FireWyvern

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  1. FireWyvern

    Brute as damage

    Quote:
    Originally Posted by Blue_Centurion View Post
    Also, annoying enough, some tanks (throwing out 30% here, with no data whatsoever) do not want to tank, they want a Scranker. For the 3% (again, where do I get these numbers???) of Tankers who can afford the I/Os to butcher the tank build into a somewhat okay damage dealing machine, great. For the rest of them it is pathetic. And they steal agro doing this half axed tanking job. They usually do not take taunt, so they are a lame and deficient member of any team. I'm like, get a Brute, you want someone who can take and deal massive damage, they built it already, look around.
    One thing to remember... before this summer, nobody could play a brute blueside. So unless it's a totally new problem, they really couldnt do anything else before. Even now, if someone wants ice melee, he's stuck with tanker.

    And I know some people can get from 1 to 50 in a week ( or a few hours with farms) but that's not everyone. So anyone who always wanted a really tough damage dealer but couldnt might stick with there scranker, cause it's fully IOed and lvl 50. Or cause it's his badger.
  2. I'm with julio and magikwand. Stop trying to get nerfs and just play what you want. Nobody is going to care for the 1% different in optimal situation on a fully IOed builds, unless:

    1) The players are very bad and need to over-compensate
    2) They are trying to do a +4 speed STF with enemies buffed, player debuffed, without temps, insps or enhencements....

    I dare you to show me something a brute can do but a scrapper couldn't or something a scrapper can do but a brute couldn't. (no time limit, obviously)
  3. FireWyvern

    Pet's accuracy?

    I mixed accuracy and to-hit again. >.< And i failed at math...

    Thanks all! I was wondering cause my dom have 33-ish% def to s/l/nrg but Woodsman's pets where hitting way too much, even after a purple. Then i fought Zenflower who also have pets! So i was wondering for those case, if it's better to use more purples or if it was useless and i'd be better with oranges.
  4. FireWyvern

    Pet's accuracy?

    Most pets (players and NPC's summon pets) have higher accuracy. How much exactly?

    Lets say that on have 75% chance to hit you. Then a "soft capped" character with 45% def would still have 20% chance to be hit? But a character with 70% def would be soft capped even against pets? Or did i get wrong all the maths there?
  5. If i remember correctly, the absolute best chain is Smite-Gloom-SMite-MG. Since you gimped MG, i'd try to use Smite-Gloom-Smite-Siphon Life if you have enough recharge.

    The one big error I see is slotting Siphon Life with doctored wounds. You don't get any acc or dam. Personnaly, i'd fraken slot it with some HOs. Since the buff, SP is too good of an attack to waste.

    I don't think i see the Steadfast proc? You should put it in one of the resistance passive power. ( with 5 Lotg+7,5% and 5 full purples sets, don't tell me it's too costy =P)
  6. How many different ranges is there for morality/tip missions?
    My 41 and 50 villain got the same mission, but my 34 got a different one. So i'm guessing there's 3. 20-30, 30-40 and 40-50. But it could also be 20-35 and 35-50 or something weird.

    Anyone tested it?
  7. Quote:
    Originally Posted by ThePretender75 View Post
    We started using that methode half-way through and it finaly worked. Thanks. =)
    Still annoying that it's bugged for normal play though. =(
  8. So...one year later, i decide to try again to get the badge.

    So we do 10 minutes match, we have 8 players. I win with the most kill.... and i still don't get to the 2nd round. The guy i beated does....
    My friend's corr abandonned the 2nd round.... and yet he's in the 3rd one.

    Anyone know WTF is wrong with swiss tournament? Is there any sure way to make sure that someone gets to the next round? Or should they just rename "Lucky "?%&$: you managed to randomly get to the last match"


    edit: "My friend's corr abandonned the 2nd round.... and yet he's in the 3rd one. " Okay, seems he didn't. But i know it happenned a lot last time. Not sure if it still does that.
  9. Quote:
    Originally Posted by Blue_Centurion View Post
    Thanks for reading/replying. I am about to embark on a one year mission to get all badges/solo all content/all zones. I am seriously considering (for shear ease) a something?Willpower brute. My current main is a SS/Will Brute. Considering a Dark/Will.

    I understand that in I18 they changed MA for the cities. What were the changes?

    Can a MA/Regen Scrapper solo all content? (Money is absolutely not an issue, - so are there any procs I gotta grab ASAP?)

    Any MA players advice is welcome, from complete build advice right down to costume. Including "dude, be wise, don't kill yourself, take the meatshield and move on"
    From what i'm reading, you don't really care about player made challenges like being able to solo AVs, GMs and beating insane amounds of +4 enemies? You just want to see all the contents and catch all the badges?
    Then yeah, MA/regen will be just fine. You'll have no problems soloing every "normaly" soloable things and most TFs are easy anyway.

    You might have a hard time getting in Mo attempts (people always want support or an insane tanker) but that would happen with all scrappers. Another thing is you will need help for GMs and a decent team for top end TFs, while one of the OP support character means you can pretty much win with crappy players. On the other hand, support characters are a lot harder to solo, and are really insane only with top builds.


    One little warning, i doubt you'll get all the badges in one year. Even not counting the ones you can't get (aniversary and vets) there's only a very small number of people that have them all and they've been at it since CoX was out, more or less. But worry about 100 first, then 200, 300, etc. =P Eventually your badge list will make you lag.
  10. Quote:
    Originally Posted by Vitality View Post
    Although most people never stay at the damage cap...the lowered cap really hurts my "want" to play this character.

    How does this effect the ATs top level ability?
    Can you still solo AV's?

    What exactly does this change do to the AT overall?
    The damage cap, i'll never notice.
    It's the way fury work now and how the "max fury" is lower then what it used to that get noticed.

    Before i could easily be at 10%-15% higher fury then now. In top level ability (soloing pylons, AVs, etc) it does make a pretty huge difference. Took 35 minutes to solo a pylon instead of 20.

    You can still solo them and you can still solo AVs, just longer. (and might not be able to solo those that were very limit or needed reds...like nemesis, silver mantis, etc)


    So most players don't notice it, but if you have a similar play style to me, you'll definitively notice it.
  11. You know the giant Zenith Mech Man in Hess TF? I want him to have a new animation for his self-destruct! It's sucks to wait the timer out just to notice there's no explosion. =(
  12. Quote:
    Originally Posted by GavinRuneblade View Post
    But isn't it more a function of the lower damage cap than the fury change specifically in your case? Or did the lower sustained fury hit you also?
    It's really the fury change. Nobody was keeping at the damage cap solo, specialy when not using insps. It's still insanely high and you probably won't notice the cap difference, unless you're always teaming with FS bots.
  13. Demons is the best for petless MMs. Fire is less resisted then s/l, the attacks are insanely quick, wich means very good DPS. They all come with -res and two of them have a chance for KD for added mitigation.

    Next best was necro. They do good damage, less resisted then s/l and you have a self heal.

    Then i'd put thugs or merc. They seems to be decent, just not as great as the other two.

    Bots is the coolest looking...but have really long animation and redraw.

    Archery recharge quickly but have insanely low damage. And you can't use special sets.



    Like the other usefull poster have said, make sure you slot for endurance and get stamina at 20! And the miracle/numina procs is possible. That should cover the endurance problems.

    Another nice trick, use exotic's sets proc when you can. KB, to-hit debuff, -def all have damage procs. Something ranged ST attacks don't get. (aside from purples and PvP IOs...) And they are usually cheap. =)

    Goodluck and have fun with your petless MM. I know i loved mine a lot more then my other MMs.
  14. Quote:
    Most MMs can handle EBs just fine, a few can take AVs. You will struggle with Lieutenants.
    My petless MM soloed Professor Echo (EB) and no i didn't use temps. i guess you just aren't good if you struggle that much with lieutenants on any character.
  15. Quote:
    Originally Posted by Exxar View Post
    I don't see how this is true. It's certainly harder to get to 90% fury than before, but I don't have any problems reaching 80% solo or teamed, which is the amount I base all my calculations in Mids on. And guess what - at 80% fury, a brute does more damage than a scrapper, except on those sets that make significant use of +damage buffs, of course (SD and DB for example, although Claws are interestingly an exception to this as the brute base numbers on the attacks are higher than scrapper ones).
    How do you stay at 80% fury exactly? Aside from using the frenzied temp powers since it won't last.

    Quote:
    The #1 reason why I vastly prefer brutes to scrappers is that they have a much easier time leveling up. Scrappers do piddly damage until they stuff 2-3 damage SOs in their attacks, while brutes have great damage out of the box thanks to fury.

    That's also why i loved brutes. Having +150% dam under lvl 20 helps a lot and scrappers can't beat that. Not without slotting any dam.
  16. FireWyvern

    Hand Clap

    Quote:
    Originally Posted by RabidBrian View Post
    So did you respec out of it or am I reading that wrong?
    Nah i still have it. But it's my fault, it was supposed to be this:

    P.S. My main is /invuln and i never died because i used HandClap. It saved my life quite a few times though.


    I forgot the "because".
  17. FireWyvern

    Hand Clap

    Quote:
    Originally Posted by Jade_Dragon View Post
    The only difference between my suggestion and the common one of changing the Knockback to Knockdown is that SOME of the foes will go flying.
    Wich is the best way to make it hard to control. You won't know wich enemies will go away and wich one will stay. And that will spread them out. Presently, you can throw them all in the same general direction, and they will all land at the "same" distance.

    That's the reason i don't like energy blast's aoe attacks. They are unreliable.

    And knockback still gives more time then knockdown. So that's what i'd want for the non-minions. =P
  18. FireWyvern

    Hand Clap

    Quote:
    Originally Posted by Siolfir View Post
    You're missing a few.


    Invulnerability (+def), Willpower (+regen, -tohit), Shields (-dam), Dark Armor (heal, stun, fear, -tohit), and (arguably) Electric Armor (end drain) all get better mitigation for having things near close by.

    Knocking things down gives you a few seconds. Knocking them away is just plain stupid for most melee characters.
    The -dam in shields in so little though. =P
    True about dark armor, i really didnt think of that one.
    edit: Invuln and WP were the two i mentionned.

    Knocking them away gives you 1-2 more secondes while they are thrown and 1-2 more secondes when they try to reach back at you...if they aren't already dead.
  19. Quote:
    Originally Posted by Xinn View Post
    However, it looks like Brutes have comparable DPS (and even advantages with some powersets--I seem to recall reading that Fire DoTs benefit from Fury, but not a Scrapper's crit).

    Right now it seems like Brutes have comparable damage to Scrappers going for them, as well as a higher HP, a higher resist ceiling, and a higher top-end damage ceiling when team buffed. I realize damage may get scaled back (or Scrappers may get scaled forward) to pronounce class differences now that characters can switch sides, but in general, the Brute seems better-rounded. Is that accurate?
    With GR/I18, it already happenned. Brutes' fury have been nerfed for top user. So scrappers will always do better damage (with the same powersets) especialy when you factor in shield or fiery aura.


    Still, both should be more or less as good to solo content. On a scrapper, you'll spend a bit more inf for protection, while on a brute it's for even better recharge (for damage.)
  20. You picked one of the two secondary without KB protection. On squishies, you'll notice it a lot less if someone is taking the aggro and they almost all have mezz or other ways( pets!) to protect themselves.

    If you take one KB protection IO, you'll be good for 95% of the game. (just watch for nemesis)
  21. FireWyvern

    Hand Clap

    Quote:
    Originally Posted by RabidBrian View Post
    They changed handclap on the bruisers because it was his favorite move and he was doing it at every chance he got, throwing mobs completely out of debuffs and such. They realized that was no bueno because the player had no control over it.
    It's because the pet can't use it strategicaly that it's bad.

    Quote:
    However, since the power is considered by many as detrimental to your safety, players just skip it. Knocking whole mobs out of Invincibility or RttC is counter productive as a damage mitigator. Now when they attack you again, you dont have the defense from invincibility or extra regen from RttC to handle that incoming damage. Also, considering most sets dont have a 25 foot radius aoe, and have to make due with an 8 footer, when someone on the team has just spread out the tightly clustered group, that dude fireing off the 8 foot pbaoe is SOL.

    Handclap and Lightning clap dont have the benefit of doing damage on their side for this arguement. All they have going for them outside of the completely frusterating kb, is the stun. And if I really wanted mobs being stunned, wouldnt it make more sense to grab a troller/dom? As is, the kb is way more detrimental to survival than any benefit from the mobs getting stunned.
    How many powers have an aura of survivability? 2 out of 9. A lot of the secondary love the extra mitigation it provides. The fact that they are out of range really doesn't matter. They are also stunned long enough for you to finish them or at least the biggest threat.

    So no the KB is not "frusterating" and it's not detrimental for survivability. Only if you don't know how to use it.

    P.S. My main is /invuln and i never died i used HandClap. It saved my life quite a few times though.
  22. FireWyvern

    Hand Clap

    Quote:
    Originally Posted by Jade_Dragon View Post
    I
    Perhaps what should happen is the Knockback should be lowered to a 50% chance, or even lower, so SOME of the foes will be knocked back, and SOME will be stunned. You could even stack an additional 100% chance of 0.67 Knockback on top of that, so that those who aren't stunned or knocked back will be knocked down. It's a bit more chaotic, but I believe the chance to keep the majority of foes in melee with you will make up for the randomness.
    BIG JRanger!
    Making it a chance for KB would remove the utility of the power. You don't need "chance for mitigation" in a oh-crap power.
  23. Quote:
    Originally Posted by Candlestick View Post
    Dark Melee has good single target damage, but *thats it*. And it's not even the best Single-Target. Fire has the best.

    That's not true. Just like saying DM has better ST damage then fire. There's no one that absolutly beats the other. Depending on the situation (how much recharge and how many fodder for SD) a different one will win.

    Good single target damage but that's it? Even if it's not always the best, it's easily the 2nd or 3rd best as long as you're using at least generic IOs. That's far from "just it".
  24. I've had one at 45 for a while. Only reason i stopped playing him was cause i also had a DM brute.

    Like Smiling_Joe mentionned, SL/HF makes it very survivable. SPecialy if you had a bit of defence. Obviously you won't be softcapped, but i had around 20% to melee and it made some difference.

    With the new changes, i'd take scrapper, specialy considering you'll have both soul drain and fiery embrace to buff your high base damage.
  25. Something i forgot to mention that i'd want....

    Costumisable pets! Being able to make all your thugs look like you would make a nice duplication set. =3 I know... theorically, it's not alternate animation, but they were skipped in the last batch of power costumization!