A Man In Black

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  1. Well. I updated #504371 for the nerf to XP on reviving mobs. Anything else I need to know about for I21 changes?
  2. So, has everyone just moved over to CEBR, or should I be doing anything to tune this up?
  3. It's going to depend on what the final numbers are, and those aren't yet locked in.
  4. This thread is full of wise advice. If you're running /Fire, I'd switch to level 50 farms sometime after getting Burn, but you can just do lowbie farms to 50 and beyond if you want.
  5. Quote:
    Originally Posted by Lord_Saigon View Post
    I understand the base is lower hower, does anyone think with power siphon perma it would be an effective tool for farming, "kind of" like footstomp is? I expect no but it doesnt hurt to ask lol.
    To answer your question, yeah, you can farm with KM/Elec. It won't be as fast or efficient as SS/Fire, but anything that can AOE mobs down fast enough to keep itself alive with inspirations can do ambush farms.
  6. Quote:
    Originally Posted by ultrawatt View Post
    Burst has lower base dmg and a longer animation. It can however take the FF+rech proc and has a lower base recharge.
    Burst doesn't take knockback sets, so no Force Feedback proc.
  7. Quote:
    Originally Posted by Neogumbercules View Post
    I think I may have had an epiphany concerning why people report my mission being harder. I originally gave my enemy group high damage long recharge attacks thinking I would reduce their damage/cast cycle. While it's true that I had accomplished that, I never took into account the fact that the sheer number of enemies surrounding and attacking at all times made that calculation completely irrelevant. You're still having to dice-roll on 16 sweeping strikes, and every time you kill an enemy and a new one aggros you it basically resets that timer. I've gone ahead and went back to using extremely low damage attacks. THAT should solve every problem.
    No, I use Sweeping Strike as well. That shouldn't make your mission harder than mine.
  8. I tuned up the high-cost build a bit. Better enhancement values, better end, and better regen, and all it lost was some wasteful overkill accuracy.

    I wouldn't consider an extreme build like this a practical one in any event, though. ENE softcap isn't worth the lost recharge, the wrecked attack chain, and the set-mule-only epic pool.

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  9. A Man In Black

    LF Help SS/ELA

    Here's something softcapped, with only two Kinetic Combat D/E/Rs. It has significantly less regen, but there's better defense and recharge. I like Siphon Insight in Dark Obliteration as long as you get some damage in as well, but it's less great in Gloom.

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  10. A Man In Black

    LF Help SS/ELA

    Defense. Stacking smashing/lethal defense is your best bet for increasing survivability for /Electric Armor. The best bet for stacking SL defense is Kinetic Combat, and switching some or all of your Crushing Impact sets for KC sets would increase your survivability and help with your wasted 5% recharge bonuses.

    The Force Feedback proc isn't very useful in single-target attacks, especially when you're running multiple copies of it. It's great in Foot Stomp, because it's near-impossible to form a seamless AOE attack chain and each target has a chance to set off the proc, but it's not great in your already-seamless ST attack chain. You'd probably be better using some of those slots for damage procs, like the Perfect Zinger proc.

    Obliteration is a poor set for damage fields, because the recharge enhancement is nearly useless and Obliteration has poor endurance reduction enhancement. I usually frakenslot damage fields for damage, endred, and a bit of accuracy. For example:

    Level 2: Lightning Field -- C'ngBlow-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(46), Sciroc-Dmg/EndRdx(46), M'Strk-Acc/Dmg/EndRdx(48)

    The Kismet global is near-useless for super-strength, because Rage will always be on and will sometimes be double-stacked.

    I'm not fond of Adjusted Targeting in Rage, because the accuracy isn't very useful, and Rage really doesn't need much for enhancement to do its job. It can do just fine with one or two common Recharges, or a two-set of Rectified Reticle for the SL defense. Five slots for 5% global recharge just isn't worth it.

    Maneuvers is underslotted. It's a major endurance burn, a decent source of global defense, and the LOTG set bonuses are nice.

    Power Sink is overslotted. It automatically hits, and doesn't need a great deal of endmod enhancement to do its job effectively. You can get by with as few as three pieces of Efficacy Adaptor, or slot a common endmod IO and Taunt set pieces with recharge.

    This is how I have Power Sink slotted in my own brute:
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-Acc/Rchg(36)

    And this is how it's slotted on my wife's FM/ElA brute:
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Mocking-Taunt/Rchg(37), Mocking-Rchg(37), Mocking-Acc/Rchg(42), Mocking-Taunt/Rchg/Rng(42)

    Assault is a poor choice for a SS brute, because both brutes and Super Strength have very low base damage values. It's somewhat useful on teams, where other team members will both benefit from the buff and offset the additional endurance burn for using Assault, but there are other options that would contribute more, both solo and on teams. I wouldn't take Assault unless it was to qualify for Vengeance, and even then I'd consider Tactics instead, to mule a two-piece set of Rectified Reticle.

    Taunt is extremely useful in the incarnate trials, and you don't have it. /ElA is the best set in the game for tanking Siege, Nightstar, and Anti-Matter, and it's important to have Taunt for all of those. In addition, both Mocking Beratement and Perfect Zinger are fantastic sets and a decent source of SL defense.

    I can't imagine putting off Grounded until level 49. That's probably why you feel like you need Acrobatics.

    Personally, I prefer Soul Mastery to Mu Mastery, because of Gloom's vastly superior damage and how much -to-hit debuffs benefit resistance sets. Mu Mastery is fine, though; it's a matter of taste. In any case, the damage proc in Positron's Blast is more useful than the Damage/Range IO. You might also want a sixth slot in Ball Lightning for a common Recharge IO, if you've got the slot to spare.
  11. Your main defense against psi is +recharge. Healing Flames is a powerful part of your overall survivability.
  12. Quote:
    Originally Posted by Blazing_Fist View Post
    I've gotten to level 26 now, and I'm faceplanting like crazy. What's going on? Bad luck? I was doing fantastic before then. SO's are up to date if that matters. SS/Fire if I didn't specify that before.
    Sorry I missed this before. You stop getting level-up inspiration boosts to cover up the gaps, so you spend more time below the defense softcap. That means you have more chances to get unlucky and go splat.
  13. Did some tweaking, based on the discussion.

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  14. Quote:
    Originally Posted by Deus_Otiosus View Post
    Doing half is still worse.

    That being said I wouldn't have gone with MB either.

    I went with 4 KC pieces, 1 Mako quad and the gaussian proc.
    Yeah, you're probably right. I was trying to close the gap when Hasten wasn't up, but it's just not practical. The pure Rech MB is wasteful. I do need a X/Recharge dual of some sort for a gapless attack chain, though; a triple or quad isn't enough recharge.

    How much benefit does the GFSC proc offer in Follow Up?
  15. If your advice is to ignore enhancement values on Follow Up for set bonuses, that's something I've considered but discarded, and I would recommend to others that they not take that advice.
  16. Quote:
    Originally Posted by Delerious View Post
    You use Gaussian's because compared to adjusted targeting it's set bonuses are more useful for an /inv.
    It's not a good idea to put a To-Hit Buff set in Follow Up, because such a set has the wrong enhancement values. It doesn't matter what set bonuses it has. Follow Up is a key Claws power, and needs Accuracy and Recharge.
  17. Quote:
    Originally Posted by AF_Bill View Post
    I'm not softcapped at e/n, but I'll share my build in case it helps any:
    To try and apply it to my build, I think I'd need to understand it better.

    Why are you using GFSC? In my eyes, Gaussian's set bonuses are not worth the fact that its recharge enhancement values are merely okay, its accuracy and damage enhancement values are are zero, and its to-hit bonuses are redundant with multiply-stacked Follow Up or stacks of Invincibility.
  18. Quote:
    Originally Posted by Kioshi View Post
    I know nothing about making missions for AE. Is there a difference in XP for giving mobs integration? Btw, is putting one buffing ally bad? Well anyway I went to some farms with buffing allies and they got slaughtered in seconds.
    Integration would not make any difference for XP in this case, no. Either it makes farming easier for people or it doesn't, it's just a flicked switch.

    In my experience, buffing ally NPCs tend to get ruthlessly slaughtered in ambush farms. Plus, they require extra spawn points, so they require more map real estate, which means more running around and less frontloading. The less time you're spending with your initial stack of inspirations, spamming AOEs onto a huge zerg of ambushes spawned near the mission entrance, the more chance you have of running out of enemies or inspirations or inspiration buffs and faceplanting and wasting a bunch of time.

    In short, I am not a fan of buffing ally NPCs. If someone wanted to take the principles of my map and try to make buffing ally version, however, I would be happy to help. Just get in contact with me here or in-game.
  19. Quote:
    Originally Posted by mauk2 View Post
    Not bad at all!

    My advice, take it or leave it:

    Drop laser beam eyes for resist elements. Pull one slot from Resist Elements and one from Hasten and six slot Spin and Eviscerate.

    Think very hard about dropping Eviscerate: Spin is Win. If you do, take Unstoppable, it's actually quite handy on a brute. Spread the slots around shopping for set bonuses you like.

    Think hard about another slot in Invincibility and put in 3 cytoskeletons+ the recharge proc.

    You have 122 End (with accolades) and THREE performance shifter +ends. Why are you going cardiac? Get the +recharge instead.

    You have some three-slotted reactives: I'd look hard at some Aegis instead.

    Due to the Rule of Five, you're throwing away two +10 percent regen bonuses. Might be worth it, might not, it's up to you to see about changing it

    Most important: HAVE FUN. It's a game!
    You're definitely right about the overcap regen bonuses, and I really hadn't given any thought to alpha slotting at all. I'll probably grab Spiritual when I come to it.

    Spin is great, but Eviscerate goes with it, particularly since I won't have enough recharge to spam FU - Spin - repeat. Plus, Eviscerate is another place to slot Eradications.

    I completely forgot about HOs in Invincibility. While you're right that Cytos are nice, Enzymes are even better.

    Laser Beam Eyes is completely worthless except as a Thunderstrike mule. I don't know how else to get ENE softcapped, however. I'm all ears for ideas on alternatives.

    Those comments in mind and taking the advice on board, here's what I came up with. SL and ENE are still softcapped, and it's still running at positive endurance on single targets, although now just barely. Now, one purple gets it softcapped against fire/cold, which I guess is useful sometimes too?

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    One-Armed Scissor: Level 50 Technology Brute
    Primary Power Set: Claws
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(45)
    Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/Rchg(7), RctvArm-EndRdx(7)
    Level 4: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), Achilles-ResDeb%(36)
    Level 6: Spin -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(9), C'ngBlow-Acc/Rchg(11), C'ngBlow-Acc/Dmg(13), C'ngBlow-Dmg/EndRdx(46)
    Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), Mocking-Acc/Rchg(17), Mocking-Rchg(27)
    Level 10: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(17), Dct'dW-Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-EndRdx/Rchg(21)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/Rchg(42), RctvArm-EndRdx(42)
    Level 18: Focus -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/EndRdx(21), Thundr-Acc/Dmg(23), Dev'n-Acc/Dmg(23), Dev'n-Dmg/EndRdx(25), FrcFbk-Rechg%(25)
    Level 20: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(29), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(33), Mocking-Rchg(33)
    Level 22: Resist Energies -- Aegis-ResDam(A), Aegis-Psi/Status(40), Aegis-ResDam/Rchg(40)
    Level 24: Kick -- Empty(A)
    Level 26: Eviscerate -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(43), Erad-Dmg/Rchg(43), Erad-Acc/Rchg(43), Sciroc-Dmg/EndRdx(45), Sciroc-Acc/Dmg/EndRdx(50)
    Level 28: Invincibility -- HO:Enzym(A), HO:Enzym(36), HO:Enzym(36), LkGmblr-Rchg+(40)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-EndRdx(31), RctvArm-ResDam/Rchg(31)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(48)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/Rchg(39)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/Rchg(50)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48)
    Level 49: Resist Elements -- S'fstPrt-ResDam/Def+(A)
    Level 50: Spiritual Core Paragon
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)



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  20. So, I've done a ton of cosmetic tuning up for #504371.

    The main thing I'm undecided about is whether to give the mobs Integration, for knockback/stun/hold/sleep/immob protection. It'd make farming with the Hand Grenades temp power easier, but I don't know how much it would interfere with people using other powers with mez, knockdown, or knockback effects.

    Can anyone offer any input?
  21. Could some of the local brighter sparks take a look at this and double-check to make sure I'm not making any glaring mistakes? I'm fairly happy with it overall: FU - Slash - Focus - Strike attack chain is seamless with Hasten up, and the proc in Focus helps keep Hasten up. Likewise, FU - Spin - Evis is seamless, with Hasten up. It's softcapped to SL and ENE with only one target in melee range. Endurance is very comfortable.

    I don't know what I could do to improve it, but some sharp eyes to glance over it and see if I've missed anything would be very helpful.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    One-Armed Scissor: Level 50 Technology Brute
    Primary Power Set: Claws
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Knock%(5), C'ngImp-Acc/Dmg/EndRdx(45), Zinger-Dam%(46)
    Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), S'fstPrt-ResDam/Def+(37), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/Rchg(7), RctvArm-EndRdx(7)
    Level 4: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), Achilles-ResDeb%(36)
    Level 6: Spin -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(9), Erad-Dmg/Rchg(9), Sciroc-Acc/Dmg(11), Sciroc-Acc/Rchg(13)
    Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), Mocking-Acc/Rchg(17), Mocking-Rchg(27)
    Level 10: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(17), Dct'dW-Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-EndRdx/Rchg(21)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/Rchg(42), RctvArm-EndRdx(42)
    Level 18: Focus -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/EndRdx(21), Thundr-Acc/Dmg(23), Dev'n-Acc/Dmg(23), Dev'n-Dmg/EndRdx(25), FrcFbk-Rechg%(25)
    Level 20: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(29), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(33), Mocking-Rchg(33)
    Level 22: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(40), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam/Rchg(40)
    Level 24: Kick -- Empty(A)
    Level 26: Eviscerate -- Erad-Dmg(A), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(43), Sciroc-Acc/Dmg(43), Sciroc-Acc/Rchg(45)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-EndRdx(31), RctvArm-ResDam/Rchg(31)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(48)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/Rchg(39)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48)
    Level 49: Laser Beam Eyes -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(50), Thundr-Acc/Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)



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  22. I haven't been in an AE experimenting mood lately, but I'm going to take some of the suggestions made here on board for my map (#504371, the one in the OP). I should have an update today or tomorrow.
  23. Quote:
    Originally Posted by NaoGal View Post
    Even before this picture, Back Alley Brawler exemplified this concept in spades.
    Ha ha ha OH WOW

    Ironically poor word choice alert!
  24. Quote:
    Originally Posted by MrHassenpheffer View Post
    things are really starting to look up for this game.
    Or at least looking vaguely off-page, with mouths groutesquely wide open.