JupiterMoon

Legend
  • Posts

    463
  • Joined

  1. hrm.

    raise your hand if you SOLO'd the terra volta respec trial during issue 4 as an invuln/fire tanker while the rest of the task force sat at the door - at level 32.


    *raises hand*


    mmm. good times.
  2. [ QUOTE ]
    [ QUOTE ]

    you whine a lot for someone who didnt play a tanker before issue 4


    [/ QUOTE ]

    You're insulting for someone who doesn't know what a Shift key is.


    .

    [/ QUOTE ]

    why would i waste the effort on someone like you?

    have you found mankrik's wife yet?
  3. [ QUOTE ]
    I'm probally going to end up going SS/WP for being viable both in PvE single target and for some PvP when I'm bored.

    [/ QUOTE ]

    pvp is terrible in this game. if you're that bored, make another brute

    the only secondary that can deal with stone melee's insane endurance costs after you start slotting io sets for global recharge is /wp..with stamina.
  4. [ QUOTE ]
    [ QUOTE ]
    You problem isn't with Tankers, but that...

    [/ QUOTE ]

    I told you what "my problem" is.

    The issue is that the devs decided to represent the heavy hitting, tough heroes from comics as mediocre damage decoys and distractions.

    And then even after they admitted it was a mistake and saying they were going to fix it, they didn't.

    Get it through your skull.


    .

    [/ QUOTE ]

    you whine a lot for someone who didnt play a tanker before issue 4


    tankers are more than fine now. their dmg is fine. their survivability is second to none and even when one puts io sets into the mix, they can reach pre issue 1 levels of protection.

    you werent here for issue 1 so you would have no clue on that.

    really unless you played back when unyielding not only rooted you in place but rooted you to always face the same direction you were in when you turned it on (making teleporting around somewhat disorienting)...just...go away.
  5. both roots from mu and mace are pbaoe. the mace one has the largest radius, the mu prevents knockback

    the other two pools are cones. HOWEVER - going leviathan opens up the option of an acchilles heal -resist being slotted
  6. JupiterMoon

    Fear and RTTC

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    if you want to be able to soft-control mobs in range of rttc, stone melee just owns for this. and i mean OWNS

    the duration of the stun on fault > recharge once you have the slots, the cash and the io's. all you need then is a patron immob and they dont wander out of rttc

    free, neutered, regen fuel.

    [/ QUOTE ]

    That's all good and well for Brutes, but this is the Scrapper forum.

    [/ QUOTE ]

    bloody hell

    never post after just waking up

    [/ QUOTE ]

    Wow Jupiter, you sure are creamin' over Stone Melee lately lol! Nothin against ya, but every over post you've responded to has included some sort of over-the-top praise about SM lol. I'm sure it's a "love" phase, haha, we all get into them, you'll get over it soon, but enjoy it while it's fun lol

    [/ QUOTE ]

    it's one of those sets yo have to play to believe. i've never run across a melee set that can permanently lock down a boss like this. knockdown, knock up, mag 4 hold - and all coming back fast enough to create an endless chain.

    my only beef is that stunned minions/lt's wander off and out of rttc range
  7. i solo'd every av every story arch gave me on the way to 50 as both a necro/dark and a thugs/traps and did it without io's.


    some mm builds need io's. most do not. all you really need is some -regen, some defense or overwhelming amounts of healing and -tohit debuffs.
  8. heh i th ink a lot of us solo'd the kraken during issues 1-3 on our scrappers
  9. JupiterMoon

    Fear and RTTC

    [ QUOTE ]
    [ QUOTE ]
    if you want to be able to soft-control mobs in range of rttc, stone melee just owns for this. and i mean OWNS

    the duration of the stun on fault > recharge once you have the slots, the cash and the io's. all you need then is a patron immob and they dont wander out of rttc

    free, neutered, regen fuel.

    [/ QUOTE ]

    That's all good and well for Brutes, but this is the Scrapper forum.

    [/ QUOTE ]

    bloody hell

    never post after just waking up
  10. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    actually yes, i have a katana/sr scrapper at 38. brutes have the same numbers power for power defense wise. their advantage is in more hp which helps when a hit gets through

    although have you tried a katan/sr scrapper? soft capped defense to melee and lethal at level 8. actually, over 50% to lethal

    [/ QUOTE ]

    Compared to Scrappers, Brutes are about as survivable overall, about as good offensively overall, but have slightly more diversity in powerset choices. My guess is based on the belief that the number of casual players for which that will be a factor is likely to exceed the numbers of more performance-minded players that look at any other feature of the archetypes. In a sense, every powerset brutes have that scrappers don't have is practically a powerset proliferation to scrappers, if both archetypes have equal freedom to play both sides. Just considering the number of players blue-side that might want to play an electricly-themed melee hero suggests that such choices will likely be more important to overall numbers than performance ones (I'm not making a specific judgement on either electric powerset here, except to say I believe most players wanting to play such a combination on the blue side are unlikely to want to do so for numerical reasons).

    [/ QUOTE ]

    Am I the only one that thinks that Brutes will be hugely popular Blueside because of the fact that they'd be able to team with Defenders constantly? Brutes are the most buffable AT in the game, and bringing them around Controllers and Defenders just seems like it'd make Brutes into powerhouses. I'm not saying anything negative about Tanks, I just think that will be a distinctly popular reason to take a Brute onto a team. They have damage comparable to Scrappers, and can achieve Tanker defenses, and all they really lack is an AoE version of Gauntlet, since their sets have aggro auras. Use Taunt and they could tank fairly well.

    And on the other side, I think Tanks would be fairly popular Redside just because they're still the only AT with defensive sets as their primary, solving the issue of having Brutes and/or Masterminds off-tanking when Tanks can do it better in a low-buff environment.

    [/ QUOTE ]

    i'll be three boxing mine with my empathy and kinetics defenders

    fortitude +15% defense to all....speed boost on stone melee....MMMMMMM
  11. JupiterMoon

    Fear and RTTC

    if you want to be able to soft-control mobs in range of rttc, stone melee just owns for this. and i mean OWNS

    the duration of the stun on fault > recharge once you have the slots, the cash and the io's. all you need then is a patron immob and they dont wander out of rttc

    free, neutered, regen fuel.
  12. [ QUOTE ]
    This doesn't include Katana/ or Broadsword/ Scrappers, including Parry and Divine's Avalanche, it makes so many AV's easy.

    [/ QUOTE ]

    a lot of av's have non positional attacks, or use strong ranged and aoe at melee ranged.

    but yes for any melee that primarily melee's, those two primaries have a pretty distinct advantage.

    but plenty of wolverine-wannabe's have solo'd av's.
  13. [ QUOTE ]
    Psionics for a demon summoner would be cool.

    [/ QUOTE ]

    not really

    awful lot of robots and other mobs that are extremely resistant to psi
  14. actually yes, i have a katana/sr scrapper at 38. brutes have the same numbers power for power defense wise. their advantage is in more hp which helps when a hit gets through

    although have you tried a katan/sr scrapper? soft capped defense to melee and lethal at level 8. actually, over 50% to lethal
  15. this appears to be an actual box expansion. so i wouldnt expect to even see this available until the late fall

    and meh on demon summoning imo. because we need yet more people doing demon costumes...
  16. [ QUOTE ]
    QR

    TBH, if it hasn't really been "OMG, we need x of this and y of that" in co-op zones, it won't be any different with side-switching. There really shouldn't be any AT rebalancing that needs to be done that hasn't been done, or at least suggested via thorough playtesting, already.

    [/ QUOTE ]

    that is true. one thing not considered is where the pbase may be numbers wise by the time this hits.

    that other game may be out and may have pulled from here. there are other mmorpg's slated for this summer that may pull yet more.

    it may end up when all is said and done being a matter of 'we'll take any warm body currently available'
  17. [ QUOTE ]
    [ QUOTE ]
    A quick count shows more posts in this thread bashing J_B than answering the OP's question...

    [/ QUOTE ]

    If I had to guess, I would say that the eventual result of side-switching (which may not necessarily open the floodgates immediately) is a small reduction in the percentage of players that play tankers. However, my guess is that this will come less from Brutes switching sides and displacing Tankers, and more from people rolling new Brutes slightly more often than rolling new Tankers. My guess, however, is that Brutes will do a slightly better job of displacing Scrappers. And I'm using the word "slightly" in all cases to emphasize that I don't think you'll see dramatic shifts in player population in the moderate future (+1 year after release of GR).

    And this is less based on any point-by-point performance numbers so much as I think Brutes are a bit more solo-friendly than Tankers, and the number of people who solo as a significant if not majority percentage of the time is higher than I think most people assume.

    If you want a less obvious prediction, without more information on GR's mechanics I believe side switching will somewhat increase the number of villain archetypes being played as a percentage of the total and that will be sustained. You'll also see an increase in red-side zone populations (after the initial burst of activity in Praetoria) but I'm not certain that will be ultimately sustained. I think you might see more *players* red-side, but less "free radicals" wandering around red-side: they will tend to be more focused groups of players choosing to gather red-side rather than spontaneous accumulations of red-side players.

    [/ QUOTE ]

    i really dont think people will roll new brutes, not after they take a good look at scrappers.

    i mean if people are rerolling - and i assume they ahve some cash - one has to only look at how much easier it is to cap positional defense if yo uare a shield/sr scrapper and take katana or bs with it's parry (opening more slotting options), and how you can relatively cheaply slot one or two -20% resist procs in either said primaries

    i mean, just from a pve standpoint - that's pretty killer. (and just one example)
  18. just looking at your initial build i see no +recovery slotted at all.

    you may need to re-evaluate how much +dmg and +recharge you really need.

    heck you could put two slot miracle in health and aid self just as a start
  19. i have a problem with villains not have equal access to some of the more rare recipes unless they abuse ma tickets or farm them religiously

    can we reboot the servers and fix that too? :P
  20. [ QUOTE ]
    ...if I'm not sure if I'll be able to afford SOs at 22? My guy is currently lvl 13 (almost 14) and sitting on about 300k inf. I have no higher lvl toons, I use to, I actually use to have a 50 and a couple others at 30+, but I quit and came back and I didn't have them anymore so I guess I deleted them or something.

    Anyway, I believe you can begin buying DOs at 14, but as I said I'm a bit apprehensive because I don't know if I'd gain enough influence in order to afford SOs at 22. In fact I'm sure I wouldn't seeing as by my projections I'd barely be able to afford them even if I didn't spend a penny between now and 22. It costs like 1 mil to afford all of your SOs at 22, so I've got about 700k to go and I'm praying I get lucky with some salvage or something.

    /rant

    That's actually one of my beefs with CoH. It's an awesome game, but I don't know of any other MMO that requires you do dump tons and tons of money while leveling just so you're able to level in a pleasant and hassle free way. Gear in other games (enhancements are what I would consider "gear" in CoX) merely suffice to enhance your abilities, But in CoX you pretty much HAVE to dump millions into your powers in order for them to even be effective. I find it ironic that they're called "enhancements", yet a more fitting term would be "requisities" since they're pretty much required or your attacks will just be horrible.

    It wouldn't be such a big deal if making the money in order to accomplish this wasn't based entirely on luck. Getting lucky with a salvage or recipe drop, but if you don't you're pretty much SoL. Sometimes I wish you could just shut off your xp and go grind some mobs for a while to make the inf you need.

    /endrant

    Anyway.....should I get DOs or hold out and see if I can afford SOs at 22? xD

    [/ QUOTE ]

    if it's your first character then no, dont buy DO's. save for SO's.

    dont make IO's. they cost MORE than an SO (30k to buy the recipe, then 30k to make it PLUS the cost of salvage if yo udont have any. that's level TWENTY io's fyi). and io's dont start to give the same benefit of a same level DO until 17, and a same level SO until 27


    if it's not your first char, then go for it!
  21. i have several kins. trying to keep a whiney team fully sb'd all the time is like the old force field back when shields only lasted 2 minutes.

    if you whine for it, i immediately and intentionally take far longer to give it to you again.

    but that's just me, as i generally take offense at a tanker with only rpd and every power out of their secondary telling me how to play.
  22. [ QUOTE ]
    [ QUOTE ]
    how will it deal with a rikti pylon? no idea. it's prob not enough defense, resistance and regen to deal with those missiles. they come pretty quick.

    [/ QUOTE ]
    My SM/WP does fine against a pylon, but I took Tough and Weave. I go through blues fairly quickly without pacing myself, though.

    [/ QUOTE ]

    YES...i have no global recharge. i have one force feedback recharge in fault. my attacks are slotted 2 acc 1 end (both mallets, stone fist, seismic smash - not enough slots yet for much else at 30), stamina and quick recovery 4 slots (3 end mods, 1 perf shifter), numina's regen/recovery and miracle recovery AND two piece recovery bonuses in a few bits. 3.82 recovery rate. running all 4 wp toggles alone and i have end issues when force feedback procs back to back.

    i may make it more a priority to slot recovery over global recahrge and just use hasten (picked up at 49) and one to three force feedback recharges. such an end pig of a primary, but warranted with this obscene amount of soft control
  23. personally on my stone/wp, knowing full well i can pretty much prevent a boss from ever fighting back once i have enough global recharge (stone is amazing) i have built for smashing/lethal resists (46% fully io'd) and +defense to the other types at 30%. i had tried to build for positional defense but that seemed silly with how much defense you get to typed just from heightened senses. since so far the only trouble i've had is the ss/invuln +3 longbow boss (i thought the +3 boss thing was fixed) i ran into in a mission with no io's so far - due mostly to the soft control in stone - i'm content with it.

    how will it deal with a rikti pylon? no idea. it's prob not enough defense, resistance and regen to deal with those missiles. they come pretty quick.
  24. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    But how hard is it to cap resistance on a brute without granite?

    [/ QUOTE ]

    This. The only brute I have at 50 is my Elec Armor and the only resist he can cap is Energy... even with Power Surge.

    [/ QUOTE ]

    Really? You may want to re check your numbers. With no resistance slotted in Power Surge, and three Resistance SOs each in Charged Armor and Conductive Shield, I'm able to hit 90% resistance to Smashing, Lethal, Energy (obviously), Fire and Cold. Negative Energy is at 75.9, Toxic at 52.5, and Psi isn't increased by Power Surge.

    My current actual Elec/Elec build manages to cap everything but Psi while using Power Surge, including Toxic... although I owe 15% total bonus Toxic Resistance to three of my four Purple sets, so that's really a bit out there. But that IS with only three slots in Power Surge, each with a Res/Recharge IO. Between that, and all my other recharge bonuses, I cap all but one resistance type and manage to have it available every 380 seconds, without Hasten. Or just a little over twice its uptime. The ultimate point being, my Brute is more consistent, but my SR with all positional defenses soft capped is still miles ahead in survival, because I was able to get him to that sort of Tier 9 Mitigation constantly, where my Brute had to spend 1.4 billion in IOs to scrape up 15% Toxic resistance and a few Negative Energy bonuses here and there. Soft Capped Defense definitely pulls ahead in practical use.

    [/ QUOTE ]

    the point is to hit the cap WITHOUT relying on the tier 9 powers. the tier 9's arent always up.

    as for building wp for defense - there hasnt been a single kinetic combat on red side on infinity in the last two weeks at ANY level.
  25. JupiterMoon

    Thugs/?

    if you go thugs, i wouldnt suggest ff. not that it's broken, but the lack of -regen in your primary and secondary can make some missions rough, and make you want to punch a baby when you start dealing with arachnoids.

    for sure, thugs traps. if you want ff, go with bots. assault bot has -regen in both of his plasma blasts