MayorOfAngrytown

Super-Powered
  • Posts

    425
  • Joined

  1. Quote:
    Originally Posted by Residentx10 View Post
    In this one, will Time Manipulation be like TP where there are 3-4 choices and then you get to decide what to slot?
    No. It is a primary for defenders, and a secondary for corrs, controllers, and MMs. You cannot respec into it. It is NOT a "pool" power like Teleportation, Super Speed, Leaping, Leadership, et al.

    Re-read These:

    Quote:
    Originally Posted by Aett_Thorn View Post
    It's not like you can respec into the new set or anything.
    Quote:
    Originally Posted by Ad Astra View Post
    But even if you think that Time Manipulation will be stronger offensively, you won't be able to respec into the powerset on an existing character. Your controller will still have the healer (Empathy??) powerset, even after a respec.
    If that's not what you mean (your account will only have one controller at a time) then I'm not sure you understand the respec process.
    Quote:
    Originally Posted by AquaJAWS View Post
    The details of Time Manipulation aren't out yet, but I would expect it to be on par for what other sets 'require' for slots. I wouldn't expect it to be too far out of balance in comparison.

    Time Manipulation will be a buff set, meaning it will be available as a secondary for Controllers, Masterminds, and Corruptors, and a primary for Defenders. Direct offensive abilities of the set will be minimal if any at all, outside of buffs to your other powers.

    Respec in relation to Time Manipulation will have no effect since its a new set and you can't change sets during respecs currently. If you don't enjoy your controller now, Time Manipulation will not have an effect on that, so it shouldn't hurt to delete them, however there's nothing stopping you from having more than one controller, so if you have slots open on the server you want, there's no reason to delete either.
  2. Quote:
    Originally Posted by Santorican View Post
    Regeneration you're either dead or your not and if you're not dead, you'll be dead once IH wears off. That is the issue with regeneration, that unless you are a damn good player, you will die a lot more often then a player using other secondaries. Again a secondary should not be balanced around the fact that you need inspirations to survive.
    1. Dead/ Not Dead are mututally exclusive states for everyone. Everyone is either dead or not dead. Sorry, couldn't resist that one.

    2. Your assertion about IH is just not the case. If you are treating IH as your only survival tool on /regen, then you are doing it wrong. If you are dying the instant that IH wears off, you are doing it wrong.

    3. Replace "damn good" with "attentive and tactically minded." "Damn Good" assumes that people who can't/won't shine with /regen are "bad" players, which they are not. Like I said before, much of the perception that /regen sucks comes from players who don't like the playstyle. A small portion of it comes from some legit complaints. (No -rech resistance, No -regen resist are my two biggies, and IMHO all it really needs)

    4. Agreed, insps are for everyone and shouldn't be taken into account when balancing a secondary. Frankly, I find myself using my sm. purp only when really needed - you know, when any other 32.5% s/l defense build would be popping them to soft-cap anyway. I'll tell you two things I never need. Greens and Blues. Oh, and my Wakes seem to languish on the shelf too. :P

    I mean sure, if you guys want to hammer out a way to buff regen to where you would be happy with it's performance - without changing the playstyle - then by all means, run with it. In the meantime I'll be playing mine. I've admitted upthread where the faults are in the set (my opinion), but I guess I disagree about how big of a deal those faults are.

    At least until TW/ gets released; I am WAY more excited about that than I am regen brutes, but there are already threads.
  3. Quote:
    Originally Posted by Deus_Otiosus View Post
    There is always more challenge to be had.

    You just have to crank up the difficulty or fight enemies you/people typically avoid because they hit your weak spots.

    If you think there is no challenge in playing "set and go" sets like WP, SD, SR and even Invuln then you should try Gaussian's Arc (The Red & the Black) at +0 to +4 x 8.

    Falling asleep will not be an option.
    ------------- (long version) --------------

    It's less that I think one can't find a challenge with other sets (untrue), and more that after a point they basically all play exactly the same. Activate Toggles, Use Primary, Insert Tricks as Needed. Regen is the only set that plays dramatically different from, well, basically every other armor set.

    I have a pretty amazing sp/da scrapper than ran x8 all the time (between 0 and +3 depending on how fast I wanted to get through something). Except for PPD Squids. Seriously. Anything but those. For my /SD brute, well I never found anything that I couldn't handle at some variation of x8. Sure, I could keep tweaking those two builds and working out tactics until I've maxed their potential, but after a fashion I get bored with that and want to move on to another toon.

    Maybe if I had more interest/time/FakeMoneyUnits, I'd go purple out one of my existing 50s and see what it can do, but in all honesty my 2 50s have hit an expense wall that I'll probably not bother climbing in order to respec or tweak them any futher. With proliferation, /time, and TW/ coming down the pike, there'll be more reason not too, heh.

    For the record, both of those toons solo'd Gaussian's at x8. And yeah, that one is 9 @#$#es in a @!#$@# boat. Tough, but still doable.

    I love the RWZ arcs and play through them on any toon that reaches that level. DW's arc (not for difficulty) is one of my favorites in the entire game, story-wise. For the other record, I've been running regen at a variety of difficulties. 0/x8 on simpler stuff. Did some +4/x2 just to see what would happen. And so on. That toon is only 45 and not yet fully built.

    Maybe it is because I don't play MMOs much at all. Literally this is the only MMO I've ever played for more than a few days. But I really need the game to be more difficult, more active, in order to retain my attention. Sure, I could take an SS/FA brute and build it out and run the highest diff on some content, but man. What a freaking yawn fest. Not in gameplay or challenge, but in "Sheesh, who the @#%^ wants to do what everyone else is doing?" No offense to you guys with awesome SS/FA brutes, but I just can't go with the flow. Wish I could, life would be easier, but I'm just not made that way. If I already know the outcome (what an ss/fa brute can do), then what's the fun?

    Seriously. There will always be the best gun, or sword, or armor, or car, or powerset combo in any given game. Can't be bothered to care. I'm more interested in what I can do with the underdog tools, especially in this game where there is just no such thing as a bad Brute or Scrapper combo. Seriously. None at all.

    -----------------------------------------

    TLDR: Yeah, I do that too. I don't see how that obviates playing /regen because I enjoy the way it plays and welcome the challenge of making it work. Also, I'm having to tweak the slider with my /regen in order to keep things interesting.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    If you have Gloom, you have the option of Darkest Night.

    It's not the same as Shadow Meld, but you'd be surprised at its value.
    Definitely intriqued by this idea, though it adds a toggle (iirc) rather than a 2nd click godmode. Admittedly a minor change, but an interesting one. Always wanted to run DN on a brute, but never had the occasion to get it into a build.
  4. MayorOfAngrytown

    War Mace and...

    Quote:
    Originally Posted by Kioshi View Post
    I don't know if it's better now with the new steadier Fury but in the old days the combo was not very suitable to brutes because it was the hardest one bar none to keep your fury up since you stunned even bosses. A tanker would be awesome at that imo.
    It's much better these days. At this point it's basically possible at this point to reach >70 or something % fury with just your own attacks. A few folks have demonstrated it on RWZ dummies, but I don't recall the exact numbers.

    /sd is great fun with mace, admittedly less Pretty. I imagine /fire would be hot (heh), but haven't tried it. BU+FE+(Fury)+Clobber would be a sight to behold.
  5. Quote:
    Originally Posted by bAss_ackwards View Post
    Strong and Pretty Criticals are not a joke.


    Silly name for Strong and Pretty scrapper just reserved. If only for the lulz.
  6. Quote:
    Originally Posted by TheBruteSquad View Post
    I've re-evaluated my one complaint about regen.

    My new complaint is you have to be good at it to match survivability with several other armor sets that you merely need to be competent with (and one or two that you merely need to not be asleep at the keyboard.)

    Since it arguably is the set that requires the most player skill it should provide the most reward - survivability. Otherwise, besides 'liking a challenge' (which is a poor mechanical reason), why not play one of those other sets?
    Actually, that's probably a big reason why I like /regen. No claims to being a "good player," but I'm not too shabby either. I get bored playing the "just don't fall asleep" toons. Liking a challenge might be a poor mechanical reason, but it's a great game-play reason, imho.

    Quote:
    Originally Posted by Nihilii View Post
    To try to sum my position on this, can regen do anything these other secondaries couldn't do? It doesn't seem so, for my particular playstyle. Does regen require more effort than these other secondaries to play? Yep, at least for me.
    I think the thing is that playstyle is that "other" that /regen offers which can't necessarily be found in other armors. I can't speak to the SO game. Like I said, I have a ton of lowbies, and really only concentrate my efforts/builds on a small group of (4) post-40s. At that point, there are so many other things happening that build nicely on /regen's specialties - high hp, big regen, reactive heals/god-mode(s)* - that I think the issue is as much playstyle as it is aspects of performance. The effort that it takes is just part of using the powers tactically. Without putting in the effort (not directing that at you Nihilii, just making the point in general) then the set will definitely seem sub-par. You know, like in the old days when we all had to micro-manage armor toggles because there was no such thing as inherent stamina or performance shifters.

    * - Scrappers get the option of 2, Brutes won't have that. I guess we have to "settle" for gloom.
  7. Quote:
    Originally Posted by EvilRyu View Post
    Its funny you say that because ever since issue 5 I have never seen a regen as the last man standing. If anything they have been the first to hit the pavement. I get that you do want to say the game is balanced around IOs but I do not think we should be judging whether this powerset needs help or not based on some extreme IO builds thats what I am saying. Not everyone is going to have the time or money to build for that. Personally I dispise the regen due to the clicky nature of it. Its like playing an empath but for yourself, and lets not forget the horrible effect of re-draw. I will be still testing the set despite all of this but I do not think regen is going to work for brutes unless there are some changes from the scrapper version.
    Alright, if the discussion is "does X power set need help, and if so in what form" then yeah, outlier/extreme builds shouldn't be the metric. But that thread already happened over in the scrapper forums, big lengthy discussion on how much, and to what (if any) debuff resistance should be added to the set. Meh. Those discussions rarely go anywhere, and I'm more interested in what I can do with a given set as it stands than what I wish it had.

    Outside of the vague comment I read in one of the u-stream summaries about "retaining scrapper numbers," we don't really have much to go on. They published the changes for /EA that came along with the port, so I'm sure we'll hear if anything aside from the addition of a taunt aura (if even that) is happening eventually.

    But in all honesty man, outside of another massive rewrite of the set, no amount of numerical changes are going to make you suddenly enjoy the clicky playstyle. On the other hand, I do. It's a refreshing change after so many "Please wait while I turn my 16 toggles back on!" toons. Nothing against toggles, love 'em - but there's enough repetition in this game and after a certain point one toggle defense (resist) toon plays a great deal similar to any other.

    I'm with you on the redraw, but I count that as a downside for any weapon set. Not necessarily for some percieved mechanical slow down or whatever, but simply because it looks freaking goofy. It's bad enough on a /sd toon, and that's not even all that bad. Heh.


    And Delerious, um, yeah. MoG on a fixed recharge? Are you delerio..... er nevermind.

    IH as a toggle with the same healing values? Have you the brain worms? That would be rediculously OP.
  8. Quote:
    Originally Posted by Spiritchaser View Post
    What will be interesting to see is how this set ends up working with the coming (but distant) titan weapons set. Notwithstanding the usual caveat about no-one knowing how it'll end up, it's a fair bet that shields will be out as a secondary if you're using an 8" steel round bar, a vespa or half a frozen cow as a club.
    Speaking of Titan weapons; unlockable weapon: Two Words.

    Rikti.

    Pylon.

    (please?)
  9. Quote:
    Originally Posted by Seldom View Post
    Sorry, the buffs are coming with issue 21. (which might be early fall or so.) "Perma" means permanent. In other words, the +defense effect is assumed to be something you will have at all times, on top of all the normal defense toggles.

    Huh. This should be interesting.

    A brute with:
    all normal energy aura defense
    Raised passive resists
    Scaling +recharge, that makes foes 'stick"
    A non-suppressing stealth so that the foes outside those 'sticking' don't notice.
    An endurance drain/refil that boosts defense by the number of foes nearby
    An endurance discount that also heals, gives +regen. This has a long timer, but the set has a scaling +recharge.
    A godmode if you want it.


    Put those all together, you have a very interesting set.
    Nice summary. Very interesting set indeed.
  10. Quote:
    Originally Posted by EvilRyu View Post
    You guys keep thinking that all you want, scrapper playstyle and brute playstyle are entirely different because your team will be looking at you to take the lead as a brute ...
    *sigh* Not really sure why I am bothering with this but here goes:

    Which is it Ryu? Soloing 8 man spawns or built exclusively in SOs. Make up your mind as to which level of gameplay you want to use as your "metric." Also, my "trip to 50" doesn't even ever include an SOs only build phase, as previously stated if I'm running to the point where I can use SOs, I have a plan for 50 and start slotting up. (lotgs start at lvl 25, for example). I just don't see the point in playing toons to 50 that I'm not interested in making awesome. Ok, so I min/max to an extent. I'm no powerset elitest (clearly, lol), but if I'm going to invest my time playing a toon past a certain point, then it gets pimped out and I start fiddling with what will work best. Or at least best in theory.

    The idea that (outside of a couple of very skilled players like Billz) someone is soloing x8 and running nothing but SOs on any powerset combo is laughable at best. And really, let's give up this illusion that "the game isn't balanced around IOs." It's a nice party line, but at this point I think we can all quietly just chuckle while reconciling that statement with the current wave of new content.

    Beyond that. The way I play my scrappers is basically the way I play my brutes. Mad spawn-diving monstrosities, regardless of their power set. I do with with sp/da, I do with with my km/regen. To me a brute is simply a scrapper with more hp and a funky dmg mechanic, while a scrapper is just a brute that hits harder most of the time but dies just a touch easier. Furthermore, since you brought up fury, I basically play Power Siphon like it is Fury. On whenever it is up, cycling fast attacks into the chain to keep the buff high, charging from one spawn to the next. Just because my AT says "scrapper" doesn't mean I am going to be waiting around for someone else to hit that spawn.

    Actually, your only real valid point is that we haven't seen what happens when /regen combines with taunt mechanics. That will be an interesting challenge. One I look forward to greatly.

    Regen for brutes will be exactly as it is for scrappers - Tons of haters, a few die-hard fans who love the set despite it's failings, and the occasional "Wow, that was impressive!" when the unitiated team with us and watch us be the last man standing.

    Not because of /regen, because we are intellectually vested enough in the toon to play the set well. I'll take a team of players dedicated to kicking *** with their "underdog" toons over a team of folks absent mindedly mashing buttons on their uberWTFFOTM toons any day, any week, any time.

    And I can't believe I forgot about DN for brutes. Less concerned about Smeld missing now.

    In other news:

    @BrandX - I have a km/regen at 44 with an almost done "No Purples, No PvPs" build that will be at the "sm insp to soft cap" on s/l, respectable e/ne (somewhere in the 20s iirc), around 50-60% global recharge before hasten (4x DW sets, 5x LOTG - 4 if I decide not to take manuvers). Even before Alpha slotting and finishing his defense sets he's beastly. Ok, so a km/regen *pve* build is a little wacky sounding, but meh - PvP. Can't get into it. Heh. Yeah, maybe not as awesome as kat/ or bs/ with their in-built defense boost, but it can work with other primaries too.

    @Nihilii - you touched on the exact reason I quietly think /regen is under-rated in the modern game. I personally can't wait to stand there in the blue patches (while sitting at capped regen thanks to destiny) laughing at BM while I smash her face. Or standing there waiting for Nova Fist with a well timed DP/Recon riposte. Before anyone laughs, if /DA can pull off this move with DR once or twice, then /regen should shine at it. And Keyes, lovely keyes. Disint will still suck - but pulses? Whatever.
  11. Quote:
    Originally Posted by EvilRyu View Post
    Ok then tell me how you gonna survive an av if everything is on cool down? For the record we are talking about SO builds not some crazy over the top gimmick with IOs or incarnate powers. I am just thinking of how bad something like the LRSF is going to be tanking on a regen. People need to wake up, this set is a shadow of a shadow of shadow of a shadow of its former self. I remember the glory days when a single regen could tank hami but those days are gone. This set will be very poor for tanking capped hp or not.
    Poppycock.

    A: Talk about SO builds all you want, but any character I bother to get to 22 is probably going all the way to 50. Any toon I take to 50 is getting an IO build, period. Even leveling from 25 (sometimes as low as 10) on up I'm running common IOs at worst. (Bear in mind I don't have a ton of toons, and tend to obsess over one or two at a time) Call me a snob or whatever, but there it is. Let's be honest though, outside of a few builds here and there I imagine the numbers mavens aren't really living exclusively in the SO world.

    B: Click timing is really important with /regen, if they are all down at once something isn't right. I already mentioned that brutes won't get the benefit of smeld, but I don' think that's a deal breaker.

    C: Who cares if it's not old school uber-rediculous regen of yore? I've already had /regen scrappers described as "tanky" so I don't see how my brutes will be any different.

    D: "People need to wake up?" :lol: It's a game Francis, settle down. Maybe you missed the part where I declared I don't care if X Y or Z is "better." Or the part where I pointed out some obvious disadvantages. I'm just stoked to finally have it ported.
  12. Quote:
    Originally Posted by Death_Adder View Post
    True, but the Devs did give SR a taunt aura in Evasion when it was was ported to Brutes, and Energy Aura is getting one in the EA revamp for i21. It seems like Brutes have Taunts in the post Freedom game.
    I noticed that as I was reading through the /ea changes. Perhaps there will be one in there somewhere then.

    And :P to all your (collective) /wp snobbery. Don't care. Boring set is boring and if I was after nothing but numbers I'd just roll ss/fa brutes, lol.
  13. The changes do seem interesting, looking forward to checking it out with titan weapons a little bit more now.
  14. Quote:
    Originally Posted by mauk2 View Post
    I dunno.....


    I suspect a regen brute will get close/very close to capping hitpoints, perma with some effort, and that's a BIG DEAL.

    If you have the patience to micromanage your survivability, regen can be TOUGH.
    This.

    Given the amount of overkill that DP has on an io'd scrapper with spiritual alpha, I'm betting that hitting HP cap will be the hallmark of /regen brutes.

    /regen is definitely micromanagement, and loosing Smeld breaks a bit of that uber survivability cycle you can get with a scrapper. Even still could be quite beastly.

    It's expensive, but not difficult to get to the 32.5% s/l defense mark (at least with km/regen I am almost done buying the bits to make that happen). Of course there will be the standard drawbacks, no ddr, no -rech resist, no -regen resist (unless that gets fixed during the port).

    Still stoked. I haven't really done much with SS, and will probably do swords with something less clicky (less redraw, I know, I'm silly) - this might just be it.

    Quote:
    Originally Posted by Death_Adder View Post
    I'm just wondering how/if they are going to add a taunt aura. Integration is a good choice, but I'm wondering if they might reverse stalker WP and scrap Recon and add Rise to the Challenge.
    I'm not sure they would want to combine RttC and Integration (unless they dropped the +regen portion and just made it a mez toggle) in a set that also has IH. /energy doesn't have a taunt aura and iirc /sr doesn't either. I guess regen could go either way at this point. Ideally either skip it or add it to Integration. Can't think of a reason to go changing the powers around.
  15. Yeah, vague post is vague.

    Trying not to think about how much I've spent building a km/regen scrapper, since I'll likely duplicate that on one or more brutes once this comes out. Heh.

    Hmm.. ss/? sword? claws? where to start ... :P
  16. I'm a big fan of void, partially for the -dmg component (hard targets are usually the only things that survive a musc boosted void anyway) and partially since it is a PBAoE I don't have to worry about targeting it. Since brutes are usually surrounded anyway, it works out nicely.

    Not that any of the others are any harder to use, just that void is the most fire and forget.
  17. Kin or Rad colored green?

    I don't remember what the Green Lantern could do.
  18. We finally get it.

    And I, for one, am freaking stoked. Anyone else?

    Yeah, there are downsides (no smeld for brutes, so no cycling the two 'godmodes' like you can on a scrapper, for example), but I've wanted this set ported to brutes for a while now. So yeah, still stuck on the upsides, heh.
  19. Love every single word of this announcement.

    Regen brute? Yes please. I'll take several. Oh, wait, Broadsword and Katana too? It's freaking official. The Devs do not Hate Villains.

    Psi/ on a corr, well now, doesn't that give me something to pair with the upcoming /time? Just for kicks. SR/MA tank? Wait, what?

    Now, if only I can find a name funny enough to warrant a wm/ea scrapper ...

    Actually, pretty excited about the changes to /ea in general. Always wanted to like the set.
  20. Quote:
    Originally Posted by GGG247 View Post
    I'm planning on 4-slotting Stamina on my Axe/Shield Brute with Performance Shifters, including the proc +End. Since I'm also taking Superior Conditioning and Physical Perfection on this alt, does it make sense to take more than 1 of these on him, or would 3 End procs be overkill?
    Someone may have already answered this, but I run this combo on my brute and I love it.

    Stamina, SC, and PP all get the Perf shifter proc and the 1 +end piece from the set. Generally with accolades and other +rec or +end bonuses from sets this is plenty for me to not worry about the blue bar. I'd skip 4 sloting stamina.
  21. Quote:
    Originally Posted by untoldhero View Post
    I got plenty of tanks and just wanted to see if I could a brute rolling for the extra dps they provide, but I prefer the survivability side of things so ill leave it for my scrappers
    Wait .. what?


    The Brute Squad has the wisdom you seek. Besides why would you be happier with /wp on scrapper that has even lower base/cap hps than a brute?



    (nothing against /wp scrappys, just, well, ya, the above confused me.)
  22. MayorOfAngrytown

    Titan weapons

    Quote:
    Originally Posted by Hercules View Post
    Just finished playing a Mace/SD Brute to 50 - rarely could get fury above 75%, and it tended to drop fairly quickly. I never felt that I was approaching the damage output of my MA/SD scrap.
    That's odd. I generally hovered in the 70-80 territory on mine without much effort at all. Deus is right, it's not going to be a top end dps monster, but it's not exactly shabby either.

    Quote:
    Originally Posted by Hercules View Post
    As far as DB foes, my DB/Fire is by far my least favorite scrap. I rarely play her. You have to complete combinations to get full damage output, and there are so many things that can interrupt an attack chain - running mobs, lag, and misses.
    Except that the top dps chain for DB doesn't run combos. Granted that needs a boat-load of recharge, so yeah, out of the box there is some level of combo reliance.

    Back on topic though, are we confirmed in the mechanical effect of momentum (I see people declaring an "animation speed" increase as though it had been verified by a redname), or still working from the vague notion that it makes you "gradually faster" whatever that means?
  23. Quote:
    Originally Posted by Steelclaw View Post
    * Silver Mantis was unable to be reached... actually we haven't been able to track her down since Stamina was made an inherent... .... .... heh.
    Win.
  24. Someone wrote up a really nice DE based EAT concept for goldside. It's around somewhere, but I don't recall what section. GR probably.