Deus_Otiosus

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  1. Quote:
    Originally Posted by Winterminal View Post
    Of course, that begs the question of whether or not that is the point of the Incarnate system in the first place: to make any character capable of great damage/defensive buffs/debuffs/etc. But that is off-topic.
    I think the point of the incarnate system was to guarantee that a league of incarnates at +N Level shift would have just enough of X, Y & Z powers to help the entire league to complete the objectives/trial without having a specific league composition in terms of ATs present.

    This frees leagues from needing specific compositions for the most part, and is more inclusive.

    It's also a bit homogenizing and your individual AT can feel "washed out" at time - but I still think there are places for certain types of broad roles to be filled ("damage", "aggro control", "support", "crowd control").


    I think it's been a success overall.

    I run PUG trials on Freedom and Virtue, I run probably 2-4 per night. The only thing specific I've ever seen asked for with any regularity are "Clarion" for the UGT and "Rebirth" for Keyes before the changes.

    I've never seen any league request specifc ATs, although some leagues will be looking for "support", "damage", aggro" etc. This is a good thing.
  2. Quote:
    Originally Posted by UberGuy View Post
    I think the OP is truly just the perception of the poster. I enjoy Brutes just fine, but I prefer Scrappers by far. The two ATs are not just the same things with different AT modifiers. They play differently. While not by miles, I prefer the way a Scrapper plays.

    In terms of the actual attribute modifiers (and the contribution of Fury), the changes to Brutes that came with GR pretty much ensured that, setting aside things like cross-powerset comparisons, Brutes are more durable but do less damage. Yes, their resistance caps are much higher. That really doesn't bother me in the least. Very few of my characters operate significantly often at/above the Scrapper resistance caps outside of cases like having multiple Barriers spammed on me, in which case the massive +defense tends to make me so survival the resistance is moot.

    I view the two ATs as peers, not one as functionally superior to the other.

    Tanks have a completely different AT role. Some folks simply refuse to accept that. Anyone who thinks a Tanker's vastly higher survival compared to either a Brute or a Scrapper doesn't matter in terms of fulfilling that role simply isn't paying attention. The debate there really comes down to whether people value that role. Some don't. That's fine - they shouldn't play Tankers.

    Edit: Blasters are a different thing. They have always had issues, since long before the CoV ATs were introduced. They still have problems, IMO. Forum discussion about it seems to be fairly regular and ongoing.

    UberGuy pretty much posted my entire feeling on the topic.


    I suspect also that the OP is not someone who optimizes all of their builds, there are several builds that work out in favor of Scrappers or Brutes depending on powersets and that's usually how I choose which one I'm going to build.
  3. I have the following L50 Corrs


    Fire/Dark
    Fire/Rad
    Fire/TIme
    Fire/Kin
    Fire/Cold



    That says it all, really.
  4. Quote:
    Originally Posted by Nitrogen_Star View Post
    The recharge cap is 400%,wich cuts recharge time to 1/5 of the normal.Thus,you cannot get burnout to recharge faster than 6 minutes.
    Still,this is a mighty combo,double duration unstoppable and power surge are almost too good to be true. This has given me interesting ideas for my tanker builds...as weel as painful ones since i'll have to rethink it all again.
    ..........or the devs will take notice of it and nerf it all. i'm expecting this too

    Why do you crush my dreams with your math?
  5. Quote:
    Originally Posted by joebartender View Post
    You forgot to cycle in Force of Nature/Geas at some point in your +recharge orgy there.
    Good point, actually afterwards I realize that you can actually cast another ageless in there.


    2x ageless might actually be enough to help bring Burnout's rech down under 6 mins.




    ...+recharge orgy
  6. Quote:
    Originally Posted by Dark_Impact View Post
    His point is that they don't need that extra survivability, they already function as well as a tanker in 99% of content.
    No, they really don't.

    Brutes don't function the same as a Tanker, they never have.

    Tanker's have a baseline performance mitigation level that is completely unrivaled.

    Brutes do not come close, they don't even get there with IOs.

    They have to have that level of mitigation to perform their function as Tankers - it's intrinsic to what they are as an AT. It allows nearly any player, to pick up a Tanker and ... TANK for teams. Yes, this means even on SOs

    Brutes don't function like that, they don't have tanker mitigation, they don't have tanker base DEF, RES and HP to build off of.


    My point is that if JB is convinced that the Tanker's extra mitigation is meaningless, if the mitigation isn't needed How much are you willing to give up to do more damage?

    This is the question that keeps being dodged, because as Claws already stated the answer, if a certain poster would ever be honest enough to actually give it would be:
    NONE, I want to keep ALL of my mitigation AND get a boost to my offense.
    You actually answered the question at least, you're happy playing Brutes and giving up the base DEF, base RES and base HP advantage that Tankers have.I know players in game who don't actually feel that way, they love their Tankers and they love the mitigation - they love feeling indestructible - I've even had one friend describe his Brutes as "a diversion at best" in comparison to his Tankers.



    Quote:
    Originally Posted by Dark_Impact View Post
    Instead you should be asking how much of your scrapper/brute's damage you're willing to give up to gain tank-level survivability (which you hardly ever, if ever, need).
    There is no way to get 'Tank-level' survivability.

    Nothing makes up for the base numbers the Tanker gets.

    You can be soft-capped, and build for survivability but ultimately you're still not as survivable as a Tanker.



    Quote:
    Originally Posted by Dark_Impact View Post
    You already have that survivability, and we don't ask you to give away anything!
    I'll wait for you to post two builds using the same powersets displaying a Scrapper or Brute that has Tanker level survivability.

    The mitigation numbers are not the same. You can pretend they aren't if you like.





    Quote:
    Originally Posted by Johnny_Butane View Post
    When they send the Tanker to pull Nightstar (that is if a Brute doesn't just run in instead) somewhere Joe Esposito starts playing You're the Best, every time.
    .

    If it makes you feel any better, I can pull Nightstar using most of my Corrs. All it really takes is superspeed, a ranged attack and a self heal.




    Quote:
    Originally Posted by Arcanaville View Post
    As opposed to what? What is my blaster doing on Keyes? Waiting for the tauntbot. Epically waiting, while flaunting my extra damage strength cap.

    You don't like being a tauntbot. You don't like really being in charge of aggro at all. You say that's because its not needed, but when it is needed you denigrate it. You only want to draw aggro if it means the critters all run up to you and then you vaporize them. You still have this vision of the tanker as being just plain the most powerful thing on the board. The devs aren't going to give it to you, and no matter what they do to tankers they will eventually do something similar to everything else, putting you in the same position again.

    Although, its difficult to say these days if your position is to get tankers to be something that would be stupidly broken, or if your position is just to complain about the fact the devs haven't gotten around to making them stupidly broken.


    QFT.





    Quote:
    Originally Posted by DarkImpact
    I used to roll tanks fairly often and one of my few 50s is a WP/SS tanker. Nowadays when I want to roll a melee type with high survivability, I just can't justify picking tanker over brute. My latest obsession is my SJ/EA brute, and he's already a monster for both damage and survivability at level 39. You know what I'd get if EA/SJ was possible? A lot less damage, a few more hp, and the ability to softcap easier without relying on specific set bonuses.

    If you believe all of the things you seem to profess, why are you wasting your time with EA?


    If Tanker-level survivability is available to everyone "at the endgame" freely and easily, then why are you not playing FA?

    Otherwise you are simply playing EA "just cause", to use your own words.


    If Tanker mitigation is so easy, free and cheap to come by and is basically the standard for any and all content - the clear choice is always FA and every other set is a complete waste of time. Except on Scrappers, they can play SD. (Arcana already covered this, but it made sense to say it again).
  7. Quote:
    Originally Posted by DreadShinobi View Post
    I didn't contradict my own post. Burnout doubles Unstoppables duration, but no matter what you do you're going to eat the crash eventually.
    Well, yeah eventually you have to eat the crash.

    Some ideas though, I'm thinking more for Powersurge:

    1) Pop powersurge
    2) Pop Burnout immediately after powersurge, this sets the rech timer and allows powersurge's recovery bonus to eat the end cost of Burnout.
    3) Pop ageless for the massive +rech
    4) Load primary with +FF Procs and AoEs (Hi Titan Weapons!)


    You have to eat the crash eventually, but I wonder how long it might be possible to keep this going.
  8. Quote:
    Originally Posted by ClawsandEffect View Post
    You still haven't answered my question.

    Since you keep saying that tanker's survivability advantage is irrelevant, would you accept a reduction in tanker survivability -or- a buff to scrapper survivability in return for more damage potential on tanks?

    Quote:
    Originally Posted by ClawsandEffect View Post
    And you never did answer my question.

    I'll repeat it one more time:

    Since you keep insisting that the mitigation advantage tanks have is unnecessary, would you be willing to accept a reduction to it in return for more damage.

    Quote:
    Originally Posted by ClawsandEffect View Post
    Which leads to a follow up question:

    If that mitigation advantage is so unnecessary, why are you unwilling to give it up?

    I think it's because yo know damn well that it DOES make a difference, and you want to have your damage without giving up your mitigation.

    I wonder if Claws will get an answer to this.

    I've asked a few times as well, it's very curious that JB has not answered us.


    Maybe he just missed it, with all the excitement this thread has generated.





    Quote:
    Originally Posted by Johnny_Butane View Post
    I don't care much about getting more survivability because that's easy. Barrier, Rebirth. I don't even bother with Tough and Weave. Never had to since issue 12 or so.
    So your tankers are so tough, they don't even need Tough and Weave, they don't even need Barrier and Rebirth.

    Gotcha.



    Quote:
    Originally Posted by Johnny_Butane View Post
    Oh, wait, maybe I answered my own question. Competent players aren't going to take their Tankers this far. They're going to work on their Brutes who have nearly the same defensive potential at caps (minus 10% max HP) but have way more damage potential than Tankers.

    The new softcap is 59%, in case you haven't been paying attention.

    We're also back to your AT THE CAPS scenario, without acknowledging that only 3 sets (including your pet set of course, which is the main reason why this makes you upset) can even get to the Brute HP cap on their own (Invuln, Stone, Regen).


    So you don't need tough and weave, you don't need barrier or Rebirth.

    Without those, you are not dying compared to Brutes & Scrappers who do need tough & weave and do need rebirth or barrier. (lol?)

    Because you are a competent player, and don't need any more meaningless mitigation (your words)

    Ok, I'm with you so far.



    So in order to get this higher damage boost that you feel tankers (really, just your tankers, your SS tankers, the ones that take musculature) need...




    How much of your meaningless mitigation, that allows you to survive on Incarnate Trials without Tough, Weave, Barrier or Rebirth, are you willing to give up in order to get a nice damage boost?


    We have to ask this, because those options are not barred from you - you can always take them - but no Brute or Scrapper will suddenly get an extra 25% Base DEF, RES and HP to build off of.`




    I hope you didn't miss it that time, I'd hate to think Claws and I are simply wasting our breath...




    Quote:
    Originally Posted by Arcanaville View Post
    Ok, even I have to take out a calculator now, Encino man.
    Hah! You've had some really great one-liners in this thread, but this one stands out.



    Quote:
    Originally Posted by Hyperstrike View Post
    I'd actually like to see tankers have superior generation control compared to brutes and scrappers. Technically they already do, but it's still possible for a heavy-taunting brute to pull aggro off a tank that isn't spamming Taunt. As such, I'd like to see the taunt magnitude for tanks elevated slightly.
    Taking aggro away from a Brute neutralizes fury. I'm sure a lot of posters would actually love exactly that.

    On a good team, you don't want to fight with the Brute for aggro - you want to round up enough enemies so both of you are saturated with enemies.


    This won't help JB either, because he doesn't want to protect the team and especially not those nasty Bruteses and Scrappers - they get protection from the precious and get to deal damage while they are safe. We hates them!! WE HATES THEM PRECIOUS!!!!!
  9. Quote:
    Originally Posted by retched View Post
    That's the case with pretty much any DPS discussion. All depends on what chains you're running.
    No, it doesn't mean you can just make a list of slotted damage in attacks and call it a day.


    Quote:
    Originally Posted by retched View Post
    His calculations did not factor in Hasten and relied on Build Ups. So, those numbers are what Fiery Melee was pulling off with Build Up active, which it can't sustain.
    There is nothing to sustain, you cast BU everytime it's cycled.


    Quote:
    Originally Posted by retched View Post
    Super Strength can maintain its Rage and double stack it. He also lists numbers for Super Strength on Scrappers and Martial Arts for Brutes, power sets that they don't have.

    Ultimately, not reliable.
    1) Yes you can double stack rage.

    2) You're making the mistake of simply thinking that having a damage bonus running will put SS ahead of everything else. It doesn't really work that way, as for one thing you need to have an attack chain and compare it to other attack chains and second SS is somewhat balanced around actually having Rage in the first place, so the bonus doesn't have as much impact as you might thing (it has a very big impact on damage powers in your secondary and epics)

    3) There are a number of ways to get what a set would potentially look like on an AT that doesn't have it - that's what he did and he did it for a sense of completion.



    Quote:
    Originally Posted by retched View Post
    A power set that can maintain its own build up twice over is a big deal. That's why I had the questions about Kinetic Melee and Street Justice. Sadly, no one here seems to know.
    I'm not saying rage is not a big deal.

    I'm saying that without Gloom you will be hard pressed to even find a remotely decent ST attack chain.


    Go ahead, you can make any build you like with IOs for your calculation purposes, permahasten, double stacked rage, the works.

    Just leave out Gloom & leave out FA and see what happens. Bill never actually tested for IO set level DPS chains without Gloom - so the answer might surprise both of us.



    Be sure to post the attack chain, and make sure you use Arcanatime for the DPAs.


    At a guess off the top of my head, the attack chain might be something like:


    KO Blow > Punch > Haymaker > Punch > Jab > Haymaker > Repeat
  10. Quote:
    Originally Posted by Werner View Post
    The main change from the Scrapper build is dropping Hover and picking up Hasten while using Barrier to cover the lost defense. The addition of enhancement boosters may also in some cases allow for interesting optimizations, like getting 96% recharge after ED out of just two recharge IOs in Hasten. I fiddled around with some things trying to reoptimize, but you're right that it isn't very different than my Scrapper build at this point, and yeah, I got quite a bit of help back then. I'm hoping there's more performance to be extracted, but maybe I'm being overly optimistic.
    The ENH boosters in hasten is something I'm definitely eying as well.

    While you will lose a little bit of Ranged/AoE defense, I don't really see this as a major loss.

    For one thing, you'll now have a taunt in your damage aura - which can sometimes help control ranged enemies (although 9CUs and their kind are pretty stubborn). Have you considered the actual taunt power? It has some unique slotting options, or you can leave it one slotted, but this definitely can help bring ranged enemies in closer to you where they often switch to melee.


    Will you only be soloing with this build? The lack of CJ would be frustrating for me on teams, I simply can't live without it's added mobility.

    Obviously you already know if you're ok without this in your playstyle.

    You could have both Hasten & CJ if you dropped fly, and then you only lose the DEF from the BoTZ pieces.



    Quote:
    Originally Posted by Werner View Post
    Honestly, I don't know my Scrapper's current DPS, and haven't calculated the Brute's. I had some error calculating the Scrapper's DPS that I never figured out, and the last time I did a pylon run was when Reactive was broken (?). I need to calculate the Brute's DPS before I commit to anything, but I'm assuming that with reactive, my DPS will be "sufficient", where sufficient is enough to take down a pylon, even if it takes a while. Maybe a goal of 160+ DPS? Pretty low, but if I want to do damage, I can pull out my Fire/Shield Scrapper, or maybe finish leveling and IO out the Super Strength/Fire that I recently started. Here I'm looking for something about halfway between a Tanker and a Scrapper.
    I would definitely compare the two before going through with a change like this, it seems worth it after all of the other effort you've already put in.

    I wonder, theoretically speaking, if Tankers had access to Katana how much could you skimp on your defensive slotting strategy to add enough recovery & recharge to support a higher ST DPS chain and what that chain might be capable of considering Bruising + reactive?




    Quote:
    Originally Posted by Werner View Post
    I don't know why I don't just calculate the DPS, though. Should be easy enough, even if I may have the same error as before. What's a realistic figure for the fury damage bonus these days? 70%? I'll set it up as a plug in.
    I think 70% Fury is a good number to shoot for on teams/leagues, but solo against large groups of enemies and a fast attack chain you can hit 80% reliably.


    Quote:
    Originally Posted by Werner View Post
    I'm showing close to 130 DPS before adding in the Reactive proc. I'm guessing that'll bump me up to about where I want to be? I'd need to look up how it actually works, how many stacks, and so on.

    Let's see, it looks like Reactive Radial is still the way to go for pure damage, and I believe that the ticks from Death Shroud count? How many times does the debuff stack? 4 times, right? -10% resistance total? I assume someone's calculated the damage from the DoT, and again, how often does it stack? 8 times? I get a little over 8 attacks in 10 seconds, plus 5 from Death Shroud, so I have 13 chances for those to activate? If so, it would be a bit of an overestimate to say they stack to the max, but it should be close enough for a first pass until I figure out the actual probability. First I'd need to know how the DoT works, though. I don't see any details in game or on City of Data. Arcanaville posted something back on 10/6/11 saying it's 6.695 DPS per. So if it's 4 and 8, back of the envelope says around 200 DPS? I can't imagine that Reactive is adding that much, but I've never checked. Probably I have the number of stacks wrong?
    I use 20-30 DPS as a rough guideline though for added DPS from Reactive.

    I don't know if Arcana, or anyone else, has a definitive post on the forums yet considering the added input that came from Synapse (I think it was Synapse)



    Quote:
    Originally Posted by Werner View Post
    Hey, do I even want Build Up on this thing? I'm used to Scrappers where it makes a difference, though not a huge one. On the Brute version, it looks like virtually identical DPS either way. It's nice to have a brief extra 24% to hit on demand, but I'm not sure that's worth it on its own what with the whole Kismet + Tactics + Focused Accuracy thing going on. I could trade it for Acrobatics, as mentioned earlier, or even for Vengeance for a home for the Shield Wall +3%, giving me an extra slot.
    You don't have much burst damage to speak of, so I don't think BU is really a huge loss.

    Do you really need Focused Accuracy?
  11. Quote:
    Originally Posted by all_hell View Post
    I think that dpa would be a better measure for determining max possible dps, iirc.

    Good catch, I didn't even bother to check what kind of numbers Retched was using.


    @Retched:

    1) Turn on arcanatime.
    2) View "Show Damage Per Activation"
    3) Work out attack chains
  12. Quote:
    Originally Posted by DreadShinobi View Post
    I was about to dispute this as I was under the impression that there weren't any damage buffs that affected Judgment powers. Then I logged in my dom who has t4 musculature and t4 pyronic only to find out that Musculature does indeed increase Judgment damage (by about 220 damage to a -1 minion).

    Is this a bug or working as intended?
    WAI to my knowledge, Cardiac reduces their Endurance costs and I believe they can benefit from Nerve's accuracy.

    They just don't benefit from Spiritual (or any other alpha's) Rech reduction benefit.



    Quote:
    Originally Posted by mauk2 View Post
    Oh, no, I know exactly. I have an incarnated elec/elec that I love to pieces.
    Then if you know that Scrapper LR is clearly superior in literally every way to the Brute version, why would still constantly stop by into threads like this to proclaim your standard "Brutes are better" line?

    Clearly, the Brute is not better in this case.

    I don't get it, are you just nerfherding in disguise or do you really believe it helps people like the OP by giving them bad advice?


    Quote:
    Originally Posted by mauk2 View Post
    However, if you want to stop runners, which seemed to be the OP's main concern, a brute is your hot ticket. EA's taunt aura on a scrapper is quite weak, or so I am given to believe.

    Is my info incorrect?
    They don't run from my WP Scrapper, I see no reason they should be running from an EA Scrapper.
  13. Quote:
    Originally Posted by retched View Post
    Base, un-enhanced numbers completely support that. The majority of the other primaries are limited to that, but Super Strength isn't. Rage is such a huge difference maker. Here's a look at Fire, Elec, and SS:

    - Fiery Melee
    Scorch: 21.95
    Fire Sword: 18.19
    Cremate: 17.47
    Incinerate: 17.41
    Breath of Fire: 10.78
    Fire Sword Circle: 6.71
    Greater Fire Sword: 18.38

    - Electrical Melee
    Charged Brawl: 17.84
    Havoc Punch: 14.31
    Jacobs Ladder: 12.61
    Thunder Strike: 7.49
    Chain Induction: 7.15
    Lightning Rod: 2.80

    - Super Strength (Double Stacked Rage)
    Jab: 32.79
    Punch: 28.46
    Haymaker: 25.55
    Knockout Blow: 19.34
    Hurl: 23.11
    Footstomp: 9.51

    That's just a bunch of attacks in a list though.


    I'll leave it to you to work out some attack chains.

    You might also want to add Fury.


    Here are Bill Z's calculations on SOs:

    http://boards.cityofheroes.com/showt...hlight=results
  14. Quote:
    Originally Posted by Kazz View Post
    I did notice all the Elec/SD toons a while ago and figured it was just the FotM. Is it a decent toon all-around, and not just in AoE competitions, though? I know Elec has... subpar ST damage, to be kind.
    Well, Elec melee is elec melee.

    You're not going to be any less well rounded going SD vs. SR. You'll get a bigger boost to your big hitters through AAO (since when you use AoEs you're generally surrounded anyway) and you'll also get a nice HP bonus and some resistances to take the edge off of hits.

    OWTS is also a much more user friendly T9.

    The main difference is that SR is much, much, easier to softcap as well as having capped DDR with just basic slotting - SD needs to squeeze a bit more for that stuff.



    Quote:
    Originally Posted by Kazz View Post
    Also, I didn't know Musculature would increase the judgement's damage. Nifty!
    It's great fun too, I'm loving tossing T4 Musculature Core Fueled Pyronic Judgements on my StJ/SD Scrapper.
  15. Quote:
    Originally Posted by Johnny_Butane View Post
    Why ever roll a Tanker when as a Scrapper or Brute you can solo fine and not die and team with so many layered buffs and mitigation and not die and have better damage?
    Why ever roll any of the three if you can play a Corrupter, have excellent damage and be a team/league multiplier and trivialize content with buffs/debuffs and also not die in Johnny_Butane's Fantasy (nightmare?) land of everyone perma buffed to THE CAPS and not dying.


    Quote:
    Originally Posted by Johnny_Butane View Post
    They're not at a loss for not having the 'toughness of a Tanker'
    You mean aside from all of the times that they are!


    Quote:
    Originally Posted by Johnny_Butane View Post
    SO'd Scrappers and Brutes aren't exactly fragile, and that's where the whole balancing toughness versus damage thing falls apart.

    That's a useless assessment. By what metric? By a Tanker's standards?

    They're not even close to a Tanker's standards.




    So answer the question you keep dodging.



    You keep saying, in not so many words, that Tanker mitigation is basically useless.

    So how much of a reduction do you propose to get more damage?


    If you're not willing to give up anything, why should you have a higher offense potential?
  16. Quote:
    Originally Posted by mauk2 View Post
    Option 2 is MUCH better. It's simply true, brutes are better.

    You forgot about the part where Scrapper Lightning Rod does something like 40 or 50% more damage than the Brute version.


    It's similar to Shield Charge, except Lightning Rod is an even more powerful attack.


    It's not even remotely close. Those two Scrapper attacks are in another league compared to the Brute versions.



    Quote:
    Originally Posted by Kazz
    1) Reroll him as an Elec/Energy scrapper. I've got one toon fairly high with the new /EA, and I'm loving it. It would work with his existing powers without too much explanation, and I'm entirely willing to reroll my scrapper with this combo (the time investment isn't a big deterrent for me, as I love mindlessly plowing through missions on nights off of work).

    This is your best option out of what you listed.

    EA is a very solid set now, with good utility and nearly unlimited endurance.


    You can go musculature alpha for sure, and this will give a nice boost to LR as well as a massive damage increase on Judgement's Damage.


    If you can work Shield Defense (maybe using the electric or energy elemental shield costume parts) into the concept, Elm/SD is an exceptional AoE burst powerhouse.
  17. Quote:
    Originally Posted by ClawsandEffect View Post
    The best single target chain last I checked was still Follow Up-Focus-Slash. But you need a LOT of recharge to pull it off.
    I think the last time this was hashed out that particular chain worked out better for the scrapper due to FUs higher damage bonus for the scrapper version (+37.5% per stack vs. Brute's +30% per stack) combined with the Scrapper's higher melee scalar which means they benefit more from +damage bonuses than Brutes do (who, due to fury, are swimming in +damage bonus saturation diluting the overall benefit).
  18. Quote:
    Originally Posted by Siolfir View Post

    Essentially what the change says is, "We decided to up Stalker DPS by giving every primary something that can outperform old Energy Transfer over time using only 2 attacks in between, only it's on a shorter recharge and doesn't have self damage. Oh, and you get it at level 6. Enjoy!"
    I'm not seeing a problem with it, considering the AT its going to.


    Some things to keep in mind (feel free to correct me if I make a mistake here):

    • Most Stalker builds will still be short on AoE output compared to Scrappers, Brutes & Tankers.
    • Unlike those three ATs, Stalkers do not have damage auras to help boost their damage output (both ST & AoE).
    • Stalkers have BU, which is good for burst damage but generally not as good as persistent damage buffs for ST DPS.


    Scrappers in particular with their high Melee Scalar have excellent DPS potential when combined with persistent Damage buffs.




    Quote:
    Originally Posted by Siolfir View Post
    I have to agree with the comment that Stalkers will suddenly shoot up the charts for single target damage once you add this in to your attack chains.
    I think that's entirely the point of the change.


    Stalkers being awesome at ST burst and ST DPS, I think this is perfect.
  19. I'm not really sure I can be much help as you've worked on this build a long time and the Scrapper forums have already gone over it with a fine toothed comb.

    I doubt there is much left to squeeze. I might be able to squeeze something cutting Soul Transfer or Focused Accuracy, but I'm not sure how much room there really is.


    What is your current Scrapper version's ST DPS and what do you calculate will be the Brute version's DPS?
  20. Quote:
    Originally Posted by Bonnes View Post
    I don't know first-hand, but I hear that SS/Fire is tops for DPS. I imagine that SS provides the most DPS regardless of secondary, but if a combo edged it out then SS would be close behind.

    No.

    SS/FA/Soul, as a combination, with Gloom & Burn has potentially the best ST DPS available to Brutes.

    SS on its own, without gloom and without FA has some of the worst ST DPS available to Brutes.

    On it's own, SS is only slightly better than Electric Melee (which is pretty terrible for ST).



    So if you're not planning on FA, and you're not planning on Soul Mastery - SS is not the best choice if you want ST DPS.
  21. Quote:
    Originally Posted by Tannim222 View Post
    Yup, they gave Fury, the original player posted idea, to Brutes
    They also gave Brutes lower Base DEF, and lower base RES, and lower base HP.

    Let me know if the Tanker contingent is ready to eat the nerfs it would require to give them fury.

    Let me know if for you to have fury you would accept Scrapper Base numbers for mitigation.


    Maybe the reason they didn't give Fury to Tankers is because they didn't want to also give them the nerfs it would require for that to be even remotely balanced.
  22. If would choose by secondary.

    If you're going to choose a Defense set like EA or SR, I think Scrapper would be a better choice overall.

    If you're going to choose one of the resistance based sets, I think Brute has a nice advantage there.


    Also, if you think you can go musculature, Scrapper will be a better choice.
  23. Quote:
    Originally Posted by Angelxman81 View Post
    Got my own build, of course.
    But I think is usual to find other posted, then compare.
    I only found it odd... Was not able to find any StJ/FA build for brutes.
    The point is that you should post your own build, and then ask for help.
  24. Quote:
    Originally Posted by Johnny_Butane View Post
    No, it isn't. If people are avoiding Tankers and playing Brutes and Scrappers, pushing Tankers further into a niche only a small handful of people enjoy isn't going to accomplish anything. Very few players get their rocks off taunting.
    Contrary to this posters constant fear mongering for some sudden extinction of tankers, I see no shortage of Tankers on both Freedom and Virtue server where I run 2-4 Incarnate Trials per night.

    I easily see as many Tankers as I do Scrappers and Brutes.
  25. Quote:
    Originally Posted by New Dawn View Post
    Brutes and Tankers do not have to share roles. The role of the Brute can be the grey between Scrapper and Tanker.
    Yes we're back to you wanting holy trinity gaming where your primadonnna Tankers gets to have the spotlight and be the only one who can ever hold aggro.

    Aside from the fact that the Brute inherent simply functions better when they have enemies attacking them, your idea is to give them the tiniest slice of nothing for a role.

    Which is basically what dedicated Tanker players always want in this kinds of threads.



    Quote:
    Originally Posted by New Dawn View Post
    That is what I want, that is my opinion that will not change no matter how much you reply to me.
    I'm not trying to change your opinion, I wanted you to state exactly what you stated so other posters could see quite clearly what it is you're after.

    You've done that, and they've responded.



    Quote:
    Originally Posted by New Dawn View Post
    Thats a VERY POOR summary of what I am asking for, which to me makes this little debate, very wasteful of my time. You would need to be more precise about what I am asking for, I want Tankers to have greater threat potential than Brutes, not an auto win.
    The way that threat works in this game, giving tankers a higher magnitude threat component will basically be auto-win.

    Taunt, for both of these ATs, is probably already too strong to begin with.




    Quote:
    Originally Posted by New Dawn View Post
    I just want Tankers to be the undisputed leaders at tanking.

    Ah now we get to the crux of it "The undisputed leaders at tanking".

    Tankers are the undisputed mitigation specialists. I think you'll just have to live with that, and the idea that you will sometimes have to share the limelight with other ATs and even with other Tankers.



    Quote:
    Originally Posted by New Dawn View Post
    Its alot like asking for peacebringers to be the undisputed leaders at peacebringing.
    No, it isn't because "Peacebringing" isn't a role, and it's also very much not a Holy Trinity Role. You want a Holy Trinity role for your Tanker.

    Tanker, Healer, DPS.

    That's what you are asking for, although what you are really asking for is a clarity of roles that looks more like this:

    Tanker, Who cares what else the rest of you do.


    This is the sentiment, the one where Tankers are to be the only ones solely guaranteed their role - first above all other ATs (since no other AT really gets this).


    Do you think the Tanker is the defacto leader of the team, and that when a Tanker joins the team everyone else should follow the tanker and listen to their instructions?


    Quote:
    Originally Posted by New Dawn View Post
    I see absolutely nothing wrong with Tankers having better threat control. Games like these come from table top games in a way, using templates and what not, so what if some tankers don't make as good a choice as what some brute might, I like to tank with my Brute but at the end of the day Tankers should have the potential to be the undisputed leaders at threat level versus all my Brutes.
    Tankers are already the undisputed "leaders" at something.

    Why should they get something else to be the undisputed leaders at?