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Erratic1

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Everything posted by Erratic1

  1. And what that added survivability turns into (at least for me) is playing in ways I dont on my Brutes until much later in the scheme of things). Repeatedly In this and other threads there is the accusation that nerfs are because of edge cases involving edge set builds, procs, and/or +4x8. On simple SOs, Tankers reach considerably greater survivability than Brutes. That additional survivability can be parlayed into approaches to clearing a Brute doesn't dare attempt until later or with more investment. My Tankers gather up groups because area damage is more effective than soloing groups down and the Tankers WILL live. When I'm down to a few foe left, I move on because the time spent dispatching them is better served by maximizing how many I am hitting than working those few down and they are going to follow any way.
  2. Stop being disingenuous. You are not one-shotting things as a Brute and you are fighting more than one thing at a time ( otherwise your complaints mean nothing here....you were complaining about AoE changes, weren't you?).
  3. The difference between 80% and 90% is 100% more damage getting through. A hit for 2000 damage takes 400 health from the character with 80% resistance but only 200 from one with 90% resistance. Health regeneration/healing is therefore 100% more effective at keeping you standing. So there is a quite meaningful difference, particularly when you factor in Brutes having lower base health. The Brute hits fewer targets and can survive fewer targets. Yeah, against a single target the Brute will dispatch it faster. Allow me to note the game as actually played has Faaaaaaaaaaaaar more situations of groups than single targets.
  4. Have you ever maxed resistances on a Brute? All that complaining you're doing about optimizing for AoE damage? That is what you have to do on a Brute to max resistances. And that means not infrequently not maximizing every damage power because a dead Brute deals no damage and Brutes do not causally, like Tankers, waltz into max resistances like Tankers do. There is your balance...ignoring being poorer stewards of aggro. (Edit: And lower health and not having to consider overcap damage because Brutes ALWAYS have a lower target cap on their AoEs.)
  5. I would not consider She-Hulk a scrapper. A Brute perhaps. Same with Invincible (though I could see the argument moreso for Mark).
  6. As upset as Plant Control users were about the most recent patch? Assuming you're talking mutually exclusive like how people possessing Instant Healing got to keep it unless respecing into Reactive Regeneration, then call my proposal by a new name, Exertion.
  7. He uses webs against lesser opponents and/or to delay stronger ones, but he can and does throw punches:
  8. She did include the word "thematically"--talking comic books, not game I think.
  9. Oh, the nasty can of worms you've opened. I have never been a fan of proliferating every melee primary and secondary to every melee AT, but with EA going to Tankers, that ship has sailed. Arguably modern Spider Man fits as he is probably just beneath Luke Cage levels of strength (there are far stronger superheroes, but undeniably you are in the realm of Super Strength well before you reach Superman, Gladiator, Hulk levels). Spiderman's trick is he mostly avoids taking damage via Spider Sense but if something does connect for whatever reason, he is going to go down to things individuals like The Thing or Luke Cage shrug off.
  10. Make Rage a toggle, have it grant a Fatigue debuff with every attack made which increases endurance costs by 10% every 6 seconds to a maximum Fatigue cap of 20. Fatigue fades only when Rage is toggled off based on your Endurance recovery rate, but with a default rate of one stack every 6 seconds. No more double stacking, a downside which is controllable, and some mitigation of downside based on how you build.
  11. I could probably argue with a straight face that if you do not take Cross Punch, given SS has only one damaging AoE attack, you're doing something intentionally sub-optimal. As goes Gloom, the fact that Rage empowers it is meaningful as Rage IS part of the set. Obviously, Rage could be restricted to only work with set powers, but at that point some serious retuning needs to occur to the set.
  12. We had entered the Crey Lab, cleared that first floor map where there is the large circular equipment bank in the room with multiple groups, a group to the left, and elevators to the right (not important if you don't recognize it), and gone to the next floor where there is a group above, and multiple groups to the right as well as two groups ahead. Note: Everything was +5 to me. So in the midst of fighting, I noticed we were in fact fighting the entire set of groups in the entry, and I then said, "If we're going to fight everything, you might as well go grab the rest of the base and drag it back." But I didn't stop there. I added, "I dare you. I double dog dare you." It was when the next two groups showed up that I knew the challenge had been accepted. We in fact never moved from the spot because groups kept coming. And here I am tossing controls, healing, buffing endurance recovery, debuffing to-hit (Pyro/Dark controller). AND IT WAS AWESOME!!!! So going into the next mission I suggested the goal was to pull so much we wiped. 😁 You know the person rounding things up tried. And I kept needling, "Still alive." I have not had so much fun in a long time.
  13. I would crib from Combat Teleport's multiple activations bit and from Adaptive Recharge--use it once and you get a moderate buff, use it twice within a certain period and get a full duration bigger buff which comes with a crash and increased recharge.
  14. As @SeraphimKensai notes, Slow resistance is very, Very, VERY important. Get to 95% on my planned build for my Regen/Fire Tanker. I think it would be perfectly fine on a Tanker. Were I doing it on a Brute, I would probably feel more pressure to push global recharge so you can abuse Moment of Glory more often. There is great beauty (Brute or Tanker) running in, popping it, and whittling down a group while they ineffectively whiff at you.
  15. I may have been a bit grumpy at someone explaining something to me like I didn't understand what was being said. Apologies. My beloved Brute, Unconquerable, exists in my head in ways the game does not allow. If a go at implementing him had not gotten me what I wanted, I would have, like on other characters, reimplemented him and building a new character with the look and costume or renaming some other existing character (unlikely because if another character were basically him, I would be making him in the first place) is just an exercise in getting closer to what was in mind to begin with. In my mind, several of my characters know each other and like, tolerate, or despise the others. A few are children of others. The game, like I said, is an implementation. If you do not see it that way, it is perfectly fine, but that leaves you with less options than I do, hence why I called it a limitation.
  16. Yes, I understood that. To me the character is what I have in mind. The game construct is an implementation. I will rename a new character to be what I HAVE IN MIND. That is a you limitation. For me, it isn't a problem.
  17. Thx! You've made me very happy this morning.
  18. While there is strong temptation to set Incendiary Ammunition always on, there are times when it would be helpful to fire in normal mode, particularly with Executioner's Shot, because I'm likely to want the KB. So I put together the following: One button push and you toggle off whatever elemental mode you are in and take Executioner's Shot. You can copy and past the following to get a macro which looks like the power: /macro_image "DualPistol_ExecutionersShot" "No Element Executioner's Shot" "powexecname Executioner's Shot$$powexectoggleoff Cryo Ammunition$$powexectoggleoff Incendiary Ammunition$$powexectoggleoff Chemical Ammunition" Executioner's Shot goes first because the commands are activated from right to left and you want the toggles off. The one downside is it will not get a countdown for when it is reusable. I put the power on the action bar above to serve as an indicator. Wish there were a one-button way of making sure Cryo Ammunition was active and firing Supression Shot, but no such luck. Two button presses at least, though it could be the same button.
  19. I've levelled a character to their high 30s, realized the powerset choices did not quite match what I wanted for the character concept, and scrapped the existing in favor of new character, same name, with a more appropriate powerset combination. Not seeing why renaming is any different.
  20. Because doing THE EXACT SAME SINGLE TARGET DAMAGE AS BEFORE, and doing THE EXACT SAME AREA DAMAGE AS BEFORE BENEATH OVERCAP, has utterly, shattered Tankers and they are weaker than they have ever been.🙄
  21. I dread the Crey wraparound lab. Hate it!
  22. If you enjoy Tankers, certainly. Got a newly made Regen/Fire Melee one myself who is almost 50.
  23. So did you stop playing before Tankers were buffed, so you would still find them more powerful? Or did you stop playing after Tankers were buffed, in which case you'd still find their single-target attacks the same as before the so-called nerf, and their AoEs still the same as before the "nerf" until you reached overcap? The nerf was a nothing-burger, and it is hard to imagine you'd notice it.
  24. If you're getting Reactive Regeneration, you'll be freeing up all the slots in Instant Healing. Not sure you will need/want the slots in Reconstruction, Second Wind, or Integration you've filled with Regenerative Tissue given Reactive Regeneration will be fulfilling that role.
  25. This doesn't make any sense. Why isn't Fulcrum Shift being used on the initial pull as opposed to after the weakest foes have been dealt with? Fulcrum Shift lasts 45s, ample time to finish off a spawn while damage boosted and get to the next How is a Tanker leaving behind hard-fought spawns for a group to encounter? If there is no group engaged with the spawn the remnants would follow the Tanker.
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