_Deth2_

Citizen
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  1. Quote:
    Originally Posted by Bill Z Bubba View Post
    <shrug> My main farming map is council empire. My secondary doesn't have any kind of extra damage output and I tear through them just fine using followup, spin, eviscerate, repeat. I think the small radius on spin is less of an issue that people think.
    People are stupid, this guy didnt include DA at all. Claws/DA makes for a great farmer(am leveling one atm, and even at lower levels does pretty well), as would Claws/ElA.
  2. _Deth2_

    Dark Tanks

    You really don't need all those Eradications for endurance management, I have one set, and really, I am more than fine on end. 4 Erads, and 1 common end redux IO in Death Shroud.

    As for slotting for Regen, seriously, it's not going to do that much for you when you have a monster heal that is up in 15 seconds or less, I think mine is at roughly 12. All those Kinetic Combats are great to get, but now they are silly expensive.

    I am seriously thinking of making a build that actually makes use of the extreme amount of mitigation in DA. Like my old SO build on steroids.

    And my other project, softcapping a DA/DM positionally.

    Think Shield Defense with less damage, more resistance and a monster heal.

    If anyone says you can't they are mistaken, it is just REALLY expensive.
  3. Quote:
    Originally Posted by Tired Angel View Post
    My personal thoughts on Cloak of Fear is that it isn't worth it.

    I just think that if you are running Death Shroud (the damage aura) anyone that is affected by CoF will have their fear status broken each time Death Shroud ticks so what is the point?? At least with Oppressive Gloom they will stay stunned while being chipped away at by Death Shroud.
    I used to think the same thing, but the reality is, with CoF, even when they do get hit by Death Shroud, their attack rate is greatly reduced.

    One thing that is nice about CoF is that there are a number of beneficial IO sets that can be placed in it.

    As for the end costs, yes, it is a bit expensive, but mitigating the end usage on a DA is far easier than most people seem to think. Seriously, unless you are running Stone Melee or Super Strength, it isn't even worth bringing up.

    As for the problem with Fury generation, if you can't maintain fury with the recent changes, even running both OG and CoF, you have some serious problems.

    That said, I wouldn't run both, tried that on my DA/DM tank while I was leveling it, just for giggles, was kinda overkill. Plus I hate the drunks milling about you get with OG, mostly because they tended to wander out of range of the aura so they didn't stay drunk.
  4. _Deth2_

    Rage vs Tactics

    Rage isn't just a boost to to-hit, it is also an 80% boost to damage. Double stacked thats 160%, and that isn't that hard to do, even with SOs. So taking Tactics instead of Rage is viable, but gimps the ever living crap out of your damage. The crash is the price you pay for that kind of amazing power.
  5. _Deth2_

    claws/??

    Claws/DA is all kinds of silly fun. As long as you are comfortable with your health going back and forth like a yo-yo, it's great.

    You have a beast of a self heal that recharges quickly, and you have a solid damage aura. So far mine is only 25, but man is it fun.
  6. _Deth2_

    SS/DA Build

    no worries, was a helluva lot better than my first attempt at mid's. Seriously, the first time I took a shot at a build, it was just terrible. And when I say terrible, it could have been mistaken as Troll bait.

    When it comes to APPs, I really like Soul Mastery. Gloom is just nasty. Energy Mastery is also a solid choice, for the increase in max end from Superior Conditioning and the recovery boost from Physical Perfection. However, with the upcoming changes in I19, specifically them making Fitness inherent, I think you are going to see a big shift in builds soon. Essentially you are going to have 3 more power choices to play with, but fewer slots, as you are still going to want to slot up Stamina to some extent. This will give a bit more flexibility in some ways, a bit less in other.

    As for super speed, you can put that -kb in any travel power, including hover and CJ. There are a couple other -KB you could monkey in other places if you dont want to use that IO.
  7. _Deth2_

    SS/DA Build

    Your build was kinda all over the place. When you slot for defense, you need to either try to softcap S/L with decent dose of E/N, or softcap positional. You seemed to try to shoehorn in as much as you could of both.

    No need on a DA to slot for regen, as Dark Regeneration recharges faster than you will be able to really get any use out of it.

    Speaking of Dark Regeneration, you had it slotted for heal and recharge, which while is instinctively how you would go about it, actually hurts you. The heal is big and fast recharging already, what it needs is accuracy and endurance redux, as it will burn your blue bar fast, and in those clutch times, it hurts to miss.

    I see you went with Oppressive Gloom, which while useful, I have never been a big fan of. Drunk mobs are no fun to chase after, but more importantly, they don't swing at you. You have plenty of mitigation in Footstomp, and more importantly, mobs that swing and miss still build Fury. Personally, I would have taken Soul Transfer. There is a reason they give certain sets the ability to self rez, but that isnt even the best part of it. In many situations, you can essentially use the power as a reset button. If you are grouped and the team is getting beaten silly, you can allow yourself to die, pop ST and instantly stun everything around you, usually with full health and end. Unless you are on a Master of TF, pretty useful.

    Not a bad start for your very first time using Mid's, all things considered. I switched up a few things, but this will make it a lot more solid. For one, I capped your S/L defense. I also gave you a solid boost to your recharge with the FF +recharge proc in Footstomp. In footstomp, against large groups it procs pretty regularly and you will be surprised at how much it increases your overall recharge in those situations. I traded out your Epic Pool as well. Gloom hits a lot harder than Fire Blast, in fact its nuts how hard it hits. Instead of the single target hold, i gave you the cone immobilize. This was done to pick up the IO set for the S/L def to put you over the softcap.

    And yes, i do realize there is only one KB prot IO. The actual need for more than one is pretty rare.


    Anyway, thats how I would go about it, but as always, YMMV.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mr Spliffy: Level 50 Natural Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Jab
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (5) Kinetic Combat - Damage/Recharge
    • (5) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Dark Embrace
    • (A) Reactive Armor - Resistance
    • (7) Reactive Armor - Endurance
    • (9) Reactive Armor - Resistance/Endurance
    • (9) Reactive Armor - Resistance/Endurance/Recharge
    • (17) Steadfast Protection - Resistance/+Def 3%
    Level 2: Punch
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (11) Kinetic Combat - Damage/Recharge
    • (11) Kinetic Combat - Damage/Endurance/Recharge
    Level 4: Haymaker
    • (A) Kinetic Combat - Accuracy/Damage
    • (7) Kinetic Combat - Damage/Endurance/Recharge
    • (13) Kinetic Combat - Damage/Endurance
    • (13) Kinetic Combat - Damage/Recharge
    • (15) Pounding Slugfest - Accuracy/Damage
    • (15) Pounding Slugfest - Damage/Recharge
    Level 6: Combat Jumping
    • (A) Luck of the Gambler - Defense
    • (19) Luck of the Gambler - Recharge Speed
    Level 8: Knockout Blow
    • (A) Kinetic Combat - Accuracy/Damage
    • (21) Kinetic Combat - Damage/Endurance
    • (21) Kinetic Combat - Damage/Recharge
    • (23) Kinetic Combat - Damage/Endurance/Recharge
    • (23) Pounding Slugfest - Accuracy/Damage
    • (25) Pounding Slugfest - Damage/Endurance
    Level 10: Obsidian Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (17) Reactive Armor - Resistance
    • (19) Reactive Armor - Resistance/Endurance/Recharge
    • (25) Reactive Armor - Resistance/Recharge
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (43) Miracle - +Recovery
    Level 16: Dark Regeneration
    • (A) Theft of Essence - Chance for +Endurance
    • (29) Theft of Essence - Accuracy/Endurance/Healing
    • (29) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    • (31) Touch of the Nictus - Accuracy/Endurance/Recharge
    Level 18: Rage
    • (A) Rectified Reticle - To Hit Buff
    • (31) Rectified Reticle - To Hit Buff/Recharge
    • (31) HamiO:Cytoskeleton Exposure
    • (33) HamiO:Cytoskeleton Exposure
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (27) Performance Shifter - EndMod/Recharge
    • (34) Performance Shifter - EndMod/Accuracy
    • (34) Performance Shifter - Chance for +End
    Level 22: Cloak of Darkness
    • (A) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense
    Level 24: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (33) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    • (42) Kinetic Combat - Damage/Endurance
    Level 26: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (27) Reactive Armor - Resistance/Recharge
    • (37) Reactive Armor - Resistance/Endurance/Recharge
    • (42) Reactive Armor - Resistance
    Level 28: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Defense/Endurance
    Level 30: Murky Cloud
    • (A) Reactive Armor - Endurance
    • (36) Reactive Armor - Resistance/Recharge
    • (37) Reactive Armor - Resistance
    • (37) Reactive Armor - Resistance/Endurance
    Level 32: Foot Stomp
    • (A) Obliteration - Damage
    • (39) Obliteration - Accuracy/Recharge
    • (39) Obliteration - Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (40) Force Feedback - Chance for +Recharge
    Level 35: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 38: Death Shroud
    • (A) Eradication - Damage
    • (39) Eradication - Accuracy/Damage/Endurance/Recharge
    • (42) Eradication - Chance for Energy Damage
    • (43) Eradication - Damage/Recharge
    • (43) Endurance Reduction IO
    Level 41: Hasten
    • (A) Recharge Reduction IO
    • (46) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 44: Gloom
    • (A) Decimation - Accuracy/Damage
    • (45) Decimation - Damage/Endurance
    • (45) Decimation - Damage/Recharge
    • (45) Decimation - Accuracy/Endurance/Recharge
    • (46) Decimation - Accuracy/Damage/Recharge
    • (46) Devastation - Accuracy/Damage/Endurance/Recharge
    Level 47: Soul Tentacles
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (48) Enfeebled Operation - Endurance/Immobilize
    • (48) Enfeebled Operation - Accuracy/Endurance
    • (48) Enfeebled Operation - Immobilize/Range
    • (50) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (50) Enfeebled Operation - Accuracy/Immobilize
    Level 49: Oppressive Gloom
    • (A) Stupefy - Accuracy/Endurance
    ------------
    Level 1: Brawl
    • (A) Touch of Death - Chance of Damage(Negative)
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 2: Ninja Run



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  8. Quote:
    Originally Posted by Windenergy21 View Post
    No bunching here, the aspect of perma-ing energize came up, I simply said it wasn't possible without purples with the build [ quote: _Deth_: "you can get there without purples" ], and then after you said it was, clarified why.
    no, what i did was say it was possible. I never clarified why. then, in a new paragraph said the build i had posted before would be close if you put in that proc. If I were going to show it was possible without purples, I would have posted a slightly insane build maximizing recharge on a grand scale.