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Sovera

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Posts posted by Sovera

  1. 3 hours ago, DreadShinobi said:

    Any brute with a damage aura is extremely overtuned at lower levels because of fury. You can ride on a 190% dmg bonus before buying any enhancements. After SOs come into play it evens out more and narrows further with IOs.

     

    Yeah, I know, but I'm talking level 25 with Yin and watching the Freak tanks sometimes dying before they got a chance to heal. And this while still poorly slotted and no damage procs in attacks. Even in Citadel I barely had to bother switching targets once I killed th boss in a spawn.

     

    But it's just fun, it's not like it is hugely overperforming to do the AoE passively or actually use an AoE skill.

  2. I just started a Rad/Fire Armor and I must say this combo slays on a Brute. I got to a point I sometimes killed Freak tanks in Yin before they even healed. Soloed a Synapse at +1x8 in 1h36 which as good as some full teams I have done it in the past.

     

    All those DoTs play really well with Fury. I suppose it will slow down once at +3. I'll make a post for it once I level it and test some more if I really need Cardiac or not since it is very endurance guzzly.

    • Thumbs Up 2
  3. I'm leveling a Rad/Fire Armor atm. I only tried this as a Tanker version and it's obscene how the Brute's Fury makes groups simply disappear in the time it takes to kill a boss just from both auras.

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  4. 4 minutes ago, SmalltalkJava said:

    I appreciate the slow resistance.  I am the type of player who forgets to check the blue bar and will basically run myself dry and die from my toggles dropping for lack of blue.     I actually must have some kind of mental block about this because it happens on a lot of builds I run.  For people with a mental block like me would you suggest your prior /ice build or this new update?   How drastic are the endurance  adjustments?  

     

    To be fair it should not be happening at all on the grounds of Consume filling up the bar every one minute. But I was doing an ITF and noticed I never bothered to use Consume at all since I regenerated endurance enough between fights. This is anecdotal though, since I was not paying attention if there was Ageless being cast in the background.

  5. 2 minutes ago, ZemX said:

     

    Isn't it a whole sliding scale thing over time that's only up 50% of the time overall?  Or are you just using 5% as an average?

     

    It's not. It starts at an obscene number and shrinks until the last minute it only gives 5% to both defense and resistance. It lasts for 120 seconds and recharges in 120 seconds so it's a permanent 5%.

     

    On 12/12/2019 at 4:20 PM, Dragon Crush said:

    Scrolling through the full info on Mids -

    5% to all resists and defense for the full 120 seconds

    +2.5% resists and defense for first 60 seconds

    +25% resists and defense for first 30 seconds

    +57.75% resists and defense for first 10 seconds

    So it'd go from 90.25 for first 10 seconds, then down to 32.5 for the next 20 seconds, then down 7.5 for the next 30 seconds, then 5% to defense and resists for the last minute.

  6. I'm a bit of a scratched record on this, but with the Tanker proc you don't need to aim for 90% resists. It gives 6.7 and it stacks three times. Consider two stacks as average. So putting your defenses to 84% is fine too.

     

    If you take Barrier it also adds 5% resistances and 5% defenses.

     

    I have an old build you can take some slotting ideas from and incorporate into your choice of skills. It uses Barrier's 5%.

     

    Spoiler

    This Hero build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Martial Arts
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Charged Armor -- GldArm-3defTpProc(A), GldArm-End/Res(3)
    Level 1: Thunder Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(29), Mk'Bit-Dam%(48)
    Level 2: Lightning Field -- SprGntFis-Dmg/EndRdx/Rchg(A), SprGntFis-Acc/Dmg(7), SprGntFis-Rchg/+Absorb(7), ScrDrv-Acc/Dmg/EndRdx(9), PrfShf-End%(9), FuroftheG-ResDeb%(11)
    Level 4: Storm Kick -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/EndRdx/Rchg(13), SprMghoft-Acc/Dmg/EndRdx/Rchg(15), SprMghoft-Rchg/Res%(15), SprMghoft-Acc/Dmg/Rchg(17), TchofDth-Dam%(17)
    Level 6: Static Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-ResDam/EndRdx/Rchg(19)
    Level 8: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(21), ShlWal-ResDam/Re TP(23), LucoftheG-Def/EndRdx(40)
    Level 10: Conductive Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(39), UnbGrd-Max HP%(40)
    Level 12: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(25), NmnCnv-Heal/Rchg(25), NmnCnv-Heal/EndRdx/Rchg(27), NmnCnv-Heal(27), NmnCnv-Regen/Rcvry+(29)
    Level 14: Fly -- BlsoftheZ-ResKB(A)
    Level 16: Crane Kick -- TchofDth-Dam%(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Dmg/Rchg(31), SprGntFis-Acc/Dmg/Rchg(31), SuddAcc--KB/+KD(33), FrcFdb-Rechg%(50)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 20: Dragon's Tail -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(34), FrcFdb-Rechg%(36)
    Level 22: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 24: Lightning Reflexes -- Flight-I(A)
    Level 26: Power Sink -- EffAdp-EndMod/EndRdx(A), EffAdp-EndMod/Rchg(36)
    Level 28: Focus Chi -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(36), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(37), GssSynFr--ToHit/EndRdx(37), GssSynFr--Build%(39)
    Level 30: Grounded -- StdPrt-ResDam/Def+(A), ResDam-I(39)
    Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40)
    Level 35: Crippling Axe Kick -- Hct-Dam%(A), Hct-Dmg/Rchg(42), Hct-Acc/Dmg/Rchg(42), Hct-Acc/Rchg(42), Hct-Dmg/EndRdx(43), Empty(43)
    Level 38: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Rchg/ImmobProc(46)
    Level 41: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/Rchg(46), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48)
    Level 44: Kick -- Empty(A)
    Level 47: Tough -- TtnCtn-ResDam/EndRdx(A)
    Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(50), LucoftheG-Def/EndRdx(50)
    Level 1: Gauntlet
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
    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 4: Ninja Run
    Level 50: Musculature Radial Paragon
    Level 50: Barrier Core Epiphany
    Level 50: Freedom Phalanx Reserve
    Level 50: Portal Jockey
    Level 50: Task Force Commander
    Level 50: The Atlas Medallion
    Level 14: Afterburner
    ------------

     

    • Thanks 1
  7. We have people up for the experiment. We should convene. I will keep an open mind in case I'm proven wrong. More data is always valuable.

     

    We need only decide where, where, and what TF. Bringing levels 50 would skew things IMO with the power creep so level appropriate would be good.

     

     

    Synapse is pretty long but pretty low level for individual power to shine as much which seems good. Lots of kill alls which work great for the testing.

     

    Citadel is not as long and also involves plenty of kill alls though a lot of travel.

     

    Moonfire has its kill all bits and is (mostly) centered in one zone reducing travel time from disturbing the experiment.

    • Like 1
  8. 3 hours ago, BurningDezire said:

    TYVM! Yeah, I was pretty overwhelmed at what/how to slot on this one! Regarding Tin/Pex, you're saying in a half hour, I can make 18 mil? Drops?

    You should read the guide in my signature since it has all that info.

  9. Absolutely not on Freezing Touch. It's your best and hardest attack and it is slotted as a Hold instead. Your heal not slotted for heals? Away with you!

     

    You have things like three slotted BotZ in Fly, but it gives AoE and ranged defense which is of no use to you.

     

    You also have no travel power (which is acceptable but dat sad smiley) but have things like Assault or/or Vengeance which are not super useful. Assault gives a very tiny damage boost (even on a Tanker where it does 15% instead of a Scrapper's 10% it only translates to an actual 4-5% damage boost. Though team wide). Vengeance -can- be useful if mostly as LotG mule but it needs to have Assault or Tactics, neither very useful).

     

    You did not take Frost. It's a great little AoE. Are you going to play without one until Burn?

     

    Now I understand what you are trying for, but normal ATOs are only about 8 million each. A Yin TF takes half an hour and gives enough merits to be sold for 4.5 million. But a Tinpex takes the same time and makes around 18 mill.

     

    Now look how you have things slotted like six Gladiator's Armor. They are worth 5-6 mill a piece and the bonuses are nothing special or even aimed at your goals.

     

     

    Finally this is a bit moot because Fire Armor does not play well with Scrapper. Your enemies will be running for the hills the second you drop a Burn which is a waste since it's a great power. I heavily suggest going Brute for this combo.

     

     

    Regardless it's what you wanted so here's a cheap version. You get your smash and lethal defense to 40% and resistances to 70% so one use of Barrier will cap both. Other than the uniques nothing should cost more than 3-4 mill.

     

    Spoiler

    This Hero build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Ms. Volatile: Level 49 Mutation Scrapper
    Primary Power Set: Ice Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Ice Sword -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5), TchofDth-Acc/Dmg(5), TchofDth-Dam%(7)
    Level 1: Fire Shield -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(7), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(43)
    Level 2: Blazing Aura -- Obl-Dmg(A), Obl-Acc/Rchg(13), Obl-Dmg/Rchg(13), Obl-Acc/Dmg/Rchg(15), Obl-Acc/Dmg/EndRdx/Rchg(15), Obl-%Dam(17)
    Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(21), Prv-Absorb%(21)
    Level 6: Frost -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(23), Bmbdmt-Dam/Rech(23), Bmbdmt-Acc/Dam/Rech(48), Bmbdmt-Acc/Dam/Rech/End(49), Bmbdmt-+FireDmg(49)
    Level 8: Ice Patch -- RechRdx-I(A)
    Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25)
    Level 12: Build Up -- GssSynFr--Build%(A), RctRtc-ToHit(36), RctRtc-ToHit/Rchg(37), RechRdx-I(48), RechRdx-I(48)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(31)
    Level 18: Greater Ice Sword -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(31), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(33), TchofDth-Acc/Dmg(33), TchofDth-Dam%(33)
    Level 20: Consume -- SynSck-EndMod(A), SynSck-Dam/Rech(34), SynSck-EndMod/Rech(34), SynSck-Dam/Rech/Acc(34), SynSck-Dam/Acc/End(36), SynSck-EndMod/+RunSpeed(36)
    Level 22: Super Jump -- WntGif-ResSlow(A)
    Level 24: Kick -- Empty(A)
    Level 26: Freezing Touch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(39), TchofDth-Dam%(39), TchofDth-Acc/Dmg(40)
    Level 28: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(42)
    Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 32: Frozen Aura -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(46)
    Level 35: Tough -- TtnCtn-ResDam/EndRdx(A)
    Level 38: Fiery Embrace -- RechRdx-I(A), RechRdx-I(47)
    Level 41: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(43), Rct-ResDam%(46)
    Level 44: Focused Accuracy -- RctRtc-ToHit(A), EndRdx-I(46), RctRtc-ToHit/Rchg(47)
    Level 47: Temperature Protection -- GldArm-3defTpProc(A)
    Level 49: Physical Perfection -- PrfShf-End%(A)
    Level 1: Critical Hit
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9), NmnCnv-Regen/Rcvry+(9)
    Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
    Level 44: Double Jump
    ------------

     

  10. 10 minutes ago, Peacemoon said:


    Ah, maths. Actually you’re often wrong.


    1 person going their own way and having their private battle with a room full of mobs does not always make it quicker. 
    There are lots of examples of a group blasting through the whole map only to return to the Tanker/Scrapper still scratching away at his room of mobs wasting time solo, when he could have been with the team making the whole ride more efficient and slick.

     

    Or the opposite, times when the group are having to slowly dredge through the mission because they’re missing that 1 person who could make it more quicker.

     

    Also if you’re playing a support AT who’s job it is to make the mobs easier to kill, it’s a bit naff when done diehard soloer insists on not utilising your debuffs to speed up the mission.

     

    So there’s many mathematical reasons why sticking as a group can make the whole run slicker, more efficient and faster.

     

    Not to mention the whole other debate of feelings, how it impacts the fun of the group and their enjoyment, and whether they want to keep playing. 

     

    Alright, I had this talk in the first page. I'm talking of actual experience in the game, you know? Of having done it in my pre-tanker times, in watching it done in my current Tanker times. A usually-one-hour-and-a-half Synapse does not miraculously turn into a one hour and ten (or one hour on the dot) by accident. You are over selling buffs and debuffs against +0 or +1 enemies.

     

    Of course that is moot if the conversation turns into both sides saying 'no, you're wrong'. Can't help there. Most I can do is repeat my offer from page 1: if we are both on Everlasting (if not I can transfer) I'll join on a level appropriate character and we put up a full team and do a TF where I stick to the team, then we do it a second time where I take the right fork and we compare times. Two times random people should make it a small sample but random enough.

     

    As for the rest, people's feelings or their enjoyment at noticing the content they are clumping together to do being actually easy enough to be soloed I'll akin it to waking up in a Matrix pod: so it was that easy all along? Sure was.

     

    Some content is not easy. Shepherds in First Ward? Booyah, better bring a very specific build if intending to right fork it. But Council? Clockwork? Sky Raiders? The content is not able to do more than slow a well built character.

    • Like 1
  11. 1 hour ago, Ignatz the Insane said:

    I don't think you've misunderstood anything.  That's indeed what the OP and others are saying.  But the reality is players will continue to ask for builds regardless of this thread.  My problem is the OP and many others in this thread treat those players as 'lazy' or worse.  Perhaps they're right in some cases.  I maintain that most of the posters asking for builds are new to the forums.  They need guidance rather than silence or disparagement.  I'd rather make an attempt at educating and growing the population than letting them fall by the wayside.  As I said earlier, it's hard.  Many of the new posters seem both oblivious and entitled.  I get that.  But give them a chance to grow.

     

    At the risk of sounding like a Twitterina it's privilege.

     

    We do things we don't think are difficult for us and don't understand how it is not the same for others. We conveniently forget (or time softened the edges) of how long it took to become good. And that we had to be interested in it to begin with. And the hours we struggled until we became decent.

     

    Yes, anyone can learn how to put a build together. But, does everyone want to put all the hours needed into it? Anyone can do anything. Learn martial arts? Learn how to fix their car? Learn to knit.

     

    But to begin with are they even interested? I have the time to learn knitting if I wanted. I have no interest in learning knitting. It does not mean I don't like some cozy mittens for winter. Maybe I should learn how to knit then? No, still not interested, I'll just buy them.

     

    Conveniently it is forgotten or downplayed, what an incredible number of IO sets are in game, how each set has six bonuses EACH, how some powers take some sets but not others. It takes a long time to get into this. At least a month and I say it as someone puttering with builds, looking up, and seeing that it ate 8 RL hours of my time. What privilege assuming everyone has interest in spending hours playing Tetris with bonuses. And that magically doing it will improve their enjoyment of the game? Or ability to play it.

     

     

    This whole argument is so disconnected with reality. People liking good food and going to the restaurant meeting that lone person waving a protest sign outside: LEARN HOW TO COOK! YOU WILL APPRECIATE FOOD MORE!

    • Thumbs Up 5
  12. 11 minutes ago, Peacemoon said:

    Surely joining a team only to play solo is the definition of “But what they really want is an audience”. 
     

    You don’t just want to solo, you want a whole team to watch you solo. 

     

    You guys keep on doing your thing where you imagine scenarios and project onto others. The reason why has been repeated ad nauseum at this point and yet we return to the petty 'they are doing this like those guys revving up bikes to wake up the neighborhood!'.

     

    Eesh, calm down, there is no nefarious plot and there is childish vroom vroom.

     

    - Any content that a single person can solo is not content hard enough that requires 8 people all clumped up together hitting the same targets.

    - It's mathematical that if the team takes the left fork and the soloer takes the right fork, that the mission will end sooner.

    - The reason why some people will take the right fork is that they know their build can take it, the know 7 people can take the left fork, they know the content they are doing is not hard enough that there is danger, they know they can shave several minutes off the objective, they know there will be no such gains if they stick with the team.

    - The reason why someone who takes the right fork joins is not because they think the rest of the team is watching in awe and admiration (you can't see it, but I'm smiling in RL as I write this just because it's so adorable how many times it has been mentioned in this thread) but because soloing a TF takes much longer than doing it with a team. And because sometimes there is chatter. From kill all to kill the AVs a team will do it faster than a solo person.

     

    Alright, it has been explained again. I'm (im)patiently waiting to see again in a few pages how the argument returns to the right forkers doing it for the acclaim and awe of the team.

     

    o/

    • Like 3
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  13. 4 hours ago, Ukase said:

    Fair point. 
    But anecdotally, if not mathematically, in the early, more painful levels of 1-28, brutes seem to me to far more resilient, and do more damage. No math to support it - just anecdotally. If I were to PL to 50, there's a case to be made for rolling the scrapper, but after having done that, and not ever getting invested in the character, I stopped doing it, as there was never any satisfaction behind it, just boredom, tabbing in/out to see where the progress was while I actually played on another account. But, that's just me. I just inherently know/feel/think/believe that a brute fares better earlier, allowing me to be more invested in it's future development. Add to that, the lack of taunting (aside from the goofy provoke power), to me, and for me, the brute's a better AT. Just an opinion, no science at all behind it. 

     

    This is how I feel now. I like my Scrappers, but after a long absence trying to level news ones just didn't work out. When they crit it's joy. When they don't crit it's bland. I would rather take the Brute. But, that said and as I mention in the Ice/Fire Armor post I made a couple posts under, I still prefer the Tanker to level. Level 18 Burn beats Fury.

    • Like 1
  14. I just tested stuff and it's the results I got. Overall I decided that if the actual-tested-numbers were going to be so close together then I might as well use Frost and save the slots rather than slot another attack. That's six slots I can spread.

     

    I did get -one- 3:25 result with Frozen Fists, but then the other tests went back to 4 minutes (without -res proc shenanigans), It wasn't FF oriented, but FF was tested along the way.

    • Thumbs Up 1
  15. I'm not someone who deals with math. Partly because I'm not math-y, partly because too often math VS real life something comes undone along the way.

     

    I can only say I tested FT, Ice Sword, Frost, Ice Sword and then combinations of Frozen Fist replacing either and the times at best didn't get worse, but, I only did so on a Tanker and this is the Scrapper forums. Perhaps faster attacks work better with Scrapper crits.

     

    This isn't so much me defending Froost as saying Frozen Fists/Greater Ice Sword are worse.

  16. 2 minutes ago, No Gods No Kings said:

     

    I agree with what you are saying about the scrapper sometimes having his crit be overkill, and that tends to be how the game goes most of the time. Which I think accentuates my question about brutes. It seems like they thrive best in some unnatural situation like a farm or pylon Test. 

     

    I actually have a Fire/MA based of you build so thanks for that lol. So question then is still what Primary/ Secondary set would you say plays most to the Brutes strength? 

     

    It's more the reverse. Pylons are where Scrappers work best. Probably farms too. There is no pause in the damage ergo it's sustained damage. I know my Claws/Bio can do it for infinity at +4x8 other than occasionally healing and the constant AoE crits are a darn pleasure to watch. It works because Claws' Shockwave is so quick to recharge the mobs barely have time to get up before being bounced back down again.

     

    Math wise Claws doesn't work so well for Brutes. In practical terms Claws is so good it works with everything, but math doesn't back me up in this. Energy Aura is definitely what works best for a Brute. I've had good results with Fire Armor that left it at near Tanker levels but the progression isn't as good as on a Tanker (Burn at level 18 pls).

     

    But your question was made in the past, you'll probably find it page 2 or 3.

  17. On 9/22/2021 at 4:40 AM, Diantane said:

    Often I'll see a tank or a defender that has trained a lot of their early attacks. Like they are going to play just like a tank/scrapper or defender/blaster (50/50). The problem with that is since the attacks are in their secondary power-set, they will be weaker than a primary set would be. So they have become a "jack of all trades, but master of none."

     

    I find peculiar that last week you seemed to have no clue on how to play the game, and this week you're doling out pearls of wisdom and saying how it is.

     

    There is too much wrong with everything you have said to address it and others have already done it. I suggest to keep on playing and learning because you are not yet at the point of teaching.

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  18. 7 minutes ago, StriderIV said:

    Appreciate it buddy! I’m actually on Mac and Mids isn’t jiving with it 😕 is it copy and pasted anywhere?

     

    Yes, Crabminders are great but can't direct pets to hit the target they want, can't make them follow, or go to, and the cooldowns are huge. A Mastermind just throws out more minions if theirs dies but a Crabmind will play without the pets until they recharge... and might just die again once cast. And just like with a Mastermind pets fold, fast, against +4.

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  19. I feel that I can speak based on my recent experience leveling a Brute.

     

     

    - You level a Brute because you want to do more damage than a Tanker. Not all builds are equal, but the last build I did broke a pylon one minute faster than the same build as a Tanker. And it also has much better burst because of that.

     

    - You level a Brute because all secondaries have agro grabbing auras which is not the case for a Scrapper. This may seem like a minor thing until we get mobs running away constantly (if solo). It also may be a minor thing if only playing the secondaries that have agro auras (Rad, Bio, etc), but there is a reason so few Scrappers go for Fire Armor.

     

    - You level a Brute because you want to do steady higher damage instead of relying on crits. Scrapper damage is great. When it crits. When it does it's not that amazing. Now crits happen when they care to happen. A crit out of the bat after a BU and it happens for an AoE? Serotonin to the brain baby! But that's not something that happens all the time. And sometimes it happens when we don't care for it such as the mob going to die anyway and a crit is overdamage.

     

    Why is a Scrapper so much better damage then? Because our tests are of Damage Per Second instead of Burst Damage. And because of that the Scrapper evens out. In regular gameplay we don't deal with DPS. Instead we deal with Burst. We go in, we explode a spawn, then mop the remains, then repeat.

     

    Scrappers are still great damage and still worth to look at in terms of pure damage dealers because their ATOs are amazing. Brutes... welp... Their ATOs stupendously suck. I would personally like one of the to be half strength of the Tanker ATO and the other half strength of the Scrapper (not in crits of course, but something like 'each point of Fury instead of giving 1% damage gives 1.10% damage'. Or whatever. I'm not a balance dev but you get the idea. Having an ATO that gives Fury and an ATO that gives regen and recovery is pretty close to useless.

     

    In terms of defense yep, Tanker has much better numbers. But that's normal. A Scrapper does more damage but is squishy, a Tanker is sturdier but does less damage. The Brute is the middle version of both. We know this. Nothing has changed.

     

     

    Edit: You also overstate how long it takes to reach full Fury. In my pylon test I got too full Fury in 10-15 seconds. This is not a good example because the pylon only hits every 5-6 seconds. We get Fury when we are swung at so in normal gameplay the first 10 seconds of a fight the Brute will be at full. Then it will degenerate between spawns, but the same patch that buffed Tankers also buffed both Fury generation and minimized Fury degeneration.

     

    • Like 2
  20. 10 minutes ago, Hyperstrike said:


     

    Sovera, I'm not saying ignore or neglect Defense, Regen, etc.

    I'm saying you're better off aiming for capped Resist FIRST.
    And because Resist sets have NO DDR, simply treat it like you do +Absorb.  It's an ablation layer.
    If you jack around your build, and push for +Def and other things while ignoring maximum improvement in your Resists, yeah, you're going to have major survivability problems.

    This is the long and short of my point.

    As such, I'm unsure what other things you're reading into my posts.

     

    Probably more than you intended, but it's all good o/

  21. 1 hour ago, Hyperstrike said:



    Define "easily".

    Sure, if I want to simply cap S/L or your primary Resist (Fire on Fire, Cold on Ice, etc)

    Capping ALL resists is a much DIFFERENT prospect.  And it takes work.

    It also makes you FAR more durable in general.

    Simply slathering Defense (with no DDR) on is basically turning yourself into an eggshell.
    The second they crack your Defense, they start hitting inferior Resists, and you're smootching linoleum.
    This is why I recommend that, if you build Defenses, you do it as an AFTERTHOUGHT and treat it as an ablative layer.  Meant to be disposable.
    You, yourself, mentioned the -Def of Cimerorans.
    You know what happens to a max-Resist Tank when Cims blow off incidental Defense?
    "Oh NO!  My Defense is negative numbers!  How shall I EVER surviHMBOOWAHAHAHAHA!!!  HIT ME AGAIN!  AGAIN!  AGAIN!  HARDER!  YOU CALL THAT HARD!  OOH!  ALMOST FELT THAT!"
    Does that mean a Resist tank or a Defense Tank will NEVER go down?
    Of course not.

    Some of the other stuff is admirable.  One just needs to realize that there ARE tradeoffs.  And we were talking about DURABILITY.
     

     

    What is it that you call 'inferior resists'? It's at 90%. You can't go higher than 90%. You -can- slot to go higher than 90% but it's wasted since 90% is the max. Are you ignoring the math because you're seeing 77-78% to S/L/E/N and think that's it? A second ATO stack puts it at 85%, Barrier puts it to 90%. You can ignore Barrier and ATO stacks and just put it natively to 90%, sure, then you get ATO stacks and it goes to... 90%, and another stack and it goes to... 90%. Then if Barrier is needed is goes to... 90%.

     

    I have yet to touch a single resist armor set that did not easily cap 90% to S/L/E/N. Seriously, I just slapdash throw some resist on toggles and poof, done. Only things like Fire/Cold or Toxic/Psi remain often uncapped if they don't have a toggle for it. My Rad Armor builds have toxic/psi at 90% because they have a toggle for it.

     

    And we must be having different experiences because 90% resists on -45% defense is death. I mean, yes, I would love for a resist set to go hahahahahahahahahahahitmeagainIalmostfelthat because resist sets -should- be like that. In practice defense sets mostly ignore -def because they have DDR, and ignore -res because they either don't have res or don't care since the hits need to get past defense first.

     

    I have my resists monitored. 90% is not enough. Resists don't protect against enemies who do -defense. Resist sets are screwed. Anyone who plays resist sets knows this. It's kinda ok up to -10% or -20%, then iffy at -30% and at -45% you'd better be kitting your behind off because standing your ground is suicide.

     

    You are way too experienced for me to understand how you can say that 90% means -def is negligible so I don't understand why you've using that argument. Is it because you're used to only playing Invuln? Invuln does mock -def because it has a toggle that increases defense the more mobs there are around, plus high resists, plus DDR.

     

    But why ignore defense? Or at least not aim for good numbers? The second thing that screws resist sets is that they eat every single debuff in the game. -rech, -end, -rec, -acc and more. Any faction that does debuffs but does not do -def specifically meets the defense wall and saves the tanker from having to take the slathering of debuffs.

     

     

    The only thing I can think of is that you don't want to depend on ATO stacks nor in having to using Barrier. Which is perfectly valid. I said my view point on the matter. 95% of the game? No reason to maximize things. A Lady Grey TF? A Qhan (or whatever it is spelled)? Even a Lord Recluse TF? No need, just play the game, 40% defense and 85% is enough, we don't need more defenses for those, we need more damage.

     

    Then there's the 5% which wants care and all buffs on and that's when Barrier comes.

     

    Even in the ITF I don't throw Barrier on CD and just use it when my HP is dipping like mad despite being at 90% and my heal already on CD.

  22. 6 hours ago, Hyperstrike said:

    This is why, on Resist armors, care should be taken to max Resists as much as possible, and any Defense should be treated as incidental and disposable.  As you have NO DDR.

     

    Yes. But resistances are too easy to raise for resist sets. Is there are Tanker resist set that doesn't easily cap resistances?

     

    The fun challenge comes in getting them up, getting good recharge, good EPS, defenses up as an extra layer, then maximize damage as well.

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