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Everything posted by Sovera
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Decent, yeah, but if you are to make one for farming then I'd say make a Brute instead IMO. Farming is a pretty controlled environment without variables so the Tanker's extra survival is of literal no use where extra damage always speeds things up.
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That's already how it works. If a mob swings at a Brute it does not matter if it is debuffed and misses or the Brute is defence based and the attack misses, because it will increase Fury regardless. I still say you're under a placebo effect. Like I said last time on the subject the most I got out of the endurance proc was about 15%-ish, and this on a pylon fight which is non stop hitting something unlike actual gameplay where we bounce from pack to pack. It's best not to treat it as a perma 30% endurance reduction because it isn't.
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Giving more damage to Brutes sounds complicated since last tune up (indirectly) nerfed their damage by lowering the damage caps (not really a problem for 97% of playing since damage caps are notoriously difficult to reach unless with multiple kins, plural, in the team). I would be all for it, mind, but, like I said. This is the sort of thing a dev speaking up could redirect all the brainstorming away from certain avenues that simply will not be explored. A middle ground version of the Tanker ATO would fit. Not as good as the Tanker's, because not Tanker, but something that would help. 10% to all res would be nice to any build and no one would spit on it. And it fits with the whole 'the more engaged in fighting the Brute is the less attention to received damage they are'. But if neither resilience nor damage are allowed (again, a dev speaking up would be nice) then what's left is utility. The +recharge and +movement speed for example, extra agro, Fury mechanic reworked so once at 100% something can be clicked like Dominators have and... dunno, Fold Space clone? No idea. it would mean losing all Fury and thus damage so the trade off would need to be good, but losing and regaining the Fury bar sounds more interesting than simply having it full and ignored. The problem with this sort of mechanic is that if the pay out is not good enough (Savage Melee as we have it) players do not use it and the danger of too much balance means wasted coding hours on something that is then never picked. The current proc might not be terrible if the numbers were substantially bumped. As it is a fully stacked proc is 100% HP which, someone correct me, but is something like an extra 6-10 HP per second? On a 2.5k HP pool it is negligible. Again, regen and Brutes seem thematic (I think we all look at the Hulk as the archetype that the Brute AT tries to emulate) but it is complicated when it is an AT wide buff who then goes on top of whatever armor set is picked. As someone else mentioned above Super-Man is never ever ever ever a character that should enter these discussions. Supes is someone above a Tanker while also doing damage above a Blaster while also having Flight that is near Teleport speeds. Mediocre strength with toughness is a near non-thing. I can only thing of that one character in the Invincible series who had regular strength while being almost completely invulnerable. And the genre subversion that was the original Sunspot powers (New Mutants) who was super strong but had zero invulnerability (yes, it is as dumb as it sounds when he lifts a crane but his legs do not break).
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Are you aiming for Snarky 'The Hyperbole' as your new super hero name?
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Preaching to the choir. Nothing much to be done since the devs hold the power to change things. It may yet come, or they might feel the game's already stuffed with hybrids which unbalance everything (I kinda agree as the debacle of Brutes VS Tankers VS Scrappers continues). That said Sentinels pay for the ease in soloing and leveling for being mediocre at end level just like meleers pay for the ease of soloing and leveling by being mulched in the new hard modes.
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He said it was OP compared to other cones from other sets or something. Which shows adherence to the letter of the law instead of the spirit. As pointed out Sentinels did -not- need nerfs even if their Sonic was to be an outlier compared to the Sonic of other sets. You can still do it. In practical terms the loss of targets only matter if soloing at high difficulties. In a team minions evaporate and all that's left are lieutenants and bosses, ergo less than six mobs or so. Even solo once throwing the nuke backed by Aim most minions will be gone.
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Old build but (sadly) nothing has changed since so everything is still in place.
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Not my experience. Be mindful you'd not be running on placebo. I ran tests seeing how often I could proc it and keep it procced and at most 14%ish would be up during a pylon fight having little impact in the end. Of course CoH is a game of little things adding to an end result, so 14%ish discount, then Stamina, then accolades, then end discount on powers, and at some point the balance shifts as things are added. That and I think we can agree 100% regen from a full stack of the proc is not whelming at all.
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If I consider having a main it would be my Fire Armor/EM. What a combo of ST and AoE.
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Stone/Rad for me. Easy going while leveling with nearly everything being deflected. I vaguely recall 40%-ish defence by level 22 (defence amp running).
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I feel it kinda is though. In a world without IOs I feel that paradoxically they would be a simple boost, but in the world where IOs exist they allow to completely shuffle slotting in a whole build because at least 13% are accounted for, 18% if accounting for Barrier. The full three stacks are not reliable so I won't mentioned them. That's a myriad slotting choices shifting from seeking resistance to seeking... whatever, Procs, or utility, or defence. Most of my resistance tanks slot for 71%-ish resistances instead of 90%. Two stacks are 13.4% and that 71% becomes 84.4% (then I account for Barrier's 5%). Slotting for 71% instead of 90% (or 85% if using Barrier) makes a big difference when squeezing the last % of the resistances which is when we enter the realm where sacrifices start.
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Oh, right, Smash/Energy. Makes it even more useful tbh. The slow never was a problem when ID comes with SB. But I'm not selling anything. Not me please, I'm weak against forum PvP. Actually makes me RL sad and not in a manner of speaking, especially in this community where all love the game and lov-.. tolerate each others well enough.
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Skipping on 23% S/L? Ow. Well, I suppose it won't make or break a team, but none of mine did that.
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The Empathy defender does bring Fortitude. I don't know how people slot their Empathy characters but at base value it's 15% defense which is a solid third of what's needed to reach softcap. Assuming people slot it for defense it goes to 23%. The Kin does have Increased Density which at base value for a Controller gives base value of 18.5%. I do play/played Kins and slotted mine for the res, so it's a cool 29% to S/L. Nitpicking because you are correct in how the team composition matters, but, isn't it factual that for easy content it does not particularly matter and when team composition matters then the choice of who joins will be weighted in? Also at max level it is common-ish to cycle Destinies which if Barrier (only if though) means an increase in both resistance and defense. As I mentioned above while leveling it really does not matter much. Both my Brutes and Tankers start at +0x6 for Posi and then once reaching Synapse will be at +1x8. More people in the team just means everything dies faster not that the game got harder. This is anecdotal since I speak only for myself, but since I stick to Fire Armor and it's supposed to be squishy... You're right about the Tanker not caring (much) about what buffs are brought because they are self-sustaining for the most part. In return they do factually less damage than a Brute and if, somehow, there are multiple Kins and damage caps are reached then the Brute will -still- be ahead. The Tanker will always be tougher than the Brute thanks to the extra 500 HP which is not negligible. Trust me, I tried to solo Market Crash on several Brutes and those 500 HP made it impossible (for me) when I had to much more frequently go hide to wait for the -HP debuffs to wear off making the AV regenerate during that.
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Yes, it's one of the few sets that generates a big +res and +CC protection bubble that follows you around and protects you as well.
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45% defense to melee, range and AoE on top of 90% to S/L/E/N on top of 3 minutes pylon time. It's my magnum opus.
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Fair warning that radio missions are pretty terrible in terms of rewards. Acc should not be needed since lowbies fight against +1 or +1 tops but Tactics, sure. Sounds like you want to play a Stone/Sonic Controller though. You can debuff ToHit , debuff defense (kinda same as increasing acc for your team), debuff resistance (counts as a damage buff), buff resistance, and as a bonus keep things soft locked with knockdown patches. Honestly it is kinda overthinking it though. A simple Kin Defender would let teams steamroll simply by having everyone with Speedboost while spamming Transfusion to keep everyone topped off. If you want to make your team feel awesome (or useless. I kinda feel superfluous when a Plant is in the team) go with Plants and a single Seeds of Confusion makes the team perfectly safe. Double down with Kinetics so that they are speedboosted, healed, and also fighting mobs that are not fighting back.
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Fire/Ice Melee is a good easy and simple out-of-the-box experience in my book. By level 20 you can drop napalm patches on the ground and then make mobs breakdance on it with Ice Patch. So it's safe and simple without complex IOs. Fire/Martial Arts takes longer to blossom (first AoE at level 18 *groan*) but gets a 'turbo charged blowtorch' experience by level 20 (or exemped down to 15, so good for even Posi 1). It's also the sturdiest Fire Tanker that I have thanks to having 45% defense to melee, range and AoE as well as 90% resistances to the important stuff. It is a castle of cards regarding IOs though.
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MMs should no longer have the level shift ages ago. Not sure why it's still a thing with the devs clinging to that artificial handicap. Is there some sort of worry that outside +0 enemies (which is what pylons are) MMs are so vastly outperforming?
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Yeah, it's the procs we complain about. One gives five stacks of regen and endurance discount. I don't quite remember anymore since it's been a while I've touched the game, but I believe full stacks would be 100% regen and endurance discount something like 30%. While this seems pretty good the actual number of times the proc goes off is not great. I ran a bunch of tests in the Storne Armor for Brutes in my signature and at best I had half that which hardly made a difference. I don't need to say how 50% regen and 14-16% endurance discount is not cause for envy. The other proc gives Fury, which, well, was not very useful to begin with and did not get better after the change that increased Fury generation for Brutes. Tested it as well and it helps to slightly overcome the 90% Fury softcap. It might help more slotted in a power that would proc powers better but then that means not slotting damage procs. My tests were not super thorough but this was a worse option than damage procs. The bonuses are standard ATO fare, and actually my Tanker is envious of the 5% S/L when splitting the Superior Brute's Fury. Paradoxically it makes slotting and softcapping Brutes easier than Tankers despite their better defensive numbers.
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That's how it still is for me, I don't know what to tell you. When I'm looking for glowies I turn my camera around and locate it by the direction the sound is coming from. I'm on Win 10. One thing that helped me a lot in finding glowies was changing their sound. Soft humming was too subtle, but now I have them beeping which helps me more, plus I get to say that I'm hearing the beep beeps to my team which sounds better than the hummingers.
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It can be argued that the hard content is a very small percentage of the game. But, yeah, it applies everywhere except soloing: buffed Brute = Tanker but more damage. Buffs include damage? More damage to the Brute as well since higher caps.