tarrantm

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  1. I'd take Maneuvers and Assault and splurge some merits on a Miracle +Recov for Health if I'm having endurance issues.
  2. Quote:
    Originally Posted by Novella View Post
    I thought about taking Surveillance because of the debuffing, but just couldn't fit it into the build so I opted against taking it. I figure if I can get by on 2 Stalkers without a debuff then I should be fine on this Bane.
    Get Surveillance. It stacks with Shatter Armor. You can lead off with Surveillance since it doesn't break your stealth. It's what makes Banes better than Stalkers to most groups.
  3. Quote:
    Originally Posted by Dinlek View Post
    Hmm, being an end hog is problematic, but do you find you have enough control to lock down mobs? And how's the AoE damage? I know that Earth is considered the best ST damage of the Dom secondaries, but I'm curious how Fissure and Tremor do, damage wise.
    Fire is adequate to lock down mobs once you haver enough recharge. It's not easy sailing like say Plant/ but it's definitely better than going Ice/.

    Tremor is pretty horrible, not worth getting. Fissure is a severely nerfed version of the Controller power; 6 fewer targets hit and smaller AOE but still worth getting.

    However, now that the NDA is lifted I can tell you that AOE damage from secondaries is NOT what you should be looking for with GR on the horizon. You should be going for a well rounded really effective single target secondary (Earth only gets the single target part, if you want well rounded, go /Fire or /Psi) because your Epic Pools have some truely phenomenal AOE in them (Ice and Fire).
  4. Ditch your melee attacks, pick up Hover. Also in the name of all that is evil, pick up TT:Maneuvers at level 10. I kick Soldiers from teams for not taking that power at the first opportunity.

    I was able to solo Ghost Widow in her EB form at level 41 for my patron arc with just the use of a few inspirations so there's no reason you shouldn't be able to solo most EBs u run up against as well.

    Trick to using Mids; switch it to Dynamic (from Level-Up mode). Then in the power lists, just click the powers in the order of importance. I usually start most of my builds by clicking Stamina and then the pre-reqs for it first. Then I click the other powers that I want for my build. That way you end up getting the powers u need at the earliest opportunity.

    Try the powers in the order in this datachunk:
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1078;537;1074;HEX;|
    |78DA9D92596FD34010C7C7396A123BF7D1904B8D68855050A4BC713CA0AA1454D1A|
    |2A0944380B0368D95AC643995ED56F48D0FC057E04B0012E278E15BF1166676D609|
    |C70B6225FFFEDE99D9FFCEAE7DF4FAAE0DF0E60E18F53D4F84A1B31B8893B9BF089|
    |DF1C29B4A37301F8AE82C109E35129EBB884430390B4D00D8F9B3301CEC0562E28C|
    |4FE5D40DE2E0CE7120A42FFD99735F4C676EF47B519C2C1DF8733770FD6810BFD8A|
    |3C5C21BDC9391EF86A1C5134FCEE6514E27F09516AAD9817F2E4339919E8C2E5AFB|
    |A7F264F0647FF7D83974CFA588E6C2778E4418B9C14503DBBE864F19E2B14C4113A|
    |503890E4B4F49AACF42C121BCB7500C559E80EB2AD3206940B383611BAA711EFD8C|
    |A6CA6CB0DF2576E8F658FA4A3EA15F92FD8CE40F55B7D15599345E6C9A3390BEA24|
    |275A4A9BD4DF6B6D9C666D33C6F91FF9E00A8C067F4CEE85E335C90EDFE2A740796|
    |F6B3F8ECC5FE5A8650D52DB36470EF9CEE35973568FB3AD95E05133305DD6B615B1|
    |55F4696D83B59E25ECB7C0FE59E9A55F5ADE0D28A6EB2B2C5C76469B37CC30E6BDA|
    |BBC6F7F001439B7ACD666FFD1186D06459D2F888552DEE20D1E2F3B459B6B6D755F|
    |F30DAA9D52F026A111CFE1519A5569F1D0C1579905AFD29CB4C11BF2567FF777CB1|
    |E32D338FB2C831E131E129E119E139E105E125E115C1212CBFAE56176E505F3709B|
    |708B70935EC0FDE52A549FF8345B00939429E50201409154293F08EB0FC092D31FD|
    |BE|
    |-------------------------------------------------------------------|
  5. tarrantm

    Electric Control

    Quote:
    Originally Posted by Warkupo View Post
    Is the slow debuff from breaking sleep not very potent then?
    I think it's like 30%, don't quote me on it tho.
  6. Quote:
    Originally Posted by Novella View Post
    How exactly am I gimping myself? I have six melee attacks and the two ranged powers I took hold the Decimation set so I can use the 6.25% recharge bonus. I could care less about using the pets which is why I took them so late in the build. I took the ranged powers because I like that they take ranged sets and that was perfect for what I wanted. I have no plan on using them since I will be in melee, but nevertheless they were necessary for the additional 12.5% recharge they give me.
    If you want ranged powers, pick the ones from the Bane pool, not from the common Soldier pool.
  7. tarrantm

    Electric Control

    Hopefully they fixed the chaining powers just petering out due to missing or stopping because the mob it was going to jump to was more than a few feet away.

    I also stopped using the pets after a while. I couldn't justify the damage of their aura making Static Field act like it wasn't even there.

    On the plus side, Static Field is a lot easier to use than Wormhole.
  8. Just from a quick glance:
    - Drop all the Arachnos Soldier attacks. I shudder at the time loss just looking at that.
    - Pick up Bash, Poisonous Ray (optional but I like it), Pulverize, Shatter, Crowd Control. Keep Shatter Armor and Web Envelope.

    So yeah, I'm just seconding what Golden_Pie just said.
  9. I really like Fire/Earth, but fair warning: Fire/Earth is an absolute endurance hog with no way to replenish it. Be ready to constantly bum blues from everyone else in the group and frequently use rest, even with the free refill from Domi. I'm guessing once I get perma, this problem will be alleviated, but it's hell in the leveling stages. I don't think I ever had this issue with either Psi or Thorns.
  10. Yup, heavy preventative-mitigation sets (both primaries and secondaries) like knockdowns, disorients, etc. really put a noticeable dent in Fury generation. On the positive side, it's now worth going for tougher secondaries like /Stone or /SR because they interfere less with Fury generation and pair them with less mitigating primaries like Fire/ for maximal Fury generation.

    Also worth noting that Shadow Maul no longer causes a noticeable drop in the Fury bar. Yay!

    The downside is, slower sets also have a tougher time generating Fury - I'm looking at you Elec/ and Stone/ with your 3+ second AOEs and disorients.
  11. Quote:
    Originally Posted by _Deth_ View Post
    get back to what later, they have the same cap. is it harder for brutes to hit that cap than it is for tanks, yes, but it can be done.
    Now that the GR NDA is lifted, I'm getting back to this and I can say that they no longer have the same cap.
  12. The whole res debuff thing is the reason why I am such a big proponent of Levi for Crabs. Arctic Breath is -15% res debuff, and it's AOE and up way more frequently than an Achilles Heel proc would be in Supression (although u can add it in there in addition to everything else). It also stacks nicely with Venom Grenade and Bile Spray (which btw is a 16 target cone) is toxic, so at least 10 of its targets benefit from -40% res debuff from Venom Grenade and 15% debuff from Arctic Breath.
  13. Oh that's so much better.

    Call Reinforcements needs recharge; maybe one less posi set and 5 slot expedient reinforcement with a Call to Arms frankenslot. Hasten would probably help this and perma Serum as well.

    Everything else looks dandy (if ur not going for the cone chain and are going the way of frenzy).
  14. Quote:
    Originally Posted by Talen Lee View Post
    Um, it is soft-capped to range. With a brute around, my melee defences aren't that big a deal.
    I keep getting weird totals when I copy that into mids.. level 1 slot on Summon Spiderlings, blank second level 1 pick for example.. I don't know why.

    Can u post the datachunk?
  15. Quote:
    Originally Posted by _Deth_ View Post
    get back to what later, they have the same cap. is it harder for brutes to hit that cap than it is for tanks, yes, but it can be done.
    That it can be done doesn't equate to happens as frequently. As I said, I've hit that number once on my Brute and I don't recall how many Cold Corrs it took. On my Tank it happens far more often despite me playing him extremely infrequently.

    Quote:
    What I said wasn't opinion, what I said was a fact. I have done what he said you couldn't do. You can throw all the math you want at it, it doesn't change the fact that he was incorrect in his assumption.

    He said, here is some math that says playing a DA brute is going to be much more painful on endurance than any other set, . I responded, well, after playing a DA brute, and having played other sets, I didn't notice it being any more painful on end than any other set.
    I don't think you know what 'facts' means. He said DA had a higher cost than other sets for running its toggles and he proved it with actual in game numbers.

    I double checked his numbers
    1.4 End/Sec for the basic toggles for DA (leaving out CoF and OG which he included to give 2.0 End/Sec)
    1.25 End/Sec for Elec
    1.04 End/Sec for Fire

    That's fact.

    It's also fact that DA, unlike the other 2 resist sets, doesn't have an endurance recovery power like Consume or Power Sink.

    Your experience is an anecdote. It's only factual in your own mind.

    Quote:
    That plainly contradicts the "fact" that he was trying to prove with his math. So, you can throw all the math at it you want, he was wrong.
    I know english isn't a primary language for some players. I sincerely hope that is the case here.

    Quote:
    It's kind of like when I was grouped with some folks on some task forces the other day. Kept hearing all this crap that DA couldnt be end efficient even with IOs, and then joked about how many blues i probably had to suck down to keep up. Someone even passed me some blues thinking I was running out of end. After 4 tfs, I didnt run out of end once, and didn't pop a single blue.
    I hear it more about not being able to survive due to the poor S/L resists, but honestly I used to hear that on my /Elec Brute too. Pure resist sets just get no respect for the high end SFs. And then I end up surviving better than the Stoner against Psi damage in an LRSF. Of course, I get turned into a smear on the ground by BABs, but that's beside the point.
  16. A bit of weirdness. Have you decided whether you want to be a melee or a ranged Crab? The reason I ask is because you have Frenzy and Suppression. Just for the heck of it, I did respec mine into a melee crab once and I hated it due to the lack of a taunt aura and no way to control the scatter. Although with a Brute holding aggro it might be different.

    Also, there isn't much ranged softcapping, which is actually quite easy to do if you are so inclined.

    In addition, you can go for an absolutely devastating cone chain if u start with Venom Grenade and switch to Arctic Breath (for the stacking res debuff), Bile Spray (which is toxic damage that venom grenade gives double -res debuffs for), School of Sharks and then cycle back to Suppression. Needless to say the tunnel ambush spawn kill for Reichman is one of my favorites on this toon.

    You went for Gloom, which I'm guessing you did to cover the single target DPS hole, but it's quite unnecessary because having pets means they will focus fire any single target left behind after your AOE. I'd recommend you go for heavier recharge and maybe pick up hasten to help with keeping Serum recharged and make Channelgun and Longfang a single target attack chain (although I think it's still worth using the venom grenade and arctic air -res debuff on single targets). Plus with a Brute around those res debuffs will be awesome; not to mention they help your pet dps too!

    If that makes any sense to you and u want my build, send me a PM, but I'm sure u can whip up something just as good in a few mins.
  17. Quote:
    Originally Posted by ClawsandEffect View Post
    If you're softcapping a controller to smashing and lethal, chances are you will be slotting Kinetic Combat in Boxing and Brawl to get there. How many controllers actually USE either one of those powers? I'm betting not very many at all. So in order to get to the softcap on S/L those people used 6 slots in powers that they will never use, when those slots COULD have been used to enhance the powers they DO use.
    Controllers are one of the easier softcaps due to an AOE and a single target Immobilize being perfect for 2 sets of Enfeebled Operations. I think my Plant/Kin/Stone was my 2nd easiest toon to softcap S/L on right after my Ice/Kin Corr and neither of them took the Fighting power pool. And /Kin helps tremendously too.
  18. Quote:
    Originally Posted by _Deth_ View Post
    Tanks have more hit points out of the box, yes, but brutes have the same cap, which means they can get just as many hit points as a tank, which means that they get the same mileage out of DR. His point was that brutes have a lower hp cap, which they do not.
    It's harder for Brutes to hit the hitpoint cap because they start with about 350 less hitpoints than a Tanker.

    As for them having the same hitpoint cap, I'll get back to this later...

    Quote:
    The guy presented a bunch of numbers and said that you can't efficiently run a DA. I am saying that I leveled one and that I did.

    Giving real world experience versus presenting math problems is not sticking my head in the sand, in fact, it is just the opposite. Good try tho.
    No, you merely said har har, my opinion overrules your facts, so keep your facts to yourself. That isn't a valid argument.
  19. Quote:
    Originally Posted by _Deth_ View Post
    And just for clarification, brutes have the same HP/Res caps as tanks. Tanks just have more Res out of the box. So your theory of tanks getting more mileage out of DR is null.
    It doesn't do anything of the sort. Tanks have more hitpoints out of the box too, and as such get to their hitpoint cap faster and easier than a Brute (I think I've only hitpoint capped my Brute once when I was the sole Brute in a group full of Corruptors), which makes his point on DR quite valid.

    Quote:
    Keep your math to yourself, I am going from my own experience with a level 50 SS/SD brute with basic IOs, heavily slotted for end redux.
    The guy presents a valid breakdown of endurance usage between resist sets and your response is to bury your head in the sand. All I can do is lol at that. It's classic and obvious denial.

    Quote:
    Originally Posted by Dechs Kaison View Post
    My experience is relevant in the context of comparison. If a DA tanker can do things the other kinds of tanks can and some things they can't, then the same should ring true for brutes. All brute secondaries suffer the same AT modifier differences from tanker sets equally. My experience is proof that a DA tanker can be as survivable any other tank. That experience translates directly to brutes in that they can be built comparably.
    True but misleading. A Brute will have a tougher time softcapping defense than a Tanker due to higher Def modifiers in both the Armor set and in pool powers. Softcapping toons play significantly different to non-softcapping toons; especially when it involves having to rely on a heal a lot more and being subject to non-autohit debuffs a lot more as well. The hitpoint difference also makes DR better functional for Tankers as has been pointed out before. As such, the experiences between the ATs differs significantly as does the playstyle.

    Quote:
    If you brought the FM brute's accomplishments into the tanker forum within the context of being better or comparable to elec or war mace, then yes, that is a point of reference for how FM functions for tankers. Since the AT mods change but the powersets do not, FM should compare to ELM in more or less in the same manner on brutes and tanks and scrappers.
    Well there is the Combustion difference...
  20. Kat definitely improves noticeably on tough targets once u slot in the Achilles' Heel proc. It's like a whole new level of super saiyan for AV soloing.
  21. Quote:
    Originally Posted by Ghostwind_EU View Post
    So, how bad is the loss of Fury from the control-toggles?

    I find on my brutes I tend to rely on getting hit to build Fury faster (yes, I do have Brawl on auto).
    It's great when running solo at x/8.

    Issues do come up in groups when you don't have aggro from well over the 10 mob-OG-hit limit to provide you with Fury, or there's another Brute/Tanker in the group or the Dom/Troller is doing too good a job. At which point it all depends on whether you have a buzzsaw like build or not. If you have a stacking mitigation primary like I have on my Stone/Dark, I'm looking at about a 15-20% difference in Fury generation (if you use your slow activating attacks) vs. say a DM/DA build.
  22. tarrantm

    So... Stalkers.

    Quote:
    Originally Posted by Siolfir View Post
    And the solution probably isn't within an AT-only fix, but would affect all of them - the argument wasn't that "defense works better for this AT but not that one", it was barring extenuating circumstances - like DE quartz, or stacked Nemesis Vengeance - "defense works better for all ATs, not just Stalkers" (just for starters: being able to get 90% mitigation on all ATs via defense but only 75% via resistance unless you're an EAT, Brute, or Tanker). So it's a concern, and one that I tried to put out a couple of things for, but there isn't any "quick fix" that I see.
    That may be a larger concern across the game, but there are quick fixes to make resist sets work for Stalkers while the 2+ year fix to resist in the game is in the works. Giving base resists to Hide for the resist sets for example. Or making Placate auto-recharge the resist set heals, or add a hitpoint boost to the heals in the resist sets. There's plenty of options. And resist caps don't even play into the equation since it's rare to even hit them since significant IO contribution to resists is near non-existant.
  23. tarrantm

    So... Stalkers.

    Quote:
    Originally Posted by Siolfir View Post
    Re: resistance vs defense sets - I tried to come up with something that could possibly address this earlier in the thread (adding more defense to hidden status and "drop into hidden" criticals which would effectively provide both extra defense immediately and extra damage on the next hit), but it would likely be completely broken in actual gameplay - among other things, turning Placate into a better version of Shadow Meld. I don't think it would happen due to that, and don't know if it's really how I'd want to go about addressing things. But considering how the combat system works and the ease of using defense set bonuses - especially positional - compared to the rarity, low values, and need for full damage type coverage of resistance bonuses, I don't think that any AT is better or worse off than any other regarding this. One consideration to aid the "pure resistance" sets to better utilize defense set bonuses could be adding lethal damage resistance to defense debuff resistance for all sets.
    First of all we didn't need to talk about defensive set bonuses favoring ATs because this is a discussion about it favoring powersets within this particular AT and not about it favoring one AT over another. But if that's something you want to talk about, we can. And I would agree about this on Scrappers, Brutes and Tankers because despite the hitpoint differences, they have enough hitpoints to last it out until their self-heals recharge. It's like all the mobs and their melee damage output have been tweaked with Scrapper hitpoints and resist set values as the bare minimum - oh wait, that's because they have because that AT has been around since the beginning of the game. However, when it comes to Stalkers, resist sets actually make you feel the low hitpoints of the AT all the time because the resist sets are getting hit all the time and faceplanting more than a Blaster. That's also the reason why Night Widows and Bane Spider ATs perform better than Stalker resist sets while playing just like a Stalker (in PvE, this whole thing is about PvE and I hope none of the upcoming Stalker changes translate into PvP because they really don't need that significant a leg up there). It's because they are based on defense and defense doesn't care about low hitpoints until you get hit. Resist sets care about low hit points because hitpoints are resists and if your hitpoints are lower than those of a Scrapper, mob damage and the game isn't designed for you to use a resist set.

    As for other ATs being better or worse, other ATs have better mitigation in the form of control (Doms and trollers), or buff/debuff/heals (corrs/defs/trollers/MMs), or just higher hitpoints (Scraps, Brutes, Tankers), or range (Blasters). Stalkers are nowhere in the ballpark in terms of control off of AS and none of the other methods of mitigation factor in. Either Stalkers get something to boost their resists, or they need more controls or buffs/debuffs/faster-recharging-self-heals to deal with the lower hitpoints. The current status-quo of gimped resist sets whose only salvation is Shadow Meld if I don't re-roll into another AT or powerset in frustration before hitting level 44 just isn't working.
  24. tarrantm

    So... Stalkers.

    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Because your argument is that the only way to improve a Stalker is to make them play like a Scrapper, whereas I'm saying that they need to improve on their existing specialties.
    No, my argument was to measure Stalker performance by the global performance meter that dictates progression within the game, which is kills/time. Unless you're talking about improving Stalker resist sets, which are underperforming versus their defense sets, which again doesn't compare their playstyle to Scrappers.

    Quote:
    There is no arguing that a Scrapper currently outputs higher DPS than a Stalker either on a team or solo... and despite my seemingly unpopular ideas, I'm not stupid.
    Never said you were.

    Quote:
    They don't need to do well over Scrapper damage, they just need to do a small but obvious amount better. Making every hit on an otherwise aggroed enemy do critical damage is going to be the equivalent of giving a Scrapper a butter knife and a Stalker a chainsaw, and all it's going to do is make the Scrapper fan base complain.
    Well, Scrappers have well over Stalker hitpoints. We don't go around saying that Scrappers have a small but obvious amount better As for the critical damage, it doesn't have to be 200% damage, or even 150%, it can be 125% critical damage or any other extra damage within reason. But if Stalkers were the only AT to get a Chainsaw powerset, I just might play them again.

    Quote:
    Nope, they could very well limit the maximum amount of defense your character can have based on their AT, just as every AT has a max amount of hitpoints and a maximum damage buff. They've already done this with damage resistance--Tanks cap out at what, 90% resist, while Blasters cap out at I think 50%?

    If I recall correctly, Castle was actually the one who shot down the idea, based on the fact that they'd just done the GDN fairly recently prior to the inclusion of the Inventions system, and said that a second set of defense nerfs would just be unfair.
    It definitely has made defense a panacea for PvE while resistance Stalker sets struggle for equitable treatment. I guess they could give every other group of mobs Vengeance to compensate..
  25. tarrantm

    So... Stalkers.

    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Only if you insist on playing a Stalker as if it's a Scrapper. If a Stalker gains the ability to take down a boss in 2-3 hits fewer than a Scrapper, though, I'd consider that an advantage. As it rests now, even with the option to use Assassin's Strike, my Katana Scrapper will still usually take out a single boss more quickly than my Ninja Blade Stalker.
    So you play a Stalker like a Stalker and still can't out DPS a Scrapper. So why are you arguing with me about it?

    Quote:
    And... you don't feel like that would be overly powerful, especially now that you can get a Tanker on your team to hold aggro no matter what tasks you're doing? That just breaks balance too far in the other direction.
    The amount of the critical or bonus damage can be adjusted to bring them well over Scrapper damage. It's the mechanic of it that plays into a Stalker playing like a Stalker and not like a Scrapper.

    Quote:
    And to go further into your post, softcapped defenses vs damage resistance powers is an issue that plagues everyone in the game, not just Stalkers. Having a little bit of defense is ridiculous because you still get hit quite a lot and it hurts like hell. Having a lot of defense is ridiculous because you never get hit. It's a completely separate issue to what needs to happen to help Stalkers, and those who have softcapped their characters are very lucky that they decided to not lower individual AT defense caps to compensate when the idea was brought to the table after Issue 9.
    I thought they couldn't do it even if they wanted to because it is a function of the mobs chance to actually hit a toon and not something that could be adjusted on the toon side.