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Posts
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I prefer the mix of mitigation.
With 32.5% you can soft cap with a purple, and that is pretty darn effortless. It takes a LOT more oranges to build up resistance otherwise.
The resistance is far more reliable and not subject to the extreme DDR that Defence will suffer.
On teams that have buffs, you'll like soft cap anyway AND now have the additional benefit of the resistances. -
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My TW/Inv brute is level 22 and has absolutely no endurance issues. I run Tough AND my S/L toggle from my secondary at the same time. I don't have my attacks slotted for damage, I have them slotted for accuracy and endurance reduction, and I just let Fury do the damage for me right now. It is working just fine
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Another funny anecdote - one time my SS/FA Brute (IOd out to craziness) was rejected because they were looking "for more DPS". It's not worth the time to argue or try to justify a position, just let it go
Back to your point though -
I am a little unsure what you are getting at when you say that there were many good players there and then find yourself unable to play your character that could essentially nearly solo the TF. That sounds like a contradiction to me. -
Generally I take it as a sign that the group is going to likely be bad and it isn't a loss at all for me to do other things.
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How about instead of trying to appease one person on a 4+ year crusade to get an Archetype he doesn't play, nor like even the concept of, changed... why don't we just let this whole thing die for the 50th time that JB has dragged it up.
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Quote:I like the idea but not the direct implementation of them casting buffs. It'd be nice if they had an aura that either redirected damage to themselves (perhaps not doable) or gave those close-by additional resistance (definitely doable). Then when you are close to the Tank, you are safeI'm in way late, and this topic may be dead by now, but here is my take on this.
I think Tankers APPs should have included ally/team buffs and the AT should be decent third-hand force multipliers. That pushes Tankers and Brutes conceptually away from each other. I think increasing damage or personal survivability will actually make things worse for the AT. I think they should be able to cast a couple of powers like Cold shields, Thermal shields, Fortitude, Resurrection, Clear Mind, etc. That would make Tankers the only melee AT with direct force multiplication potential, which also compliments their role (team survivability, not just personal). I would definitely play the AT if that is how it worked.
On leagues specifically, it would mean Tankers and Brutes could still be buffed to around the same level, but the Tanker would bring additional force multiplication for the league, where the Brute would bring damage. -
We're getting all rather sidetracked with the Taunt discussion (although I'm very curious about how it is meant to work), but I feel I need to question how this formula is derived.
Firstly, how was this formula discovered? Was it given on the forums at some stage by a Dev?
Secondly, it falls apart for all aggro generation that doesn't deal damage.
Quote:Hit anything with a taunt or debuff/control at the start of a fight that deals no damage and the formula says Threat = 0, because Damage is 0. However this is clearly untrue.Threat = ThreatMultiplier * Damage * (TauntRemaining * 1000) * ((Debuffs and AI Preferences here))
I read later in the thread the inelegant explanation that Taunts "effectively deal 1 damage". I call it inelegant because it doesn't fit the formula which puts the whole thing into jeopardy. What sort of aggro does a debuff generate? Because they certainly do give threat, but the formula doesn't explain it at all. -
Quote:I'm not saying they should balance the set, but I think suggestions need more than "it gives defence and resistance".To be fair, IMO any power set suggestion that gets that specific is most likely going to be largely ignored anyway. It's not the player's job to balance the set. Just saying "Force Field Armor" at least provides a baseline aesthetic.
Edit:
Perhaps trying to sell the suggestion is a better way to put it. What does 'toxic armour' do? Why is it unique? Can you name some mechanic that differentiates it? Because if you can't describe any of this, I could open a thesaurus, rattle off 100 names that all sound fantastic but ultimately have no substance. Again, when there's no particulars and you just have your imagination to fill in the rest, everything sounds pretty good! -
Quote:Sorry I should have said without any help from primary or secondary sets. Most people are going to end up with weave and may end up with manouvers too.This is a pipe dream.
Edit: Let me be clear. I'd love to see you produce a build like this. Then, I'd love to see you generalize it to the easy inference from what you posted that lots of people are able to do this with arbitrary powersets. Remember: you said IO sets only.
Besides nit picking would you comment on the actual fundamentals of what I said? -
Quote:I think an issue to consider with resistance vs defence in IO sets is just exactly how much resistance you think they should give. Right now you can soft cap from basically 0 defence with IO sets only.Reinforcing this, there is no direct mechanical equivalent to defense debuffs or mobs having +toHit in the resistance realm. It's easy for the devs to counter players with +defense. They have fewer tools that behave less dramatically to counter +resist.
I wouldn't mind seeing 10-20% resistance being readily obtainable vs a few different types of damage types through sets. I wouldn't like to see 40%+ just being given out freely. This 'small' amount of 10-20% would let tanks like Willpower and Brutes such as Inv hit the cap. Making it mutually exclusive to the defence sets, as a substitute instead of compliment, would go a long way to keeping balance.
I do agree that it is less easily countered, but I am not talking about going from nothing to a cap from IO set bonuses alone. Defence does set this rather extreme precedent that I don't advocate for resistance. -
Quote:The thing about that is - it needs a lot more details than just RES/DEF/+maxhp, because that is almost exactly what invulnerability gives.One of the theoretical powersets on the vote we had back in the day (which eventually gave us dual pistols, street justice, willpower, shields, and so on) was Force Field Armor. I could see a set devoted to RES/DEF/+maxHP without any heals or regen that would probably work well. I don't doubt the devs' ability to come up with something new and interesting from that concept as well.
I think any suggestions that come into this thread really need to carefully elaborate what will truly make the set unique. If it sounds mostly like something that's already out there, or that can be accomplished with careful slotting IOs, it probably won't happen. -
Character customisation for me is just crucial. Without IOs I doubt I'd be playing nowadays. The old limited choice powersets + SO's/HO's was very, very restricting. Sure, for the most part now people just select their optimal mix of defence/recharge but the powers & slotting is much more involved.
My only criticism is that there is a distinct of lack viable choices in IOs. There's only really defence & recharge. Yes you can get some neat health bonuses and a few bits and pieces here and there but it's uncommon to build for that instead of the choices that gives the biggest return. I'd love to see Regen & Resistance given some love (the bonuses are trivial). Perhaps making them largely mutually exclusive to defence/recharge would help in balancing, but for now I am guessing that's just a dream and never going to be a reality. -
I'm not sure what more ground there is to cover for defensive powersets. Surely a new one would have to be highly specific & themed (ala Shield Defence) or using new systems entirely. The present techniques are all pretty much covered:
Regen/Heals
Defence
Resistance
Aura - stuns/slows/fears/debuffs
Most sets use at least a few of the above already.
This thread is the sort of thing that belongs in the suggestions forum along with an actual idea for what they want. Saying things like 'toxic armour' sure sounds good, but hey, doesn't everything sound good when it's 100% imagination and 0% information. -
How is +25% health, defence, resist, higher caps not an inherent that gives them no advantage while soloing? Or how about bruising for irresistable 20% resistance debuffs?
It's inherent.
It lets you solo x8 spawns without IOs.
That sounds like an advantage.
Sorry to respond to your wall of text with so little but I basically disagree entirely. -
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Tanks get more benefit from musculature than Brutes.
Tanks get the same benefit from Reactive Interface that Brutes get.
This is clearly unfair because Brutes are a damage archetype and Tanks aren't. Nerf Tanks.
thanks! -
Tanks are fine, and in fact my new Titan Weapons character will be one
If you wanted extreme damage but with some degree of danger, go Brute/Scrapper.
If you wanted good damage and almost no danger whatsoever, go Tank.
That's your trade off -
I'm pretty fond of just about every set when it's played by a capable player. The "#1 Set" is the one that best fills the holes of the team and plays to the strength of the trial/taskforce. Sometimes the team is already awesome and extra defence is meaningless. Sometimes they are pretty average and the best thing in the world is Cold/FF or the like. Other times it might require powerful single target debuffs or alternatively larger scale area debuffs.
As a very, very rough estimation, I love Cold Domination for its mix of powerful and quick debuffs combined with party-wide defence, and I love Dark for just being awesome at control, heals, debuffs, a bit of everything. Kinetics gets a nod whenever I'm on a melee :P -
Please just let this thread die. I recognise the irony of this post.
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Quote:First of all it depends on whether you're prepared to use inspirations or not, and whether you'll be using incarnate abilities. If you want to wait 1:30 -> 2 minutes between each pull you can probably +4/x8 just about anything in the game on just about any set combination because of the judgement slot + barrier giving you enough god mode to soak an alpha and tear a spawn apart. Again, that's if you're prepared to go slowly.What I'd be interested in is exactly what the build specific survival metrics are.
Against malta, you'll want stun protection, endurance protection and high defence if you are melee. But if you are a perma dom, you might just be able to lock them all done without even acquiring aggro, so... it's really hard to say what the 'survival metrics' are.
Which leads to...
Which is going to be a list of just about every useful power in the game, because they all serve a purpose (I suppose defining them as useful to begin with makes this a tautology :P ). Mass Hypnosis + permadom is going to make an effortless, if extraordinarily slow, run through. Footstomp is going to provide more mitigation (through knockdown + defeats) than what many people will give it credit for. Even just a list for carnies alone is going to be taking out specific abilities from every single set of every single archetype and defining the strategies useful. Then repeating that for every type of enemy. This thread would be collosal. -
Slot for defence & recharge. Regen bonuses are trivial through sets tbh :/
Aiming for 32.5% defence to smashing & lethal (one purple from the soft cap) should give you plenty of opportunity to load up on recharge. With careful slotting I could see you getting perma haste without too great a difficulty. -
Quote:Consume gives 2 minutes of endurance protection and can be recharged in 50-60 seconds with respectable +recharge. For all intents and purposes a Fiery Aura brute has the same capped resistance as Electric Armour.*sigh*
Let's take the basic loadout of all Brute Armors:
Fiery Aura
Dark Armor
Invulnerability
Willpower
Regeneration
Stone Armor
Electric Armor
Shield Defense
Energy Aura
Super Reflexes
Now, let's pit them against Psi:
Dark Armor
Willpower
Electric Armor
Shield Defense
Super Reflexes
Regeneration (via heals)
Stone, Invul, Fiery and Energy are out as they have no resistance to Psi (unless you decide to toggle out of Granite and turn on Minerals).
Let's pit them against endurance drain:
Dark Armor
Electric Armor
Super Reflexes
Shield, Regen and Willpower are out because they don't have the huge drain resistance (or the defense to just avoid the drain). The remaining sets will eat floor after that Sapper decides to ruin their day unless the Fiery Aura Brute is quick on his Consume and the Sapper's hold misses.
Which of any of the aforementioned sets can go from 1 health to full health in less than a second? Dark Armor. Which of the aforementioned sets can stun an AV? Dark Armor. Which sets can, with a single IO, fill their endurance bar AND their health bar? Dark Armor.
Give some credit where credit is due, man; there are things Dark Armor can stand up to that no other sets can (like the Sapper Onslaught in Dechs's first video, or a wall of Psionic damage, or DEATH), and it even has resistance to Toxic Damage.
As for Malta a well built melee + good defence is usually enough if played remotely intelligently. AOE soft control through your primary and then crush the one or two little guys that cause issues before they get up, win!
Honestly Carnies and Malta are no hassle at all for my Willpower Tank or Fiery Aura Brute.
*Correction: Consume doesn't cap your protection but it gives very high resistance. Enough that at +4/x8 they weren't an issue. -
I watched for about 5 seconds. Who says Dark Armor sucks anyway?
Anything + IOs = win