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Quote:I'm pretty sure he said that a contributing factor to getting it pushed through was comments on the forums about problems by not taking EM, which pretty much only happened in PvP-related issues.And the developer who instigated the change saying it wasn't is meaningless, right?
It wasn't the only concern - and that was also in the post. But PvP definately factored in, if only by spawning those comments. -
Does a video work?
Here is a link... around 26 seconds in you see a good view of it. It's used more often, but that's the first one that shows up well due to range. -
Long story short, you answered your own question. It helps you and your team continue to hit a mob.
Now admittedly, with accuracy slotting it's almost always overkill, but then you get into the real benefit of having a -defense secondary effect: slotting a ton of IO procs into the attacks. -
With the proposed i17 change to Defenders (giving them roughly the same damage while solo as Corruptors) and Going Rogue coming up, a Cold/Sonic or Kin/Sonic Defender.
I'd link to the post, but it appears to have been removed. Yay for beta leaks? -
So... is this a bad thread to mention that I didn't even notice that the challenges were set for a MoSTF badge when I got it on my Cold/Ice Defender?
Most of the good advice is already in the thread, so I won't bother to echo it - but it's far from impossible, and really only requires a good mix of buffs and damage, with some resistance/damage debuffing if you want to make it run more smoothly. If you go in without any preparation or support, then yes - you're likely to have a bad time. But that should be true for far more encounters than it is, so I'd have to call that WAI.
It's kindof a tactical decision, but if you've got the team for it, a lot of the teams I've run STFs on don't even bother with the red or blue towers - either destroying or caging - and just take out the yellow and green; I ended up tanking with my SD/SS on one of those runs, and used OWTS and a couple of large oranges combined with the occasional large green until everybody was gathered and on Recluse.
At least the STF is less quirky about how it goes than the RSF is - that's the only one that I take a look at what the team is before I decide if I want to bother trying. Sure, you can still pull out of a bad situation (such as 8 +3 AVs rushing you) with good players, but you need players that can think on their feet and not get stuck in "they shouldn't do that" mode.
And if you get on a team that tells you that you can't take your <insert AT here> because then they'll fail, and it's not a Master run (because those at least present a different set of issues), get off the team (you should probably at least check to see if it's a MoSTF they're planning, tho). You don't need an Emp, you don't need a Stone Tanker, and you don't need to team with idiots who can't figure out that there is more than one way to run a Task Force. It just won't be worth the headache.
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Quote:Well, that I can understand - have you seen the self-buff in that rez? Why would you ever want to heal anyone when you can rez them instead?I did last night. Bloody useless random Pain Dom MMs. He did have Rez though, which is was awfully proud of (and 3 of the heals which he never used. Rezzes happened instantly though).
Another quibble with the Empathy discussion; it has 2 +regeneration abilities, not just one. The other one also just happens to include a minor (since Fortitude is a "minor" defense buff) buff to recharge and recovery as well.
So: 3 direct heals, 2 +regeneration (heal over time!) powers, and 1 "heal-from-dead" power, if you want to get nitpicky about it and try to emphasize how much "healing" it does. -
Quote:It has a split critical in PvP, just like it has in PvE - the single-target portion always criticals, and that gives it a slightly higher damage than a Total Focus critical (base damage of 290.22 for TS vs 253.41 for TF). The AoE portion - the 50% chance - pushes it close to Assassin's Shock damage (386.96 for TS vs 389.28 for AS).Yeah, they say Elec/WP is the cheap PvP build (because you can cap your HP without accolades) and Elec/Regen is the expensive one but is more survivable. Elec mainly because Thunderstrike does awesome damage and when it crits (50% chance) it hurts more than a Total Focus crit.
Also, don't even bother trying to softcap Defense for PvP - which does open up some options to pick up KB protection, since you can juggle slots around. -
Quote:To get this out of the way, since someone has already started being snarky about it: a Bruiser is a Thugs MM's Boss pet. A Brute is a playable AT.In that case with shield charge (to minimize the loss of fury) and how the bonus from bruisers effects DoT damage but not the crit from scrappers. Wouldn't bruisers be a better overall choice for Fire/SD? What does scrapper offer over it?
So DM is top single target, Elec is good AoE and Fire is about secondary in each. With the other scrapper/bruiser sets having various utility or effects added to them?
For /Shield, there's simply no reason to want to make a Brute. You get a few more hit points than a Scrapper and a higher resistance and maxhp cap, but that's it.- Assuming that the damage is capped on the Brute Shield Charge (which isn't hard with Fury, since it has the pet +300% damage cap, not the Brute +750% one), a Scrapper needs to have Build Up and roughly 66% damage slotting to outdamage it.
- Against All Odds on Brutes is a smaller percentage buff (due to weaker AT self-buff modifiers) of a smaller base number, that is drowned out in the overall percentage increase from Fury. Sure, it boosts damage, but compared to how much it boosts the damage on a Scrapper, it may as well not be there.
- Both ATs have the same defense modifiers, so Scrappers will softcap with the same IO investment as Brutes. One isn't any cheaper than the other to build until you account for the market.
- Which is the last point: IOs are more readily available in Wentworth's than the Black Market. You're more likely to find and acquire what you need earlier with a Scrapper.
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Quote:Since the Achilles' Heel proc will go off if the ammo type isn't set to normal on Dual Wield (at least according to my combat log on my DP/Traps, when I checked before slotting more than one), I would assume so.Will a Ghost Widow proc (hold set) go off if the ammo is set to stun?
But I never was very happy with the numbers for Suppressive Fire - it's like an even-weaker Bitter Freeze Ray, which I already dropped off of a build for lack of use - so I skipped it and couldn't tell you for certain. -
Quote:The problem is if you buff defender damage and do nothing to Corruptor buff/debuff mods, then you end up with one AT that does literally everything better - at least, for the first 80-90% of the mob's hit points.The problem is if you buff defender damage AND buff Corruptor buff/debuff mods, then they end up being the exact same AT. If you want to slightly buff Corr damage numbers so that they're still a little better in that department, then go ahead.
When does the amount of personal damage (which will be higher for Defenders after the change) matter? Mostly when you're soloing, since you'd be the only one doing it - on a team you have others dealing damage as well, there's generally more overkill, and you have other ATs that deal far better damage. The increased force multiplication more than makes up for the weaker individual performance.
I had a suggestion a while back in another "buff Defender" thread about how instead of adding damage, increase a Defender's damage per endurance (which was the biggest complaint in that thread - running out of end before being able to kill something, not really the speed of the kill) by basing the Vigilance buff on the Defender's current endurance - when they need the endurance the most, they get the largest discount. That way it would reward them for actually doing something instead of not doing something, and defense buff sets such as FF or Cold could see much greater utility out of the inherent.
I'm also curious how any changes would affect the current Vigilance, which I still get a lot of use out of on my Empath and Kinetic (not so much on the Cold), according to the global endurance discount monitoring that I put up on all of my Defenders. It's not like the inherent they have now does nothing, just like it's not like Scourge doesn't do anything. But I think the amount that Scourge helps is drastically overstated, barring fights with mobs at AV-level hit points or more, and similarly everyone understates the effect of Vigilance. -
Quote:I was giving 30-35 mins for the ITF and LGTF, just because those are numbers I see frequently.... that's where the 70-80 mins came from, and I was adding a 10 min break between for zoning, grabbing another drink, and bio.ITF (20-25), LGTF (same), STF (40-50) 5 mins between to switch toons and/or bio (10)= 90-110 mins.
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Quote:Slightly more, if the mob is in Scourge range and Scourge isn't simply behaving as overkill (that is, the attack would've killed the mob without the extra damage). Or, in other words, most of the time you attack while solo a Defender will do more damage; all of the time if you're playing Sonic Blast. On top of that, you'll have higher (self-)buff numbers, stronger debuffs, and longer-lasting mezzes all the time, including on a team when individual damage is less important than the higher degree of force multiplication.Well as I said in that thread, assuming that it's a damage buff as opposed to an increase in base damage and that both characters have 95% damage enhancement it puts us at about 2% higher damage than Corruptors. Since they get Scourge they will still deal more damage solo than us.
I'll wait for i17 open beta and see if there's truth to the rumor and then if there's anything for Corruptors (such as higher mez/buff/debuff AT modifiers, given that the rumored Defender change seems to be geared towards homogenizing the disparate ATs). But assuming what I suspect is true, then I'll start my "Corruptors need Blaster base damage" campaign - previously only brought up as a joke - because apparently the devs could care less about how the different ATs compare to each other (that or they really do hate villains), and Corruptors do need to do more than 2% less damage than Defenders to make up for the weaker AT modifiers in everything else that they do.
Note that I'm not against Defenders getting a buff, or some help. I do think that this particular one is the wrong way to go about it - they should emphasize the difference between the ATs, not homogenize them. -
The blurb about it in the Zephyr thread - not from a dev, so assuming that it's a closed beta leak - is a 35% damage increase while solo, which puts them above Corruptors for damage with better mez, (self-)buff, and debuff numbers. Sounds "balanced".
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Well, without trying to make it sound better or worse than it is: there is a large segment of the population that has a negative bias against Stalkers - it's not that they can't perform well, but there are those that won't give them a chance to. And Spines/Nin is a good build for PvE play, having good AoE potential and Ninjitsu providing everything a Stalker needs - the critical rate outside of hidden status doesn't change because you're using lots of AoEs, and on large teams the higher critical chance (for teammates within 30' of you) means you can potentially have the highest damage of the melee ATs with all of them using an identical attack chain*.
Some of the bias stems from Stalkers before they were buffed several issues ago - they had lower hit points, did less damage, and their criticals depended either on being in hidden status or on attacking mobs that were mezzed (which are the ones that are the least worrisome). Some of it stems from people who, were they on another AT instead of a Stalker, would be kicked off of teams for playing the way they were (attacking once and running off, or running all over the map "scouting" when most of the team wants to fight through it), but for some reason it was blamed on the AT for enabling them. Part of it also comes from the simple fact that most of the time a Brute does more damage once Fury is built up and has more hit points and acts as a focal point for enemy aggro - Stalkers contribute damage, and that's about it. Everything redside contributes damage.
So yes, you'll run into some people that don't want Stalkers on their team - and it does make it harder to get onto some Strike Forces if you're not the one leading. Although that's not just a Stalker thing - honestly, with the effect that buff/debuff sets have on PvE play, you run into large segments of the population that don't want anything except one or two Brutes and the rest Corruptors for those.
And with all of that said, if you're a good player you'll make friends on the server and never have to worry about finding teams. A good player on any AT is better than a bad player leeching on an "optimal" build. If you really want to play a Stalker, play one, fill up your global friends list, and don't worry about it.
* - this ignores little things like damage auras which add substantial damage over time, and often Stalkers have fewer AoEs than the other ATs (Electric Melee is an exception)... thus the "using an identical attack chain" -
Maybe there was some confusion after witnessing obscene comments in local/broadcast/mistells in Pocket D on Virtue?
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Quote:Stone Fist makes a nice attack chain filler - it's better DPA than Stone Mallet, with a lower base recharge, but it also means that you need your other powers to recharge faster for a seamless chain because its animation is that much shorter.Im pretty much set on WP at this point...just because I doubt I will ever have the funds to fully IO /SD like Id want to. Im already lvl 10ish and can see where fault will be my favorite attack and form of mitigation. Ive already tweaked the build slightly for another 10-15% recharge in there to tighten up my attack chain. Ive also racked up a nifty 235% recovery rate with endurance reductions everywhere I can fit them so I can keep truckin through mobs.
Is stone fists worth keeping even once Im higher lvl?
So far my staple power pools will be fitness, leaping, and fighting. As it stands Ive really only got room/slots for either a 4th PP for set mule or a patron to beef up aoe dmg. Im open to suggestions for either if anyone has 2cents they wanna add in.
For pools, I picked Hasten/SS for travel on my SM/WP, CJ for a defense set mule (the 4th LotG +rech and Kismet went in there), Boxing/Tough/Weave, Hurdle/Health/Stamina, and Gloom/Dark Obliteration from the Patron Pools.
Since the last time I respec'd her was before the mallet animation time changes (they used to both be 1.17 seconds, now they're 1.63 and 1.67), she still has Stone Mallet instead of Stone Fist, but I'll swap them if and when I get around to using a respec on her - as it is now I don't use anything but Gloom, the two Mallets, Seismic, and Dark Obliteration in a regular attack chain.
Given the announcement over the BotZ changes today, you may find yourself relieved to have chosen Willpower anyway. -
Quote:If all you want is range, with the change to Power Push for Doms you can completely fill a ranged attack chain at level 10 using Energy Assault. I just swapped out Power Bolt when I got Power Burst.The most popular combo for Mind/ is /Fiery Assault because both sets can be played from range, but I think it would go well with anything on Doms.
Fiery gets you Fire Breath for AoE and Embrace for even more damage, though - it really depends on what you want out of your secondary. -
Well, the AoE is "lacking" for Energy Assault, but having a 15' radius for Whirling Hands isn't horrible - and is something that I'd like to see on all of the versions of it. It's just that it's the only AoE available in the set, and all of the other secondaries have at least 2.
But really, why Mind Control? I've said it before - if something attacks you, you let them do it. There's more control than you really need; just having Confuse alone means that it works well at high levels. Malta have lots of stuns that last forever, right? Now you do, too! Masterminds want a carnie powerset, but you've had one forever!
Throw in Energy Assault (Little Bunny Pew Pew is my 50 Mind/Energy) and you get Total Focus for reliable extra hard control, Bone Smasher for another fairly reliable stun, and Power Push - which actually does good damage on top of having a 1.4x accuracy multiplier - gives a decent timeframe to let your powers recharge and get a second chance to mez on a mob you may have missed. -
I conveniently have April 3rd off (it's the first official day of my spring break)! If I remember to log on in time, I'll bring someone.
In a vain attempt at balancing, put me on team 2. -
I'll start off by saying that I have not looked at the build posted, so this is just general thoughts based on having a level 50 SM/WP Brute, a level 50 SD/SS Tanker, and having played a SS/SD Brute to 44.
My notes:
You're taking Stone Melee. That means in order to have a nice attack chain, you're going to want +recharge - conversely, with a high amount of +recharge, you've also got one of the best potential DPS chains, topped only by Dark Melee with nearly-capped or capped Soul Drain. However, investing heavily in recharge also means that you're going to want to invest in +recovery, because even with a Numina's proc, Quick Recovery, Stamina, and a Performance Shifter proc, my SM/WP (with ~200-220% recharge and ~75-80% endurance reduction in each attack) can run out of endurance in prolonged fights without a few seconds to recover. Doing missions she's fine, and most AV fights as well... but I've had to hit Strength of Will just for the extra +recovery before.
If you're taking Shields - which doesn't offer QR - enjoy the look of your secondary power icons, because unless you're into pacing yourself (and why play a Brute if you're going to deliberately slow down) or stopping to rest that's all the blue you'll get to see until you get a lot of IOs for endurance reduction invested.
However, Shields will offer you good survivability as well, and Shield Charge to help out with Stone Melee's last-place AoE damage (it's behind EM, even, if you hit the same number of mobs with Tremor and Whirling Hands). You can also go with positional sets for defense, which are a bit easier to build up numbers on, and Against All Odds actually will keep mobs around you instead of running off to go attack everybody else that you don't AoE. But, until you end up softcapped, Willpower is going to help more for survivability.
Also, if you're taking Fault, don't bother with the ridiculously overpriced Kinetic Combats. You simply don't need them - I aimed for recharge, took Tough and Weave, and if I get into trouble, I hit Fault and regen all my hp back before the mobs even stand up. Against things that Fault doesn't work on (Cimerorans), I use Strength of Will - although if you hit it first in the spawn you can still use Fault effectively even against Cims. If it really bothers you a lot, pick up Darkest Night.
My recommendation? If your idea is to make a character that's going to dive headfirst into +4/x8 and try to solo the whole spawn without help, you probably want a softcapped Shields with a self-heal. Having them never hit you is better than trying to outregen the incoming damage when they're getting it boosted from the purple patch. But I do know that my SM/WP can reliably take care of +2/x8 without much thought, if I think about what I'm doing +3/x8, and if Fault works on the spawn occasionally +4/x8, all without Darkest Night. And that's just building for recharge, not defense. -
I had meant avoid taking both - or, specifically, "I want to avoid Charged Brawl" or "I want to avoid Havoc Punch". As for filling in Assassin's Shock, my ElM/Nin has had surprisingly little trouble getting it off, although honestly more often than not I use Thunder Strike to fill for extra AoE - let's face it, there is definately a limited number of times that you end up with just one mob against you.
Quote:Yes, there is a pause still with Havoc Punch, but until you get very high levels of recharge for CI it's still overall better damage than the Charged Brawl version. I would definitely use Gloom for brutes though, wicked damage on that.
And yes, Mu Bolts is worse for DPA than Havoc Punch, because it's a lower damage scale attack at scale 1.0 (DS/sec of 0.758). In comparison, and going back to Brutes, for the same animation time Mu Lightning is scale 1.32 (1.0 DS/sec), and Gloom has a shorter animation for scale 1.76 damage (1.333 DS/sec). It unlocks Ball Lightning, though, which is better (0.773) and adds to an already AoE-happy attack chain, but the recharge is too long for a good chain filler.
Dark Blast, on the other hand, has a 1 second (adjusted to 1.188) animation to do scale 1.0 damage, which gives it a DS/sec of 0.842; that puts it above Jacob's Ladder for DPA and makes it a nice filler.
FWIW, with 172% recharge in CI, you could do CI->CB->DB->CB->JL->repeat seamlessly. -
Quote:Or use Charged Brawl in between everything and use Assassin's Shock (which has a higher DPA than Havoc Punch even without the critical) to kill the dead time while waiting on Chain Induction if you really want to avoid taking one or the other. Especially since the CI>HP>JL>HP chain requires you to cycle Havoc Punch around Chain Induction, which puts you over the recharge cap at ~405% (albeit only needing 117% in CI due to the extra animation time on HP).Your single target attack chain, btw, not counting LRod should be: Chain Induction-->Havoc Punch-->Jacob's Ladder-->Havoc Punch, repeat.
At stupidly high recharge values replace the Havoc Punches with Charged Brawl.
The limiting factor in using Charged Brawl instead of Havoc Punch for the same chain has to do with needing ~254% recharge in Chain Induction for faster cycling - it's fairly easy (~152% recharge) to get Charged Brawl down to the ~1.19 second recharge to squeeze it around CI.
For Brutes it's even easier - Mu Lightning has higher DPA than anything below Chain Induction, and Gloom is higher DPA than anything in the whole set; they make nice attack chain fillers. -
*waits for the screenshot of whoever it was that slotted it with Hecatombs*
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Note: the following is only referring to single-target DPA on non-critical hits - any additional targets hit or criticals are gravy.
In order, the DPA attacks for Stalker Electric Melee after accounting for server ticks are:
Chain Induction (1.111 damage scale/sec)
Lightning Rod (0.866 - assumed near the center)
Jacob's Ladder (0.812)
Charged Brawl (0.795)
Assassin's Shock (0.789)
Havoc Punch (0.769)
Thunder Strike (0.571 to primary target)
So, as 2 of the top 3 DPA attacks in the set - and the other one is on a 90 second base recharge, how do you think they do at high levels in Electric Melee?