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Why play Force Field since VEATs exist?
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Quote:The attack drives efficiency focused players insane, or any player with AoEs, or any player who doesn't enjoy wasting an attack, or chasing enemies to kill them when they were already in range for killing. The improper use of said power does, which is nearly all the time as most players have no idea how to properly use KB.
I made some edits. -
I'll just give you a brief summary.
All of the people who love KB will come out and try to drown out your ideas.
All of the people who hate KB will come out and try to drown out their ideas.
This might continue for several hundred posts, with no resolution or ground given on either side.
In approximately 2-6 weeks time, another thread will appear just like this one. -
Quote:I didn't mention anything about overpowered or not.On the sliding scale this game provides I don't think its possible to call anything overpowered. There is simply no standard. When it "it can soft cap to all positions on SOs" doesn't even raise eyebrows it's kind of a shrug what can you really say situation. So how about giving Force Field those self cast shields?
My comment was that Time is not necessarily more powerful than Rad, Kin, Dark or Cold. I still stand by that.
I have no problem with sets like FF being reviewed for some kind of performance improvement. More good sets is good for everyone. -
Quote:No, but they ask for Kins and Rads pretty often.To the extent that this set is "balanced," people are unlikely to sit on Broadcast trying to recruit a Time Manipulator specifically. But people also don't sit around asking for specific Armor sets,
I think time is a very good set, but this thread is full of people comparing Time to sets that are largely considered under performing (like Forcefields & Poison).
I don't believe this set is stronger than Kin, Rad, Dark or Cold. -
Quote:Thanks for the advice, and I do - My preference is Blasters, followed by (non-support Intensive) Controllers, then Brutes, then Scrappers, and my character choices reflect that.
If you haven't already, you might try a Fire/Dark Corrupter.
Pretty concept friendly (I went for Magic Origin), very strong mechanically and it has both Blaster (Fire Blast) and Controller (Dark Miasma has great soft controls) elements.
It requires no buffing at all, your heal is an incredible PBAoE heal that also debuffs the enemy, as well as your "rez" being an auto-hit stun with -500% regen attached to it.
It is both solo and team friendly, has great performance out of the gate and great performance at L50.
You will have all of your core attacks and core dark powers by L20. -
Quote:I use Cims on any support character that can keep them alive in melee.There are more things to consider than looks and DPS. Though it doesn't fit any theme, the northern lights are something I'd consider for a squishy due to the massive kb they deal. And I'd personally rather have some AoE damage rather than single target, so I consider the WW to still be king. Though I do have cims on my roman themed scrapper, just for concept.
I use Cims on any character being built for the best DPS I can give it.
I use Phantoms on most other characters as they are concept flexible, have a good mix of ST DPS, decent AoE (the aforementioned FSC) and they can fly (which is situational, but I find they tend to keep up with me very well in most situations due to flight).
Every once in a while I'll grab pets just for concept for example the Arachnos pets for my Crab. -
From reading what you wrote, the following stands out:
- You spend a lot of time investing into character theme, concept and backstory. Costume is also very important for you.
- You keep abandoning characters, and it often (not always) seems to be for mechanical/play based reasons (excluding the VEATs, who are high performers).
- You don't seem to like support sets that are support intensive (read: buff/heal focused).
My advice would be to let the concept portion of the character be more flexible and to wrap it around powersets that work together very well.
In essence you need a more balance approach when picking both your concept attributes as well as the mechanical side (powersets).
One good example is your Fire/Storm Controller (who you really liked) - Fire/Storm is a strong combination mechanically and also is not a support (buff) heavy powerset (instead you debuff and then kill stuff)
I would suggest for "support ATs" you stick to Controllers and also add some more Corrs and stick to secondaries like Storm, Dark, Rad and maybe even Time.
For other ATs, well only you know your preferred playstyle - just be sure to pick combinations that have a solid to very high level of performance. -
Quote:I'm not sure why they are so far ahead, seeing as several other pets (like the Arachnos pets) were toned down in beta (I think even the cims got toned down).Interesting to see that Cims actually outdo Warworks even though WW do -regen. I didn't think anything would actually be as powerful as WW are. That's kind of scary since as I said the Victoria bot can already solo AVs.
They are the most melee focused pets IIRC, the WW Lt as a primarily ranged combatant and that might be where the drop in their respective DPS numbers comes from.
Quote:Phantoms suffer the same issue like normal PA and several MM pets, they wont swap that efficient between range/melee that they will ever hit that said dps.
Their fly is so freaking random, i ditched phantoms and took the drones again. They have not that much of damage, but its very consistant. Once they are in 'spray' range they cycle perfectly between their 2 (later 3) attacks.
I find that they fly very often as long as the character in question is airborne (jumping or flight) often.
It's also fun to watch FSC crit for over 1K damage on a handful of enemies.
The link in my sig should have the most up to date list, which includes Clockwork (I left them out on accident originally). -
Quote:You're only comparing PU + Farsight to just Scorp Shield.Go Power Mastery.
Power Build-Up used with Farsight will grant more +defense than Scorpion shield.
You should be comparing PU + Farsight (22% M/R/A) to Farsight + Scorp Shield (34 SM/L & 27 E primarily).
Quote:You can also take the resistance shield and run it with tough for even more resistance.
It also has Conserve Power which will offset your endurance use.
The other main selling point is 3 positionals vs. a handful of typed granting better coverage with the drawback of having to coordinate PU & Farsight. -
Quote:Easier will make it a nice option for some players.Should note however, it's easier to pull off the 45% Defense on a Defender than a Corr (without the use of PBU).
I don't have a build budget limit, so it's not really a factor.
Quote:Defenders just get better Defense numbers on all the +DEF powers. The Corr will have to focus on more set bonuses for +DEF than the Defender will.
Quote:The Defender on the other hand will then beable to focus on other set bonuses, like +RCH (to pull off the better attack string or make more use of AOE attacks)
I don't have a single Corr at the moment that isn't both Softcapped to SM/L with Energy not far behind, while also having 170-190%+ rech depending.
I agree though in general, that it will be the easier way to go - much as Tankers are the easier way to go for, well, Tanking.
However with a large enough budget, that can all be covered to a sufficient enough level to let the higher offensive advantage really shine.
Quote:All things I considered when I decided on Corr (which was only because I want Hail of Bullets at level 32 versus 38, so I can have it at level 27 when exemped...and I exemp enough to want this)
I went Corr because Rain of Scourging Fire is a wicked mistress that will not be denied. -
Quote:What kind of damage are you getting out of Spring Attack?So I dumped confront and shadowmaul and picked up spring attack for another PBAoE power, works out really well. Anyone have any experience with burnout?
As for Burnout, the only use I could see for it would be to run OWTS back to back, otherwise for something DM/SD you don't really have all that many super long rech powers to make great use of it. -
Quote:That's true.Defenders do have a specific advantage they don't normally get with other buff sets. Due to the fact that Power Boost/PBU is better on defenders than it is on corruptors, a defender will end up with significantly better defense numbers if it goes for the PB/PBU+Far Sight route.
On the other hand, once you are softcapped, you are softcapped.
And no Time Corrutper will be having all that much difficulty softcapping.
For teams/leagues, it will come down to a variable of who is or is not IOd
and how many other sources of +DEF are available.
I'm of the opinion that generally even most leagues on iTrials have DEF overflow.
As for the PB/Farsight combo, it's tempting but until I see it in mids I'm not sure I really want to hassle and make sure I cast them both together just to get to softcap - since it shouldn't be all that difficult to softcap anyway without it. (Which will leave me free to go Mu instead, for SM/L/Ene Resistance, to stack with Tough, as well as 1 or 2 End management tools if I feel I need them.) -
Quote:Stalker and Tanker are pretty specialized in what they do.Street Justice will probably be out before the end of the year.
I've never played a character with Super Reflexes before, so I thought this would be a good opportunity to try it.
It appears this combination is available on four ATs:
Scrapper, Brute, Stalker, and Tanker
What would be the benefits/perils of selecting any of these?
(I'm hoping for something friendly for soloing, I must admit.)
If you want specifically that style of play, it's not really necessary to compare all of the details between them and Brutes/Scrappers.
I will note that the Tanker will be ludicrously easy to softcap, but people will expect you to tank for teams. Take that as you will.
Brute vs. Scrapper for this particular combination will be mostly stylistic as well as some slight playstyle differences.
As we only have the beta numbers for Street Justice, most of my comments will be fairly general.
Damage edge should go to the scrapper, however the combo system + non-persistent damage boost should see the Brute not too far behind.
Survival edge will go to the Brute with higher HP, and therefore higher HPS - this comes with the caveat that the Brute has a taunt aura as well as punchvoke and will be generating solid threat whether you want to or not, which means you will be taking a larger share of incoming damage. Most teams will also expect you to fill that role as needed.
There is also the Fury mechanic, which for a lot of players is a "love it or hate it" thing. YMMV. -
Quote:That's a tough question.Sonic ends up doing twice the -resist as Radiation, but does that outweigh the +damage and +recharge that Rad brings?
I'm not sure how end hungry BR is yet, or what the top end ST chain for it will be.
Those would be deciding factors for me personally, as I know I could rely on /Rad's extra rech to help meet any higher end rech requirements as well as the +recovery boost that perma AM brings.
I also find the AoE Slow component in Lingering Radiation extremely valuable for my style of play, which generally involves a lot of near melee range kiting.
Quote:It boosts resistance as well as providing solid mez protection to myself and the team, but does that outweigh the healing, -tohit and -damage that Rad brings?
It's a tougher choice than I had thought at the start.
I'll be going rad most likely, as it allows for a fairly aggressive style of play. Can cover the mez protection with Clarion and has a self/PBAoE heal.
I'm also a fan of rech, and recovery boosts wherever I can get them as well as making the most out of people who die a lot by turning them into bombs (which happens often enough at the feet of AVs on trials to be less situational than it can sometimes be). -
Fire/Time Corr
Ill/Time Controller
WM/SD Scrapper
Katana/DA Brute
DB/EA Scrapper
In that order. -
Quote:Not necessarily.You know, I know it sounds bad. But it just works out that way for me. Fits my playstyle I guess. I always felt like LR wasn't slowing the enemies down enough, and they were running out of RI.
Could all just be perception on my part.
Corr LR was bugged for a long while and the slow component wasn't working.
It wasn't fixed until i20.
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Quote:I'd probably (and might) go rad personally.I was being quite facetious.
I really can't decide which would be better, and they both work for the concept I'd be using. Sonic lays out more -resist. Rad could be more clicky. But rad has +damage and +recharge. Which is more offensive? Which will allow me to provide the most benefit to a team?
In AV fights at the endgame (where I focus my play), I find it's one of the least clicky sets available against hard targets (where BR will shine imo).
Drop toggles, hit LR every 25-30s, and then just blast away.
On the other hand, I think Sonic provides a ton of benefit to a team - especially when many teams/leagues seems to be swimming in +DEF from IOs and buffs (which are pretty common). -
Quote:Interesting.If only I had a way to skip the stupid self heal in Rad it'd be a no brainer.
While RA isn't one of the better heals in the playground, I don't think I would ever skip it.
It's still a way to top off the team, or keep your own HP up as well as being able to take Doc Wounds for a little bit of Rech. -
Quote:Its not an unrealistic scenario, and I build specifically to deal with that situation when it comes up.(However, I will grant that my arguments are based on an unrealistic scenario - you're tanking for a team who apparently aren't doing a damned thing to help you.)
So I agree with the main points of your post. -
Quote:Are you just hanging back and firing at them?I did that, still managed to get runners out of the AOE of the -tohit.
That might be the difference.
I tend to hop around a lot on the edges of the crowd as well as into and out of melee while I kite them. So usually they are slowly (LR debuff) chasing me in circles.
Even then it has a 15 foot radius.
I don't have an issue with you preferring one of the other, but you are saying you prefer 6% Defense vs. up to -40% to hit because of a few runners.
Even with a few runners, I think RI is still the better method of self protection vs. most enemies. -
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Quote:What's there to feel about it?How do you feel about Top Docs recent CEBR posting, and the subsequent flood?
You are fighting L1 mobs, with low HP and you are artificially entering the "mission" at the damage cap and staying there due to the amount insps you get.
This will never, ever, happen anywhere else in the normal game.
The rest of your post is more of your arbitrary criteria and your endless blather. -
Quote:Yes, that is true, which made me all the more surprised to see despite such a tremendous DPS hit my brute performed better (by which I mean faster completions of specific identical tasks).
I attribute much of it to the aggro aura gluing things in place, but I also think the extra survivability played a role. 11% more base HP is 11% more survivability, the resistance cap increase is also great with insps + SR scaling res to a degree that I would put above 10% personally, as I put a lot of value in burst survivability.
That's an interesting point about faster completion for the Brute.
I agree, the taunt aura is most likely a factor. Another might be that while Scrapper DPS crits average out well over time for DPS calculations and pylon tests, perhaps they don't work out as well for AoE attacks that are often an important part of task completion.
It's not that they don't contribute per say, or even that they can't be averaged in - but more to the fact that dead is dead and crits can't be controlled - so there might be an element of corpse blasting crticials going to waste as opposed to AVs/Pylons where the burst simply improves the overall averaged DPS.
Quote:While I agree that damage buffs are more common, I don't think the teaming situations in which DA can go above 75% res are all that uncommon.
In the level 50 game, with Barrier, Cardiac, leagues, raids, I feel situations in which I don't get at least +25% res (DA being at roughly 53% S/L res on SOs with Dark Embrace + Tough, that's what I'll consider for the purpose of this discussion ; psi res can be higher but there's significantly less psi damage wielding enemies, as well as psi res buffs anyway) are the exception rather than the norm.
You have:
Kinetics, through ID which most people skip (which is a shame, especially as its AoE now).
Sonic, which is not a very popular set.
Thermal, which might be the best set to make your overall case - as I think this will be a fairly popular set once its proliferated.
Pain, which is not a very popular set.
Quote:In lower level play, there is mystic fortune, sonic, thermal, pain, cold, dark miasma, kinetics
Quote:That's one way to look at it. My own perspective is that damage has to be handled, regardless if it's by me or by other people. So, if I'm not taking the aggro, my teammates will take more damage. I may be technically more survivable by virtue of aggroing much less, but if the guy who holds the aggro drops, or if a squishie is attacked by something and dies because I couldn't aggro, that's on me.
I agree completely that aggro control is a valuable tool for teaming.
On the other hand, it simply is not the designated role for the AT (at least in the modern game as the devs have defined Scrappers in the melee damage role but not tanking role). Scrappers aren't designed overall as aggro holders.
They are survivable, they are armored so to speak and perhaps a handful of players like yourself (and myself) recognize that when there is no one else to do it, you should step up and try to soak as much aggro as possible, but it isn't actually the seemingly intended role.
Quote:It's fairly obvious, what with the recent discussions on scrapper EA not getting a taunt aura, brute EA getting a taunt aura, brute regen getting a taunt aura in the beta boards that there is widely different points of view regarding taunt auras, and I'm on the "love it!" end of the spectrum. Me being indecisive on brute vs scrapper for that particular combo probably means most people, with a more balanced perspective, might enjoy a scrapper better.
Something like Kat/DA is much more straightforward - brute, brute, brute.
Quote:I don't want them to proliferate taunt auras into powersets that don't benefit from it and into ATs that don't have a design intent to be aggro sponges. I want them to fix the fracking running mobs.
Is it a bug that has been introduced, or is it design intent? -
Quote:My Katana/Dark Scrapper is at 60% smashing/lethal resistance with Cardiac. I'd only need a 30% buff to cap a Brute, and anything over 15% would benefit the Brute. That includes self-buffing with Barrier, which I have. I'd also love to have more hit points, which for me seems a bigger deal than the resist cap since it's equivalent to always-on extra resistance.
But the main thing for me would just be the taunt aura. I'm happy with my Katana/Dark, but I'd be much happier with a taunt aura. However, the main thing I want a taunt aura for is to avoid runners, which waste time (and thus lower my damage output over time). I'd have to consider if the lowered damage from runners is worse than the lowered damage by going Brute. I haven't made any attempt to calculate. Mind you, I hate runners regardless of what the numbers might say.
If I'm correct, Barrier and the Shield Wall unique make up for 8% of that advantage in your build vs. what I posted which would be a fairly standard IO build.
So yes you can get to 60% SM/L on DA but it requires T4 Cardiac, T4 Barrier and the Shield Wall unique.
However, I would actually reverse my advise if the build was Katana/DA as opposed to KM/DA.
Katana not relying on a persistent damage bonus for its performance will see the Brute's offense nearer the Scrapper's than is the situation with KM.
This is also a good example of what you were saying earlier about how its not very often that we have a clear definition of which AT makes out better.