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Well, i forsee trials being used as a means to encourage automatic teaming. As far as we know, the halloween trial will have no set level range, as the trick or treating aspect works off whoever clicks it, so i'm thinking the halloween trial will work off the leader.. granted that could end badly if a level 50 joins with a bunch of level 15s.. and then the 50 quits.... lets hope its beta tested a few dozen or so times before it hits live.
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Quote:Astrals are used much more then just converting to threads. You can roll random recipes (like reward merits) you can get costumes, and you can get specific recipes, Plus i think you can roll random t4 inspirations.It takes 20 to craft anything useful. 10 threads are useless. FOUR from an Astral, which we were originally talking about despite your silly change of subject, is even WORSE.
The 4x merits is still a better.
10 more threads a day means that after 2 days, you can craft 3 components, instead of 2. thats a 50% increase....
Plus thats not considering your earning shards doing said arcs, which you can convert into threads for free now... -
Quote:Well, yes and no. Damage auras themselves build threat, even if you don't have an added taunt component. Its mainly due to the threat formula.. Basically if you have 2 scrappers (or even a scrapper and a stalker) pounding on the same mob, and one has a damage aura and the other doesn't, the damage aura scrapper will be building more threat on the mob, and probably taking the brunt of the 'tank' work.Apologies for nitpicking, but damage auras on scrappers don't have a taunt component.
Which is very true, but the main reason for that is that [burn] causes so much 'fear' due to breaking moral which causes the mobs to flee. If you didn't have burn doing so much damage, mobs wouldn't run from a /FA scrapper, and would usually stick to said /FA scrapper more often then say a /SR scrapper. -
Quote:I'm on a pretty tight budget.. as in i saved up cash, just to buy the 12+2 month trial so i can save literally 60 bucks a year on my CoH costs. The way i figure it, i got an additional 4 months free with that purchase, so it was more then worth it.I agree BUT some of us are on budgets. Do you think we will wait until we have enough VIP points to purchase a power or costume pack or power? Maybe. More than likely, I doubt it.
Makes me kinda wonder why keep paying a monthly sub. I know if I don't it may lock some of your toons (if you have a ton of alts like me). That is my concern. I don't mind reduced content access; most of the content is a re-hash; I am betting the signature arc will be the same old maps with a new story (*yawn*); and the trials are kinda lame after the first 50 times ( ).
Anyway, something to mull over...
Right now, when a booster comes out i really want i either wait until a holiday and beg my relatives, or i go without (as in, without the booster) until i can afford it.
I've also used all my character slots, and while i do want more, i can't afford it, so i go without.
With the new system in place i earn 400 points a month, by just paying what i normally pay, which means over time, i can buy that booster pack i want (or really, just the costumes in said pack) or buy additional character slots without actually having to change my budget at all. I see that as a net GAIN instead of a net LOSE. -
Anything /willpower on a brute.
Once you get RttC you can basically walk into anything and just smash things. The higher HP base feeds your regen, and inherent fitness just made sure you don't ever have to watch your endurance or health. -
Quote:Brutes have the same base numbers as scrappers, so on SOs, scrappers = brutes for survival. Now, once you add in IOs, and buffs, brutes will out survive scrappers, due to higher caps (Base HP is also higher on a brute, then on a scrapper, and at the damage cap, scrappers out damage brutes by about 5 - 10% depending on the attacks in question, and criticals)Well, you are right with some of it.
But a brute is only slightly less tough than a tank and only really does slightly less dmg than a scrapper.
Quote:The brute is tougher than a scrapper, surely. And, here is where the scrapper thing falls short. Brutes have a taunt aura and scrappers do not. Brutes have taunt (single target) whereas Scrappers have confront (much weaker). If you want to do something SORT OF like a scrapper but you want to do so infront of your teammates, then you can do so as a brute.
Tankers get Punchvoke allowing them to build equal threat on up to 5 targets, where brutes get Pokevoke allowing them to build threat off 1 target at a time.
And again, the damage difference, at the damage between scrappers and brutes is about 5 - 10%, which really only factors the critical chances scrapper have. Damage caps are measured with 100% base, so a tankers cap is really 400%, a scrappers is 500% and a brute is 775%. This is so damage debuffs work correctly, as explained here Damage caps -
Quote:Which it doesn't do anymore. Fury has been changed quite a bit since issue 6 (or issue 5, whichever was Villains beta) so ice armor won't conflict anymore.First of all brutes don't have ice anything, tanks have ice armor/ice melee. And stalkers are going to get ice armor. From what I read the reason brutes don't have ice is because it conflicted with fury building a long time ago.
So the reason why brutes (and scrappers) don't have it yet is just mainly a factor of time. Sooner or later they will get it, but they aren't getting it now. -
Is this on live? (i'm seeing Virtue, liberty, and other server names actually said) Or on beta? with said live characters (on the various servers) being transfered over to beta.
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I usually slot Acc, then damage, then end reduct, usually in that order. That way I'm always hitting (around 95% on whites) always doing slightly more damage then before (think 33% more) and costing less end.
On my toggles i usually do 1-2 end reduct, and 1-3 defense/resistance/heal, whatever it enhances. I normally create an IO build with sets, then try to duplicate the important values (damage, acc, end, recharge) via SOs. Then when i hit level 37/47 and replace those SOs with IOs, i have about the same character, just with the added bonuses of sets. -
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Here's my SS/invuln/Soul..
I took gloom, and darkest night, and with 10 foes in range, plus darkest night running (cardiac alpha means i don't have end issue) i'm pretty set. Ran an entire Lambda, at only +1, tanked everything, even Marauder for awhile and didn't die once.
It might give you some ideas on how to build it.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Sutdepa: Level 50 Technology Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
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Level 1: Punch KntkC'bat-Acc/Dmg(A), RechRdx-I(42), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 1: Resist Physical Damage ImpArm-ResDam/Rchg(A), ImpArm-ResDam(43), S'fstPrt-ResDam/Def+(43)
Level 2: Haymaker KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 4: Temp Invulnerability RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(42)
Level 6: Dull Pain Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(15), Dct'dW-Rchg(40)
Level 8: Knockout Blow C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 10: Combat Jumping LkGmblr-Rchg+(A)
Level 12: Taunt Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(13), Mocking-Acc/Rchg(13), Mocking-Taunt/Rng(15)
Level 14: Super Jump Winter-ResSlow(A)
Level 16: Unyielding RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(17), RctvArm-EndRdx(40)
Level 18: Rage GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(40)
Level 20: Resist Elements RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(27)
Level 22: Resist Energies RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(27)
Level 24: Hasten RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Boxing Acc-I(A)
Level 28: Invincibility RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(29), RedFtn-Def(34), RedFtn-EndRdx(37)
Level 30: Tough RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-EndRdx(31)
Level 32: Foot Stomp Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Tough Hide LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(36)
Level 38: Weave LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def/EndRdx(39)
Level 41: Unstoppable TtmC'tng-ResDam/Rchg(A)
Level 44: Gloom Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Darkest Night DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48)
Level 49: Summon Widow ExRmnt-Acc/Dmg/Rchg(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Radial Boost
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Level 1: Brawl Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift Run-I(A)
Level 2: Hurdle Jump-I(A)
Level 2: Health Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 2: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-End%(50) -
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Quote:Last fight in Keyes.. plenty of standing around. Lambda is harder to pull off, due to movement, but keyes has enough 'standing still' parts where you can make triage useful.This is funny because people used to complain about the usage of Triage because it isn't mobile enough and many people suggest adding +endurance/recovery to it to make up the loss of mobility.
I guess that's why they invented Panacea. :P
I've never invested in a trapper to get that high recharge. If the fight lasts that long, I guess it can be good. BAF will be perfect. Not so much in Lam and Keyes. -
Burn would be useful, due in part to its massive AoE damage, very nice single target damage, and quick recharge. Plus the lasting DoT makes its DPA pretty high. The added redraw may not affect you as much, especially if you only use burn every 10 - 15 seconds. That'll be about every 2 - 3 chains of claws.
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Quote:Panacea seems to proc a little more often then 20% (either i get the heal, or i get the +end every 10s, sometimes i get both) Plus, with a 20% chance, if you have 10 people in range of triage beacon (easy to do in leagues and such) at least 2 people will get the proc every 10s.Triage will only proc once in 10s and it's only 20% chance? That still doesn't seem that good to me.
I mean Panacea is one expensive piece to get. I am not sure if it's worth the effort to get it.
And its per triage beacon. So if you have 2 - 3 triage beacons, you have 2 - 3 20% chances going off every 10 seconds. and depending on timing, you could have the proc firing every 3 seconds or so (3 triages, spaced apart)
its expensive, but with it helping out entire leagues (including MM pets) it can get pretty nice.
Quote:Now if i made a trapper i would make a corruptor for the higher damage, only problem being the higher levels of def bonuses for the softcap - meaning less recharge and ultimately less proc'ing beacons. Will corruptors still have the recharge to stack 2 or even 3 beacons? -
Quote:The thing is, there is only 1 thing i can think off where 'ranged taunt' would actually be useful, that is on a Hami raid, for the hami tank. Any other time a tanker(or brute) would need to hold aggro he can do so in melee range, which allows him to abuse Gauntlet, and his taunt auras.Adding range doesn't make it redundant. The "unless" and "or" are appreciated.
And if that blaster comes in and nukes and everyone's not dead, they suck and I will let them die, which they won't as enemies love an ice tank. I hate to let a blapper live, but it happens.
while i will admit 'Taunt' has its uses, they are very few and far between, and saying 'no taunt = bad tank' is a very close minded argument especially with the equations and math shows that 'threat' can be built without using taunt. -
Quote:As per http://paragonwiki.com/wiki/Taunt_%28Status_Effect%29 'taunt' the power only really adds a 1000x multiplier to your attacks for the duration of the taunt power. But, http://paragonwiki.com/wiki/Threat hows that any AT can build up threat on mobs, without using taunt specifically, especially when ALL of a tankers attacks apply the 'taunt' affect, giving ALL of their attacks the 1000x multiplier to threat. Taunt the power just allows you to apply the threat multiplier from range, and affect much more targets then Gauntlet will normally allow to you do.I have been playing a tank now for a little over 6 years and I have also seen people who say that they do not need taunt and next thing you know they lose aggro and the squishy that got it dies. So yes I am saying no taunt=bad tank. There is many times in the game where your going to need taunt. Keeping hold of AVs, getting the baddies off of squishy to keep them alive, doing HAMI. An emp might be able to get by on the other buffs but it is better with heals to keep team alive, just like a Tank needs to hold aggro off of the rest of the team. And yes I have been on a squishy with a tank that was just like you, they have been playing a Ice tank for over 5 years and they lost aggro from an AV because they had no taunt. I died. So I am a firm believer that a Tank should have Taunt.
Now ice/ has 2 auras, that pulse every few seconds, that apply this same 1000x multiplier to the ice tankers attacks, basically making 'taunt' the power redundant, unless you both need, and have a way to maintain range threat, which on a tanker is limited to only epic power pools, or select powers with limited recharge (taunt -> hurl will allow you to build threat from range, but that blaster who nuked in melee range will pull threat right off you pretty quick, even though you used taunt) -
Eh, taunt is only as useful as the time you have to use it.
Chilling Embrace, Icicles, and Gauntlet allows you to hold aggro on upwards of 5 mobs without having to hit taunt once. -
DPA, damage per activation is what your looking at, not 'OMG i hit him for 500 damage' as Blazing bolt takes like 6 (or more) seconds to animate, you really only did like 90DPA (and DPS for that matter) where blaze, does about the same damage, but in 1 second time. Which do you want to use more? something that does 90 DPa.. or something that does 500 DPa?
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Well, what if you add integration, and took out fast healing? that way they have the same amount of passive regen (due to integration giving regen) but they have KB protection.. I know Hand Grenade only has a chance for KB, and being able to chain Spin -> Hand grenade will up the AoE damage by quite a bit, especially if you can limit the KB. granted, you'll probably burn end just as fast, but in theory it could cut down on the timing. And Hand grenade can be used to pull Alpha/Beta closer to you, so you have less running (and more time to smash)
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Quote:Scorpion shield, while amazing, probably won't be very end effective, due to PB/PBU Farsight being near perma. That, plus the -tohit PBAoE toggle, means you can effectively softcap yourself on SOs. (assuming PB, and farsight, as PBU won't be able to recharge fast enough on SOs to keep up with farsight.. IOs, maybe, but not SOs)All this talk of PB/PBU is interesting. I first assumed I'd be going with Scorpion Shield to softcap s/l but now it seems I'll have to play around in Mids and see what I can come up with.
I forsee /time being a very useful as a 'league' healer. While emp, and /pain are great for keeping 1 to 4 targets up and active, /time will cover basically everyone in range with HoTs, and boost everyones recharge enough to allow them to usually save themselves.
Acclerated allows /time to work towards the 'team' healer aspect a little more, due to being able to boost its heals on 1 - 4 targets, as well as keeping everyone else boosted as well.
Its old terms i learned from other games, but its the way i see /time. Being able to cover both single target heals (due to acclerated) and team heals (due to the AoE nature and HoT mechanics) pretty well. Keyes for 1 will be a TON easier with 2 - 3 /times on it, keeping the HoTs active. -
Your quote, was a think, beyond sarcasism.. Though.. if you take burnout.. and rebirth t4 +regen.. you can almost chain them together enough to have t4 rebirth -> IH (once you get to the minute mark) -> burnout (once IH drops) -> IH -> t4 rebirth... if i assume the recharges right, you should be able to about chain that forever... Maybe even just IH -> rebirth -> IH, but you'd only get the lowest bonus from rebirth by the time you hit IH again..
I'm doing napkin math at work, so it could be wrong. someone would have to do the recharge calculations for me.. Could be better then IH toggle, as it would cost less end, and give you a massive heal every few minutes, due to rebirth being hit.. -
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Quote:well.. it woud really depend on whats more likely, solo i'll be using power build up for the power boost, and aim for burst. Teaming, i see me using power build up in the middle of a group, popping off far sight, then nuking with the BU buff up, then hitting aim, and going at it some more.'If you're going Power, it'd probably be better to slot PBU with +Def HO's(Cytos are the cheapest) and use it before Far Sight.
I'm personally liking Dark Mastery, as with all the recharge getting Soul Drain perma would be easy.
It really depends on what needs to be hit, what needs to be buffed, and if Power boost makes the accerlated buff as awesome as i'm thinkin it will (due to 150% heals going off on the accerlated target.. or something like that)