DarkSideLeague

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  1. Deamus the Fallen "Evolved" as I leveled - at level 1 he was a mostly human punk who had some demonic powers - at 20 he was skilled in the usage of underworld powers, 30 he was able to control his demonic powers, by the time he was 50 he was a demonic prince with no remnants of humanity left.

    Other that one character, I didn't really focus much on aging my characters.
  2. Quote:
    Originally Posted by BlueBattler View Post
    1. How well does Time synergize with the various primaries?

    2. How will does Time work against EBs-- and AVs for when I'm doing a TF?
    1. a. Elec doesn't get too much out of it - it works nicely enough but there's no "Eureka!" moment like when an Elec/Kin gets Transference or an Elec/Storm gets Lightning Storm.

    1. b. Illusion/Time is what I went with, and you'll mostly be on drop duty (Distortion Field, Spectral Terror, Holds, Phantom Army) so if you don't mind playing a character with a trillion or so debuffs/controls, consider that. Of course you've played it before...

    1. c. Ninjas/Time is one I saw that made some sense - +Defense to keep your pets alive, more powerful healing, an emphasis on melee/close quarter combat. It would seem to be one of the better MM builds (but, Demons is probably better)

    2. Here's my big issue with the set - you get 125% regen debuff with Time Crawl and Stop - they DID change it so it can stack from the same caster now, making it marginally better. Time Crawl is uninspiring to me - the debuffs (other than the mag 4 hold in Stop) aren't much incentive to use this power much. You're very good at healing and giving recharge around (which does NOT help your pets/henchmen), but as a single debuffer you don't bring much of anything other than slows, but you bring some of everything.
  3. Quote:
    Originally Posted by UberGuy View Post
    Well, I already posted in this thread that I don't think Regen is a very good choice for a "tanking" playstyle, where I was going off of someone else's definition of "tanking" which is to stand there and take all the damage for everyone on the team.

    I also mentioned that this is not easy to do with some other Brute powersets, even with IOs. Firey Aura isn't very durable compared to its peers either. You can't "tank" with all Brute secondaries equally.

    Edit: But let me be clear: "Can't tank for a team" is not interchangeable with "a horrific set that needs fixing".
    What would be more difficult? A tanking Regen Brute or a Tanking EA brute prior to ANY buffs whatsoever?

    Also:

    Villain Plan by Mids' Villain Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Regeneration
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Fast Healing -- Heal-I(A), Heal-I(7)
    Level 2: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 4: Quick Recovery -- EndMod-I(A), EndMod-I(5), P'Shift-End%(7)
    Level 6: Reconstruction -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/Rchg(19), Aegis-ResDam(19), Numna-Heal/EndRdx/Rchg(21), Numna-Heal/Rchg(21), Numna-Heal(27)
    Level 8: Fault -- Amaze-Acc/Stun/Rchg(A), Amaze-Acc/Rchg(29), Amaze-EndRdx/Stun(29), Amaze-Stun/Rchg(31), Amaze-ToHitDeb%(31)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam(27)
    Level 16: Integration -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(43), Numna-Heal(43)
    Level 18: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
    Level 20: Resilience -- ResDam-I(A), ResDam-I(23), S'fstPrt-ResDam/Def+(23), GA-3defTpProc(25)
    Level 22: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(39), LkGmblr-Rchg+(40)
    Level 24: Maneuvers -- SW-Def/EndRdx/Rchg(A), SW-Def/EndRdx(37), SW-Def(37), SW-ResDam/Re TP(37), LkGmblr-Rchg+(39)
    Level 26: Tactics -- HO:Cyto(A), Rec'dRet-ToHit(36), Rec'dRet-Pcptn(36)
    Level 28: Instant Healing -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal(34), Dct'dW-Rchg(36)
    Level 30: Taunt -- Mocking-Acc/Rchg(A), Mocking-Taunt/Rchg/Rng(31), Mocking-Taunt/Rng(33), Mocking-Taunt/Rchg(33), Mocking-Rchg(33)
    Level 32: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(50), Erad-Dmg/Rchg(50), Erad-Dmg(50)
    Level 35: Revive -- RechRdx-I(A)
    Level 38: Moment of Glory -- RechRdx-I(A)
    Level 41: Gloom -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg(46), Dev'n-Dmg/Rchg(46)
    Level 44: Darkest Night -- HO:Enzym(A), HO:Enzym(45)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Heal-I(A), Heal-I(9), Numna-Regen/Rcvry+(11), Mrcl-Rcvry+(11), RgnTis-Regen+(13)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(9), P'Shift-End%(13)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
  4. Dragos Bahtiam - Wild At Heart (will change to Here Be Dragons when he goes dark)
    Deamus the Fallen - either Demonic or Heart of Darkness (or that one for finishing Dr Graves' final arc)
    Operative 19650917 - Crab Spider Longfang (until that was broken... :<)
    Operative 19921124 - Night Widow (...Ditto)
    Praetor Raidix - Dancer With Death (KM/Nin Stalker)
    Altimus Omega/Onega - Time Lord - That Day Job Accolade for the Shard
    KC Prime - Energized (TW/Elec brute)
    Senator Filibuster - Fair and Balanced/Crooked Politician/Spin Doctor
    Baron Von Tesla - Customizer (Bats/Tarps)
    Agent Josan - Full Spectrum (Maybe something else soldier related)
  5. Quote:
    Originally Posted by Hindenburg View Post
    What Charged said.

    Cardiac is my vote.
    Same - you have one heal (Dull Pain) so unless you have aid self, Cardiac will give far more mileage. If you have aid self, I will proceed to laugh at you.
  6. Quote:
    Originally Posted by _Pine_ View Post
    That is incorrect. It is a proven fact that brutes will agro, even when they have 55 ft of PvE stealth or more.

    http://www.wegame.com/watch/brute-stealth/
    Caveat: If the mob is 4 or more levels below you Fury Notification will inform them of your presence, but they will not attack you (Just like all mobs more than 3 levels below you will elect not to attack you). If Entropic Aura is on, however, they WILL open fire (since it taunts them).
  7. Reeeeeeegggggggeeeeeeennnn.

    Seriously, even the weakest bonus is 200% regen, vs around 60 HP. That's Highly useful compared to a tiny bonus (Regen vs HP). The only plus to the +HP is the heal credit for badges.

    EDIT: Of course, my Brute can cap his HP with his godmode, so it's really no contest for me.
  8. Quote:
    Originally Posted by Rikti View Post
    Since when is herding an exploit lol.
    Since you bring them back to a /devices blaster or trapper that has placed two or three dozen trip mines and moved away, preventing them from detonating until s/he returns, demolishing the entire mob at once. Or my Fire Blaster destroying two or three HUNDRED freakshow at a time in Crey's to level from 35 to 41 in about three hours (back before xp smoothing/patrol xp).
  9. Quote:
    Originally Posted by Heavensrun View Post
    What....Does that have to do with the moon base?
    It's the pathway to the launch platform. There's a similar construction site in Steel Canyon, but the progress on that one is much harder to gauge.
  10. Quote:
    Originally Posted by UberGuy View Post
    FYI for folks not watching VIP beta, both Regen and WP's self rez is getting a 15-second untouchable interval after use.
    What about the Peacebringer self rez?
  11. Quote:
    Originally Posted by DarkGob View Post
    Gonna go out on a limb here and wager no. The devs aren't going to actively encourage what they consider aberrant behavior no matter how "easy" it already is.
    Though it would be nice if we could tweak aggro/target caps to disregard underlings - taking down 1000 Rikti monkeys still takes forever.
  12. It's coming. In Port Oakes the pathway under construction HAS made progress since it was started back in... I11 was it? This suggests that it's still on the agenda, though maybe not as fast as we'd like.
  13. It's actually much easier to get under those circumstances, too.
  14. Quote:
    Originally Posted by Captain-Electric View Post
    I'm also getting the impression they stack? Like if I use two at once, the buff lasts ten minutes?
    5 minutes, with twice the power.
  15. Quote:
    Originally Posted by DMystic View Post
    I'm very tired of seeing Ice Mistral as a WTF.

    More SF's for Villains please.
    If you scroll down the WST list the last time Tarkoss was chosen (aside from that one week we had 4 WSTs) was 6 months ago next week. I'm just hoping they decided to hold off for when I21 hits.
  16. Quote:
    Originally Posted by mauk2 View Post
    Lastly, a prediction: I think the L10 Gladiator Armor Proc is going to hold value very VERY well. We'll see if I am correct.
    I hope so, or I ground those 30 Villain merits for nothing. I guess I could give it to my 33 locked Fire/Ice Tanker when I get around to IOing him.
  17. I've never deleted a 50, but I've got a 44 Claws/Elec brute that I *might* delete, or at least move - I leveled him in about 10 hours, and I have no idea how to play him in the high ranges. I've also got a Grav/Psi dominator who I've shelved since I don't find him fun. At all.
  18. Quote:
    Originally Posted by Organica View Post
    This explains why, over the last several months, I've occasionally had problems with stealth. It just so happens that over the last half year I've played brutes much more frequently. ^_^
    It's also why I monitor stealth radius on any character with a stealth power.
  19. Quote:
    Originally Posted by ChaosAngelGeno View Post
    TopDoc is the 1%.
    Or to quote Steven Colbert:

    Quote:
    He represents Seven / One-Millionths of One Percent.
  20. Quote:
    Originally Posted by TwoHeadedBoy View Post
    My thought process about converting purples was like this. The first thing that came to mind was in-set converting the ragnarok proc- That seemed like the only guaranteed profit to me, but those have tripled in price since converters were announced and I wasn't quick enough. Other than that, it's too much of a gamble for me. Sure, you can convert a sleep purple and hope for an Armageddon, but what's to say you won't get an immobilize? And what's to say that immobilize won't turn into a hold, and etc. etc. I'd rather concentrate on something that is a sure thing, which is why I settled on Kinetic Combats.
    Don't forget that converters cost inf too - so your more modest profit will get eaten up more than the larger gambles.
  21. Quote:
    Originally Posted by Suspicious_Pkg View Post
    Thanks for the explanation(s)! I think I'll go ahead and submit a bug report that Fury draws aggro and leave it at that.

    Cheers!
    And you'll receive a response that it's working as intended.

    If you want to stealth with ease, take Invisibility - it has Only Affect Self, so it prevents fury from drawing aggro (so I hear, at least).
  22. Quote:
    Originally Posted by Lucky666 View Post
    My ill/rad could do this before incarnates existed and my t4 everything MA/shield scrapper can do it now no inspirations for both toons, I don't get it what's the big deal.

    I thought this kinda stuff was child's play for Masterminds.
    The trick is doing it against THREE giant monsters at the same time. It's slightly different.
  23. Quote:
    Originally Posted by Arcanaville View Post
    The most dramatic shift in situation isn't the long-duration insps, which can be helpful, but the arrival of very high damage Lore pets, which reduces the equation from "beat GM regen" to "just stay alive."
    Like I said, the paladins destroyed my lore pets almost instantaneously and I died shortly afterward. The +Resistance and defense insps might help a great deal in that regard.
  24. Quote:
    Originally Posted by Ironblade View Post
    Find a better team. I like that TF a lot. You fight in the ships, on the ships, on a huge floating fortress, in Talos, in the ruins of Skyway. Just a ton of new maps there.
    It's a lot more annoying on a squishy when those War Walkers explode - the stuns get old quick. Also the second mission requires everyone to have a way to fly or survive constant explosions.
  25. Quote:
    Originally Posted by Zombie Man View Post
    I hate to burst your bubble, but Paladin is just a level 10-15 GM... and you're Level 50+3. Yes, I know about the combat scaling of GMs, but still, a low level GM has a lot less resources in other regards (like HP, e.g.).

    If you get enough Defense or Resistance or -ToHit or Healing or Regen to survive the attacks, which are easy to survive... then it's just a matter of focusing firepower on taking them out one at a time. Especially since you're Dark Miasma... if you keep them tightly grouped, they're gonna miss a lot. Team Insps can help with that, but many MM builds have ways of doing that without needing them.
    To be fair, my Rad/Sonic got DESTROYED by a mob of three paladins when I tried to take them on. I might have to try it now that those insps are 10pp each (the dual ones, that is).