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nihilii

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Posts posted by nihilii

  1. 15 hours ago, tidge said:

    The Super Stunner resurrection is IMO one of those things that takes more mental bandwidth to be concerned about than it does to simply defeat them a second time. It's not like every Player, Henchmen, and Pet is going to get away from every Super Stunner. IIRC the rez still requires an enemy ToHit roll.


    The rez does not require a tohitroll. If you're completely overkill on endurance it may be worth just doing nothing. But if you don't, the rez may very well nuke your toggles and even cause a wipe in otherwise weakened teams.

    Simple heuristic: if you're confident, enjoy the double XP. If you're not, hop away.

  2. 51 minutes ago, Hedgefund said:

    One day I might give it a go but I'm guessing a pure meleer can't beat a Singularity, at least without repel protection.  Not just because of the resists but Singularity will pull you in via negative repel until you reach a certain distance then it applies positive repel.  The closer you manage to get the more potent the outward repel becomes.


    I kill Singularities all the time with characters that have 7ft range attacks maximum (and lack repel protection).

    As far as I can tell, their Repel doesn't work if you're right up in their face. Or maybe they don't activate it there?

    If you're further away and get caught in it, there's nonetheless enough lag between each "pulse" you get the chance to close in and hit once.

     

    I won't claim to understand the mechanics, but empirically, it's doable.

  3. /bio is slightly stronger (because it's one of the most powerful armor sets) but /rad is no slouch either. Seconding "can't go wrong with either".

    The two pieces of generic advice I'd give for your situation:

    - defense is broken good in this game, always. Even if you pick resistance/regeneration sets, you will get more mileage out of chasing defense bonuses than resistance or regen bonuses. Get the notable uniques like Shield Wall and Reactive Defenses, but beyond that, go all in on defense if you intend to build survivability.

    - Brutes operate with low base damage and high damage buff (due to Fury). This is largely a reversal from your Blasters, where you most likely picked Musculature Alpha and enjoyed any damage bonuses. On a Brute you might get more bang out of your buck exploring alternate routes. A favorite of mine is Vigor incarnate which pumps your accuracy, endurance and healing/regen all at once. Quite nice for both /bio and /rad, and frees up a lot of space in the build.

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  4. Tequila worked today, which let me pinpoint the issue by comparing old settings with new.

    HC Launcher set my Recharge Timer Location setting to "Center", which is what causes the awkward pulsing. Having it back to "Bottom" removes the pulsing.

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  5. 1 hour ago, Snarky said:

    an AV will most times step out of a ton of immob/holds/and various other mezzes.  

     

    basically, if you are counting on something like 1 ST immob power you better be hunting sappers


    Most AVs are actually rather weak to immobilizes. They fold the same way as regular bosses, even with the purple triangles up. So, 2 applications will do the trick - and if you use your immobilize as part of your attack chain, you will get a double stack with the base duration even against a +4.

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  6. 2 hours ago, Scarlet Shocker said:

    It's in the Powers section... Disable Power Tray Animations I think. That's what I did and I don't get a pulse. I noticed I had to disable Power Tray Labels too


    I tried that, but disabling Power Tray Animations kills *all* animations. Which is similarly unplayable for me, if in a different way. I need the classic power icon slowly growing so my side vision subconsciously picks up on the rough state of those recharges, but without this new pulsing that was either introduced yesterday or due to a wrong setting on my end.

  7. My only peeve with this is I got a couple bugs and I'm unsure if it's from the new launcher messing my settings or from the new patch.

    First, power recharge timers were colored for some reason. Took me about 5 seconds of tasting the rainbow to realise this wasn't for me. Thankfully I found an option to turn that off.

    Second, power recharge timers now make the power "pulse" at certain intervals (10s, 5s, 2s, 1s). This is distracting to the point I logged off unable to cope, and can't find any setting to turn *that* off.

    I guess I could kill power recharge timers and live it oldschool, but it's a rather convenient feature...

  8. I'm not sure if this is tied to the last patch or the new launcher, because I had to switch to the new launcher as Tequila doesn't work anymore.

    (As for why I was still on Tequila, the new launcher was previously bugged for me and wouldn't launch the game no matter what, but worked today).

    Once a power recharge timer reaches the 10 second mark, the power icon pulses visibly. It does this again at 5 seconds, 2 seconds and 1 second.

    This feels VERY disconcerting. It grabs my attention to the point of being borderline unplayable. When several powers do this at once, my brain goes mush.

    Of course, I could just turn off the power recharge timers and play like before... But this is a nice feature, minus this new pulsing. Am I missing a graphic setting to turn only the pulse off? Turning "power animations" off entirely wouldn't do it, I need these.

  9. I have not found a way to make KM work on Tankers. My Elec/KM Tanker is a tragedy of a character. Weak damage, weak survivability. KM is an old flame and I really wanted this to happen. The +RES meshed with -DAM synergy exists on paper (I even went Void Judgement to stack some more), but falls flat in real gameplay. It's rare I find no redeeming feature to love about a powerset combo, especially a melee powerset combo, but this one really was eye-opening in that I could not squeeze any performance out of it.

  10. I multibox, but I would never do so on a team that isn't friends only. It just seems bad mannered.

    I don't care what other multiboxers do but I think anyone has the right to not want to team with such a setup.

  11. Yes, for sure! I love duos, trios, quartets. At that size it feels like you're closely working with each other's strengthes; and with semi-optimized characters, most of the "tough" tasks are a good challenge.

     

    Even though it's happenstance, the game on x8 actually feels designed for 4 friends playing together. IMHO this is the peak experience.

  12. 3 hours ago, Erratic1 said:

    Doesn't the logic for FM hold for every other damage set: Tankers get more area, Scrappers get more single target damage?

     

    To an extent this is true but FM is a special case because Tankers get Combustion instead of Cremate. They trade a little ST damage output for 2x the AoE output.

    TBH I find your reasoning justified, /EA alone is worth playing a Brute.

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  13. 13 hours ago, Lazarus said:

     The res cap only really matter for S/L cap. the other resistances benefit greatly.  BUT

    the other aspect of meltdow is the +dam. which brutes get very little benefit, 

    however scrappers absolutely turn into murder machines with it.


    I think this is truer for SO builds but shifts somewhat on IOs + incarnates.

    During Meltdown, /rad can surpass 75% S/L/F/E/T res even before taking damage or using Barrier. Practically this means you will be hardcapped quite often, and S/L/E alone covers most of the damage the game throws at you. There is excellent synergy cycling Meltdown and Hybrid Melee too.

    Likewise, +41% damage (for Scrappers) is good but it's dampened by a 3s animation for 60s duration + 10s recovery crash. On SOs this is worth it. When you have Musculature and set bonuses and damage procs and a Gaussian proc in your Build Up and all, the juice is less worth the squeeze.

     

    No matter the AT, Meltdown as offensive tool never worked for me because Elude-like recovery crashes are brutal. The time I spend handling endurance at the end seems to counteract the benefit of +1 extra damage SO for a minute. Perhaps not 1:1, I think we come out ahead ever so slightly, just not as big as it might look on paper.

    The Brute faces the same recovery crash, of course. As you rightfully argue, Brutes get less out of +dam. So if Meltdown is slightly positive for Scrappers, then it should be less so for Brutes - neutral or perhaps even slightly negative.

    However, that is my point in a nutshell: the defensive boost of Meltdown is significantly more important, as going from 70% res to 90% res triples your survivability.

    I run tight end builds and have no discipline. Your mileage may vary. I could see Meltdown working well for someone who always activates the 3s animation while jumping and either always monitors their endurance or builds with enough surplus to cruise through the -recovery.

  14. I'm quite fond of Vigor anytime I can get away with it. The combination of high accuracy and high endurance reduction opens up significant build freedom.

     

    Best candidates are Brutes, who get less out of Musculature than other ATs so have an easier time making the sacrifice. Ideally with sizeable +regen/heal/+maxHP components to their secondary. Something like /energy (to boost the maxHP in Overload) or /regen (to boost... everything) can get so much out of Vigor.

  15. 2 hours ago, Dying Eagle said:

    @nihilii

     I liked your response for why Brute makes more sense for Sav/Rad. I’m curious what you would advise for Titan Weapons. I am trying to decide if I should be a Brute or Scrapper. Since it’s an END hog, I was thinking of pairing it with Will Power, Elec, or Energy (I prefer not to run bio for thematic reasons). Elec is a res based set, so I’d lean brute for that I guess. But willpower and energy are probably pretty decent on both. Sorry to hijack the thread, but maybe this will also provide insight into why certain power pools are picked for scrapper vs brute and I’d love to learn. 


    What are your thoughts?

     


    I think:
    - TW/ is such a powerhouse it will work well on either AT. It is very bursty and with long recharges so it does good with the Scrapper ATO. But it's no slouch on a Brute either.

    - /elec works better on Brutes for the reasons you listed (plus having taunt baked in your attacks is always nice on powersets with damage auras)

    - /energy is, in my opinion, significantly better on Brutes than Scrappers *if* you're willing to use the T9, as Brutes have significantly more HP than Scrappers. It's an excellent set for Scrappers nonetheless because /energy is already one of the greats before T9 use...

    - /wp would likely fare better on Brutes for the res cap (which you can hit on S/L with the T9) and higher HP to fuel regen. That being said, /wp is /wp... aka not very good relative to almost any other option, in my opinion. On Scrappers /wp at least comes with the advantage of a mild aggro aura, on Brutes this advantage fades as every Brute comes with an aggro aura

  16. Radiation is a resistance/healing based set and Brutes have a higher resistance cap + a higher HP pool. Brutes get a lot out of Meltdown, whereas Scrappers bang their head against the 75% cap.

     

    As for Savage, it's not one of those sets that rely specifically on damage buffing nor does it have crazy synergy with the Critical Strikes ATO. While the damage balance always inches towards the Scrapper side, here the relative loss is smaller for the Brute than it would be for other choices.

     

    Given Savage/Rad, I think there's a strong case to be made for Brute.

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  17. The I27p3 endurance drain nerfs were massive and unwarranted.


    It was sold with a damage bonus for elec blast, but TBH the damage boost is minor and every other end drainer that isn't elec blast just plain lost utility.
     

    On 4/20/2024 at 7:38 PM, Yomo Kimyata said:

    If endurance drain immediately led to AV/GM incapacitation, then people would build for that.

     

    It was possible before with a lot of work, which made it suboptimal but a fun alternate path. It's not possible at all anymore no matter how many sappers you have on your team, you can have 8 characters spamming -END and -RECOVERY and you will still get hefty damage output from the AV.

     

    This is disappointing, no other debuff has been nerfed to this extent. Take a team with 8 characters dedicated to tohitdebuffs, or damage debuffs, or slow debuffs, anything that is massively resisted by purple patch + triangles + resistances; when you stack several dedicated characters to this purpose, you will see some effect, there is a point to adding more.

    However, endurance drain remains shafted due to the recovery floor being extremely generous for AVs. The only advantage you get is getting to drain the 800 initial points faster, but unless your AV has toggles that's almost useless.

    I think the absence of sapping as a popular build before i27p3 is enough evidence the previous situation was not a problem.

  18. On 4/12/2024 at 3:12 AM, Sovera said:

    A Fortunata?


    Given the recent buffs, it's worth considering...

    That being said, I find it tough to break even just 300 DPS on a Fortunata (unless we include Claws attacks, but then that's hardly psychic). Whereas a psy/*/psy sent can dish out slightly more damage.

     

    The Sentinel has an easier time with healing/endurance too, and can reach higher passive survivability. The Fortunata has better team buffs and active control (which counts as a team buff too).

    Sentinal has some -res, Fortunata has no -res.

    All in all it feels pretty balanced between the two options.

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  19. 8 hours ago, Haijinx said:

    It's easy to play in a team with a build that solos well

     

    Harder to solo with a build made for teaming.


    I kinda strongly disagree with that.

    Several powers give exponential boosts while teaming. Leadership for example. Aggro auras. Buffs like Grant Cover.

    On the other hand, very few powers you'd skip on a dedicated teaming build would kill your solo performance. Most of the time it tends to be % differences.

    Qualifier: I'm obviously not talking about a roleplay build with 1 attack and the full Teleport pool, when I say "a team build". I mean a build similarly optimized for team play as a build would be optimized for solo play. Quite often the builds look mostly similar in terms of power selection, with a select clutch powers added, often replacing "boring" fillers like the Fighting pool; key assumptions diverging; slot choices changing a lot.

    Circling back to the above. I could hardly be convinced people are massively into team play to the tune of 95/5 when the most common argument for picking a secondary with aggro aura in the Scrapper forums is "to stop runners" (a small problem at best even solo, and completely inconsequential on teams where somebody else will have the aggro, mez stuff, or simply kill fast enough) vs "to keep mobs from hitting squishies".

    Some player behavior is irrational of course, it's just a video game; but at the scale we're talking about here?

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  20. 10 minutes ago, Haijinx said:

    I don't think most of us are here to solo.

     

    An interesting question, but I think the spread is more likely something like 70%/30% than the 95%/5% permateamers picture in their head.

     

    Food for thought: outside of perceived support ATs like Defenders, approximately 0 builds posted in the Archetype forums are optimized for teaming. Whereas builders will juggle slots around for 20 minutes to squeeze out +3% DPS.

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