-
Posts
2930 -
Joined
-
Last visited
-
Days Won
13
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Posts posted by Erratic1
-
-
9 hours ago, BuiltDifferent5 said:
Thanks for this call out @Erratic1! Would you say Rad Melee is one of the more end intensive sets, along with Battle Axe and Stone Melee?
I have not found Stone Melee to be that bad, but Rad Melee is definitely up there (got 2 50s with it, and both struggled until I found solutions).
-
1
-
-
2 hours ago, CYPHERPUNK said:
like this entire discussion is a derailment of the OP , but its specifically BECUZ tanks on HC completely fukn clear the other melee ATs atm , they 6-proc a bunch of AOEs and decimate the mobs , all the while practically invincible due to tanker primaries being such beefcake uber chads , thusly any/every discussion of 'hey what brute/scrap/etc should i make?' gets a comment about 'nah bro , brutes/scraps are washed now , make a tank instead and l2p' , if it was not for this scenario we would not be having this convo at all
Scrappers are top damage and that is not really anything anyone debates. And while a Scrapper would not be my first choice to tank something like Recluse, it is not like people have not soloed most content, including team content, on a scrapper (though at that level of gear/play, you are talking a tiny fraction of both play and populace).
-
Allow me to caution you on this power combination. You will need at some point to do something about Endurance sustain/recovery because Rad Melee is hungry as goes endurance and Shield does nothing to help you in that department.
This is far from saying, "Don't do it" just you may want to carefully consider your slotting, set choices (with an eye toward endurance cost reduction and recovery) and possibly Epic powerset choice.
On the upside, it will not nearly be so...challenging...as say Dark Armor/Rad Melee--the path for those who hate the concept of endurance.
-
1
-
-
On 2/20/2025 at 10:06 PM, One IV All said:
You pretty much hit the nail on the head of why I feel both could work haha. I’m LEANING /Nin just because you can only use it on a Scrapper, compared to SR.
Guessing Stalkers are out of the running then? 😛
But I do love Ninjitsu on a Scrapper. Speaking purely subjectively, I think StJ/SR or StJ/Willpower are probably what most people would think of for best portraying DD, but StJ/Nin is not outside the circle of sanity, particularly on from a mechanical standpoint.
-
1
-
-
20 minutes ago, tidge said:
This thread was resting in peace, and after a straightforward question about the change to the Brute Damage Cap (from January 2020) we immediately get a rehearsed monologue of "Brutes were nerfed" that several other users felt obligated to explain the circumstances around why (a) there was no "Brute nerf" and (b) bringing Tankers up so that they don't take an order of magnitude longer to clear maps than any other melee is a good thing. Luckily we didn't get re-burdened with the famous "testing" that shows one player's clear times are all roughly equivalent for content that ignores other ATs ... because that "analysis" is about seconds of difference which is treated like it is the end of the world... and all signs point to the "Brute nerf" being the consensus loss of "herp derp, Brutes great, Tankers bad" claims.
Blah, blah, blah, Tanker, Tanker, Tanker..."I am afraid someone is coming after Tanker" is what the above is and explains so much about the pushback in this thread from you and others.
I have said nothing about Tankers needing to be nerd. I do not advocate it. So your, "herp derp", "want to make Brutes gods" crap is just that--crap. It is the repeated run-to claim of all those who are Tanker uber alles.
If you want to relevant, then perhaps deal with what has actually been said and offered in the thread.
-
41 minutes ago, aethereal said:
My brother in Christ, what I presume is that you are the same person who wrote three posts prior:
"My posting on these forums had dropped considerably because I am still working my way through the stages of grief and have not quite made it to acceptance."
Don't try to word salad some sort of justification for your continued misbehavior. I suppose I should grant that English may not be your first (or even necessarily second or third) language and so you are working with some misunderstanding of it words.
The stage of grief before acceptance is depression. Am I depressed about the state I see Brutes in? Yes. That does not make me "emotional" in my posting. What it does is explain why I am even bothering, particularly when dealing with people who are much more interested in scoring Internet points than remotely dealing with the topic at hand.
So once again, I am telling you to step off that claim.
-
1 hour ago, aethereal said:
You're so emotional about this topic that you don't read what people say, and you're like, "Oh my god I'm going to shock you by saying this: Brutes are suboptimal!"
You don't know me, so don't presume you know my emotional state.
1 hour ago, aethereal said:I said right from the start that Brutes are invalidated by Scrappers and Tankers. Yes, they're quite literally suboptimal.
And you are fine with them being suboptimal. Not much more needs to be said.
-
3 hours ago, tidge said:
Here you go @CYPHERPUNK, plenty of people who do not play Brutes, ("I just prefer other ATs, honestly.") and only show up in this thread but otherwise do not discuss Brutes, building them, or playing them, asserting that Brutes are fine. This is why Brutes are as they are and will remain as they are.
Good luck with your Brutes. I've made my final one. To the extent I play CoH, for melee I do Tankers and Scrapper. I would advise you to do the same.
-
4 hours ago, aethereal said:
If you gave them huge amounts of survivability such that, like Tankers, they could start to devote a ton of build space to procs, they might surpass Scrappers and then we'd have two ATs again -- Tankers and Brutes.
As opposed to having Scrapper and Tankers, eh? It is quite literally suboptimal to bring Brutes to a group.
4 hours ago, aethereal said:If you gave them huge amounts of survivability such that, like Tankers, they could start to devote a ton of build space to procs, they might surpass Scrappers and then we'd have two ATs again -- Tankers and Brutes. That's not preferable to the current situation of two valid ATs: Tankers and Scrappers.
Everything after the word "If" above is you, given I quite literally wrote (and you quoted), "The simple solution would be to give Brutes a boost in their survivability. To Tanker levels? No." Everything that follows is you knockdown your own creation and nothing I put forth.
4 hours ago, aethereal said:This is crazy. The Tanker buff was just an overcorrection. Nobody set out to rub their hands together and try to invalidate Brutes, they just misunderstood how powerful the buff was.
You forget, Brute damage caps were nerfed. So Brutes brought down in damage and Tankers buffed. Not just Tankers boosted and nothing else occurred.
4 hours ago, aethereal said:Seems like a lot of work to go and do that to a very uncertain reward and hard to really explore the playtesting.
You're right. Let's do what has been happening...NOTHING.
Well, glad we solved that. "We'd love to do something but nothing can be done, not even fix the utterly craptastic ATO Brutes have" because "It might go too far." 🙄
4 hours ago, aethereal said:With respect, touch grass.
I am going to offer true respect and say nothing to this.
-
37 minutes ago, MoonSheep said:
well, i pronounced “croatoa” as “croatia” for about 10+ years
If Croatia has giant monsters wandering around, it is coming off the visit list for when I visit Europe.
-
1
-
1
-
-
2 hours ago, aethereal said:
The basic problem is that Brutes exist in a very crowded space. There are five armored classes, and particularly Scrappers, Tanks, and Brutes live in a continuum where it's just hard for all three to be valid at the same time.
Scrappers and Stalkers exist far more closely and there is no problem. But when it comes to Brutes and any other AT, Brute has to be nerfed to preserve the distinction of the other AT.
When Tankers were made more damaging did Brutes become more survivable? No, perish the thought! But when on edge cases involving multiple buffs on teams Brutes minorly outperformed Scrappers for damage, OMG, clutch the pearls, its time to get the chainsaw out and nerf.
2 hours ago, aethereal said:Brutes in the modern environment pretty trivially keep their Fury at near-maximum all the time.
That was an offset for them being nerfed, and if it didn't happen they'd level even more slowly than they do (and I note, you can level a Tanker faster than a Brute nowadays, nevermind Scrapper or Stalker).
2 hours ago, aethereal said:Well, the basic issue here is that all the armored classes can build enough mitigation to be able to solo +4/x8. Brutes can do it, Scrappers can do it, Stalkers can do it, Sentinels can do it. So if Tankers' role is "more mitigation than the other four classes," but the other classes can be defensive enough to not die to a full team's max-level content solo, what does that role actually mean?
I would say there are caveats on this...
Scrapper and Stalkers do it by playing Defense oriented armor sets. If they play Resistance ones, well, it gets nasty. Of course, Brutes can do the same, but at that point, why play a Brute and do less damage? Because in theory you can have a higher resistance cap? If you're playing a Defense oriented set, you are not pushing to the Brute resistance cap. So that notion should come off the table (but it doesn't). Of course you can also make a resistance set Brute, but unlike the Tanker you do not get any more on your resistances (or defenses)--you have to pay for them via slots and appropriate set choices. And that means you are not investing in dealing damage.
2 hours ago, aethereal said:So they buffed Tankers. Too much? Yeah, too much. Now Tankers get vastly enhanced AoE damage. And as build sophistication went on, we increasingly saw ways for Tankers to use procs to shore up their ST damage. This crowded out Brutes.
The simple solution would be to give Brutes a boost in their survivability. To Tanker levels? No. But give them say 33% of the difference in resist/defense values on powers. But its been a long time and much like supposed nerfs to procs, changes to Brutes ATO, and The Second Coming, we've been waiting a while.
2 hours ago, aethereal said:We can imagine a large number of things they could do to make Brutes better, but:
a. Unless those things are "nerf scrappers and tankers," they'd power-creep the game.
b. It's likely that these buffs would invalidate one of scrappers or tankers.
Was not a problem when Blasters got to use their T1 and T2 powers while controlled, was not a problem with Tankers getting larger area of effects, was not a problem with Defender getting damage boosted when solo, etc.
As for invalidating Scrappers/Tankers, why do they deserve validation over Brutes? If invalidation had been a disqualifying consideration Brutes would not be where they are. And it does not have to be something which is strictly damage related. I have suggested (more than once) making secondary effects of powers notably better when delived by Brutes--higher Stun magnitude, better drain, etc. tied to Fury. But again, nothing has happened and not expecting anything will.
My posting on these forums had dropped considerably because I am still working my way through the stages of grief and have not quite made it to acceptance. We'll see if therre are changes before I reach acceptance and drop CoH for other pursuits.
-
50 minutes ago, WuTang said:
My EM Brute is one of my favorites...though Whirling Hands does look more like a dance move than a power move.
You do end in a cool looking crouch. 😁
-
1
-
1
-
1
-
-
Elec/DM has two endurance drain/recovery powers, two heals, and +Damage. It was beastly good on just SOs for a Brute back on Live (had one). On a Tanker, it should be plenty good. But really, it is going to be hard to make an utterly suck Tanker regardless of what you do.
-
1
-
-
On 2/11/2025 at 3:24 PM, Story Archer said:
Now that I've gone Ninjitsu, I don't see myself going with anything else for Scrappers. Defense-based set, which is preferable, and a fantastic toolbox/toybox of things to play with.
I enjoy a variety of Scrapper defensive sets, but you're right...once you've tasted Ninjitsu, it is hard not to come back to it. Had to force myself not to pick it on my most recent Scrapper and even then, there were times where I not quite regretted not having gone Ninjitsu as opposed to SR (and that with the character being perfectly fun and fine as SR).
-
1
-
-
On 12/22/2024 at 7:45 PM, Lunar Ronin said:
The MMORPG YouTuber Josh "Strife" Hayes put together the "ultimate MMO tier list," and City of Heroes is only ranked #245, behind a bunch of gacha games and games that aren't even out yet. So when do we riot? /s
His comments are not negative, but honestly...behind Everquest 3, which does not exist (and he states that)? Same with City of Titans. 🙄
-
1
-
-
58 minutes ago, Auroxis said:
Stone Armour can have a minimal FX option while maintaining flavour, a mineral coating over the skin makes just as much sense as bulging rocks over the shoulders.
Do the resources exist in the community to do this now (as opposed to back in Live)?
-
4 hours ago, Jacke said:
I think the Aprocalypse is the newer one.
I don't know.... Weren't the original words to the song:
QuoteBlessed enhancements, procs are now mine.
Oh what a foretaste of power divine.
-
1
-
-
On 12/13/2024 at 6:27 PM, Jacke said:
The Aprocalypse is coming. I've heard it from the Devs, @Sanguinesun, as @Sovera commented above.
I am hard-pressed to remember which has been coming for longer now, Aprocalypse or The Rapture.
Put me down for, "I will believe it when I see it."
-
1
-
-
33 minutes ago, aethereal said:
In fairness, recharge enhancement, both local and global, are very much a thing. I don't think it's that meaningful to talk about the unenhanced recharge values of bio clicks.
But I agree with the overall point that it's not super hard to give a "click heavy" set (even one that's substantially more click-heavy than bio) enough offensive boost that it makes up for the lost cast time.
90s/270s cooldowns....
If you are at +100% cooldown that becomes 45s/135s, or seven clicks in 1m 15s at most...with you obviously not making the clicks if they are unnecessary. Were you playing a musical piece at 7 notes every minute and a quarter it would make dirges seem like the Flight of the Bumblebee. And global recharge applies to your attacks too, so you're not proportionately giving up any more in that regard.
-
52 minutes ago, archgemini24 said:
That last part is the kicker. A click-intensive set, if played well and balanced for the loss of offense due to activation times and for having to require more attention, should be far more effective in boosting your performance (defensively and offensively) than a set with all toggles or passives. I have no idea how difficult it would be to find the sweet spot that makes the set worth taking and mastering but not breaking the game, because if it does not or cannot do all that, would the set be worth running, at all?
I am thinking of two ways the powers might function: higher base mitigation values than normal but the powers are unaffected by recharge and slows, or slightly lower base mitigation values that are impacted by recharge and slows, but could stack.
Bio is "known" as a clicky set.
- It gives you a damage aura and an Offensive Stance which adds toxic damage to all your attacks.
- Its click powers are Ablative Carapace (cast time 2.03s every 90s), DNA Siphon (cast time 1.6s every 90s), and Parasitic Aura (cast time 1.8s every 270s).
If you are using the powers every single time they are up, you are losing 12.69s out of every 270s doing 7 click. That is 4.7% of the timeframe occupied with clicks.
I don't know, but I have to think the offensive gains more than offset the 7 clicks across 4.5 minutes...before we consider that actually living means you will continue to deal damage as opposed to waste time face-planted and/or travelling back from a hospital. Or that one of those click powers increases your regeneration and recovery so you can continue to deal out damage when otherwise you might have run out of endurance or health and not been dealing damage.
I am not sure how the word intensive means when the powers are on cooldowns of 90s/270s by default. You are clicking attacks considerably more often.
-
1 hour ago, Without_Pause said:
Maybe someday I will get past /nin being click heavier and get one to 50. I just feel like that ship has sailed.
Not a personal criticism, but I honestly do not get how being able to click a power to address a need/situation is so onerous to so many. DM has a click Endurance recovery power, so does Nin. Nin adds a click-heal (DM's being part of its attack, so doesn't count). One whole extra click power and yet you'd think it was like playing Rachmaninoff on a piano.
-
On 12/9/2024 at 9:14 AM, Without_Pause said:
I think my answer for optimal solo Scrapper is Dark/shield. Note, I'm not saying it is the most fun, but just the most optimal. In terms of SR's lack of taunt aura, that's what ranged attacks and mezzes are for. Mobs don't run away if the are KDed or disoriented.
It is a nice wedding of capabilities and weak spot cross-covering. The closest I can think of bringing similar to the table would be Claws/EA or Claws/Nin--the former being the more offensive of the two with the latter being the more survivable.
-
1 hour ago, Enamel_32 said:
I wasn't aware of nerfs, were those before the official NCSoft agreement?
Years back at this point. And to be fair, there was the buff where Fury does not drain as quickly as it originally did.
In any event, I have my two most recent level 50 Brutes I am working on with no plans for anything to follow. The build space where Scrappers and Tankers do best seems wider and more interesting than trying to explore the narrow path where Brutes do best. Not going to rule out an idea coming to me, but that is what it is going to take for me to make another Brute at this point.
-
20 minutes ago, Enamel_32 said:
Of course, because that would be absurd!
As is the notion that extra damage coming to you randomly above what you would otherwise do is somehow a detriment.
And the notion becomes even more absurd when you factor in the ATO which helps regularize crits.
22 minutes ago, Enamel_32 said:I don't need to. The game tells me exactly how much damage the attacks do after resistance and visually how much of the HP bar it took away. I don't find it difficult to build up an intuition once I've smashed through a group or two.
And yet somehow, suddenly getting a second package of damage and dispatching your opponent in 3 hits as opposed to 4 is a drawback.
23 minutes ago, Enamel_32 said:I do feel tankers are a touch strong
What trouble me is that Brutes had to be nerfed, more than once, to protect other ATs (Scrappers and Tankers) and yet there is nothing being protected about being a Brute. But that is on record.
Are there any powersets which are better on Brute than on other AT's ?
in Brute
Posted
😁