Deus_Otiosus

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  1. Comrades!

    We've won the war!!
  2. Quote:
    Originally Posted by Sailboat View Post
    Am I right in believing that Brutes are intended to be sturdier than Scrappers but do less damage, so that they are effectivley in between Tanks and Scrappers on a continuum?
    Yes, but Brutes are not in the center of that continuum with Scrappers on one far end and Tankers on the other.

    Brutes are much closer to the Scrapper end of the continuum.


    Quote:
    Originally Posted by Sailboat View Post
    Because if that's true, and if, as some assert, Brutes actually do more damage than Scrappers, shouldn't we expect some sort of Brutewide nerf to get them to where they are supposed to be?

    They are discussing one particular power set, Claws, where the answer is not so clear - and not the entire AT as a whole.


    I'm not going to step into that part of the conversation, it's already being covered and discussed.
  3. Quote:
    Originally Posted by Vanden View Post
    A blue inspiration from 0 end is not gonna be enough to use Burnout unless you've slotted it heavily.

    Back in the Fight


    It only takes one.
  4. Quote:
    Originally Posted by Arbegla View Post

    Plus, SS is pretty lackluster until you get rage. Its balanced around rage. And its -10000% damage buff. I'd love to see a scrapper hit KoB under the rage crash, and it crit, doing 4 damage. instead of 2...
    This part is true.

    SS is actually a poorly designed set.

    The lower tier attacks are pathetic, and only get close to being up to par with Rage going.

    Rage, KO Blow and Foot Stomp are basically the entire set.

    Without Gloom, SS has fairly terrible ST DPS.
  5. Deus_Otiosus

    /DA or /SD

    Quote:
    Originally Posted by Police_Drone_Y7 View Post
    Read up on the dated "Why not to use /DA" guide, disagreed with some of the points, so I wanted to know the recent opinions of the two sets and which would be preferred so I can choose one of my Brutes to level and turn into an Incarnate first.

    With DA, we have the usual damage aura, lots of constant mez protection, a PBAoE fear, self heal, (useless) PBAoE disorient, and a self-rez.

    With SD we have an extra chunk of HP, teleport PBAoE, +dmg with -dmg to enemies, +def to allies and gain +def for each ally nearby, and an unstoppable mimic.

    I know it seems as simple as weighting +def vs. perma-mez, but I know I'm missing something, hence why I'm here asking the question... unless it really does just fall under that.
    Here's my opinion.

    DA Can be made to have incredible survivability, most of which is tied to Dark Regeneration and the Stun or Fear toggle.

    Unfortunately, unless you go Katana/BS its difficult to soft cap anything beyond SM/L and even then many builds do not softcap that.

    You don't need softcap, but it will provide dramatic results.

    In addition, DA's only real soft spot is Energy Damage, its difficult to build for significant ENE DEF without sacrificing high end rech. If you don't care about high end rech, its a non issue.

    SD can softcap all 3 positions easily, which gives it a level of coverage better than the DEF you will get from DA.

    However it has much lower resists than DA, and gets hit harder when it does get it due to lower resistances - it also has no way to recover aside from insps and rebirth (unless you choose DM).

    That being said, its not too difficult to build for both significant rech for SD while also being softcapped, and SD with OWTS running has very similar resistances to a typical Invuln brute (unless they are running Unstop) and can actually get up to 2700-2800 HP in that 2 minute period (that plus rebirth will make you very hard to kill).


    I think your choice should be made while also considering your choice of Primary, as well as what you think will be an overall more enjoyable playstyle or concept.

    Side question: What is your budget and do you have an intent to use IOs?
  6. Quote:
    Originally Posted by Eldagore View Post
    I disagree. if it had 2/3 the dmg and the same recharge, I would be ok withit. If it had the same dmg, and 4/3 the recharge I would be ok with it. After all it is a pool power.

    But it has both of those things.

    It's like a christmas tree with only 2 good sides out of 4. No matter which way you turn it, you cant hide all the bad spots against the wall. So eventually you say f it and tell people it has character and you love it or throw it out and look for something else.

    I am of the throw it out and use something better group. Not all people are in this group, but I am not alone in it either.
    On top of that, it also requires you to be totally committed to the Leaping Pool.

    The Leaping pool is good overall, but its still a consideration.
  7. Quote:
    Originally Posted by Granite Agent View Post
    Between AAO and the dmg of War Mace on my scrap, I keep drawing "warnings" all the time on both AVs ... crazy.
    It's primarily AAO, I always turn it off if I'm on the AVs on an SD Brute or Scrapper.

    Its not fun to lose the damage bonus, but you will over time most likely contribute less damage from having to back off so often anyway.
  8. Quote:
    Originally Posted by Shadey_NA View Post
    I know everyone wants to keep talking about the D and rech that Time adds and it is awesome. I just wanna see how it actually performs with a complete build. When I was testing in beta the set had one huuuuge problem with it. Endurance. Even with slotting for end in every power, I could blow through a whole bar in a very short amount of time.
    I won't know until I have a full build together on live for my Fire/Time, but honestly I don't see it being any worse than a high rech Fire/Dark (which I have one of, and is actually more manageable endurance wise than my Fire/Fire/Fire Dom who has T4 Cardiac, Perma-Dom Bluebar refill AND Consume).

    Alpha Cardiac is pretty much a given, and if that's not enough you can always make room in the build for conserve power (Power Mastery, Mu) or even Power Sink (Mu).
  9. Quote:
    Originally Posted by Oedipus_Tex View Post
    The way to calculate Defense for the purposes of Farsight +Power Boost is to do this:
    - Turn PB and Farsight on. Write the value down. (for me it is 26.52) [EDIT: For clarity's sake, I'm talking about the value of the Farsight power itself only for this measurement]
    - Turn both off. Note the global value (for me it is 27.6 Ranged, 13.3 all else)
    - Add them together. (For me this is 54 Ranged, 39.5 all else)
    - If you go with Destiny Tier 4 Barrier, add another 5 for the perma value (now 59 Ranged, 44.5 Ranged).
    - The incarnate soft cap is 59, normal soft cap is 45.
    For anyone inclined, I found it easy to just plug that stuff into excel, or a google docs spreadsheet for those who don't have excel.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    It's still possible I have a serious error in here somewhere, so I am still balancing the set's needs. In particular I need to double check the perma value of T4 Destiny. I'm not 100% certain it is really +5.
    I can confirm that the 2nd minute of the T4 Barrier Core buff is 5% DEF and 5% Resistance.
  10. Quote:
    Originally Posted by Giant2005 View Post
    Aside from the 15s of awesome, Power Boost only adds 7.4% defense to the build.

    Only?

    That's more than the Steadfast & Glad Unique combined.

    It's also 75% stronger than Maneuvers ED capped from 3 Enzymes, and is also a team-wide buff, that costs less endurance over time to boot.
  11. Quote:
    Originally Posted by Arbegla View Post
    Only time its worth it to go power mastery is if your having serious endurance issues on your regen, which high end katana, dark melee, kinetic melee, and broadsword, and other builds have, they also have the means to stack mitigation up, which is what soul is mainly used for (shadow meld) Other then that, power mastery isn't really all that great on a regen.
    Quote:
    Originally Posted by Arbegla View Post
    Body mastery (energy mastery) also adds recovery, (physical perfection) endurance management tools (conserve power) Ranged attacks (energy torrent, laser mean eyes) and tohit buff/debuff resistance (focused accuracy)

    So its more then just +regen...

    You are posting in the Brute forums, it would be good to give advice based on epic/patron powers that are actually available to Brutes.
  12. Quote:
    Originally Posted by General_CoH View Post
    It's true, but sometimes giving more for free makes people pay more. That's the entire idea behind "free to play"
    This game isn't free to play.

    It's a hybrid model, and is subscription focused with an a la carte option.

    The subscription must have a value to justify its cost & its existence.
  13. Quote:
    Originally Posted by Memphis_Bill View Post
    And armors were meant to be on one at a time, with (IIRC) Rooted actually *rooting* you. Does that mean that's how we should run them now, and that people running more than one are "doing it wrong?"

    "Design intention" 7 years ago doesnt' really mean much. Especially when, as you say:





    And yet their use CAN, regardless of "Design Intent." Hell, "Design intent" had SOs being rare, with stores hidden, "Power 10" in contacts, forcing us to trade.



    Jack also "gushed" over losing repeatedly to a boss on his Nintendo Gameboy or DS or whatever it was and wanted COH to give that same experience. Jack said several things that were multi-facepalm-buy-stock-in-Tylenol stupid, *even at the time they were said.*

    For example, "Range is defense." And "Hey, blasters now have Defiance 1.0. Tell the team not to heal you!"

    Jack's been gone several years now. It's time to move on to how it's best used NOW, not what someone might have thought 7-10 years ago.
    I agree, it would be even better if we moved on from old, bad design that makes no sense in the modern game.

    The only thing stopping us is a handful of players that have made a dedicated white-knuckle campaign to keeping powers as is when they should have been overhauled ages ago.
  14. Quote:
    Originally Posted by Nihilii_ View Post
    Mostly TT, fast recharging immobilize with a decent activation time to act as ghetto aggro control. I mentioned the buff to LD because before that, getting a decent ranged attack chain on Dark Blast was a PITA.
    My personal experience with the set has been that Time's Juncture & Distortion Field are more than enough control for most situations.

    I understand you are specifically looking to control aggro with it, however if I am first into the spawn (usual) my PBAoE toggle debuff, location TAoE slow/rech debuff and TAoE -res / -def debuff + rain of fire is more than enough to piss everything off to hell and back.

    Only a melee with aggro controls (taunt, taunt aura, gauntlet, etc) will pull aggro off of me, which is fine. I don't need to be their aggro sponge.

    From a performance perspective, I think going Dark Blast over Fire would be a shame.


    Quote:
    Originally Posted by Nihilii
    Maybe dark/time, especially since the buff to Life Drain. Maybe. For the time being, it's going to be fire/time controller, and ample whining and fist shaking at every trial AV seemingly immune to controls (and hence, to containment).
    No AV is immune to Scourge.
  15. Quote:
    Originally Posted by BrandX View Post
    I'm finding I just don't use Distortion Field all that much. Though, I did use it during the Prisoner Escape part of the BAF Trial. So I guess it got uses there, but so far, I've found it pretty meh, and don't bother to use it all solo as I just don't need too.
    IIRC you are playing DP/TIme.

    For a combination like Fire/Time with Rain of Fire + Reactive, you would want to leverage Distortion Field to keep enemies from running around bonkers.

    It's also a nice AoE -rech debuff, which is mitigation that can be layered on top of DEF & RES.
  16. How good is Soul Drain for Fire/Time on a team or league in practice?

    I'm still debating it in my own build but here are the negatives that I came up with:

    1. 4.3 second cast time = sadface.
    2. Unable to perma
    3. 10 foot radius requires enemies to first clump together before you cast it, however with Time's Juncture (25 foot radius) Enemy movement is slowed making their clumping even slower.
    4. #3 gets worse if you've also dropped distortion field.
  17. Quote:
    Originally Posted by Airhammer View Post
    I dont want to hear about the cottage rule and how they dont change powers around because we actually had that happen withe Gravity initially ( remember when we DIDNT have Singularity as a pet?? ) and most recently we have seen Energy Aura for melee toons get a rework because it was underperforming horribly...

    Well guess what.. Gravity has been underperforming for YEARS>. We have had promises of it being looked at.. promises of animation changes...

    Enough is enough.. Its time to fix this powerset..

    I agree with you, but I just want to add that the only reasons EA got reworked is because:

    1) It was being proliferated.

    2) It was being proliferated to Scrappers.


    Conclusion: Start campaigning for Gravity to be proliferated to Scrappers.







  18. Quote:
    Originally Posted by Arbegla View Post
    Play with other Beam rifle characters. Solo, on my beam/rad corr, I'm have a very hard time spreading disentrgration around, but when i teamed with just 1 other beam rifle user for a sewer trial, basically every mob we fought was spread. He would tag a boss/LT with disentragration, i would shoot it, it'll spread. It was pretty amazing how much the difference was with just adding 1 more beam rifle user.
    If it requires you to both work the Disintegration mechanic and to be grouped with other beam rifle users before the set seems to be good, I think that fits my personal definition of being underpowered.
  19. Deus_Otiosus

    Ranged Knockback

    Quote:
    Originally Posted by Kitsune Knight View Post
    If the mob is too spread out, that won't work. AoEs don't have infinite size... and sometimes you need to push stuff around to make them all fit.
    All of the AoEs for that Earth dom are 25 to 30 feet. That's huge.

    If they are spread out MORE than that, it probably means someone with KB knocked them all over the place.


    In all seriousness, you could get them all together in a clump faster by just hiding behind geometry, because if they are really more than 30 feet away from each other, KBing them into a cute little patch will take forever.
  20. @Viper Kinji is interested, please send him (not me) a tell in game.

    He is locked out of the forums at the moment.
  21. Probably Fire/Cold or Fire/Traps, but I'm just guessing.
  22. Deus_Otiosus

    Ranged Knockback

    Quote:
    Originally Posted by Kitsune Knight View Post
    Hard controls do nothing to move enemies into patch powers
    Hold them first.

    Or, cast the patches right on them or where they will be (The way my Fire/Dark Corr manages to do).


    I think using KB to "move stuff into X" is a cute parlor trick at best and at worst a manufactured reason for the effect to seem valuable.
  23. Deus_Otiosus

    Ranged Knockback

    Quote:
    Originally Posted by Dr Harmony View Post
    I'd like a solution that allows me to keep my Knockback and 6-slot Thunderstrikes, thank you.
    Having to spend a slot on keeping knockback would have consequences for an Invention build.

    Its more than a matter of style; being able to push enemies back into Volcanic Gas, Earthquake and Quicksand is important for a competent Earth/Energy Dominator.
    I'm sorry but if you require knockback to position enemies as an Earth Dom (one of the most powerful control sets), you need to rethink your tactics.
  24. Deus_Otiosus

    Time Overpowered

    Quote:
    Originally Posted by BrandX View Post
    If they did that, I'd say give it the same resist numbers as Resilience, not so low as 5%...which just seems...well not much, all because a certain power pool works well with a powerset (kinda like how KIN works so well with Trollers Fire Epic)

    I'd say 10-15% to three damage types (S/L/P or S/L/T would still be my pick on that...S/L as it just seems like the resistance a Time Manip would have and Psi or Toxic because messing with time makes their mind harder to mess with OR Toxic because you're slowing down the toxic effects on your body by manipulating time) like the other Defender Powers that while they offer less Defense, do offer stealth.
    You can't compare it to resilience, that's from an Armor set.

    The closest we have is Mind Link (Fort/NW version) with 30% base Psi Res (and only Psi) and Link Minds (Dom Epic Pool) with 1.7% Psi Resistance.

    However:

    1) Both of those are specifically Psionic themed, and thus get psi resistance.

    2) The resistance in Link Minds is a token amount.

    3) Neither of these two powers can accept rech IOs directly, which is part of what is great about Farsight.

    4) Your version of the power with those resistances would put this power well beyond what Arctic Fog & Shadow Fall are capable of.
  25. Deus_Otiosus

    Time Overpowered

    Quote:
    Originally Posted by Arcanaville View Post
    But to be honest, I'm currently trying to decide between:

    - Gravity/Time controller. Love the concept. Gravity, time - PhysicsGirl would probably be interesting. Not the most powerful combo, but definitely ... swirly.

    - Bots/Time mastermind. Another concept combo, but it has the significant disadvantage that I'll probably fall asleep while playing it. That would probably be ludicrous to solo.

    - Sonic/Time corruptor. Probably an awesome soloing combo, without quite the somnolence of bots. Speaking of overpowered, I still have no idea what anyone was thinking when they gave squishies Siren's Song. You might as well practically give blasters Elude.

    - Electric/Time controller. Honestly, I have no concept for this. The idea popped into my head, and it just seemed so weird it had a certain charm to it.
    Fire/Time Corr.

    When you have controls, heal, defense all in decent measure - the only thing you really want after that is a heap of damage.

    Out of what you listed: Time/Sonic Defender instead of Corr would be the better choice.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    [I should add that it is also sort of funny to me to be having a conversation about Time in one thread where we're talking about being ok with it beating actual armor sets for numbers and should under no circumstances be nerfed,
    I generally like your posts, and I agreed with a lot of what you said in Beta.

    But I think you are now at the point of being disingenuous when you keep saying how time "beats armor sets" for actual numbers.

    If you're talking defenders, who can we compare that to melee wise? A Tanker? Defender Farsight does not beat Tanker Ice, Tanker SD or Tanker SR.

    If you're talking Power Boost, then we can just say that "All Scrapper Armors beat Brute Armors for Defense" on the basis that Scrappers can take Shadow Meld.


    Corr Farsight slotted with no powerboost is 14% DEF. That's not beating any Defense based armor set, nor is it beating a VEAT.

    Neither does time grant any Mez protection at all, a key component of armor sets.



    So while I actually agree that Farsight should have gotten some resistance (like 5% or something) to prevent the current Power Boost combination from doing what it's doing, I think you should be clearer when you keep posting about it.