Spiritchaser

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  1. Spiritchaser

    So... Stalkers.

    I'm inclined to think that Stalkers deserve to be widely regarded as single target melee king in almost all situations, with the possible exception of dedicated blappers, who sacrifice even more survival for their dps, and take significant risks to be in melee range.

    I think changes should be made to create that situation

    The advantage of a stalkers AS substantially evaporates on teams, but it's still a compelling advantage solo, so I'd suggest that the advantages that stalkers get should focus a little more on team play.

    Increasing the damage modifier will do this more strongly than increasing the damage self buff modifier.

    Increasing the critical buff range would do the same.

    Given how different things are in PvP anyway, I assume that these changes could occur without intruding on the math on that side of the game.

    Now: whatever route is chosen, it's still only half the fix

    The other half is to refocus [edit] around 30% of game content to single target centred fights...

    Large team spawns should have a chance to be able to be one single EB... and maybe a couple of minions

    edited for a less unbalanced suggestion, but still, wouldn't it be good to hear a team say:

    "Lets get another stalker or a MA scrapper and a psi blaster for more Single target damage"? I'd even settle for "MOAR ST NAU!"
  2. Spiritchaser

    /fix_pvp

    I'm a little surprised that this hasn't really changed in the year I've been away.

    As has been said by many before, the first thing is getting the devs to devote the time to the issue.

    The best way to do this would be to assign a dedicated employee to PvP powers

    I think the character name for said employee should be obvious... unless some other dev already took that one?
  3. Given that I'm only rarely more than decent myself, km/wp should be a decent fit.

    Thanks

    looks like I've got my 2 characters to level in GR
  4. Good to hear. I've never been sure exactly what about ele bugged me... the noises maybe.

    Any thoughts about a non ele/ stalker?

    and particularly, would kin/ be suicide?
  5. Quote:
    Originally Posted by __Divine__ View Post
    Blaster - psi/em, fire/em, sonic/em.
    Controller - ice/cold, ill/emp, ill/therm.
    Defender - emp/energy, cold/dark, rad/sonic.
    Scrappers - fire/regen, dark/sr.
    Tank - elec/ss
    corr. - dark/cold, sonic/therm, sonic/pain.
    dom. - mind/fire.
    stalker - elec/wp, em/wp, spines/wp
    brute - ss/elec
    mm - necro/poison.

    those are some of the things that work well in pvp.
    Thanks for the reply, good to see mind fire up there. Is that a general concensus? is mind fire comparable to mind/ele overall?
  6. So I'm back, I've stopped playing that other game with orcs, and that other other game, which also has super heros... I'd like to roll up... SOMETHING for GR.



    And I'd like it to be something that'll work in whatever PvP has become in the past year. After reading a few posts, it doesn't look like it's changed much since reduction factors were applied and everything changed


    So I'm making a new character... The thing is, I have serious reservations about certain power sets, I never liked the look and or feel, and I doubt I will now... Somewhere I'm hoping there's a PvP set I can live with.


    Back in I... 12 I think... I used to love my fortunata. He could buff, he could kill, He was great in PvE, he worked very well indeed in the kind of PvP I actually did (Zone and arena duels, with some random group pickup games from time to time)



    Importantly, he looked damn cool doing it.



    I've done support with my rad/thermal. He was ok, but I wasn't the best at support... Probably because I'm just not that great... In any case if I wanted to play that way, I'd probably just resurrect him. I'm looking for something that can kill.


    I'm thinking of rolling a Dom, but I'm not thrilled with the look and feel of /ele. Are there other good choices? I don't mind Mind/*

    I'd enjoy trying another stalker, but I've no love at all for ele/ and I've done spines/* Would I be gimping myself to death by doing Kinetic Melee/WP?


    I'm not thrilled with corruptors or controllers in general, but if he looked cool enough I guess I'd consider it. I hear cold is good, and I can deal with that... but do I have to take sonic?

    Any thoughts are appreciated!
  7. Quote:
    Originally Posted by Twilight_Snow View Post
    think the only suggestion that can keep the theme of energy cloak is to add some kind of damage bonus while the cloak is on.
    Or just stop, or slow fury decay
  8. For most attack chains you won't have issues.

    Take a look at the end cost of the Mako patron AoEs and imagine a nearly continuous chain thereof, with stomp in there for good measure.

    That WILL cause WP issues unless you have an external end recovery buff

    I submit that for a blast brute, EA is one of the best choices out there.
  9. It's been a little while since I've been playing my EAs (been banging my head against ICC in another MMO, one with orcs...) but the one thing I've found that they do better, and I mean far better, than anything else, is work with builds that consume truly absurd quantities of endurance.

    With IOs and accolades, a bunch of secondaries can be considered non-stop for single target work, maybe even all of them... But for AoE chaining with myriad toggles up, Patron blasts etc... EA can keep it all going.

    Even IO'd WP isn't good enough for rage + hasten + high recharge constant Mako cones + Stomp without SB, but EA can get you there.
  10. Quote:
    Originally Posted by Atomic_Funk View Post
    I am interested in playing a Claws character and have been mulling over whether to go Brute or Scrapper. I am mostly a soloer and having just returned to game and chosen a new server, I am not worried about uber builds and the like. The secondaries I am interested in are /Elec, /WP, and /SR. Elec looks good from a visual point of view, whereas WP and SR seem to look better on paper for a solo player. Any thoughts from the community out there? I am mostly looking for something fun, capable soloer, and team contribution down the line.

    Thank you!

    Atomic Funk
    I see you've decided, but for the reference of others, I'd suggest:

    Try and characterize your psychology.

    Are you more accurately described as suffering from ADHD, or would you consider yourself as suffering from suppressed hostility, or alternatively from obsessive compulsive issues?

    If you're more along the lines of the former, I'd suggest the scrapper, if the latter two describe you better, go with the brute.

    If you suffer from both attention deficit and from hyperagressive issues, well, either AT will probably entertain you thoroughly.
  11. Quote:
    Sadly what the set really needs is to drop the dead weight that is Conserve Power for something that actually helps the set.
    I did like the way energize avoided breaking the cottage rule, in that it managed to preserve the core function of CP for those that wanted it, while adding other needed capacity, but, in addition to reasons of uniqueness, there's potentially a balance problem there. A de-rated energize might be fine.

    This said, I can easily see a debuff/buff power doing the same thing. A substantially de-rated heat loss clone could fit the bill. "Energy loss" would buff the brute only, and to a much lesser degree, but could be on a shorter timer than the 360 seconds HL is on.

    /Ele would still have superior AoE draining power, but for ST drains, EA could probably have the edge, maybe by a lot. Take that Carnies.
  12. Quote:
    Originally Posted by Weatherby Goode View Post
    When did Frostweaver leave the game?
    Not sure, I haven't seen her around for a while. The last post of her's I can find was 05-13-2009
  13. Quote:
    SS is a great "all around" set. It's also a set with built in mitigation through knockdowns.

    It does ok single target damage, and has very strong AoE capability through footstomp.

    Rage opens up interesting possibilities with the more offensive Secondary sets.
    Sounds like a good summary, Solid AoE damage, Solid AoE control (clap is badly underrated), Solid ST damage, Solid ST control. I'd just like to add a few notes:

    SS has strong AoE for two reasons:

    1. The radius of footstomp gives you much more from your attack than similar powers. Don't underestimate the value of a bigger AoE. In situations where your crew has a LOT of AoE, this one will compete with what the corruptors are doing, at least for the first crunch. If you want more, see 2.

    2. Rage adds to the power of your other AoEs, be they from your patron pool, or from your secondary, in that they become more accurate, and more damaging. When I picked a primary for my cone-chaining blast brute, I picked SS to simplify accuracy and slotting of my mako attacks, and to add to the already better than modest punch fury gave them. Having stomp to finish things off, or for versatility was just the icing on the cakewalk.

    I find SS to be wonderfully balanced, but somewhat less frenetic than other brute sets. That's not necessarily a bad thing, but if you want to feel truly rabid, it might be a little more deliberate than you'd want.
  14. Quote:
    Originally Posted by FromBelow View Post
    My advice. Don't take stamina. Take Dark Consumption and Energy Drain.
    While end management tools will allow a DM/EA to skip the fitness pool, might I strongly suggest that you run staminaless on test first (or commit to the chance of having to respec into it again)

    Not because of your end bar. Because of your speed.

    To replace the impact of swift and or Hurdle with IO bonuses is an absurdly tall order, and a brute without mobility loses a great measure of its feel, at least in my books.

    To put it another way, I find Fitness absolutely mandatory on EA. Not for endurance, for mobility. A brute should be hitting things whenever possible. Moving between spawns takes time. Slower is horrible.

    If I'm going to take swift and or hurdle, I'm also going to consider health. These days, EA does now get some health in with drain, and with siphon life in your attack chain, combat health regen is less of a concern for you than it is with other EAs... but any time between spawns will be far more profitable to you if you take this power. It's not huge, but It's not trivial either. Add in the IO bonuses available in heal sets and you've got an even stronger argument.

    So swift or hurdle is nearly a must for a quick playstyle... and health is still a good idea... isn't stamina worth at least considering now?

    I've run without stamina, and even without DM as a primary, there's no question EA can go that way... I've done it... But it's important to assess the impact that skipping out on ALL those wonderful powers in the fitness pool will have on your playstyle. When it came right down to it, I much preferred a smaller toolbox in order to preserve my core enjoyment of the brute. You might find the same thing.
  15. Quote:
    Alternatively said scrapper can voluntarily opt to take a permanent 10% damage debuff to show that they are holding back and not flipping out and killing things.
    Conversely I propose a 100% damage buff to those scrappers who wish to make a descent into darkness.

    It's about as... well, lets just say it's about as likely to happen and leave it at that.
  16. Fundamental shifts in the capability of fictional characters is certainly not unheard of, but it cannot happen at all often without getting very weird.

    Still, I really don't see much opportunity for abuse, you could just impose a few basic rules:

    No more than one per account per X months (award it as a vet reward if you want)

    No more than once per character per Y months (some people will hoard Vet rewards)

    No changing to a new powerset or a newly proliferated powerset for at least Z months after said set became available on live.

    Let people make their own stories as to how this happened, maybe some will enshrine it in the architect, or just change it for the heck of it.

    The system doesn't do a lot of bad things:

    It doesn't allow people power they wouldn't otherwise have
    It doesn't unbalance reward systems more than they are
    It doesn't add incentive to exploit the system more than is currently possible

    It does reduce the amount of play time in the low/middle levels That's not necessarily a good thing, but if you limit how often it can happen? no big deal.

    The largest problem I see is how to deal with enhancements, and there's currently no easy solution I see as particularly fair.

    On the other hand, I wouldn't make a priority out of all this either. In my opinion, the game needs some fresh new, interesting environments, innovative play mechanics, increased interaction with a richer world and then an overhaul to combat system on one hand and more viable non-combat challenges on the other to keep it fresh, interesting and modern. Solve a meaningful part of that and the idea of going through 50 levels yet again will sound like an opportunity, not a grind...

    I'm very hopeful that Rogue will hit on at least some of the above.
  17. Quote:
    Originally Posted by Bill Z Bubba View Post
    only defense debuff I'm seeing is coming from carnies is the Mask of Vitiation and Harlequin Fencers, but they both have to hit to get it to land and SR's 95% defense debuff is going to laugh that off.

    I'll run one again tonight and check the combat logs.
    sorry I've been out of it for a while, and not directly related to this but:

    I'm pretty sure MoV has a negative component to it... otherwise my /EAs would dispise it even more than they do now...
  18. Quote:
    Originally Posted by Harkness View Post
    This is not true. Some Typed attacks (mostly Psi IIRC) lack a Positional component.

    From what I've read on these boards, covering all six Types blocks a higher percentage of attacks than covering the three Positionals.

    However, if you can't cover all six Types, then the three Positionals win out.
    There are SOME unpositional psi attacks, but not so many... only a small number of actual powers are, perhapse two or three. Yes those are relatively overrepresented but suggesting that these are anything like a majority is simply not going to be valid.

    If a typed defence character caps all seven positional types, (remember there are 6 plus psi,) then they'll be ahead of a positional def character on some psi, and still behind on those few pure toxic attacks out there.

    Using a description involving a typed build that actually does cap all 7 types is, however, a little bit of a stretch, at least so far as brutes are concerned. EA can get somewhat close with a high 30s psi def in an extreem build, maybe even 41 with the pvp IO.

    Still: Describing typed defence as anything approaching as complete a protective mechanism as positional defence in 98% of the game would be... a bit odd.
  19. Quote:
    What I find a pity is that there is no circumstance ever, in which EA will come on top when compared to the other def based secondaries, both SR and SD will do everything EA does and then some, unless of course you count stealthing to the end of the mission. =)
    EA does provide more end than any of them. More than SR, SD or WP.

    In the late game, where many players will have at least frankenslotted IOs, this will be less of an issue, with SB it's not a big deal, and with extreem IO builds, it may be nearly irrelevant.

    Nearly.

    But not totally.

    There are still going to be some builds which have such egregious endurance use that even stamina plus QR plus a whole whack of IO recovery won't get you through.

    EA or /ele can supply the need, though only EA can be capped.

    My only personal experience with a build like that is with a high recharge SS/EA/Mako, with heavy reliance on very costly continuously chained cones, as well as stacked rage crashes and hasten crash to consider. Stomp isn't exactly the cheapest attack in the book either.

    You just can't keep up the AoEs without a fast charging direct drain.
  20. There actually is a strength to typed defences.

    It might be worth noting that /WP actually makes good use of this strength and that it does so in a way that /EA can also do, albeit somewhat less well.

    The strength that multityped attacks can be defended against in ways that are unavailable to other types of protection.

    A smashing/energy attack against a WP character will first be defended against by that set's significant energy defence which will effectively protect the character from the smashing portion of the attack as well as the energy portion of the attack. Ditto fire/lethal, neg/smashing etc.

    Only pure smashing and lethal attacks against a WP character will attack that sets more minimal s/l defence. Sure there are a significant number of these, but it's hardly all of them. WP, of course, also gets it's significant s/l resistances to shore it'self up against these attacks, it gets it's scaling regen, and, if all else fails, it's got those extra HP too.

    Basically, WP is a lot stronger against a significant share of SL damage than it's base stats would suggest, just due to the overlap.

    EA is less able to use this, but some builds can get some benefit, or at least they can for part of the character's career. Fire/cold and Energy def on base EA builds, and on many IO'd builds, are likely to be higher than straight SL def. This is still going to help out with your S/L survival against those mixed attacks. OK you don't have those resistances to fall back on, you don't have those extra HP (out of overload) and your heal is generally not the equal of RTTC, but you can't get away from the fact that until you actually hit the softcap for s/l, an EA brute is probably going to be better protected from an energy/smashing attack than and equivalent positional set (if there actually was such a thing) would be protected from a melee attack.

    Once you hit the softcap this doesn't mean much, but between levels 28 and 38 or so, when you're not at the cap for SL, but when you might be for energy/cold/fire, it'll make a difference.

    Does this compensate for the toxic Hole? there's very little pure toxic out there, so I'm going to go out on a limb and say why not?

    Does it compensate for the psi hole? I think the most honest answer is simply a no, not in my experience. There's way too much pure psi out there, especially red side. Worse, there are some very nasty pure psi def(all) debuffs, which are going to hit, and then they're going to tear the rest of your protection to flinders. There are also some dammed nasty pure negative attacks and debuffs that aren't exactly easy for EA to deal with either.

    Now, EA isn't without other strengths, IOs are game changers, and late game EA is plenty strong, but in the discussion about how to buff EA in the early game (something I still think it needs) the possibility of punching energy def through the roof shouldn't be omitted. It'd save you from a lot more attacks than you'd think, and it would do so using the one strength typed defences have over their positional counterparts.
  21. I think in the early game it's still rather softer than SR.

    with IOs in the late game... it's plenty tough "enough" for most things... but again, still softer than SR... even if those SR builds were breathed on somewhat less heavily by the IO gods.

    Now... sure you get end management with EA... but where you get protection from IOs, they get end management from IOs... potentially a lot of it.

    Where I see EA as having a role is in builds that require such obscene quantities of endurance that even IOs don't quite fit the bill, and even WP is marginal. /EA or /Ele will still get you there.

    SS/EA/Mako cone chaining, AoE spamming blast brutes come first to mind... though if we ever get physical perfection, wp with 3X performance shifters could probably pull it off too. [edit: provided it comes in a set that has enough AoE to make it worthwhile!]
  22. Quote:
    Originally Posted by Bill Z Bubba View Post
    My claws/ea is now 16. I promised myself I'd get it to 22 and SOs before deleting it if it still sucks then.

    By 22 I'll have CJ and a steadfast on top of SO slotted EA, so I'll bet I find it usable at that point.

    Someone somewhere said it was just like SR leveling up. This is flatly untrue.

    With FF and FS, you're covered against ALL incoming attacks that have a melee or ranged positional component. In the low levels, that's practically everything.

    With Kinetic and Power Shields, you're getting less value and are covered against less attacks. Taking the first 3 powers in each we get:

    EA Values:
    S/L 12.75
    E: 16.875
    F/C: 15
    N: 10.5

    S/L DamRes: 7.5

    SR Values:
    Melee: 13.875
    Range: 19.5

    S/L/F/C/E/N .33 points of DR for each HP below 60% health

    It really does get better though. Most of my EAs started to really take off mid to late 20s or so. With steadfast, cloak, cj and drain, and usually either maneuvers or weave at that point... life was good enough.

    It doesn't take THAT long to get to 32. If you can get there you'll be able to slot those KCs and you'll be fine.

    That said, I still think EA needs a meaningful boost to its early game performance. Preferably something that doesn't stack too egregiously with late game capped def.
  23. Quote:
    Originally Posted by Fokis View Post
    Hey guys,

    I'm going to roll a new I16 Claws brute and I want some opinions on what secondary ppl would recommend. I have a few ideas but I'm leaning towards INV or EA as I haven't really dabbled with those sets before.
    Here's my criteria:

    -mostly played solo
    -be able to solo AVs
    -not be too too expensive (~500mil)
    -not be /ELA or /SR as I have lvl 50's in those already

    So what do you guys think? Right now I'm leaning towards INV but I'm at work without access to Mid's so I'm kind of struggling.

    Any help would be greatly appreciated!
    I've said this before, I'll say it again.

    Consider EA if you intend to invest in IOs.
    Otherwise, there are probably better options.

    EA with weave, cj a steadfast and a KC or two is great. 500 mil should be plenty to do what you need to do...

    But you may not be able to do so untill level 32 or some such. That's a long road.
  24. I think I might do a mind cold once I get the right colors figured out... blue green I think...
  25. Spiritchaser

    Energy Aura?

    Quote:
    Originally Posted by Doctor_Xaxan View Post
    Thanks for the help so far. Here's a question for you:

    How much does unsupressed stealth hurt a brute's ability to tank?

    Does it literally create situations where a ranged AOE (Dark Obliteration, for instance) doesn't get the attention of any NPCs aside from the ones hit by the power?
    Energy cloak will reduce you chance to pick up stray mobs, you're going to have to be more active, to work harder to do this job than other brutes, but it's not just cloak that's to blame

    The lack of a persistant taunt aura will mean that you will consistantly project a smaller footprint than other brutes for any given effort level. You can grab aggro, but you'll be working much harder to stay even, generally taunting more, doing less damage.

    To go back to how much defence you need, if you bail out on the speed pool, and lose hasten (which will cut down your dps, but that's a choice you have) and go fitness fighting leaping leadership, you'll end up with about 37-38% def to s/l. You'll still be taking about two and a half times what a capped brute will, and that's a very VERY big difference, think in terms of having more than twice as much healing available, but it's still exceeding tough most of the time. Fortunatley steadfast helps a lot.

    I strongly suggest against skipping fitness, at least at first, but probably not for the reason most would think. Swift and or hurdle are just way to valuable to cut out of most brute builds unless substantial +movement is available from IOs, and even then, you have to wonder if it wouldn't have been much, MUCH easier to take swift, then IO out the build to compensate for whatever else you took fitness instead of.

    Now, of course, you can have speed in your build as well, IF you get enough def IOs to drop either leadership or fighting. That's a function of level and cash on hand.