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Quote:(raises hand)Well that's not really the reason I stopped playing the poor thing. Heck, Granite looks a lot better than most things I come up with
Having seen one of Iggy's costumes 'up close and personal' as it were, I can testify to the truth of this statement.
(don't kill me!)
It's easy to get costumes these days, head over to "Screenshots and Fan Creations', admit your lack of fashion sense, explain how ya wanna look, and those fine folks will SO hook you up.
Here. Try this thread for size:
http://boards.cityofheroes.com/showthread.php?t=204518 -
I have done this with my fire tank many times. I tend to start off killing adds, and watching the aggro knot around the AV's. If I see anyone hit two rings, I pop in, target the AV, and start spamming my five-slotted Taunt as fast as it will go.
I find that I can usually pull aggro to me pretty fast.
As soon as I get my first warning, I immediately go back to killing adds. I usually get a second warning even while killing adds, and occasionally have even gotten sequestered, but I'm off on my lonesome, so no harm done.
This gives the heavier tanks in the middle of the action a breather, and keeps me plenty busy. -
Quote:I dont want this thread to devolve into yet another Elec vs In thread LOL.
I just wanted to point out, Always asumeing Inv is the King is total wrong.
And as always (I should sig it)... Don't sell Elec Short.
Oh, and never forget:
Stone Armor is King. It is not even close. -
Quote:I always hear " but Inv has more Hps then you". is thier some mystical Inv hp bonus thats not covered in game data? because otherwise the only place Inv has hps over other tankers is its use of Dull Pain. If RedTomax Data is correct... thats 374.81 hps Bonus.
That's quite wrong. Dull Pain and it's cousins, when nicely slotted, can easily get a tanker to the hitpoint cap, right around 3500. With a lot (LOT) of recharge, that can be permanent or darn near.
It is a considerable edge.
That said, I think Electric is flippin' awesome for the new content.
Sadly, I just happen to think fire might be better. Although it's close. -
Thread title says it all.
The new Incarnate level stuff is a fairly serious money sink. Has anybody noticed any effects on the market yet? -
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Quote:Hmmmm....In the immortality line sense for a Tanker, capped defense is equivalent to capped resistance. Increasing the resistance cap changes that balance. That's not necessarily bad, since normally defense is king, but it's something to keep in mind.
As I recall the discussion..... Man, this was YEARS ago now....
I seem to remember people discounting capped resistance vs soft-capped defense, because the defense also mitigated 90 percent of the debuffs that were incoming.
Resistance does not, and you have to simply endure.
Granted, since then they've added some DDR here and there, but I'm not sure enough to make 90 percent resist equal 45 (90 percent misses) defense.
Thus why I'd shoot for 93, to try and make resistance an equal partner. Well, a more equal partner..... I dunno, maybe 95 would work better? But even 92 would serve as a potent differentiator between tanks and brutes.
It'd be nice if the Dev's would add some additional status resist/DDR to some click powers or lesser valued toggles inherents. -
Quote:That's a bit similar in result to what I was proposing, and might even be simpler. However, I don't want to advocate nerfs on any AT unless absolutely required, and frankly, it's not here.Hmmm...I'd more likely go with...
Tankers leave as is.
Brutes lower cap to 85%
Scrappers raise cap to 80%
Stalkers raise damage to Scrapper levels, but through the powers themselves. Not damage modifier, so they can have way better END usage. the 100% Damage to equal Scrappers is also good.
Why should Brutes get nerfed because tankers are not sufficiently more durable to make them worth it? Tankers just got a hefty damage buff, let's address their core functionality as a differentiator as well. 3 percent may not sound like a lot, but it would cut the damage a capped Tanker takes by a whopping 30 percent.
It would also make resist capping a Tanker a MUCH more desirable goal, and would reduce (somewhat) the utter dominance of +Def compared to +res as a damage mitigator. The Devs have been giving the resist sets a lot of love lately, why not take it to the logical conclusion?
(Honestly, as I recall the old 'immortality line' discussions from ages ago, even 95 to 96 percent resistance would not be out of line with the strength of capped defense. But I may be recalling incorrectly.) -
Quote:It doesn't, because you seem to have no real idea how much damage scrappers are already capable of at their damage cap.
You also forgot about blasters, unless you want to give them the ability to simply vaporize stuff on sight.
(heh)
I assure you, I'm quite familiar with scrapper damage at the cap. Kins are some of mah bestest buddies.
Also, I did not forget about blasters, I did not include them in the example. That would be why I included the words 'for example' in my post. (Not to mention that 'do similar things' line.)
I excluded them because this is not a blaster board.
However, since you brought it up, how would YOU address blaster/dominator/corrupter/defender damage?
For that matter, do ranged damage dealers have an issue with similar damage dealt? Defenders just got a huge solo/small team damage boost, is that causing issues with defenders stepping on other AT's ranged toes? (I seriously doubt it.) Does a corrupter put out almost as much as a blaster, or even more due to 'better' secondaries?
Also, since the Dev's seem utterly determined to cram a debuff onto everything in the game, would this issue be better served via that route?
Going back to my original example, (see me ignore blasters some more) would it be better to include a -res debuff in all of a scrappers attacks, instead of raising their damage cap? This would also make scrappers more team-friendly just like Tankers, which may of may not be desirable.
Ehn, just some thoughts.Take 'em or leave 'em!
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Quote:That brings up an interesting point.The point is, each set has different thresholds. Cross that threshold and the relative effectiveness changes. And that threshold is different for Brutes and Scrappers. Think about how much more popular Tankers would be if no one else could hit the Def or Res caps.
I think the dynamic range for the various AT's should be slightly expanded.
For example, let's look at the four melee AT's. Tanks, brutes, scrappers, and stalkers.
They should rank in order of toughness, from highest to lowest, and in terms of damage output, from lowest to highest. In reality, they are waaay too close together, as this entire thread relates.
So, I think that Tankers should have their resistance caps raised by three percent. IE, Tankers can cap at 93 percent. Brutes at 90, scrappers and stalkers at 75 percent.
Leave Brutes alone.
Raise the Scrapper damage cap by, say, 100 percent.
Raise the Stalkers damage cap 100 percent AND increase their base melee damage scalar to 1.2.
So, widen the range so that tankers can be 'uniquely tough' and stalkers can be 'uniquely deadly.' Brutes are just fine as-is (and are frequently referred to as inducing obsolescence in other AT's). Scrappers can now firmly out-damage Brutes in the same teaming situations where Brutes now firmly out-durable scrappers. All balanced, all clearly distinguished.
Do similar things for the other AT's.
I think we need this sort of a distinguisher, especially as the Incarnate abilities are 'flat'. A Tanker judgement does the exact same damage as a Blaster judgement.
How does that make sense?Give me back my uniqueness!
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Quote:That's very true! I could see a very dynamic playstyle for a claw/sr, using focus and shockwave liberally at range to knock baddies all over the place.One advantage Claws/sr has over Claws/invul is that Claws/sr doesn't really care how you use Shockwave.
Not my cup of tea, but I'm sure somebody would like it. -
Claws/SR is okay.
But the real beastly combo, in my opinion, is claws/invuln.
Invuln is tougher than SR. You can get near-equal defense numbers with much higher hitpoints and resists. Granted you have much less DDR.
SR is faster, but claws is fast to begin with.
And Invulnerability has a taunt aura. After the 9,853rd time the mob scatters from you right before you kill them, you will want a taunt aura. -
Quote:I suspect as folks get more slots open and slotted, you'll see less tankers needed/useful.One thing I've noticed in the incarnate trials, is the one at that was thought to be left behind, tanks, seem to be showing their survivability edge moreso than in the past content, though this might just be a misperception due to limited exposure to the new content so far, but that has been my impression.
But right now, it's pretty common to see 4+ on each trial. This stuff is TOUGH. Thank god for the tanks! -
Quote:Yeah, i got the cash to unlock these outta pocket change, but then I look at the yawning well of the crafting costs and think, "i'm hanging onto my inf for now.'lol, i wanted all my slots unlocked nao, so i forked over about 375 mil inf to unlock everything with only about 2 lambda runs total
as of now i have a tier 3 lore, almost tier 3 destiny, and tier 1 judgement and interface lol
Really, really likin' this system so far. -
Take a look at an elec/dual blade/soul.
With the Interface Reactive, bruising, and several Res debuff procs, you can (on paper) do quite ridiculous damage for a tank via massive resistance debuffs.
And as said, elec armor is nice, if you wanna go for the combos DB offers some good knockdown and, and it'll be TOTALLY different than any of your other tanks. -
Quote:Well, it's your toon!Ah, part of the problem with that build was I didn't have accolades turned on. With those turned on and the Miracle, I'm doing pretty well for endurance use.
I'll see how this guy does without a Kismet, and probably add that in for one of the last slots if it seems like it is needed. I mostly like adding those in for the new Incarnate stuff against 54s (or even Cimerorans), as it's useful there. I'll also see how this guy does without the Miracle in Physical Perfection as well, as I wouldn't mind more Regen. Sometimes it's easier to have a feel for things after playing it in game. I have and Earth/Storm Controller that I thought would be okay for end use from what I could see in Mid's, but in reality, he got drained fast. Picking up Consume helped, but Cardiac was even better.(For example, I would never take Shockwave with an Inv. Ick.)
But on your build posted above, if you remove the Kismet, set the base to-hit to 39 percent (vs +4's), and then double-stack followup and have three foes in Invincibility, your to-hits are as follow:
Strike, Slash, and Followup: 119%
Spin: 125%
Focus: 126%
Eviscerate: 114%
Shockwave: 114%
Not too shabby vs +4's, and to be frank, your attacks are weakly slotted in that build. I'd drop Eviscerate and Shockwave and thicken up the rest of the build with those ten slots, but play what ya like. -
Of those choices, I'd say take a hard look at an elec/elec/soul brute.
The low-ish ST of elec is handily fixed by the awesomeness of Gloom, and Dark Obliteration meshes nicely with any +Def you manage to squeeze onto the build.
And man, does Electric have resists....Toss in Tough/Weave/Combat Jumping/Manuevers and you're off to a good start in life.
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Quote:I ran the Lambda 4 times on my fire/fire/body yesterday.I'm going to try to tank at least one, maybe both of the new trials tonight. On a soft cap Will/SS. Any advice/heads up tip to someone who is a newb on this content?
Never completed. Three runs were with 8, one run with 16.
My tooled up fire/fire was able to do more than okay, gobbling purples and oranges like candy the whole way through the maze.
When you hit the courtyard: You NEED to get the team moving on the portals RIGHT NAO.
We never got the portals under control early enough to make a difference. I dunno, maybe people are trying to get the badges and hoarding or something.
BTW, those badges, if they are what I have heard, are literally rewards for griefing. I have no ideas who thought those things up. -
Quote:I got my tier 1 interface using some banked shards, but I think I'll follow the quide the rest of the way.i used about 220 shards coverted all to xp to unlock judgement and lore because i really really dont like the BAF
Until my willpower caves, that is.
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Well, now that I20 is looking solid, I suppose this might be of use to folks:
http://boards.cityofheroes.com/showp...33&postcount=4
That guy, Zombie Man, lays out a solid, sensible approach to getting the 'most bang for your buck' as we all race to unlock our GODLIKE POWERZ.
That darn zombie dude, he's got too much good sense.... -
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Claw/fire on a brute does INSANE damage. The attacks you must have are focus, followup, and spin, with a lowby filler attack. The one that debuffs is what most pick, I leave it up to you.
Fire loves recharge, so building an attack chain out of those four attacks is simple. The important thing is to keep followup at least up, and preferably double stacked, at all times. If you do, it's like a free 30 fury, forever. Not to mention the huge juicy to-hit buff.
Fire armor is pretty delicate on a brute, and keeping one alive can be a chore. At least it's easier than a /fire scrapper, thanks to the extra hitpoints.
That said, while I like Mu, I think that Soul is a better choice: Dark Obliteration debuffs the to-hits of an entire spawn at a time. Gloom is gloom, it's hard to take the nasty off it.Plus, Gloom fits with the rest of your attacks acceptably well. (Redraw may drive you nuts, in which case drop gloom out of your attack chain.)
Go for as much +def and +recharge as you can cram on, and then as many hitpoints as you can shove in. Make sure your heal and your end buff recharge fast, you will want them up a lot.
Go forth and enjoy the damage! -
Quote:I disagree
As I understand it, shield charge is better on a scrapper, as is single target damage output on a DM/SD. Saturated AAO + SD grants my scrapper a (perma) 240 percent damage buff, which is 1 big red off effective damage cap. When I see a brute break 320 ST dps on a pylon I'll retract my statement and level one
Til then I'll be enjoying my "teehee, MG crit that +2 av for 3k" moments.
(shrug)
Let's see your scrapper reach 3000 hitpoints.
(waits)
Sure, there are edge cases where some scrappers do slightly better ST dps than some brutes. That must be why every farmer in the game is running a ss/fire scrapper, right?
Oh, wait....
Fire and footstomp baby, that's where all the cool kids are these days.
And by 'cool' I mean all the number-herding wannabes.
The REAL cool folks are stylin' it up on scrappers. Awww, yeah. Crits are teh sexay. -