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I would vote for Spines or Broad Sword. With the changes that have been made to Fury generation, Spines wouldn't be too bad with the slows. It's like Dark Armor with a different secondary effect, and my Dark/Dark Brute doesn't have any problem generating fury. The secondary effects work mostly toward damage mitigation anyways.
As for Ninjutsu, let's leave Stalkers with ony unique secondary...too bad Brutes lost theirs with Tankers and Scrappers getting electric armor -
Quote:The only thing I've noticed is why decrease Shockwave's Damage...at lvl 50 with 90% Fury it still does less damage than Swipe...it just does damage to a cone. That is still sad that a tier 1 attack (Swipe) does more damage to a single mob then the tier 9 attack (Shockwave) :PFor anyone not comfortable with DS scales and what they actually mean here are the unenhanced lvl 50 numbers live vs test for a brute.
Swipe: 37.1 --> 34.62
Strike: 56.3 --> 51.72
Slash: 68.4 --> 61.73
Spin: 78.83 --> 78.83
Followup: 33.37 --> 33.37
Focus: 69.2 --> 62.98
Taunt:
Evis: 100.1 --> 90.96
Shocker: 52.1 --> 47.13
So what does that mean? Spin still rocks so hard! But what about some attacks with enhances, single followup, and say 85% fury?
Strike:
146.5 --> 136.7
Focus:
273 --> 248.8
So really not that much of a reduction in actual play, but a reduction nonetheless. At least spin still does like double the damage of most other pbaoes! -
Quote:Blaze can have it's range reduced to like 10 feet...even though sets like Spines and Claws both have ranged/melee attacks that have a range of 40 feet. I do realize that Blaze's Damage coupled with the Range might make it alittle over powering, so shorten the range...easy fix.I'd play the heck out of FM for stalkers if it had blaze. Never happen, but man it would be sweet.
I really like having a strong ranged attack on my melee toons to minimize chasing after things that run away cause I'm wailing on their buddy. I however, don't really like waiting until the 40's for that to become an option.
As to the chasing down runnings, unless your primary/secondary set for stalkers has a ranged attack, you'll have to pick something up from the patron power pools...that won't change, so either kill them quicker or deal with runners. -
Quote:The only experience I've had with Broad Sword is combined with Electric secondary. Mine is currently 12 and my "Stalker-Guru" buddy's is lvl 38. The mixture of Defense with Resistances is something to behold. It's kinda like my lvl 50 Katana/Fire Aura Scrapper. Very durable with dual layers of damage mitigation using both Defense and Resistance coupled with a good heal and tier 9 God-mode, Power Surge. I've seen my buddy crash from Power Surge...hit a blue...hit Energize...and Power Sink...and keep rollin' in mob's corspesI thought about rollin' a BS/Nin or /WP after I get my Blaster done. Any idea if its PvP worthy?
Edit: Meant to drop this in the PvP section. Oh wellz.
The difference as I see it for Ninjutsu versus Willpower is one utility set for another. Nin is more defensive with a good heal and some tricks, where WP is over time heals/regen rate with some defense and resistance rolled in. Nin has a "god-mode" and WP has a self-rez. So it depends on what attributes you are looking more for your PvP toon. -
Quote:1-ScorchOy! Blaze of course.
Na I dunno, I counted 6 powers last night +as,bu,placate, but I think I double counted buildup
I vote for FE in the primary.
scorch (yes)
FS (yes)
Breath (Definitely or as the AS :P)
AS
Bu
Placate
Cremate
FE (doubtful, Blaze :P)
GFS
I dunno what they would do with incinerate because if dot was ever an issue incinerate is the embodiment of that issue.
Maybe FireSwordCircle...No Stalker has ever gotten a PBAoE before, Cone...Yes
So my vote in no particular order, though all are probably too good to ever happen.
Blaze
FE
FSC
2-Fire Sword
3-Breate of Fire or Combustion
4-Assassin's Flames (something like the Carnies that use Fire)
5-Build Up
6-Placate
7-Cremate
8-Blaze
9-Greater Fire Sword
This would be my guess for Fire Melee being prolificated over as. -
And Spines doesn't have a Toxic DoT? hmmm ... I want an Assassin's Roast :0 animation like "drink chemicals" and "Breathe of Fire" combined ... Muha ha ha
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If you think 12 -KB is overkill, how about acrobatics with 2 lvl 50 KB IOs...2 lvl 30 Karma -KB IOs, and 3 full sets of Kinetic Crash IO set
for a grand total of 29 protection versus KB...rotflmao
On my Energy-Energy Blaster, I can stand in front of a Energy / FF Warden and laugh as his Repulsion Field tries it's hardest to knock me back or down. As he does so, I hit him with Power Thrust which is at 45 mag KB...then hit him with Power Push which is at 36 mag KB. Can anyone say "Punting for that extra point" lmao -
So what your saying is we don't need tankers with taunt and should just play scrappers and run around like chickens with our heads cut off? No one was blaming taunt in general, the point was tankers can use taunt to manage the aggro so said defenders and controllers can get their buffs/holds/ and what not out there with the impending doom of massive damage being shot back at those trollers when they group immobile the mobs. Never said anything to the idea of "must have a taunting tanker to survive", I mentioned about how taunt helps tankers control the aggro and keep it off those ATs without those lovely shields and armor to take that incoming damage.
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As to what to skip to fit Taunt in...well Build-up for starters. It's a good power to put off till late 30s early 40s. Tankers are about defenses and taking the damage, not doing the most damage. If that is what you want...try a scrapper or brute. Taunt can save your life in a "beat around the bush" sort of way. You save the squishies...they'll save you.
Also remember with safeguard missions, you can put off travel powers till late 20s to early 30s. Once Issue 16 hits, you can grab a temp travel and wait till you have all your necessary powers taken care of. Travel power is great, but if your defenses aren't up to snuff...the only main traveling you'll do is to and from the hospital. -
Quote:The Tanker AT's main purpose is to hold aggro as you said...the part I'm having trouble with is the some have it...some don't. The only Tanker Primary that can get away with no taunt is maybe Ice Armor. Past that, if your a tanker without taunt...your just a scrapper trying to be a tank in disguise. Over the past 2 weeks, I've team with various tankers without taunt and each time...they have face-planted the whole team because they could not hold the aggro so the squishie ATs could support/heal/buff that particular tanker.I disagree with this statement wholeheartedly. All my tanks are level 50 tanks. Some have taunt and some do not. Taunt is one tool in the box to control aggro, Yet it is not the only one. My Fire/Fire tank does not have taunt yet has no problem holding aggro because all his attacks have an aggro component. Gauntlet is also a tool. My Ice tank while he does have taunt also has chilling embrace as well as Icicles and with those two running it is almost impossible to pull aggro off him.
As for Gauntlet, it doesn't last as long as taunt and doesn't have the -75% ranged damage debuff with it. Taunt can also be used to hit those mobs just out of melee range that's trying their hardest to kill off your heals and buffs. Tanker's control aggro first and foremost, they take the damage to give team-mates a chance to rip them a new one while the mob's keep looking at you. It's kinda hard for the defenders to heal and buff if their fighting off mobs. The same goes to Controllers...they aggro like nuts and need tankers to keep the mobs busy with laying down holds to help said tanker.
Without everyone pulling together and doing their individual "jobs" on the team, the whole team fails...regardless. -
Quote:First of all...yes your not a tank. Can you be, yes...with support and heals. The main point about about brutes is similar to tankers in the fact that brutes have taunt for a reason. No other red side AT has taunt anywhere in their primary set, so guess what...your the aggro magnet. Now that doesn't mean that the have to just stand and pull and taunt by any means. But in general, taunt not only builds fury...keeps the squishies safer...and gives the taunted mobs a -75% ranged damage debuff for the duration of taunt.I just start spamming my AoE attacks.
I don't want aggro.
If someone is silly and takes the aggro off me, oh well.
If they biff, it's their fault.
I am not a tank.
Anyone who attacks has the chance to out aggro you sometimes, it's a fact of the game. Just taunt the mobs and move on. As to them "biffing" and dying...well some people are new...not sure what is too much aggro...or what not. The moment you let that possible "supporting" character die for no reason due to being too lazy to taunt the mobs back on to yourself, well they may just sit there and watch you die and laugh back at you.
Back in Beta when Mastermind's pets were stronger, they could effectively "tank" for the team. But I ask you...who has taunt in their primary set and who has to take the Presence power pool to get it? The choice of "Who's going to Tank" becomes alittle more clearer. On the flip side, if the other players don't want to support you with buffs, heals, shields and what not...let them die. It's a team effort for a reason, without support from everyone in the team...everyone face-plants. My 2 cents...take it with a grain of salt -
I'm excited myself to see what changes will be made to TA. Working on a Build for Assault rifle and TA, and I have to say...I'm giggling maniacally at the thought of TA's debuffs and powers like Ignite, flamethrower, and full auto...Muha ha ha.
I may have redraw issues, but I'll be laughing while I burn those mobs to a crisp -
The DoTs don't really last that long, and if Spines can work with it's DoTs...why can't fire melee as a stalker primary?
And as for "brightness", with the ability to re-color our powers...we can dull the look and make it so we don't stick out like a sore thumb. -
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Quote:I fully agree with you. This feels like my stone brute with no armors and alot of controlsMy only Complaint about /Earth is that I keep forgetting I'm not playing a Tank or Brute and when something hits me it REALLY hurts...then I go oops I'm a dom :P.
Pass that, I'm liking the animations and the lava look put on it. Have to go reserve my name for this toon
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With Hasten and 3 recharge in it with Electric Armor's quickness passive, I've the recharge down to 1 minute and 1 sec. With 3 heals in it, I've gotten a 667 heal out of it. Now this is with lvl 50 normal IOs, so that should give you a basic idea.
It doesn't necessarily "fix" Electric Armor, but it's a boost in the right direction. Coupled with AiD Self, you should have too many problems. -
When did Shield defense come into the conversation? Thought we were talking about Fire Melee as a primary. Shouldn't be a problem due to small DoTs...it's basically like Spines with a small Fire DoT instead of a Toxic DoT.
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So no one has an interest in seeing Fire Melee added to the Stalker Primaries? I though some of you hard core stalkers would be interested in another primary that hopefully like electric melee could have some nice animations...like Elec's Assassin's Strike.
Any thoughts? The OP has a generally good idea on the subject and like the brute boards...if you petition hard enough, you just might get it added (cough, cough...Clawsfor example)
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I just fiddled with Mid's for an idea of a build with Ninjutsu Secondary...hehe...Flaming Ninja Monkeys anyone Muha ha ha
So you want your target Deep Fried or Original Recipe -
I would also love to see "Assassin's Flames" as a clone of Breathe of Fire...since it's rather useless most other times. Something for animation like: drinking from a vial (like the science pack costume animation) and spit flames at the target. As per the secondary effect of Fire, I'd also love to see a minor 3-4sec DoT to the Assassin Strike.
Past that, if they port over Fire Aura...it couldn't be much worst then Electric Aura -
Well a Tank without Taunt is like an Emp Defender without any heals or buffs, you did what you thought was best....so meh, your better off without that team. You tried to make-up for the Tanks short comings and it worked. Seems like he was built for soloing and possible PvPing. The RttC aura does more Regenerating then actual taunting...at least effective taunting that is when it comes to the Willpower secondary set for Tankers.
As for the comments replied back and forth, it the tank can be testy and you can't in return...then it's the player's attitude for "Can dish it out, but not take it" that applies. You at least pushed them into a corner which is more than the Tanker did, so as long as you don't have it on constantly, like you said you didn't, that's fine by me. -
The other thing to remember Drew, is we have the ability to make dual builds. Magic bring a good point with the "lead or not to lead" approach. Due to the fact that Fire-Fire doesn't have any mitigating secondary effects, except more damge, sometimes till you get set with your build it maybe better to have other brutes do the taunting and you just pour on the damage.
As for the dual build thing, I've got one build for soloing/Single-Target attacks/taunting...and on the other I skip taunting and have alot of AoEs/Cones to pour on damage. The biggest thing I have found from other brutes on teams is the scattering effect of Burn when you don't have a way to immobilze them. Unless you immobilze them they scatter and your fellow brutes will scream at you all day long to stop it. The thing is if you can get them immobilzed, Burn adds 300+ damage without Firey Embrace on.
On the issue of IOs, depending which ones you want stick with SOs till lvl 47 then start collexting what IOs you need. Some are expensive due to the rise of AE and less drops from normal missions. So plan accordingly and you'll be fine. -
Until you get to Single Origin Enhancements, every brute has endurance issues, be patient. As for Build-Up, if you can fit it in...go for it. I re-examined my AoE/Cone build and found if I sacrifice taunt or a travel power, I can fit in both Build-Up and Firey Embrace
Fully slotted will look like 32-ish% +Acc and 180% +Dmg, which will be just fine
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That's basically what I'd like to see changed Neo. Either increase the range to 20-30 feet normally -or- increase the cone arc from 30 degrees to 45+. You exactly right on the melee part...might as well be 8 feet, that extra 7 feet isn't good for much.
I'd love to see the cone reduced to 8 feet, but I'd want the arc increased to 120+ degrees if they did so :/ -
The basic thing I'm looking at is that for every melee sets that got BoF got the shaft with the 15 foot range. On the Tanker side, they at least got Combustion incase they don't want BoF. I just wanted to try and get the range increased some or maybe switch it out for Combustion. Lining up cones in melee is bad enough without having an almost useless range to it. And it's just not BoF but it should be classified as either melee ranged an increase the size of the arc or increase the size of the range and make it a true "range" cone.