Deus_Otiosus

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  1. Deus_Otiosus

    Ah destiny.

    I would go cardiac core paragon + Clarion
  2. Deus_Otiosus

    I'll be damned

    Quote:
    Originally Posted by Kractis_Sky View Post
    LOL, low level grinding and 50+ end game... get it!?

    Seriously, an easy way to solve this may be if you want to target all peeps for a buff then click on *yourself* in the team/league list, make an anouncement and buff. Otherwise target individuals. Possible?

    You can't target yourself. Its also unnecessary for what you are describing.
  3. Deus_Otiosus

    I'll be damned

    Quote:
    Originally Posted by Jibikao View Post
    The only concern is, is this too big of a buff for Speed Boost? I've always thought speed boost is so good but it takes effort to keep it up. Now with 30 radius, it makes Kinetic even better and I honestly can't think of any reason to make Kinetic even better. I can see that Force Shield and Sonic Res needing the buffs, but Kinetic?
    Balance by annoyance/frustration is not balance.

    And people keep it maintained already, this just allows them to play the game as opposed to being a buff bot.

    Diminishing returns already takes care of high end builds getting Speed Boosted - its mostly low powered teams (the ones who need the biggest equalizers) who see a huge and sudden play improvement.



    Quote:
    Originally Posted by Jibikao View Post
    I've heard complaints on people NOT wanting speed boost.
    A tiny, tiny minority does not get to speak for a vast majority who would welcome this change.

    Give them the option to disallow buffs if its such an issue, of course they always have the option of quitting and finding a team to match their playstyle - which is better for all parties rather than have them fail to keep up on a hyperspeed murderfest team who stops for nothing or careening into walls because they can't control the movement increase (This still stuns me that people complain of this).
  4. Deus_Otiosus

    I'll be damned

    Quote:
    Originally Posted by Breog View Post
    To bad Frostworks didn't get turned into groupwide buff.
    Unlike the shield buffs, which have such a fast native recharge and are intended to be applied to the entire team - buffs like Frostworks are clearly intended to be limited to a single target with its 60s recharge.
  5. Deus_Otiosus

    I'll be damned

    Quote:
    Originally Posted by Breog View Post
    And... as a speed boost hater... Well I;m willing to take one for the team since this will make everything 10 times better over all for buffers and teammates a like.
    I'm a speed boost lover, and I can't imagine anyone not loving it.

    But I applaud your ability to be rational here.

    If you have time, please post your response in the official discussion thread where there is a clear loss of sanity and chaos has fully ensued.
  6. Deus_Otiosus

    I'll be damned

    Quote:
    Originally Posted by Nihilii View Post
    QoL for most, nerf for me. I used to keep shields up *and* blast/debuff without a trouble, now I will have to either stick glued to the team (ugh) or buff significantly less people, even if the recharge stays the same - and I'm doubtful it will.
    As UberGuy said, Zwill has confirmed End & Rech will stay the same.

    Now its just a matter of tossing out a single buff pre or post combat.

    You can toss it as many times as you need.

    You can actually continue to use it exactly like you do now and buff everyone on the team by targeting them individually - you will be spending the exact same amount of endurance.

    Or you can wait for the small opportunities where you can nail everyone at once - with a bonus of time gained.


    You're saying you can blast and buff, and I believe you. But this is like the melee cone issue.

    You will now have more time to blast than you did, this is a given - and at worst, you can continue buffing exactly like you do now at no penalty.



    Quote:
    Originally Posted by Nihilii View Post
    Complain about teeth gnashing all you want, this change will hurt my performance
    It will not, as I just explained above.




    Quote:
    Originally Posted by UberGuy View Post
    According to Z the costs and recharge will remain exactly as they are. Apparently, you will be able to buff exactly as you do now, but buff everyone in a 30' radius, just 'cause.

    I find it a little hard to wrap my head around that, since I think it throws a number of powers from different powersets out of whack with respect one another, but that's what we're being told.
    I'm all for it.

    More reasons for more people to play buffers.


    My opinion is that this will see more people being buffed on trials, especially Lambda.

    The trials were designed with cooperative team play in mind with no one power build prevailing. This helps smooth out some of the rough edges for the majority of the player base who are not bloodthirsty power gamers (like me ).

    This will also alleviate people who were playing dedicated "buff bots" who were frantically trying to "keep the team alive" and losing out on participation.

    Now they have no excuses, lets hope they had a few slots to spare for their attacks.
  7. Deus_Otiosus

    I'll be damned

    Quote:
    Originally Posted by Chaos Creator View Post
    Whoa. So Much win.
    Seriously.

    I had to read it three times to soak it all in.


    Colleagues at work want to know why I'm smiling like a dummy.
  8. Quote:
    Originally Posted by Obitus View Post
    Sleet has a 15 second duration. The debuff lasts for 30 seconds, or at least it's supposed to do. The last time I checked, there was a rather persistent bug with Freezing Rain and Sleet that randomly cancels the debuff on the rain's end if the target is still in the area.
    Good catch, I always forget about that.

    Does anyone know if the procs for Interface (pre-fix) are (were) using the damage duration or the debuff duration?



    Quote:
    Originally Posted by Obitus View Post
    FWIW, on the subject, I have always disliked the 10s-per-proc standard. I think limiting the proc rate of auras/pseudo-pets is a fine idea in principle, but once per 10s seems like too low a limit. That objection is almost purely subjective, though; I have no good numerical argument for any particular value below 10s. Any change I'd suggest would be arbitrary.
    I agree, I've never liked 10s. And it basically makes slotting IO Procs into these powers a non-option for me.


    Quote:
    Originally Posted by Obitus View Post
    That might be nice, but it's not clear that the game is even capable of distinguishing between auras emanating from players, and auras emanating from pseudo pets. They have always, AFAIK, been treated as the same by the devs.
    That's probably true.

    So then we just lobby for IO procs and interface to be reduced to 5s and we all go home winners.
  9. Quote:
    Originally Posted by StratoNexus View Post
    Indeed, they have A casting time. Out of ONE animation you can still get multiple proc chances.
    That's true, though it does depend on the power in question.

    Burn for example is just on the edge at 10s duration, RoF 15s.

    Then there is Sleet with its beefy 30s duration.

    So some make out well, others not as well.


    Quote:
    Originally Posted by StratoNexus View Post
    But if you do a straight comparison to other AoEs you have to really include all factors. Spending 1 to 3 seconds (depending on the animation time of the AoE) and X endurance every 6 seconds to get multiple procs chances vs spending 2 to 3 seconds and X endurance to get multiple proc chances. End cost, animation time (and the opportunity cost associated with it), and even AoE size (rains and patches are often large, although some like Burn and Ignite are not).
    Fair enough assessment.

    I think we agree overall.


    Maybe 5s for short duration/short radius/low target cap powers (Burn, Damage Auras)

    10s for long duration/large radius/high target cap powers (RoF, Sleet, Hot Feet)


    For both regular procs & interface.

    It will probably never happen, but it would be nice.

    Let's hope Black Scorpion is still reading.
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    I dropped assault because it is a waste of endurance for a Brute - even WP.

    +15% is just a drop in the bucket with Fury + Power Siphon.


    You have two power slots left over. If you want actual powers here, and not one slot wonders like Super Speed & the Self Rez - then some more sacrifices will need to be made (starting with the 4th slots in Heightened Senses and Weave)
  11. Quote:
    Originally Posted by Bill Z Bubba View Post
    As for the DDR in Grant Cover, we'll see. While I probably should be, I'm not really looking at SD like I do SR.
    The DDR is just as important for SD IMO.

    While SD gets +HP & +Resistance - I feel those are things that are there for the times when you do get hit, but you will still die to cascading defense failure and want to prevent it by any means possible. The +HP & +Resistance will not be enough to keep you alive in those situations.


    Quote:
    Originally Posted by Bill Z Bubba View Post
    I certainly understand the animations issue. It's why I can't get into playing my dm/wp brute. MG, SL and Gloom are all left hand only animations.
    That drives me nuts too.

    My DM/SD Brute does nearly all of his attacking with his Shield hand.


    Quote:
    Originally Posted by Bill Z Bubba View Post
    Same issue I always had with Mace, Axe and Broadsword being all right handed all the time. Gets very annoying.

    I think it doesn't bother me with KM and Shield because at least the left hand is doing something, namely carrying a shield and occasionally bashing with it.
    Actually, the reason you give for KM works very well for Mace, Axe and Broadsword. They all look great with SD.

    But I agree on using them with other armor sets.
  12. Quote:
    Originally Posted by Eva Destruction View Post
    They're not all different from each other, because it's the same two damage types that are 100% resisted by all of them. This is grossly unfair to many Scrapper, Brute, Stalker, and Tanker powersets, as well as two Blaster, Corruptor and Defender powersets. And it's the same powersets that get screwed over every. Single. Time.

    And no, a "diverse team" can't take down Enraged Marauder with ease, especially once they start lagging. A hand-picked team can take him down. Right now, said team doesn't include anyone relying on S/L damage. A diverse team might be able to take him down, if they have enough debuffs and exotic damage to compensate for players with limited utility.
    I agree with you overall, and as a dedicated melee player at heart this Marauder change is extremely welcome.

    However, on the hand picked (all Gfriends/Known Players) team I did MoLambda on (original implementation of MoLambda) - We did have two SS Brutes with no issue.

    Finished with 3 minutes on the clock.

    That doesn't mean you wanted a dozen melees though.
  13. Quote:
    Originally Posted by StratoNexus View Post
    The other way around. Most of the pseudo-pets use the aura tech.

    However, even in standard auras, having these procs activate every 2 seconds without any animation time cost is very, very strong. Just because it is not spawn-nuke strong does not mean it is fine as is. The auras are not intended to be that strong. Even at 1 proc chance per 10 seconds, it is still a very nice addition.
    That's a good call on the animation time as it applies to auras, but all of the Rain type powers have a casting time.

    Also you can still fire off 2-3 AoEs on some high end builds in the same space of 10s - thus getting more chances to proc.

    Its one of the reasons I never bother slotting procs in damage auras (unless I'm wrong, would love to see some math showing that I am, might give me a reason to slot procs).


    Obviously the current proc rate is...insane.

    I was hoping for something like 5-7s though for rains & auras, RoF for example only has a 15s duration to begin with vs. Fire Ball which I cast every 5s or so (and which has no 10s limit).
  14. Quote:
    Originally Posted by tektronics View Post
    Don't want Grant Cover for the added DDR?
    I would keep Grant Cover myself.

    The added DDR is precious, and its endurance consumption is light enough that it makes a great 1 slot wonder for a Kismet Unique or LoTG 7.5%.
  15. Quote:
    Originally Posted by Bill Z Bubba View Post
    Anyone know why repulsing torrent doesn't add to power siphon buffs but burst does?
    Because the devs wanted to give us one more reason to skip it.
  16. Quote:
    Originally Posted by tektronics View Post
    On my DM/SD scrapper I have both Clocks and Warworks and I have to say that I like both for different reasons.

    I would say if you are playing a secondary with a taunt aura, more than likely you will be able to hold aggro and keep at least vicky alive, the ACU unit has died pretty easily from my experience with it. With the clocks you can pretty much summon them and they wont move from that spot until you move and will stay at range always, I have yet to see them run randomly into melee.

    I agree on the clocks, they are very reliable.

    I usually end up going Warworks or Clocks on pretty much every character I have - and both of them on certain characters.
  17. Quote:
    Originally Posted by Linea_Alba View Post
    Seers, for some gwad aweful reason, one of my seers always insists on closing to melee equivalent range to use one of the powers. They do have great control, even (at least helping) holding an AV once while PTOD was down. But as far as damage itself was concerned, it was pitiful, unless being matched against a Psy weak opponent or T9.
    I have the damage side T3 Seers on one of my Brutes - and what you describe happens often with the Lt.

    It drives me nuts watching her float in and out of combat instead of actually attacking.
  18. She has a nice Chun-li feel going.

    Have fun.


    I look forward to seeing what a top end KM/SD is capable of (don't remember seeing many KM/SD pylon times).
  19. Quote:
    Originally Posted by Werner View Post
    Clicking on "Super Reflexes" meant I was willing to accept that drawback.
    Its also a benefit to players whose builds are simply not up to withstanding the added incoming aggro.

    Whereas Invuln, SD & WP all have mechanical reasons for their taunt effects - SR doesn't have an specific need to be surrounded by enemies.


    Now if only they could turn EA into a set that makes any kind of sense.
  20. Of those choices I would go Pyre for more AoE damage and a decent ranged attack.
  21. Quote:
    Originally Posted by Nihilii View Post
    The rez is considered skippable by many. The T9 is considered skippable by some (I wouldn't recommend it).
    Agreed. I skip the rez, I never skip SoW.


    Quote:
    Originally Posted by Nihilii View Post
    I might be going a bit too far, but I'm wondering if you're asking about skippable powers because you might think you need everything in DB, so here's my advice: don't buy into the idea that DB is tight. You don't need all the combos. Heck, highend builds focused on damage don't even use the combos.

    The bread and butter combo is, IMHO, Attack Vitals. Blinding Feint -> Attack Vitals can be enough to get you through your whole career. I've played multiple DB characters to 50, and then ran through the endgame for hundreds of hours, soloing AVs or TFs using nothing but that (and before 26, I don't bother with combos). Add a Power Slice after Attack Vitals before you have enough recharge to run without it. It requires low recharge for the amount of damage it does, and the DoT is essentially free damage as far as endurance costs go.

    Some people like to add Sweep for some AoE goodness. Chaining Attack Vitals and Sweep is more or less gapless as soon as you get both combos, which is certainly a plus.

    Empower is in my opinion next to useless on a brute. Because of Fury, you're at a high damage enhancement value already, and the buff Empower gives is tiny compared to that.

    As for Weaken, I can't really see such a small debuff being objectively useful, but some people like it.

    I quoted this for the OP because if they are going to listen to someone on DB, this is one of the people they should be listening to.




    Quote:
    Originally Posted by Syntax42 View Post
    Even though the resistance cap is 90% on Brutes, you will almost never hit that cap.
    Barrier, Demonic Aura, SoW & T3 insps can all (separately) put my WP Brute at the SM/L Res cap.


    Quote:
    Originally Posted by Syntax42 View Post
    The main reason is that Brute armor sets are equivalent to Scrapper values.
    Brutes get more HP, and therefore higher regen.


    Quote:
    Originally Posted by Syntax42 View Post
    The other reason is that hardly anyone plays a resistance-buffing powerset.
    Barrier is easily one of the top two most popular Destiny buffs, and as I showed above - you can self cap SM/L res when needed.



    Quote:
    Originally Posted by Syntax42 View Post
    In most cases, Tankers are better for soaking damage and Scrappers are better for dealing damage. Brutes are okay at both, but don't expect to be the best at both at the same time.
    I think you underestimate the full potential of what a Brute is capable of.
  22. Quote:
    Originally Posted by SpaceJew View Post
    Such as, perhaps, having no psy resistance or defense whatsoever to the add mobs, even while under T9?
    Dull Pain. 3500 HP + any other bag of tricks (Accolade/Destiny/Inspirations) you have is enough cushion vs. Psi damage (which you can also build against).


    Quote:
    Originally Posted by SpaceJew View Post
    Again, good thing we aren't talking about your willpower brute. Or the overall durability of the set. However it doesn't mitigate the fact that Marauder can and does hit directly through the T9 making it even less useful than usual.
    I was talking about my WP Brute because my WP brute is in no way as tough as an Invuln tanker. Rather than be rude, I'll let you draw your own conclusion.


    And the only time he can punch through anything is with Nova Fist - if you're getting caught in Nova fist, that's your fault. Not the fault of your powerset.


    Quote:
    Originally Posted by SpaceJew View Post
    That's the exact story we're talking about. I've been killed by Marauder through my T9 unstoppable several times when I'm on a team that allows the mobs to pile up on top of him before finishing the acid grenade cycle, or when doing a master run.
    These sound like play issues, not powerset issues.

    See above for being killed through your T9. Marauder telegraphs Nova Fist so far in advance that you should never get caught in it.


    Quote:
    Originally Posted by SpaceJew View Post
    Again, the psy hole will ruin your day since there is zero mitigation to that damage type other than HP and regen. (Which is what my invul is built for.) Again, making unstoppable next to useless.
    Will it ruin your day?

    Do you not carry inspirations? Do you not have capped HP?




    Quote:
    Originally Posted by SpaceJew View Post
    What would you take instead that would out-perform rebirth on an invul? Barrier's 5%?
    I think Rebirth is the right choice, with a great case made for Barrier if you want a mini-god mode that can turn the tide of an entire battle.

    But with Rebirth & DP - You should not be having all these issues you are claiming.

    My point, since you seemed to miss it completely is that I'm tanking Marauder with less HP (-1000 less), less SM/L Resistances before self-buffing (60% vs 90%) and only a bit more regen (approx 70-80 HP/S vs. what I assume would be around 50 hp/s for an Invuln tanker with capped HP + Rebirth) vs. Marauder since it is an AV fight that doesn't see many adds in 8ft range for RttC.

    My point is that your Invuln tanker should never die in this fight unless you or your league does something completely silly.





    Barrier is more than its 5% by the way.

    5% is the icing, its not something you build around.

    Barrier, is up front auto-softcapped Def and Resistance to all damage types and positions for everyone in a 30-60 foot radius (depending on tier and power).

    When a battle is going south, that will be overall a better way to save your league imo than Rebirth - a Squishy with high regen is still a squishy - an unhittable, highly resistant squishy on the other hand gets 10 full seconds to go into recovery mode to keep themselves alive - and an additional 20s to be get back into the thick of things before the buff scales down to the weaker but useful back end buff.

    Regen, even in massive quantity, only provides a single mitigation aspect which is linear - it wont control high spike damage vs. soft targets.

    Barrier on the other hand provides two layers of mitigation which support each other.





    Quote:
    Originally Posted by Clouded View Post
    Learn to build better? I don't know what else to say. My level 42 INV/DM Tank tanked Rom on a level 52 ITF. Of course, the tank is built for tanking (heavy IOs) and not for faceplanting.

    Dull Pain is your psy hole cover and coupled with intelligence it goes a long way in avoiding unnecessary faceplants. The intelligence part refers to knowing who you are fighting and when to use Dull Pain for max benefit.

    Unstoppable is not alone here, by the way. Inventions and now Incarnate abilities are making many powers near redundant for many ATs and powersets. Unstoppable is still a fine Tier 9 when someone doesn't have the time, inf, and/or effort to pump out a billion+ dollar build.

    I find the crash acceptable for the benefits the power provides. In fact, and this might sound weird, but I find crashing in the middle of a battle a challenge of sorts. Then I realize it's ridiculously easy to avoid the crash without even losing aggro on what I'm fighting.
    I quoted this because I agree with a lot of it.




    Quote:
    Originally Posted by Obitus View Post
    I think a lot of people would be happier with that than what Unstoppable currently does. Hell, if the Unstoppable crash were reduced to 99% (rather than 100%), just enough to give players some assurance that they could keep their toggles up, the power would have vastly more appeal.
    I don't disagree.


    I think SoW & OWTS are more usable, but the thread reads as a lot of calls for buffs and lacked the counterpoint on just how much more ridiculously stronger Unstoppable is vs. SoW or OWTS.
  23. Quote:
    Originally Posted by w00tman View Post
    I'm coming back to the game after a long break and was curious as to which combo works better? Like the pros and cons of each. I know I want my secondary to be shield and I'm almost positive I don't want to go with SS/ so i ended up with these two. Help me out please.

    Edit: Upon doing a little more research it turns out EM/ isnt that great? So now I'm considering DM/ and I guess SS/ again. I just want a good primary to pair with /SD I guess
    You're right, EM isn't that great.

    Here's a quick breakdown, of my opinion, on possible primaries as they apply to Brutes.

    SS/SD - Late game blooming combo. Extremely powerful with a high end IO build. You will suffer from massive endurance issues until you either get the body master epic or get T3 or better Cardiac Alpha.

    DM/SD - Good survivability, great recovery tool, good ST. Very weak AoE.

    FM/SD - Great all around combo, capable of solid ST and solid AoE. Lacks any extra mitigation tools, does not necessarily kill faster than SS/SD. (This comment is for brutes only)

    WM/SD - Fun and thematic pairing. Decent ST, good AoE. Good mitigation through KD in crowd control.

    I have actually played all 4 of these IOd at L50.

    Some other ideas:

    KM/SD - Good ST, better AoE than DM with no utility.


    My personal opinion is, that at the top end a lot of the Brute primaries are fairly even in terms of ST DPS due to Fury & damage bonus saturation. I ported a lot of my builds to the test server a while back to compare their ST DPS with "unlimited" builds. FM and DM edged SS out a tiny bit, but not so much as to make a massive difference (and DM required fully saturated SD nearly permanent to do it).

    If you want something that can attempt a variety of build challenges like no temps/no insps - DM/SD is the way to go.

    If you want something that will be a great general play top end build (SFs, teaming, etc) SS/SD and FM/SD would be my first choices.
  24. Quote:
    Originally Posted by BigBoss Eyepatch View Post
    Hey all, finally have made my first brute, nearly 8 months after joining the game. I have gone for a Dual Blades / Willpower.
    Welcome to the fury-game.


    Quote:
    Originally Posted by BigBoss Eyepatch View Post
    Now I don't know much about brutes, or even the dual blades set. So thought I would ask them that do. My first query about a brute is more of a general one, what is the resistance cap on a brute? I'm going to assume it must be pretty high though.
    90% is the resistance cap for Brutes, the same as Tankers.


    Here is an overview of Resistance caps, and other assorted information.
    http://wiki.cohtitan.com/wiki/Limits


    Quote:
    Originally Posted by BigBoss Eyepatch View Post
    Also one other thing, if anybody here has rolled a dual blades / willpower before and has a sample mids build they'd be willing to share with me, I would certainly be grateful to have a look at it.
    I don't have a DB/WP build to post, but if you post one using sets that you have a decent budget for, I can give some help tweaking the build.
  25. The Scrapper is the clear winner in this combination.

    It's not even close.