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Posts posted by Erratic1
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11 minutes ago, Biff Pow said:
This update also boosts Brutes' resists a bit.
It does, and I am not going to say it is meaningless, but it remains far harder to top off the six common resistances than positional defenses or even typed defenses. It is common to see people posting about soft capping the common defenses but pausingly rare to see someone topping off S/L/F/C/E/N resistances (basically unheard of).
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55 minutes ago, Bill Z Bubba said:
Good resistance sets can just build in extra resistance helping them to ignore the -res debuff.
Brutes have historically had to work hard to reach resistance caps, and generally don't cap all resistances (unlike Defense set users regardless of AT because it is a lot harder to come by certain resistance boosts and there is no cheating via positional building).
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2 hours ago, Neiska said:
So overall, running just normal things, this set as an Armor Set, is IMO "middle ground." There are certainly other sets that are tougher. But this Armor Set is more offensive than most, with only Fire and Radiation roughly equaling it.
Where does Shield Defense fall in this? Against All Odds provides a stacking damage buff based on the number of foes around you. Sure, that is not directly dealing damage, but amplifying your attacks damage is certainly meaningfully offensive.
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9 hours ago, Gobbledigook said:
Who runs Bio in anything other than offensive? probably not many as that is the whole reason most pick Bio.
I run my SS/Bio Brute in Efficiency Mode, picked to keep him from ever running low on endurance and not have to invest as heavily as others in endurance recovery.
If you present multiple modes, people might actually build around them. The damage gain from Offensive and saving investment for damage and protection was worth it to me.
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4 hours ago, arcane said:
Ofc everyone can have their subjective opinions on this, but if you look at the established metas amongst the community, I would say Bio’s top tier status is as obvious as it is for Cold, Kin, Ice Blast, and Fire Blast. Which is pretty obvious imo.
So when are all those other sets being nerfed?
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1 hour ago, aethereal said:
As opposed to the present case where they take a -20% defense? If your defense is an important mitigation layer for you and you can't built it to unearthly levels, neither version of Rage is good for you. Taking a Def hit
Bio has always relied S/L resistance with F/C/E/N defense because of how Bio provides protection. Not sure there is any path to padding both res and def.
The test SS/Willpower Brute I have on Test is split similarly but able to reach 90% Res on S/L and 52% Def to F/C/E/N. UM has been fine. Perhaps I should respec to test Rage.
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3 minutes ago, aethereal said:
I don't have a dog in this fight, but I want to note that I'm pretty sure that a Super Reflexes or Shield Defense Tanker can trivially get to 55% in every positional defense. Heck, since I built a Ninjutsu Sentinel in the old 0.7 modifier regime who got about 50% in all of the positionals, I'm pretty sure a Brute in the new 0.85 modifier regime can get to 55%.
I don't think Resistance-based Tankers can get to 110% Resistance in all the resistances, but I'm pretty sure I've seen builds where they get to 110% in several important resistances.
What about hybrid armors that stand to be double-whacked?
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1 hour ago, Steampunkette said:
I have a SS/SR Brute on Test...
I slotted both Handclap and Footstomp with Force Feedback. 6 slots.
It feels -amazing- to slap a crowd of skulls around, then footstomp before they get out of range of it. Then fight the people who didn't get knocked back with my ST chain while the others file back in.
I added Cross Punch to the mix. You become an AoE wrecking ball.
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Just now, aethereal said:
I, uh, literally said I was going to in the text you quoted. I just wanted to try it out without first, give it a try in its natural state in the spirit of experiencing the set.
Without the converter it is, as you noted, not a great match. I have a character from some years back where I had both Repulsing and Energy Torrent setup to knock foes down. Eventually KM's issues caused me to drop the character.
I should be thrilled that the set is getting addressed, but I've reached the point where the animations bother me.
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12 minutes ago, aethereal said:
I tried out Repulsing Torrent's knockback, but honestly it still feels bad to have knockback, I think for level 30+ I'll do a KB>KD enhancement there. I want to like knockback, but as one of your two major AoE attacks it's just counter productive -- you don't want to spread out the group by knocking half of them back and so they aren't there to be hit by Burst.
Use a KB->KD IO in it. Makes it quite useful.
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Jumped the test character to level 30 and slotted him with basic IOs in the same fashion I typically do at that point. Trying out how things handle by street-sweeping in Brickstown.
I did take Cross Punch and it is very handy having three AoE attacks, which between them can either put foes on their butts or stun them. Find a group, zip in and Foot Stomp, while foes are standing up, Cross Punch, and then once they are up, Hand Clap. Toss a few single-target attacks to finish off what is weak, then rinse and repeat.
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5 hours ago, Wavicle said:
Basically, it’s set up now so that people who really don’t want a click for their mez protection have a toggle they can choose, and those people who do want to click get something extra to make up for the fact that they had to click it.
Arguably the click version costing only 0.0867 end/sec (once enough recharge reduction is in place, so it is up every 2 minutes) as opposed to 0.26 end/sec is meaningful.
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2 minutes ago, Bill Z Bubba said:
He's talking about how SS on Defense based armors was suicide. Now it'll be less so for those sets. Especially with brutes getting that wholesale mitigation bump.
Ahhh. Oddly enough, my first use of SS, back on Live, was an SS/EA character.
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8 minutes ago, BrandX said:
I believe he's been trained for awhile now. It's just not something that's really important to his character. Like his super strength. He's strong enough now (at least on some stories) to carry a semi and run with it, but it's not his thing. He's intellect, webbing and punches, not really displaying the strength so much. May not have the super clap, but he's got the muscle now.
Apparently Spiderman trained with Shang-Chi.
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1 hour ago, WhiskeyDingo said:
I'm just excited to finally be able to make a SS/SR or SS/EA or SS/Ice Brute and not feel like I'm doing it wrong.
As Brutes have had Super Strength from when they were introduced, I'm guessing your referring to Unleashed Might instead of Rage?
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3 minutes ago, Major_Decoy said:
Spider-man is also known to have absolutely no martial training and getting through fights just because he's strong enough to win.
Edit: also hurting himself when he pushes himself too hard.
Both martial gods, one the god of strength in his pantheon, both with thousands of years of combat experience:
Spoiler
There is also the recent arc in Superman where he is enslaved and held powerless on War World by Mongul and made to fight--something he would have lost without martial training.
Wonder Woman can go up against Superman and was raised and trained on an island of warrior women.
The notion that super strength implies a lack of martial training is absurd.
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7 minutes ago, Major_Decoy said:
If I could find one I would simply enter a gif of Knock-out blow's animation in response.
Spiderman is known to have caught cars thrown at him and here is an uppercut:
Spoiler
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2 minutes ago, Major_Decoy said:
The idea of Super Strength is that you're not really a trained fighter. You win fights not because you know what you're doing, but because you're REALLY STRONG. You muscle your way through, as it were.
Yes, Rogue, Thor, Wonderman, The Thing, Wonder Woman, Timer Wolf...don't know how to fight. 🙄
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I used to oppose proliferating every powerset to every AT, but that ship has long since sailed and seems determined to stop at every port.
Still, a word of warning to those awaiting SS being ported (it really should happen). Below is what happens when Crushing Uppercut is used (admittedly from stealth) and the npc gets a crit. Knockout Blow is going to be just about as friendly to be on the receiving end of when running the Protean arc.
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Testing at level 20 SS/SR Brute, running as I usually do at that level without enhancements, and making use of Unleashed Might.
Hand Clap is enough to make me seriously consider dropping Cross Punch, which has been my filler, AoE attack when using Super Strength to this point. A total joy taking down a group of 3 orange Tsoo and not losing half my health. Two red warriors were worth about half my health and maybe 60% of endurance.
Enjoyable so far.
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10 hours ago, flakoff said:
So poor invulnerability will suffer not only with defence crash but resist as well lol
I don't get why fun is being ruined, objective I know but it's mainly a pve non paid for game. You could just take the crash away and not let it be stackable if its that important?
Or just remove rage and buff the actual attacks so it feels like super strength not average strength!
Yes, Invulnerability and Bio are both going to get whacked by this supposed, "equitable" dealing.
Well, I am sure that someone will come along to explain how this is "equitable". 🙄
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7 minutes ago, Wavicle said:
But they lowered the amount of defense de buff, so that means you’re getting hit with fewer status effects not more. Your complaint makes no sense.
I am pretty sure you are confused here.
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1 minute ago, Major_Decoy said:
That is not an issue with rage, that is an issue with defense and resistance as a whole. It is entirely irrational to expect a change to Rage to address a systemic issue that effects people who are not playing Super Strength.
Context matters. The current difference is a minor benefit to resistance sets and yet some are going on like aggrieved as millionaires complaining that the poor Food Stamps while ignoring all the tax breaks and deferred taxation they get that the poor could only dream of, except here it is defense afficanados complaining that for once they do not come out on top.
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2 minutes ago, Wavicle said:
Please feel free to tell us what you think it means. Numerically speaking, the change to rage does now equally affect both types of armors.
You could read the thread where I and others have spelled it out already.
The claim of some sort or equality being reached relies only on looking at damage, but status effects exist in the game and there has been ABSOLUTELY NO WHINING BY THOSE CRYING HERE ABOUT EQUALITY AT LONG LAST BEING ACHIEVED about how resistance sets get hit with status effects that do not get delivered against defense sets due to not applying when an attack misses.
You know, I think status effects need to be divided up into those that can be resisted and those which can be dodged, and if you don't have enough of either to mitigate then too bad, so sad. Let's call for equality between armor sets. Confuse should be based on your Psionic resistance, and if all you have is dodging...well, you don't dodge mental attacks. I am sure it will be possible to assign half the currently completely dodgeable attacks that defense protects against which resistance based character just get hit by and have to suffer through to check specific resistancs like being sapped checks Energy resistance.
It is only equitable after all.
[FOCUSED FEEDBACK] Super Strength Adjustments
in [Open Beta] Focused Feedback
Posted
Depends on the DDR of the associated set, but again, high defense prevents status effects from landing, high resistance does not. So what we have is resistance is harder to cap (doesn't really happen) and does not prevent status effects from landing. DDR is easier to cap, keeps status effects from landing, and its one drawback is its strippable*.
So I guess "fairness" in some people's book is resistance ALWAYS being the inferior choice.
*Well, resistance can be debuffed, but is far less common to face that.