-
Posts
244 -
Joined
-
Dont slot Parry with 3 recharge , 1 is enough , parry is so fast on recharge that with hasten , you wouldn´t have room for any other attack if you had parry on auto .
With 1 recharge its always up when you hit 2 other attacks.
So if you have hasten dont bother with a recharge.
Anyway optimal Parry is PVE 1 acc 3 damage 2 def , the damage of parry and divine avalanche is not minor , its moderate , why they call it minor i wouldn´t know , sure its low end of moderate . but its still moderate .
For PVP i would say go for 3 ACC 2 DEF and 1 RECHARGE.
If you can hit them garanteed , they can´t hit you back in melee.
But for broadsword , you really need either recharge in those attack powers or hasten , cause Broadsword damage is beter then katana , but the endurance usages and recharge rate is really poor. -
To Clexeus , swap touch fear with hasten .
Hasten is necessary in regen to get your reconstruction and dull pain up as fast as possible , especially at lower levels where you rather slot for damage .
So best is 12 hasten .
20 touch of fear ,
22 swift
24 health
30 stamina .
Quickrecovery gives beter endurance recovery then stamina , so untill midnight grasp you shouldn´t have any endurance issues , especially with dark consumption . -
You going to run into sever endurance problems .
well here is some suggestions , swap combat jumping and buildup at level 6 and 12 .
Hurdle isn´t necessary with combatjumping its still 0.08 endurance a second , since you already have superjump and especially not necessary to 3 slot it .
Consider taking fitness before resist elements , since in CoV not many elemental attackers till late what damage they do is almost minimal compared to Smash Lethal and energy .
Nothing Dullpain can´t handle .
This way stamina is good at 22 with SO availeble .
The rest well thats up to your own preference , but fire is really endurance eating primary ,especially firesword and cremate alone , let alone incinerate .. the attack chain is almost everytime a quarter of your endurance bar .
run any toggles and its .... bye bye rage build up . -
Honestly dont take resist elements , please take unyielding the -5% isn´t noticable till you are in the 25 + especially when taking toughhide just to cancel it .
Unyielding provides beter elemental protection then resist elements .
Most important of all , is that you are now protected from knockback (calibans and ogres gardwords), not having taunt isn´t a big deal , consider taking it at 12 if you found teams to tank for .
IF not consider taking Dullpain .
Honestly dump hover you dont need it , air superiority is what you want for a tanker , the consistant knockup means less pain your way , and the damage is beter then your first attack . -
Aim and build up is good very good , if its semi or near perma , aim and build up is [censored] if taken too soon at low levels.
Especially if you could have take another main stay power .
If you already taken hasten then aim and build up compliment it , but still its not ideal if you have aim build up and only 2 attacks .... those 9 seconds of combo isn´t worth while with just 2 attacks . -
allright as a KAT / DA you have total of three choices where to go with a scrapper .
1 is tank scrapper (yes they can be done divine avalance plays a key part together with your other def options , get hit you still have a subtantial resistance all )
2 is a AoE scrapper (second to spine and heck more burst damage then spine)
3 the single target scrapper (more based on the Kat primary then anything else so not really DA related)
So DA is more what kind of concept do you have in mind , dont try to make all three kind in one , then you will find yourself really lacking of powerchoices and endurance.
Stick with one of those three , and a secondary of those three , and you will have a scrapper people will envy .
DA problem is people want it all thats hard to do with the current limitied power and slot choices. -
not logical , cause the original was from somebody else of the forums , with a lot more explanations .
This one seems to be going to become one of those urban legend .
Survivability can also be deemed otherwise in offensive punch , How many have you herd and how fast can you kill them .the faster they fall the less damage you take .
While this one is based on the us forum , equel level mobs set number herded that wouldn´t kill you to measure up the survivability , stone GA form has been left out .
So take those graphics and number crunching with a bit of salt ,rather go find the original .
Unless offcourse you believe in URBAN legends. -
Now comes the big factor in hold in PVP , its called break free , what does break free do beside breaking the hold.
It raises the MAG of the one who popped break free , so again in essence you are going to use the same strategy as fighting a tanker or scrapper mezz protection.
Speed in that essence is important to again overpower the breakfree , yes if you can hold a oppenent that long with the oppenent just doing nothing , sure its same as saying if somebody stand still for a stalker to AS + follow up attack .
Now that conclude all i have to say in hold area department, if immunity didn´t kick in while fighting a controller 1 vs 1 while using break free , then expect another hold nerf coming. -
Well if you think thats the way it works , fine for you PvP hold works different cause there is a immunity to it , but in PVP , the detoggling is more important then a duration .
In PVE the overlapsing of the hold instead of the old stacking hold duration is the factor that most people forgot , even US didn´t do a extensive research about it .
You can simply test your theorie out in PVP arena will notice before the immunity kicks in , that the first hold duration doesn´t matter that much , especially compared to overlapping holds .
Duration is not that meaning full to detoggle a tanker or scrapper , since the recharge is much more meaningfull the faster you get the mezz protection toggle down , the faster the hold affects fully , the faster you can switch to other mezz state powers , when the hold immunity kicks in .
In PVE situation its much more tricky , cause you need to time both your hold duration if you are lucky to have two holds .
Elite bosses are the best comparison between recharge holds or duration holds , one has a bigger impact then other .
now as in your theorie of hold lasting 2.5 seconds versus 3 seconds recharge. (wonders what hold last 2.5 seconds beside the point)
One can easily spin that around when facing a AV when the triangle thing happens , what use is having a duration thats wiped totally clean , when people with recharge can stack it up again faster to get a semi lock before another wipe .
And yes tested the theorie in practise ,with recharge can achieve a semi lock on a AV before the triangle comes , near perma hold a EB with one hold , while with duration thats not possible before status mezz resets.
So thats the basis of my theorie.
(do remember hamidon works different from other AV so dont take recharge to there , its still duration that counts) -
I think people need to play PVE more and test how hold nowadays work .
Cause most of the argument about MAG is based on pre i6 and especially hold durations.
For example go into a group of greendragon man , to see the stacking effect of holds and how it detoggles you .
Its not the first hold duration that counts !! its the number of holds you are affected with .
Another example is how hold now works on bosses , its no longer the duration of the hold , but the duration where the holds overlaps . -
Anything that floors accuracy , recharge rate , endurance , detoggles .
Is always going to be beter then something that floors def when hit for pvp .
Its simple as that , there are side effects in pvp that haven´t been calculated or encountered in pve.
DM bad for pvp hardly likely , if oppenent is forced to pop yellows to fight you , then he is already forced to play its jokers .
But honestly can´t imagine PvP to be a standup fight especially in CoX where kiters have a huge advangetage. -
Well depend what you want to do , but its definetly beter to have 2 recharge 2 hold , then 3 hold duration and no recharge .
But for PvP its definetly beter just 1 hold 3 recharge , just to spam the holds .
For 2 purpose , 1 detoggling people mezz protection(beter yet holding them automatically means everything detoggled) , 2 to counter break frees.
The longer duration doesn´t serve a purpose in both those cases , while the recharge does . -
2 ACC and 3 damage , is good enough together with Supremacy and Tactics/ assault.
Yes Tier 1 are cannon flodder so use them as cannon flodder. dont buff them up too much with the tier 9 equip.
Since most of the time one or two will die , so just resummon them equip them the first enhancement off you go.
Or alternative tactic is to use them as body guard near you . pretend they are not there, and use tier 2 and 3 as your main assualt group .(that was even before the new body gaurd function was added)
If you dont slot them , the problem is that they are then totally worthless , you might as well skip them .
They can´t hit a thing unslotted especially at higher levels, even if they hit a thing there sad damage is even sadder
Well am so used that my tier 1 pets die that usually resummoning them isn´t a big hassle .
Have instead put 0 slot in the first equip (so only the standard first slot)
Well guessing from the new thug set , muwahaha it seems they are now accepted to die !!!
Worthless punksand toss in gangwar to cause mayhem. even more decoys
-
Punch has a very slight more damage then air superiority , very very slight (Especially equel slotted), but its knockdown effect is almost none excistance maybe 30% ??
Haymaker is a must keep , cause its damage is definetly beter then Air superiority , its knockdown 70% versus air superiority Knockup 100% .
Hurl is multi usefull its damage is the low end of HIGH not moderate its less then haymaker , but definetly higher then punch or airsuperiority.
Hurl animation is 3 seconds , but it damage will register even if people run out of range / hide, so once you activate it , even if people hide behind a cornor the damage will be inflicted .
Hurl for a brute means a single target range taunt , while hurl for a tanker means a additional taunt .
edit: oh advise part if you have to lose something get rid of jab in SS brute , its damage is so worthless cause its on the low end of minor only higher then brawl .
Yes what about fury buildup , use brawl instead in that chain with 1 end redux , gets you almost the same effect for less cost . -
Well telling people are falling at the wayside without offering some solution isn´t productive too , honestly the most productive is just to make teams
And teach those who are bad players or those that dont visit the forum how to be a good player.
If you are hoping to find miracle PUGS that hardly happens , unless there are 1-3 good players in that PUG.
Now it only takes one or two to get things going in a team, the longer it keeps going the more chances you have that another good player joins . -
I dont know i mean it isn´t that hard to get a team or make friends , maybe your expectation are too high Warhead ?
Do you quit/make excuses when you faceplant a couple times ?
Allright basic team basic is same like solo , seems both of you can solo , the difference in team isn´t that big.
Now for all none major functions in team like Empath and Tankers ,its basically find out the biggest threat and eliminate it as fast as possible or control it.
For those area of effect damage build , its find out the biggest herd and nail it usually around the tanker(minus scatter or knockback effect will get to it later)
There isn´t a big difficulty in teaming , now if you depend on being healed , its also important to know what contribution you bring to the team . if you face plant after engaging a couple minions .... thats not a big contribution to say atleastwhile a controller is holding off 50% of the mob each time for example .
But i found out its best to not be reliant on being healed , if healing is needed find your healers and get near them (healers meaning defenders corrupters mastermind controllers who got area of effect heal)
Basic teamwork does really takes a while to present itself, especially if faceplanting occurs , 1 time sure can happen 2nd time allright somebody beter step forward and make some basic strategy .
1 mobs too tough then use pulling strategy
Pulling involves either long range snipes or stealth , best done after the one who pulls run around a cornor and hide
(dont pull the boss unless you want the whole mob to come chase you , pull a LT you sometime get half mob) wait till the mob is in the position where the puller was before he ran around the cornor , dont go charging in .
2 check who is essential to success ... this sounds stupid but holds a lot of truth , one or two players on the team usually will hold it ground nomatter what even if faceplanting occurs ,support those and listen to them when they say RUN even if they dont run means start running
Just run unless you are sure you can take over there task of controlling the situation (usually 2 or 3 mobs pull that gone awefully wrong)
3 If you are really feeling you are in need of a team just remove the blind invite join up and expect a load of debt , in most cases you will suprised that it isn´t that bad.
4 Dont go off on your own thinking cause the rest are back there they will follow your lead and charge into a big group of enemies , just wait till the ready signal , if somebody does open up with what you think is stupid , be patience see if the tank or main scrapper/controller reacts or not , dont go charging in blindly ... some idiotic blasters or players like to get things moving by opening up blast then run away as fast as his legs can carry towards safety , hoping some other "victims" will intervene.....
5 this is not the person i am , but most players will use this strategy when joining PUG wait and see attitude , and its well deserved , so if you are not sure what kind of team you are in , dont be afraid to watch your own back and know your own limits . now if the whole team is like that tell the star to come with initiative , he she/he recruited the team after all .
6 check the difficulty of the mission setting if its on invincible , well then make damn sure you they know what they are doing , just engage what you would normally when solo 3 minion /1 lt /1 boss without much healing . dont try to take on more if you are not the main issue of the team (tankers optimised AoE scrappers, gungho squishies with very good builds ) if team is working great then increase your own challenges .
5 having a empath on the team doesn´t mean its a excellent healing player or optimised slotted for doing it job , especially when his area of effect heals are eh... too low.
Anticipate that and let him heal the main tanker .
6 eh if you have a tanker thats well build but doesn´t want to tank .... hmmm then you beter find a workaround by pulling or hoping somebody else have a smart use of pet absorbing the alpha strikes , or mass mezz opening up , but in most cases the tank beter gets it fat hinnie moving after that ....
7 check others build before bad mouthing them , its not there fault if they dont have taunt , stamina ,heal other , status protection , some people could make mistakes in powerchoices (why do you think those respec are there anyway) but that doesn´t make them bad players right away .
8 When starting a team dont be afraid to take some lowerlevels and SK them , or asking higher levels if they want to exemp (most who wont have that in there info anyway)
Dont be afraid to get negative response just keep trying but dont wait longer then 4 min if you already have 4 people
The longer you wait the more chance you have thats its falling apart , so start a mission .if the team works then aquire more after the first .
Now yes Warhead for the 41 and higher you need to have a couple friends , or else dont mind grinding your way to 50.
Ask around there are some Supergroups on both Union and Defiant who contain a few good players and very social people that dont appear as much on the forums .
Just ask themcheck out the SG registry for the ones with most money , those can´t have gotten them without having good players
-
Take anything you like , just at low levels learn to run 1 shield , so for example if you go dark , only dark embrace needs to be up , obsidian shield when you versus hold mobs .
At higher level when DO are out you can afford more shields up slot it with 2 end redux DO each .
The main issue with brute is to learn to build up fury fast
So inherent brawl is a very good power just slot it with end redux , you attacks dont need to hit to build up fury.
While you gain levels you need to decide if you want to go be a tanker brute or scrapper brute ..
Thats the real difference in the play , if you find you do enough damage and maintain enough fury then slot those attacks with endurance reduction , if you find your attacks are not powerfull enough to kill something fast then slot up with damage .
Unlike most other AT a brute can be customised to suit your own playstyle , its up to the player itself what you want to do in the end all the options are there -
For building up rage you beter get Boxing or Air superiority and slot them 1 Acc 1end 1recharge, so your rage buildup will be BRAWL , AS or BoX and Mallet / Heavy Mallet for knockout punch .
Cause both heavy mallet and mallet suffers from sever recharge problems and endurance cost .
Take stone fist , that one damage is high end moderate and faster recharge too .
If you go for your tactic , the slotting without damage makes the highend damage of stone attacks seem a waste.
even if you maintain your fury bonus. -
Brutes in general have scrapper value for DEF and Resistance , they are meant to be go between , you can´t really tank without a healer , but you can hold aggro beter then a scrapper .
So in the end its simply up to you to decide what you want to be . -
Leave the two passive out , if you want one take the energy/negative one ,
and fifth if i am correct from my head , the unyielding gives more then 50% of the 27.5 so what does that say for the passive that needs 3 SO slotted.
Silver early on the Resist are useless , later on you will be tanking in teams with minimal 1 healer .
So defense is the way to go simply everything close gives you DEF bonus from invincibility everything close always does some part S/L . -
Its to your own reply that the bots do good damage when left on there own Syn
they churn out good damage or do you forget your own replies , its not the to hit i want , cause sure i can put in another AC into the battle drones .
Now do 3 battle drones when they hit do sufficent enough damage to take down a +2 minion ?
It doesn´t so why slot for a extra AC when they have to stay close to you anyway for damage and accuracy buff , and again i am not talking about PvP , cause i dont care about PvP , PvP can and is balanced differently from PvE , using PvP as a context for PvE would screw up alot of the PvE mechanisme .
When you start saying cause PvP they do enough damage is it cause the blaster didn´t have a Energy protection a selfheal function , what damage would you do against a Tanker who takes out your drones , cause of one situation you base your consumption that in PvP the drones churn out enough damage.
Sorry unless you live in the PvP zone , you going to be leveling with teammates , and when in the endgame people like things to be higher levels , so you seriously think they are always fighting +1 ?
In what situation does a MM pet loses his damage buffs , well in the same situation you say leave those pets to turn out there own damage and they do good damage on there own you saidwithout supremacy
-
2 acc on the battle drones , but the test was done with petrifying gaze to see how much damage the drones would do on a +2 minion . minions are no risk especially when holded and drones on the other side without supremacy .
It was ridiculous low , so in reality 3 drones can´t even handle a +2 minion , so most endgame fights they are worthless supremacy and leadership makes up for it , but if they dont have it cause you are far off doing something else, they dont account for much .
Assualt Bot is a different story but thats cause its equel level as the MM -
[ QUOTE ]
[ QUOTE ]
Hmm, what's the 3 second mez reset? Have I missed some change to the AVs?
[/ QUOTE ]They work just like they always have.
[/ QUOTE ]
Nope it has been changed definetly tested it out when fighting Envoy of Shadows pre I5 and after.
The new system also affects bosses in a way ,its that my controller hold recharges so fast that i didn´t notice it and still have a perma lock with one single target hold.
At certain point the AV will reset the mezz protection ,all previous hold doesn´t count , now for example we had a grand total of 6 single targethold against envoy of shadow , no way his mezz would have resisted that after the first couple of seconds so should have stayed perma locked , AV or EB dumps or reset the mezz at certain points , then its again back from the start 3 mezz holds to get a couple second effect.
Bosses now also have a scaled down version 2 holds to break it break it , after a certain number of holds needs again 2 holds to break it defense .
In the past to have effective hold you could apply a simple immo or sleep or whatever to beat the first hold protection.
Then the rest was simply stacking the hold till it hold. -
So thats your explanation of there damage ?
Its like circumventing things , so using red inspi to buff up a single battle drones damage ?
Really so chasing a run away heroes , who are being chased by somebody else is example of your explanation of battle drones doing damage ?
While you can easily explain those numbers in pve with a simple test ? so can 3 battle drones take down 1 +2 minion without supremacy or you helping them ? not 32 upgraded .
What are the chances of success ? -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
succesfull thus boring.
[/ QUOTE ]
Ooooh uh! Boring is NEVER good!
[/ QUOTE ]
I'm not quite sure why he says boring. It sounds like a pretty standard tanker set to me.
One thing tankers don't get is the same edge of the seat feeling that blasting gives you. On the flip side playing a tanker well is deeply satisfying as you feel that you are letting the rest of the team perform better by
- Keeping enemies packed, allowing them to debuff / AoE more effectively.
- Removing risk, allowing them to concentrate on their job rather than trying to defend themselves.
[/ QUOTE ]
No the boring part is simple once a AT doesn´t matter what AT i create succeed above a certain expectation things gets simply down to grinding for xp and hardly any risk .
Now most people love that and i agree nothing wrong with that cause its beside the build the tactics employed.
Same happened to my Dark/Elec defender once she gotten two hold to bypass the new Hold/Mezz Boss system to again perma lock things , it makes things a bit too simple (and DEV dont start messing around again)
Its simply the way i am , get bored easily when things are too easy , STONE melee secondary really have the highest damage output , heavy mallet is low end of superior but its atleast superior , stone fist is definetly high end of moderate , air superiority beside really good damage and 100% knockdown make you able to control fights .
Spad way of Tanking is really fun did it from the moment i gotten taunt at 10 , so yes CoT ,Heavy energy /Fire/cold oppenents are a pain for Invunerable tankers , but that can be circumvented trough clever use of Dullpain and health regeneration , then letting Invincibility kick in .
Once oppenents are in melee range most of there damage is still S/L beside the other things .
Now a side question how much health regen does Rooted have it feels like 20% or am i wrong ?, cause wanted to try to get a regen tank or close as possible .