Amir

Apprentice
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  1. Thank you for the suggestions Sailbot, all good points to put in. I personally am having a hard time loving death shroud right now...but I'm sure other people might want to hear a lil positive feedback on it.
  2. Quote:
    Originally Posted by Daemodand View Post
    Dark Armor is Fiery Aura's big sister. I've been thinking about rolling a Stone/DA myself, but Stone is so very single target and I like large spawn sizes so I'm not sure. Also, even though I like DA on paper, I seem to abandon every DA character I roll.

    I am looking for an excuse to use the Omega costume pieces, though (those things are hard to fit into most costumes). Seeing the Omega character wearing a santa hat in the winter event video made me extra-curious to try it out.
    If you do not like stone, you can try electric. It has tons of mitigation too! I've abandong many DA toons too. It is hard to play through the ups and downs of it.
  3. I: Introduction

    After a few years I finally figured out what I was doing with Dark Armor. After many attempts pairing Dark Armor with the right primary and failing, I have found the perfect partner and recipe to make Dark Armor a efficient brute. Previously, I was trying to make Dark Armor something it wasn't (a extremely tough armor set that could survive without mitigation right off the bat). This of course was foolish. I started to realize why it had such powers as Dark Regen, Cloak of Fear, Oppressive Gloom, Cloak of Darkness, etc. All of these were for a reason and with this toon I realized why.

    II: Why SM/DA?

    A big part of this power set combo was themed. Whether you are planning on a themed or very versatile character, this guide may give you one possible option for your decision. Dark Regenration, Cloak of Darkness, Death Shroud... These were big selling points when I was a newbie playing Dark Armor. Now, Cloak of Fear (CoF) and Dark Regen are what make this brute what he is today. It has good resists, decent, mitigation, defense and a and a second to none heal. It is a jack of all trades in a sense and master of its own unique play style. Stone Melee was the other part of the unique play style. It was either this or Super Strenth. Stone Melee got the job because I deteste Rage crashes on a set where I felt a little defense would be necessary to survive. I realized how much knock down (KD) mitigation Stone Melee has and was sold! End reduction and recharge I find are two other very important parts of this build. Your heal has to be up often and you have to have some good end redux to run all the armors that will really help you be like all your other brute brothers (or close to it). Plenty of end redux's in your powers and armors are MANDATORY in the beginning.

    III:Power Sets

    A:Stone Melee: KD's, Disorients all wrapped in stone. If you want something that hits hard this is definitely one of the good picks.

    Stone Fist

    This is the very first attack. Since fury building is very important, I highly recommend you get this fast attack. I would only 5 slot this one (2acc, 2dmg, 1 rch prior to sets). I did crushing impact in this one after.

    Stone Mallet

    Nice recharge, good damage and the end cost ain't so bad. Highly suggest this one too! Just because this is the second attack does not mean you should look past its end cost too much though. Use it enough and in conjuction with other powers it you will feel the drain. It is nicely paired with Heavy Mallet. I suggest a 5 slot prior to sets (2acc, 2dmg, 1end, 1rch). Crushing impact after.

    Heavy Mallet

    The damage is great and of course I highly suggest this power. The end cost sucks though! I know the recharge does too, but I decided to make a sacrifice on the rch slots for end (2acc, 2dmg, 2end redux). 5 crushing impact, 1 forcefeedback: +rch

    Build Up

    Increases your damage and to hit for a few seconds. Love it, get it, 3 slot it (3rch). I gave it 1 rch and 2 adjusted targeting later (for a lil to-hit and dmg bonus).

    Fault

    I know you may probably think this is skippable, maybe you're right. Personally, this is the power that changedmy build around. Any brute can take a lot of aggro, but a "good" brute can live through it. Since Dark Armor is not the toughest, this powers mitigation helps you do that like you wouldn't believe and giving you some time between heavy alpha to use your heal. I would get it if I were you just to see how it could benefit you. (1Acc1End 1 rch) this power until my recent respec, so beginning slots you may have to play with. I gave this 2 stupefy 1 force feedback:rch/end

    Taunt

    Also a power you may think is skippable. You'd be right. I got it to help out my squishy friends (1taunt).

    Seismac Smash

    Not skippable. This is "that" move that everyone will be like "DAAAANG" when you use it. It hits Hard and has a slow recharge and end cost to go with it. (2acc, 2dmg, 2end redux). Used Crushing Impact after.

    Hurl Boulder

    I do not have this power as I felt it didn't benefit my build. I'm not knocking it though, I do like it. It is good to throw at that one enemy that thinks he is getting away. I would only give it 5 slots.

    Tremor

    I think the damage is very so-so, but not bad. I love the mitigation though. (2acc 2dmg 1end redux, 1rch). I use this very often so the slots are a little odd I think. I wanted to aim for high end redux mainly. If you have a suggestion let me know: 4 eradication, 1 force feedback(rch,end), Scirocco's Dervish (dmg,end).


    B: Dark Armor: Like I said earlier, its the jack of all trades. Its strenth lies in its powerful heal, mitigation toggles, and its Negative Energy and Psionic resistance. You would think they would give it some resistance to -to hit buffs or -recharge...oh well!

    Dark Embrace

    It's mandatory and you need it. It good resistance and unlike most armor sets, you get toxic resistance, YAY! (2res, 2end redux, 1steafast:KB protection) 4 Impervium and keeping the Steadfast later on. NOTE: Dark Armor does not have KB protection in its armor, so either you go this route or get Acro. 1 KB protection will do eventhough you may get knocked around a tad.

    Death Shroud

    I've heard people say this power is good and that its an over time heavy hitter. I also do have it when the situation arises. It can get you killed as well. If you still want to run CoF know that Death Shroud only breaks it momentarily every so often, especially if the fear is strong. Even with the stone melee KD's, it still is risky IMO. Like any dmg aura for a brute, it might be good to have for keeping aggro and the dmg it brings with fury. 4 ticks is very close to the same damage as tremor, FYI.(1Acc, 3end redux). There are many ways to IO slot this, but make sure Acc and End are the priorities.

    Murky Cloud

    Although the negative energy and cold do not hurt that much the fire and the energy can definitely kill you. Those two resistances are not the strongest in this armor. The end drain effects... thats funny... you have enough end problems without anyone draining you. Still, get this armor, what choice do you have? (2res 2 end redux) later 4 impervium armor.

    Obsidian Shield

    Another good power and very necessary. The psi resistance is awesome too. (2res 2 end) 4 reactive armor later. I did this just for something different and for a little defense.

    Dark Regeneration

    This is the talk of the town power and the biggest self heal in the game. The draw backs are the end cost is high and the recharge is slow, but we can fix that. You can do a 5 slot or a 6 slot up to you. I had 6 and went down to 5 with sets (1acc, 2end redux, 3rch) 2 ToE's and 3 miracles. The ToE proc for +end would be a good thing to put in this power too!

    Cloak of Darkness (CoD)

    I really love this power for the defense, the immobilization protection Obsidian lacks and the stealth. The stealth really helps not draw in too much aggro from peeping enemies, so you wont get more groups than you can handle. The defense stacked with others compliments CoF's -to hit also. (2 end redux 2 def) 4 GoA's later with the Run IO. I used the Run IO because my main travel power is Ninja Run which I will go into later.

    Cloak of Fear (CoF)

    Long ago I hated this power. I thought -to hit was pointless for a set with no defenses. The end cost was too high and the ACC sucked! I've turned over a new leaf because its not my favorite power. You can slot up for fear or -to hit, but I chose fear. I can have a group around me and pick of the bosses, lts, then minions keeping the aggro and not taking too many hits. I believe Cimeroan's have some kind of fear resist, so what out for them. (2Acc 3end redux 1fear) 5 Glimpse's 1end redux. I didnt bother with the chance for Psi in this set, but if anyone has some feedback on it let me know. If you are going for more defense on your SM/DA, Accurate Tohit Debuff sets would be helpful.

    Oppressive Gloom

    This is a power I wasn't very found of and that hasn't changed. The disorient isn't good enough IMO and I hate to have them drunk walking wherever they please. However, it will stack with fault, so if you do not mind the drunk wanderers go for it! Combine with CoF, this power attempts to create a pseudo hold. I would only 1 slot this power.

    Soul Transfer

    Another power that I used to hate now love. Sometimes things do not go as we plan. You would like to think your resistance is great and your heal is always charged, but sometimes its just not the case. That's where Soul Transfer comes in. You'll probably die more than other brutes and so you do not look like a complete waste of space, Soul Transfer gets you right back into the fight. 1rch and thats it!

    IV: Power pools, Epics, and Travel powers

    A: Power pools
    1) Hasten: Recharge is important so I picked this up and gave it 3rch

    2) Fighting pool: The objective here was to get tough and weave. You have to either pick kick or boxing first so I did boxing which serves as a good fury builder (1acc). Tough (2 end redux 2 res) 4 impervium armor after. Weave (3 end redux 2 res) 5 LoG's after, yes with the +recharge IO.

    3) Teleport. I mainly got this pool to fill space, but it has some uses. Since Ninja run (with a few travel bonuses) is my main travel power teleport was something I used for long distances in zones. I picked on recall friend for those missions that need a stealther where a stalker may not be available.

    Tp ain't for everyone, and since I know everyone has their own method of travel feel free to use the one that's suite you.

    4) Stamina: This is now inherent and I could not be happier. swift, hurdle both have 1 slot for run and jump helping my Ninja Run. Health has 2 Numina's for regen and the bonus. Stamina has 4 slots (4 performance shifters). The extra end is nice as are the bonuses of the set.

    B: Epics

    1)Energy Mastery: Since DA is known for its end issues I picked this epic. Super Conditioning and Physical Perfection both got 2 slots for end mod.

    Lets say your end is great and you do not need this, I'd suggest Soul Mastery. Gloom gives you an extra ranged attack, soul tenacles to hold those baddies in place, darkest being a great addition to your -tohit debuffs and dark oblit for some AoE action! You can also have a pet


    C: Travel powers

    You can pick whatever fits you and thats fine. I did not really have the space for a travel so I decided with set bonuses ninja run would do just fine. I did pick of teleport later on for those long distances as I said earlier.

    V:The Alpha Slot

    Even with the set bonuses, epic pool power help you may find your end will still not allow you to take alpha, surive, all while trying to defeat the enemy. I did! So I went ahead and went with the Cardiac Alpha. I have Cardiac Boost which had done wonders for my endurance. The next step is to get Cardiac Radial Boost for the extra dmg resistance. I suggest to pick the alpha that fills in the whole that the build lacks. Naturally, mine lacks a lil resistance and even after many endurance set bonuses end was still a problem, so I made my choice. If you want to take a different route, Musculature and Spiritual Alpha's are also good choices.

    V: Conclusion

    I'm happy that I finally got DA to work for me. It took long enough, and finally I have a bad *** DA toon. I hope tihs build helped anyone who wants to try it or was discouraged by all the threads downing DA. It's not a bad set, its just not typical. Suggestions welcome ( as well as spell check). Below is my set and regular IO builds.

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    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    God's Shadow: Level 50 Natural Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Dark Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Teleportation
    Ancillary Pool: Energy Mastery

    Villain Profile:
    ------------
    Level 1: Stone Fist C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Dmg/Rchg:50(19), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/EndRdx:50(43)
    Level 1: Dark Embrace ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(3), ImpArm-ResDam/Rchg:40(3), ImpArm-ResDam/EndRdx/Rchg:40(9), S'fstPrt-ResKB:30(50)
    Level 2: Stone Mallet C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(5), C'ngImp-Dmg/Rchg:35(15), C'ngImp-Acc/Dmg/Rchg:35(40), C'ngImp-Acc/Dmg/EndRdx:40(45), C'ngImp-Dmg/EndRdx/Rchg:40(46)
    Level 4: Heavy Mallet C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(5), C'ngImp-Dmg/Rchg:30(15), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:30(34), C'ngImp-Dmg/EndRdx/Rchg:30(37)
    Level 6: Murky Cloud ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(7), ImpArm-ResDam/Rchg:40(7), ImpArm-ResDam/EndRdx/Rchg:40(11)
    Level 8: Fault Rope-Acc/Stun/Rchg:50(A), Rope-Acc/EndRdx:50(17)
    Level 10: Hasten RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(13)
    Level 12: Obsidian Shield RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(34)
    Level 14: Boxing Acc-I:50(A)
    Level 16: Dark Regeneration Theft-Acc/EndRdx/Rchg:30(A), Theft-Acc/EndRdx/Heal:30(17), Mrcl-Heal/EndRdx/Rchg:40(19), Mrcl-EndRdx/Rchg:40(31), Mrcl-Heal/Rchg:40(48)
    Level 18: Seismic Smash C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(21), C'ngImp-Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/EndRdx:50(45), C'ngImp-Dmg/EndRdx/Rchg:50(48)
    Level 20: Build Up AdjTgt-ToHit/Rchg:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(21), RechRdx-I:50(42)
    Level 22: Tough ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(23), ImpArm-ResDam/EndRdx/Rchg:40(23), ImpArm-ResDam:40(25)
    Level 24: Cloak of Darkness GftotA-Def:40(A), GftotA-Def/EndRdx:40(25), GftotA-Def/EndRdx/Rchg:40(27), GftotA-Run+:40(36)
    Level 26: Taunt Taunt-I:50(A)
    Level 28: Cloak of Fear EndRdx-I:50(A), Abys-EndRdx/Fear:50(29), Abys-Acc/EndRdx:50(29), Abys-Acc/Fear/Rchg:50(37), Abys-Acc/Rchg:50(42), Abys-Fear/Rng:50(43)
    Level 30: Teleport EndRdx-I:50(A)
    Level 32: Tremor Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), Erad-Acc/Rchg:30(33), FrcFbk-Rchg/EndRdx:50(37), Sciroc-Dmg/EndRdx:50(50)
    Level 35: Death Shroud Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(36), EndRdx-I:50(39), Sciroc-Acc/Dmg/EndRdx:50(43)
    Level 38: Weave LkGmblr-Def:40(A), LkGmblr-Def/EndRdx:40(39), LkGmblr-Def/Rchg:40(40), LkGmblr-Def/EndRdx/Rchg:40(40), LkGmblr-Rchg+:50(46)
    Level 41: Superior Conditioning EndMod-I:50(A), EndMod-I:50(50)
    Level 44: Soul Transfer RechRdx-I:50(A)
    Level 47: Physical Perfection EndMod-I:50(A), EndMod-I:50(48)
    Level 49: Recall Friend RechRdx-I:50(A)
    Level 50: Cardiac Boost
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint EndRdx-I:50(A)
    Level 2: Rest Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift Run-I:50(A)
    Level 2: Health Numna-Heal:50(A), Numna-Heal/EndRdx:50(46)
    Level 2: Hurdle Jump-I:50(A)
    Level 2: Stamina P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(27), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc/Rchg:50(42)


    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    God's Shadow: Level 50 Natural Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Dark Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Teleportation
    Ancillary Pool: Energy Mastery

    Villain Profile:
    ------------
    Level 1: Stone Fist Acc-I:50(A), Acc-I:50(9), Dmg-I:50(19), Dmg-I:50(39), RechRdx-I:50(43)
    Level 1: Dark Embrace ResDam-I:40(A), ResDam-I:40(3), EndRdx-I:40(3), EndRdx-I:40(9), S'fstPrt-ResKB:30(50)
    Level 2: Stone Mallet Acc-I:50(A), Acc-I:50(5), Dmg-I:50(15), Dmg-I:50(40), EndRdx-I:50(45), RechRdx-I:50(46)
    Level 4: Heavy Mallet Acc-I:50(A), Acc-I:50(5), Dmg-I:50(15), Dmg-I:50(31), EndRdx-I:50(34), EndRdx-I:40(37)
    Level 6: Murky Cloud ResDam-I:40(A), ResDam-I:40(7), EndRdx-I:40(7), EndRdx-I:40(11)
    Level 8: Fault Acc-I:50(A), EndRdx-I:50(17), RechRdx-I:50(19)
    Level 10: Hasten RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(13)
    Level 12: Obsidian Shield ResDam-I:40(A), ResDam-I:40(13), EndRdx-I:40(34), EndRdx-I:40(34)
    Level 14: Boxing Acc-I:50(A)
    Level 16: Dark Regeneration Acc-I:50(A), EndRdx-I:50(17), EndRdx-I:40(31), RechRdx-I:40(46), RechRdx-I:40(48)
    Level 18: Seismic Smash Acc-I:50(A), Acc-I:50(21), Dmg-I:50(36), Dmg-I:50(45), EndRdx-I:50(45), EndRdx-I:50(48)
    Level 20: Build Up RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(42)
    Level 22: Tough ResDam-I:40(A), ResDam-I:40(23), EndRdx-I:40(23), EndRdx-I:40(25)
    Level 24: Cloak of Darkness EndRdx-I:40(A), EndRdx-I:40(25), DefBuff-I:40(27), DefBuff-I:40(36)
    Level 26: Taunt Taunt-I:50(A)
    Level 28: Cloak of Fear Acc-I:50(A), Acc-I:50(29), EndRdx-I:50(29), EndRdx-I:50(37), EndRdx-I:50(42), Fear-I:50(43)
    Level 30: Teleport EndRdx-I:50(A)
    Level 32: Tremor Acc-I:30(A), Acc-I:30(33), Dmg-I:30(33), Dmg-I:30(33), EndRdx-I:50(37), RechRdx-I:50(50)
    Level 35: Death Shroud Acc-I:30(A), EndRdx-I:30(36), EndRdx-I:50(39), EndRdx-I:50(43)
    Level 38: Weave EndRdx-I:50(A), EndRdx-I:50(39), EndRdx-I:50(40), DefBuff-I:50(40), DefBuff-I:50(46)
    Level 41: Superior Conditioning EndMod-I:50(A), EndMod-I:50(50)
    Level 44: Oppressive Gloom Acc-I:50(A)
    Level 47: Physical Perfection EndMod-I:50(A), EndMod-I:50(48)
    Level 49: Soul Transfer RechRdx-I:50(A)
    Level 50: Cardiac Partial Radial Revamp
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint EndRdx-I:50(A)
    Level 2: Rest Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift Run-I:50(A)
    Level 2: Health Heal-I:50(A)
    Level 2: Hurdle Jump-I:50(A)
    Level 2: Stamina EndMod-I:50(A), EndMod-I:50(27), EndMod-I:50(31), EndMod-I:50(42)



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    |A5C25E|
    |-------------------------------------------------------------------|
  4. Hello Fellow Scrappers:

    I'm planning on rolling a FM/SR scrapper in the near future and wanted to know if it's true that going past 46%-47% defense is pointless? I was working on this build and got it way beyond that and did not want to go with it if it does not make a difference.

    THANKS!
  5. Quote:
    Originally Posted by warden_de_dios View Post
    There's a super cheap base empowerment that grants 10 points of knockback protection. If you know you're going up against something with insane knockback you can plan ahead and hit your base.

    Dominatrix has some insane knockback
    Totally forgot! Thanks!
  6. One more quick question:

    I was thinking of using two modes of play. The first, where I use dark embrace, murky, obsidian, tough, weave, and death shroud when I'm the main. The other using dark embrace, murky, obsidian, tough, weave, CoD and Cof when I'm not lead.

    What do you think? And would CoF be better then OG? I just though I don't want the mobs wandering off. Build below:

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  7. Thank everyone for their feedback. I think I'm going to stick with the 1 KB protection IO for 4 pts, do typed defense and just do it for S/L (majority of attacks) & Energies (later game dmg type) as much as I can get it up to. So that way I'll feel comfortable.
  8. Quote:
    Originally Posted by Zandock View Post
    I'll just add in that going for typed defense can be a lot easier when you're working from a base of pretty much nothing. Softcapped S/L defense is going to protect you from a lot more attacks than softcapped melee defense.
    How would softcapp'd S/L protect me more than softcapped melee? Wouldnt the melee cover more attacks and the majority of S/L damage in the game is melee. I was thinking of up'ing the Energies defense since Energy damage is DA's one hole besides toxic.
  9. Quote:
    Originally Posted by Blue_Centurion View Post
    Take it from a guy with a high level dark armor tank, 12 points. 8 points is = 4 points most of the time. so, either stick with 4 points or invest in 12, but 8 is pretty much a waste.
    I dont understand how 8 pts = 4. Can you explain that? More points should be simply more pts right?
  10. Hmm true. And yeah, I'm going to Aim for type defense. I tried it both ways and it seems like I get more out of my slots in general when I do that. I tried for melee initially and it was ok, but all the Touch of Deaths I had to use I'm sure would be very expensive.
  11. @ Pine It's a SM/DA like I said, and its not that understand how the defense works although going in one direction would be ideal. I more so wanted to know if the numbers were decent as for normal PvE game play.

    I do wonder whether type or positional defense is easier to get on a SM/DA. Anyone know?

    @Carnifax_NA I think I'm going to go with 7-8 points of KB at least. I found that even with 4 I would get Knocked back a lil more than I cared too.
  12. Hello Everyone,

    I'll cut right to the chase, I'm considering using Kinetic Crash in tremor for my SM/DA brute mainly for the run speed & KB protection. Does the KB of Kinetic Crash really increase a lot to the point where it will KB mobs my level and higher?

    Also, I wanted to know if these were decent defense numbers for PvE on this Brute:

    S/L: 22.9
    Nrg/N.Nrg: 30.7
    Psi: 16.7
    Fire/Cold:14.8
    Melee: 21.7
    Ranged: 29.8
    AoE: 14.8

    Thanks for your feedback.
  13. I don't beleive I needed to see those old patch notes to answer my questions....but thank you
  14. Hello everyone,

    Now I already know this probably isnt the most popular build and definitely not an easy mode brute but I have a lil question for my forum goers.

    I've decided to have two builds for this guy. One that I will use for PvE taking advantage of OG, fault, and all the stun madness as I know it will be good mitigation for those rough battles. I was thinking of doing a PvP one uping my defense and putting in Cloak of Fear.

    Would the fear/defense be better for dueling over the stuns? As I remember OG wasn't a very strong stun unslotted and thinking that everyone has status protect, I felt the fear, -tohit, and defense might be better... if I can get the defense numbers up. I was going to go with Soul Mastery and get Darkest Night, but that felt a lil too defensive to me.

    Any advice?
  15. Amir

    Elec/WP Route

    Do you at least have a starting build?
  16. Quote:
    Originally Posted by MT_Head View Post
    Bill, would combat jumping be needed? I only ask because I REALLY don't want another toggle running with the SR set and tough, ya know?
    Whenever I do an SR build I never "run" tough. I just put the +3def Steadfast in it and turn it off... let the set bonus do its thing.
  17. Amir

    Katana or DB/DA?

    Hello Folks,

    I was just messing around with a build I'm making for a toon I'll probably make later. I thought it would be cool to build this Katana or DB/DA scrapper but I'm having some issues. I need advice on the following:

    1) Is the end usage ok? Should I have more?
    2) Any thoughts of the Resistance and Defense?
    3) Accuracy?
    3) Any thing additional

    I make the resistance and defenses high on purpose and this is a 1 v 1 build I want for PvE & PvP. Tell me what you think (builds below, I just put the data chunks)

    THANKS!

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  18. Just made a SM/DA for Rogue.

    This aint my first time playing it, I really got it down when I played it pre-IO's so I feel I'll be good this time around. I have lots of experience with the set.

    My 1 question is, what kind of numbers for Def are good? Thats the one part of this /DA I don't get or how to fit it in.
  19. Playing with mids last night and noticed that this dom has hotfeet and mudpots. I may be on the late freight, but I wanted to know if anyone has one of these and how those two toggles work out for you? How do they personally benefit you? Etc.
  20. Amir

    Blaster Idea?

    I personally had a lot of fun with Elec/EM, not sure if that sounds appealing to you.

    Not a big blaster player, but Fire/MM sounds good to me!

    There is some youtube video floating around of one soloing some Av's...
  21. Amir

    Fun scrapper

    Currently doing FM/Ela right now and love it! This is my first time tried Fire and the attacks are sweet, they hit hard, not too end heavy so far at 27 and I'm always getting the kill shot

    Electric armor is good. I chose it for the Resistance and LR (Lightning Reflexes). IMO, you could probably choose a better secondary as their are many.
  22. I actually realized that about the stealth after I really looked at it.

    Honestly, I been struggling! I can't seem to make up my mind with brutes. I've tried:

    DM/FA, SM/FA, Elm/Stone, just all kinda stuff. I do appreciate all the feedback. I'm just so lost! I started to also realize the suckage of if Rage drops and I don't hit it again in time how much my defense goes down = not a risk I want to take.

    I been looking overshield lately, just pondering.
  23. @ReptlBrain

    You're right! I did see some pots that the lil end recovery really didnt matter. I saw that in haymaker so I made that change. For the most part, I want to keep most of my end recovery bonuses in fear that I'll be zone pvping, arena, and running out of end and not have the chance to hit energy drain if they run too much.

    For punch, it will have the 1 ACC for awhile, then I put the slots in it when I have them to spare. Eventually, it will have the 4 for the bonus only really.

    For Kb Blow, I never had a Psi proc. I thought it would be cool...but having it up more often is more helpful.

    I thought I mentioned this in the beginning of the thread if I didnt here it is, "I want total invis." Its a theme I wanted to try and I think it would be really cool. Pointless? Maybe, but thats what i want.

    For CJ I wanted to put two of some IO set in it. Maybe Kisment. I dunno if a regen or recov bonus is what i want.

    Took your advice on footstomp and gave a 6 slot which I took from Gloom.

    Not really interesting in AoE's and if I put Dark Oblt in, Id have to take something out and have 3 Patron powers: Not mygoal.

    Thank you!
  24. Quote:
    Originally Posted by Finduilas View Post
    The biggest problem I see with the current build is that all your defense powers are way overslotted; none of them need more than 4 slots. I never bother with the GotA +Runspeed, but if you want to keep it, drop the Def/Rchg and End/Rchg. That will fully enhance those powers and free up 6 slots for something else.

    EDIT: Similarly, Tough is overslotted. Drop the 5th slot in Tough with its piddly .63% F/C defense bonus and use the slots you've freed up from your other powers to 3 slot DF or EP with Aegis, which will give you a 3.13% F/C defense bonus.
    This helped tons! Thanks!
  25. @HardKisses, Yeah I found that a lot of ppl couldnt help me on this build. I even asked in game. I know someone made a few of these hopefully they will jump in here. Also great idea for the rage crashes. Never would have thought of that.

    @Reptlbrian, I figured as much about energy drain. I switched it out in the build I re-did. I got a little advice from a global friend who said my end didnt look so good. I can fill the Neg, but the Psi whole is hard to fill. I dunno. The build is posted below again. If you can't open it, I can email it to you:

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    E.: Level 50 Technology Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Energy Aura
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (13) Kinetic Combat - Damage/Recharge
    • (27) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Kinetic Shield
    • (A) Gift of the Ancients - Defense/Endurance
    • (3) Gift of the Ancients - Defense/Recharge
    • (9) Gift of the Ancients - Endurance/Recharge
    • (15) Gift of the Ancients - Defense/Endurance/Recharge
    • (31) Gift of the Ancients - Defense
    • (40) Gift of the Ancients - Run Speed +7.5%
    Level 2: Haymaker
    • (A) Mako's Bite - Accuracy/Damage
    • (3) Mako's Bite - Damage/Endurance
    • (11) Mako's Bite - Damage/Recharge
    • (17) Bruising Blow - Damage/Recharge
    • (19) Bruising Blow - Accuracy/Damage
    Level 4: Power Shield
    • (A) Gift of the Ancients - Defense/Endurance
    • (5) Gift of the Ancients - Defense/Recharge
    • (9) Gift of the Ancients - Endurance/Recharge
    • (15) Gift of the Ancients - Defense/Endurance/Recharge
    • (31) Gift of the Ancients - Defense
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    • (7) Recharge Reduction IO
    Level 8: Swift
    • (A) Run Speed IO
    Level 10: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (11) Kinetic Combat - Damage/Endurance
    • (37) Kinetic Combat - Damage/Recharge
    • (37) Kinetic Combat - Damage/Endurance/Recharge
    Level 12: Knockout Blow
    • (A) Hecatomb - Damage
    • (13) Hecatomb - Damage/Recharge
    • (17) Hecatomb - Accuracy/Damage/Recharge
    • (19) Hecatomb - Accuracy/Recharge
    • (34) Hecatomb - Damage/Endurance
    • (40) Ghost Widow's Embrace - Chance of Damage(Psionic)
    Level 14: Super Speed
    • (A) Endurance Reduction IO
    • (46) Celerity - +Stealth
    Level 16: Entropy Shield
    • (A) Endurance Reduction IO
    Level 18: Health
    • (A) Miracle - Heal/Endurance
    • (40) Miracle - Heal
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Accuracy
    • (21) Performance Shifter - EndMod/Recharge
    • (46) Performance Shifter - EndMod/Accuracy/Recharge
    Level 22: Rage
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (25) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (27) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 24: Dampening Field
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 26: Combat Jumping
    • (A) Jumping IO
    • (37) Endurance Reduction IO
    Level 28: Energy Drain
    • (A) Harmonized Healing - Heal/Recharge
    • (29) Harmonized Healing - Endurance/Recharge
    • (29) Harmonized Healing - Heal/Endurance/Recharge
    • (43) Harmonized Healing - Heal/Endurance
    • (43) Harmonized Healing - Heal
    Level 30: Energy Cloak
    • (A) Gift of the Ancients - Defense/Endurance
    • (31) Gift of the Ancients - Defense/Recharge
    • (34) Gift of the Ancients - Defense/Endurance/Recharge
    • (39) Gift of the Ancients - Defense
    Level 32: Foot Stomp
    • (A) Eradication - Damage
    • (33) Eradication - Accuracy/Recharge
    • (33) Scirocco's Dervish - Accuracy/Damage
    • (33) Scirocco's Dervish - Damage/Endurance
    • (34) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 35: Hurl
    • (A) Decimation - Accuracy/Damage
    • (36) Decimation - Damage/Endurance
    • (36) Decimation - Accuracy/Damage/Recharge
    • (36) Decimation - Damage/Recharge
    Level 38: Tough
    • (A) Reactive Armor - Resistance/Recharge
    • (39) Reactive Armor - Resistance
    • (39) Reactive Armor - Resistance/Endurance
    • (43) Reactive Armor - Resistance/Endurance/Recharge
    • (50) Reactive Armor - Endurance
    Level 41: Weave
    • (A) Gift of the Ancients - Defense/Endurance
    • (42) Gift of the Ancients - Defense/Recharge
    • (42) Gift of the Ancients - Endurance/Recharge
    • (42) Gift of the Ancients - Defense/Endurance/Recharge
    Level 44: Gloom
    • (A) Maelstrom's Fury - Accuracy/Damage
    • (45) Maelstrom's Fury - Damage/Endurance
    • (45) Maelstrom's Fury - Damage/Recharge
    • (45) Thunderstrike - Accuracy/Damage
    • (46) Thunderstrike - Damage/Endurance
    Level 47: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (48) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (48) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (48) Dampened Spirits - To Hit Debuff
    • (50) Dampened Spirits - To Hit Debuff/Endurance
    • (50) Dampened Spirits - To Hit Debuff/Recharge/Endurance
    Level 49: Energy Protection
    • (A) Resist Damage IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 4.5% DamageBuff(Smashing)
    • 4.5% DamageBuff(Lethal)
    • 4.5% DamageBuff(Fire)
    • 4.5% DamageBuff(Cold)
    • 4.5% DamageBuff(Energy)
    • 4.5% DamageBuff(Negative)
    • 4.5% DamageBuff(Toxic)
    • 4.5% DamageBuff(Psionic)
    • 13% Defense(Smashing)
    • 13% Defense(Lethal)
    • 7.69% Defense(Fire)
    • 7.69% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.88% Defense(Melee)
    • 6.13% Defense(Ranged)
    • 9.56% Defense(AoE)
    • 11.3% Max End
    • 10% Enhancement(RechargeTime)
    • 15% Enhancement(Accuracy)
    • 3% Enhancement(Heal)
    • 10% FlySpeed
    • 163 HP (10.9%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Confused) 1.65%
    • MezResist(Held) 4.4%
    • MezResist(Immobilize) 12.7%
    • 26.5% (0.44 End/sec) Recovery
    • 10% (0.63 HP/sec) Regeneration
    • 12.5% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 2.5% Resistance(Psionic)
    • 20.5% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|