Mover over ___, VEATS are the best ATs in the game.


Barbie_Ink

 

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I don't see anybody taking a scrapper over a Crab Spider VEAT, if you're looking for durability, ceteris paribus. While that scrapper may be tougher than the Crab alone, the added bonuses to the entire team outweigh it. Soak one alpha with pets, another with Omega Maneuver, Serum for emergencies, and a boatload of defense toggles make that Crab a pretty attractive option.

Scrapper for ST damage? Maybe. Durability? Dunno. They aren't tanks, or even brutes. Weaker taunt effects, less aggro management.

Then again, I really dislike playing Scrappers, so I de-value them.


 

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The great thing I found with VEATs is their potential and options when slotting IOs. I managed to make a Huntsman with soft-capped M/R/AoE and damn near soft-cap to every damage type AND perma Hasten. And it was easy. That's what makes them fun to me.


 

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Ok. So maybe Im not one to talk. Cuz I just started the game.

(Although I did play for years when the game came out, and then made the mistake of going to another superhero game which sucked)

It's amazing how playstyles change overtime. Originally I was obsessed with controllers. Then I became obsessed with Doms.

Now I have a Defender whos 50 (My first one) and well. I dont much enjoy her.

Then I got me a widow, and I love both the Night Widow and the Fortunata, because they do a little of everything really. Or so it seems.

Although Im having some slight endurance issues with my Widow at the moment, which I am sure can be corrected over time, I feel that she does pretty much anything that I need her to do, or always has something up her sleeve which makes her feel pretty powerfull compared to, say, my Kheld Warshade, which is annoying because of the knockback issues that I have with her. Although I recognize her versatility.

I also really enjoy the fact that my Widow, which I made a Hybrid on purpose has that type of versatility.

She feels very much like a Spines Scrapper, with a touch of Dark Armor added in for effect with just the right amount of Super Reflexes.

While I support the others in saying that they might not be the "Best" I will say that they blow my defender out of the water, and she is a solid build, for Empathy/Psi


 

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Originally Posted by Nyx View Post

I also really enjoy the fact that my Widow, which I made a Hybrid on purpose has that type of versatility.

She feels very much like a Spines Scrapper, with a touch of Dark Armor added in for effect with just the right amount of Super Reflexes.

While I support the others in saying that they might not be the "Best" I will say that they blow my defender out of the water, and she is a solid build, for Empathy/Psi
Yup. This is why I say VEATs are so good because they cover a lot of weaknesses that other squishies have, mainly mez protection, extremely high defense (defense works much better on a squishy than resistance) and a mix of range/melee attacks. The buffs are darn good as well.

I view Night Widow as claw set. Those that don't like Shockwave's knockback should try full claw build in widow. It's just as damaging but without the hassle of aoe knockback.

Other ATs have one or two sets that are really good (or overpowered) but VEATs on average starts out really well and you rarely feel they are underpowered (unless you skip leaderships).


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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Originally Posted by Jibikao View Post
Yup. This is why I say VEATs are so good because they cover a lot of weaknesses that other squishies have, mainly mez protection, extremely high defense (defense works much better on a squishy than resistance) and a mix of range/melee attacks. The buffs are darn good as well.

I view Night Widow as claw set. Those that don't like Shockwave's knockback should try full claw build in widow. It's just as damaging but without the hassle of aoe knockback.

Other ATs have one or two sets that are really good (or overpowered) but VEATs on average starts out really well and you rarely feel they are underpowered (unless you skip leaderships).
Yes. I would agree that they have a "Right out of the Box" goodness to them. I don't feel lacking. Which is refreshing, because sometimes I feel that way about my other AT's.

Widow is just a really enjoyable change, just because she is effective for solo and group play.


 

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Originally Posted by Nyx View Post
Yes. I would agree that they have a "Right out of the Box" goodness to them. I don't feel lacking. Which is refreshing, because sometimes I feel that way about my other AT's.

Widow is just a really enjoyable change, just because she is effective for solo and group play.
I didn't have the straight-out-of-the-box feel, but that was only because I was desperately looking at a Fort in Mids and wanted one straight away!!!

Also it was around the time of City of Demons (or Rogue Isles of Demons) so being a claw wielding meleer in amongst all that braying, mooing demon flesh was nightmarish for the first 24 levels (of course it was also City of VEATs so there were some truly stunning most/all VEAT teams running too).


 

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Welcome Back, Nyx. That'll learn ya!

I love my widow. Definitely in my top 5 favorite AT's to play, and that's only mostly because I'm emotionally attached to those other characters. I haven't gotten to make the other 3 VEATs, but since I'm hearing they are 'teh awesomesauce,' I will get started on that.


Arc #6015 - Coming Unglued

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Originally Posted by Carnifax_NA View Post
I didn't have the straight-out-of-the-box feel, but that was only because I was desperately looking at a Fort in Mids and wanted one straight away!!!

Also it was around the time of City of Demons (or Rogue Isles of Demons) so being a claw wielding meleer in amongst all that braying, mooing demon flesh was nightmarish for the first 24 levels (of course it was also City of VEATs so there were some truly stunning most/all VEAT teams running too).
You do have to remember that I just returned to the game. I left for a long time, or what feels like a long time. About when the AE was first brought about.

I came back recently and although a controller/dom player at heart I never stuck around to 50 (Altitis) to get one. Now that I have one I'm impressed. I feel "Right out of the box" good.

My playstyle has changed though. But to me they combined what I liked about the Dom Assault set, which was a mix of melee and range, with debuffs and defense which I loved about Defender Primaries or controller/MM secondaries. That was not just aimed at Widow. I like that the widow has a strong element of the scrapper secondaries (Edited for clarification)


 

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Originally Posted by galadiman View Post
Welcome Back, Nyx. That'll learn ya!
Thanks. It's nice to be back! I feel Heroic...or Villainy again!


 

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TopDoc had written a guide on Night Widows, one of the parts I remember about it is that Night Widows can have the highest single target DPS in the game, besides a claws scrapper. Nevermind that Night Widows have sky high defenses and very strong defense to Psy attacks and resistance to Psy attacks. Night Widow soloing a Rikty Pylon, yes, sir. I was playing my Widow with the NW build while doing a Carnies arc, and I realized this is the most potent combination to fight Carnies. High Psy resist, High Psy Def, high overall defenses, and a lethal damage, very high DPS lethal damage. Night Widows are the nuclear bomb vs Carnies.

About Crabs, they are monster AoE (Ranged too) dmg characters with very high defenses, and then throw in their magnificent Pets and their team buffs. If I see a Crab lf team, and the team is looking for more dmg, a Crab is a great option and really tough to take down.

Fortunatas,

I love the whole bag of tricks they have--very strong general defenses, strong psy resists, strong psy defense, they can control single or multiple targets at once, they can confuse single or multiple targets at once, they have very strong ranged attacks, and team buffs.

Look, the discussion of how good VEATS are is a discussion on the tank mages of CoH/CoV, the power gaming available in one AT.

I love them. Thank you, DEVS, for making it right, for making an awesome Epic AT in VEATS. Could we learn from that and give Khelds a much much needed makeover?


Repeat Offenders forever !

Make all IO's available in Paragon Market! NCSoft, the chinese are making BIG money selling influence and other stuff in the game. Best way to stop them = make the paragon market a place to buy all IO's and perhaps other things as well.

 

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Originally Posted by Commando View Post
Could we learn from that and give Khelds a much much needed makeover?
6 years of development history (2005-2011) says ... "NO."


It's the end. But the moment has been prepared for ...

 

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Originally Posted by Black_Aftermath View Post

A warshade though? One that is well built and well played? Right there with the very best builds in the game. You are welcome to apply preference, but if you don't think Warshades match up with the best of the best then you clearly haven't seen a well played shade.
I think Warshades don't team nearly as well as VEATs. They are wonderful soloers, but take quite long to setup their mires and other tactics. The VEAT is far and away the superior teaming AT.

Warshades are similar to Fire/Kins-- amazing while solo, but very average on a large and chaotic team.


 

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Originally Posted by JuliusSeizure View Post
I think Warshades don't team nearly as well as VEATs. They are wonderful soloers, but take quite long to setup their mires and other tactics. The VEAT is far and away the superior teaming AT.

Warshades are similar to Fire/Kins-- amazing while solo, but very average on a large and chaotic team.
Teaming with my Warshade makes me a sad panda. Mainly because I can't suppress the knock back, and I hate mentally picturing a Tank/Brute.Stalker/Scrapper sitting at their desks and fuming. You know when you knock something back and the scrapper just stands there for a minute. Just gazing and doing nothing. Thats when I picture them at home smashing their heads on the keyboard and then looking at you in your squiddy goodness form and thinking....I hate you...I really hate you!


 

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Originally Posted by Nyx View Post
Teaming with my Warshade makes me a sad panda. Mainly because I can't suppress the knock back, and I hate mentally picturing a Tank/Brute.Stalker/Scrapper sitting at their desks and fuming. You know when you knock something back and the scrapper just stands there for a minute. Just gazing and doing nothing. Thats when I picture them at home smashing their heads on the keyboard and then looking at you in your squiddy goodness form and thinking....I hate you...I really hate you!
The only knockback my Warshade uses is the Nova form blasts. And they use them from directly overhead. So the knockback is basically straight into the ground.

(well there is the nuke too, but nothing should be getting back up from that anyway if it's done right).


 

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Originally Posted by Carnifax_NA View Post
The only knockback my Warshade uses is the Nova form blasts. And they use them from directly overhead. So the knockback is basically straight into the ground.

(well there is the nuke too, but nothing should be getting back up from that anyway if it's done right).
Oh I have tried this. Perhaps Im just not that good with her. I might need to Learn to play her more admittedly. But with my Widow...no knockback, and gosh darnit. People like that!


 

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VEATS team better than the hero epics because that's what they're themed around. Arachnos is a military, they're meant to be together.


Also, ever done a TF on a team of 8 VEATS?

2 night widows, 2 fortunatas, two banes, and two crabs....OR 4 crabs....holy crap.

I finished an ITF SO fast from all of the AoE and defense and the boom boom pew pew POWA!


Magisterum- 50+3 Fortunata--Virtue

Lukerion- 33 Emp/Rad Defender--Virtue
Noah Heartily- 34 SS/SD brute- Virtue
Mika Heartily- 50+1 Fire/MM blaster-Virtue

 

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I agree .. My Crab Spider has actually become my main and my badger.. at this point the only TF or Trial she has not completed on either side is Doc Q. A little while ago, back a few weeks, I joined an all VEAT Imperious TF and all that defense made us unstoppable... and this was before anyone had access to the upper teirs of their alpha slot. We purposely spawned the Nictus Ambush in mission one so we could defeat it. We cleared mission two including every ambush and worked our way up through LAG valley taking out everything in our path before taking out the Phallax controller along with Romulus and Requeim (all at the same time). In the final mission we quickly fought our way to Romulus and cleared everything around his plaza then simply swarmed in on him and the Nictus. We handled the ambushed and the AV easily and finished the entire TF in about one hour without even trying to rush.

I have never had a problem getting an invite to team with her and most people LOVE the idea of having one or two on any team for the added defense bonuses. While they haven't reached 50 yet I also have a Huntswoman and a Widow I am working on and that''s one thing I truly love about VEATS... So many choices to work from in designing yours.

I think a lot more thought went into the design for them than the Hero Epics.. To date I have one 50 level Warshade, never took a Peacebringer past level 20 before deleting and have no plans to ever build another.


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While I don't agree VEATS are the end all, be all...

My crab, with softcapped ranged & AoE def, full mez protection and decent resists across the board (minus psi), with a full AoE attack chain? Tank. Mage. Uber-buffs for the team, and decent debuffs to boot. Non-positional psi and the lack of DDR are the only two tiny holes in his armor. End recovery is kinda painful too, but Cardiac will fix that, though I'm tempted to go Nerve and basically get rid of the psi (and Melee) hole(s).


An Offensive Guide to Ice Melee

 

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Crabs are a fun 'sit back obliterating waves of foes without a care in the world' archetype. Heck, when you build it right it's on par with a tank's survivability in most circumstances.

The only thing I have to be careful about is getting cocky- the majority of the 'imperviousness' comes from defense, so when something hits my defense down, I have to remember how squishy I am underneath. Thankfully, I've usually killed them and all their buddies by then using bullets, lasers, explosives, toxins, and robot spiders.

P.S. Sorry, but he's still not as good as my Mind/psy permadom. But he does indeed rawk something special.


 

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Originally Posted by Smiling_Joe View Post
My out-of-the-box experience on SoA's was the WORST 24 levels I've had in the game BAR NONE. It's like having an ar/ defender without the secondary.

Then I hit 24 and respecc'd into a crab spider.

Then this Peacebringer driver got really, really depressed.
Did you team with other SoAs when they came out? I think part of the problem that I don't feel SoA before lvl 24 is that bad is that I teamed with other SoAs when they were introduced and our defense was crazy high and I felt so overpowered. hehe


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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I agree that the first 24 levels are HARD! The VEATs are extremely and incredibly underpowered compared to the normal archetypes. The damage is low and their protection is horrible. However once you get in the mid 20s, giving you SOs and the Bane/Crap/Night Widow/Fortunata build, things change. And in the end levels the VEATs are very strong, possibly the strongest archetype, since they combine a lot of goodness from various archetypes.
This is not to say that the AT is insta win, more that they got a very good toolbox and in the hands of a good player the VEATs can do a lot of awesome feats of power. But because of their versatility they aren't as good as the specialists at their particular role. The VEATs may be durable, but a tanker tanks better. They deal damage, yet can't reach a blaster. They buff the team greatly, yet not fully as much as designated buffers.


 

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I'm not going to get into which is better. Versitile? I think the SoA are.

I have a tricked out Crab with a Bane build, as well. I don't mind the crab legs on my Bane. Never have. So, if the team needs a stealth/TP ST damage dealer with capped D, buffs and perma Hasten...I have my Bane build. If the team needs ranged attacks, buffs, and a blaster-type with perma Serum level HPs, I have a build for that.

I think that's why I enjoy playing the SoA. The only role is doesn't do exceptionally well is debuff. Exceptionally well, folks. I know it debuffs.


 

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Originally Posted by Erin Go Braugh View Post
I think that's why I enjoy playing the SoA. The only role is doesn't do exceptionally well is debuff. Exceptionally well, folks. I know it debuffs.
Lets look at -resist debuffing, arguably the most important debuff for "hard" targets like AVs, since they resist other debuffs such as slow, -tohit and -regen to the tune of 87% at level 50.

A rad defender, which is generally considered the "goto" choice for debuffing, debuffs resistance by 30% with Enervating Field. Ditto Dark defender with Tar Patch.

A Crab who takes Mako for a patron gets -20% resist debuff from Venom Grenade plus -15% from Arctic Breath. It takes some good recharge to make Arctic Breath perma, since its only a 10s duration, but a Crab tends to build for recharge anyway. Total -35% resist debuff, better then the defender. A Crab can also slot an Achilles proc in their fast recharge, Tier 1 attack, and average another 10% or so, which only the rad secondary can do on a defender.

So unless the defender takes Sonic as a secondary, the Crab can out debuff a rad defender for the main debuff needed for AVs, which is quite respectable performance-wise. The Crab is also inflicting damage during this, no animation time used to cast it.

I actually looked at the numbers to compare my Crab AoE attack chain to a Fire blaster's primary, since Fire is considered top tier. A Crab takes about twice as long, ~11 seconds, to do the same damage a Fire blaster does in about 6 sec, assuming Fire Breath + Fireball + Rain of Fire. The compensation is from about 5 seconds in, all the rest of the team damage starts going up from -resist debuffing from the Crab, so the total damage from a team may well be higher over a fight that takes 10+ seconds then from a Fire Blaster + team. I ignored Defiance for the blaster and Assault + pets from the Crab, since I was looking for an order of magnitude type comparison.


 

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Originally Posted by Scientist View Post
Lets look at -resist debuffing, arguably the most important debuff for "hard" targets like AVs, since they resist other debuffs such as slow, -tohit and -regen to the tune of 87% at level 50.

A rad defender, which is generally considered the "goto" choice for debuffing, debuffs resistance by 30% with Enervating Field. Ditto Dark defender with Tar Patch.

A Crab who takes Mako for a patron gets -20% resist debuff from Venom Grenade plus -15% from Arctic Breath. It takes some good recharge to make Arctic Breath perma, since its only a 10s duration, but a Crab tends to build for recharge anyway. Total -35% resist debuff, better then the defender. A Crab can also slot an Achilles proc in their fast recharge, Tier 1 attack, and average another 10% or so, which only the rad secondary can do on a defender.

So unless the defender takes Sonic as a secondary, the Crab can out debuff a rad defender for the main debuff needed for AVs, which is quite respectable performance-wise. The Crab is also inflicting damage during this, no animation time used to cast it.

I actually looked at the numbers to compare my Crab AoE attack chain to a Fire blaster's primary, since Fire is considered top tier. A Crab takes about twice as long, ~11 seconds, to do the same damage a Fire blaster does in about 6 sec, assuming Fire Breath + Fireball + Rain of Fire. The compensation is from about 5 seconds in, all the rest of the team damage starts going up from -resist debuffing from the Crab, so the total damage from a team may well be higher over a fight that takes 10+ seconds then from a Fire Blaster + team. I ignored Defiance for the blaster and Assault + pets from the Crab, since I was looking for an order of magnitude type comparison.
Actually the most debuff needed for AVs and GMs is -Regen... which SoA doesn't have (or if they do, it's nothing like the numbers needed to make a difference on an AV). I think Erin was saying is that SoA only have one debuff with mediocre numbers. To be considered a "good" debuffer I would think it should have more than one type of debuff and with numbers over 20%. Yes I know that people can dip into a EPP for more debuffs but then you're trying to be good at something that you will always be out preformed in (maybe not in -Resist, but always in -Defense, -Damage, -To Hit, -Recharge Speed, -Regen, and -Special).

And I know you mentioned that they resist -Regen debuffs but when the average defender puts out -500% Regen and up to -1000% Regen the -Regen still makes the most difference out of any debuff in the fight.

Just because there is a way to make a crab with better resist debuffs than a defender does not make it an "exceptionally" good debuffer.

EDIT: And my cold defender has near permanent Heat Loss and it can debuff entire mobs to the tune of -60% resistance.