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Posts
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When I was leveling my /SR Scrapper, I despised Knives of Artemis with a passion - stupid Caltrops! Fortunately, a /SR Brute isn't likely to face KoA all that often. I only mention this because nobody else was talking about KoA, which either means that they don't spam Caltrops as much, or that it's not as threatening (not to mention humiliating) to die from 50 stacks of Caltrops in one place. Or that I was leveling back when people herded the entire Chimera map and less stupid (and today, more possible) pulls aren't gonna stack that many Caltrops.
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Quote:There's always a chance.After a few years of not playing I came back for issue 18 and have been having fun.
Still the same problems as before though, smash and lethal damage is heavily penalized which makes me sad as an Axe/Willpower brute. Now that I hit 45 however, the villain confirmation mission is filled with Crey tanks, only the bosses aren't ridiculously resistant to lethal. I think smash has been improved, but lethal sure sucks against everything not Carnies and CoT.
Any chance this will improve?
That said, I wouldn't hold my breath. It's been this way for a really long time, after all. Rationalizing enemy resistances so everybody has a fair chance of dealing roughly equivalent damage is probably something the devs would like to do, but not something super high on their priority list. -
Knockdown is just a low magnitude knockback. At a guess, they changed the power tooltip to match the actual effect of the power (there is no such effect as knockdown) without considering that in practice, there is a real difference between knockback with magnitude above 1 and knockback with a magnitude below 1, and one of them is typically called knockdown. It could easily happen if they have somebody low on the totem pole tasked with looking through tooltips (which have been erratic and full of errors since slightly before the dawn of time) and trying to make them more accurate. Just one of the perils of working with legacy code.
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Quote:Would the fact that you were using a sword (potentially) and doing pure fire damage with no lethal component bother you? It wouldn't bother me, I've felt that Fiery Melee should have sword and no-sword animation options for every power. Well, almost every power - I don't think Fire Breath needs a sword option.I'd actually like to see them do a set of fire melee animations that use only the swords, and another set that doesn't use the swords at all. Sometimes I like the swords, and other times I don't.
The fact that I wasn't using a sword but still did a combo of fire/lethal damage wouldn't bother me at all. -
There is one benefit of evening out the availability of resistance vs. defense. The devs are allegedly working on making some seriously challenging endgame content for the high end builds. The question is, who is it going to be challenging for? For the characters using defense based sets who softcap to everything early on and then can't do much of anything to help their survivability? Or the characters using resistance-heavy sets who take much more investment to softcap, but then have the advantage of substantial resistances to back up their defense layer? The defense sets scale very quickly with low investments, but then sort of plateau. The resistance sets take longer to start scaling appreciably, but get measurably tougher once they have enough investment.
It's seriously going to suck if the devs say "Sorry, you're a Super Reflexes player, you don't get to participate in this content." Likewise, it's going to be pretty sad to hear "Oh, Electric Armor, yeah, here's your free Incarnate benefits, congrats on choosing a set that scales with massive investments."
TLDR: The different rate at which players of resistance-heavy and defense-heavy sets scale with IO investments is going to make it tough for the devs to produce content that is challenging yet still possible for all sets. Adding resistance set bonuses is one potential way to even this curve. -
The Cottage Rule is pretty specific - without a good strong reason to change it, and without a compelling case that no other change can satisfy that reason, the devs will not remove core functionality of a power (nukes are powerful AoE attacks, that has to stay), tier within a power set (nukes are tier 9, that won't change), or what sets a power can take (not an issue I wouldn't think). Other changes, like adding additional effects (see Conserve Power changing to Energize in Electric Armor), removing purely disadvantageous effects, or tweaking numbers (within reason - reducing Blizzard to doing 1 point of damage would not qualify) are OK by the Cottage Rule.
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Quote:My Brute took both Fitness and Fighting. If I *HAD* to pick just one, it would be Fighting - ELA has enough endurance management in Power Sink to get by without Fitness if it absolutely has to, and Tough is critical for a resistance-heavy secondary like ELA. IMHO, anyway.With access to Energy Mastery I decided to respec my level 50 SS/ELA brute removing Fitness and taking up the Fighting pool (for boxing / tough / weave). Thus far I am liking the results and with both Superior Conditioning and Physical Perfection and of course a well timed Power Sink I'm not missing Fitness. Not only do I feel sturdier thanks to both Tough and Weave, but I'm (more importantly) enjoying playing her. Unfortunately I don't have access to a planner right now but with IOs and CJ and Weave I've go somewhere in the ballpark of 17 % to 18 % defense to S/L on top of my resists. That's nowhere near the soft cap but it is noticable I'm curious if any other ELA brute owners have done the same and how has their experience been whether positive or negative.
Haven't looked into side swapping for a hero side epic pool, though. That might make the decision a lot easier. -
No mixed feelings here. Why would I have any concerns about a change that most significantly affects the early (read: most miserable) part of the game by reducing downtime (read: the part of my play time when I cannot actually play). Frankly, my approach would have just been to remove the cooldown from Rest, but this works too.
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Quote:The reason everyone D caps is because everyone can. Almost nobody can cap resistance without massive use of orange inspirations or at least two players providing external buffs. Plus, for most AT's resistance is capped at 75%. If it were as (relatively) easy to cap resistances as it is to cap defenses, there would be a bunch of people choosing to cap resistance instead of defense, starting with the folks who have a substantial base of resistance to build on, and continuing through the folks who would rather not find themselves killed by a couple of lucky hits.Fighting psi cops with no defense and only resistance. Say bye to Recharge.
Fighting Circle Ghosts with no defense and only resistance. Say bye to tohit.
Fighting Blue Ink Tsoo with no defense and only resistance. Say bye to damage and speed.
Fighting a large number of Malta with no defense, only resistance. Say bye to Stamina and chain protection breaking through your passive immunities.
Vastly superior. There is a reason everyone D caps.
Resistance is consistent. With 50% resistance, you will cut incoming damage of the type resisted in half. Period. Not "down to zero unless you get unlucky and then you die." Defense is awesome, except when it isn't.
Besides, if you have a bunch of resistance, that's better than having a bunch of defense, because the guy with a bunch of defense and no resistance can't get any meaningful amount of resistance no matter how hard he tries, and as I pointed out earlier, *EVERYBODY* can get gobs of defense if they put in the effort. -
Super Strength and /Ninjitsu for Scrappers. Yeah, I know and even understand the reasons why not, doesn't change me from wanting them.
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Willpower is an excellent layered defense set, with low downtime, and no need to pay attention to the set once you turn on your toggles. That makes it ideal to pair with a set you actually want to pay attention to, like a brand new flashy looking melee offensive set. By contrast, a set with lots of click abilities you need to manage to make it perform properly, like Fiery Aura or Regen (hey, I can dream can't I?) will distract from the shiny new melee offensive set.
Willpower is a lot like not having a secondary at all, except for the part where you die because you don't have a secondary. -
Quote:I sometimes feel amused remembering how I used to run around to make sure I was selling all my enhancement drops at the matching vendors because they sold for more that way. I like the new way better. Working the market, even the low risk stuff that literally cannot lose you money, is a far more efficient method of bankrolling a new character.Yes, absolutely. I don't generally bother with TOs, but I slot DOs on all of my characters. The difference between a character with no DOs and a character with them at level 12+ is definitely noticeable. And the amount of money that a couple sets of DOs costs compared to how much money anyone who uses the market has by that level is pretty negligible. Unless your friend is vendoring literally everything he gets, in which case he probably is very short on money.
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Quote:Now that we have the market, it's almost completely pointless to skimp on enhancements at low levels. In 30 minutes of the most elementary marketing (ie, of buying common IO recipes for less than their vendor cost, then vendoring them) you can afford to keep every power and slot you get from 1-21 filled with enhancements. Given the annoyance of dealing with low level accuracy and endurance problems, this is well worth the effort. Even in Praetoria, although Praetorian characters have to get handouts from your other characters instead of earning their own Inf.A friend of mine says that slotting any enhancements and building IOs is useless until 22. In fact, he says that doing so will actually disadvantage you, because you are wasting money. He sells every enhancement he gets, and all of the salvage that doesn't go into IOs for damage, accuracy, recharge, endurance reduction.
Personally, I like having my powers do more before I've played for days.
Is it really that bad? Is he just power-gaming, or is there some sense in what he says? -
Never had a build that had free slots like that - if a power has all the enhancements it can properly use in 5 slots, there's certainly a power somewhere else that can use another slot better than putting a proc in Headsplitter or Greater Fire Sword. That said, you might want it anyway to complete a set - but just for its effects, I can't see it.
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The point depends on the particular power being used, obviously. A damage enhancement in Scrapper Headsplitter means a heck of a lot more than a damage enhancement Defender Neutrino Bolt, but (except for how often they get fired) a damage proc means the same thing in either one. Thus, damage procs are really nice in quick recharging filler powers like Neutrino Bolt or Gambler's Cut, or in damage fields, aura or otherwise, like Blazing Aura or Caltrops. They're probably not optimal for slow recharging heavy hitting powers, though. Damage proc in Nova = somebody's not quite clear on the concept.
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Quote:EA really isn't that bad as long as you don't compare it to anything good. The set fulfills its basic core functionality of making your Brute harder to kill than a squishy, and spices it up with some nice endurance management tools, a stealth power, and a not-completely-worthless heal. If you have lots of other Brutes to compare with, either your own or those of others, you may find that your /EA Brute seems a bit squishier, but operating in a vacuum, you will most likely enjoy your performance. Besides, with IO sets out there on multi-billion Inf toons, even the toughest SO Brute will seem squishy compared to somebody.I'm really leaning towards SS/EA for concept, but I've read so many bad things about EA.
Is this not a good combo for someone that doesn't have a ton of influence to spend?
Will I regret not going SS/Inv over SS/EA?
I appreciate any advice, Thanks!
As long as you don't have epeen issues that demand that you always play *THE* most potent set on all your characters, /EA should be fine. Who knows, maybe eventually EA will get a solid round of buffs to bring it up to the level of WP and Invuln. -
Quote:Depending on the power in question, damage procs may end up providing more damage on average than a damage enhancement in the power. For example, in Caltrops, which does trivial damage, damage procs are hugely more potent than damage enhancements. Likewise in a fast recharging minor damage melee attack. Since damage auras tend to have relatively minor damage per tick, and will be ticking away at your foes for the entire duration of the fight, damage procs can spice up the damage a good bit. Plus, in said auras, recharge is worthless and it's pretty trivial to get all the accuracy and damage enhancement you need, leaving procs the best options.I have a lot of character built and some of them use different procs of different types. One thing I have never really understood is when I see damage procs in builds that already do damage and people talk about it like its a big deal.
Maybe I am missing something. I have placed damage procs in toggles and i have watched that they rarely go off. Do they have a better chance of firing in a click power? The chances of a lot of the procs I see going off is very small. Wouldnt it be better to just slot more accruacy or recharge or end redux??
Again im not a novice with IO's and sets just dont understand all the damage proc love in attacks -
Quote:What leads you to this conclusion? I mean, people saying GR is rough on stalkers provide specific examples - notably the huge number of player targeted ambushes - that completely negate the hide/assassinate core mechanic of the AT. What are you seeing that makes you think GR is nicer for a Stalker than CoV?At level 15 I have yet to have a single problem leveling up my Kin/Nin Stalker and I have only been defeated 3 times. I am honestly shocked that so many people are having issues playing a Stalker in GR.
In the JFA 2010 Channel I have seen people mention that GR is harder on a Stalker, but in my personal opinion I feel that most times GR was made for a Stalker for the most part.
Not trying to pick nits, I want to hear what mechanics you're encountering that let you leverage your way to easy success with a Stalker. I'm playing a Stalker myself and finding it hugely frustrating. Then again, I don't think a Scrapper would deal with the ambushes much better, they've been really excessive. -
The ability to play a blueside Brute is relatively recent. Scratch that, extremely recent. Thus, if you thematically wanted to play a comic book brick type, and wanted to be a hero, you were a Tanker. Lots of comic book bricks don't tank, they wade into combat and pummel things until they run out of things to pummel. Thus, lots of players interested in playing comic book brick types blueside play Tankers who don't tank, they just wade into combat and pummel things until they run out of things to pummel. It's gonna take time for the existing population of non-tanking Tankers to wear down and slowly convert to the far more satisfying non-tanking blueside Brutes.
In the mean time, don't invite a Tanker assuming he can or will tank for you. He'll probably soak up some aggro no matter what, but he's still reasonably likely to have no serious interest in tanking. Over time, this will likely change, but for now, we have a bunch of people out there playing Tankers for reasons that have nothing to do with what the AT does really well and everything to do with what AT fits (or at least used to fit) the comic book image of who they wanted to play best.
There's nothing wrong with telling a Tanker who doesn't want to tank that you really want somebody who will put forth a serious and effective effort to control aggro, and that if he cannot or will not do so, he's really not who and what you need in your group. There's also nothing wrong with just bringing him along for the ride, Tanker damage isn't really that bad, after all, and like I said, even if he isn't trying to tank, he's probably going to soak up a good bit of aggro regardless.
I can't see any reason to play a non-tanking Tanker any more beyond inertia. You have time and Inf invested in making the character as close to your chosen image as possible, and don't want to scrap it to start over from level 1. For fresh, newly made Tankers, this holds rather little water, IMHO. Maybe I'm just deluding myself, though. Personally, the only thing I can see that a Tanker does better than a Brute is tank, so if you don't want to tank, roll a blueside Brute instead. Well, that and Ice Armor, anyway. Not holding my breath on that one. -
Quote:It's not necessarily a bad idea, but I like set bonuses and consider the Toxic resistance when unenhanced to be more than adequate for most practical purposes. Remember, Toxic damage is typically balanced around the assumption that nobody has much resistance to it, Fiery Aura being very much the exception to the rule there, so 45% (Scrapper, Brute) or 60% (Tanker) is nearly absurd overkill for even most Toxic-heavy situations. Especially if you're not on SO's and can actually stack it up to 60% (Scrapper/Brute) or 80% (Tanker) resistance without bothering to slot for resistance.Am I the only one who recommends frankenslotting four heal/end/rech IOs and up to two resistance commons to taste?
Toxic resistance is an under-reported strength of Fiery Aura, but like Fire resistance, it's a strength of relatively limited relevance and is (at least in my experience) not really worth enhancing at the cost of set bonuses. Then again, me being a cheapskate (thus, unable to compensate for a lost set bonus by buying a better set to slot somewhere else) and my most played Fiery Aura being a Tanker with better base resist numbers might have something to do with my attitude. -
I'd say recharge and smashing/lethal defense. It will be ruinously expensive to even approach the defense soft cap to any more than a single type or position, and smashing/lethal defense gives the most coverage. I am pretty sure that getting a heavy layer there will do more to help you survive than any amount of +hp bonuses - still, those would be third place in my reckoning, so certainly worth going for as well.
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Quote:I generally assume that nobody is slotting Healing Flames for resistance. Thus, Tanker Fiery Aura gets 20% toxic resistance per application of Healing Flames. That still means that, barring slows, you're sitting at 60% toxic resistance most of the time - or at least, most of the time when you care enough to try to stack it. And that's on SO's.Dark armor, on a tank, only ends up with 31% resistance to toxic.
Fiery Aura matches that with one application of Healing Flames. Two stacks of healing flames beats that, and it's not hard to stack three times even.
Brutes and Scrappers IIRC get only 15%, which still adds up to 45% most of the time, comfortably more than Tanker Dark Armor.
It's the most under-reported strength Fiery Aura has. -
Quote:I wouldn't worry about Toxic on a Fiery Aura Tanker. The set has the best Toxic resistance I can think of in any personal defense set of any AT. Heck, Brute/Scrapper Fiery Aura beat any Tanker primary other than Fiery Aura that I can think of. A stackable Toxic resistance buff on a 20 second cooldown with SO's is made of win. That completely ignores your substantial defense layer. Only problem with Toxic is that many attacks that do Toxic damage also have -recharge, which is murder to Fiery Aura.
obviously, he has a hole for tox and psi damage but also has positional defenses of 30, 18 and 16 for melee, ranged and AoE which gives some protection. and now that we can get pvp recipes through hv merits, I need to take a look at sneaking the 3% def gladiator in somewhere and will be over 40% def to s/l with good resists and a great heal. -
Quote:Check the general powers forum for the thread about Jolting Chain. Suffice it to say that in a densely packed spawn, it will almost never fail to chain to either everything in the spawn or 15 targets (its target cap), thanks to the mechanic by which it jumps. Secondary branches or not, this power is freaking amazing as a one-shot aoe knockdown. It's utterly worthless as anything else, though.A branching chain is what I was referring to. I noticed on rare occasion that a white lightning bolt will spawn and take an alternate path. It looks much like Synaptic Overloads secondary paths except I don't have Synaptic yet. It happens very infrequent as far as I can tell and may only provide one jump. I noticed it when a few mobs in a spawn were killed by Jolting's main chaining branch yet others in the spawn were being KD by a light colored jolting bolt.
Hopefully someone else noticed too and is able to report more based on their observations. In the meantime I'll take a closer look next time I'm playing my Elec controller -
Willpower and Invuln are both layered defense type sets, and as such, are both plenty rugged. I'd put Willpower marginally ahead of Invuln in terms of raw survivability (I'm not Arcanaville, don't ask me to quote numbers, this is a purely subjective analysis), but Willpower pays with the worst taunt aura in the game. In terms of what you want, Willpower might not fit perfectly either - the set depends on defense and regeneration for a lot of its survivability, and that means some pretty serious health swings. Invuln's combination of defense and resistance might *FEEL* more like your guy is just shrugging off the enemy's attacks even if in practice he's technically able to endure somewhat less damage before dying.
Either set would be pretty hard to kill, but Invuln sounds like it might match the feel of what you want better.