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Everything posted by Erratic1
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I have sometimes wondered why this wasn't done, though I would imagine its holdover from when CoV and CoH were separate to allow them to reach towards Tanker survivability. But really, would an 82.5% resistance cap more easily reached meaningfully change anything?
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"Tanker are fine people" like to claim that Tanker survivability is overkill and that Brutes (and other ATs) survive just fine solo. I'm inclined to cynically suggest then that since Tanker survivability is overkill then they don't need it. And if their damage has to be such that they are barely behind Brutes, then why bother having the Tanker AT at all? There is no need for the Tanker AT since clearly Brutes survive enough and if their claim is Brutes have superior damage, then what purpose do Tankers serve? I am sure they will all get behind the notion of doing away with the Tanker AT. 😈
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Defenders had to be adjusted to do more damage while solo, reverting to original Defender levels of damage when on a team. Tanker soloing was (Fire Armor aside) a pretty miserable thing. However the buffs to Tankers definitely went beyond soloing. But I am more than content to leave the Brute/Tanker damage issue aside. My (re)entry to the thread is strictly focused on the notion that Tankers role woes needed to be addressed but Brute woes are not worthy of addressing.
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My comment on inferior damage was related to Scrappers, not Tankers. Apparition's argument was that Brutes serve no purpose--if you want tanking, make a Tanker, if you want damage make a Tanker, and in no case is a Brute the superior choice for a team to take because you will get more damage with the Scrapper and more survivability with the Tanker. I made no comment on Brute vs Tanker damage.
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If cherry picking for a team was not a problem, then why did Tankers need anything? It seem incredibly self-contradictory to say, "Tankers had no role and so SOMETHING NEEDED TO BE DONE!!!" but when the claim is advanced that Brutes now have no role in which they shine, being inferior tanks and inferior melee damage dealers, to say, "What does it matter...nobody is looking at that."
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Bio's T9 Parasitic Aura does not mention a crash.
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While hitting someone over the head with a club is inherently a risky thing, people do get hit over the head and walk away without serious injury, bullets and wing people and be aimed at less than critical areas (and we're heroes, so we have that skill), etc. It is hard to see how you "pull your punch" with a claw. Either the pointy ends impale or they don't. You're not really slapping people unconscious with claws like you can with the flat/hilt of a blade. If your point here is to object there are other deadly powers people have and that it is unreasonable to single Claws out for going too far, I will note its a subjective thing and I was speaking on my own behalf, not making a flat declaration that everybody else has to feel the way I do.
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Everyone is a Wolverwine fan. Wolverwine also doesn't tend to claw people who can't survive being clawed. He threaten with the claws and punches quite a bit.
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Forgot to include the costume file. ClassicAnarchy.costume
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Yeah, this song is about telling all the authority figures in your life that you reject their claim of power of you. LET'S WAIL!!!!
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Yeah, I know about KB->KD conversion (use it on a few of my other characters). The other strike against Hand Clap is the bonuses from Sudden Acceleration or Overwhelming Force aren't that great.
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Handclap is a lot of fun, but with a damage aura I want things to stay close. 😛 I didn't find the KCs and Aegis to be all that expensive--2 million per on Aegis, 2.3 million or so per KC. Preventive Medicine enhancements cost more, and the Red Fortune will cost more still. Not sure on Reactive Defenses as their price is all over the place. Thinking it will probably be a bit more expensive. Red Fortune and Reactive are all I am missing so far for what I posted but now I have your build suggestion to look at. Always a very handy thing to see what others do, what tricks they've incorporated. As is, if I stay in Efficient stance I do not have any endurance issues on just SOs. That is one thing that has me slightly worried as on IOs I do not have any Endurance Mods in Inexhaustible. Still, the build I posted shows higher End Recovery than I have in game and unlike on SOs, most powers have endurance reduction on some amount on them. I do get you on Earth Mastery in terms of the cycle speed. Quicksand is up quickly but Stalagmites on SOs is not up as much as I would like. In build it looks to be up twice as often, which I think would be workable. I have been mostly leveraging DNA Siphon/Ablative Carapace for dealing with large groups and not Parasitic. Probably a holdover from so many skippable T9s. I will have to reconsider its usage and slotting. Hasten...for some unknown reason I have been skipping it on a lot of my more recent characters. Given I'd worked out perma-Hasten in the first month of live and regularly took it on most characters, that is a bit odd. I seem to be more in a all or nothing sort of mindset. And yet, its useful. Hmmm, if I move the Mocking Beratements to Parasitic, that frees up DNA Siphon to take 3 enhancements from Erradication, allowing me to drop Fossilize, which was only a mule to get 5% Energy/Negative Defense and only lose about 2% Energy/Negative Defense. That frees up a power slot for Hasten and two slots. Thx again!
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Claws never appealed to me conceptually. Probably something to do with how a hero disembowels people. So from beta to live to now I have never had a Claws character and never really investigated what the powers can do. But I was looking for yet another new melee and had recently read something about Follow Up...a damage buff for 10s on a 12 second cooldown? Sign me up! I had to try that out. And if damage was going to get buffed, I knew I wanted a damage aura to go with it. Went with Electrical Armor because of good experiences I have had with it in the past (admittedly on a Brute). Oh what a joy the low levels have been. I am up to level 26 with only Accuracy and Endurance Mod SOs slotted and its been grand. Waiting another level to slot some crafted SOs (though its tempting to snag some influence from another character and start slotting IOs). And runners? With Focus I almost hope they run. Really hope things continue to hold up so well.
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So how tall do you guys make your characters?
Erratic1 replied to Beef Ninja's topic in General Discussion
Now I cannot unsee it. -
So how tall do you guys make your characters?
Erratic1 replied to Beef Ninja's topic in General Discussion
I do not generally alter a character's height away from default unless concept calls for it. -
I have not rebuilt the character on Homecoming, but I was very impressed back on live with DM/Electric Armor on a Brute. I was wanting to do something along the lines of my DM/Inv Scrapper but different and lucked into it. I once encountered another guy playing the same and asked why there were so few of us. He didn't know but was inclined to keep it our little secret.
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I spent a goodly chunk of yesterday playing first a Brute and then a Tanker in groups running +4/8. In both groups I was the primary alpha taker, there being no other Brutes or Tankers when on the Brute, and there being a Brute in the group where I was on my Tanker. My Brute suffered a few defeats when I did not appropriately time various soak abilities. The Tanker came close only once, then I remembered I had inspirations and should use them. Both groups used my characters for absorbing the big hits but the feel was different in that with the Brute I stayed with the group until the current pack was down before moving on to the next whereas with the Tanker I would typically move on and start herding together a couple of groups while the team finished up. However I never on the Tanker felt like I was really meaningfully contributing to the damage like I did on the Brute, even with a sea of orange numbers flying up around the Tanker--even when the Tanker was buffed to the gills. It was a nice mass of numbers but there was none of the fully buffed Brutes, one, two, or three shots, "Oh, the trash surrounding my target is low in life, I'll just Foot Stomp, kill it, and follow up by putting down what I have targeted" action. Both fun in their way, neither felt useless.
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While the AH is much more accessible than back on live, I remain an impoverished individual because I no stomach for farming even though I want the nice things that come from farming. So I've tossed together a build which is designed to be relatively inexpensive and get me started on endgame stuff, not be the end all, be all of what SS/Bio can be. If anyone would care to take a look at it and provide feedback, I would be most appreciative: This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Unconquerable: Level 50 Science Brute Primary Power Set: Super Strength Secondary Power Set: Bio Armor Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Earth Mastery Hero Profile: Level 1: Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(13) Level 1: Hardened Carapace -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(5), Ags-ResDam(7), Ags-ResDam/Rchg(7), Ags-EndRdx/Rchg(9), StdPrt-ResDam/Def+(9) Level 2: Haymaker -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5) Level 4: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(17) Level 6: Environmental Modification -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(19), RedFrt-Def(19), ShlWal-ResDam/Re TP(21) Level 8: Super Jump -- Empty(A) Level 10: Knockout Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(23), FrcFdb-Rechg%(25) Level 12: Adaptation Level 14: Inexhaustible -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-Heal/Rchg(27), Prv-Absorb%(27) Level 16: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(29), Ags-ResDam(29), Ags-Psi/Status(31), Ags-ResDam/EndRdx/Rchg(31) Level 18: Rage -- RechRdx-I(A), RechRdx-I(31) Level 20: Cross Punch -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(33) Level 22: Evolving Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(33), Ags-ResDam/EndRdx/Rchg(34), Ags-ResDam(34), Ags-EndRdx/Rchg(34) Level 24: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(36) Level 26: Hurl -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37) Level 28: DNA Siphon -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(39), MckBrt-Taunt/Rchg/Rng(39), MckBrt-Acc/Rchg(39), MckBrt-Rchg(40) Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(40), Rct-Def/EndRdx/Rchg(40), Rct-ResDam%(42) Level 32: Foot Stomp -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(42), Erd-Acc/Dmg/EndRdx/Rchg(42), FrcFdb-Rechg%(43) Level 35: Genetic Contamination -- BrtFur-Acc/Dmg(A), BrtFur-Acc/Dmg/EndRdx/Rchg(43), BrtFur-Rchg/Fury(43) Level 38: Salt Crystals -- LthRps-Acc/Rchg(A), LthRps-Acc/EndRdx(45), LthRps-Acc/Sleep/Rchg(45), LthRps-Acc/Sleep(45) Level 41: Quick Sand -- Slow-I(A) Level 44: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(46), Thn-Acc/Dmg(46), Thn-Acc/Dmg/Rchg(46), Thn-Dmg/Rchg(48) Level 47: Stalagmites -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 49: Parasitic Aura -- PwrTrns-+Heal(A) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(15) Level 12: Defensive Adaptation Level 12: Efficient Adaptation Level 12: Offensive Adaptation ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1381;681;1362;HEX;| |78DA65935B4F134114C76777A71468CB1D5A6E72A9B55CA4502FCF46047C1022D09| |8F8A069D6666C57CB16B74B828F3EF8E6A3FA46443F802FDE6FC4E857D0EF208182| |D1C4D7F5EC9EBF48C2249BDFCC9973E67FCED99985F599E8F38BF7CE092D72A16C5| |6ABF96967CD55E15CC1527641091AB12B76A162DF59538E79A3ACC264E9097CF20B| |AAAC5426B7B6AA9C7CCE75945D744B03BC35A36E2ABBAA32D356257FD9299AB655C| |89F77562A8E882D562AE5CC9C552CB9965D8C06AB7965AED2A22358CCAED379D68A| |B25DD3B52A7684FDCB7E40DBECAA55C8CC9A8E5BCA2F98555739771394CEB0FF690| |2C333C4A26F90A271095C664673CC174962E0EF85C4144DB252C8D3CCBA336096D8| |2F45FD295ED7C7799DD4104A3A9AAF9390425F029799123A1AF5CA80AF01DF26F8B| |6C0B705BEAF28A710E764841A59AB2D424C139B981D978C2097389D1BE67345D8A3| |2152E4D0C016D900A50E287541A9CB57A25313F7F5E094D7A4186145EF25CD63508| |FFD6095C436B36707AC310D926E665FD98CEEF5654174EFD859105D4D135A353FC8| |D35AC705EF810F5242B46BBABFA7B76FEB418E83BB608DF981F2EB8466273407A13| |9048D21680FE18FBDA798386A8AA3A6246A4AA2A6E42E7384FCBAF1A7BA37B84FC7| |37C1A7E033CEF7239DDBCBB5C8DE12F7F28405DE026F33D32B9CBFA49EF52397FE3| |DD64CEF83BF98A3BF41F21B402E03E8C728FA318A7E8CE11F7E4AFEBBF99E3E7C95| |E3C7AE81D7990F09299C97DAE2DE9CFC0C7E01BF32B7A3428CE0668D4C72BD8F287| |E1C776BFC1BEB4F7C0737D867629339F984F99862321C13CA1821DE93608899AD03| |C3603D738B6A9AE2FE8AA93F32B0CDC98317EBF5C98397EE2FE9F6CF1FB12CCA835| |72AB4C0526B248B76D8B277C4B27FC4F2F3BF45D706B9B628D804BEF5DF116B796F| |0ECDDF1D9AFF057E23DF41| |-------------------------------------------------------------------|
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I hadn't even considered going for pearl armor. D'oh! Yeah, I went with a subtle gradation of Psych on gloves and boots. Another thing which would be nice is the option to have a hood down option (and better hoods).
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Why can you not apply Malaise to gloves and boots? Still, the effect is so beautiful on chest and legs I don't care! Pearl Wraith
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Were you going Scrapper, I might make a case for DM/Bio based on Soul Drain and Genetic Contamination along with the -Acc from DM being a potential offset to running Offsensive even with Dark Consumption overlapping Inexhaustible's raison d'être either way (that is an opportunity to take something outside one of the two sets). But Stalkers do not get Soul Drain and Genetic Corruption is a sleep field, not a damage field. But my experience with Stalkers is limited, so maybe someone else will see some merit to DM/Bio I am missing.
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I did indeed get what I needed. Thx!
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I exemplared down to run Synapse TF last night and was reduced to Cross Punch being my only area damage attack. No doubt someone would object but swapping Foot Stomp and Knockout Blow would be worth it in my book.