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I'm curious on the plant/kin, how were teams expecting you to play that disappointed you? If you were expected to SB everyone constantly, you might try plant/storm or plant/rad. Both are versatile, team-friendy and solo-friendy, and IMO a blast to play. Controllers in general can do double and triple duty as support, damage, or even tanking with the right sets and some know-how.
PB's are more sef-contained that Warshades. They're powerful to be sure, and it might be your thing. Argee with vilain epics being extremely good in any role you choose to buid for, and decent at even roes you don't build for. -
It looks like a nightmare waiting to happen.
1: Balancing issues. Characters already close to the resistance or defense caps could go over it with this set. VERY unlikely to be given to blasters, but also for brutes, whose mitigation is aready close to tanker levels with higher offense.
2: Animation issues: as said, some powersets just don't mix with shields, especially 2-handed weapons, but AR, archery, trick arrow, and traps that I can think of would have probems with it.
3: Uniqueness. If you want shields, roll a shield character. It's what they DO, and a defining characteristic of the set. We don't have power pools that give people swords or bows (ignoring that ugly tricorder for medicine) and although shields have some very cool looks, it woudn't be the same if everyone coud run around with one, regardless of powerset. -
Quote:Well, the quotes have been very specific: the game has not been made harder. They've never once said that future content won't be made harder becaues of IO'd monster-toons. Would they do that? I don't know, but the fact that their response is aways exactly the same suggests to me that they are leaving it open. I know they said that there will be content in GR that's far more difficult that anything in the game now.Well we've been told that GR is going to have some stuff in to semi-equate to furthering a toon, but I cannot for the life of me see them make it "necessary" to have purples for that, there just doesn't seem to be enough in the game for that. And imagine the rageposting!
Of course, the right team will probably still shred content without IO's. Team synergy can bring more to every character than any amount of IOs, purples, accolades, etc. I just have bad memories of Guildwars, where each expansion came out with new skils, new synergies, and power creep that made old content pitifully easy and some of the new content painfully hard.I really would like to see this NOT happen in CoH, but as people IO out characters, and as long as IO's are not considered part of game balance, I believe that it might be inevitable. -
Quote:This mainly. i even got +repped from someone who's on the other side, saying I was fun to argue with. When the arguments actually get nasty, I tend to lose interest, but actually holding a discussion is a lot of fun.Well, I for one have been enjoying the debate. It's been a lively one, and it has for the most part stayed civil.
It's rare to have a debate on these forums go on this long without turning into a mudslinging contest, and I like it when one does.
Of course, I also got -rep from anonymous twice. I'm an idiot who should shut up because I have no idea how to play. -
Build and powersets, actually. The brute is heavily IO'd, with Cloak of Darkness to get close and to-hit debuffs in Dark melee. He also sits as slightly higher than 28% melee defense. The scrapper is claws/invun. Without Unyeilding, he loses a bit of resistance, and he doesn't have any nasty tricks to pull except maybe Focus to juggle, if he can get it off.
I know the Controllers will do well. Plant is a monster, and Earth/Rad can pretty much lock down every single mob, every single spawn solo. Anything still attacking me after Stalagmites or Earthquake gets to deal with Stoney and his mag 3 hold. -
The perma-dom comment was simply to show that the mez protection doesn't automatically mean "overpowered." Perma-doms are strong, but not because of their always-on mez protection. Specifically because it was pointed out that the dom mez protection was a "sometimes" thing.
I might have to try that arc with my scrapper and brute. I'll run it too with a kin/sonic defender with SO's and my AR/Rad corruptor, minor IO sets. Should be an interesting test. I might even run it with a few other characters, and post the results. I expect the brute to do well, the scrapper to die a lot, and the corruptors to die a lot. The kin/sonic defender should actually have zero trouble, with AoE sleep, FS, nuke, cleanup. -
Quote:Once? nope. Once is a thrill. I get mezzed occasionally on my scrapper when i'm doing things I shouldn't. it's exciting to have something unexpected in the middle of a battle.So, really what you want is for mez to be removed from all enemies.
Everything you have posted has that underlying theme to it.
You speak as if being mezzed ONCE kills an entire night of enjoyment. I don't know why you have this problem being mezzed all the time, but a large number of people do not have the same problem.
So, since what you really want is for mez to not exist, why don't you just come out and say so?
It's tedious when every battle has mezzing. Play for a while, stand around mezzed, play for a bit, stand around mezzed. It's annoying being stopped, dead, because some mook threw a stun grenade at you, over and over and over.
What I want, since you asked, is for mez to be less ridiculous. To allow it to be a challenge for melee at times, without being completely overused to the point where breakfrees are mandatory for anyone without it. I would LOVE to see mez simply reduce your effectiveness, without removing your ability to react completely. Blaster Defiance is good: you can still act, albeit not as well. The binary nature of mez in this game, cbined with the fact that some AT's have essentially nothing to fear from it at all, means that those without mez protection face a massive weakness, and it's one that is given to nearly every high-end enemy group, and at least one member of every villain group starting at around level 20. It's not a strength of melee that they get mez protection, it's a designed weakness of ranged that they do not. And having a large, exploitable weakness in a game that has large numbers of enemies that exploit that weakness isn't a whole lot of fun, at least for me personally. -
Quote:According to Claws, perception range is 50'? Is that correct? Radiation blast (shared with blasters) get a 40' cone knockback and a 40' ranged stun. Archery gets an AoE knockback at 100' and a single-target stun at 60' range on a base 20s recharge/15s duration. Dark gets the aforementioned mag 2 stun, and an 80' cone knockback. Electric gets a single-target 50' hold. All of these are useful at times. none of them are a solid, even single-target, hard control except electric. Ice, of course, has a pair of holds that can stack quickly; sonic has a cone sleep that is simply amazing control for a defender; but that's 2 sets of all the defender secondaries that have reliable hard control. If you take out knockback, most defender secondaries have very little if any control available to them.Few squishy powerset combinations have zero access to a ranged control ability, Defenders included. The only Defender secondaries that don't are Energy Blast and Dark Blast. Actually, Dark Blast does, but it is only a mag 2 power, so I am not counting that. You seem to be implying that the Defender AT overall has no access to control abilities.
bah. I KNEW I should have looked that up. I was certain that hurl boulder stunned. Absolutely certain. And wrong. They do still carry knockback, but I dont consider that a serious control option: it's useful to be sure, but not something tha you can count on and not something you can build a strategy around. -
Quote:Why is it an "I WIN!" button for squishies, but business as usual for melee types? Here's a question, how many enemies have melee-only mezzes? How many have ranged mezzes? How many can now, since the nice new "feature" of I15, get a single attack off no matter whether you catch them by surprise or not?"A lot of people"? Where are all these hordes of people supporting your proposed change in this thread? I only see two of you. I see a much larger number of players in this thread that have stated they have no issues dealing with status effects at all.
Why don't you ask the devs for an "I WIN!" button too, while you're at it?
This is the onyl reason I got involved in this thread: people are saying that mez protection would be overpowered on squishies, but when you look at the squishies that have it, or have it partially, it doesn't make them more powerful. It makes them more fun.
Look at the new defiance. On paper, it gives less of a bonus and less of a maximum bonus than the old defiance, and yet blasters are overwhelmingly in favor of it. I can't say that being able to keep fighting while mezzed is the only reason, but it certainly affects the way a blaster plays. It makes them able to play their characters, where before, it was "pop a breakfree or stand still for a while."
Look at Dominators. Even with non-perma mez protection, they aren't overpowered. They're (now) a relatively well-balanced class. Perma-dom no longer boosts the AT's offense to godly levels, which is what a lot of the complaints abotu perma-dom was about. Does the fact that certain Dominators have permanent mez protection even raise an eyebrow? No, not really. The difference between parma mez protection and not? Huge in terms of enjoyment and fun. not so much in terms of raw power.
And Controllers with their epics. I don't know if Indomitable Will can be perma'd, but I'll wager that the difference between a controller who has full-time mez protection and not isn't that much in terms of real power. but enjoyment of those characters is huge. I took it on my illusion/emp, and being able to shrug off mezzes, even for a short time, really makes me enjoy that character a lot more.
All the VEATS were build with mez protection. They solo well, add a lot to teams, and are, to me, a blast to play. Even the Fortunatas and the ranged crab builds. The entire AT was built right, to me: no glaring weaknesses, and especially no weakness to mez. Their mez protection isn't an "I WIN!" button, but it does help out when the AI attempts to play it's own "I WIN!" button. And the AI does have them: play around them, or they wipe the floor with you. Stacked, chained mez is an automatic win for the AI unless mez protection is brought into play, although to be honest, I very rarely see an enemy who will do this. Anathemas from the lost will chain-hold at times, and MIs/ Dark Ring Mistresses have been able to do it.
Mez protection isn't about power. It's about getting rid of the annoyance factor. And while melee types don't need to be annoyed by stuns and holds, what disappoints me isn't mez, but that some people insist that others must be annoyed by it, must deal with it, but others can't be bothered with it. If mez protection isn't overpowered on a claws/regen scrapper that can solo a Rikti Pylon or a SS/Stone tanker that can solo an entire map set for 8, how can you suggest it's OP for a defender, corruptor, or blaster, most of whom will never come CLOSE to that level?
And if you're willing to admit that power differential isn't a good reason to keep squishies from getting mez protection, then what else is there? "Vision?" -
Quote:So we're balancing around IO's now? And saying that a scapper should be able to do everything a squishy can, and more, or something is broken?My examples were to point out things that have been done by ATs without mez protection that ATs WITH mez protection either can't do, or have extreme difficulty doing. I have yet to see a scrapper that can handle the things an Ill/Rad controller can handle, assuming unlimited funds and equal player skill. A tricked out Ill/Rad is more powerful than a tricked out scrapper, of any kind.
Quote:My example with the controller and the tank is to illustrate WHY melee ATs have mez protection and ranged ATs don't. A tank with no mez protection is a sitting duck, due to the very nature of it's powersets. Tanks cannot sit back and pick off targets from range, they MUST enter melee and agro things. They will be hit with multiple mezzes in doing so. If they had no mez protection they would be screwed.
Quote:The controller, even without perma PA, can choose when and how a fight is started. And if played well, will never give the enemy a chance to mez them. They can avoid mezzes all day long, while not impeding their progress much.
The only way a tank with no mez protection can avoid being mezzed is to do NOTHING.
Quote:Any controller and most defenders can stop the mez from ever happening in the first place. Tanks and scrappers cannot do that, so they get protection from it.
Quote:Okay, this is a question for those of you that really want mez protection for squishies:
What are you willing to give up to get it? You don't seriously expect to be given something like that without giving anything up do you?
ATs that can prevent mezzes from ever happening AND be protected from them? Not gonna happen.
Quote:Are you willing to give up your ability to mez THEM at range?
That's what the melee ATs sacrificed to get their protection. A few do have mezzing ability. No melee AT in the game gets the ability to mez from range until level 41 at the earliest.
Squishies have to sacrifice MORE to get even a minimum of protection? lower HP, no damage resistance/defense, far lower survivability, and damage that is, at best, above a scrapper by a small margin? But yeah, I gave it all up, see above. Too bad that squishies weren't a good fit for me, but being mezzed is completely boring, frustrating, and it's disappointing that people actually want to see other people forced to deal with such a terrible mechanic if they happen to enjoy blasters/defenders/corruptors. -
Quote:Well, since we were discussing SOLO ability in the examples, the team gets along just fine.OK, this thread has gone into full silliness mode. The ability of certain posters to selectively ignore how AT's actually perform and function in-game is truly impressive. Question for you, Lakanna: What happens to the team that is depending on that tanker to hold agro when he gets mezzed, all his defensive toggles get suppressed, and his taunt aura gets completely detoggled? Can you say 'teamwipe'?
Quote:If you call using tactics, problem-solving ability, and proactive use of your AT's powers 'changing the way you play', then I guess you do have to change the way you play if you want to successfully deal with mezzing opponents. Give it a try.. You might be pleasantly surprised.
Quote:Could it perhaps have something to do with the fact that tanks are designed to defend their fellow team members by taking & absorbing enemy attacks (including mez attacks) so that the team does not have to? Nah. That'd make WAY too much sense for this thread.
Old joke on the blaster boards: when the blaster makes a mistake, he dies. When the tanker makes a mistake, the blaster dies. Unless you team with only perfect tanks who never make a mistake, you will get into situations where you WANT your blasters doing damage, not standing around as statues.
Quote:I had a very nice all Rikti LT farm mission (not the infamous Comm Officers) I used to run on my fire/rad controller. I had very little problem dealing with large groups where every single enemy had a mezzing attack. Dealing with any enemy group that does not contain bosses is mostly trivial for a controller. Single bosses are also generally not much trouble.
Quote:Which describes the exact situation nearly every AT combo out there will encounter when solo. Why do you insist it is so difficult for that squishy without mez protection to neutralize a mezzing enemy?
No hassle for me.
Quote:There are many things other AT's can do that scrappers can't, or situations where scrappers are less than optimal. Scrapper envy seems to be a common theme in any AT balance discussion that comes up on this forum. Folks seem to miss the point that for all the advantages scrappers have solo, as an AT, they bring the least overall benefit to a team. Trying to use the solo ability of a scrapper vs. a defender to justify buffing squishy AT's is especially silly. A defender brings far more to a team than a scrapper does.
Quote:You and Futurias sure seem to be cut from the same cloth. You both either have a less than stellar understanding of AT powers or you deliberately misconstrue how those powers function in a blatant attempt to justify your position. Energy Blast has a 100% knockback power: Power Push. Energy Manipulation has two powers with a 100% mag 3 stun: Total Focus and Stun (what a shock!). On top of all that, EM has access to Power Boost! Now, what was that about not having any personal mitigation?
Quote:Because whether on a blaster, scrapper or controller, the various fire powersets have always sacrificed protection/utility for damage. Blasters already essentially have inherent mez protection. It's called Defiance. I have burned down countless foes while mezzed on my Fire/EM blaster, especially while running solo Posi TF's.
Quote:You can consider it an insult, but Claws is 100% spot on with his comment, in my opinion. Those in this thread advocating hardest for this change have made a habit of using wild exaggerations as well as, intentionally or not, ignoring or omitting information about how powers actually function. It has, frankly, turned into an almost comical example of grasping at straws.
Quote:My personal opinion is that those asking for this change don't really have nearly as much trouble dealing with status effects as they imply in this thread. However, for those that do, I will be more than happy to create an AE mission with any enemy groups desired and assist any player who wishes in developing viable tactics for dealing with those enemies. I'd even be willing to create new toons on servers other than my home server, Protector, for this purpose.
Quote:Oh, and I did end up throwing together a simple AE mission that consists of defeating a series of the infamous Malta Gunslinger bosses. Again using my AR/EM blaster, I had a 100% success rate against them when they were bosses downgraded to LT's, with zero breakfrees needed. Once they were bumped up to normal bosses, I dropped down to an 80% success rate against them without needing breakfrees. -
Quote:That's with perma-PA. Spectral terror is a fear, and like all fears, will allow counterattacks. MOST controllers don't have multiple taunting pets, and even MOST illusion controllers don't have perma-PA. An extreme example indeed.Okay, I'll bite on this.
No one has mez protection solo.
2 different characters, an Illusion/Kinetics controller and a WP/Fire tank.
No mez protection isn't a big deal for the controller, it has the ability to choose when and where they fight. Phantom Army keeps agro off of it, Phantasm will draw agro, Spectral Terror will keep the enemies from doing much of anything. If played halfway competently the controller in this case will never even be targeted by an enemy, much less mezzed. Most controllers can do similar things, I chose Illusion as an extreme example.
Quote:Okay, now the tank.
Willpower requires a lot of mobs in melee range for max survivability. Fire melee doesn't have a single mez power in it. The tanks only way of fighting is to wade right in and start swinging, with a whole group of foes surrounding them. The tank is probably getting hit with just about every mez being thrown at him, he has no way of preventing that. Without his mez protection he will get mezzed almost immediately and Rise to the Challenge will drop completely, and all his defense and resistance toggles will suppress. End result, dead tank, probably rather quickly.
In the same map, fighting the same foes.
Quote:Lack of mez protection doesn't hurt the Illusion controller at all, since nothing has changed for it. The tank, however, cannot function because it is being hit with every mez being thrown at it with no way of preventing it.
Quote:An Ill/Rad controller can solo the STF, with no mez protection at all. There are no scrappers I am aware of that can do it. Not even amongst our elite forum scrappers.
The ITF was soloed by a fire/fire blaster. No mez protection, and little or no mitigation. The number of scrappers that have done the same can be counted on one hand. In fact, the only one I know of for sure was an Invuln.
Quote:Okay, another example: your average Fire/Kin controller. If mezzers are so difficult for them to deal with, why are they so popular for farming? If they get mezzed so often that it impedes their playability, why is everone playing one?
Quote:A well built Rad/Sonic defender can solo a GM, there are people with video proof of it. A well built Ice/Cold corruptor can do the same. Lack of mez protection doesn't seem to be impeding them that much.
Quote:So, tell me, if these characters can pull off these feats that scrappers can't do, all without mez protection, do they really need it?
Quote:A Katana/Regen scrapper has no way whatsoever of preventing a ranged mez from hitting them. Without their mez protection they will probably be mezzed the second a mob spots them.
Most squishy characters can mez a mezzing foe from outside of it's agro range, whether it's a stun, a hold, a sleep doesn't matter, they can prevent their enemy from acting.
Quote:If you play intelligently, you will seldom get mezzed, no matter what AT you're playing as.
If your strategy is to run in mashing buttons, you will probably get mezzed quite a bit. And guess what? That's not a flaw in the game, that's a flaw in your playstyle.
Wanting the game changed because you refuse to adapt your playstyle to avoid or prevent mez is just...dumb. There are any number of people that can solo a squishy AT with no problem dealing with mezzes, why is it YOU have such difficulty with it?
Sorry, but it really sounds like you want the game to change for you, instead of the other way around. -
Quote:This wasn't specifically mentioned, but it could be that it affected bosses dropping Pool C and D recipes as well. And the numbers have generally been about right since I9: when I16 came out, a relatively benign (although it's impossible to say for sure how much it affected things) problem with the code essentially caused drop rates to go way down. The bug has been around since I9, but the drop rate was fine in general before I16. We can probably assume that Pool A will stay where it is now, maybe even climb a bit, until it gets fixed on Live.So we should all test like crazy and liquidate everything except pool C/D's?
We'll see after that. If things go as I think they might, I'll be laughing the whole time. -
It isn't just losing powers: at level 50, you have all kinds of set bonuses you can accumulate, but often you have the choice of "build for effective play at 50" or "build for effective play exemplared" and the choices are mutually exclusive. Level 50 set IO's all have better enhancement values than lower-level ones, but they aren't exemplar-friendly. To build for exemplaring, you need lower-level sets, which means you aren't going to be as good at 50 as you could be.
Building to exemplar involves a trade off, and it seems you've had a run of bad luck in running into 50s who were unwilling to make that trade off. Dual Builds COULD help the situation, but from what I can see, not many people are willing to spend the time and effort to start a new build from scratch just to exemplar.
2 things could happen to make exemplaring a lot more attractive: lose the level restriction on set bonuses, or allow us to use enhancements in BOTH of our dual builds. I dont' see either happening soon. -
Sadly, it's Scrapper and Tanker only. My DA brute would KILL for this power.
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Actually, L_S, it wasn't TF mode or anything that the players themselves guessed. But your point stands: the devs, even AFTER testing this and not seeing a problem, still listened to the players when we said that things weren't a they should be. I think it's great taht Synapse tested it, found drop rates near what he expected, and still kept at it even with everything he could see telling him that drops were fine.
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Quote:Quite honestly, I wish I could share your conviction that the devs would ever consider something "too rare" and adjust the drop rates accordingly. however, i have seen no evidence of this, and have seen plenty of evidence that they want to KEEP IO's at least somewhat rare. (TF merit rebalancing went both ways, but the AE ticket cap was strictly punitive, and the changes to AE rewards are entirely downward.)We don't have a lot of information to go on. I guess that means we have to assume things.
I assume "ultra rare" doesn't cover the range from ultra rare to non existent (redside). Surely there must be a limit that the Devs would consider "too rare". I've seen it implied on this board that no level of rarity would be too rare. There is a difference between 1/1,000,000 and 1/1,000,000,000.
And you're right about the AE era. The level of rarity took a giant leap. That could indicate they don't have a problem with it, don't care, didn't know, or were too busy to worry about it. I tend to lean toward the latter. What happened with AE had to occupy a lot of their thoughts. (Disappointment probably)
Seems to me that as much as they say otherwise, those that want the market to continue to be the best way to earn INF and get shinies, are getting exactly what they want from the devs: scarcer items, higher sale prices as a result.
Edited to remove inflammatory opinion. -
I don't really think the devs want a specific level of rarity. They're happy with a fairly broad range. If the drop rate was still OK for them at the height of AE farming, and is still OK now that players have moved out of AE and back to regular content, then the either their acceptable range is very broad indeed, or they simply don't watch it/don't care.
The current drop rates were set when Purples were introduced, and haven't changed. I'm making an assumption that the devs can check and see how many are in circulation/slotted on characters, and if they have done so, then they must be OK with the drop rate overall. -
You know, an old bug DID reappear with I16. It was so pervasive and minor that I didn't even mention it anywhere.
When a character is first logged in, sometimes both the enhancement and inspiration trays are open. It was like this for a very long time, and when I see it, I just automatically close the enhancement tab. This disappeared, although I never saw a patch note for it, and reappeared with I16. Has anyone else seen this happen on their characters? -
Villain-side: no contest, my dark/dark/soul brute. He's a monster, able to tear apart hordes of minions one minute and take on an AV the next. I like to run the Ice mistral SF and clear the final room just because I can.
Hero-side: claws/invuln scrapper. great survivability, great damage. My main hero-side farmer.
Honorable mention: plant/rad controller. My dedicated Positron soloer, but the combination of controls, damage, and debuff brings a lot to any team he joins as well. -
Quote:Thank you for sticking with this, even when your tests showed nothing wrong. I'm greatly relieved that even when you couldn't see any problem, you listened to us when we said that there really was. Thanks for taking us that seriously.I just wanted to let you know you can probably stop recording data, a fix for this should be making its way to the training room fairly soon. Your drop analysis there, when this patch hits the training room, would be very useful. Thanks for everyone's diligence, and believe it or not the bug had nothing to do with team size, what map you were on, whether you were in taskforce mode or not or anything else mentioned in this thread.
Regards,
Synapse
Great work for everyone who posted. Archie and EarthWyrm did most of the heavy work, but I'm glad to see the community actually pulled together and came up with a LOT of data.
And yes, once it hits live, I want to know what it was too. My guess is inspirations: when the tray filled up, salvage and recipes followed for a few mobs, then dried up again. -
Quote:Probably, except for the robots, which now launch their poison gas missle pretty frequently. Also, robots- resist psi damage pretty heavily. Since I15, they've changed up some mob AI to make them use their attacks more. this means that where once you could kite to keep them at a specific range, now they just blast you with their mez whenever tehy feel like it. How long ago did you run that arc?OK, I am seriously not doing this to try and say something snarky like 'lrn2play noob', so don't take it that way. I honestly cannot see how a Psi/Psi blaster can find Malta overwhelmingly difficult on Heroic. You'd have access to 2 knockback powers, 1 knockup AOE power, a ranged sleep, a ranged stun, and a ranged fear. On heroic where you would be facing nothing higher than a LT, you could completely lock down up to 3 enemies. Even if you got mezzed, under Defiance you have 3 ranged attacks you can use. Plus you have all that -rech in your attacks. For the most part, Malta have no resistance to Psi damage, while they do have good resistance to Smashing and Lethal. To be honest, Psi/Psi blaster vs. Malta on Heroic sounds like easy mode already to me. Certainly much easier than my AR/EM blaster, which I used to solo Crimson's Malta arc.
Quote:Beyond that, cherry picking one enemy group out of all the game to try and make your case that ALL characters should have status effect protection, doesn't really do much for boosting your argument.
Quote:Really? What mez ability does a Katana, Broadsword, Dual Blades or Fire Melee scrapper have?
My blaster fights in melee, and can pull aggro from all but the best tankers I've seen. I'm terrified of Marauder, because he comes after me. In dozens of fights against him, I've seen exactly ONE tank who could keep his attention the entire fight. Every other time, I see rocks flying at me. Having a higher inherent threat mod doesn't mean that you'll automatically be able to hold aggro when your teammates are putting out a healthy dose of damage. And having a lower threat mod doesn't make you safe from splash damage, damage from additional groups, or damage when your damage output simply overwhelms the tanker's taunt values. -
Good stuff already. I personally tried both CoF and OG, and hated them both. Death Shroud shouldn't be skipped, although putting it off until after Stamina is certainly doable. As for pool powers, Fighting helps a lot. DA's smash/lethal resists aren't spectacular, and Tough/weave stack very nicely with your armors and Cloak of Darkness. Since you're duoing with a dark/dark corruptor, you might want to grab touch of fear (I skipped it) to stack on bosses. The good news is, if they stay relatively close to you, you don't have to use dark regeneration as much, which is a major end drain on a dark armor character.
Depending on playstyle, I'll suggest something that I would almost never normally suggest: taunt. If your partner tends to draw aggro ad get in close range, throwing a taunt to get enemies off them is quick and easy. I don't recommend tanking in general with brutes (they're far better brutes than tanks) but taunt can be the difference between a live team and a dead corruptor. Bonus, if you plan on heavy IO slotting: Perfect Zinger and Triumphant Insult are both relatively cheap, and give +recharge and + DEF(smash/lethal/melee.) Cheap way to add a bit more effectiveness to your brute. -
Quote:Are you absolutely certain that you're using "minority" and "majority" correctly? I don't think there's any way to be certain that people who just skip the market entirely aren't the majority. I highly doubt that "market forum regulars" is the majority of the playerbase though, and I DO remember seeing a poll a while back, where quite a few people who posted described the market not as something they do because they enjoy it, but rather as a necessary but not especially fun part of character development.Ohhhh yeah that's a great idea Goat! After all look how well it worked for PvP when they tried that in I13!
/sarcasm
Edit - sorry have a bad cold today which is the reason I'm grumpy and throwing out all the sarcastic comments. I don't want the Goat to construe that as a sarcastic comment directed his way but rather as a sarcastic comment directed the devs way and at those players that feel that changing something that's unappealing for a minority of folks that really messes it up for the majority of folks is a "good thing" -