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Thats like saying tankers have 90% resistance compared to 50-60% brutes, being overpowered.
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Ooohh thats a nice build too
But you focus on melee defense i see? Isnt that slighly worse then fire defense? (though it makes it way more viable for non-farm content).
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Quote:There is 1 that not many can beat, Ghost Widows' holdCarnival Master Illusionists can be problematic too (more so if you get a spawn with 2 in it) once they summon their pets you've got 6 NPCs all with Holds stacking against you (The Master, her 4 Illusionists and her Dark Servant).
The only two times I've ever been mezzed on a character while running a mez shield are once with my WP Tanker against 2 Master Illusionists, and once on my Warshade (Dwarf form, which actually has better mez protection than Melee ATs (outside tier9s)) against Inkmen.
It can be an unpleasant surprise.Whooping mag 100 you either spam BF's massive or just take the blow and accept she just got whopped your behind
Though only 1 odd part, Granite will detoggle when you get mezzed, even though you can activate rooted again, you cant get Granite back up. -
My 3 fire brutes are made from scratch, no influence outside their own profit is put in them.
My main goal is getting more fire defense, by picking up CJ, manu and weave (duh) you already get a nice base defense (3slot each).
From there i put 5 slots each in all resist shields (including temp.prot), where i give fire/plasma and tough the 5 set Aegis (they go 10-20mil each, though recipes with salvage rolls can be pretty cheap), along with 3set temp.prot and put the global 3% IO and KB-IO.
All you need then is SO slot everything else, advertise with free farms and ask them to pass you purple, red and blue (rest u dont need), you will have issues with endurance. From there its spending tickets on rewards and slowly moving to recharge items. Most go for the mocking set in melee powers (give 7.5% recharge) though they keep getting more expensive, personaly i'm going LotG+recharge, wich are way more expensive but with a few lucks on rolls, i already got myself 3`
Eventualy i'm dropping out manu and going for stealth pool, 3 powers to slot Lotg's in, combined with weave/CJ i got the full set -
Quote:Currently on beta its indeed 300sec (5 minutes) and 90sec (1m30) duration. Also some extra bonus wich i havent figured out, -50% dmg after 1m30 and +100% dmg after 1m30.My build has 87% recharge from IO'sets, 2 slotted hasten, and T4 Spiritual Core Paragon and 2 rechargers plus some resistance boosters in LF.
Unless I did a misread new LF will have 300 second recharge and 90 sec. duration, what I've got will take recharge below 90 seconds
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Quote:Not really, we're talking 1700% possible regen, wich is nearly 7% HP regen per second.I'm confused as to why this build doesn't get shredded on +3/+8 or whatever fire farms? Or are you farming something different?
I've even brought soft-caped FM/SD scraps into fire farms and they get destroyed pretty quick ... they just don't have the RES to stand up to the fire dmg that gets through.
I guess the other plus here is the PBAOEs -- bullet rain, HOB (32 secs timer), Psy Shckwave, Replusion Bomb. Is that the key? I have a Fire/MM blaster (softcapped to S/L) but he obviously would lack HOB and Repulsion Bomb.
Even if you get hit (50% resist is still something), you regen at a insane rate.
And its S/L farms i assume, basicly all non-FA farmers are in the SL side (elec maybe on energy). -
Quote:Since i21 aint live yet, we can still try asking for EA instead of SRThat said, I think it'll be competent in traditional content, but maybe not quite as good for Incarnate content. At least it won't melt from debuffs. The added resists and other attributes of Ice, Invuln and Shield should make them better defense-based choices. If Tankers get Energy Aura, that should be a better option, too.
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I randomly see /elec and /dark brutes running around, what are they actualy farming? Though /elec has capped energy resist, unlikely they gonna face EM based powers for some serious stun stacking. same for /dark, they have a insane heal ability but what could they farm that suits their resistance? (since defense can always be made).
I do love my 2 /fire brutes, but they get boring.. fast. For the past 5 years i've been playing a /fire tank, wich kinda got me to the point i start to hate /fire.
Hero side /inv and /granite can face +3 (not sure +4) without any help, i was thinking of making a /inv brute but i have to invest big time on that (kinetic combat.. ouch) to hit softcap. Same for WP (hero can once u softcap and bump your SL slightly more), but with 50% resist against a +3 SL farm, the regen just wont cut it.
I dont mind killing slower (well, not tank-slow), as long as i get a nice substitude for my /fire. -
Pre-32 it has to match up against pretty much every full-battle set, we're talking inv with full glory (32 is unstoppable). Then we talk about cap SL resist, 30% non-SL (non psi), only cap defense is reached later due lack of slots (unless you dont give your attacks any slots). I highly doubt if i can even stand up against Inv, let alone post32 against Granite.
Majority of sets already can hit softcap, but they have a huge backup in form of regen, heal or massive resistance, sure it might be nice and you get hit not quite often, but i wonder if its enough to stand against mobs in trials (we're talking 58% softcap). -
Pure defense i think plain simple: put him in a +2 AE farm mission and see how fast he goes down. That devided by 4 is your avarage die time in normal missions.
3 powers have built in res-special, each giving 0.3% resist per % below 60%
So
59% health = 0.9% resist all but psi
1% health = roughly 38% resist all but psi
As all powers state 'ignore buff and enhancement', i really cant say this is a strong resistance.
Base defense, 26% melee, ranged, AoE. So slotted and 3% global/CJ makes softcap.
I put him on par with Ice, just no -dmg or -recharge AoE or any form of selfbuff. Evasion is the AoE taunt (8ft, 10target) with no debuff or sortlike.
(data taken from VIP server, tooltip info). -
Quote:very interesting build, that for sure, but isnt the huge factor of doing such solo merely based on the incarnate abilities? Both lore as judgement give huge damage output, ageless and reactive a insane buff to your character, all but lore have even a decent recharge.This is the build I soloed a Master ITF on (t3 reactive, t2 ageless, t2 lore and t2 judgement IIRC):
(ok, SS/fire is pretty much the most damaging build - though claw is discussable - i assume other likewise sets can achieve the same) -
Quote:If you mean 'outside their officetime and timezone', then yes.. they never give updates.Anyone who has played this game for any amount of time should know by now that we dont get updates when there is downtime. Yes I think there should be regular updates, but it is a sad fact that it is common practice of the devs to keep subscribers in the dark until they see fit to update us. The update will happen after servers come up is my guess.
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*waiting for the 'but its freaking middle of the night in US' replies*
I do respect the timezone on the US side (night), but with upto 9 hours timedifference, we're talking normal daytime closing into primetime EU side. -
Quote:Wow.. talking about redraw issues. (gun, mace, bow, non-weapon).I'm gonna ignore a part of the OPs request and throw out a TA/AR Defender. At least through lvl 42 is pretty un-solo-able, but is awesome on teams. No defense whatsoever, but grabs aggro by the ton. With no team, faceplant city. With a team, horrible burning death (and debuff) machine.
I'll be slotting out Scorpion Shield and going to IOs soon, though, so I hope that changes some.. -
My very worst moment?
Doing a /respec and getting to the point of putting enhancements..Hit finish, click yes.. then discover you havent put in a single enhancement in any slot.
Luckely it was mostly regular IO's, SO's and a few sets (doctored wounds, mako's, aegis), saldy also few unique's and 2 LotG's. -
Stone/SS tank.
Why? I already have him for about 6 years now, he never let me down. Yes, clockwork king and Ghostwidow were nasty, yes psi and -recharge are painfull.. but at the end, he's the one standing there taking tons of damage and still going strong.
I've tanked pretty much everything with him, TF's (even pre-granite), trials, STF (no Mo), Eden trial, Hamidon (Hami tank of the turtle team), i even farm with him (pre-IO's on Eden and the famous freak's map).
True, he cant solo much, or slow. But i dont mind, he's my favorite tank, he always will be.
Over the years he only became stronger, and seeing the current IOsets, he only can become more stronger. -
Thats a pretty expensive build, i still would stick to the idea of making a fire/fire brute and spent every IO of that build on that character.
Saves you 4 days of redside swapping (4 x 5tips) and another day to get back, once you hit mid 30s you can start farming yourself and in no time you'll be 50. I run +2x8 solo, only need 2-3 runs to get another lvl up (47 atm). -
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Quote:The 'uselessness' of the nuke vary per set, a elec/kin or /ice has little to no problems with a crash, they can get their endurance back up in seconds, alike the dark mastery wich i beleive has the end-drain ability.I think the current "crashing" nukes are pretty useless on Corruptors/Defenders. They drop your toggles (buffs, debuffs) and without finding a way to recover your end you can't provide any support for some time. I would be in total support of those version of the nukes being given the Fortunata treatment of Psychic Wail. I really find it to be counter-productive for a tier 9 power to hamstring all the other power choices that make up an AT. It really feels like how MoG used to be, when it was up, it made the rest of regen useless rather than synergizing with it.
But if they remove the crash from T9, shouldnt they also remove them from Inv and elec armor? They crash in a extremely dangerous situation (specialy Inv), what blaster has as final moment, inv and elec tanks have it as defense.
Then what? We generalise all 'nuke' and 'panic' powers to no-recharge-affected powers that grant only a blink of what the original power was, like Shield (one with the shield) or willpower (dont know the name)? -
Quote:This is morelikely due a fault in DXdiag/COH Helper. I gues COH Helper gets the info from the DX Diag option, where the memory is displayed that is set available to DirectX/D3D/DX and cant really handle cards with greater then 1GB memory.sounds like its integrated graphics or a laptop spec card which would be reliant on system memory as opposed to that on the card itself
GPU-Z should give the proper (installed) memory.
See also:
http://support.microsoft.com/kb/2026022
(if you have a 2GB version, such as the 4870 or 5870 Vapors, it even shows only 1GB from dxdiag). -
Stupid question, whats the actualy use of the T9 nukes (crash ones) if you have a Incarnate version that recharges way faster, does avarage more dmg (due hitcap) and has no penalty?
If they would put them all on 1 line, i rather see Full Auto being AoE also, in terms of efficiency it will become the most weakest (cone-target based).
Pulling them down on damage will nearly make them par with mini-nukes such as Omega movement (no drain), shieldcharge and lightning rod. What once used to be 'unique' and 'GO DOWN NOW!' power, will become some mediocre power that nearly everyone already has.
I rather see them pick up the sniper powers first (specialy AR with LRM mission and sniper), they have little to no value anymore. -
I do have to say villain side (if you move your tank) has a considerable larger ammount of psi damage then hero side. Arachnos is full of those psi spamming and end-draining mobs, while the avarage hero might face about the same mobs (CoT, freaks, council, malta) that villains face outside arachnos.
Specialy radio/paper missions in the 'end zone' heroes only face CoT, Carney and Council, while villains got arachnos, council and i believe freaks (with a odd of longbow). If you put those 2 against eachother, heroes are on the advantage. (apart from some -hit and -recharge council mostly is SL based). But if you include tip-missions, it becomes quite equal again.
And lets face it, nobody fights alone. A defense tank can get thermal or sonic goodies, while a resist based can get lovely bubble and ice buffs. If then, by buffs, they all get on equal resist and defense, its their secondairy effect that can make difference (drain resist, slow resist, tohit buffs, regen, healing, lockdown and panic buttons). But eventualy, its the player itself that can make that difference.
Quote:Thats my current issue on trials, with AV's that give warnings and only a few tanks around, its very hard to give back agro to another tank/brute/scrapper. As a granite, i rather would take the beating from nightstar, then a fiery brute that has 10 players around him (due AoE).Which is why I think Invul should get a power that dumps aggro on a selected teammate: Target the team member and the power forces them to emit a 1000 foot radius PBAoE Mag 99 Taunt. It would be great tool for handing off aggro on BAF runs and disciplining unruly Scrappers.
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Do mind in trials the softcap is quite higher then the base 45%. Though you have a larger group to get buffs from, just keep it in mind.
On trials i use my tripmine on my MM, specialy during escape missions, i just pop one down when i have the chance. Sadly due lag, 99% it explode but doesnt do damage. -
Quote:No, they cant. Although they 'own' your character (the bits and bytes), they do not own the IP of your name. If i give my character my real name, they dont suddenly own the 'right' to force me dress my future child (if he would take the same name as me) as he is dressed now ingame.Yes, my mind works like this sometimes, comes with being an overthinker.
Legal yet stupidly risky?
Can they take you to court and win 'custody' of you, then be able to order you to appear at functions and what not or face court sanctions?
(I've been on a law and order binge tonight...)
You kind can compare this to the 'worldchampions' of gaming, they initialy are ingame known by their name, but eventualy they are worldwide known by such name (Fatality for example, now a Creative brand). Though none of the games/developers of where they were known by that name, have any right to tell him what to do.
Yet it can go the other way, as seen today in England. Few members of Luzsec are not allowed to ever use their nickname on the internet again as decided by the judge.