Deus_Otiosus

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  1. Quote:
    Originally Posted by Dechs Kaison View Post
    True enough, but my point was you don't need to be a team/build nazi
    Asking someone who is playing a team oriented AT with several game changing team & self preservation focused abilities to simply make use of them is build Nazism?

    Out of 24 power choices, you think it's totally reasonable and in the name fun to be unable to find room for 2 that will make you more survivable as well as your team - and then expect teams who are most likely inviting you for those abilities to be OK with it?
  2. Quote:
    Originally Posted by Aluminum_Dave View Post
    My point was that if you take your definition of selfish and apply it to the posts you both made earlier in the thread you will see that the selfishness is flowing both ways. The difference is there most likely is no malice on their part.
    I'm sorry but that's just not correct.

    7 other people's desires outweigh the desires of 1. That's what a team is, that's cooperation.

    1 person's desires being put forth at the expense of 7 others is selfishness.
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    If the group is having trouble with a task/strike force ...
    I'd like you go back, and re-read my posts in this thread and quote where I said any team was having trouble on a TF, SF, or any other group situation.

    My point, is that you can't have it both ways.

    You can't be a beautiful, unique snow flake, with a nonsensical build that avoids all of the really useful stuff for your team and then pretend that your individuality is somehow in anyway co-operative.

    It's the very height of selfishness.


    If someone's "fun" VEAT build concept is so unbelievably important to them that they can't find room for TT: Maneuvers and Mindlink to help themselves and their team, then they are unfortunately totally hopeless.
  4. Quote:
    Originally Posted by Aluminum_Dave View Post
    YOU want them to build a toon YOUR way and play the toon how YOU want it and THEY are selfish?!
    Selfish: concerned chiefly or only with yourself and your advantage to the exclusion of others.


    They are selfish in that they have chosen an AT that people invite to teams for their support aspects, and then they choose to not utilize those support aspects.

    Play your toon how you want, build how you want.

    Don't cry when you get kicked from teams because you thought it would be OK to ask 7 other people to pull your weight for you and they'd rather have some one who has a better team-mindset.

    Selfishness is when you choose what you want, what you think is fun, over the benefit of the group.
  5. Quote:
    Originally Posted by Chyll View Post
    Yep, don't understand or willingly. There may be an opportunity to educate a new VEAT player, or not. In either case, it shouldn't matter.

    If they have willingly and purposefully not taken those powers for whatever reasons, they have no place on my team.

    Because I want team-minded, co-operative players on my team. Not selfish people who think it's OK to eschew team benefit for their own personal whims and expect others to pull extra weight for their poorly designed character.

    Because that's what it boils down to.

    If you're planning to team, plan your character's build accordingly.
  6. Quote:
    Originally Posted by Agonus View Post
    Ah. I seem to have misinterpreted what I've read then. So suggestions for IO sets and the like?
    Numi & Perf Shifter should cap you on 1.88%

    Kinetic Combat in your attacks will add both +SM/L Def and 1.5%.

    LoTG x3 will add 1.13%


    I suggest you get http://www.cohplanner.com/ mids character planner and play around it a bit. It will help you get a feel for the sets, and let you customize the build to your liking.
  7. Quote:
    Originally Posted by Agonus View Post
    Looking for suggestions on a purple-less SS/WP build focusing on Regen. Travel will be Flight, and the Mu PPP would be neat but isn't that important if something else will work better.
    Don't focus on +regen bonuses, they're too small to make a difference in the ocean of regen that is RttC & Fast Healing.

    Here should be your priorities for building a WP Brute, in order of importance:

    1. +Typed Def, starting with SM/L and branching out from there. (min 30% for SM/L, you can try for softcap but it requires sacrifices - I went for 30% +Darkest Night)
    2. +HP, this will increase your regen capabilities as a side effect.
    3. As much recharge as your primary requires to have a decent attack chain.
  8. I was reading through the cold section and this stood out.

    Quote:
    Originally Posted by Silas
    Frostwork: Ally +hp +res(toxic)

    Slotting Recommendation: 2-3 Heals, 2-3 Recharge, if you must.

    How to Use: Personally, I don’t. It’s just a +hp, it doesn’t have a heal component and most people can cap their own hp fairly easily making it of limited use. It’s nice if you team with a lot of brutes/scrappers who aren’t WP/Inv or who are and are bad, I suppose.
    I agree it has a limited use, but I just wanted to point out that I'm not positive WP Brutes can actually cap their HP on their own.

    Regardless, you might want to make a note that it has limited use, but can be a nice buff to have for the LRSF specifically.
  9. Quote:
    Originally Posted by Adeon Hawkwood View Post
    In particular I suspect the number of people who made comments along the lines of making all of their villains vigilantes so that they can enjoy redside content but have access to the good market made an impact on the devs's thinking.
    I agree, the daily posts of people basically saying they were planning to leave redside forever specifically due to the market probably had some impact.
  10. Quote:
    Originally Posted by FireWyvern View Post
    Most essential powers is extremely subjective. If you expect people to put in there search comments everything they skipped, i hope you're doing the same.
    No it's really not subjective.

    The tactical training powers available to VEATs form the core of what those classes can provide to the team as well as providing their own personal survival, increased damage and ability to hit.

    If you've skipped those powers on a VEAT, you either have no idea about game mechanics or have willingly chosen to not provide yourself or your team with a MASSIVE survivability and performance increase.
  11. Quote:
    Originally Posted by Aett_Thorn View Post
    Basically, aggro-holding capabilities are the only big hole in the set. If that was plugged, it would likely be hands-down the best Tanking set, outside of Granite Armor (but with none of the debuffs).

    WP has little debuff resistance, the amounts that it does get are inconsequential vs. the magnitude of the debuffs they are supposed to protect against. (endurance drain & -regen in particular can be very problematic).

    In my opinion, that's a much larger hole.
  12. Quote:
    Originally Posted by Enots View Post
    PP won't do much to alleviate ss/sd's end woes, you're right. It's more about offsetting until conserve power will be up again. I have found on my other ss brutes the proc in footstomp adds 20-30% recharge, that on top of 67.5% global and near permahasten makes it so conserve power can have a 50% uptime.
    Yeah if Brutes get conserve power in Going Rogue, then that would be a very solid option.


    Quote:
    Originally Posted by Enots View Post
    I used to run a ss/sd/soul before the botz and miracle/numina/regen tissue proc fixes, endurance wasn't sustainable but it was manageable with similar slotting and the extra aoe attack.
    I'm running that now still. It can be brutal.

    However generally I'm on a team, I always carry a Recovery Serum as well as a good amount of tier 3 blue inspirations.

    It's manageable for the most part.




    Quote:
    Originally Posted by Enots View Post
    A fairly large number, but that also fails to take in account how many more footstomps per minute I can get off with the extra +recharge from the proc. This also fails to account for the extra uptime there would be on conserve power.
    For now, without conserve power, I'm pretty happy with the amount of footstomps per minute I can generate and generating more would probably cause me even more endurance problems (without CP).

    I'm not really sure what I'll do if Brutes get conserve power.

    Not having gloom would really change my playstyle on TFs and such, as having that is a game changer against hard targets.

    I'm also not convinced that having more footstomps would actually make up for the loss of Dark Obliteration's damage - though the build would have much greater sustainability.
  13. Quote:
    Originally Posted by Doc_Reverend View Post
    It would not surprise me if Kinetic Melee is something along those lines, less about "OMG MASSIVE DAMAGE" and more with all kinds of ways to ruin someone's day if you're smart about it.
    The best way to ruin someone's day is to kill them.
  14. Quote:
    Originally Posted by Enots View Post
    This is my build for a post-GR ss/sd brute. The last two power slots are assuming we will get scrapper or tank ancillary, so one slot for PP and one for CP. Taunt will get a standard Taunt IO, PP will get miracle +rec and either a perf-shifter proc or a miracle heal. The other slot will be a recharge in CP. Extremely expensive, but should be endurance sustainable.
    I'm of the opinion that PP will not really alleviate all that much. SS is just an Endurance bar eater.

    Looking at your build, you might want to reconsider the FF Proc in Footstomp.

    I usually use that proc for Footstomp, but not on my SS/SD Brute.

    Footstomp is something you want to be able to use as often as possible, so anything you can do to reduce the end cost will help. Unless this is specifically a farm build, I'd probably toss a L50 End Rdx IO in there myself.
  15. Deus_Otiosus

    Fury Equation

    Quote:
    Originally Posted by Ethical View Post
    Do AoE attacks that hit multiple baddies generate more furry?
    Serious Answer: I haven't tested it personally, but just from my play experience I would say no. It's about activating an attack, as opposed to targets.

    Silly Answer: I hope to god that my AoE attacks are not increasing furries.
  16. Quote:
    Originally Posted by Bill Z Bubba View Post

    For the last farking time, a direct port of super strength would not be overpowered.
    Quote:
    Originally Posted by Bill Z Bubba View Post
    <eyeroll>

    Arcanatime for fu, spin, eviscerate, repeat:
    1.056+2.64+2.508 = 6.204

    With 5 sets of LotG on top of enhanced accuracy, do you really think I'm going to miss more than 5% of the time especially after I start taking on 10 and 20% tohit buffs? FU's buff lasts 10 seconds. That chain takes 6.204. You're at 9.9 when you fire off the second eviscerate. That's doublestacked.

    I guess enemies don't run into melee range in this game now, Nihilii? So much positioning is needed when you're completely surrounded by a spawn of x8 while solo. Especially when you're abusing the CLOS.
    I think the main issue here Bill is that you tend to focus very heavily on the solo aspect of the game.

    In groups, it's just isn't that simple to get all the enemies bunched up for things like small radius AoEs and high damaging but small angle cones.


    And in conjunction with the grouping issue is the amount of team wide, tanker style, mitigation that comes with sets like SS, WM, SM.


    I really think that is the larger issue, and that it goes beyond just pure vacuum damage comparisons.
  17. Quote:
    Originally Posted by Reptlbrain View Post

    Tremor does less damage, but recharges faster.

    I'll just add that by recharging faster, it increases it's team-wide mitigation benefit.

    @ the OP:

    Fire Melee is excellent.

    Great ST, solid AoE. FSC is a great attack and falls somewhere between SS (huge radius + KD) and Spin (highest damage + 14s rech).

    In practice, you can definitely put out as much damage as footstomp with FSC, FSC however provides no mitigation.

    If you go with SR, and softcap, the mitigation won't really be needed for personal survival.

    One very important thing to consider is, neither Claws, nor Fire Melee require you to deal with the endurance crash use that comes with Rage, while still putting out excellent damage.

    As Cyber_naut mentioned, you might also consider Warmace and Dual Blades as well, if you willing to put in a bit more effort to make use of their cones (and Crowd Control really is much more than a "cone").
  18. You absolutely want Flashfire.

    Drop Bonfire for starters, most groups will dislike reckless use of that power.

    I'd even drop Cinders before I dropped Flashfire, but there's no need to since you should drop Bonfire without a doubt.

    If you think you can run it, you might try dual PBAoE auras with both hotfeet and mudpots - I'm not sure how well that will work out, but it would increase your AoE damage.
  19. Quote:
    Originally Posted by Desmodos View Post
    Yes I have. I usually end up taking Soul Mastery on all my brutes, personal preference. Thing is, you can take Soul Mastery on any primary you play. If you're not running CoF, Soul Mastery doesn't adding anything to Dark Armor that it doesn't add to every other brute secondary. Puts you back to the original question, "If it's not essential to your character's concept, why bother?"


    Keep in mind, I LOVE Dark Armor. If I have a brute whose concept works best with Dark Armor, that's what I'll play. The issues are not insurmountable. My point is specific to someone whose on the fence.
    That I agree with.


    I'll check out some of your builds, I'm trying to find a slotting I like for Dark Regen that tries to maximize as much of the enh values as possible + the Theft of Essence proc.
  20. Quote:
    Originally Posted by Desmodos View Post
    In general, I build my Brutes same as I do my scrappers. I do move things around a bit every issue, but if you look at the builds in my guide you'll find how I generally slot DM/DA. Also keep in mind I prefer CoF over OG; of the two, CoF is actually worst on this issue since it's Mag 2 for brutes.
    I think mids must be off then, I'll check in game.

    I'm looking at mids and the scrapper versions of OG and CoF are listed as Mag 2.

    The Brute version has CoF at Mag 3 and OG at Mag 2.


    Have you given darkest night a try, with no use of OG or CoF?


    EDIT: Just checked at character creation screen. Mids is accurate for the magnitudes on Brutes for CoF (3) and OG (2).
  21. Quote:
    Originally Posted by Desmodos View Post
    Of all the brute secondaries I've played, Dark Armor is the only one with this issue. I have a Claws/DA Brute that fares considerable better than my DM/DA Brute due to the rapid recharge nature of Claws,
    That's interesting, since DM would be my first choice for DA brute that could run Darkest Night without much issue.

    I'd be interested in seeing your build, I've got a DM/DA Brute at L33 and the biggest issue is the lack of AoE - everything else seems fine so far.

    At the moment, he's using OG, but only when he gets overwhelmed. I generally leave it off and take the alpha strike from large packs of mobs and then activate OG as needed.
  22. Quote:
    Originally Posted by ChiosuBlues View Post
    You think SS/WP is fun? Wait until GR and and brutes get Body Mastery. Physical Perfection + Quick Recovery + Stamina = I NEVER STOP FIGHTING.

    I would never take Phys Perf on a WP brute, and would take a PPP with a TAoE every single time.

    The only thing Phys Perf is really good for, especially on a WP build is as a proc mule that the set doesn't really need.

    And trust me, at nearly 5 e/s per second my SS/WP/Soul never stops fighting.
  23. Quote:
    Originally Posted by Desmodos View Post
    Keep in mind my comments are somewhat dependent on the concept of your brother's character and the primary he choses.

    If it's for a scrapper, I would recommend Dark Armor over Electric Armor. Dark Armor will require more endurance management as a new player but the end result will be a more survivable character.

    For a brute, I would not recommend Dark Armor. Regardless if you choice CoF or OG, either will compromise your ability to generate fury. This can be overcome, but unless your concept demands it, why bother.

    In general, I agree with you - especially for someone coming back to the game.

    They might not be fully ready for the kind of investment and planning that goes with Dark Armor.

    That being said, depending on your build goals and primary, Brutes do have access to Darkest Night.

    A bit more endurance to run than CoF, but allows for incoming attacks to generate fury while providing a very reliable and powerful form of mitigation - it's also auto-hit unlike CoF.
  24. One thing you need to first understand, is that SS/SD is extremely powerful but it is also a monster to run.

    No matter what you do, you will absolutely need some kind of assistance when it comes to endurance.

    Whether that comes from inspirations or teammates makes no difference.


    The reason I say this, is because in my personal experience with several SS characters, only the sets that have some form of END recovery boost/tool can play SS "sustainably".

    For example, my SS/WP is near 5 e/s, and has no end issues with Rage and Hasten crashes, or Footstomping at will. (on 5s rech + cast time)


    That being said, I was able to make some improvements.

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(40)
    Level 1: Deflection -- LkGmblr-Rchg+(A), HO:Cyto(29), HO:Cyto(31)
    Level 2: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(29)
    Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(5), Numna-EndRdx/Rchg(43), Numna-Heal/EndRdx/Rchg(46), Numna-Regen/Rcvry+(46)
    Level 6: Battle Agility -- LkGmblr-Rchg+(A), HO:Cyto(7), HO:Cyto(7)
    Level 8: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(13)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(15), RgnTis-Regen+(15)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(19), GSFC-ToHit/Rchg(19), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(23), P'Shift-EndMod/Acc/Rchg(48), P'Shift-Acc/Rchg(48)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Super Speed -- Empty(A)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 30: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(40)
    Level 32: Foot Stomp -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dam%(34), EndRdx-I(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Taunt -- RechRdx-I(A)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), DarkWD-Rchg/EndRdx(43)
    Level 44: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(46), S'fstPrt-ResDam/Def+(48)
    Level 47: [Empty]
    Level 49: Weave -- LkGmblr-Rchg+(A), HO:Cyto(50), HO:Cyto(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
    PROs:
    • Maintained Softcap to all positions
    • +0.17 more endurance recovery
    • -0.10 less endurance consumption
    • +7.5% more recharge
    CONs
    • -9% less regen

    You also have 1 slot you can do what you like with as well as one power choice (where Super Jump used to be, you could just re-pick it), and neither Superspeed nor Super Jump are required in terms of maintaining softcap.
  25. Quote:
    Originally Posted by Umbra_NA View Post
    He would agree, but still prefers Scrappers, and probably would not play a villain.
    If he starts in Praetoria, he can go his entire career as a hero-Brute, and never once be a villain.