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Posts
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in what universe is demon/sonic better then /thermal or /traps? No defense? No AoE healing?
Thermal has nearly as much res debuff, nearly as much res buff but does HEAL. Traps has MORE res debuff and the otion to cap def pets, tons of CC and a good chunk of regen. -
AD Boost > Painbringer in many ways.
Tho. Unless you only play duo.
Recovery Aura is nearly worthless at high level of gear because Enurance is a non-issue for most descently build characters. If not, Ageless makes so.
World of Pain is quite supperior so Fortitude because not only it will affect more people and will cost you less actions (untill they decide to "group buff" fort the way they did with SB), but also +res has a higher value than +def because cap is highter (softcap def versus hardcap res) and its almost always usefull (MOST heroes you will play with will be def softcaped, but even res based tankers wont be hardcaped for all res), plus it gives Psy and Tox res that both Sonic and Thermal doesnt have access to. Generally speaking +res matters more on healing chacarters than +def.
Anguishing Cry is also probably one of the best indirect group damage boost you could have access to. On a full team it overshines Painbringer and AD boost anytime, not even mentioning Leagues.
So yes, AD boost > Painbringer. Leveling Empath > Leveling Pain Dominator. But I would say Pain Dom > Emp at 2Bil+ geared level 50 in trial and TF/SF. -
+Res sets are tougher than +Def sets because its easier to raise def with pools/IOs. Moreover is doable to softcap def from scrach without any +Def powers on your defensive power set.
Now they could tweak over and over power sets to give some damage res, damage debuff, CCish utility, self healing or whatever to weaker power sets but it wont change the problem. It would be way more effective to just add descent +res on some IO sets (or create new sets). So you'd had the choice to roll a very evasive hero and build him for more toughness, and some non healing squishies would build for S/L/Rng def when strong healers may likely go for AT res cap. -
If burn enters your basic ST DPS rotation so its VERY bad. If you are using pure Claw attacks and only throw Burn/Healing Flames on specific moments its hardly noticable on your overall dps. Of course from a minmaxing PoV I wouldnt roll FA for a Claw brute (or use Claw for a /FA). Spin really recharges fast at a certain level of gear and pretty much covers the need of AoE powers. /FA really shines paired with weak AoE (DM) or long recharge AoE (SS, Elec) weaponless melee power sets.
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Quote:I dont think the topic is whats the best secondary for a brute. Even if you are right about fire bringing more survivability AND damage if you manage to soft cap its def.
I understand the numbers and I understand what's going on, but what I've been saying is that in most avenues, brutes simply have better choices offered to them. Packing, say, a FA or an ELA and soft capping those offers fairly high damage (in FA's case) while making better use of the higher resist cap on brutes.
Quote:If both targets get hit by an attack that would one shot either, the lower HP character has a much easier time getting back to full HP to immediately negate the next hit.
Quote:As for Darkest Night, if teams are moving slow enough to merit you using it, you as a shield are probably more concerned about tanking or are fighting an AV, wherein DN gets destroyed by Debuff Resist.
Quote:The other big thing is that there are more defense buffers than resist buffers, something that lowers the worth of SD in the hands of a brute. Rocking Fiery Aura or Electric Aura tend to create a bigger win situation because resists allow you to soak more on top of easily being buffed to the defense cap from various sources.
Quote:Scrappers get a massive return from AAO compared to a brute (damage cap lower, higher base mods) as do tankers for the same reason, plus with just being insanely more survivable in comparison.
Higher damage cap on brute make them quite harder to cap and than in group situation benefits more or these 2 powers.
AAO also is incredibly high aggro. My scrapper died at +3 I-shift on many trials because AVs sudendly decided to roll twice under 8%. I am not sure how much a Scrapper is expected to handle this kind of threat generation. -
My DM/SD is a Scrapper.
I can solo most of the +4*8 missions and a lot of AV/GM but:
- Arachnos, Longbow, Nemesis, Carnies may cause you problems.
- Devouring Earth will **** you.
All in all the main problem is that anything that passes through your defense (even worste if Psy) can possibly one-shoot you. So thats everything that has accuracy buff or badass def debuffs (even if you are "nearly" DDR caped exploiting Membranes), or autohits (+4 Carnies with multiple illusionist will maul you with Dominate freaking hardcore). And, of course, even def caped you still have 8% to get hit.
A Brute is less likely to get one-shot due to larger hp pool and hp boost on passive. Brutes also have access to Darkest Night which is a whooping -20% damage on all affected foes.
Of course the very higher +res cap on Brute will be extremely meaningfull on trials/TF with proper buffs.
Damagewise you will obviously do more with a Scrapper.
Tho, Shield Charge isnt a godlike power anymore. Its great but it doesnt recharge very fast and it shouldnt be the reason why you roll /shield (AAO is). It cannot crit and is affected by fury but its damage cap (I believe) is only +400% even for brute.
I read AAO and Soul Drain benefits for for Scrapper with higher damage scale. Its true but Brutes have very higher damage bonus cap and on a scrapper both AAO and Soul Drain are pretty much useless whenever Fulcrum Shift hits.
AAO also generates A LOT of threat, which benefits more on a Brute.
Scrapper will have higher ST damage but Brutes have access to Gloom to remplace Life Drain and have a stronger DPA string.
All in all, Brutes are quite noticably tougher if you like to play on groups, trials and such.
In extremely high buff situation the damage will be higher on the scrapper but close on the brute, the survivability will be very higher on the brute.
Scrapper will be pretty higher damage and quite even suvivability if you mostly to solo. -
Nearly 45% S/L/E/N is actually doable without losing too much but if I try to go Melee/Ranged/AoE is very harder. The point is that our main weakness is Psy, and S/L/E/N doesnt help a bit. Maybe I should try to reach 30% S/L/ranged. Right now I can score 30% all pos but I seriously gimp myself on the damage/utility table.
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I'm looking to reach 30% all pos on my SS/FA for PvE build. Anyone has a good build to share?
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Would Gloom enter nicely a Claw rotation because of its whooping DPA or does the Claw unleash ruins everything? (Does Gloom even put you claws back in?)
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Quote:Not sure how less stupid it makes me look but thanks!
VEATS have NOT had access to PPP's since release. Access to brute PPP's were given a short time after VEATS went live.
Not trying to troll here. VEATs are good. Im just confuse about how Crab is supperior to Widow on the paper. But I am actually trying to figure out a Widow build.
Quote:My Fortunata/Night Widow (dual build) has capped defense to all positions, tons of AoE, and either PSI or lethal/toxic damage galore.
Also, besides S/L being commonly resisted (hello lvl 20ish CoT Ghost missions with a Broad Sword Scrapper), I dont think tox/Psy really affects PvE content like they do on players. Im not talking PvP, but foes using tox/psy hurt most played characters. For a player fighting foes the point is more S/L vs non-S/L.
Quote:And even when acting as stalkers, banes and widows throw out some massive group buffs and widows have some ranged attacks that stalkers can only dream of.
On the paper Fortuna's ranged attacks are actually quite weak DPA-wise. So I'll propably go for a Stalktroller build using crowd controls and Widow Traning Claw attacks.
I'm not sure toward what attack chain to aim. Lunge is amazing but Swipe and Strike are average. I obviously have to include Follow Up. Second best attack of the set is Gloom from Soul PPP but if I have to unleash claw after every gloom it most likely goes behind Swipe/Strike.
Since they are so good and animate so fast I cant be FU/Lung/Gloom chain so it has to be FU/Lung/Gloom/Swipe (skiping Strike) or FU/Strike/Lung/Strike (because the use of Swipe will gimp the chain too much).
On the power chose I'm really stuck.
- I dont think I can survive not having tough, even def caped it is still 8% to get one-shot. But it screws 2 power slots.
- On the Widow training I'll pick descent attack chain so thats at least Swipe/Follow Up/Lunge and Spin.
- On the Fort pool I'm thinking Dominate, Total Dom and Psychic Wail.
- On the Teamwork I can probably skip the to-hit toggle since i can throw a perception IO into Combat Training Offensive. Assault is more arguable, its a complete waste with a good Kin but its priceless without.
- On Fort Teamwork I guess Mask Presence, Mind Link (if can be hasted with Membranes), Confuse and Aura of Confusion (cycling Aura and Total Dom may be pretty awesome).
- Most likely going for Hasten/Super-Speed.
- Tricky question is Aid Self. It technically takes 2 powers even if 1st one is not a complete waste but I dont know how you cant survive messy pickup Keyes without any kind of self heal. Widows have also butload of def but no res and the few blows that passes through can kill you very fast.
- Leadership, mostly assault looks also nice if you consider Teaming or Lore Pets. Double Assault is a steady 30% dmg for everyone. Its ridiculous if you compared with Fulcrum Shift but those 2 auras alone probably does more damage than yourself on any trial/TF.
- As for PPP I may be Soul for Gloom (if I goes into my chain), Darknest Night is pretty awesome for the -dmg, Dark Oblit is very good and PPP pets are probably the best damage powers anyone has access to if they are mate permanent.
Fenses/Ball from Mu is also a good AoE boost option but Im not sure I trust Striker's dmg. -
1- Why do I see so much VEAT builds with PPP? Since when have they acces to PPP?
2- Peacebringers, warshades and Soldiers seems to have very tough tanking capacities. Are widows something else than Claw Stalkers with confuse?
3- You cant slot up Mind Link for recharge, does Membrane do the trick? -
Darkest Night and Soul Tentable? Since VEATs have acces to PPP?
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Couple of question:
- Why no procs into mortar?
- Why SJ +stealth instead of -slow from Winters Gift (Stealth can go into sprint with celerity), well generally I use Cele in sprint+Super Speed.
- Are the x3 LotG really worth it compared to just +recharge and x2 Enzyme?
- Is Empty Clips worth taking?
- How is Dual Wield better than Pistols (DPA looks better on Pistols)?
- Is Triae Beacon really worth taking if you dont go for max +recharge +heal? I mean, tripple dip +300% regen looks sexy. Single 150% shouldnt make the difference on a fight, should it? -
Anyone has a build to share? To see what I should aim for?
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What about DP general damage capacities and Time Bomb usefullness?
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What about the regen debuff on poison trap?
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Im a complete noob on DP powers. For ST damage it "seems" Exec Shot/Pistols/Piercing Rounds/Pistols is the best cycle but sheer numbers on mids and CoData are very bad on DPA. I dont realise how much amo change affects it. Does anyone have a guide or just a list of how power actually works?
I m very much not impressed on Traps numbers compared to cold dom for exemple. It has more self def but very less team def. Acid Mortar is good but duration on seeker drones and poison trap says 5 seconds, it seems terribly low for 2 minutes recharge.
Also, are time bomb and Hail of Bullets worth anything? -
Both AM and AD from Lore pets are pretty a ghetto version of the existing powers. Also pet duration is 5 min, power recharge is 4. You wil be VERY lucky if you get it twice... in 15 minutes. The power of these buffs, on players, is that they can be nearly perma o you can rely on them.
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1- Anything with lvlshift/incarte shift will be 1000 times stronger, so dont be afraid if you feel you toon "sucks" at first.
2- If you want melee Id suggest brute. Why? Brute are top damage AND top tanking AT, not from scrach but with heavy buffs. In I-Trials you WILL be heavily buffed (even more with the new AoE buff factor on Cold/Therm/FF/Sonic/Kin). If you dont have enough tankers a Brute can do the job, if you do have enough your dps wont be embarassing.
3- Primary powers: Most likely something with heavy ST damage, nothing in I trials requires very high AoE. AVs, Lams crates/tubes, BAF prisoners Leuts. So thats DM, Fiery, SS but Claw is very competitive.
4- Secondary Power: So, what does these Praetorians? 1- S/L, 2- Energy, 3- Psy. That means? Elec armor, yeah.
You can do fine with other armors but avoid def based power sets because you be most likely soft caped extremely fast with buffs.
All in all you may to slightly better with DM/Elec due to self heal but you really will do great with you already 50 Claw/Elec. Rebuild her for +def (you can easely reach 20% all pos, buffs will cover the rest) and maximise your steady resistance buffs (dont rely on power surge). Dont pass on Tough/Weave.
Think "group", your Leadership aura may not be very usefull for you be will considerably improve the sucky non lvlshifted blasters around (and 6 Gausians are 2.5% def all). -
From a min/maxing PoV:
I used ACU+Victoria Warworks so far because they have both high damage and AoE damage (and do not KB). I may go for Cimerorans because of the crazy stacked def debuff (none seems to reliably debuff smashing res, /cry on Longbow Nullifiers without sonic trap), but both are melee and may die too easely on heavy AoE AVs.
If I wasnt grouped with a Kin most of the time I would consider Carnies. The "support" combo has heavy damage psy blaster (is it Strongman or Ring Mistress? Mistress right? t4 I mean.) and fire support (ie forge). Rikti and Idontremeber also have AM and Ad Rush, looks sexy, besides its most likely one buff every 15 minutes. -
Will my toon have the resist effect?
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Wait Im not saying Earth is a bad control pool, earth is great, its amazing, its godly, its supercool and looks like poo (poo is cool).
I just say it is not scalling great with Domination and dominators. Dominators are damage dealers, Earth is low damage. The fact you affect waaaay more targets than other control types due to the use of pseudo pets doesnt make you better soloer since your AoE damage will no affect more targets anyways. I find Earth Control way better on a team oriented controller.
Reading that:
Quote:Doesnt lead me to any conclusion near "Earth/Fire Dom".I'm returning to the game after about 1.5 years of being gone. My main in the past was a Mind/Rad controller. I played her up to around 40. I've also played Ill/Rad up to about 25 or so.
I loved the utter complete lock-down I could achieve with Mind. I want to play something new though, so that I can play the new areas that Going Rogue brought. The one drawback of Mind/Rad was that it actually got boring with that much control. It was just lock em down, take em down one by one.
Can you guys suggest a set that will provide control close to what Mind provided, with a little more damage output? I would prefer that it isn't Ill/Rad also. And I will be soloing about 75% of the time. Although this is the Controller section of the forums, I haven't ruled out a Dominator either, so if you happen to have Dominator suggestions, that would be great as well! I appreciate the suggestions!
Damage? Not Earth.
Solo 75% of the time? Not Earth.
Dominator? Not Earth.
Quote:The one DRAWBACK of Mind/Rad was that it actually got boring with THAT MUCH CONTROL. It was just lock em down, take em down one by one. -
Earth/Fire Dom? Seriously?
Quicksand doesnt DOM, Earthquake doesnt DOM, more important and if I m not wrong, Volcanic Gazes, THE signature superpowered ability for Earth control, is a pseudo pet and doesnt DOM. Mind/Fire is imo, if not much supperior, much more "Dominatorish". If you like the Earth and Fire concept the Fire/Earth Dom would do great damage with caped def.
(btw its quite an underdog compared to Plant/Rad, Ill/Rad or Fire/Kin but Mind/Kin/Fire troller solos impressively well.)