Jabbrwock

Super-Powered
  • Posts

    220
  • Joined

  1. Quote:
    Originally Posted by MeleeMadness View Post
    It seems to me, and many here, that FA is still by far one of (if not the) worst secondary for brutes AND scrappers.

    It has no, none, zero defense to speak of and its resistance is not buffed to compensate for it. It does have a heal but that heal in no way makes up for the other glaring weaknesses.

    I have a brute at lvl 45 and have finally given up on him....he just can not survive like all the other brute or even scrappers. I find it disturbing that NC Soft would let this very iconic power set still sit there and struggle.

    I have to take so many other powers just to come close to the survivability of other scrappers/brutes it is ridiculous. Guess that is why you don't see many /FA running around unless they take SS......for the foot stomp mitigation.
    Fiery Aura is, intentionally, a squishy set compared to the sets it competes with. It brings substantial offensive firepower to bear to compensate for this weakness - the most damaging damage aura in the game, a now *VERY* nice aoe attack in Burn, a solid endurance recovery tool whose only flaw is that it's not Power Sink in Consume, and Fiery Embrace, a damage buff like no other, which completely eclipses the standard Build Up. The i18 changes have been very kind to Fiery Aura.

    The biggest flaws with the set are not intrinsic to the set, but rather a result of the defense meta-game that currently dominates City of Heroes across the board. If it were as easy to improve your resistance as it is your defense, Fiery Aura would be in shouting distance of Shield Defense, falling short only because of poor status protection.

    Don't sell Fiery Aura too short when it comes to survivability. If you're facing Fire or Toxic damage, Fiery Aura is pretty darned rugged, and since Smashing/Lethal damage is the only resistance you can get from a power pool, the Smashing/Lethal weakness isn't as weak as it looks. That just leaves Cold (lol), Energy, and Negative damage as poor resistances, with Psionic being an intentional complete hole. It's not a rugged set by any stretch of the imagination, but it's not a complete basket case either. Its biggest problem is that it loses by comparison to Shield Defense, which is kind of like losing an arm wrestling match against the Incredible Hulk. Name a defensive set and odds are you'll find complaints about how Shield Defense outperforms it somewhere in the Brute, Scrapper, Tanker, or general Powers forums in recent memory.
  2. Quote:
    Originally Posted by Airhammer View Post
    Lets see capped out S/L resistance, Soft Capped defense with foes in range, and for me.. Perma Dull Pain... yeah.. good...
    That brings up another thing that's nice about Invuln. It benefits from the best/most stackable IO set bonuses. It benefits from +recharge with perma Dull Pain, and from defense with Invincibility providing meaningful defense to build on, allowing you to soft cap without sacrificing everything else. Since these seem to be the most potent IO set bonus types, Invuln taking advantage of both of them gets quite a kick in the pants. Compare to a set like Electric Armor, which has no base defense to build on, or Willpower, which gains nothing at all from recharge, and you can see another reason why Invuln is popular.
  3. Arcanaville, I have a question. Does the chain effect work as Tex's diagram suggests, where a missed single jolt stops itself and all children, or does it keep going until it either hits its 15 target cap or until all jolts have missed or died due to lack of eligible targets? His testing suggests the latter case - that if one of the first two branches fails, the targets will in all likelyhood be jolted by branches spawned from the other one. That would make it extremely unlikely for the chain to die out without either hitting its target cap or rendering all targets in range ineligible for jolting.

    Tex, if my thesis is correct, the reason you never saw an entire half of the tree fail to jolt is because once you reach the bottom of the left side of the tree, assuming the right side failed, then you still have active jolts on all the targets at the bottom of the left side, and their only valid targets are the unjolted targets who would supposedly have been jolted by the right side. So unless you manage to kill *ALL* the jolts off to missing or traversing far enough away that there are no eligible unjolted targets, the chain won't stop until it reaches its target cap.
  4. I think the i18 changes show that the devs are at least aware of the possibility that Brutes may encroach on Scrappers and Tankers, and are willing to do at least something to help put the three AT's in a state of reasonable balance. So no, I wouldn't consider Scrappers to be obsolete. I wouldn't worry much about Tankers either, and Brutes are far more likely to encroach there, since they've been doing Tankers' jobs in villain content for years now, any time there was a call for it. Archetypes far more prone to relative underperformance have survived in this game, I wouldn't book a hearse for Tankers or Scrappers yet.
  5. Quote:
    Originally Posted by Zamuel View Post
    Sorry to burst your bubble (with a pair of scuffed steel toe boots...) but I can't see Ninjitsu being proliferated. Scrappers won't get Hide and the epics already have Caltrops. Scrappers aren't designed to shed aggro on purpose so Smoke Flash and Blinding Powder are unlikely.

    *shrug* Guess you're stuck with us.
    If Brutes can have a stealth power, Scrappers can get a modded version of Ninjutsu. Hide is right out, but nothing against a more conventional stealth power. Caltrops is an issue, but so was Conserve Power in /Elec, and the devs managed to both improve the set *AND* port it to Scrappers when they changed it. Not that Ninjutsu needs a lot of improvement, I'm just saying.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    I've gotta call this out. How is "You have to kill me twice!" a statement of weak nature?
    Because of the implication that they can kill you even once, which is once more than you should be aiming for.
  7. Quote:
    Originally Posted by ChaosAngelGeno View Post
    I opted to roll a SS/Elec. I think I read somewhere here on the board that there's a Shield Defense nerf coming, namely Shield Charge. Is that true?
    Maybe.

    Castle confirmed in a thread on the Scrapper forum that Shield Charge is not doing what he intended it to do (and what he thought it was doing). Specifically, it's dealing way more damage than he thought. He hasn't said exactly what he is going to do about it, instead saying that whatever he does, it's going to take time and careful consideration.

    It would take a truly unprecedented nerf to make Shield Charge a bad power. It would take more than the complete removal of Shield Charge to make Shield Defense a bad set. I wouldn't worry about it.
  8. Quote:
    Originally Posted by nunix View Post
    Difficulty: not Spines.

    What is there? Looking for something with at least two or three moderate+ damage PBAoE attacks, and a couple of strong single-target attacks. AT isn't important, although a good defense is.
    Tanker Fiery Melee has 2 PBAOE attacks, Combustion and Fire Sword Circle. Take Shield Defense and you have a third from Shield Charge, and even if that's on the chopping board, it would take a nerf beyond previous dreams of nerfdom to make Shield Charge an actually bad power. Tanker Fiery Melee isn't too bad single target either, with Incinerate and Greater Fire Sword.

    If you *REALLY* want PBAOE attacks, take Fiery Aura. I don't recommend it with the current state of the set, but it does offer a few more PBAOE options. Put together they still don't add up to Shield Charge, though.
  9. Quote:
    Originally Posted by Frosticus View Post
    There is nothing wrong with stalkers, there just isn't enough right about them.
    This may be the best summary of the situation I've read.
  10. Quote:
    Originally Posted by Candlestick View Post
    Lets talk about damage caps.

    People go off on this about brutes, citing their 800% damage cap, while completely ignoring their lower base damage.

    Heres some fun facts for you.

    Lets assume both a Scrapper and a Brute are on a team. They are receiving the same buffs. There is a kin giving them +300% damage.

    Scrapper is at his damage cap of 500%
    Brute is at 75 fury(Which is a pretty average *high* number for brute fury on teams) giving him +150% damage on top.

    So Brute is at 650% damage, and Scrapper is at 500% damage.

    Scrapper is 1.15x5=5.75 damage
    Brute is at .75x6.5=4.875 damage

    In order for the brute to actually match the scrappers damage, he has to have an additional 170% more damage buffs applied.
    Ultimately, Brutes are probably better on uberteams where everybody can get buffed to the hilt. They are arguably better solo, but it's *REALLY* close here. In a more modest team environment, where Brutes aren't getting buffed to the damage cap but are getting buffed, Scrappers pull ahead.

    I'm not convinced this is particularly "fair." I am convinced that there are far more important things for the devs to worry about, and after (and if) it actually starts to be a problem is plenty soon enough for any issue of comparative Brute and Scrapper performance to be addressed.

    This whole thread strikes me as much ado about nothing. There are AT's that are far more likely to suffer population depletion with Going Rogue than Scrappers or Brutes, and there has yet to be a case made for even *THEM* to be a real issue. This is like worrying about a mild cold when you also have bubonic plague, and further when you have hypochondria so you may not even have any real disease at all and instead just be imagining it.
  11. Quote:
    Originally Posted by ClawsandEffect View Post
    A video game has become an excercise in being as efficient as humanly possible.
    It happens to almost every game, though. Once the bulk of the playerbase has access to a clear understanding of how the game works, a focus on efficiency will naturally develop. Trying to hide the data, as EverQuest and the original CoH devs tried, doesn't help, it just forces a reliance on outside tools. Ultimately, once players know their goals and know how the game works, they will eventually reach a concensus on how to play to reach those goals efficiently, and everything else will be categorized as "bad play." It's sad, yes, but pretty much inevitable.
  12. Quote:
    Originally Posted by Primantiss View Post
    If I'm not mistaking, don't the Rain powers also use the Blaster's damage cap?

    Which is the same as a Corruptor's, but lets a Kin/ Defender take advantage of an additional +100% damage. (Which is quite handily reached on larger teams)
    All pseudo-pets have the same damage cap, and my understanding is that it would be a substantial difficulty for the devs to change this. They may go back and nerf non-Blaster versions of the Rain powers to support the AT specific damage scales for Defenders and Corrupters, but I seriously doubt they'll ever even try to alter the damage cap. It's one of those little things that's probably not ever going to change until somebody invents a time machine and goes back to when it was actually practical to change the game at such a low level.
  13. Quote:
    Originally Posted by SBeaudway View Post
    A fair point, but I'd suggest double stacking Rage is the issue though.
    Even single stacked, Rage would mean significantly more for Scrappers than for Brutes. Not only would it be buffing Scrappers' 1.125 AT damage scale instead of Brutes' 0.75 AT damage scale, but Scrappers also have a higher damage buff scale, so Scrappers would get a 100% damage buff instead of the 80% buff Brutes (and Tankers) get. The net result is that Scrappers would effectively get 1.125 extra damage from Rage for every 0.6 extra damage Brutes get.

    Would the result be broken? Dunno, but the port would at least require some extra scrutiny beyond what most other power proliferations need, and the devs are strapped for time right now, so I'm not holding my breath. Hoping, yeah, holding my breath, no.
  14. Quote:
    Originally Posted by Grey Pilgrim View Post
    I think when they upped the Stalker base HP, they didn't also raise the cap, which doesn't help with some buffs and powersets that can increase HP (and are supposed to benefit from those abilities).
    I don't even play Stalkers and I find that silly. You'd think that would be a (relatively) trivial fix to make. Is there a case to be made that allowing Stalkers to benefit from max HP buffs proportionally as much as most other AT's would make them overpowered? Or are we just looking at a consequence of overworked devs putting a problem that is not massively game-breaking on a back burner for a while so they can develop and test other, more important updates?
  15. Quote:
    Originally Posted by Andferne View Post
    From my understanding the only thing that is being looked at or messed with his Shield Charge. I haven't seen any mention about anything else being touched, but I could be wrong or missed something.
    I believe it was hinted long ago that the ability of HO enhancements to enhance the defense debuff resistance in Active Defense was being looked at, but whether that's actually happened and been deemed acceptable or just has been put indefinitely on a back burner I don't know. Regardless, unless slotting Membranes into Active Defense to get extra defense debuff resistance is a key component of your build, that's not likely to make or break the set.
  16. Quote:
    Originally Posted by ChaosExMachina View Post
    http://boards.cityofheroes.com/showt...=219896&page=2

    A big discussion about it is there.

    The quick version is that villainy is NOT vileness. Villainy encompasses being an antagonist in many forms. They can have tons of possible motivations.

    Most well conceived villains are heroes in their own mind and would not do random bad things just so they can show off how evil they are. In fact if they do it's among the quickest signs of a bad writer.

    See also:

    http://tvtropes.org/pmwiki/pmwiki.ph...ilHasStandards
    This is probably the core of it, yeah.

    Heroes, by and large, are people who do what's right because it's right. It's a fairly straightforward motivation. It's hard to think of a heroic arc where you say "Wait, my guy wouldn't actually do that. That's not what he's about."

    Villains are far more complicated. Some are utterly ruthless megalomaniacs. Others are greedy conscienceless mercenaries. Still others are well intentioned extremists whose visions happen to run outside the common norm (Lord Recluse arguably fits here). Some are simply psychotic sadists out to cause pain and suffering. There are so many variants of the standard villain that it's really hard to make "one size fits all" content for them.

    Heroes are mostly defined by where they stand morally. Villains are defined by where they don't stand morally. You don't know where they stand, you just know where they don't. It covers a lot more territory.

    IMHO, anyway.
  17. Quote:
    Originally Posted by UnicyclePeon View Post
    I was thinking that Fire/WP might be a pretty good choice, but I wish the secondary added to the damage. Maybe Fire/Electric? Energize and Power Sink could be pretty decent for being able to keep moving a bit.

    Lewis
    The biggest restraint on your damage output with a budget build is going to be endurance issues, and Willpower will be a huge help there. Go with Fire/WP, IMHO. WP is an extremely rugged power set on just SO's or common IO's, and Fire is a versatile power set that can really dish out the pain single target or AoE.
  18. Quote:
    Originally Posted by HelinCarnate View Post
    So by repeating the same behavior you indeed prove that you cannot learn, at least not from your mistakes. Thank you for the clarification. There were some that were mistaken and thought you could learn.
    Expecting Ultimo to change in response to the exact same forum venom that has consistently failed to change him since his very first post suggests that he's not the only one who cannot learn. I might lean more charitably to his detractors - I think he's seriously wrong nearly all the time too - if they would figure out that they cannot change Ultimo and just ignore his posts as containing nothing of merit. The fact that Ultimo consistently gets *EXACTLY THE SAME RESPONSES* from all his posts suggests that there's a deeply dysfunctional relationship between him and his detractors.
  19. Quote:
    Originally Posted by W Peace View Post
    Stone only interferes with your damage output if you use Granite. Tanking Hami, Granite is useless (at least, it used to be. May have changed though.) +HP, +Regen, and EOEs are what you need for Hami. WP has both HP and Regen, but it's HP doesn't cap and it doesn't have an actual heal for emergencies. Ice and Invuln will cap their HP while having a good Heal, too. Stone is probably the best, though, being able to cap HP, have a great Heal, *and* built in Regen is a big win. Just don't forget the EOEs.

    ~WP
    I forgot the Regen in Rooted. I can see Stone as the obvious top tier Hamidon tank now that you've reminded me. Then again, I consider the -SPD in Rooted to be an indirect but non-trivial hindrance to damage dealing, since time spent running between spawns slowly is time not spent killing them. Teleport sucks down the endurance enough to impose its own limit on killing speed. So I'll still put Ice as the fastest leveling of the top 3.
  20. Quote:
    Originally Posted by Twisted Toon View Post
    Do you have any idea just how aggressively stupid some people are? There are people out there that would intentionally gimp themselves into uselessness, then complain that they can't complete a mission set to -1/x1. They are out there. I have had to "deal" with them when they came through my drive-thru window at McDonald's.

    The AT/Power-set system was set up because of those people. (wild speculation on my part )
    Those people will gimp themselves into uselessness whether they are allowed to spec out of their entire secondary or not. They will whine pointlessly about how terrible the game is for allowing them full scope to exercise their ineptitude regardless of how hard the devs try to force them to play adequate builds. Take away all player input into builds and stick everybody with a standard reference build, and they will *STILL* be sub-terrible players, they'll just exercise their incompetence in those areas where player input is allowed.

    Since you can't stop bad players from being bad, how about we let the good players make informed choices about whether the first secondary power is worth taking in an earned respec? The real difficulty is that it makes freespecs, vetspecs, and iospecs relatively worthless if your preferred build needs to skip your first secondary power or otherwise to use this ability, which means over time, you'll end up running out of earned respecs and be forced into a build you don't like.
  21. It would seem to me that any tank that can get a big +HP buff and not get knocked back would be best for Hami. So Invuln, Stone, and Ice seem obvious. Of those, Stone interferes with your damage dealing, and Invuln doesn't help with it, but Ice at least offers a damage aura and some help with your endurance. So for getting a tank up to Hamiraid level as fast as possible and being good at it as soon as possible, I'd say Ice.

    I'm very much not an expert, though, I'm just applying my possibly flawed understanding of Hamidon tanking with my possibly flawed logic to reach this conclusion.
  22. Swallow your pride and reduce difficulty. KoA aren't actually that dangerous, just annoying as heck. Reduce the spawn size at the least, so you'll be annoyed for a shorter time. It also reduces the amount of stacked caltrops effects you'll suffer, reducing how much annoyment you'll suffer at any one time.
  23. Quote:
    Originally Posted by spiritfox View Post
    I saw a joke about a "healing arrow" earlier. Maybe that wouldn't be such a bad idea. Hows this, we combine disruption arrow with flash arrow and keep the no aggro portion, and then we add a new "Aura buff" where you fire a slew of arrows with giant suction cups on the end upwards, and they fall back onto all nearby allies, with one flying straight up and landing on your head. Everyone gets a buff, arrows disappear, group moves on.
    TA is the explicitly debuff/control based set in the buff/debuff power set group. As such, extending it to healing and/or buffing just isn't appropriate. What's appropriate is making it debuff and control better than sets that combine debuffs and controls with heals and/or buffs. Right now, it doesn't. Adding a healing arrow doesn't just violate the cottage rule, it violates the core power set concept.
  24. Quote:
    Originally Posted by MuMuGuy View Post
    The nutshell is that I'll have to dip into a lot of pools to be as efficient a tank as say... Inv? OK, thanks. I'm interested in Fire because it not only fits a concept I had in mind, but its also the least common Tanker primary, with SD and WP being the most common ones.
    I think you're looking at the wrong nutshell. The nutshell is you won't be as efficient a tank as Inv, period. Never. You will be squishier, no matter what you do.

    The only reason Fiery Aura functions at all for tanking is that the game is really pretty easy. You can tank almost anything with any Tanker primary and secondary. You can tank absolutely anything with any Tanker primary and secondary if you use the right external buffs, inspirations, and/or properly chosen IO sets. Fiery Aura succeeds in spite of itself, because the devs put the tanking bar so very *VERY* low in this game.

    That's my take on the issue, anyway.
  25. Quote:
    Originally Posted by Obscure Blade View Post
    Yes; as I understand it, it was initially thought that MMs would mainly tank by using their minions to draw aggro and sacrificing them. Instead, MMs acted rather protective of their minions, and Brutes stepped into the tank role.
    Well, to be fair, Brutes had adequate tanking tools from day 1, to the point that you have to assume that they were intended to be at least backup tanks villain side. The only other conclusion I can reach looking at an AT with high health, solid defenses, an AoE taunt in its primary, a taunt aura in most of its secondaries, and a ST taunt in every attack. . . well, the only conclusion I can reach other than that this AT is intended to fulfill at least *SOME* tanking rolls is personally insuliting to the developers.