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Posts
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Quote:But again, all this implies is that the powerset has more synergy with Scrapper min/maxing than it does with Brute min/maxing. That doesn't mean, however, that a Scrapper using it will outperform a Brute using it. Not everyone who is into min/maxing does so from a purely numerical standpoint. For many, including myself, it is a mixture of concept and numbers. Ultimately, will Street Justice perform better on a StJ/Willpower Brute with no Gloom than it will on a StJ/WP Scrapper? I think they will at least perform equally, though if I had to guess I'd give the edge to the Brute.As I stated clearly in the original post, this post is about min / maxing. Therefore:
1) If you are min / maxing single target DPS as a Brute you take Gloom. Its one of the highest single target DPS power in the game.
2) Once again if you are min / maxing DPS in general on a Brute you take Fiery Aura.
3) It doesn't effect Scrappers because Scrappers get more of a DPS benefit by going with Shields over Fiery Aura. The reason being Scrappers get a higher bonus modifier then Brutes which effects any damage buff they receive. (this is not their base damage modifier but the modifier that effects the strength of powers like buildup, etc) -
Quote:Yeah, Super Strength is too good! I actually think it needs even more nerfs! It shouldn't be good at ANYTHING! Cut the duration of Rage in half and double its recharge time, make its ridiculously long recharging AoE a SIX foot radius, eight is just too big, and DOUBLE the animation time of Knockout Blow! I wanna see the wind-up arm spin last at least 3 seconds. Also decrease its damage, it's just too much!Personally I do think SS needs to be nerfed some. It can't be king of single target and AOE DPS. I would drop its single target DPS to less than StJ, and footstomp needs to be dropped to a 8' AOE. Fire melee should be king of AOE.
Or, instead of making a good set suck, we could make the sucky sets good?
Nah, too much effort. -
This is another good one. I actually have a 50 Stone/EM. It's basically the same thing as an Ice/FF controller team, though. Invincible with no damage.
I'd actually like to see a team PVP of Ice/FFs vs. Stone/EMs, (obviously with the caveat that they are all in Granite form). Not sure who'd win that one. -
Quote:No. He did not give any reasoning as to why it's better for Scrappers than it is for Brutes aside from basically saying that Brutes have a better option in Super Strength, (duh). Aside from that, he said that Brutes would likely take Gloom that cuts into their combo system, (solved by not taking Gloom), and that Fiery Embrace doesn't work correctly with Street Justice, (not sure about that, but this would be an issue for /FA Scrappers as well, wouldn't it?).Not to be harsh, but I'm not positive you read his post...
He addressed those two items in about 3 paragraphs.
Relatively speaking, it may be a great set for Scrappers but not AS great for Brutes for some of these reasons, but that does not necessarily mean it will perform better with a Scrapper than it does with a Brute. And once again, because combo damage does not enhance critical damage, (at least from everything I've heard), it would seem to actually get more benefit on a Brute than it does on a Scrapper, leaving Gloom aside. -
I would have to say 8 Ice/Force Field Controllers. You'd be completely invincible, don't get me wrong, but Ice offers incredibly weak damage potential, (although great controls), and Force Field brings little to the table beyond Defense, (which you won't really need because of the great controls). 8 Repulsion bombs on locked down enemies might help you clear out most mobs, (although iirc Repulsion Bomb doesn't benefit from Containment), I'd like to see 8 Ice/FFs go up against a +4 AV. As for Epic? Primal Forces, Psionic or Ice. Anything but Stone or Fire should keep you sufficiently gimped in terms of damage capability.
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While it may hit harder with criticals on a Scrapper, my understanding is that criticals do not deal additional combo level damage, while Brute fury always comes into play as a straight damage bonus. Scrappers may hit a lot harder occasionally with crits, but it seems to me that Brutes should actually have the advantage in terms of raw DPS potential.
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Yeah, I realize that, and I do that for initially attacking them, and that's usually when I hit more than 3, but in regular play, as Elec/Elec I have several PBAoEs that I use so I -like- being in the center of them. It's not synergistic to try to maneuver myself out of the middle for a single attack. Especially considering my Elec/Elec is Super Speed, though inherent hurdle has certainly helped with combat maneuverability.
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Quote:I have a 50 elec/elec brute, though granted he has no IO investment so I'm not swimming in x8 enemies on every mission, so that could be a large part of it, but I find that Thunder Strike rarely hits more than three enemies, simply because the enemies don't all conveniently bunch up together, instead preferring to spread out and surround me.You're weird, or haven't had much actual field experience with the set. It's shockingly easy to hit badguys with both Thunder Strike and StJ's AoE. It's centered on your target, meaning you can just aim it where it will do the most damage. Just goofing off and running around after hitting 18 I had no trouble hitting large groups of enemies gathered around me. My main farmer is Elec Melee, and I was glad to see another melee TAoE power surface because I like the mechanic.
Not to mention if you use them as finishers they do more damage than your traditional AoE attacks. So it has as good or better AoEs than sets with just two AoEs, and should come close to sets with three (or two and a half, like Head Splitter et al). It should beat out EM, MA, Dark, Stone, and Kin easy. It may be on par with or close to Katana, BS, Axe, Mace, DB, and Claws. It probably won't beat SS, Fire, Elec, or Spines though. -
This set appears to have the worst AoE capability of any melee set, (well, okay, maybe second worst, Whirling Hands is pretty awful). Just having looked it over, (didn't test it in beta), it has no PBAoE attack, has a pretty standard melee cone, and a targetted AoE with a pathetic 6-foot radius, (even Thunder Strike, which you're lucky to hit 2-3 enemies with, has a 7-foot radius!). I am not really sure what the point of this set is, if it's supposed to be awful at AoE it certainly fits the bill, but if it's supposed to be great at ST damage... I'm not entirely convinced. It does seem to have a few more high DPA attacks than most sets, but its final attack, Crushing Uppercut, has the same recharge as Knockout Blow while dealing less damage (and less DPA). Add Rage on top of that and Super Strength slides ahead, even more so when you consider that Knockout Blow comes at level 8/20 as opposed Crushing Uppercut at 32/38. Even with the Combo system taken into account, Mids is showing me that with a single stack of Rage Knockout Blow is still marginally ahead.
I strongly believe that Spinning Strike's radius should be increased to at least match that of Thunder Strike. I understand that it has a lower recharge time and higher DPA, but considering it is one of only two AoE powers in the set, and the other is a melee cone, I really think it's necessary. -
My friend is experiencing this issue as well. I've tried to help him troubleshoot it but could find no documentation regarding it. He says the installer gave him a runtime error and when he tried to use the NCSoft launcher itself manually he got the error ""Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: startIndex." which is pretty obviously a programming bug. Two of my other friends are experiencing frequent crashes (probably) related to graphical issues. -
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I like the idea of adding debuffs... mezes, not so much. I wouldn't want enemies to get stunned/held/feared when I taunted them from range, it would prevent them from running toward me and seem to defeat the purpose of taunting them.
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Quote:Knockback has its place, and can be used effectively in many powers. Solar Flare isn't one of them. Not that it can't be used effectively in Solar Flare, but to do so would typically require compromising best positioning so as to effect the most amount of mobs. Which is stupid, because last I checked, Solar Flare's primary purpose was to be the PB's only source of PBAoE damage. There is just no point in a power like Solar Flare having knockback, especially when the Super Strength equivalent was given knockDOWN many years ago as an acknowledgement of the inherent stupidity in giving it knockback to begin with.KNOCKBACK IS DEH DEVIL!
Just kidding!
There are three kinds of players in CoH with regard to knockback.
- Those who haven't learned to use it effectively but are willing to try.
- Those who have learned to use it effectively.
- Those who are too stupid to use it effectively and refuse to learn (preferring, instead, to *female dog* about it).
Outside of Solar Flare (or any other PBAoE attacks whose sole purpose isn't to send everything flying), I can't honestly think of anything that should have its knockback completely removed. I will say that I, in general, find knockdown to be preferable in most situations, but that is to be expected of someone whose most-played archetype is Tanker, I suppose. -
I can't tell you how many times I've had friends who started playing come to me saying they don't understand how enhancements work or what they're supposed to buy, or how to figure out what the enhancements do when they're buying them at the store. This is basically just a QoL suggestion to help new players, but I think getting rid of the flavor names of DOs and SOs and changing them would be very helpful. One example might be changing "Evolution: Neural Paralysis" into "Mutation: Sleep Duration". While the names do add a touch of flavor, I think they're a bit archaic and unnecessary, and the same scheme certainly wasn't followed for normal IOs, and the "flavor" can still be kept in the enhancements' descriptions for those who care to read them.
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Pretty simple suggestion. I'd like more Epic Power Pools to choose from. I think it'd be neat if Heroes had Patron equivalents to Villains. I.e. instead of running missions for Villain signature characters to unlock patron pools, heroes would now be able to run an arc for members of the Freedom Phalanx and unlock Heroic Patron pools. I'd also like more variety in the available Ancillary Power Pools, as many ATs are limited to some type of elemental force which doesn't fit their concept. I understand that this would be a lot of work, but I think it's something worth looking into. I would be willing to pay on the market to unlock Hero Patron pools or more Ancillary pools.
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My friend still hasn't had his account reactivated while all of my other friends have. I feel bad for him, he's been trying to login for days.
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Servers are back up, so get off the forum and go play.
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I think if you're expecting a simple, mature argument you're expecting a bit too much from me given the circumstances of this thread. I gave up on rationality ten pages ago, as it's become clear to me that farming is wrong because Golden Girl and others have repeated that it is so many times that it must be true. Everything I've said since has mainly been sarcastic and carrying the intent of a humorous jab at the opposing nonsense, er, "viewpoint". Including this post.
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Quote:I find it interesting that you seem to side with the sentiment that farmers are human garbage over the sentiment that compares that sentiment to Mein Kampf.I had to read that sentence a couple times, but in the end I still had the same reaction.
Or is it just the absurdity of quoting Hitler that bothers you? Because, you know, that was kind of the point. Comedic license and all that.
To clarify: do I really think Golden Girl is comparable to Hitler? No. Do I think she would've made a great Nazi...? -
Quote:I don't think anyone would ever categorize Fire Blast/Fire Melee as "easy powers to deal with". Even for Fiery Aura it can be dangerous unless you have IOs, (again, moot point, as according to you, Invuln and Elec are still cool to farm Council Empire and Rikti so long as they're dev-made missions, apparently?), but then again, if you have a heavily IO'd build and/or incarnate stuff, nothing in the game is really that dangerous, but apparently we're not playing the game right when we get IOs and incarnate stuff. From your description I am not sure you've ever tried a fire farm. It's quite the opposite of "not doing anything". You have to constantly use whatever inspirations you pick up. It's quite a hectic, and thrilling, experience. But your sentiment is obviously the correct one, we should all just turn off experience because it really does come too quickly and go solo some 7-year-old Striga Isle arcs so we can really appreciate the game as it was "meant" to be played.Freak farms had all the risk along with the reward. There was a very good chance that you'd die, repeatedly, in the same mission. The player made AE farms are nothing more than "choose the easiest powers to deal with and the minimum amount of powers needed and we can level up and not really do anything."
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What? No it wouldn't. If the farms were wiped out from AE then AE would be totally dead. The farm missions are "cluttering" AE because that's what people primarily use it for. People, if there were no AE farms, nobody would use it, and there'd STILL be nobody playing any of your story arcs.
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As a roleplayer, I find it offensive to be lumped in with those people who seem to be obsessed with enforcing their beliefs about how the game should be played upon everyone else...
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The funny thing is, this would actually get you more tickets than doing just the one map with the self-rezzers.