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Posts
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Quote:I find I always have time to pop a break free if needed, heck I even have time to combine inspirations into a break free.
Also, while powers are suppressed during mez, IO bonuses are not. So there's another reason to build your res based tanker towards defense.
Problem is, I've softcapped 2 EAs, 2 Shield scrappers, an invul brute (well mostly), a pair of SRs and even two trollers (to ranged)
I'm really interested in making resistance work. Without def, mez resist is the answer that's left, and I'm trying to get a feel for just how much more I need to squeeze into the build for it to work for me.
So far it sounds like it's a non-solution, but I'm hopeful that someone's tried... -
I do have to question if the system is working well when it's better to protect from mez with +def on a res build than it is to go with +mes resistance...
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That's actually kind of reasuring.
Having worked to get a tank to 50 (I have many stalled at 30-40) after all these years, I was becoming concerned that I'd taken one that was particularly unable to deal with something really critical.
Even so... has anyone managed to protect an ele tank... or heck, a fire or dark, with mez resistance above and beyond the basic shield up to the point where it's bombproof on large teams? -
So +IO def is one answer... It's one I'm hoping to avoid if in any way possible...
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Do any of you have ele tanks who don't get slept or stunned into insensibility in a RWZ raid?
Do you have ele tanks that don't get into trouble if too many illusionists fire off their holds at once?
Do you laugh off Malta stun stacking?
How much +resist do you pick up to do that?
I've currently got the +20% IO and one +7.5% mez resist io slotted. I could maybe pick up a little more, but it'll really start costing what is a fairly tight build.
Static shield just cannot sustain the level of mez I seem to run into. Some ranged, some melee, all frustrating.
Sure it usually takes only one single mez buff from a team to stack onto my mez shield, but that does somewhat limit things if the team doesn't have such a buff, and malta are on the menu...
Am I somehow alone in this agony? -
Quote:I'd be willing to bet you could do most of those without ispirations too.I'm gonna go with "lol" on that one.
I'm betting you 10 billions influence I can take out a level 52 archvillain of my choosing with a brute of my choosing, using inspirations but no temps nor any kind of external help before the year 2011. Proof would be posted with a video showing the full fight.
Wanna put your ingame money where your mouth is, or are you going to puss out and hide behind forum insults?
The doubt on this thread is shocking... I'm not sure I understand the source of it...
IO'd Brutes can trivialize many AV encounters... though obviousley there are some who are just right bastards... I died many times getting an /EA past the eldersnake AV... but psi-toxic+ea isn't ideal... -
Quote:Well, you're talking about incarnate alpha slots, so I'm assuming you're talking about end game builds.I want to make a new toon.
Looking for out of the box suggestions.
Out of the box AoE? ok, here's out of the box
SS/EA/Mako brute, KM/EA/Mako might actually work better, but I havn't tried that one.
Clearly the sanity of this needs questioned, here's the deal though:
All your AoE comes from chaining the three PP cones. Use alpha slot recharge power to bring these up faster.
/EA for the needed endurance, just sit back and blast then jump in for an end drain then stomp to finish.
Is it going to be the best?
hell no.
But it's solidly good, def cap against all but psi, and toxic of course, lots of AoE, heavy ST (in melee range) and you will seriously surprise anyone who tries to peg what your playstyle will be like.
No-one expects a blast brute.
Significant problem:
On teams with a tank, building fury can be nearly impossilbe. Your AoE chain won't build fury well, and everyone will be hitting the tank.
Surprising side benefit:
That sharky immob can actually protect you more than you think. Stripped of their melee attacks, a lot of mobs are substantially less dangerous to you.
Again, it's not ideal, but hey: You wanted different! -
Quote:Going with End/Res myself. At least on my Electric Tanker, Most people say Electric tankers shouldn't have End issues, but I do.
Running normal powers etc I dont run out before Power Sink isup, but if I go Heavy AoE ( Footstomp, Electric Fenses, and Ball Lightning) I can bottum my End bar out with all my toggles if Im not careful. The Alpha slot with the first End has made a pretty big difference. So much that I can run Manvuers in the background now as well as all my toggles and go AoE happy and be ok.
SSo it really depends on your biult, just because you have a end recovery doesn't mean you should nessaryly skip the End/Res as a option.
And on the other end.. I have 5 Resistance powers, tacking on more resistance x5 is very hard to skip.
I'll also be going end/res on my electric tanker, but not so much for the end, as for the res.
Sure, chaining combustion, fsc and fireball is rough on the blue bar, but it's manageable...
Still feeling softer than a lot of my brutes and some of my scrappers is not manageable... and I'm still looking for ever scrap of extra res I can get...
Now... if they made a +damage/+res Alpha... I'd be all over that. A +heal/+res would be sweeter still. -
I figure that even with the very rare enhancement, I'm going to get 9% more def or res at most...
For def that's probably a max of 3-4 or so on SR. With the current state of def IOs, it just makes more sense to use IOs to get protection.
So: for my scrappers and brutes I'd go either damage or recharge. In most cases damage, but I'll need to think a fair bit about my ele/shield and dm/shiled, since their significant existing +damage and recharge sensitive damage potential soul drain for DM, zorchmaser 2000 for ele may render +damage relatively less valuable than it would be on other builds. My gut feel is that even for them, + damage will be the way to go.
Where I do see the +res being useful is on a resistance tank.
+res is just really tough to get from IOs, and for a fire, electric or dark tank with tough, I can see it being well worth thinking about. I'll probably take res on my electric/fire tank. -
Actually i'm kind of sick and tired of stacking def, I've made a lot of softcapped crabs/forts/brutes/stalkers/scrappers etc.
I started this tank as a study in how resistance playes, and builds... keeping with that is kind of the goal. -
I'm still working on my "resistance only" tanker, he's at 44 and so far I've had mixed success. While I can generally survive debuffs, I'm still running into serious issues.
I've been finding that while Carnies and Malta don't bother me with end drain, I mean hey, I'm ele/ they're more than capabable of stunning or holding my tank.
Malta's stacked stuns, and in the case of carnies, it's a wave of holds, especially with two master illusionist bosses.
Either way, I find it's surprisingly often that I end up mezzed, far moreso than with my "tanky brutes" who are admittedly all def based.
I'm curious to know if people have found IO mez resistance to be a sufficiently effective solution, or am I just going to be flat out limited to teams with mez protection buffs?
The other option would be to stack def, which I am refusing to do on this character. -
Quote:What if Hide was a two part system? In otherwords, what if there was a portion of Hide's +Stealth that never suppresses? You can find a power similar to this in Brute: Energy Aura: Energy Cloak.
Sounds ideal to me. It's not enough to make them popular on teams, but it adds a buff to the stalkery part of stalkers. It adds a buff that helps differentiate the AT by playstyle modification, rather than a buff that mirrors something someone else does...
I really hope this gets a serious look -
Quote:I agree with your post, but I'd take a bit of an issue with this.
As for willpower versus invulnerability? Ask yourself which is more important: Being able to run non-stop or being able to handle huge alpha strikes. WP is the energizer bunny set. Invul is the "yea, I can take that hit" set.
Sure one plays much of the game with few IOs, and sure most players won't take every pool defence in the book, but...
WP just seems a little easier to take places.
Both WP and Invul can benefit a lot from IO def bonuses, but WP will have more of a predictable level of defence as a base.
More to the point: WP has far more bandwidth to run weave, and come I19 to run maneuvers as well, I mean seriously, why the heck not?
Invul can run weave, and later when you have great recovery with IOs, particularly if you take an epic that lets you have three +end procs pounding away, you can run more...
But come I19, WP could be running full pool defences from the mid 20s onward, even if you spend nothing on spiffy things -
Quote:My favourite of this type would be something odd:Okay, I know this is a strange one. But I am bored. I love blasters, hate squishy. True supervillains stand and laugh and blast at range. My Blasters tend to blast at range and faceplant. This is a three part question.
What powersets in Brute have the most ranged attacks? (yes, short range here counts, cause that's about all we got)
What AoE we got? Also, AoE is helpful. The more the merrier. Obviously these will usually be PBAoE.
So, which Epic Sets (and ancillary sets) will add to the I will get you at range sucka feeling?
oh, 4th part, which seconday helps with this either through AoE, or whatever else?
SS/EA/Mako
yup
No real blasting power at all untill the late 40s, so play as a different style till then, but with massive IO recharge I can very nearly chain the three Mako cones.
Individually, they're not the best AoE, but a constant stream of conical damage is withering with fury and rage from SS.
It's a brutally high end cost, thus /EA. With IO def it's not at all bad. Sure you have to leap into a spawn before it's totally melted to use energy drain, but that's just an excuse to use foot stomp afterwards.
Oh and if you do feel like bashing things, the ST melee damage isn't anything to complain about either.
EDIT: If I had him to do again, I might have taken claws or KM (they weren't around when this guy grew up), but meh... what I have works fine.
EDIT AGAIN: and no fire doesn't work, I've tried it and the cone is just to narrow to work well with the others... I found rage fueling the other cones to be better. -
Quote:As gypsy mentioned, the animation of ET was lengthened... more than trippled actually, and changed from a nice clean efficient motion to something less fitting.I've heard about this quite a bit. What exactly did they do to EM when they changed it? I remember hearing that they gave Energy Transfer a considerably longer animation.
Also, thanks for the input from everyone
Additionally the sound was changed, it's out of keeping with the rest of the set.
Just as importantly, TF was reduced from a mag 4 stun to a mag 3 stun.
I'm not sure why TF was taken from a boss stun while Seismic Smash still holds bosses, but there was apparantly some reason.
Anyway, I haven't played EM much since then... ah well, lots of other things to do -
I'd love to see EM/EA get ported to scrappers, and in the case of EA to tankers.
If for no other reason than it'd give both sets a much needed re-evaluation and probably some tweeks, definitely tweeks for the tanker EA. -
Quote:Just to redirect the conversation a bit away from EM's AoE (pretty looking but the tanker/brute's version is such a small radius) and towards the stun-regen question again...Hey folks.
I'm mostly a tanker, but I've decided to make an energy melee character and, having tried and deleted two such tankers, have determined that only a brute can make it bearable.
So I'm sort of stumped on secondaries.
EA is out because it has no taunt aura and sucks in every way that it's possible for a powerset to suck.
WP is pretty much out because the AOE stun from Whirling Hands would kill my regen.
In fact, I'm basically down to /SR or /INV.
What do you folks think. Are there powersets that pair particularly well with EM?
My only EM/WP experience was back in beta when WP first came out... but I did a fair bit of testing, and I really think you're worrying about this one way way too much. Sure, this was before the EM nerf, but the "problem" you're concerned about was still there.
back then I played an EM/WP in some back to back tests with an EM/fire, an EM/EA and an EM/invul. EM was my favourite primary at the time. Before the nerf.
If I had to order non-IO builds (well, mostly non-IO, EVERY wp needs a steadfast right?) of these I'd probably go WP first, then Invul.
Except of course I wouldn't
Not untill EM gets another look from the powers that be. I grudgingly agree that EM as it was needed to change, but what was done ruined too much of what I loved about the set. -
My vote:
Stalkers are more fragile than a scrapper?
Fine compensate with more damage. I'd suggest a higher base damage modifier, as that'll get the most mileage on teams.
Stalkers are more single target focussed than other ATs?
Fine, make new content more rewarding to those who specialize in single target damage. Have a chance for EBs to replace a whack of minions in large team spawns.
Stalker's AS, and generally fast tempo/limited endurance becomes less relevant on teams?
Fine, make new content include a few mobs that really are dangerous and hard to control on large team spawns. We can already do this a little in AE content, though not in a well controlled way. In any case, this will increase the value of single target spike damage, either from scrappers, ST focused blasters or whatever... but stalkers will be especially good.
Imagine a blaster or stalker saying to a tank: Don't worry, I've got your back" and having it mean someting...
What I'm not especially interested in?
A whack of extra HP or more AoE. We have scrappers for that.
Just my two cents worth...
context: I've only ever played 5 stalkers, so my experience is limited... obviously take with a grain of salt. -
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Quote:> Insert manditory comment wrt synergy between DM and any def setsNot true. My DM/EA has had less of an investment than say my BS/Regen, but is SIGNIFICANTLY more powerful. And that's saying something as I've logged approximately 20 times more playtime on the BS/Regen and spent untold fortunes trying to get her to the levels of my DM/EA Brute and Fire/Shield.
*/EA simply isn't weak. IMO, it's better than Electric and even the buffed Fire Aura and probably equal to Invul. It does have weaknesses, but they are not a dire as they are made out to be.
> Make annoying, non relevant and somewhat out of date reference to having leveled a lot of EAs
> Add remark about how DM/SR (low cost) and DM/SD (high cost) can be even better
> Make slightly incorrect and ill remembered quote about how secondary sets should first and foremost be judged on their own merits
> Attempt to appear balanced by citing the counterpoint that blue side, EA is much stronger than red side. -
I guess we haven't had any confirmation one way or the other then?
I'd love to take the body/energy mastery set, and I'm of the opinion that more variety is always good, provided it doesn't break anything.
I'm not really convinced that APPs would be broken, though I'll grant that it isn't intuitively obvious that they're fine. Probably a question worrth asking at some point... -
found this thread to necro (kind of, it's not really old) instead of starting a new one:
was any statement ever made about ever getting APPs?
Were the tanker sets considered broken for Veats? -
We'd certainly see more /EAs running around... take taunt and the presence pool as well and make the granites look on with admiration...
I remember everything from psi def to + regen per target in energy drain to wild and wacky control powers to... well lots of stuff
I think They could add some + regen per target into drain without much trouble, and while they're at it, put a nice big fat -regen to target on there. At least then there'd be one thing /EA could do absurdly well
I'd also love to see those +HP taken out of Overload and put in to the passives.
But hey, I'd take whatever I could get. -
Quote:I used to keep a record of all the things I'd seen suggested to help EA.Eclipse at level 35!
* - while this would definately help the set, it also stands practically no chance of happening as it would quickly be one of the best sets, if not the best set, available
I can't claim to recall them all, but I'm pretty sure I've never seen that one before! -
While I'm leveling my other new characters, I thought I'd try out the new electric set
I'm curious to know what people have found goes well with it from a playstyle point of view?
I'll be saving up my merits/inf/etc for my tank, my stalker and my dom, so whatever controller I do will have to get by without more than SOs and common, or at best frankenslotted IOs.
Any and all thoughts appreciated!
edit, just noticed the elec/rad-kin thread... I'll look there first... not sure how I didn't see that...