Auroxis

Legend
  • Posts

    1747
  • Joined

  1. Auroxis

    Electric Melee

    I'd say SD and Elec Armor would be best if you want to build on the burst AoE strength of Elec Melee. SD gives you AAO and Shield Charge which both give a boost in AoE burst damage. Elec Armor gives you a recharge bonus, so BU and LR are up faster.

    In terms of overall synergy however, which primary would be best is very debatable.
  2. I already have Hasten almost perma, and I have my AoE and ST chains. Damage is the best option for me. I build for more damage as it is, and I have +33.5% with set bonuses and assault. The best Musculature boost coming soon will give me about that same amount.
  3. First let me direct you to the suggestion forum: http://boards.cityofheroes.com/forumdisplay.php?f=603

    Now, I see an issue with Psi Armor. It doesn't give too many things Dark Armor doesn't(amazing psi protection and tricks). You can already color Dark Armor to fit your theme and get similar results.
  4. Yeah, don't rely on Shadow Meld for protection. The DPS drop for using it constantly is just not worth it most of the time. Still, you can stick a LoTG in there, and it's a good power to have if you're in a bit of trouble, so just use it wisely.
  5. Remember that Elec Armor is second only to Fire in offensive resistance armor sets, so it is bound to need some sort of extra mitigation somewhere. With i19, You can definitely get a healthy mix of everything on an Elec/Elec with wise planning and a willingness to invest.


    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spiritual: Level 50 Mutation Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), HO:Nucle(5), Hectmb-Dam%:50(36)
    Level 1: Charged Armor -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam/Rchg:40(9)
    Level 2: Jacobs Ladder -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(9), Oblit-Acc/Dmg/Rchg:50(11), Oblit-Dmg/Rchg:50(11), Oblit-Acc/Rchg:50(13), Oblit-Dmg:50(27)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam:40(15), RctvArm-ResDam/EndRdx/Rchg:40(15)
    Level 6: Lightning Field -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Acc/Dmg:50(17), Sciroc-Dmg/EndRdx:50(17), Sciroc-Acc/Rchg:50(19)
    Level 8: Thunder Strike -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(19), Oblit-Dmg/Rchg:50(21), Oblit-Acc/Rchg:50(21), Oblit-Dmg:50(23), Oblit-%Dam:50(23)
    Level 10: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(25), RechRdx-I:50(27)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
    Level 14: Super Speed -- Run-I:50(A)
    Level 16: Static Shield -- ResDam-I:50(A), ResDam-I:50(43)
    Level 18: Grounded -- S'fstPrt-ResDam/Def+:30(A)
    Level 20: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40), Hectmb-Acc/Dmg/Rchg:50(40)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
    Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(36), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam/Rchg:40(37)
    Level 26: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(34), Ksmt-ToHit+:30(34)
    Level 28: Energize -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal/Rchg:50(37), Numna-Heal:50(39), RechRdx-I:50(39)
    Level 30: Lightning Reflexes -- Run-I:50(A)
    Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-%Dam:50(36), Oblit-Acc/Rchg:50(43), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(50)
    Level 35: Power Sink -- RechRdx-I:50(A)
    Level 38: Power Surge -- TtmC'tng-ResDam/Rchg:50(A)
    Level 41: Electrifying Fences -- Enf'dOp-Acc/Immob/Rchg:50(A), Enf'dOp-Immob/Rng:50(42), Enf'dOp-Acc/Rchg:50(42), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-EndRdx/Immob:50(48), Enf'dOp-Acc/Immob:50(50)
    Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(46), RechRdx-I:50(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def/EndRdx:50(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(33)
    Level 1: Sprint -- QckFt-EndRdx/RunSpd:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(33), P'Shift-EndMod/Acc:50(33)
  6. Quote:
    Originally Posted by Purge View Post
    It's not a bad idea, because people have asked about this before in other events! But, TY for your answer and I no longer will post on the forums due to this Dev nonsense!
    It is a bad idea. Just because people raise an idea doesn't mean the idea is good. It just means people have an issue with certain game content, and there are better ways to go about fixing that.

    If I'm getting this right, this suggestion of yours came about because you don't enjoy leveling up new characters. People in this thread have come up with plenty of valid reasons why the idea of allowing players to skip the 1-50 experience altogether is bad.

    If you look closely, devs have been working on improving the 1-50 experience for a while now. Patrol XP, AE, revamped sidekick system, merits for low level arcs+TF's, GR, and more. If you want to ease the "burden" of leveling a new character, I suggest you come up with something better.
  7. Out of interest, what is the best Elec attack chain(arcanatime considered), how difficult would it be to achieve it, and finally how does it stack up against the other powersets?

    I'm thinking CI-CB-JL-CB? Seems to need a lot of recharge but that core 45% recharge boost coming soon will surely help a lot. I'm also thinking a purple proc in CB will have a lot of chances to proc with that chain.

    I'm asking because I have this Elec/Elec/Mu Brute build I've been working on.

    Click this DataLink to open the build!
  8. I'm guessing that the main misconception is: "Hey, the incarnate system is right there, all they need to do is add some small stuff which shouldn't take them that long"

    It's a misconception because, well, you have no idea what else they're planning to add along that incarnate tree. They could give us more TF's, new powersets, new GR zones, more events, and heck they might even decide to spend some money on advertising(which they should, the game is in a great state at the moment).

    I wouldn't worry.
  9. Do you have the Eye of the Magus accolade power?

    It's really helpful in those type of AV fights.
  10. Stone Melee:

    Pros

    Good ST damage
    Great mitigation

    Cons

    Endurance heavy ST attacks
    Below average AoE damage


    Fiery Melee:

    Pros

    Good ST damage
    Great AoE damage

    Cons

    AoE attacks can be a bit endurance heavy
    No mitigation
  11. I don't see a sonic manipulation blaster set coming any time soon, as it would likely involve creating a bunch of new powers, and it would be pretty hard to balance due to the -res. Besides, there are already Sonic/Sonic defenders and corrs, if people want to go pure sonic.
  12. Quote:
    Originally Posted by m3lon View Post
    Scrappers are adding me to their iList every time I walk into a mission. I didn't even know this game had Apple integration; it must not work so well because I never see them again.
  13. Eye of the Magus helps a lot.
  14. Sonic/Mental/(Elec/Soul) is IMO one of the best blaster combos out there, especially for teaming, and I enjoy mine greatly.

    The -res, endless cone chains(safer than blapping), -regen and swift nuke recovery potential(drain psyche) all make you an amazing damage multiplier+contributor on teams.

    EDIT: I know you didn't ask for my build, but here it is anyway:
    Click this DataLink to open the build!
  15. Auroxis

    Who do u want?

    I want healz, do you have healz?
  16. I went for musculture. It lets me 4-slot my ranged attacks with Devastation, giving me room for a proc or two. I have more than enough recharge anyway.
  17. The only things that will help you with the blue flames are Max HP and Movement Speed. Something to be careful of are attacks with long animation times. Use those carefully or not at all.

    I found my usual attack chain muscle memory working against me, when I activated GFS just because I was used to it, even though a blue flame was due to arrive or has just arrived. Thankfully Elec Armor gives me great movement speed so I was able to overcome that most of the time(Hurdle should give you more than enough movement speed though).

    I found Taunt to be extremely useful, and this TF just works as one more reason to stop living in denial and pick it up as a Tanker if you haven't already. Put that survivability of yours to good use.
  18. Quote:
    Originally Posted by Eiko-chan View Post
    They are also the easiest things to IO for, as those are the two set bonus types that come in quantity and quality enough to be worthwhile gathering. IOing for damage is really hard when all damage boosts come in 2s and 3s, and only from a small handful of sets, whereas defence and recharge come in all sorts of values and in all sorts of sets (I think every single category of IO has at least one of the two in one of the sets available, and more often multiple instances of both)

    The way set bonuses are distributed, there's really nothing else to IO for than defence and recharge.
    Some characters rely on recharge and defense more than others.

    Before I19,

    My Sonic/MM Blaster already had his best attack chain for both AoE and ST, and didn't rely on defense at all for mitigation anyway.

    My Elec/Fire Tanker was a few percentages off my 32.5% positional defense goals, had two PBAoE's with a few seconds of downtime between them, Energize wasn't up as much as I liked and Hasten wasn't as close to perma.

    I19 helped my Tanker a lot more than it helped my Blaster.
  19. Any builds that rely on high recharge or defense, pretty much. Those are the most common things people IO for.
  20. Heck, any kind of /Psi dom would fit the bill. Elec/Psi seems to be very popular for its sapping capabilities.
  21. I have this Elec/Elec/Mu build that might interest you. Softcapped to S/L and designed to work well with the Spiritual Alpha. You still have an attack chain without Havoc Punch and Mu Lightning.

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), HO:Nucle(5)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(9)
    Level 2: Jacobs Ladder -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Rchg(13), Oblit-Dmg(27)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 6: Lightning Field -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(17), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(19)
    Level 8: Thunder Strike -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Rchg(21), Oblit-Dmg(23), Oblit-%Dam(23)
    Level 10: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(25), RechRdx-I(27), RechRdx-I(36)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Static Shield -- ResDam-I(A), ResDam-I(43)
    Level 18: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 20: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40), HO:Nucle(40)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam/Rchg(37)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), Ksmt-ToHit+(34)
    Level 28: Energize -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(37), Numna-Heal(39), RechRdx-I(39)
    Level 30: Lightning Reflexes -- Run-I(A)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-%Dam(36), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(50)
    Level 35: Power Sink -- RechRdx-I(A)
    Level 38: Power Surge -- ResDam-I(A)
    Level 41: Electrifying Fences -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Rchg(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/Immob(50)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(33), P'Shift-EndMod/Acc(33)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1593;747;1494;HEX;|
    |78DAA553DB4E535110DDA7A7504A5BDA52CAB5142897628142A326DE12E30512139|
    |A8015356AAC0D1CA1496D9BB628FAE407F8A0787B9127EFFAA846A3DFE4E55DF138|
    |336B9792F0E849BAD63EB3D79E99BDA627BD71DAABD4DDE3CAF09C2AE4AAD5ECC9C|
    |A7ACD6A49AFD772B57CA9A85C4AA988C4B269AB6059C9D982B55CABE497730504F4|
    |E669EBBA55AC36B6B3272A374A95E099E29A55B18AB5647DD1BA502A159299B265A|
    |DF86439975F5DABE58BAB7E799BB7722B56A5BA962F7BEBEF65DA0CCF96F3CB49DD|
    |C67A369DABD6ACCAED6EEAED20FDB655FDB19D6A8128A61C8BA0B342CE0CE81891D|
    |354CF596A88DE54315AC455F310282AD4322064D765CA6E3294A9544AB5D80EA6D6|
    |BFA06D21EF1FA1DEDF422F496FEAEC26F27991AF0DB5DA50EB05299AB4AEE98EE2A|
    |3819BA05B42ED1B4206695CBA0B17CAB7A37C07CA77A07C27CA77A2516EDC8D53A6|
    |FB19ED8454F79650EF84A41D06C528B5075D181E84BAB580767CC8A07C53127A45E|
    |8D762FFA48412A0D78441ECA860172DFAC583909E4A085319C354E2984A1C5389EB|
    |A918542FAC3B0E431F813E027D147A93745DDAB72EF83B0C634760EC08DC7692AE4|
    |7EB7AC2067739D4010A80F87FD3AFDE12F6695DDF39D919C9088D2D81E0C71B56EB|
    |2BF6C30F1EDF801ECD00EC1F86FD09CC2481094D615E294CEF9D5CC3904431E47E4|
    |F38AABD1E85A3D728CFB8CE3DFE481AD9F710741FB42934FD4028F5582847A726F4|
    |A9890F9268F223E813E8B3D0D41710CA07C9AA24AEE648C2AAE9100856759260460|
    |F7E068214BC8C3877BE3D537F7B514C2D8AA90D626AF3CE9D6F4EA966F161C1B9F3|
    |7929C3A647CD89688523FFF57CF5D68BB9175B699521504B0C17F8F522C32586CB1|
    |CBBC2709521CB607FF3D6AFE43FC40D1D6638C27094211C20B8C74A9787C0C3E065|
    |F031B431F819020C21865E862D06DB4D874DDCD9FECE1D684B0CFCA17EEC0E8D4BE|
    |8E7EED079F1FC5723E4309E8A97839BA02742338DA1C04A95D81349ED891CD813D9|
    |BF27D2F0F81FEBE825A3|
    |-------------------------------------------------------------------|
  22. I'd go Elec/Shield Scrapper, simply for the fact that /Shield, IMO, won't let you play the Tank role on a team with your Brute nearly as well as other secondaries. And if you really don't care about that, remember that SS/Shield can be tough to manage when exemped down, as well(Really relies on those set bonuses to shine).

    And if you don't team a lot or expect to exemp/lacky down, just ignore what I just said.
  23. Quote:
    Originally Posted by Xinner View Post
    I have made several ss brutes in the past. But i cant stand rage long enough to get to the awesome foot stomp. Is it worth it?
    If you can't stand rage, don't bother. It'll only get worse when you IO him out for more recharge and the rage crashes come more often. Some people are fine with it. I stopped playing my SS/FA Brute just because I can't stand the rage crash.
  24. SS/Elec and SS/Fire Brutes are both great options for spiritual alpha.
  25. Quote:
    Originally Posted by Finduilas View Post
    There's some disagreement on this point, but IMO and the opinion of a lot of other Invul tankers, that's not the way to go. Psi is a very small proportion of the damage you face during the game, and the amount of slots and influence you have to devote to getting Psi def and resist will mostly likely preclude soft-capping against the far more common damage types.
    That might be true for Psi Defense. Psi Resistance however is easy to get without committing to sets.