Amir

Apprentice
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  1. And I forgot to ask, Rage crashes seem to hurt the defense a lot!

    Is it true that with them stacked you don't receive that penalty?

    Some other way around it?
  2. I support these 100%.

    Make sure to put them nice Procs in the claws attacks
  3. Hello forum heads,

    So I been thinking long and hard about the kind of brute that will be my #1. I've tried so many things and after the pointless level grinds I decided to play in mids.

    I played in mids for months on end and I finally got it: SS/EA.

    It has the dmg, the acc, the stealth cap, and everything!! Its a build for both pvp/pve and although it looks good I had a few questions:

    1) Should I worry about getting my Neg. Nrg & Psi defence up?

    I know as villain I will see lots of psi dmg for both pvp/pve, but wasnt sure if it was worth it to raise the defense to sacrifice somewhere else. I don't see a lot of Neg. Nrg for pvp, but there is the CoT.

    2) Energy drain or converse power?

    I'm kind of torn because I don't want to rely on other having to hit foes for energy drain, but it doesn't require acc and it gives end and health. I want to know which to pick to be useful for pvp & pve.

    Any other suggestions I would love. The date chunk is below:



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1406;702;1404;HEX;|
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    |-------------------------------------------------------------------|
  4. On both my DM/SR and DM/DA, ToF was mandatory!

    Although I don't have any date to contribute I do have experience. I usually sput 2 T'ht Bffs in it and went right for AV's. Back before DM's dmg boost, ToF was the biggest contribution I could give for my brute. It would 2-3 stack and Posi, nor an AV could geta good combo of attacks out with good accuracy. It doesn't need to be paired with any kind of armor for the -Acc to do its thing. Its awesome hands down.

    That is all.
  5. Quote:
    Originally Posted by Warkupo View Post
    I could see the either being terribly overpowered, or very worthless, depending on whether or not your illusions are invincible, if they are not, how much HP they have if they are not, how long they can stay out, what their recharge is, or if they can be made permanent.

    It seems cool, mind you, but I think it would work better as a Tier 9 or something.
    LOL I don't get paid to think of all of that, DEVS can deal with that. The idea sounds cool though. I dunno maybe they're invincible and just can stay out for a limited time, kinda like PA for Illusion.

    Well Ninjitsu already has a tier 9...
  6. Amir

    Fire/Elec

    How did this go?

    I recently made one and I'm at lv 20 now. I love the fire dmg a lot! I haven't gotten to much into the Ela, but when I had it on my brute it was nice. I read there is a unresolved issue with scrapper Ela not being ad resistance to energy dmg as brutes version. I havent' gotten there yet.

    So far I love it.
  7. Hmmmm this kinda sounds like a good idea.

    Trade hide for a a stealth.

    Caltrops for a clone power; multiple illusionary copies of yourself that do no dmg but u can use like pets for a nice diversion.
  8. Amir

    Set bonuses?

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Makes sense to me. For defense I'd say focus on Ranged since you've got plenty of KB to keep enemies away (and ranged is generally the most useful for a defender anyway).
    Cool. So whats a good % of ranged? I have CJ, steamy mist, with set bonuses its only at like 21% ranged right now. :/
  9. Amir

    Set bonuses?

    I was thinking for storm maybe...defense, recharge with some end recovery. I think...
  10. Amir

    Set bonuses?

    Hello Defenders!!

    I like to play around with Mid's a lot and currently a lot on my storm/ice & today messing with a cold/psi.

    I wanted to know from pvp & pve players what set bonuses you guys put in your builds:

    regeneration?
    recovery?
    recharge?
    status protection?
    more defense/resistance?
    acc?

    Which do guys find effective for your pve & pvp game play. I know all defenders are different so just tell me what you do with YOURS. You can choose 1, 2, or 3. I just wanted to get an idea of what the majority does.

    Thank you!
  11. Call me crazy but I dunno...just doesnt sound possible. Maybe the demonic, FoN and some sets of course helped this?
  12. I had one of these and got it to 12...

    Thing about me is when I'm not thrilled about a build to start off it won't work.

    I dunno if it was the Katana or the Electric Armor but I didn't like it

    It looked good on paper though...
  13. Amir

    EA question

    Quote:
    Originally Posted by JAXMAN View Post
    I found that raising my ranged defense along with my negative energy defense helps protect against some psi attacks. It's still an obvious weakness but a manageable one.
    How does raising defense on neg & nrg help protect against psi?
  14. This thread to me feels like one person doesnt like gravity and wants to change it for everyone. I don't think thats going to work:

    I have played gravity to 40 as a controller at 36 as a dominator. Like many sets it has powers that we deem "un-useful" I think all sets have one. For example, who pics stun for energy melee still? Black hole for dark miasma? Mass Hypnosis from Mind control? Some of us use them. I think in general, for a team blasting through things...these strategic, emergency powers don't get used and so we think they need to be thrown away.

    DS can be useful. Raise your hands if you ever been on a team where the mob is trashing the team or there are just too many despite all the holds, debuffs, etc.? Throw DS and the team can 1)make a run for it and regroup or 2) phase enough baddies so the ones that arent phased aren't a problem. I remember a time in PvP when intanglibles were deadly....thats now gone, YES!

    Lift doesnt need to be buffed for dmg, IMO it would be too powerful and as an AoE would suffer some reduction of ACC which I wouldn't be happy with.

    Every power set isnt for everyone, thats why there are soo many so pick one that works for you. Gravity, is unique just like other sets. Treat it that way and play it according to that. Changing it to suite "you" isn't cool....eventually someone wil lbe writing a complaint thread on how they dont like the changes inspired by you.

    I have fun with it on my dom, and although wormhole does come a bit late, and maybe should be switched with DS I was working just fine with the aoe immob & aoe hold regardless of recharge time), lift and all the other goodies before I got it.
  15. Quote:
    Originally Posted by TrancEnding View Post
    If you're plannin' on fightclubbin' you'll do well against just about anything as far as survivability. Anything else you're most likely playin a taunt-bot role in a team situation -- /Invuln can handle it. I considered trying a DM/Invuln myself but I'm satisfied with SS/ at the moment. IMO, it'll rival a Willpower in both Brute and Tanker class with enough investment.

    G'luck h'fun.
    Thank you! That got me encouraged! I went home last night and got my dull pain easily perma with hasten. I think that should be ok....I'll try and push it a little further as its down time is like second or so. The duration is 120s, and I got the recharge to 119s. I'll double check but thank you!
  16. Quote:
    Originally Posted by JWatt View Post
    Entry 3, or Ding! Lv 20:

    Logged late at night again (11:30pm), so I went solo for most of the evening until my Coalie Typhonus invited me to his team, where I kept on until Konsultant was about a bar from level 20. Typhonus's team was level 12, so the DOs weren't on. Made me realize exactly how much they were helping endurance management.

    After hitting level 20, I ran a few missions just to see what the difference was. Stamina always wows me. Even unslotted, it makes a significant change to endurance recovery. With this toon, more endurance means that Konsultant don't have to hold back as much on the heavy attacks, so enemies drop faster. Enemies dropping faster means that they have less time to wallop Konsultant, so his health doesn't drop as fast. More health and quicker recovery make for less downtime, so there's less chance of Fury completely disappearing.

    Once I pick up the Martial Arts pack, I'm going to drop a Super Jump from Konsultant's build. I'll miss having it, but losing those two powers will give me enough leeway to add in Aid Self, Weave, and Darkest Night. Jury's out on whether Konsultant will need Aid Self yet, but even if he doesn't doesn't then he can still get Weave much sooner without delaying the acquisition of too many important powers.

    Starting level: 19
    End level: 20
    Powers Acquired: Stamina
    Fun level: 5/5 for finally having Stamina

    You going to tell them about your dom duel too?!

    Lol this is Myzrahi :P
  17. Quote:
    Originally Posted by TrancEnding View Post
    Not at home at the moment but my...

    S/L Res is 80% PvE (60% PvP)
    MaxHP = 2,300ish (3,157maxhp with DP)
    S/L Defense = I think is 21-22%
    Cold/Fire/NRG/Neg Def I think is 16-17%
    Regen = 28hp/s (after DP 45hp-ish)

    When I get home I'll edit it with better accuracy.
    How did you do this? I'm looking for invul help too.
  18. Love your thread thank you! I just made a FF/Archery Defender and intend on keeping everything ranged with my force bubble and a crap load of defense with IO's and popping power boost b'up.

    I really like where u eloborate on fistfull of arrows, explosive, arrow, ranged shot and blazing arrow. I'm dropping explosive now that you informed me. I hope to love it as I do already at lvl 3 lol!

    Also, snap shot. a b'up, heal proc sounds like a good idea! Now I can use a slot somewhere else.
  19. Hey all!

    Got my DM/Invul to 31. I did a couple of change in specs so I can get tough a bit earlier and a few other things...

    I wanna know how invul is going to rate in PvP. This is my first invul and as I'm sure the dark will be just fine I want to know PvP wise what should I focus on to stay alive?

    Advise on sets, powers, etc., is appreciated. I'll post my build later tonight...
  20. I always look at time bomb, then look at a power pool power I want
  21. Amir

    Claws/Fiery Aura

    Well, I think it holds promise. Wish me luck!
  22. Amir

    Rad/Dark?

    I was wondering if anyone had one of these and tried the cosmic burst with howling twilight for some kind of "uber" stun... just curious and bored lol!
  23. So what did you decide on making?
  24. Amir

    Claws/Fiery Aura

    Bill, you inspired me to use the Claw/... I did think you had a Claws/DA my bad! I wasn't keen on them until you always supported them in the posts I'd see.

    Yeah, I'll drop acro for the KB IO.

    Yeah, I tried the SS/FA thing... he is now deleted. Too much Psi dmg in the 40's and I just couldn't take it! Hopefully I can change that this time.

    Does anyone know a good way I can just have one build for both PvE & PvP?
  25. Amir

    Claws/Fiery Aura

    And PvE:

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Rufia: Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Villain Profile:
    ------------
    Level 1: Swipe C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(36)
    Level 1: Fire Shield ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(3), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam/EndRdx/Rchg(29), TtmC'tng-ResDam(31)
    Level 2: Strike C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 4: Healing Flames Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(43)
    Level 6: Spin Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(31), Zinger-Dam%(37)
    Level 8: Hasten RechRdx-I(A), RechRdx-I(9), RechRdx-I(11)
    Level 10: Hurdle Jump-I(A)
    Level 12: Combat Jumping EndRdx-I(A), EndRdx-I(34)
    Level 14: Super Speed Run-I(A)
    Level 16: Plasma Shield ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(17), TtmC'tng-ResDam(19), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/EndRdx/Rchg(43)
    Level 18: Health Heal-I(A)
    Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Follow Up C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(50)
    Level 24: Super Jump Jump-I(A)
    Level 26: Focus Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(40), Decim-Build%(46)
    Level 28: Acrobatics EndRdx-I(A), EndRdx-I(31)
    Level 30: Boxing Acc-I(A)
    Level 32: Eviscerate Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(37), Acc-I(43)
    Level 35: Fiery Embrace RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Tough ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(39), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam/EndRdx/Rchg(39), TtmC'tng-ResDam(46)
    Level 41: Blazing Aura Acc-I(A), EndRdx-I(42), EndRdx-I(42), EndRdx-I(42), Dmg-I(46)
    Level 44: Consume P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc/Rchg(45), P'Shift-Acc/Rchg(45)
    Level 47: Shockwave Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rng(50), FrcFbk-Rechg%(50)
    Level 49: Temperature Protection Aegis-Psi/Status(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    6% DamageBuff(Smashing)
    6% DamageBuff(Lethal)
    6% DamageBuff(Fire)
    6% DamageBuff(Cold)
    6% DamageBuff(Energy)
    6% DamageBuff(Negative)
    6% DamageBuff(Toxic)
    6% DamageBuff(Psionic)
    2.25% Max End
    37.5% Enhancement(RechargeTime)
    4% Enhancement(Heal)
    48% Enhancement(Accuracy)
    5% FlySpeed
    163 HP (10.9%) HitPoints
    5% JumpHeight
    5% JumpSpeed
    MezResist(Immobilize) 9.35%
    MezResist(Sleep) 6.6%
    MezResist(Stun) 4.4%
    MezResist(Terrorized) 2.2%
    12.5% (0.21 End/sec) Recovery
    2.84% Resistance(Fire)
    2.84% Resistance(Cold)
    2.84% Resistance(Toxic)
    13.3% Resistance(Psionic)
    5% RunSpeed