-
Posts
2610 -
Joined
-
Quote:The problem is that you reduce the incoming damage, but reduce the outgoing damage as well while people try to figure out what they can hit and not hit with single target attacks and/or tab through them. So you're not really buying a whole lot. And if you have enough AoE damage that you don't have to worry about it, all it does is prolong things as you wait for mobs to start taking damage again.Even with regeneration, taking half of a spawn out, even if they come back at full health later, is probably a net win for the player characters. A spawn that could probably cause a wipe being split into two spawns half that size would usually be, well. Not as bad.
I'd still say it's Time Bomb, though. -
Quote:If you're just counting number of powers that are "heals" it would be Corruptor Pain Domination. 1 AoE heal, 2 single-target heals, and 1 AoE heal toggle is four actual heal powers to Empathy's three. Count the rezzes and +regen powers and it's even at six each, though, and ... ... this. Besides, Empathy's second single-target heal has a higher scale.It depends on what you mean. I know that often, when people say "Empathy is a healing set" what they mean is "Empathy's sole important contribution to a team is its heals" which is not true. But it is the set with the highest source of healing: if you want healing, Empathy is the best place to get it. If you need a healer, like "we need a healer for the Hami taunt team" then its no insult to say Empathy is the healer for you. In that sense, it is a healing set.
Quote:Honestly, when I think of Empathy, the first thing that comes to mind is healing, followed immediately by Fort. And then Clear Mind and recovery. And not in terms of what it can do for me, but actually in terms of what I'm likely to be doing with the set when I'm playing it.
Of course, this sums everything in the "healer" debate up nicely. -
Quote:As someone who has a 50 SM/WP and 40 SM/ElA, I can say that you'll most likely be happy with either. I'd personally give the slight nod to /ElA because while Willpower is more survivable (RttC > Energize), cranking up the recharge on my SM/WP (she's at ~220-230% with slotting + global) causes her to run through endurance even with Stamina + QR and ~60-70% EndRed slotting. But she almost never bites off more than she can chew - even without trying to softcap S/L.Thanks for the responses. Ive been looking at the different secondarys and I am leaning to WP and Elec Armor. Im leaning more towards WP though
On ElA the higher the recharge, the more often Power Sink is up to refill your end, and Fault means that the survivability difference is far less noticeable than it would be for other primaries. On top of that, you get a damage aura for slightly more AoE damage - a weak point for SM - which also provides a Taunt that doesn't need slotting to hold +2 mobs close to you. -
since the legitimate responses are out of the way...
Quote:So many inappropriate responses, so little desire to be banned providing them...How do I play dom? -
Quote:If you have all of your powers, you have all of your slots. You don't lose slots for exemplaring, which is why enhancements are reduced in effect when you exemplar below level 32.Also, doing 40-45 Oro mishes should give you all your power picks (if they cap you at 44) if not all of your slots (if capped at 45).
-
Quote:through SM's mitigation etc?
geez is EM really that bad on a brute?Quote:Fault is worth more than some entire armor sets for mitigation purposes.
Color-coding replies by section rather than continuing to split the quote:
Quote:However, you still have to survive the alpha strike to use it, and deal with the fact that the heal is on a long recharge (at least the set has one now). Mind you I cheat and have a stealth IO in a prestige sprint so by the time most of the spawn realizes I'm there they're already flopping on their butts and staggering to their feet stunned.
Anyways, EM is a single hard target take down expert. If that fits your play style it's a good set - smashing and energy damage are less commonly resisted than lethal. If you prefer to see entire spawns die horribly at once it's a terrible set.
Back in the day EM/Elec with tough and aid self was *the* AV soloer for brutes. Energy transfer changes and invention sets have stolen some of that thunder but honestly I've always wanted to level one just to see how much *** a full fury Energy Transfer kicks. Only thing that has stopped me is the fact I have a EM tanker, and doing a thousand damage during a build up cycle makes me smile when playing him - I don't need to tarnish that by seeing a brute probably do closer to 2.
Not directed at you, but just in general: EM is "a" single-target specialist set. It's not the best set for it - it's not even the best that uses an exotic damage type - but it is the best at low recharge. But survivability comes into play here, too: my EM/ElA was made during the heyday you're talking about, and ET cycling every 6 seconds meant that I was doing more damage to myself than the mobs were. So I could either lose damage to Aid Self's animation, or lose damage to not using ET. If I didn't use ET as often as it recharged I was doing less damage than most other sets, so I made a SM/WP - which could actually do more DPS even accounting for ET with the old mallet animations for the level of recharge I was at on my EM/ElA, with a lot better survivability. Then came the EM nerfs, and I let the EM/ElA sit for a long time and only kept her because she was my redside badge character. I picked her up again once Energize came out and she's still fun (and can solo +2/x8 against most enemies), but the old rapid-fire feel is still gone and if I'm expected to tank I end up using Ball Lightning, Lightning Field, and Power Sink to bottom out the spawn's endurance.
If you really want a big number, go with /FA*. My SS/FA Brute has hit a single KOB for over 1k damage on a +2 mob without external buffs/debuffs: <3 new Fiery Embrace.
* - of course, then you'll be even squishier than /ElA -
-
Quote:I think that you may have an advantage over an EM Brute.Tough certainly helps. Weave if you're planning on slotting a lot of defense.
With 0 defense... none at all... not even combat jumping.. my SM/Elec brute can confidently wade into +0/x3 with bosses on. Add a purple inspiration or two for tough fights (I believe in softcapping for 300 inf, rather than 300 million) and they're practically unstoppable.
But yes, +0/x3 with bosses shouldn't be trouble for any Brute once they get enough slots for accuracy and endurance management, barring specific set weaknesses. SM just means that you can do it with only the mez protection turned on from your secondary. -
Quote:I have yet to ever be in a situation where either point would be significant in this game.What Time Bomb can do that Trip Mine can't:
1. Much larger radius. (20' is a LOT more space than 12'.)
2. You can be untargetable when it goes off, by walking around a corner.
That means that Time Bomb can let you ensure that an entire spawn has to slog through a minefield to get to you before they can make even one attack. That last bit is sometimes significant.
If you have, then I suggest that better Trip Mine placement - since you can set an entire field before Time Bomb would recharge, creating a radius far in excess of 20' - would resolve both #1 and #2. -
Barring PvP (which as mentioned earlier, is probably best with 3 Acc/Dam HO/SHOs and 3 procs), it's based on the set bonuses I'm looking for on the character. Since most of my Stalkers are Ninjitsu, it's usually Touch of Death or Mako's Bite 6-slotted.
-
/EA also looks pretty, and goes well aesthetically with KM. That doesn't mean it performs well compared to the other armor sets without heavy IO investment, and unlike Shield Defense doesn't become ungodly after doing so.
For single powers, I'd probably have to agree with Time Bomb. I can't think of a reason you'd want to use it that a(nother) Trip Mine wouldn't work. I skipped it on my DP/Traps Corruptor and never looked back; fortunately, my two /Traps MMs can just blow up minions instead.
For ATs, sad to say because I enjoy playing them, but it's probably Stalkers. Compared to Scrappers, they sacrifice some hit points and an AoE power* for single-target burst damage... and still do less single-target damage solo than a Scrapper along with less AoE damage. Sure, they can get a high enough critical rate on a team to theoretically pass Scrapper damage, but that's when those AoEs that are given up are even more useful. They really could use another look, but sadly it's already been stated that "they're as good as [the devs] want them to be."
But really, the worst thing is a bad player - since even mediocre ones can make almost anything work well.
* - Electric Melee is an exception, and one of the better Stalker sets -
Quote:The thread was stickied, but it was unstickied since a lot of the information changed since it was compiled (none specific to EM). I headed there and noticed it wasn't on the front page, remembered a comment from BillZ about requesting that it get unstickied, and did a search for the thread title to find it.Thanks, I knew BillZ had something, but for some reason couldn't find it. The only problem with that chain is gloom. Unfortunately, it doesn't fit my character concept.
Here's a look at the planned build so far, the only difficult thing would be the one purple set.
Edit: Also, I wouldn't know what to do with numbers. Like, at all. I'm illiterate when it comes to numbers. Thanks anyway though.
As for the numbers, the "quick and dirty" way to a decent DPS chain is to hit the already-recharged power that has the highest DPA. It's not always the "best" chain, but it's better than random button mashing - which is why I listed the DPA on the attacks.
As for the build, since the DPA on Barrage is fairly low you could probably move the slots to Boxing for the set bonuses, shuffle around a couple of powers, get either Build Up or Aid Self moved earlier, and pick up a low-slot utility power (Taunt? Resuscitate?) instead. You may also want to swap the sets that are slotted in EP and ET, so that the higher damage proc that fires more often is in the power that recharges faster. -
BillZBubba's The Results are in thread in the Scrapper section of the forum uses Energy Transfer -> Gloom -> Bone Smasher -> Total Focus as the attack chain for 207.4 DPS.
I haven't really worked out the required recharge for that chain, but it should be relatively low due to how quickly the chain gets animation-limited with both ET and TF.
I did work out a Stalker EM chain of ET-> BS -> TF -> BS where the highest required recharge was 195%, and the DPA difference between Energy Punch and Bone Smasher is small enough that you're not going to lose a great deal using it as filler for BS.
If you just want to look at the DPA and make your own chains...
Energy Transfer: 1.570
Gloom: 1.333
Total Focus: 1.037
Bone Smasher: 0.956
Energy Punch: 0.947
Barrage: 0.833 -
Not a horrible use for a +rech proc, but if you've already got enough global and/or slotted recharge to skip Stone Mallet and still have a full attack chain - which isn't hard, if you use Tremor - then you're probably better off with damage procs. Also, the Taunt and KB damage procs are fairly cheap the last time I looked for them.
-
Quick A: yes.
The AoE size is the only thing that could possibly make SM better than EM for AoE damage, but the high activation time means that if you hit the same number of targets due to tightly packed spawns, it's worse. Whirling Hands supposedly follows the AoE damage/recharge/AoE formula for AoEs, but is widely regarded as trash for AoE and there are more "exceptions" - including Tremor - than powers that follow the formula for scale 1 damage on a 14 second recharge (I got into that discussion in the beta section for KM, which resulted in higher damage for Burst).
That said, I took Tremor on one of my SM Brutes just to have an AoE before level 41; the other was built with single-target in mind and gets far better use from Dark Obliteration. -
Quote:I've run into this before once or twice on PuG STFs with my Ill/Rad, and depending on how much I really care about completing the TF quickly I may or may not listen to them (if I'm in a hurry, I ignore them).We're fighting Ghost Widow and the tank is advised to stay in melee range with her while the rest of us use our ranged attack so she cant heal off of us. I then decide to let loose my PA to help get more damage in on her. His response
<snipped>
On the flip side, I've also gotten on some really fun teams and got a MoSTF badge during a run with my Cold/Ice Defender when I didn't even notice that the options were set (), and my first MoLRSF run was a 6-Corr, 2-Brute PuG where 6 people had Vengeance and we decided that we'd set the options for giggles since if anyone ever DID die we knew we'd be able to finish without temps.
The trick is to find more of the second type of group than the first.
Also, SB plz. -
Quote:Quote:
Power Boosted, Perma Dom'd, welll slotted Mass Hypnosis! Keeps all the AV's slept while the team picks them off one by one.?!
or... I don't feel that the answer matches the question asked -
-
Quote:I like Kinetics because it plays like Brutes used to before the Fury changes... you have a perpetual damage buff that you have to keep moving to maintain, and the faster you play, the better it performs. Other people hated the old way Fury worked for the exact same reasons, though, so I can see it.Kinetics is one which suffers from this most IMO. Yes, eventually it does indeed have the best damage buff in the game, but it takes 32/38 (and those 6 levels difference are for me usually a killer) to get there. It's also fragile and one of the sets worst affected by lag or a slow PC. I ended up loathing my Dark/Kin Corruptor because the 20s was so damn boring for him (he's both deleted and on an inactive account now).
Quote:Fire/Dark corruptors, to my mind, are overhyped for the opposite reason to Kinetics, their ridiculous amounts of AOE firepower before level 20. You can have a lethal cocktail of debuffs and AOE attacks by level 10. On a Steamrolling team in the 30s upwards they actually aren't that far ahead of other combos.
As for overhyped: pre-nerf Energy Melee. It was overhyped enough that the devs actually listed "people on the forums going lol for taking non-EM" as one of the reasons that it was nerfed, and never did anything well except single-target damage and single-target stuns... and it was only great at single-target once you got ET cycling every 6-7 seconds (230% recharge and up). At mid-levels of recharge, SM outperformed it with the old mallet animations while providing far better crowd control if/when needed, and SS can provide high-end single-target damage along with top-tier AoE. -
Quote:Stamina didn't make the low level endurance issues worse. Poor decision-making made the low level endurance issues worse. Stamina just gave you a false sense of security over what you could get away with.Why is that?
It's very simple really.
1) You can now take more attacks and defensive powers sooner. (You know, Those things that use up endurance)
2) You have the same number of enhancements to spread over more powers, reducing the amount of endurance reduction enhancements you can slot. (Well, you know, since it is almost a requirement on all AT's to slot 2 ACC enhancements on every attack if you hope to, you know, like, hit anything at all.)
3) Stamina, slotted with low level enhancements does little to overcome the drain added by #1 and #2
It really evens out at higher levels, but the endurance problem for low level characters has only been exacerbated by inherent fitness.
Now, everyone tell me why I'm wrong.
It's true: if you pick expensive powers and use them all the time, it doesn't matter if you have Stamina or not. So don't use them all the time until you can get some more slots into them to reduce the endurance cost. -
I'll try to bring someone, but put me down as a maybe.
I'm visiting my parents for the holidays and they're redoing the floor - it's possible I won't be able to get online on Saturday. -
This, with a caveat: While you can't get the accolade itself as a vigilante/rogue, nor can you use the accolades for the opposing side, you can get all of the badges needed for the accolades as a vigilante or rogue, and then the accolade will open up immediately when you finish switching. So if your vigilante gets all of the mayhem mission exploration badges, they'll get Invader as soon as they complete the alignment mission that switches them to villain.
Also, if you switch sides with an accolade, you get the opposing side's corresponding accolade, whether you have the appropriate badges or not. -
Quote:And if you get hit during Placates animation before the next power gets queued, you get no benefit at all. Also, keep in mind that the most damaging non-AS attack for several sets is an AoE which is only a 50% critical and that neither EM nor KM get any extra damage from their heavy hitters after Placate at all.I didn't say AS. I said AS OR Placate.
Placate in essence gives you a 1.5 second animation time attack, that does the same damage as your most damaging attack. Presuming that your most damaging attack takes more than 1.5 seconds to cast, this MUST increase your DPS.
It's not necessarily a straight-up benefit to damage when compared to just filling in another attack that's already queued (usually, it's not any benefit). -
Quote:Nitpick: Power Sink contains a 30% chance for -100% recovery for 4 seconds, which is the same chance and duration that Ball Lightning has. You'll never be able to keep it applied permanently with just Power Sink, but it definitely exists.This is untrue.
If one's only experience with Endurance Drain comes from Power Sink, Transference, EM Pulse, or EMP Arrow, one might believe that, but there's a very good reason for that: none of these powers have -Recovery Debuffs.
And even the "chance for" drains work well when chained - my EM/ElA Brute was able to sap Deathsurge dry using Mu Lightning (30% chance, -300% recovery for 4 sec) and Power Sink (admittedly, most of the heavy lifting there was cycling Mu Lightning). -
Brutes were soloing AVs before IOs. I really don't think IOs have hurt their performance any.
To the OP: pick a set you enjoy playing, since if you build and play it right you can get enough damage to make it stick.
If you want an easier time of it, DM will help with a self-heal in your attack chain and good single-target DPS, and with the right endurance management high-recharge SM is insane for damage without needing to fuel Soul Drain. But all of the primaries should get you there if that's what you're building for.