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Public declarations of wealth are a crass affection of the nouveau riche.
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Yeah, I'd be curious to know what it is about WI that's crappy. It costs the same endurance as Unyielding, provides you with DDR, some resists and a tiny bit of defense. Seems like a fairly solid power to me.
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Quote:Indeed, what UberGuy said. If you enjoy the character, they're not obsolete. The Tanker hasn't stopped being effective.Very true, and remember, I'm the "Any build, any budget, no exclusions" guy anyway.
It's more that I'm heavily considering my Brute as an aggro control capable character than considering my Tank as obsolete. I've no illusions that my Tank will no longer have a place. He'll never cease to be fun, either, if for no other reason than I enjoy his story and /em kata-ing in front of Lord Recluse. I'm just seeing more of the overlap.
As you say, there's just overlap between what the Brute can do and what the Tanker can do. Which is as it should beGlad I was able to help you see things from a new perspective. Good luck with the Brute rework!
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Quote:You're exactly right on this one, this is something Deus brought up earlier*. All things being equal, a Brute is going to generate more threat than a Tanker more often than not due to their higher damage.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.
As you say, Tankers do have a slight advantage in their Gauntlet being AoE, but that isn't a significant factor as soon as the Brute gets their PBAoE. Which is always going to be sooner than the Tanker, comparing the same attack sets.
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Quote:I like it. It looks really solid so far and seems like it'll really lend itself well to the kind of characters I build. Think it'll be a great addition to any team and very good solo.So what's your opinion of Time Manipulation? Because I really liked it on Beta, and want to not suck.
Quote:[...]I play all my support alts as offenders and still my teammates have all shields or SB all the time if I am on buffer[...]
Emp guide will be done by this weekend, Saturdayish. -
When I am deciding whether or not to do something, I first consider if it will cause you anguish. If it will not, then I must give much thought to whether or not this action is worth doing at all.
In seriousness, it'd be like a day or two. Friday or Saturday afternoon/evening. Come party with me, Stray. For clarity, I'd be looking to do this on the Friday or Saturday the 5th or 6th of November.
Horus get in on this actionnnnnn. Take a Greyhound or whatever it is that Americans use since they don't have public transport. Horse drawn cart? I don't know, leave a few weeks in advance. -
Given that you mostly solo, Rad is definitely the way to go. In the endgame and with IOs, Cold is in many ways the stronger set.
But it takes longer and much more investment to get there. Rad is a solid set from level 1 right through 50. Rad is a better set for soloing too. -
Quote:Your 'Bible' is the crazed scribblings of a madman. Then again, I suppose the same could be said for other holy texts :3Ok Silas your bible doesnt have Time in it! What gives?! We your followers demand you update the holy book with Time!
So my question is what is a good match with time? DP/Time sounds good because of all the melee action. But I already have a DP/MM blaster. Beam sounds like a bad mix because of all the clicky and targeting. I dont have any Rad attacks toons.... hrm.
In seriousness, I've not written the TM guide because it's not out yet. I've not been able to properly level and play it, so I'm not in a position to talk about it, let alone write a guide for it.
Sometime after i21 hits I'll start work on my Poison and TM guides. In the meanwhile, got mah damn Empathy guide to finish. That should be done by this weekend though.
As for what primary, what Deus said. Only potential concern with Fire is endurance, but that can be solved with good slotting and/or Cardiac. -
As long as you're not selling it for real money, sure. Only the devs are allowed to sell virtual items for real money
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Quote:But of course there is. Illusion/Cold Controllers can tank things with PA, they can control stuff and they can do lots of AoE damage with the Ice or Fire APP. Fire/Traps Corruptors can tank things (I'm sure you're aware of how well Traps can tank with Provoke), control things with PGT and Fire delivers the nuking. A Stone/WP Brute can control aggro, control mobs with Fault and deal lots of damage. Same could be said for SS/whatever brutes though Footstomp comes a good deal later than fault. An Earth/Psi Dominator can obviously control mobs, tank them if they take Provoke (survive the aggro with their controls, DP and APP/PPP shield) and deal lots of damage in the process. There are lots of combinations and ATs that can control aggro, control mobs and deal lots of damage.Not quite. I was in fact saying that everything my brute contributed to a team, my mastermind did better. There is nothing my brute brings to a team that my Mastermind does not do better.
That's why I disagree with your comparison to my Warshade. There is no other AT that I can play to duplicate all the things he does.
The WS may be better at some or even all of those abilities than some of those combos. Similarly, some of them may perform some or all of those abilities or roles better than the WS. But this does not mean the WS has no purpose.
Edit: Unless of course you mean no other AT can duplicate the shape-shifting, rather than the roles the different forms contribute. In which case, your WS is a unique snowflake. Except for Peacebringers. And no one plays those -
Hey all,
I'll be in the States late October/early November this year and thought the idea of a Champion get-together could be fun.
Nothing concrete so far, idea being to meet up for a meal/drinks/whatever if people want to get to know the real person behind the keyboard. Sortof a Champion mini-heroCon
Who is interested, ideas, feedback, whatever?
Oh and last time I was in NYC I was able to confirm there are gas stations, so people can have knife fights there or whatever if they are so inclined. -
Quote:Exactly! I would still call my Corruptor a support character and a damage dealer, yes. Similarly, you can call your Warshade whatever portmanteau you feel is most applicable.Yet you would still call your corruptor a support and damage dealer. Why can I not say my Warshade is a Blastanktroller?
You said that you felt a Brute had no purpose on a team because while it could deal damage and control aggro, other ATs could do either or both tasks better. If the team needed aggro control, you'd be better bringing your Tanker. If the team needed damage, you could bring something else. When they needed a bit of both, you could bring your MM. If I understood you correctly, your point was that anything the Brute contributed to a team, another AT could do better.
I disagree with that line of thinking, because hybrid ATs are in many situations more effective than their more 'pure' counterparts due to their flexibility. To demonstrate this, I used your WS. When you're in Dwarf form to control aggro, you'd be better off on your Tanker. When you're in Nova form to blow stuff up, you'd be better on your MM or a Blaster. When you're in Human form to control/blast/etc, you'd be better off on a Controller/whatever.
But that is not the case. Aside from the logistical absurdity of relogging and switching characters every time the situation changes, it doesn't work that way because often times, the WS (or whichever other hybridized AT) can be good enough. When a WS is good enough to control the aggro, you're better off with a WS (or Scrapper, or Brute, or Blaster controlled by a madman, etc) because they can control the aggro sufficiently and bring more damage to boot.
That's why I disagree with the breaking down of a characters roles into x and y and saying well, AT A does x better than AT B and AT C does y better than AT B, therefore AT B has no purpose. That make sense now? -
Quote:I can throw Fireball and then hit FS and you can hit Nova Emanation and then Taunt, but neither of us can do both at the exact same time. That's what I've been saying. You are not Dwarf, Human and Nova all at the same time. That's a mentality, not an ingame mechanical reality.I contend that it is not. You can throw a fireball then press fulcrum shift. I can throw Nova Emanation and then taunt, but the animation takes 2 seconds longer. All my warshade's powers are always available to me. Human powers are always instantly available. I don't see how I can explain that any better.
Your Warshade is not a Tanker, a Controller and a Blaster all the time. It is a character which can fill any of those roles or a combination thereof at any given time. It's not the same thing.
Edit: the relevance of this point is this: from the second you enter Dwarf form, you're entering a role at which a Tanker would perform better. Ditto for Nova and Blasters. But this does not mean a WS has no purpose, just because its individual forms/roles are individually beaten by the respective 'pure' ATs.
Similarly, a Brute does not have no purpose in a team because a Scrapper may do more damage or a Tanker may control aggro better. -
Quote:I did not disregard durations. I explicitly stated in my post that some of the aspects carry over due to their durations.Except that I do, because you seem to be disregarding durations. Taunt, control, and pets all have a duration on it.
I stun a group, then taunt the ones I missed, then start firing AoEs. All the while I have my capped resistance, buffed damage, and pets.
I'm not sure how I can explain this better. When you shift to Dwarf, you lose access to your Nova powers. That's a fact. You can regain access to them, but you lose access to your Dwarf powers. Various powers can stay in effect but it is mechanically impossible for you to be all forms at once. What you have is access to all of the forms at any given time, with shifting animation time. We're talking about different things. You're talking about your playstyle mentality when playing your WS, I'm talking about what is mechanically possible.
What I'm getting at this is that this is not a weakness or a failure. It is a strength of the AT, that you can shift as necessary to fill any given role at any time. But you cannot fill all of them at the same time. Which means by your previously stated reasoning, whenever you shift into Nova to blow stuff up you'd be better off on a Blaster. As soon as you shift to Dwarf to control aggro, you'd be better on a Tanker. When you shift into Human to buff up and control mobs, you'd be more effective on a Controller. However, in any of those forms you can potentially be 'good enough' or even better than the 'pure' AT.
The strength of a WS is in their versatility, their ability to do all of those things. Similarly, it is the strength of a Brute (for example) to both deal damage and control aggro.
Edit: but anyway, as UberGuy pointed out, this is an old argument. As well as a fairly major thread derail. Let's agree to disagree. -
Quote:Except that's not the case, unless you've got some mad hax going on that I'm not aware of. What you're describing is a mindset, an attitude. Not a mechanical functionality.Where my warshade comes into this is that he is all the roles, not just "damage and aggro," like my brute. That and he's just too bloody fun all the time. Keep in mind that my Warshade is "the MFing Warhsade." I'm not half a blaster when I'm in Nova, I'm not half a Tanker when I'm in dwarf, I'm not capable of doing one role at a time. I don't play it like that at all.
I am all forms at all times. I am a character with a ranged AoE attack chain, three damage dealing pets, capped resistance and damage, the capability of locking down an entire spawn in control and pulling aggro off my teammates.
When you've got that ranged attack chain you do not have the ability to taunt. When you've got the ability to taunt you don't have the ability to summon those pets and so on.
You cannot be in all forms at all times, you cannot have the full benefit of all forms at all times. What you have is the ability to access all of those things. Granted, some of the aspects do carry across forms (summoned pets, Eclipse) but when you shift into a form, you accept both its strengths and its limitations.
The "all forms at all times" is a great mentality and an excellent way to teach people flexibility in formshifting but it is not a mechanical reality. That may change, but I doubt it. Alternatives exclude.
Mentality is not the same thing as mechanical functionality. It's the same for all ATs. I say I play my Corruptors as team support and damage dealers. Absolutely true, but the same exclusion applies when you really get down to it. When I'm throwing a Fireball, I'm (arguably) not supporting my team at that moment. When I'm throwing out shields or dropping Fulcrum Shift, I'm not dealing damage at that moment. That doesn't mean I can't do both to great effect by using all of my powers flexibly.
Edit: Sortof. Dechs has clarified to say that it's his opinion that Brutes have no purpose for him/the way he plays them rather than a blanket statement. Unfortunate, but we can agree to disagree. -
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Quote:We'll have to agree to disagree, then. This comes back to what Deus was saying about the concept of 'good enough'. A Brute can control aggro well enough for a given task where you need aggro control (which many Brutes can and do) as well as contribute their high damage.I understand where you're coming from now, and I think I see the root of the problem. I believe that you either need aggro control or you don't. If you do, get a tank. If you don't, get someone better at dealing damage than a melee AT is or another force multiplier.
There's technically a third scenario, which is that you only need aggro control for a portion of the task. In this case, a scrapper or brute is better to have because for everywhere that aggro control is not needed, the scrapper or brute contributes more damage than the tank, so long as that scrapper or brute can actually hold the aggro when it's needed. I haven't been ignoring it, I just don't think it should exist. If you don't need a Tank for most of your task, just eat purples for the AV and be happy.
Again, when my Brute joins a team, his purpose is to kill things. When it comes down to it, my Bots/Traps does a much better job at killing things, especially on a team where he multiplies force. The Brute's secondary purpose is to absorb alphas and hold AV aggro, but the Bots/Traps that just as well.
In my mind, when your primary and secondary purpose are both done better by someone else, you have no purpose.
Given that is the case, if we use your reasoning the Tanker has no purpose. The toughness and aggro controlling abilities of a Tanker can be replicated adequately on a Brute or Scrapper and they'll contribute far more damage.
Whereas that's not the case, all of the ATs can and do have purpose. Because again, purpose is almost entirely decided by the player at the controls.
Consider the following statements:- I feel this AT has no purpose.
- This AT has no purpose.
Only two words dropped from the second statement but it drastically alters the meaning. One is a statement of personal preference, the other is a blanket statement about the validity of the Archetype.
By your own logic, your WS has no purpose on a team. If he's in Nova form, you'd be better off playing a Blaster. If you're in human form, you'd be better off playing a Scrapper, Controller or Blaster. If you're in Dwarf form, you'd be better off playing a Tanker.
But that's not the case. The fact that a WS can perform multiple roles is a strength. I don't see why the same reasoning cannot be applied to similarly hybridized ATs. -
Quote:Heh, I think there's mutual misunderstanding here, we seem to be talking past one another. I understand that you play different characters for different reasons, I'm the same way.It's not so much that you've misunderstood. I've simply failed to communicate properly.
Let me just go through this case by case. I'll admit right now that my perspective is biased due to the characters I play.
I enjoy playing my Tank on a team when the team needs someone to control aggro. He has been built to reliably survive anything the game can throw at him, as well as maintain solid aggro control, and even deal with over the aggro cap situations. When the team does not need someone to hold aggro, I feel my purpose is lost, and I stop enjoying him knowing that the team would be better off if I were playing just about anything else.
I enjoy playing my Brute solo. He's built to survive well enough and rip my enemies to pieces. This means I did not take the Taunt power, nor can I reliably survive anything the game can throw at him. I don't enjoy playing him on a team because he is always at his best playing like a soloist. If the team needs aggro control, he can generally handle the task, but I know the Tank would have more tools to do the job better. If the team doesn't need aggro control, then again, they would be better served by a different character of mine which brings other things in addition to damage (and likely even more damage).
I enjoy playing my Bots/Traps (remember, I count this as an AT all its own) almost all the time. Damage in spades, team buffs, debuffs, limited aggro control, and personal survivability. Solos whatever it pleases and multiplies the force of a team. The only time I don't enjoy him is when his own aggro control abilities do not prove enough.
I enjoy playing my MFing Warshade. No caveats.
What I was responding to was you saying you felt Tankers were the only melee AT which serves a purpose on a team (quote below). Which I disagree with, since I feel that purpose for a character is something the player decides.
My own opinion on melee ATs is that they all do basically the same thing, contribute damage and aggro control. To varying degrees and in different ways, but it boils down to those two factors. Not to plug my shamelessly plug my melee teaming guide, but that's the core idea I worked with for it.
Tankers can control aggro much effectively than they deal damage. At the other end of the spectrum, Stalkers can deal damage much more effectively than they control aggro. The point is that all the melee ATs can do both, therefore should not be limited to one purpose. Or said to have no purpose at all.
I'm probably not explaining this very well, the tl;dr version would be: no melee AT is without purpose since purpose is player defined and all melee ATs can contribute melee damage and aggro control to varying degrees.
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Not blasphemy at all, ranged softcap is highly effective and perfectly viable for many builds, for the reasons several have stated already. S/L softcap builds are very vulnerable to pure exotic damage (many mezzed being the worst offender). Just as S/L softcap doesn't care where the damage is coming from, ranged softcap doesn't care what kind it is.
S/L is much better for builds that need to go into melee from time to time like Kin and Cold (the former much moreso than the latter) and ranged is a lot better for sets that can be played entirely at, well, range
Personally my first port of call is S/L since it does still mitigate a great amount of damage and is very easily softcapped, granting much more build flexibility. -
Quote:I'm going to have to disagree on this point. Many Scrappers can still control aggro even without a Taunt aura, or even the ST Taunt. Certainly not as effectively as one with either of those tools, but that doesn't mean they can't at all.Unless the scrapper doesn't have a taunt aura, which is certainly the case for a majority of them.
Quote:I'll give you brutes, and I do enjoy my brute because he can very effectively tank. I just don't team with my brute often because, on a team, I'd enjoy being the tank more.
But just as I don't build a tank with a focus on dealing damage, I don't build the brute to control aggro. The tank deals some damage and the brute controls some aggro. Each focus, and each purpose, seems clear to me.
If I'm understanding you correctly, the Tanker is first and foremost there for aggro control, secondarily for damage. Totally agree with that one. For the Brute, its the other way around. There I disagree a little, but close enough to work with it. A Brute might not be able to control aggro as well as a Tanker (debateable, but let's go with it) but that doesn't mean they're devoid of purpose.
What I'm getting at is that one AT being better equipped for a task doesn't mean the other AT has no purpose. If I can go all reductio ad absurdum for a minute, that'd mean there would be no point to playing anything other than a Blaster, Tanker, Defender and the Tanker and Defender shouldn't bother using their secondaries. After all, nothing controls aggro as well as a Tanker, nothing deals damage like a Blaster and nothing buffs/debuffs better than a Defender.
However, we both know that's absurd, right? Hybrid ATs exist in this game and all have purpose. Or can be given purpose by the player at the controls. Actually, the entire purpose of a given character or AT is arguably entirely decided by the player at the controls. But I digress. Characters have a primary and secondary set, so there's no reason they should be limited to a single purpose