Big_Chill

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  1. Quote:
    Originally Posted by Severe View Post
    in this game you have every chance to make whatever you want if your willing to with tips/reward merits/hero merits/wtf/tickets/market
    No, I am not willing to turn a fun game into a grindfest for WoW parts, repeat the same boring crap daily to do aboslutely nothing but screw over good players with a market mini-game that forvors people with no life, thank you very much.

    Besides, my 12 million I spent on my main Icer was the best 12 million I ever spent on an alt that can do exatly what I want it to do: have fun.

    Or that 3 million PB that's just epic all by itself.

    The Fire tank has been the only one I've grinded for, and I am not willing to toss my fun out the window for an e-peen that I can't use for anything expcept more not-fun grinding.

    I'll stick with enjoying the game I'm enjoying.
  2. Quote:
    Originally Posted by _Elektro_ View Post
    Yes, well it is these sorts of 'statistics' that have me still playing my Fire/Fire.

    Everytime I log on to work on my Fire/Fire, I see my Elec/Elec tank looking at me, right there on the log on screen, and he's saying," Are you serious? Dude, that Fire guy is never going to get you through those nasty AV fights! And what about Psi? That Fire guy has a Psi hole the size of Uranus."

    But the Fire/Fire guy is supposed to be a damage juggernaut, so I'm hanging in there for now. I'm just about to hit SO's (which I stick to until around 35-40).

    I hate taking Hasten in every bloody build, but it seems darn near mandatory. I have a few Vet respecs I may take advantage of this weekend. We'll see. So far in the mid to late teens he is somewhat... boring. Just because he needs all the shields, and combat jumping, etc. So I can't pick anything 'fun' right now....
    Hasten is NOT manditory on everything. Heck, outside my Fire Tank most other alts havn't bothered with it. I've got a few that auto it - but we're talking kinetics-permahasten stuff.

    I've got an Ice Tank that doesn't have it, nor a few attacks - and it runs fine. IO'd to hell and back, but it works.

    Fire however is one that would be highly reccomended to use it. I auto that over HF, and I run in cycles as hasten is up on spike rushes. Just damage, mass damage, and lots of it. Not the toughest thing in the world, but with Consume slotted for end (no worries on sappers/LGTF's Famine) and high dmg focus it runs like a beast with a half-decent team to back me up.
    Quote:
    Originally Posted by Severe View Post
    the only way tanks are equal is if one person builds both


    if i give you 10 billion influence and i take 10 billion influence...
    I got that far and decided its not worth to read the rest of it.

    I don't have 10 Billion across all of my alts combined (builds may be worth that now, but I never spent that) so arguing you need a bazillion inf to do something is unreasonable.

    If you gotta spend the time and effort to get that much to make something epic, of course it'll be epic - depending how you build it. But saying you NEED some unreasonable ammount of inf others may never see to get uber is unreasonable.
  3. Quote:
    Originally Posted by MrLiberty View Post
    Might want to check your definition of Paltry.

    Fire/SS/Pyre
    2x Rage Foot stomp + Fireball + Burn (Not including any DoT)
    251 + 159 + 259 = 669

    2x Rage + FE
    (251 + 113) (159+72) + (259+160) = 1014

    *Note* If they spend any meaningful time in the burn patch you are looking at another 84 to 169 damage.

    Fire/Mental Fireball/Breath/Psy Shockwave
    126 + 249 + 158 = 533

    Aim + BU Fireball/Breath/Psy Shockwave
    229 + 447 + 282 = 958

    Elec/SD/Mu Saturated AAO + LR + SC + Ball Lightning
    (443+183) + (335+138) + 94 = 872 for 20 ft radius, 1193 for 5 foot radius.

    Saturated AAO + BU + LR + SC + Ball Lightning
    (247+601) (453+186) +128 = 1182 for 20 ft radius, 1615 for 5 foot radius
    Making me want to really add the numbers on a Fire/Fire/Pyre tank I have.

    BU+FE+Fire Ball+Burn+FSC+Combust (back to Fire Ball, gotta love recharge) and the AoE damage is insaine, especially with a chance damage added in every AoE effect.
  4. I wrote up a long reply, re-read it for errors and deleted it when I re-read this and reminded myself why I stopped arguing with Forum people.

    Quote:
    Originally Posted by Redlynne View Post
    And yet ... I have no problem playing the build, and get compliments on it in TFs.
    The best compliment I ever have is not spoken. No "oh wow" crap, but the nod of a silent head that yes, I am doing my job.

    The game's not about min/max, its not about having an OMGWHTWASTHAT every damn turn, it was about having fun last time I knew.

    If I can keep up more damage per second by using more attack powers than ubermaxfrankenslottingforOMWwhatsthatbullshit to re-use only a few then I'll just keep up with what I do.

    I'll leave it at that maybe.
  5. Quote:
    Originally Posted by Rangle M. Down View Post
    Radiation within the game is generally Energy Dmg, but with Electric Armor already having an NRG dmg aura.....
    Energy Blast is Energy; Electric Blast is Energy; Radiation Blast is Energy...

    Rad is Energy. Don't break it by introducing a toxic armour set here.
  6. My first impression on your PB is ouch... yeah, like ouch...

    I understand the desire for LotG+Global Rech, but seriously? You'll willingly waste 4 power picks just to nab two on Leaderships that have next to no use even if you turned them on?

    I know slotting can be a pain, and some of the proc picks could be fun (I'm even debating doing something like that on an alt build) but I'll have to argue your picks on how you are doing this looks painfuly unplayable to me. I don't recall LF capping damage resistances without some slotting, your Dwarf appears squishy to me - and is Reform Essesne just for looks?

    You noted you droped Glinting Eye for Gleaming Bolt to get ranged damage up a bit; but I would argue 3 ranges ST attacks 3-slotted in my PB brings far more damage than your single option.

    Set Bonuses are nice; but I would argue not to slot levels for them in most cases. Your attacks are suffering greatly to get those bonuses that don't pay you back as much as the power itself.
  7. Math.

    (Your ToHit - Target Defense) * Your Acc bonus = Your chance to hit.

    Max is 95%, min is 5%

    That's the formula. You can attain 95% chance to hit without any form of tohit buff, with enough Acc. My 1.87x Acc Fire Tank does it usually - but that doesn't mean my Ar/Dev's 105% tohit and 1.92x Acc (or something not too far off from that) is something I'd toss out.

    It depends on what you are facing, and how "guarenteed" your hits are needed. Streakbreakers forcing misses (or the occasional hit) aside, there isn't much wrong with more, or less chances to hit.

    Its your own choice.

    Sure, having technically unmissable attacks can be overkill... but it won't kill you to skirt at 94% either.

    Personally, I'm going akin to the OP - double Leaderships, Acc boost and the works outta IOs. Makes some annoying instances (Crey Paragon Protector's MoG, excessive Rikti Guardians or Cimoreans) a bit easier, but it won't kill you (usually) if you miss by picking up another power to shoot with.
  8. Personal experience, that % is faulty.

    I have used it in Tactics, Targeting Drone, Nova, Build Ups and just about everywhere - I've seen it go off ONCE. My Fire/Fire/Pyre Tank's Build UP - after ckicking it for about the billionth time.

    My personal opinion; its more use to have the +percept proc than Guassian's - I only use it on builds I want the def boost on in the set.
  9. I never had one, really.

    I met an alt named Treah that invited me into my SG back when I first started here, took it on a whim more than anything else. Hung out with him on occasion, a few times with other members - then RL got in the way and activity dropped for all of us.

    I was on maybe weekends, once or twice a month and two years later that alt Big Chill finally hit 50. Interestingly enough the only 50 in the SG at the time.

    At some point I got my friend that got me into this game over on Champion and into the SG along with me when I got my own account. The rest of the SG wasn't that big either, but I didn't mind then, though during it all activity just kinda died off. Some long time after hitting 50 I finally heard from Treah whom left me an e-mail congradulation me on 50 as he was leaving the game - which pretty much marked everyone shy of one stray other member in the SG inactive. To be honest I never even met her (I think its a her cause of the name) only cause activity times are kinda opposite. I only know she logs once in a blue moon.

    That pretty much left a SG between me and my friend. We kept playing in SG mode and kept it up with the old Prestiege costs and earnings... then the change of that left us with an incredible ammount and nothing to do with it. Kinda slacking off SG mode now that the rent's a joke, but its not like we need it.

    I think I finally got it to look nice, but its really been nothing but a storage bin, nearly-free travel and a place to call our own these last few years. Not sure it counts as 'drama' but that's my only SG experience here in Champion.
  10. It can't be overkill. I still can't do a damn thing about DE Quartz or Rularuu Eyeballs. I need moar def.
  11. Big_Chill

    Ice/Ice Brutes?

    I play Tanks more than Brutes, but I agree with most of you; no reason not to.

    Brutes carry Scrapper bases - the defenses would suck, the slows would hardly exist and the damge would be epic. Why not?

    The only thing I can think that I would like to change may break the Brute AT though; swap Freezing Touch for Ice Sword Circle. The broken aspect would be Ice Melee on a Brute causing more AoE damage with Frost and Frozen Aura to boot - most Brutes like Fire Melee as I recall are more ST damage, this out-of-form setting maybe break the mold a bit.

    I seriously doubt the Armour could break the Fury though. The majority of the Fury generation is through your attacks; Ice Armour is a bottomless pit of Endurance. Who the heck would argue over a Brute that doesn't know how to slow down? The only downside is the Scrapper bases would mean the armours suck. The Def level will bite, EA's boost will be marginal at best - it would be painful to run.

    But damn, would that Brute kick ***...
  12. Quote:
    Originally Posted by Grey Pilgrim View Post
    Hmmm, good to know. I thought there was a bit more to-hit on their part, as it sure seems like higher level NPCs are able to hit noticeably more. Of course, their damage IS higher, so maybe that's why I notice so much.
    Levels and ranks.

    Increased Levels get an added acc boost; as do each rank - the percieved rank adds akin to the level so you see a color diff of a ltn even level being the same as a +1 minion. A +2 boss is +4 and so on.

    Cimoreans are a cruel example in the ITF.

    An example of it comes into play in this and on what you face.

    The critter's base tohit is 50% - with most mobs not having a tohit buff. Devouring Earth and Nemisis are two examples of ones that do go beyond it with Quartz and Veng.

    The minimum chance to hit is allways 5%, but those variables change that - and ought to inffluence you in what level of def you want.

    For example, and AV or +5 will have a 1.5 acc boost (invented number, but close enough). Their minimum chance to hit will be that 5%x1.5=7.5%

    Why would this matter? Repeated hits. Cimoreans specifically you need to watch out for.

    If they have a -def effect, their next chance to hit can change. If you only have 45% def and a -5% def is applied, that's down to 40%. That means 10% chance on the minions; 15% for that painful AV or EB.

    Tanks do have a defdebuff resistance, so that may only be -2 or -3%, but we're talking 16-18 opponents swinging. It adds up. 45% drops to 42% to 39% to 36%... keep it up and you'r toast.

    That is why I run high. EA lets me run close to or around 80% during double-stacks, Cims can whack and land hits repeatidly, but they won't get at me more than that bare min chance till -35% def debuff or more is stacked somehow. At those odds, its hard to hit that - one thing to be thankful of a aggro cap limiting 18 to trying to kill you.

    The other side of it is the Dark Dwarves you'll face in the ITF. They gain a tohit buff per hit on the mire; if they are hitting anyone else, even you they'll have a better chance per try. What was 50% critter ToHit could be up to 60% - you'll need 55% def to softcap that, not to mention dodging the -def from Cims... see where I am going?

    Sure, you can softcap def at 45% and be safe at first; but you can't claim there is too much. More will just help ensure you can keep safer longer - where a tank at 45% will keel over fast, one at 55% will last longer, and if you are 65% and further above, it only leaves tless to worry about so you can do what you need to do easier.
  13. Ice Melee has allways been the Tank's control set. The Damage in Frozen Aura killed the sleeper stlye, but its function to lock down a target is unmatched still.

    Its stacking slows and Frozen Touch gives it an unparalled ability to reduce and effectively halt an opponent. FT can be stacked itself on a high-recharge Hold-slotting, and adding an Epic hold you'll grab a boss off the bat.

    Ice isn't damage, its control. Ice Armour also hails that with its 3 PbAoE taunts. Chilling Embrace and Icicles are a magnet itself, but many often miss that Energy Absorption also adds to it giving the Armour an unmatched option in either flexibility (I skip Icicles) or perfect control with excessive taunts.

    ---

    Late levels it depends on slotting, power picks and if you run IOs.

    I have Manuvers, Weave, Combat Jumping on an IO'd Ice Armour (actually have 2) at 50 and I can run at about 60% smashing/lethal def and about 50% energy/negative before I top it off with 10% from a full EA.

    Sounds nice? The Random Number Generator will cut you down with streakbreaker hits on occasion; but Horafrost and Hibernate can keep you outta trouble in most cases. Just watch out for certain enemies that'll cut that def down with their own ToHit bonuses.

    Devouring Earth Quartz and some enemies like the Nemesis' Veng effects can really bring those wonderful numbers down to useless.

    Just gotta know what to do. I run an Ice/Ice that can take advantage of its KD Ice Patch or permahold a troublesome boss. My Ice/DB relies on some minor -tohit in Weaken and hoping to cut them down before he gets it himself. Hoping it still adds up when my Kinetic Melee gets there too with her Ice... lots of promise in the end-less endurance the armour set offers.
  14. Big_Chill

    DB/EA Brute

    Quote:
    Originally Posted by Twilight_Snow View Post
    It's a combat stealth. Its defense is not suppressed during combat unless you click a glowie.
    Oh... I'm gonna need to get some slots for that then.

    Perhaps fidge 2 outta Blinding Feint - loose the tohit/perception but the added Def is invaluable there.
  15. Big_Chill

    DB/EA Brute

    Sorry, missed a step when first posting.

    Quote:
    Originally Posted by Twilight_Snow View Post
    From the power choice, it seems like the OP is skipping the sweeping combo. I think it is a pretty good AoE, so I would drop another combo instead.

    There are various issues with slotting. The s/l defense is well beyond soft-cap. I think it is ok if that is what you want, in particular if you fight Cimeroran routinely. I'm not sure that you need the kb protection IO in one of the resistance passives. Energy cloak is under-slotted. Purple IOs are great, just that they don't help EA that much. Unless you have specific attack chain that requires more recharge, and you have a lot of inf, you might want to re-consider using them. The Kismet +accuracy is only effective everytime you turn on overload. Therefore, it is better to put the IO into a toggle, rather than in such a situational click. Lastly, EA itself provides ample amount of endurance. If you want energy mastery, I don't think you need to slot that much for endurance in superior conditioning and physical perfection. Also, click "view active sets" in the Mid's planner to check if there are any places that violate the rule of 5.
    My Ice/DB tank runs in a similar fashion of where I am intending this; I'll repeat the Weaken>Blinding Feint>Attack Vitals to sustain the Weaken effect on a mob, or shift the attack order to use the Build Up combination and mix Typhoon's Edge in. The use of it can affect the odds in sustained fights I likely will puth this character through.

    This brings me to the endurance expectations; its an end-heavy demand that'll warrent wanting excess end to sustain it. If EA performs well enough, I'll likely aim for my original intent of Focused Acc+Tactics there...

    Thank you for spotting my errors. Kismet needs to move, and I ought to replace that redundant KB prot.

    The excess def goals are specifically because I do tend to push my demands on my Tanks, and would like this Brute to at least approach them. My Ice/DB has over 64% S/L before Energy Absorption kicks off and I need every ounce of it.

    I'm not sure I get the point of the 'under slotting' of Energy Cloak. Its a stealth power so half of its def bonuses are supressed during a fight; so I don't see half of it being worth slotting too heavily where I can get some more out of other places. I could be wrong though...


    The Focused Acc alteration, some corrections... but I didn't touch the Energy Cloack yet.

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Cross Sting: Level 50 Mutation Brute
    Primary Power Set: Dual Blades
    Secondary Power Set: Energy Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Nimble Slash
    • (A) Kinetic Combat - Accuracy/Damage: Level 35
    • (3) Kinetic Combat - Damage/Endurance: Level 35
    • (13) Kinetic Combat - Damage/Recharge: Level 35
    • (37) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    Level 1: Kinetic Shield
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (5) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (19) Luck of the Gambler - Defense: Level 50
    • (36) Luck of the Gambler - Recharge Speed: Level 50
    Level 2: Ablating Strike
    • (A) Kinetic Combat - Accuracy/Damage: Level 35
    • (3) Kinetic Combat - Damage/Endurance: Level 35
    • (13) Kinetic Combat - Damage/Recharge: Level 35
    • (36) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    Level 4: Power Shield
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (5) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (19) Luck of the Gambler - Defense: Level 50
    • (37) Luck of the Gambler - Recharge Speed: Level 50
    Level 6: Typhoon's Edge
    • (A) Scirocco's Dervish - Accuracy/Damage: Level 50
    • (7) Scirocco's Dervish - Damage/Endurance: Level 50
    • (7) Scirocco's Dervish - Damage/Recharge: Level 50
    • (36) Scirocco's Dervish - Accuracy/Recharge: Level 50
    • (40) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
    Level 8: Blinding Feint
    • (A) Kinetic Combat - Accuracy/Damage: Level 35
    • (9) Kinetic Combat - Damage/Endurance: Level 35
    • (9) Kinetic Combat - Damage/Recharge: Level 35
    • (34) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    • (40) Rectified Reticle - To Hit Buff/Recharge: Level 20
    • (40) Rectified Reticle - Increased Perception: Level 20
    Level 10: Entropy Shield
    • (A) Endurance Reduction IO: Level 50
    Level 12: Kick
    • (A) Kinetic Combat - Accuracy/Damage: Level 35
    • (43) Kinetic Combat - Damage/Endurance: Level 35
    • (43) Kinetic Combat - Damage/Recharge: Level 35
    • (43) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    Level 14: Tough
    • (A) Reactive Armor - Resistance/Endurance: Level 40
    • (15) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (15) Reactive Armor - Resistance: Level 40
    • (17) Reactive Armor - Endurance: Level 40
    Level 16: Energy Protection
    • (A) Steadfast Protection - Resistance/Endurance: Level 30
    • (39) Steadfast Protection - Resistance/+Def 3%: Level 30
    Level 18: Dampening Field
    • (A) Aegis - Resistance/Recharge: Level 50
    • (39) Aegis - Resistance: Level 50
    Level 20: Weave
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (21) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (21) Luck of the Gambler - Defense: Level 50
    • (23) Luck of the Gambler - Recharge Speed: Level 50
    Level 22: Energy Cloak
    • (A) Kismet - Defense/Endurance: Level 30
    • (23) Kismet - Accuracy +6%: Level 30
    Level 24: Vengeful Slice
    • (A) Hecatomb - Damage: Level 50
    • (25) Hecatomb - Damage/Recharge: Level 50
    • (25) Hecatomb - Accuracy/Damage/Recharge: Level 50
    • (34) Hecatomb - Accuracy/Recharge: Level 50
    • (46) Hecatomb - Damage/Endurance: Level 50
    Level 26: Sweeping Strike
    • (A) Armageddon - Damage: Level 50
    • (27) Armageddon - Damage/Recharge: Level 50
    • (27) Armageddon - Accuracy/Damage/Recharge: Level 50
    • (34) Armageddon - Accuracy/Recharge: Level 50
    • (46) Armageddon - Damage/Endurance: Level 50
    Level 28: Energy Drain
    • (A) Miracle - Heal/Recharge: Level 40
    • (29) Miracle - Heal: Level 40
    • (29) Healing IO: Level 50
    • (31) Efficacy Adaptor - EndMod/Recharge: Level 50
    • (31) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    • (31) Efficacy Adaptor - Accuracy/Recharge: Level 50
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 32: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (33) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (33) Luck of the Gambler - Defense: Level 50
    • (33) Luck of the Gambler - Recharge Speed: Level 50
    Level 35: Conserve Power
    • (A) Recharge Reduction IO: Level 50
    Level 38: Overload
    • (A) Gift of the Ancients - Defense/Recharge: Level 40
    • (39) Gift of the Ancients - Defense: Level 40
    Level 41: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    Level 44: Physical Perfection
    • (A) Miracle - Heal/Recharge: Level 40
    • (45) Miracle - Heal: Level 40
    • (45) Miracle - +Recovery: Level 40
    • (45) Performance Shifter - EndMod: Level 50
    • (46) Performance Shifter - EndMod/Recharge: Level 50
    • (50) Performance Shifter - Chance for +End: Level 50
    Level 47: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    • (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
    • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
    Level 49: Assault
    • (A) Endurance Reduction IO: Level 50
    ------------
    Level 1: Brawl
    • (A) Accuracy IO: Level 50
    Level 1: Sprint
    • (A) Celerity - +Stealth: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Health
    • (A) Numina's Convalescence - Heal: Level 50
    • (37) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    Level 2: Stamina
    • (A) Performance Shifter - EndMod: Level 50
    • (11) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
    • (11) Performance Shifter - EndMod/Accuracy: Level 50
    • (17) Performance Shifter - Chance for +End: Level 50


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  16. Big_Chill

    DB/EA Brute

    Okay, so I don't need to fuss with that accursed island area, I gone and made myself a Brute.

    I'm new at this damage concept-thingey, and wouldn't mind some pointers about it.

    I've devised a tough-ish looking Brute (made at first through concept) and would like to know what can be done with it.

    I'm hoping what I've got will work... but I don't know till its there.

    Planning on mainly 50s-content end game with it, so kinda relying on the Acc/Def Alpha to compensate for its obvious accuracy deficency. I mean, making sure I can hit and a bit more def...

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Cross Sting: Level 50 Mutation Brute
    Primary Power Set: Dual Blades
    Secondary Power Set: Energy Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    ------------
    Level 1: Nimble Slash
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (3) Kinetic Combat - Damage/Endurance: Level 35
    (13) Kinetic Combat - Damage/Recharge: Level 35
    (37) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 1: Kinetic Shield
    (A) Luck of the Gambler - Defense/Endurance: Level 50
    (5) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    (19) Luck of the Gambler - Defense: Level 50
    (36) Luck of the Gambler - Recharge Speed: Level 50


    Level 2: Ablating Strike
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (3) Kinetic Combat - Damage/Endurance: Level 35
    (13) Kinetic Combat - Damage/Recharge: Level 35
    (36) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 4: Power Shield
    (A) Luck of the Gambler - Defense/Endurance: Level 50
    (5) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    (19) Luck of the Gambler - Defense: Level 50
    (37) Luck of the Gambler - Recharge Speed: Level 50


    Level 6: Typhoon's Edge
    (A) Scirocco's Dervish - Accuracy/Damage: Level 50
    (7) Scirocco's Dervish - Damage/Endurance: Level 50
    (7) Scirocco's Dervish - Damage/Recharge: Level 50
    (36) Scirocco's Dervish - Accuracy/Recharge: Level 50
    (40) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50


    Level 8: Blinding Feint
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (9) Kinetic Combat - Damage/Endurance: Level 35
    (9) Kinetic Combat - Damage/Recharge: Level 35
    (34) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    (40) Rectified Reticle - To Hit Buff/Recharge: Level 20
    (40) Rectified Reticle - Increased Perception: Level 20


    Level 10: Entropy Shield
    (A) Endurance Reduction IO: Level 50


    Level 12: Kick
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (43) Kinetic Combat - Damage/Endurance: Level 35
    (43) Kinetic Combat - Damage/Recharge: Level 35
    (43) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 14: Tough
    (A) Reactive Armor - Resistance/Endurance: Level 40
    (15) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    (15) Reactive Armor - Resistance: Level 40
    (17) Reactive Armor - Endurance: Level 40


    Level 16: Energy Protection
    (A) Steadfast Protection - Resistance/Endurance: Level 30
    (39) Steadfast Protection - Resistance/+Def 3%: Level 30


    Level 18: Dampening Field
    (A) Steadfast Protection - Resistance/Endurance: Level 30
    (39) Steadfast Protection - Knockback Protection: Level 30


    Level 20: Weave
    (A) Luck of the Gambler - Defense/Endurance: Level 50
    (21) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    (21) Luck of the Gambler - Defense: Level 50
    (23) Luck of the Gambler - Recharge Speed: Level 50


    Level 22: Energy Cloak
    (A) Gift of the Ancients - Defense/Endurance: Level 40
    (23) Gift of the Ancients - Run Speed +7.5%: Level 40


    Level 24: Vengeful Slice
    (A) Hecatomb - Damage: Level 50
    (25) Hecatomb - Damage/Recharge: Level 50
    (25) Hecatomb - Accuracy/Damage/Recharge: Level 50
    (34) Hecatomb - Accuracy/Recharge: Level 50
    (46) Hecatomb - Damage/Endurance: Level 50


    Level 26: Sweeping Strike
    (A) Armageddon - Damage: Level 50
    (27) Armageddon - Damage/Recharge: Level 50
    (27) Armageddon - Accuracy/Damage/Recharge: Level 50
    (34) Armageddon - Accuracy/Recharge: Level 50
    (46) Armageddon - Damage/Endurance: Level 50


    Level 28: Energy Drain
    (A) Miracle - Heal/Recharge: Level 40
    (29) Miracle - Heal: Level 40
    (29) Healing IO: Level 50
    (31) Efficacy Adaptor - EndMod/Recharge: Level 50
    (31) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    (31) Efficacy Adaptor - Accuracy/Recharge: Level 50


    Level 30: Combat Jumping
    (A) Luck of the Gambler - Recharge Speed: Level 50


    Level 32: Maneuvers
    (A) Luck of the Gambler - Defense/Endurance: Level 50
    (33) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    (33) Luck of the Gambler - Defense: Level 50
    (33) Luck of the Gambler - Recharge Speed: Level 50


    Level 35: Conserve Power
    (A) Recharge Reduction IO: Level 50


    Level 38: Overload
    (A) Kismet - Defense/Recharge: Level 30
    (39) Kismet - Accuracy +6%: Level 30


    Level 41: Superior Conditioning
    (A) Performance Shifter - EndMod: Level 50
    (42) Performance Shifter - EndMod/Recharge: Level 50
    (42) Performance Shifter - EndMod/Accuracy: Level 50
    (42) Performance Shifter - Chance for +End: Level 50


    Level 44: Physical Perfection
    (A) Miracle - Heal: Level 40
    (45) Miracle - +Recovery: Level 40
    (45) Performance Shifter - EndMod: Level 50
    (45) Performance Shifter - EndMod/Recharge: Level 50
    (46) Performance Shifter - EndMod/Accuracy: Level 50
    (50) Performance Shifter - Chance for +End: Level 50


    Level 47: Tactics
    (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
    (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
    (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    (50) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50


    Level 49: Assault
    (A) Endurance Reduction IO: Level 50


    ------------
    Level 1: Brawl
    (A) Accuracy IO: Level 50


    Level 1: Sprint
    (A) Celerity - +Stealth: Level 50


    Level 2: Rest
    (A) Recharge Reduction IO: Level 50


    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift
    (A) Run Speed IO: Level 50


    Level 2: Hurdle
    (A) Jumping IO: Level 50


    Level 2: Health
    (A) Numina's Convalescence - Heal: Level 50
    (37) Numina's Convalescence - +Regeneration/+Recovery: Level 50


    Level 2: Stamina
    (A) Efficacy Adaptor - EndMod: Level 50
    (11) Efficacy Adaptor - EndMod/Recharge: Level 50
    (11) Efficacy Adaptor - EndMod/Endurance: Level 50
    (17) Performance Shifter - Chance for +End: Level 50
  17. Big_Chill

    Ice/Ice help

    Quote:
    Originally Posted by Psycho_Sarah View Post
    So I wanted another tank. My last was Shield/Super Strength and it went well. I very rarely see Ice/Ice tanks anywhere so I decided that I would make one. Leveling has been...interesting so far. Finally hit 31 and got into a Citadel TF. I don't think I had many problems and was able to get to 33.

    First questions are on Hibernate. Do you keep aggro when you activate it? Can you get out of it early? Is is needed or can I skip it?

    Chilling Embrace and Icicles. Should I slot these for taunt or can I set slot them for better bonuses?
    Yes and no on aggro.

    If you have used a taunt-effect prior to activating it, the taunt duration will still have the mob attempting to hit your invulnerable state.

    You won't gain any more aggro since you are only affecting self. So your teammates can peel aggro off of you during it.

    You can cancel Hibernate anytime. It functions like a toggle - you just click it again to turn it off. The implementated NoPhase will force it to end after a time if you do not.

    Hibernate is needed. Ice Armour has next to no resistances to speak of, when you get hit it will hurt. Horafrost can help aliveate some hits, but when doing big end-game stuff you'll get hit, and hit hard. Devouring Earth is a good example of what to be careful of that you should be facing soon - Quartz will negate your defenses and you'll need something to rely on. Learn what mobs are the real threat and abuse your control in Freezing Touch to prevent it from being an issue.

    Chilling Embrace and Icicles fall under various levels of what you wish to do. I don't use Icicles - back to the old sleeper set Ice Melee was the AoE damage was more counter-productive than helpful and I never bothered to pick it up again.

    I slot CE, though for set bonuses and slow than anything else. The slotted Slows help as well trying to keep the mob clustered around you to help limit runners. But others would say to use it elsewhere.
  18. I don't think its any potentially about it. That is about it, the whole vending/deletion for space/profit crap. That is lost supply to the market and only lends more to the problem than resolving it.
  19. Okay.. I may be shooting myself in the foot with this idea, but to make this work, that cap needs to be there, and you need to keep it so the others still drop.

    With clamps akin to the chance to hit, you can manipulate the falues between a min/max (not too sure how myself, but it does work) so we should be able to make it similar to this.

    Currently all drops seem to be average, no changes across the board aside from pool and level restrictions.

    So if we use this variable dependant on demand to alter it, we need clamps to keep it from being abusive, or to completely prevent anything from dropping. Basic idea... let the item value determine the clap in relation to the modifier.

    That way commons stay common, uncommon are uncommon and you still have rares.

    Just to toss numbers in the air... common could be between 95-60, uncommon 30-60 and rare between 5-30. This would then be weighted against the demand to be multiplied against the drop values. This would limit drops between a min chance and a max chance in relation to their value. It could keep it relatively in check, with the modifier only altering it a bit at best, but enough that it would at least be seen.
  20. I'm not saying its completely out of the question, but it still ahs its faults. Its entirely possible to manipulate a system like this. Spammers anyone? They have new accounts, post up bids for what they want, spam to hell, get lots of drops on their mains, and when their accounts are banned, the market drops pummel, while they have a supply of this nice product. Leaving everyone else left to pick up the tab.

    Manipulation is a problem here. Sure that can be altered with value changes, so the actual drop rate alteration isn't game-breaking, but its not quite the best option either. Lower values would mean the market would be less affected by any changes. So its back to square one.

    It can be possible, even with limits on min/max values similar to the calculations for chances to hit, but even then... I'm not sure. It may work, it may break it. But the temptation of an idea like this working...
  21. I only see a few problems with this.

    First off, if it is determined by demand, if there is no demand, it won't drop. I can bet a majority of people only try to bid on things that are in stock, so if its not availible, people won't bid, and it'll never drop.

    Sedond is just coding of it. I'm no expert on it, but this sounds like a pain in the [censored].

    Thrid, with the above combinations, it seems unlikely because it could help some spots like Luck Charms, but would hurt others drastically. Like the elusive sleep/snipe sets that an occasional toon would like but it would now not be availible. So it doesn't seem like the best solution.

    The best I've heard so far, first from Ilr was to simply have the drops tilted towards the actual use of them. Remaining fixed like that it would allow anything to drop, but would also keep it proprtionately in balance.

    But, good idea even though it has some flaws.
  22. Cobalt, care to take a stab at this?
  23. Yep, so, when iis AoC's release date so we can star planning these fun occasions?
  24. Talk about rezzing the dead...