_Deth_

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  1. Quote:
    Originally Posted by Carnifax_EU View Post
    Plays differently to my Dark/WP Brute mid-20s. No way I can take as much damage as he can (he once jumped into 2 Lost spawns in the Midnight Arc and didn't even notice there was 2 extra purple conning bosses, one of the Kabra Kill, until he was halfway through them) and I'm better at fewer, more powerful enemies (all the better for clobbering) but from now on it's all AOEs which I'm looking forward to.
    Wow, was wondering how tremor could be even remotely useful. I hate that power, going to respec out of it sometime soon, i think. Even with full fury, the damage is terrible, especially for a tier 9. But, I have it paired with WP, with burn/BA tho, I could see it being decent.
  2. Quote:
    Originally Posted by magikwand View Post
    I won't be supporting it mathematically, but I would guess that /WP's quick recovery would be more adept at keeping your blue bar filled up than Elec Armor. I might be wrong, but I just don't have issues with endurance/recovery on any of my WP meleers. And one other thing, QR is actually numerically superior to stamina for end modification. So if you do decide to roll a /WP, be sure to keep that in mind. There are even some people who run QR and skip stamina.
    Once you get power sink it is pretty much a wash. It has a relatively fast recharge on it. I don't have end issues on my ElA or my WP, both have stam.
  3. Sacrificing damage for high def is a myth.

    Period.

    Fury can be generated through your attacks as well as through being attacked. And as was pointed out already, it doesn't have to hit you to generate it.

    Also, if you build right, with WP you can softcap def, and get a lot of +regen. This will make you damn hard to kill. You can still get a lot of damage into your attacks, and if you take the time to work for it, you can build solid bonus damage. With more AoE in your set, you will sacrifice a little bit, but you probably won't notice it much.

    here is a sample build.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kitten-Stomper: Level 50 Science Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), P'ngS'Fest-Dmg/EndRdx(31), P'ngS'Fest-Dmg/Rchg(33)
    Level 1: High Pain Tolerance -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Numna-Heal/Rchg(15), Heal-I(34)
    Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13), S'fstPrt-ResDam/Def+(13)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/EndRdx/Rchg(5), Heal-I(7)
    Level 6: Build Up -- HO:Membr(A), Rec'dRet-ToHit/Rchg(7), Rec'dRet-ToHit(34)
    Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(15), Oblit-%Dam(27), Oblit-Acc/Dmg/EndRdx/Rchg(39)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
    Level 12: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
    Level 14: Super Jump -- HO:Micro(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), HO:Golgi(27)
    Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23), P'ngS'Fest-Dmg/EndRdx(23), P'ngS'Fest-Dmg/Rchg(29)
    Level 20: Quick Recovery -- EndMod-I(A)
    Level 22: Swift -- Run-I(A)
    Level 24: Health -- RgnTis-Regen+(A), Numna-Heal(25), Numna-Heal/Rchg(39), Numna-Heal/EndRdx(40)
    Level 26: Stamina -- EndMod-I(A)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
    Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(45), Zinger-Taunt/Rchg/Rng(45), Zinger-Acc/Rchg(46), Zinger-Taunt/Rng(46), Zinger-Dam%(46)
    Level 47: Gloom -- Decim-Dmg/EndRdx(A), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(48), Decim-Dmg/Rchg(48), Decim-Acc/Dmg(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
  4. _Deth_

    Brute? MEH!

    Quote:
    Originally Posted by Mageman View Post
    When it comes to playing brutes, I'm Meh! Maybe it's my play style, maybe it's my power choices, but I have yet to find a brute I like, and I've played a couple up to at least 35. Of all the villains, I really like my Bots/Dark MM the best so far. Solo, you're an unstoppable killing machine. Teamed up, you're nice to have around (although the bots can make life difficult on a brute with their knock-back).
    Yeah, MMs are pretty easy solo. My necro/poison was a beast solo, in teams I held my own and really shined in certain situations. Brutes are not MMs. They are good solo, no doubt, but shine more in a team, at least in my opinion.

    Quote:
    Originally Posted by Mageman View Post
    Stone/Stone - Real nice defenses once you get Granite. But the -speed really sucks! And granite has a -damage mod to it also! I played a Stone/Stone tank up to around 30, it was fun but the brute needs Fury and /Stone is a great way not to build it.
    Stone/Stone, yeah, your fury generation is going to be painful, unless you make heavy use of taunt and let the mobs beat on you. You are going to be hard to kill, and pay for it dearly. Some people like /stone, I don't. I hate the lack of mobility, and I hate that recharge is knocked to the floor. Yes, I am aware that there are now 15 billiion kins in the game, give or take. However, I do not like being tied to someone else in order to be efficient. Without IOs, this is the case. Sounds like you are in the same boat.

    Quote:
    Originally Posted by Mageman View Post
    Dark/Willpower - Nice on Endurance, but I can't take an alpha strike. I haven't figured out how to get Tough into my build (everything in /WP seems great, and I need attacks, although I do have Haste/SS). And now that I'm 35+, I'm starting to run into problems - An endurance sucking boss from the Carnival of Shadows had me running to rest (a blue won't help when everything detoggles), and a Fire/Fire tank boss at the end of a bank mission almost took me out (if not for the greens). I've also found that some things can de-toggle my Rise to the Challenge. I don't know what or why, but it's annoying to find it off.
    Willpower is a solid set, but it is not god mode. Every set has its drawbacks. Tough and Weave are easy to fit in, and you are around the level that I would be looking to get it into your build. You should use Mid's and post what you have now, maybe some of us can help you with it. Alpha's shouldnt be that big an issue, as High Pain Tolerance boosts your max hp. That is one of the big mechanics to fight that. It should be slotted with Health, not resistance, if you have it slotted for resistance anyway. I have a Stone/WP I just got to 50, and it is a beast.

    Quote:
    Originally Posted by Mageman View Post
    I've thought about making a /SuperReflexes, but I hate status protection that isn't a toggle. Even if I put it on auto-fire, I frequently have powers ready as soon as the current power finishes so it might not get activated when I need it.
    SR you will hate. At least at first. It is a great set, but takes a long time to feel strong. Doesnt really shine til you get higher in level and fully slotted.

    As someone stated previously, most of your complaints stop being issues once you get closer to 50. If they don't you need help with your build, and if that is the case, just ask someone here. Most of us are happy to help.

    It may also be that brutes are not for you. They are not tanks. It takes a lot more to make them nigh indestructible, heavy investment in IOs and a solid build. It takes a lot of sacrifice within the build to make sure you get what you need for that survivability. Not all brutes go that route, some try to maximize damage by concentrating on recharge and bonus damage. Literally kill it before it kills you. Nothing wrong with that either. Either way, they are not MM's, completely different playstyle, and totally different mechanics. My first 50 was a MM, my second was a brute. I personally prefer the brute, as I always did like getting my hands dirty.
  5. Quote:
    Originally Posted by Heraclea View Post
    This is the build I've been using on my WP/DM. This will be relatively easy to make. I did what I could trying to max out the use of the exotic sets that DM will take, and since defense bonus rather than hit points and regen seems to be the path of the lemmings, these sets will not be quite as overpriced as others. Still, I'd build mostly with merits and with helper characters like defenders.[/list]
    Like Speed_Force said, people build for def because it works. Nothing wrong with doing something different, but, you can get sick +regen AND softcapped S/L def. Did a little finagling with the build Speed put up.

    It's only the path of the lemmings if people follow blindly. There is an article in the player guides that lays out why defense is the single most important stat for survivability.

    anywho, softcapped S/L, some bonus damage, and higher regen than either of the builds previously listed. No purples.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Decent Tank: Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Dark Melee
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), Mrcl-Rcvry+(34)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(37), P'ngS'Fest-Dmg/EndRdx(42), P'ngS'Fest-Dmg/Rchg(43)
    Level 2: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), RgnTis-Regen+(7), Heal-I(17), Numna-Heal/Rchg(46)
    Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(9), Oblit-%Dam(21), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(42)
    Level 6: Indomitable Will -- LkGmblr-Def/EndRdx(A)
    Level 8: Rise to the Challenge -- HO:Enzym(A), Numna-Heal/EndRdx(11), Numna-Heal(11), Numna-Heal/EndRdx/Rchg(13)
    Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/EndRdx/Rchg(17), KntkC'bat-Dmg/Rchg(43)
    Level 12: Quick Recovery -- EndMod-I(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod(15)
    Level 14: Fly -- Zephyr-Travel(A)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Numna-Heal/EndRdx(A), Numna-Heal(19), Numna-Regen/Rcvry+(19), Heal-I(31)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(21)
    Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-EndRdx/Rchg(23), RctvArm-ResDam(34), S'fstPrt-ResDam/Def+(43)
    Level 24: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(25), Zinger-Taunt/Rchg/Rng(31), Zinger-Acc/Rchg(33), Zinger-Taunt/Rng(34), Zinger-Dam%(37)
    Level 26: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 28: Soul Drain -- GSFC-Build%(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-ToHit/EndRdx(33), GSFC-ToHit(40), GSFC-Rchg/EndRdx(46)
    Level 30: Heightened Senses -- LkGmblr-Rchg+(A)
    Level 32: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(39), P'ngS'Fest-Dmg/EndRdx(45), P'ngS'Fest-Dmg/Rchg(45)
    Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 38: Midnight Grasp -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(39), S'ngH'mkr-Dmg/Rchg(39), S'ngH'mkr-Dmg/EndRdx/Rchg(40), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Dmg/Rchg(42)
    Level 41: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 44: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
    Level 47: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(48), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(50)
    Level 49: Weave -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  6. _Deth_

    Ice/Ice Brutes?

    Quote:
    Originally Posted by Blood_Spectre View Post
    I don't buy the argument that -rech would make for a terrible Brute at all. Why would it? Because enemies can't attack if their powers are down? So what? My Mace/Dark leaves the enemy stunned almost all the time. If I can roll that and that passes muster, why not Ice?

    Quote:
    Originally Posted by biff10426 View Post
    A hit check, any hit check by you or an enemy generates fury. Defense does not matter.

    Anyways, the -rech from Ice armor hurting fury so bad is stupid.

    1. Give us the powersets, and let us make the choice then. You can purposefully gimp your AT anyways, whats the big deal?

    2. /Dark has two mez toggles, how is having practically an entire mob not attacking you at all any worse than having practically having the entire mob attacking you slower?
    Quote:
    Originally Posted by Ahmon View Post
    I think that's going a bit too far. Arbitrary assignment of values isn't a great thing in a lot of cases, so unless you can hammer out a formula that includes all the anti-Fury secondary effects, I don't think it's a fair way to go.

    I still think they need to peg Fury generation for attacking to activation times, though!
    mkay, the way things work now, and the way they worked way back in CoV beta are way different. Ice/Ice was available in beta. It was crap for generating fury because the mechanic worked differently then than it does now. This isn't speculation, this was tested.

    If they reintroduced it, it would not have the problems now that it had then.

    I want them to make it available as well.
  7. _Deth_

    Ice/Ice Brutes?

    Quote:
    Originally Posted by Ahmon View Post
    Defense has absolutely nothing to do with Fury generation.
    Well that is not entirely true, but it's impact is very small now. When CoV was released, the fury mechanic was completely unfriendly to high Def sets. If you didn't get hit, you didn't get fury. Ice Armor, Ice Melee, and specifically the combo Ice/Ice would have meant almost no fury. The incoming damage would have been slow, and with the high def, if built right, almost non-existant. When they changed the mechanic, Def sets became viable.

    Def can slow fury generation, you aren't getting hit as much, but is really not an issue if you have a competent attack chain.
  8. interesting build, if you are running with a concept, then cool beans.

    Shannon, from what I have seen puts concept in front of min/maxing. There is absolutely nothing wrong with that. There was a time when I would do that as well. If you are on a server such as Virtue, where RP is widespread, even better.

    I, however, build my tanks with the idea that no one should outlive me. Ever. And I mean EVER. Also, I like to be the aggro magnet. If someone else is getting smacked, I am not a happy camper.

    Now, if maintaining control of aggro is one of your goals, you are missing taunt. You need this. It won't be impossible for you to hold aggro, but it won't be easy by any stretch without it. WP has the worst aggro aura in the game. Taunt is your friend.

    Now, I do not have a WP/Stone tanker. I do have a level 50 WP tanker. I also have a Stone Melee/WP brute. No a brute is not a tank, however, I would essentially have the same build on my brute as my tank, with exception of the APP. I built that toon to be an almost unkillable engine of destruction.

    This is my brute build, switched to tank. Softcapped def, 96hp/sec, and over 3k hp.

    No aoe damage. ST damage will be insane tho. WP really shines when there are a lot of mobs around you, Taunt will accomplish that, fault will allow you to stun the mobs if your health starts to drop. May even be able to solo AVs with this. I went with the QR+Stam, as SM is an endurance hog. This should allow you to attack constantly with almost no downtime.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Squashing Puppies: Level 50 Science Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: High Pain Tolerance
    • (A) Miracle - +Recovery
    • (17) Numina's Convalescence - Heal
    • (17) Numina's Convalescence - Heal/Endurance
    • (19) Numina's Convalescence - Heal/Recharge
    Level 1: Stone Fist
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (37) Kinetic Combat - Damage/Recharge
    • (45) Kinetic Combat - Damage/Endurance/Recharge
    • (46) Pounding Slugfest - Damage/Endurance
    • (46) Pounding Slugfest - Damage/Recharge
    Level 2: Mind Over Body
    • (A) Reactive Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance/Recharge
    • (3) Reactive Armor - Resistance/Endurance/Recharge
    • (7) Reactive Armor - Resistance
    • (7) Steadfast Protection - Resistance/+Def 3%
    Level 4: Heavy Mallet
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (19) Kinetic Combat - Damage/Recharge
    • (23) Kinetic Combat - Damage/Endurance/Recharge
    • (23) Pounding Slugfest - Damage/Endurance
    • (37) Pounding Slugfest - Damage/Recharge
    Level 6: Indomitable Will
    • (A) Luck of the Gambler - Recharge Speed
    Level 8: Fast Healing
    • (A) Regenerative Tissue - +Regeneration
    • (9) Numina's Convalescence - +Regeneration/+Recovery
    • (9) Numina's Convalescence - Heal
    • (13) Numina's Convalescence - Heal/Endurance
    • (15) Healing IO
    Level 10: Rise to the Challenge
    • (A) Numina's Convalescence - Heal
    • (11) Numina's Convalescence - Heal/Endurance
    • (11) Numina's Convalescence - Heal/Recharge
    • (15) HamiO:Enzyme Exposure
    Level 12: Quick Recovery
    • (A) Endurance Modification IO
    • (13) Endurance Modification IO
    Level 14: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 16: Super Jump
    • (A) Jumping IO
    Level 18: Heightened Senses
    • (A) Luck of the Gambler - Recharge Speed
    Level 20: Fault
    • (A) Force Feedback - Chance for +Recharge
    • (21) Razzle Dazzle - Chance of Immobilize
    • (21) Razzle Dazzle - Accuracy/Recharge
    • (40) Razzle Dazzle - Accuracy/Stun/Recharge
    • (40) Razzle Dazzle - Endurance/Stun
    • (40) Razzle Dazzle - Accuracy/Endurance
    Level 22: Hurdle
    • (A) Jumping IO
    Level 24: Health
    • (A) Numina's Convalescence - Heal
    • (25) Numina's Convalescence - Heal/Endurance
    • (25) Numina's Convalescence - Heal/Recharge
    • (27) Healing IO
    Level 26: Stamina
    • (A) Endurance Modification IO
    • (27) Endurance Modification IO
    Level 28: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 30: Taunt
    • (A) Mocking Beratement - Taunt
    • (31) Mocking Beratement - Taunt/Recharge
    • (31) Mocking Beratement - Taunt/Recharge/Range
    • (31) Mocking Beratement - Accuracy/Recharge
    • (34) Mocking Beratement - Taunt/Range
    • (34) Mocking Beratement - Recharge
    Level 32: Stone Mallet
    • (A) Kinetic Combat - Accuracy/Damage
    • (33) Kinetic Combat - Damage/Endurance
    • (33) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    • (34) Pounding Slugfest - Damage/Endurance
    • (37) Pounding Slugfest - Damage/Recharge
    Level 35: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (36) Kinetic Combat - Damage/Endurance
    • (36) Kinetic Combat - Damage/Recharge
    • (36) Kinetic Combat - Damage/Endurance/Recharge
    Level 38: Seismic Smash
    • (A) Kinetic Combat - Accuracy/Damage
    • (39) Kinetic Combat - Damage/Endurance
    • (39) Kinetic Combat - Damage/Recharge
    • (39) Kinetic Combat - Damage/Endurance/Recharge
    • (43) Pounding Slugfest - Damage/Endurance
    • (43) Pounding Slugfest - Damage/Recharge
    Level 41: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (42) Reactive Armor - Resistance/Recharge
    • (42) Reactive Armor - Resistance/Endurance/Recharge
    • (42) Reactive Armor - Resistance
    Level 44: Stone Prison
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (46) Enfeebled Operation - Endurance/Immobilize
    • (48) Enfeebled Operation - Accuracy/Endurance
    • (48) Enfeebled Operation - Immobilize/Range
    • (48) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (50) Enfeebled Operation - Accuracy/Immobilize
    Level 47: Weave
    • (A) Luck of the Gambler - Recharge Speed
    Level 49: Hasten
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet



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  9. Quote:
    Originally Posted by Scin_Device View Post
    ... Has anyone tried making a capped build without using granite form? I've always loved stone armor, and my stone armor brute pretty much destroys everything and negates all the negative effects of granite, but I've never tried making him without granite form. I would of course keep granite form for emergencies.

    I stole all my purples off of him to make my ss/sd but I'm thinking of revamping my stone armor and re-purple him. I haven't really put much thought into It other than this post so I haven't even tried in mids yet... At work... Anyway just curious if anyone has tried.
    I am sure someone has tried. Bust out Mid's, start with Kinetic Combats in ST attacks and Reactive Armors. Also 6-slotting enfeebled operation in an immob will get you @4% def.
    Also, for reaching def cap, purples are worthless. They are great for damage, but terrible for def.

    Nothing mitigates the negative effects of stone armor. Nothing. What you do to get past the damage, recharge and speed debuffs, it gets you back to zero. Not saying you can't still do excellent damage, or get your recharge to a decent amount, but, with the same slotting, any other def set will put out more damage faster. If you could negate this, there would be no drawbacks to granite at all. Call it nitpicky if you like, but that is the ugly truth of it.



    Quote:
    Originally Posted by Vermain View Post
    With just SOs, you're looking at roughly:

    -25% S/L and N/E defense.
    -6% F/C defense.
    -30%~ S/L and F/C resistance.

    ...and that's it, really. (This includes Tough and Weave.) You might be able to soft-cap S/L and N/E, but that'd be about it. You're chugging way more endurance than Granite Armor, and you're still pretty bloody slow thanks to Rooted, all for stats that an Energy Aura Brute can likely meet, if not exceed.
    Yeah, the Rooted thing almost makes it just not worth doing. But, he was talking about an IO build, so he won't be as slow, but he STILL won't be able to jump.

    Quote:
    Originally Posted by Black_Marrow View Post
    With IOs you can get S/L Defense to the Softcap, but beyond that your not very survivable. Why NOT take granite, honestly? It looks cleaner, outperforms, and leaves plenty of power selection room.
    How are you not very survivable? Softcapped def is nothing to sneeze at, and he would still have @50% resistance to S/L. On top of that, he will have excellent regen from rooted and earth's embrace. Will he be able to go afk in a pack of 54 bosses? Probably not, but if he stays at the keyboard and facerolls, he will be just fine.

    Quote:
    Originally Posted by Ahmon View Post
    I disagree about the looks. Granite lacks any sort of personality, little though the armors may allow. Every Granite looks the same, and it looks bad. Yes, even you cool kids with your Dual Blades (soon to be Claws).
    One of the reasons I got tired of Granite real quick.

    Quote:
    Originally Posted by RabidBrian View Post
    yeah but thats changing soon...
    ooh, you will be able to change colors........ yeah, still look the same. Unless they come up with new skins for granite, which they have given no indication of.
  10. _Deth_

    Best PvP Brute?

    Quote:
    Originally Posted by wasabivirus View Post
    these words came from CASTLE:

    "I don't think Invulnerability needs help in PVE in the general case. PVP? Different story. Specific instances in PVE? Different story.

    BTW, here's something I don't think has ever been publicly stated before, but is "true" -- Masterminds were meant to be the Tanker equivalents on the Villainside, not Brutes. Brutes tend to overperform compared to what the original design was, they were meant to be closer to scrappers than to tankers. That mindset has evolved quite a bit based on how players are actually playing, but that was the original idea. And, before things go south, no, we aren't planning any changes based on that. I just wanted to offer a bit of "behind the scenes" insight. "


    There you go. Enjoy.
    Using this to say that MM's are the redside tankers as opposed to brutes is well, stupid. There is one word in there that is key, that word is WERE. Yes, when CoV was released that was the intention, that changed pretty quickly.


    Quote:
    Originally Posted by Bookkeeper_Jay View Post
    [ QUOTE ]
    [ QUOTE ]
    I would agree with the above. Brutes are not tanks. I see so many people who think Brutes should tank and in some situations they can but what they are best at is Endless Fury based destruction and mayhem.

    Each Melee AT has slight differences while similar in a lot of ways. Scrappers play differently too, yes you can play them like Brutes but they do not have the ugency of Fury.

    [/ QUOTE ]

    Not to side track this thread any further but what AT redside do you think is best to soak the damage for the team? I dont see any other ATs with Taunt implemented into their build.

    Tell me that Masterminds and VEATs are better suited for the job.

    [/ QUOTE ]


    Trance is undisputably right. Brutes are a single target, but MMs on the other hand depend on pets, and since most of the bodyguard protection comes from the Tier 1 pets you're out of luck if the enemy has AoEs. Brutes are solid, primary targets with enough of a secondary (usually) to back them up.

    I'd still advise Brutes tank over MMs.
    If built right, brutes have only marginally less survivability than tanks. MM's, while being very sturdy, are easily taken out in certain situations, the AoE one being a very good example.

    Quote:
    Originally Posted by Clouded View Post
    HI Othed,

    My name is Clouded, well not really. I've been playing this game for 3 years and have played all ATs. My first 50 was a brute and I have sinced leveled 2 others to 50, 1 to 48 and many others in their 30s. I like brutes. I know what they are capable of and what they can and cannot withstand.

    I've played Masterminds as well and can make side by side comparisons between the two ATs.

    I play both similar in the fact I dive head first into the mob. With the MM, I'm keeping my pets alive and dropping my debuffs or buffs. With my brute, I'm punching stuff until it's dust.

    Do you seem where I'm going? I don't hold aggro on either AT because CoV plays a bit differently then CoH, in my opinion. CoV ATs are much more self-reliant and can manager any aggro much better then their blue side counterparts.

    So neither AT meets your definition of tanking and they shouldn't. Either one CAN TANK if neccesary but that's not the same thing.

    p.s. Please use better sentence structure when posting. I skim half your posts because my brains starts to squel.
    This is misleading, and well, kinda silly. Everyone reading this knows what the OP is getting at. Redside, for a melee toon with the most survivability out of the box, that is the brute.

    Is a brute a tank. No, it is not. It is not a scrapper either. It sits almost dead in between them. It has damage similar to a scrapper true, but it has the survivability POTENTIAL of a tank. It has taunt available to it, which means it can control aggro well. Now, if you are willing to go crazy with IOs, you can make them tougher than a tank in SOs, with crazy damage to boot.

    MM's, while originally meant to be the aggro management AT of villains, did not become that. The key reason being, a whole lot of people just never learned how to play them correctly. The player base tried to push brutes into it. They had sets matching tanks moreso than matching scrappers, and had taunt, so of course they were tanks(this is said with sarcasm).


    My first toon redside, which was the first I got to 40, then 50 redside, was a MM. Could I tank with him, hell yes, very easily. I mostly duo with my gf, her first Villain was a brute. We kind of traded off on tanking duty. She would jump the toughest one while I mauled the minions and lt's. If there was a type of mob that was particularly painful for her brute, I would stomp it. My second 50 was a brute, which I can quite easily tank with as well.

    Villains plays differently than Heroes. Unfortunately, when villains was released, the player base tried to make a square peg fit a round hole. When it comes to tactics, Villains is offensively oriented, and Heroes defensively. This is the reason there was no traditional healer set when Villains was released. You kill it before it kills you. Some people still try to make the square peg fit in the round hole.
  11. _Deth_

    Ice/Ice Brutes?

    Yep, was in a group where I was buffed to like 60% def and with fault, half the mobs were disoriented anyway. Was still at full fury.
  12. if I really try, i could probably eek out the last 3.3% S/L, or just save up for the pvp IO.

    but, this is what you can get it to look like.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    chromatic deth: Level 50 Magic Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Fitness
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Dmg/EndRdx(31)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(7), S'fstPrt-ResDam/Def+(15)
    Level 2: Lightning Field -- EndRdx-I(A)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-EndRdx(5), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 6: Build Up -- HO:Membr(A), HO:Membr(37)
    Level 8: Thunder Strike -- Oblit-%Dam(A), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg(9), Oblit-Acc/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(23)
    Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-EndRdx(11), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(34)
    Level 16: Grounded -- RctvArm-EndRdx(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(43)
    Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(29)
    Level 20: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(21), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 22: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), P'ngS'Fest-Dmg/EndRdx(37), P'ngS'Fest-Dmg/Rchg(39)
    Level 24: Swift -- Run-I(A)
    Level 26: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(27), Numna-Heal(27)
    Level 28: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(36)
    Level 30: Taunt -- Mocking-Rchg(A), Mocking-Taunt(39), Mocking-Taunt/Rng(40), Mocking-Acc/Rchg(45), Mocking-Taunt/Rchg/Rng(46), Mocking-Taunt/Rchg(46)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
    Level 35: Power Sink -- Mocking-Rchg(A), Mocking-Acc/Rchg(36), Mocking-Taunt/Rchg(36), Mocking-Taunt(39), Mocking-Taunt/Rchg/Rng(40), Mocking-Taunt/Rng(40)
    Level 38: Weave -- LkGmblr-Rchg+(A)
    Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Lightning Reflexes -- Run-I(A)
    Level 47: Dark Obliteration -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(48), Cloud-%Dam(48), Cloud-ToHitDeb/EndRdx/Rchg(48)
    Level 49: Conserve Power -- Empty(A), Empty(50), Empty(50), Empty(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 35.2% Defense(Smashing)
    • 35.2% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 24.3% Defense(Melee)
    • 6.13% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 5.85% Max End
    • 18% Enhancement(Accuracy)
    • 50% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 5% FlySpeed
    • 118.1 HP (7.88%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 2.5%
    • MezResist(Held) 8%
    • MezResist(Immobilize) 19%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 6.9%
    • MezResist(Terrorized) 2.5%
    • 20% (1.25 HP/sec) Regeneration
    • 1.88% Resistance(Negative)
    • 5% RunSpeed
    ------------
    Set Bonuses:
    Kinetic Combat
    (Havoc Punch)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Reactive Armor
    (Charged Armor)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Steadfast Protection
    (Charged Armor)
    • 3% Defense(All)
    Reactive Armor
    (Conductive Shield)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Obliteration
    (Thunder Strike)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Reactive Armor
    (Static Shield)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Reactive Armor
    (Grounded)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Kinetic Combat
    (Boxing)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Kinetic Combat
    (Chain Induction)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Pounding Slugfest
    (Chain Induction)
    • 8% (0.5 HP/sec) Regeneration
    Numina's Convalescence
    (Health)
    • 12% (0.75 HP/sec) Regeneration
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.1 HP (1.88%) HitPoints
    Mocking Beratement
    (Taunt)
    • 1.8% Max End
    • MezResist(Held) 2.75%
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 7.5% Enhancement(RechargeTime)
    Obliteration
    (Lightning Rod)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Mocking Beratement
    (Power Sink)
    • 1.8% Max End
    • MezResist(Held) 2.75%
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Weave)
    • 7.5% Enhancement(RechargeTime)
    Enfeebled Operation
    (Soul Tentacles)
    • 3% Enhancement(Immobilize)
    • 1.88% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
    Cloud Senses
    (Dark Obliteration)
    • Status Resistance 2.5%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Kinetic Combat
    (Brawl)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
  13. Quote:
    Originally Posted by The_Salt View Post
    I would say my end-term goal is eventually being able to punch out Arch-Villains solo, but I'm not sure if that's feasible.

    I'm also kind of thinking that if I go with a build with like what Deth has suggested, it's not going to be something I can gradually work toward, I basically need to save up cash monies until I can do it all at once or be left with slotting that isn't friendly at all towards an SO build.
    It is more than feasible. Especially being SS.

    Well, I will say this, I worked my way up on a similar build on my DA tank, and my WP/EM tank has not identical, but very similar slotting, filled with SOs. That toon is a beast. That said, I can completely understand using a standard SO build til you have the funds/IOs ready. I just hate respecing, so I slot for the IO sets and fill as I go.
  14. Quote:
    Originally Posted by TheBruteSquad View Post
    Yeah, the flaws in my examples did occur to me after I'd posted.

    And without toughness, Elec does NOT have great resistance to smash/lethal. It's better than dark armor or fire armors, yes, but not by enough to overshadow their secondary defense of potent self heals.

    After playing every other brute secondary I've been spoiled by the resiliance of layered defenses. Resistance + defense. Resistance + heal. Resistance + defense + regen. Of course, a case can be made for sapping being Electric's secondary defense, and it works really, really well against even con enemies - but most brutes don't need to worry about even con enemies at all. It doesn't scale well against the most potent threats.

    Edit: ANd to tie into the OP better... I dislike Super Reflexes for the same reason. It's all Defense. SR has the scaling resists, though, which are better than nothing.
    That is the thing, the hole of a good self heal is being filled. And I agree, sapping used to be very useful as a mitigation tool, now it is crap. When ElA was still new, my gf and I sapped Deathsurge to 0 end and kept him there til more people showed up to help us kill him.

    Also, I always assume Tough in brute builds. Weave too. Yeah, I know, some folks don't take them, but I always do, and with tough you are talking about +or-60% resistance to S/L, which is better than anything short of Inv and Stone.

    Quote:
    Originally Posted by Airhammer View Post
    I try to make a build effective but ultimately for me it has to be fun.
    Yeah, as much of a min/maxer as I can be sometimes, I agree totally with this. As far as IO builds go, I will set them up as I level, but I won't start filling slots with IOs til I know for sure I really like the toon.
  15. Quote:
    Originally Posted by HK008 View Post
    Want to tank? Go for defense. Want to make KO Blow recharge in 7 seconds without the Force Feedback proc up? Go for recharge.
    There is no real reason you can't have both. With proper slotting you can get tank like survivability AND a lot of extra damage. There is nothing wrong with going for hp/regen/recharge instead of def, it all depends on how you play, and what your goals are.

    I like to take on enormous groups, and fight the toughest things possible. Lots of defense on top of lots of bonus damage. The build I posted has this. It may not have as much recharge, but it also should never run out of end.
  16. Quote:
    Originally Posted by The_Salt View Post
    I looked over your build and I was convinced I had to ignore it because it got rid of Darkest Night. It's not really integral to the character's theme, though.

    I see you unslotted some of my defenses more than seemed 'right', but looking at it, it looks like you're right that overall the defenses are much higher this way - and with more HP and more regen, this might be the way I want to go.

    Numina, Regenerative Tissue, Miracle, and four Luck of the Gamblers is going to take a long time to fill out, though.

    For some reason, Mids is saying my build has 320% recharge. Hrm.

    Okay, I think I'll give what you've suggested here a shot. I don't think I'm seeing any places where it suffers.
    The regenerative tissue shouldn't be too bad, saw them up for 10 mil the other day. When you only have 500,000 that seems like a lot, I know. I took a long break from the game, when I left, 100mil was a fortune, I only had maybe 50mil between all my toons, and I had 2 accounts with 2 50 villains and 4 50 heroes.

    It definitely won't happen overnight, unless you have massive funding. But, once you get there, you will be almost in awe of what you can handle.

    Okay, maybe that is just how I felt when I started getting deep into my IO build on my DA tank. I love that toon, and am just amazed at how powerful it is now. That says a lot because I thought it was tough when I was still slotted with SOs. When I first started figuring out it's slotting and build, I felt just like you, and things like slotting brawl were just insane to me. But as I saw the effect in game, I realized I had to change the way I thought in order to see the full potential in my toons.

    Anyway. When using mid's building your toons is pretty easy. I will open the view totals window, and slot my powers according to what stats I want to increase, and when I hit my main goal, I start adjusting to get as much as I can out of it in it's other strong suits. Just start simple, one stat. With WP, i have seen a lot of people want to stack max HP, or regen. That is perfectly plausible. I chose defense. Won't go into it here, there is a post in the player guides that explains why def is the most important damage mitigation form there is, and it does it WAY better than I could.
  17. Quote:
    Originally Posted by Vox_Populi View Post
    Again, this is a good thing. Enemy AI is already extremely low, why make it even lower? Some of them should think, "Hey, why are we all piling on this guy and ignoring the person buffing him?"

    Let's keep some level of challenge in the game, not just "Tank takes all aggro, everyone else blasts with impunity."
    If it weren't for the current mechanics of taunt, I would agree. The fact that if I am already aggro capped, hitting taunt on a mob going after another teammate is useless. Sometimes it takes multiple hits to get its aggro. When I played WoW, one of the great things about tanking was that I could hold all the aggro, I just had to work for it. And if one did turn on another team member, there wasn't an arbitrary cap that kept me from getting it's attention back.
  18. Quote:
    Originally Posted by TheBruteSquad View Post
    I've had bank runs where I've had to pop 3 greens in 10 seconds to deal with being on fire. My other 50s laugh at this situation (wp basks in the flames, so does the fire armor before hitting his 20 second recharge healing flames, dark contemptuously hits dark regen, stone is barely aware he's fighting).
    WP has high regen, pumped up being in a group. Fire is highly resistant to........fire. Dark has a monster of a heal to deal with the incoming damage. For not liking your /ElA for reasons other than a heal, the big difference between it and the examples you gave are.........a heal.
    Aid self doesn't count. The heal itself is garbage, the recharge is terrible, and if you get interrupted, you still get hit with the end cost.

    You also used it's biggest hole for your example. Great resistance to s/l/e/n, crappy def to f/c. With proper slotting and IOs, the addition of a heal turns Ela into a beast.
  19. Quote:
    Originally Posted by BillZBubba View Post
    For the record, I hated map herding teams in the past as much as I despise teams that skip 90% of the TF content.
    Nothing wrong with that at all. I don't mind either of those when I am not on one of my tanks, but I do like to be told first. Just like I won't just mindlessly go start pulling the whole map unless someone else brings it up and it is agreed upon. Then I am more than happy to oblige.

    Quote:
    Originally Posted by BillZBubba View Post
    Some of us just play to watch enemies fall down.
    Again, nothing wrong with that. Different people find fun in different ways, just wish more people would see that.

    Quote:
    Originally Posted by BillZBubba View Post
    Would I gripe if tanker aggro cap was bumped to 23 or 27 or 32? Nope. I wouldn't. The devs have made several decisions that I didn't see the point to but in the end didn't mean enough to me to matter.
    I would be cool with those kind of numbers. While you may not see the point, or it may not matter to you, to some of us that would be a welcome change.

    I duo with my gf a lot, we both switch off from tanker to support role. Taking on single groups is not fun for us, however, because not all spawns are the same size, when one of us gets over the cap, it's not unusual for the other to have to run or faceplant. This isn't a lack of skill.

    Quote:
    Originally Posted by BillZBubba View Post
    This would be one of those changes. I'd still quit teams with tanks that demanded to herd or ignore them and run off to take on spawns on my own.
    This I have no argument with either, but for those of us that do enjoy it, having the option would be nice.
  20. yeah, leveling its not bad, but once you get power sink, CP becomes superfluous. Now that it is changing, I think a lot of elecs will be coming out of the attic.
  21. Quote:
    Originally Posted by SpittingTrashcan View Post
    It makes perfect sense. I was addressing Kruunch's assertion that activities, methods, and strategies are only ever popular because they are entertaining. This is just not true. Some activities are popular because they are wildly more rewarding than more entertaining options. I assert that herding was one such activity, and AE farming is another.
    And I was asserting that what you are stating is not true.

    Herding was not more rewarding. The perception is that it is more rewarding. The rewards for killing the mobs is exactly the same as it is for those that don't herd. Instead of getting those rewards steadily over a period of time, there is a period of time with no rewards, and a period of time with a lot of rewards. Some people find it entertaining to see lots of big orange numbers fly through the air. Some people find it more entertaining to see lots of things die in large piles.

    The devs stopped herding because it was part of the risk vs reward argument. At the time, one tank could herd up a whole map, and kill it all at once, all by himself. If you added a blaster to the mix, you could do it incredibly fast. This did not give larger rewards, it gave the same rewards it would have if the whole team killed everything one group at a time. The major issue was, 6 or 7 people could essentially sit at the door and do nothing, with all the risk being on the tank, or tank and blaster. It was just a lot more efficient. With the GDN, ED, and the aoe cap, this is no longer possible. Aggro cap or no aggro cap.

    Saying that this was not entertaining, well, it all depended on what part you played in this whole equation.

    When it was possible, it was very entertaining, at least for the tank. For the people sitting at the door, not so much. And to be honest, if I did have people sitting at the door it was people I was friends with, so we were shooting the breeze and entertained across the board anyway.

    At the end of the day, if you ran missions with your friends, and were a competent group, you could achieve the same thing the farmers did.

    The same is the case with the AE, sort of. The big difference with the AE and the old school PLing and farming, to be efficient, the entire group has to contribute, and actually has to be good. If you are on a crappy team, or there are doorsitters, it becomes less and less efficient. On top of this, again, the rewards are the same as normal content, the mobs are just not distributed the same way. Instead of minions, lts and the occasional boss, they are all bosses, of maximum level. If normal content had the mobs in it distributed the same way, the rewards would equal what can be gained in AE.

    Either way, amending the aggro cap will have no real affect on either of these. It won't bring back pulling full maps, and it won't turn AE farms into the old herding mishes.

    What it will do is allow those who enjoy pulling large numbers of mobs to do so in a team setting.
  22. Quote:
    Originally Posted by SpittingTrashcan View Post
    History has shown that when people are given a choice between something entertaining and something rewarding, they tend to either choose the rewarding option and complain about how boring it is, or choose the entertaining option and then grouse about their lack of rewards. A well designed game doesn't offer a stark choice between boredom and envy, and that's why herd-farming had to die and a similar fate is in store for AE farming.
    This just makes no sense whatsoever. Some of us have found a way to make the game both entertaining and rewarding. The point many of us are trying to make is that the aggro cap takes away from our entertainment. Why would anyone that doesn't find something entertaining keep doing it. Seriously. I don't farm all the time, when I get bored, I do something else. The risk vs. reward argument is moot. The risk in herding up large numbers of mobs is greater than fighting them one group at a time. The rewards are the same. Is it faster? It can be. When in a group, tearing through the same number of mobs one group at a time is faster. When I am solo, I could probably kill everything off faster if I stayed under cap, but it wouldnt be fun since it takes longer, and is less of a risk. However, when solo, the aggro cap is not an issue, as I can herd up as many as I want. When in groups, with much larger spawns, and spawns that are sometimes very close together, pulling enough mobs to get over cap is not even a matter of herding them.

    I won't even get into how the whole "AE farming has too big of rewards" argument is complete garbage.

    Again, this is not about farming. I can farm quite well without herding, and can herd quite well when I am farming solo.

    Quote:
    Originally Posted by SpittingTrashcan View Post
    And if the aggro limit is lifted and a tank on a team of mine attempts to herd for their own amusement, that tank's getting kicked for being a selfish bum.
    Putting your own amusement over someone else's is just as selfish. Try compromise.


    Quote:
    Originally Posted by Basilisk View Post
    I like the idea of an increased aggro cap. It would give Tanks a way to further differentiate themselves from Scrappers. If possible, though, I would like to see it tied in to Gauntlet. For instance, using an attack gives for 3 seconds +3 to the Aggro cap (adjust numbers to taste). It would add solo usefulness to Gauntlet, plus an ability to grab more aggro onto yourself, but that you would have to work for. A pure taunt-bot is less effective than a Tank that's actively attacking, and you can only herd a large group so far as your aggro cap boost sticks around.
    This would be an interesting way of going about the issue. But the time of the bonus would have to be longer, you would lose any bonus just during the activation of certain attacks, like ET.
  23. Yeah, I have already taken it, depending on how much i play redside the next few days I should hit 50 by the weekend. I do plan on taking the immob, i will probably take the aoe as opposed to the single target to try things out.

    The single target damage is just sick, I just hate all the damn knockback on the aoe's.

    As for SS being the king of AoE damage, I know some fire tanks/brutes that would not see it that way, but I am staying out of that one.
  24. Quote:
    Originally Posted by SpittingTrashcan View Post
    Or to put it another way, you're asking for the return of something which was quite deliberately and intentionally removed. I mean, if your argument were valid, next /Regen Scrappers would be asking for toggle IH back. And /Dev Blasters would be asking for decimal-error Smoke Grenade back. And... well, you get the idea, I hope.

    Herding wasn't just killed - it was burned to the ground, and the earth salted. This suggests a certain attitude toward the practice on the part of the developers, entirely separate from whether the practice is exploitable or not. Target caps killed exploitable herding. Aggro caps killed herding, period. Without a better reason to bring it back than "because I want to", I don't see a reversal of this decision in the cards.

    And yes, for the record and for what it's worth, I'm glad of that.
    You are comparing apples to oranges, they removed herding because certain Devs, specifically a couple that are no long associated with CoX anymore, didn't like it. As opposed to the other changes put in place because they were either imbalances or just plain errors in coding. Funny thing is, since those developers left, they have implemented a lot of things that would never have happened while they were here.

    And if target caps killed exploitable herding, that is even less reason for aggro caps to exist.
  25. Quote:
    Originally Posted by Starsman_NA View Post
    Not only that, these people complain their boss farms are too easy now. Well, how about getting off their lazy boss farms and make some EB farms instead? Too easy? Then push it, make AV farms and see how easily you go through those.
    Personally, I like the idea of an AV farm. However, farming is about efficiency, not challenge, and well, it would be inefficient to farm AVs. But, as has been stated, this isn't about farming, it's about a style of play, and specifically styles that we find fun.