Moonlighter

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  1. Quote:
    Originally Posted by King_Moloch View Post
    One of the big hurdles I'm running into is Endurance consumption. Trying to get him to the softcap without going over 1.68 or so end when even with full stamina loaded out you're only cooking 2.8 or so is a little stupid. I don't have toons that can't make the softcap, as a general rule.
    An /Elec scrapper or Brute should have unlimited endurance. Between perma-Energize (which provides a global Endurance Reduction) and Power Sink the *last* consideration for the build is endurance consumption.

    I do prefer /Elec on Brutes because Energy caps at 90% and you get a taunt aura.
  2. Quote:
    Originally Posted by Nihilii View Post
    A taunt aura in Presence would be awesome; on the other hand, it would become really, really hard to justify playing a melee AT over a buff/debuff one.
    I would be shocked if a taunt aura 3 powers deep into Presence would suddenly make melee characters scarce. And if it increases the presence of support characters I say "Yay."
  3. Quote:
    Originally Posted by Blue_Centurion View Post
    I have a character I ran for a fellow gamer's brief tabletop roll playing game "Demon The Fallen." I liked it enough that i created it in game, and it almost required Fire Armor, a choice i rarely play. I paired it with claws for 2 levels, and rerolled to Dark. I personally love Dark, and it worked well with the concept.

    Now, to the nuts and bolts of the post. WTF do i do with a Dark/Fire Scrapper? I tried a Dark/Fire Brute years ago and ran it for like 2 weeks to about 20. It seemed squishy and, well, squishy. This was pre inherent fitness too. I experienced some end issues, but I have gotten the new guy to 20, and his first End Recovery power. Having 2 End Recovery PBAoEs is going to be great obviously. The Build has a lot of "Not all the time AoE that does something else in it" Dark Consumption, Soul Drain, Consume, and Burn. Not a PBAoE chain by any means, but it can only help soften the mobs for Blazing Aura to keep whittling them. I love Dark, and while not a "Master" with Shadow Maul I get more than one target more than my fair share of the time.

    So, for any that have run this, what do I need to be looking at for tactics? How does this beast run?

    I may go full I/O build on him, but I am just as likely to run him on SOs to 50 with a few -KB procs.
    A Scrapper won't be able to leverage Burn unless you get lots of immobilize powers or some kind of taunt aura. If you want Burn as a mitigation tool it's great as it will send your enemies running away. If you want it as a damage source it will be problematic. This means Burn won't be as useful until you can either get Tentacles from Soul Mastery, the Hybrid taunt aura which is up only half the time, or maybe Caltrops. That's a long hike.

    Another thing about the scrapper is they cap at 75% resistance. Since Fire hits over 90% resistance all that extra is wasted on a scrapper. Brutes can hit 90% fire resistance which makes them extremely durable against those types of foes.

    A Brute has a taunt aura and Burn is just brutal if you can survive. You also get the higher resistance caps. I'd go a Brute for this build. And I say that even though I generally prefer scrappers.

    That said, your best bet will be to try to soft cap S/L. Yes, that means you will want to leverage Kinetic Combats. If you can't do this at least get to 32% so you are capped with one small purple. If S/L is capped you end up with holes to cold (rare) and Energy/Negative. You can work on getting up E/N as well since that will involve your PBAoEs or just don't worry about it and kill things fast. Soul Drain followed by Burn will be really strong if you can keep enemies in your Burn.

    The nice thing about chasing defense is you end up pumping your recharge, regen and hit points because you can three slot each defense power with Luck of the Gambler IOs -> Defense + Def/End + Def/Global Recharge.
  4. Quote:
    Originally Posted by Aura_Familia View Post
    As a stalker player I don't consider this a bad thing. Reliance on Assassin strike is a very old school tactic that I dropped ages ago.
    Um, I'm talking about the non-hidden 1.18 animation time version of Assassin's Strike. In a good AoE zerg group who is out of combat long enough for Hide to kick in? By the time I run up and throw my first attack almost everything is dead. Good for XP, bad for game play.

    I think your post sort of ignores the point I was trying to make though, and that is that buffing nukes is buffing an AoE zerg style of game play that isn't particularly compelling, though it will be good for farming. I'd rather see a large modifier to single target damage then buffs to make AoE zergs more appealing strictly from a fun standpoint.
  5. Quote:
    Originally Posted by CyWolf View Post
    I like to see ripper get the option of changing its animation from the flip to the barb swipe animation.
    I also like the animation for barb swipe. I liked it way back when it was on claws. It is just terrible if the attack doesn't do enough damage to warrant the animation time. That was the issue with the old claw attack and is currently the issue with Barb Swipe. Moving the animation to an alternate Ripper and/or Eviscerate animation (assuming it is tweaked to match times exactly with the current animations) would be awesome. If they have the animation hanging around they might as well give us the option of using it.
  6. Quote:
    Originally Posted by Deus_Otiosus View Post
    As Werner already mentioned, the DEF from Barrier works in a similar fashion to protect you the way DDR would.
    The defense debuffs I worry about most never miss me; debuffs from Tarantula Widows, Carnie bosses and some DA mobs. I believe they are autohit or at least typeless.
  7. My analysis is this:

    Damage totals on my blasters for crashing nukes is currently zero on minions, and about the same on bosses and lts due to the fact that these powers do not appear in my builds. So I am predicting, based on the maths, a huge increase in effectiveness for these powers.

    All kidding aside, I am slightly worried that this might make the game less fun in big groups. There are already groups that kill so fast I have trouble getting off an Assassin's Strike and end up running ahead just to do some damage. I can see these changes exaggerating that.

    On the other hand I haven't seen the issue playing my Dual Pistols blaster when I am dealing the nuke so there's that.
  8. Quote:
    Originally Posted by Rajani Isa View Post
    And thematically, one of the first tricks many people are taught when it comes to projecting themselves onto others is to hide it.
    Thematic explanations aside, we don't need an AoE placate atop two pools. But we could really really use a taunt aura at the top of Presence. No, wait... really really really use. Because that third "really" makes the difference here. Arbiter Hark and Synapse won't be able to deny me if I have a third really in my post.
  9. I always avoided Ice because of the Fire hole despite the non-crashing T9. It sounds like people don't mind it though. How is the -Recharge toggle? It didn't look that useful to me. Does it keep critters from running?
  10. Please imagine this post to be a curt comment of excitement and relief coupled with a relevant internet meme to push the point home.
  11. Quote:
    Originally Posted by Leo_G View Post
    Frankly, I feel your motives are overly emotionally driven.
    Let's look at some of your quotes:

    Quote:
    Actually, now I think I know, after reading my post, why people seem adamant about arguing the snipe fix. It's not because they can take advantage of the changes without needing to change their builds, it's that they can't EXPLOIT the changes by twinking their builds.

    Key words there: EXPLOIT and twinking.
    Quote:
    If I could, I'd spit on the quoted opinion and kick sand in its face...Just saying
    And then a post with no value except to elicit an emotional rise:

    Quote:
    Well at least you admit my argument as superior. Thanks!
    I'd look at your own post history before claiming someone's "motives are overly emotionally driven" as you put it.
  12. Quote:
    Originally Posted by John_Printemps View Post
    Brutes, do to their inherent need to be in-combat, suffer more incoming damage and thus require the larger window of HP just to survive. A Scrapper is in no different a condition than the Brute when dealing with incoming damage, but they have the ability to get out, if need be, and still be at the same level of performance. In a ratio of 2:1, a Brute's Dull Pain or Reconstruction might do twice the amount of a Scrappers, but they're also--generally speaking--taking twice the amount of damage in the process.

    Just saying: Unless a Brute Kites like a Scrapper, their excess HP means very little; and in the case that a Brute does Kite, they're effectively lowering their damage output in Fury loss to do so, giving the edge to Scrappers wholly. Kind of like a toss up between Stalkers and Scrappers on Regen. Scrappers have a slightly better opening hand, but Stalkers can deliver meaningfully lethal blows in short bursts and excel at Kiting, even if they don't get the same level of performance that a Scrapper or Brute would.
    I get what you are saying, but I rarely kite as a scrapper or a Brute unless I am testing my build at edge cases; ie. recently read a Werner post. In fact I set my difficult to be just at the edge of where I would have to kite to do normal content.
  13. Quote:
    Originally Posted by John_Printemps View Post
    So, in that analysis, I--personally--feel Scrappers get more mileage out of top-end performance versus Brutes.
    This assumes that the extra Brute staying power doesn't allow them to stand and deliver longer. I find when you are operating at edge cases this is often the case.

    Quote:
    Originally Posted by planet_J View Post
    This is pretty close...you won't see a dramatic difference...because scrapper regen caps are 500% higher...though it might "feel" that way because you have more HP to start with...

    Scrappers cap Regen at 301.2 HP/Sec Brutes can cap Regen at 339.4 HP/Sec if my math holds up...
    High health is protection against the alpha strike or rapid changes in incoming damage which is typically a weakness of Regen. Scrappers are much more susceptible to this. High health also boosts Reconstruction and the heal portion of Dull Pain, thus increasing the character's ability to recover from damage spikes.

    It's an interesting discussion. Brutes don't get access to Shadow Meld so that's another factor in Scrapper's favor.
  14. Quote:
    Originally Posted by Arcanaville View Post
    The changes being made to Dual Pistols are intended to counterbalance the snipe changes being made to other sets. That change is fundamentally a single target DPA/DPS change. What you're talking about is your opinion that dual pistols doesn't appeal to you, something that the devs haven't specifically identified as a problem yet.
    The changes to DP are welcomed, and they make the set competitive with the current environment, but come the new changes the set will fall behind again.

    ~ Once all other sets gain a crashless nuke DPs loses one of its big advantages. It's not nerfed, but it does lose ground in the balance scale.

    ~ DP still has redraw. This hurts its DPS when trying to incorporate attacks and defenses from its secondary. I always saw the crashless nuke as the counterbalance to the redraw sets.

    ~ With no Aim and no snipe the set loses a lot of burst potential that other sets gain. DP *really* loses out when paired with /Dev or /Energy that can perma Snipe.

    Here's my suggestions for further changes:

    ~ Shorten the animation* on Piercing Rounds. Make the -Res debuff work with any ammo. Ammo dancing to keep up the -Res debuff against hard targets for the benefit of the group is annoying at best.

    ~ At 20 seconds Piercing Rounds should have a higher damage. Bitter Ice Blast has a 12s recharge and it does 142 while Piercing Rounds only does 128. That's pretty bad, even adding in Incendiary ammo. My guess is that Piercing Rounds is using AoE damage numbers but the "cone" which is more like a straight bolt usually only hits 2 and even that's unreliable. Someone skilled at it can get some 3 hit openings but that's tough and they probably spent enough time lining up the shot to waste several hundred damage worth of potential damage.

    Like Shadow Maul, make the extra one or two enemies that may be hit by this power a freebie and up the damage to be competitive with single target attacks. This is not a power that will reliable hit 5+ enemies, and to leverage it requires time to position.

    ~ Why is DP's Suppressive Fire only 9.54 seconds while Archery's Stunning Shot and Assault Rifle's beanbag at the same recharge are 11.92 seconds? Both AR's and Archery's activation time is much shorter than Suppressive Fire. Why are all three of these substantially shorter than the hold in Bitter Freeze Ray which also does substantial damage? None of these stuns deliver damage at all. At least bring Suppressive Fire's stun up to par with Archery and AR.

    ~ Have a higher percentage of damage use the more exotic damage type when you swap ammo. It is an intuitive and cool gameplay element to be rewarded by knowing what ammo to use against which enemies. I suggest making swap ammo change the ratio of lethal to special damage to 50/50.


    *Admittedly I am biased because I hate the animation.

    When these changes go through Archery will probably need to be reviewed as well since it has redraw and it's main competitive advantage was a crashless nuke.
  15. Quote:
    Originally Posted by IridiumMaster View Post
    On the stalker front, I've been soloing +4x8 Dark Astoria content. Total of 2 deaths on Mu Draken arc up to the AV. Woulda been one death if not for a phone call. :/ Bear in mind, this is not for the faint of heart. Requires pretty good concentration / situational awareness to get it done. That said, I'm pretty comfortable saying that this ele/regen stalker can do a lot of things that my Dark/Invuln uber scrapper cannot do. AV soloing is probably not going to work, though, heh. At least at +4x8.
    I run DA at +4 x8 on my MA/Shield as well. It's not that bad because it's really just +1 at end game. Run tips at +4 x8. I am curious how you do. That's the hardest normal content for my melee. My Dom has a much easier time on tips though.
  16. Oh, I realized my two posts were negative. I really am excited to see changes to the power pools! This is awesome stuff.
  17. Quote:
    Originally Posted by Arbiter Hawk View Post
    Fun factoid we didn't mention in the Coffee Talk - Boxing, Kick, and Cross Punch also grant bonuses to your Brawl as well. They're just thematic/easter-egg-y, but they are fun. If you have either Boxing or Kick, your Brawl has a 10% chance to proc a Recharge and ToHit debuff on its target. This debuff is double strength if you own both of those powers. If you own Cross Punch, your Brawl also has a 10% chance to proc a Regen and Recovery debuff on its target.

    On the Presence note, you mention the single-target Taunt becoming a single-target ranged Placate, but Unrelenting is the new tier 5 power in the set, and it's also pretty cool. Using it gives you a moderate Heal over Time, a moderate Recharge bonus, a moderate Damage bonus, and a moderate Recovery bonus. Additionally, you can use it while defeated, restoring a moderate amount of health and endurance to you if used in this manner.
    You are going to make me resurrect my "MAN" build, aren't you?
  18. With no changes the new Fighting pool will be a significant buff to Super Strength since buffing those powers will make them functionally better when Rage is applied then the single target Super Strength attacks.
  19. Quote:
    Originally Posted by Vel_Overload View Post
    Can we nerf brutes too? Yes, I just soured this thread.. because brutes are OP.
    Brutes are good, but they aren't even top of the food chain. Unless what you mean is farms that have enemies within a narrow range of performance.
  20. Quote:
    Originally Posted by EvilGeko View Post
    Can't say this isn't true, but while it's a noticeable difference it's not a make or break issue.
    I would agree for normal play. It might be annoying trying cutting edge tricks but I don't think a Regen scrapper can't be pretty good.

    It's just that the nature of Regen highlights the strength of Brutes. For EA, for example, a smaller regeneration and energize heal isn't an issue because it's one part of the mitigation. Even Willpower has layered defense. On Regen it's the most noticeable of any secondary set, though, because Dull Pain exaggerates both of the Brute's health advantages and every Regen power except MoG is 25% less effective.
  21. Everytime a Regen thread comes up, I go and play with it in Mid's against my better judgement. I need another alt like I need to barbeque with money. I actually have a 50 Dark/Regen shelved I can play with.

    Anyway, the thing that strikes me is how much better Regen is on a Brute. It really has to do with Health, which directly affects Regen. My scrapper is capped at 2409 with pretty much Accolades and Dull Pain. A Regen Brute, on the other hand, can hit well over 3100 hit points. That's a 25% increase in hit points and thus regen, on top of perma-Hasten and 30% S/L Defense.
  22. I don't like the DPS hit you take from the activation time of all the clickies when trying to survive top end content. Particularly the ponderous animation of Shadow Meld.
  23. Quote:
    Originally Posted by Andferne View Post
    Currently I can run pretty much anything at +4/x8 and only rarely run into problems. This includes the DA stuff. If I picked it up it would be for one of those 'oh crap' moments.
    You run a Shield build +4/x8 on tip missions? I am curious how you handle multiple boss carnie spawns where pets have increased ToHit, the defense debuffs from Arachnos spawns, and Devouring Earth quartz. Are you just kiting everything all over the maps?
  24. Finally got through the whole thread.

    ~ I am in the "it needs to be fixed" camp.

    ~ Comparing this one power with 3 or 4 SOs to a Brute build fine tuned with billions of influence of IOs probably isn't the best argument.

    In addition, I think people tend to exaggerate the power levels of Brutes. Yes, they can farm content very well if the enemies fit into a certain range of criteria. Try to run the highest content, like tip missions or DA missions, at the highest settings and debuffs and hit bonuses have the character kiting and scrambling to survive.

    That process is not the same as having a stealth blaster drop a Bonfire on a group of +4 Arachnos and eliminating them as a threat.

    ~ Anyone trying to defend the Bonfire + Proc combo by comparing it favorably to Plant is not doing that argument any favors. Just saying.
  25. Moonlighter

    Shockwave

    Shockwave, you are probably too good! Move into the line of powers that need adjustments!

    <Shockwave sadly shuffles over to the desk and takes a number. It looks down and sees number 46. It moves to the bench and sits down.>

    <8 months later Synapse calls out from the counter:>

    Number 7! Serving number 7!