Nalrok_AthZim

Legend
  • Posts

    3740
  • Joined

  1. Nalrok_AthZim

    Brute as damage

    Quote:
    Originally Posted by Dechs Kaison View Post
    Any squishy that gets aggro before me is moving real damn fast. In which case, I'm still an aggroholic, so I'll try to get the aggro before he dies.

    Or he's just on his own following rule #2 and #3 to the fullest.* It's all well and good, rule #4 has him, the team, and myself covered.**




    *The second rule of DKTF is: at all times you must be having fun. The third rule is: if you think you can handle it, you're free to go for it.

    **Fourth rule: If you thought you could handle it, but couldn't, you are expected to get back up or hosp out.
    I suppose I should mention that usually, said squishy is busying himself while I'm in the middle of another spawn. Somewhere in the squishy mentality development, every damage-oriented ranged class gets the idea that, while the designated tank is in one group, they're safe to pull more. If I'm at the aggro cap (which I usually am) it's going to end up being his face that plants.
  2. Quote:
    Originally Posted by Mazdryk View Post
    Has anyone heard anything about them fixing the AI anytime soon so that Robots or any other Ranged MM pets stop running into melee range?
    I doubt it.
  3. Quote:
    Originally Posted by _Deth_ View Post

    So again, like I said before, read Jebe's guide.
    I did, and... I'm not happy with it. While it's clear he's made his Dark tank into a veritable wall of fun, there are a lot of things he forgets to mention and quite frankly, his opinion on Soul Transfer is pretty bad IMHO.

    He doesn't mention the GIGANTIC Psi resist values in Obsidian Shield and instead goes on to say it needs Steadfasts slotted into it for KB protection, when you could easily slot a Karma into Cloak of Darkness or take Acrobatics (since he mentioned the Leaping pool).

    He doesn't mention the EQUALLY GIGANTIC Endurance Drain resist values in Murky Cloud, which can really make a difference when fighting Carnies, Malta, Freaks, and anything with a substantial Endurance Drain in it's arsenal. (I laugh at Sappers.)

    He doesn't mention the two most crucial parts about Soul Transfer:

    -It's Autohit
    -Magnitude 30 stun!

    Soul Transfer is quite possibly the BEST way a Dark Tank can soak an Alpha, even if it does require dying in order to do it. Just hover your finger over that thing when your health goes red and then hammer is when it flashes red. Before that spawn has a chance to turn and attack your allies they're hit with the biggest stun of their lives, allowing you to mercilessly pick off each one of them before it wears off.

    Plus, I can't remember when they implemented Darkest Night for Soul Mastery so I'm going to assume he didn't have the opportunity to mention it, as it's the keystone for my (and several of my friends') Dark Armor characters.

    I'm not saying it's a bad guide. I'm just saying he's either unaware or apathetic to a few of Dark Armor's biggest key points. I'm hoping for the former, because the latter is just sad and does little for his know-how of DA in my eyes.
  4. Nalrok_AthZim

    Brute as damage

    Quote:
    Originally Posted by _Deth_ View Post
    *sigh* it's called teamwork. Last STF I ran on my tank, the group wasn't comfortable with my pulling more than one AV at a time. I was perfectly comfortable, and was even being nice enough to try to keep them away from the stupid squishies in the group that thought it was ok to be in melee range of the AVs.

    Soooooooo, guess who pulled the AVs....... The blaster. Then, being a tank that actually likes to do his job, I pulled the AV off the blaster BEFORE he died.
    You're a far better person than I am. Whenever a squishy decides to yank aggro before me I let them die... THEN take aggro. When they complain I simply ask who the tank is.

    I love their response, every time: "I was pulling for u!"

    No, you weren't.
  5. Fiery Melee/Energy Aura.

    Sub-par defenses with a non-mitigating primary. Sure, it'd do great damage but would go down like a pair of loose pants.
  6. Here's my new build.


    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ulrich Van Sturm: Level 50 Natural Defender
    Primary Power Set: Traps
    Secondary Power Set: Dual Pistols
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Caltrops -- Slow-I:50(A), RechRdx-I:50(9), Posi-Dam%:50(48)
    Level 1: Pistols -- Decim-Build%:40(A), Decim-Dmg/EndRdx:40(3), Decim-Acc/Dmg:40(11), Decim-Dmg/Rchg:40(34), Decim-Acc/EndRdx/Rchg:40(48)
    Level 2: Dual Wield -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(11), Decim-Acc/EndRdx/Rchg:40(37), Decim-Acc/Dmg/Rchg:40(48)
    Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal:50(5), Dct'dW-Rchg:50(5), Dct'dW-EndRdx/Rchg:50(23), Dct'dW-Heal/Rchg:50(31), Dct'dW-Heal/EndRdx/Rchg:50(45)
    Level 6: Acid Mortar -- AnWeak-DefDeb:50(A), AnWeak-Acc/DefDeb:50(7), AnWeak-Acc/Rchg:50(7), AnWeak-DefDeb/EndRdx/Rchg:50(15), AnWeak-Acc/Rchg/EndRdx:50(37), RechRdx-I:50(45)
    Level 8: Force Field Generator -- DefBuff-I:50(A), DefBuff-I:50(9), DefBuff-I:50(50)
    Level 10: Swift -- Run-I:50(A)
    Level 12: Poison Trap -- Lock-Acc/EndRdx/Rchg/Hold:50(A), Lock-%Hold:50(13), Lock-Acc/Hold:50(13), Lock-Acc/Rchg:50(15), Lock-Rchg/Hold:50(40), Lock-EndRdx/Rchg/Hold:50(43)
    Level 14: Health -- Heal-I:50(A)
    Level 16: Empty Clips -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(17), Det'tn-Acc/Dmg/EndRdx:50(17), Det'tn-Dmg/Rng:50(25), Det'tn-Dmg/EndRdx/Rng:50(46)
    Level 18: Seeker Drones -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(19), SipInsght-Acc/Rchg:50(19), SipInsght-ToHitDeb/EndRdx/Rchg:50(23), SipInsght-Acc/EndRdx/Rchg:50(46), SipInsght-%ToHit:50(46)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Combat Jumping -- Ksmt-ToHit+:30(A)
    Level 24: Super Jump -- Jump-I:50(A), Jump-I:50(25)
    Level 26: Bullet Rain -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(27), Posi-Dmg/Rchg:50(27), Posi-Dmg/Rng:50(31), Posi-Acc/Dmg/EndRdx:50(43)
    Level 28: Executioner's Shot -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(29), Thundr-Acc/Dmg:50(29), Thundr-Dmg/Rchg:50(31), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Dmg/EndRdx:50(50)
    Level 30: Swap Ammo
    Level 32: Time Bomb -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(34), Oblit-%Dam:50(34)
    Level 35: Piercing Rounds -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(36), Det'tn-Dmg/Rchg:50(36), Det'tn-Acc/Dmg/EndRdx:50(36), Det'tn-Dmg/EndRdx/Rng:50(37)
    Level 38: Hail of Bullets -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(39), Oblit-%Dam:50(39), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40)
    Level 41: Scorpion Shield -- RedFtn-Def:50(A), RedFtn-EndRdx:50(42), RedFtn-Def/EndRdx:50(42), RedFtn-Def/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(45)
    Level 44: Hasten -- RechRdx-I:50(A)
    Level 47: Acrobatics -- EndRdx-I:50(A)
    Level 49: Assault -- EndRdx-I:50(A), EndRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 30: Cryo Ammunition
    Level 30: Incendiary Ammunition
    Level 30: Chemical Ammunition
    ------------
    Set Bonus Totals:
    • 14% DamageBuff(Smashing)
    • 14% DamageBuff(Lethal)
    • 14% DamageBuff(Fire)
    • 14% DamageBuff(Cold)
    • 14% DamageBuff(Energy)
    • 14% DamageBuff(Negative)
    • 14% DamageBuff(Toxic)
    • 14% DamageBuff(Psionic)
    • 7.5% Defense(Smashing)
    • 7.5% Defense(Lethal)
    • 5% Defense(Fire)
    • 5% Defense(Cold)
    • 5.625% Defense(Energy)
    • 5.625% Defense(Negative)
    • 9.375% Defense(Melee)
    • 7.5% Defense(Ranged)
    • 10% Defense(AoE)
    • 4.5% Max End
    • 2.5% Enhancement(Held)
    • 38.75% Enhancement(RechargeTime)
    • 54% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 8% FlySpeed
    • 22.89 HP (2.251%) HitPoints
    • 8% JumpHeight
    • 8% JumpSpeed
    • MezResist(Held) 2.2%
    • MezResist(Immobilize) 7.7%
    • MezResist(Sleep) 3.3%
    • MezResist(Stun) 6.6%
    • MezResist(Terrorized) 2.2%
    • 4.5% (0.075 End/sec) Recovery
    • 10% (0.425 HP/sec) Regeneration
    • 4.095% Resistance(Fire)
    • 4.095% Resistance(Cold)
    • 3.75% Resistance(Energy)
    • 1.26% Resistance(Toxic)
    • 1.26% Resistance(Psionic)
    • 8% RunSpeed
    • 4% XPDebtProtection


    I know he's WAY over soft-cap on a few things, but it doesn't bother me.
  7. Alright, a quick revise:

    1- Pistols, Caltrops
    2- Dual Wield
    4- Triage Beacon
    6- Acid Mortar
    8- Force Field Generator
    10- Swift
    12- Poison Gas Trap
    14- Health
    16- Empty Clips
    18- Seeker Drones
    20- Stamina
    22- CJ
    24- SJ
    26- Bullet Rain
    28- Executioner's Shot
    30- Swap Ammo
    32- Time Bomb
    35- Piercing Rounds
    38- Hail of Bullets
    41- Scorpion Shield
    44- Assault
    47- Trip Mine
    49- Hasten
  8. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I'll look into it a bit more when you post the full build but a few comments:

    1. Focused Accuracy is really not worth the Endurance it costs to run. If you can find a spare power choice for Assault then Tactics is far superior. If not stick a second slot in CJ and use a Kismet IO, you'll get about the same benefit.
    2. Why do you put off Seeker Drones? It's one of the best powers in Traps, at the very least I'd say swap it with Trip Mine.
    3. Your general slotting strategy seems a bit unfocused, I'll need to look at the numbers but it looks like your defense is to spread out to really be effective.

    Regarding your tactics that won't work as well as you hope. pulling enemeies onto PGT means that msot of them don't get held, you want to pullt hem to you and then use PGT. Although personally I recomemnd using seekers to eat the alpha and then jumping into the middle of the spawn. Personally I wouldn't even bother mucking about with Time Bomb when there are so many better options available but if you want to go for it.
    I'm new to Traps. I had a 41 Thugs/Traps MM but I couldn't make it work for me what with the Arsonist being a total idiot. He was the third villain I ever made so I can safely say I have very little knowledge of what's good and not good in Traps. Since you brought up such good points, I'll rework the build ASAP.

    Questions for you: How should I slot Seeker Drones? I personally loved Trip Mine on my Arch/Dev Blaster, and would like to keep it. Would you take Trip Mine at 47 instead of Seeker? Also I may replace Focused Acc for Acrobatics.
  9. Since I'm currently at work and unable to access Mid's, I thought I'd offer my build for my Traps/DP Defender. It's just an image, since the machine I SSH'd to can't access the net right now.

    Lemme know what you think.

    DISCLAIMERS: I don't want Tough/Weave. I want CJ for the -KB.



    I will also add that this is the first Defender I've rolled up that I've loved from level 1.

    I envision, at level 39...

    Dropping PGT, A-Mortar, and a Time Bomb around the corner. I pull a spawn into the cluster and drop Caltrops. As the PGT holds them, the A-Mortar will debuff them. Then, when they're all stuck and gagging, I'll hit Hail of Bullets just before the Time Bomb blinks rapidly.

    The result will be 15+ enemies, coated in acid with noxious fumes in their lungs being pummeled by a hailstorm of lead followed by a brain-mangling explosion.
  10. Quote:
    Originally Posted by Rodion View Post
    Brutes don't have Ice Armor because a major component of Ice's mitigation is the -32% recharge in Chilling Embrace. This is bad for brutes because over the medium and long haul it slows down the attack rate of mobs by a third, which hampers building up Fury. The same thing is true for Ice Melee -- each of those attacks slows the target by 8-16%, which means overall Fury would build up only half as fast as as it does for other brutes.

    Since the damage increase Fury provides is the primary attraction for brutes vs. tankers, anything that detracts from Fury is bad for brutes. No one would want such a set.

    Could the devs modify Ice Armor and Ice Melee to make them work for brutes? Maybe. But it would be a major rework on the basic conceit of the sets' secondary effect. That means they go to the bottom of the list for power proliferation.
    Fury has been modified since that reason was given and would actually be just fine when working with a massive amount of slows. The modified Fury is a perfect reason to look at Ice for Brutes again, and this has been mentioned time and time again in the Brute forum.
  11. Quote:
    Originally Posted by Rylas View Post
    Stuff
    I know I'm arguing from a personal view. Unfortunately a lot of other Brute players don't like EA for the same reasons I do. I've been able to make all of my Brutes/Tankers incredibly survivable (save for my Fire/Fire Brute, I don't want him to be survivable: :P ) without taking Tough, Weave, or softcapping to anything. With EA I have to skip a Travel Power in order to snag Fighting. I know that'll change in I19, and maybe I'll try an EA then. For now it's still a very sub-par set as far as a melee AT is concerned.
  12. Quote:
    Originally Posted by Lord_Apollon View Post
    I like it on my Brute and Stalker, and want it for my Tank. Yes, it's plate armor over soft underside. That fits thematically for some bits. It also brings a different play style to the game.
    So did my DM/DA Brute before all the happy DM changes. Not a fun combo to play back then, or back before Darkest Night. But I did it. I could not, however, make EA work for me.

    Quote:
    Originally Posted by Rylas View Post
    Wrong.

    And trust me, there are people who would play it well. Just because you can't make it work for you, doesn't mean the sets no good. A soft-capped /EA brute is very durable. And soft underbelly? It comes with a AoE heal, so with Tanker HP numbers, you're going to be doing just fine. If that's not enough for you, then go EA/DM as a tank, and have a secondary heal as well.
    One: I don't have enough time to soft-cap any of my characters. I find that in order to do that I have to take powers I don't want and slot things in ways that I don't really agree with.

    Two: Maybe on a tanker the defense numbers would be better. I got a SS/EA Brute to 39 before deleting him out of hate. He wasn't soft-capped, but it still felt like I was running at 10% defense constantly. He got hit way more than any of my other defense-based characters and when he got hit he got hammered. This was, of course, before the heal added in to the siphon.

    Quote:
    Originally Posted by Rylas View Post
    I'd love to see this set come over so long as they found a way to make a taunt aura. My suggestion would be take Conserve Power, switch its tier with Energy Protection and to make this change:
    Conserve Power is already redundant in the set, what with the AoE endurance siphon. It'd need to be changed anyway in order to not conflict with the APP's. In all honesty the set itself needs a serious change. If it stinks on a Brute it won't be much better on a Tanker. Right now the only reason to roll /EA is if you have a crapton of time, sweat and money to put into it OR if you're rolling it because it's nice to look at.
  13. Nalrok_AthZim

    Brute as damage

    Tanker: Big beefy guy behind a shield who infuriates every enemy in the area. He will, on occasion, break someone's face.

    Scrapper: Well-built, limber guy carrying a giant blade and carving up the enemies trying to take down the Tanker. If need be he can heft a shield for a brief period.

    Brute: Ripped crazy-eyed guy coated in plate armor who sprints past both the Tanker and Scrapper holding two massive hammers and proceeds to beat the living hell out of everything in sight.

    Short version: The Tanker is a steel wall, the Scrapper is a giant white-hot rotary saw, and the Brute is an M-1 Abrams.

    Brutes can fill Damage or Tanking depending on their powersets. Hell, even my Fire/Fire, who isn't softcapped to anything, can tank if I really put my fist to the anvil.

    Redside AT's are more dynamic than Blueside AT's. That's all there is to it. Adapt and understand, and for the love of all that is holy, don't let that Tankermind tell you to let him tank instead.
  14. Quote:
    Originally Posted by Microcosm View Post
    I'm pretty sure it does it with fire imps and dark extractions; it may not work like that for mastermind pets.
    I have the Soulbound Proc in my Ill/Kin's Phantom Army. It affects the pets individually. It's also fun to watch the Phantoms suddenly do more damage.
  15. Quote:
    Originally Posted by macskull View Post
    MMs already have Pain, which offers Painbringer, which given the inability to buff pet recharge is already better than Adrenalin Boost in almost every way imaginable.
    Utterly off topic:

    I love Dr. Steel.

    EDIT: Of course his Avatar changes when I post this. Disregard post.
  16. Quote:
    Originally Posted by _Deth_ View Post
    As for guides, read Jebe_the_Pirate's DA guide. Seriously. Read it. It's all the guide you need to DA.
    Or anything Dechs has written about it.
  17. Quote:
    Originally Posted by Redd Rumm View Post
    Is there a reason why tanks dont have energy aura ?
    Is it because brutes dont have ice ?
    For a casual player with just SO's, Energy Aura is nice.

    If you want to min-max it, Energy Aura blows.

    It's like having massive plates of armor covering tissue paper. If something gets through you're toast.

    You don't want it, trust me.
  18. Quote:
    Originally Posted by Elimist View Post
    Pretty sure FS doesn't affect the PA dude.
    I know it doesn't, and I mention that.


    Quote:
    Originally Posted by Nalrok_AthZim View Post
    Phantom Army
    Summon Decoys: Ranged Minor DMG(Energy/Special (Illusionary Damage Heal-Back))



    These three guys are your bread and butter. They have a very strong taunt effect on enemies, and essentially act as your tanks. The best part is, they can't be harmed. They can be hit, but it'll register as Unaffected. The damage they deal is damage you want to follow up on as soon as you can, as it will heal back if you take too long to defeat any enemies hit by them. Their life span is rather short, and they usually last about 70%-80% of any battle depending on what you're fighting. Now, you cannot buff them. I know, it's sad you can't, but they don't hang around long enough for buffs to matter anyway.

    Slotting: 2 Acc, 2 Dam, 2 Rech
    IO Slotting: Expedient Reinforcement, with the Soulbound Allegiance Chance For in it. All 3 pets get affected by the proc, and it goes off far more due to all 3 pets attacking!

    Tip: Always start your attacks with these guys or Spectral Terror. Otherwise the enemies will turn on you and strike you down before you can do anything.
    So... your point?
  19. Quote:
    Originally Posted by Kiwi View Post
    This is one of the times Team Teleport becomes a good power...
    "Oh crap, a door. Cluster up boys."

    *mastermind takes out a large device and ports the entire group to the other side of the door*

    "There we go."

    "Sir, don't you think that's an excessive waste of--"

    "Corporal, do you want to be stuck in the lobby? Do you?!"

    ".... no sir."

    "Fall in then, soldier."
  20. Quote:
    Originally Posted by Dechs Kaison View Post
    Me.
    Dechs notwithstanding.

    Besides, don't you do that so you can covertly go "LOOK WHAT I CAN DOOOO!"?

    :P
  21. Quote:
    Originally Posted by TwilightPhoenix View Post
    (why oh why will that game run in XP just fine but not on 10.5 using the exact same hardware?).
    Valve is kind of iffy when it comes to native Mac clients. (See Half-Life 2)
  22. Agreed. Especially with Demons/Bots.

    They really need to give MM's a 'single-file line' command for their henchies.
  23. Quote:
    Originally Posted by AnElfCalledMack View Post
    Better to deal with the Sappers or whatever before that happens than to really lean on the proc.
    I do that anyway. Who doesn't see a Malta Sapper and immediately fly into an unstoppable murderous kill-mode?
  24. Quote:
    Originally Posted by Seldom View Post
    My apologies, I'm not laughing at you, just at the mental image of doing it. My sonic/sonic corr tried it once...before dropping repulsion altogether. It was hilarious to me how fast the blue went down. (Heck, the corr struggles with trying to stay active with just and dispersion disruption as-is. That sucker is juicy.)

    So please, don't take it personally. I was not pulling a /Nelson. Just laughing at a memory, more or less, that amused me.
    Ah, my bad. Sorry dude.
  25. Quote:
    Originally Posted by Seldom View Post
    Hahaha. Sorry. This has been counterbalanced already.
    Fair enough, but you don't really need to laugh at me. Thanks.

    I don't mean "run both constantly at all times." I mean "run Disruption while Bruiser is in combat, and drop Repulsion if someone gets too close." Slot for endurance redux, and definitely use Stamina. Besides, it's not like you can't eat blues (unless you're out of them).

    I understand what you mean, but it doesn't necessarily boil down to "sorry it won't work ever."