_Deth_

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  1. It is quite possible, and incredibly expensive.

    and here it is =D

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Dark Embrace
    • (A) Aegis - Psionic/Status Resistance
    • (3) Aegis - Resistance
    • (5) Aegis - Resistance/Endurance
    • (7) Aegis - Resistance/Endurance/Recharge
    • (11) Aegis - Resistance/Recharge
    Level 1: Shadow Punch
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (13) Touch of Death - Damage/Recharge
    • (15) Touch of Death - Accuracy/Damage/Endurance
    • (50) Touch of Death - Damage/Endurance/Recharge
    • (50) Touch of Death - Chance of Damage(Negative)
    Level 2: Smite
    • (A) Mako's Bite - Accuracy/Damage
    • (5) Mako's Bite - Damage/Endurance
    • (7) Mako's Bite - Damage/Recharge
    • (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (13) Mako's Bite - Accuracy/Endurance/Recharge
    • (15) Mako's Bite - Chance of Damage(Lethal)
    Level 4: Murky Cloud
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 6: Obsidian Shield
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    Level 8: Dark Regeneration
    • (A) Theft of Essence - Healing/Recharge
    • (9) Theft of Essence - Accuracy/Endurance/Recharge
    • (9) Theft of Essence - Chance for +Endurance
    Level 10: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (37) Luck of the Gambler - Defense
    • (40) Defense Buff IO
    • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (43) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 12: Swift
    • (A) Run Speed IO
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (46) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Siphon Life
    • (A) Mako's Bite - Accuracy/Damage
    • (17) Mako's Bite - Damage/Endurance
    • (17) Mako's Bite - Damage/Recharge
    • (19) Mako's Bite - Accuracy/Endurance/Recharge
    • (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (48) Mako's Bite - Chance of Damage(Lethal)
    Level 18: Health
    • (A) Miracle - +Recovery
    • (50) Numina's Convalescence - +Regeneration/+Recovery
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Performance Shifter - Chance for +End
    Level 22: Death Shroud
    • (A) Obliteration - Damage
    • (23) Obliteration - Accuracy/Recharge
    • (23) Obliteration - Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 24: Cloak of Fear
    • (A) Siphon Insight - ToHit Debuff
    • (25) Siphon Insight - Accuracy/ToHit Debuff
    • (25) Siphon Insight - Accuracy/Recharge
    • (31) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (33) Siphon Insight - Accuracy/Endurance/Recharge
    • (36) Siphon Insight - Chance for +ToHit
    Level 26: Taunt
    • (A) Mocking Beratement - Taunt
    • (27) Mocking Beratement - Taunt/Recharge
    • (27) Mocking Beratement - Taunt/Recharge/Range
    • (31) Mocking Beratement - Accuracy/Recharge
    • (33) Mocking Beratement - Taunt/Range
    • (34) Mocking Beratement - Recharge
    Level 28: Soul Drain
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (34) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 30: Boxing
    • (A) Accuracy IO
    Level 32: Tough
    • (A) HamiO:Ribosome Exposure
    Level 35: Weave
    • (A) HamiO:Cytoskeleton Exposure
    • (36) HamiO:Cytoskeleton Exposure
    • (36) Luck of the Gambler - Recharge Speed
    Level 38: Midnight Grasp
    • (A) Mako's Bite - Accuracy/Damage
    • (39) Mako's Bite - Damage/Endurance
    • (39) Mako's Bite - Damage/Recharge
    • (39) Mako's Bite - Accuracy/Endurance/Recharge
    • (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (40) Mako's Bite - Chance of Damage(Lethal)
    Level 41: Cloak of Darkness
    • (A) HamiO:Cytoskeleton Exposure
    • (42) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Recharge Speed
    Level 44: Dark Consumption
    • (A) Obliteration - Damage
    • (45) Obliteration - Accuracy/Recharge
    • (45) Obliteration - Damage/Recharge
    • (45) Obliteration - Accuracy/Damage/Recharge
    • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (46) Obliteration - Chance for Smashing Damage
    Level 47: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense
    • (48) Luck of the Gambler - Defense/Endurance
    Level 49: Soul Transfer
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 20% DamageBuff(Smashing)
    • 20% DamageBuff(Lethal)
    • 20% DamageBuff(Fire)
    • 20% DamageBuff(Cold)
    • 20% DamageBuff(Energy)
    • 20% DamageBuff(Negative)
    • 20% DamageBuff(Toxic)
    • 20% DamageBuff(Psionic)
    • 19.1% Defense(Smashing)
    • 19.1% Defense(Lethal)
    • 18.8% Defense(Fire)
    • 18.8% Defense(Cold)
    • 14.1% Defense(Energy)
    • 14.1% Defense(Negative)
    • 6% Defense(Psionic)
    • 22.9% Defense(Melee)
    • 22.3% Defense(Ranged)
    • 22.3% Defense(AoE)
    • 3.6% Max End
    • 27% Enhancement(Accuracy)
    • 47.5% Enhancement(RechargeTime)
    • 9% FlySpeed
    • 168.7 HP (9%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 15.4%
    • MezResist(Immobilize) 12.7%
    • MezResist(Stun) 4.4%
    • 2.5% (0.04 End/sec) Recovery
    • 40% (3.13 HP/sec) Regeneration
    • 3% Resistance(Psionic)
    • 14% RunSpeed
    • 4.5% XPDebtProtection



    Code:
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  2. Quote:
    Originally Posted by prev1 View Post
    Please show me an /DA brute with tank hp/resist numbers, I'll gladly retract my thoughts on the comparisons.

    That's so loaded it's not even funny. Show me ANY brute with tank resist numbers, short of Stone.

    As far as hp goes, my claws/DA with have over 2k hp when I am done with him, and that isn't even focusing on hp. base hp on a DA tank is 1874. Capped, no, but up to tanker level, yep.

    It is just beyond me why everyone has to crap on DA. The fact of the matter is, it has been shown that not only is DA solid, when people actually learn to play it it is an overachiever capable of some incredible feats.

    If you can't get a handle on it, don't play it. But really, is there any reason to pretend that it is garbage just because you can't wrap your head around it? I hate SD with a passion, but I don't run around telling people not to play it, or spend tons of energy trying to "prove" it is broken.
  3. ok, you win the interwebs, DA is terrible and is soooooo much worse than all the other sets and is the biggest endwhore out there. no one could possibly play DA and not have the soulcrushing endurance problems that everyone says it has.
  4. Quote:
    Originally Posted by tarrantm View Post
    It's harder for Brutes to hit the hitpoint cap because they start with about 350 less hitpoints than a Tanker.

    As for them having the same hitpoint cap, I'll get back to this later...



    No, you merely said har har, my opinion overrules your facts, so keep your facts to yourself. That isn't a valid argument.
    get back to what later, they have the same cap. is it harder for brutes to hit that cap than it is for tanks, yes, but it can be done.

    What I said wasn't opinion, what I said was a fact. I have done what he said you couldn't do. You can throw all the math you want at it, it doesn't change the fact that he was incorrect in his assumption.

    He said, here is some math that says playing a DA brute is going to be much more painful on endurance than any other set, . I responded, well, after playing a DA brute, and having played other sets, I didn't notice it being any more painful on end than any other set.

    That plainly contradicts the "fact" that he was trying to prove with his math. So, you can throw all the math at it you want, he was wrong.

    It's kind of like when I was grouped with some folks on some task forces the other day. Kept hearing all this crap that DA couldnt be end efficient even with IOs, and then joked about how many blues i probably had to suck down to keep up. Someone even passed me some blues thinking I was running out of end. After 4 tfs, I didnt run out of end once, and didn't pop a single blue.
  5. _Deth_

    Can it be done?

    well, first off, you need to know what you are aiming for.

    Are you looking for maximum carnage or uber tankiness?

    anywho, this is the direction I would go with it, and have been thinking of making one of these myself.

    softcapped s/l, which has ya covered in most situations, tons of mitigation on top of it.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch
    • (A) Kinetic Combat - Accuracy/Damage
    • (17) Kinetic Combat - Damage/Endurance
    • (17) Kinetic Combat - Damage/Recharge
    • (25) Kinetic Combat - Damage/Endurance/Recharge
    • (25) Pounding Slugfest - Accuracy/Damage
    • (48) Pounding Slugfest - Damage/Endurance
    Level 1: Dark Embrace
    • (A) Reactive Armor - Resistance/Endurance
    • (7) Reactive Armor - Resistance
    • (7) Reactive Armor - Endurance/Recharge
    • (37) Reactive Armor - Resistance/Endurance/Recharge
    • (37) Steadfast Protection - Resistance/+Def 3%
    • (39) Steadfast Protection - Knockback Protection
    Level 2: Haymaker
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (5) Kinetic Combat - Damage/Endurance/Recharge
    • (5) Pounding Slugfest - Accuracy/Damage
    • (15) Pounding Slugfest - Damage/Recharge
    Level 4: Murky Cloud
    • (A) Reactive Armor - Resistance
    • (13) Reactive Armor - Resistance/Endurance
    • (13) Reactive Armor - Endurance
    • (37) Reactive Armor - Resistance/Endurance/Recharge
    Level 6: Swift
    • (A) Run Speed IO
    Level 8: Knockout Blow
    • (A) Kinetic Combat - Accuracy/Damage
    • (9) Kinetic Combat - Damage/Endurance
    • (9) Kinetic Combat - Damage/Recharge
    • (11) Kinetic Combat - Damage/Endurance/Recharge
    • (11) Pounding Slugfest - Accuracy/Damage
    • (15) Pounding Slugfest - Disorient Bonus
    Level 10: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 12: Obsidian Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (36) Reactive Armor - Resistance/Recharge
    • (36) Reactive Armor - Resistance
    • (36) Reactive Armor - Endurance
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (40) Miracle - +Recovery
    Level 18: Rage
    • (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (19) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod/Accuracy
    • (21) Performance Shifter - EndMod
    • (31) Performance Shifter - EndMod/Recharge
    Level 22: Death Shroud
    • (A) Eradication - Accuracy/Damage/Endurance/Recharge
    • (23) Eradication - Damage
    • (23) Eradication - Chance for Energy Damage
    • (31) Eradication - Accuracy/Damage/Recharge
    • (31) Endurance Reduction IO
    Level 24: Boxing
    • (A) Endurance Reduction IO
    Level 26: Dark Regeneration
    • (A) Theft of Essence - Chance for +Endurance
    • (27) Theft of Essence - Accuracy/Endurance/Recharge
    • (27) Theft of Essence - Accuracy/Endurance/Healing
    • (40) Theft of Essence - Healing/Recharge
    • (50) Theft of Essence - Accuracy/Healing
    Level 28: Cloak of Fear
    • (A) Siphon Insight - ToHit Debuff
    • (29) Siphon Insight - Chance for +ToHit
    • (29) Siphon Insight - Accuracy/Endurance/Recharge
    • (39) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (40) Siphon Insight - Accuracy/ToHit Debuff
    Level 30: Cloak of Darkness
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense
    Level 32: Foot Stomp
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (33) Obliteration - Damage
    • (33) Obliteration - Accuracy/Recharge
    • (33) Obliteration - Chance for Smashing Damage
    • (34) Obliteration - Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Recharge
    Level 35: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (39) Reactive Armor - Resistance
    • (48) Reactive Armor - Endurance
    • (50) Reactive Armor - Resistance/Endurance/Recharge
    Level 38: Soul Transfer
    • (A) Recharge Reduction IO
    Level 41: Gloom
    • (A) Entropic Chaos - Accuracy/Damage
    • (42) Entropic Chaos - Damage/Endurance
    • (42) Entropic Chaos - Damage/Recharge
    • (42) Entropic Chaos - Damage/Endurance/Recharge
    • (43) Entropic Chaos - Chance of Heal Self
    • (43) Cloud Senses - Chance for Negative Energy Damage
    Level 44: Soul Tentacles
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (45) Enfeebled Operation - Endurance/Immobilize
    • (45) Enfeebled Operation - Accuracy/Endurance
    • (45) Enfeebled Operation - Immobilize/Range
    • (46) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (46) Enfeebled Operation - Accuracy/Immobilize
    Level 47: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense
    Level 49: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 6: Ninja Run
    ------------
    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)
    • 30.2% Defense(Smashing)
    • 30.2% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 12.4% Defense(Energy)
    • 12.4% Defense(Negative)
    • 3% Defense(Psionic)
    • 23.6% Defense(Melee)
    • 9.56% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 5.85% Max End
    • 3% Enhancement(Immobilize)
    • 45% Enhancement(RechargeTime)
    • 5% Enhancement(Heal)
    • 18% Enhancement(Accuracy)
    • 14% FlySpeed
    • 157.4 HP (10.5%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 2.75%
    • MezResist(Immobilize) 12.7%
    • MezResist(Stun) 2.2%
    • 6.5% (0.11 End/sec) Recovery
    • 64% (4.01 HP/sec) Regeneration
    • 1.88% Resistance(Negative)
    • 14% RunSpeed
    • 2% XPDebtProtection



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  6. Quote:
    Originally Posted by tarrantm View Post
    It doesn't do anything of the sort. Tanks have more hitpoints out of the box too, and as such get to their hitpoint cap faster and easier than a Brute (I think I've only hitpoint capped my Brute once when I was the sole Brute in a group full of Corruptors), which makes his point on DR quite valid.

    The guy presents a valid breakdown of endurance usage between resist sets and your response is to bury your head in the sand. All I can do is lol at that. It's classic and obvious denial.
    Tanks have more hit points out of the box, yes, but brutes have the same cap, which means they can get just as many hit points as a tank, which means that they get the same mileage out of DR. His point was that brutes have a lower hp cap, which they do not.

    The guy presented a bunch of numbers and said that you can't efficiently run a DA. I am saying that I leveled one and that I did.

    Giving real world experience versus presenting math problems is not sticking my head in the sand, in fact, it is just the opposite. Good try tho.
  7. Quote:
    Originally Posted by prev1 View Post
    Wanted to chime in with these posts Dechs. It would be much more relevent to the topic if you posted experience as a scrapper, those are the numbers that brutes share. I run a FM/WP brute, she mows down spawns. I wouldn't take her accomplishments over to the tank forum as a point of reference for how FM functions for tankers.
    Yeah, but I have posted with experience with a brute. Dechs isn't the only person in CoHland to essentially max out a DA. My DA/DM tanker was fully IOed and pulling off crazy stuff in the neighborhood of what Dechs' video showed well before he put that out(no, I am not trying to take anything away from Dechs, he is a nice fellow, and deserves respect, if for no other reason than because he has the patience for advanced math.) Granted, my brute isn't 50 yet, but it also isn't rocking any IOs for help yet either. End use hasn't been any worse than any of my other brutes as of yet. I waited to get DS until after getting stam, slotted my attacks accordingly, as well as DR.

    Quote:
    Originally Posted by prev1 View Post
    A well slotted tank should run about 70% s/l, 30% en, 60% ne, 45% f/c, 30% tox, 75% psi. Also with 15% pos. defense across the board. Not gamebreaking, but solid resist numbers. You'll also be getting more mileage out of DR with a tankers higher HP/HP cap.

    The same brute will run alot closer to 50% s/l, 25 en, 45% neg, 35% f/c, 23% tox, 55% psi, 11%ish pos. defenses. That's running impervium armors/lotgs, which I would consider optimal for DA. Either tank or brute could slot to the neck for positional defense. Again that's not a solid measurement of performance of the set. Nearly any character with infinite patience for slotting can achieve the same.
    Define well slotted. With IOs my tank has softcapped S/L def, which is much better than 15% positional. My current build project on that tank will give me softcapped positional def. across the board. When that is done you will be hard pressed to find me any toon that is more survivable.

    The general concensus is not to slot for positional defense for DA, and your slotting is not what all would consider optimal for DA.

    It is interesting to bring up the "optimal" slotting for DA, as there are different roles that people take with brutes. Some make them like scrappers on PCP, others make them like
    squishy tanks that hit really really hard. The "optimal" IO slotting is going to be different for both of them.

    And just for clarification, brutes have the same HP/Res caps as tanks. Tanks just have more Res out of the box. So your theory of tanks getting more mileage out of DR is null.

    Quote:
    Originally Posted by prev1 View Post
    In closing, DA is not bad per se. It's got esoteric resists, it's got some unique melee tools, its got a monsterous heal, and it flat out looks stunning (an overlooked bonus). It is not a toon I would roll on a welfare budget given the high cost of toggles vs. the annoyance of micromanaging toggles. I've played into the forties, but found another shiny toon to play.
    If you are going to break down a set, show the pros and cons, and compare to others, don't just pick and choose to make it look like you are knowledgeable, when you obviously have not fully appreciated the potential of a set.

    I could do the same thing with stone, inv, wp, SD and fire. They all have their strong and weak points. The FoTM is SD, which I hate with a passion and consider to be much more end heavy than DA. Keep your math to yourself, I am going from my own experience with a level 50 SS/SD brute with basic IOs, heavily slotted for end redux.

    That said, I will be the first to admit that I got annoyed and quit playing the toon before I got a solid handle on it. I just never really got into the set. It looks neat, is capable of some really nifty stuff, but I just hate it. Most people really dig the set, but not I.

    Which leads me to the point I make when anyone badmouths any set. Every set has some nifty tools, some sets require more attention than others. That's all there is to it. None are inherently better than the others, if you learn to play it, you will be just as able to survive in most circumstances, and will better than the rest in others. That is the design. The end usage in DA is fine, if it was set and forget, then you would have a crapton of DA tanktrollers out there. It's like the people that complain about FA, it has tools that make it work great, if you learn to use em.
  8. Well, I figured this was a good place to look to see how worthwhile it was to start playing this server.

    My girlfriends kids play here, and we decided to roll a couple toons here to play with them, as our normal server is Freedom.

    Yeah, I think I may be done with Freedom for the most part. Yeah, the population is high, but most of it is people looking for farms. I think there are 1:1 ratio of fire/kins to every other at combo out there, altho SD/EM is catching up.

    I believe that I will give this server a try, seems like a nicer friendlier, and more active population.
  9. Quote:
    Originally Posted by macskull View Post
    If what you're talking about is what I think you're talking about, there won't be any significant changes in what sets are played more or less.

    On topic: as far as primaries go I'd say MA and DB are least-played and for secondaries I'd say Dark and Elec.
    I have a level 28 DB/DA, and it is stupid fun. I love it. LOVE it. Well as much as I can love a stalker anyway. One day I am gonna get it to 50, but right now I play it when I get bored with my other toons and don't know what I want to do. Take an hour, grab a quick level, and just wonder why I don't see more DA toons.

    Seriously, DA is the best melee set ever. Elec is nice too, but not quite DA.
  10. ignore grey squirrels build, it will get you killed. He was attempting to get positional defense softcapped.

    I have a positional defense build that is softcapped and makes more sense, but I havent tested yet as I don't feel like spending the money on it at the moment.

    Send me a PM, and I will send you my current DA/DM build, I have to dig it off my other hard drive, or I would just post it here now. The build is softcapped to s/l, is pretty sturdy. Not terribly expensive.
  11. DA is good, period. Just to see if I could do it, about a year ago I made an AE mish full of praetorian AVs, I saw that vid of the WP/Mace, Powerforge, tanking 10 at once, and decided to see how well I could do in the same scenario. Tanked 8 of em at once until I got bored, and that was before I was even softcapped.

    Yes, I know this is about brutes. Have a claws/DA that I am leveling, is at 23 or 24(i forget) now. End is hardly problematic, and I don't even have my ToE proc in it yet.

    This toon is even more fun that me DA/DM tank, maybe even more fun that my kat/DA scrapper. Once I get it IOed, which won't cost all that much, it is going to be a monster.

    Dechs has it right, if you have serious end problems or need IOs to make it work, you need to learn to play it.
  12. Quote:
    Originally Posted by Dechs Kaison View Post
    It's not. Don't get me wrong, I'm certainly impressed. I'd worry about the endurance consumption, but you do have Dark Consumption to help. The only change I can see making is Opressive Gloom instead of Cloak of Fear. It has higher base accuracy and costs a fraction of the endurance.
    Yeah, back when I was bugging the hell out Jebe when I was leveling Cataclysmic, I got the idea to try for a positional def build but couldn't get it where I wanted it. He had talked about it as well, but I haven't seen any posts from him later than around the time I left. Believe it or not, other than the slotting, a lot of folks had builds similar to it trying to softcap out all the typed defenses.

    The more I look at it, the more I like it. As for the end usage, I don't think it is too much more than my current build, I could be wrong, my system went kerplooey and I had to reformat, my older builds are on my other hard drive, when I pulled this one out, I forgot to copy it over.


    *Updated*

    Monkeyed with it a bit more, kinda like it. Got some serious fears built in now, and it is fully softcapped positionally. End is gonna be something I have to watch, but I think it might be worth it. Plus, I can turn off CoF when all the minions are dead and recover a bit.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    cataclysmic end positional 2: Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Dark Melee
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Death Shroud
    • (A) Obliteration - Accuracy/Recharge
    • (5) Obliteration - Damage/Recharge
    • (7) Obliteration - Accuracy/Damage/Recharge
    • (9) Obliteration - Chance for Smashing Damage
    • (11) Obliteration - Damage
    • (21) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 1: Shadow Punch
    • (A) Mako's Bite - Accuracy/Damage
    • (3) Mako's Bite - Accuracy/Endurance/Recharge
    • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (9) Mako's Bite - Damage/Endurance
    • (13) Mako's Bite - Damage/Recharge
    • (13) Mako's Bite - Chance of Damage(Lethal)
    Level 2: Dark Embrace
    • (A) Aegis - Resistance/Endurance
    • (3) Aegis - Resistance/Recharge
    • (42) Aegis - Resistance/Endurance/Recharge
    • (46) Aegis - Resistance
    • (50) Aegis - Psionic/Status Resistance
    Level 4: Smite
    • (A) Touch of Death - Accuracy/Damage
    • (7) Touch of Death - Damage/Endurance
    • (15) Touch of Death - Damage/Recharge
    • (17) Touch of Death - Accuracy/Damage/Endurance
    • (29) Touch of Death - Damage/Endurance/Recharge
    • (31) Touch of Death - Chance of Damage(Negative)
    Level 6: Maneuvers
    • (A) HamiO:Cytoskeleton Exposure
    • (11) HamiO:Cytoskeleton Exposure
    • (43) Luck of the Gambler - Recharge Speed
    Level 8: Dark Regeneration
    • (A) Accuracy IO
    • (15) Theft of Essence - Chance for +Endurance
    • (17) Recharge Reduction IO
    Level 10: Boxing
    • (A) Kinetic Combat - Knockdown Bonus
    Level 12: Cloak of Darkness
    • (A) HamiO:Cytoskeleton Exposure
    • (19) HamiO:Cytoskeleton Exposure
    • (19) Luck of the Gambler - Recharge Speed
    Level 14: Swift
    • (A) Empty
    Level 16: Siphon Life
    • (A) Mako's Bite - Accuracy/Damage
    • (21) Mako's Bite - Chance of Damage(Lethal)
    • (31) Mako's Bite - Damage/Endurance
    • (33) Mako's Bite - Damage/Recharge
    • (34) Mako's Bite - Accuracy/Endurance/Recharge
    • (36) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 18: Obsidian Shield
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    Level 20: Combat Jumping
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (27) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (34) Luck of the Gambler - Recharge Speed
    • (37) Defense Buff IO
    • (46) Defense Buff IO
    Level 22: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (23) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 24: Cloak of Fear
    • (A) Cloud Senses - ToHit Debuff
    • (25) Cloud Senses - Accuracy/ToHitDebuff
    • (25) Cloud Senses - Accuracy/Recharge
    • (33) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (33) Cloud Senses - Accuracy/Endurance/Recharge
    • (40) Cloud Senses - Chance for Negative Energy Damage
    Level 26: Touch of Fear
    • (A) Siphon Insight - ToHit Debuff
    • (27) Siphon Insight - Accuracy/Endurance/Recharge
    • (29) Siphon Insight - Accuracy/ToHit Debuff
    • (42) Siphon Insight - Accuracy/Recharge
    • (42) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (45) Siphon Insight - Chance for +ToHit
    Level 28: Tough
    • (A) HamiO:Ribosome Exposure
    Level 30: Soul Drain
    • (A) Multi Strike - Accuracy/Damage/Endurance
    • (34) Multi Strike - Damage/Endurance
    • (36) Multi Strike - Accuracy/Damage
    • (36) Multi Strike - Damage/Endurance/Recharge
    • (37) Multi Strike - Damage/Recharge
    • (43) Multi Strike - Accuracy/Endurance
    Level 32: Weave
    • (A) HamiO:Cytoskeleton Exposure
    • (37) Defense Buff IO
    • (45) Luck of the Gambler - Recharge Speed
    Level 35: Murky Cloud
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 38: Midnight Grasp
    • (A) Touch of Death - Accuracy/Damage
    • (39) Touch of Death - Damage/Endurance
    • (39) Touch of Death - Damage/Recharge
    • (39) Touch of Death - Damage/Endurance/Recharge
    • (40) Touch of Death - Accuracy/Damage/Endurance
    • (40) Touch of Death - Chance of Damage(Negative)
    Level 41: Health
    • (A) Miracle - +Recovery
    • (43) Numina's Convalescence - +Regeneration/+Recovery
    Level 44: Stamina
    • (A) Performance Shifter - Chance for +End
    • (45) Endurance Modification IO
    • (46) Endurance Modification IO
    Level 47: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 49: Soul Transfer
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Kinetic Combat - Knockdown Bonus
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Gauntlet
    Level 0: Ninja Run
    ------------
    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)
    • 17.6% Defense(Smashing)
    • 17.6% Defense(Lethal)
    • 16.6% Defense(Fire)
    • 16.6% Defense(Cold)
    • 14.1% Defense(Energy)
    • 14.1% Defense(Negative)
    • 6% Defense(Psionic)
    • 23.5% Defense(Melee)
    • 22.3% Defense(Ranged)
    • 22.6% Defense(AoE)
    • 2.25% Max End
    • 18% Enhancement(Accuracy)
    • 41.3% Enhancement(RechargeTime)
    • 14% FlySpeed
    • 147.6 HP (7.88%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 14.6%
    • MezResist(Immobilize) 14.6%
    • MezResist(Sleep) 4.15%
    • MezResist(Stun) 6.35%
    • MezResist(Terrorized) 2.5%
    • 2.5% (0.04 End/sec) Recovery
    • 0.95% Resistance(Fire)
    • 0.95% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 19% RunSpeed
    • 4.5% XPDebtProtection



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  13. _Deth_

    Heroic Brute

    unless you are incredibly anal about softcapping, I would skip manuevers. It is an end hog and you would almost be better off taking hover instead, except that you would have to hover all the time.

    seriously, maneuvers is just terrible on brutes. it's great on corrs/defenders as it is buffed on them, but brutes, ick, no.
  14. i said it wasn't pretty. and considering the amount of arguing I got from people back in the day on my old/current DA/DM build, which, minus a few personal tweaks, is now pretty close to what everyone uses, I have faith in it.
  15. Hey Dechs, if I can find it again, I had an almost softcapped to positional defense build that, while being a complete ****** offensively, would be insanely hard to kill. Melee was softcapped, and aoe and ranged were 40%+.

    Think I may give that a try, need something new to do with my tank.

    *Updated*
    Found it, tweaked it. It aint pretty, but I think it will work. May monkey with it a bit, as I am pretty sure that at a small sacrifice to AoE def, I can softcap ranged as well. AoE would still be over 40% I think.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    cataclysmic end positional: Level 50 Natural Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Flight

    Hero Profile:
    Level 1: Dark Embrace
    • (A) Aegis - Resistance/Recharge
    • (7) Aegis - Endurance/Recharge
    • (13) Aegis - Resistance/Endurance/Recharge
    • (48) Aegis - Resistance/Endurance
    • (50) Aegis - Psionic/Status Resistance
    Level 1: Shadow Punch
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (3) Touch of Death - Damage/Recharge
    • (11) Touch of Death - Accuracy/Damage/Endurance
    • (17) Touch of Death - Damage/Endurance/Recharge
    • (17) Touch of Death - Chance of Damage(Negative)
    Level 2: Murky Cloud
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    Level 4: Shadow Maul
    • (A) Cloud Senses - ToHit Debuff
    • (5) Cloud Senses - Accuracy/Recharge
    • (5) Cloud Senses - Accuracy/ToHitDebuff
    • (7) Cloud Senses - Chance for Negative Energy Damage
    • (11) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (15) Cloud Senses - Accuracy/Endurance/Recharge
    Level 6: Obsidian Shield
    • (A) Aegis - Resistance/Endurance
    • (15) Aegis - Resistance/Recharge
    • (31) Aegis - Resistance
    Level 8: Dark Regeneration
    • (A) Theft of Essence - Accuracy/Endurance/Recharge
    • (9) Theft of Essence - Healing/Recharge
    • (9) Theft of Essence - Accuracy/Healing
    • (50) Theft of Essence - Chance for +Endurance
    Level 10: Combat Jumping
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (23) Luck of the Gambler - Defense
    • (34) Luck of the Gambler - Recharge Speed
    • (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    Level 12: Swift
    • (A) Run Speed IO
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (34) Miracle - +Recovery
    Level 18: Death Shroud
    • (A) Eradication - Chance for Energy Damage
    • (19) Eradication - Accuracy/Damage/Endurance/Recharge
    • (19) Eradication - Accuracy/Damage/Recharge
    • (23) Eradication - Damage/Recharge
    • (25) Eradication - Accuracy/Recharge
    • (37) Eradication - Damage
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Endurance Modification IO
    Level 22: Siphon Life
    • (A) Mako's Bite - Chance of Damage(Lethal)
    • (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (31) Mako's Bite - Accuracy/Damage
    • (34) Mako's Bite - Damage/Endurance
    • (39) Mako's Bite - Damage/Recharge
    • (39) Mako's Bite - Accuracy/Endurance/Recharge
    Level 24: Boxing
    • (A) Touch of Death - Accuracy/Damage
    • (27) Touch of Death - Damage/Endurance
    • (37) Touch of Death - Damage/Recharge
    • (43) Touch of Death - Accuracy/Damage/Endurance
    • (45) Touch of Death - Damage/Endurance/Recharge
    • (46) Touch of Death - Chance of Damage(Negative)
    Level 26: Taunt
    • (A) Mocking Beratement - Taunt/Recharge/Range
    • (27) Mocking Beratement - Taunt/Recharge
    • (33) Mocking Beratement - Taunt/Range
    • (37) Mocking Beratement - Recharge
    Level 28: Soul Drain
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (39) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    Level 30: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 32: Cloak of Darkness
    • (A) Luck of the Gambler - Recharge Speed
    • (46) Luck of the Gambler - Defense
    Level 35: Dark Consumption
    • (A) Obliteration - Damage
    • (36) Obliteration - Chance for Smashing Damage
    • (36) Obliteration - Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Recharge
    • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (50) Obliteration - Accuracy/Recharge
    Level 38: Midnight Grasp
    • (A) Touch of Death - Damage/Endurance
    • (40) Touch of Death - Damage/Recharge
    • (42) Touch of Death - Accuracy/Damage/Endurance
    • (42) Touch of Death - Damage/Endurance/Recharge
    • (42) Touch of Death - Chance of Damage(Negative)
    • (43) Touch of Death - Accuracy/Damage
    Level 41: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense
    Level 44: Hover
    • (A) Luck of the Gambler - Defense
    • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (45) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (48) Luck of the Gambler - Recharge Speed
    Level 47: Cloak of Fear
    • (A) Accuracy IO
    Level 49: Soul Transfer
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 0: Ninja Run



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

    Tank Farmer

    SD, even after balancing, is still going to be really solid. I think of it as more like the burn nerf, it still works, but not nearly as stupidly good as it did before.

    As for other tankers and farming, all it takes is finding a good mission/map for whatever sets you are running.

    In fact, the only tank I have that has just been really disappointing for farming has been my DA/DM, and that is only because his only real AoE is his damage aura. He can still farm, just kinda slow.

    but my other level 50 tanks, which include, inv/fire, fire/fire, wp/em, ice/wm, stone/ss, and my fire/ice(who is retired to the test server), have no serious issues with farming, and that is with basic SO builds. If I decided to invest in my inv/fire, he would be a monster in farming, as would my fire/fire.

    Would my fire/kin still be faster, a bit, but not enough for me to never use my tanks again. I think farming with my tanks is more fun anyway.
  17. Go fear tank, or go with softcapping, going for both is counterproductive, and just really a pain.

    If you are going more of a tank route, look in the tanker guides for Jebe_the_Pirates guide. It isn't the newest, but the build I have posted in that thread is pretty much the build I still use on my tank.

    That said, softcapping really limits you in power choices and slotting. DM/DA has some nifty tools at it's disposal. I have been looking long and hard at those with my other DA toons, I am not even coming close to softcap on my claws/DA, and am going to use my aoe and fear heavily. Might even double up on the CoF/OG. kinda overkill, but it works. And don't be afraid of Soul Transfer. That is a great situational power. It's also awesome if you are running low on end for some reason. or health. just die, and pop st immediately, your bars are full and everything around you is loopy, is great when the poop hits the fan and you want to get things back under control.

    And lmt1979, DA is not a **** with endurance. Learn your toon. Get the theft of essence +end proc for DR. It is amazing. My DA/DM tank has no need for Dark Consumption. I have it slotted as an attack for aggro grabbing. In those very rare occasions that I start to run low on end, i use Soul Transfer, stun everything and essentially reset the encounter, only they have less health, are disoriented, and I am fresh as a daisy.
  18. Had a claws/wp up to 35, was kinda meh for me. Rerolled to claws/DA.

    Freaking spectacular.

    Granted, DA is my personal favorite. But it goes really well with Claws.

    Soloing, at level 22, I grab up all the mobs that are close together with Death Shroud, Spin, Slash, Swipe, DR, Spin, and there is a pile of dead bodies at my feet. I got my Theft of Essence proc amazingly cheap, but I won't get to use it for a few more levels, at which time, I am just gonna go all kinds of stupid with it.

    Lots of AoE goodness, solid single target damage, plus the best heal in the game on a fast recharge timer = super awesomeness beyond compare.

    WP is a good set, but really, you just turn on some toggles and stop thinking. DA you actually have to watch your end bar, plus you get neat tools like CoF, which is going to figure heavily into my build. I am really tired of cookie cutting my builds for softcapped Def. Yeah, Softcapped defense is amazingly sick, but with other tools at my disposal, I think I may be better in the long run going with them and having a more fun build.
  19. Quote:
    Originally Posted by Ehina View Post
    Hi Deth,

    I havent checked your build in depth, as I dont play a Sword/DA myself and there are other people specialists in this kind of combo on the boards, but with just a quick glance at it I can say : you really want to 6-slot Dark Regen to get the most out of it... Especially if you're going for a +rech build.

    You want a good accuracy, around +50% healing, +80% end reduction, good recharge, and the +end proc. That requires 6 slots. Dark Regen is a very big end hog otherwise if you underslot it, and it can pretty much destroy your endurance bar fast.

    Then personnally I would build it for S/L +def enough to be capped with one application of DA, then for E/N up to 35%+, and I wouldnt bother much with F/C unless you have something very specific in mind. But that's just me, not the only way to do it of course.

    The problem with investing alot of slots into your defenses however is that you probably wont have the beautiful GD->GC->SD->GC chain working (it requires +250% recharge in GD). So if I was to go with a recharge build for a Kat/DA, I would first make sure this chain is working because that would be the main reason for that choice.

    Good luck with your scrapper
    yeah, as I stated in the beginning, I am taking a different approach. I am well versed in DA, thanks to many conversations with and advice from Jebe_the_Pirate.

    My original build was for softcapped s/l, and of course lethal. This would have me set pretty well in most situations.

    I considered going for positional, but decided that if I cant hit the softcap for aoe or ranged, I wasnt going to mess with it.

    I then decided that due to many factors, including my playstyle and the fact that I made this toon specifically to play with gf's D4, that I would go for recharge instead. I wanted something fun and fast. Besides that, we have to builds to work with, so later on I can setup a def based solo build, which I already have setup in mid's anyway.

    Dark Regen will be fine with this slotting. Yeah it's an end hog, but that is what the ToE proc is for, which I already have slotted. Like I said, I have a lot of experience with DA.

    Quote:
    Originally Posted by Postagulous View Post
    How can you be slotting for regen when you wont' even let Health get enhanced?

    It's 79% with three common IOs...but, then again...slots are scarce.
    I'm not slotting for regen, that would be a waste seeing as DA has the strongest heal in the game with a fast recharge rate.

    Quote:
    Originally Posted by ClawsandEffect View Post
    I was just explaining why I chose positional over typed for Sword/Dark.

    With typed you end up with more holes in your defense than with positional.

    As I said before, I have at least 35% to all positions. With typed defense, I have never seen anyone get all types over 35%, at least not on a Dark Armor scrapper. Most builds I have seen that focus on typed defense have a pretty significant hole to Fire and Cold ranged and AoE attacks. I also haven't seen too many that top 35% to energy and negative energy.

    I have at least 35% defense to melee, ranged, and AoE that covers: smashing, lethal, energy, negative, fire, cold, psionic, and toxic. I've never seen a typed defense build that can do better. Most of them have a Fire/Cold hole that I lack by covering it positionally. And a typed defense build has no defense to a pure toxic attack at all, all toxic attacks have a positional component, so I have that covered.

    Don't get me wrong, I'm a big advocate for typed defense, except in the case of Broadsword or Katana paired with Dark Armor. Any other primary I would be suggesting typed myself. Even for Sword/Dark typed defense will be functional, just that positional defense leaves fewer holes.
    I agree completely, just not what I am shooting for in this build. Hell, I have a positional build for my DA tank that I may try that is softcapped to melee, 42.4% to ranged and 35.3% to aoe. The build also has over 35% to every type of damage except Psi.
  20. thanks for the responses, will definitely switch out Gambler's Cut, was too lazy to do the DPA calculation for it.

    Was going for a different approach to softcapping this time around. Usually on DA I softcap S/L, but with Katana, and due to my playstyle, I decided I would mostly be good hanging with melee defense. I usually do have DA triple stacked, I actually just keep it on auto most of the time. I also am less worried about softcapping as I will usually be duoing with my gf's D4.

    Werner, I was wondering if you had reworked yours again since the BotZ changes.

    Based on my play with my DA/DM, I should be more than fine for end. Really haven't had too many problems with it so far either.

    The reason I didn't push for softcapped positional defense is that I wanted a bit more wiggle room for concept instead of pure min/max, and the softcapped positional build, at least based on Werner's old build, was pretty tight for my taste.
  21. Quote:
    Originally Posted by Werner View Post
    Will there be some migration to some of the higher powered Brute combinations? Of course. Will people stop playing anything BUT high-powered Brute sets? Uh... no. People will continue to play a great variety of archetypes and primaries and secondaries.
    Amen.

    And to make it even more fun, you will see a lot more people follow the sheep to that magical OP set, only to get shamed by those playing the more feeble toons.

    Then again, as long as I can throw a rock and not hit a fire/kin, I will be happy.
  22. Decided I may take a different approach on my Kat/DA.

    Instead of following my general instincts and softcapping for S/L, I decided I want to push the hell out of regen and boost up some total end. I am figuring the melee def from DA will carry me mostly as far as defense goes, and an 11 second recharge on DR aint too shabby.

    I could be wrong tho. And yes, this build is going to be sickeningly expensive. Don't care, so far, I love this toon as much as my DA/DM, and that toon is already finished with IOs, so i get to pour it all on this one.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Dethblade: Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Sting of the Wasp
    • (A) Crushing Impact - Accuracy/Damage
    • (3) Crushing Impact - Damage/Endurance
    • (3) Crushing Impact - Accuracy/Damage/Recharge
    • (5) Crushing Impact - Accuracy/Damage/Endurance
    • (5) Crushing Impact - Damage/Endurance/Recharge
    • (7) Achilles' Heel - Chance for Res Debuff
    Level 1: Dark Embrace
    • (A) Impervium Armor - Psionic Resistance
    • (7) Impervium Armor - Resistance
    • (9) Impervium Armor - Resistance/Endurance
    • (9) Impervium Armor - Resistance/Endurance/Recharge
    Level 2: Death Shroud
    • (A) Eradication - Damage
    • (13) Eradication - Chance for Energy Damage
    • (13) Eradication - Accuracy/Damage/Recharge
    • (15) Eradication - Damage/Recharge
    • (15) Endurance Reduction IO
    • (17) Endurance Reduction IO
    Level 4: Murky Cloud
    • (A) Impervium Armor - Psionic Resistance
    • (17) Impervium Armor - Resistance
    • (19) Impervium Armor - Resistance/Endurance
    • (19) Impervium Armor - Resistance/Endurance/Recharge
    Level 6: Combat Jumping
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (23) Luck of the Gambler - Recharge Speed
    • (40) Luck of the Gambler - Defense/Endurance
    • (40) Kismet - Accuracy +6%
    Level 8: Divine Avalanche
    • (A) Crushing Impact - Accuracy/Damage
    • (25) Crushing Impact - Damage/Endurance
    • (25) Crushing Impact - Damage/Recharge
    • (27) Crushing Impact - Accuracy/Damage/Recharge
    • (27) Crushing Impact - Damage/Endurance/Recharge
    • (29) Luck of the Gambler - Recharge Speed
    Level 10: Obsidian Shield
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (11) Steadfast Protection - Knockback Protection
    • (11) Gladiator's Armor - TP Protection +3% Def (All)
    Level 12: Swift
    • (A) Run Speed IO
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (40) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Dark Regeneration
    • (A) Theft of Essence - Chance for +Endurance
    • (31) Theft of Essence - Accuracy/Endurance/Recharge
    • (31) Theft of Essence - Accuracy/Healing
    • (33) Theft of Essence - Accuracy/Endurance/Healing
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (33) Miracle - +Recovery
    • (33) Panacea - +Hit Points/Endurance
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Accuracy
    Level 22: The Lotus Drops
    • (A) Eradication - Damage
    • (37) Eradication - Damage/Recharge
    • (37) Eradication - Accuracy/Damage/Recharge
    • (37) Eradication - Accuracy/Damage/Endurance/Recharge
    • (39) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (39) Achilles' Heel - Chance for Res Debuff
    Level 24: Cloak of Darkness
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense/Endurance
    Level 26: Soaring Dragon
    • (A) Hecatomb - Chance of Damage(Negative)
    • (31) Hecatomb - Damage/Endurance
    • (34) Hecatomb - Damage
    • (34) Hecatomb - Accuracy/Recharge
    • (42) Hecatomb - Damage/Recharge
    • (42) Achilles' Heel - Chance for Res Debuff
    Level 28: Hasten
    • (A) Recharge Reduction IO
    • (29) Recharge Reduction IO
    • (34) Recharge Reduction IO
    Level 30: Boxing
    • (A) Empty
    Level 32: Golden Dragonfly
    • (A) Armageddon - Chance for Fire Damage
    • (42) Armageddon - Damage/Recharge
    • (43) Armageddon - Damage
    • (43) Armageddon - Accuracy/Damage/Recharge
    • (46) Armageddon - Damage/Endurance
    • (48) Force Feedback - Chance for +Recharge
    Level 35: Tough
    • (A) Impervium Armor - Psionic Resistance
    • (36) Impervium Armor - Resistance
    • (36) Impervium Armor - Resistance/Endurance
    • (45) Impervium Armor - Resistance/Endurance/Recharge
    Level 38: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (39) Luck of the Gambler - Defense/Endurance
    Level 41: Build Up
    • (A) HamiO:Membrane Exposure
    • (43) HamiO:Membrane Exposure
    Level 44: Petrifying Gaze
    • (A) Unbreakable Constraint - Chance for Smashing Damage
    • (45) Unbreakable Constraint - Hold/Recharge
    • (45) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (46) Unbreakable Constraint - Accuracy/Recharge
    • (46) Unbreakable Constraint - Endurance/Hold
    • (50) Lockdown - Chance for +2 Mag Hold
    Level 47: Dark Blast
    • (A) Apocalypse - Chance of Damage(Negative)
    • (48) Apocalypse - Damage/Endurance
    • (48) Apocalypse - Damage/Recharge
    • (50) Apocalypse - Accuracy/Damage/Recharge
    • (50) Apocalypse - Accuracy/Recharge
    Level 49: Soul Transfer
    • (A) Absolute Amazement - Chance for ToHit Debuff
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    Level 0: Ninja Run



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  23. _Deth_

    Dark Sux

    back when the only person that was any solid help for DA on tanks was Jebe_the_Pirate, I rolled one to see what I could do with it. With his help, I put together my build and went to town.

    To really test him, I made an AE mission with 10 of the praetorian AVs, including the really ugly ones that throw psi stuff at you. The goal was to see how many I could round up and hold.

    Last time I ran it, I could hold 9 of them indefinitely.

    yeah, I can't see DA on scrappers being too terrible. My Kat/DA is doing pretty damn well.

    my favorite armor set, versatile, and damn strong. even Arcanaville says it is beast.
  24. why is that necessarily a bad thing. It's not like people don't ask the same things at different times, it may help someone else.

    Now, I am the one that should be apologizing, by posting in a necro'd thread as a troll and all.
  25. Quote:
    Originally Posted by Dechs Kaison View Post
    Instead, I ask: Why make a brute when you could make a tanker?

    A tanker will always be more survivable than a brute. If you want to tank, then it's a no brainer. One is numerically superior to the other.
    only out of the box. when I finally get my DA brute finished (i got a DA scrap and stalker that get my attention first). I am seriously thinking of stripping my DA tanker to the bone as the only thing he will have over the brute is @20% more resistance. an orange skittle and the brute is shining just as bright, only pushing out a ton more damage.

    That said, if some of the statements made by the devs concerning upcoming endgame content are true, especially about it being a ton more challenging, the whole "why roll this when you can play this" becomes moot because everyone will have a seat at the table.