-
Posts
109 -
Joined
-
Quote:I am hoping that they address this soon or my EA brute might have to go on the shelf. They really need to drop conserve power like they did for Elec Armor and give EA a damage aura or damage buff aura.2) The Department of Redundant Redundancies Department's visit - Conserve power really is useless to the set. Okay, sure, it can be used for a Stamina-less build (but as a Defense-based set, you'd want Health anyway) or for recovering from the Overload crash (but if you're in such a bad situation that you can't take 20-30 seconds to recover, then you'll probably die before you can actually use the full trick.) But overall, this is still a waste of a power. Again, we can hope this gets a reworking like the Electric Armor version did.
Finally, (4) Where's the Punch? - Energy Aura is nearly unique in that it has no way of adding to a Brute's offense while covering its defense. No damage aura, no buff/debuff aura, no +Recharge passive to increase their attack rate... only Willpower is in a similar strait (It does have a way to boost the player's offense, but only in its self rez, making that dubious at best.) And Willpower, with its multiple layers of defenses on top of a regeneration boost, offers more overall protection than EA does.
That being said, do my fellow brutes think that this change would almost overpower EA? And if so what else do you think should the devs consider putting in conserve power's place? -
Honestly you'd be more likely to get a response if you at posted the build you were thinking of in the first place.
That being said if you want a weapon primary and farming is your main goal then you are much better of going with /Warmace because it has much greater AoE damage output. Then just build for +Recharge and +Defense slotting wise as both Fire and WM get a lot out from more recharge and since Fire is kinda squishy in the first place you'd need some more defense for farming purposes most likely. -
I decided on Cold/Dark since every other defender I see is /Sonic and have a new question. In my build I have been building for +Ranged Defense and +Recharge, from what I can gather those are the two things that will help me the most with this character, is this accurate?
-
I've never played Cold Domination and rarely play much defenders what so ever but thought I'd start a Cold/? defender for something new. My question for you much more knowledgeable defenders out there is what meshes well with Cold Domination?
-
If MA does get adjusted, I'd personally just like a competitive activation time with Eagles Claw, though the buffs of the secondary effects would also be nice, any adjustment to MA that doesn't also involve the reduction of EC's activation time will be very disappointing.
-
Well for soloing purposes it will be nice to have Electron Haze to knock enemies of off me and out of melee range but I wouldn't use it much on teams anyways seeing as the KB is generally frowned upon. Also the cones are a little small and on teams where baddies aren't always bunched up so I do plan on taking all 5 of my AoEs.
And without hasten, which I don't plan on fitting into an already tight build, I don't see me being able to perma drain psyche but I will be able to get it to about 20 second downtime fairly cheaply so i'll just have to be careful when it drops I guess. -
Heh well pretty much every blaster I've teamed with lately is a Fire/ so I know that's one set I don't wanna play much.
And I've played defenders and controllers so I know what it's like to play a squishy to some degree, though I realize neither of them have to use as much active defense as blasters.
I've really broken it down to two options for my build, either take Maneuvers and Tactics and Ice Shield and build for S/L defense or take Boxing and Tough along with a different RES based shield. I am leaning toward the S/L defense but I am not sure how much that defense will really matter when I am faced with those extremely prevalent -def debuffs in the late game.
EDIT: Also, if I went with the resist route, I would probably also drop a few set mule powers that only provided defense set bonuses and pick up the medicine pool. -
Hey all I've never really played a Blaster before despite my 2+ years with the game and could only find 1 guide on the sets I wanna play- Rad/MM. I pretty much understand the power choices I'll be taking, all of my cones and AoEs as that is what attracted me to the combination in the first place. But I am not sure what to build for with set bonuses, obviously recharge is important for maximum carnage and pretty easy to slot with Posi's, but what else should I be building for, I will probably be going in and out of melee range with all the close and PBAoEs so should I be going for S/L defenses or just ranged or melee defense? Really have no clue when it comes to this stuff with Blasters. Thanks for your time!
-
I picked it up on both my fire/fire and ice/ice tanks. It really helped my fire tanks survivability as it has lower resistances and I really only took it on my ice tank so I could get weave to cap my defenses.
-
Ah thanks so much, this fixed it. Not too much of a techy person so I'm pretty clueless with that stuff.
-
I mentioned that I can not download that newest version. And when I try to install the newest version, after in uninstalls the old one I get a box that says "Error opening file for writing" and this happens with every file if I click the ignore option.
-
Hey all I'm hoping for some community help on this one. I'm stuck on vacation and with no way to play CoH I've been wanting to mess around with some of my builds. Unfortunately my laptop is having problems downloading/running mids. I have managed to download the issue 12 version but when I start it up and it does the automatic update I get the same "Mids' Hero Designer has stopped working" error and then after that box I get another Microsoft .NET Framework box that says "Year, Month, and Day parameters describe an un-representable Date Time." I have tried to download the newest version directly from the website but that fails every time while installing and I do have the 2.0 NET Framework as part of the operating system I have.
-
This is not true, when I play my fire/fire tank and run hero stats I find that Blazing Aura is always in the top 3 of my damage dealing powers. If you ran hero stats while you played you'd find this to be true of most/all damage auras.
-
-
Yes you will notice the added bit of resistance tough will give you especially since you essentially have none, so any is noticeable. And weave is very nice for capping your s/l/e/ne defenses and should definitely be taken also.
-
Hey all my question is simple, after I am capped to all positions via IOs how much regen should I am for? I've heard 20 hp/sec is the goal but just need some comformation on this.
-
Quote:As many have mentioned WP will save you on endurance due to QR, but also Energy Aura will be able to fully recover you endurance ever 30 seconds w/ just simple SO slotting and would synergize well with the heavy hitters that have those KBs and stuns to help with its semi-squishiness.i tried claws on a scrapper/stalker it wasn't bad and i have dual blades on my stalker so i wasn't looking at something i've already tried and getting to mid 20's-30's isn't that hard just takes time lol.
what would synergize well with ss,mace,battle axe,energy,stone ?
not sure what would say save me on endurance in later levels -
Heh, woops. Misread that part about you already having one. Besides SM I'd say Claws would for AoE goodness, though it would possibly be a little squishy since there is no mitigation in claws outside of Shockwave. Also War Mace would work well since it has a lot of disorient in its attacks and (so I've read) it recently got buffed making it a very good set. Just a few thoughts but pretty much every set could work with IO's.
-
If DM/DA is what you want to make then I suggest doing that because it's what you want to do and you will have more fun playing a toon you want to play in the first place.
But many people think one would have trouble building fury w/ a DM/DA brute because the -To Hit of each DM attack means less incoming damage and the stuns/fears in the DA set also mean less incoming damage. But against larger groups of mobs, solo, you should still have no trouble building fury, especially considering the quick attack chain of DM. So if that is the toon you want to play, then go ahead and roll one.
DM/WP will be one of the most survivable brutes out there (DM/Invuln probably takes the cake besides a /Rock in Granite) due to the awesome regen you have from WP and the -To Hit in the DM attacks essentially acts as defense. That and the fact that the heal in SL which just enhances WP's regen makes for an altogether a very sturdy toon.
SM/DA would be the king of mitigation b/c of the coupling of OG from DA and fault from stone to pretty much keep everything around you unable to attack. This could also cause problems building fury but once again against large groups that has never been an issue for me on any brute (though I do not have a DA brute, so I'm just educated guessing). The end management on a SM/DA brute would be pretty terrible though until you get IO's unlike a DM/WP and DM/DA which both would offer endurance recovery tools (WP having the better of the two. QR>Dark Consumption). -
Hey all I'm pretty content with my current build, as it is pretty cheap and survivable but I just wanted to pick the brains of those build gurus out there. What I am interested in is a way to fit Aid Self into my build but I don't see what I could drop to make this happen. I'm currently sitting at 18 and would like some ideas of a build that manages to fit Aid Self in it without losing much performance. Here's my current goal build:
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1400;696;1392;HEX;| |78DA9D945B4F134114C767DB2DA5EDF666854201A1DCCA7581372F0F46051293163| |168346A6C1A18BA85DA926E2BD4273F802608EA1BDE9E8D461FF59BE883DFC4F5CC| |F94F498C6F6EDAFF6FE7CC39E73F99CEB470B06C09F1F4B23022D7AA25D72D5E6DB| |49A327C4B6E3AB57AB55E6E8BA01022C9D1624156A5B4296FDFED4764596ECB9A2B| |ED959A6C94DBC52BAD462979BDE6C886AC35EDCE8BB55EAF57EDD54AB3265D1783B| |C2CED556AE5A89E293B4D1AC53B535BB2E13A95BDF4CA5E65D386D146BD552D164A| |6E5336DA7DB4A269FA6E46857EBC80D8268C8AEE32E030C2BB8CCC0E6149642A8C8| |FAAC0E02ABF081B2AE48B01262127CC6EC65654A75177238F7E0586B5C688DD60F4| |A17B1FBA7F22F5EBEE7E7437D1BD0BDDBBD0BD8BB635803C1198E2D26D320CB2A51| |708C2D042D3047C13F0ED85EF207C3F938674A3509643BDD43BA24391731C4A5308| |BBE519D11F3E158AFD640469268E645F7C9C9397FE82437549BD0FC9130E9D7903B| |C659C7D07BC87F9074637B54DE9B6A963769A3F025E33BED0548F4EE8C122478031| |6C9B24DFB4F64D3FE699DC3E63E60068034F18F32D4685AAFA75553FAAB2A8CAA22| |A8BAA31548DA1EA2BE900B6DE1C28B0FDE0212F3397E751EE398FE6D67854269321| |6D32E4F0CCB90AB003EC3246AAC02386415B328C2A319C615F3F8546B109E6A8CDB| |DC7678079609131973694A349E913FA704DFC16EA1C4DFAF8384D7A181938BA7E21| |A6F4FAA60EB9C3F40BE0083846DB978C85578C5FF44730ABD7378B939424435BFF4| |8368EF1028EF102EC5394B088046311354BC0A0797A39E9438FC8FF1359374FAF98| |3038B26A9E5E4E2F94A02B82D9FF7DBE599D76A19B617ADB2011B795DC51C3BB4AE| |E29B9AF620F943C545254E27DB73A0B8E9F57EBBAA0E4A2924B4A7A687DE299CA0C| |4648224A2C25512531257125092529251925274ABC3F1A5FF239| |-------------------------------------------------------------------|
-
Not sure if this has been mentioned or not, but one helpful thing I plan to do on my Claws/EA brute is take maneuvers and tactics. Tactic's +To Hit and +Perception will help with it's lack of To Hit & Perception debuff resistance. Also Tactic gives you Confusion & Fear resist which, although not completely because it's only status resistance, not defense, will help with EA's hole in that as well. And EA's energy absorption will make running these extra toggles no problem.
-
I know. I referred to them together because in set bonuses you can't increase lethal without also increasing smashing.
For a better phrased question how about:
How much melee/lethal defense should I am for in a build that already has parry in it? -
After running many scrappers to the mid teens I have found one that I finally really like, a BS/Invuln is tons of fun and fits well together concept wise as well. However, since BS has Parry I am not sure how much +Def I should shoot for in my build. I currently am planning on going for 30% def to lethal and smashing (for softcap w/ parry) and 15% def to melee (for softcap w/ stacked parry). My question is this, will the 30% defence to lethal and smashing be overkill and I should only shoot for around 20ish?
-
Ah I have never known that. Thanks. And yeah I ran some non longbow missions with the same difficulties and breezed through them. Looks like I overreacted a tad by posting the question, but oh well I learned something new.
-
Ah, I was wondering why they were so much harder than they were when I faced them when I was 28. Thanks for that. Also, this may be common knowledge for most but do all types of mobs get a boost like this at 30 and 40?