JuliusSeizure

Legend
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  1. Have you played Ninjas? Or Thugs? I would say that Demons does very good damage relative to the survivability of the pets-- they are just so tough. But it certainly doesn't out damage Ninjas, and is slightly behind Thugs and Bots as well IMO.
  2. Quote:
    Originally Posted by Silverado View Post
    Brute inherent taunt is only single target damage.
    Last I checked, every Brute AoE also taunts the target. It's not just Blazing Aura that is generating a taunt effect-- SS/Fire will also be spamming Foot Stomp and perhaps a Patron AoE like Dark Obliteration which too has a taunt effect.
  3. That helped a ton, thanks Master-Blade.
  4. Hey guys, I have been going through Paragon with my villain badger trying to get the exploration badges. Can anyone help me locate the entrance to the "secret room" that holds Egg Hunter?

    Thanks--
  5. I think there will be comprehensive adjustments to the APPs and PPPs on test sometime soon. Be sure to check it while it's on test server.
  6. Quote:
    Originally Posted by Granite Agent View Post
    It's still pretty weaksauce for Scrappers, honestly. It lacks the single-target dps of DM, and the crit chance, while nice for the AOE, doesn't make it the be-all.
    I don't know if I'd call SK->CS->SK->CAK weaksauce. It handily beats the best chain from DM for DPA, with the only difference being Soul Drain versus Focus Chi (Build Up).

    Martial Arts also has superior AoE damage and AoE mitigation, so while DM is leveraging Soul Drain to ramp up its single target damage, Martial Arts is just killing the spawn and knocking 75% of the foes hit by Dragon's Tail on their backs.

    Quote:
    Originally Posted by Granite Agent View Post
    Look, it's just my opinion based on my 50 MA/WP scrapper and other toons (other scrappers, brutes, etc.). Certainly the Smite-MG-Smite-SL chain on my DM/Shields *feels* like it packs more ST oomph (and has a nice self heal) relative to MA chains I've tried or read about, but I could be wrong (you're the expert).
    Against All Odds is a little bit of a difference between those sets, no? That skill is a wee bit OP from my experience. Turn it off and see how they compare.
  7. It wouldn't be so great in the early levels, but WM/SR is a very solid choice and easy to softcap on a lowish budget. With hero merits the way they are currently-- 1 merit for 5 random rolls-- prices will be coming down though, so any build without purples MIGHT be within your budget.

    WM/Invuln and WM/WP are also solid choices for obvious reasons-- the armors have scaling protection from foes clumped on your toon and WM has some absolutely devastating PBAoEs. WM/Invuln is better if you want to go with some global recharge in your build, as it actually has skills that benefit from recharge. I like that Invincibility adds +ToHit as well, which means that even when Build Up is down you will rarely be below a 95% hit rate when foes are gathered on you.

    WP has its obvious perks, which are superior recovery and very easy leveling. It's not as powerful endgame as Invuln or SR IMO, but the entire ride from 1-50 is much more enjoyable.

    I wouldn't go with ELA personally-- the set is very squishy and will cause lots of redraw with Power Sink and Conserve Power being use regularly. It's without a doubt the squishiest set available to Brute right now, as the buffs to Fire Armor have made that set's squishiness well offset by its offense.
  8. The Scrapper version has a unique mechanic-- it basically causes the attack you use immediately after it to have its critical chance increased by 33%. So, it can increase the AoE damage of the sweep attack by 33% or give you up to a 43% chance of critical on a powerful follow up attack like Cobra Strike or Crippling Axe Kick.
  9. Quote:
    Originally Posted by Jibikao View Post
    Mmmm, so Mids is right? Stalker's Eagle is 16s and Scrapper is 12s? When did they change that? I thought it's always 12s?
    Oh yeah-- it was during Beta. The Stalker version hits like a truck. It's pretty much top tier for single-target DPS now. (Martial Arts, that is.)
  10. Quote:
    Originally Posted by Muon_Neutrino View Post

    Of the other major tohit debuffs for defenders, three of them (RI, fearsome stare, and darkest night) could be used as openers. RI and darkest night are toggles, so you can attempt to herd more mobs into the ongoing effect and can also 'toggle pull' to bunch up the foes. Fearsome stare has an absolutely gigantic cone area of effect. All have mechanisms to deal with the initial spread out nature of spawns. A click debuff like flash arrow can't pull the tricks toggles can, so instead it has a huge area like fearsome stare.
    Toggles also drop when mezzed. And as for Fearsome Stare, it only has a -18.75% ToHit debuff, which is far below the 31.25 value (25+6.25) and 36.25 (30+6.25) values being tossed around with these suggestions.

    Quote:
    Originally Posted by Muon_Neutrino View Post
    If you make the strong component of flash arrow short duration and low radius, it is no longer a viable tool for opening a fight.
    Radiation Infection has a 15' radius, which is the same as the upper end of my suggestion (10' to 15'). Both of Radiation's debuffs have just a 15' radius. Darkest Night has a much bigger radius, but also is limited to -18.75 ToHit debuff.

    Let's be realistic here. An agro-less skill that is targeted AoE and has a 35' radius would be flat out overpowered if it had debuff values being tossed around here. What I'm suggesting is making the total debuff granted by Flash Arrow superior to Radiation Infection for 5 seconds and at a 10' to 15' radius (30%+6.25%). The full 35' radius would still have -6.25% and be irresistible. I can't understand how you feel that would be underpowered and ineffective for alphas. On the flip side, how is having a 35' TAoE debuff that is agroless and causes -31.25% ToHit while having a significant portion be irresistible not overpowered?
  11. Quote:
    Originally Posted by Jibikao View Post
    I think Eagle Claw's damage is just too low for the activation time. With Cobra strike doing Crane kick damage, it's almost like you are better off not using Eagle for the best DPS attack chain? The mag 3 stun is nice but the damage is poor. They can move the recharge up IMO to at least 16s. By the way, mids is showing Stalker's Eagle Claw having 16s recharge. I thought it's 12s? Scrapper is showing 12s.
    Umm, Eagle Claw's damage is HUGE for Stalkers because it has a 16 second recharge and a corresponding DS. Build Up-> Assasin Strike->Placate->Eagle Claw
  12. Quote:
    Originally Posted by Dispari View Post
    Interestingly enough there are three Defender sets (Rad, Storm) that can upkeep -37.5% ToHit (base) or more (Dark Miasma) all the time -- and most of those autohit. There are also two sets that can offer 20%-25% (base) or more DEF all the time (Cold, FF) which isn't resisted. So a brief -30% ToHit would probably still leave this set underpowered.
    None of them have a 35' radius. None of them also have -perception. None of them don't generate agro. And none are marked as irresistible. And the values is 31.25% for Radiation Infection I recall correctly, and -37.5% for Hurricane. I can't see the Devs making Flash Arrow the equivalent of these skills when it doesn't generate agro and has such a massive radius. That's just too powerful, which is why I suggested a 2 second window with a massive debuff to a much smaller radius. Now that I think about it, 2 seconds is probably too low of a duration and 5 seconds, which was suggested earlier, is probably ideal.

    I would love it if there were some way to take this idea for an additional massive debuff and make it affect the enemy's next two attacks-- ie it would not have a duration but affect just two attacks and then be stripped away. I don't know if this is possible though.

    I'd rather not have something done to this skill that would increase its recharge. I just want the skill to have some benefit for its quick recharge and animation. Either way, here is what I see as being balanced:
    • Additional debuff to a smaller radius (10' to 15') of 30%* that lasts 5 seconds or is somehow coded to affect the enemy's next two attacks. The debuff would not be irresistible like the portion that affects the full radius. *(Defender value here.)
  13. The "ridiculously high debuff" suggestions aren't going to fly at the durations being proposed. Flash arrow has a 15 second recharge, so a 10 seconds duration would be OP, as would 5 seconds, which would easily become perma-"ridiculousely high" with IOs. I could maybe see it being given a 2 second -30% debuff that's fully resistible, but this should have a smaller radius than the massive 35' portion that happens to be irresistible and cause no agro.

    I'd suggest 2 seconds of -30% to a 10'radius, fully resistable, and the regular component affecting the full 35' radius (-6.25% for defenders and still irresistible).

    Even if nothing happens to this skill, I still really like it. The fact that the debuff is irresistible makes it pretty potent already, and the targeting geometry is absolutely massive.
  14. KM absolutely slaughters DM in AoE damage... Against AVs and GMs, -damage is far and aways superior to -ToHit. Soul drain also doesn't excel with just one hard target to buff off of, Power Siphon does. KM also has two ranged attacks.

    Dark Melee has some obvious perks-- with +endurance, a single target fear, and a self heal. Both sets are quite good; my main Brute is Dm/ELA and it appears my main Scrapper is going to be KM.Fire.
  15. The Tank would be better in PvP. The Brute would do more damage in PvE while the Tank would be much tougher and easier to softcap SM/L/En/Neg/Fire/Cold.
  16. JuliusSeizure

    Fury fears.

    Thank Castle for adjusting Fury properly-- he did a great job. The initial change was not so good, and he revamped it later in Beta after listening to feedback.

    The 0.75 decay while being attacked and for 5 seconds there after was a huge change for the better. It means that attacks like Total Focus and Shadow Maul are more viable with their longer animations, and sets with a slower net attack speed also experience improved Fury generation/maintenance.
  17. JuliusSeizure

    Demon binds

    If you like those binds on your Bots MM, why not use the same with with names changed? Use some from this list if you need to: http://wiki.cohtitan.com/wiki/List_of_Slash_Commands
  18. I would drop Mesmerize completely and take Levitate at level 1. Have both Mass Hypnosis and Total Domination by level 18. Mesmerize is a throw away skill IMO, while Levitate will let you soft control bosses and stack mag.
  19. Quote:
    Originally Posted by gameboy1234 View Post
    Hmm, Drain Endurance gives +25 End, but you have to wait until level 28 to get it. Whereas Fiery Aura gives you Consume at level 20, which means you could conceivably use it to Skip Stamina. So which Brute secondary really gives you "unlimited endurance?"

    I'm not trying to pick on you, I'm just confused by how you see "unlimited endurance" in Energy Aura. Personally, having to wait until your late twenties or later for a Power Set to get good means it isn't good. I'd like my powers to provide some performance while I'm leveling, not at the "end game," which CoH really doesn't have.
    Are you sure you want to compare Energy Drain to Consume? Have you actually used both skills? One is on a 3 minute timer, the other is auto-hit and on a 1 minute timer-- and heals as well.

    And I really don't know what to say if level 28 is "end game" for you.


    Quote:
    Originally Posted by OneWhoBinds View Post
    First, you obviously mean "for Brutes." And even then, that qualifier isn't likely to last forever.
    Of course I mean for Brutes, we're in the Brute forum despite the tangent of Stalkers coming in here to complain.

    Quote:
    Originally Posted by OneWhoBinds View Post
    Ice Armor will knock it out of the ball park. Add Ice Armor to the list of defenses a Brute can have, and it ends with a nice tier 9, and stealth - an aspect many people still criticize it for having.
    Have you looked at the values of Ice Armor relative to EA when converted to the Brute's 0.75 AT modifier? Ice isn't really all that great at Scrapper/Brute values.

    Quote:
    Originally Posted by OneWhoBinds View Post
    The Devs really need to give both sets a very detailed once over. I'm pretty sure it could actually still be brought up to par without breaking the Cottage Rule... but it certainly isn't there now.
    I've played EA and Electic Armor quite heavily-- and EA is most certainly tougher than Electric Armor in most gameplay. It's also tougher than Fire, but Fire is a completely different beast that relies on offense.
  20. Quote:
    Originally Posted by uberschveinen View Post
    EA is a decent set trying to compete against good sets. There's better offensive sets and defensive sets. That's why nobody takes it for power reasons; not because of what it is, but because of what it isn't.
    EA has its niche; it's the only defense set with effectively unlimited endurance. It also has stealth that doesn't suppress when attacking.

    So one set is wicked survivable with 95% DDR (an amount that is broken IMO): Super Reflexes. One set has the lowest survivability and highest offense: Shield Defense. And the other set grants unlimited endurance and unsuppressed stealth: Energy Armor. Energy Armor also has the best tier 9 in all three.
  21. I can't see you doing all of that on a 1 billion budget. You will need 5 LOTG globals just for a fraction of the recharge requirements for perma-Hasten, and that's over half your budget right there.
  22. Quote:
    Originally Posted by Granite Agent View Post
    Suggestions?
    Claws/WP is great, but end-game it's best to go with Claws/SR. Shockwave is amazingly powerful from a mitigation standpoint, and CLaws/SR blasting +3 spawns around a map to limit incoming damage is just more fun that a Claws/WP that's limited to Spin and Eviscerate.

    With SR, you can use Spin and Eviscerate as much as you want, and when things go south just ragdoll the entire spawn. WP can pretty much never use this skill because of the detriments of scatter on WP and RttC, which is unfortunate becasue Shockwave is one of the most enjoyable abilities I have used in this game.
  23. Cool. Thanks for the info Fleeting.
  24. I have a few questions. My main is a Villain, and I was going to bring him hero-side for badges.

    1-- Do you get booted from your old SG if you switch sides? If not, do you retain stats in the SG like prestige earned? I am currently the Supreme Leader in mine, but can easily hand it off to someone I trust or dump it on an alt of mine. Any info on what happens to SG status would be great.

    2-- Is there anything that you lose out on by switching sides? For example, is there some type of reward granted for never faltering and remaining true, thus never getting the badges/content from the opposing side? I will gladly keep him a villain forever if there is some type of perk for never switching sides.

    Thanks for your help guys.
  25. What AT are you on? I just logged into my DM/ELA Brute and did not experience this. Soul Drain hit 6 foes and I had all 6 icons remain for the full 30 seconds. My damage buff is monitored as well and this also showed a full 30 second duration.