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Posts
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Joined
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Okay, at 22 as of this post. Slotting is going as okay as low level slotting can. I am copying exactly the build I have play tested at 50 and really enjoy. I am using tuned KCs, and am probably going to pick uyp some tune reactives soon.
I have the missions set pretty easy, just coasting through and reading the game as a giant interactive comic. Some of the blueside stuff is surprisingly well written. The Faultline stories are very nice. Who knew clockwork were psychically controlled. And now that you mention it it makes perfect sense. The Clock King is a brain in a jar. Who knew the Sky raiders captain's outfit would make Elvis say "Now that is gaudy..."
As I finished level 19 was at 197 badges and 315 merits. Have started hero tips and will be converting merits to A merits. Goal is to fund the next project like this with this character. (Next will be a pure badger, prob Rogue, and not really into every arc/mission/story)
I think this is the last day of the Ski Chalet. Bought an extra respec from the elf. Will be renewing the temp rez power and the Jingle Jet flight pack to maximize availability of both during the long trudge through low level content. -
Setting aside all the high falutin math and not wanting to pull out my very dusty (and rusty) multi-variable calculus work, let me just state this. The avg. time wait listed for any trial in the queue is a freaking lie. fix it.
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Here is what I am currently rolling with as my main. I went Musculature Radial Paragon, Reactive Radial Flawless, Pyro Judgement.
He is very very Tanky. I use the Heal to paste the Psi hole, and pretty much nothing else scratches the paint except incarnate trials.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
SS-Invul Brute: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
Level 1: Resist Physical Damage -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/Rchg:40(9)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal:50(15), Dct'dW-Rchg:50(15)
Level 6: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(17)
Level 8: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(17), Hectmb-Acc/Dmg/Rchg:50(19), Hectmb-Dmg/EndRdx:50(19), Hectmb-Dam%:50(21)
Level 10: Resist Elements -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(21)
Level 12: Fly -- Winter-ResSlow:50(A)
Level 14: Kick -- T'Death-Dam%:40(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam:40(29)
Level 18: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(23), GSFC-ToHit/Rchg/EndRdx:50(23), GSFC-Rchg/EndRdx:50(25), GSFC-ToHit/EndRdx:50(25), GSFC-Build%:50(29)
Level 20: Resist Energies -- Aegis-Psi/Status:50(A), Aegis-ResDam/EndRdx:50(31), Aegis-ResDam:50(31)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33)
Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(34)
Level 26: Hurl -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(34), Apoc-Acc/Dmg/Rchg:50(36), Apoc-Dmg/EndRdx:50(36), Apoc-Dam%:50(36)
Level 28: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def:50(37), LkGmblr-Rchg+:50(37)
Level 30: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(39), RedFtn-EndRdx/Rchg:50(39), RedFtn-Def/EndRdx/Rchg:50(39), RedFtn-Def:50(40), RedFtn-EndRdx:50(40)
Level 32: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(40), Armgdn-Acc/Dmg/Rchg:50(42), Armgdn-Dmg/EndRdx:50(42), Armgdn-Dam%:50(42)
Level 35: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(43)
Level 38: Superior Conditioning -- P'Shift-End%:50(A)
Level 41: Physical Perfection -- P'Shift-End%:50(A)
Level 44: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(45), Mocking-Taunt/Rchg/Rng:50(45), Mocking-Acc/Rchg:50(45), Mocking-Taunt/Rng:50(46), Mocking-Rchg:50(46)
Level 47: Laser Beam Eyes -- Dev'n-Hold%:50(A), Dev'n-Dmg/EndRdx:50(50), Dev'n-Dmg/Rchg:50(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
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Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(43), Numna-Regen/Rcvry+:50(43), Numna-Heal:50(46)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(48), P'Shift-EndMod/Rchg:50(48), P'Shift-EndMod/Acc:50(48)
Level 1: Brawl -- T'Death-Dam%:40(A)
Level 1: Fury
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
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Set Bonuses:
Kinetic Combat
(Punch)
MezResist(Immobilize) 2.75%
22.49 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Reactive Armor
(Resist Physical Damage)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Reactive Armor
(Temp Invulnerability)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Doctored Wounds
(Dull Pain)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
Kinetic Combat
(Haymaker)
MezResist(Immobilize) 2.75%
22.49 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Hecatomb
(Knockout Blow)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Steadfast Protection
(Resist Elements)
3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Gladiator's Armor
(Resist Elements)
3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Winter's Gift
(Fly)
20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Reactive Armor
(Unyielding)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Gaussian's Synchronized Fire-Control
(Rage)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
28.11 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Aegis
(Resist Energies)
5% RunSpeed
3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
3% Resistance(Psionic)
Reactive Armor
(Tough)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Luck of the Gambler
(Weave)
10% (0.62 HP/sec) Regeneration
16.87 HP (1.13%) HitPoints
9% Enhancement(Accuracy)
7.5% Enhancement(RechargeTime)
Apocalypse
(Hurl)
16% (1 HP/sec) Regeneration
44.98 HP (3%) HitPoints
4% DamageBuff(All)
10% Enhancement(RechargeTime)
Luck of the Gambler
(Invincibility)
10% (0.62 HP/sec) Regeneration
16.87 HP (1.13%) HitPoints
9% Enhancement(Accuracy)
7.5% Enhancement(RechargeTime)
Red Fortune
(Maneuvers)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Armageddon
(Foot Stomp)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Luck of the Gambler
(Tough Hide)
10% (0.62 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Mocking Beratement
(Taunt)
1.8% Max End
MezResist(Held) 2.75%
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
7.5% Enhancement(RechargeTime)
Devastation
(Laser Beam Eyes)
12% (0.75 HP/sec) Regeneration
33.73 HP (2.25%) HitPoints
Luck of the Gambler
(Combat Jumping)
10% (0.62 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Miracle
(Health)
2.5% (0.04 End/sec) Recovery
Numina's Convalescence
(Health)
12% (0.75 HP/sec) Regeneration
Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
28.11 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery
Code:
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I run ss/invul brutes at 50. My current main is a ss/invul Brute. You do not need dull pain as perma. In fact i go long lone very long periods never hitting it. But your build needs to be solid, with softcap to S/L/mayme En//etc with 1 mob in range. Also, your S/L res should be respectable 45-55 range. GL
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I am experimenting around with ideas for a Tank Mage type character. It is tough to describe, but basically one of the uber type villains you will see in comics. Tough as nails, ranged attacks, cookies. He will be tauntless if I make him a tabk. Unless I think taunt is funny, then I'll grab it. What is important is that he is built far away from "Tanker specs" because I am not making a Tank. I am trying to write up a concept in my head using Tanker as a base. i would never inflict the design on a team without giving them fair warning of what they were getting.
What i am saying is, it is fine to be a tauntless Tanker, whatever your reason. Just give the team a heads up. I probably wouldnt say anything, but if I was blasting on a team with 2 Tanks and neither taunted I might get irritated, especially if i had no idea what was going on. If they said "Hey we the tauntless tank Bros" I would be cool. I would put them between me and mobs and snipe, cutting down on team speed. But if they aint gonna Tank normal I aint gonna Blast normal, kapish? -
I started my solo Blueside project about a week ago. With the holidays I am not making much progress. I decided to start the thread anyways, just to share my thoughts.
Picking the right archtype and sets seemed hard. I have considered soloing Blueside many times, (even started a couple times) and always struggled with this. Once I made the decision it seemed natural and easy. My favorite, a Super Strength/Invulnerability Brute.
He is currently sitting at 14th. I am running all arcs, every contact, every storyline, every hunt 10x until the contacts won't talk to me anymore. At level 14 the missions are not a challenge. I have the 5 special enhancers that Proc until level 22, only 4 slotted though. I ran the DFB 4 times at 4th to get all the temp bonuses. I am picking his armors whenever I can, and already have Boxing and Tough. I ran the Posi 1 & 2. I was blue hungry on Posi 1 hard, and thankfully we picked up a kin for Posi 2. I am about halfway done with his level 10-14 content. I am looking forward to leveling him to 19 pretty quickly after I finish 10-14 content. I have most of my bids filled for 20-22 SOs, and I will slot a few more I/Os, prob at least one set of tuned Kin Comb. He already has the two +3% def and a stealth proc in Sprint.
As usual on Blueside the hardest thing is the multiple contacts for storylines. Whoever wrote this side is either a genius or an idiot, but I can't figure it. My attack plan is to just keep calling contacts, running banks, searching for new contacts until there is just no way to get another mission in that level range that I can figure out.
I also did all the holiday stuff with him, and I just need about 80 more presents for the Toy Collector badge to finish off all event badges. So, even with company and the holidays a pretty good start. Happy New Year! -
Shaking his head sadly, he looked at it. It was a dreaded minion. It stood there, by itself, at the front of the map. The Tanker knew what he had to do. He would engage that minion, and defeat it.
The Tanker was sad, but stoic. The Tanker knew that it's heavy armor and large health pool could be much better used by the team further in the map, soaking up the enemies attacks and mezzes. But there stood that minion, alone, and this situation just could not be tolerated.
So, throwing strategy, tactics, caution, good sense, and sobriety to the winds the Tanker engaged that minion. With punch and brawl alone (Honor dictated not using anything more powerful tan a tier 1 attack against a lowly minion) the Tanker slowly beat the minion down and arrested him. Sigh.
The team was long gone now. The Tanker thought how useful he would have been if the team had waited for him, how he could have helped. But, as he stood over the arrested minion, he knew that he had done this job and done it well. -
I wholeheartedly agree with the leapfrogging. The example of the outdoor Lambda Trial should make it clear to everyone. I absolutely will not Judgement a "stale" spawn. I want a fresh group to slam with my nuke lol. I cannot imagine anyone not realizing that or wanting a fresh spawn themselves.
Okay, I retract that. I can imagine one guy saying "Look, there is a minion. You gotta stay with it bro, i do not care if the team has leapfrogged 7 spawns by now, you gotta stay with that one minion" -
Quote:Thank you for doing this depth of work Arcanaville. It shows a dedication to understanding the structure of the game that few will ever rise to. While I do not actually detail everything out when I build according to Arcanatime, when i post my builds they are subjected to critique by people who are conversant with your work. Therefore I benefit from your work, as do so many others who play. May you have a prosperous new year.I invented the fastest three-box Empath farm to get that badge at its original level of one billion points of healing. While running that farm I studied critter AI and power activation. My power activation studies eventually led to the Arcanatime theory (which I confirmed while farming Immortal, actually). My critter AI investigations eventually led me to help the devs fix a long-standing critter AI attack bug.
When I look at my Empath badge, I see a uniquely invented farm, the method by which everyone calculates attack chains today, and the current way all standard critters attack in the game. That's what one of my badges "measures." I believe I've earned the right to have an opinion on whether a badge's requirements make reasonable sense or not that doesn't question my appreciation for dedication. -
why name server? any base designer can make a 1st level on any server and do all the work.
I would offer my services, but in truth I gave up trying to compete at base design a long time ago. I have some tricks, but they are mostly efficiency related, not graphic inspired. -
Not wanting to step on any toes here, but I think the Proc is worthless. Unless it can be muled into a throwaway slot like inherent running. Because on a high end build I am not going to take one precious enhancer slot and give myself a tiny boost that is subject to a ton of ED. On a low end build (SOs, my fav for just running around experimenting) I will not be investing tons of money for this one enhancer, while leaving the rest of the build SOs. I rarely go middle ground on my builds. They are either full SOs, or high end I/O. The exception is Dark Armor, which just gets giddy beautiful with 4 I/Os.
But even on a SO build I might not slot these if they were free and flowing like sewage in the DFB. The uptick in performance is meh, unless you are a Brute that seriously struggles to get agro. I am running a Brute solo through all content Blueside. Currently finishing out level 10-14 stuff. At this level I am sure I could use a little agro generating help, but then again he is sailing through the content. I expect by late 20s that will be much less of a problem, if it is like Redside when I have soloed it. When I did the Posi 1 & 2 last night Fury was not a problem. (I had others as a 14 Invul Brute lol) But Fury was pegged almost constantly. Er pegged at the unholy cap that has been handed us. that had a lot more to do with my being willing to jump into a spawn as the first in every time than how many times I hit brawl in quick succession. -
Quote:You are seriously trying to compare this to a situation in game. Okay, i went with you. I explained how Hogan was not in fact acting like a Tank.The first spawn of guards was the lone one watching the door. Widow went ahead and finished the map while Hogan was still struggling with the first mob.
That's spot on accurate as far as I'm concerned.
.
But now you are saying if the tank sees a minion at the beginning of the map they must stop and play with the minion, while the team charges ahead.
I can see why you think Tanks are really really bad. -
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Quote:It was pointed out this was irrelevant because of the reference. I do not think so, comic references are welcome. It is grossly inaccurate though. Lets start there.The reality of Tankers at present reminds me of a scene from Iron Man 2.
Remember that part where Black Widow and Happy Hogan go after Vanko and end up fighting Hammer's security guards? Happy shows off his boxing 'moves' and barely manages to defeat one guard while Widow cuts down about a dozen in the same time span, and by the time she returns he's exhausted and spent?
That's Tankers.
As a former boxer and body guard, Happy Hogan may be better at hand to hand than the average Joe, but his ability is nothing to trumpet and pales before a real fighter. In the end, he's comic relief. A joke.
Tankers too are body guards. They're put into much the same situation as Happy, and they do about as poorly, IMO. Thing is, I don't find it all that funny. YMMV.
.
If Happy had been a Tank he would have insulted every guard in the place, and stood there while they punched/stabbed/shot him. (ineffectually throwing punches? sure...) and the Widows job would have been that much easier.
get it right at least, sheesh. -
Quote:Well I know you reached this but I was going to point out based on the screenshot alone you have at least 12 enemies attacking you.
No calculator by my side but I would say about 70-80% of your fury generated is coming from their attacks and not your own.
Yeah. The Fury was being generated, and it had little to do with the Brute fighting. This has been my tactic since I realized Brutes benefit from Fury. I normally run SS/Invul Brutes. I normally do not take the 1st tier attack. I use Sands of Mu. What I am saying is I attack slow. Some people like to drive a sportscar, I prefer a comfy old Chevy Suburban. Before they nerfed Fury I never had a problem fighting at 90%+ Fury. And i do not use taunt, or did not until Fury got nerfed. Post nerf I normally fight at between 70-80% Fury. I spend seconds in every combat deciding whether the team would be better me attacking this mob, or that mob, jumping to that spawn, etc. I really enjoy plotting tactics on the fly. I have slow attacks. So, my Fury bar is only incidentally helped by my attacks. I depend on irritating everything on the map and making them try to kill me to generate the Fury I need. -
You're missing 2 important parts of my post. I probably wasnt clear.
one) I aint really happy about the whole changes to Brutes period, and this aint making me happy either.
two) I think of this as a bread crumb, but I'm happy for crumbs. The reason I'm happy is it is at least an indication that the Devs think Brutes deserve crumbs. It could be they want to put us on a stricter calorie loss diet instead.
But to sum it up, this Proc will be worthless on my high end brutes. I run invulnerability Brutes, I build them to take everything but Psi or multiple (like3+) AV agro pretty easily. Not saying I'm all that, its not that hard with a Invbul Brute. But it is pertinent because my Fury bar seriously does not need the bread crumb help offered by this proc, and I understand that.
But, again, it is nice to at least see the Devs being willing to give Brutes this Proc. Although, sometimes the left hand does not know what the right hand is doing in the worlds these things are made. There is always a call to nerf Brutes moah, and this little bread crumb is no guarantee that isnt right around the corner.
wow, now I'm not happy again. I'm gonna not read anything in here for a few days. -
I know Energy Melee is not loved, but given that SS was kicked off the list it needs to be mentioned. It pairs really well with WP. The hit you take for making the Extreme attack just doesnt matter with WP. It has nice animations, and feels super. I have run a Energy/Will Brute and enjoyed it. Big single target numbers.
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Personally I am glad for the PROC. I run mostly Brutes, and mostly SS Brutes at that, with a smattering of Dark Melee and a few random others. Since Brute upper end Fury has been nerfed and the clear communication is that it is not coming back I am very grateful for anything that will pop lower end Fury up to the soft/hard cap of 75-80 %. In my mind this says the Devs know that Brutes need something to better bracket Fury where it should be, and the rules they have for it are still wonky. In the end I hate the major Fury change. I never hada problem getting a full Fury bar. I just looked for the nearest 10 guys and went over and smacked their boss, worked every single time. I also hate that this is a Proc and not an earnable power. On a tight build I have to find a cherished spot to put this thing? Will it fit in running? Sheesh.
But at least it is something positive, even if I'm looking for a holiday dinner with all the trimmings and this is a veggie plate. -
Quote:Mauk, are you suggesting they do damage as a way to leverage threat level?I have been thinking hard about this, and I believe I have a fresh idea for this effort:
ALL tanker attack powers that do zero damage should have a damage component, and allow damage sets to be slotted. Period.
Touch of Fear, Lightning Clap, Ice Patch, Fault, and Hand Clap. Touch of fear gains a big dose of toxic DOT damage, lightning clap gets a little energy damage, ice patch gets some cold damage, fault gets smashing damage, and hand clap....well.
Hand clap might get left the same, super strength is already REALLY good. If it gets boosted too, then smashing damage ftw.
The BIG boost here, is Taunt.
The Tanker's Taunt power needs to do psionic damage. And then it needs to accept damage IO sets. Heck, I'd even see a strong argument to raise the target cap for Taunt to 15, same as any other ranged AOE attack.
Taunt wouldn't do much, mind you, maybe ten points. But this simple change would boost tankers enormously. -
When I'm on my Brute I like a ton of agro. To clarify I tend to run SS/Invul or Dark/Invul (Do I ever get bored...no...weird huh?), and have just begun a solo all content Blueside - all, every mission-every contact-every hunt 10 X- on a SS/Invul Brute. So I know my Brutes. I build them to Tank, and they Tank well. Plus, I have some of the qualities that makes a great Tanker (some, not all, sigh). I know the game, I like to be first in the mosh pit, I like to set the pace for a team. I don't love communicating with the team, and if they don't get my tactics/strategy I am very frustrated explaining them almost before I start typing. I need the agro to fuel my damage. Invul has no damage aura, so I convert its sturdiness into extra damage for my primary. So, I do not like to compete for the agro, and I use the FIFO (first in/first out) approach to mobs. In truth there are very few hard chargers who come close to me for stealing agro on teams. I'd say about 10%. When they do, it is way obvious. Whether they are a well built Scrapper, another agro hungry Brute, or a clever Tank, it becomes clear I have to adjust my play. Again, I dont like to talk, and given mission structures there is usually a good opportunity to leap frog each other. Its fun to see if the other agro magnet catches on to the tactic. So, I like me a Brute. What does this have to do with Tanks?
I think Tanks need more agro tools. A higher Agro cap, 1.5x, 2x? At least another 4-6 mobs in their cap. Also, the taunt needs to hit more mobs. Now I brought up all my Brute stuff so you folks realize that even though I am a agro sponge brute I would gladly see this change for Tanks. It is the lazy Brute that cannot off tank and get enough agro to maintain Fury. A Tank's job has always been soft controlling mobs. In todays high end steamroller game the tools they have to do this job are just outdated. I am not saying modify Brutes agro cap, I honestly think it would overwhelm some Brutes to have that much agro. But Tanks either need to be completely redefined for the modern game (and I mean rebuilt from the ground up) or they need to be given updated tools to do their original job.
also, I think Tanks should be sturdier against auto hit auto kill late game Meta Tools that Devs are throwing into trials, but that is another post. -
I run a lot of brutes, and have for 4 1/2 years. My current main is a SS/Invul Brute. Well over half of my characters have been Brutes, and a good 1/3 or more of them have been Invul Brutes. I respectfully suggest you are asking the wrong question. The real question is "Is there any point in taking Unstoppable?" Even on Brutes that I just SO, I do not take Unstoppable. It is a horrible power with too high a price to pay for its use.
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Johnny doesn't read. Johnny doesnt like Tanks. Johhny will be putting out posts like this as long as people react to him. Heeeeeeeeeerrrrrre's Johnny.
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Thx Arcanaville. Back to your regularly scheduled Tanker discussion. I am off to create the Tank Mage idea I shelved 3 weeks ago!
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Is that just scrapper primaries, or do the epic pools / incarnate powers get the melee modifier also?