_Pine_

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  1. Thank your defense, not active defense :P
  2. Just a reply to Eldorado, I use the sweep combo right now, or rather, I have Typhoon's Edge atm. However, most of the time, I find myself lining up cones for Atack Vitals, cause it gives me great jollies seeing the Vital Strike popping up over the mob's heads. So usually after hitting Attack Vitals, I pop 1k Cuts, and see even more pretty orange numbers. By the time 1k cuts stops animating, I can do another attack vitals. So I think I am going to drop Typhoon's Edge so I can use the Empower Combo.
  3. I personally say that claws is incredibly similar to spines, just looking at what the powers do, when they are available and all.
  4. 0_0!

    wow. =) but it's ok, seems your new, so you don't know the ins and outs to a good build.

    Here are a few pointers. As a regen, you want your heals to recharge fast, and heal for as much as they can. Many of your powers that you are devoting vast amounts of slots, only need one or two extra slots to be effective.

    As for dual blades, I have a Dual Blades/Energy Aura brute that I absolutely love, however I find myself only using attack vitals, and maybe 1k cuts as some extra AoE. The Sweep combo just takes to long for my tastes. So, with that in mind, here is what I propose.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    SCRAPO: Level 50 Natural Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Nimble Slash -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/EndRdx(3), F'dSmite-Dmg/Rchg(3), F'dSmite-Acc/EndRdx/Rchg(5), F'dSmite-Acc/Dmg/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(7)
    Level 1: Fast Healing -- Heal-I(A), Heal-I(39), Heal-I(39)
    Level 2: Ablating Strike -- F'dSmite-Acc/Dmg/Rchg(A), F'dSmite-Acc/Dmg(7), F'dSmite-Dmg/EndRdx(9), F'dSmite-Dmg/Rchg(9), F'dSmite-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(37), P'Shift-EndMod(37)
    Level 6: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21)
    Level 8: Blinding Feint -- F'dSmite-Acc/EndRdx/Rchg(A), F'dSmite-Acc/Dmg(13), F'dSmite-Dmg/EndRdx(13), F'dSmite-Dmg/Rchg(15), F'dSmite-Acc/Dmg/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(40), Dct'dW-Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 14: Super Speed -- Empty(A)
    Level 16: Integration -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(21), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36), Dct'dW-Heal(37)
    Level 18: Vengeful Slice -- F'dSmite-Acc/Dmg/Rchg(A), F'dSmite-Acc/Dmg(27), F'dSmite-Dmg/EndRdx(27), F'dSmite-Dmg/Rchg(29), F'dSmite-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(31)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(23), TtmC'tng-ResDam/EndRdx/Rchg(23)
    Level 24: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(25), RedFtn-Def/EndRdx/Rchg(25)
    Level 26: Sweeping Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(43), M'Strk-Dmg/Rchg(43), M'Strk-Acc/EndRdx(43), M'Strk-Acc/Dmg/EndRdx(45), M'Strk-Dmg/EndRdx/Rchg(45)
    Level 28: Instant Healing -- RechRdx-I(A)
    Level 30: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), RedFtn-Def/EndRdx/Rchg(31)
    Level 32: One Thousand Cuts -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg(33), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34)
    Level 35: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(50)
    Level 41: Dark Blast -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(46), Ruin-Dmg/Rchg(48), Ruin-Acc/EndRdx/Rchg(50)
    Level 44: Shadow Meld -- RedFtn-Def(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(46), RechRdx-I(46)
    Level 47: Stealth -- RedFtn-Def(A), RedFtn-Def/EndRdx(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx(50)
    Level 49: Vengeance -- AdjTgt-Rchg(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A), Empty(39)
    Level 1: Critical Hit
    Level 4: Ninja Run



    Code:
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    The most important thing is TO GET SOME ENHANCEMENTS in your slots. Don't worry about not having the best enhancements, just get something in them. The build above has some fairly cheap sets in them. It would be a good start, help you realize for yourself what your weaknesses are, while not face-planting too often.
  5. The temp has no enhanceable accuracy (Smoke Flash does have a to hit check to see if it placates). I like the whole AS -> Smoke Flash if I am in a large mob, all by myself. The placate lasts a long time, so it lets you pick off some of the tougher mobs first.
  6. Quote:
    Originally Posted by Test_Rat View Post
    Caltrops alone is one of the best mitigation powers in the game.

    It's also highly undervalued by the player base.

    Skipping Caltrops on a Ninjitsu toon is like skipping the SR passives.
    Not taking Caltrops does not completely gimp your toon if you decide not to take it. I would compare Caltrops more to Quickness in SR than the passives. A nice thing to have, but not essential to survival.
  7. Shockwave:
    Damage: 47.1
    Recharge: 14.4
    End Cost: 13.5
    Non-Arcanatime Animation: 1 second

    Dark Obliteration:
    Damage: 37.5
    Recharge: 32
    End cost: 19
    Non Arcanatime Activation: 1s

    Shockwave looks better from a number's perspective. However I personally HATE the knockback of the power, so I would not pick up shockwave for any reason.
  8. Perhaps it was just the Icon, did you monitor the combat attributes to be sure it was actually gone?

    Either way, if what you are saying is true, it is a bug. I have not noticed it however.
  9. TL: DR past the first page.

    This comparison came to mind while reading the complaints.

    I want a Lamborghini, Diamonds and be able to eat Caviar and Fillet Mignon every night. I see other people doing that, and I want to do it too. But I work at Mc Donald's flipping burgers. It's not fair that those people get that stuff and I don't.

    I blame the Lamborghini company for creating the car, God for creating diamonds, and cows and sturgeon for crating steak and caviar, as well as the government for not giving me more money.

    Does this make sense? Does it? I could either figure out a way to make more money so that I can buy that stuff, borrow money and get screwed in the process, or go without. Sure, having that stuff might be cool, make me look cool and make me feel cool... But it isn't feasible in my current condition.

    (All comments are fictional, I don't actually work at Mc Donald's).
  10. _Pine_

    Is it just me

    I believe the reason a lot of people perceive the animations as slow is because most of the damage is back loaded. Dark Melee comes to mind as a front loaded set. There is a little wind up, if any, the damage and then the drawback animation. Midnight Grasp is a superb example of how the damage happens, then the animation (It animates a lot longer than it actually feels, unless you need to heal during the animation). In Kinetic Melee's case, the animation happens first, then the damage, followed by a fairly short return to normal animation. This is why people perceive the animations as long. (I'm looking at you Body Blow)
  11. k
    I'm running with Windows 7 64 bit with no loading problems....
  12. You could pull one slot from Conserve power and pop it in a defense power for the Kismet +to hit IO. I would also prefer a little more +HP in my build, but you might not. Looks pretty fair though. Also no reason to slot a recharge in Practiced Brawler... It doesn't give you any extra bonus double stacked besides extra mez protection, which one stack will do just fine. Keep the endurance reduction in there.

    4 slotting health and stamina? Then you will have one slot left over. So, with the slot from conserve power, the slot from practiced brawler, and the leftover slot from health/stam, you have 3 slots to use as you please. Why not slot Combat Jumping with a Winter's Gift Slow res. That will give you 60% slow resistance, not too shabby.

    These are some thoughts that might help you improve.
  13. No, its horrible. Don't ever even think about it.... >.>

    Mainly because I'm upset that everyone stole my idea about KM/Nrg Aura.... So I rolled a KM/FA instead. Don't steal mah idea!
  14. +end/+HP increases the amount of end/HP recovered/regened per tick
    +recovery/+regen increases the frequency of ticks.
  15. _Pine_

    Splitting hairs

    Health: Numina's Regen/Recov, Miracle Recov
    Stamina: 1 End Mod SO
    Recov: 158% 2.65/sec

    Health: Miracle Recov
    Stamina: 2 End Mod SO
    Recov: 157% 2.62/sec
  16. I'm with Blue Centurion. Not completely sure what you are asking.

    Also, if you are looking for an I19 build >.> ... do you like Jacob's Ladder or not?
  17. _Pine_

    Bs/da!

    Things I see right off the bat. You have WAY too much melee defense. And then you deside to get some typed def too. Dark regen wants more endurance reduction and Death Shroud needs some enhancement love (Acc and End red). Don't even bother taking Energy Torrent if you don't slot it. Obsidian Shield wants some end red . And BOY HOWDY Maneuvers needs it.

    Because of Parry, your melee defense is... not even needed. Get Ranged Def and AoE def.
  18. Only 4 points of KB protection will be fine for most things, but since you said you like to do AV soloing, You most likely want mag 12 protection.
  19. I looked over the post several times looking for what kind of brute it was @_@ not sure how I missed it.

    12 points of KB because there are some mobs that like to do 8.5 mag KB, not a lot, but enough that its annoying. Most GM's foot stomp will knock you back if you only have mag 4 prot. Mary MacComber's hurricane will KB you on occasion, because it's got like a 20% chance for additional KB. Also Nemesis will KB you because his staff is somewhere in the vicinity of mag 9. That's why I always get mag 12.

    Typed might be easier, more expensive, and less complete. Most positional bonuses are the 6th bonus, but cover everything, regardless of type.
  20. What brute is it. If it is a defense based set, you definitely want 45-50% defense to all. (sounds like possibly you are a stone/stone brute because you want run speed bonus) If you are a stone brute, you might want just a little more defense than that, looking at the fire/cold defense mainly.

    Also, doesn't seem you understand how defense works entirely. You want Positional (Melee, Ranged, AoE) OR Typed (Smashing/Lethal , Fire/Cold, Energy/Negative, and maybe psi). Getting 45% of typed OR positional is what you want, don't try to get both.

    As for the KB question, if you add 4 Kin crashes, Tremor will definitely start knocking back people, instead of down. (why do you want KB protection on a brute? Are you a DA or FA?) If you are a DA or FA, you want 12 points of KB prot. look at the Karma KB prot IO, Steadfast Protection KB IO and the Blessing of the Zephyr KB IO. Between those 3 sets, you should be able to put in 3 IOs.
  21. Hi there. I was looking for a guide that well, guided the writing of guides. =) I decided to dispatch my experiences to the community and in the process help refresh some of the AT guide sections (Namely the scrapper section) because so many of the guides are so old by now and with I19, many things might be out of date.

    I attempted to search for it, but got lots of results, but nothing that I was actually searching for. If there is not a Guide to Writing Guides, can you guide people guide me in the guide making business. =)
  22. If you hit them with Golden Dragonfly and they fall down, then you hit them with Soaring Dragon while they are down, they will fly up, taking them longer to actually get up off the ground. If they are on the ground from SD, and you hit them with GD, I have never seen them 'fall' again, making them get up faster.
  23. _Pine_

    Onscreen Damage

    Why? Why do you care if you see the number?
  24. Statick Bug:
    You don't have perma Hasten, thus you don't really have 120% recharge. Just have to point that out.