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FUBARczar

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Everything posted by FUBARczar

  1. The ATOs are not the place to fix an AT. And an AT shouldn't be fixed by ATOs.
  2. SR works differently, it's low health buff isn't a reward, it's there to save your life, cause otherwise you'd be dead! What you proposed was what Blaster had, that enticed blaster to do stupid things and die even more often than they did already.
  3. Remember this is in the context of Invincible ITF and Relentless Aeon runs with limited Buff/Debuff spots on a min/max team. So, you are waaaaaaaaaaaay overestimating FFs utility outside if shield buffing, especially on 4**** runs. And EAff is great but not sliced bread and cheese great, it's much more intricate. And until I run tests like I proposed above I won't be convinced that with only 4 spots for buffers, that one should go to EAff on my Super-Team up. And no other Set has the level of trappings that EAff has, not even close. Perhaps Empathy comes closest, prolly b/c people fall into Pure Empathy mode., "But I'm a lover, not a fighter!" Kins can over Buff as well, but it's not built in like having a buff that only lasts for 5 seconds and other short buffs. And Kin and others don't have Static, which is an extra lure for some.
  4. Wrong it does matter. It's a horrible idea and mechanic that has already failed. Incentivizing risky game play by intentionally keeping health low means that the teams aggro manager will die a lot more, it means brutes will get upset at healers for doing their job, and everyone will hate brutes for being wreck less, and what's more, with hardmode that razors edge is waaaaaaay sharper.
  5. As I said in the Brute thread, fixing Brute ATOs is one thing and fixing Brutes at large is another. Revamping the two Brute ATO specials is just necessary because currently they suck so bad Brutes themselves are mostly fine. IMO their niche between Scrappers and Tankers is what needs to be firmly cemented and felt. On the high end things are fine. It's on the base level where a meaningful difference can be made. IMO a good choice would be to bump up the base damage or fury multiplier and Defense/Resist numbers slightly to firmly place brutes in-between Scrappers and Tankers. Thinking about making corrections to Fury seems like the better option. Just let 100 be 100 and not 90 be the defacto 100. Would that do the trick all by itself? If not then increase the Fury multiplier until the proper effect is achieved. Then change the base starting point for brute for Def/Res in-between Scrappers and Tankers. For example: Current Base / Proposed Base Scrapper: 75% / 75% Brute: 75% / 82.5% Tanker: 100% / 100% This leaves room for ATOs to boost performance in a different way. Namely: ATO 1: stacking +recharge/movement speed ATO 2: stacking +Regen/Recovery
  6. It record the old blaster defiance and it was changed because who wants teammates that try and keep their HP low ...
  7. I read it, maybe I should say that your opinion about blasters stinks, and that would be more accurate. And out of my 100+ 50s I have between 20-30 blasters, and IMO blasters can more directly control an engagement way more than a corruptor, especially solo. That's the difference between being a damage dealer and support.
  8. Truth, and I would imagine that, fixing these T9's doesn't need to be over complicated or over thought. Also don't forget about Ninjitsu. In the catalog of T9's already provides a fair variety to choose from. What's more, why not make a decision tree/fork like is done already with some sets and AT's? VEATs, Sentinel's SR, etc. We don't even have to completely scrap the old. I would enjoy seeing a choice given to Ice Armor Tankers for instance to choose between Icy Bastion and Hibernate Anyhow maybe this could get a nap rolling on ideas/discussion. Current variety of T9's (besides hard crashes) include Rez Dark & Fire Intangible Ice and Stone (Geode) +Regen Bio - +Absorb, Regen, & Recovery, (foe) -Dmg Ice - +Resist, Regen & Recovery +Resist (w/o hard crash) Radiation - +Resist, Recovery & DMG SD - +Resist, Recovery & HP WP - +Resist & Recovery +Def & Resist Regen - +Defense, Resist & Recovery Stone (Granite) - +Defense & Resist, -Dmg, rech, & speed, Ideas: Electric - a T9 closest to Bio's that adds Insulation (ie Absorb) & +Regen Energy Aura - a +Def version of SD's T9 granting +Defense, HP, and DDR Invulnerability - I think it would be fitting & interesting to have a T9 for Invuln that added +DDR, Resist and Recovery that functions similar to SD & WP. Ninjitsu - make it a +Defense version of Radiation's T9, +Def & DMG. Super Reflexes - a fitting T9 could reflect heightened abilities add a smaller than currently exists +Defense buff with added +Rech and movement.
  9. Well you are definitely wrong about blasters...
  10. WTF I agree with Snarky... The idea of linking such an affect with the health bar is baaaaaaad. Maybe +Regen for one and for the other .. The proc for stacking +rech would be unique and useful to every brute.
  11. I use it for the -Res, but I have also noticed the placate affect working on mobs. How constantly, idk...
  12. Prolly farming like Spines or Rad/Fire Brutes and nostalgia.
  13. @Voltak if there were only for spots for buff/debuff on the team and ElecAff was one, then these would be some good combos... ElecAff + ... Time + Nature + Kinetics Or FF + Thermal + Kinetics Or Cold + Pain + Kinetics
  14. Personally my dream team would have two Brutes, two Blasters, and four buff/debuff. A Tanker is like a baby blanket, it just helps people feel more secure.
  15. Speaking to the strength in diversity of mixing and matching sets in CoX what are some other interesting combos for 4 or 5 slots for buff/debuff...? Time + ElecAff + Dark + Kin FF + 2x Dark + Kin 2x Cold + Pain + Kin FF + Therm + Kin + ElecAff 2x Time + Therm + Rad 2x Time + 2x Nature And so on ..
  16. Ok it is not literally/technicians being one-shotted. The damage comes in waves where death is ensured (Brickernauts, Romulus' Judgement, etc) Or the damage simply comes in so quickly from multiple attackers that there is no time to Regen anything without mitigating that damage with high damage resistance and/or defense. How many teammates can one Emp cover with Perma Fortitude? Which is their only proactive survivability buff (+Def)/ incoming damage mitigation buff. Regen and heals are after the fact Emps don't have potent AoE heals, they are average. The only set with above average AoE heals are ElecAff, Pain and Time. Technically Regen is not heals. Emps shine in certain ways and at particular times but when building a super team they are not typically adding enough buffs, or DPS to whole team and don't have any debuffs to compensate and to justify their spot on a top end hard mode dream team with limited spots for buffers/debuffers. I am definitely thinking as a whole team, and Cold is better at +Def and +HP Frostworks often is underrated. Cold also helps with very strong debuffs to Regen, Resistance, damage, healing and Defense. Kind buff damage like no other, and have huge +rech for the team, and debuff enemy damage. Thermal adds proactive damage mitigation, string heals, and great debuffs with -DMG, -END, -Recovery, -Regeneration, -Defense, -Resistance Additionally 2 Tanks/Brutes helps a lot with aggro management and ability to handle multiple spawns at a time, and not enough can be said for the benefit of killing things faster and high burst damage, this the benefit of two Blasters/Scrappers. A great offense adds a lot to team survival and speed. Three Emps takes away from Min/Maxing a team.
  17. How long does energizing circuit last? Isn't that buff only 5 secs? Personally I wouldn't compare it to Force Feedback, because that's a bonus for attacking while EC is a buff instead of attacking. It would be interesting to do a duo Pylon test with various buffers to see which is the best add for team DPS I will say that ElecAff is a good team AoE healer (182 HP base). up on top with Pain (nullify pain (117 HP base) +soothing aura (44 HP base)) and Time (Temporal Mending (132 HP base + 4 ticks of 35 HP base along with slow and -Regen resistance) *Base = Unenhanced Numbers are for Corruptors.
  18. No not exactly, one problem is that an Empath is mostly a single target healer/buffer and does nothing team wide to reduce incoming DMG. On the other hand, Pain and Thermal are more proactive team wide adding resists to the team. Also 2400% Regen doesn't help mitigate being one shotted by a cyst, or a bomb, or by Rom or by quick burst Alphas etc. The Regen without Resistance or high defense will fail more than you think. Also an Emp has no debuffs and cover enough of a team with Perma Fortitude.
  19. Yeah it is a strength, and I would mix and match sets according to everything from the tank/brute and their sets My 4* ITF Dream Team would be rather different than the one you mentioned. I might go with something like... 2 offensive Brutes/Tanks such as: Rad/Fire, Bio/SS, Fire/EM, etc 2 Blasters: Fire and Psi/Ninja 4 Corruptors/Defenders: 2 Cold, 1 Kin, 1 Thermal Or 1 Tank and 1 Scrapper... Or maybe try 1 Blaster, 1 Scrapper... Or only 1 Tank and another Corr/Def like Nature or Dark. And run something like at least 4 Barriers and 1 Incan... Then add 1-2 Ageless Radial... Maybe 1 Rebirth or Clarion...
  20. Yeah I am not poo-pooing ElecAff it's just when making a priority list and when suggesting to others what would be the best options for them them to roll ElecAff doesn't come out on top. Not to mention I think that more players would prefer/enjoy playing those other sets more. It's hard to find players with an affinity for ElecAff. For me I can't play a set that has buffs that only last for 5s, along with other short duration buffs, and needing to recast everything so often. But thanks for making a case and adding info about ElecAff for everyone.
  21. I played using offensive opp, and played it like a scrapper. I don't like the sentinel inherent, but the best defense is a good offense! 😛
  22. I am coming from the viewpoint that on a min/max team or an ad hoc team there will not be 7 spots for buff/debuff. Maybe half (meaning 4) will go to B/D and in a tighter economy of roles I don't place as high of a value on ElecAff. And perhaps empathy should go higher, not because of AB or RA, but because of Fortitude. Regen does help get one or two shotted. I know, that you @Voltakknow that +defense is the single most valuable buff for team survival on R/I. Also the personal bias/issue that I have with ElecAff is not on paper, but in practice. Some of the buffs come at the contestant expense of attacking themselves, and other times the +resist and status protection are just in the wrong place, or none existent , especially when the team is on the move. So too sun up, in an environment of limited space ElecAff isn't as valuable as other T1s in my humble biased opinion.
  23. This doesn't take away from traps, It just doesn't keep up on fast moving Relentless/Invincible teams. It just doesn't have as much to offer in these narrow circumstances.
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