and will make tankers much more necessary. Whether this will pan out or not remains to be seen. If it does work out this way, I will be adjusting my brutes for maximum damage, survivability be damned, and I won't feel like I wasted my time IOing out my DA/DM tank. Just in case, I am rolling a DM/DA brute, cus if things pan out the way I think they will, my tanks are getting shelved permanently.Considering in this game a Blaster can grab the alpha for a group with enough buffs, the whole idea of "tanking" is pretty much moot.
When considering whether to make a brute or tanker, the only two considerations one needs to take into account are:
A: Do I like damage?
B: How much do I dislike dying?
If you answer yes to A, than you want a Brute. If you answer "a lot" to B, or something to that respect, than you want a Tank.
My two main toons are a soft-capped Invul/ss tank and a sped-up stone/stone brute. Both IOed out the wazoo with everything except purples.
While the tank can herd Giant Monsters, his level of survivability is just unneeded in 99% of this games content. Now the Brute isn't quite as tough, since his IO's focused on run speed and end recovery over soft capping his defenses, but he is a million times more fun to play, since he can actually lay into a Boss and take him down in a respectable amount of time. I'd say even his level of survivability is unneeded in about 95% of this games content.
To be honest, short of concept, I cannot see a single reason why anyone should make a tank. And with Going Rogue on the horizon, concept can be tossed out the window since one can just bring their Brute to the blue side. The level of survival tanks bring to the table is basically useless on any decent team, and their damage in average cases is pretty much relegated to pointlessness. But add a Brute instead, who can easily be buffed to the tankers level of defense, and with the added factor that a good one can basically be the main source of damage on the team, and you've got all the functionality of a tanker, but none of the negatives such as low damage.
In my experience, an SOed out SS/WP Brute with a decently balanced team of buffs, debuffs and damage, is all the "Tank" one needs in this game. Add IO's, switch up primaries and secondaries, whatever, in the end a Brute should always be the first choice for meat shieldy-goodness in this game. -
Quote:You are completely missing the point of what he said.I don't think anyone sane would ask for EA to be as durable as a granite... unless it were afflicted with similar penalties.
Not even then actually, The set has a long standing tradition of being a certain style of thing. That shouldn't change if it doesn't have to. -
Quote:I was being sarcastic. I think that all the secondaries are pretty well balanced. I personally hate /stone, and find it boring as hell. I like /WP, and /inv, I loved DA for tanks, and am working up a DA brute because I just dig the set.I think your first statement is correct and so is the OP to an extent. Other than for /stone, /willpower and /inv (and I guess SD as well), the other sets are hardmode and need to be combined with a specific primary to even survive, not necessarily to do exceedingly well. The ezmode secondaries have several things in common:
- A reasonable mix of +DEF, +Res and +Res to DEF Debuff
- HP Increase/Heal and/or Regen
- Easy End management in terms of # of toggles, toggle costs and self-heal costs.
Dark's just got too many toggles that don't do enough and stupidly expensive/unreliable self-heals in addition to having all the shortcomings of the other craptastic sets.
Elec gets debuffed into negative DEF and can barely trigger Aid Self.
Eng doesn't scale enough with enemy numbers.
Fire at least has a dirt cheap heal that puts it in the middle of the performance pack between the suckage sets and the ezmoders.
Just pick up an extra attack or 2 and tele and all /Stone's issues are covered. /Inv needs even less. /WP doesn't suffer the fury decay of the weaker sets of waiting for endurance or health before the next set of mobs. /Dark in particular is horrible for this because of the number of toggles, the huge endurance costs of the heals and the craptastic defensive values compounded by the slowness of fury gain due to CoF or OG running (and I say that as someone who thinks /Dark is absolutely awesome for my Scrapper).
After giving up on Brutes after leveling a Dark/Dark and a Elec/Elec, I recently came back and started a Fire/Stone and it feels like a night and day difference from the other sets I've played and I no longer feel like a /Traps Corruptor would be a better addition to the group than the Brute. That is, I think, the biggest issue with playing one of the non-ezmode brute secondaries; the feeling that some other AT can do the Brute's job you're doing better.
I have an elec/elec, and in groups it is effective, and pretty fun. I recently made a DM/DA, and if my tank is any indication, this will end up being my favorite toon in the game. I have a /SD that i really don't like, and a SM/WP that is just plain fun because I can go bonkers without having to watch my end bar.
Each secondary has a different flavor, and requires a different playstyle to get the most out of them.
Set and forget is nice at times, but so is having to be more active in keeping yourself alive.
Quote:I don't think anyone is looking for identical powersets, identical strengths
I would ask that if a set is weaker overall than a second set about half the time, then the second set should be weaker the other half the time... or perhaps WAY stronger a quarter of the time...
Or very approximately so. Noone is going to ask for a stopwatch here, but if one secondary is meaningfully eclipsed by others, without adequate compensation elsewhere? That's a problem.
EDIT: Again, if EA gets energize, this is all out the window.
I still believe that they are all relatively well balanced. Some are better out of the box, some don't shine til later levels. However, all things being equal, in the hands of a competent player, they are all pretty well balanced.
Quote:Originally Posted by SpiritchaserKeep in mind that the devs have previously taken action when an AT demonstrably required pools to do it's job.
I agree with you completely on this. -
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was wondering if anyone was gonna catch that
Quote:Anyway had to say that most if not all brute second set of skills seemed some what balanced to me though some are better than others. EA is my least favorite of the sets but thats personal prefrence more than anything eles. As odd as it may seem surviving 5 even conned minions seems more than doable in all sets, even freaks. Should be fairly easy to boost how good your effectivness is with IO's and set bonuses. Also taking Pools is a must for any build, i mean after all unless you spend your entire life in AE your going to want a travel power and the extra defence/resists that some of the pool powers give are just too good to pass up (save on /WP which really dosent need them)
I hate to say it but Pling a character dosent give you any idea on how a skill set works (or really any in depth way on how it works) some players can figure it out some cant. You miss that leaning curve at low levels which basicly teaches you about what the set can and cant do. Best advice is slot up any holes you see and patch em up with Power pool picks if you think its required. -
Good guide. Am seriously thinking of rebuilding my favorite tank as a brute.
I agree with kioshi, Death Shroud is great. I use it as a minion muncher on my tank, while I go straight for the boss. Boss dies and the minions are usually dead and any lts are softened up nicely.
I agree about CoF and OG, I dropped both on my tank. CoF was nice for holding the boss/AV, but that was about it. OG just annoyed the crap out of me.
I got my tank up to the point now that I will probably drop ST, but, I do use it as a tactical power. Things start getting out of hand in a crappy team, I use my self destruct then pop ST for the stun. That, or if I am just not paying attention and my end gets really low, I will pop it to refill. With Hasten, all it needs is one recharge slotwise. If you are dieing often enough to need more than that, well, don't know what to say really. -
*shrug* fair enough, i'm wrong.
Either way, it is still a mechanic designed for defense sets.
and to whoever commented on me "spouting facts," learn to read. I didn't spout facts. I specifically used the statements, "as I understand it", and "I may be wrong," as I was not entirely sure that was how it works. Turns out I was wrong, fine, I can admit that. I learned something. Maybe a handful of people know every single mechanic in the game intimately, I freely admit that I am not one of them. and I doubt you are either. If you have an issue, man up and state it, maybe even spread a little knowledge, don't just anonymously drop some snide remark on my profile. -
Quote:That is on ElA, I, personally, haven't heard if it is being done to EA as well. If it is, I am gonna give EA another spin.Nobody is mentioning that, because it is not true. Due to Positron talking about this change in an interview and a minor mishap at the beginning of the closed beta that allowed people a little peekaboo at the power list it is quite well known that CP will be replaced with Energize, a short duration half-CP with a regeneration boost and a nice heal all rolled into one neat package.
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Quote:If you really push it, you should actually be able to softcap S/L def, without gimping damage output. Would have to see your proposed build to be sure tho.Hellllo (:
I just recently made a dm/elA and I was wondering how they are together. I know elA has huge holes in it as a set but I thought DM would help with siphon life -- granted it only heals like 19% of health it still helps.
So I made a build on mids taking soul mastery, fighting, fitness, speed, etc. and I got myself to 57% resistance to s/l, 42% res to fire/cold/neg/psionic, and 96% to energy. I also have like 15-25% defense to most everything.
I was wondering if this would be high enough to take the alpha? I'll have power surge on for 3 minutes, and then a 2 minute or so cooldown. I was also wondering if its possible to completely sap big groups in a long fight. It seems easily possible if I use power sink like twice. Ooh and would you all suggest taking Dark Obliteration for a 3rd AoE, or darkest night? Thanks in advance!
Not really sure what you are calling your first and second AoE. Soul Drain and Dark Consumption take too long to recharge to really put in any kind of attack chain. Dark Obliteration is really nice tho. Darkest night is good too, like Tonality said, if you are going against AVs a lot, or running boss farms solo, but other than that, I wouldn't bother.
Sapping big groups is very possible if you slot the crap out of power sink. Not sure on IO slotting on it tho. The only thing is, it shouldn't be much of an issue, minions are sapped easily, but the ones that your really want to sap, Lt.s, Bosses and AVs, well, you won't get nearly as far with them. It really just depends on the groups. If you are planning on farming, I wouldn't count on that as a mitigation tool. In normal content, yeah, on all the little stuff it will work well.
Post your build tho, will make it easier for folks to make suggestions, or see where you can tweak it. If you are working on S/L defense(I would suggest it, as it is easiest to get softcapped), 4 Kinetic Combats in your ST attacks, 4 reactive armors in your resistance powers.
Personally, I would work towards getting softcapped and drop Power Surge, don't get me wrong, Power Surge has it's uses, but I really hate that big crash. Just my personal preference tho, I skip the "god mode" crash powers on all my toons. Normally, if I am in a situation where it would really help, I would have died with it anyway.
Quote:On the topic of fitness on an ELA, you won't need it. Sorta. After you get power sink and you get it slotted for recharge and later end mod, you won't need stamina. And Energize being added with a 2min recharge will help that even more. So just keep that in mind when you get this character up into the thirties, because you can free up space for some more useful powers. Just keep in mind that you will still need to slot like any other brute and keep some amount of end discount on your attacks and toggles.
EDIT* Dark Consumption will also help rid you of the need for stamina. Especially with lightning reflexes making it recharge faster
See, if you take stam, you can generally drop the end redux slotting in your powers and increase your damage output by putting recharge in them.
Plus, I don't like watching my blue bar much, so stam is a nice buffer. Fitness is a good idea anyway, as health is a nice boost to the anemic regen of /ElA.
But the biggest reason for getting stam. There will be situations where there is only one mob to draw off of. -
You aren't a tank. You are a brute, so act like a brute. If the whole group is moving forward, charge in and be the first one there. If they aren't, tell em where to stick it.
Absorbing alphas in regular content shouldn't be that big a deal. If you are doing AE boss farms, absorbing alpha's will be instant death unless the team is with you the whole time and on top of their game. Tough and weave will help, but they won't turn you into a tank.
Now, when you hit 50, you will be in better shape. However, you still won't be a tank. To actually be able to "tank" the way you are talking will take IO slotting. Like you said, these were decked out brutes. My 50 WP brute does decent in boss farms, but that is with a decent team. I will still get nuked if I don't pay attention. Now, as I add more and more IO sets, it gets easier, I am about 50% of the way there. Unfortunately, it's that last 50% that really makes the most difference.
Quote:My stone/WP, when I am done with him, will be softcapped for s/l def, have a few less hp, and a bit more regen. I skipped SoW, not a big fan of "god mode" then crash powersResist-wise, I took Tough, which boosts his smash/lethal resist to about 50%, and 80% with SoW.
Defense-wise, I took Weave, and leveraged 4-slot Kinetic Combats in the single target attacks, 4-slotted Eradications in the PBAOE attacks, 4-slotted Reactive armors in the resist powers, and have the 3% def Steadfast Protection.
otherwise, i slotted for +hp, +regen, and maybe-someday-but-probably-not will slot luck of the gambler 7.5% recharges for some extra recharge.
all told, the bugger's got nearly 2600 hp, regens 110ish hp/sec in a crowd, around 30% smash/lethal def, and around 40% energy/neg energy def. SoW and inspirations can fill in any gaps, really.
Other than WP, i'd say stone and invuln can take quite a bit of punishment; SR, SD, and EA can all be built for softcapped defense (45% is what you shoot for there), and they become very tough at that level of performance. I bet that /fire, /dark, or /elec can absorb more punishment from tough foes if they build for 20-30% melee, ranged/or aoe def.
There is no real reason not to shoot for softcapped def on all sets if you really want to be more "tankish," and it is achievable for at least S/L on all secondaries.
I am going this route initially, just my style of play, but when I find a brute that I love more than the others, I am going to start shooting for purples to boost my damage and recharge, and will back off on the def a bit. -
Quote:I don't quite think it works like that. I may be wrong, but that just doesn't sound right.That is completely wrong: Defense Debuffs can drop your Defense below zero, which increases your enemies toHit-Chance beyond 50%.
Now, as I said, I may be wrong. the magic number for softcapping defense is 45%, because their minimum chance of missing you is 50%, their maximum chance of missing is 95%, due to the additional 45% from your defense. Any additional defense you stack on top is only useful in absorbing defense debuffs.
Now, and again, I may be wrong, the base on that chance for them to miss you is 50%. That is with 0 defense. Defense debuffs in this case, as I understand it, do not decrease their chance to miss you. As I understand it, those debuffs just increase the amount of defense you would have to stack to increase their chance to miss. For example, you have had your defense debuffed to -30%. As I understand it, that does not mean they are hitting you 80% of the time, but, say if you started popping small purples, they would have no benefit until you popped that 4th purple to get back above 0% defense.
Defense debuffs do not increase to-hit chances, they decrease the chance to miss. The base chance of a mob to miss you is 50%. So again, you cannot debuff what is not there. At least, that is how I understand it, I could be wrong
Quote:Resistance to defense debuffs
As of I6, resistance to defense debuffs have been added to some hero and villain sets. Not all sets with defense have had resistance to defense debuffs added: specifically Super Reflexes, Stone, Ice, and Energy Aura have had it added.
There is some confusion surrounding why resistance to defense debuffs was added in the first place. A common theory is that it was added because resistance resists resistance debuffs, but defense does not resist defense debuffs, so there was a disparity. That's actually not true: resistance resists resistance debuffs, while defense avoids defense debuffs.
The asymmetry comes because resistance to resistance debuffs doesn't go down when resistance itself is debuffed: the ability to resist resistance debuffs is itself not debuffable. It never gets weaker. But the ability to avoid a defense debuff obviously goes down as defense itself is debuffed. Defense is vulnerable to what is referred to as "cascade failure" where a defense debuff will reduce defense, making more defense debuffs land, which lowers defense even more, which allows even more defense debuffs to land.
This cascade failure, which occurs for defense sets but not for resistance sets, is the actual reason for the addition of defense debuff resistance, and it was specifically added to sets that rely on defense for a significant part of their protection. Its not an intrinsic property of defense, but a specific resistance added to specific power sets.
For more information on the strength of the debuff resistance, see City of Data listings for various defense powers. -
Quote:That all depends on the player. Seriously. I PL the crap out of most of my toons now. No time or patience to putter through content that I have already done a bunch, if I have to repeat something, may as well make it worthwhile. Now, when I am done, I solo a bit so as to gain a thorough understanding of my toons, that and to not inflict any ignorance of my new toon on others, but really, how long does it take to get a good feel for a character, this aint brain surgery.Energy Aura is not that bad.
My friend used to have a Dual Blade / EA that he likes the most. Partly because /EA Brute doesn't attract as much aggro so he had (he quit the game) more fun with his Brute. It's a bit like sneaky Brute with un-suppressed stealth. You can literally fight from one group to another without being seen. I've seen a Fiery/EA in action that just jumps from one big group to another regardless of patrols.
I have a lvl 50 Spines/EA Stalker and I survive quite well. In fact, Energy Aura is a lot better than Dark Armor on stalker.
Your Brute can't handle 4 even-level minions?? That's your problem, not Energy Aura. I hate to say it.
PS: Oh and stop power leveling your Brute. That's one thing I find the most annoying with AE fast leveling is that I see so many players that just don't really understand their powersets. You level way too fast!
*edit: Oh, and another thing, DA on stalkers is friggin sweet. -
Quote:*scratches head* this makes no sense. Electric armor doesn't suffer from defense debuffs at all. Defense Debuffs can't affect you if you don't have any defense.I know they do not have baked in Defense debuff. Which was why I was mentioning it. Since the set had no other mitigation (other than possible END drain).
Electric armor suffers from Defense debuffs and can end up taking a lot of extra damage from quite a few sources in the game. Electric has no other way to mitigate this damage increase. I know others have methods to cover this I guess this change is to provide a heal and cover this hole.
I was just hoping to have some other mitigation other than Healing. I am sure I will want the new power don't get me wrong I had just hoped for a new direction. Rather than the give it a heal. Making Electric more of a Debuff resistant set.
Now, if you get cj, hover, weave, stealth, or a bunch of IOs, then yeah, the defense debuffs will hurt you, but that is not part of the electric armor set itself, and hence not really an issue.
Without throwing in some defense, which would either be negligible or make the set way out of balance, all they really could do was add a heal. -
I haven't suggested anything of the like, now you are just reaching.
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really, really diggin my db/da stalker. level 27 atm, and it is just killer fun. No end problems to speak of.
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Quote:Tell that to all the people that have played stoners that have done it, both blue and redside, me being one of them. Stone takes almost zero effort to gain the survivability that every other def set has to break it's tail to get. There is no "probably" in overcoming the debuffs in a team setting, at least the majority of them, otherwise you wouldn't have as many people screaming for kins.Stone applies substantial debuffs. These probably ARE too easy to overcome in a team setting, but certainly solo they are formidable.
I'm not quite sure what you're thinking of invul.
To equate the performance of WP with current ele is not the path of wisdom.
If you don't know what I'm thinking of with Inv, then go play one, or talk to one of the many people that play them.
And yeah, I should have included WP with stone and Inv. Well, maybe just Inv, as I have seen people screw that one up too. So yeah, I edit my previous statement, all sets other than Stone are broken by your standard. Hell, even stone may be, as someone new may skip granite while choosing random powers. -
I play my tankers very similar to how I play my brutes as well. Well, at least I did. I pay more attention to the group's survival when I play my tanks now. I do so on my brutes for entirely different reasons. I might actually die on my brute if I just ignore everyone else. What's worse, I won't get all those nifty buffs to my damage, debuffs to their defenses, and all that if THEY die. It's not so much about protecting the team as it is looking after myself, and that is not a bad thing, we are supposed to be villains.