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Posts
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Quote:Nonsense. Brute SMASH!From what I see in my short time playing this game, a lot of brutes have the tendancy to bite off more than they can sometimes chew in the name of fury. I actually think to play a brute you need patience above all else because sometimes fury is going to drop.
A tank is like the brute's older brother, taking aggro when little bro brute happens to bite off more than he can chew. -
Quote:Sure, haven't heard that before...I was choosing to argue from the viewpoint of those of us who prefer *not* to spend the majority of their game time grinding trials to get Lore pets.
"Don't wanna have to grind to 38 until I get my first powerful attack"
"Don't wanna have to grind for influence so I can get extra recharge in my build"
"Don't wanna have to grind till 50 so I can fit purple procs in"
Want better performance? You have to work for it. -
It'll even out as VIP's get reserved server slots on the non-VIP servers.
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Quote:Power Siphon as it stands is driven by attacks, as Burst will only ever give you one charge. That's how I remember it anyway from when I played my KM scrapper, which has since been deleted.I'd be perfectly happy with converting Build Up into being something more like Power Siphon from Kinetic Melee, where it's something that ramps up and ramps down through stacking of the buff over time.
Mind you, PBs have got Cones and Target AoEs (human and nova) and PBAoEs (human and dwarf) which do not have anywhere near the same availability, in terms of a continuous attack chain, like stalkers/scrappers/brutes/tankers do with Kinetic Melee ... which has important implications for being able to self-stack this sort of buff via hitting multiple targets. Easiest way to deal with that "problem" is to have the Build Up Buff self-suppress the ability to "hit more targets" for 1 second after a successful Proc on any attack. That then basically means that you'd get no more than +1 Buff on the stack from any One Attack ... meaning that single target and AoEs would be playing on the same field at that point ... rather than determining the number of Build Up Buffs gained from the number of Targets Hit (which if allowed, tilts the advantage to AoE powers by an absurdly crazy amount).
If you code a PB derivative of Power Siphon that is driven by Attacks, rather than by Targets Hit ... you then have the "luxury" of being able to make the probability of Proc-cing the Buff relatively high (if not at 100% chance), because there's a limit to how many attack powers can be executed within any given window of time, due to their Animation Times. If you do the reverse, and have the power Proc off the number of Targets Hit instead ... then you have to make the chance to Proc relatively low, simply to account for situations where you can saturate your Max Targets limit, and the single target powers will "suffer" for the need to "balance" the AoEs. -
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Quote:I wasn't talking about these levels, unless you want to solo GM's and AV's at 1-37.I want more defender damage for levels 1 to 37. Lore pets are not gonna help me much.
Defenders are a support AT first, damage AT second. Their damage role will mature later than their support role, and that's just how the AT works. Defenders can do a lot of what the damage AT's can do, it just takes them longer to get there. -
Quote:Archery defenders have the most effective Stunning Shot, giving them the longest mez time. Same goes for AR with Beanbag.Actually they don't.
Archery has no secondary effect.
Arguably neither does Assault Rifle (some powers in AR do (One defense debuff, 4 KB), but the set a a whole does not).
I don't expect to see a debuff added to fire just for defenders.
Fire Blast on defenders has no advantages over Fire Blast on corruptors and blasters. None whatsoever, arguable or not. -
Twice per activation, once at the start and once at the end.
You might also find this post interesting: http://boards.cityofheroes.com/showp...8&postcount=30
Nihilii actually plays FA characters a lot so I take his word for it. -
Build Up definitely needs a buff. The difference between that and Sunless Mire+Dwarf Mire is worlds apart.
Making it a Fiery Embrace clone would be awesome. -
Quote:To be fair you're using the well's power to do so.What'd be even cooler is if you could talk to Tunnel Rat's/David's group and get them to add an option to remove the 'ghosty essence' effect from the Lore Pets. My Arachnos Commander, for example, isn't using ghosty soul things; she's summoning extra troops in to fight. The annoying aura kinda gets in the way of that, though.
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Quote:Once you pull the lore pets out, Kinetics is the key. Unless you refuse to use lore pets, in which case you have no right to ask for more damage.Thus, my point still stands. Diamagnetic is the key, NOT Kinetics. The accomplishment may well be possible with Reactive (and I suspect it may also be faster as well, even ignoring the damage, and only the -Resistance), however, as I stated, it is NOT possible with Kinetics and Dark Blast (and take your pick of APP/EPP) alone.
Also note that 35 minutes was with the perma-Arachnobot. Without the Arachnobot, it would have been *much* slower. Rough guess, I would say somewhere between an hour, hour and a half-ish.
Then there's Reactive as well, which works best if you have -res debuffs. And guess which AT has the best -res debuffs in the game? -
Quote:Shield tanks draw aggro like crazy, you must have had lots of aggro beasts alongside you.The last couple of times I did the BAF with my WP/SS tank it got 2 warnings I jump out and wait till the rings are gone jump back in and all of a sudden getting a ring with out attacking. At the same time had a fire tink with there taunt on, and a shield tank with there taunt on and they never got any warnings.
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Quote:I got 2 rings today on my DB/SR without a taunt aura. I can't imagine how things would be if I get a taunt aura.The first time you get into monster DPS mode on your future Claws/SR Brute who has a taunt aura on one of the AVs in BAF, you will suddenly have the desire to turn it off ASAP.
I'm sad every time I absolutely must turn AAO off on my DM/SD Brute.
Between his taunt aura pulses, and a top end attack chain that packs mag 4 threat into every single attack - he would spend basically every BAF perma-banned from combat for generating a level of threat that can outstrip entire leagues worth of players. (Not hyperbole, this has happened).
So now I always turn AAO off on BAF - even against the adds by the way, who have shared aggro with their AVs. If you do enough damage/threat against the adds, the AVs can and will give you warnings even though you have never attacked them at all.
Fun stuff.
To put it simple: When soloing, I want a taunt aura. When teaming, I rather not have it most of the time. -
Quote:I don't want a taunt aura. One of the qualities of being a SR scrapper is not having to worry about aggro sticking to you instead of heading to the tougher brutes and tankers.I'll buy that, but it doesn't explain why the change shouldn't be backtracked to scrappers/brutes any more than Castle's explanation to me on why scrapper SR didn't even get the taunt aura. "Cuz they don't need it" just doesn't sit well with me.
I can live with SR scrappers not being the top dogs of survivability because I don't have to carry the aggro for the team. This lets me focus on dealing damage instead of resorting to things such as Aid Self, or running away after I get 2 rings on a BAF. -
DB/SR scrapper is an amazing combo if you aim for the top attack chain. Not only can you reach the top attack chain, you can get lots of damage bonuses going on as well.
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Quote:This is all assuming you know what you're doing and you have buffers boosting your regen. I should have been more clear.You need more then High HP, and not all tanks take rebirth. I do not have it on my tank plus if you are getting hit by the green mitos no kind of heals will heal u even rebirth, granted it will help u get regen but u have to remember it takes 5 min for it to recharge, I prefer getting RA from the emps.
Quote:Originally Posted by C&EAn SR tank will have significantly lower HP than most other tanks, and less ability to absorb damage than all of them.
Ice, Invuln, and Stone all get a Max HP boosting click power.
Willpower and Shield both get a HP boosting
Fire, Electric, and Dark don't get max HP boosting powers, but they do all get solid resistances and a self-heal. Additionally, you can add survivability to those sets by adding defense. SR cannot add resistance the same way.
SR has no real resistance to speak of, and it doesn't get a self-heal. It also has no way outside of IOs and Accolades to boost it's HP total.
Don't get me wrong, I don't think it will be a BAD set for tanks. It's just that SR will do what many tanks can already do (softcap defense), and it doesn't have much else going for it.
A set that gets good resistance values AND is softcapped will survive much better than a set that is JUST softcapped. I think with the sheer number of enemies a tank is expected to have on them at all times, you're going to see the RNG screw SRs on a regular basis, and SR doesn't have much of anything else to fall back on once it's defense is breached. Anything other than S/L damaghe is going to be hitting at full strength, and some of the tougher enemies in high level content hit REALLY hard when they land a blow.
Quote:I don't think SR on a tank will outright suck, but I don't think for a second that it's going to be as ZOMGAWESOME as some are thinking it will. -
Quote:A softcapped ELA easily trumps the new EA survivability wise, and ELA still has a damage aura.Wow. These are some great changes, but until I see the numbers it sure seems like the set tramples all over ELA now.
- Scaling +recharge possibly superior to Lightning Reflexes with endurance and slow protection in passives.
- Energize across the board.
- Scaling defense accessible through Energy Drain.
My Energy Armor brute will love these changes, but this supposedly gimped set was already tougher than my ELA Brute.
Granted this won't manifest at the early stages of ELA's career, but depending on how much you're willing to invest in your ELA character I would think twice before deleting it. - Scaling +recharge possibly superior to Lightning Reflexes with endurance and slow protection in passives.
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Quote:I recently tanked the Faathim TF(Heavy on Nemesis and Rularuu) with my SR scrapper, and with team buffs, inspirations, and temp powers we cruised through. As for Hami, all that matters there is having high HP(all tankers can have high HP), Regen (hello rebirth), and Taunt.Not on Hami raids.
Doesn't really help when stuff bypasses your defenses and hits for 90-100% of total damage output. Even on a tank that hurts, and you can't bolster your regen far enough to account for that sort of thing.
You can carry 20 inspies. Even if they're all larges, that's still only 20 or so fights. Yeah, a 10-15% resistance boost from a small orange would increase survivability, but not that much.
So back to the days of "SB pls!".
Nah. Pass.
I love SR on scrappers because I get plenty of spare slots, which can be used to get more damage bonuses and recharge bonuses. I can imagine the same for tankers, except instead of damage and recharge you can aim for the incarnate softcap, HP, and Regen. -
I would personally like to see Overload (tier 9) changed while they're at it.
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A successful Empower combo gives you a slightly better damage and ToHit buff out of Blinding Feint.
Without Empower: +30% damage.
With Empower: +40% damage
Since the difference is quite small and with Fury giving you damage buffs as well, I'm not surprised you didn't notice it. -
Here's an affordable SD/Elec build I have:
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SR Tankers will have a lot of spare slots for sure. Plenty of fun possibilities.
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I think Thermal is significantly more attractive for Defenders than Fire Blast. Fire Blast's only redeeming quality on Defenders is RoF, and Defenders get more out of Ice Storm+Blizzard than RoF+Inferno.