-
Posts
1752 -
Joined
-
-
2 Slightly modified versions of your build.
Some slight improvements - mostly recovery and regen.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1607;784;1568;HEX;| |78DAA5945B4F134114C7677BA1B4DDD296520A05CAB6054AB994563141249A28906| |0680216C4A8B169606C176BDB6C4B9007133F0026BEF9A0266A8C7E07FD24DEE3A3| |46D46F50CF650B267D7403FFDFCE7FCFCC9C3933D3ECBD455588071784E2BE542ED| |4EBF98BC65E43DAB385A2BEDDA757AA0DADBE67486DBFA46BDB858A56975233A443| |0811A6C07C5696A54CE5F66AD2C8E71A86AC141BA5107F5A94B765A52E535B7AB95| |CABEE4BC3BF5229490869A45A2FAEB56AB59CCAD5A4DCF1D0EBB25E2C35F44A51A5| |D6AA2CD4A0E16D3576A4512FE9B5FEA59ABE9D5AAA48A37890CF16EA0D691C70DE7| |D90D819F88F29C27C9A36B18686E85A270C5E2168394272179011EF3192BA34ED62| |5341CBB2CEC8116CB38C34A12343F8809DB8975589C04B42B8861951821A237C840| |82BC759AC3C7A078FDE79951007B59BD9DA395B95F34B70D2094E3AC1D98E42B883| |C3ED0E0EEFE4F038878F70F818878FE9844FA04E330B670FCDDBE523F4060963A06| |E735877C98256B74EE8DD258CDC61940953770931C8C4630EEB99A499E28C24E333| |A857715195BCBC7A1FAFDEB741E89E836F362814B4FC54CFA6E27F0A8307C4D413C| |217F002E61C8147346DCF21E331210E49043975118CD2B416B0426C59435CA4C806| |9785AB33CDB5B2425C3F8F6DEBE74D0CF3268679F722BC975A083024BE42E08099C| |A00976F90CB17E19ADA60BC2133608803A2FC25CA7149D061B3CCC3DF2D38A8B6C0| |1548DEA7D54CFC2077E227E388D0EB689DEAA688F1487EB046CDA946D99AE1A9323| |CB1D32FC4B8D9679C2BE5066BD29C7DF239556AEA0561FA25E30D21F39AF18AA042| |AF9439536A9E0A31B3C0384FF8069FD2E606A44F59A92CB6E32B087FF088D53667C| |D665E3B701472963146C1FD6AFED7F3566DDD68E73A9C3D2587077013650B9BD750| |AEA3DC40EF26CA2D943C1DD4776A2B53EF1C267416651EE51C4AD0077288910EBC3| |06E1415C583D285E245F1A10450C228CF509A4EE86CE535378F5CC7BF20E6FA7FB5| |39BF4F1C8BB24267317A99105F22FCF93780AF45DF4306EF79BAADEE136D4EA6CD9| |96D734EB73927F5FE0B13E33228| |-------------------------------------------------------------------|
Softcapped SM/L Defense by sacrificing some Fire & Cold defense.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1608;788;1576;HEX;| |78DAA5545D4F1341149DED6E2D6DB7B4A5944281B26D81523E0AF52341249A28906| |0680216C4A8B169606C176BDBEC96200F26FE004C7CF3414DD418FD0FFA4BFC8E8F| |1A51FF41BD73EF144CFAE806CED9B973F6DE3B67669ABBB7A033F6E00253BC972A4| |5DB2E5CB4761BDC992B96CCAD5EB35A6B18F6AEC58DBDB2696C15AB86CDB9617117| |632C8AC2428E5738CFE477EBDC2AE41B16AF961AE5084D2DF0DBBC6AF3CCA659A9D| |46B7BDC0A2E57CB1C248D4CEBC5B35AAB5532F93AE7DB3E7C5D324BE586592DE938| |5AE1C53A0CFCADC136B7ECB259EF5BAC9B5B99C52AB74AFB855CD16E706B9FFAEE8| |5C6CEC07F4261F2696A6C550458E71AD2C01524238F94DE01CAB2F742899F341D6C| |431121C71A511EE983982781AAC4E025C53C434471243D81F41114AA4CA452A2139| |4A8E32A5212D0291B7352633AB592A2FE52D45F8A1A1B01B98BE44E17C93B489E24| |F930C947493E6A227D0274CB2EDCDD58B73380D413461A05F4CAB4DEB24384BA4CA| |49E1DA4E13B4415A4C9BB4809E8C427D3FA26B05292284DF419D0AF78D0253FAD3E| |40AB0FAC2375CDC29C0646C128887E3695E053481E62934F90BE402C246B841E61D| |9EE03A2C7484968224CADB3701CCB3A2014A1901A219362EB640BB933455EA9A0EB| |A3DC5A1F6D629436314ABB17A3BD34224083EC2B08FB652BFD64DF00D917234F35C| |8372805832488D34C9C7469C02169F3D07787486ACC9303E9FBB89AF11F181DFF49| |7488D4E36A1DE0264B50A620844664A9110A4D53A92C157607191B93DF8C91535E0| |84DC8EA13CFD1A9C91748532F89DE20655F13BD42D2E1AB8CAC94994323A6E789CE| |237D83A919B901332755B4453BBA6DAABC6D1A59AED1069CA0ED5839D6C11F3C6C5| |593F70E220A4696844611499AFFF5BCD55B57DABD062752C98B63B92160530CAF09| |B82EE08688DD14704B40018FEF3BBDD5A97F56347456C09C807302C2018003A1748| |96BE415A00BF009E814E017101010121015F04C40D30D1FABB4E6E6A1E7E87745AE| |FF575BE4F771C4A12CE3098D5F464A2E22FDF9574097A5F721119D849936DFC7DB2| |2D9B6C8E9B6C8A9B6C8B1DF7F010F252ED0| |-------------------------------------------------------------------|
I kept energy mastery as requested. -
Quote:If you remove PPP/APPs, Stone Melee has significantly better ST attacks and ST DPS across the board vs. SS, where as SS has a better PBAoE.It may have poor DPA, but it's also got a big area and a nice mitigation effect. Hit 8 targets and you're still out-DPAing seismic smash, which is one of the top DPA attacks in the game (if not *the* top, too lazy to go looking at the moment). It's not footstomp, but that's more a testament to how absurdly good footstomp is than anything else (like psi shockwave, footstomp breaks the dam/rech/area balance rules for AoE attacks - it's supposed to either do significantly less damage than it does, or only have a 10 foot radius).
Stone Melee also has much, much better mitigation ability, where as SS gets Rage with a To Hit bonus and +damage to fuel your Secondary & APP/PPP attacks.
So it's a toss up, depending on what it is you're actually looking for.
Quote:It's true that tremor is at best an average PBAoE, but it's still servicable. Toss in an epic/patron AoE and, while you're no fire blast or spines, you've still got ok AoE. And frankly, given how good of a ST and mitigation set stone melee already is, I would be *extremely* hesitant to ask any dev to look anywhere near the set. At a minimum, I'm sure we'd lose seismic's boss hold, given what they did to TF, and fault is scary good.
At the OP:
Quote:Reading the guides and City of Data, it would appear that Stone Melee is truly a single target set, with Tremor doing approximately 40% of the DPA of basically every other PBAoE with a significant damage component in a melee. And this is our tier 9? Am I reading this wrong? Kinda makes me want to re-roll my (now lvl 29) SM/SR as SS/SR. Any chance of getting the new powers guys to re-evaluate this travesty? -
Quote:I think you can take your pick really.So opinions: Armageddon in Soul Drain or Shield Charge? Armageddon and Obliteration have nearly identical damage and recharge numbers, but Armageddon has the better proc. Really it'll only make a difference on pylon runs, but is the chance of proccing on the pylon worth the chance of proccing on stuff that isn't the pylon and that I don't want dead?
For general play, SC will be up more often so you'll get a bit more chances for the Armageddon proc to go off.
I doubt that it will ever make any noticeable contribution to your overall killing speed. -
-
Ok, made a few changes but I need some critical eyes.
Was re-reading the thread and thought about what Gaidin said while back on LoTG 7.5 in Grant Cover.
0.05 is a tiny amount, but we often chase that much recovery bonus...
Which popped a light in my head as I realized:
- I could slot that LoTG in Grant Cover - gaining a slot and then
- Slot 2 miracles into OWTS which gives me higher +HP in OWTS than the previous build as well as nearly enough recovery to make up for the loss by having no end rdx in Grant Cover.
Then I slotted a second kismet piece into CJ and ended up with better overall net recovery than I had on the last build I posted.
However, I wasn't completely def capped and was forced to a pretty extreme measure to get it by slotting a 3rd enzyme in Battle Agility (alternatively it could be slotted in CJ, but slotting it in BA grants the tiniest bit more end rdx)
The third enzyme in BA seems like a waste, but I'm stumped how else to get that last shred of ranged def.
A second concern: I have no accuracy slotting in Soul Drain, but I can't see how I could possibly softcap all positions and keep this level of recharge by dropping Gaussian's.
Is 156% Accuracy and +6% To Hit from Kismet enough for reliability against +4 enemies?
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1599;742;1484;HEX;| |78DAA594496FD34014C7C74DDC90AD6968D3742F5DD326D489694B5740825054D44| |8ADA20202441492A1B188D2284925B8F10138B19EB8B19EB9C13760872FC01700CA| |724250CC9BF7C6A9A88F58C9FFE7F9FB79DE9B37B65357923EC6AE1D618AF758315| |BAD668E56366B5C4D65D78D1C7331C6DAD0C8A47891732D99AD5CA6D36EB293FC12| |2F55B9962E18BC98B786C1A552815778A9A6592781958D8DA2B6CCB3795EA9168CB| |207C7E932E7799F75A96C94D6FD385834D60B3518858F978D9C4699D21B9BC54C2A| |5BADF1CAD576A86B0AFE9F9875984E1669604C67CD51420CD13B8AE81F43BC80953| |205C31D2CA408AB6D1A464E071B918C86C1EE612F2152A1C80685221B6484C55710| |E2909339D630C4B94A4823464E2182D044554EA5CA7B1B258724B7002E5A87EA5A2| |06FCF2E7A66884DBBF81AEA70D3FC8A7B4EC64A0EC0A45E99DB1B63A21CDF3F1884| |003F2566FE71B4DEC07C015CBBC902FD687D030D62E34C35F80B5BB9F737611BD1F| |A07316422C699035B0B73B7C8E42D3F99686BEB36C26AB6021121993D64C2C11CE0| |84E91E351CC769DA13041D1139409840E89388EF10DF21EBEBB88F35743E203C447| |43F223CA687E209E22D2CB48B72B12EDA6327A4EF9125F790D52B6B8D48FE00F4C9| |ADEACB627BF65D24E40879443F271888F7906B403EA803B3987E708E304F58A00E1| |E427C80F0610A578697A08E08D34F2072B0E051997E741C83C734429C9040447584| |FE14C1E1AE984C1F9B406BFF24618A7090766E1AF111D26B32BD26D71D977C07D71| |2B26B096A51B7B3FE16C24F6CE3B2CD5971CA370F1C059D4567FD65FCAFE359FDA5| |76AF7AE02C0DC2D6849C16C33342CE0A3927BCF3422E08C908319FFBAC4A0333A2A| |059217342E685849A41AE8B489717C42BC427C42FA449484048B39016219D42EE09| |31DD70B383D66C7EF6D43F2872FD5F6CCED68EA3282771BB1B0FE3E7E8EBCE1555B| |9817BD4769BF6F90E6DDC5D44FC26E1162261DB85A8CDD16DCEA4CD99B0393BDDFF| |0B5C283063| |-------------------------------------------------------------------|
-
Quote:Off topic, but I sure am glad she's not in the Freedom Phalanx, taking all 8 of them on at once in the LRSF with a mag 100 hold in the mix would suck (and probably force even more people to adopt the sleep method - which ironically, puts me to sleep as wellGhost Widow, on the other hand, is a level 54 AV. She cannot be locked down except outside of purple triangles and she is going to last a long time. In this length of a fight, it's no longer luck. The odds are now far in her favor to hit you with the hold at least once, even at capped defense. Once is all she needs, because your toggles will suppress. Being a +4 AV, unless you have two sonic resonance characters on your team shielding you and you stand within both bubbles, you don't have enough resistance to survive it. This is all on a TF where, to succeed at the Master challenge, no one can die.
)
-
Quote:If your goal was survivability, you should look into adding slots to OWTS for the +HP to get you to cap for when you need it, as well as picking up Darkest Night.I built for survival first. I *like* having LOTGs. My build preferences do not match yours. My goal for this build wasn't offense first.
IMO you are under-slotting attacks and "focusing on defense" by over-slotting defense toggles.
It's doing more harm than good imo, and you would get more survivability from Darkest Night alone than from all of the added hit points you got from Shield Wall sets. Its not even remotely close.
Quote:just me being lazy with the play of this toon. air superiority was more of a "oh why the hell not" than a serious pick. I have never seriously used it on any toon, but ive been told it is nice for when it is needed.
I agree completely. -
Couple of points:
1) As a Defense based Scrapper, you should always be at the positional softcap if you're going to invest into a build like this. Shadow Meld is a great tool for builds that can't normally softcap easily, but with SD it's quite easy to softcap and is well worth it.
2) While that recharge is nice on some builds (especially builds going for specific high end ST attack chains), you'r hitting diminishing returns on your investment when it comes to SC & LR. 24s recharge on LR & SC is certainly nice, however without spending a fortune on purples, you can get LR & SC to 26-28s, a fairly minor loss in the Grand Scheme of things.
Here's an example to illustrate.
This build is relatively cheap, packs a heap of AoE, and has enough recharge to have both LR & SC up in 27s each. Only 3s off of a build using several purple sets.
I'm a big fan of purples when they make sense, and do huge things for the build - but Elm/SD is a special case, it really doesn't need a truckload of recharge to do what it does best - AoE carnage.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1601;757;1514;HEX;| |78DAA594C953134114877B92C1908D2440086B16C226E89008968A070F82555AA40| |A8D7252A9313464241552C9A0E0C98B374F5E70292F96EB592DB5FC733CBB9C440B| |31BEA513B4E6E854F2BEEE37EFBD7ED3BFE9C96DCE0684B87D4A686DA74B66ADB69| |42F54CD4A45565B731BB6695BEB65E11142241AEEA59C2C4969CC9564C1AE5A05B3| |C48EFDFBB37245966BD2C8172D595A6E4C2367CB45599565DB680C7C0BEBEB25235| |F91723940C3796956ACF26A902667ACD5A20DB350E3D6B2ACD68A56253657B10A46| |DE364B6BD8CBC652CEACD9B2BAD50D3D1E85FFF7A05057BD45AC00B262749551248| |C5B84C3D7196B041F666994E512510D5D239D84D130C10F019A0AD038C0C5012E0E| |D88100B75AD7BDEB4297FE8BB14718FA4D18A93330382B0290D5C265DD2D97A8D08| |1F38C3CA1370618103F21CEA3AA7B6E50CBAD37199BFC005B84F02D42EF1D5A2408| |595EAEAE796700BA5BF81407A19C5F3D907F82B202FFE0072407D592C1A754AFED1| |9E33921FC82D0FD92F18AEF414A8836AA2E42292AB40BAE882A146145DA59917656| |A49315E96245BA58912EE8AF43F5DEC11BDEB927702FD27027CAF544B40E9708C10| |A318E15318ED520A84705F550901B3C7D1CA4F74D53507F869125C48F105253041D| |C207D4FE0C70CD380B1E67C1F760D1847AAC040B9E64C1932C7892054FB1E029163| |C0259832A6B90B3D29C95E6AC34670D71D690CA8266865533C3C758C049C5ACE227| |881C5395C7B601A3E2E07DC603C643C2F823C613DAE61D38FB139CA54FBC26D7A13| |78CB78C777C4EDEF3FB05ED1B6AA70D96B71D7ACB70052DC3AE2CA35F6F1E45F8A1| |06F30ECF82AECE1D7834F224F4E651FCAFEB43A051C77BC107F6229A0530DA228E2| |EA3B982D3AB383271740D4D01A7F58F8146A7A1E3D8D0093433684EA28986C1DCC5| |488F1F8C1F4D004D104D1B9A109A309A0E34BD681EA3A97BC3CD4F45FDB3AFF95D5| |1CFFFC5E1F9BAEFD1B4457AF9B2E73414F19BEFAFAFD23D7A6326B719499220E3D8| |F0718727EBF04C3B3C530ECFFE46FF015583440D| |-------------------------------------------------------------------|
-
Quote:My ST Hold of choice is Knockout Blow.Everybody has access to some form of single target, ranged hold (I'm sorry if you chose to take Physical Perfection
)
Joking aside, the problem is rarely 1 Sapper/Super Stunner/etc. but rather when there is more than one in a group (or more than one in a group and they can self rez- hate those Super Stunners).
Quote:The Carnival end drain is harder to avoid for melee characters than it is for ranged, but I've found knockback really helps here.
Their attacks can generally be ignored so rather than kill them off bit by bit, killing them wholesale at a distance works better. -
Quote:I'm not really a fan of the ones I posted, but I prefer them as they are varied in their attacks & debuffs as opposed to more one-dimensional types of enemies who you either have protection to or are totally overwhlemed by their massed spamming of a single type of debuff.I'm no fan of any of those gangs but at least they keep me on my toes.
Quote:In any case, Longbow represent a good design. They're an anti-melee group. Melees excel at pretty much every gang in the game, except for a couple. Melees tend to be used to trouncing through +2/x8 while singing a fancy tune, and then get angry when they actually die to something.
The most important thing is cover.
Fights where I can draw the longbow around a corner or into a small room to clump them all up go smoothly, Fights where I'm forced to fight them out in the open are usually much rougher.
The main point is, they're completely doable.
Take along something like a Controller or Dom, and Longbow are suddenly very easy. Otherwise, your class has to have SOME sort of counter. May as well be Longbow.
Quote:The only things I really get frustrated over and consider "cheating" are one-shot, insanely powerful skills that basically drop you to "you lose" in one single hit. The Vanguard Curse, Sapper end drain, and Carnival Mask are about the only ones on the list.
I'm not fans of those, but I don't really know if I consider them cheating, it just forces you to take out the problematic enemies in a pack ASAP.
Quote:There are many forms of protection against end drain and proper tactics make it a non-issue anyway.
Not even softcap seems to help, I'm always getting drained by sappers, freakshow super stunners for example seem to hit all of my softcapped characters with ridiculous regularity.
Sometimes I get more than one in a pack if I'm unlucky, but then again I am soloing on x8 - so that's my fault.
Quote:Reichsman's 100 magnitude Huge PBAoE stun (TM), and Ghost Widow's 100 magnitude hold that shuts down your resistance and inflicts Huge DoT, however, are pretty much one shot make you die powers. Aside from stacking stupid amounts of clear mind/clarity/thaw/increase density, there is nothing the players can do to avoid this. That is what makes it a cheat.
Ok, there is something the players can do to avoid it. But it requires us to cheat. Reichsman and Ghost Widow, when immobilized and taunted from outside range of said attacks, will never use them. It turns each fight into an even further ridiculous and not fun encounter.
These are the places where I think advanced AI would be great. Something to give the signature enemies and encounters more of a challenge without having to resort to powers that you simply have no way to resist and are forced to game the system to deal with. -
Played around with it a bit, with the idea that you wouldn't really be using gloom due to redraw there was a chance to add Enfeebled Operation for some nice SM/L DEF bonuses.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Bone - Daddy: Level 50 Mutation Brute
Primary Power Set: War Mace
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(3), RctvArm-ResDam(5), RctvArm-EndRdx(11)
Level 2: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(11), RctvArm-EndRdx(13)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 10: Super Jump -- Jump-I(A)
Level 12: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43), RctvArm-ResDam/Rchg(43)
Level 14: Boxing -- Dmg-I(A)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Whirling Mace -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(39)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam/Rchg(50)
Level 24: Lightning Field -- M'Strk-Acc/Dmg(A), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx(25), Sciroc-Acc/Dmg/EndRdx(27), Sciroc-Dmg/EndRdx(27)
Level 26: Weave -- LkGmblr-Rchg+(A), HO:Enzym(39), HO:Enzym(45)
Level 28: Energize -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(29), Dct'dW-Rchg(33), Dct'dW-EndRdx/Rchg(33)
Level 30: Shatter -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
Level 35: Power Sink -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(50)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
Level 41: Build Up -- RechRdx-I(A), RechRdx-I(45)
Level 44: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(48)
Level 47: Darkest Night -- HO:Enzym(A), HO:Enzym(48)
Level 49: Power Surge -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17), RgnTis-Regen+(21)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(17), EndMod-I(21)
Code:Between Darkest Night and your SM/L Defense, you're mostly covered in melee.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1594;757;1514;HEX;| |78DAA594D96E125118C7CFC0544A8102B694AE14E86A8129B8C42DD158DB263545A| |9446BD448108EED180484A95AAF7C00E352DB78E595BBBE813E8C4FE072AF15BFE5| |740B974EDAFF6FCE37DF7A720EE907D36E211E9D169AEB6C295FAFE7A66A2B966C4| |DAF5879CBAC94DD5395B20C27C2D3F96271D52184E8A4EFB9B42C49692CE66BB974| |BE20FBD9382D6FC9725D1A332559B06A662177A676A752F3CF9597654D962D63EBA| |52D53A9948C6C55CAA29B5EE765BE6A96973CB4983597962D58F9693557BE67D6CD| |9B66C9B456833355B36070AD6C65A504B5EB96ACAD76435F47E03FA609F53474910| |144C5D802E1C0454696711B9012AFD193421A7611D2F08B2D4CD0A384B621425C53| |6E9056E3B4364EDBCE69DB39ED18A77D0B6A5769ED9C568F703E4EEBE6B451D8CE1| |6F6B3B5C428C3BE3D30E0A343D57570DD56AEDBCA75DD7BEA06C1D7C9EEC2394E5F| |DE81BA542B2E6E65025B19131351C6204183508F0AF50C50E87B502F870A6F105E0| |64412D4CF5E2DFEDF36F4DAFF87B149E8FACB681046851DF101FC3B54A28E04E5B6| |43B9806A2BC06D8DF2D64C7277296EEB0D7804D94F0F5669C86E8B7197D0FB90719| |FA043DA1EB5A13D014E7B1456BA1071A25D7C04F4A92DED4B6B18D57F9E718110CE| |30E609299A9B271EE089433C7188270EF1C4C33CF1304F7C10A20655D4204745382| |AC251118E1ADA13F589B646A34D893EB161F9A1A78C75426A83D005538EF094DA48| |80DBDC14D8670216E35C571B8FD196C41945A810531DC59E514CFC3921B1C678C15| |8274C6E10BEC10F83A1F2196A0327153F0392EAC424B948BFBE7DFBE00F1E31DF64| |C9E8DB5749686499D5B72FE17F3D5FDC5B799C0B6DF0960511975016717905E52AC| |A35B45D47B9819243697C756F75EA3D860D1D473981721225E003798C9E0E175E29| |14378A07A51DC58BE243E940E9457985D27042B09D676E7CC70ED465D0F832FCD86| |DE26BFB73C764D32ED341F69D23749EA213F96BB7C31A9D22DF4B42679832249B76| |7EA2C9926AB21C6EB21C6AB2ECECF83F7FE22AD3| |-------------------------------------------------------------------|
However ranged attackers, especially with exotic damage types (excluding energy) will be troublesome.
At the least, this should provide some ideas. -
Quote:The ones I mentioned provide a more difficult level of gameplay than say, Council.But of the ones you mention they cheat the worst. Archnos resists control, vanguard are just plain overpowered, and longbow with their broken sonic grenades is just insane. I would rather not have more mobs like this.
Of course you wouldn't want that. -
Quote:While I'm no fan of damage you can neither resist nor mitigate against through proper build choices, or titanic debuffs that reduce your recharge to the negative cap (Shout out to Famine), etc. - let's look at it from a developer perspective.I just think over all the cheating due to suck *** AI has to stop. All it does is cause frustration. I just hope with future content the devs actually listen to us on this one thing. STOP WITH THE CHEATING ALREADY!!! Its getting really old.
How else are they to make encounters more difficult?
Enemy AI in this game is what it is, it might be tweaked a touch or improved a little, or particular mobs could be given a particular script - but due to the number of enemies we encounter on a single map we will most likely never see any huge leaps in AI tactical capabilities.
If I have a choice, I prefer enemies like Arachnos, Vanguard, Longbow, etc. - They are varied and usually have a decent mix of capabilities per pack you encounter.
As opposed to say Cimerorans who have one main debuff that is spammed at a ridiculous level. -
I wish you luck and success in your next endeavor.
-
Quote:Well, in the end, you personally are not always supposed to be able to do something to prevent those deaths.I have to admit, it is a lot of fun. It just becomes annoying on Master attempts when you know that there's nothing you can conceivably do to prevent deaths. It's one of my pet peeves with Mo*TFs. If the requirement is 'no deaths,' then don't give the enemy "you die I win" buttons.
At some point, each player is responsible for keeping themselves alive.
I've never subscribed to the idea that the Tanker (or Brute) has to keep every single team mate alive mentality, because I think it makes for bad players (of other ATs, the ones being kept alive while they /faceroll on their keyboards).
This goes without mentioning that a good controller or dom, as well as another Brute or Tanker, or aggro aura having Scrapper - can all go to keeping massive groups in check.
If you really are finding holding aggro and not dying too easy, you should really get yourself Brute.
This goes back to that tightrope with no net discussion we had a few weeks ago. -
Something that popped in my head is better use of environment.
This would require specific scripts for enemies, and couldn't be used game wide - but it could be used to add greater challenge to last battles on TFs and such.
Most final battles in this game are just one big room, or open area with a bunch of mobs that either clump up instantly or clump up after a taunt or AoE from a threat-machine.
I think this is a better avenue to explore than enemy AI.
Looking at the sad state of MM pet AI, something tells me that it's these kinds of things that would actually be possible. -
Quote:Actually, the MOAR enemies tactic is my favorite.You've hit the nail on the head here. And outside of ungodly sized ambushes, there is no aggro in the game I can't control. Presenting me with more enemies than an aggro cap can hold is on par with the mag 100 DoT cheat, as well.
It's generally more fun (for me), but it also means that you can have more than one Tanker/Brute on a team and they can all be relevant.
Quote:Just brainstorming at this point:
A faction of enemies that debuff range and have many melee PBAoE powers. Perhaps make the range debuff be an aura power so it doesn't matter who they are aggro'd on.
Still this does nothing against many of the best debuffs which are often auto-hit toggles or patches, and it does nothing to generate threat for buffers who buff once and go.
Taunt resistance, possibly a very scary pandora's box to open. -
Quote:I agree.I'd just like to see some smarter enemies. Mag 100 hold DoTs don't count as challenge. Give me something I have to react to, not something I need to pray doesn't hit me or have ten stacks of clarity/thaw/clear mind for.
Quote:If the tank or scrapper or even the blaster has to target a specific minion/LT/boss because that minion/LT/boss is going to aim right for the buffer keeping everyone alive, that's challenge. That's keeping us on our toes.
You know it occurred to me while reading this thread that all of my support characters seem to get more than their fair share of aggro.
And then I remembered I play redside exclusively, and have been for well over a year (edit: aside from Co-op TFs).
All of my "support" characters are offense heavy corrupters.
My Fire/Rad Corr for example usually has more aggro than he wants.
In some way, wanting more intelligent enemies to challenge the ease with which a Tanker can generate aggro is what you're looking for.
A lot of the culprit is possibly gauntlet itself, combined with an Aggro generating aura and Taunt - holding an entire spawn is a cake walk for most Tankers.
I think the reason you might feel, as a tanker player, that you don't have enough to react to, is because Tankers don't really need to react all that much.
You're practically unkillable outside of special encounters, and have multiple ways of generating threat that simply do not require any real effort.
Pre-Going Rogue redside teams never had this luxury. Brutes would spawn dive, but would often need their team to be right behind them bringing to bear debuffs, controls or a quick death to keep everyone on the team alive.
This is why I've always preferred redside, every combat is a full on assault - everybody in, everybody fights.
Anyway, back to the topic.
Outside of AI changes or designating "squishy hunter" mobs, something that could help is more AoE attacks, especially PBAoE damage auras.
Having several mobs that do AoE damage can help bring damage to bear on the squishies, but it has to be AoE damage that doesn't require perfect positioning to make the most of and it has to be used in situations that prevent you from simply hover blasting at extreme range to avoid it. -
Quote:I have to just emphatically disagree with you.The heart of the problem is that sometimes Tankers don't fit in a team, as their Taunt isn't needed. Bruising was added to address that problem somewhat, but while Tankers are more viable now, all bruising did was to make tankers a bigger damage contribution on steamroller teams, and didn't help make their tank role more important on said teams.
Tankers, at this point, have every possible advantage they could have as an AT to perform a specific function.
They stand out, head and shoulders with every possible mitigation advantage. The nearest AT (Brutes) in a straight up mitigation comparison are not even in the same league.
Their ability to draw aggro requires barely any effort on the part of the player and then they got a free, -20% debuff against ST targets.
They don't need more improvements
The Tank role doesn't need to be more important, it is not some special god-given role that requires a full on monopoly (not in this game anyway).
Controllers, Corrs, Defenders and to a lesser Extent MMs all share "support" functions, VEATs also make a decent showing in here as well.
Every AT brings at least some kind of damage to the table.
Controllers & Doms share the bulk of hard crowd control.
Tankers, Brutes & to a lesser extent Scrappers share aggro duty.
This is what is good about this game, multiple ATs can perform multiple roles.
It grants a level of team composition freedom that is extremely rare in MMOs.
For the record, I'd love to see more intelligent AI for enemies.
It would mean the devs could stop throwing gallons of endless debuffs, and "cheat" tactics to increase "challenge" (semi-unresistable, auto-hit patches of death - I'm looking at you).
We will likely never see it, not in a game that throws this many (cannon fodder) enemies at you at once. -
I'll put some numbers up later on, but I'm pretty sure that on my Elm/SD Scrapper, LR consistently out-damages SC by a fairly significant amount.
-
Quote:It's a tough call really, as much as I love Mu & Soul I skipped both on my WM Brute due to redraw issues.Hi guys,
a bit of advice if you will. I have almost no experience with patron powers and this is also my first Brute. He's a Warmace/ Elec combo and ridiculously good fun to play, so much AoE goodness.
Anyway my question is this... he's got Power Sink and Lightning Field so the foe - end is not bad, do i continue that way and go with Mu for more foe - end or do i go Soul for Darkest night? Concept wise they both fit and i don't have end issues so i could afford DN. Either way i figure i'm mitigating incoming damage but just in two very different ways.
Your thoughts please and thanks in advance
But that's on a defense based character that can make a lot of use of Energy APP.
As an Ela, you shouldn't be having any End Issues, so Energy seems like a bit of a waste.
Even though Gloom has a high DPA, I'm not sure if it actually helps or hinders your ST attack chain due to the redraw.
I suppose the real choices come down to
Soul: More survivability through Darkest Night
Mu : More AoEs, including an AoE immob to keep mobs from wandering away drunk.
Out of curiosity, what does the rest of the build look like?
I worked out a really rough, quick WM/Ela Brute while I was writing this and only had 3 choices free - of which I'd probably take 3 concealment powers for LoTG 7.5 mules. -
Yeah if you can spare the slots, OWTS is worth slotting IMO. Especially on a DM. The endurance boost will ensure you are near full Endurance when the crash hits, and then DC to full right after.
-
Quote:Sorry when I said one or two-shot, I meant using either ST attacks, or a combo of ST + AoE attacks.SS/SD even immediately after using rage and frenzy doesn't one shot anything above a monkey with an AoE and frenzy is the only way to hit the level of fury included in the build I was using.
Quote:The calculation is a simplification but if anything it underestimates the damage increase because it averages out the damage including the rage crash, ignoring powers with longer recharge times. For triple stacking it essentially assumes that every 4th shield charge does no damage where in reality if SC recharges during the crash you wait until afterward to use it.
With a double stack of rage, 75% fury and AAO saturated, you're at the near limit of bonus that SC can utilize.
Quote:No Rage : 100%
Single Rage : 180 x 110/120 = 165%, 65% increase over none; 100% recharge.
Double Rage : 260 x 50/60 = 217%, 52% increase over single; 300% recharge.
Triple Rage : 340 x 30/40 = 255%, 38% increase over double; 500% recharge.
Anecdotally, I can say that with a single stack of Rage, 75-80% fury and saturated AAO I get something like 299 per footstomp and with double stacked rage its around 330 ish.
If we were talking about a non SD Brute, or even more so a non SD Tanker, I think the stacking becomes more valuable. -
Quote:In actual play, this isn't really accurate.Not being able to do anything significant for a quarter of the time has a far greater effect psychologically than it actually has to damage output. It isn't fun, but it is technically better DPS.
DPS is a great measure for opponents like AVs and Pylons, and I suppose some EBs. Nothing else actually lives long enough for sustained DPS to actually play a role against any specific target.
The build you mentioned above, SS/SD with saturated AAO, 1x Rage and high Fury will be one or two shotting anything that isn't a boss or higher.
On the other hand, having frequent rage crashes as you clear through pile after pile of enemies, will have a severe negative impact as you will find yourself ineffective at inopportune moments a lot more often.
It's more than just psychological, unless all you ever do is attack pylons alone.
Even against a pylon, I'm not so sure the calculations are as simple as you put above.
I'm not doubting that your calculations are accurate.
But the more rage crashes you have, the more periods of uninterrupted regeneration you grant to an AV or Pylon.
Here's the calculation from the Scrapper Pylon thread:
( 38343.75 / time ) + 127.8125 = DPS
Every time you grant 10s of uninterrupted regeneration to the pylon, it gets 1278.125 HPs back.
So wouldn't you need to calculate if the added DPS was enough to combat the negative effect of your opponents ability to regen freely during the crashes?