Deus_Otiosus

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  1. Quote:
    Originally Posted by KillerShrike View Post
    But, seriously, if you are trying to hold aggro and tank you'd have an easier time of it as a Tanker or Brute, and with just about any mitigation set other than WP which is not ideal for pure tanking.
    A WP Brute that has any kind of decent large AoE attack (SS, FM) or multiple AoEs like DB will have no problems aggroing the majority of a spawn.
  2. Quote:
    Originally Posted by Shred_Monkey View Post
    I agree with most of this comment... but I think it's worth pointing out that nearly all energy attacks have a smashing component... making smashing defense not as important as the above post may imply.
    That's typically true, but the IDF/Warworks have a high amount of pure energy based attacks.

    Imperial Defense Force

    If you go through that list, you'll see that all (or almost all) of the Ranged Energy attacks are all pure Energy.
  3. Quote:
    Originally Posted by PleaseRecycle View Post
    Deus, you do know that the "for an entire league" part applies to ageless, rebirth and clarion as well, right?
    They apply to the league, but my point was that Barrier will make your entire league suddenly invincible.

    Neither Clarion nor Ageless have that level of "saving the day" in terms of their effects.

    Rebirth comes close, but I think Barrier is the stronger choice when considering Squishier league members and their general lack of resistances and lesser overall benefit from % based regen. With barrier they get both the DEF to avoid nearly all incoming attacks as well as the resistance to reduce any attacks that actually get through.


    Quote:
    Originally Posted by PleaseRecycle View Post
    But yes, I'm well aware that barrier is impressive. Apologies if I seem to be goalpost shifting, not my intent, but I think if we're talking about "enough" survivability and permanent vs time limited benefits we should absolutely consider inspirations in the mix.
    I agree.


    Quote:
    Originally Posted by PleaseRecycle View Post
    I find musculature and ageless attractive because basically you get a medium red all the time. When is it not desirable to have a 30% damage buff? Never.
    In general, yeah you would always want a 30% damage buff.

    But its not a 30% damage buff in a vacuum.

    Its a 30% damage buff at the sacrifice of more potential overall resistance, endurance efficiency and the sacrifice of what is effectively a godmode power vs. an endurance recovery tool.


    Quote:
    Originally Posted by PleaseRecycle View Post
    In addition, you get infinite endurance when you want it, some recharge that you don't necessarily need and certainly didn't ask for but why not, and better DDR than willpower gets 75% of the time if necessary.
    As Werner already mentioned, the DEF from Barrier works in a similar fashion to protect you the way DDR would.



    Quote:
    Originally Posted by PleaseRecycle View Post
    You also go from being highly resistant to endurance debuffs to basically immune, stronger against tohit debuffs which dark has no other way of countering, and I believe you also get some resistance to regen debuffs?

    Yeah, it protects you vs. all kinds of debuffs and that is nice about it.

    Although for any buffs that actually have to hit you to function, Barrier is nearly as effective IMO.




    Quote:
    Originally Posted by PleaseRecycle View Post
    Here's where I see the best case for barrier - if you could stomach carrying nothing but big reds, you might get the best of both worlds. I can't do that, as it bothers me to go through inspirations as fast as that would entail. However, if instead you go the easy path of loading up on on-demand mitigation, does barrier really compete with that?
    I tend to play Brutes more than Scrappers, and I tend to hold aggro for others more often than not (if I'm not holding aggro for others, it means I'm alone ), so for me barrier is an addition to my arsenal of large oranges & purples.

    From a Scrapper perspective, you might be right. You might just be better off loading up on those, popping when needed and getting the most out of musculature.


    Quote:
    Originally Posted by PleaseRecycle View Post
    When on a lambda do you need barrier?
    Right before Marauder punches my big brutin' face in.


    The rest of your points make a good case, I don't disagree with them overall.


    To be perfectly honest, I'm not really in the boat of choosing a single T4 Destiny for my characters, and most of my "main stable" have 2 T4s (Barrier/Rebirth for my Brutes & Scrappers, Rebirth/Ageless for my NW & Clarion/Rebirth for my Corr - all of them switch to Rebirth for KIR) and i tend to swap as needed.


    I don't look at large inspirations as a way to do what Barrier does, I look at them as something to cycle in between usage of Barrier, Archmage/Demonic, SoW, OWTS, Self heals, Etc.


    Having Barrier generally means I can save all of those large insps for the big fights for spike survivability, rather than use them on a consistent basis to keep me going.
  4. Quote:
    Originally Posted by PleaseRecycle View Post
    What destiny does the most work for dark armor? I have a hard time imagining the answer being anything but ageless. In the same way as you can look at the best alpha, cardiac, and build on it from there, you can also start from destiny.
    I think Musculature + Ageless is a decent option, but I don't agree that Ageless is the best choice for DA.

    I'll cover why below.


    Quote:
    Originally Posted by PleaseRecycle View Post
    Cardiac does indeed do more than just endurance, but it would be hard to say that ageless' recharge and either recovery or debuff resistance bonuses are somehow insignificant compared to that +res.
    Here's the problem with that.

    Ageless' recharge is a nice back end boost of 10%.

    The other part is an upfront boost that is like a super Force Feedback proc.

    Except I have the forcefeedback proc, and once you already have a high end build, its pretty much just a little bit of gravy on top as opposed to any significant benefit.

    The other option, Debuff resistance, let's look at what it does.

    Ageless Radial Epiphany: +100% end, +70% rech first 10s, 30% next 20s, 20% next 30s, 10% last 60s (120s total), +85% debuff RES first 22.5s, 42.5% next 22.5s, 21.25% last 45s (90s total), 60ft radius

    First, the debuff Res only lasts 90s.

    Second, you get an up front 22.5s of 85%

    Then 22.5s of 42.5%.

    Beyond that it's an irrelevant amount.

    22% Debuff RES vs. any significant Debuff threat (like Cimerorans or -Regen situations) is not going to do anything for you.

    You might try to disagree here, but try playing an SD without HOs in Active D and see how far that gets you against Cimeroran Def Debuffs (They will cause cascading def failure easily, even vs. 50% DDR)



    The first chunk, 85%, is great.

    But is it really greater than suddenly having 90% RES/DEF to all damage types ... for an entire league?

    I don't think so.

    For one thing, as DA you already have little to fear from END drain.

    Once you have that covered, I can't think of any situations where I would rather have 85% debuff resistance for 20s, vs basically being invincible for 30s.

    Even the second phase of 30 DEF/RES for 20s for Barrier is huge for DA which has Dark Regen and high enough resistances to be capped vs. SM/L Res.



    You can be at negative 45% defense or resistance or both, and one application of barrier will suddenly see you DEF capped and capped or nearly capped RES.

    On top of that, you get a back end buff of 5% DEF and 5% Res.

    Combined with Cardiac, a DA scrapper is looking at a 10% overall improvement to SM/L Resistance if you assume something like 4 Reactive Armor Pieces - plus almost as much defense as Weave.


    I think Musc + Ageless is a fine combination if you are going for the ultimate pylon time, or you play a build like Elm/SD which is really amazing with Musc.

    Otherwise I would go with Cardiac + Barrier for DA.






  5. Deus_Otiosus

    SS/SD or SS/WP?

    Quote:
    Originally Posted by magikwand View Post
    I can agree to that. Hell, I may have had sub-optimal slotting for my ss/sd with regard to end reduction.
    It took a full IO build before my SS/SD/Soul wasn't a constant sweat fest of "will I detoggle??" due to AD going off, Rage Crashes, Hasten and Foot Stomping like it's free.


    It took cardiac for the build to feel effortless.


    SD on its own, compares well vs. Invuln & SR for end usage.

    SS is the blue-drinking behemoth.
  6. Deus_Otiosus

    SS/SD or SS/WP?

    Quote:
    Originally Posted by magikwand View Post
    Let me preface this by saying I love my ss/sd like a fat kid loves cake. But...

    Unless you are running IOs, I would not recommend running a ss/sd. The combo is a beast, but you need a fair amount of IOs and a large investment before it really comes into its own. People will say different things about end consumption, but I think shield is on the heavy side. Add in ss, which is certainly heavy, and you have an endurance hog, sadly. My ss/sd struggled with end consumption on IOs and continued until the introduction of the alpha slot. Let's not forget that the defense crash can be problematic and even lethal for a shielder. (Yes I am aware that it is pretty easy to auto cast this and with enough recharge, the crash is avoidable, but it still creates issues for people sometimes.)

    Even more, I don't think shield defense will offer satisfactory performance until it is softcapped personally. Of course, with no IOs, you will not be softcapped using /sd on a brute. And stacking it up to willpower- it just doesn't cut the cheese at level 50 on SOs. Willpower will not struggle with regeneration or recovery, but /sd definitely will. On just SOs, I believe ss/wp is actually quite playable.

    Anything is a beast with IO investment, but ss/wp is much more doable for a casual or budget minded player. SS/SD is a force to be reckoned with, but it just doesn't get good until you have lots on inventions.


    I agree with everything you said except for SD being on the heavy side of END use.

    Instead I would say it simply lacks any kind of END recovery benefit, which is something that makes SS a much smoother play experience.
  7. Quote:
    Originally Posted by Ghost_Ripper View Post
    What about for Alpha and iPowers? I have MU now and yes damage is great; however, End sometimes is a problem. I don't think Static Discharge was an avialable power back when I made this character, so that might help. What do you use out of the MU set?
    I like the following for X/FA:

    • Alpha = Cardiac
    • Interface = Reactive
    • Judgement = Anything but Cryonic. I like Void Radial for the -Damage debuff to enemies
    • Destiny = Barrier for FA, Rebirth is a great choice as well
    • Lore = Personal Preference Here is a list of Lore Pet DPS, it doesn't take into consideration AoE attacks of the various pets nor does it make any distinction between ranged & melee. It only covers the Core line, which is damage focused.
  8. Soul, Mu and Pyre.

    Soul
    • Adds the best ST attack you can get in an epic/patron pool (Gloom)
    • Adds a decent TAoE attack with -To Hit benefit
    • Gives the option of Darkest Night for added survival tools.

    MU
    • Allows for adding 2 TAoEs (Ball Lightning & E-fences) and is the best option for stuffing more AoE into a build.
    • Has a decent ranged attack in Mu lightning

    PYRE
    • Adds the best up front damage TAoE available (as Ball Lightning & E-fences are DoTs)
    • Adds a decent ranged attack
    • Forces you to take an extra power to get access to the above.


    Quote:
    Originally Posted by Ghost_Ripper
    I have Mu patron right now, and was thinking of switching to Pyre so FE will give the Pyre set more dmg.
    FE no longer works like that, it was changed.

    FE does not care what kind of damage the attack does and provides a single damage benefit for all powers you use while it is active.

    Quote:
    Originally Posted by Ghost_Ripper
    Also, I know some use soul to get that -to hit debuff to help cap def. I just don't like the cone it's seems not to hit a lot of units unless you jump out of mob and then have to jump back in for Burn.
    You do not want the cone.

    Gloom, Dark Oblit and Darkest Night are the prime choices in soul.


    I prefer Soul & Mu myself depending on builds needs as I usually do not have the spare power choice to waste on Char or Fire Ring.
  9. Quote:
    Originally Posted by Kioshi View Post
    If you wanna tank better take the AoE taunt in the pool whatever the name is. I could strip aggro from a surrounded WP tanker with SNAP SHOT from Archery because he didn't have taunt.
    At that point, I would just make a Brute.

    You lose out on the better damage from DB, but you fill the role of holding aggro better.

    You're still a damage dealer, and instead of using up a power pool you will pretty much just hold aggro by attacking stuff and worse comes to worse, you can grab Taunt.
  10. Quote:
    Originally Posted by Mach_Four View Post
    I'm leaning towards SS/WP because its fun and I hear is quite tough. Not to say /INV isn't but I feel /WP brings something different to the table. I do have an SS/WP Brute but I don't enjoy him and his concept as much as my Tank's concept.

    As a mostly solo player, I ask the Brute community, which of these is advised to breathe new life into a favorite toon and make a (somewhat) pleasurable leveling experience? (Builds and IOs aside)

    Thanks in advance!
    What is your character's concept?
  11. Quote:
    Originally Posted by ultrawatt View Post
    I also think that /FA does REALLY well with the new trials. These mobs hit quite a bit harder, def toons are just ****** without support, packed with quite a bit of exotic forms of dmg.
    I agree with most of what you said before this.

    DEF toons are fine.

    They sit at the normal softcap to begin with, and only need to pop 1 luck to suddenly be softcapped again.

    On top of this, they can be running Rebirth for perpetual extra regen+self heal as needed or pop barrier for instant invincibility.

    Not to mention that Brutes who take gloom also have access to Darkest Night.

    45% Def + -14% To Hit (slotted w/ two Enzymes) = Incarnate Softcap



    My NW has no issues soloing crates/containers on the split phase of Lambda and has much less HP than either a Claws/SR Scrapper or Brute, and does not have aid self. This is on a build that is not currently incarnate softcapped as recharge was the original focus.
  12. Quote:
    Originally Posted by ClawsandEffect View Post
    In a situation where defense is not a factor, whether it is because it is equal betwen tank and scrapper or because there is none, the higher resistance and HP caps give the tank a MUCH larger advantage in survivability than the scrapper gets in damage output.

    Numbers don't lie.
    Technically, according to Johnny's Fallacy where Brutes and Scrappers are perpetually perma-defense capped, perma-res capped and perma-damage capped FA & SD Tankers are clearly the supreme powersets for the Tanker as they do more damage and are equally as survivable as an Invuln or Stone.

    I mean, FA is always capped at 3500 HP & 90% resistance to all right?
  13. Quote:
    Originally Posted by Dechs Kaison View Post
    These are mostly reasons why I have Shockwave. I can put the enemies where I want them.

    Stuff being dead before I can use one AoE is fine, because Spin recharges fast enough that it's ready for the next spawn. Fire Sword Circle, on my tank for example, is not always so.

    On a fast moving team, I just have to be faster, or chose my own path. In my experience, the fastest teams are eight people soloing together. Raids as well seem to go quicker and easier when people split into small teams of 4-6. Occasionally I get a really good duo partner.

    I'll send a PM to continue the discussion.

    Trying not to derail the thread too much
  14. Quote:
    Originally Posted by mauk2 View Post
    I ain't gotta show you nuttin, bunkie.

    But, ehn, whatever.

    I have a claw/inv scrapper i made the first week the game was out. LOVE that toon. A while back, I started up a claw/inv brute, to see if the hype was real. I got the brute to 45 and lost interest: It was already obvious how much beefier the brute was, and the damage was absolutely there.

    I put together a build, if I ever decide to brush the rust off the brute I'll put this on it:

    Man, what a monster.

    I make no claims this is the best damages out there, and I care not a fig about beating up lol pylons. But this toon as presented is a beast, tanker tough and scrapper damage. If I wanted to purple it up and tinker a bit with slot optimization, I'm sure it could be made considerably 'better', but I don't terribly care.

    Focus, followup, spin, it's all ya need.

    Claws/inv on a brute is a BEAST.

    But you do keep making claims.

    You repeatedly enter threads and say things like how much of BEAST this is or how much better Brutes are.


    Except I have a Claws/Invuln Brute. I have one that is not too dissimilar to the one you've posted and I don't think its as good as you are making it out to be.

    Its solid, but I don't think I would rave about its performance either.



    When people say Brutes are beasts, the expected notion is that it is doing near Scrapper Damage with Tanker Survivability.

    I think your build looks very survivable, but I don't think it looks like it will be doing a lot of damage. And it certainly isn't as survivable as an Invuln Tanker.


    Dull Pain in your build is not perma, even with Hasten Running.


    You have 2950 or so Hp which is very respectable, but an Invuln Tanker can hit 3500 (as a note, I find it difficult to hit more than 3K on an Invuln Brute and meet rech and def requirements, so I think your build did well on the HP front).



    Quote:
    Originally Posted by mauk2
    But this toon as presented is a beast, tanker tough and scrapper damage.
    The tanker has higher resistances, will be capped vs. SM/L damage res and can get to 3500 HP.

    Without at least some math, or better yet an actual pylon test, how do you know you are doing Scrapper Damage?



    Quote:
    Originally Posted by ClawsandEffect View Post
    But Johnny, I thought that extra survivability was unnecessary.

    At least that's what you keep saying whenever I bring up the survivability advantage tanks have over everyone else.
    That's because he wants to keep his mitigation advantage while constantly outright lying about how useful it is.



    Quote:
    Originally Posted by Dechs Kaison View Post
    Anyone claiming how amazing Claws is on a brute is saying that because of how stupid good Spin is.

    Spin isn't going to help on a Pylon time.
    I like spin.

    But I find a single 8ft radius PBAoE to be of limited use at the endgame.

    Large/Oversized enemies, ranged mobs that don't enter melee, Friendly Fire KB, and stuff simply being dead before you can use more than one AoE are all factors that make spin not nearly as effective as it would be in the AE or even in a solo mission.


    Spin is amazing, but you rarely get the chance on a fast moving team to just stand there saturated in mobs and Spin > Spin > Spin.




    Quote:
    Originally Posted by LSK
    Ok I am getting confused I thought this was thread was for tanks? I did not realized it was for brutes and scrappers? ( damn ran out of popcorn)
    The thread has derailed quite a bit, that's true.

    However Mauk's build IS about Tankers.


    Johnny keeps spouting, endlessly, his nonsense point about Brutes "only having 10% less max HP"


    He likes to say that because it makes all brutes sound much more resilient than they are. Its his way of constantly twisting information to suit his agenda.

    When the reality is only Stone and Invuln (and eventually regen most likely) can currently even get to the Brute HP cap, and that will require some heavy build sacrifices that are not as dramatic or even required on the Tanker.




    Look at Mauk's Build.

    He has focused on high softcapped defenses, has a good deal of +HP bonuses and yet has 2950 HP or so vs. Tanker Invuln builds that can sit at 3500 and he sacrificed a fair amount of recharge as well as 2 AoE attacks to get there (Which is a decrease in offense).

    This is not the "only 10% less max HP" that Johnny keeps ranting about.

    It also ignores, repeatedly, the inconveniently significant Base Defense and Base Resistance advantages of the tanker.

    An solid Invuln Tanker build can get to 90% SM/L Res, and sit 3500 HP with DP running.

    Its also easier to get DP perma, as Tankers have more starting DEF to work off of to hit softcap and can focus on more Rech, as well as +HP bonuses to help them cap.
  15. I still think you should reove the LoTG DEF/END/RECH pieces from Weave & Heightened senses.

    As well as reversing your slotting for QR & Stamina.
  16. Quote:
    Originally Posted by mauk2 View Post
    Heh.

    Claws/inv on a brute is SICK.
    People keep saying how amazing Brute Claws is.


    And yet I see no top Pylon times with Brute Claws.



    So show me proof.
  17. Quote:
    Originally Posted by StephanieB View Post
    Hey All,

    Well, I'm playing with a more squishy toon (mine is a DB/WP Scrapper) and I understand that RTTC can take taunt SO's and such.

    Are they wasted slots if I use them that way? I really need to get stuff off the other toon and if she tosses an AoE that hits NPC's too far away she gets clobbered.

    Any ideas on what I can do?
    If its very important to you, grab confront.

    Honestly, you need to talk tactics with your friend.

    She should not be tossing AoEs onto enemies that you haven't already engaged with.
  18. Quote:
    Originally Posted by Fireheart View Post
    While this is true, it doesn't keep the 'stabby-taunt'-ee's buddies glued to you, like a Tanker's taunt would.

    Be Well!
    Fireheart
    Or a Brute's.
  19. Quote:
    Originally Posted by Johnny_Butane View Post
    considering Brutes would still having only 10% less max HP.

    Now make a list of the number of Brute secondary power sets that can permanently sit close to their Max HP cap on their own.

    Hint: Only 2 of them out of a total of 9.
  20. Quote:
    Originally Posted by HarbingersGale View Post
    My DM/Regen was one of my first 50s, one of the easiest rides to 50, and one of the quickest abandoned to obscurity once I got her there.
    That was my exact experience, same build and all.

    It was actually my first character, now long abandoned.
  21. Quote:
    Originally Posted by Winterminal View Post
    For conceptual reasons, I took some non-traditional powers and slotted them up (i.e. Focused Accuracy, using it for GSFC set with the +Build Up), while ignoring some other more tank-traditional powers (Tough, Weave, Combat Jumping), and that might have something to do with my current frustration I think I am going to have to find a happy medium between staying true to my concept, and making sure I am a valuable asset to a team.
    I think you're just getting too caught up on the name's of powers, SOs and IO sets.

    No one will ever see your IO sets or your SO names, they can only see the bonuses listed.

    As for Focused Accuracy, as you can slot GSFC in Rage I implore you to drop Focused Accuracy.

    SS/SD is endurance heavy, so you shouldn't be running this, and you certainly wont need any more To Hit or Accuracy bonuses with Rage.



    If you want to play on SOs due to cost or personal preference, that's fine.

    You will obviously perform much, much better on IO sets - even just franken slotting.
  22. Quote:
    Originally Posted by Another_Fan View Post
    Yeah thats about where I had your level pegged at from your first post buckwheat.

    Then we're finally even.

    Since I've had you pegged for exactly what you are long before today ever happened.
  23. Quote:
    Originally Posted by Another_Fan View Post
    Your corruptor has better numbers for self defense and debuff.
    And blasters have more melee attacks in their primary to slot valuable Kinetic Combats.

    My Corr uses his debuffs primarily to do damage on lambda. More damage which the Blaster already has.


    Quote:
    Originally Posted by Another_Fan View Post
    The blaster needs to go for survivability you would have gotten that if you had read
    I'm about to blow your mind with a radical concept.

    Everyone who wants to be survivable...needs to go for survivability.


    Mind = BLOWN.


    Quote:
    Originally Posted by Another_Fan View Post
    LOL, maybe you aren't very good at baiting people ?

    I take it your assessment is based on your experience as a master baiter.



    Quote:
    Originally Posted by Zombie Man View Post
    How could you be so wrong about something like this and then come into the forums and make such forceful statements based on ignorance?
    That's too easy...
  24. Quote:
    Originally Posted by Matt_King View Post
    Tweaked the build a little bit. Removed Assault and added in Strength of Will. Moved the Steadfast Protection in HPT to SoW and replaced it with the Gladiator Armor: +3 Defense.
    • You don't need 4 slots in Weave & Heightened Senses. The DEF/END/RECH pieces are giving you very little return and you don't need the Global Accuracy as SS.
    • Quick Recovery is under slotted in favor of heavily slotting Stamina. QR is superior, slot it accordingly.
    • Physical Perfection's slotting is giving you a grand total of 5 extra HP per second regen.
    • I don't think you need all 3 slots of Rectified. You wanted the regen bonus but it amounts to 1 HP per second. So you are spending a valuable build slot, for 1 HP per second.

    Take the slots from Weave & Heightened Senses and put them into hasten.
  25. Quote:
    Originally Posted by Golden_Avariel View Post
    The only thing Judgement changed for me, is the opinion that the Nukes need to be modified to not crash. Cost a lot? Sure. Empty your endurance bar and prevent you from getting it back? Not so much.

    Of course, I've just now gotten my first blaster to 41 (electric blast mostly solo since 28th) and having a great time so maybe I'm not the right person to make such statements given my lack of experience.
    That I agree with.

    Even if they have to get toned down a touch, the crashes need to go.

    I love Psychic Wail on my Fort, more Nukes need to function like that as opposed to the way they do now.