Dechs Kaison

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  1. Quote:
    Originally Posted by seebs View Post
    So, any hints/tips? I'm currently just running around picking up whatever, so I have death shroud, dark embrace, and the first three attacks from Dark Melee, and it's at least livable for near-level stuff.
    I'd never skip Dark Embrace. I would put off death shroud until about stamina. Get Dark Regen as soon as you can and slot in this priority order: Endurance, Accuracy, Recharge, Endurance (again). The best IO for this power is Theft of Essence: Chance for +end. You shouldn't need more than 12 points of KB protection. The only KB attacks over 12 are something on the order of 20+. If you want a build for reference, you can check my DA/Fire build.

    Dark/Dark might be able to get away without stamina after it gets the endurance recovery tool. Otherwise it'll be rough.
  2. Dechs Kaison

    Brute as damage

    Quote:
    Originally Posted by Valkyrie_EU View Post
    While I tolerate it, I would have to lie if I had to say I dont find this "I dont need to tank cause I'am a brute" mindset many people have a bit anoying. If not the brute who else is going to do the job?
    Your mistake is assuming that it's a job that needs to be done.

    Quote:
    Originally Posted by Valkyrie_EU View Post
    But the common brute I see on "Zukunft" which dosnt care for the squishys on his team, cant take an alpha and dies in seconds once he gets some beating because he pumped all his slots and power picks into attacks is hardly more then a leecher or a liability IMHO.
    Those are just bad players. There are tanks that do this.


    Please understand that I'm not an advocate of the "all offense" brute. You seem to be saying that playing a brute like a scrapper is wrong, and I agree. I also say that playing a brute like a tank is wrong. You should play a brute like a brute, which means you like having aggro and are tough enough to survive it. Your job, however, is not to "tank"; that is to say, you don't keep the team safe. All of the redside ATs are designed to be able to handle themselves. This is why I say no one needs to tank.

    Many bluesiders that go villain will learn this lesson in a very painful manner. "Your aggro, your problem."

    Brute "Pokevoke" doesn't taunt five targets like a tanker does; it only hits one.
  3. Quote:
    Originally Posted by tarrantm View Post
    It's just at the lower end of investment that we seem to disagree, and I am still convinced that at SO performance levels, /Fire and /Elec outperforms /Dark due to the lack of an End bar refill power in the set.
    I'm going to hazard a guess that you're the kind of guy who doesn't slot endurance reduction in his attacks.
  4. Well I couldn't truly be The MFing Warshade if I wasn't at least a vigilante.

    I've also got a PB who's probably going to fall, as well as my tank in his never ending quest for justice. It's the only way for him to get close enough to the man he's after.

    I've also got a blaster who's more willing to shoot to kill than the law allows. "Look at it this way: Your boat has a hole in it and it's sinking. You can keep dumping buckets of water out all day long, or you can plug the damned hole."
  5. Quote:
    Originally Posted by Deacon_NA View Post
    Focusing on the Reichs AVs, I've witnessed Stone do it, which should be no surprise. Elec Armor can be built up via IOs in the same manner DA can be; the basic framework is quite similar. Likewise, building up Def via IOs should make such a feat doable for Willpower as well.
    Hey, if you claim it's been done, I'm not going to challenge it. But just to be sure we're on the same page here, I do mean all four of Reichsman's AVs plus Reichsman at the same time. Not Reichsman plus one of his AVs at a time until that AV is dead.
  6. Quote:
    Originally Posted by SkarmoryThePG View Post
    Let's see.

    The removal of one increases your DPS by 5.26%

    The removal of the other makes you infinity times more survivable, making you immune to all incoming damage.

    If you think those two are the same, then I cannot help you.
    I'm well aware of the affects of either on DPS and survivability. That doesn't change the fact that they are mirrored clamps on either end of the same formula.
  7. Dechs Kaison

    Brute as damage

    As a brute, you're not a tank and you're not a scrapper. You're a brute. It's an easy concept that a lot of people just don't want to get.

    A brute wants aggro, but not for the same reasons a tank does. The brute doesn't care if something is hitting his teammates as long as he already has enough aggro for full fury.

    As a brute, you should play a lot like a scrapper who gets a bonus if he holds a lot of aggro.

    EDIT to add: Ah, I was wondering why that group has been there for 722 days waiting for their one teammate to come back.
  8. Quote:
    Originally Posted by SkarmoryThePG View Post
    The 5% to-hit floor has the very, very important purpose of ensuring defense does not make you utterly impossible to kill.
    The 5% to-hit floor represents the fact that a roll of 20 on a d20 is a hit, regardless of enemy armor class.

    Still true.
  9. Quote:
    Originally Posted by Silverado View Post
    I'm curious though, what about STF? do you tank all 4 patrons at once or do you do single pulls?
    I've done all four at once, and held them for quite some time on my own. It really depends on how lucky GW is with her hold and the team I'm with. Those four can cause quite a bit of AoE damage, and if the team can't handle it it doesn't matter how long I can hold all four.

    If it's a Master of attempt then I do single/double pulls only.

    Quote:
    Originally Posted by Silverado View Post
    and what about the RSF? do you have a DA Brute that you tank RSF's with?
    I don't have a high level brute. Something about them just doesn't click with me. I find them lacking if I try to build them as a tank, and I just don't like being a scrapper/brute. I find myself enjoying the game more when I make the team awesome, not the other way around.

    Quote:
    Originally Posted by Silverado View Post
    This is all genuine curiosity, I've always seen you as a good player, and 'bragging' about tanking the 4 AVs on the Kahn TF just doesn't sound quite right to me :s
    Thanks for the compliment. It means quite a deal coming from someone with your record.

    EDIT: I see what you mean here. Had to read that a few times. I think tanking all four of them is a feat. I'd love to see an invuln, willpower, electric, or even a stone tank that could do the same. There's a lot of psi and even defense and recovery debuffs in these four.

    Quote:
    Originally Posted by tarrantm View Post
    Did u actually have the DPS to take out a Zeus on your own btw?
    Yes. Two of them, in fact, +4. If you really want a video of it, I'll get you one. I've done the RWZ challenge standing next to a pylon, which is three Rikti bosses, and I do have footage of that already recorded.

    Quote:
    Originally Posted by tarrantm View Post
    Even the much vaunted endurance drain resist of Dark does nothing against -recov.
    DA resists -recovery as well.
  10. Quote:
    Originally Posted by Captain Fabulous View Post
    Castle has been wanting to get rid of tohit buffs for a long time. This would be the perfect excuse.
    I've seen no such indication of this. I'm perfectly willing to believe, I just need a link.
  11. Quote:
    Originally Posted by Captain Fabulous View Post
    If you're really concerned about the soft-capped defense crowd there are easy ways to balance them should it become necessary, such as a hard cap.
    There already is a hard cap. It's functionally irrelevant, until you fight nemesis and their vengeances or the +200% tohit DE quartz.

    Lowering the hardcap on defense introduces more problems than you realize. Tower buffed Lord Recluse would be made trivial simply because of Tactics. The yellow mitos that can only be hit by melee attacks? Not anymore, because you can use Aim to get around it. Same for the blues that can only be hit by ranged.

    Moment of Glory and Elude won't be worth a damn anymore when it comes to the +tohit powers they're needed to counter.
  12. Quote:
    Originally Posted by Captain Fabulous View Post
    Since tohit and defense are currently governed by the same formula, then yes, as it stands now removing the cap on either end would remove both. This is not to say the formula couldn't be rewritten tho.
    It's not a matter of the formula. I mean, it is, partially. You can rewrite the formula, but the important part is the principle behind that formula. The caps were designed with each other in mind. This was purposefully done.

    Quote:
    Originally Posted by Captain Fabulous View Post
    So what if the cap were raised to 98%?
    Remember, that would change the defense side of the formula too. As it stands, the last 5% of defense does as much for you as the first 40%. Adding another three on top will cut the remaining damage that softcapped characters are taking by an additional 60%.
  13. Quote:
    Originally Posted by Dollymistress View Post
    Causes of unnecessary player death - Number 27: "flicking from COX screen to Windows Media Player to pause music, because you can't hear the glowie".
    Use winamp. Global hot-keys.

    I can pause/play/stop/skip track all from within CoX.
  14. Keep in mind that, while regen is a strong point in Willpower, layered mitigation multiplies survivability.

    When designing WP tanks, I make an effort to cap HP, but regen bonuses are not nearly as beneficial as defense.
  15. Quote:
    Originally Posted by DSorrow View Post
    The general etiquette on the forums is that you post your own builds first and then we go on to improve them. Just shows that you're actually willing to work for your characters and not just looking for free stufs.
    This, generally.

    But I do provide builds at a modest fee of 800 million a piece.
  16. Especially on the TFs I run all the time, yes, I know where everything ends up.
  17. Quote:
    Originally Posted by tarrantm View Post
    Until you learn to play it, it's that bad.
    Fix'd.

    Quote:
    Originally Posted by tarrantm View Post
    At the SO level, I think I get better performance out of /Fire.
    Hyperbole is bad, mmmkay?

    Quote:
    Originally Posted by tarrantm View Post
    After a couple billion in IOs, it's probably just under an equivalently tricked out Willpower and Shield.
    I only spent 300 million in IOs on mine. Granted, it's a tank, but a brute should have an easier time taking care of +4/x8 Malta than I did.

    In a race for sheer survival, "tricked out" DA beats Shields with ease, and it stands toe to toe with Willpower until the WP sees endurance drain. Then again, it should beat Shields, because Shields is the offensive set.
  18. Quote:
    Originally Posted by SkarmoryThePG View Post
    Fallacy. There is no reason for the removal of one to cause the removal of the other.
    It's not a fallacy. The caps are linked to each other in purpose and were designed with each other in mind.

    If you always have a chance to hit, you must always have a chance to miss.
  19. If this were to ever happen, I would so make my Dark Armor tank into an AV and then try to kill him.
  20. Dechs Kaison

    Freedom?

    In fact, this is why I have alts on servers other than my home, which is Virtue.
  21. Quote:
    Originally Posted by SkarmoryThePG View Post
    Yup. The "ridiculous cost" being a diminishing returns that kicks in after 95% total tohit, meaning you have to hit 120% to be at 100%. Or 155%. Or whatever it ends up being. Sure, you can hit that by three-slotting accuracy, against most enemies at least, but that means you have to triple-SO accuracy, and not everybody does that. Again, choice.
    Or you hit with a few rad blasts that stack -defense.

    It'd need to be something greater than 200%. Accuracy, -defense, and tohit are just far too easy to come by to come up with some meaningful cost here. My warshade can easily stack himself with over +50% tohit. Right there I'm at 125% chance to hit. Put in the standard acc multipliers and I'm over 150%. I have a ton of accuracy bonuses by accident which will end up with my final tohit at or near 200%. All on my own, and mostly by accident.

    The 95% cap needs to be there, much as the 5% floor. If you take one away, the other no longer makes sense. We can't have characters with 50% defense becoming perfectly invulnerable.

    Face facts: Everyone gets lucky. I don't care how good he is, I'm going to still have that chance to land a lucky blow. I don't care how good I am, that guy has a chance get out of the way in time. This is a comic book game, and the improbable happens all the time in comics.
  22. Quote:
    Originally Posted by SkarmoryThePG View Post
    What? No! This is, and always has been, about the end to-hit.
    Then I don't get what you're saying there. You can't get 100% tohit. Are proposing that you allow the tohit to be 100% but have a ridiculous cost to obtain it?
  23. Quote:
    Originally Posted by SkarmoryThePG View Post
    Which is why I made this suggestion.

    Want 100% tohit? Sure, but it's gonna cost you. Take powers that'll buff your tohit, or use IO bonuses that could be sunk into +dam or -rech, or team with friends that deal +tohit and -def rather than +dmg and -res.

    It's a choice. A choice that, to me, is denied. A choice I want.
    So your problem isn't the 95% hardcap on final tohit, it's the base accuracy?
  24. Quote:
    Originally Posted by DarkGob View Post
    Isn't your DA a Tanker though, Dechs?
    Yes, my DA is a tank, so it will be inherently tougher than the brute. I'm pretty sure most of you brutes will tell me, though, that a brute can be built tough enough.

    Considering the "kill them faster" nature of a brute, I have no doubts that a Fire/Dark Armor brute could do the same things I have.