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Posts
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I really don't understand this thread to much. Stalkers deal more damage then scrappers, and conversely, have less HP. It's pretty simple. A 33% crit rate on a full team is *insane*.
My Elec/Regen stalk does absolutely amazing in teams. Sure, I have plenty of AoE, but it's not like all of the other sets have no AoE. Many of the Stalkers just don't take them, and focus on single target damage, which is stupid. -
There was a video recently posted on Youtube that showed the entire animations of all Kinetic Melee and Electric Control. Kinetic Melee's animations are still incredibly long.
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Stuff I have seen on youtube looks like it will be decent for Scrappers, but downright terrible for Brutes.
The Animations are long, and it relies on Siphon Power rather then Build Up. Because Damage buffs work better for Scraps then Brutes, an Brutes really like sets with fast animations, Kin Melee is shaping up to definitely be a Scrap set, and a Stalk set. -
Best AoE DPS is Fire, Archery and Rad. Best secondary for AoE DPS is undoubtedly Mental.
Of course, this is ignoring all the other things other then damage that many of the other sets bring. -
Quote:You realize of course, that Fire Blast has some of the best single target damage of any of the sets right? It's single target damage is better then Ice's.
The problem with Fire Blast is it's AoE heavy, and I found myself huffing and puffing after every three man fight solo. You might be able to set the difficulty to -1x4 or something and really clean up, but that's speculation. I haven't tried it.
Just because it has very good AoEs, doesn't mean you have to spam them every fight. Flares, Fireblast and Blaze are incredibly good single target damage.
That all said, soloing with /Pain and /Thermal is going to be.... Tedious. It's not impossible by any means, it's just going to be slower then any of the debuff sets like Rad, Dark or Storm. -
Quote:My recommendation is always... Blasters first. Especially if they are highly aggressive blasters that can deal tons and tons of damage.In lower levels, I can see that. Mostly because resistance based still has something going for them. SR and a lot of other defense sets seem to be late bloomers, so in the early side of the career I can see that. However, by mid-late career, they should be close if not soft-capped meaning that resistance sets will get better mileage from what it feels to me.
I mean, a 25% def, 80% resistance tank will even stronger than a severely softcapped (50% or more) tank with fortitude. I mean really, who *needs* 60% or more defense during regular content?
A melee toon you can often keep up with using Empathy's heals and such. A tank rarely needs Fort unless they are taking on an AV which they have no defenses for. A blaster can go from full to zero in under a second, which means you have absolutely zero time to heal them. A tanker is going to take alot more time to die, giving you more time to fire off a few Heal Others. -
Quote:This is really the biggest part. I play both Brutes and Scrappers, and love both, but there are a great deal of times when building Fury and maintaining it is actually quite difficult. A tanker on the team, stealing aggro, a cautious team that prefers using pulls, and of course, the first part of any fight.I think the biggest advantage is the relief of not having to keep the fury bar filled all the damn time. I also enjoy the criticals rather than building rage. Just because GR will be introduced does not mean Scrappers will fall off the map to Brutes.
When going rogue hits, I plan on continuing to make Scrappers, especially with some of the new sets that won't work well with brutes at all(Kinetic melee). -
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Quote:The sword sets are not anywhere near as good as SS.
You forgot the Sword Sets there chief, which leaves...MA.
To which I'll toss out EM. -
Quote:Eh, thing is, the Scrappers Unique sets are not anywhere near as good as Brutes. Spines would be the only one that comes close.Meh. Scrappers have their unique sets too.
IMO, the one true advantage Brutes have, with no numerical damage factors taken into consideration, is their Taunt Aura. I'd kill for it on my FM/SR Scrapper. The higher HP would be nice, but the Taunt would be awesome. Admittedly, I generally do 2-4 man teams with no Tank in the mix, so I am a bit biased in this regard.
Just imagine if they ported SS to scrappers, unchanged. It would pretty much dominate all other sets. -
When it comes to Brutes, they really have only one major advantage.
Powersets. Brutes have access to Super Strength, and Stone Melee, sets that would be absolutely mindbogglingly good in the hands of Scrappers. In terms of actual damage, Scrappers and Brutes are relatively even. Brutes Fury mechnanic is countered by Scrappers higher base damage, which means any damage buff is more effective on a Scrapper, then a brute.
But brutes skew the tables a little bit by having access to overpowered sets like SS and Stone, but thats not because of the Brute itself, but because of the set. -
KM actually looks kinda crappy for brutes. The animations are incredibly long, and brutes benefit the least from +dam effects.
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WP is tougher, and more survivable. Elec deals more damage due to Quick Reflexes, and the damage aura.
Both are excellent sets, they just work differently. I wouldn't consider WP to be better then Elec at all. -
At this point, I'm pretty sure the 75 or so PvP'ers left in this game realize that the Devs are going to continue to ignore them, and destroy their game.
Awesome work guys! i13 sure did help PvP! Clearly you knew more about PvP then all of us PvP'ers who told you it was a retarded idea and that you were going to drive away all the PvP'ers.
But look what happened.....You drove away all the pvp'ers, now don't we look silly? -
Quote:No, it won't. I've played traps. I've played pretty much *every* support set. Traps simply takes to long to set up, and fully utilize it's debuffs. A decent team is going to be moving through the enemies at a decent pace, and the traps player will simply not have enough time to leverage their abilities.Uh... lolz? I hope that was a joke. I'm not going to debate the Trick Arrow part, but Traps.... don't bring as much???? You just have got to be kidding. A trapper will be far more useful for high end content than... any of the others.
Ironically enough, the time when Traps shine is when they are on crappy teams, since they have all the time in the world to use their abilities.
Traps is not a *terrible* set, but nearly all other sets bring more to the party, and are more team friendly then Traps. -
My Stone/Inv Brute, Bloodstone Fiend. Have had him since City of Villains launched, and he is by far my favorite character.
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For team play, primaries that deal heavy AoE damage are best. Fire, Archery, Rad, etc.
For Secondaries, really most of them are pretty damn good for teams. Kins bring tons of speed and damage and endurance, but little damage mitigation. Thermal brings tons of damage mitigation, but little endurance. Every set has their pros and cons.
The only sets I would recommend NOT using are Traps and Trick Arrow. They simply don't bring as much to the party as the other sets. -
Quote:Compared to what? It only has three toggles, two of which have the standard end cost (.26 EPS) and one that costs slightly less. (.21 EPS) Dull Pain has a moderate end cost and a long timer so it's not going to have a huge impact on your end use.
Now, although it's notable that Invul doesn't have a end recovery power, it would be hard to find a defense set that uses less endurance, other than specialty sets like Regen and Willpower.
Inv actually does have an End Recovery power....Unstoppable.
My main character is a Stone/Inv brute, and I have loved every minute of it, since i6. With the recent buffs to Inv, he is even better. -
SS/Elec. It's pretty much as good as it gets.
Although SS/Fire is almost nearly as good. -
They really should just delete any traces of PWNZ and be done with it.
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