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marcussmythe

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Everything posted by marcussmythe

  1. Hmm. Stalker Level Defenses. Hows the DPS compared to Stalkers? ::)
  2. Given what the Stalkers have done with Psi, Street Justice, and Broadsword (and most ATs that get it dont think the world of Broadsword, FWIW) - Id measure-twice-cut-once before feeding the on-demand-critting crew more high damage sets. OTOH, Its CoH. Game Balance is not the focus. Awesome is the focus (and it seems redside-original ATs are the focus). All hail the ninja with the railroad tie!
  3. Any build you see posted packed with IO sets is probably focused on endgame performance and IO set bonuses. Some are also completely reasonable leveling builds - some will be agony. You want your defenses and attack chain sorted early. If its filling up on pool powers in the teens and 20s, its probably not a leveling build. Taunt: Take it, when and if you take it, based on how much teaming you plan to do and the defree to which you intent to play the tank -role- for the team. Its a very useful aggro management tool, but not a ln absolutely necessary one. I tend to not take it on my Brutes - but I tend to also play Tanks that I use for tanking. You wont need it as much on a team where people let you control the flow, control the baddies, establish aggro lockdown, and dont over aggro by focus firing all the nukey DPS on a single boss (or by AOEing everything but not killing it). Most teams, sadly, arent like that, and even if your not the official team tank, sometimes something bad gets loose in the backfield. If your planning on tanking, or even much being on a team - Im not saying to take it, but if you dont, know why you didnt. Soine Burst - Im a huge fan, at least once Im on a team (and thus have a crowd around me) or have gotten a character tough enough to turn up the difficulty solo (and thus have a crowd around me). Its a radius-around-you AOE, and those are glorious. General Leveling Build Advice: 1.) Take your armors. Take them based on how much binus they give or how often you need them - your Psi Defense Armor may not be a pressing concern when you first get it, as your not fighting many Psi damage baddies. But sooner or later, take it. Armors get (in general) 3 slots if a toggle, 1-2 if a passive. If a toggle, slot one EndRedux. 2.) Take your PBAOE toggles if you can afford them. Their END hungry, but free damage to everyone around you every two seconds is free damage. Id probably go an endredux, an acc, and damage to taste. 3.) Attacks generally want an accuracy, a recharge, an end reduction, and 2-3 damage. Dont ignore this, but dont ignore other things in a rush to 6 slot stuff. Brute, especially, can put off damage slotting because so much of their damage comes from rage. 4.) There arent really any ‘pure leveling builds’ posted - yould have to do a play by play of what slots were placed when, what enhancements went in at which levels and got replaced. Your really off following loose guidelines and, each time you level up, asking what do I need right now/what would be fun right now/what do I need to take to start unlocking later stuff. 5.) When I play a new-to-me powerset, I tend to take -everything- in the primary and secondary, planning to try it all out and then drop whatever doesnt bring me joy later one. Note that some things wont bring you joy until slotted and comboed with other powers - if something seems worthless to you, consider asking if other people get value from it and how they use it. Plenty of time later to respec into the ‘Pool Powers Everyone Always Takes’ 6.) DONT STRESS ABOUT GETTING IT WRONG. Respecs flow like rain, and they dont sit in a bqnk and draw interest. Dont just throw them away, but a judicious ‘this isnt working for me right now’ or ‘Hmm. Need more endredux’ or whatever respec or two along the road to 50 can completely save a character you were ready to retire. Hope that helps!
  4. This isn't a democracy. This "debate" isn't about coming up with a singular idea so that we can then go implement it. It's a show of interest in some change, and an examination of as many possibilities or permutations as we can manage specifically so the very small number of people who control the server's code can decide what they want. Having five, or ten, or thirty pages of (polite and reasonable) discussion is actually ideal, since it helps to show the general interest. But I will say... unlike you, I'm here because I enjoy it; even if nothing happens from the discussion, I like talking about this stuff. If you'd rather make your point and move back to playing... that's absolutely a sane and reasonable thing to do. 110%. Did you happen to see my earlier suggestions? I like your earlier suggestions. Id just add ‘let bruising stack’ to your list. Lets multiple tanks beat down one target very, very thoroughly, and would add real value to multiple tanks firing off their otherwise fairly low damage AOEs.
  5. Id not lose too much sleep over it, TBH. Pylon testing is artificial as all heck, and noone questions the massive murder potential of Elec/SD - SD feeding damage to Elec to allow it to burn single targets at more than reasonable speed, and of course double-teleport-nuke-shenanigans (did you take leap attack? Cause 3 would be funny) Its not like I'll be pylon testing that TW/Bio build on live any time soon - shes not even 40 yet - though in my defense, she was rolled up before testing started, so I at least dont FEEL like Im a copycat. :)
  6. During live, several players tried Water Spout and had increased dps. It has a duration of 30 seconds, and with a good amount of recharge, it can probably be up every 45-50 seconds. WS can slot the Achilles' Heel proc, and now with i25, the Annihilation proc too which may result in a double -res debuff. Well, experimental data is always superior to theorycraft. If its reported to help, it should - and the additional -res proc might add something. Also, less redraw time Moonbeaming might help? Hmm. Replacing the Moonbeam with waterspout, Annihilation Proc, and Achillies Heel proc costs us 10% recharge, which ups the hitch in Hasten to 10 seconds, and costs us a tiny bit of time on our recharge on individual attacks. That said, its on the order of a 1/10 second delay in recharge on rend armor - not likely to matter at the end - and the 10 second downtime on hasten matters less if the pylon dies before Hasten runs out. :) Maybe something like this? Its wearing the res debuff interface and the +DAM Hybrid (rather than the double-strike Hybrid - theory being that the Double-Strike doesnt get run through Crit, does it?) Though I still want to test ALL THE INTERFACES to see if the others have more value than we give them credit for - the Regen Debuff one probably wont matter as much here as the insane incoming DPS so thoroughly swamps the targets Regen, but Ive been wrong before... Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Titan Weapons Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Crushing Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5), AchHee-ResDeb%(5) Level 1: Hardened Carapace -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9) Level 2: Inexhaustible -- PrfShf-End%(A), PrfShf-EndMod(9) Level 4: Environmental Modification -- LucoftheG-Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx(13) Level 6: Titan Sweep -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(15), SprScrStr-Acc/Dmg/Rchg(15), SprScrStr-Dmg/EndRdx/Rchg(17), SprScrStr-Acc/Dmg/EndRdx/Rchg(17), SprScrStr-Rchg/+Crit(19) Level 8: Follow Through -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(21), KntCmb-Dmg/EndRdx/Rchg(21), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23) Level 10: Adaptation Level 12: Super Speed -- Run-I(A) Level 14: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25) Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(27), Prv-Heal/Rchg/EndRdx(29), Prv-Absorb%(29) Level 18: Rend Armor -- Hct-Dam%(A), Hct-Dmg/EndRdx(31), Hct-Acc/Rchg(31), Hct-Acc/Dmg/Rchg(31), Hct-Dmg/Rchg(33), AchHee-ResDeb%(33) Level 20: Evolving Armor -- UnbGrd-Max HP%(A), GldArm-3defTpProc(33) Level 22: Build Momentum -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(34) Level 24: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(34), KntCmb-Dmg/EndRdx/Rchg(36) Level 26: Whirling Smash -- Arm-Dam%(A), Arm-Dmg/EndRdx(36), Arm-Acc/Rchg(36), Arm-Acc/Dmg/Rchg(37), Arm-Dmg/Rchg(37), FrcFdb-Rechg%(37) Level 28: DNA Siphon -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(40) Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(40), StdPrt-ResDam/Def+(40) Level 32: Arc of Destruction -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(42), SprCrtStr-Acc/Dmg/Rchg(42), SprCrtStr-Dmg/EndRdx/Rchg(42), SprCrtStr-Acc/Dmg/EndRdx/Rchg(43), SprCrtStr-Rchg/+50% Crit(43) Level 35: Genetic Contamination -- FuroftheG-ResDeb%(A), FuroftheG-Acc/Dmg/End/Rech(43) Level 38: Parasitic Aura -- Prv-Heal(A), Prv-Heal/EndRdx(45), Prv-EndRdx/Rchg(45), Prv-Heal/Rchg(45), Prv-Heal/Rchg/EndRdx(46) Level 41: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(46) Level 44: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(46) Level 47: Water Spout -- Ann-ResDeb%(A), AchHee-ResDeb%(48), Ann-Acc/Dmg/EndRdx/Rchg(48), Ann-Acc/Dmg/Rchg(48), Ann-Dmg/Rchg(50), Ann-Acc/Dmg(50) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 1: Momentum Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Core Paragon Level 50: Reactive Core Flawless Interface Level 50: Assault Core Embodiment ------------
  7. Maybe? Idk if it would be enough to make a difference in AT choice - Im almost never aggro capped in TF play on my tanks. Couldnt hurt. Im likely to remain a proponent of a buff to bruising - because tbh, a 20% res debuff on one AT compared to an up to 200% (and for my brute usually at least 160%) Dambuff on the one next door is a bit out of whack.
  8. Its been pointed out to me that AVs apparently DO NOT get their magical debuff resistance against resistance debuffs - at least according to the article discussing them. Ive also been spending quality time looking at DPS differences between the melee classes. In light of above, allowing bruising to stack freely to 50% RES Debuff looks about right. A tank would be (on a single target, after beating on it a while) about as damaging as a Brute, and would still not be within shrieking distance of the Scrapper or Stalker - but would provide added value to the team in terms of increased damage out to the targets. 20% is insufficient for this purpose.
  9. Well, Id not argue against a further tank buff, to be honest, but Im not sure where you put it. If you give them Brute damage, the Brutes just lost _THEIR_ role. (I think brutes are a damn near perfect AT, at the moment - as are Scrappers and Stalkers - Stalkers may be a bit over-tuned, TBH). Perhaps proliferating Bruising to all the tanker's attacks, and allowing it to stack up to a point, would fix matters? Im curious as to what you would suggest.
  10. I have two tanks, a brute, a scrapper, and I'm considering a Night Widow and a Stalker. I love them all, and each has a lot to recommend them.
  11. Find New Contact has, be warned, an utterly ~unholy~ obsession with the First Ward and the Night Ward. If your used to soloing your way through things, espc. at an increased difficulty, you may run into 1W/NW Villians like an egg running into a racecar windshield. Like all later-created villian groups, they are (by comparison to such trivial challenges as Freaks, Tsoo, and the like) radically and painfully overtuned, better suited for Lvl 50 play than the level you meet them at.
  12. Yes and no? Frankly, with Incarnates anyone can do much of anything (as discussed, Barrier alone means everyone on the team is resist and defense capped and overcapped all at once). But, assuming all things are equal (same sets, and as close as possible to equivalent slotting:) The Tank will have more hit points, unless the Brute can force its way to cap (this is not easy) The Tank will have more defense and res than a similar brute. Even if they get to the same resist caps, the Tank will have more DEF, and expend less build resources getting there. The Tank will always have better aggro control. The Brute will always do more damage. Therefore, the question is 'are you willing to give up damage for more HP, more DEF, an easier trip to the DEF and RES cap, and better aggro management'. If Y, then Tank, if N, then Brute. A more compelling question is 'does the tanks advantage in survivability bring anything of real value to the table, given how tough a brute can get' - And thats a question worth asking. Frankly, though the Tank ends up meaningfully tougher, Im not sure the extra toughness brings much value at IO-Purple-Incarnate Endgame. However, the aggro management advantage never goes away, and the additional survivability may be important for when Things Go Wrong. (Sooner or Later - things always go wrong) Therefore, while for an 'I just wanna play CoH and take whatever comes along', Brute is arguably a better choice, (being able to easily solo at high speed through challenging content and also an entirely worthwhile tank for almost any content), if ones focus is on -being a tank- first, then one should be a Tank, as one -will- be, all things being equal, better at aggro control and tougher.
  13. If true - I have not done comparisons on the resilience side - but if true, Id try real hard to avoid attracting attention. Or at least placate it. :)
  14. Ive attached my Bio from live. Its not SJ, but swapping out attacks should be easy. Now, the gentle reader will notice its a bit below softcap on defenses - that is by intention - the build is aimed to hit softcaps when in defensive stance, and lacking DEF Debuff Resistance, high DEF is mostly useful for mitigating the early stage of an encounter. +8/x4 will crush your DEF pretty thoroughly no matter what. If you find yourself needing the extra, thats why you have adaptations. Hasten isnt perma - perhaps a better build technician could make it so without feeling the hit elsewhere, but I prioritized rounding out my defense. Hasten assumes +5 Lvled Recharges - if you want to save the catalysts, you can put a third slot in there (steal from a purple set Im using for the Psi value), and youll save a second on its recharge. Some people may be cringing at having two travel powers - I find the fun/quality of life of zippnig around zones at max speed, and also getting to play 'the streets are made of lava', is worth a performance hit on other areas I dont feel. That said, if travel powers arent your bag, baby, Id move those slots into Leadership for maybe Assault and Victory Rush. Gloom is chosen specific to Spines, as a high DPA single target attack to help Spines poor single-target chain. Other sets may not want/need it. Impale and Lunge are dropped due to long animation times. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! C'len: Level 50 Magic Brute Primary Power Set: Spines Secondary Power Set: Bio Armor Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Barb Swipe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx(5) Level 1: Hardened Carapace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(9) Level 2: Spine Burst -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(13), Arm-Acc/Rchg(13), Arm-Dmg/EndRdx(15), Arm-Dmg(15), Arm-Dam%(50) Level 4: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(17), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(19) Level 6: Build Up -- RechRdx-I(A), RechRdx-I(21) Level 8: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(23) Level 10: Inexhaustible -- DctWnd-Heal(A), DctWnd-Heal/Rchg(23) Level 12: Environmental Modification -- LucoftheG-Rchg+(A), LucoftheG-Def(25), Rct-ResDam%(25), ShlWal-ResDam/Re TP(27) Level 14: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(27), Ags-ResDam/EndRdx/Rchg(29), Ags-Psi/Status(29) Level 16: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 18: Quills -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(31), SprBrtFur-Acc/Dmg/Rchg(33), SprBrtFur-Dmg/EndRdx/Rchg(33), SprBrtFur-Acc/Dmg/EndRdx/Rchg(33), SprBrtFur-Rech/Fury(34) Level 20: Adaptation Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 24: Ablative Carapace -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(34), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(36) Level 26: Ripper -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(37) Level 28: Evolving Armor -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(39) Level 30: DNA Siphon -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(39), DctWnd-Heal/Rchg(39), DctWnd-Heal/EndRdx/Rchg(40) Level 32: Super Jump -- Jump-I(A) Level 35: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(40), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Rchg/SlowProc(42) Level 38: Genetic Contamination -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(43), Erd-Dmg/Rchg(43) Level 41: Parasitic Aura -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(43), Prv-Heal(45), Prv-Heal/EndRdx(45), Prv-EndRdx/Rchg(45), Prv-Heal/Rchg(46) Level 44: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(46) Level 47: Throw Spines -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(48), SprUnrFur-Acc/Dmg/Rchg(48), SprUnrFur-Dmg/EndRdx/Rchg(48), SprUnrFur-Acc/Dmg/EndRdx/Rchg(50), SprUnrFur-Rchg/+Regen/+End(50) Level 49: Super Speed -- Clr-Stlth(A) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(11) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- DctWnd-Heal(A), DctWnd-Heal/Rchg(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 20: Defensive Adaptation Level 20: Efficient Adaptation Level 20: Offensive Adaptation Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Assault Radial Embodiment Level 50: Void Radial Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Agility Radial Paragon ------------
  15. With a base 240 second recharge (according to pines - is it wrong?) your only going to be throwing a few during run - not making it a part of the chain. I dont think Water Spout will help. Whats singing here is TW in combination with Offensive Bioarmor. Achillies Heel - you could steal slots from weave and tough without really hurting the +DEF too badly to sneak Achillies Heel procs into Rend Armor and Crushing Blow - more proc sources, more uptime, yes? Based on Recharge Time (and thus PPM) it LOOKS like Arc of Destruction is the best place for the Scrapperproc.. so probably no more headroom there. While on test, with infinite resources, might be interesting to see if different interface slots (-RES? -REGEN? -MAX HP?) are more valuable in the long run than the generally accepted Fire Dot.
  16. Thanks for your work on this. +1INF.
  17. Im not surprised. Its a solid DEF Base with some additional resist. Im starting to think that in an IO world, such sets are going to show very well indeed, as you will at the worst inadvertently buff the res while driving the def up to desired levels. Its kinda odd how EA and Invuln start to look alike after you IO them.
  18. 1.) Did you find the gain from moonbeam offset the redraw cost? That seems surprising on the surface, but Ive been wrong before. 2.) What Adaptation was the character in? I presume offensive, given the damage total. 3.) How was end stability?
  19. Incarnate stuff is so crazy that it can overshadow the underlying character entirely. Consider a Tier 4 Barrier. Though its benefit fades over its 2 minute duration, when first activated, it is, all by its lonesome, something like 90% Resist and 90% DEF to every category, for you and your friends. Now consider a team of 8 incarnates - each firing barrier 15 seconds after the one before them...
  20. Oddball thought: Cottage Rule and Energy Melee as a set - In general, you chose Energy Melee because it was the best single target Tank set. (Leaving aside issues of those who liked the animations, or the graphics, or the stun effects - said stun effects not being unique to set) Post changes, it became almost exactly the worst single target tank set. Dead heat with, if slightly leading, Icd Melee. So, in essence, an entire powerset was cottage ruled into being the exact opposite of what it was when it was chosen.
  21. You’ve obviously got a higher level TW than I do - anything else you can expand on of my above, espc as it relates to endgame?
  22. I have TW both with Bio (Scrapper) and with Dark (Tank). What follows is a repost, but should answer the question asked. Titan Weapons 101: You want damage? It does that. Single Target? Yup. AOE? Bobs your uncle. So much damage. My Tank (in momentum time) feels like a scrapper. My scrapper feels like something is broken in the game. You want soft control? Meet my knockdown. SO much knockdown. See those guys that were attack you? See them fall on their butts? Yup. Gnite, Gracie. You want to defense? Did I mention the first attack isnt really an attack, its a buff to Smashing and Melee Defense, and not a small one? (That said, it ISNT an attack, its damage is non-existent, dont spam without reason) Now, that's the pros. Lets talk about the Cons: It matures late. Most of the powers you take early? Yeah, youll be respecing some of those out for the better ones later on. So late. The character competely changes every time a new attack comes online. It matures -really- late. Until youve got a solid attack chain (I mean in your 20s) with good uptime on hasten and build momentum (even later on), its gonna feel reaaaaly plug and chunk. Brief windows of murdergod followed by loooooooong animations while you make a sandwich and wait for the blow to land. And then make another sandwich. It eats your END. All your END. The END costs are appropriate to the damage, and I think a bit more, and during Momentum bursts, you'll swallow your END like its not even a thing. Only character where I buy BLUES on the way out of the Hospital, rather than purples. And your best single-target chain has an AOE in it, so there goes more. Slurp Slurp Slurp. You know Conserve Power? The thing that Incarnates and IO sets kinda killed off? Youll be considering it deeply. Or finding a defender to hug. Hug your defender - they deserve your hugs. It eats your animation time. Not in momentum, want to attack something? EVERY attack, outside momentum, is a wind-up animation that makes Total Focus look quick. Your not going anywhere for a WHILE, have a snickers. And hope nothing bad happens while your swinging that big ole thing around, because if your desperately needing to CLICK TO NOT DIE, well, you wont be clicking. Debt gives badges! Yay badges! It eats your attention. Attack chains? You know where you look at your powers and figure out to do your real buisness youll need to press 1, then 2, then 3, then 2, then 1 again, and repeat, something like that? Yeah, theres none of that. Your 'Attack Chain' is 'what is the best I can fit in thats just finished recharging in the brief few seconds of momentum I have left so I can trigger the last attack while still in momentum time and maybe Build Momentum will be off CD by the time it finishes animating ohgod I had to stop to CLICK TO NOT DIE and now its all fallen apart time to start over' WITH MY DARK, END was a problem thats slowly being overcome by slotting in every trick for end reduction the IO world offers, by being very judicious in which attacks I use (will a smaller, cheaper attack finish off that minion? USE IT, dont spend END on the big gun just to see the numbers. Hit AOE nao or wait a second to catch more targets and also get a recovery tick? Yeah, wait, more targets is more end efficient.) WITH MY BIO - Everythings still a problem. She needs a respec and some TLC. I think 'Cruise Control for Cool' wont set in till early 40s, and there wont be any time where the looooong windup wont be painful when coupled with her CLICK TO NOT DIE secondary set. At least its not regen. That said, Bio Armor - in Offensive Adaptation - is the most +DAM to be found in Scrapperdom, outside of a Shield and an Audience... and power has a price, are you willing to pay it? If I really wanted to do Titan Weapons, for its own sake (and not as one of marcussmythes crazy 'lets push the edges of sanity, game design, and stability' exercises), Id probably pair it with Willpower, most likely on a Brute, and enjoy my +Rec and otherwise low-management defense set while I devoted my life to the care and feeding of an attack 'rotation' that is only slightly less intensive than a Feral Druid in Wrath. (If anyone else ever rolled that rotation in a raid, and reads this, you know what I mean) I think on an Invuln it will mature later than on WP (no end buff), but once youve settled i to a late-game ‘puny attacks not harm me!’ invuln, youll be able to focus on your Titan Secondary - to its benefit. TW will always remain a ‘thinky’ set, and if I wrote a guide (I may after some time at 50) it will be called ‘Measured Violence’
  23. One thing I do not want is the animation changed. It's too cool. That used to be Back Alley Brawler's signature move. They actually gave us a signature character's unique move! Just buff the damage so the DPA is better, and maybe other aspects of the set to improve EM. But don't remove that great animation. Not a fan of the super-long animation, myself. Maybe give ET its old animation back, and move the current ET animation to TF? Its not like TF is a world beater and the ET animation -would be- an improvement over the bullet time jump...
  24. Ive got two TWs (none stone) I still loled.
  25. DEF is being driven by (I think) deep set bonuses and Agility alpha Slot multiplying already high defense values. Id guess the RES and REGEN numbers are from a target saturated melee hybrid. Impressive.
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