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Heh, debating with BI is useless Mr. NoPants. It's like talking to a person tripping on LSD.
It looks like they are listening and even paying attention but when they finally talk...it's all about purple ponies and fudge licking leprechauns. -
Quote:On my Claws/INV, I'm going to slot for more recharge in order to make Dull Pain permanent and possibly Hasten, but hasten the closest I've come to Perma-Hasten is 4 secs. That's with Purples but no PvP IOs.Nearly level 45 on my Claws/Invul.. I've got 70% S/L resistance and about 30% S/L defense with a full mob. I'm really not that tough next to a few WPs I've been running with. Same levels and all of us using common IOs. I'm wondering if I should have gone /WP.
Why perma Dull Pain? Dull Pain can increase your HP by ~60+%. Just using base HP of 1499, that means you gain about 800 HP. Plus, you get a "heal" that gives you ~80% of your health back every 100-120 secs. Not bad.
EDIT:
The build is below. With Hasten active, I have Dull Pain down to 117s which makes it permanent until hasten wears off. With my IO bonuses, I have just over 1700 HP but with DP I have nearly 2700. And with DP + Accolades...nearly 3000 HP. o.0
My HP/sec without DP is 20.6/sec. With DP, 30.9/sec. With DP + Accolades, 34/sec. All while having 69% S/L damage, 23-25% exotic resis (minus psi/toxic) and 30-38% S/L/E/N/F/C defense (with 5 critters in Invinc, Def goes to 40-45% with 10+).
Ya, that'll work.
Villain Plan by Mids' Villain Designer 1.601
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: Fighting
Power Pool: Speed
Villain Profile:
Level 1: Strike -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg(42), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Dmg/EndRdx(42)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 2: Slash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(40)
Level 4: Dull Pain -- Numna-Heal/Rchg(A), Mrcl-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(5), Mrcl-Heal/EndRdx/Rchg(37), Numna-Heal(39), Mrcl-EndRdx/Rchg(39)
Level 6: Spin -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(7), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dmg/EndRdx(37)
Level 8: Follow Up -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg(9), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Dmg/EndRdx(34)
Level 10: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Heal-I(34)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(25)
Level 18: Focus -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg(19), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(25)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23), P'Shift-EndMod/Acc/Rchg(46)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Super Jump -- Jump-I(A)
Level 26: Eviscerate -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Dmg(27), Erad-Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(39)
Level 28: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(29), GSFC-ToHit/EndRdx(31), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Build%(46)
Level 30: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31)
Level 32: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33)
Level 35: Tough Hide -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx(43)
Level 38: Unstoppable -- RechRdx-I(A)
Level 41: Boxing -- Acc-I(A)
Level 44: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-EndRdx(46)
Level 47: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Quote:This is true.What does aggro generation have to do with playing solo? All the aggro is your own then anyways.
Quote:Defenders do not get the ability to lock down entire mobs with controls (that would be the place of controllers and dominators.)
Quote:Let's just ask hypothetically if non-squishies could run solo without their mezz protection... should they get the 'fun challenge' added so that they are more balanced towards squishy playstyle?
I made a post in the beginning of this thread with the idea of a Unique IO or a Purple IO set with a 6th bonus that gave the user 3 points Mezz Protection.
That's about as fair as I would like to see it.
I'm not saying the mezz mechanics in this game are good, but I think it's too late to go about changing things now without upsetting too many folks. Your ideas might be better suited for a new MMO. -
CoV:
My Fire/SR Brute is currently my current tough guy. My SS/Wp Brute is a close second.
But lately, my Fire/Dark Corr and Claws/Inv brute could be monsters in their own right.
CoH:
Dark/Sonic Defender (soft capped to range) is not the most damaging AT but he's pretty damn tough.
Fire/Fire Blaster is my chaos maker. I enjoy using Rise of the Pheonix offensively. -
Quote:Don't melee ATs generate more aggro? Meaning more mezzes being thrown at them?Not all defenders have that sort of tool. And quite a few melee sets do have some sort of mezz.
No one has shown me convincing evidence that Scrappers, Tanks, Stalkers and Brutes could not actually 'get by' without mezz protection solo.
From what I've seen (and played) they would just be in the same 'unfun' boat as the squishies.
Defenders have their Primary (and some of their secondary) to proactively prevent being mezzed.
Controllers have BOTH their Primary and secondary (and a APP) to prevent being mezzed.
Blasters can attack while mezzed.
Kheldians can use Dwarf form.
MMs have a sheetload of pets.
Dominators have Domination.
So, there you go. Every AT that doesn't get mezz protection as a mechanic in place or has the ability to avoid mezz with their primary/secondary and even APP choices.
The Melee ATs don't always have this luxury and have to face far more aggro at most times. -
Isn't that the goal of farming? Max reward for minimal effort? It looks like Donna is farming the farmers!
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I think villains need more choices too.
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Quote:That's not the thread the poster was referring to. He mentioned Beta, not the market forums. I didn't realize there was another thread and it seems I'll be told this repeatly today. :/[color=yellow]Theres at least 30,000 recorded kills in...
http://boards.cityofheroes.com/showthread.php?t=188370
that thread -
I was only trying to be constructive since people keep complaining and providing ancedotal evidence in this thread. I meant no harm. I saw Synapse's post via the digest but people are still not satisfied.
Thanks for pointing out there is a thread in the market forum SwellGuy. -
A buttload? No. Some? Yes. But obviously it didn't help since Synapse ran his own tests and found nothing out of place.
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I love the mass ambushes from LB in mayhem missions. I even fly up to entice the LB Eagle DOOM Squad to join in the party.
I usually come prepared with a bunch of inspirations since I know what is about to happen. -
I think if anyone is going to convince the developers of a bug, or decreased drop rate then we are going to need alot more hard data, and not the ancedotal type.
We need to start posting our evidence that supports the decrease in drop rates that people are experiencing. If the devs can't find what is broken, then they can't fix it.
Please start posting your data. You should probably include Server, Time, Character, what mission(s), your difficulty, the amount of kills and the amount of recipe drops (sets and commons should be separated). And any other info that might be helpful. -
Nah, I wouldn't consider this a priority. What would be cool is once the bug if fixed...the next time I log in I dig as many times as levels I earned while the bug existed.
Yes, I think that would be fun to see. -
The other night I was running around on my level 13 Brute. I was SSK down to level 10 while we ran some paper missions towards the temp travel powers for the leader and others.
I noticed that I leveled twice during our many missions but not once did I actually "ding" or see any graphics indicating that I had leveled up. I didn't even get any Level-Up inspirations. I only noticed I had leveled when I exited the mission and saw the Green Arrow in my level indication circle thingy.
This is the first time I've noticed this issue and I was not the only one on the team experiencing the issue.
Anyone else experience this bug? Is is a known issue? -
Quote:I understand and while it's unfortunate so many of us are enjoying claws, the amount of levels earned doesn't really matter to balancing.
Again, I know the numbers say this needed to happen and these new numbers are the correct numbers...I'm just saying after 36 levels of playing I don't think this needs to be corrected.
Luckily, the decrease is minor in most areas and Spin is still awesome.
But it does hurt. I'll need to test the changes later tonight to see if I can preceive the changes without doing any mathmatic formulas. That's what really matters to me nowadays. -
The Stingmeister
Weltmaker
OMG!AWASP!
Sorry, that's all I could come up with. -
Quote:They make these special hats for people like you and you can pick one up from your local store...just look for a box labeled "aluminum foil."You will find that a large number of the forum-base lean in one direction. Those who lean in the opposite direction are repeatedly neg-repped for "not getting it."
But feel free to continue this baseless assumption as I find it entertaining...WAIT! Are you Ultimo's 2nd account?!!?
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Quote:I know, but I'm one of those "don't count my chickens until they hatch" people. I've played claws on scrappers and found it lacking. Not sure if that's because Brutes get Fury or if it's due to the changes to claws when it was ported.Unless you already have eviscerate fully slotted, Clouded, I doubt you'll notice the difference.
Either way, they are fun right now and I hope it stays that way for me. -
Quote:Indeed. I'll probably still play mine depending on how much the changes effect the feel of the set for me.It's also worth noting that the thread was about how Brute Claws would be nerfed, and therefore it was worthless to play. Even if the first condition could be said to have come true, the implication was clearly bonkers - I don't have a Claws/ brute now, but even with the reduced numbers given I would still strongly consider rolling one if I were looking to make a new villain.
I was just pointing out that poster, which people flamed, was right that claws was nerfed. I remember some posters even stating in Beta that claws was OPed. -
You know what's funny?
There was a post in Beta from someone complaining about claws because it was going to get nerfed after it went live. Nostradamus posts among us. -
Thanks for bringing up old **** Munki.
Here is what I was responding to...
Quote:"farming is great as long as it's not that dirty MA building!" is a foolish statement.
So, no. I'm not being obtuse, I was actually trying to have a legitimate conversation regarding the topic but I'm sure to get more negative rep only because I disgree with others opinion. Oh well.