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I'm fairly confident that Brutes and Scrappers get the same defense and resistance from powers. The Brute merely has higher resistance CAPS (rarely applicable) and more hit points. Brutes as a result are a little more survivable in general. Not a lot, but a little. It's not a huge difference like between Scrappers and Tankers.
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I don't much remember the early levels on my Katana/Dark. That probably means they didn't stand out as particularly good OR bad. I think it came into its own in the mid 30s or so, and was very solid from there on out. That was probably with the Kismet unique, Steadfast Protection unique, frankenslotting of attacks, and SOs everywhere else. I don't really remember, but that was my general approach to leveling at the time. I believe I was mostly fighting +2 with bosses, and that I fiddled with the number of enemies a lot, but I think I averaged something in the x4 to x6 range. I can't remember for sure.
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Recharge is king on Regens, followed by defense. You don't build for hit points because recharge will give you perma Dull Pain, and the accolades and a couple tiny bonuses will cap your hit points. You don't build for regeneration because you're already swimming in it.
Beyond the Luck of the Gamblers, Doctored Wounds is a very nice set for recharge, and you may want to look at Red Fortune as well. You should have Tough, and if you go for defensive bonuses, Weave. Steadfast Protection unique. Kismet unique.
Buzzsaw has been out since the buffs to the set and particularly to Siphon Life. Siphon Life chains are in. It's not the top chain, but at a moderate level of recharge, you'll probably want Midnight Grasp (6.6 seconds, +128% recharge) -> Smite (3.16 +90%) -> Shadow Punch (+0%) -> Siphon Life (6.73 +49%) -> Smite -> Shadow Punch. -
I'm a little worried about Sword/Dark once we hit incarnate content. Sure, I should be able to soft cap again, get endurance sustainable again, and raise my on-paper survivability even further. But I hear rumor that there will be more to hit and more defense debuffs, which could get nasty for our approach to Sword/Dark. It might be hard to keep up. Mind you, it'll still be really, really good. It just won't be as good as I got used to before the IO nerfs, and perhaps not as good as I can do with some of my other toons. But it still remains to be seen what they do with the incarnate content, I suppose. And for that matter, what most of the incarnate slots will do. It's really hard to predict what's going to be good.
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Martial Arts was buffed very recently, so you might give it another shot since you liked it the most. Willpower might be the smoothest secondary from 1-50. So maybe Martial Arts/Willpower? A lot of the early levels are spent waiting on cooldowns, though, regardless of what you take.
As far as stylish, I suppose that's individual preference, but I might suggest Dual Blades or Katana. And both work quite well with Willpower. Have a look at the powers in the character creator, I'd say. -
Quote:Oh, the damage thing very much changes. At a low level, I frankly slot no damage enhancement in my powers on either a Scrapper or a Brute. Just accuracy and endurance. Scrapper damage scale is 1.125. Brute damage scale is 0.75. Brutes only need a 50% damage buff (I believe 25% Fury?) to equal a Scrapper at that point, and they're going to have a lot more than that. So Brutes have it all over Scrappers on both survivability and damage output at a low level.the problem I see with scrapper is at least until 20 (i only played both iterations until 20) the brute seems stronger more damaging and less likely to die....does all this change later on due to the scrappers higher base dmg? or the brutes fury really just kick that much ***? ...
At the other end of the spectrum, let's talk about a Dark Melee/Shield defense with near perma Soul Drain surrounded by enemies, entirely in its end game element. Let's say +110% damage enhancement in the powers and from set bonuses, +68.75% from Against All Odds, another +70% from Soul Drain, and that 1.125 becomes 3.923, while the Brute's 0.75 becomes 2.615. Now Fury only enhances the BASE damage, so the Brute would need an extra 174% damage from Fury to keep up. I believe that takes 87% Fury, which you might occasionally see, but probably not sustain for long.
I really thought the difference was even more stark, though, so chances are I'm getting the Fury mechanic wrong, or made some other error, since I don't study Brutes.
Or maybe it's right. Until recently, it was commonly argued (though certainly not universally agreed on) that Brutes equaled Scrappers on damage. Then they changed Fury generation, I believe to make it easier to get and keep moderate levels of it, but harder to get and keep high levels of it. -
Dark Melee over Kinetic Melee for difficult content because of the heal. DM/SD is a forum favorite for AV soloing. With an end game build you can have near perma Soul Drain, and with Against All Odds added to that, you're getting a lot of damage from damage buffs. Combinations with a high average damage buff are going to do better on Scrappers than on Brutes because Brutes are already getting a lot of damage from their buffs. I haven't run any numbers to compare performance, but that's how I look at it.
So my recommendation would be the tried-and-true Dark Melee/Shield Defense Scrapper.
But then, we ARE on the Scrapper forum, so of course I'd say something like that. -
OK, to me, Dual Blades is fairly close to Claws. So if you don't like Claws, I'd avoid Dual Blades too. Katana and Broad Sword are out, which is fine since every primary is good. Electric is best at AoE, so let's set that aside.
So for primaries - Dark Melee, Martial Arts, Kinetic Melee, Fiery Melee.
For the secondaries, my opinion is that Shield Defense plays similar to Super Reflexes, except that it comes with a big damage boost and a big AoE. Plus some resistance, plus some hit points. So not really all that similar other than being defense-based at the core. It's very popular, I think mostly because the damage boost is pretty big, and the AoE is very nice. I agree that Fiery Aura is fairly weak defensively, and Electric Armor is as well.
So for secondaries - Willpower, Dark Armor, Invulnerability and Shield Defense.
From those lists, I'd say your absolutely most survivable top end is Dark Melee/Invulnerability. But frankly, it's MORE survivable than you need for even AV soloing with no temps no insps. You might want some more damage. Dark Armor is good IO'd to the gills, but I think it's best combined with more defense, and since you don't like the sword sets, I'd personally suggest passing on Dark Armor for now. Willpower is good with everything. Invulnerability, yeah, if I was going Invulnerability I'd combine it with Dark Melee for the heal, which is what Invulnerability wants. Shield Defense also likes a heal, so Dark Melee/Shield Defense is probably less survivable than DM/Invuln, but still plenty survivable, and is probably the flavor of the year build for AV soloing no temps no insps. In its element, under ideal circumstances, it puts out the highest single-target DPS of any Scrapper combo (though we're still waiting on Kinetic Melee results). A drawback of Dark Melee is just how single-target it is, though. If you're willing to give up a little more survivability still, Fiery Melee/Shield Defense is an awesome damage machine in all ways (DPS, burst, AoE) while still being quite survivable, and I19 will make it easier to add Aid Self if you really want that last push to uber survivability. Kinetic Melee should also be very good with Shield Defense, but again, still waiting on results, and I haven't studied it on paper.
So, I guess my personal recommendations are, and roughly on a scale from most survivable to most damage output:
Dark Melee/Invulnerability
And you may also want to consider:
Dark Melee/Shield Defense
Fiery Melee/Shield Defense
Any of the primaries mentioned/Willpower
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Everything is good these days.
But the consensus answer if you know nothing about what someone wants is usually Katana/Willpower - easy to build, easy to play, easy to level, and gives up nothing in top end power.
But we might as well just ask what you want, which is what Hejtmane seems to be getting after. AoE vs. single-target damage, early bloomer vs. late bloomer, toggle and go vs. active involvement in the character's survival, what is your tolerance for endurance issues, do you want to do stupid scrapper tricks - pylon soloing, AV soloing, +4x8, or do you want to optimize around the more normally-experienced parts of the game, and so on and so forth. There are a TON of good combinations, just with different flavors. -
You get at least 32.25% recharge out of the very rare - the 15% affected by ED is at worst 15%*15% = 2.25% recharge.
I'd two-slot Hasten, giving 100% recharge pre-ED (Edit: OK, 99.8% pre-ED, close enough.). A third slot would be fully affected by ED, so while useful, it would be like adding a fourth slot today. 100% before ED is 95% after ED, plus the 30%, so 125%. With 70% from Hasten itself and needing +275% for perma, you'd need 80% more global recharge, assuming I did that right. -
(100%-81%^(procs in 10.3 seconds))*20%
You can create a graph from there:
Code:So each contributes less than the last, but there's no hard and fast place where you say "OK, that's enough".procs % buff incremental buff 1 3.80% 3.80% 2 6.88% 3.08% 3 9.37% 2.49% 4 11.39% 2.02% 5 13.03% 1.64% 6 14.35% 1.32% 7 15.42% 1.07% 8 16.29% 0.87% 9 17.00% 0.70% 10 17.57% 0.57%
And I say "% Buff" because that's the % buff to your DPS as a result of the debuff. To me, calling it a DPS buff is more meaningful even if it's less accurate. Same thing either way, though. -
Plus you may want to build around a specific alpha boost, targeting a specific recharge level with the spiritual alpha boost included, for instance, and maybe short changing some of your slotting since you'd be affected by ED at a lower level of enhancement in the powers themselves.
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Quote:What!? No no no, the cure for what ails you is MOAR DAMAGE! Because when they die, they drop skittles.there are some AoE heavy characters that I have that really could use Cardiac to enable non-stop combat.
(OK, I suspect this is less helpful on a team. Stupid team takin' all my skittles.)
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Or Martial Arts!
Seriously, if you don't know yet which one you'd rather play, flip a coin. Or start both and stick with the one you're enjoying. -
And not to pick favorites in the ACTUAL debate, let me also say that true or not, Acemace's opinion on the relative performance of Hamio'd pre-ED FireTankers sounds quite reasonable to me.
I can't remember all the rules as they were, but I'm assuming you could slot six Enzymes for +300% defense. Yes, Fire has no defense, but you can grab the power pools. So let's say you take Weave, Combat Jumping and Manuevers. That's 9.8% unslotted. +300% gives you 39.2% defense from just three pools. There probably aren't many Fire tanks sitting at 39.2% defense these days?
On the resistance side, was that also getting 50%, or was it 30%? I'm thinking it was 30%? So +180%. So capped smashing, lethal and fire, 84% resistance to energy and negative, and 56% resistance to cold. Again, I suspect these numbers are higher than we get these days? I'm not a tanker expert, so I don't know for sure.
How about Healing Flames? Hmmm, looks like the best is four Golgis for +200% healing and two L53 recharge IOs plus perma Hasten. So 70% + 2*38.3% = +146.6% recharge, so recharges in 40 / 246.6% = 16 seconds, and heals for 1406 hit points, so 88 HP/S of healing. Plus whatever non-ED capped passive regeneration comes to.
Now, I don't know what the state of the art for Fire Tank survivability is. But I suspect those numbers would be hard for a modern Fire tank to compete with, assuming I got them right. -
Not hugely. As a rough estimate, I'd say +10% if that's what you use it for. But it depends a lot on your current build. And hey, +10% certainly doesn't suck.
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Quote:Didn't know they were hinting at that, though it doesn't surprise me either. I'm not sure that active defense will be my response, though, but rather just trying to keep up in the passive defense arms race.If the Incarnate stuff coming down the pipe in coming issues as hard as the devs hint it might be, the days of passive mitigation builds might be winding down as the premiere content simply uses ToHit and defense debuffs to virtually negate all of our Defense capped builds. If this happens then I would expect to go back and look at all the active mitigation powers we've been skipping.
Maybe I should dust off my Broad Sword/Shield Defense. I originally planned it to handle AE missions, and specifically pet to-hit and all the custom enemies using Build Up. Just pulling up one of builds I was fiddling with, he's at 81.5% melee, 58.4% lethal, 48.8% ranged and 46% AoE. DDR looks like it's probably capped a lot of the time, though the Active Defense double stack is down for longer than I'd be comfortable with in a high defense debuff environment. The alpha slot and some additional build fiddling might help there.
Or depending on how much ToHit there is, maybe Super Reflexes will be simple enough to keep ahead of the curve. My Dark Melee/Super Reflexes looks to be benefiting hugely from at least the alpha slot. And yeah, Touch of Fear certainly could be a viable option then. -
Quote:What do you mean, the change in the recharge time itself?Okay so how I have that change in enhanced recharge, how do I calculate the change in recharge?
Recharge Time = Base Recharge Time / (100% + Total Recharge Enhancement and Bonuses)
So let's say you have Hasten and +85% recharge from set bonuses:
Recharge Time = 15 seconds / (100% + 126.2% + 70% + 85%) = 3.935 seconds
Quote:Okay so for the very rare:
95+(.15(92.75+15-100))+30=126.2%!? HOLY CRAP! That is a huge change in required recharge to run that chain. That means Murcielago's survivability is going to be hugely impacted by this. Now I don't need as many set recharge bonuses and can focus on +hp, resistance, and regeneration. Dude this is insane lol.
Let's see, Siphon is a 10% or 133.9 heal, enhancement for the very rare is 95+(.15*(112.5+33/3-100))+33*2/3 = 120.525, so 133.9 * 2.20525 = 295.3, every 4.62 seconds, so 64 HP/S healing. I'm at least picking up Physical Perfection with at least one slot, which gives me 26 HP/S of passive regeneration. That puts me at 90 HP/S of healing on my Super Reflexes. Not bad. -
I haven't tried, but it wouldn't surprise me at all if soft capping is impossible since the nerf to Blessing of the Zephyr.
You shouldn't need Aid Self for most PvE. Your secondary has a heal and you can use green inspirations. Aid Self might be convenient on occasion, but I doubt I'd make it a build priority. -
Quote:Scrappers often run ahead of the tanks, yes. We're also well known for face planting while doing so. Face planting in this way isn't a sign of a bad Scrapper, though. Only running back to the group with all your aggro hoping that they'll save you is. Scrappers should die with dignity.This is why it is so alien to me to have a dps type class run ahead and pull the next mob instead of "my" tank leading the group to the next mob.
I never played EverQuest, but I understand that you had to do things in a VERY specific way to survive, even more so than WoW. City of Heroes is much more forgiving, more flexible, and as probably most would agree, much easier. It's kind of like MMO-light. -
Quote:Oh, certainly. But InUse's builds were all Shield Defense or Invulnerability. I wasn't clear that that's what I was specifically commenting on, though. Willpower's a little tougher to pull off with its weaker aggro aura, but obviously doable.I don't know if it's limited to Shield and Invulnerability Scrappers.
My Willpower Scrapper tanked A LOT of AVs, just fine.Mind you, I had Confront (Dual Blades Confront is awesome), and it was only left to single hard target AVs/GMs (couldnt tank the STF though), but that's still tanking
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Quote:I spent ten billion on mine, and I don't even have a heal. He does great damage, and his survivability is OK, but not +4x8 or AV soloing or tanking for a full team OK.With MASSIVE investment, a fire/SD scrapper can reach all caps, defense and offense, but it is....very expensive.
Quote:OK. CoH is a grown up game: NOBODY IS ESSENTIAL.
Lowly controllers make the very best 'tanks' in the game with enough investment. You can run the toughest content in the game, very quickly, with eight blasters.
This game is deliberately designed that way: Nobody is ever left out or made to feel as if they have nothing to contribute. Even tanks. -
Quote:I'm not sure I really even understand the questions. Perhaps, as I gather, because you're new to the game?CMA my question or point is if there is nothing in the game that a scrapper or brute cant tank; so why do tankers get stuck at the 400 cap.
The other part of that question was what is the percentage of damage that a scrapper or brute give up in order to reach 45% defense.
I was wondering if I19 will be more of the same or will the tanker have a more useful role in the game.
I primarily am by myself unless I can get into a group or form one.
I find myself torn between my 3 characters I have created.
SD/SS
Katana/Invul
Kin/SD
I am trying to figure out which is the best tank with the best damage.
Why play a tanker if I can get one of my scrappers to perform at 90% ability of a tanker but have 100% better damage.
So I am just a n00b confused by the mechanics of COH.
If my tanker has double the hit points but takes 5 minutes to kill a group of mobs or if my scrapper has half the hit points but takes 2.5 minutes to defeat the same group of mobs then what is the point in double the hit points.
From the point of view of someone as new as I am; the game is rather confusing regarding tanking. in WoW its pretty clear to figure out what a tank is and isn't.
I have never been past level 40 so I am not sure if what I am seeing will continue or if my tanker will pull ahead in a meaningful way when it comes to tanking.
So I stand confused between the three.
Brute
Scrapper
Tanker
who tanks the best while being able to maximize damage.
I would like to build this for under 3 Billion.
There are things in the game that a Scrapper can't tank and a Tank can, and many Scrappers don't have aggro control anyway, and inferior aggro control where they have it. The high end survivability Scrappers that the forum often discusses tend to be very expensive, and require a very strong understanding of builds (or a build from someone with such an understanding). Tankers are much easier to make survivable. Not sure what that has to do with the 400 cap anyway.
Questions about what you give up to get 45% defense feel relatively meaningless, since 45% defense is not the end all to be all of survivability. Anyone who thinks that MERELY having 45% defense puts them in the big leagues is strongly mistaken, and Tankers are better at all the OTHER things that matter. Also, how easy it is to get to 45% defense, and what you give up to get there, differs strongly by secondary. Doesn't mean that the defensive secondaries are better than the others.
But I can try to give some examples. My survivability Scrappers average about 175 DPS, and have either no or very little AoE capability. Damage Scrappers are approaching 300 DPS under ideal circumstances, and AoE Scrappers farm MUCH faster than any of my survivability Scrappers. I gave up a LOT of damage, and none of my survivability Scrappers can tank, because they don't have any aggro control. Moving to a damage Tanker would, I suspect, be a pretty smooth transition, as a top end damage tanker can put out at least 160 DPS (and probably more), not much below where I am, and probably have similar survivability to my Scrappers. Then you just keep trading damage and survivability until you're deep into the survivability Tanker realm, and not doing much damage at all.
Your Shield Defense/Super Strength should be the best Tank, by far if built for it. Your Kin/SD will have the best damage, by far if built for it.
Why would you play a Tanker? Solo, you wouldn't. You play a tanker because it's a far better Tanker. You can sort of kind of tank with Shield Defense or Invulnerability Scrappers. I've done it, but only for a small team. I wouldn't try it on a big team. So if you like Tanking for a big team, play a Tanker. If you don't, and if you don't simply have a great fondness for Tankers (I know people who do), then play a Brute or a Scrapper.
Yes, there's no point in having double the hit points if you're not facing enemies that can kill a similar Scrapper. Obviously you'd then want more damage.
Sounds to me like you don't want to Tank, at least not in the sense of playing meatshield for a large team, and only using your attacks as yet another way to hold aggro. Sounds like you just want very good survivability combined with very good damage output. Sounds to me like you should be playing Brutes and Scrappers. -
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I wasn't THAT close, but that change really upset me. The awesome thing about zookeeper was just how ridiculous it was. You looked at people with that badge with this strange mixture of admiration and pity.