Deus_Otiosus

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  1. Quote:
    Originally Posted by Breth View Post
    Hi Brutes,

    am running my first Brute and needs your ever so wise advice. Bone - Daddy runs a War mace/ Elec combo and he's obviously got Resist shields and i keep hearing you all talk about soft capping S/L defences. Riddle me this? How the hell do i do that... or even come close? Am planning on going the Tough/ Weave combo come i19, bearing in mind i'll have access to 50 mill or less inf, where should i be putting my hard earned cash? Please tell me what is glaringly obvious to you all that i just don't get? I'm 31 atm and would like to have some defence to support my shields.

    I appreciate your answers in advance.

    You’re not going to get softcapped on an Ela Brute to SM/L for 50 mill, not in any way that allows you to make sensible build choices.
    For now, I would plan for the following (includes what others have said):
    · Steadfast 3%
    · Weave
    · Combat Jumping
    · Maneuvers
    · 4 piece Reactive Armors in 2 to 3 resistance toggles
    · 4 Piece Smashing Haymakers in your melee attacks (eventually you should look to market/tip your way to Kinetic Combats)
    · 6 piece perfect zinger if you have the slots for it, as well as room for taunt.

    These are some of the cheaper ways to get your SM/L Def up.
  2. Deus_Otiosus

    Max scrapper dps

    Quote:
    Originally Posted by InUse View Post
    Looking back I think I have always played what is "needed" in an online game. Most of the time that meant a tank or a healer; never dps.
    If you want to be as close to needed as possible, play a Controller, Defender or Corrupter.

    While you're not "needed" per say, you will be welcome on nearly any team you ever join.
  3. My first recommendation would be to wait for i19 and inherent fitness.

    You will get Hurdle, Swift, Health and Stamina for free.

    This is currently scheduled for Nov 16th, which is 4 days away.

    I can't stress how much this will improve the low level experience for any brute, especially a build like SS/SD.

    Now, to my recommendations:

    1) Take Battle Agility much, much earlier. It grants both Ranged and AoE defense.

    2) I would highly recommend dropping Soul Tentacles in favor of Gloom. Gloom will dramatically increase what is an otherwise lackluster ST attack chain (the nature of SS), and Soul Tentacles is a fairly poor attack power overall.

    3) I would hesitate to take Darkest Night. I love darkest night, it's a fantastic power. But you should be softcapping your SS/SD, and between that, some resistances, true grit, and 2 AoE KD powers - you're usually covered on mitigation.

    That doesn't mean there aren't times when Darkest Night could be valuable, but you usually will have enough issues with your endurance bar from your attacks, rage & hasten crashes that adding one more problem to the pile can simple exacerbate the situation. I'll leave that to you to play with and see if it's something you want to incorporate in your build.
  4. Quote:
    Originally Posted by Shred_Monkey View Post
    The closest concept I've come to actually making is using energy attacks for a cyborg-like fighter who smashes things with his robotic arms and fires some energy weapons built into his armor. But the concept falls short when he then uses his mind to control his opponents. A Jedi with mechanical arms doesn't quite work.
    He has implants or his powerarmor can amplify his latent psi abilities.

    He is a fully engineered bio-borg or wears a symbiotic lifeform with pseudo-organic parts allowing him to channel energy/fire/electric damage.

    He has powerful mental abilities which allow him to use mind control against his opponents as well as displays of electrokinesis/pyrokinesis/cryokinesis/create pure energy/create crystalline (earth assault power customized) constructs that he uses to crush his enemies.


    Quote:
    Originally Posted by Shred Monkey
    A Jedi with mechanical arms doesn't quite work.
    If fortunatas can be turned into cyborg tarantulas, I don't see why your Jedi can't have mechanical arms.

    Or a single bionic hand...

    Or a giant black life sustaining suit...


  5. I prefer to pair the sets that have ample KD or Stuns with the 'damage aura' (resistance based) sets.

    You could make Warmace work, but my personal first choices would be either SS or SM to pair with something like FA or Ela.
  6. Outside of concept, for SS/SD your best bets are the following:

    • Soul: Great ST damage increase along with a decent TAoE.
    • Mu: 2x TAoEs, although E-fences can interfere with the mitigation you get from KD (Foot Stomp & Shield Charge)
    • Energy: Better recovery, pretty straight forward.

    For general TFs & Grouping, my first choice is Soul for Gloom & Dark Oblit.

    For farming, mu with E-fences & Ball Lightning hedges Soul out a bit.

    I wouldn't personally build for Energy because I like adding more attacks to SS and I can leverage inspirations + recovery serums well enough, but I understand why others build for it.

    Pyre mastery is good as well, but I personally have no use for a ST Hold or ST Immob, nor have the slots to make effective use of one.
  7. Quote:
    Originally Posted by LarsNL View Post
    Right, I should stop making assumptions. I verified and confirmed Shield Wall's recharge bonus and figured the same would go for this because that would explain the recharge difference of 15%.
    This is indeed not the case and, all in all, I still don't understand where that difference is coming from.



    Can you confirm that 190% is what you read off the totals viewing my initial build without modification?
    This is still a tad annoying since without knowing where that's coming from I have no idea if it may not be off on other builds I did either.
    Well part of it was something I left out of my original post.

    Looking at your build again, there is no power chosen at L6, 16, 22.

    This is probably Hurdle/Swift, Health, Stamina.

    L16 has 5 slots devoted to it, and after the discussion going on I'm assuming you have panacea there. On my version of mids, there is nothing slotted.

    Putting it all together, my version of mids is displaying 190% global rech, adding in the panacea which is not in my total would bring it to 197.5, adding in the 7.5 from Shield Wall which doesn't apply to PvE would bring it to 205%.

    I didn't mention it earlier, because at the time I was just baffled why you didn't take 3 powers and why CJ was slotted with 6 piece Shield Wall.

    Now it all makes sense.


    Quote:
    Originally Posted by LarsNL View Post
    With that in mind your build looks a lot more sensible.
    Yes, the amount of recovery in the build I posted will help you greatly.

    Rage & Hasten crashes, and the overall end consumption of constantly using Foot Stomp will eat away at your blue bar.


    Quote:
    Originally Posted by LarsNL View Post
    The only thing that saddened me to see for a moment was that the complete overlap seems very hard or almost impossible to achieve which was the core idea of the build to begin with: getting 2 Rages perma stacked.
    But then I realized i19 will solve this...
    With just 2 minor modifications to the build you suggested I can still maintain softcapped defense whilst slotting the Rage with an Adjusted Targeting set instead of Gaussion's Synchronized Fire-Control set, thereby upping the recharge enhancement in Rage to 97.49% post-ED and the global recharge bonus to 185%.
    It's my very very firm opinion, after playing 4 SS Brutes to L50, that constantly double stacking Rage is not worth it.

    Give it a try, you might not mind - but the end crash, and the zero damage for 10s eventually became unbearable to me for the actual increase in damage that you get.

    On my SS/SD it's about a 10% increase in damage per foot stomp, but is completely unsustainable endurance wise.

    I also find that crashing every minute brings up the likely hood of the crash happening at very inopportune times, most notably on task forces.
  8. Quote:
    Originally Posted by Obitus View Post
    The more significant gate to so-called casual players was always the rarer non-purples -- the LoTGs, the Numinas, the Miracles, the Regenerative Tissues. More recently, Kinetic Combats and their ilk got added to that mix. Purples are basically icing; their general appeal stems primarily from the +10% recharge bonus, which is great, but a given purple set also generally replaces a set with a 5% to 6.25% bonus already. The net difference is therefore pretty small, except where the enhancement values on the purple set allow you to save a slot or whatever.
    In general I agree with most of what you said, however there are a few advantages to Purples that always make them desirable for my own personal builds.

    The most important I find is that Purples often allow me to circumvent the Law of 5s of a build, melees have good access to 5% recharge bonuses and my ranged characters usually have more spots for 6.25% rech than the law of fives will allow.

    There are some other perks as well, full exemp capabilities, generally good recovery or regen bonuses, good enh values per piece allowing for double proc slotting if desired - but yeah they are the Ferrari's of the IO world.


    Quote:
    Originally Posted by Minotaur View Post
    The devs got the A-merit price of purples wrong. This is pretty clear. They also got the price of the "non uber" PvP IOs wrong. Nobody that knows what they're doing is going to buy purples or the non special PvP IOs at the A-merit prices they've put them at.
    That's for sure.
  9. Quote:
    Originally Posted by LarsNL View Post
    and Panacea, right?

    It's PvE, there are 12 PvE enhancements in it. The concept of using enhancements for their respective benefits shouldn't be too hard to grasp. Those enhancements are in there because they provide the bonusses the build needs to work and those bonusses are not always provided by their PvE only companions. Remember that PvP enhancements aren't different from PvE enhancements when it comes to PvE - they just have their own set bonusses like any other set, nothing strange about it.
    My point was that the PvE bonuses for Shield Wall are of very minor value beyond the 3rd slot.

    These are the PvE bonuses:

    • Two enhancements improves your Regeneration by 10.00%.
    • Three enhancements increases maximum Health by 2.25%.
    • Four enhancements increases Energy and Negative Energy resistance by 1.89%.
    • Five enhancements improves the Damage of all your powers by 2.50%.
    • Six enhancements increases Toxic and Psionic Resistance by 1.58%.
    My opinion is that the bonuses for the 4th to 6th slot are in no way remotely worth the actual cost in inf as well as the price in slots on a power like Combat Jumping.

    The resistance numbers are to small to matter, and +2.5% damage is a tiny drop in the bucket for an SS Brute.



    Quote:
    Originally Posted by LarsNL View Post
    That in fact means the flag is shared by all Rages, thus you only need to fire one up every 120 seconds.
    That's correct.
  10. Quote:
    Originally Posted by LarsNL View Post
    I'm not quite sure how you came up with 190% there.
    The build I suggested has 205% recharge bonus, the 20% from quickness included. The gap between the double-stacked Rages is less than a second and that is due to cast time.
    I'm not sure, it could be my version of mids (using an unofficial version by leandro) but only 190% is showing.

    Is this a PvP build? If it's not, and your intent is PvE - you might want to take a second look at Shield Wall.


    Quote:
    Originally Posted by LarsNL View Post
    In your comparison you're forgetting the presence of green in the health bar though.
    The build I posted has 245% regen & aid self. I'm not sure what your build has that does more for the green bar.



    Quote:
    Originally Posted by LarsNL View Post
    This isn't just any build with recharge to keep fancy toys going. Lack of recharge here will kill you.
    It's exactly why I verified about the Rage crash being preventable as far as -DEF goes in the first place. This thing has no resistances, it's just softcapped on def and not with a whole lot of margin either.
    This is incorrect.

    In my build you will never, ever, suffer the -DEF crash. You only need to stack Rage right before the crash, which means just under 120s, with 115s being a very safe number.



    Quote:
    Originally Posted by LarsNL View Post
    With 180% recharge bonus you'll have to deal with -20% def for about 9 seconds every minute, that's 15% of the time you'll be running 25-30ish percent def with pretty much no resists or no resists worth mentioning at the least to say. In that scenario Aid Self isn't going to help you either, because Aid Self helps best - in this particular build - when you need it least, seeing as it's interruptable.

    I chose to go full def on this and only def as opposed to one of the 9 million Brute builds out there with a much greater focus on resistances and that also means getting that Rage to fully overlap is vital unless you want to inspect a particularly intruiging floor tile.

    1) Rage will never crash your defense in the build I posted.

    2) Once you are softcapped with 95%+ DDR you want to focus on resistances, HP & regen to improve your survivability.

    3) Considering you started this thread to ask questions on the mechanics of Rage crashes, you might want to listen more than chomp at the bit to tell me how the power works.


    Lastly,

    Aid Self is optional, it will help your survivability and you will be softcapped to make use of it.

    You could easily drop it and grab Hurl to stick an Armageddon set in there for an extra 5% rech over Doc Wounds.
  11. Quote:
    Originally Posted by LarsNL View Post
    Oh, an extra pool à la i19. And there's my Mids' telling me there are no updates yet.


    Yeah, I'm aware of that. That won't be an issue.

    Regardless, I'll fiddle with it. It looks alright, except it really doens't have enough recharge for my liking yet, which is exactly why I discarded the slotting more similar to this that I had before.
    You have some details different in there I overlooked at first though, so I'll need to look at that one again and see if it can be made to work as planned.

    Thanks for the input.
    I tried to eke out an extra 10% to match your 190%, but in truth that extra 10% is not going to do very much for you.

    You'd already have permahasten by 2s and here's what your most important long recharge power's recharges look like in comparison:


    190% rech
    KoB = 6.58s
    FS = 5.25s

    180% rech
    KoB = 6.79s
    FS = 5.41s


    If I had a choice, of dropping those two powers by those times (0.21s for KoB & 0.16 for FS) or the added amount of endurance recovery my version has - I would choose the added recovery every time.

    You'll notice the recovery on the build I posted is 4.58 EPS + 3x Perf Shifter Procs (not included in the mids total).


    If you really want more recharge, the first thing I would do is add a force feedback proc to footstomp. I don't think it's worth it on this build, as you don't really have enough long recharge powers to make the most of it vs. the sacrifice of end rdx in footstomp.


    If you were trying to work Gloom into your ST attack chain to make it all seamless, then yes pushing for the extra rech could be worth it.

    Otherwise Haymaker is already going to be up every 2.16s and another 10% rech isn't going to make any significant impact this builds ST chain.
  12. I wasn't sure where to begin with your slotting choices, so I just revamped the whole thing from scratch.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(23)
    Level 1: Focused Fighting -- GftotA-Def/EndRdx(A), GftotA-Def(7), GftotA-Def/EndRdx/Rchg(7), GftotA-Def/Rchg(27)
    Level 2: Haymaker -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(17), Hectmb-Dmg/EndRdx(19), Hectmb-Dam%(19)
    Level 4: Focused Senses -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(9), GftotA-Def/Rchg(9), GftotA-Def(36)
    Level 6: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/Rchg(37)
    Level 8: Knockout Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(15), Mako-Acc/EndRdx/Rchg(15)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(42)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 20: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31)
    Level 22: Super Speed -- Run-I(A)
    Level 24: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(42), Amaze-Acc/Stun/Rchg(43), Amaze-Acc/Rchg(43), Amaze-EndRdx/Stun(43)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(31), TtmC'tng-ResDam/EndRdx(37), TtmC'tng-ResDam(37), TtmC'tng-ResDam/EndRdx/Rchg(40)
    Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
    Level 30: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(34), GftotA-Def/Rchg(36), GftotA-Def/EndRdx/Rchg(36)
    Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), EndRdx-I(34)
    Level 35: Quickness -- Run-I(A)
    Level 38: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(39), Mocking-Acc/Rchg(39), Mocking-Taunt/Rng(40), Mocking-Rchg(40)
    Level 41: Stimulant -- RechRdx-I(A)
    Level 44: Aid Self -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Rchg(46), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/EndRdx(48)
    Level 47: Superior Conditioning -- P'Shift-EndMod(A), P'Shift-End%(48), EndMod-I(50)
    Level 49: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(50), P'Shift-EndMod/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3), RgnTis-Regen+(3)
    Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(5), P'Shift-End%(5), P'Shift-EndMod/Rchg(45)



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    You can work to shave down the def numbers a few hairs and use any slots you might pick up to emphasize more regen/recovery, though I'd probably try to stay around 46% to melee and ranged.

    I used the Glad unique because you had it in your build, but I just thought I'd point out that it costs anywhere from 2-4 billion inf.
  13. Quote:
    Originally Posted by seebs View Post
    Ahh, good point, hadn't thought of that. This was an SD tank, though. But I was definitely not thinking about that, and I should have been. WIN! I get information that will allow me to play better.
    I don't really agree with the Tanker, but I wasn't in the group either.

    But just to make a counter point, SD wants mobs to stay close for AAO for the damage bonus as well as overall AoE efficiency.
  14. Quote:
    Originally Posted by Silas View Post
    Yeah the endurance thing is a really good point. Therming itself can be pretty end heavy with maintaining all the buffs on a full team.

    I'd just like to take this moment to thank all you Therms out there, rare though you may be, for making teams everywhere more awesome than they were.
  15. You really want to get Mind Link and Hasten perma on an expensive Fort build.

    To give you some different slotting ideas, this is what I'm running on live:


    The goal was Dominate > Subdue > Gloom ST attack chain, with as much AoE as I could stuff in.

    Yes, some of the Fort AoEs are less than stellar. But in my opinion even mediocre AoE damage is better than zero AoE damage.

    Psi nado is also a choice spot for the FF Proc.

    The build is softcapped to both Ranged & AoE with Mask Presence running while suppressed.

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!




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    |-------------------------------------------------------------------|
    You can easily swap out a few things to keep the powers that you want.


    Some other opinions:


    Aid Self: Not worth the 2 slots for a general team focused build, unless you are planning to solo AVs or do stunts with "no temps, no inspirations", skip this. Carry some greens, and a med pack temp power and let your team handle the rest.

    Endurance: on a team, it's generally a non issue. Again, carry some blues, and a recovery serum temp. I don't really run into a problem soloing either, only on extended fights alone against something like the massed EBs on the ITF will see my blue bar whittle away.
  16. Quote:
    Originally Posted by Purus View Post
    Quick one.......does the slow down with powers affect the abilty to build fury whilst in Granite?
    Yes, but not as much as you might think.

    Incoming attacks generate more fury, faster, as long as you are knee deep in enemies. If you don't want to always be knee deep in enemies, this isn't the AT for you anyway.

    With stone armor, your damage output will be negatively affected
    by the -damage and -recharge portions of Granite.

    If you were looking to mitigate those two aspects as much as possible, I'd probably choose Fire Melee (lower recharge requirements for a decent ST chain, good "all around" damage with a less resisted type) with strong consideration for Super Strength now that brutes can access Energy Mastery.


    Quote:
    Originally Posted by je_saist View Post
    the Willpower and Shield armor sets have become more prized for those seeking survivability, offering power-sets with decent base defensive capabilities, decent resistances, and powers that can leverage a brute's high-HP cap.
    Invuln fits the bill as well.
  17. Quote:
    Originally Posted by Gilia View Post
    Wait... Elm?

    While this is true, it's not really a correction. For example, if you say a Brute is getting +120% damage from Fury (not at all uncommon once they have scrapper locked for a bit), and the Brute and Scrapper both have Blinding Feint up... the difference in damage before Criticals is not much. Which, coincidently, is exactly what Nalrok_AthZim said.
    Call it Mod*(Enhancements+Fury+OtherBuffs)*Critical
    Brute: 0.75*(0.95+1.2+0.3) = 2.59
    Scrapper: 1.125*(0.95+0.375) = 2.61
    w/Crits vs Mns: 2.61*1.05=2.75
    w/Crits vs Lt+: 2.61*1.10=2.88

    If you double the application (two Blinding Feint effects) the difference becomes 2.81 vs 3.03, before Criticals. Again, not a heck of a lot.

    A more extreme case, where the damage gap is larger, would be as you mentioned Shield Defense. However, saturated, the damage difference is 2.85 vs 3.15. I would say .3 is worth shaking a stick at, since that's almost half a Defender's contribution (if they just attacked, I mean), and after criticals it's almost an entire Defender contribution.

    So, yeah, exactly what Nalrok_AthZim said in the first place. A worth while footnote to his post, but I wouldn't have said "that's incorrect."


    You're right (this is what I get for posting at work).

    What I meant to say, but didn't was LR and not the entirety of Elm. I don't have my own Elm Brute to compare to my Scrapper, but my SO only L45 Elm/SD Scrapper SC is currently doing "more" damage than my friend's Elm/SD Brute's SC.


    How much is "more"? Well, you got me there.

    I plan to set up an AE mish to test it out with my friend once my Scrapper's build is L50 and complete - at a glance it looks like at least +100 more damage for the Scrapper version of LR.


    So yes, thanks for the corrections, I actually thought DB was worse than that for Brutes.

    And for the places where I was incorrect, I apologize to Nalrok.

    Do you have a similar comparison for KM & Power Siphon?
  18. Quote:
    Originally Posted by Nalrok_AthZim View Post
    *headdesk* Please read what I said. Read. What. I. Said. I am not talking about caps. I am not talking about caps. I am talking about modifiers. Value modifiers for resistances and defenses. Not caps. Modifiers. Not caps, but modifiers.
    You need to seriously take a chill pill.

    If you don't like to be corrected, then you need to be more accurate when you post.

    Quote:
    Originally Posted by Nalrok_athZim
    The only exception is the HP cap, where Brutes excel.
    Since that is a misleading, and incorrect statement when discussing Brute vs. Scrapper mitigation.



    Quote:
    Originally Posted by Nalrok_athZim
    I remember at some point Bill Z posted up damage comparisons and IIRC Brutes and Scrappers were on a fairly level terrain with, as I said, Scrappers pulling ahead due to criticals and higher damage modifiers. I'm well aware that Scrappers put out more damage but they don't make Brute's look like crap. Besides, I'm not relying on "outside buffs."
    1) In those threads Brutes came out higher, by 3%.

    2) Brute fury got nerfed, no new comparison is available.

    3) None of those DPS chains take AAO into account, the gap between what a Scrapper gets from AAO and a Brute is larger than you seem to believe.


    Quote:
    Originally Posted by Nalrok_athZim
    I'm aware. I understand perfectly that Scrappers do more damage. I know this because they have a higher damage modifier! Sound like a broken record? I sure feel like I do, since I have to keep repeating things.
    And yet prior to the Fury nerf, this wasn't true for the majority of the chains that Bill worked out.

    If you don't actually understand how the mechanics work exactly, you might want to be less aggressive in your tone.

    There's no reason to become uncivil.

    And for the record.

    Quote:
    Originally Posted by Nalrok_athZim
    I'm aware. I understand perfectly that Scrappers do more damage.
    Quote:
    Originally Posted by Nalrok_athZim
    It works just as well on a Brute, thank you very much.

    You're contradicting yourself, it does NOT work as well on a Brute.

    You might want to keep consistent before losing your cool.

    KM does not work as well for a Brute, no matter how much you think it does.

    I'd like for it to work as well for Brutes. I'd like for KM, DB, Elm & SD to all be adjusted the way that Claws was adjusted to work better mechanically for Brutes & Fury.

    I doubt we'll ever see it happen though.

    Quote:
    Originally Posted by Nalrok_athZim
    You're actually quoting their Damage Scale modifier. ParagonWiki and City of Data both list Tankers as having a .100 (or 1.0 for regular decimals) damage resistance modifier. You're actually quoting their Damage Scale modifier. Brutes and Scrappers have .75 as a modifier. Ever notice how Brute armor numbers are 75% of Tanker armor numbers? That's why, chief.

    Give me a little more credit and actually read my posts before telling me I don't know what I'm talking about.

    I was wrong here, i thought you were discussing melee damage scalars. My mistake.

    You can still try and tone it down, I'm happy to discuss this but if you can't remain civil, I'm just going to ignore you.
  19. Deus_Otiosus

    Damage Dealers

    Quote:
    Originally Posted by Fiery-Enforcer View Post
    Overall I'd say the Corr would be better, it has good AoE damage and ST damage as well. The only thing I'd want from the Troller is Fire Cages for the immob, but a lot of players don't know how to use it well.
    I'm leaning that way personally.

    I don't like pets, and I prefer to have a fairly decent amount of ST and AoE in any build I put together.


    Quote:
    Originally Posted by Fiery-Enforcer View Post
    I can't count the amount of Trollers and Doms I've encountered that open up with the AoE immob. It's annoying when I'm playing my Fire/SD or SS/Fire and trying to bunch mobs up to maximize AoE's for the whole team.
    That's always annoying.

    It's fun when leveling though, when an overzealous lowbie Dom/Controller opens up with their AoE immob on something like a council mish with massed ranged fire.

    HINT: Their machine guns work fine while immobilized.
  20. Quote:
    Originally Posted by Nalrok_AthZim View Post
    I don't think that's a good way to look at it. Power Siphon is sort of like Soul Drain, with the damage buffs being applied over the course of a few attacks rather than one AoE.
    The difference is Power Siphon maintenance requires you to continually use KM attacks, which is a limiting factor in my opinion.

    And for the record, both Power Siphon and Soul Drain add much more to a Scrapper's damage output than a Brute's.

    If more players actually posted Brute times for the Rikti Pylon Thread, especially DM/SD and FM/SD - you'd actually see just how large a gap it is. And this is only with self buffing. There is a reason that DM/SD with nearly perma, fully saturated, Soul Drain dominates the top times in that thread.

    Quote:
    Originally Posted by Nalrok_AthZim View Post
    Few misnomers here.

    Brute and Scrapper defenses are of the same values/modifiers. The only exception is the HP cap, where Brutes excel.
    That's incorrect.

    Brute's have higher resistance caps, which is immediately beneficial to Invuln, Ela, FA and DA but not much an advantage to other sets due to the generally less played support sets that buff resistances.

    So where a well built invuln Brute could get to 90% Sm/L resistance, the Scrapper can only ever get to 75%.

    Quote:
    Originally Posted by Nalrok_AthZim View Post
    Also, Scrapper and Brute damage levels, with Fury going at it's highest, are generally pretty level with Scrappers pulling ahead due to criticals and a higher base damage modifier. I think that while the set will have more appeal for Scrappers, it won't be any less effective in the hands of a Brute. Does that make sense?
    That's incorrect.

    As soon as large, "always on" or outside damage buffs come into the picture - Scrappers pull ahead by a large margin due to how damage buffing and the melee damage scalars work together.

    Adding damage to a Brute, with Fury, means the damage bonus gets "diluted" in a way.

    This is why KM, DB, Elm & SD are all sets that work better for scrappers than brutes.


    For reference, Scrapper shield charge does nearly DOUBLE the damage that the Brute version does.


    Quote:
    Originally Posted by Nalrok_AthZim View Post
    I know that. That doesn't mean the modifiers are different. They both come in at .75.
    Tankers have a .8 modifier.
  21. Deus_Otiosus

    WM/WP build

    Quote:
    Originally Posted by SM123 View Post
    someone tell me what you think lol
    It's a decent start.

    Some changes to make:

    HPT needs more HP slotting, it's more important than the resistance slotting.

    I know you were going for the bonus, but you should do that by getting 4 piece res armor in tough.

    Reslot Quick Recovery with Perf shifters, including the proc.

    Rise to the Challenge is overslotted, remove 1 slot and change 1 of the numi's to a golgi exposure.

    Heightened Senses doesnt need the extra End Rdx.

    Maneuvers needs the extra endurance rdx.

    Bash is a touch underslotted, steal a slot from HPT.


    I would take SoW before I took Superior Conditioning. This will save you a slot, as you can stick the Steadfast or Glad Unique in here.

    As Willpower, the last thing you need is Superior Conditioning, if you absolutely must have it L50 End Mod is giving you a whopping 0.06 endurance per second - remove that and stick the Perf Proc in there.

    But I highly recommend getting SoW instead.

    Get the accolades, you probably planned to, but it's helpful to see the build with them activated.
  22. Deus_Otiosus

    Damage Dealers

    For top end building, team focused (TFs/SFs) play and non-farming, which would be the stronger choice?

    Fire/Kin Corr
    Fire/Kin Controller


    I'm personally leaning towards the Corr (as my next build project), because I dislike pets and prefer ST damage, but I'm curious what people's opinions are.



    @Silas: Check your PMs
  23. This is the i19 version of my fire/Rad Corr.

    Not sure if it can solo AVs or GMs.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40)
    Level 1: Radiant Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(37)
    Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(7), Ragnrk-Dmg/EndRdx(7), Ragnrk-Knock%(11), EndRdx-I(17)
    Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(46), Efficacy-EndMod/Acc/Rchg(48), Efficacy-EndMod/Rchg(48)
    Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(46), HO:Enzym(50)
    Level 8: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(13), EndRdx-I(15)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Super Speed -- Zephyr-ResKB(A)
    Level 14: Enervating Field -- EndRdx-I(A), EndRdx-I(15)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(17)
    Level 18: Blaze -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(23), Apoc-Dam%(34), EndRdx-I(36)
    Level 20: Lingering Radiation -- Acc-I(A), Acc-I(21), RechRdx-I(21), RechRdx-I(23)
    Level 22: Boxing -- Empty(A)
    Level 24: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(31)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27), GA-3defTpProc(50)
    Level 28: Weave -- LkGmblr-Rchg+(A), HO:Cyto(29), HO:Cyto(29)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(31), HO:Cyto(31)
    Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Fallout -- Posi-Acc/Dmg(A), Posi-Dam%(36), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(45)
    Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Acc/EndRdx/Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(50)
    Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), HO:Cyto(45), HO:Cyto(45)
    Level 47: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48)
    Level 49: Super Jump -- Zephyr-ResKB(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 4: Ninja Run
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-End%(3), EndMod-I(5)



    Code:
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    EDIT: I don't have mutation, because I generally play with a fairly static group of players and I can get away with not taking it (I have it now, and almost never use or get to use it)

    You can easily drop SJ for it, the extra BoTZ -KB isn't really integral to the build, and the build already has SS>
  24. Deus_Otiosus

    Best aoe dmg

    Quote:
    Originally Posted by Gilia View Post
    SS has a healthy amount of AoE and it is nice how Rage lends itself to a secondary and an epic with more AoE. However, the fast recharging, good DPA AoEs in Claws paired with an also awesome global damage bonus power are just better.

    The only advantage I see to SS is that increased radius, and that's only because I've been speeding villain tip missions on the lowest difficulty. If I were farming, the radius would not matter because I would kill what was bunched up nicely and then move on to the next group. With either power set, if you're standing around at each mob cleaning them up you're not maxing out your DPS anyhow.

    In general I agree, but FU needs to be actively cycled/stacked and Rage does not.

    Rage will provide a larger damage boost to all of the secondary & epic pool attacks.

    Claws' AoEs are top end in the damage department, but require positioning to get the most use from - while we're only talking about several seconds here and there, we now have both FU & positioning using time that could be devoted to using AoEs.

    Claws also forces redraw with all of those secondary powers and epic pool attacks, and while I personally find the redraw from Claws the least intrusive and annoying (redraw makes my Warmace brute cry rivers) if you're constantly cycling through short rech powers like Burn, FE, healing Flames, E-fences & Ball Lightning - it adds up.

    So now that's Redraw, FU, and positioning requirements.

    Radius matters less on indoor maps, or hand selected AE maps with ambushes.

    However, on probably the most popular and frequently used (non-AE) Redside PvE Farm, Liberate TV, you're facing massed ranged foes and I think the radius definitely comes into play here.

    The KD from footstomp also meshes well with the overall squishyness of FA.


    Footstomp brings us back to the force feedback proc, which not only brings FS back faster, but all of your other click powers as well (hasten, Epic Pool AoEs, self heal, etc)


    I think that's why we see less builds going for claws vs. SS.

    Even if you could possibly calculate all of that, and put it into the perspective of a Lib TV farm with Claws coming out on top - I think the vast majority of players would still gravitate towards SS.


    Does this mean SS is better?

    Less effort for slightly less than or possibly equal to results is my opinion of it.

    I have no numbers of any kind to back this statement up.

    Is it possible that a Claws/FA/Mu with an awesome build played very well could overcome the "ease of use" factor of SS? I totally hope so, that's as it should be.


    To see more players choosing/recommending Claws/FA/Mu over SS/FA/Mu I think you would need some pretty compelling numbers that not only talk DPS and DPA but show definitively that the Claws version does so much more damage to even trump the ease of use factor.


    *Off Topic Statement: I love Claws, I wish the other Brute sets like LR, DB and even Shields were modified for Brutes the way that Claws was.
  25. Deus_Otiosus

    Best aoe dmg

    Quote:
    Originally Posted by Master_Martial View Post
    I personally have both an ss/shield, fire/fire, and elec/shield. SS has a major drawback when it comes to dps... in that rage crashes causing your damage to floor with -10k% every 30 seconds for 10 seconds (with 155% recharge ) making it more of a "burst" dps
    Rage does not recharge every 30s, not even with "155%" recharge.

    It does not recharge in 30s with even 230% recharge (The total amount of recharge affecting rage in my build)

    Even if you could get it to recharge that fast, there would be no valuable reason to do so.