Deus_Otiosus

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  1. Quote:
    Originally Posted by Werner View Post
    OK, after more thinking, I'm pretty iffy on Darkest Night because it requires an anchor. In most fights, anchors die very quickly. You're not going to want to waste 3.5 seconds casting Darkest Night only to have it go away after another handful of seconds.
    EBs don't die that quickly, especially the Warwalkers.

    However, specifically in the case of Lambda I use the crates/containers as my anchor.

    Once the anchor is destroyed, its irrelevant that I have lost my anchor - because we are already moving on.

    I already use darkest night on several other builds, the cast time is long but is well worth for any fight that you know will not be over in a blitz.



    Quote:
    Originally Posted by Werner View Post
    pAnd you should probably lead off with Foot Stomp and maybe Taunt anyway to help with aggro control, so now, by the time you use Darkest Night, your anchor is almost dead.
    Footstomp is usually my lead off attack, but they way I use darkest night is to choose my anchor at range (I'm pretty fast with this) > activate the power before I am in range > run and jump towards enemy.

    The activation will occur while you are in mid jump, and by the time you land, Darkest Night is already working. Then its footstomp time (or Soul Drain > SC for my DM/SD Brute)

    Sometimes its not that smooth, sometimes you're already in range. At that point its a judgement call, usually Footstomp for breathing room and then Darkest Night or possibly Barrier or T9.

    Quote:
    Originally Posted by Werner View Post
    So from that standpoint, it seems only useful on something that lives long enough to serve as an adequate anchor.
    Correct, this is why I choose my anchor by enemy tier.

    If I'm solo, I can simply save that enemy for last. Sometimes on teams people will kill your anchor, but if you choose a tough enough anchor most of the major threat in the mob will be gone by the time it is dead.



    Quote:
    Originally Posted by joebartender View Post
    The 3.5 seconds is a killer. By the time you cast and then hop into the mob to footstomp your taking a ton more return fire than just jump in Footstomp and then Dark Oblit. That work fine on my SS/FA for soloing Crates on Lambda runs.
    Try my method above, the entire [ target > activate > jump ] sequence takes place on the fly. By the time I'm actually taking incoming damage, I am already on the offensive.



    Quote:
    Originally Posted by joebartender View Post
    Taking 16 purples and 4 greens in I can most times get 5-7 crates/containers on my own before I run out of skittles. If one or two teamates stick with me I won't use half of the inspirations becuase either the dps will be high enough we can ignore all the inbound damage or the buff/debuffs make it so I can ignore the inbound damage. This is on a SS/FA with only 35% S/L and 14.9 E/N which is nowhere near as sturdy as the OP's SS/SD
    I usually, at most, carry 1 Tier 3 Purple.

    The rest is T3 Greens (6 - 8), T3 Oranges (6 - 8) and Blues (x4).

    If I know I'm going to be running a lot of Lambdas, sometimes I pack more blues to deal with the Endurance drains.

    On my SS/WP for example - I typically only use them when I know I will really need them, and I use the T3 Oranges to fill in any gaps as needed within cycles of Barrier > T9 > Barrier > Demonic
  2. Quote:
    Originally Posted by Cheeze_Head View Post
    Perhaps I missed something, perhaps I misunderstood an aspect of the incarnate lore, but what purpose did replacing shards with threads serve? The only reason I can fathom is preventing players from hording shards pre-i20, then spending them all once it came out, resulting in them not needing to perform the incarnate trials.
    That's one of the reasons.

    One of the other reasons I think is that threads allow the developers to gate the content and higher tier incarnate rewards off as group oriented, while allowing solo players a taste of the incarnate system with shards.
  3. Quote:
    Originally Posted by Werner View Post
    Well, I was personally just talking about my character and my experience. Specifically, I'm very happy with where my build has ended up in I20. You're not. My satisfaction with my build shoudn't imply somehow that you should be satisfied with your build when you're aware of a performance gap between it and similar characters like your Willpower Brute.
    I'm sorry that wasn't directed specifically at you.

    I just remember Santorican posting his attempt to build for 59% to all positions for his DM/SD (under the guise of soloing Apex, but he revealed why afterwards ) and getting advice.

    I post pretty much the same thing and get accused of a variety of negative things.


    Regardless, I appreciate the help and input so far.


    Quote:
    Originally Posted by Werner View Post
    Reskimming the thread now. OK, summarizing how I read it, it seems like most of us don't feel like reaching the new soft cap is a good use of our resources.
    I agree. I toyed with the idea of adding Maneuvers (+3.89% DEF) + Nerve Core Paragon (+2.8% DEF) + T4 Barrier (+5% DEF) = +11.69% DEF to all positions.

    Unfortunately that would leave me around 57% to all (give or take a few bits) and I would still need to make some changes to add the final 2% (mostly at the sacrifice of Recharge).

    It also means dropping Cardiac on top of adding another END hungry toggle (MAaneuvers).



    Quote:
    Originally Posted by Werner View Post
    If I were a Tanker or Brute taking the lead on teams, I'd want to know that I could survive almost no matter how bad my team was. I would want to be at the new soft cap IF I could do that without gimping the rest of my build. Darkest Night sounds great in that regard.
    This is the critical point for me.


    Quote:
    Originally Posted by Werner View Post
    However, I'd want to avoid swapping to Ageless instead of Rebirth or Barrier (I loves me some Barrier). Another possibility is switching to Cardiac from whatever you're in, but that's probably just as drastic as going to Ageless
    Agreed on Barrier, already have T4 Cardiac Core Slotted.



    Quote:
    Originally Posted by Werner View Post
    However, it sounds like you're already in trouble as far as endurance goes, so you may be forced into Ageless or Cardiac.
    I don't have endurance issues in the normal consumption sense, my consumption is completely under control due to slotting, accolades & cardiac.

    The issue is dealing with:
    • Rage Crashes (I do not double stack)
    • Active Defense on a 60s cycle (7 end per cast, no worse than an attack but you can slow down on attacking - AD is on auto-fire)
    • Hasten Crashes (7s shy of perma)
    • OWTS Crashes (which would normally be fine due to the inherent recovery boost, but can get scary when you are juggling other crash type powers and are against endurance draining enemies like the IDF)

    Quote:
    Originally Posted by Werner View Post
    So about all I can say is that I'd TRY to manage my endurance with lesser sacrifices, but that ultimately, Darkest Night looks like it would be worth a bigger sacrifice if necessary. (I have never used it, and don't know how it plays in practice, but it sure LOOKS nice. And even if AVs resist most of it (?), that's the part where you'll likely have the most support.)
    I'll pm the build, and correct I'm not worried about Incarnate AVs as I will have support any time I'm facing them.



    Quote:
    Originally Posted by Werner View Post
    Still, even though I would personally get to the new soft cap one way or another if I were team tank, I'm not convinced it's actually a good idea. I expect that within a few weeks, everyone will simply always run the same pattern through the temp power portion of Lambda. Teams will stop getting separated. You will almost always have your support. Times when you don't will become quite rare, and for those few times, the occasional emergency purple might well suffice. The other legs of your survivability (resistance, healing) will then perhaps be at least as significant as defense.
    You could be right.

    I've had both truly amazing teams where we just plowed through the IDF like they were no worse than Cimerorans and I've experienced what I would consider catastrophic failures in terms of organization, team composition and PUG player lack of ability/build.


    Quote:
    Originally Posted by Werner View Post
    As far as the two options you've proposed, Barrier is great for burst survivability, so it's tempting to go with that and leverage Diamagnetic to make up the additional -tohit with your AoEs. But Darkest Night also debuffs their damage, and seems more reliable to me somehow. Also, I see a lot of barriers. Adding some damage debuff may bring more to the team on top of being more reliable for you personally. I suspect I'd go with Darkest Night, but again, I have no experience with it. And again, what I would TRY to do is pull off both Barrier AND Darkest Night. I just don't know if that's possible in your build and meeting other goals.
    Yeah it's a tough call.

    I'm currently working on getting L53 for my DM/SD Brute who already has Darkest Night - I'll take a few test runs with him to see how well it works before I make a final decision.

    When you have a chance, please check your inbox.
  4. I made some changes


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    And here are some suggestions:

    • I don't think assault is worth it. I think you would be better off with Musculature instead, and save yourself the endurance consumption.
    • I added another purple set, because this looked like a no price limit build - that being said, I think Elm/SD is one of those special cases where you really don't need purples. You could easily swap all 3 purple sets to Decimation, Posi Blast & Obliteration and at most you will lose 2s on the rech of SC, LR & lose 5s on Hasten.
    • I put a single L50 Res IO in true grit, because I had a slot leftover - another choice might be the forcefeedback proc in Thunderstrike.
    • I slotted and turned tough on, because its worth it.
  5. Quote:
    Originally Posted by ClawsandEffect View Post
    Really?

    Being upset that you aren't just as survivable on the trials as you are in the rest of the game sure makes it seem that way.
    I would to politely ask you to reread my posts, my issue with the SD Brute is its not as survivable as the WP brute and the offense I am used to in the trade off is not as effective.


    Quote:
    Originally Posted by ClawsandEffect View Post
    My Claws/Regen, who is...
    Your claws regen is not an aggro eating machine.


    Quote:
    Originally Posted by ClawsandEffect View Post
    Either you've been doing the trials with crappy teams, or you're trying to do things on your own in the trials, that's the only explanation I can think of why you'd be encountering survivability problems.
    Or it could be the other reasons I've already posted, including no self heal and enemies having a 20% chance to hit a character that has its highest resistance at 35% and is actively tanking for teams.



    Quote:
    Originally Posted by TheBruteSquad View Post
    If you're at softcap and find yourself alone pop a luck rather than change your build. You shouldn't find yourself alone on a trial often enough to even burn through a row of them. Especially since in the worst case scenario you can just buy more in the hospital.
    Darkest Night is easily greater than an entire tray of lucks and sturdies.

    Aside from adding more than a single Luck's worth of defense, and -21% damage to your enemies, it grants this mitigation team-wide in a massive 25ft radius and allows you to add a (very tiny) force multiplier element to your melee build.

    The only reason I didn't have it on this build previously was 1) I was already survivable enough for general content/TFs and 2) It would be difficult to run on this type of build considering the other endurance concerns.

    I'm ok with the occasional death when I make a mistake or simply get very unlucky. For example 1 in every 10~15 trials or so.


    Quote:
    Originally Posted by Werner View Post
    I like my build as is, even for the trials. I have nice, layered survivability, and I'm not going to sacrifice it for those rare occasions where the defense isn't high enough.

    If I could build more of other layers, I most certainly would.

    This is why Darkest Night is my prime option. It adds a later of mitigation that includes both reducing the damage of the attacks as well as making you harder to hit.



    Quote:
    Originally Posted by Werner View Post
    Now, I'm not generally much for teaming, and I loves me some solo glory. That's just not what the incarnate trials are, even if I secretly love it when I end up separated from the team (you can't take the Scrapperlock out of the Scrapper).
    I'm a heavily team focused player. The only soloing I do is farming, PLing my alts or grinding out tip missions for yet another glad unique ().



    I'm kind of surprised at some of the responses in this thread. I thought this was the forum for discussing top end survivability and endless build improvements?
  6. Quote:
    Originally Posted by ClawsandEffect View Post
    I think softcapped characters have gotten far too used to being the ones everyone is jealous of because they can just go afk in large mobs more or less indefinitely.

    Seems like the devs are evening the playing field in the trials a bit. Your scrapper or brute isn't going to be able to just run off and do whatever while the rest of the team gets slaughtered. If you do that....it will be YOU getting slaughtered instead.

    It's not so much a matter of they want to make you weaker, as it is they want to emphasize teamwork over solo glory. It's a team effort, not an opportunity for you to make people wish they'd rolled what you're playing instead.

    I'm sorry but did you actually read any of my posts?

    Solo glory is not my intent.


    Evening the playing field is kind of a silly idea, since support is the most powerful option in the game.
  7. Quote:
    Originally Posted by Amir View Post
    Just curious with all the same ol' threads about the same ol' brute combos, is anyone making anything unique? How efffective do you find it?

    EM/EA or KM/EA would be pretty unique.

    I would never play either of them.


    I don't play, or worry about playing, unique combinations.

    I play for performance.

    I let my costume and playstyle be my unique.
  8. Quote:
    Originally Posted by Cyber_naut View Post
    At the high end, fully slotted and io'd, there wasn't enough of a trade off, again imo. But I do agree the devs apparent crusade to make defense worthless is headed in the 'going too far' direction.
    The trade off pre-incarnate was worth it I felt, and was the main reason I started playing the SD over the WP brute for normal TFs and such.

    The SD wasn't as survivable as the WP, but was survivable enough that death was a rare event.

    In that case, I felt more offense was better - which is exactly the reason I play Brutes over Tankers in the first place. I was just making the next logical jump within the Brute AT itself.


    As far as the devaluing of defense is concerned, it's definitely the trend and I feel really bad for several friends who play SR Brutes.

    They have a taunt aura, the same threat mag in their attacks and as Brutes and are expected to act like Brutes - and unlike SD they can't fall back on extra HP or resistances to help hold them together when they do get hit.

    At the very least, they have the best shot to actually build for the new softcap without completely gimping themselves - they have the defense numbers for it, as well as the innate rech boost to skimp a bit in that department.

    All they would actually need is 54% to all positions, and then Barrier could take care of the rest.

    But big spikes of damage are still big spikes of damage.


    Quote:
    Originally Posted by Obitus View Post
    I think Uber's post bears emphasis.

    The trials are designed to present different problems to different builds. The soft-cap for DEF is higher in general -- and it does help to shore up any defensive shortcomings -- but you're never going to get a build to the point where it can deal with everything. In the case of BAF and Lambda specifically, there are a couple of mechanisms designed to favor control (or just flat-out coordinated burst damage), and to trivialize passive mitigation of almost any kind.
    In the trials straight HP and Resistance are still fairly strong mechanics.

    The few things that ignore Resistance so far in all incarnate content, are for the most part avoidable.

    There's also a difference with a limited use mechanic trivializing passive mitigation occasionally, for example the Towers in BAF or Blue Patches in Apex, and every single enemy flat out making a mockery of your previously excellent defense numbers - as is the case in the incarnate trials.

    A few mechanisms designed to favor flat out control or flat out damage are not an issue - because these are limited mechanisms.

    Huge Incoming damage spikes and the the death of the old softcap however, permeate the entirety of both incarnate trials.



    Quote:
    Originally Posted by Obitus View Post
    So specifically building a character with the idea that you'll have Incarnate-compliant mitigation seems like a waste of time and resources.
    And yet, currently, my WP Brute suffices in this.

    He is not invulnerable to incarnate content, he could never "go afk" inside Lambda in one of the hallways.

    However his level of survivability is enough, that he can - and has - taken care of half the crates on his own when the time came that he needed to do so.

    He can be the sole focus of Marauder's attention with, or without support for a significant amount of time - and has done so repeatedly.

    That's extreme, but at the least I expect to be able to hold down a small team if necessary - and the SD is simply going splat too often for my tastes.





    Quote:
    Originally Posted by Obitus View Post
    With respect to the soft cap, you might consider building for 46.5% DEF, which will put you within one small Luck of 59% without undue sacrifice in all other content. One of the advantages of the Trials is that they're short enough that Inspirations go a long way. Liberal use of Inspirations (and Accolades, for that matter) in the trials is, I think, even more worthwhile than it is elsewhere.
    I have considered it, but I think it is a weak solution.

    Darkest Night means -20% or so damage to everything in a 20 (25?) foot radius along with -14% to hit, it also means I can carry T3 oranges and greens instead of purples.

    Power selection wise it's an easy fix, I just drop Super Jump for it, and move one slot over. (Already have Gloom & Dark Obliteration)

    Endurance consumption wise it will most likely force me into Ageless instead of Barrier or Rebirth both of which which would be preferred.


    Quote:
    Originally Posted by Obitus View Post
    And all of that is before we even consider the contributions of teammates, who are more than likely these days to be packing stacked Destiny buffs.

    The contribution of teammates so far has been hit or miss in my experience.

    Sometimes you're in a big dogpile of 24 people and you have buffs out the wazoo, and other times you're on an 8 man team that got split into two smaller units of 4 for whatever reason.

    And if mitigation continues to be trivialized, where the only mitigation becomes a big huddle of 23 people - this might as well be city of support + blasters.

    I don't think we're there yet, but I don't believe in justifying the current trend of constant escalation.

    What kind of enemies are we going to face beyond i20?

    Content designed around 24 people packing T3 or greater destiny buffs, 24 people each with 2 pets minimum, 24 people with T3 or greater Judgement powers hitting 24 - 40 mobs at a time.


    The i20 powers are fun, and they make Incarnates ridiculously overpowered vs. standard content - but they make me a bit nervous about the potential escalation in future content.
  9. Quote:
    Originally Posted by Sardan View Post
    The ol' "teach a man to fish" route. I don't believe most players understand how easy it is to get Hero Merits, nor how to maximize their value.
    I understand how to do it and used it to generate 2 Glad Uniques and a couple extra billion in sales.

    I no longer want to do it because it has become a boring chore grinding out the same handful of missions repeatedly.




    Not every answer to a problem is people's lack of information.
  10. Anything/Kin Corrupter (preferably Fire or Rad)

    Get to L10 ASAP - go to CAP, broadcast that you are a kin with SB looking for a farm.



    I kid, I kid.



    Maybe...
  11. Quote:
    Originally Posted by Zombie Man View Post
    Better rewards!!?

    The best part about that picture, is the OTHER cat.

    Is the other Cat the Mastermind or EMP Defender?


    Quote:
    Originally Posted by Arcanaville View Post
    I don't think the system is zero-sum. In the strict technical sense its possible the players are in indirect competition with each other:
    One of my completely baseless suspicions is that there is a limit per trial to the number of Very Rares (and possibly Rares, but I've seen at least half a trial report getting rares when I was running 16 person BAF runs to see if it increased everyone's "participation").

    Other players have referred to this as the "MVP" award.
  12. Quote:
    Originally Posted by BigBoss Eyepatch View Post
    Well that sucks.
    No, it doesn't really.

    While I always wish I could get more +Resistance for my Brutes - 4% to all damage types is a significant amount, and the nearest other options are the Shield Wall Unique (2 to 3 billion) and Tier 4 Barrier Core Epiphany.


    Which by the way, means you can stack all 3 of these for an increase of around 12% Resistance to all.

    No bonus, in any IO set, even comes remotely close - because they only provide +RES to a limited amount of damage types and not damage resistance across the board.
  13. Quote:
    Originally Posted by MeleeMadness View Post
    Of all the secondaries, which is able to reach the resistance cap of 90%?
    • FA can reach Fire Res Cap
    • Ela can reach Elec Res Cap
    • Stone Can Reach SM/L Res Cap and 65-68% to all other types except psi (zero %) - requires Granite.
    • Invuln can't cap without Unstoppable or Inspirations, but can get to 80% vs. SM/L Base.
    • DA might be able to get close to PSI - but the build would be pretty bizarre, likely gimped and not worth it.
    • WP Can get to 60% SM/L Res base and can Cap SM/L Resistance with SoW - due to the nature of WP as a set you can use SoW frequently and without worry.
    • SD can get to 80% SM/L Res at the extreme end with OWTS running. However 70% is more likely due to more pressing slotting requirements.
    None of this takes into consideration T3 inspirations or the Barrier line of Destiny Incarnate powers.
  14. Quote:
    Originally Posted by Gemini_2099 View Post
    Well, it could be worse...they could make PVE like PVP...oh wait that is exactly what they are trying to do....
    You mean a ghost town?
  15. Quote:
    Originally Posted by Cyber_naut View Post
    IMO, this is as it should be. WP should outsurvive SD because WP only offers survivability, while SD offers offensive boosts with shield charge and AAO.
    I’m not convinced the trade off is of the same value that it used to be for a Brute.



    Quote:
    Originally Posted by Cyber_naut View Post
    Having said that, I think the devs are headed towards going overboard in their quest to devalue defense in the game. Defense based toons should not so routinely see their main form of mitigation so easily obliterated.
    I think it will get worse, before it gets better.






    Quote:
    Originally Posted by Kangstor View Post
    I am playing with a kat/SR and so far trials were not so hard on me except a few runs where there was a slow number of people playing and the strategy needs to change according to that.
    I’m hard-headed, I don’t like to slow down.

    SS/SD Brute is also a very different animal from a Katana/SR Scrapper – with one of the strongest taunt auras in the game, a threat mag 4 in every attack, and frequent use of AoEs & Taunt to specifically draw aggro for the dual purpose of fueling fury and keeping attention off of others – the choice is to either build to survive the incoming attacks or to abandon the build.





    Quote:
    Originally Posted by Kangstor View Post
    .
    One last thing I am considering as an option is switching my super speed (since I have ninja run already Super Speed is only there for decoration at the moment) with Elude. True Elude causes a crash down and such but it stays for 3 minute and with barrier I can prevent total defeat when it crash down untill I toggle back which gives me a better survivability in a trial than pure barrier itself. And with Elude I can lower my defense down to %40(or %35 if I really squeeze it) and can still not to rely on elude with small mobs.
    I don’t think the softcap has changed in the pre-Incarnate game.

    What is your Epic/Patron?

    Shadow Meld can function as a mini-elude with no crash, but I wouldn’t build for that unless you were very focused on running trials above all other content.







    Quote:
    Originally Posted by ClawsandEffect View Post
    You should be fine.

    Even though the to-hit of trial mobs is higher, normal softcap is still a significant amount of defense. Every trial I've been on has had enough random buffs flying around that even my Claws/Regen scrapper has been well over the trial softcap, and he started at 32.5% S/L defense. if you're already softcapped, you should be well over the trial softcap when fighting with the whole group, and normal softcap should be enough to keep you alive when you're not with the group.




    Normal softcap is only 30% Defense in an incarnate trial when I’m not with the group – and against the IDF that simply isn’t enough.




    Quote:
    Originally Posted by Skydance View Post
    Another suggesting, that hasn't been said yet is to add Judgement: Void into the mix. One branch offers a massive -50% Damage debuff for 30 seconds. With the 90 seconds recharge it's not perma, but it certainly can take sting out of some situations, enough to tip the scales in your favor, and it would be up enough to make (possibly) a difference.


    Absolutely. The WP Brute has T4 Void Final Radial for that express purpose.

    I’ll most likely take it on the SD as well, I suppose I’ll have to wait to get the fun and flashy pyronic on my Corr.
  16. Quote:
    Originally Posted by Dechs Kaison View Post
    Actually, you can see your leaguemates. There's an option on the minimap to toggle the display of non-team league members.
    Good tip!!

    Quote:
    Originally Posted by Silas View Post
    I personally think such a system would be preferable to the current one, but let's wait until I've spent an evening for each of my main characters gaming the system to get all my tier3s slotted
    Most things would be preferable to the current system.
  17. Quote:
    Originally Posted by Flux_Vector View Post
    Like say if I have those incompetent teammates who run off on their own to die instead of hugging the buff-widow like they should already be trained to by all those great SOAs who take all their leadership toggles and mind link and use them to help their teams... oh wait, that's my fantasy world

    I would hug you for buffs, I promise.


    Quote:
    Originally Posted by Flux_Vector View Post
    Seriously, though. Between insps, tier 9s, destiny, and demonic you should be able to take a nice chunk out of the phase 2 of lambda even before you're level shifted fully. Once you are level shifted fully you should be cruisin'. The key for me really was practice and experience. Knowing to take down the battle orbs is one help, knowing that the psychics can use drain psyche and that the victorias and ACUs do a pbaoe end drain/-recovery on death, is another.

    I have periods of cruising that are suddenly interrupted by a deer hopping out into the middle of the road.
  18. Quote:
    Originally Posted by Zombie Man View Post
    This.

    The new 'soft cap' target is meant to encourage teamwork. Running around for an extended time herding things by yourself, or running ahead by yourself, or trying to 'solo' the iTrial was purposely designed to be out of the reach of an individual toon.

    And even if you hit the new soft cap, some foes have an Accuracy build-up if you try to ignore them (the 9CUs).

    You will totally fail if you stick to old tactics. You have an excellent chance of survival with new tactics.
    I don't have a permanently large enough group of friends I can count on to be on every trial I run (I run a lot of trials).

    I'm not looking to run off on my own, but I'm not going to stand there waiting for a bad team to figure how to tie their shoes either.



    Quote:
    Originally Posted by Hopeling View Post
    Carrying a few purple inspirations and using one when you get separated from the team and their defense buffs is far more practical than building for 59% defense, anyway.

    It might be part of an overall solution, but eventually purples run out.

    I also find it much more valuable to be mostly unhittable and then back that up with T3 Orange Inspirations as well as Healing Insps.



    Also, I'd just like to reiterate - I am not going to attempt to build for 59%, because as Claws said it would most likely "gimp the build".

    Nor is my goal to run around on my own.



    Now that others have been nice enough to confirm that 59% is in fact the target , I simply need to choose the direction I will go.

    A) T4 Barrier + AoEs to leverage T4 Diamagnetic.

    B) T4 Ageless + Darkest Night (which would allow reactive).


    I would be losing Super Jump (I took it as a "for fun" power, it's proved useful on Lambda but CJ will suffice) for Darkest Night which is not a major loss - and Darkest Night will only require 1 additional slot beyond base to get a 2nd enzyme.
  19. Quote:
    Originally Posted by Infini View Post
    Some people will preach about 'needing' 59% def to be successful at these trials. My point is if your toon is successful now and you enjoy playing him/her, then keep doing that. The trials are rough on everyone at first - even granite tankers. Once you get used to them and get level shifts, they become cake walks.
    I'm already level shifted to L53.

    The character is not as successful as I would like it to be, because the lack of sustainable durability (i.e. hits that get past defense) was often made up for by a very powerful offense.

    However, Elite Bosses and Bosses to not die so easily.

    I've run, probably 200+ trials at this point. I have a clear idea of the L51 vs L53 situation, but this is beyond that.

    My WP Brute can, and has, solo'd half the crates mission (not on purpose, I had a particularly bad team - I prefer everyone sticks together for the most part and plow through as a group).

    I don't think the SS/SD Brute would be capable of the same without Darkest Night at this point (which the WP Brute does have, but that build is not softcapped to begin with at 40% SM/L and 35% E/N/F/C)


    Quote:
    Originally Posted by Infini View Post
    On the other hand, your influence/infamy/information. Spend it however you see fit.
    With 4 Purple sets and a Glad Unique already invested, the money is already spent on this build.

    The goal will now be to either find an acceptable level of mitigation or shelf the character. I have others.

    I'd be disappointed if the character was relegated to running the trials until powers are slotted and then shelved for regular content - so I am looking for options.




    Quote:
    Originally Posted by UberGuy View Post
    I think building for solo mitigation this way may be folly. Here is why. In addition to the 64% base toHit of critters in the iTrials, there are numerous Praetorian critters which have or provide significant toHit buffs. For example, the some of the summoned Orbs grant allies +toHit. Siege's 9CUs have a compounding toHit buff as well as damage buff.

    Now, both of those are able to be managed through how the league plays - if you manage those critters, their toHit buffs may never meaningfully come into play. However, that seems a bit at odds with your philosophy, as you're probably going to need to rely on the league for something like 9CU management.


    I agree for the most part, my goal is not 100% pure solo ability all the time on trials (that would be folly).

    My goal is to be able to perform exceptionally well even in bad situations/poor team comp.

    That's not the case currently for the SD Brute.
  20. Quote:
    Originally Posted by Flux_Vector View Post
    That said, I don't think it's a big deal to have to 'incarnate softcap' on your own, even if you're a defense-based character. You won't be alone, and just like before inventions and soft-capping existed, support teammates will be able to make sure you're able to handle the aggro and tank for the team.
    Sometimes the support is there, sometimes it is not.

    This is only really an issue on Lambda, when sometimes you get team mates who decide to run off on their own.

    I try to keep as many of the squishies together with me as possible, but random team comp is random team comp.

    Both my WP and SD brutes are L53 and the difference in their capabilities is fairly huge in terms of survivability.


    Quote:
    Originally Posted by Flux_Vector View Post
    A secondary thing to consider is that the large number of bosses faced in the trials have a higher to-hit floor than normal. The advice not to rely on softcapping alone if you want to main tank is a pretty good idea, in my opinion. Adding resistance or recharge instead of, or in addition to, extra defense might be what you really need.
    I've built for that for the most part.

    Running 155% or so rech with hasten up, 35% SM/L defense base, 2400 HP or so, 2700 or so with OWTS up and 60% SM/L res.

    I'll be attempting to push that further, but the decision to go Darkest Night might force me to take Ageless instead of Rebirth of Barrier.


    Quote:
    Originally Posted by Flux_Vector View Post
    Also, the incarnate powers themselves offer some additional, alternate survivability options in the Destiny tree. Less so in the Interface tree, which is proc-based.
    I grabbed T3 Barrier because it was immediately useful, but I may go Ageless in order to make Darkest Night work.

    I have no end recovery tools, and I already juggle Rage, Hasten and OWTS crashes.

    That will allow for 45% Defense + -14% To Hit from Darkest Night and the ability to shrug off debuffs.

    Alternatively I was considering T4 Barrier + T4 Diamagnetic - I can open with two AoE attacks and have a 100% chance to proc Diamagnetic, for a total of -10% to hit on top of +5% DEF permanent from Barrier.

    It's the riskier option, but for a lot of situations I'd prefer Barrier over Ageless usually.



    Quote:
    Originally Posted by ClawsandEffect View Post
    The only brutes that are going to get beyond 50% or so without completely gimping the rest of the build are SR and Invuln.
    For straight building with IOs, yes. I can get to 50% with barrier. I could sacrifice some recharge and probably get to 55% - but I don't think I'm willing to do that.

    What is your opinion on 45% Softcap Defense + 5% Permanent from T4 Barrier while leveraging 100% chance to Proc Diamagnetic for -5% per hit?

    The goal would be to open with FS, Dark Oblit and Shield Charge - which will be -15% To Hit for anything nearby.

    FS is on a 5.6s recharge - sometimes faster when the Force Feedback Chance for Rech procs.
  21. Quote:
    Originally Posted by Infini View Post
    it's there, but you don't have to build for it. I've taken my arch/dev blaster on both trials multiple times with 43% range defense and no level shifts at all and have done fine with him. extra level shifts will make things easier, though. mainly because you won't get hit as hard and do more damage to mobs.

    so yes, there's is technically a new softcap in the trials, but i don't believe it should alter how you build defense toons. if anything, get the 45% and slot up more +hp/regen/rech (which is my personal standard for slotting defense based toons)
    That might work for Blaster or a Scrapper with no taunt aura, but my Brutes are designed to take the lead on teams.

    My choice is to either build for the new softcap, build for 45% softcap + darkest night, or abandon the character/playstyle completely.
  22. Is this number from people's first experiences with the trials, or is this after attaining the additional level shifts?

    I have several builds in limbo, and before I specifically put a Lambda team together just to test this, I thought I would see if anyone can actually confirm if the trial encounter enemies do have a specific +14% to hit.
  23. Quote:
    Originally Posted by Silas View Post
    That's why the devs graced us with a kick button.
    I know this is the proposed solution for dealing with leeches, but it is not a perfect solution:

    1) You can't see the entire league on your map, only your own team.
    2) Outside of being AFK in the hospital or the door, its very difficult to distinguish what is a person leeching and a person experiencing massive lag (not uncommon on the trials, especially BAF).
  24. Quote:
    Originally Posted by Steel_Shaman View Post
    If this really is the case, that's crazy. It completely screws over Storm Summoning characters.
    Even worse, it also screws over everyone around them.

    Pets & Pseudopets unfortunately seem to be a black hole sucking in rewards other players (including the owner) could be getting.