Athanatosis

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  1. Quote:
    Originally Posted by TheBruteSquad View Post
    No it wasn't. It was PvE too. RttC has *always* detoggled when you get mezzed, and, so long as that -toHit is part of it, probably always will.
    Then they should buff the -tohit because as it is it's too pathetic to justify that happening as a result.
  2. I'm wondering if Spines/Dark is still king, or if something else is reigning supreme now?

    Also, what PP should I take with a Spines/Dark farmer? Does it have to be body mastery? I wanted Fire for Fireball for even more AoE. But because of that, I was thinking maybe Spines/Fire would be better because it's got better END management, and with Fiery Embrace it could pump Fireball up to some crazy damage.

    I also see some love for Spines/Elec recently, not sure what people see in it over Dark or Fire but I'm all ears if someone wants to fill me in.



    Oh, and one more thing, am I gonna need Tough and Weave to solo farm or will I do fine without them once I hit 50?
  3. Lyger, wouldn't you make a lot more money if you spent all those tickets on recipe rolls?
  4. The question arose for my Fire/Fire Brute, but the information is good to have for any AT. I'm also working on a Dark Armor tank, so now I know that I'll need more for him.

    I know that 8 won't protect from a super mag KB ability, but would 8 protect against multiple KBs at once on a tank? Or for the tank should I still be going for 12?
  5. Right now I'm gonna toss one Karma: Knockback Protection IO in Combat Jumping. (Btw, will that always be on? Or only when Combat Jumping is on?) That will give me 4 points of protection. Seems that actual toggles that give Knockback protection give 10+ points of it, though. Should I try to fit another, or even two more KB protect IOs into my set at some point? Or will the one IO pretty much have me only getting knocked back by mac trucks?
  6. I want what you're looking for, a Brute that can tank with SOs or generic IOs and I'm going for Invulnerability. (And that isn't /Stone, lol...too slow).

    With my understanding from what I've read, the three secondaries that can accomplish this are Willpower, Invulnerability, and Super Reflexes.

    Super Reflexes works with positional defense (melee, ranged, and AoE). With just SOs it can get you very sturdy defense, it's the easiest set to soft cap for defense which is what most people consider to be the goal of survivability. It has no resistance, though, so if they're able to get through your incredibly high defense, and everything will always have some chance to do this, you'll be hit pretty hard.

    Invulnerability stacks great resists with solid defense. The defense isn't as good as Super Reflexes, but with Invincibility and a load of enemies in range it provides a significant survivability boost. It comes with a powerful self heal that gives +max HP for a long period of time but in exchange the heal has a long recharge. The bulk of its resistance is to smashing/lethal, which nearly every attack in the game has some part of, but when you pop Unstoppable and it's slotted for resistance you can get 90% resistance against everything other than Psionics for 3 minutes. It lacks any natural Psionic Resistance or Defense so those guys will tear you apart.

    Willpower will give you some, not a lot, but some defense/resists to work with on top of a load of Regeneration with Rise to the Challenge. Because it lacks the defense of SR or the resistance of Invuln, it is more difficult to handle alpha strikes. After that though it's pretty much dependent upon whether or not your opponents can out DPS your regeneration. Its also got a good deal of Psionic defense and resistance so compared to a /Invuln you'll be able to handle them better. But they're not that common compared to everything else.
  7. Taking the taunts out of invincibility seems fair enough, but I don't think I should take the resists out of Unstoppable. Even with all toggles running it would only cap Smashing and Lethal. Everything else would be at 63.3%.

    Which of the claws attacks do you feel would really benefit from recharge reduction? It's pretty light for all of them already. Especially with Hasten which will be up most of the time. The only thing that could really use the reduction is Dark Obliteration.

    Will this build be bottoming on END much? Will I really miss taunt or is it the least necessary on /Inv out of all Brute secondaries? Is it fine not to take Resist Elements/Energies since they provide a very tiny buff compared to all my other powers? The build is so tight already I don't think I could find a way to fit them in without major sacrifices.

    Anyway, I tried to redo the leveling build, how's this?

    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: Claws
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Strike
    • (A) Accuracy IO
    • (37) Accuracy IO
    • (43) Damage Increase IO
    Level 1: Resist Physical Damage
    • (A) Resist Damage IO
    • (15) Resist Damage IO
    • (34) Resist Damage IO
    Level 2: Temp Invulnerability
    • (A) Resist Damage IO
    • (3) Resist Damage IO
    • (3) Resist Damage IO
    • (13) Endurance Reduction IO
    Level 4: Dull Pain
    • (A) Healing IO
    • (5) Healing IO
    • (5) Healing IO
    • (11) Recharge Reduction IO
    • (11) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 6: Spin
    • (A) Accuracy IO
    • (7) Accuracy IO
    • (7) Damage Increase IO
    • (17) Damage Increase IO
    • (19) Recharge Reduction IO
    • (31) Endurance Reduction IO
    Level 8: Follow Up
    • (A) Accuracy IO
    • (9) Accuracy IO
    • (9) Damage Increase IO
    • (15) Damage Increase IO
    • (17) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 10: Hurdle
    • (A) Jumping IO
    Level 12: Combat Jumping
    • (A) Defense Buff IO
    Level 14: Super Jump
    • (A) Jumping IO
    Level 16: Unyielding
    • (A) Resist Damage IO
    • (34) Resist Damage IO
    • (34) Resist Damage IO
    • (36) Endurance Reduction IO
    Level 18: Health
    • (A) Healing IO
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    Level 22: Focus
    • (A) Accuracy IO
    • (23) Accuracy IO
    • (23) Damage Increase IO
    • (31) Damage Increase IO
    • (43) Recharge Reduction IO
    • (48) Endurance Reduction IO
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 26: Eviscerate
    • (A) Accuracy IO
    • (27) Accuracy IO
    • (27) Damage Increase IO
    • (31) Damage Increase IO
    • (37) Recharge Reduction IO
    • (40) Endurance Reduction IO
    Level 28: Invincibility
    • (A) Defense Buff IO
    • (29) Defense Buff IO
    • (29) Defense Buff IO
    • (37) Endurance Reduction IO
    Level 30: Boxing
    • (A) Accuracy IO
    Level 32: Tough
    • (A) Resist Damage IO
    • (33) Resist Damage IO
    • (33) Resist Damage IO
    • (33) Endurance Reduction IO
    Level 35: Tough Hide
    • (A) Defense Buff IO
    • (36) Defense Buff IO
    • (36) Defense Buff IO
    Level 38: Unstoppable
    • (A) Resist Damage IO
    • (39) Resist Damage IO
    • (39) Resist Damage IO
    • (39) Recharge Reduction IO
    • (40) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 41: Gloom
    • (A) Accuracy IO
    • (42) Accuracy IO
    • (42) Damage Increase IO
    • (42) Damage Increase IO
    • (43) Recharge Reduction IO
    • (46) Endurance Reduction IO
    Level 44: Dark Obliteration
    • (A) Accuracy IO
    • (45) Accuracy IO
    • (45) Damage Increase IO
    • (45) Damage Increase IO
    • (46) Recharge Reduction IO
    • (46) Endurance Reduction IO
    Level 47: Darkest Night
    • (A) Endurance Reduction IO
    • (48) Endurance Reduction IO
    • (48) To Hit Debuff IO
    Level 49: Weave
    • (A) Defense Buff IO
    • (50) Defense Buff IO
    • (50) Defense Buff IO
    • (50) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 6: Ninja Run
  8. How does this leveling build look? It uses level 35 generic IOs only, because that's pretty much what I level with (though at 37 I begin using 40s, etc...). The idea is to be able to tank without taking taunt, making use of Invincibility's awesome taunt aura. I decided to skip out on Shockwave since it seemed kind of crappy and I fear the idea of it screwing up Invincibility for me and either getting me killed (due to lack of defense) or getting everyone else killed (due to lack of my taunt)...or both! It came down to a choice between it and Focus and I prefer Focus looks-wise.

    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: Claws
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Strike
    • (A) Accuracy IO
    • (34) Accuracy IO
    • (40) Damage Increase IO
    Level 1: Resist Physical Damage
    • (A) Resist Damage IO
    • (15) Resist Damage IO
    • (19) Resist Damage IO
    Level 2: Temp Invulnerability
    • (A) Resist Damage IO
    • (3) Resist Damage IO
    • (3) Resist Damage IO
    • (15) Endurance Reduction IO
    Level 4: Dull Pain
    • (A) Healing IO
    • (5) Healing IO
    • (5) Healing IO
    • (11) Recharge Reduction IO
    • (11) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 6: Spin
    • (A) Accuracy IO
    • (7) Accuracy IO
    • (7) Damage Increase IO
    • (17) Damage Increase IO
    • (37) Damage Increase IO
    • (46) Endurance Reduction IO
    Level 8: Follow Up
    • (A) Accuracy IO
    • (9) Accuracy IO
    • (9) Damage Increase IO
    • (13) Damage Increase IO
    • (17) Recharge Reduction IO
    • (37) Recharge Reduction IO
    Level 10: Hurdle
    • (A) Jumping IO
    Level 12: Combat Jumping
    • (A) Defense Buff IO
    Level 14: Super Jump
    • (A) Jumping IO
    Level 16: Unyielding
    • (A) Resist Damage IO
    • (19) Resist Damage IO
    • (37) Endurance Reduction IO
    Level 18: Health
    • (A) Healing IO
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    Level 22: Focus
    • (A) Accuracy IO
    • (23) Accuracy IO
    • (23) Damage Increase IO
    • (34) Damage Increase IO
    • (43) Damage Increase IO
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 26: Eviscerate
    • (A) Accuracy IO
    • (27) Accuracy IO
    • (27) Damage Increase IO
    • (31) Damage Increase IO
    • (34) Damage Increase IO
    • (46) Endurance Reduction IO
    Level 28: Invincibility
    • (A) Defense Buff IO
    • (29) Defense Buff IO
    • (29) Defense Buff IO
    • (31) Taunt Duration IO
    • (31) Taunt Duration IO
    • (43) Endurance Reduction IO
    Level 30: Boxing
    • (A) Accuracy IO
    Level 32: Tough
    • (A) Resist Damage IO
    • (33) Resist Damage IO
    • (33) Resist Damage IO
    • (33) Endurance Reduction IO
    • (43) Endurance Reduction IO
    Level 35: Weave
    • (A) Defense Buff IO
    • (36) Defense Buff IO
    • (36) Defense Buff IO
    • (36) Endurance Reduction IO
    • (42) Endurance Reduction IO
    Level 38: Unstoppable
    • (A) Resist Damage IO
    • (39) Resist Damage IO
    • (39) Resist Damage IO
    • (39) Recharge Reduction IO
    • (40) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 41: Tough Hide
    • (A) Defense Buff IO
    • (42) Defense Buff IO
    • (42) Defense Buff IO
    Level 44: Gloom
    • (A) Accuracy IO
    • (45) Accuracy IO
    • (45) Damage Increase IO
    • (45) Damage Increase IO
    • (46) Damage Increase IO
    Level 47: Dark Obliteration
    • (A) Accuracy IO
    • (48) Accuracy IO
    • (48) Damage Increase IO
    • (48) Damage Increase IO
    • (50) Damage Increase IO
    Level 49: Darkest Night
    • (A) Endurance Reduction IO
    • (50) Endurance Reduction IO
    • (50) To Hit Debuff IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 6: Ninja Run
  9. Quote:
    Originally Posted by _Deth_ View Post
    pair it with whatever you want, once you get to 50 and start IOing, you can make yourself feel "tanky" all you want.
    I'm sure this is true, but the reason I'm asking these questions in the first place is more because if I don't get the feeling I want from a powerset on the way to 50 I'm not going to get it to 50 at all. Expensive IO sets aside, I want a secondary that can take alpha and hold aggro with SOs or generic IOs (possibly a few inexpensive set bonuses on the way).
  10. In reference to Tough and Weave, nobody mentioned WP. It doesn't need either of them? Or maybe it just doesn't benefit as much from them.

    Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Inv would still be my choice... though the taunt aura on SR is nice
    I appreciate your input but it's left me curious as to why you feel this way!

    EDIT: I mean, why say the taunt aura on SR is nice if the one in Invuln is nicer? It is, isn't it?
  11. Quote:
    Originally Posted by DJ_Onslaught View Post
    Invuln won't cap defenses with just SO's but with few exceptions most attacks have a smashing lethal component and you can get to or damn close to the resist cap for that attack type with SO's

    Invuln has 4 toggles in the set and then tough/weave if you add those in.. Inv by itself imho is light on endurance because of the passives.
    Is Tough and Weave going to be necessary or does Invulnerability hold its own?
  12. Quote:
    Originally Posted by Deus_Otiosus View Post
    It is however, a very expensive build.
    So the Invulnerability build is less expensive? I'm more looking for something that I can tank with 1-50 (and beyond), rather than once I've got a 1bil IO set going. If it's the latter I'll quit before I ever get to that point because I simply won't be enjoying myself.

    What sort of defenses can Invulnerability offer? Is it simple enough to get close to the softcap? I should probably pick up Tough and Weave on that build. I'm kinda just looking for a tanker that sacrifices a bit of defense for incredible offense. I think that's what I can pull together with a /Inv Brute. My favorite part about Invul right now, besides the look, is that it has the best taunt aura of the three (WP, SR, and Inv). What are its downfalls? Where does it pale in comparison to the other two? I want to make sure I'm making the right choice. With Tough and Weave running on top of all the /Inv toggles am I gonna need to slot quite a bit of END reduction?
  13. I was reading a thread about this on the Scrapper boards. Everyone recommended /Invulnerability, because it has a good taunt aura, but I was wondering if /SR would be better for Brutes since they have a taunt aura in Evasion.

    My goal is to take alpha and hold aggro, at least enough to keep the team alive and moving, for a full team of 8.

    I'm partial to Invulnerability because I love the way it looks and my biggest complaint about Super Reflexes is having to click for mez protection instead of getting a toggle. I always run hasten on auto, so having two powers that I want to keep on auto is just a pain for me. I always forget to use whichever one isn't on auto and it comes back to bite me. Quickness is nice, though. I think it would nearly negate the upped the recharge times for the Brute version of Claws.

    I have tried claws paired with resist based sets with damage auras (specifically ELA for Lightning Reflexes, same reason as I like Quickness) but they've felt too squishy and the radius of the damage auras feels too limited. I've read good things about /WP but I think that's more for solo-farming than for tanking for a team. Especially if I'm not sure about taking Taunt.
  14. Thank you all for the well written and elaborate descriptions, any questions I had have been cleared up. If I really want to tank, I'll make a tanker. I'll make Kheldians when I want to be a Kheldian, and I'm sure I'll be very satisfied with what they're capable of.
  15. Seems to me like White wins hands down with the foot stomp + the impressively large self heal. But maybe Black has something to offer that I don't understand that keeps it on par or better.

    By the way, how does Dwarf form compare to the most durable of tankers? (Stone, Invuln, etc). Does it rank up there with them in terms of tankability, or do voids destroy them?

    Also, when you have a nictus in a spawn (or even a white nova or something) does that do extra damage to Khelds as well?
  16. Quote:
    Originally Posted by Oedipus_Tex View Post
    I think the duration should be longer. Agreed.

    The way I'd achieve it though is to make the base duration the same but have the power refresh duration if the original caster hits them with Transfusion (the AoE heal) while the power is active. That way people couldn't just gather under the Atlas Statue and get their 30 minute long buffs (a significant problem in some games). You'd have to actually stick wit the buffer. This also protects buffing ATs from getting stuck buffing teams at mission entrances and then left behind so the "real" ATs can go take care of business.

    I'd approach Force Field, Sonic Res (refresh if they touch your big bubbles), Thermal (refreshed if you hit them with the AoE heal) and Cold Dom (refreshed if you hit them with Arctic Fog) the same way to reduce clicking. But I am probably just dreaming.
    I love this idea. Very creative and it would work well.

    Quote:
    Originally Posted by Siolfir View Post
    Given that their entire reward structure is based on how long something takes - for the merit system explicitly, and drop rates are based on kill speed - having less downtime due to constant Speed Boost is something that (IMO) they feel should take a certain amount of attention (ie, time) to maintain.
    That argument does make sense. I simply don't think it's fair to set it up like that. If they give people the ability to keep SB up at all times, it becomes something they are inclined or expected to do, because them keeping SB up provides a bigger boost to the team than pretty much anything else they could be doing with that time. (Besides maybe spamming FS.) So, they set up an annoying system of giving people the ability to keep up buffs on everyone 24/7 as long as they're willing to annoy the hell out of themselves while everyone else is having a great time. That's unfair to buffing classes in general.
  17. Quote:
    Originally Posted by Siolfir View Post
    This, but it's much easier to maintain the damage cap on a Scrapper, Blaster, Corruptor, or... well, anything, really.

    Yes, there's always stacked Fulcrum Shifts, but things generally don't live long enough to provide much fodder for it them when everyone's capped.
    Yeah, that's always the most important thing to keep in mind with this game. When everyone is at their maximum possible efficiency, difference between AT's damage is like the difference between a hot butter knife and a hot razor blade cutting through butter.

    500% compared to 850% sounds much more drastic than 412 damage compared to 456. If everyone is damage capped, that little extra isn't going to matter, but that's the only time that little extra would even come into play. I had been worried that I made the wrong choice leveling a Scrapper instead of a Brute because the damage cap on a Brute sounded so much higher, but now I'm happy with my choice. Thanks everyone for sharing your knowledge.
  18. Quote:
    Originally Posted by Panzerwaffen View Post
    True... But what are you willing to give up for that increased convenience? Quadruple the duration and cut the endurance and recharge buff from +50% to +20%?

    Speed Boost is a powerful buff, that lasts a short time. Pure speculation on my part, but I would guess the intent behind the duration, is that it is not intended to be used as a perma buff to an entire team, rather than being used only when necessary on a limited number of team members. Yes, it CAN be used to keep an entire team constantly buffed, but requires sacrifices on the part of the buffer. Take away that, and something, somewhere has to be given up in exchange for the sake of balance.
    Hate to bring up WoW, but when the new team took over recently they changed all the 2 minute buffs to 15-30 minute buffs because they realized how annoying it was for people to have to put them up all the time.

    As it stands, without taking much away from their overall performance kins can keep the entire team speed boosted indefinitely. A lot of people expect as much from them, or at least close to it. It makes buff classes overall less desirable to play because it's so annoying having to buff that often. Either you take away from the team's potential to succeed or to steamroll, or you put yourself out and deal with the constant annoyance of buffing 7 other people so frequently.

    I see where you're coming from but what you're saying is that SB should take away from the overall performance of a class, in the name of balance, because they have to spend so much time keeping it up if they want to have it up most of the time. That's not right. That's not fun for anyone. Would anyone really complain if SB was exactly the same just with a much longer duration? I don't think that's the kind of "overpowered" people get jealous over. It's only beneficial to them... Much more kins would use SB and keep it up (without even expecting people to beg for it, like OP!) The only complaint I could see is that the other buff classes still have to buff everyone every two minutes, in which case they should just change most of those buffs to have longer durations as well.

    Hell, I'd even be happy with them just making it a "buff one person and everyone else gets it" buff. That way it's less of a hassle for the person in charge of it.
  19. Now, I understand that Brutes have a lower base damage than other ATs. Yet they have a higher % damage cap. Does this keep them pretty much even with everyone else, or do they end up doing significantly more damage if everyone is at their damage cap?

    Is the difference as drastic as 400% compared to 850%? Or is it actually a much smaller difference because of their lower base damage meaning the number being multiplied is much less?

    My other question is relevant to all ATs. Say I have somehow found a way to self-damage cap. I am on a Scrapper doing 400% possible damage, but something I'm attacking has 50% resistance to whatever damage it is I'm dishing out.

    Would I be doing 200% damage, or 350% damage, due to the -50% from my opponent? ALSO, if this were going on, if someone buffed me with say fulcrum shift, would the damage I'm dealing increase until it was again dealing the "capped amount" (full 400%), even though it was already technically capped prior to being reduced by resistance, or would it be stuck at the 400% -50% and not be able to go any higher?

    I hope I'm clear enough, if my question is confusing say so and I'll do my best to rephrase it.
  20. This wouldn't be such a big deal if buffs lasted a while and you didn't have to reapply them every other minute.
  21. Quote:
    Originally Posted by Incenerater View Post
    Nerf?!? What nerf to shield charge?
    Castle said he's going to nerf it because it's not working as intended but I don't really know the details. Hoping someone else can give us both more information.
  22. Thank you for that description, it cleared things up for me.

    I'm curious about how it's going to be nerfed. Will the nerf effect Scrappers harder than everyone else, or will it be equal all around? I really, really hope it doesn't ruin the set. Seems to be one of the only ones I could see myself sticking with to a high level.
  23. Quote:
    Originally Posted by RabidBrian View Post
    It worked with fury last time I played my elec/shield, cant comment on if it works with rage. AAO effected it too.

    At this point, no one should consider the scrap version as "working right," but as far as what you mentioned, it seems to be working.
    Tell me more about what's so broken about the Scrapper version.

    On my Mids, the Scrapper version actually shows damage. the Tanker and Brute version just shows "summons shield etc..." but doesn't show damage or accuracy or anything.
  24. Does the damage increase with Fury? With build up? With AAO? What if I was SS, would it increase with Rage?

    It doesn't seem to work right on Mids compared to the Scrapper version, so I can't experiment with it on my own.
  25. Orbiting Death looks like it has the potential to be awesome. Is this true? I really want it to be. I don't care if I have to wait for it, I just want to know it's something to look forward to. My biggest peeve with PBAoE damage toggles is that the radius is too small but not only does Orbiting Death look 10x cooler than the rest of them, it's got a great large radius.

    Do any of the passive or toggle abilities of human form effect dwarf or nova form?

    At lower levels, should I use any slots on human powers? Or should they all go to Nova powers and then dwarf powers?

    What is the Kheldian damage cap?

    What are the most important things to remember/keep in mind when playing a WS for the first time? I'm going for Tri-Form for starters. Then I may move on to human/dwarf or maybe even just human somewhere down the line. I know it will take practice and experience to learn how to do it well, and I'm willing to be patient.