_Deth_

Cohort
  • Posts

    506
  • Joined

  1. Quote:
    Originally Posted by Terman8er View Post
    Except for the fact ToD has a proc too.
    yeah, i realized that after the fact.


    Quote:
    Originally Posted by Terman8er View Post
    This build soft caps defense and is cheap relatively speaking. And that was what I was going for. Yes there is HUGE amounts of room for improvement. But for the money...I like it.
    *shrug* Didn't say it was bad, just said it looked unfinished. As a base for a total build, it is great. The fact that without changing the slotting you can really flush it out is even better.

    Like I said, the second build I posted was one I had saved that I put together for my gf.
  2. Quote:
    Originally Posted by The_Salt View Post
    Deth, I'm not sure how to work with the build you've posted and some of the stuff is so far out of my concept of how my build should look that I'm afraid to even approach it. Things like taking slots out of Stamina and putting them into Brawl just makes my brain snag and break down.

    It looks like you managed to crank up defense, but at a cost of Endurance, and although you have trouble with Darkest Night (... I guess), I've never had trouble with it. Either I'm fighting something where the ~15% debuff is helpful, or I'm fighting stuff that can't hurt me and I don't need it anyway (and if something ran away and I was worried about it aggroing ... well, I'm not afraid to drop the toggle.)
    That is the difference between SO and IO slotting. How it is "supposed" to look changes, dramatically. That is probably the biggest hurdle when it comes to creating good builds with Mid's. You have to look at the total values. Yeah, I took slots out of stamina and put em in brawl. If you are going to slot with IOs, sometimes things like that will reap much higher benefits than "traditional" slotting.

    I didn't crank up defense at the cost of End. I cranked up defense, and regen, and damage and tohit, and end efficiency. If you compare the two, my build is more efficient than the one you posted. It has higher end recovery, and lower end use.

    I didn't say I had trouble with darknest night, I said I don't like it as much. Plus, overall, you will get more out of the immobilize slotted as I had it than out of darkest night. Especially considering it isn't costing you any end.

    For someone that has never put together an IO build, I can see the one I posted as being intimidating, I had to change my mindset on slotting when I first started building them as well.
  3. _Deth_

    Is this heresy?

    Quote:
    Originally Posted by Kruunch View Post
    Cheap for your (or me) might be different for him. How cheap?
    Don't remember exactly, but it couldn't have been too much, I get queasy when I spend more than 20mil.
  4. Quote:
    Originally Posted by Aett_Thorn View Post
    Kruunch, one other thing I thought of here:

    The old Herding methods took a great deal of advantage of the mob stacking bug, where a good deal of mobs could exist in one spot, allowing for great stackability of mobs in a very tight spot.

    This bug has since been fixed. What this would mean now is, if you were to herd up an entire map, and brought them to one spot, there's no way that you could hold aggro on all of them, since you'd be losing aggro from not being able to affect them all with your aggro aura or gauntlet (and trying to cycle Taunt among a couple hundred enemies wouldn't be possible).

    I would think that this would lead to significant team deaths due to aggro loss if massive herding was performed.

    Hmmm...maybe it wouldn't be such a bad thing... ;-)
    Now this sounds like fun!
  5. Quote:
    Originally Posted by Sorciere_NA View Post
    I hadn't been playing devil's advocate, though, but expressing an actually held preference. The poster had just been wildly exaggerating what I said.

    I was suggesting smaller spawns with individually more dangerous mobs. From that he went on to claiming that I wanted to fight mobs one or two at a time.
    Quote:
    Originally Posted by Sorciere_NA View Post
    No, it wouldn't be. For example, from "let n be a number less than 10", it doesn't follow that "n must be equal to 1 or 2". That's elementary logic.
    "Wildly exaggerating"? Honestly, that is essentially what it would come down to, with the exception of mission mob size, which scales with the size of the group, anyone doing outdoor content would encounter exactly the scenario of 1 or 2 mobs at a time. How often do you actually come across groups with more than 5-7 mobs, unless of course you are in a full group in a mission.

    Quote:
    Originally Posted by Grey_Pilgrim View Post
    Sorciere, you're disagreeing with them, which means you want to only fight 1-2 mobs. Somehow my discussing the aggro cap as being okay where it is meant I wanted to fight only 7 mobs at once, a few pages back. If you're against raising the aggro cap, you're against having fun in the game and being heroic, that's clear.

    It has nothing to do with the fact that some are arguing this idea won't really help things out for the game or tanks. Nope, anyone against it is just plain not fun. Nasty, not fun people, get out of this thread!
    Wow, this is just petty. Yes I disagree, but that is not what I based my point on. I based it on the fact that currently, most groups only have anywhere 3-7 mobs, with the exception of missions where the number scales to the size of your team and the mission difficulty.

    Getting mad because I am just pointing out where it would leave things the way it was stated is childish.

    Sorciere and Starsman stated what they thought was fun, what Kruunch, me and others have stated is, removing the aggro cap will not change how people that don't mind the aggro cap play the game. They can keep doing what they are doing. Those of us that dislike the aggro cap would be able to do what we find fun as well. Currently, I run most solo content on Invincible with my tanks, short of AVs, not because I can't live through it, but because I lack the damage output to kill them. I still like to grab as many mobs as I can to make the content challenging.
  6. Quote:
    Originally Posted by Kepaaaaaaaaaaaaa View Post
    Additionally, I never really have problems with endurance, especially not as a brute. Quick recovery is therefore not a great power for me. I'd rather have a combination that's endurance heavy that offers bonuses to make up for a heavy endurance use drawback. A drawback that can be circumvented with slotting and later IO bonuses doesn't seem like a drawback so much as a build challenge to squash.
    I would rather put the slots in other places, but yeah, personal preference.


    Quote:
    Originally Posted by Kepaaaaaaaaaaaaa View Post
    Depends on how drastic the changes end up being. I'm still not even sure if the recharge/regen is going to be enhanceable on that new power. It would be really nice, as ELA always felt like the strongest secondary in drastic, rare situations. I eventually shelved my DM/ELA because I was very disappointed in its everyday performance. Sepiatone flashbacks of getting obliterated by Romans or Nemesis in 8 man groups unless I had the tier 9 up.

    But yeah, safe money is on people flocking to /ELA because it's going to be (sort of, technically) the new set.
    Don't really see why they wouldn't be enhanceable, the recharge at least anyway. The way I see it, it isn't a tier 9, and to be honest, is most valuable in that it gives the set a heal. I think the regen/recovery is a throw in to allow for non stam builds to still be viable with the set. Not taking stam was, again from my pov, the only conceivable reason for taking CP. With stam, it was pointless to take it.
  7. well, hate to say it, but 500,000 infamy will get you one common IO. thats about it. now, the good news is, infamy is easy to accumulate.

    Now, someone mentioned purple sets. While they do have some very nice offensive bonuses, +damage, +recharge, and +recovery to name a couple, I think they are highly overrated for some builds. If you are going to IO a brute, from my perspective, you will get more mileage out of increasing your survivability. The harder it is for you to die, the more mobs you can take on, and well, that is good, cant kill when you are dead. Plus, you generally get some solid bonus damage out of going this route as well. Now, it is easy to lose sight of the build as a whole, and gimp your damage. Then toss in the INCREDIBLE expense of purple sets, and well, yeah, in my eyes, it just isn't worth it.

    As for builds, try this one out. It puts you 2.5% off from S/L def softcap, boosts your regen by 100% and your bonus damage by a ton. Is this build perfect, nope. Took about 10 minutes, so could probably be refined a lot. I switched out darkest night for soul tentacles for the def bonuses. Def that is always on is better than lowering the mobs to hit with an anchored mob that you will just kill in a minute anyway. Plus, I really don't care for darkest night anymore. Recently had the mob it was active on run off, he brought back friends. a total of about 9 groups by the time it was all over. While I thought it was funny, I can see it getting annoying to some folks.

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

    Click this DataLink to open the build!

    Savior Girl 2: Level 50 Science Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(31), P'ngS'Fest-Dmg/EndRdx(31), P'ngS'Fest-Dmg/Rchg(34)
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(3), Numna-Heal(3), Heal-I(17)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(36), P'ngS'Fest-Dmg/EndRdx(37), P'ngS'Fest-Dmg/Rchg(37)
    Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(5), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
    Level 6: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(7), Numna-Heal(7), Heal-I(29)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), P'ngS'Fest-Dmg/EndRdx(43), P'ngS'Fest-Dmg/Rchg(43)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 12: Swift -- Flight-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(21), Numna-Heal(27), RgnTis-Regen+(37)
    Level 16: Rise to the Challenge -- Mrcl-Rcvry+(A), Numna-Heal/EndRdx/Rchg(17), Numna-Heal/EndRdx(27), Numna-Heal(39)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Acc(23), Efficacy-EndMod/Rchg(43)
    Level 22: Stamina -- EndMod-I(A)
    Level 24: Hover -- LkGmblr-Rchg+(A)
    Level 26: Fly -- Flight-I(A), Frbd-Fly(40), Frbd-EndRdx(40)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
    Level 30: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Strength of Will -- ResDam-I(A)
    Level 41: Gloom -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg(42), Dev'n-Dmg/EndRdx(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42)
    Level 44: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
    Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 31.4% Defense(Smashing)
    • 31.4% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 24.3% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 38.8% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 9% Enhancement(Accuracy)
    • 5% FlySpeed
    • 303.6 HP (20.3%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 16%
    • MezResist(Stun) 2.2%
    • 4% (0.07 End/sec) Recovery
    • 122% (7.64 HP/sec) Regeneration
    • 1.88% Resistance(Negative)
    • 5% RunSpeed
    ------------
    Set Bonuses:
    Kinetic Combat
    (Punch)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Pounding Slugfest
    (Punch)
    • 8% (0.5 HP/sec) Regeneration
    Numina's Convalescence
    (High Pain Tolerance)
    • 12% (0.75 HP/sec) Regeneration
    • 28.1 HP (1.88%) HitPoints
    Kinetic Combat
    (Haymaker)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Pounding Slugfest
    (Haymaker)
    • 8% (0.5 HP/sec) Regeneration
    Reactive Armor
    (Mind Over Body)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Steadfast Protection
    (Mind Over Body)
    • 3% Defense(All)
    Numina's Convalescence
    (Fast Healing)
    • 12% (0.75 HP/sec) Regeneration
    • 28.1 HP (1.88%) HitPoints
    Kinetic Combat
    (Knockout Blow)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Pounding Slugfest
    (Knockout Blow)
    • 8% (0.5 HP/sec) Regeneration
    Luck of the Gambler
    (Indomitable Will)
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Health)
    • 12% (0.75 HP/sec) Regeneration
    • 28.1 HP (1.88%) HitPoints
    Numina's Convalescence
    (Rise to the Challenge)
    • 12% (0.75 HP/sec) Regeneration
    • 28.1 HP (1.88%) HitPoints
    Gaussian's Synchronized Fire-Control
    (Rage)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Efficacy Adaptor
    (Quick Recovery)
    • 16.9 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.63 HP/sec) Regeneration
    Luck of the Gambler
    (Hover)
    • 7.5% Enhancement(RechargeTime)
    Freebird
    (Fly)
    • 8% (0.5 HP/sec) Regeneration
    Luck of the Gambler
    (Heightened Senses)
    • 10% (0.63 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (Kick)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Obliteration
    (Foot Stomp)
    • 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)
    Devastation
    (Gloom)
    • 12% (0.75 HP/sec) Regeneration
    • 33.7 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    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)
    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)
    Luck of the Gambler
    (Weave)
    • 10% (0.63 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (Brawl)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
  8. _Deth_

    /regen?

    Quote:
    Originally Posted by DechsKaison View Post
    Off topic: (It's ok, it's my thread to jack anyway!) I didn't take it as a personal attack, but the obvious truth here is that you haven't teamed with me. Redside, I play MM's almost exclusively, and only recently tried getting into some other ATs. When I play MM's, I am the first to jump into just about every spawn. I love taking aggro, and I taunt like crazy.

    Now, I'm not saying the general playerbase of MM's tanks. They don't. Some of them just don't want to, but hell, most of them still don't know about bodyguard mode! I try to educate every MM I meet.
    Well, as someone who has played MMs since CoV Beta, I have to agree with you. MM's are definitely more than capable of playing the tanking role, especially after they introduced bodyguard. The aggro mechanic for MMs is really just misunderstood by most. After CoV release, when teamed, I would swarm the minions and Lt's while the rest of the team took out the boss, or, the exact opposite, with the rest of the group handling all the extras while I nuked the boss. /poison was just nuts back in the day, but shines more on single targets than on groups.

    Quote:
    Originally Posted by DechsKaison View Post
    EDIT: I still think brutes compare more directly to scrappers in that they don't hold aggro like a tank does. They want aggro, because it builds fury, so naturally they try and they do better than scrappers at tanking. The point I want to make is that if you want to be an aggro holding unkillable machine, go make a tank, not a brute. If you want tough as nails steamrolling death, that's when you want a brute.
    To be honest, I would put brutes squarely between Scrappers and tanks, comparing to both ATs equally. In the SO game, I agree, they definitely do resemble scrappers more, unless you gimp them on damage. But when you break into IO territory, they become monsters that are more than capable of tanking even the heaviest content, while putting out excellent sustained damage. It is my opinion, in overall potency and utility, they eclipse both classes. Being able to softcap defense, access to taunt for aggro control, and having hp levels that compare to tanks, and only slightly lower resistance levels, they can tank anything in the game. Sure tanks are still tougher, but until they up the difficulty in content, that toughness goes unused. Scrappers will definitely put out larger damage numbers, having that burst DPS from criticals that a brute just can't match, but a brutes constant DPS(with fury built up) will be on par if not better than a scrappers. BillZbubba has a thread that has shown DPS wise exactly how brutes and scrappers stack up, so go read that before arguing this point. But I can't really think of any content in the game where burst vs. constant dps is even really considered a necessary strategy.

    Quote:
    Originally Posted by magikwand View Post
    Well, I agree that the majority of players simply don't understand how to play MMs with a notable degree of efficacy.
    Yep

    Quote:
    Originally Posted by magikwand View Post
    I personally think that, for all intents and purposes, brutes hold aggro very well. Sure, it isn't on a tank's lvl without enhancement, but with a threat lvl of 4 and mini-gauntlet, a brute is pulling plenty of hate. Sure, brutes want aggro for fury's sake; and most of the time, they get it. On all of my brutes, except for a SR, I never have problems grabbing and maintaining aggro.
    See above.

    As for porting /regen to brutes, I think WP is as close as brutes are going to get. For the SO game, yeah, it would probably be balanced pretty well, when you take into account IOs, that goes out the window. Regen scales with total hp, and having tank levels of hp available, well, without serious tweaking, I can see it getting out of hand. Alpha's may be a bit rough, but I don't see them being a big obstacle, especially if people build for perma dull pain.
  9. Quote:
    Originally Posted by JDouble_NA View Post
    Anyone happen to know how much defense the day job accolade provides? I'm wondering if I spend the money on that 3% defense to all PvP IO, and keep the Day Job Accolade charged, if I can get my current 37.9% defense to 45.
    PM me your build, I have one set up for my SM/WP brute with it softcapped for S/L. No PvP IO in the build either. Am going to see if I can't put one together for positional that doesn't gimp the crap out of me.

    NVM, couldn't even come close on positional.

    Softcapped (well almost softcapped, will get that last 3 percent with my last Kinetic Combat) def to S/L has done amazingly well on my DA/DM tank. That said, the damage seems to be varied up a bit more redside, so I am not sure how well it will do.
  10. _Deth_

    Is this heresy?

    Quote:
    Originally Posted by Rylas_Prime View Post
    To be honest, if all I'm tanking is one person (even an AV), then 37% def with a min 30% resist towards damage is going to be a fair amount of mitigation.
    there is an article in the player guides on why softcapping def is, as far as survivability goes, the best thing you can possibly do for mitigation. The basic gist is, 40-45% mitigates as much damage as the first 40%.
  11. Quote:
    Originally Posted by Sardan View Post
    I wouldn't look to Ice Armor being proliferated any time soon. IIRC it was going to be one of the original brute armor sets, but the inherent slows worked against generating Fury, so they yanked it.
    Ice armor would be doable, look at DA, with the fears and the disorient aura. Building Fury wouldn't be bad at all. Would love a revised version of Ice Melee as well. Chances are, they pulled Ice more because of Ice melee than armor. Ice Melee, at the time anyway, would have been terrible for brutes as the damage was garbage, and it just built on the mitigation of Ice Armor. Ice melee is much better now, and they could redo some of the powers, or borrow from other sets, like adding ISC from Ice assault, a power that I think just looks sexy as hell.
  12. I am still wishy-washy about taking Tremor. I have heard all around how terrible it it, but I do like having at least a little bit of aoe, just to soften up everything around me. However, I do have 2 other aoe friendly brutes(elec/Ela, ss/sd), so I may just skip it and make this one a single target nightmare.

    As far as Darkest Night goes, I am gonna skip it, I think. I am most likely going to go all out on this toon for IOs, and have a revised build that is softcapped for S/L. I may try to see what I can put together for positional def instead, but I would rather hit softcap on S/L than get "close enough" on positional.

    Revised build, is a final build, and not set up for malefactoring, may redo it to make it more friendly in that regard

    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: Stone Melee
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Stone Mallet -- 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(50)
    Level 2: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34), P'ngS'Fest-Dmg/EndRdx(34), P'ngS'Fest-Dmg/Rchg(34)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/EndRdx/Rchg(5), Heal-I(27)
    Level 6: Mind Over Body -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 8: Fault -- FrcFbk-Rechg%(A), RzDz-EndRdx/Stun(9), RzDz-Acc/Rchg(9), RzDz-Acc/EndRdx(15), RzDz-Acc/Stun/Rchg(39), RzDz-Stun/Rng(43)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
    Level 12: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
    Level 14: Super Jump -- HO:Micro(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Heal-I(27)
    Level 18: Seismic Smash -- 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: Hurdle -- Jump-I(A)
    Level 24: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(25), 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(29)
    Level 30: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(31), Zinger-Taunt/Rchg/Rng(31), Zinger-Acc/Rchg(37), Zinger-Taunt/Rng(37), Zinger-Dam%(40)
    Level 32: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(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: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(46), P'ngS'Fest-Dmg/EndRdx(46), P'ngS'Fest-Dmg/Rchg(46)
    Level 47: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Dmg/EndRdx(48)
    Level 49: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50), Rec'dRet-Pcptn(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 34.6% Defense(Smashing)
    • 34.6% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 23% Defense(Melee)
    • 4.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 2% Enhancement(Stun)
    • 38.8% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 258.6 HP (17.3%) HitPoints
    • MezResist(Immobilize) 16%
    • MezResist(Terrorized) 2.75%
    • 20% Perception
    • 2% (0.03 End/sec) Recovery
    • 148% (9.26 HP/sec) Regeneration
    • 1.88% Resistance(Negative)
    ------------
    Set Bonuses:
    Kinetic Combat
    (Stone Mallet)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Pounding Slugfest
    (Stone Mallet)
    • 8% (0.5 HP/sec) Regeneration
    Numina's Convalescence
    (High Pain Tolerance)
    • 12% (0.75 HP/sec) Regeneration
    • 28.1 HP (1.88%) HitPoints
    Kinetic Combat
    (Heavy Mallet)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Pounding Slugfest
    (Heavy Mallet)
    • 8% (0.5 HP/sec) Regeneration
    Numina's Convalescence
    (Fast Healing)
    • 12% (0.75 HP/sec) Regeneration
    • 28.1 HP (1.88%) HitPoints
    Steadfast Protection
    (Mind Over Body)
    • 3% Defense(All)
    Reactive Armor
    (Mind Over Body)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Razzle Dazzle
    (Fault)
    • 2% (0.03 End/sec) Recovery
    • 22.5 HP (1.5%) HitPoints
    • 2% Enhancement(Stun)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.63 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Indomitable Will)
    • 10% (0.63 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Rise to the Challenge)
    • 12% (0.75 HP/sec) Regeneration
    • 28.1 HP (1.88%) HitPoints
    Kinetic Combat
    (Seismic Smash)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Pounding Slugfest
    (Seismic Smash)
    • 8% (0.5 HP/sec) Regeneration
    Numina's Convalescence
    (Health)
    • 12% (0.75 HP/sec) Regeneration
    • 28.1 HP (1.88%) HitPoints
    Luck of the Gambler
    (Heightened Senses)
    • 10% (0.63 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Perfect Zinger
    (Taunt)
    • MezResist(Terrorized) 2.75%
    • 10% (0.63 HP/sec) Regeneration
    • 5% Enhancement(RechargeTime)
    • 2.5% DamageBuff(All)
    • 3.13% Defense(Smashing,Lethal), 1.56% 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)
    Luck of the Gambler
    (Weave)
    • 10% (0.63 HP/sec) Regeneration
    • 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)
    Kinetic Combat
    (Stone Fist)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Pounding Slugfest
    (Stone Fist)
    • 8% (0.5 HP/sec) Regeneration
    Devastation
    (Gloom)
    • 12% (0.75 HP/sec) Regeneration
    • 33.7 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    Rectified Reticle
    (Build Up)
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    • 6% (0.38 HP/sec) Regeneration
    • 20% Perception
  13. Quote:
    Originally Posted by Kepaaaaaaaaaaaaa View Post
    Then again, I also think Willpower is boring. It must be the lack of offensive options.
    Um, not really sure what you mean by this, as your offensive options go up a lot when you don't have to worry about end. I have pretty much lost interest in my SS/SD because it burns end so fast, and slows me down a ton. It makes my DA tank(pre IOs) look end efficient by comparison. Granted, no pretty shield charge or AAO stacked with rage, but overall survivability is much higher with the right build in WP. Admittedly, ss/sd hits hard as hell when I do have end.

    Quote:
    Originally Posted by Kepaaaaaaaaaaaaa View Post
    A quick search on Google brought up a cached post from the old forums that mentioned about 54%-60% resistance to all by the time you were nearly dead.
    If it does work out that way, that is just awesome. And definitely makes SR, in my eyes, a much more solid set than SD,

    Both sets have a lot to offer, but yeah, like Kep said, SD is new, and whats more, people figured out how to turn it into a real beast.

    The additional damage from AAO also makes it more desirable to a lot of people. I think you will see it kinda kick down some soon tho. With the changes coming to Ela, I see a new FoTM coming.
  14. Now, if you want to push things up a bit more, this is the build I put together for my gf's elec/sd.

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

    Click this DataLink to open the build!

    Tobey Torres: Level 50 Natural Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), S'fstPrt-ResDam/Def+(11)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(9)
    Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(5), Numna-Regen/Rcvry+(11), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(17)
    Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(7), Zephyr-ResKB(7)
    Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(46)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Swift -- Flight-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(19), Numna-Heal(19), Numna-Heal/EndRdx(37), Numna-Heal/Rchg(43)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(27), P'Shift-EndMod/Acc(27), P'Shift-End%(34)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
    Level 24: Chain Induction -- Mako-Dam%(A), Mako-Acc/Dmg(25), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(46)
    Level 26: Boxing -- Acc-I(A)
    Level 28: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-ResDam(31)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    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(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 41: Taunt -- Zinger-Taunt(A), Zinger-Dam%(42), Zinger-Taunt/Rchg(42)
    Level 44: Electrifying Fences -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/Rng(45), Posi-Dmg/EndRdx(46)
    Level 47: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- RechRdx-I(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 17% DamageBuff(Smashing)
    • 17% DamageBuff(Lethal)
    • 17% DamageBuff(Fire)
    • 17% DamageBuff(Cold)
    • 17% DamageBuff(Energy)
    • 17% DamageBuff(Negative)
    • 17% DamageBuff(Toxic)
    • 17% DamageBuff(Psionic)
    • 9.88% Defense(Smashing)
    • 9.88% Defense(Lethal)
    • 8.94% Defense(Fire)
    • 8.94% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 4.88% Defense(Psionic)
    • 16.8% Defense(Melee)
    • 15.5% Defense(Ranged)
    • 14.9% Defense(AoE)
    • 2.25% Max End
    • 57.5% Enhancement(RechargeTime)
    • 45% Enhancement(Accuracy)
    • 6% Enhancement(Heal)
    • 10% FlySpeed
    • 224.9 HP (15%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 6.6%
    • MezResist(Stun) 6.6%
    • MezResist(Terrorized) 2.75%
    • 12.5% (0.21 End/sec) Recovery
    • 74% (4.63 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Mako's Bite
    (Havoc Punch)
    • MezResist(Immobilize) 3.3%
    • 22.5 HP (1.5%) HitPoints
    Luck of the Gambler
    (Deflection)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Deflection)
    • 3% Defense(All)
    Luck of the Gambler
    (Battle Agility)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (True Grit)
    • 12% (0.75 HP/sec) Regeneration
    • 28.1 HP (1.88%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Blessing of the Zephyr
    (Combat Jumping)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • Knockback Protection (Mag -4)
    Obliteration
    (Thunder Strike)
    • 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)
    Blessing of the Zephyr
    (Super Jump)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • Knockback Protection (Mag -4)
    Numina's Convalescence
    (Health)
    • 12% (0.75 HP/sec) Regeneration
    • 28.1 HP (1.88%) HitPoints
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Luck of the Gambler
    (Phalanx Fighting)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Mako's Bite
    (Chain Induction)
    • MezResist(Immobilize) 3.3%
    • 22.5 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    Impervium Armor
    (Tough)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    • 2.25% Max End
    Luck of the Gambler
    (Weave)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 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)
    Obliteration
    (Shield Charge)
    • 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)
    Gaussian's Synchronized Fire-Control
    (Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Perfect Zinger
    (Taunt)
    • MezResist(Terrorized) 2.75%
    • 10% (0.63 HP/sec) Regeneration
    Positron's Blast
    (Electrifying Fences)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Ball Lightning)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
  15. if a proc screws up CI, then switch the sets in havok punch and CI. problem solved.

    This looks more like half a build than a full one, you have plenty of room in it to really punch up some bonuses.

    Here is your same build, with the standard IOs filled out with sets. No change in slotting.

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

    Click this DataLink to open the build!

    Charged Aegis: Level 50 Magic Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(13)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(21)
    Level 4: Jacobs Ladder -- Erad-Dmg(A), Erad-Acc/Rchg(5), Erad-Dmg/Rchg(5), Erad-Acc/Dmg/EndRdx/Rchg(7), Erad-Acc/Dmg/Rchg(7), Erad-%Dam(13)
    Level 6: Build Up -- RechRdx-I(A)
    Level 8: Thunder Strike -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(9), Sciroc-Acc/Rchg(9), Sciroc-Acc/Dmg(11), Sciroc-Dmg/Rchg(42)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Boxing -- Stpfy-KB%(A), Stpfy-EndRdx/Stun(17), Stpfy-Acc/EndRdx(17), Stpfy-Acc/Stun/Rchg(19), Stpfy-Acc/Rchg(19), Stpfy-Stun/Rng(40)
    Level 14: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Chain Induction -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(42), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(43)
    Level 20: Swift -- Flight-I(A)
    Level 22: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(37)
    Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(25), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc/Rchg(27), P'Shift-EndMod/Rchg(27), P'Shift-EndMod(34)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(42), EndRdx-I(46)
    Level 28: Tough -- TtmC'tng-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), TtmC'tng-EndRdx(29), TtmC'tng-ResDam(50)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Lightning Rod -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Dmg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
    Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(46)
    Level 38: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(39), GSFC-ToHit(39), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(50)
    Level 41: Electrifying Fences -- Acc-I(A)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Dam%(46), RechRdx-I(50)
    Level 47: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
    Level 49: Phalanx Fighting -- LkGmblr-Def(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 16.5% DamageBuff(Smashing)
    • 16.5% DamageBuff(Lethal)
    • 16.5% DamageBuff(Fire)
    • 16.5% DamageBuff(Cold)
    • 16.5% DamageBuff(Energy)
    • 16.5% DamageBuff(Negative)
    • 16.5% DamageBuff(Toxic)
    • 16.5% DamageBuff(Psionic)
    • 9.88% Defense(Smashing)
    • 9.88% Defense(Lethal)
    • 10.5% Defense(Fire)
    • 10.5% Defense(Cold)
    • 12.4% Defense(Energy)
    • 12.4% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.8% Defense(Melee)
    • 17.1% Defense(Ranged)
    • 18% Defense(AoE)
    • 1.8% Max End
    • 3% Enhancement(Stun)
    • 52.5% Enhancement(RechargeTime)
    • 36% Enhancement(Accuracy)
    • 10% FlySpeed
    • 281.1 HP (18.8%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 6.05%
    • MezResist(Sleep) 2.2%
    • MezResist(Stun) 4.4%
    • 10% (0.17 End/sec) Recovery
    • 62% (3.88 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 10% RunSpeed
    • 2% XPDebtProtection
    ------------
    Set Bonuses:
    Mako's Bite
    (Havoc Punch)
    • MezResist(Immobilize) 3.3%
    • 22.5 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Luck of the Gambler
    (Deflection)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Battle Agility)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Eradication
    (Jacobs Ladder)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    • 33.7 HP (2.25%) HitPoints
    • 2% XPDebtProtection
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Scirocco's Dervish
    (Thunder Strike)
    • 10% (0.63 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Stupefy
    (Boxing)
    • 2.5% (0.04 End/sec) Recovery
    • 28.1 HP (1.88%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    Numina's Convalescence
    (True Grit)
    • 12% (0.75 HP/sec) Regeneration
    • 28.1 HP (1.88%) HitPoints
    Touch of Death
    (Chain Induction)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Titanium Coating
    (Tough)
    • MezResist(Sleep) 2.2%
    • 22.5 HP (1.5%) HitPoints
    Steadfast Protection
    (Tough)
    • 3% Defense(All)
    Luck of the Gambler
    (Weave)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 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)
    Obliteration
    (Shield Charge)
    • 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)
    Gaussian's Synchronized Fire-Control
    (Tactics)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Positron's Blast
    (Ball Lightning)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Hover)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • Knockback Protection (Mag -4)
  16. I would drop GFS over Incinerate. The activation time on GFS is just silly.

    In my opinion, using ET as a comparison is bad. It may have the best DPE, but seriously, ET is so crap now. The damage it causes to you is negligible, but the activation time is so long you are lucky if a mob isn't dead before it goes off, wasting your own health, and taking away damage you could have actually done to it.

    And with burn, yeah, mobs run out, but they run back in too. I get a lot of mileage out of burn.
  17. _Deth_

    Is this heresy?

    Quote:
    Originally Posted by Kruunch View Post
    He wanted to keep it affordable so Hamios probably wouldn't fit that route.

    However if you have the money I would go with the following:

    Try 3/6 LotG (including 7.5% recharge), 2/3 Rectified Reticle (for S/L def bonus) and Gaussian's Chance for Build Up. That's generally how I slot Invince.

    Unless you absolutely need the slots elsewhere this is pretty good bang for your buck.

    I would slot Gaussians: Chance for BU in Invince at any rate ... for one slot on a toggle you'll be running almost always anyways it's a nice gravy power and fairly cheap.
    Believe it or not, I got my Cytos pretty cheap recently. A hell of a lot cheaper than I thought they would be. And I am impatient, so I bid til I got the things.
  18. Quote:
    Originally Posted by Sorciere_NA View Post
    I didn't say that it wouldn't be fun. My very narrowly tailored statement that you keep missing was that "more mobs" doesn't necessarily equal "more superheroic".

    For what it's worth, and separate from what I wrote above, my personal preference would be for generally smaller spawns with individually more dangerous mobs. That's because I suspect that the reaction you are seeing is mostly that you're introducing an element of danger that normally isn't there, and is only tangentially related to the number of mobs; adding more mobs is not the only way to add an element of danger, though, and fighting army-sized crowds has the disadvantage of not being a good fit for the genre.
    Man, that would actually suck, hard. The most annoying thing about WoW was having to kill things one or two at a time. Here we are, supposedly these heroes of legend, and a spider is about to whoop our *****, yeah, that's heroic. When they changed prot warriors in 3.0, it was fun to actually feel like a tank, and be able to herd up 10 mobs or so at a time. It took a lot of the tedium out of the grind.

    Someone, I forgot who, mentioned Reichsman. Reichsman isn't hard, Reichsman is TEDIOUS, almost painfully so. I didn't feel heroic in that fight, I felt nerve damage setting into my hand wrist and shoulder. With only a kin on the team for heals, not once was I in any real danger of dieing, and holding the aggro between him and the other AVs was stupidly simple.

    As for army sized crowds not fitting the genre, that is such crap. Go read some old Hulk comics when he was fighting, I dunno, the ARMY!?!?!? there are plenty of other examples of comic heroes mowing through tons of minions to get to the Boss.

    Quote:
    Originally Posted by Black_Marrow View Post
    Wow. This went from a simple idea into a hate-fest. Do not remove the aggro cap. Increase tanker aggro cap to like 23 or something.

    The aggro cap is there for a reason. If you want your team to pull more than 17 enemies, add more tanks.
    Yeah, I think that is a fairer number than 17. I still would prefer no aggro cap at all, but I can live with it being at least a bit bigger.

    Quote:
    Originally Posted by Kruunch View Post
    Kinda the point of all this ... you can pull multiple packs now and not even HAVE a Tanker in the group. Specifically because of an artificial agro cap.
    Yep

    Quote:
    Originally Posted by Starsman_NA View Post
    I would say thats based on how SHE feels, not on whoever cared but it's not my place to guess her position. I can talk about mine, though. In my eyes:

    3-7 minnion/lts? nah, not heroic.
    3-7 bosses? Depends on AT.
    3-7 EBs? Now thats heroic.
    3-7 AVs? Now THATS SUPER-Heroic
    100 minnions/lts with occasional boss, not heroic, just bullying and farming. Nothing heroic about it in MY book.

    But for each his own.

    Edit to add: all this aside, the main reason to kill herding was NOT powergaming. Making the team feel useless in the face of a herding tank may had definitively helped, but the true reason behind it is the servers were not able to handle it. People that herded enough may remember occasionally causing zone crashes with their herds and this was in a time where the server handled less than it does now. The server just can't handle every tank going out there herding full maps and having them all active at once. Heck, it can barely handle the AE as it is.
    Personally, in the day to day, grinding levels or farming to increase my buying power, I do like to have a challenge, and pulling a huge volume of mobs allows for that. Pulling 100 minions/lts is fun in that I CAN ACTUALLY DIE IF I STOP PAYING ATTENTION. Pulling 3-7 AVs is actually not as big of a challenge as you make it out to be, especially if you are IO'd pretty well. There is a vid out there of a WP tank holding 10. I can hold 8 on my DA, which isn't quite to the def cap, will try 10 again when I get there. Can't kill em, but I can tank em all day. Back in the day before the aggro cap, I would intentionally see just how much I could get away with, and I died a lot.

    And saying they killed herding simply due to server stress is crap. If they had done it for that reason, they would have put the population cap on the hive sooner. They added the aggro cap at the same time they added the AoE cap. They were constantly screwing with every mechanic they could trying to fight farming. First the adjustment to the wolves, then putting a timer on the mish, then the timer on Dreck, then taking xp off of summoned mobs.
  19. Quote:
    Originally Posted by Neutrino_Siphon View Post
    Eh, true. But that's not really until higher levels unless you can afford to continue updating the IOs.
    well, with the uniques, level is irrelevant, as they work the same at all levels. I was lucky, got mine early.
  20. _Deth_

    /regen?

    Quote:
    Originally Posted by DechsKaison View Post
    But then what does a tanker that takes the time to IO and build right look like?
    well, with the IO build I came up with for my Elec/ElA brute, the only difference IO'd out between it and my IO'd DA/DM tank is a few hp and @10% resistance. And my DA tank will put out a ton less damage.

    Quote:
    Originally Posted by TrancEnding View Post
    Same hp cap as Tankers as someone else had pointed out. Not sure that MMs were meant be the Tankers of redside as bodyguard mode wasnt implemented into the game when redside came out. MMs can prob take the initial alpha better than a Brute but it cant maintain it.

    Not in any way to side track.
    Well, from what I understand, and I could be a bit off on the subject, they had kind of planned on that, but never really followed through with it. I think part of it was them watching to see how people played em, but hell, I am just guessing here.

    Quote:
    Originally Posted by TrancEnding View Post
    One last thing is that I looked into when Bodguard Mode came 'round and it was round the time i7 came out as I recall correctly that i6 was when villain side was introduced. I guess an issue into it they may have had bodyguard mode in mind and didn't get it ready in time for the release.

    But, if they were truly supposed to be Tankers redside they would have given Taunt to MMs instead of Brutes.
    I remember those dark days, before bodyguard mode. My first toon in villains was my Necro/Poison MM, who I started during the headstart they gave to those who preordered. Before bodyguard, especially in pvp, you could kind of tank with a MM, but if the aggro went from your pets, to you directly it got ugly really fast. In PvP it was just silly. People figured out really fast how to get ya. Then they introduced bg mode, and well.....
  21. Well, I don't think the OP was really looking for a neato IO build, or to see our Mid's skills.

    But since we all can't help ourselves, if you are gonna go, go deep.

    This will run between 500mil and 1bil, depending on patience, and how lucky you are with drops.

    Now, bear in mind, this is made for AoE.

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

    Click this DataLink to open the build!

    Tobey Torres: Level 50 Natural Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), S'fstPrt-ResDam/Def+(11)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(9)
    Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(5), Numna-Regen/Rcvry+(11), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(17)
    Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(7), Zephyr-ResKB(7)
    Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(46)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Swift -- Flight-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(19), Numna-Heal(19), Numna-Heal/EndRdx(37), Numna-Heal/Rchg(43)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(27), P'Shift-EndMod/Acc(27), P'Shift-End%(34)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
    Level 24: Chain Induction -- Mako-Dam%(A), Mako-Acc/Dmg(25), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(46)
    Level 26: Boxing -- Acc-I(A)
    Level 28: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-ResDam(31)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    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(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 41: Taunt -- Zinger-Taunt(A), Zinger-Dam%(42), Zinger-Taunt/Rchg(42)
    Level 44: Electrifying Fences -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/Rng(45), Posi-Dmg/EndRdx(46)
    Level 47: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- RechRdx-I(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 17% DamageBuff(Smashing)
    • 17% DamageBuff(Lethal)
    • 17% DamageBuff(Fire)
    • 17% DamageBuff(Cold)
    • 17% DamageBuff(Energy)
    • 17% DamageBuff(Negative)
    • 17% DamageBuff(Toxic)
    • 17% DamageBuff(Psionic)
    • 9.88% Defense(Smashing)
    • 9.88% Defense(Lethal)
    • 8.94% Defense(Fire)
    • 8.94% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 4.88% Defense(Psionic)
    • 16.8% Defense(Melee)
    • 15.5% Defense(Ranged)
    • 14.9% Defense(AoE)
    • 2.25% Max End
    • 57.5% Enhancement(RechargeTime)
    • 45% Enhancement(Accuracy)
    • 6% Enhancement(Heal)
    • 10% FlySpeed
    • 224.9 HP (15%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 6.6%
    • MezResist(Stun) 6.6%
    • MezResist(Terrorized) 2.75%
    • 12.5% (0.21 End/sec) Recovery
    • 74% (4.63 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Mako's Bite
    (Havoc Punch)
    • MezResist(Immobilize) 3.3%
    • 22.5 HP (1.5%) HitPoints
    Luck of the Gambler
    (Deflection)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Deflection)
    • 3% Defense(All)
    Luck of the Gambler
    (Battle Agility)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (True Grit)
    • 12% (0.75 HP/sec) Regeneration
    • 28.1 HP (1.88%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Blessing of the Zephyr
    (Combat Jumping)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • Knockback Protection (Mag -4)
    Obliteration
    (Thunder Strike)
    • 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)
    Blessing of the Zephyr
    (Super Jump)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • Knockback Protection (Mag -4)
    Numina's Convalescence
    (Health)
    • 12% (0.75 HP/sec) Regeneration
    • 28.1 HP (1.88%) HitPoints
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Luck of the Gambler
    (Phalanx Fighting)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Mako's Bite
    (Chain Induction)
    • MezResist(Immobilize) 3.3%
    • 22.5 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    Impervium Armor
    (Tough)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    • 2.25% Max End
    Luck of the Gambler
    (Weave)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 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)
    Obliteration
    (Shield Charge)
    • 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)
    Gaussian's Synchronized Fire-Control
    (Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Perfect Zinger
    (Taunt)
    • MezResist(Terrorized) 2.75%
    • 10% (0.63 HP/sec) Regeneration
    Positron's Blast
    (Electrifying Fences)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Ball Lightning)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
  22. yeah, when I made my DA/DM, I wasnt sure if I wanted to IO it out or not, but by the time he hit 50, I just had to. As much as I like my other toons, I just don't like any of em enough to do it. Well, if i had known what they planned for ela in I16, I might have done that brute instead, still might. I had planned on doing it to my SS/Shield, but now that she is 49, i am kinda meh about that toon. I do like my new sm/wp, and that will probably be next. Unless the claws brute I make............

    That said, I have only put about 600 million or so into my DA tank, and only have a couple IOs left to get. And really, if I had an ounce of patience, I could have done it for a lot less. No purples, I may toss some in later, but I doubt it, as they won't make THAT big of a difference. 2.5% recharge, a little more accuracy and half a percent more damage. No, once I get those last few, I will probably just work on replacing the IOs I put in for set bonuses that were less than optimal.

    Oh, yeah, as far as builds go, now that I got the hang of mid's, I can generally crank out a killer build, that isn't too expensive, from scratch, in about 10 minutes. Then spend the next 2 days fine tuning it to just stupid levels of efficiency.
  23. Quote:
    Originally Posted by TrancEnding View Post
    For a /WP to do that is quite impressive. I've always assumed /Invuln to take alpha alot better over /WP. Situation reminds me of when a LRSF went bad and had to face the wrath of all the heroes minus, Numina. I ported to base to grab a tray full of large purples with my SS/Invuln and popped one and another just before it started to wear out while our /Stone would pull a hero off one at a time through the rest of the TF.

    I dont think you can go wrong with either /WP or /Invuln
    To be honest, there is no good reason why WP shouldn't be able to handle an alpha. From what I can tell, people dont really run perma Dull Pain anymore, so the HP pool of the WP tank will be a lot higher. Between the hp pool and moderate resists of the WP and the high resists of the Inv, the difference in the percentage of hp lost from the alpha should be relatively close. I can't back this up with numbers, just extrapolating based on what I know of both builds when IO'd numberswise. This is assuming both have tough and weave, and are softcapped.

    With a good IO build, the WP should be able to handle the LRSF no problem, handling the job the stoner did in the run you mentioned without a hitch. Hell, if he's really good he might even be able to handle all the rest at once.
  24. Quote:
    Originally Posted by Max_zero View Post
    Brute God eh?

    Fire Melee/Shield + 7-8 billion inf =

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

    Click this DataLink to open the build!


    What does 8 billion inf get you?

    Softcapped Def for AoE, Melee and Ranged
    TRUE perma Hasten
    3.05 End recovery (you will need it)
    Decent Resists
    107.5% global recharge (177.5% with Hasten)

    Greater Fire Sword with a 3 second CD, Fire Sword Circle with a 5 second CD and Shield Charge every 24 seconds.

    All you need is lots of set bonuses, 5 purple SETS and 5 Lotgs. Easy. Amazingly not a single set bonus wasted due to 'rule of 5'.

    Would be very few people who could afford to make a build like this.
    ummm, that is insane. Not saying it's bad, but serious overkill. And just absurdly expensive for the sake of it. would be nice to have more bonus damage too.
  25. no problem at all, mid's is nice once you get the hang of it, but it does make it easy to get into that whole min/max thing on stats and make you forget about how it actually plays. I am sure there are some incredible combos/builds out there that would be scary on paper, but painful to play.