Auroxis

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  1. Auroxis

    SJ and ...???

    I don't get why no one's mentioned SD yet. A well saturated AAO + Crushing Uppercut is like stalker level spike damage, and both sets have -damage components which stack together nicely.
  2. If you're an SR tanker, you should always try to have a tray filled with orange inspirations, especially for situations like these. Also, temp powers like Eye of the Magus, Wedding Band, Elusive Mind, and Kinetic Dampener really help.
  3. Yes you can reach 90% S/L, with a resistance Alpha, PVP +3% resistance, and Barrier. There are other options like specific IO sets, but those sacrifice building for defense.

    It will get easier with the new AT-specific set, but unlike the brute version that receives +5% defense, the tanker version receives no defense at all which makes fitting it into a build significantly harder, which is ridiculous if you ask me.
  4. Quote:
    Originally Posted by Kioshi View Post
    Musculature on a Brute is a baaaaad idea. Low base damage, Fury mechanics, stuff. It's good for ATs with high base damage like Stalkers, Scrappers, Blasters, Doms.
    While it's the worst on a brute, it's still pretty good if you're pleased with your levels of survivability and recharge. Some people like getting more damage, some people like getting more survivability, it's a matter of taste.
  5. Auroxis

    Emp/Rad

    Quote:
    Originally Posted by Hindenburg View Post

    even a defender's heals with the villian PB is < a troller with PB (about equal actually)

    You can always unlock the villian Epics to get Power Boost on a defender.

    all this to say you don't HAVE to play a defender to be "the best of the best for healing"
    What about the pre-epic game where heals are needed more? What about the 60-90% of the time when PB won't be up? What about heal enhancements+set bonuses+spiritual? What about Clarion?

    All of these work in the defender's advantage, and I don't think you're taking it into account.

    As for a build, just focus on getting recharge from set bonuses, and don't forget vital things like slotting Fortitude for recharge and defense.
  6. Quote:
    Originally Posted by MrLiberty View Post
    New Tanker Inherent : Demoralize (Borrowed from the opposite idea of Starsman)
    That's more like it, but I think you should post it in the Consolidated Tanker Improvement Ideas thread.

    We don't really need multiple active threads on the same topic.
  7. Quote:
    Originally Posted by Death_Adder View Post
    Musculature won't help much with endurance, it alters end mod, not end red so all it will be boosting is stamina, physical perfection, and superior conditioning to give you a very small increase to max end and recovery. Also, the damage boost is underwhelming on brutes due to fury dilution.

    Agility is a better choice for SR, as it heavily boosts defense, recharge, and still gives the little bit of end mod that you are getting from musculature. Otherwise if you need endurance management, nothing beats cardiac.
    A damage boost is still a damage boost, and you can reach a point with SR builds where you have enough defense and more recharge than you actually need. At that point, the extra recharge from Agility won't help as much as the extra damage from Musculature.

    It's certainly a good idea to go for Agility before you reach that point in your build, though.
  8. Quote:
    Originally Posted by Flower View Post
    I think the focus of secondary paring is for endurance management. TW eats a lot of your blue bar so most are going for secondaries that have endurance management tools.

    The reason you don't see Super Reflexes more is that it has three toggles and no endurance management tools. That doesn't make it a bad choice however. I've seen some of the forums paring TW with Dark Armor, if you can make that work then anything will work.

    I am with those who say play what is fun for you and fits your character concept. With IOs you can make anything work.
    I'm thinking with Energy Mastery and Musculature Radial, endurance shouldn't be too much of an issue.
  9. Yes it does, for the following reasons:

    1. It's easy to get a lot of recharge with SR, which means you can get your momentum up almost all the time.

    2. SR has only one click power you have to use once every two minutes, which makes it very good for redraw.

    3. Early on, the extra melee defense from TW stacks really well with SR before you get IO's to softcap yourself without it.

    4. Later on, if you've somehow gotten tons of recharge from IO's and are softcapped, you can focus on getting more damage bonuses from Musculature and sets. TW has very good base damage(and is penalized for that in its Build Up power), so it benefits a lot from damage bonuses.

    That said, EA and Elec are probably the better choices for recharge heavy builds if you're a min-maxer.
  10. Quote:
    Originally Posted by Leo_G View Post
    Did you read the thread? 2 posters actually agreed with the OPs suggestion before everybody bandied against it.

    Then you ask if the OP had been drunk at the time. What's worse? Saying incoherent gibberish while you're drunk or honestly supporting the incoherent gibberish of a drunk?

    ...all in all, I just think your comment about him being drunk was uncalled for but I figured it was in good fun...although that's questionable considering I have to come back and explain to you how my previous post was relevant. So now the 'notsureifserious.jpg' may have been appropriate in reply to your previous post...
    I see no people in this seriously approving OP's suggestion, and if you think asking someone if he's drunk is somehow uncalled for then eh...

    I think you're the one being too serious, lighten up.
  11. Quote:
    Originally Posted by Leo_G View Post
    Lol why you pickin' on him? What about the couple of posters that agreed with him in the first few posts?
    I have absolutely no idea what you're talking about.
  12. 1. Misleading thread title, I was hoping it was actually something new on beta.

    2. The numbers are incredibly overpowering.

    3. The premise of the inherent is to reward tankers for not tanking.

    Were you drunk when you made this thread?
  13. A DB/Elec scrapper currently holds the top Pylon time, that should tell you a lot.

    If you want to go Brute, don't go DB as Blinding Feint is pretty sucky for Brutes. I'd suggest you go for TW instead(or SS, but then you get the "just go SS/FA and win the game" argument).
  14. I have a lot of experience playing Sonic, and my only complaints are Liquefy's long recharge and how Sonic Siphon works.

    When I use Sonic Siphon on an AV, I have to remember to apply it every 30 seconds, but what happens is that I use it once every 20-40 seconds because, well, I don't like counting the seconds after I cast it. I'd like it if the power became an enemy toggle which gives you +recovery(because sonic doesn't need another end hungry toggle), and inflicted -resistance on an opponent.
  15. Quote:
    Originally Posted by Death_Adder View Post
    Dark Melee adds much more survivability from the heal in siphon life than the minor -To Hit.

    Really though, SR is much better on brutes and tanks than scrappers. Lower hp makes you more vulnerable to being 1-2 shot and give less room for the sliding resists to keep you alive. No taunt aura means your kill rate is lowered as you have to chase down runners. It can work, my first 50 is a DM/SR. It's just much better on a brute.
    Lower HP argument holds true for pretty much all secondaries, and it's not like you can get 1-shotted anymore either.

    Having no taunt aura is pretty bad solo, but for teaming it can be a blessing. What I mean is that as a scrapper, you are a damage dealer first survivor second, and having to deal with tons of aggro can in times lower your damage potential(when you die/run away/combine insps into a green instead of a red).
  16. Spiritual/Cardiac is a crutch, real men pick Musculature.
  17. Auroxis

    ST damage

    Quote:
    Originally Posted by boppaholic View Post
    Final situation: Teams.
    A Fire blaster on a team will do their superior raw DPS. But that's it. Let's say a Fire blaster does 350 DPS (which is great IMO), while another player does 150 DPS raw. That's a total between the team of 500 DPS. (This is a very small team, but it illustrates a bigger point that I'm making later).

    Now lets say a Sonic blaster does only 200 DPS raw, while another player does only 150 DPS raw. Raw damage, they do a combined DPS of only 350. Much worse than the Fire blaster team. But let's assume the Sonic blaster is maintaining a resistance debuff of 50% on the target. The Sonic blaster's DPS now goes up to 200*1.5 = 300. This is still less than the Fire blaster. But the Sonic blaster is also making the teammate do more damage. The teammate's DPS now goes up to 150*1.5 = 225. Combined, they do 525 DPS. So in teams, even in a team of one, the Sonic Blaster can outshine a Fire blaster in terms of ST DPS (Sonic does not have good AoE and would not compete very well with fire, even if we include resistance debuffs).
    While true, remember to take into account a situation where the team also has resistance debuffs. For example, if that same teammate with 150 DPS also had a -30% consistent resistance debuff, you end up with Fire coming ahead.

    It's a truly YMMV situation.
  18. Quote:
    Originally Posted by Johnny_Butane View Post
    I tend to look at it like this.

    When I'm running my Brute solo and hit a rough patch, I pop a purple inspiration or two and I'm laughing. Or a green or an orange for that matter. I don't suffer any damage penalty of any kind and I don't faceplant.

    When I'm running my Brute on a team or league, I'm buffed, healed, still have access to inspirations, and I'm still not faceplanting 96% of the time. And if I'm with a Kin or some Leadership buffs, I'm outputting sick damage. And I know that no matter what new Incarnate powers or IOs are coming down the line, I'm only going to get better offensively and defensively. I feel like, comparatively speaking, the sky is the limit for this character.


    When I'm running my Tanker solo, I don't faceplant either. But I'd have to mainline reds for the whole mission to perform as well as the Brute.

    When I'm running my Tanker on a team, I'm not faceplanting 98% of the time. I'm not dealing sick damage. I'm against the damage cap with one decent Kin or some Leadership buffs. And I feel like unless an Incarnate ability or IO set arrives that alters damage caps, I'm not really ever going to deal sick damage and probably not even get much better and pushing 98% survivability to 99% is pretty hollow in light of that. I feel like this character has no real future or growth potential in any way I'd want to take them.



    .
    When you're buffed to the gills with a brute, your 50%'ish higher damage than a tank doesn't really mean that much either, as you have about 7-23 other people dealing damage alongside you. Meanwhile a tank is giving that entire team/league a significant resistance debuff against hard targets, and doing a slightly better job at tanking.

    My main beef with tankers isn't that their damage is too low when everyone is buffed to the gills, it's that having more than one tanker on your league/team isn't that attractive due to how bruising works. Make bruising stack-able with diminishing returns and that would help out a lot. Heck, I'm not even sure implementing diminishing returns would be necessary.
  19. Auroxis

    ST damage

    Depending on your Team/League, Sonic is a good contender as well.
  20. For scrappers, WP is superior to Inv in my opinion.

    The main reason is the aggro, as Inv gives insane amounts of aggro when compared with WP, which gives you "just enough" for mobs to stay put. Also, Inv is more suited to Tankers and Brutes in a sense that they can take better advantage of Inv's strengths, with their higher HP and resistance caps.
  21. Quote:
    Originally Posted by Severe View Post
    never saw the need honestly..where are you seeing the need for soft capping e/n?...i mean im willing to always look for a better build..but i need the reason first.on most tf's theres really no need.

    and on trials i dont even use the defensive build.
    All the lategame TF's have lots of E/N damage. I'm not gonna say you "need" it, but if you're building an FA tank for maximum survivability then you want to include E/N defense in there as well. It's viable now due to Barrier, as you can build for a 40% S/L/E/N defense base. Barrier also gets you close to the S/L resistance hardcap if you picked Cardiac.
  22. Quote:
    Originally Posted by Severe View Post
    because if you notice with most melee defense bonus's they coinside with s/l defense bonus's.it was never intended to be that way. it literally was only worried about s/l since all 3 positionals isnt able to work on a fire tank for soft capping purposes.

    in the end its still a killer and never hurts cause you are a tank and melee 90% of the time.
    The melee attacks which have no S/L component are so rare though, and I can't come up with an NPC group that has them. Instead of slotting tons of Obliteration sets, why don't you go for Eradication on your tank build instead, for E/N defense and HP?
  23. Quote:
    Originally Posted by Severe View Post

    my 2nd build is a team based tf machine!..less about recharge and more about team tanking ability. im soft capped in s/l and melee and hes a beast on tin mages and apex and on kahns i can handle all 4 av's at once and not blink an eye.
    Why did you softcap melee if you have S/L softcapped? And why didn't you softcap E/N? If you rely on Barrier you can do both S/L and E/N softcaps without sacrificing too much.
  24. Quote:
    Originally Posted by John_Printemps View Post
    But, I don't... think you read the... rest of my post? It is quite literally possible for Power Siphon to be "Virtually Permanent." If I have "Perma-PS", then where am I ever not getting an awesome Fiery Embrace?

    Even if there's down spikes in PS's usage, just as Arcanaville pointed out, you can easily time them out in between mobs. The only situation where it would effectively matter would be against a single target...which, again, you can end up with a virtually perma-PS in that situation, making the argument of getting a bad FE null and void. This isn't "Special Synergy," this is "Basic Game Play." Are you going to pop Fiery Embrace ten seconds before you rush the next mob, then hit Power Siphon and absolutely waste FE? No, not likely.
    Considering the hefty recharge timers I can't see it as something you could easily do unless you tailor your content to fit it, as traveling from one mob to the other doesn't always take long enough for FE/PS to recharge.

    Against a single target, the crit is 15% and it has 2-3 chances to pop before PS deactivates. Not something you can rely upon.
  25. Defenders do have a specific advantage they don't normally get with other buff sets. Due to the fact that Power Boost/PBU is better on defenders than it is on corruptors, a defender will end up with significantly better defense numbers if it goes for the PB/PBU+Far Sight route.