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Wich ever is higher. Even if the attack have one positionnal and two damage type, you only need to have one of those 3 to be protected.
(If you're speaking of IOs though, melee def bonuses while give half his value for s/l and s/l will give half his value for melee.) -
Quote:At lvl 50, maybe. But on the way, MA will have better DPS since you'll be at low recharge. (starting IOs around 30 will help with recharge, but most people won't have LoTG that soon, and you can't have purples yet.)That just sounds wrong
Better that Electric... maybe
vs Katana or Dual Blades? MA will lag...
Quote:That is in the results are in 2 where he had most attacks slotted with 1acc/1end-red/1rec-red/3dam. That is not a lot of rechagre so MA is better but when you start to put recharge in, Dual Blades and Katana blow pass MA and never looks back.
Quote:"The Results Are In...", the first thread, takes a flat 250% recharge into account for all attacks to create the highest DPS chains and, even considering this, MA/ does come in close to both Kat/ and DB/... but that is before you factor in the Achilles Heel -Res proc, which MA/ can't use. The gap becomes even wider if you include the FotG -Res proc.
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Also, in response to Fire Wyvern: I never stated that Elec/ was either better or worse than MA/ for ST damage, though I believe that MA/ would have a ST DPS advantage which would be off-set by the fact that Elec's damage is far less resisted.
I was making an inference that since he was fine with a primary that both deals all lethal damage and cannot slot either -Res proc that he would likely be tolerant of Elec/'s lower ST damage when compared with Kat/ and DB/, though I had made the point that I was not as tolerant as per my described experiences and preferences. -
Quote:Actually, MA is a hell lot better at ST then /elec. It's even better then kat and db. (the results are in 2)I'd have to say this is a bit subjective. I am used to leveling at +1/+2 difficulty with Bosses. Elec/ ST damage, even with AAO boosting it seemed lacking for me, but then I had done a FM/SR to 50 previously and ST damage was always very good there. I switched to DM/SD, which is very ST focused. Since you leveled MA/ to 50 with no issues, I would say that you'd be fine with Elec/ and would have more AoE to boot.
For the OP, i tried elec/wp (on a brute) and the ST was too lacking for me. I deleted it around lvl 33. It was actually very survivable, and did well on huge mobs. But it was annoying for bosses and painfull on EBs.
Personally, DM is the most fun set i've tried. The heal and end power means you can pair it with pretty much any secondary. The ST is awesome, and while it lacks a bit in AoE damage, if you're really into that, you'll have a saturated soul drain + shadow maul for aoe. That an your epic. (specialy if you switch with the PPP, very good aoe for brutes, wich scrapper might get.) -
Quote:While you can do it, it's very impratical. When i started playing, i used to try doing it, but the next day, i'd just log in to see people quitted or didn't log on at the schedulled time.
FYI: You can "break" and come back to it at any time. Yes, your toon is locked to that TF, but so what? If you're tired, you agree on when to come back, you come back nice and refreshed, and own the run. Wanna do something else? Break team, try again another time. Yes, it can be a time commitment, but have you seen the Shard TFs?
It's even worst when not everyone is from the same time zone. =/
Yep, i did the Shards TF. I'm not going to do them again, even if some weren't that bad. It's a lot easier to find a one-shot 4-5 hours though. Because when you start it, you know you'll finish it "no matter what". You can't actually fail them aside from having too many people quit.
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There's a different way to approach Master of _ and it's relatively easy. Just speed run the normal TFs enough and you will know exactly where the hard points are of each TF.
Sounds like a good plan...except that my playstyle is extremely different when i'm trying an Mo and just running for fun. I'll jump first in spawn or leeroy the AV for the rush of it, and to test just how far i can push myself. I normally don't mind dying, specialy if someone can rez in the team. It's more stressfull trying not to die at all cost.
Anyway, that's just my opinion and why i don't like them personnaly.
P.S. If someone else answered to me, sorry! I stopped reading the topic cause it got so huge in one shot... -
Quote:If it's not, you'll be an insane monster. =DDM is nice...it meshes well with just about everything. The only real problem with DM is it's lack of AoE...so if AoE is your thing you might be a little disappointed.
DM/invuln is my favorite and best AV-soloer. And it costed me less then my main brute. -
Quote:That's what i think. There's just too many condition needed to make it possible.
Any badge in the game that is so dependent on teamwork. kindness of others, skill of others, etc. needs to be rethought.
You need to find 7 other badgers, on the same server/side, that can team at the same time. You all need to be free for a long time, knowing you won't be interrupted. (normal STF can be done in less then hour, most Mo i've seen took 2h-3h at least.)
There's a lot of type of badges.
1) Challenging: Special fights, GM, AV ,etc. (LR with towers, Reischman, Rom's last fight, 8 clones)
But you can always retry them automatically if you fail. You aren't forced to go back through 1-2 hours of play.
2)Huge team/dependant on players: Among friends, special events (banner events), hami raid. Or the arena pvp badges. The hard part is to find enough people that want the badge.
3)Timed: Efficiency expert, some trials, banner/winter events, ouroboros challenge.
4)Long to get: Day jobs, defeats with high numbers, some TFs. You can do them in multiple shot though. The few that are extremely impratical to do in multiple shots (the shards TF) are actually very easy. They are just long.
5) Special skill: Skiing badge. There might be others, but i can't think of them.
6) Presence badge: Anniversary, exploration and spend X time in a zone.
7)Underdebuff/enemy buffed: Ouroboros challenge.
8) No death: Ouroboros Challenge and Mo.
My probablem is that Mo badges stack almost all the type of "difficulty". And it's often just frustrating.
Since it can be clearly one person's fault, there's often griefing.
If the player forget to use the temp against Ms Liberty in LRSF, and a team wipe ensure, there's normaly no problem, you just hosp and try again. If someone forget to click on his stone in the cavern trial, no problem, you just wait 15 secs and count down again.
I also don't really get why people say: "It's challenging, it's fun."
There's a lot less frustrating ways to find a challenge.
And if you really wanted the biggest challenge, why not try STF or LRSF , on +4, while debuffed and with the enemies buffed, no temps, no insps and no enhancements?
That would surely be challenging, no?
P.S. I've got the BSF/khan , LRSF, STF, and red-ITF Mo badges. It might have only taken a few try (or just one) to get them. It's finding good players that want to bother with it that's the hardest for me. I've had to wait months before i could get on one for some. -
Everyone "said" it, but not directly. No need to slot for recharge reduction in toggles or passive (you can't for passive anyway).
For ED (enhancement diversification), when you'll be using SOs or generic IOs, here's the very simplified rule.
1 SO= 1 SO worth of bonus
2 SO= 2 SO worth of bonus
3 SO= 2,5 SO worth of bonus
4+ SO = just an hair above 2,5 SO worth of bonus -
1. Soft cap is what is considered the "maximum" that's usefull to have in normal situation.
It's mostly used for defense. If you're at 45% or 50%, it does the same thing. (unless you factor in def-debuff and other things.) Hard cap is the maximum the game lets you have. Like 90% for resistance with brute/tanker. For defense, i don't remember the number, but it's higher then 100%.
2. It's not a recovery cap (wich probably exist but you'll never reach it alone) it's a "recovery 2,5% bonuses cap". Meaning, any more 2,5% recovery bonus you had, will be ignored (and the two in red). But if you get a 1%, a 2%, a 5% or something like 100% from a defender buff, it will apply.
So don't get more then 5 times a % of bonus that you're aiming for. Only if the other bonuses after that are worth it. -
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Aside from the very basic noob stupid thing (fire/ tanker without any toggles >.>) it was in a LGTF.
I was on my blapper, and i realized Dragon was a fire AV...meaning no mezz! I got all excited and told the team i'd tank/solo him. My blapper is pretty tough with the fighting pool, APP and sets.... but as soon as i jumped, 6-7 Mentalist held/sleep me and i lost everything and died. That was when toggles shutted down with mezz.
It was pretty embarassing. -
I've soloed him on my DM/invuln brute, as an AV. I had to use 15-ish various insp though.
1) Using a quick primary makes it a lot easier. It was almost easier with my DM against an AV, then with WM against an EB.
2) Go a little slower. Making sure to avoid the drain if more important then DPS but him ending up healing.
3) Try to guess when he'll fire next his drain. I'm not sure what's the recharge, but once he's fired it, i usually go all out for 15-ish secondes. Then i go back to slow mode.
4) Don't queue(probably spelled wrong) in attacks. If you click on an attack while the other is activating, and the message pops, you usually won't be able to cancel the queued attack and he'll get you with the drain.
5) Hurdle+CJ or swift+spring will help getting away faster. -
Quote:Even when the other player quitted, i wouldn't always get to the next round.The way to do it is designate a winner for each set of rounds. The winner never quits until he gets the badge, but everyone else quits the match. After the winner gets the badge, then designate a new winner. Everyone should get the badge unless they do something like exit the last match too early. It should take about an hour with 8 people.
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Quote:Except that almost any combo can solo "an AV" and you really don't need several thousands merits and a couple billion influence.
If you want something that can actually SOLO an AV, as in DEFEAT IT... make a Fire / Shield and have several thousand merits and a couple billion influence stored away to IO yourself out.
500 merits and 2-3 billions is more then enough.
Actually, he never mentionned not using inspirations. So he can get away with even less ressources and picking a worst combo.
You really love exagerating? -
If the bonuses where as easy to get as +def ones, and twice bigger, i'd probably go for resist on a lot of characters.
One of the big advantage of resistance over defense is that it's reliable.
If you can survive 10 attacks before dying, and your heal recharge every 7-8 attacks, you'll always succeed.
Same if your resistance reduce the DPS you take under what you regen.
Defence on the other hand, you can play for 2 hours without getting hit, then receive 10 hits in a row. Very improbable, but not impossible thanks to the wonderfull world of probabilities and luck. -
Quote:According to what you quoted yourself, you're WRONG.So, the job of the Tank is to take damage for the team. The job of the scrapper is to dish damage out.
Quote:The Tanker is an irresistible force combined with an immovable object. This Archetype can take and dish out all sorts of damage.
Quote:The Scrapper is resilient, though, and after the Tanker, the best Archetype at withstanding damage
Next time, make sure what you quote actually support your narrow-minded view of the game. =P
To the OP: I'd love to see ice melee and armor for both scrappers and brutes. -
Quote:That's my first lvl 50. It works really well, you almost always hit thanks to rage and good mitigation with all the knock*. But... aoe is truely inexistant before 32. So if it's really important for you, it might be painfull./WP it is, then. What do you think of SS pre-32, on an inexpensive build?
Quote:What makes you think DM is awesome, and what does it pair well with for a secondary?
Also, when you say EM is St. reliant, what does that mean? Stun?
But most importantly, you have a heal, a endurance recovery power and a huge mitigation with Touch of Fear. Oh, and quick animations, wich saved my life when soloing Protean.
It pairs well with pretty much any secondary since it covers lots of holes.
EM have only one aoe, and it's small and not very good. It's probably the worst of all brute primaries at aoe damage.
Quote:I'll check it out, with powerset customization the hammer might actually look pretty cool. It's only Stone defense that slows your movement speed, not stone primary, right? -
When i've tried it, it was a few months ago, but it also seemed bugged.
We could do the Swiss Draw, but there was no consistancy with who moved to the next row. Half the time, it was those who lost that advanced. So it was a real gamble to guess who are the two to get to the 4th(?) round. -
Gratz Leandro!
However, i aggree with lots of the other posts. Because of the way Bug_Hunter work, i don't really consider it to exist. And it's the big reason why i don't bother filling bug reports. -
That would be a huge error. Focus is your best DPS attack, offers mitigation and is even ranged. Aside from unyielding, i'd say it's your most important power on claw/invuln.
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While it's true Fallow Up isn't as important, it's still nice to have for the to-hit bonus. You can wait a while, but lvl 41 is a little late IMO.
You're right that the passive are good to have. You have them late, but it's perfectly fine, specialy if you continue to play your lvl 50s. But you have them way over slotted. They have 4 slots... the last one it automatically wasted. Unless you go with IOs for bonuses, just keep the base slot. It's not worth to waste slots on the passive when they only give around 1%. So you'd have more slots for your attacks (always 6 slots them!) and for your toggles (2 endred instead of 1 will help a lot). -
Quote:Yeah, but invuln is half resistance , half defense. =P My point was just that if you want to compare brute vs tanker, at least use the same power set.Keep in mind an Invuln Brute would have just as much res as a Fire Tanker. Yes, there will be times where their roles could swap, but I'd say it's more likely to be in the Tanker's advantage than not.
Quote:The Scrapper could, that doesn't mean he will. If you see him (Invuln/Shield Scrapper) pointing dangerous mob(s) towards the team and want to change it, you're stuck if you don't have Taunt.
Quote:As for Scirocco - he has the following cones:
Static Discharge - 40 ft range (dmg, end drain)
Desert Wind - 50 ft range (dmg, knockback)
Slice
Headsplitter (two people should pretty much never be hit with this, but including for completeness sake)
Those cones (namely the first two) can do a number on squishies, if they're too close. Scrappers, if they're not IOed or built for survivability, can get chewed up them (and melee cones) as well. -
Quote:Same could be said about an invuln brute vs a fire tanker against cimerorans, or a defense tanker vs resistance brute vs DE. =PBecause there are situations where other ATs (Brutes/Scrappers included) can get into trouble. For example, consider a Fiery Aura Brute vs a WP Tank against Cimerorans. The FA Brute is very likely going to have more survivability issues than the WP. Or maybe an an SR Brute vs an Invuln Tanker against DE. That sort of thing.
Quote:Same thing for AVs, too. What can be annoying is trying to reposition an AV so their cones don't hit/kill squishies (think Scirocco), but you can't do it because a Scrapper has aggro.
For scirocco... i've yet to see a case where facing makes a difference. He keep spamming pbaoe and the Dust Devils are homing. =P -
Quote:Like Aett pointed out, it was a long time before all IM's buffs. Fury also got changed at one point to make it degrade slower.Bit of a tangent, but I think they tested IM for brutes in CoV beta and found it didn't work, cuz slowed down mobs were bad for fury generation. Of course my memory's pretty fuzzy so I could be way off. But for scrappers? Hell, yeah, gimme my Ice Melee!
But most importantly, it's laughtable that IM would be "too harmfull to fury" but the other primaries wouldn't.
SM, SS, BA, WM, claws all have enough KB to almost permanently take out a mob.
EM can stack 1-2 enemies very reliably.
Ice Melee, wouldnt change that the enemie still get a full attack chain before -rech starts to work. Even then, the enemy will still attack, just slower. If 3-4 attacks X number of mobs is not enough to give a headstart with your fury, there's a huge problem. Just by attacking, you can keep it up there. -
Quote:All good in this case. =)I do have to apologise openly for one small thing and that is at the time of writing I had confused you with someone else. It was a past post of someone elses plus yours that mixed to get the response I gave.
Quote:Controllers and Defenders aren't needed. I tend to pick on those two ATs as those two tend to be the ATs that most other people need. Same people that might need a Granite for an STF or such like. As with any AT doing their job, generally people can be better off with than without but it does depend on peoples mindsets. I am one of those people who couldn't give a toot what is in team it can just be how people work together that matters. A STF without any controllers or defenders in the team could be easier for me or harder depending on the players.
Same as you, i don't really care what's in the team, if everyone is capable of handing there share and adapt there playstyle to each new team makes up. Sure support is nice, but a good team can do without. =) -
When i wanted to make a "weapon" brute, i compared both sets too. I don't exactly remember what were the results, but i ended up picking WM because it had better single target DPS.
BA only have Knock up/down for secondary effect, while WM have knock up/down as well as disorient.
For the DPE, i really don't know wich is better. (and too complicated for me to calculate) But i've had a few invulns. With stamina, numina and miracle uniques and the accolades, you shouldn't have to much problem, as long as you don't spam hasten. =)