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My amusement comes from my sick mind however in response to your post I dont think the set is as bad as some say. I think its a solid pve set that allows for some concepts people have wanted for a long time.
Having said that though I do think the gun fu moves can be a bit over the top (really dont like empty clips) and the bullet rain i think it is. The targeted aoe anyway is more than a little silly looking with the arcing bullets. I think they should have just stuck with cones. A longer range narrow one and a short range wide one would have been fine. I do like the tier 9 though it does seem to have too long of a recharge when compared to Archery and AR. -
I also like it and it would fill the need for another natural/tech themed secondary.
My only issue with it would the the toggle with the to hit and damage. 40% damage is too high for a toggle. 10% maybe 20% would be more in line. Anything higher would require a click (maybe a mechanic that works similar to rage) or a near crippling endurance cost so that without very conservative slotting you wouldnt be able to run it 24/7.
Other than that it sounds like a fairly well rounded set that would have its own niche and would fit well with any primary i think. -
I see in broadcast "DP Blaster LFT". DP defender is almost as bad.
Now for those that do not understand what I mean. . . . well lets just say my mind naturally trys to twist even the most innocent phrase into something inappropriate.
Still not sure what I mean.... well count yourself lucky. For those of you that do, anyone else find this amusing.
Anyway myself I will be refering to dual pistols as pistols for short. Hopefully ive been vague enough not to offend anyone. -
Im a mix player. Ive never taken pvp or pve seriously. Ive always played what I wanted because it was fun.
I pvped most with and Invuln/SS back in the glory days before IO's existed (man i miss them). At that time it was considered a less than satisfactory build, but I made it work and it was fun. I have never been involved in the test server pvp, or any of the serious organized pvp at all but I have pvpd with alot of people over the years who did. Many of them tried to talk me into playing an FOTM because they said I could be good. Thats not me though, I wont roll alot of toons I think might even be fun because they are FOTM. I also pvpd a bit with my Ice FF.
Then IO's came out. . . . . still a bit bitter about them but the game was still fun even if you were too lazy to farm to IO your character. I pvpd with my Invuln SS and was able to prove that no you did not need to IO your toon to pvp, Ice FF was still fun and usefull to my teammates.
Then they turned pvp on its head. At first I was thinking all right they did something about slows. I recall refusing to fight slow based toons before this change. In retrospect I think they over nerfed them but thats par for the course. So at first I tried to tough out the pvp. Alot of changes to absorb but I thought I could adjust. My tank did well, sometimes a bit too well. My Ice FF however has become absolutely useless and unplayable. My secondary is now a thing to be ignored in pvp so my oldest toon. The second one I ever made, I think back in June of 2004 is now permanently retired. Cant even recall the last time I logged on to him.
However the more I pvped the more I realized that if I wanted to compete even on the casual level that I do I would have to put some fairly serious effort into my character. The Ice FF was butchered but the Invuln SS was playable still so I started doing up builds, crunching numbers and even started farming a bit. Then i realized that I was spending more time doing things that I did not enjoy just so I could IO a character to try something I wasnt even sure I was going to like.
Playing this game began to feel like everytime I was talked into trying WoW or a WoW clone by a friend. Grind Grind Grind. . . dont worry in the end it will be fun Grind Grind Grind. . . but you know what it never was.
Each time these major changes were implemented I left the game for awhile. Each time I leave I leave for a little longer. I even made one of those "Im sick of this leaving the game posts i think heh, and my messages in the cancel survey were always detailed but did state that I woudl be back.
I honestly thought that when Champions came out that CoX would finally be dead for me but it didnt live up to its potential. Even when I tired of it I didnt come back to CoX for a few months.
This most recent return only happened because a friend talked me into coming back and server hopping to virtue, if it hadnt been for the free transfers I probally would not be here right now. So virtue seems to have a bit less farming and I have been doing alot of TF/SF's and its been fun. I still miss pvp and I really miss Base Raids those were my favorite though I think even they would royally suck now with all the lame pvp changes.
In short CoX has become nothing more than a temporary diversion till something else new and shiny comes along. For me to return to the level of love I had for this game it is going to need a serious overhaul. One that I do not think the devs will do.
Why, because in my opinion they refuse to admit that they made a mistake. They are human, mistakes can and will be made. What really shows your worth though is coming out and not only admiting you made a mistake but making an effort to fix it. When my friends get on a rant in vent about the various decisions made about this game I used to defend the devs. I still do occasionally but on the rare instance that I do it feels a bit forced.
I guess what Im asking for is come out and admit you made a mistake. Then start asking your players what you can do to fix it and stop drawing a line at the the crossroads of pvp and pve. There are alot of us out there that enjoy both.
Sorry for the rant guys thanks for reading. -
For me Pistols has absolutely no draw at all. I refuse to refer to it as DP..... maybe I have a sick mind. I also hate the empty clips animation. Sorry devs whoever designed it its just not for me though many of the other animations are excellent. The flashy animations do come off a bit silly to me at times but they help justify the animation times and recharges. Only reason I even made it was I wasnt able to make a Demon Summoner heh or check out any going rogue stuff.
Demon Summoning intriques me. Ive wanted a new MM set for a very long time. The flaming whip, while interesting just sounds too much like a dominatrix thing. I have the odd quirk of only being able to play characters that match my gender. Male in case you didnt figure that out. Ill just have to wait and see what the animations look like though its not a big deal for me, alot of my mms do not bother with the attacks.
I do have a nagging fear that its going to be a very fire orientated set. I was hoping for something with a good mix of damage types Fire Cold Sonic, and yes I mean all of the above.
Im expecting fire melee pets for Tier 1, fire ranged with thermal ablites for tier 2 and the tier 3 pet Im expecting somewhat of a dominator type firey assault. I hope im wrong.
Regardless it should be something new and exciting and I will be rolling one. -
Quote:Truth be told this is how I felt when IO's were introduced in the first place.And heres to hoping that you never do or never attempt to add such a terrible feature to our current able to trade for anything game.
I like not having to muster up 10 - 40 people just to get gear (enhancements) And I'm glad that you've made things in our current raids tradeable. Well the hami-os atleast. Its great that in coh I can use my earned inf to buy anything ingame that I want or trade for it and it needs to stay that way. As "no trade", "bind on pickup", "soul bound" crap would just ruin this game for alot of people.
I miss the old days of SO's and Hamis and thats it. The days where knowing how to play your toon meant more than how much you paid for your toon.
I keep returning to this game but each time it takes less and less time for me to burn out and head off to try something new, or old depending on what is available. Currently I am having a great deal of fun playing through content, mainly because I moved to virtue and have found far less speed runners there. I know this can only last so long though. Ive also had alot of fun with various characters that I self pld up to 22 because quite frankly the first 20 levels are downright painfull when you have done them as often as some of us have. I dont really want to look at another toon pre stamina heh.
These days most of my toons have red recepie and salvage trays. I cant even be bothered with running to the market to sell anymore unless im waiting for someone to alt. The simple fact is there is no content in this game that requires IO's other than pvp. If pvp didnt suck so bad there might be reason to worry about IO's but sadly PvP consists of one of two things. How much you paid for your toon's enhancments and do you outnumber your opponent. -
Quote:This makes me happy that I could care less about pvp Io's or pvp in general. Now if pvp gets fixed I might start caring but I dont see that any time soon. Actually I have pretty much given up hope of it ever being fixed after the last "fix".The only way I'd be comfortable increasing the drop rates is if we could make then Bind on Pickup, tech which we don't currently have.
Bind on pickup would be a horrible idea. That would FORCE people to farm for it. Bind on Equip I could live with.
Anyway you slice it though pvp will have to be worth something for me to even glance at a pvp IO. I had hoped that pvp io's would have given some kind of purpose to pvp but the virtually non existant drop rate dashed those hopes.
I would also like to add that this is coming from someone whose characters became better with the pvp changes. Not that that really helped me since virtually all the pvpers I knew left the game after the changes. I have toyed with the idea of getting back into it even though I do not like the changes but I expect more sweeping changes in the future so I see no reason to invest in a toon that will have to be gutted down the road.
Maybe if pvp changes were implemented one thing at a time instead of changing the entire feel of it all at once. Just my two cents. -
I wont be moving any tanks. I will however be moving a brute or 2 to blue side.
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Myself I take taunt on every brute. Sometimes it gets fit in a bit later than I might like but its always there at some point.
Sure I can hold the majority of the agro without using it and the little that slips through the team should be able to handle.
Of course if I do take taunt and go that extra mile to maintain full agro that means the other 7 members of my team do not have to hold back not to mention that the buffers who help me do even more damage are safe as well and instead of only buffing me and hiding they can buff me and then chip in on damage.
So what it boils down to is are you the selfish glory hound who begs for sb the moment it goes down because the kin is too busy trying to fight off the agro you let slip or are you the brute that slows down a touch to hold agro and letting the kin stack his fulcrum shifts. . . .
Now as far as corner herding im 50 50 on that one. Some people do it way too often. Ive always prefered to go mob to mob if the groups a bit shaky or herding ahead into the next mob however sometimes there are rooms that due to mob placement you know more than one group is going to be agroed. So instead of being the glory hound who laughs that only he survived I would probally corner pull a group or two before rushing in.
Thats probally why I get contacted by alot of buffer type players when they are doing SF's. They know that I understand that there is no I in team.
Some builds its tight, others like SR just are not suited to be agro magnets. Whatever your reason for not taking it Im fine with it. Just let the team know before you start the TF that you do not concern yourself with their saftey. That way they have the option to either prepare for that or find someone who does. -
Quote:I dont see how making an attack recharge slower but hit harder makes a build more surviveable but *meh*. I would much rather have the fast spamming attack that builds defiance and debuffs defense.No. Blasters are supposed to be the Damage AT. It doesn't specify if that means they excel at DPS or at Burst Damage. They do lots of damage. Period. But when a set does not allow a Blaster to do so in a reasonably survivable fashion, the set needs to be changed. Hence, it was.
Also saying they are a damage at not a dps at is a little odd considering their inherrent is more about attacking fast to get a damage buff. To me that suggests they are a dps build and that slowing down recharge times on attacks is counter productive to the inherrent.
As far as Archery, ive looked at it but redraw times have always bugged me. I know its minimal but thats just the way I am. Also I am an alt addict and I find that if I come up with a background and concept first I stick with my characters. I do up the background and name then pick the AT and powers to match the concept. Downside is sometimes like this case I do alot of background work and costume stuff to find out that the set is for me unplayable. Not saying its broken and terrible. I see how the changes are a good thing. Just for me it no longer feels like rad blast, it feels like Energy Blast without KB. The only differance in the sets other than KB vs -Def of course is Irradiate vs Power Push.
So my new concept came out as not even a blaster. -
Quote:Yep, thats probally why I have never been able to stick it out with a blaster. Fire is too fotm for my taste and at the low levels everything else feels the same with a different wrapper.For reference, if they had left it at its original damage, Neutrino Bolt would have dealt:
6.15 damage at level 1 (compared to 10.25 now).
37.54 damage at level 50 (compared to 62.56 now).
As for in the start game, it's really not that bad. It shares the exact same rech numbers as Assault Rifle, Electric, Energy, Ice, and Psy.
Also I would much rather do 4.1 dps at level 1 instead of the current 2.56 that might not be quite right. I didnt take animation times into account but since they are the same it shouldnt matter.
Just personal preferance. I would rather hit lightly more often, especially when every tag debuffs defense and ensures when the slower recharging heavy hit comes up it is more likely to hit. Not to mention that at low levels you do not have recharge in your attacks let alone IO's and the levels leading up to stamina are painful enough. -
Does not even feel like the same set to me and if thats the reasoning why didnt they change the recharge on flares *shrug* The damage really is not that much better for the heavy recharge. End game its a big improvement. Start game it sucks same as the barrage change.
Ah well back to the drawing board. -
Hey guys, I recently returned to the game and been looking around to see what I wanted to roll up for a blaster. Ive never been able to stick with one so I thought I have always been a huge fan of my rad blaster corrutpors Ill give rad blast a try.
At first it took me a min to figure out what was wrong and why it was feeling so slow then I realized.
Neutrino Bolt 4 sec recharge when it is supposed to be a 1.5
X Ray Beam 8 sec recharge when it is supposed to be a 4
What the hell. Why would they do this? At first I thought maybe they thought it was op on a blaster with defiance 2.0 but if it is then why does flares still have its fast recharge time?
Im a bit puzzled and out of the loop on this one and was wondering if this is an intended change or accedental. If it was intentional was their any reason given for the change?
At this point I am rerolling the blaster since I noticed so early. I know its minor and at later levels with recharge I wont notice it very much but one of the appealing things about rad blast for me was always having an attack up. Even at low levels. Having 4 attacks and seeing all of them in the grey recharge phase just does not feel like the rad blast I know and love.
Im sure I will get flamed for this because it is better for late game and burst damage but meh. Just wanted to express my opinion, I felt pretty much they same way when they changed barrage on energy melee. Yuck a 6 second recharge tier one...... so much for low level fury on an em brute.
Anyway thats my rant. If anyone can fill me in on why this was done if it was intentional (which im guessing since rad was ported a long time ago it was) it would be appreciated. -
Just wondering if anyone else made one of these that turned out well. Leveling it was painful with the end issues though its improving with IO's now.
Currently im working on IO builds for both pve and pvp and was just wondering if anyone out there had any opinions on it performance.
The only SF/TF I have run into issues with is the ITF, not really a shocker with the ridiculous amounts of defense debuff but I was just curious how others felt about it. I have yet to meet anyone actually playing one. -
Ah ok I understand now. I was under the mistaken impression that the defense and resistance KB protections would not stack. Well I thought they would up until 5 of the same bonus.
Thanks all for the advice, now I have my new project to level up while I work on my SS SR. At least to give me something to attempt to pvp with. -
Thanks Ill take a look at that when I can, on the mac side of my cpu right now. Have to reboot into windows look at mids but I prefer playing on the mac OS and I have to go right now or I would do it.
I also refined my build. I did drop the fighting pool and pick up the concelament pool. Also switched to a build that used some procs and damage IO's.
Going to look up this build soon as I get a chance. I would love to see where the crazy KB protection is coming from if not gladiators.
Oh also how important is that. I know there are a few powers like Force bolt and bah cant rember the other names that get that high but really how often is that used. Also there is supression on that last I remberd but I do recall a bug or something where you could be dribbled if that is not fixed yet then I understand the need for the KB protection. -
Thanks people, going for 41 KB seems like alot of sacrafices to other stuff but I will look into it. Im guessing gladiator sets would be needed for that. Those are a long way off from what I heard of the prices, i havent looked yet not sure I want to. I had thought of pushing the defenses high enough but again too many sacrafices (I think like I said new to this). I had considered procing out the attacks better as well but wanted to see what others thought first.
The resist toggle is a bit of a waste with how often world of pain comes up. Tough was just to cap the resists while WoP was up and extra resist during the down time if any is minimal.
However your thinking of me as a buff bot and there fore probally only popping WoP when I have teammates to buff. I gave up a long time ago on being the damage dealers buff bot. Most of the time you never get any credit. At the end of the match everyone oohs and aws at the kill count and no one mentions the emp or kin who worked his butt off to allow that player to get the kills. The buffs are primarly there for PvE till I optimize the build though I to keep most of them if not all. Its nice to be able to do those support functions when needed but I dont want to be just that.
Also and I know Im a bit new to this stuff, actually technically its more that its been a very long time for me. I used to do some arena stuff with some people who did test though I never had the urge to do test pvp and none of them still play. I have always played, in pvp and pve that if you need a heal you should be heading toward your healer not away. Range and speed slotting are good if you can spare it, and I can with that build I have a few small regen bonus slottings that can go elsewhere but a buffer should not have to chase someone to heal him. Chasing people for buffs, well im 50/50 on that one but my experiance was arena and that did not often come up or you buffed when you crossed paths. Zones I can see it being an issue. -
My first thoughts are to drop weave for Focused Accuracy, mostly as a perception buff though I dont think the to hit and accuracy woudl hurt either. I think the build can handle the extra endurance. Especially if I only toggle it on when It is nessesary.
With this build the defense just isnt there. I built more for regen and hp. -
Hey guys, was recently looking through my builds and really have nothing I would consider worth investing for a pvp toon. So after looking through the options I decided that I liked how Rad/Pain looked on paper and though I would ask for some advice and post my build to see what you all think.
First off this would be a bit of a hybrid build. Not fully optimized for pvp I figured to IO this out and then start working on a full blown pvp toon. I know Im rather green when it comes to serious pvp, especially as a corruptor so any advice is welcome. You dont need to feel the need to be nice if its a terrible build
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Cor-RB-PD-Mace: Level 50 Magic Corruptor
Primary Power Set: Radiation Blast
Secondary Power Set: Pain Domination
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
------------
Level 1: Neutrino Bolt
(A) Thunderstrike - Accuracy/Damage
(3) Thunderstrike - Accuracy/Damage/Recharge
(15) Thunderstrike - Accuracy/Damage/Endurance
(17) Thunderstrike - Damage/Recharge
(29) Devastation - Accuracy/Damage/Recharge
Level 1: Nullify Pain
(A) Numina's Convalescence - Heal
(5) Numina's Convalescence - Heal/Endurance
(7) Numina's Convalescence - Heal/Endurance/Recharge
(9) Numina's Convalescence - Heal/Recharge
(46) Triage - Heal/Endurance/Recharge
(46) Triage - Endurance/Recharge
Level 2: X-Ray Beam
(A) Thunderstrike - Accuracy/Damage
(3) Thunderstrike - Accuracy/Damage/Recharge
(15) Thunderstrike - Accuracy/Damage/Endurance
(17) Thunderstrike - Damage/Recharge
(27) Devastation - Accuracy/Damage/Recharge
Level 4: Share Pain
(A) Numina's Convalescence - Heal
(5) Numina's Convalescence - Heal/Endurance
(7) Numina's Convalescence - Heal/Endurance/Recharge
(9) Numina's Convalescence - Heal/Recharge
Level 6: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(39) Luck of the Gambler - Endurance/Recharge
Level 8: Swift
(A) Run Speed IO
Level 10: Hasten
(A) Recharge Reduction IO
(11) Recharge Reduction IO
(11) Recharge Reduction IO
Level 12: Aim
(A) HamiO:Membrane Exposure
(13) HamiO:Membrane Exposure
(13) HamiO:Membrane Exposure
Level 14: Super Jump
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Health
(A) Regenerative Tissue - +Regeneration
(34) Numina's Convalescence - +Regeneration/+Recovery
(34) Numina's Convalescence - Heal
(37) Numina's Convalescence - Heal/Endurance
(37) Numina's Convalescence - Heal/Recharge
Level 18: Cosmic Burst
(A) Apocalypse - Accuracy/Damage/Recharge
(19) Apocalypse - Damage/Recharge
(19) Apocalypse - Damage
(25) Apocalypse - Accuracy/Recharge
(27) Apocalypse - Chance of Damage(Negative)
Level 20: Stamina
(A) Efficacy Adaptor - EndMod
(21) Efficacy Adaptor - EndMod/Recharge
(21) Efficacy Adaptor - EndMod/Endurance
(39) Efficacy Adaptor - EndMod/Accuracy
Level 22: Soothing Aura
(A) Numina's Convalescence - Heal
(23) Numina's Convalescence - Heal/Endurance
(23) Numina's Convalescence - Heal/Endurance/Recharge
(25) Numina's Convalescence - Heal/Recharge
(45) Triage - Heal/Endurance/Recharge
(46) Triage - Endurance/Recharge
Level 24: Soothe
(A) Numina's Convalescence - Heal
(33) Numina's Convalescence - Heal/Endurance
(33) Numina's Convalescence - Heal/Endurance/Recharge
(33) Numina's Convalescence - Heal/Recharge
(43) Triage - Heal/Endurance/Recharge
(48) Triage - Endurance/Recharge
Level 26: Enforced Morale
(A) Recharge Reduction IO
Level 28: World of Pain
(A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(29) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(31) Gaussian's Synchronized Fire-Control - To Hit Buff
(31) Titanium Coating - Resistance/Recharge
(31) Titanium Coating - Resistance/Endurance/Recharge
(34) Titanium Coating - Resistance/Endurance
Level 30: Super Speed
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 32: Conduit of Pain
(A) Energy Manipulator - EndMod
(43) Energy Manipulator - EndMod/Recharge
(43) Energy Manipulator - Chance to Stun
Level 35: Anguishing Cry
(A) Analyze Weakness - Accuracy/Defense Debuff
(36) Analyze Weakness - Accuracy/Recharge
(36) Analyze Weakness - Accuracy/Endurance/Recharge
(36) Analyze Weakness - Defense Debuff/Endurance/Recharge
(37) Analyze Weakness - Defense Debuff
Level 38: Painbringer
(A) Triage - Heal/Recharge
(39) Triage - Heal/Endurance/Recharge
(40) Energy Manipulator - EndMod/Recharge
(40) Energy Manipulator - EndMod
(40) Energy Manipulator - Chance to Stun
Level 41: Scorpion Shield
(A) Luck of the Gambler - Recharge Speed
(42) Luck of the Gambler - Defense
(42) Luck of the Gambler - Defense/Endurance
(42) Luck of the Gambler - Defense/Endurance/Recharge
Level 44: Boxing
(A) Pounding Slugfest - Accuracy/Damage
(45) Pounding Slugfest - Damage/Endurance
Level 47: Tough
(A) Titanium Coating - Resistance
(48) Titanium Coating - Resistance/Endurance
(48) Titanium Coating - Resistance/Recharge
Level 49: Weave
(A) Luck of the Gambler - Recharge Speed
(50) Luck of the Gambler - Defense
(50) Luck of the Gambler - Defense/Endurance
(50) Luck of the Gambler - Defense/Endurance/Recharge
------------
Level 1: Brawl
(A) Pounding Slugfest - Accuracy/Damage
(45) Pounding Slugfest - Damage/Endurance
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Scourge
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------| -
Would like to add that we are both mature players. Im 29 and my friend is 18 though I have been playing with him since he was 15 hes always been a rather mature kid. (I know he will give me grief for saying kid heh)
I am currently scanning for groups with recruitment posts as well but figured if anyone wanted to contact me via this post it might help.
You can also catch me in game on global @-Vicar (dont forget the - ) I used to name alot of my toons stuff like Dark Vicar or The Guardian Vicar.
Also if you wish to pm me that would be fine as well, I can even toss you the vent info if someone wants to hop on my vent and chat with me as well. -
Hey people a friend of mine and myself are looking for a good group. One who likes to run teams and SF/TF's. Once in an active group I would be happy to organize my fair share of SF/TF's. Ive done that alot in the past the only ones I am not familiar with are the newer Riechman ones.
It is important to note that we are looking for a group that avoids doing speed run SF/TF's. It is a style of play that we really do not like. The occasional one because someone is tight on time is fine. Even taking the odd shortcut on some of the longer missions.
An example would be the 1st mission and second missions of the ITF. Some teams like to skip mobs and just rescue the oracles or blow the crystals. We would much rather fight through in an efficient manner. More fun for us.
I am a 50+ vet he is a 30+. We have multiple 50s that we would be taking advantage of the server transfer. The farming and speed runs on Freedom have just become too much and from what we hear Virtue does not do quite as much of that stuff.
I have a very wide variety of toons both hero and villain side. Ive always been a believer that if you want to play an offensive toon you should have a defensive toon as well so someone is not always stuck in one role. To that end I have the following toons:
Villain Side:
Thugs Poison MM lvl 50
Rad Kin Cor lvl 50
Veat Soldier lvl 50
SS SR Brute lvl 50 (I will never understand why I did this to myself)
DM SA Brute (full blown tanker brute, built to do a Master of RSF without using a mind dom)
AR Kin Cor lvl 42
Ninja Therm MM lvl 15 (my current project)
Hero Side
Invuln SS Tank lvl 50 (my first 50)
Dark Dark Defender lvl 50 (very defensive toon, I can tank the itf with it)
Ice FF Controler lvl 50 (my first toon)
Fire Fire Scrapper lvl 36
My friend has a solid mix as well though I do not recall his toons or which he plans to move. I know he has a cold domination corruptor and a ill kin controler as well as a couple brutes and a blaster.
So to wrap up my rambling post we are leaning towards a villain group though a solid hero side group would be nice as well. We both use ventrilo and if the group works out and does not allready have a vent I have one I would be willing to supply.
Also an RP lite group would also be good. Though we do not get into the die hard stuff both of us do enjoy some lite rp though it is not nessesary. -
Quote:QFT and far more diplomatic than I could ever be.Regarding the Tanker VS Brute concerns:
It is my opinion that the reason we are seeing so many opinions stating that Brutes are in some way better or comparable to Tankers in various forms of functionality is simple: Most Tanker power combinations possess incredible over-the-top survivability at the expense of other forms of combat utility. Meanwhile, Brutes have "enough" survivability coupled with more well-rounded damage output which gives them the perception of being better off in the eyes of many - which may not be entirely untrue. Therefore, the primary concern for the Tanker vs Brute debate is when and where is "enough" survivability equivalent in value to "maximum" survivability - and how this will affect player opinion on numerous levels of gameplay. So far as that goes, it is unrelated to this topic and not a catestrophic issue in my opinion.
But in so far as this thread's main topic is concerned, the fact that Brute Fury is much more flexible in various combat situations is a concern of mine, a valid issue related to Gauntlet, and the potential defining diversifier between these two archetypes. Inherit abilities have been a point of contention for some time since they are more varied (and integrated) on red-side than blue-side and mixing these two together will only make the diversity (and arguably, the entertainment value and utility) of villain-side inherits more obvious than ever.
In short - the problem in my eyes is not which archetype is better, but if the flavor of the Brute Fury inherit overshadows Tankers and their fairly generic and useless-in-solo Gauntlet inherit power now that all of the games' content will be available to all archetypes with Going Rogue. And, if so, what sort of effect can Gauntlet provide to set Tankers further apart from Brutes.
Granted, as others have stated, other Archetypes have equal or greater concerns which should have a high priority on the Developer radar momentarily. But that does not negate the fact that this is a valid topic for Tanker development, namely the current somewhat uncreative application of Gauntlet and numerous proposals to modify it into something more exciting and flavorful.
Game on, people.
I would also like to add that another reason Tanks to Brutes are compared more often than Tanks to Scrappers or Scrappers to Brutes is that on red side the role of tank falls to the brutes. There really isnt any other option.
For me the mention of powersets being shared is another big reason. I would have given up the tanker changes arguement years ago had they simply ported SS to scrappers. I would be happily playing a SS scrapper. Why they havent, well thats beyond me so instead I play brutes now. -
Quote:As usual people like you only quote the parts they can twist to what they wish them to say. You completely cut out the mention of damage caps or where I go over the fact that the brute does not have the endurance issues that a tank does because their damage per endurance is so much higher.Brute SS at 90% fury does approximately 55% more damage than tanker SS (single-application of rage, 95% damage enhancement). That's a best case scenario in favor of the brute, aside from the differences in power availability due to level.
If you loved facts as much as you love brutes, you'd be more hesitant to spout nonsensical comparisons that probably aren't even true when comparing brutes to defenders.
If you had done any math, you'd be embarrassed right now.
You did do the math, just only enough of it to show what you wanted it to show. Typical of most studies and number crunchers. So go back to calculations and you can try and tell us how it is on paper.
Ill go play the game instead and tell you how it is. -
Quote:The one where the brute kills things 3 times as fast so it takes less damage than the tank.I've posted this several times before, since people repeatedly dismiss the survivability differences betweent he ATs with a slight of hand. Here's a comparison of invulnerability tankers and invulnerability brutes with resists against smashing and lethal damage with 56% enhancement. Dull pain and defense are excluded as they provide more complication without altering the overall effect, but otherwise including defense would widen the gap.
Unbuffed @ level 50:
Tankers withstand 1875hp in damage
Brutes withstand 1500hp in damage
Invuln @ 50, primary resists only:
Tankers, 70.2% res, withstand 6292hp in damage
Brutes, 52.65% res, withstand 3168hp in damage
Invuln @ 50 with tough, resists only:
Tankers, 90% res, withstand 18750hp in damage
Brutes, 70.2% res, withstand 5034hp in damage
The two would have to make liberal use of unstoppable for there to even be any similarities.
Without handwaving away build choices and claiming all brutes are defense capped, shield and stone brutes are quite similar. Willpower, dark armor, and fiery aura aren't as pronounced due to the relatively high dependence on healing/regen, but still see larger differences between tanks and brutes than a linear interpretation of the AT modifiers would suggest (edit: barring any bugs in cloak of fear). If the survivability differences matter is certianly up to one's own interpretation in group and IO'd circumstances, but this is the tanker forum after all.
In short: What game are you playing?
Fairly simple math really you can cloud the issue with as many numbers as you wish but the simple fact is "Dead enemies can't hurt you"
So sure the tank can withstand an extended beating for longer than a brute can.
The brute does not need to be able to absorb as much damage as the tank because everything is dead before it needs to even get close to what a tank would have absorbed to kill the same mob.
So lets compare vannila builds. Nothing fancy Invuln SS vs SS Invuln. I happen to know that these builds are rather end heavy if you dont build conservatively for end reduction or set bonuses. However we are talking standard SO builds here.
Now I have better things to do than to crunch numbers down to the milisecond but lets just rattle off some rough comparisons.
Say a Invuln SS tank takes 3 mins to polish off a mob. Now a standard SO build using lots of end redution will be able to maintain its end fairly well but if your slotted more for damage your going to be sucking end the entire time or risking a toggle drop.
Enter the SS Invuln brute. Takes him about a min to polish off the same mob. No endurance issue even slotted for damage instead of end reduction for a short 60 second fight. Of course the brute takes FAR less damage because it is only exposed to the damage for a third of the amount of the time the tank was. Which pretty much more than nullifies the advantage the tank has. The brute simply does not need to be that tough because everything is dead allready.
Now start bringing IO builds into the equation. You can buff up the tanks damage output a bit set bonuses and getting a tank to defense cap is much easier. However if there are any outside buffs coming in that crippling 300% damage cap kicks in.
The brute can take advantage of the same damage buffs and defense buffs. With a bit of work they too can hit the defense cap. Then you bring in the outside buffs for the massive 750% damage cap.
Tanks simply do not compare.
Tanks have only one thing going for them. They are better for a beginner player to hold agro with them. However experianced players can hold agro just as well with a brute, and do so much more damage its almost sad.