Sarrate

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  1. Quote:
    Originally Posted by Heavenly Perverse View Post
    Old Rasputin
    You have good taste; that's a great stout.
  2. What mag is Avatar's confuse, anyways? Can sets with confuse protection (Shield, WP) just tank it, or do they need additional support (CM, Clarion, etc)?
  3. Quote:
    Originally Posted by Nihilii View Post
    Simply put, regeneration is the least efficient form of mitigation when facing content hard enough to threaten a well built character. This is especially true of tankers, who have the highest resistance cap.

    People will argue about this, quoting spreadsheet numbers showing a linear survivability improvement from regen, on paper. The thing is, have you ever died from something that took ten seconds to kill you? Deaths happen by cascading failure, by debuff stacking, by burst damage ; anything else and you have time to react.

    Obviously, if you lack any form of healing or regen beyond the base 100%, refuse to use inspirations, and stand still, you will fall down eventually, but it's fairly easy to build an invul to have enough healing power or regen - building about 300% regen through Health slotting and IOs, and/or stacking either Aid Self or Rebirth on top of Dull Pain.

    Invul is better against S/L/F/C/E/N, defense debuffs and tohit buffs. WP is better against Psi, fears, confuses. On the other hand, it can be argued Invul's extra mitigation is overkill for most of the game and that it might be better to go for WP's more rounded performance, but in general, given equivalent focus on either powerset (no matter how much inf you throw at it), Invul will perform better against the majority of the mobs in the game.
    I pretty much agree with this 100%, especially the highlighted section. Of course, this also means I have a very hard time getting into sets without significant resistance... especially since extra defense keeps getting easier to obtain.

    Quote:
    Originally Posted by Johnny_Butane View Post
    Also, it's slightly unfair, don't you think? Theoretically, two melee ATs walk into a spawn, one is taking more damage, drawing more aggro and therefore contributing more to the combined effort and is experiencing higher risk for doing so, yet both receive equal rewards.

    Taunting ability should have been standard for every power set, because as demonstrated this case, having less in that area is an advantage for WP.
    I know you hate the power with a passion, but consistent use of a well slotted Taunt will swamp other sets inherent threat generation. Besides, Tankers essentially need it to hold aggro off Brutes and Invuln/Shield Scrappers anyways, the stronger auras really doesn't mean much when push comes to shove.

    Really, the biggest rough spot is early leveling because:
    a) taunt durations scale with level, so they're fairly short compared to lvl50
    b) lack of slots, so Taunt's duration/recharge won't be as long/fast as it is at lvl50 (esp when factoring in IOs)

    Quote:
    Originally Posted by Severe View Post
    hahahahahahahahaha clearly you havent seen some of these tanks rolling around have you.
    Yep. While a strong build helps, knowledge (enemy abilities, debuffs, etc) and good play (not standing in bad things, monitoring combat attributes, etc) makes a big difference.
  4. Quote:
    Originally Posted by Dechs Kaison View Post
    That's certainly not the case. I can show you the Brute's build, and there's nothing ****** about him. The brute is Claws/DA and sits at 32.5% defense to S/L/E/N with enough recharge to Dark Regen every nine seconds if he needs to. Follow Up, Death Shroud, Spin, Eviscerate and Shockwave are nothing short of jaw dropping, and as long as I'm eatting a small purple inspiration every so often, I've been able to handle any enemy group I've tried on +4/x8, and even managed to solo the Pylon in an Apex TF. I just didn't have room for taunt, so the aggro control he does is limited to "accidental" and "I've been tearing a hole in this AV for a while so he seems to not like me."
    I can't help but wonder if your view on Brutes would be dramatically different if you did take Taunt. I suspect it would. Mathematically**, I can't see any reason why a Tanker could produce more threat than a similarly slotted Brute. They have the same threat mod, the same taunt durations (Taunt, auras, and single target Gauntlet), and deal more damage. If the Brute and Tanker are fighting for aggro on the same target, then Bruising would boost the Brute's damage/threat generation more-so than it would the Tanker.

    The only wild-card is how strong the effect of Gauntlet's AoE would be, but I think it gets lost in the noise - especially since its radius is non-standard and can be borderline ridiculous in some cases. (Scorch has a radius of *4*. Quick Strike and Jab have a radius of *3*.)


    ** I say mathematically because I haven't built a Brute to tank as of yet. I only have one lvl50 Brute, and while I'm alright at designing builds, I really don't enjoy the process of actually assembling them.
  5. Sarrate

    Dps question.

    Quote:
    Originally Posted by ultrawatt View Post
    This for sure, and most (melee at least) ATs should have very little trouble surviving them as well.
    And their resistance is even across the board.
  6. Quote:
    Originally Posted by Necrotech_Master View Post
    when has SHamsters posts ever made sense? lol


    Touche.
  7. Hmm, your picture doesn't match the topic at hand. It clearly depicts Winter's Gift.
  8. Quote:
    Originally Posted by ultrawatt View Post
    That answered the question nicely, ty.

    The only thing ice excels at that other sets don’t is recharge debuffs, which isn’t all that common (or much of a problem if you kill stuff before it can attack in the first place which any good broot should be able too). So I’d rather look nice while being unkillable. And i for one hate ices t9. Wow, 30 seconds of not dying? But you can’t attack OR move or doing anything else! That’s amazing!
    To be fair, Ice Armor does have some really nice features. For example, Energy Absorption is a great power. The slow resistance is second to none. For all my gripes, I really like Hibernate. It's unique and has a lot off potential applications. It can be used to recover health or end. Hibernate can be used to let debuffs (such as def debuffs) fall off. It can also be used to soak heavy damage while invulnerable (and in conjunction with Taunt, keep tanking as well).

    The combination of long nophase timer (done mainly for PvP reasons, iirc) in conjunction with no inherent res sours it for me.
  9. Quote:
    Originally Posted by je_saist View Post
    stupid easy to soft-cap to Smash / Lethal / Energy / Neg Energy. As in "Single Origin" easy to soft-cap.

    Plus it can also get a tank over 3200 HP with [hoarfrost], as well as a crashless complete-invulnerability T9 with [Hibernate].

    On top of that the Tank Ice Armor also has a minus damage component with [chilling embrace], which helps the entire team, not just the Ice Armor.

    With [permafrost] or [winters gift 20% slow resistance] Tank Ice Armor can also have 100% resistance to slows.

    So, the question is, why would you make anything else?
    I have an Ice/SS Tanker who stalled in the mid-40s. (Yes, that's pre-heavy IO investment and pre-Incarnate.)

    The reason she stalled was because the one thing I think Tankers should be good at - surviving burst damage, she wasn't. I think it's the antithesis of tanking to get unlucky the with RNG and be plastered. That may work for Scrappers or (possibly) Brutes, but that doesn't fly with Tankers - especially when the times you want them most are the times burst damage tend to be heaviest. Hibernate is a good panic button if the burst doesn't kill you, but it's also limited to once every two minutes due to the nophase period. (It really rankles me that Scrappers have access to it and the nophase timer is the same on all ATs.)

    Chilling Embrace is a great power, no doubt, but against AVs the -rech is heavily resisted, and the dmg debuff is effected by enemy resistance and the purple patch (and AVs tend to be up-level), so not as strong when you'll likely need it most.

    The other thing that really did Ice in for me is the fact that defense is cheap. There are sets with little to no inherent defense that are being softcapped (Regen, Elec, etc) while Ice cannot do the same with resistance.


    I want to like Ice Armor (like many sets), but it has some severe deficencies that I find hard to overlook (from a performance standpoint). As for whether I'd play EA or Ice, they both tend to has the same issue.
  10. Quote:
    Originally Posted by ultrawatt View Post
    I think it takes about...5% fury to pass a tank in dmg.
    Brutes deal more damage at 6.5% Fury (without counting Bruising for the Tank) and at ~27.3% with.
  11. Quote:
    Originally Posted by Flower View Post
    Never got what they were trying to do with that T4. Not only do you get less combo choices (2 vs 4 at T3) but if you go for support you lose your damage provider for 1 minute and 40 seconds on a slot that is already not out enough to be the game changer the other slots are??

    Yeah I keep Lore at T3. On the plus side that allows me to create several different Lore's to try them out since the crafting cost for a T3 is almost nothing.
    Iirc, it's because the Radial T4s have a 10m recharge instead of a 15m recharge. The damage pets have the same uptime for both, but it's for people who wanted to be able to summon them more frequently. (I very well could be misremembering.)
  12. Quote:
    Originally Posted by TwoHeadedBoy View Post
    The thing is though, that the rest of the game works just fine the way it is. I don't expect my Blaster to be as survivable as my scrapper in any situation when it comes to normal content and even other end game TF's. I'm not saying that Incarnate AV's shouldn't be tougher than the average bear, but I am saying that the survivability of the players they attack should not be discounted because that player got hit with teh wrath.
    Know what happens when creating encounters that "follow all the rules"? The LRSF and STF. Try to remember them for what they were at the time, not what they are now after IOs, Incarnates, etc.

    In order for the content to be challenging to players with IOs, Incarnate abilities, level shifts, and multiple teams (and all those fun force multipliers) the encounters would have to be even more extreme than in the STF/LRSF. That would make it harder for teams that don't min/max than if there is "cheating" (which makes things harder for min/maxers since they just power through / ignore mechanics).


    [edit: Don't get me wrong, I liked the STF, even at the time - I'm just trying to demonstrate what would happen in terms of damage/tohit getting ridiculous.]
  13. My opinion?

    The disparity between "survivable" and "unsurvivable" characters can be so large the game has to cheat in order to be fair - as odd as that sounds.

    For example, if Sequester could be avoided, people would become softcapped and ignore it. Prior to Incarnates, that's how I tanked the Patron AVs in the STF (at the same time). Soft cap, kill GW, profit.

    If the aoe damage pulse on Keyes was resistible energy damage, it would only tickle Elec Armor characters (esp Brutes/Tanks). Where does one set the damage on it? Just enough to threaten a Blaster wouldn't even dent the aforementioned Brutes, but high enough to threaten them would be one shotting anyone who wasn't one... or wasn't resistance hard capped... Actually, to take off half the health of a res hard capped Brute with Accolades (so 900 dmg after resists), it would deal 2250 at 75% res. Of the ATs with 75% res cap, only Scrappers could have enough health to not be one shot.
  14. Quote:
    Originally Posted by Arbegla View Post
    As per http://paragonwiki.com/wiki/Taunt_%28Status_Effect%29 'taunt' the power only really adds a 1000x multiplier to your attacks for the duration of the taunt power. But, http://paragonwiki.com/wiki/Threat hows that any AT can build up threat on mobs, without using taunt specifically, especially when ALL of a tankers attacks apply the 'taunt' affect, giving ALL of their attacks the 1000x multiplier to threat. Taunt the power just allows you to apply the threat multiplier from range, and affect much more targets then Gauntlet will normally allow to you do.
    You're making a critical misinterpretation of taunt's mechanics. The threat multiplication is not a binary on/off x1000, it's a x1000 per second of the longest remaining taunt. Yes, Gauntlet and aggro auras pulse a 13.5s (on average, reduced by the purple patch, etc), or a 13,500x multiplier. On the flip side, Taunt places a 41,000x multiplier, or if it's well slotted, ~81,000x. That is a huge difference in magnitude. And when you're dealing with other ATs with taunt auras (specifically Brutes and Invuln/Shield Scrappers), you'll want/need that extra taunt duration.

    Remember, the taunt duration on auras isn't different on Scrappers or Brutes, but they deal more damage, leading to higher threat generation. (If the Brute has Taunt, which is also the same duration as it is for Tankers, then Game Over, Brute wins.)

    Ice has one thing that make its auras more potent than most: a plethora of debuffs. Debuffs act as threat multipliers, damage and resistance one in particular, because they effect 8 stats at once (each damage type), which CE has on top of recharge debuffs and movement slows. Still, I would never count on that and give up my strongest threat generating tool. I've played Tauntless tanks (Ice, in fact) before, but after losing aggro and having no recourse to get it back, I picked it up.


    [edit: On an unrelated note, it has a range debuff that helps cluster mobs.]
  15. Quote:
    Originally Posted by Crysys View Post
    The Dark Ring Mistresses give me a little bit of trouble on occasion, especially at +4 and with multiples of them. Its that Mask of Vitiation (Ranged) Foe -Defense, -Regeneration, -Recovery thing.
    I also has a pretty nasty end drain, too. Yeah, -recovery and -end. That power is the devil.
  16. Sarrate

    Regen ??

    Quote:
    Originally Posted by EvilGeko View Post
    Quote:
    Originally Posted by ultrawatt View Post
    In MoG them means when they get hit they take what? 250% less dmg?
    I agree with you, but to be fair, I don't know many encounters that can take down a Regen using MoG, Scrapper or Stalker.
    Same deal with on the survivability side with:
    * Invuln (more hp, and they can have perma 85%+ s/l res, Unstoppable, note the def resistance is identical for all 3 ATs, Tankers included)
    * Electric Armor (90% energy, Power Surge, stronger heal/regen)
    * Fiery Aura (90% fire, stronger heal)
    * WP (It looks like WP Brutes can hit ~81% s/l before IOs/Incarnate abilities with SoW up)
    * Stone Armor (but Scrappers don't have access to that)
    (Not mentioning that Fury buffs damage auras, while they cannot crit.)


    As I've said before, I think caps are becoming more important than they have been in the past. I think Brutes' 90% res cap is going to raise issues again down the line.


    [edit: Of course, Brutes don't get access to Shadow Meld or Hibernate (which I still don't understand why Scrappers got).]
  17. As someone who had "The Matrix" (well, what it was) and "Lord of the Rings" (because I wasn't much of a reader at the time and figured I never would be) spoiled... I can safely say I hate spoilers. As has been mentioned before, you can only experience a story unspoiled once - after missing out on a couple classics, I don't want to make that mistake again.
  18. The Scrapper one seems like it could be, ahh, a tidbit strong...


    I also think it's really weird that some of the special enhancements act like global bonuses while others are just procs from a single power. I dunno about you, but I think I'd take a global boost over a single power proc.
  19. Quote:
    Originally Posted by Rangle M. Down View Post
    Interestingly enough there's something going on. Watching the combat attributes as I'm attacking the +10% will drop briefly, right before landing the kick. If the kick "misses" the defenses won't drop until the 10 seconds are up. I'll have to make note of that over on the beta forums.
    My guess is the buff is set to "not stack from same user." When this happens, the game removes the first buff before reapplying it again - causing it to momentarily drop.

    Remember when the devs tried to make CM and similar powers not self stack? They ended up reverting that because reapplying CM could cause squishies to toggle drop. Same thing.
  20. Quote:
    Originally Posted by New Dawn View Post
    Toggles + Passive + Weave should be enough to hit soft cap I'd of thought. Not that I would take weave. If one may as well slot to skip it then its a free spot for something else. I wouldnt add Combat Jump neither.
    My above calculations are with DOs. With SOs, all you'd need is toggles, passives, CJ, and Steadfast.
  21. Quote:
    Originally Posted by Atomic_Toy_Guy View Post
    Quote:
    Originally Posted by Smersh View Post
    How's softcapping on DOs sound?
    Say wha? Your foolin' right? If this is true I am definitely giving an SR/MA a shot.
    Quote:
    Originally Posted by Aett_Thorn View Post
    Tanker Values

    Focused Fighting, Focused Senses, Evasion: 18.53%
    Agile, Dodge, Lucky: 7.5%
    Elude: 60%
    (toggle + passive + CJ + weave) * (1 + 3 DOs) = Def
    (18.53 + 7.5 + 2.5 5) * (1 + (0.1*3)) = 43.589

    To me, it seems like SR Tanks will be the "Golden Fox" of primaries. Starts out very strong, but hits a plateau early. Also, if "Real Numbers" is to be trusted, SR's passive resists have the same value as Brutes/Scrappers.

    [edit: Using Schedule A values for defense is pro.]
  22. Quote:
    Originally Posted by Shadowy_Dream View Post
    If you took that exact same build, and made it a katana/Elec scrapper instead of a katana/elec stalker, with whirling lotus instead of AS, you would have very similar or higher sustained single target damage, Significantly better AOE damage (which is very useful), and more HPs for when something does get through your defense.
    Don't forget Scrappers would also get Lightning Field, and Energize would heal for more (it's a function of base hp) and regen more (a function of maxhp).
    [edit: Brutes with Elec Armor take it to a completely different level: even more hp, 90% energy res, and Power Surge would be 2.5x as potent due to their higher res cap.]

    Quote:
    Originally Posted by Shadowy_Dream View Post
    I think all most people are arguing, is that if the stalker is going to give up significant AOE damage AND a significant amount of health, just to get better single target damage, the advantage they get in single target damage should be better than "will probably do slightly more damage in short to medium length single target fights, and might end up doing less damage in sustained single target fights"

    [edit] made clear that last sentence was just referring to single target damage.
    That's how I view it, too. I have a Stalker I want to like, but I can't help look at her and think she'd be better off as a different AT.. which is very annoying.
  23. Does the new LF still crash? If it does, then its situational nature could be to not dying during the crash. Yes, you could wait for it to crash before jumping into a spawn, but that means paying attention and not simply barreling into spawns.


    I'm still trying to absorb all the changes in I21 (not just Kheldian) and I can't look at things myself (nothing unlocked on beta), so I don't have an opinion as of yet.
  24. Quote:
    Originally Posted by BrandX View Post
    Also, why have Shield on Stalkers? It's real benefit is Shield Charge, and that's likely the power to be gotten rid of for Hide.
    And AAO would lose its be converted from a scaling damage buff to a 'small', always on damage buff.

    (That's how they described Entropic Aura for Stalkers, afterall.)