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FUBARczar

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Everything posted by FUBARczar

  1. Didn't quite follow your thought. Do people feel weaker currently when BU is not up? Or currently when Rage isn't double stacked? Or how about when Rage crashes!?.... that one for sure! Or when there's no kin on the team? The point is there is a reward for achieving higher recharge numbers, for teaming with others than can boost your recharge, etc. And for the sake of balancing I would much rather have the buff #'s lowered on Rage than keeping any crash in it. Also I think you are not taking into account other changes, such as the Tanker melee damage modifier being increased from 0.80 to 0.95 And Rage is not the set, it should be a flavor like Build Up, Follow Up, Staff Forms, Power Siphon, etc.
  2. I am totally amenable, and my hyperbole was sarcasm. I agree that this isn't black and white and the best fixes translate partly into feeling, a fun-factor, etc. What we should be cautious of is making Tanks too offensive discarding a balance of risk vs reward., and encroaching too far into Brute territory. I would hate to see any one AT completely dominate, I don;t want to see this turn into City of Tanks, even though I really like playing tanks. Also, I would point out that a damage buff is not the only buff that support characters have. let's take a look at the damage. Maybe I am looking at this completely wrong. Is this not how it works? Let's take KO Blow.... Dmg % KO Blow Damage Scale 100% Blaster 198 1 500% Blaster Cap 990 1 100% Tanker old 158.4 0.8 400% Tanker Cap 633.6 0.8 100% Tanker New 188.1 0.95 575% Tanker Cap 1081.6 0.95 100% Brute 148.5 0.75 775% Brute Cap 1150.9 0.75 Just on the surface, does it make sense that a tank out-damages a Blaster, and nearly equals a Brute? Maybe it does... Either way after removing Bruising, a bump in the damage scale is certainly warranted. As for the a dmg scale buff + a dmg cap buff, the latter seems a bit much. Something less than or equal to 500 seems more appropriate. 100% Tanker New 188.1 0.95 500% Tanker Cap 940.5 0.95
  3. you inferred the offense; and you ask for what you don't give yourself, and you misread what was written; and you apply things I wrote to questions I wasn't answering. nice trollin' bruv....cheers 😜
  4. Tanks can't reach it on their own, so let's make it 1000% Duh, that's why I am saying that the current proposed changes shouldn't go live so they don't get a taste on live for OP changes that later get nerfed. ie I am advocating for these proposed changes to be tuned down before they go though. You provide nothing to justify or support a 200% jump in the damage cap. Where's your support for such a drastic change? The greater burden of proof resides with giving reasons to make the change in the first place. oh I didn't realize that MMOs disregarded any notion of risk vs reward, or need to balance damage vs survivability. Let's just let the character creator allow us to mix and match any powersets. Hmm give me Tanker Defense set with a Blaster Blast set.
  5. Correct, it's an incremental boost, and also considers on bruise remaining.
  6. can't change aggro cap is too bad. As for an increase to 600% damage cap one does not need to test that raising the cap above damage ATs (500% - Blasters, Corruptors, Scrapper, Stalkers (unless those changed too since live)) does not make sense. Nor to see that things may be askew if the damage modifier was raised to .95 and the cap to 600% for a damage sponge (not dealer). And consider that this counts on Bruise remaining. Also my overall point was aimed at not overshooting on the first set of changes. It's easier to increase incrementally rather than rolling back changes after people get a taste.
  7. WOW! IMHO: I would tone it down a little bit to help tanks, but not step on Brutes' toes Keep Bruise Increase Aggro Cap Increase Endurance as proposed Increase damage scale to be = w/ Khelds - 0.85 melee / 0.80 ranged Is it possible to only extend effect of secondary effects? If so do that for the Arc & PBAOES make appropriate T1/ T2 powers swaps BUT...... Do not change damage cap
  8. Thematically it shouldn't even be called "Rage." It should be something like, "No holding Back," "Unleash," or "Overpower," etc. Calling it "Rage" is not only unfitting for "Super Strength" but also seems to be limiting perceptions, imaginations. I think that would help a lot with some people's perceptions that this power needs to HAVE a penalty at all. Because in no way should Superman turn into Bruce Banner. SOLUTION: Remove the crash and increase the recharge time to make double-staking difficult, and only attainable for some amount / % of overlapping-time with a lot of +recharge. It seems fitting. and reasonable. It gives reward, incentive and brings balance to the power in a much simpler solution. It rewards having teammates providing +rech, it rewards obtaining harder to get IO sets, it rewards getting certain Incarnate powers, and it's more inline with "Super Strength." edit: for instance, for a starting point, say one could obtain double-staking 50% of the time at the recharge cap.
  9. @Bentley Berkeley uh, no...Blapping is a Blaster in Scrapper range (ie melee). BLAster + scraPPER = BLAPPER @Hyperstrike - that's inaccurate see above. if a blaster is not hanging out in melee range more often than not, then it is not a blapper. *edit @Keilis that's interesting, that people inferred the term blapper to be negative, rather than merely descriptive. I always found "blapper" to be a neutral term, separate from one's opinion of it.
  10. Ignore @Hyperstrike and @nihilii they are the crazy ones, Rage needs to be fixed. Just because people can (live with current rage), doesn't mean they should.
  11. if you want the most OP go Psi/Plant If you want to widen your options consider Beam Rifle, Dark Blast and Ice Blast for alternate secondaries consider Devices, Energy, Martial or Tactical
  12. no question, Shield, it's a way better set, more utility, more well rounded, added dmg, great aoe attack, added resistance, simply way better overall.
  13. looking for group Name: FUBAR Global: @Mr. FUBAR Preferred role: Offensive, Disrupt, willing to try Support Available Characters: Blaster>>> Ice/Tactical; Psi/Martial; Beam/Time; Dark/Plant; Sentinel>>> Beam/Bio; Dark/Regen (WIP) Corruptor>>> Ice/Nature Stalkers>>> Psi/Bio; Staff/Ice; Psylk-Psi/Rad (WIP) Scrapper>>> Psi/Nin Brute>>> Psi/Bio; Psi/Regen (WIP) Tank>>> WP/Rad (WIP) Availability: Very Flexible
  14. Oh yeah, Beam is great, if you aren't constrained by concept, or can add a rifle to your concept pick up Beam Rifle. Sentinel Beam Rifle... dps...check -res...check -regen...check -def...check some soft control...check awesome ranged T9...check
  15. Yeah SoW becomes the situational recovery tool at times And I never understood Resurgence on WP anyhow (it was like... regen has it, WP has regen, so WP should get it), it totally should have been scrapped, and not QR
  16. basically it just means if you are playing Inv, SR, ELA, etc. you have a skippable power. Which can be GREAT! And ELA probably has the most skippable, since with IOs you can hit the resist-cap on nearly every dmg type, meaning the only thing it does is hurt you with a crash.....hahaha It should at least be made into a clone of Meltdown, MoG or RotP (where a lightning bolt slams into your body and raises you from your dirt nap....and call it "Reanimation" or for fun, "It's Alive!")
  17. Yeah this was the no-brainer combo for me too, beaming away with a constant 50%+ damage buff in offensive mode. Not to mention the -regen from BR and -res from Opportunity then add your preferred Interface and wow a killing machine. A great debuffer and DPS for any team.
  18. Here take a look for some ideas, this on has better resists and def overall with only a tiny sacrifices here and there like 5% global recharge... Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Shield Defense Secondary Power Set: Fiery Melee Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Soul Mastery Hero Profile: Level 1: Deflection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Max HP%(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9), LucoftheG-Rchg+(11) Level 1: Scorch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46) Level 2: Battle Agility -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(11), ShlWal-EndRdx/Rchg(13), ShlWal-Def/EndRdx/Rchg(13), ShlWal-Def(15), ShlWal-ResDam/Re TP(15) Level 4: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), Prv-Heal(19), Prv-Heal/EndRdx(46), Prv-Heal/Rchg(48) Level 6: Active Defense -- RechRdx-I(A) Level 8: Against All Odds -- EndRdx-I(A) Level 10: Combustion -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(21), Erd-%Dam(21), ScrDrv-Acc/Dmg(23), ScrDrv-Acc/Dmg/EndRdx(23), ScrDrv-Dmg/Rchg(42) Level 12: Phalanx Fighting -- LucoftheG-Rchg+(A), Ksm-ToHit+(42) Level 14: Taunt -- PrfZng-Dam%(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 18: Grant Cover -- LucoftheG-Rchg+(A) Level 20: Build Up -- AdjTrg-ToHit/Rchg(A), AdjTrg-EndRdx/Rchg(48), AdjTrg-Rchg(50) Level 22: Boxing -- Dmg-I(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), Ags-ResDam/EndRdx(25), Ags-ResDam/EndRdx/Rchg(25), Ags-Psi/Status(43) Level 26: Shield Charge -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(27), SprGntFis-Acc/Dmg/Rchg(27), SprGntFis-Dmg/EndRdx/Rchg(29), SprGntFis-Acc/Dmg/EndRdx/Rchg(29), SprGntFis-Rchg/+Absorb(34) Level 28: Fire Sword Circle -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(42) Level 30: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(31), RedFrt-EndRdx/Rchg(31), RedFrt-Def/EndRdx/Rchg(31), RedFrt-Def(33), RedFrt-EndRdx(33) Level 32: One with the Shield -- GldArm-3defTpProc(A), GldArm-ResDam(33) Level 35: Incinerate -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(36), SprMghoft-Acc/Dmg/Rchg(36), SprMghoft-Dmg/EndRdx/Rchg(36), SprMghoft-Acc/Dmg/EndRdx/Rchg(37), SprMghoft-Rchg/Res%(37) Level 38: Greater Fire Sword -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(40) Level 41: Combat Jumping -- LucoftheG-Rchg+(A) Level 44: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Dam%(46) Level 47: Darkest Night -- DarWtcDsp-ToHitdeb/Rchg/EndRdx(A), DarWtcDsp-Rchg/EndRdx(48), DarWtcDsp-ToHitDeb/EndRdx(50), DarWtcDsp-Slow%(50) Level 49: Super Jump -- Jump-I(A) 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 -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(3), Pnc-Heal/+End(3) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5), PrfShf-EndMod/Acc(5) Level 1: Swift -- Run-I(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Melee Core Embodiment ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1506;689;1378;HEX;| |78DA6593CB4F534114C6E7B6B722A5A53CA42D42052AD017BD6D45D7260AE5D9840| |4E3CE3415AED0D840D3824177263E77068D6E5424EE5D2BFE1F3E176E210674A1F1| |91987A7ABF0F68D29BDEFE66CECCF9E69B3977326B23AE576337CF2ACD75BE902B9| |7B317724B57CD9223935BC8CFA9EAD3206F00D1EC8879C55C2A9BC6EC62DE2CCCEF| |77FD1CCD9805D334D279B3741D6DE59C595E2E18B345D39C775BCD747E617125BFB| |4E0B27AD366AE281DCF7E67DE2C9517F345DF68313F679C2BADAE98D9D9E5D54236| |932BAF88A85F9C44E51D71CB9F56F55671A81F76A552BA3AF293FC031EFD45FE069| |D1D9AC556A7E253B1AB07BA158BAE930FC1F8237054D6D1B88E96A6CE18E81A2727| |C0E649720A4C4BAE9DB9767A6CA1C7167A6BDB06E33B60E22B3826B90EE42A474C5| |9B171893558662AAAA10FB176D94B23F6E268DCB1499974756C97DC03BDD730D77B| |038CAC8113A2D78435B4269E4DE49F42AEE8BAA1ABDC659B351694CFC0C3F91E7A6| |A232765722BFDB652CB2B1AEDD0B0B56F4023B109A65E829A6876709D8E00B4EC12| |F341CBEEAB36C48F3F094DFF30183D034EC9BA9DDC7FE72DD4ECF86DF20ED87D97B| |C07F6DD077DE2AF8BB95D4F39F68C7C0EF66F80A117606413D4C56380B50D38E1E5| |4413E922DD606F33E901A7C5730FD6D57A4EA1DEBD09D02F9E82D40DBE43ECE47BF| |203F911ECFF447E063B257780FB1918C4F90E86C8301901435132067A653F61D62F| |CCFACD896C0C7A7A6C08F3860C324126C1780AFCE252CAE0DD325EB3E66F58F32DF| |22DE8933593AC7D328CDA77EB0777537EF2A8887E70D32BD1BAD1645D24551719AE| |8B9CAE8B4CD74678B766742E2C31CD9AF5CD79E0C5A626A511D295ED224ECBD6872| |AEC1DCE912385D2F7DABC75EC5E7F423E06776BF3E274E0AC7E23D8FBA59A76AEA6| |7DB9A6FDD72B69705CD90A1EB6FF03CD0DE7E4| |-------------------------------------------------------------------|
  19. no basically it's either/or...s/l/e/n/etc. or m/r/aoe. And with Shield it offers m/r/aoe (positional) defense, and are the def. numbers you should be concerned about w/ Shield.
  20. Yeah, attack chain goes something like that, Gloom is good to lead with too for the -to hit, also has good DPA Darkest Night is solid, and underrated, I have solo-tanked Lord Recluse on STF, with just that and some inspirations. Oh and the Panacea, was just an error, swap the End/Rech for the +HP/End
  21. I don't hate it - I wanted to see if I could get to softcap without having to use those three power choices, especially since boxing/kick and tough are pretty much wasted. (I was able to get to 87.3% SL res without Tough using the build I posted - the extra resist isn't needed.) With the power choices I saved, I was able to put in all three leadership toggles for team buffing, heavily slot up multiple Pyre Mastery attacks (improving my abysmal damage output as an EM tanker) and I'm pretty happy with the outcome. *shrug* YMMV. I wasn't referring to S/L resist, I mean getting bonuses to resist the elements, energies and psi and recharge. Ok so your trade-off is to try to be more Blastery and Defendery over being Tankier? To each their own. But I would probably not advise people to do this
  22. I'd say at low levels your two choices other than Psi should be Fire or Rad. Those two do the best damage. Defensively, comparing at lvl 16, the most complete sets at that level are (in no particular order): Fire - both shields and healing flames Regen - Fast heal, dull pain, recon. and integration Rad - all resist shields, and extra regen/recovery
  23. Why are you saying SS sucks now? The crashes suck, but with top tier, IOs that stomp every 5 seconds is ridiculous damage. On a /Fire Brute you should be able to turn off every inspiration drop except Damage, but nooooooo, not on a SS/Fire....You'll need Health and maybe even purples to combat rage drop, and take consume too. Double stacking rage just means more rage crashes and maybe that you don't have enough greens or purples, and then rage crash kills. With Rad/ or Spines/ I can get up and walk away, take a Bio, grab a drink, manage wife aggro, but no not on SS/. I had a 50 SS/Fire, but I stripped him of his IO's and lvl'd up something else. I like something someone else posted in another thread and goes kinda like this...Rage turns Superman into Bruce Banner for 10 seconds, and if you are fighting a couple of mobs of "Parademons" they will kill you.
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