David_Yanakov

Apprentice
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  1. DOs that are about to expire at that. 20 and 21 are indeed a special kind of hell for a lot of toons.
  2. If you are set to +0/x8 you should be getting multiple levels per run just in the entrance. Make sure to visit the fateweaver on the way down to AE.

    I can't believe that I never saw the inspiration vendor there in the AE building. Granted I've not spent a lot of time in there but that should really be part of the tour. I also never even thought of the spamming technique for inspiration use like that. I've been using combination binds to just make reds and purples but with the incredibly high drop rate I get all I need plus heals and capped resistance to boot. Thanks for the video!
  3. Aye. Without a damage aura it's painfully slow and you don't get the inspiration drop rate required to stand up to a x8 mission at low level.

    I don't think the level increase inspirations have much to do with it. I hadn't gotten one until near the end of the run where I hit 22 and 100% defense is 100% defense no matter where it came from, be it spammed lucks or leveling.
  4. Gave the mission in the OP a try with a brand new /fire brute and even with buying trays full of medium inspiration rolls til I got all reds and purples between runs, I ended up at level 22 in as many minutes.

    Strange thing is though, that as soon as I dinged 22, I started having serious trouble with it. All the numbers are effectively the same so I don't quite understand why but I faceplanted four times before managing to clear the room on the last run and gave it up to go level up through tip missions for awhile.
  5. While I do like /Rad as an excellent set, in my experience the endurance drain from it is enormous and difficult for me to deal with on a fast paced team unless I'm lucky enough to team with a kin or a cold who understands that not just the melee blokes need a blue bar to function. I'm trying to avoid making a build that will only function well on single targets. Being able to lock down half a spawn with single target holds is of as much value to me as being able to put a mag 6 hold on one target for a minute and a half with the click of a single button.

    There have been very interesting points made regarding pets. I hadn't really thought of them before this discussion as they seem to be fairly unreliable in my own experience. A good quarter of the time they seem to hold back until the fight is mostly over or go after a completely different target than the one you're trying to engage.

    I am starting to think that TA may not be the best set even tho' EMP arrow makes a good mule for another basilisk 4 piece bonus. The build is in progress and transferring the enhancements will take effort but is doable.

    Thank you very much for the information on force feedback. I'm going to have to think long and hard about it. I've been trying to avoid hasten as the endurance crash that comes with it has killed me a few times when I wasn't being careful but it may now be unavoidable.
  6. Quote:
    Originally Posted by Carnifax_NA View Post
    Only the initial blast of jolting chain does -end. The chains do not.

    If this is the case, do procs slotted into Jolting Chain only have a chance to go off on the initial target as well or will they keep hitting on down the line?
  7. Solo-hold most AVs through the PToD, yes. I wouldn't dream of being able to hold Recluse on my own. That would lead to a one-trick pony that would be useless for much of anything else. All I'm trying to do is get to the point where one other well built controller or two decently built will be able to keep him held full time. Side bonus of being able to hold any two of his first team out front that way as well if whoever is doing the pulls slips up.

    I'll definitely look into meriting out some of those procs. The damage IOs are mostly for those times when I solo to help bring the targets down rather than waiting five minutes for a spawn to tick to death. It's two-thirds of the reason I like seismic smash so much as it combines a heavy punch with a hold powerful enough to zap a boss with one go.

    On the other hand, Grav may indeed be the better way to go since in addition to the singularity, it also has an intangible power to lock out one of the towers with that wouldn't rely on a team member taking the power and remembering to use it for something other than griefing the team. Does anyone have numbers on how well that pet can stack hold mag? I'm also worried that it would waste cycles on whatever tower Recluse is being held on.

    I'm not certain at all if the +recharge procs stack. I'm betting that they don't and only look at the recharge total with one turned on at a time to get my numbers. I have two in only for the better chance that one of them will go off.
  8. Hmm. Hadn't thought of singularity. Mostly my end goal is to get as close to holding Lord Recluse with his 100 mag protection and 50% resistance to hold duration as possible. Which is why I'm trying to work out the optimal hold chain. Fire was as due to the fastest animation time of all the single target holds as it was the extra damage capability. No need to worry about how to set off the oil slick, either.
  9. That's not the actual name of the toon, just the way I want people to think of it.

    More than 50 mag will not go to waste! I want to get as close to 200 as possible since the target I have in mind cuts the duration of status effects by 50%
  10. I've been working on a build and I'm not sure if I have the math right. Basically I'm interested in the best chain for stacking as much hold mag as possible on a target. Right now it looks like char, seismic, char, ice arrow, char. I've got force feedback procs in both fissure and bonfire but I've not played with bonfire enough to see how reliable it would be.

    EMP arrow and cinders can be slotted into the chain but I'm more focused on single AV's and the -end on EMP makes me sad if I can't run away after using it.

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  11. Ninjas could be made all kinds of more viable if they would tweak Smoke Flash (and Serum for Mercs!) to accept recharge intensive pet sets like the level 18 powers of Demons, Necro and Thugs. As it stands the only way to get the option to include those procs is to roll /Storm
  12. Sonic is probably the best primary for /Dev for many reasons but that one is up there, yeah.

    Also works well with AR's Beanbag round to keep bosses stunned. Stacked while the target is webbed on an ignite patch and you had boss flambe in short order. Well, maybe not since I heard they nerfed Ignite awhile back for that very reason
  13. The mines and gun drone are less useful as pets than they are as buffs when teaming. Time bomb, for example, will buff your damage by about 53% for more than fifteen seconds at a time. Lay one down before hitting aim and your nuke is going to hit a whole lot harder. Same goes for trip mines and gun drones. Slot them for recharge (and perhaps a force feedback proc) and use them as a build up. Any damage or alpha negating they do is nice, but secondary. Gun Drone is also another place where you grab another four slot 6.25% recharge set bonus with a recharge intensive pet set.

    Cloaking Device helps a lot with this as it lets you get close to a spawn and lay a mine while the tank charges in to grab agro. Devices is also one of the few sets that will allow you to stealth past snipers, rikti drones, etc. Toss a smoke grenade at the spawn and they won't see you slip by whether they can ignore stealth or not.

    On taser, it is a very situational power. A set like electric blast where you can slot cheap energy manipulator procs into pretty much every attack, a guarenteed mag 3 stun can help keep a mob staggered. It's also useful for holding a Stupefy set and if you're interested in purples for 10% recharge bonuses, Absolute Amazement is among the cheaper ones.
  14. I've been having a lot of fun with my Dark/EA brute. Only up to 20 so far but he already has a large number of survival tools to draw on. AoE attacks are lacking but the single target stuff hits so quickly that I can still tear a spawn apart in seconds flat.

    EA is a good set overall for any end heavy primary. It's not great if you're trying to hold agro for a large team but on smaller teams and solo you'll never run out of endurance with even stone melee.and you can pull mobs apart by running up and tearing the soul out of one of them. Or hit salt cyrstals from the mastery pool and neutralize the alpha from 40 meters out.

    I've also got a Stone/Elec that I like and don't see very often.
  15. Quote:
    Originally Posted by TheBruteSquad View Post
    Several slots, mostly use for raising the fire defense, were dropped in during the 30s, but yes - very nice. And for those of us who can't afford a 3% def gladiator piece you can drop maneuvers in at level 24 instead and keep the softcaps.

    The nice thing is that by swapping in taunt for follow up any primary can pull this build off, minus the three maelstroms in focus (most primaries don't have a ranged attack). Including War Mace. Hmm.
    If you raise the common IOs to 25, you can ditch the gladiator unique, 4 slots from tough and pull this off by 27/ Stamina would be an issue since Energy Drain at 28 would be effectively unslotted when exemped to 25. Thing is that all brute primary attacks can slot for taunt so you don't need to take that power, just be willing to gimp the damage a bit on one attack. The one thing you do need from the primary is something that can take the Eradication 3 piece by 26 so Stone Melee and Super Strength are right out and Whirling Hands from Energy Melee is a bit poo. Any other primary should be a beauty, Mace more than others.
  16. GD forums logged me out and ate the post I made and I'm out of time to write more. I'll go into further detail on the tweaks I made when I get home tonight...

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  17. I've found that I am spending the vast majority of my time in human form to make use of all the bodies so I've been focusing on that. I realize there are a few things off, like the fiv slotted Inky and end mods in Eclipse. It seemed to me like the entire Stupefy set was cheaper than a HamiO (plus more recharge) and the end mod is purely for frankenslotted accuracy and more recharge.

    Shields are more to hold me over til I get it entirely fitted out. Will probably need to find something to swap them out for once Eclipse is actually perma. Form powers are unslotted just because I haven't decided how to frankenslot them yet and they're a lower priority. Just have SOs in there at the moment. All slot levels are wildly inaccurate

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ERG-One: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Ebon Eye -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(48), Decim-Dmg/Rchg(48), Decim-Dmg/EndRdx(50), Decim-Acc/Dmg(50)
    Level 1: Absorption -- S'fstPrt-ResKB(A)
    Level 2: Gravimetric Snare -- GravAnch-Hold%(A), GravAnch-Acc/Rchg(45), GravAnch-Acc/Immob/Rchg(46), GravAnch-Immob/EndRdx(46), GravAnch-Immob/Rchg(46), Dmg-I(48)
    Level 4: Gravity Shield -- TtmC'tng-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx(45)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 10: Penumbral Shield -- TtmC'tng-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx(43)
    Level 12: Sunless Mire -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg/Rchg(13), Oblit-Acc/Rchg(13), Oblit-Acc/Dmg/Rchg(42), Oblit-Dmg(43), FotG-Acc/End/Rech(43)
    Level 14: Orbiting Death -- C'ngBlow-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(15), Erad-Acc/Dmg/EndRdx/Rchg(50)
    Level 16: Shadow Cloak -- LkGmblr-Rchg+(A), EndRdx-I(17)
    Level 18: Gravity Well -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/Hold(21), Dmg-I(21), Dmg-I(23)
    Level 20: Black Dwarf -- ResDam-I(A)
    Level 22: Stygian Circle -- Efficacy-EndMod/Rchg(A)
    Level 24: Invisibility -- LkGmblr-Rchg+(A)
    Level 26: Gravitic Emanation -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(27), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(33), FrcFbk-Rechg%(37)
    Level 28: Unchain Essence -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(29), Ragnrk-Acc/Dmg/Rchg(29), Ragnrk-Dmg/Rchg(31), JavVoll-Acc/End/Rech(31)
    Level 30: Inky Aspect -- Stpfy-Acc/EndRdx(A), Stpfy-Acc/Rchg(36), Stpfy-EndRdx/Stun(36), Stpfy-Acc/Stun/Rchg(36), Stpfy-Stun/Rng(37)
    Level 32: Dark Extraction -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-EndRdx/Dmg/Rchg(33), C'Arms-Acc/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34), ExRmnt-Acc/Dmg/Rchg(34)
    Level 35: Stygian Return -- RechRdx-I(A)
    Level 38: Eclipse -- ImpArm-ResDam/Rchg(A), TtmC'tng-ResDam/EndRdx/Rchg(39), TtmC'tng-ResDam/Rchg(39), TtmC'tng-ResDam(39), P'Shift-Acc/Rchg(40), Efficacy-Acc/Rchg(40)
    Level 41: Super Speed -- EndRdx-I(A)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(45)
    Level 47: Dark Nova -- P'Shift-End%(A)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    Level 50: Cardiac Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Dark Sustenance
    Level 1: Shadow Step -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 10: Shadow Recall -- Winter-ResSlow(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
    ------------
    Level 20: Black Dwarf Antagonize -- Zinger-Acc/Rchg(A), Zinger-Taunt/Rchg/Rng(5), Zinger-Taunt/Rchg(42), Zinger-Dam%(42)
    Level 20: Black Dwarf Drain -- Empty(A), Empty(5), Empty(25)
    Level 20: Black Dwarf Mire -- Empty(A), Empty(3), Empty(25), Empty(37)
    Level 20: Black Dwarf Smite -- Empty(A), Empty(3), Empty(40)
    Level 20: Black Dwarf Step -- Empty(A)
    Level 20: Black Dwarf Strike -- Empty(A)
    Level 47: Dark Nova Blast -- Empty(A), Empty(11), Empty(23)
    Level 47: Dark Nova Bolt -- Empty(A)
    Level 47: Dark Nova Detonation -- Empty(A), Empty(9), Empty(11)
    Level 47: Dark Nova Emanation -- Empty(A), Empty(9), Empty(17)
    ------------
    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)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 2.25% Max End
    • 6% Enhancement(Stun)
    • 90% Enhancement(RechargeTime)
    • 24% Enhancement(Accuracy)
    • 84.33 HP (7.874%) HitPoints
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 5.25%
    • MezResist(Sleep) 4.7%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 5.25%
    • 20% (0.334 End/sec) Recovery
    • 10% (0.447 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 12.52% Resistance(Fire)
    • 12.52% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)



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  18. David_Yanakov

    BA/SR Experiment

    No comments? Is it really that bad?
  19. I'm actually having quite a lot of success with /traps so far. The zombies seem to do alright without me running around healing them and I'm greatly looking forward to using my lich as a nuke/seventh pet with the combo of detonator and soul extraction.
  20. David_Yanakov

    BA/SR Experiment

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    |-------------------------------------------------------------------|
    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Blondie: Level 50 Magic Brute
    Primary Power Set: Battle Axe
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    Level 1: Chop -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Dam%(7), FrcFbk-Rechg%(9)
    Level 1: Focused Fighting -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(3), LkGmblr-Rchg+(40)
    Level 2: Gash -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), FrcFbk-Rechg%(13)
    Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Rchg+(40)
    Level 6: Agile -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(15), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(50)
    Level 8: Swoop -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), C'ngImp-Dmg/EndRdx(21), FrcFbk-Rechg%(21)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(25)
    Level 12: Build Up -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(23), GSFC-ToHit/Rchg/EndRdx(40), GSFC-ToHit/Rchg(43)
    Level 14: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Rchg+(39)
    Level 16: Dodge -- DefBuff-I(A), DefBuff-I(17)
    Level 18: Whirling Axe -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(25), Armgdn-Acc/Rchg(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), FrcFbk-Rechg%(34)
    Level 20: Kick -- Empty(A)
    Level 22: Evasion -- EndRdx-I(A), DefBuff-I(23), DefBuff-I(46)
    Level 24: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(43)
    Level 26: Cleave -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), FrcFbk-Rechg%(31)
    Level 28: Weave -- S'dpty-Def/EndRdx(A), RedFtn-Def/EndRdx(29), GftotA-Def/EndRdx(42)
    Level 30: Lucky -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(43)
    Level 32: Pendulum -- M'Strk-Dmg/EndRdx(A), M'Strk-Dmg/EndRdx/Rchg(34), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dam%(36), FrcFbk-Rechg%(36)
    Level 35: Quickness -- Run-I(A)
    Level 38: Elude -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(46)
    Level 44: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Rchg/Hold(45), BasGaze-Acc/Rchg(45)
    Level 47: Melt Armor -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-DefDeb(48), AnWeak-Acc/DefDeb(48), AnWeak-Acc/Rchg(48), AnWeak-DefDeb/EndRdx/Rchg(50), Achilles-ResDeb%(50)
    Level 49: Super Jump -- Jump-I(A)
    Level 50: Nerve Radial Boost
    ------------
    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 -- Run-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(37), Mrcl-Rcvry+(39)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(37), EndMod-I(37)
  21. David_Yanakov

    BA/SR Experiment

    So with a combination of enjoying the less common sets, a fond remembering of an Axe/SR psychotic longbow experiment gone wrong toon of years past and just getting home from seeing Suckerpunch, I rolled one up and played it for awhile before realizing that I still enjoyed it.

    Now with an eye toward the future I've been playing about in mids and came to realize that with pretty much every single power capable of slotting knockback, I could potentially proc the crap out of Force Feedback. The only thing I seem to be seriously lacking in is recovery. There are however two additional things I'm looking for;

    Can the cost be brought down lower. Half the attacks are frankenslotted rather than going for sets but I have a feeling some of the sets I do have aren't strictly necessary.

    Is there a better option for EPP/PPP. I went pyre for the melt armor to counter the pure lethal damage to sme extent. I don't give a toss about having an epic farming build. I have respect for the people who can stand that sort of tedium but I'm not one of them. As long as it can win fights pretty well, I'll be happy but I also really dislike downtime due to endurance issues.
  22. I think I may finally have a goal to build for if it's possible to get WS up anywhere near to perma...
  23. The damage is respectable and if you combine it with Hibernate it will keep the fight going while you're taking a breather. It also ticks procs very nicely. I have mine slotted with a stun set to make more use of it as a panic button. The knockup isn't horribly bad and I've seen it stagger bosses while I'm beating on them.

    Basically it's a terrific power and the main reason for going leviathan mastery. It can be frankenslotted for maximum recharge and damage, used for a set bonus or just used as a proc mule. Just try to avoid slotting for accuracy since it's auto-hit
  24. I'm up to 30 now and things have been progressing nicely. Being able to rip a soul screaming from a body and use it to beat that souls former owners friends may not be the number one greatest power ever but it's certainly the most fun!

    Fully mired unchain essences are well worth the wait. I still faceplant a lot more than on any other toon I own but even without a self rez I just make a wakie, eat a few corpses and keep bulling through. That said, I cannot wait for 32 when I can get yet more uses for a dead body. Grabbing a tortured soul, then /enslaving/ it before using it to beat up their friends will be legendary.

    After 35 there simply won't be looking back, assuming I can get the rest of my recharge slotted by then.
  25. Aye. Locking out /SD makes sense but why /Stone? Is it just because they didn't want to make a mineral claw?