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I've been trying to settle on a new scrapper build and I wanted to try something uncommon, but still powerful. I've never given fire melee a chance, and I hadn't leveled a regen character very far once WP came out. Originally I was going to go with /SR, but I later settled on the idea that I could try to softcap defenses on regen instead and have better luck that way.
Some things to note beforehand:- No purples/pvp sets.
- I'm sure I've sacrificed a lot by focusing on smashing/lethal defence, so my recharge is lacking.
- The last 2 powers were just thrown in because I was lacking slots, but I was considering dropping the epic pool and picking up hasten/SS.
- I know my recharge is fairly low for regen, but I'm not sure how important max hp, regen, and defence are to a regen character.
- I have no idea if the 6% heal bonus from numina's only works with recon or if it affects all healing/regen. Mids seems to indicate that it only affects recon and DP. I'm very open to the idea of dropping the 4th slot from all my numina's sets if that's the case.
- This build is hungry for slots. No Kismet in there, but it couldn't hurt if I can spare the slot.
- Lastly, I know this build doesn't accomodate for pvp slotting, but how does fire/regen perform in general in pvp?
Have at it! Any feedback from experience is much appreciated:
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(7)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(33)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(15)
Level 4: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Acc/EndRdx/Rchg(19)
Level 6: Quick Recovery -- EndMod-I(A), EndMod-I(21)
Level 8: Reconstruction -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(40)
Level 10: Dull Pain -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23)
Level 14: Super Jump -- Winter-ResSlow(A), Winter-RunSpd/Jump/Fly/Rng(43)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(46)
Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(29)
Level 20: Resilience -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(48)
Level 22: Kick -- Empty(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33)
Level 30: Instant Healing -- Numna-Heal(A), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(50)
Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 35: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39)
Level 38: Moment of Glory -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-EndRdx/Rchg(40)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
Level 47: Focused Accuracy -- EndRdx-I(A)
Level 49: Physical Perfection -- RgnTis-Regen+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 31.13% Defense(Smashing)
- 31.13% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 19.88% Defense(Melee)
- 4.875% Defense(Ranged)
- 3% Defense(AoE)
- 9% Enhancement(Accuracy)
- 27.5% Enhancement(RechargeTime)
- 30% Enhancement(Heal)
- 271.07 HP (20.24%) HitPoints
- MezResist(Immobilize) 33.55%
- MezResist(Stun) 2.2%
- 90% (5.031 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5% Resistance(Cold)
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So far, I've gathered that KM is better on scrappers, while SR is marginally better for Brutes. It all just seems to boil down to personal preference it seems, as the differences probably won't be too pronounced.
On another note: How important is Aid Self to a SR build like this? -
After all this teasing, I politely demand a Praetorian Hami raid by i21. And a Moon Base. One mustn't forget the moon base.
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The devs have states that the purpose of the alpha slot is to shore up weaknesses in your build, which makes sense right now. You get the most benefit slotting an alpha that has the least ED penalties on it.
However, once we get access to the higher tier alphas, the top end ones will have 2/3 ED negation and Core Paragon is going to have the level shift +1, 2/3 ED bypass, 45% recharge and 33% heal. This will probably be the best one suited for scranking with regen, period. Your multiple "Oh ****!" buttons will all recharge faster and heal/regen for a noticeable amount more. The ED bypass is just icing on the cake. -
I hadn't noticed the power ordering was different for the level 20 and 28 powers, and I agree that Brutes do get a better ordering. The higher base health is nice, and I didn't notice that Evasion even had a taunt component. I thought SR just lacked a taunt aura, but that will help offset the feeling of being a scrapper with fury.
One final question: How important is aid self to SR? I'd still carry around a couple greens, but if it greatly boosts survivability I'll probably try to redo my build. This is what I have so far: nothing spectacular.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Midnight Dodger: Level 50 Natural Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Quick Strike -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(15), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(17), Hectmb-Dmg/EndRdx(19)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(5)
Level 2: Smashing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(9)
Level 6: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(50)
Level 8: Body Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(36)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
Level 14: Kick -- Acc-I(A)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(46), Aegis-ResDam(48), Aegis-ResDam/EndRdx(50)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(25)
Level 22: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(25)
Level 24: Dodge -- GftotA-Run+(A), GftotA-Def(27), GftotA-Def/EndRdx(27), GftotA-Def/Rchg(29)
Level 26: Focused Burst -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/EndRdx(50)
Level 28: Agile -- GftotA-Run+(A), GftotA-Def(29), GftotA-Def/EndRdx(31), GftotA-Def/Rchg(31)
Level 30: Lucky -- GftotA-Run+(A), GftotA-Def/EndRdx(31), GftotA-Def/Rchg(33), GftotA-Def(33)
Level 32: Concentrated Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(48)
Level 35: Quickness -- Run-I(A)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Superior Conditioning -- P'Shift-EndMod(A), P'Shift-End%(42)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Super Speed -- Winter-ResSlow(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(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), Mrcl-Rcvry+(9), RgnTis-Regen+(13), Numna-Heal(13), Mrcl-Heal(15)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
I just threw together a quick end-game build to get an idea of what numbers the class could get. Having no experience playing defense-based sets (other than stone, but that doesn't really count), I wasn't sure how far to push the defense. I only managed 98% defense debuff resistance, so I wanted a little cushion against mobs with debuffs. I didn't really feel like trying to go for the optimal slotting so I opted for the lazy route and grabbed physical perfection and superior conditioning. I know my endurance recovery is way more than I need, but again, I was lazy with the build. The one thing I know I'm lacking is aid self, which I could squeeze in there pretty easily and maybe get 5 slots in it.
And yes, I am aware that I broke the rule of 5s and picked up 7 of the same type of set bonus, but I like Crushing Impacts and LotG's. Not really a big deal, but I wanted the recharge and accuracy set bonuses. I know there are better ways to slot this. -
I've always preferred brutes over scrappers for the extra survivability added in and of course, fury. However, after looking at Super Reflexes, I'm noticing that the set offers no difference whatsoever between the 2 ATs, so I'm trying to decide which AT would function better with Kinetic Melee (which I'm only choosing because the -dmg complements defense sets quite well). I've heard that Power Siphon isn't that great for Brutes because of the lower base damage, and some people are saying that Kinetic Melee is too slow to build fury effectively.
Ultimately, would KM/SR be better suited for a Brute or a Scrapper?
On another note: I've read that Nemesis have a base tohit of 55% instead of 50%, and Devouring Earth's Quartz pets increase nearby DE's tohit by 100%. How effective is SR going to be in general for PvE? -
Thank you for your response and suggested fixes. I did have a lot of trouble finding all the slots I needed to properly slot many powers. After finally picking up and playing with Touch of Fear, I immediately realized I hated it. I wasn't aware that the fear component would break so easily. Although in this build, it was slotted to have a huge tohit debuff on a short cooldown, I'm not too sure I would miss it. By swapping it out for taunt, I can get a couple more slots that were desperately needed elsewhere. I'll try to play with the build a bit later on and see if I can tweak it a bit more, but yours looks pretty nice as well so thanks for posting it!
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Just like Purples, the PVP set bonuses remain no matter what level you exemp to. So really there is no difference between lvl 10 and lvl 50 procs.
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I had actually looked at your thread earlier to get some ideas for this build. I wanted to play around with some of the other powers before trying to fit tough/weave into my build, and ideally avoid taking them unless I had to. I do plan on shifting the order of some of the powers in the low levels. I've come to the realization that I can put off Touch of Fear in favor of another shield or even try to fit in the damage aura pretty early.
Dechs mentioned on the Tanker forums that he prefers Oppressive Gloom over Cloak of Fear, because it has a higher base accuracy, costs less endurance, and the mez doesn't break on damage. I don't know how true this holds for Brutes though, as I'm planning on using CoF exclusively for the AoE tohit debuff. I know I can build fury faster with CoF than OG, and I don't know if Brutes have enough HP to make OG work as well as tanks due to the self HP drain component. Any input on which aura would work better is appreciated.
Thanks for your input though; I'm using your thread and build as a reference to find ways to squeeze some more effectiveness out of mine. -
So I've been looking for a new Brute to play, and was trying to think of one that was fairly uncommon, but could be good with IOs and I eventually settled on the idea of Dark/Dark/Soul. I had difficulty deciding between the brute and tank version because of the differences in survivability and damage output.
Some things to note beforehand:- I've never played a dark anything, so this build is based on threads I've read.
- I tried to push S/L def as far as I could get it without sacrificing too many slots/powers.
- I picked up Maneuvers instead of Weave because I didn't have the powers to spare and I needed some team support.
- In lieu of softcapping S/L def, I pushed the ToHit debuffs in ToF and CoF.
- If suggesting a build, the budget will allow for purples, but not PvP IOs.
Anyway, here's the build I'm looking for criticism on; thanks in advance:
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Ezreal: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(11)
Level 2: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-%Dam(11), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25)
Level 6: Touch of Fear -- SipInsght-%ToHit(A), SipInsght-Acc/ToHitDeb(7), SipInsght-ToHitDeb/EndRdx/Rchg(7), SipInsght-Acc/EndRdx/Rchg(9), SipInsght-ToHitDeb(9)
Level 8: Siphon Life -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg(13), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(29), Nictus-Acc/EndRdx/Heal/HP/Regen(29), Nictus-Heal/HP/Regen/Rchg(31)
Level 10: Obsidian Shield -- Aegis-Psi/Status(A), S'fstPrt-ResDam/Def+(31)
Level 12: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Dark Regeneration -- Theft-+End%(A), Theft-Heal/Rchg(37), Theft-Acc/EndRdx/Rchg(39), Nictus-Heal/HP/Regen/Rchg(39), Nictus-Acc/EndRdx/Rchg(46)
Level 18: Dark Consumption -- Efficacy-EndMod(A), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc/Rchg(40), Efficacy-EndMod/Rchg(40)
Level 20: Cloak of Darkness -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx(36)
Level 22: Hasten -- RechRdx-I(A)
Level 24: Death Shroud -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(27), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dmg/Rchg(45), Armgdn-Dam%(46)
Level 26: Soul Drain -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37), AdjTgt-Rchg(37), AdjTgt-ToHit/Rchg(45)
Level 28: Cloak of Fear -- SipInsght-%ToHit(A), SipInsght-ToHitDeb/EndRdx/Rchg(42), SipInsght-Acc/EndRdx/Rchg(43), SipInsght-ToHitDeb(43), SipInsght-Acc/ToHitDeb(43)
Level 30: Super Speed -- Zephyr-ResKB(A)
Level 32: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Dam%(33), T'Death-Dmg/EndRdx(34), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(36)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Soul Transfer -- Amaze-Stun/Rchg(A)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(50), Decim-Acc/Dmg/Rchg(50)
Level 44: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(45), DarkWD-ToHitDeb(46)
Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(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 -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(13), P'Shift-End%(15)
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Set Bonus Totals:- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 26.13% Defense(Smashing)
- 26.13% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 20.19% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 4.05% Max End
- 50% Enhancement(RechargeTime)
- 58% Enhancement(Accuracy)
- 13% FlySpeed
- 213.64 HP (14.25%) HitPoints
- 13% JumpHeight
- 13% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 15.4%
- MezResist(Stun) 2.2%
- 10.5% (0.175 End/sec) Recovery
- 30% (1.877 HP/sec) Regeneration
- 4.095% Resistance(Fire)
- 4.095% Resistance(Cold)
- 3% Resistance(Psionic)
- 13% RunSpeed
- 4% XPDebtProtection
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I'm not sure how flexible the game's engine is when it comes to implementing hardcaps that differ within the same AT, but even an unresistable jump height debuff should be sufficient. If you have enough IOs to increase your jump height by any reasonable means, then so be it. But IMO, Granite's jump height and jump speed debuffs should be on par with its already hefty run speed debuffs, if not slightly moreso. Rooted is where jumping shouldn't be allowed at all.
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Alright, well I suppose Teleport isn't absolutely required, but its usefulness in Granite form can't be understated. It's the only means of vertical movement available in-form, as well as the only travel power that can even be used in Granite or Rooted. I know Granite is supposed to be heavy, but just being able to run should be enough to be able to jump.
I don't exactly know how to get this suggestion across to the devs other than continuing this thread, but their feedback would be appreciated. -
To be honest, one of the primary reasons I'm suggesting this change is because in order to be a stone tank, you are required to have Teleport, no exceptions. Don't misunderstand me, I absolutely love taking advantage of ramps in-game to get a pseudo-jump but that's not intended by the devs (and in the video he has the benefit of SB and IR, both of which I've learned to live without); I just think it's silly that in order to have any type of vertical mobility, stone tanks absolutely need Teleport. It's a crutch that clashes with character concepts and is probably my least favorite travel power of all, but is a necessity in order to pull off the Granite tanking style. With all the set bonuses I have, I'm able to run at an acceptable speed, but still completely lacking in the vertical department. Even allowing Granite to jump with severe penalties would be a sufficient change; I'm sure there are others out there that share this sentiment.
In terms of giving Granite an unfair advantage, when fully IO'd the difference in durability between Stone and other sets isn't enough to warrant Granite having the complete inability to jump IMO. Most sets can softcap defense in all the critical areas, be HP capped, and still be S/L/E/N capped. But none of those sets are severely limited in their ability to move. I'm willing to accept the recharge, damage, and speed penalties to offset Granite's ungodly durability, but all I'm asking for is just a couple feet of jumping room. -
I realize that Invul can't match the amount of regen that Rooted offers, the movement penalties that Rooted adds to the already significant penalties imposed by Granite should be enough to offset this. I'm still all for the idea that you can't jump while Rooted, however, so that component would remain unchanged. I'm simply suggesting that while in Granite form, but not using Rooted, we should be allowed at least some vertical mobility.
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Recharge, Recovery, Run Speed should be your goals. You shouldn't need too much extra damage resistance to hit 90% in most areas, and it's not difficult to soft cap yourself, especially if you pick up Maneuvers. I facepalm when I see stone tanks pick up Tough and Weave, as Tough is completely pointless in Granite, and you have to pick up one of the throwaway boxing/kick powers. You're much better off picking up Maneuvers to hit the soft cap and your team will enjoy its benefits as well. Once you're resist and def capped, just focus on the recharge, recovery, and run speed and you'll be golden. Regen helps too, but you'll get enough of it just slotting LotG and Numina's.
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To all my fellow Stone tanks and brutes out there, I beg the question: Should granite be able to jump? Conceptually, it seems silly to prevent them from doing so unless Rooted is on. Understandably, they would have a penalty to jump speed and height, but without the ability to jump, minor bumps in terrain become a real problem sometimes. Stone tanks should not be required to pick up Teleport to be able to function. When fully IO'd my stone build averages at 28 mph with just Granite on, but without the ability to jump, I'm still severely limited in my ability to navigate rough terrain.
So what are your thoughts on letting Granite jump? Of course, Rooted will still root you to the ground, but without it, even being able to jump a few feet off the ground would help tremendously. When compared to other Tanker primaries, Invul can become equally tanky but with exponentially higher mobility. The recharge, damage, and movement penalties should be plenty. -
I'm having the same problem on my laptop. I recently upgraded to Windows 7, and I can't get the game to run even on the lowest settings. When moving around in-game, the screen will constantly switch colors, tinting green, red, blue, and sometimes black overlays. After only a couple minutes, the game will freeze up, then cause my display driver to crash, followed shortly by a BSOD. I went to Intel's site to upgrade my display driver for my 965GM (which was newer than the driver on Fujitsu's website). I don't know if I should stick with the manufacturer's drivers and roll back or if there's a different underlying problem.
I was able to run this game alright pre-i17 on Windows XP on my laptop, but I feel like there's an issue with my drivers. When the game BSODs there is a specific DLL that is mentioned in the crash report, but I didn't write it down. I read that using "-useTexEnvCombine" in the CoH shortcut can help people with integrated Intel chipsets, but I haven't tested it yet. I've even thought about using 3DAnalyze to force the game to run with even lower settings if necessary. Any ideas/input is appreciated, and I've included my CoH helper log.
---System information gathered by CoH Helper version 0.2.0.2---
DxDiag gathered at July 12, 2010 10:58 (-04:00)
Operating System: Windows 7 Enterprise 32-bit (6.1, Build 7600) (7600.win7_gdr.100226-1909)
System Manufacturer: FUJITSU
System Model: LifeBook T4220
BIOS: Version 1.18
Central Processor: Intel(R) Core(TM)2 Duo CPU T7300 @ 2.00GHz (2 CPUs), ~2.0GHz
Memory: 2048MB
.Net Memory Report: 1088MB out of 2038MB available
Page File: 2917MB (1159MB currently in use)
C Drive: (FUJITSU MHW2100BH ATA Device) 7938MB out of 91801MB (8%) free
E Drive: (PAH B85UNSDUVOP6 SCSI CdRom Device) zero-size drive
D Drive: (HL-DT-ST DVDRAM_GSA-T20N ATA Device) zero-size drive
Windows directory location: C:\Windows
DirectX: DirectX 11
DirectX Diag version: 6.01.7600.16385 (32-bit version)
Display Notes: No problems found.
Sound Notes: No problems found.
No problems found.
Input Notes: No problems found.
Monitor:
Monitor's Max Resolution: 1024x768
Video Device Name: Mobile Intel(R) 965 Express Chipset Family
Manufacturer / Chip: Intel Corporation / Mobile Intel(R) 965 Express Chipset Family
Video Memory: 358 MB
Driver Version: 8.15.10.1930
Driver Date: 9/23/2009 7:14:54 PM
Driver Language: English
Sound Device Description: Headset Earphone (Logitech USB Headset)
Driver File: USBAUDIO.sys
Driver Version: 6.01.7600.16385
Driver Date: 7/13/2009 7:51:23 PM
Sound Device Description: Speakers (Realtek High Definition Audio)
Driver File: RTKVHDA.sys
Driver Version: 6.00.0001.5911
Driver Date: 8/5/2009 4:42:00 PM
WMI Information
Motherboard Manufacturer: FUJITSU
Motherboard Model: (empty)
Motherboard Product: FJNB1D4
Motherboard Version:
BIOS Manufacturer: FUJITSU // Phoenix Technologies Ltd.
BIOS Name: Version 1.18
BIOS Version: FUJ - 1180000
BIOS Release: 20090223000000.000000+000
Registry Information for Current User
Resolution: 1024x768
3D Resolution: 640x480 (Using renderscale)
Full Screen: Yes
Maximized: No
Screen Position: 0, 0
Refresh Rate: 60Hz
Vertical Sync Enabled: No
Physics Quality: None
Maximum Particles: 100
Max Particle Fill? 10.000
Physics Card Enabled: No
Anti-aliasing: Off
Anisotropic Filtering: None
Texture LOD Bias: Crisp
Water Effects: None
Bloom: 1.000 (turned off)
Depth of Field Enabled: No
Desaturation Effects (Sepia) Enabled: No
Shader Detail: Unknown (4)
World Texture Level: Low
Character Texture Level: Low
World Detail Level (Vis_Scale): 0.500
Entity Detail Level: 0.300
Shadows Enabled: No
Shadow Mode: Disabled
Shadow Map Shader: Unknown (0)
Environmental Reflections: Disabled
Advanced Occlusion Settings: No
Ambient Occlusion: Off
Occlusion Strength: Off
Blur: Bilateral
Ambient Resolution: Performance
Gamma Correction: 1.000
Geometry Buffers (VBOs) Enabled: Yes
Suppression of FX When Camera Close Enabled: Yes
Close Suppression Range: 3.000
Show Advertisements: Yes
Audio Mode: Performance
3D Audio: No
FX Sound Volume: 1.000
Music Sound Volume: 0.600
Show Advanced Graphics Options: Yes
Overall Graphics Quality: 0.000
Reverse Mouse Buttons: No
Save Login Username: Yes
Transfer Rate: Unknown bytes/second
Current Game Version: 1800.201006040036.5Tr
Installation Directory: C:\Program Files\City of Heroes
Mod files in the Data directory
No modifications found -
Just came across this thread while trying to make my first pvp toon, and elec/wp seemed like a good (affordable) start. I found another build on the forums here and played with it according to Xan's excellent advice, and I was hoping for some criticism on it.
I'll start off with some self-criticism in the hopes that someone can tell me just how significant these flaws are. The global accuracy bonuses are a lot lower than I had hoped (only +9%), but it was a trade-off to accomplish the minimum 30% damage bonus and 58% recharge bonus. I'm sure there's a better way to compromise, but I'm hoping the +16% toHit makes up for some of it.
Running both travel powers and all the toggles brings the end usage up to 1.95/sec, which seems a bit high, and I didn't know of a good way to cut this down other than switching to CJ in combat (if that's really necessary). I picked up Summon Widow only for the available set bonuses from Expedient Reinforcement. I'm not sure if there is a better option for the leftover power. I'm not married to Soul Mastery, but it did provide me the 5th LotG slot I needed for +recharge.
Any feedback is appreciated. Also, Xan mentioned trying to push movement speeds as far over the cap as possible, which I attempted but I was unsure of what kind of numbers to push for, so I went with roughly +10 over the cap for run/jump.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(7), Mako-Dmg/EndRdx(9), Mako-Acc/Dmg/EndRdx/Rchg(27), FtnHyp-Plct%(27), FtnHyp-Acc/Rchg(29)
Level 1: Hide -- LkGmblr-Rchg+(A), Ksmt-ToHit+(25)
Level 2: High Pain Tolerance -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/Rchg(3), ImpArm-ResDam(19)
Level 4: Reconstruction -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(5), Numna-Heal/Rchg(5), Dct'dW-Heal/Rchg(9)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(21)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Assassin's Shock -- HO:Nucle(A), HO:Nucle(11), HO:Nucle(11), Mako-Dam%(13), GS-%Dam(13), Hectmb-Dam%(15)
Level 12: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(15), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-ToHit/EndRdx(17), AdjTgt-Rchg(21)
Level 14: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-ResSlow(31), Winter-RunSpd/Jump/Fly/Rng/EndRdx(40)
Level 16: Super Jump -- ULeap-Jump(A), ULeap-EndRdx(36), Zephyr-Travel(48), Zephyr-Travel/EndRdx(48)
Level 18: Assault -- EndRdx-I(A), EndRdx-I(19)
Level 20: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(34), HO:Cyto(34), Rec'dRet-Pcptn(43)
Level 22: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(23), ImpArm-ResPsi(23), ImpArm-ResDam/EndRdx/Rchg(25), GA-End/Res(29), GA-RechEnd(31)
Level 24: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36)
Level 26: Indomitable Will -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(36), RedFtn-Def(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def/Rchg(39)
Level 28: Heightened Senses -- SW-Def/Rchg(A), SW-Def/EndRdx(31), SW-EndRdx/Rchg(33), SW-Def/EndRdx/Rchg(34), SW-Def(39)
Level 30: Thunder Strike -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33), Oblit-%Dam(40), Armgdn-Dam%(40), Sciroc-Dam%(42)
Level 32: Invisibility -- LkGmblr-Rchg+(A)
Level 35: Phase Shift -- RechRdx-I(A), RechRdx-I(37)
Level 38: Placate -- RechRdx-I(A), RechRdx-I(39)
Level 41: Dark Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg/Rchg(43), Cloud-%Dam(43), Apoc-Dam%(45)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-EndRdx/Rchg(46)
Level 47: Fast Healing -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
Level 49: Summon Widow -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Dmg(50), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-Acc/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 0: Ninja Run
------------
Set Bonus Totals:- 19.5% DamageBuff(Smashing)
- 19.5% DamageBuff(Lethal)
- 19.5% DamageBuff(Fire)
- 19.5% DamageBuff(Cold)
- 19.5% DamageBuff(Energy)
- 19.5% DamageBuff(Negative)
- 19.5% DamageBuff(Toxic)
- 19.5% DamageBuff(Psionic)
- 0.63% Defense(Energy)
- 0.63% Defense(Negative)
- 3.75% Defense(Psionic)
- 1.25% Defense(Ranged)
- 6.75% Max End
- 9% Enhancement(Accuracy)
- 58.8% Enhancement(RechargeTime)
- 6% FlySpeed
- 72.3 HP (6%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Confused) 7.5% (in PvP)
- MezResist(Held) 7.5% (in PvP)
- MezResist(Immobilize) 15.2%
- MezResist(Repel) 1000% (8% chance)
- MezResist(Sleep) 7.5% (in PvP)
- MezResist(Stun) 7.5% (in PvP)
- MezResist(Terrorized) 7.5% (in PvP)
- 20% Perception
- 16.5% (0.28 End/sec) Recovery
- 32% (1.61 HP/sec) Regeneration
- 30% ResEffect(FlySpeed)
- 30% ResEffect(RechargeTime)
- 30% ResEffect(RunSpeed)
- 2.52% Resistance(Fire)
- 7.52% Resistance(Cold)
- 3.15% Resistance(Energy)
- 3.15% Resistance(Negative)
- 6% Resistance(Psionic)
- 6% RunSpeed
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[ QUOTE ]
[ QUOTE ]
Mr E-Man's semi-regular & mostly useless information post #357
Back from the Dead - in more ways than one
[/ QUOTE ]
[ QUOTE ]
Mr E-Man's semi-regular & mostly useless information post #358
Back from the Dead! - Part Two
[/ QUOTE ]
[ QUOTE ]
Mr E-Man's semi-regular & mostly useless information post #359
Back From the Dead - Part Three (the final installment) - at least for now
[/ QUOTE ]
Just to show that coming back from the dead is still happening: Pronounced dead, man takes miraculous turn
What's dead should stay dead. - Dean Winchester
[/ QUOTE ]
I can't believe you quoted Supernatural... You're my fav now