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marcussmythe

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Everything posted by marcussmythe

  1. Can confirm, Rad/Bio is a wickedly fun combination. The -Def and -Res the combo, along with Contamination and its AoEs provides a lot of orange numbers. :D Running Spines/Bio. I don't even consider her a farmer, shes just a whirly ball of death that I do all my missions on at x8, inadvertently 'farming' influence and drops while getting to do cool missions and stories. That said, compared to Fire, yeah, no comparison. Burn is Burn and has been since launch.
  2. Ill not knock the tanking ability of a scrapper, or the DPSing ability of a brute. Both are really cool ATs - its just a matter of where you want your focus to be. Amusingly, (and as I discussed in another thread), despite the wildly varying mechanics and pros/cons, it seems to be a fairly smooth sliding scale from Tank/Brute/Scrap/Stalk.. each does more damage than, but has less resilience than, its predecessor. So its about where you want to fall on that scale, and what your priorities are.
  3. Check out 'Pine's Hero Designer', its basically an updated Mids. Ive got a Bio Brute - and shes awesome. She is (with IOs) basically as tough as I can ask a character to be - softcap def to all types but psi, 90% S/L resist, decent resists in other places (Energy and Psi are soft), massive regen, yadda. Its nifty. The Brute will have a smoother take-off (fury, baby!) and end up tankier. The Scrapper will do more damage, probably a lot more with crits.
  4. In general, the Scrapper will do more damage, while the Brute has more hit points (and higher caps on resist - this matters on Bio, as a Brute CAN hit the 90% resist cap). The Brute is fury dependent, so responds less strongly to buffs (and debuffs!) to damage. The Tank will reach the same cap as the brute, but do it at less opportunity cost (due to higher bases in the powers) and on higher base hit points (the Brute HP Cap is the same as the Tankers, IIRC - but this matters little in play. Ive not seen a HP Capped Brute - maybe with Invuln?) After youve chosen the Bio secondary, the world is your oyster. Bio stance-shifting can proivde large boosts to recovery and regen - and it gets a power late on that is a MASSIVE boost to both, use in packs, enjoy. Its got an interesting mix of DEF and RES. Bio plays like a mix of WP and Regen, and is IMHO overtuned compared to both - though it does require more attention than does Willpower. The ability to switch from 'take less damage, deal less' to 'take more damage, deal more' to 'recover more endurance and HP' on the fly is just amazing. As to what to pair it with? Lots of options, nothing would be 'bad'. The ONLY downside I see to Bio is it requires attention. Spines is nice for dual DOT Auras and otherwise massive AOE. Rad or Katana (Katana is pretty amazing, TBH) for some additional +DEF or Heals, better single target than Spines, and still solid AOE. Fire is always popular. Titan Weapons looks to be a powerhouse combo, but its attention/effort requirements conflict with Bio's need to remember to Click Thing to Not Die. I anticipate a late-game monstrosity with IOs and Incarnates, but its a slog getting there. Ive got a TW/Bio Scrapper and its... power comes at a price, nuff said. But the damage numbers in offensive adaptation are incredible... Staff could be really interesting - both Bio and Staff offer a form of 'stance dancing', giving different benefits thereby. Could allow some really cool fine-tuning on the fly, or go all in one way or the other to maximize (relatively) offense or defense. Bio is a big regen/heal/absorb set, so mitigation in the form of self-heals (Dark, Rad) are relatively less valuable. Mitigation in the form of extra defense will stack well with that regen (Katana leaps to mind, no doubt others), and soft control (slows, KD, etc.) will also help survive while your regen ticks or your heal cools down.
  5. -whistles- That is -very- impressive. One thing Im finding interesting across the melee archetypes is it -seems- to be Stalker>Scrapper>Brute>Tank (not sure where the Widow lives... Id guess between Scrapper and Stalker?) - and thats exactly the reverse of the resilience curve. It does make me thoughtful about the impact of IOs and Incarnate Stuff on endgame roles for melee - the post-SO content does a lot more to help survival than it does damage, and I wonder if we tend to skew more and more towards the DPS side of things. If a Stalker can solo +4/x8, and a scrapper can tank raid bosses - what role remains for the Tank (and to a lesser degree the Brute) other than being overly-tough for any content in exchange for pillowfists? Mayhaps Im overthinking what is not and never was meant to be ‘that sort of game’
  6. Wha??? Sentinel Psi ancillary has Link Minds! Providing defense, to-hit and psi-resist to the whole team! In fact, my psi/willpower Sentinel relies on it to softcap. Dark Mastery and Soul Mastery also both have Darkest Night which I consider a pretty awesome power. Rehabilitating Circuit in Electric Mastery is entirely unique too! I guess its subjective but I consider these "awesome powers" Hmph. I did miss Link Minds there. Revise opinion upwards. Easier trip to softcap is easier.
  7. Id love to see a Modern Murchilago (DM/Shield), a TW/Bio Offensive Stance Scrapper,, a Fire/Time/Soul Corruptor (floored regen makes much ‘effective’ DPS), and a - not sure which flavor - one of the Stalkers that plays games with autocrit off buildup triggers or some such - I dont speak Stalker - open up on this. Maybe a Beam Rifle/? Blaster and/or a Fire/Bio Sentinel, just to get comparisons. Or maybe a Proc-Timing-Abuse approach? - I wonder what the pet summoners can collectively do. Ninja/Kin MM? Something else?
  8. Spines/Bio Brute. Can confirm.
  9. Like the above poster, I went fighting and dont turn Tough on. Didnt even use it as a carrier, perhaps I should... Drops perma-hasten for more damage (Musculature instead of Spiritual) and focuses more on DEF than Regen - my theory being in a team, theres enough heal flying around to swamp any regen I've got on an invuln tank, and solo, Id just rather not get hit/take an occasional green candy. Built for EM rather than SS, but swapping secondary sets is easy (and recommended - I built EM for old times sake, not because it has any value in its modern incarnation) Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Hero V5: Level 50 Natural Tanker Primary Power Set: Invulnerability Secondary Power Set: Energy Melee Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Temp Invulnerability -- GldArm-3defTpProc(A), GldArm-ResDam(3), GldArm-End/Res(3), Ags-Psi/Status(5) Level 1: Barrage -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), SprBlsCol-Rchg/HoldProc(9) Level 2: Energy Punch -- Hct-Dmg(A), Hct-Dmg/Rchg(11), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(13), Hct-Dam%(15) Level 4: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(17), Pnc-Heal/Rchg(19), Pnc-Heal/EndRedux/Rchg(19), Pnc-Heal(21), Pnc-Heal/+End(21) Level 6: Resist Elements -- StdPrt-ResDam/Def+(A), TtnCtn-ResDam(23), TtnCtn-ResDam/EndRdx(23) Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Max HP%(25), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27), UnbGrd-EndRdx/Rchg(29) Level 10: Fly -- Flight-I(A) Level 12: Resist Energies -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(29) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31) Level 16: Resist Physical Damage -- ImpArm-ResPsi(A), ImpArm-ResDam(39) Level 18: Invincibility -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(33), Rct-Def/Rchg(33), Rct-Def/EndRdx/Rchg(33), Rct-ResDam%(34) Level 20: Whirling Hands -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(34), Erd-%Dam(34), Erd-Dmg/Rchg(40), Erd-Dmg(48) Level 22: Hover -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 24: Afterburner -- LucoftheG-Rchg+(A) Level 26: Tough Hide -- ShlWal-ResDam/Re TP(A), ShlWal-Def(36), LucoftheG-Rchg+(37), LucoftheG-Def(39) Level 28: Build Up -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(37), AdjTrg-EndRdx/Rchg(37) Level 30: Boxing -- Empty(A) Level 32: Kick -- Empty(A) Level 35: Energy Transfer -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(40), SprGntFis-Acc/Dmg/Rchg(40), SprGntFis-Dmg/EndRdx/Rchg(42), SprGntFis-Rchg/+Absorb(42), SprGntFis-Acc/Dmg/EndRdx/Rchg(42) Level 38: Total Focus -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(39), SprMghoft-Dmg/Rchg(43), SprMghoft-Acc/Dmg/Rchg(43), SprMghoft-Dmg/EndRdx/Rchg(43), SprMghoft-Rchg/Res%(45) Level 41: Gloom -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Acc/Dmg(45), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Acc/Dmg/Rchg(46) Level 44: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(50) Level 47: Taunt -- PrfZng-Taunt/Rchg(A) Level 49: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(50), LucoftheG-Def(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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 -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A), RgnTss-Regen+(15), NmnCnv-Regen/Rcvry+(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Void Radial Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Polar Lights Partial Radial Improved Ally Level 50: Barrier Radial Epiphany Level 50: Assault Radial Embodiment Level 50: Musculature Core Paragon Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve ------------
  10. The pools for Sentinel were clearly designed all at once, to a theme, and with care. As such they lack some of the ‘yall watch this’ super-powers that somehow slipped into other ancillary pools for other ATs. We lack a second buildup, a mind-link style ‘defense for everyone’, or a superfast animating DPS/DPA booster like gloom. The good news is you are more free to pick for flavor/concept/utility without feeling like your giving up Awesome Power. The bad news? No Awesome Power. :)
  11. marcussmythe

    Prove me wrong

    You mean like the ones in my signature? Yes, exactly like that. I think you may be part of what got me thinking about it. Once IO Set Bonuses and Incarnates come into it, everyone is a buffing/debuffing/tank/nuker, with IO set bonuses and Incarnate Abilities kinda 'overwhelming' the underlying character, till it feels like AT/Powerset is just a matter of choosing a good 'framework' to support Set Boni and Incarnate stuff.
  12. 420 Seconds (Dead!) Spines/Bio Brute, Agility 4, Assault 3, Reactive 3 219 DPS 2nd Run 358 Seconds 234 DPS Not great, but Spines, and Brute. Something gets lost along the way. Cant wait to see what the TW/??? and ???/Sheild Scrappers are putting up.
  13. marcussmythe

    Prove me wrong

    As much as I love the madness unleashed by IOs and Incarnates, I may start doing a series of ‘no sets, no incarnates’ characters. -Maybe- SOs only, though lvl 50 IOs and HammiOs do open up possibilities. Not that Im -against- Game-Shattering Power, but I feel the ATs and powersets start to lose some of their distinction under the weight of incarnates and set bonuses, so it might be cool?
  14. marcussmythe

    Prove me wrong

    Melee ATs in general look really good on paper, and solo, they can be super impressive. Their overall impact is probalby less than that of anything with a buff/debuff set, and a well designed weilder of a buff/debuff set, with a cunning plan, and IOs/Incarnates, can do anything solo any melee AT could. Often this is done by leveraging recharge to 'perma' powers that were never meant to be (I'm looking at -you- powerbuildup perma foresight). Ultimately, pretty much anything in CoH can invalidate content, the buff/debuff sets just do it harder and easier, at the end of the day.
  15. Pretty much all the self-only ‘take this crazy buff and make it perma’ powers were fixed long ago so as to make it impossible. The only ones left I know of (Link Minds and Foresight, particularly) are smaller buffs, DEF rather than RES, and hit the whole team. They require more other powers to make sing than did poor Unstoppable, but if you miss managing clickie-timed-godmode (and like sharing with your team!) - those might be where to go.
  16. So a hypothetical ‘best case’ is a long recharge attack, which recharges in 18 seconds (after recharge enhancements in the power), which is further reduced as far as possible by global recharge such that it is fired off as often as possible. For extra credit, do something similar with ‘chance for buildup’ procs. Note that for best results, it may be necessary to slot in powers that arent taking in-power recharge reduction, so that the impact of global is felt most strongly. This may necessitate breaking desirable set bonuses. Interesting.
  17. The Sentinel is strong in casual play, while casually built. It does not and cannot achieve the levels of performance offered by certain narrow, specific builds of other ATs. This is likely by -design-. Whoever built the Sentinel Archetype did the math -first-, rather than waiting until someone who can do math exploits overly generous always on buffs to radically change gameplay. However, most of that insanity relies on IO sets and Incarnate stuff, along with a short list of really poorly designed powers/sets. Without those, Archetypes still retain more individual distinction, and the Sentinel fills a role.
  18. I played Warmace, an underloved set, back on live to 50 on a tank. Found it far better than i had been lead to believe. Disorient isnt much till you stun that ‘I hate that minion type’ minion before it ruins your day, smash is resisted less than lethal, and youve got one -very- fast, -very- nasty attack.
  19. Its a high frustration, high investment, late blooming set with a very high payoff. The natural answer would be to pair it with something very smooth, like WP. Elec and Bio drive the return on investment even higher - but at a cost of being (even) later blooming and harder to make fire on all cylinders. My Titan/Bio is in the 30s now, and Im atarting to see the return on investment and look forward to the ‘final’ version - but find myself gravitating back to the already built-out Spines/Bio Brute - so make of it what you will. I think it probably makes a better ‘Imma play this forever and utterly master it’ than it does a ‘this looks awesome lets take her out for a spin’
  20. What level are you at on your TW, Hera? Animation delays bother me less and less as the level increases, as Im spending more and more time in Momentum.
  21. Given the massive debuff resistance of AVs, Ive always tended to think more damage was the answer...
  22. One fun aspect of having both Support and Barrier is that it gives you two, alternating, 'Im harder to kill and so is my team' buttons. When Barrier wears off, hit Support...
  23. Not the above poster - but I'll note that BrutiOs give different bonuses than ScrappiOs, which would change some things. You also have higher caps to pursue if you choose. A Brute is going to feel the damage loss of defensive adaptation less than the scrapper will, and for the same reason will feel the damage gain of offensive adaptation less. A Brutes higher caps, applied to a higher base hit points, suggest that a BioBrute is going to tend to have Efficient or Defensive as the 'default stance in mind', with Offensive as a place to visit when they just want a bit more damage. On a scrapper, due to the massive damage bonuses and the high damage base, Id tend to make my build 'work' around being in Offensive Adaptation and watch the numbers flow. Full disclosure - Ive not tinkered with the Radiation set for scrappers. I should do that. My gut says that it will be tougher than the offensive-stance Brute, but that the extra recharge wont make up for the nearly +50% Damage Buff even with an audience.
  24. That sounds more like what had been my understanding. - and frankly is a comfort to me. If Positional-AOE had been a non-thing, Id have had to tear apart about half my builds - and positional DEF is already so radically superior to typed DEF that I had flirted with ignoring the typed DEF ~even on sets that already give some typed DEF~ and instead building for positional.
  25. That is a thing I did not know. Is there a table somewhere? Being able to (essentially) ignore an entire 1/3 of the positionals will further cement ‘positional def >>>>> typed def’, perhaps to the point where I build for those positonals even on sets that give damage type defense.
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