Colossal

Apprentice
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  1. Yeah I'm definitely keeping Darkest Night even though the To-Hit Debuff can be minimal. Other than that thanks for the great responses and I decided to go Rebirth for the Destiny Slot in the final build. Just kinda tinkered with the build you gave me Syntax, lost about 2% resistance to S/L (I can live with that) and in return slotted up some of the attacks and Lightning Field a little better. Hit my goals and isn't too expensive given merits and what not. Thanks for the help guys

    Here's the goal build in case anyone is interested:

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), ResDam-I(9)
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15)
    Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), P'ngS'Fest-Acc/Dmg(48)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 6: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
    Level 12: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(19), Dct'dW-Heal/Rchg(21), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal(36)
    Level 14: Super Jump -- Empty(A)
    Level 16: Heavy Mallet -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(37), P'ngS'Fest-Dmg/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(43), C'ngImp-Acc/Dmg/Rchg(48)
    Level 18: Lightning Reflexes -- Empty(A)
    Level 20: Fault -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(46), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(50), Stpfy-Acc/Stun/Rchg(50)
    Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(34), Mocking-Rchg(34)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
    Level 26: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod(50)
    Level 28: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Rchg(29), M'Strk-Dmg/EndRdx(31)
    Level 30: Boxing -- Empty(A)
    Level 32: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), ResDam-I(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Seismic Smash -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Acc/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), Dmg-I(40), Dmg-I(40)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(45), DarkWD-ToHitDeb/EndRdx(45), DarkWD-Rchg/EndRdx(45)
    Level 47: Build Up -- RechRdx-I(A)
    Level 49: Power Surge -- RechRdx-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    Level 50: Reactive Radial Flawless Interface
    Level 50: Rebirth Radial Epiphany
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(13), Numna-Heal/EndRdx(46), RgnTis-Regen+(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9)



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  2. Yeah I pretty much knew that was coming. This gave me the idea to put Kinetic Combats in SF and SM so I could have S/L over 32.5% and move a slot out of Manuevers and into HM which allowed to 5 slot it with Crushing Impacts so it was no longer underslotted. Still I'm left with only 30.3% E/NE which is less than what I had hoped.
  3. Hey all I've been looking for my newest project and since Tanks did not get Broadsword or Katana in the newest round of proliferation I've decided on an Elec/Stone/Soul Tank. However I've been having some trouble coming up with a build that suites all my tastes and would hope for some tips on how to achieve the goals.

    Notes/Goals on the build:
    Would like to keep the recharge around +50%
    Hoping to have S/L/E/NE at 32.5% Defense
    Would be open to slot Kinetic Combats (would just take awhile to get them through merits)
    Do not want to sacrifice much of the +HP bonuses, but would be willing to sacrifice some Regen.
    Many attacks are a bit underslotted and would love a way to fix that while achieving my goals.

    Questions of the build:
    Tremor...should I be leaving it out?
    Alpha slot, cardiac for the +resistance or spiritual for the +recharge?
    Destiny slot, rebirth or barrier?

    Other than that any comments and critiques are greatly appreciated

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
    Level 1: Stone Fist -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(11), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(13)
    Level 2: Stone Mallet -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(15), S'ngH'mkr-Dmg/Rchg(15), S'ngH'mkr-Dmg/EndRdx/Rchg(17)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 6: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(34), Dct'dW-Rchg(34)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Heavy Mallet -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(17), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(19)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Fault -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(40), Stpfy-Acc/Stun/Rchg(40)
    Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(23), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(27), Mocking-Rchg(27)
    Level 24: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(25)
    Level 26: Power Sink -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(43), Efficacy-EndMod(45), Efficacy-Acc/Rchg(45)
    Level 28: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Dmg(29), Erad-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dmg/EndRdx(31)
    Level 30: Boxing -- Empty(A)
    Level 32: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33)
    Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Seismic Smash -- P'ngFist-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(45), P'ngFist-Acc/Dmg/Rchg(46), P'ngFist-Acc/Dmg/EndRdx/Rchg(46), Mako-Acc/EndRdx/Rchg(48), Mako-Dmg/Rchg(50)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitdeb/Rchg/EndRdx(50), DarkWD-ToHitDeb(50)
    Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(48), LkGmblr-Def(48)
    Level 49: Power Surge -- RechRdx-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(34), Numna-Regen/Rcvry+(37), RgnTis-Regen+(37)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(39)



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  4. Colossal

    Claw and Gloom

    The Claws redraw ruins everything. Plus Claws is such a fast set you don't need to worry about throwing Gloom into an optimum DPS chain.
  5. One thing you might want to mention is to pick up Darkest Night from Soul Mastery villain side. This of course would mean you'd also have to explain how To Hit mechanics work with Defense mechanics but with /Elec's great Endurance management I feel like Darkest Night is a great power to pick up with it that will add to your survivability greatly.
  6. Quote:
    Originally Posted by Syntax42 View Post
    The first thing I see is that you are calling this a "budget build" but you have a purple set and a Gladiator's Armor 3% defense IO in the build. The purple set will cost more than the rest of the build, excluding the Gladiator's. The Gladiator's will cost 2-3 billion INF.
    He's saying that he has a "super budget" meaning that it is a super large budget (basically he can afford anything. That's why he said "ANYTHING build" cause he can buy anything I'm guessing.

    Besides that yeah change your alpha to spiritual for extra recharge in energize and Sould Drain and slot up gloom and use it as often as possible in your ST chain.

    32.5% defense for S/L/E/NE should be the goal and after that +HP if your aim is a "tank" Brute.

    Wouldn't worry too much about Stamina being underslotted. You'll be getting a full blue bar ever 25ish seconds by the looks of your build thanks to Powersink.
  7. Looks pretty sturdy. If I were you I'd try to squeeze in 32.5% for S/L so you can be one small puple insp from the soft cap. And if possible also E/NE. F/C are fine where they are given how uncommon they are. That's probably the best option since you do not want to give up anything else in the build. That being said a WP @ the softcap is one unkillable beast. It really does make a huge difference.
    Elec Fences is always nice for some bonus AoE to accompany footstop (or as a set mule for Enfeebled Operation for more S/L defense).
    Other than that it looks good. What incarnates are you thinking of taking?
  8. Quote:
    Originally Posted by PleaseRecycle View Post
    Colossal, we went over damage auras earlier in the thread. The results weren't exactly as dramatic as it seems like people had hoped. It in fact turns out that damage auras are identical on brute and scrapper. Soooooo. They "just do more damage on brutes because of fury." Are you kidding at this point? Is this some kind of mass-troll event? Cause really I can keep doing this but I'm starting to feel kind of bad, and not for me.
    Okay I missed the numbers presented about how damage auras are identical (sorry about that, really wasn't trying to come off as just flinging around facts with no support. I've just read so many times that damage auras do better for Brutes and have seen other math proving it I figured it was true. My mistake.) but all the other points in my post about DPS are still completely true and still make a Claws/Elec Brute do more damage and more survivable (however slightly, it's still true). Plus as a brute you get better +Regen out of Energize cause of the higher HP. Another thing that makes /Elec more survivable for brutes.

    But this thread is about Claws, not /Elec. As proven before if DPS and burst damage is what you're looking for for AoE or single target, (and it should be for general gameplay) than a high end Brute > high end Scrapper. However minimally.
  9. Quote:
    Originally Posted by PleaseRecycle View Post

    This may be hard to follow so I'll type it slowly. Brute spin may not be good enough all by itself. Scrapper spin is. Scrapper claws/elec does not need additional aoes to supplement spin. That's why scrapper claws/elec is better. Resume normal speed.
    If you have Spin enhanced with at least 90% recharge, have lightning reflexes, and any decent amount of +recharge in your build (even just the the top tier spiritual alpha slot) then Brute spin + ED capped damage enhancement + double stacked FU + 70% fury does more DPS than Scrapper spin + ED capped damage enhancement + double stacked FU. Look it up on Mids if you don't believe me but it's true.

    That being said damage auras also do much more damage on a brute due to fury (because they cannot crit) and the brute will just be more survivable in general (your argument about not being able build for defense and high enough recharge to make Brute spin better...just wrong. Plenty of sets have +recharge and defense bonuses) due to better resistances and more HP.

    Even though the difference between a top tier claws brute and claws scrapper will be very insignificant the point of this thread is that numerically, the brute will have better DPS out of all of its claws attacks.

    That being said the scrapper will always have a faster spin so I can understand your argument about it being a better farmer because it will not have to throw in any other AoE's while farming (although I suspect the brute is still more efficient doing so because you using follow-up while farming is worse than redraw)...but really unless your only using the Claws/Elec for farming only (which you shouldn't be, that's what SS/Fire is for, which is a much better farmer) a Claws/Elec Brute will be better for general gameplay. Only numerically though and the difference is slight enough that no one would notice much of a difference. But technically the brute would be better.
  10. Quote:
    Originally Posted by Syntax42 View Post
    Be sure to turn on Arcanatime in Mids first.
    How does one do that?
  11. Quote:
    Originally Posted by Amy_Amp View Post
    My guess is KM/sd since it is the only one that can be played on a scrapper.
    Yup, /SD is just more powerful (damage wise) on a scrapper. But that being said KM most likely has the fastest DPS and I can't really distinguish between DPS and killing an EB/AV in the fewest amount of hits possible...the one with the highest DPS will do that anyway (usually, depending on the attack chain). But if it's burst damage you're talking about than I would definitely give the nod to SS. Are you talking about Energy or Electric melee?
  12. Correct me if I'm wrong, but Mids does not factor in fury, so that would be why you're confused.
  13. OP, although you've played them both to 40 by now (and as stated before) and no one but you will can decide which one you like better I will offer my 2 cents. I'm not one to get into the math of the game/game mechanics so I won't number crunch but from what I've read in the past the damage difference between double stacked Rage FS and double stacked FU Spin is pretty trivial even if you're at the target cap for both AoEs (even though in end game content you usually are not at the target cap if you're not doing any solo or duo runs). I saw Billz break it down in a post before as a reference, Spin's damage was a little higher, not taking into account the fact that it was lethal. Now FS is still probably better due to it's mitigation purposes but since you're /WP you're gonna be pretty damn sturdy if you get 32.5% defense to all types so mitigation really shouldn't bother you. So basically it will come down to your personal tastes (whether you like watching yourself slice, slash, and spin enemies into oblivion or smashing their heads and the ground barbarically) and budget. On a lower budget since Claws and WP don't need much +recharge then I'd say claws. Can't speak for your personal tastes but as for mine, I'd go with claws.
  14. Colossal

    WM/EA Lost?

    Quote:
    Originally Posted by _Pine_ View Post
    You will be sucking wind and needing lots of blue candy. Eradications are also fairly expensive. But nice work, Kioshi-san.
    If he fills that 1 empty slot in Energy Drain with a recharge he'll be getting a full blue bar every 45 seconds. He may have to pop an occasional blue but that's pretty easy to manage.
  15. Quote:
    Originally Posted by EvilRyu View Post
    I do not see why instant healing cant be a toggle again. WP already gets close to this level of regenation so long as your fighting huge groups. Again you can not count incarnate abilities and IO to deternmine is something is overpowered or not. Hell there are builds where people soft cap blasters but you do not see them screaming as being the most overpowered thing. I say return IH to a toggle so thats one less thing to manage I dont care even if it has cloak of fears endurance cost just make it a toggle again.
    I suppose that argument is true, I was thinking from purely a higher end point of view and as previously mentioned by you and others that is not what game balance is designed around (that's a different argument for a different place). That being said, I suppose the fact that Regen is on just about on par with just SO's but falls behind in the higher end, making IH a toggle would probably balance that out in the higher end.
  16. Yeah I was wondering the same thing as my Claws/EA has the exact same amount of recharge as your build Strato. My guess would be that the average +recharge over time from the aura would be 15-20% over time. So let's assume 20% for arguments sake and that you have the +45% spiritual alpha. You'd go from +61.25% to +81.25% and then even still you have a 38 second downtime, closer to 40 seconds if you account for the activation time. Now that being said, after the initial 50% heal from energize to save your *** the +regen should buy you enough time to kill whatever it is you're trying to kill (save extreme situations). I'm pretty sure that the overall HP restored over 70 seconds (2 full durations of Energize @ that recharge rate) is greater with Energize than with Aid Self + ED (still working on the exact maths for my build, everyone will be different depending on your hit points). Plus Energize is a definite oh **** button where as Aid Self is not as reliable due to the interrupt.

    Either way it looks like I'm going to have to free up more slots somehow for hasten...
  17. I think the point here is that with these buffs (and even before them some would argue) one can choose to play EA in order to be "different" or because it suits their personal tastes and not be gimping themselves or get rejected from Mo runs. The gap is now smaller enough between EA and all the other defense sets that while it may still be statistically inferior, it's not inferior enough to make much of a difference in 95-98% of gameplay.

    Furthermore my Claws/EA is foaming at the mouth for some much needed +recharge to fit into my already iTrial sturdy build. Well done to the devs for the changes
  18. Quote:
    Originally Posted by Bill Z Bubba View Post
    Wellll... a dm/sd scrapper is going to push out much higher damage than a dm/sd brute due to the way damage buffs and AT mods work.
    Heh well there goes actual facts raining on my hyperbole's parade.
  19. With today's IO's and incarnate possibilities I think making IH a toggle would be way too much, seems like it would just be far too overpowered. I will agree that Regen needs Integration to pick up a taunt aura but besides that I think it will compete just fine in survivability with all the other sets (note I said compete, not be better or worse than any other set).
  20. Quote:
    Originally Posted by Amy_Amp View Post
    I'll just add something like Stone/regen should be good. Fault gives you much needed mitigation and time to use a click power if need be.
    Ah I didn't even consider this...looks like I know my next project after my Claws/EA (also excited for those buffs) hits 50.
  21. There is a great guide out there by Sno about how to build a pretty damn tough /EA brute. Here is my current Claws/EA build (claws is so similar to Kin, you just have to swap the primary powers practically); it's got 50% defenses to all, save NE, over 20 HP/sec regen and around 2000 hit points. It skimps on the +recharge but that is only because I like to keep things relatively cheap and have not got around to doing all the tip missions to the get LotG +Rech yet. If you threw 5 of them in there (easily doable on my build) you'd be at a respectable 52.5% recharge. You should be able to run just about anything with this kind of build if you pay close attention to your blue and green bars (knowing when to pop Energy Drain and Aid Self, as well as semi-decent inspiration use).

    Villain Plan by Mids' Villain Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
    Level 1: Kinetic Shield -- S'dpty-Def(A), S'dpty-Def/EndRdx(9), S'dpty-Def/Rchg(11), S'dpty-Def/EndRdx/Rchg(11)
    Level 2: Slash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(15), S'ngH'mkr-Dmg/Rchg(17), S'ngH'mkr-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/EndRdx/Rchg(50)
    Level 4: Power Shield -- S'dpty-Def(A), S'dpty-Def/EndRdx(7), S'dpty-Def/Rchg(7), S'dpty-Def/EndRdx/Rchg(9)
    Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), EndRdx-I(40)
    Level 8: Follow Up -- S'ngH'mkr-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(42), S'ngH'mkr-Dmg/EndRdx(46), S'ngH'mkr-Dmg/Rchg(48), S'ngH'mkr-Dmg/EndRdx/Rchg(48)
    Level 10: Combat Jumping -- DefBuff-I(A)
    Level 12: Boxing -- Empty(A)
    Level 14: Stimulant -- Empty(A)
    Level 16: Entropy Shield -- EndRdx-I(A)
    Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(25)
    Level 20: Energy Cloak -- S'dpty-Def(A), S'dpty-Def/EndRdx(21), S'dpty-Def/Rchg(21), S'dpty-Def/EndRdx/Rchg(23)
    Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(37)
    Level 24: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(27), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(36), Mocking-Rchg(36)
    Level 26: Eviscerate -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(43), C'ngBlow-Dmg/EndRdx(45), C'ngBlow-Acc/Dmg(46), C'ngBlow-Acc/Rchg(46)
    Level 28: Energy Drain -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(29), Efficacy-EndMod/Acc/Rchg(34), Numna-Heal/Rchg(34), Numna-Heal(34)
    Level 30: Weave -- S'dpty-Def(A), S'dpty-Def/EndRdx(31), S'dpty-Def/Rchg(31), S'dpty-Def/EndRdx/Rchg(31)
    Level 32: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(33), S'dpty-Def/EndRdx/Rchg(33), S'dpty-Def(33)
    Level 35: Tactics -- GSFC-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx(42)
    Level 38: Aid Self -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(43), IntRdx-I(43)
    Level 41: Soul Tentacles -- Empty(A)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-ToHitDeb(48), EndRdx-I(50)
    Level 47: Dampening Field -- ResDam-I(A)
    Level 49: Energy Protection -- S'fstPrt-ResDam/Def+(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(5), Heal-I(5), RgnTis-Regen+(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)



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  22. Quote:
    Originally Posted by Scientist View Post
    Lets look at -resist debuffing, arguably the most important debuff for "hard" targets like AVs, since they resist other debuffs such as slow, -tohit and -regen to the tune of 87% at level 50.

    A rad defender, which is generally considered the "goto" choice for debuffing, debuffs resistance by 30% with Enervating Field. Ditto Dark defender with Tar Patch.

    A Crab who takes Mako for a patron gets -20% resist debuff from Venom Grenade plus -15% from Arctic Breath. It takes some good recharge to make Arctic Breath perma, since its only a 10s duration, but a Crab tends to build for recharge anyway. Total -35% resist debuff, better then the defender. A Crab can also slot an Achilles proc in their fast recharge, Tier 1 attack, and average another 10% or so, which only the rad secondary can do on a defender.

    So unless the defender takes Sonic as a secondary, the Crab can out debuff a rad defender for the main debuff needed for AVs, which is quite respectable performance-wise. The Crab is also inflicting damage during this, no animation time used to cast it.

    I actually looked at the numbers to compare my Crab AoE attack chain to a Fire blaster's primary, since Fire is considered top tier. A Crab takes about twice as long, ~11 seconds, to do the same damage a Fire blaster does in about 6 sec, assuming Fire Breath + Fireball + Rain of Fire. The compensation is from about 5 seconds in, all the rest of the team damage starts going up from -resist debuffing from the Crab, so the total damage from a team may well be higher over a fight that takes 10+ seconds then from a Fire Blaster + team. I ignored Defiance for the blaster and Assault + pets from the Crab, since I was looking for an order of magnitude type comparison.
    Actually the most debuff needed for AVs and GMs is -Regen... which SoA doesn't have (or if they do, it's nothing like the numbers needed to make a difference on an AV). I think Erin was saying is that SoA only have one debuff with mediocre numbers. To be considered a "good" debuffer I would think it should have more than one type of debuff and with numbers over 20%. Yes I know that people can dip into a EPP for more debuffs but then you're trying to be good at something that you will always be out preformed in (maybe not in -Resist, but always in -Defense, -Damage, -To Hit, -Recharge Speed, -Regen, and -Special).

    And I know you mentioned that they resist -Regen debuffs but when the average defender puts out -500% Regen and up to -1000% Regen the -Regen still makes the most difference out of any debuff in the fight.

    Just because there is a way to make a crab with better resist debuffs than a defender does not make it an "exceptionally" good debuffer.

    EDIT: And my cold defender has near permanent Heat Loss and it can debuff entire mobs to the tune of -60% resistance.
  23. Thanks guys, just trying to get a handle on how useful that actually is.
  24. Edit: Your (in the thread title)

    I have done some searching but have been unable to find information on this. Can someone please explain to me how exactly the scaling resistance in the auto powers of /SR work? Do they stack with each other? Is it possible for them to ever reach capped resistance? Do they have some sort of "diminishing return" as they increase?