Deus_Otiosus

Legend
  • Posts

    1752
  • Joined

  1. Here's a quick take on it.

    You lose a bit of recovery, but your consumption is lower overall - even with darkest night running.

    Don't be too blown away by the regen numbers, I plugged in the Spiritual Core paragon to see what it would look like, I included the numbers for Spiritual Partial Radial in parenthesis.

    Regen 139 HP/s with 10 in range of RttC. (136 HP/S)
    2640 HP (2633)

    46% vs. SM & L and with Darkest Night running you reach a quasi-softcap against all other positions (unless facing an AV).

    Hasten is perma with 2 slots, and Rage can be double stacked.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1464;709;1418;HEX;|
    |78DA65946B6F124114866760E985D20BD296DE0BF442A1ED965513EF31D1B649534|
    |88A586BFC20C1762C6B107059A27EF38B7FC00FFADBBC567F80977FB09E3DEFB490|
    |D0A4F3CC9E79F79D33E7CC5278B31D11E2DD5D2187EED72AAD56F99ED376D540A1E|
    |D565CBB518FEEDB2F9F292791572A916FB75CE5F40B216658542EA89A5266A9DD54|
    |4EB9E43AAA7EEA56E358DA56CF55BDA5CC23BB566B365E2B27BA57AF2A92B8E6F92|
    |47CD068D4CC5253A993084FF3AAD2B4EBA7C3FCB06B9F565D7A1A3D5F3A514EAB6A|
    |37E33B4DFBD8C426A546BB562E54FCACDE4E515A1BF49F9242FF794171E00744A00|
    |83C601825C6675F22B5EE902669D157245862A004C409F362496A99F00C09BF30FC|
    |C2F08BC02FF242F86F7DA131A86D830B6C3BB2C8184B0229C6575284A033423B1CB|
    |AB407208BF143C6029259A1B11F5984FA91C508F69D44325348662A1BF0E53319C6|
    |378A0D6293C0E0181BCDC4603BCE4891E7100472689D0F300E4CD2CAB05E1986383|
    |1C1F84EB15119E6138E3EE4D01C524E22E5E4755A338262959EA23AE7689D134A34|
    |18C92663E915E0002DC60FD2C77401639F38B4FC81B19A105D9094E084EEF3042A3|
    |2898ACCA122CBA848907471ED17474356D190341A9246430CD24DEB5A4DA356199C|
    |3B83929DD1D2AC16CC429085200B41941CE6B5601EB54A4060693F1A1721082DBEE|
    |733656F30366E02B7803B8CCDDB8CB4F42FB5FF9A275268CE2F1A577076B17239E8|
    |878E695CD3D7746D935FCC98B0D9625839C04249C96F5D3BAC5B6C7A463F032642D|
    |2BC86166E69FE24E4B43C871CE68C9EEFCC40E1FB50F80574236F5C7C67428CC0EE|
    |C0B8F8A6848C22B6DBD179C5B09F04E6475DF3C75DF3275DF3A75DF3C131FA00E1E|
    |DFDA6B8D47BCB18F6F9D31DD3F9FCEDC402127779EB11802BFDAF23084ADCBF65DC|
    |CD34EEE6E64746AE53147F7FCF13D99E88D513B9DA13B9D213F107AF4867B0F439F|
    |F0323F7DFD4|
    |-------------------------------------------------------------------|
  2. My mids is acting goofing and isn't liking the link, could you post the data chunk?
  3. Quote:
    Originally Posted by galadiman View Post
    Ummm... no. The reason for rooting is the same as it has been for a loong time: Risk vs Reward. If you could run-n-gun with all of your attacks, there would be barely any risk at all, since the attacks are guaranteed to (have a chance to ) hit on each activation. So you run up, you animate the power, then you run away, just like usual. I and I believe most others are not interested in a zippy ADD flashfest. That sounds more like Call of Duty and its ilk - which is ok, but it is not this game.
    You are confused.

    The reason for the rooting is because it's a part of the game engine.

    You're not interested in a zippy ADD flashfest and yet that's nearly what the BM fight is.


    Quote:
    Originally Posted by galadiman
    The other point that might be made is this: The Devs designed the Incarnate content to be Hard. Not Easy. So when you don't defeat it on the first try, WAI. And when you get on a pug that has had no real thinking put into whether it can meet the challenges posed by the TF, and you fail, WAI. It's Top Level Content.
    Read further up the thread.

    3 Runs back to back on 3 different ATs, 1 Death total on all 3 runs, 3 Mo Badges Earned - Total of 90 minutes.

    It's not hard, it's a gimmick.
  4. Quote:
    Originally Posted by Dispari View Post
    Just practice more. It took a few runs but I can do this without getting killed at all now, regardless of char I take.

    I suffered zero deaths in the 3 BM fights on all 3 of those ATs (Brute, Fort, Corr).

    I only suffered 1 death on all 3 back to back MoApex runs when my Corr got got unlucky.

    All three runs were done in times that would most likely be considered "fast".


    Overcoming a wonky mechanic (rooted animations) gives me no feeling of success or "adapting" to new "challenges".
  5. Quote:
    Originally Posted by Tamerlayne View Post
    Here is my current Dm/Shd..

    A consistent ST DPS Def based toon, yeah no Shield Charge -- so if you feel you can not live without SC then move along.
    You have given up shield charge for...something?

    Assault is largely pointless on a Brute, especially one that has other massive sources of +Damage.

    Tough is underslotted.

    Midnight grasp does not need 6 slots of Hecatomb.

    You want people to accept that you have skipped shield charge, except shield charge is one of the major components that gives this combination synergy.

    I know you wanted perma hasten, but 4 slots is 1 slot too many. Get the recharge elsewhere.


    I highly suggest you reconsider some of your choices, and make sofcapping all 3 positions your first priority.
  6. Deus_Otiosus

    My Brute Sucks?

    @Praetoria Woman:

    Ignore it, at L31 your brute doesn't really even have a build.

    At least mine never do.

    I don't slot most IO sets until L47.

    The people on your team were either comparing you to an equivalent level tanker or a L50 IOd brute.

    Of which, you are neither.

    Put the people in question on your global ignore list and move on.

    If you ever want help slotting your brute for an eventual IO build, post a mids build on the forums and people will help.
  7. Quote:
    Originally Posted by Socorro View Post
    While I'm pretty happy with my build. It blows most of the game away. The only thing I can't do is solo most AVs (I have a couple). Still, I'm interested in a SS/WP Brute build that has the stats you describe. Do you (or anyone) have a build already you could post?

    Thanks
    I'll be able to put up a reworked version of your build later tonight.
  8. I ran this three times last night on a Brute, a Fort & a Corr.

    And while I agree with others that it's not super hard or ridiculous, I also feel that if the goal is to make the game more fluid and less tank and spank that the game's mechanics should reflect that.

    I would love it if the game became a more mobile, fluid experience where things like travel suppression and being rooted during animations didn't exist.

    Will it happen? Unlikely.
  9. Quote:
    Originally Posted by streetlight View Post
    At the (admittedly wholly-arbitrary) 100dps per opponent figure the Regen build will take somewhere between 0.2dps and 0.4dps more damage per opponent than the ToHit build, depending on the damage type (S/L is 0.2). Once you get over the RttC cap of ten, there is no difference between the two in incoming dps. Note that the Regen build doesn't continue to widen this gap very effectively, though it does maintain an advantage (thoughts on that next).
    The thing missing from all of this is that there is no -To Hit build vs. Regen build debate necessary.

    The goal is softcapped defense (or near Softcap adding -To Hit to cover the gap), and this can be achieved without slotting Dark Watcher in RttC - even on a Brute.

    On top of this, you can still pack 120 HP/S regen, 2500+ HP and if you can fit it into your build, Darkest Night. This is a much better route for -To Hit, and also debuffs your enemies damage as well.
  10. Quote:
    Originally Posted by MajorTractor View Post
    I don't have mids in front of me to put it in and look, but both sets of upper numbers look really small to me. With full RttC my brute bounces between 165hp/sec and 200 hp/sec. I guess try it again and watch your power stats to make sure you have the cap on the RttC.
    I'm not going to say it's impossible, but I don't believe those numbers are accurate.

    With 2550 HP, 92% regeneration bonuses from sets (incidental), total regeneration with RttC fully saturated at 1155%, ED capped heal values for RttC, Fast Healing & Health - I'm at like 120~125 HP/s (not including the fluctuation s from procs).

    The only thing I don't have is the Spiritual alpha slot, but I don't think that would add another 40 HP/s.

    The 200 HP/s is a fluctuation due to the heal procs btw, that's not actually your regen, I don't even think WP tankers can get that high unbuffed.
  11. Quote:
    Originally Posted by Socorro View Post
    I was able to break away for lunch for a bit. Here's my lvl50 SS/WP Brute. Current RttC slotting has the 4 DWDs
    How much flexibility is there in this build?

    I ask because:
    • Tactics is a waste of endurance if you already have Rage.
    • Assault is not granting as much of a benefit as you might think due to +Damage bonus saturation from Fury & Rage.
    • Handclap is a power I simply can't condone.
  12. Quote:
    Originally Posted by AzureHaze View Post
    Tremor's activation time is just over a second longer than footstomp, not sure if that is enough reason to discount Tremor
    As Carnifax already mentioned, it's not just the activation time, 3.3s, it's also the low damage payoff in relation to that activation time.

    It's not all negatives though, basically with Tremor you get a power with 14s rech (better than Footstomp, 20s) with as large of a radius (15', rare among PBAoEs for melee ATs), with an equivalent ability to KD (0.67, 80% Chance).

    And it's in a set that has better PAoE softcontrols (Fault > Handclap) and better overall Single Target attacks.
  13. Quote:
    Originally Posted by Socorro View Post
    I was never as exclusive as you let on, I simply value defense over healing when a meaningful choice is made.
    And my point, is that this is not a meaningful choice.

    If you have 3 slots available to get a total of 4 slotted Dark Watchers, then you could have most likely gotten to softcap by slotting other powers.

    Quote:
    Originally Posted by Socorro View Post
    I do see your numbers though, and I might give your slotting a try just to see, so we can let this debate subside. I've got the Inf to reslot if needed.

    'nuther question. Would your advice for RttC slotting be any different if the AT in question was a Brute or Scrapper instead of a Tanker?
    Anywhere from 3-4 Slots, with 3 Piece Numi + either a 4th numi piece or a Golgi.

    Brutes and Scrappers can both forego any Taunt IOs as it's largely irrelevant for them (the brute will hold aggro anyway, through sheer damage dealing + threat component alone).
  14. Quote:
    Originally Posted by Socorro View Post
    Who said I skip healing?

    This is you, advocating - To Hit over +Healing in RttC:

    Quote:
    Originally Posted by Socorro
    A WP Character is gonna have pretty good healing already. Yeah, you can choose to beef Healing/Regen up a bit more, but I feel that if you have a choice between extra healing and more Defense (or its rough equavalent, -ToHit), you go with Defense.

    Quote:
    Originally Posted by Socorro
    Is losing effective Defense worth that little bit of hp/s?
    A little bit of hp/s?

    An additional 40 HP/s ON TOP OF 66 HP/s is not "a little".


    A Tanker should be able to softcap to SM/L fairly easily as it is.
  15. Quote:
    Originally Posted by Socorro View Post
    A WP Character is gonna have pretty good healing already. Yeah, you can choose to beef Healing/Regen up a bit more, but I feel that if you have a choice between extra healing and more Defense (or its rough equavalent, -ToHit), you go with Defense. Overall, it's best to have layered defenses (Defense, Resist, and Regen), but when you have to choose, go with Defense. Just my feelings on the matter...

    So, 4 Dark Watchers for that little extra (maybe even a full increment, which matters near softcap). Plus, that 5% recharge comes in handy if you skimped on Crushing Impacts because you went with Kinetic Combats instead.
    This is a good line of thinking to apply to the build as a whole when choosing global IO set bonuses, but you don't apply this line of thinking to the individual enhancement of RttC.

    Not slotting RttC for healing is a mistake.


    From Mids (Tanker):

    • No other regen powers other than inherent fitness (not slotted) & RttC
    • RttC 10 enemies in range
    • 0 slotted with L50 healing IOs = 38 hp/s
    • 3 slotted with L50 healing IOs = 65 hp/s
    That's huge.

    After Accos & Fully slotted HPT?

    • 0 slotted with L50 healing IOs = 66.27 hp/s
    • 3 slotted with L50 healing IOs = 106.94 hp/s

    @ The OP: Slot RttC with 3 Pieces from Numina's set (Healing, Healing/Endurance, Healing/Endurance/Recharge) + 1 L50 Golgi if you can afford the slots.

    Depending on primary, and if you use taunt liberally, you might want to add 1 or 2 L50 Taunt IOs.

    With an AoE heavy Primary, Taunt, potential APP/PPP TAoE powers and an aggressive playstyle, you can probably skip the taunt IOs.
  16. Quote:
    Originally Posted by TheBruteSquad View Post
    stone melee is my favorite attack primary, despite it's low damage potential compared to other sets (though of course what it lacks in dps is makes up for with burst damage and control). With a second tier spiritual alpha and 125% global recharge with hasten running my pylon time is 18 minutes - a far cry from other sets with similar alpha and recharge.
    Stone is not in the running for strongest AoE potential.

    However it does have some of the absolute best soft mitigation available, along with a collection of really hard hitting ST attacks.


    However I don't think your pylon results are indicative of what Stone Melee can truly do.

    Are you running this attack chain?

    Seismic Smash/Stone Fist/Gloom/Stone Fist/Heavy Mallet

    This is the attack chain you should most likely be running and IIRC - you should have better ST DPS than an equivalent SS build.

    I'm not positive of the recharge requirements, but if you are capable of running that chain you should be doing a pylon in under 18 minutes.

    If you would be interested in improving your pylon time, make a separate thread.
  17. Quote:
    Originally Posted by Deacon_NA View Post
    In no way is inspiration consumption by MMs "fair". I'm not going to make this a "cause" but the discrepancy is very real.
    Fair is subjective in a game like this.

    Not all ATs and powersets benefit equally from inspirations.


    An MM's pets, as long as they are alive, deal damage basically "for free" in terms of your endurance usage - so you'll need to excuse most people if they aren't feeling bad that MMs don't get the same benefit from damage inspirations (this is also a part of why it would be massively overpowered).
  18. Quote:
    Originally Posted by Thermal_Velocity View Post
    From what I can see it seems like a pretty solid resistance-based set with a damage aura, looking a lot like Fire Armor, but others might disagree and can tell me more? What are the advantages and disadvantages to Electric Armor?
    Compared to FA, Ela has several advantages; better overall resistances to all damage types, top end endurance drain resistance, better end recovery tools and a T9 "godmode" instead of a self res.

    It also has native KD protection in grounded (only works when your feet are touching the ground.

    Disadvantage vs. FA? FA trumps it in offense capabilities by a very solid margin - the new FE & Burn are enough alone to cement that.
  19. Claws, Elm, FM, SS & WM are all good choices.

    Personally, I find Elm so much better on a scrapper that I would feel let down playing it on a brute - the ST damage is also anemic.

    Since you're going WP I like to pair it withprimaries that work to benefit RttC - i.e. something with KD.

    SS/WP is a classic combo, you only get 1 AoE - but it is easily one of the best available.

    WM/WP is a fun combo, you will need to use positioning more to make the most of your PBAoEs, but once you get a solid amount of recharge you can practically just chain the three of them together.

    Both of those have decent to awesome ST attacks available, and can be built to do some very respectable ST DPS (with SS winning out if you add gloom and high recharge).

    Last, don't discount the patron pools, the TAoEs you get access to aren't super hard-hitting but they hit 16 targets and can be used at range as a psuedo-taunt. The damage they deal, definitely adds up and is worth it, imo.
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    You mean like, say, 90% of the AV fights in the game that a team will be involved in?

    In a situation where everyone is within 30' and the fight lasts longer than a few seconds, like a lot of the newer content seems to include, a stalker will almost definitely do more DPS than a scrapper.
    I've long wanted to grab 7 other people who would all huddle around a stalker, providing no other support, and allow a high end PvE focused build to see what kind of ST DPS is possible against a pylon.

    This would go a long way to improving the Stalker's image on the forums, if you could actually see them breaking the barriers set by the top pylon soloing builds.

    Is surrounding the character with 7 friends cheating? Who cares.

    It's no less false than surrounding yourself with a pack of L54 bosses for perma-soul drain and fully saturated AAO.

    Hell, let a tanker or brute taunt the pylon. I just want to see the time a ST Focused top end stalker would be capable of.



    Quote:
    Originally Posted by ClawsandEffect View Post
    A stalker makes an excellent duo partner for a controller for that reason alone. Controllers have little to fear from LTs and minions, but a mezzing boss can ruin their day in a hurry. If you have someone with you that can eliminate that threat immediately it gets a lot easier on you. Not all controllers are Fire/Kins, and not all controllers have equal ability to deal with bosses.
    You don't need to immediately eliminate the threat, you just need to keep it's attention off the controller - and several ATs and builds are totally capable of this. Brute, Tanker, Scrapper, Dom, VEAT? Hell my Fire/Rad Corr could do this.

    This is the point.

    It's not that it isn't cute that the stalker can kill or remove that threat a few seconds faster* under the absolute best conditions where teammates are all huddled around, and somehow all of them ignore that boss while the Stalker uses BU > AS - it's that even if you could get all of this to happen regularly the Stalker is competing against a long list of other ATs who can either eliminate the threat, taunt the threat, lock it down or debuff it to hell and back - many of which have a list of useful attributes to a team that completely trounce and trivialize the ability to be hidden and/or placate (neither of which are exclusive to Stalkers btw).

    *Can the stalker actually make use of BU > AS to make quicker work of a Boss? Across all Stalker primaries, isn't that like a 5s of just casting time alone?

    High end builds across a variety of ATs are easily capable of putting out 1k or more damage over 5s time.
  21. Quote:
    Originally Posted by StratoNexus View Post
    Compared to scrappers? And if they do have any advantages, do they get to apply in the game? You can call it hyperbole, but I'd rather call it a reasonable generalization. Back up and look at it from a different perspective.

    Stalkers have no meaningful advantages over scrappers. Maybe you glossed over the word meaningful in your first read. Maybe you thought it meant compared to all other ATs. But in the context, I think it is a valid viewpoint and I agree with it.

    I still freely invite them to my team when I am looking for a damage dealer, but they have no meaningful advantages over scrappers.

    Exactly.


    Quote:
    Originally Posted by UberGuy

    I think it's a crock.

    What I think is far more correct to say is that the Stalker's advantages are widely considered not to outweigh their advantages, particularly on a team.
    That is the exact definition of "No meaningful advantages" over a Scrapper.


    Quote:
    Originally Posted by UberGuy
    Nothing but disadvantages?
    When put into comparison vs. a Scrapper they do in fact have nothing but disadvantages.

    I'm willing to listen to what you think their advantages over a Scrapper are and why a team would be better off with one as opposed to a Scrapper.


    Hypothetical Situation:

    Let's pretend that the AT you choose, Scrapper or Stalker will not be played by an actual player whose feelings you will hurt.

    It will be played by a highly intelligent AI that has no feelings, has the ability to match primary and secondary powersets as closely as possible and the AI gives you the choice of which AT (Scrapper or Stalker) it will join your team with.

    Which do you choose?
  22. Quote:
    Originally Posted by dispari View Post
    [/list]
    scrapper vs stalker is not some sort of corruptor vs defender situation. There are not pros and cons to consider and weigh based on what you feel your team needs. Stalkers are not weak in one aspect but strong in another. They are simply weak. They have only cons. They have no meaningful advantages over scrappers.
    qft.
  23. If you didn't follow through twice before on Stone Armor, I don't think you will follow through a third time around.

    SS/Invuln is my vote, sure running around with GA means you are tougher and harder to kill, but Invuln brutes are notoriously hard to kill to begin with (with a good build).

    As a Brute you bridge the gap between aggro holder and mob killer, SS/Invuln is a much better combo for finding the sweet spot between both.
  24. Quote:
    Originally Posted by Mr_Grumpums View Post
    FA is absolutely more damaging when solo, but on teams, when Against All Odds has all the enemies it needs to give a constant buff, I'd say that the damage is more equal, and the added survivability is certainly a plus.
    It's not equal, FA outdamages SD.

    I never run anything less than 0x8 on any of my Brutes, and fully saturated AAO + SC does not compare to FE + Burn + Blazing Aura.

    The rest of your post I agree with for the most part.
  25. My answer is Scrapper, if I have to choose between the two.

    Better AoE damage, possible taunt aura, similar ST DPS, harder to kill.

    I've never turned a Stalker away from a team, but there is no reason to choose one over a Scrapper - not even stealth, because someone else will usually have at the least passable stealth.


    Stalkers should have been buffed, I don't understand why Scrappers are allowed to totally outclass them.

    Brutes were nerfed because they were too close to Scrapper damage output, and because they had more HP.

    Why this does not also apply to the relationship between Scrappers and Stalkers is beyond me.