Silas

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  1. Quote:
    Originally Posted by streetlight View Post
    Note that not all taunt auras tick quickly. Several tick in two-second intervals. You can run right through a large group and never hit anything on a two-second interval, so sometimes it pays to taunt on your way in. Specifically, taunt something (preferably a boss or lieut) up front as you jump over them and let your aura kick in on the middle/back of the group. Everything will turn around and fire at you, which will keep cones and AOEs from hitting your team.
    Bam:

    Quote:
    Originally Posted by Silas
    This gives a sizeable advantage to non-damage Taunt auras because they tick more quickly and tend to have an autohit component. With something like AAO, Invincibility and to a lesser extent, RttC you can literally run past something and it’ll be taunted on you.
    That's been in there a while now


    Quote:
    Originally Posted by DreadShinobi View Post
    hahhahaha........ha


    Excellent work Mr. Silas, fun read and pretty much everything I expected. =)


    Quote:
    Originally Posted by CriticalKat View Post
    [...]but its not exactly rocket science.
    Exactly. Playing melee well is (IMO at least) a lot more straightforward than playing support well. But what do I know, I'm an awful, awful person
  2. Quote:
    Originally Posted by TFury View Post
    Just think if it Silas: Teams of corruptors wreaking the game!!!
    Unheard of.
  3. Quote:
    Originally Posted by Alpha_Zulu View Post
    Does Hot Feet Count?
    Since Hot Feet makes stuff run away, not get Taunted, not really.


    Quote:
    Originally Posted by Rad_Avenger View Post
    Isn't that what you wrote, above? I could have sworn you wrote:

    Perhaps I'm dense (I get that a lot).
    Amy gets it. You've gotta be able to lead and follow.

    Quote:
    Originally Posted by White Hot Flash View Post
    [...]Yeah, you can kill a room by yourself, but can you do it in ten seconds? With a team, you can. You can take on Nictified Romulus...that's great, but can you bring him down fast? On a team with some good debuffs, you can.

    I like where you're focusing as much on the "What you SHOULD be doing" as much as the "How you can do it." Most builds can. Not many should when there's better options.
    Exactly. Just because you can do something, doesn't mean you always should. If your dude can solo a +4/x8 room, awesome, how about you apply that ability to helping the team out rather than doing your own thing.

    Quote:
    Originally Posted by Ruff_Tuff_n_Buff View Post
    What an awful, awful person. This is the least helpful, most negative "guide" I've ever seen.
    I dunno man. I think I'd still rather be me than the guy who judges the entire character of another person based on a mostly tongue-in-cheek guide on an internet forum.

    In other words:

  4. I wouldn't say so. You can still rush to the last room with Fly or SJ though, just slower than SS and in short hops respectively.

    At least you're trying to make it to the end room and you'll be bringing mobs to slaughter with you
  5. Quote:
    Originally Posted by Rad_Avenger View Post
    I mostly play my Corrs on teams (particularly on GOOD teams), but I've been known to PUG it up on my Broots (usually at someone's invitation ... I normally play my Broots when soloing).

    I'll be honest, I hear where you're coming from in your commentary on melees running away, but thinking about it from the average melee perspective ... I solo on +3/x8 with my good melee toons, and I generally don't break a sweat while doing it. I always call point on my melee toons (because lets face it, if you're not spawn diving on a Brute, you're doing it wrong).
    Maybe I'm misunderstanding you, but this kind of thing is exactly what I'm trying to change about common melee attitudes on teams. "I'm melee, my build is burly so I MUST BE RIGHT, EVERYONE FOLLOW ME"

    Quote:
    Originally Posted by Rad_Avenger View Post
    I guess what I'm getting at is this - your guide's great, but it needs some choice suggestions for how to respond to squishies on bad pug teams that choose not to follow you and then die (because they're not named Silas, amirite?). I'm partial to the classic Nelson voice "HA HA", but a little dry British humor never hurts.

    thx!
    Not gonna happen.

    While it is possible that if you're going one way and the team is going another and dying as a result, they're all idiots, I would argue that you should probably still be going with them. If you really do know better and can survive better than them, you should be with them, taking aggro and killing big threat mobs.

    Don't insist on going off and doing your own thing because you think they're idiots. If you're right, go help them. They're not gonna learn anything by dying over and over while you're off doing your own thing. Go back, help them and do your bit by trying to keep the team together.
  6. Quote:
    Originally Posted by Alpha_Zulu View Post
    I'd happily replace any well played melee tank/brute/scrapper/stalker with a corruptor/dominator.
    So would I, 99.9% of the time. That does not mean, however, that well played melee is without it's benefits.

    As an example, I herd all the time on my Corruptors but it pales in comparison to how mobs stick to me with AAO. When was the last time you playe with an autohit taunt aura?
  7. Yeah, I think it'll buff the pet, not you. You may have a chance of it proccing on you when you first summon it, but not sure.
  8. Juzam_Djinn, A good point. I'll add something about it to the guide this afternoon. Thanks for the input

    Oz, Now you know as well as I do that one or two well played melee characters can be a great help to a team. It's just that well played melee characters are rarer than rooster teeth
  9. Quote:
    Originally Posted by Seldom View Post
    Agreed on many points.

    One thing I'd add-know your limits. If you are playing Mr. toughguy to your friend's squishiness, it's easy to think of oneself as being stronger. But every armor set has a weakness, so when you see something that can kill you, think of what your team can do to cover it for you. You pretending there's no problem, then faceplanting can slow the team down, all the more silly if your team could've had your back. If a certain foe does psychic damage to my invulnerability tanker, I ask the control/damage department of my team to take them first. If my brute has endurance problems, I give the dominator time to hold/confuse/etc. the sapper before jumping in.

    An aside: not sure where you heard the AV taunt not being autohit. Source? From all documentation etc, all classes of PvE are autohit with taunt, it just sometimes affects them differently. I have had AV's get skittish and start target hopping even after being taunted, (Reichsman) but that seems an AI thing as it worked until he was low health. Also, you might being seeing something stealing aggro by having a higher threat level from some action.
    A good point.

    Re: Taunt

    You're absolutely right. I went and doublechecked it myself and both Taunt and Confront are autohit on AVs. whoooops.jpg

    Corrections made accordingly.
  10. Quote:
    Originally Posted by Kinrad View Post
    Wuts Melee?
    I actually have the accents on my kb because its Swiss, but am also very lazy. Also, its like Scrappers and stuff, who cares?
  11. Quote:
    Originally Posted by Horusaurus View Post
    mmm melee guide <3
    I feel dirty.

  12. Introduction

    So for a while I was wondering what to do for my next guide project. Perhaps something on pet grooming, or Internet Sugar Daddies: the Art of Prostitution Without Getting Screwed. Maybe audiobook versions of all my guides, for the illiterate or merely lazy.

    For anyone who has read uh, basically any of my other guides, I can imagine a certain amount of skepticism at me writing a melee guide.

    BUT

    I did a great deal of soul-searching, long walks on the beach as the sun set and generally thinking about melee.

    I came to a conclusion and it is as follows:

    It wasn't melee making me mad, just the people that play them!

    Isn’t that great? I thought so too.

    I then thought well, why do I hate them?. That answer took me a lot less time to come up with, namely “their stupid horseshit on teams”. Being a loving, tolerant sort of fellow I couldn’t care less about melee horseshit when they’re solo :3

    No, in all seriousness this is actually a guide for teamy stuff for melee types. Like, for real and also for serious. If you only ever solo with your Scrapper/Stalker/Brute/Tanker, you’re free to go. Everyone else, please remain seated. Contained herein will be advicings, tips and various melee animal facts.

    In my mind, playing melee effectively on a team no matter the AT boils down to two factors. One: damage and two: aggro control. Since there’s a great deal of overlap in how these factors are relevant to the 4 melee ATs (5-6 if you count Banes/NWs which I do not because COUNTING IS DIFFICULT) I’ll be talking about them in terms of general considerations rather than specifically Stalker/Brute/Scrapper/Tanker sections.

    Why Damage and Aggro Control?

    Before I continue into the actual substance of this guide, I should clarify the above terms.

    Damage: This one is simple, basically hitting things and/or killing stuff. If you’re only controlling aggro but not contributing any damage (yes, even Tanker damage) you suck at melee. Secondly, the damage you contribute has to be maximised and it has to be relevant to the team. If you’re off fighting stuff halfway across the map, well, we’re all just super duper impressed but your damage would be much better utilised where all the buffs/debuffs are and killing stuff the team is fighting.

    Aggro control: This one requires a little more explanation. I’m not suggesting all Tankers/Brutes be tauntbots, (quite the opposite, in fact), but that when playing melee, aggro control should be a consideration. You don’t need Taunt/Challenge/Provoke/a taunt aura to control aggro. Aggro control is also about controlling the flow of a fight, prioritizing targets and mob positioning, not just getting punched in the head so the other guys don’t. As a melee player, you’re by and large much better equipped to deal with aggro than squishies, so you should try to control aggro.
    So, without further ado:

    How to Not Be Bad at Melee:


    Quote:
    Stick with the team:

    While Scrappers are generally the main offenders here, I see it from all ATs. If you’re a Scrapper/Brute/Stalker, you’ve got good ST and/or AoE damage. It’ll be much better leveraged if you’re with the team so you can get all the awesome buffs and smash the debuffed mobs into bits.

    If the team goes one way and you go another, finish up and go catch up with them. If you want to decide the pacing and path you take, either solo or lead the team. Don’t run off and insist on doing your own thing just because you can. It’s frustrating for people with buffs and you’re not contributing anywhere near the damage you could be.

    Now, I’m not saying you should stick with the team always no matter what no exceptions because there are always exceptions. Think of it this way: imagine a bungee cord tied around your waist. You can zip off to other spawns, piss them off and then snap back to your team, dragging more mobs to the slaughter with you. You can run off ahead of the team to get to a room first to gather up the mobs so when the team arrives they’re in a neat little pile to be shredded. You can run off to quickly kill some objective mobs before bouncing back.

    What I’m saying is, exercise judgement. Never straying from the team is equally idiotic as insisting on running off and doing your own thing, if less detrimental
    Quote:
    Leading the Team:

    Another side to sticking with the team is leading them, if/where applicable. As a melee character, you’ve got a primary or secondary set dedicated almost entirely to keeping you alive. This is a luxury other ATs don’t have. This makes you one of the best people to start a fight and soak the alpha. This applies most if you’re a Tanker, but also for the other ATs. There is almost nothing worse than a cowardly Tanker. Chances are you’re the toughest person on the team by a not insignificant margin. You should be first into the spawns. Don’t be afraid to set the pace.

    You can still lead the team if you’re a Stalker, with all the eccentricities that entails. AS the nastiest thing in the spawn, scrap it out. Since the Stalker changes Stalkers are scrappier than ever before and since you know, you’re on a team, you’ll have other people there to help. This also has a use in smart application of damage for AS. If you AS something tough like a boss, the AS debuff will debuff the spawn and really reduce the alpha damage. Weigh up whether the best way to leverage the AS would be to take a chunk out of the boss and debuff the spawn or instantly drop a nasty minion/lt.
    Which brings us nicely to…

    Quote:
    Target Prioritization:

    Knowing which mobs can do what and their respective threats is important. Maybe not to you, as a softcapped mez-protected beast with upwards of two thousand hitpoints, but it may be a concern to the squishier team members.
    This is about smart application of damage. Choosing what to attack is as important as attacking in the first place. Choosing what to attack is both important for damage, in dropping the biggest threat first and for aggro control, because my experience is that that things I try to gut ARE NONE TOO PLEASED ABOUT IT.

    Imagine a large-sized Malta spawn. Sappers are a threat, the Tac Ops dudes are a threat to squishies because of their AoE long duration stuns, Gunslinger bosses are a threat because they can do a lot of damage quickly and TP around so you want them locked down. Learn what to focus on given the makeup of your team and the situation.

    If you’re a Tanker, Gauntlet gives you the luxury of being able to juggle several of these tasks more easily than other melee ATs. By punching the biggest thing in the head, you’ll also get aggro on the stuff around it and have Taunt to use on stuff out of reach.
    Hell, speaking of which…

    Quote:
    Taunt (and Taunting powers):

    Now, Taunt has always gotten a lot of flack. First of all because it sucked compared to Provoke, then when it got buffed because a lot of people objected to the idea of being a Tauntbot.

    GOOD NEWS EVERYONE!

    Being a Tauntbot means you’re bad at Tanking. Every time I see a Tanker using Taunt from range before they enter a spawn, I facepalm. Every time I see a Tanker running into a spawn and using Taunt on the stuff right-fracking-next to them, I facepalm. Every time I see a Tanker use Taunt on stuff that is already well pissed off at them, I facepalm.

    My face, you guys, my poor face. I need it to eat and breathe and stuff, have mercy.

    Taunt, (and to a lesser degree Challenge and Provoke), are aggro-I-Win buttons. So…rather than spamming them like an idiot, use them on stuff you want to (here’s the tricky part) win aggro on. Stuff that’s not within range of your BRUTAL FACE PUNCHINGS, taunt/damage aura or PBAoE attacks. Stuff that’s off to the side about to bifurcate a squishy. There is also the neat trick of messing with -range on Taunt, but more on that later.

    Not Taunting at all is bad. Taunting too much is also bad. Taunt has a 5 target cap, ranged AoEs are 16 and PBAoEs are 10. So you can aggro 2-3 times as many mans using them rather than Taunt.

    Please use Taunt like…smart. Here’s how I break it down: If you hop into a spawn, anything that got nicked by your aura on your way to the middle is going to be mad at you, as is anything hit by your PBAoE attack if you open with it. That leaves Taunt for anything particularly nasty/multiple dudes out of your range. Time spamming Taunt is time better spent attacking and contributing damage.

    Technical Aside: the way threat works is a combination of damage/debuffs applied to the mob and Taunt. Taunt acts like a multiplier for whatever threat you already have on the mob. That means if you’re Taunting stuff you’ve already Taunted instead of attacking, WHOOPS, YOU’RE AN IDIOT. The less offensive way to put this would be: using Taunt in conjunction with attacking is the best way to get and keep aggro.

    Edit: Aggro can be screwy sometimes, so using Taunt more often to make sure the AV is taunted to you isn't a bad idea. Still don't spam it, but you know, use it occasionally. Doesn't have to be that often at all, since even at base it has a stupidly long duration. Also try and get a feel for whether something is aggroed on you or not. It sounds dumb, but yeah. Moving round to the side of the AV has a dual purpose. It aims all the cones and AoEs at you so the team doesn't get caught by splash and you can clearly tell when the AV is swinging at you.
    Quote:
    Cooperative, not Competitive Aggro:

    If there are other melee dudes on the team, you want to be cooperating with them for aggro, not competing with them. Yes, it is hilarious and rad to wrench aggro off a Tanker by dint of kicking orders of magnitude more anus, but most of the time its not gonna help the team any more.

    If you guys are gathering mobs up, don't gather up the same stuff the other guy is. Work together and grab separate spawns and bring them together for massive AoEing. Often on teams melee dudes will each go off their own way, assuming leadership but not communicating well. So you've got people herding and fighting on entirely different areas of the map, because neither of them is a big enough man to go back and fight with the rest of the team. This is bad, and people who do this should feel bad.

    A friend raised an excellent point, namely that the deciding of who is 'leading' and who is the assist is tricky. Usually unspoken, too. But it also doesn't have to strictly be that way. Be flexible. If you see the other melee dude is doing some crazy awesome stuff, go join him in it. Don't refuse to be a team player because of ego nonsense.

    In the beginning of a team, try and gauge how the other melee dudes (not just the rest of the team) is playing. If they're really timid, you might want to be more aggressive in leading the charges.
    Quote:
    Positioning:

    Where you stand while you kick heads in is important for several reasons. A lot of stuff aggroed on you will try to close to melee range, so clever positioning helps you get as many mobs as possible into your and your teammates AoEs. Bunched mobs = bigger Fulcrum Shifts, bigger Heat Losses, maximised AoE attacks, all kinds of delicious stuff. At least until some shitwizard who never turns off Hurricane hops in the middle of things but I guess THAT'S LIFE.

    Learn how to mess with Line of Sight. It’s really straightfoward. If the mobs can’t see you, they can’t attack you. If they’re aggroed on you, they will try to see you so they can attack you. So if you’ve got stuff aggroed on you, hop round a corner. Duck behind a crate/pillar/whatever. Stuff will bunch up around the corner to take a shot at you. They’ll bunch up delightfully to be mass debuffed and butchered.

    Mess with LoS to bunch mobs up. If you can just hop right in the middle of a spawn and they’ll all clump up on you, great. But sometimes mobs aren’t that cooperative, sometimes the terrain isn’t suited for it, whatever.

    The somewhat new –range debuff on Taunt also allows Line of Sight-esque shenanigans without actually blocking LoS. Hitting stuff with Taunt will cripple their range, forcing them to come closer to take a shot at you. If you’ve got a lot of stuff shooting at you from afar but can’t really block LoS or whatever, using Taunt even if they’re already aggroed can help bunch them up.

    Bear in mind there is a difference between this and full-on herding. Herding doesn’t really exist anymore, since you can only have 17 mobs aggroed on you. Anything new aggroed over that limit will bump something else off the list. This means gathering mobs up is more important than trundling off to try and grab entire rooms.

    Really good mob gathering comes down to two things. Speed and efficacy. If gathering up the mobs would take more time than would be saved by nuking them all down together, don’t bother. Hell, with their fondness for melee most mobs gather themselves. If trying to herd results in more stray mobs and loose aggro than otherwise, don’t do it. Clumping spawns > herding. This gives a sizeable advantage to non-damage Taunt auras because they tick more quickly and tend to have an autohit component. With something like AAO, Invincibility and to a lesser extent, RttC you can literally run past something and it’ll be taunted on you.
    Quote:
    Positional Awareness:

    Being able to maximise your damage and aggro control on a team requires that you keep your head on a swivel. When I’m playing my Scrapper I keep my camera just as zoomed out as when I’m playing any of my Corruptors so that I can keep an eye on as much of the fight as I can and react accordingly.
    Emphasis on being able to react accordingly. Scrapperlock is the worst absolute worst thing on a team. I’m sorry, but it is. God knows I empathize, I often feel myself slipping into it playing my Scrapper. But that singlemindedness, that tunnel vision totally, totally sucks for contributing as much as you can to a team. Going off and doing your own thing just because you can? Congratulations, you suck at teaming.

    If you’re good at melee you should be able to deliver just as much butchery and dead mobs as someone in the throes of Scrapperlock. If anything, you should be able to deliver much more because you’ll be attacking where you can maximise your damage. Unless you’re fighting dentists, whose extensive knowledge of topical anaesthesia means that fighting a dentist is like hitting a bag of angry meat.

    Moral of the Story: DO NOT FIGHT A DENTIST, YOU WILL ONLY LOSE
    Quote:
    How Silas Be Doin It:

    Tadaa!

    So I’ve got 2 main melee dudes. My SS/Fire Brute, who is largely an agricultural tool and my KM/SD Scrapper. Since the Brute is pretty much just for farming, we move swiftly onto the Scrapper. He was actually made from the ground-up to be my default melee dude for teams and Task Forces, for those one in a million times where we don’t already have melee and b) there is no b, stop right there, criminal scum!

    Going from playing support almost exclusively to playing melee on teams was a lot like walking through a mirror. Everything is familiar, but different. Many things are reversed and also I was covered in shards of glass and bleeding all over my body. I had to be right next to things to hit them, what was the deal with that?

    The reason I chose to make my main melee dude KM/SD is for several reasons though. I mean, I thought it was cool but I also thought the combo had a lot of potential and powerset synergy, both important things to consider for melee characters. This is the main point here, more on this in like, a minute. I swear. God, what a nag you are.

    Using my KM/SD as an example, the powersets complement one another in a few ways. Both sets have –damage to stack, KM is a bit lacking in AoE which Shield Charge makes up for and the sets together have a lot of +damage for you. All the damage debuffs in KM/SD also help for aggro generation because the –damage isn’t actually one debuff, its 6-8 debuffs (one for each damage type. Fun Fact: the KM attacks debuff all damage types but tox/psy, AAO debuffs all 8 kinds).
    So:

    Quote:
    Powerset Choice:

    In the terrifying halls of my mind, I see powerset choice coming down to three factors. First of all, as mentioned above, if you like the character idea/sets. Don’t roll something you don’t enjoy.

    But then comes the delicious crunchy powergaming considerations, namely synergy and potential. The realm of brutal, crushing efficiency and power. Be aware what your powersets can do and how to achieve it. Bear in mind what their given strengths and weaknesses are. For example, DM has great utility and ST damage but is a little weak on AoE. ElM has great AoE, but yo’ mommas MRP build got mo’ ST DPS.

    If you’re building with IOs, which you really have no reason not to*, try and work out how to make the most of your character. Even if it’s just frankenslotting to get the most out of each power.

    Quote:
    *Being poor ain’t no excuse. Dumping your stuff on the market as you level gets you plenty of inf and if you play something at level 50, hot burning inf is pumped directly into your rectum. Also, market forums. Go there, read the guides, learn how to make stupid amounts of money then troll by saying that manipulation is ruining everything for the casual player. Or complain about inflation, bonus points if you don’t understand how it works. Everyone wins.
    So uh, I guess that about wraps it up. I’ll probably be adding more stuff to this guide as I think of it. Hope this was of some use
  13. Silas

    Def or Corr?

    Quote:
    Originally Posted by Deacon_NA View Post
    There's far more to consider than debuff values for Sonic Attack (which is irrelevant anyway because the question is about DP) when considering Def vs Corr.

    For one thing, a Traps Defender can far more easily build up high levels of defense.

    Here are the base for values for FFG, Maneuvers, CJ and Weave:

    Corr: 10 + 2.625 + 2.125 + 4.25 = 19
    Def: 13.3 + 3.5 + 2.5+ 5 = 24.3

    Let's enhance everything but CJ to ED cap and you get 28.3 for the Corr and 36.3 for the Def. This is before doing any set bonuses. This allows the defender to concentrate on recharge bonuses and procs, not so much on defense. Please note, the above is not the only path to soft-capping. My Traps/DP does not have Weave and is soft-capped, for example.

    I haven't even gotten to the higher debuff values for the Defender.

    Acid Mortar -res debuff: 20% for Corr, 26.6% for Def.
    Seeker Drones -dmg debuff: 20% for Corr, 26.6 for Def.

    I could go on.

    For full disclosure, I will admit one of my "A-list go-to" characters is a Traps/DP Def, one I am thrilled with for team support or solo play. I can't imagine a scenario where a DP/Trap Corr would be better. Don't get me wrong, the Corr will be very very good, just not better, for this particular combo.
    I mentioned Sonic Blast because its the only set I'd seriously consider going with a Defender for because the higher debuff values are more noticeable.

    For everything else, you're probably not going to notice the higher debuff strength when playing, but my experience is that you definitely notice the higher damage of a Corruptor.

    The softcapping thing is a good point, but uh, why would wouldn't you include Scorpion Shield? With Scorpion Shield its trivially easy to softcap your smashing/lethal defenses even with Corruptor values. Since HoB is melee and a lot of Traps works best toetrapping, softcapping ranged def would be kinda silly.

    That said, with this particular combo the difference between them at 50 is going to be fairly small since DP is a lower damage set. Since you said you're mostly soloing, I think you should decide based on whether you'd rather get your attacks or support stuff first.
  14. Silas

    Def or Corr?

    The only real reason to go Defender over Corruptor with shared sets is the higher debuff mod on Sonic Blast.

    Corruptors have better damage, but if you're mostly soloing you'd have the full Vigilance boost more often than not. So I'd say it comes down to whether you care more about getting your attack or support powers earlier.

    My personal recommendation would be to go with the Dark side
  15. Quote:
    Originally Posted by PBaRmy View Post
    what makes this so solid?....im confused on what defense your slotting for...you seem to have middle def on everything....

    my katana/dark scrapper has 40 ranged/aoe def and the +melee def attack(divine avalanche) gives me over 50 melee when 2 stacked.... and the heal is down to 10 sec rech as well and thats the def w/o the glad 3% proc.

    very rare that i die...seems like u could get positional def up higher which is the best defense you can get. Seems like slots are wasted and could be used in better places imo. You wont need so much regen if your not getting hit.

    And id go cardiac on dark armor.

    just my 2 cents.
    I think the "middle def to everything" is the point, since all he needs to softcap is a small purple inspiration.

    It's not how I'd personally build it but even without the purple insp, defense in the 30s will have a large impact on his survivability.

    Build doesn't have any glaring errors I can see either.

    Hence, solid.
  16. Looks very solid.

    Pretty much the only thing I can see would be to swap the Regen Tissue proc for the Numina +/+. You go from 19.55 hp/sec to 19.12 which is a miniscule loss but gain a fair amount of recovery, going from 3.29 to 3.5 end/sec. The Regen Tissue proc is really, really bad. Getting +hp is a far more effective way to boost your regen.
  17. Silas

    Ok,

    Quote:
    Originally Posted by Werner View Post
    [...]Maybe some PvPers (certainly not all), but that seems a legitimate issue there, because some want CoH to be more like a first person shooter with equal and near immediate access to the best equipment so that it is mere skill that determines the outcome. [...]
    As an aside, I think Guild Wars handled this really well. When making a character, you could choose whether they were a pve or pvp character. Pve is normal, you go through the story, level up, get items, yada yada. You can also take your pve character to pvp zones.

    Pvp characters, on the other hand, started off at the maximum level. You could give them all the best stuff (numbers wise, if you wanted cool looking stuff you had to unlock it) right off the bat. So people who just wanted to try out a new character could have a fully functional pvp character made and ready to go in like 5 minutes.

    You could unlock all the skills in pvp or pve. Its a great system, imo. That said, GW does have much, much more integrated and infinitely better balanced pvp than CoH has ever had. That game was built from the ground up with pve and pvp in mind.

    Still, if the devs ever wanted to give pvp an overhaul again, something like that would be a cool idea. Want to try a pvp Stalker? Roll a pvp Stalker, you can give him all the IOs you want (maybe have to unlock the shinier ones) but you can only play him in pvp zones.
  18. Edit: damnit, my fuckawesome .gif doesn't work. This will have to do:

  19. Corr cheerleader retard crew?

    Haha, what?

    Edit: Oh right I forgot your thing about the word corr

    corrcorrcorrcorrcorr
  20. Quote:
    Originally Posted by Phillyboy View Post
    but, but, but, it's the threadjacks that make it so much fun!!!

    Hey, at least it's not WoW (which I just jumped ship from), where I would already have been called a noob, told to die, and otherwise screamed at in 4chan dialect by a poop-eating Morlock that hasn't seen the sun in years . . .

    but I digress.

    Thanks for all the welcoming, and see y'all in game!
    You've got the right idea, guy. Feel free to hit me up for whatever, @Silas. Ignore people being butthurt, the threadjacking is all in good fun

    Speaking of which, FF is best on bad teams.
  21. Quote:
    Originally Posted by Celestial_Lord View Post
    This. Although if you were to make a Force Field Defender, that would certainly be acceptable.
    Incorrect.
  22. Welcome to the server. Make a Corr. Love the Corr. Live the Corr.
  23. Quote:
    Originally Posted by Leo_G View Post
    I personally like to be affected by mez every now and then. It's why I don't put Practiced Brawler/Active Defense on auto, I just bind them to a button close to my movement keys.

    Kind of like on my Electric Armor Brute, it's nice to, every now and again, get thrown back by a KB power while you're jumping, if only to remind you that the effect is there and appreciate that you have said mez protection. With toggles, it's set it and forget it to the extreme. Makes you lazy, really. You switch to a squishy character and suddenly you feel overwhelmed
  24. Quote:
    Originally Posted by Deevian View Post
    I actually have a lvl 50 claw/fa brute, and know that they come up very much short of ss/fa(not io'ed yet but my best run is 7 min 23 sec) , if you are saying a claws/fa SCRAPPER is going to be 2nd, you are incorrect.

    You claim that mobs running is NOT a problem with scrappers? A good number of people from thus very thread have already said that this is indeed a problem. If it just shields that doesn't have a problem, then your point is still invalid as per my point in that it does not matter about elec/shield, they just insta pop the spawn, even without the taunt aura elec/shield will do fine. It is even MORE invalid in that a claws/fa scrapper does NOT have a taunt aura.
    He is pretty much right. Since we're in the Brute forum, I would assume with a given combo we're talking about Brutes and not something else unless otherwise specified.

    For Scrappers, the only secondaries which will stop mobs from running are /Inv, /SD and to a lesser extent, /WP. Of those, only SD contributes to your offense, so we can safely disregard the other two for best farming options.

    I would quantify the Elec/SD vs Claws/FA though. While I don't know how they'd perform on a conventional farm map, on an AE farm the Claws/FA will blow away the Elec/SD. This is because Elec/SD has awesome burst damage, but once they're blown SC/LR they've just got patron AoEs and lolThunder Strike to do damage. On an AE farm where you're constantly target saturated, the less damaging but far faster recharging AoEs of Claws are much better.