-
Posts
1752 -
Joined
-
Quote:No, that would be insane. I wouldn't recommend thatThis is a pretty big leap of logic.
First, you're taking a statement about my experience with WP in a very specific circumstance as evidence of WP's failings elsewhere. Second, you're imposing artificial limitations on what powers (and presumably buffs/insps) are used. The vibe I get is that the Tanker shouldn't have any issues with the ITF running no pool powers, just SOs, and no buffs.
That's insane.
Quote:As for leveling up via normal content (including TFs, before Tough/Weave), I honestly don't remember it being too much different than other Tankers I played. Was I unstoppable? No. Did I use inspirations and/or teammates to survive? Yes. So far, that's been the case on every Tanker I've leveled. The big difference with WP is that with average mitigation from several sources, it gets a lot stronger very easily.
I can say as a brute, I wasn't really capable of taking Alphas for groups (which is pretty much expected of brutes, and I'd stop playing them if this wasn't part of their role) until I began getting +DEF to SM/L - specifically from IO sets. The amount provided by willpower and powerpools (weave, combat jumping) wasn't enough.
Quote:I can see why you said this, but you're misreading it. The Brute wouldn't be at 75% because of the resistance cap, rather, that is all they can achieve with WP + Tough + SoW. They would need either inspirations or outside buffs to push to 90% res. This means the Brute is taking 2.5 times as much damage. I'd say that's a very important difference.
I'm not worried about the defense disparity between a brute and tanker. I'm focused on how Willpower tankers fare against cascading defense failure.
So these are my (honest) questions:- Can a WP tanker with high to capped HP & massive regen survive once their defenses have crashed?
- Can they do it without SoW, without Inspirations?
I expect the answer to number 2 to be no, but if it's yes I'll be pleased.
Quote:I said the only thing that I consider dangerous is fighting Romans and Nicti at the same time. Either enemy in isolation are impotent to my Tank,
So effectively, massed romans with -def debuffs pose no threat?
Quote:Willpower has ~5.15% s/l def, ~20.28% f/c/e/ne def, and ~15.6% to psi. I wouldn't consider that to be a considerable helping of defense.
I personally disagree specifically regarding S/L, and that the vast majority of your +DEF vs. S/L is going to come from Power Pools and IOs. So Defense vs. S/L is not a major part of the Willpower secondary itself.
Quote:Willpower does have regen resistance in Fast Healing. (It's not a lot, but it does have it.)
I agree, every set has problem enemies.
Except that not all problem enemies are equal.
- def debuffs are everywhere, and are heavily represented across many enemy types throughout the game.
The Rularuu exist in game in an extremely limited capacity. You can play SR and actively avoid fighting them with ease. Avoiding content with -def debuffs on the other hand would be extremely limiting.
Quote:So, from a Tanker's perspective, I don't see a problem with the set, at all - def debuffs included.
Thanks for the reply. -
Quote:This is basically my point.After getting Tough and more set bonuses, it became a lot easier.
That without outside IO bonuses and power pools, the mixed mitigation of regeneration and resistances isn't enough to survive alphas or spike damage.
Obviously IOs are available to everyone and all sets get different value from IOs. I personally think things are skewed too heavily in favor of building for +DEF.
Quote:A big bonus that Tankers get over Brutes is the fact they can hit the 90% res cap with Tough + SoW, where a Brute would still be at ~75%. Even with SoW down, anything more than two small oranges will bring me to the cap again.
Of course, it's significantly harder for Brutes to reach 90%.
The hit point difference is definitely very important however.
Quote:The only thing that is remotely dangerous to my Tank on the ITF is rushing the second mission and getting stuck fighting Nictus and Romans at the same time.
Quote:Defense debuffs and mixed damage types can be rough on WP. Once its defense crashes, it doesn't have the res to allow regen to keep it up all by itself.
Willpower as a set, doesn't actually have much Defense to crash to begin with. It all comes from outside sources, from power pools and IOs.
So if the resistance and regen are not enough to keep it alive, your only choice is to rely on an outside source of defenses which are effectively unreliable facing defense debuffing.
Combined that with the fact that Willpower gets no resistance vs. recovery or regeneration debuffs (which are willpower's hallmark traits), and it leaves me scratching my head a bit about some of the design of the set.
Quote:Despite being more susceptible to def debuffs than some of their peers, I'd say WP really doesn't have much to complain about. (Builds like mine with a heavy emphasis on def are pretty ridiculous.)
Quote:Willpower is my preferred tanker for any of the Rularuu TFs, and I routinely tank Lady Grey on a Spines/WP scrapper. The defense debuff liability is noticeable, but it is generally made up by your regen.
Quote:On the ITF I have a worse time against the seafood and dustbunnies around the cyst crystals than against the Romans.
I have more issues on the first mission, facing nothing but massed romans at every turn. -
Quote:My unscientific impression is that mixed defenses are better than pure resistance or pure defense. Pure defense is subject to cascade failures in the face of -def debuffs: if one hits, more will hit, and the set collapses. Resistance at least gives you reaction time, something that the defense character may not have. Willpower is quite adequate despite the fact that its defense, its resistance, and its regeneration are rather mediocre on paper. And invuln is currently quite solid, because it does offer you a good mix of defense, resist, and self-heal.
I've highlighted the part I'm interested in. This will be heavily off topic.
I play a /WP Brute and I've not yet played a WP/ Tanker.
So I'm curious about how a WP/ Tanker fares against cascading def failure.
I've found myself quite frustrated on the ITF, particularly on team compositions that don't have sufficient buffing/debuffing. (On teams with solid debuffing/buffing it's not a problem)
But in effect, cascading def failure does exactly what you described happens to "pure def sets". Which is especially frustrating in that WP is not a pure def set and basically survives on it's mixed defenses (perhaps we should call it a mixed mitigation set?).
My Brute has 2500 hp and his regen with RttC fully saturated stands at 1200% in Mids, about as high as I could get it without gimping other things I want the character to do.
And yet, def failure, from (SM/L) defenses that come almost entirely from pool powers & IO set bonuses is the only thing that gets this brute killed on the ITF.
Even chugging purples to sit softcapped doesn't help, as eventually you will have def failure on the ITF.
So I'm curious if this is a non-issue for WP/ tankers due to superior HP, higher resistances, and higher regen.
I can live with it if this is a non-issue for WP tankers due to those factors, as my brute has damage dealing in his favor.
However if Def failure ruins a WP Tankers day as well, then the mixed mitigation is not really working (in this one extreme circumstance).
Sorry for the off topic post. -
Quote:Thanks for the response.If it helps here is the build that my Super Strength/Shield Defense is using.
It soft caps Defense to everything, has 3.54 EPS, 2271 HP, 27 Hp/Sec. It also gets 20% more Recharge.
By taking out the Gladiator's Armors in Deflection and adding them to Haymaker (And switch it to Touch of Death) and Electric Fences (And switch it to Trap of the Hunter) you can gain 3% defense to Melee and Ranged Defense getting you back up to the soft cap for those two. If you can get two more slots into tough somehow you can get back up to the soft cap for AoE as well.
Would you mind reposting your build?
When I imported the data chunk into Mids it brought up the build in my original post.
Thanks -
Quote:I see this said often, which is odd to me because from a Redside perspective some of the strongest 'steamroller' type teams I've been on have been composed of almost nothing but brutes and corruptors.I think one Tanker is good for a large team but having two Tankers or one Tanker and then another Brute would be too much IMO. If I have a choice, I rather not invite two Tankers but a lot of times I don't have choice. I would be lucky to have a full ITF or LGSF team!
This is not to say that adding VEATs or Doms, etc, don't add to a great team but more of a counter to the idea that multiple Brutes hurt what a team can do.
Brutes only step on each other's toes when there aren't enough mobs to satisfy each Brute's fury needs. -
Quote:I would never remove KB protection from the game. I would, however, modify the KB mechanics to make a distinction between "knocked back" and "knocked over." Right now, its impossible to knock a melee (or any other) character back without also knocking over, so to prevent knock over (which is a form of incapacity) you have to be absolutely immune from KB.
This would allow the game designers to make, say, an AV that is capable of knocking the tank back five feet without the tank being incapacitated for the 3 seconds it takes to get back up. It also would allow certain powers (like say, hover) to provide knock over protection separate from knock back protection, which would give squishies a way to buy some protection from knock effects without having to sell immunity from knock effects.
Hmm, I'm very curious because the effect you just described has actually happened to my /WP Brute several times in game.
Statesman did it to me on the RSF, he punched me and I slid back at least 10 feet or so, but I didn't actually get knocked over.
I've also experienced a similar effect in the mission leading up to the cape mission redside, you have to travel to a warehouse full of longbow agents and destroy 3 contraband crates.
When the crates are destroyed they explode and pushed both my /WP Brute and my /SD brute back around 3 or 4 feet. It didn't happen every time, but it happened fairly often (I had to run the mission back to back for a friend and myself recently, which is why it sticks in my head).
Is that similar to the effect you'd like to see implemented? -
Forgot about that one.
I'll keep that in mind if I ever decide to drop Darkest Night. I've grown pretty fond of Soul Mastery, gloom in particular. And though Dark Oblit doesn't do as much damage as Ball Lightning, it's still a nice attack to have combined with footstomp.
Quote:Originally Posted by TRTerror2Elec Fences is 15 feet in radius. Soul Tentacles is a 30 degree cone iirc -
Quote:And here's a counter point to that.Purples often aren't the best if you planning on a specific build.
Typed defence for your Invuln or Willpower Tanker/Brute/Scrapper...they're useless since they offer almost no typed defence bonuses other than Psi.
I play a SS/WP Brute, and you're correct, I slotted my attacks with Kinetic Combats for the typed defenses. And I slotted heavily elsewhere focusing on typed defenses.
Once I had my build all worked out, and realized I had the means (read: infamy) to add purples, I began working towards the places in my build where purples would fit.
Two will go into my PPP attacks, Gloom and Dark Obliteration, with Apocalypse & Ragnarok replacing Devastation x3 & Thunderstrike x3 (frankenslotted) & 5 slotted Positron's Blast.
1 will go into Footstomp, replacing the 5x Obliteration I have there now (the 6th slot is the force feedback proc).
Disregarding the minor improvements, added recovery, regen, damage bonus - that's a full 18% increase in recharge. That's huge.
And the only real sacrifice is 2.5% def vs. Energy & Negative. Which, since I'm already beyond 30% vs both of those with 1200% regen - it's hardly noticeable.
So that's a case where purples clearly make dramatic improvements to a build.
As others have said, it largely depends on the build in question.
As the OPs general question of "why?", I can only answer that it adds an extra layer of character building for me. It's something to strive toward, so that I can improve on a character that I dedicate 75% of my play time to.
Quote:Originally Posted by Thirty_SevenNOT do mindless and repetitive amounts of math and jimmy-riggin' to get an extra .5% of something to be able to do something else an extra time so that some ridiculous activity is doable that I shouldn't really be doing in the first place!
I'll gamble that they understand the numbers behind the ATs & how they interact with IOs, and what kind of performance AT X can get out of them better than 98% of the player base.
They knew what they were doing when they added IOs and Purple sets. They added a facet to the game that would appeal to hard core players, perfectionists and number lovers in a game that is heavily casual friendly.
I'm new here, but from my perspective IOs & Purple sets added an amazing level of depth to character building compared to what existed prior.
And the beauty of all this is you can still play to 50, play on teams, solo and run TFs all with just Single Origin enhancements.
It's basically a bit of something for everyone. -
Quote:Not really.2) Soul Mastery: is there anything resembling Fire/Energy there? I suspect the powers are dark themed (which won't work), but maybe with Customization coming, they could be colored to resemble it, perhaps?
Dark Obliteration and Gloom are thick and shadowy (and Gloom has a skull head). Although with some coloring and a bit of imagination you could pretend Dark Obliteration is Napalm (neither really looks like a beam of energy or blast of fire).
You might want to go into the character creator, and try a Darkblast corr or defender. You can play around with the powers and their colors in the creator, and get a feel for what you'll be getting with the brute, at least with Gloom. -
Quote:I'll just chime in here.I echo a claws/WP. To me, SS is simple and a bit dull. Claws is more customizable, end efficient, and according to some recent numbers, numerically one of the most potent sets to go with for a primary.
SS is simple, though I rarely find it dull. The KD from the attacks lends to SMASH factor.
One of the things I like about SS is it's simplicity. It has solid ST damage, and Solid AoE potential.
It also gets a great deal of benefit from adding outside damage sources (secondary, PPP) as they can sometimes combine with rage for great benefit.
Quote:SS' ST DPS is average at best even before factoring resistances, unless you add Gloom. Now Gloom is certainly a valid option, especially as SS gets more out of it than any other primary thanks to Rage, but that's a very specific SS build that locks you out of the other PPP options.
Rage also does good things for Dark Obliteration or Ball Lightning, either of which combine with Footstomp for very respectable AoE capabilities. And though I realize you're commenting on ST damage, I think this is an important point.
And regardless of what PPP you choose, you can add to SSs capabilities without dealing with redraw.
I'll also comment that single target attack chains and ST DPS are mostly moot points outside of AV fights & AV soloing. In general play, it's rarely an issue as most things simply die too fast for it to matter.
To the OP:
As others have said, Willpower will definitely be the best choice for you to pick up and play and make your way to 50 in terms of ease of play.
Beyond that, pick a primary that appeals to you. Super Strength, Claws, War Mace, and Dark Melee are all great choices and you'll have a hard time going wrong with any of them on your first time out as a Willpower brute.
I left a few sets out, not because they're in any way bad, but because I think those primaries will be smoother sailing for a beginner, and will all be solid choices for Soloing. -
Quote:Absolutely.Add 'Damage Bonus' to your HUD asap if you don't already have it, that number dropping to -3000% or so when rage crashes is rather effective at reminding you why you're suddenly hitting like some passing stalker tied pillows to your fists.
I do that on my SS/WP, and switch to brawl and punch during rage crash.
It helps mitigate the end loss from the rage crash, as you aren't really using any endrance and it also helps maintain fury.
If I'm teaming or need the mitigation, I'll still throw footstomp in there as well. -
Quote:Thanks.It's actually a very good build.
I have managed to get abit more out of it, but only because i've slotted the Glad armour 3% Def.
Unfortunately, while I can afford the purples, the 3% Glad Armour is way out of my budget.
Still, that's not a huge sacrifice.
Quote:Personally i'd look at a DM/Shield, it's alot better endurence wise, and it's damage type is less resisted than SS/
Quote:Just to point out the obvious, elec fences stops all the knockdown in shield charge/footstomp, which will really suck if you forget and try and use the breathing room to cope with any defence debuffs that hit; and with active defence only stacking 2/3rds of the time at best, and skipping grant cover; you are really going to feel them.
What I think I'll do is drop the DEF/END LoTG from Combat Jumping. It's superfluous and unecessary. I can drop it and maintain softcap to all positions and use that slot for another slot in Active Defenses - with another HO membrane, or probably just a straight L50 Rech Rdx IO.
I think that brings the recharge to 74s. I'll try to see if there's another slot I can shave from somewhere else to put a third slot into Active D and redline the recharge.
Thanks for the comments. -
Quote:That's actually the conclusion I've come to in the past few weeks.You could have 50% def to sm/l and it wouldn't be much better than the 30% you have now due to the def debuffs. WP just doesn't have enough def debuff resistance, and once a large mob of cims start wailing on you, it's not long before all of your defense is gone, and even with a lot of res and regen, a large mob of cims will put you down relatively quickly.
Popping purples, gets me to softcap and has in no way alleviated cascading defense failure, and then shortly after - death.
I think it's more of a balance issue with Cims, and to a lesser extent how strongly things are skewed towards DEF.
A secondary that relies almost entirely on passive regeneration and resistances for it's survival, should actually be able to rely on those to survive.
But that's just not how it works in game.
I read a lot on the forums on how /WP is apparently awesome with just SOs. That's not my experience however, not in groups or facing large spawns alone.
Before I built for +30% def vs. SM/L on this character, unless I had considerable support (and that, generally meant +DEF buffs), acting as the armored speartip for groups meant death.
I don't like it, but I've come to accept it.
I don't solo content with debuffs that you have absolutely no way of building or defending against unless you play very specific secondaries, and on teams with defensive debuffs I'm borderline unkillable.
On teams with little buffing, particularly the ITF, I just expect at least a handful of deaths as no amount of spamming inspirations, or use of darkest night will save me. -
Quote:Not enough.I'm 30 atm and i'm leaching end like crazy despite me having an end red IO in every attack and toggle. My attacks seem like they are hardly hitting hard at all, and my survivability isn't that great because of it
Even with Claws being light on the endurance bar constant use of Spin and Eviscerate will eat up end. I would do 2 endurance reductions until you can get into sets later on and have endurance recovery coming in from other areas, etc.
30 is a good level to look for cheap sets on the market for frankenslotting for performance, for both toggles and attacks.
Smashing haymaker is pretty cheap as sets go, adds some SM/L def and leaves room for you to frankenslot for performance. -
Quote:SS is far from the "unquestionable" best as Bill Z showed you (although his results only deal with single target attack chains).Relatively new (returning after 4 odd years) player in need of a ranking list of power sets. As far as I can gather SS seems to be the unquestionable best, but what else is good? Opinions?
e.x.
SS is a great "all around" set. It's also a set with built in mitigation through knockdowns.
It does ok single target damage, and has very strong AoE capability through footstomp.
Rage opens up interesting possibilities with the more offensive Secondary sets.
Quote:I'm kind of an AoE freak in the sense I love hitting multiple foes as often as possible, but I'm also a fan of shredding through them before they can even attack, basically I want things to die fast, but I don't like using brawl, or filler moves. That's why SS kinda turned me off.- Unless you're under L20, you shouldn't need brawl with SS.
- Gloom is not a "filler" move. Gloom is awesome.
- Hitting multiple foes as often as possible and "shredding" through them sounds like Claws might be a set for you to look into. It does both of those with aplomb.
Quote:You see what I really want is fun, this will be my first level 50 afterall. I just happen to have alot more fun when things around me die quickly.(flashy moves help too)
They'll all be fast and fun. You'll have little downtime, and they are all sets that do well in a variety of situations (none of them are overly specialized). -
So I've been kicking around builds in my head, and I've been debating between DM/SD and SS/SD.
I haven't fully decided, but while I think the DM / SD will have better staying power, Rage + AAO with Footstomp, Shield Charge and Ball Lightning is hard to say no to.
I'm looking for a critique of the build, and any places where improvements can be made without changing power selections.
The build is primarily for soloing ?x8 mishes and running SF/TFs.
Build Highlights- Softcapped to all positions with 0 allies in range.
- 2300 HP
- Recovery = 3.49 e/s
- Regen = 25 hp/s
My main concern will be the fairly heavy endurance usage of foot stomp and ball lightning, along with threat of toggle drops from rage and hasten crashes.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Dam%:40(34)
Level 1: Deflection -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(11), LkGmblr-Def/EndRdx:50(17), ImpArm-ResDam:40(17), ImpArm-ResDam/EndRdx:40(23)
Level 2: Haymaker -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(7), Mako-Dmg/Rchg:40(7), Mako-Acc/EndRdx/Rchg:40(9), Mako-Acc/Dmg/EndRdx/Rchg:40(9), Mako-Dam%:40(11)
Level 4: Battle Agility -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Rchg+:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 6: True Grit -- Numna-Heal:50(A), Numna-Heal/Rchg:50(19), Numna-Heal/EndRdx:50(37), ImpArm-ResDam:40(40), ImpArm-ResDam/EndRdx:40(40)
Level 8: Hurdle -- Jump-I:50(A)
Level 10: Active Defense -- HO:Membr(A)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15)
Level 16: Against All Odds -- EndRdx-I:50(A)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(19), Numna-Heal/EndRdx:50(29), Mrcl-Rcvry+:40(40)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-End%:50(21), P'Shift-EndMod/Acc/Rchg:50(23)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 24: Knockout Blow -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(25), Hectmb-Acc/Rchg:50(25), Hectmb-Dmg/EndRdx:50(27), Hectmb-Dam%:50(27)
Level 26: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(29), GSFC-ToHit/Rchg/EndRdx:50(43), GSFC-ToHit/EndRdx:50(43), GSFC-Rchg/EndRdx:50(46), GSFC-Build%:50(50)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(31), Aegis-ResDam/EndRdx/Rchg:50(31), Aegis-EndRdx/Rchg:50(31), Aegis-Psi/Status:50(43)
Level 32: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: Weave -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Rchg+:50(39), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def:50(39)
Level 41: Electrifying Fences -- GravAnch-Acc/Rchg:50(A)
Level 44: Ball Lightning -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(45), Ragnrk-Knock%:50(46), EndRdx-I:50(46)
Level 47: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(48), Zephyr-ResKB:50(48), LkGmblr-Rchg+:50(48), LkGmblr-Def:50(50), LkGmblr-Def/EndRdx:50(50)
Level 49: One with the Shield -- S'fstPrt-ResDam/Def+:30(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1398;699;1398;HEX;| |78DAA5935B4F534110C7F7B4A7147AA16069B91591B6D0966AA1025EF0C14491440| |309A4A20690DAC0D2569BB6A12591373F804F6AE2936F5EBF827E03AFD147F59B78| |A933F35F9A181F3D69FFBFB373667666776797EF2EF894BA775E59DE8B9542A391B| |FB0B7DFD49EAB7ABB54AD556AC503E5564A0D8935BFAC2B5A6772FB75BD97CF35F7| |74B5D82C45F06941EFEA6A833E96CABAB27338ECBD5C2D69F26B660E5F7C2BB55A2| |5B3586E5675A3E19141AEAEF58EDFD88BA566B95A84D7922ED46910BA542F6F674C| |05FBF9E542A3A9F70E06A8AC14FDA396324FCBA5D60909E5D8003605F64D604B309| |617BCA5452B896CD9AA8F5EB2CA1312F4F400498BFDC27141CC32DE94C4DA95193A| |8A4049D059066E0B3C7704EF288913499C4E244961F61472A58282F7E4E732C5B8D| |6C474242788AF0A12282681623AE844DC7057EEA462870F3443973175CD136CA78A| |929B173687372D6EBEBF1023073F16E5F07F75B0A9FB1BF05DF091660D581E99353| |026316E8AE9354BEABD86525171C4947A456AEC24BFA0F10B3E90D9FA1E028F05E1| |47824F9422640A0F6153C649FB5196DD9F10AF812490120C4D02694182DC072D871| |CCDE05331459E09269F032F05275E08B2AF0416D5378C246AB8458F729265C41CC2| |C8B45472741698014E0A26E77074A4A3A623467FC89CC77E02BF80DF82B116A09C8| |CCFB4DCA8898A222A86A818A262888A232A8E289B4A1B379B398E9699C05E4DA09D| |26D05CB7C83B691695CCC90C0532A54DC2F48C988ECF0273C029ECCE6900A71CA68| |419247465D01953E88C2974C614D26791378B2ABED0E2A64DFAE97E328DA888DDBE| |9CF4E36D5EFAC7B262B7EF96B2C4B268B72FE77F3DAFDB97BC6B95BAD8CA712BAFB| |15CE7E10D9675960DB66DB26CB1E4A5E5DFF80E2B0D9CE182CEB2CCB39C63B9CF4E| |6E2F8997C5C7E267E96609B0F4B00459C22C432C4F585A7F00FEF0FD0F| |-------------------------------------------------------------------|
Thanks -
Quote:I use Soul myself, but I debated a long while if I should go Mu and push for Softcap (I didn't).I'd pick Soul personally or Skip electric fences because of the -KB. Since KB from FootStomp or other SS' attacks really help you regenerate i'd advise against it. And if you skip Fences then you're better off taking Soul at that point.
If so, Elec Fences is nice for slotting Enfeebled Operation. -
Quote:My first thought would be that /WP isn't a secondary I'd pump billions into for PvPs sake.Yeah, what epic pool should I get for my new ss/wp. I plan to put a buncha billions into him and do alot of fun times pvp... Thoughts?
My second thought would be that you should choose between Soul or Mu.
Soul if you want the mitigation from Darkest Night, and Gloom to enhance your ST attack chain.
Mu if you want better AoE damage than what Soul Offers. Not that Dark Obliteration is all that bad, I use it on my SS/WP. -
Quote:I can't really answer concerning soloing SFs/TFs. However...I might as well ask this here: how important is Darkest Night for WP's survivability? I was thinking about trying a Claws/WP Brute, but I didn't like the power choices I had to make to fit in two Soul powers. I figure I could muster about 30% typed defenses (except Psi), 2400+ hp, and 1100ish regen with a fully saturated RttC. With all of that, would it be a lot less survivable than a Brute with DN + reliable and consistent AoE KD (Fault, Stomp, etc)? My interests lie in soloing and SFs/TFs.
There's no getting around the mitigation provided by the primaries vs. claws.
That being said, my SS/WP brute has:- 30% DEF vs. SM/L/NRG/NEG.
- 2550 HP
- 1200% regen with fully saturated RttC (in mids, roughly 130 hp per second, and spiking as high as 175 or 180 due to procs I believe)
- Darkest Night
I generally solo a variety of opponents anywhere from -1~+3 x 8.
I run ITF/LGTF daily, and I've been the only one on aggro duty quite often.
The only time I actually run darkest night is if the team is lacking in debuffing on the ITF.
It comes in handy from time to time in other situations, for example against massed rikti at range while I'm dealing with a pack in melee (I'll often darkest night the drones/rikti who are range as the one's in melee aren't a threat.)
I'm not sure if that really answers your question. I can add that outside of Romans and Endurance drain, my survivability is not something I often worry about.
Against romans, I run darkest night and make sure I have a half a tray of med/large oranges - as I find even large purples aren't enough to counteract the inevitable cascading defense failure that is usually my undoing.
So for my build darkest night is not really useful or necessary in the vast majority of circumstances, but is often very useful in select, extreme situations. -
Quote:Are you sure you checked with RttC set to 10 mobs?I dont know about 1000-1200% regen... I was only able to get my tanker up to 900 and I spent over a month on that build... just get about 80hps/second with high hit points 2500-2600.
I have the following in my build according to mids.
90% (5.63 HP/sec) Regeneration
That's the entirety of my regeneration bonus from sets, yet my total is 1202% regen - which is about 130 HP per minute.
Health, Fast Healing and RttC are all slotted with +91~96% heal each. -
Quote:Not that I've done any calculations (and wouldn't know where to begin if I were to try), but I was under the impression that SS was balanced with Rage already factored in.On the other hand...Castle did say he would re-visit Rage at a later date. <gulp>
Where does SS fall, damage wise, amongst the primaries with perma-rage and where does it fall without it?
The only info I have to go on is in Bill Z's The Results Are In... Take 2 thread, which puts SS very far down the list and sitting above Elec Melee alone in single target damage (for primaries that are currently available). -
Quote:I'll comment on the /WP side.I can't comment on the /WP side of things, but I would recommend against a few things suggested about DM.
You want to build for typed defenses, aim for 30-35% SM/L/ENRG/NEG.
If that proves too expensive (requires multiple sets of kinetic combats) you could aim for around 20% which will still be a significant improvement.
Also, build for +HP, I generally ignore the +regen bonuses from sets and choose them specifically - as you get both regen and more of a cushion for alphas from +HP.
The main portion of your regen will come from building for +HP, Accolades (more HP) and slotting RttC, Fast Healing and Health.
You don't really need rech for /WP, but I would try for around 30-50% global depending on your budget.
For Dark Melee I'd take:- Smite
- Shadow Maul
- Siphon Life
- Midnight Grasp
For better single target damage go Soul Mastery and take Gloom. You can also take Dark Oblit and Darkest Night if you have space.
If you take Darkest Night and run it often, you might actually want/need Dark Consumption more than you think. -
Quote:This is just an attempt at a VERY fast footstomp and knockout blow recharge and not gimping the secondary OR primary for it.
Sorry, the build I posted was directed at the OP and not you. I should have made that clear, and I've edited as such.
I wasn't trying to imply that you don't know how to slot for high positionals.
However I still feel that attacks should be slotted as such. You obviously have a different preference.
If you take a bit of time to compare the two, your build has significantly higher recharge (45% more) and is 1.4s away from perma hasten - where as the build I posted is a full 8 seconds away.
That amount of recharge means your attacks recharge about .45s faster - nearly half a second. But at a significant loss of about 175% damage per attack, with the exception of footstomp and boxing - due to no damage slotting and no rage. And a DPS comparison in mids shows a pretty significant difference with only 1 stack of Rage.
So to each his own, my build was posted to help the OP generate some ideas. -
Quote:You want to focus heavily on hit points & typed defenses.I've got a lvl 50 SS/WP Brute. You'd think by now I would have it figured out, but in truth, I don't. My Brute feels a little squishy. When I am on teams and have support in the form of +def +res or heals, I do well. However, without that support I feel pretty weak.
Help me figure some things out. First of all, with WP, should I focus my build approach toward Resistance, Regen, Defense or a little of all? I have the resources available to pick up various sets that will grant bonuses, but I'm really not sure where to go. It feels like I'm decent in a few things, but vulnerable in all areas. What priority should I make each of these characteristics? Any help is appreciated.
Try and aim for 2400-2500 hit points, and 30-35% DEF vs. SM/L/ENRG/NEG.
After that, a decent amount of recharge, say 35-50%, and make sure that RttC fully saturated has your total Regen to about 1000~1200% in mids. -
@Imt1979 I think you're selling yourself short if you're not slotting your attacks like attacks.
@OP - I was curious, so I played around with this in mids. It could use more hit points, but I wanted to softcap all positions without the fighting pool and get perma-rage - and I think at the least the build should give you some ideas.
It probably needs heavy tweaking.
I threw hecatomb in there, but you could substitute it with crushing impact and not really lose much.
I took the powers in roughly the order I would take them, but I slotted them at random. I leave KO Blow til the mid 20s because you can rely on brawl, punch and haymaker until then and KO Blow is a massive end hog so it's nice to have STA before you start using it.
As for not feeling Brute-like, while Super Speed conceptually might not feel very brute-like to you, I think you'll find that Super Strength will provide that feeling in droves.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Dam%:40(7)
Level 1: Focused Fighting -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(13), LkGmblr-Def/EndRdx/Rchg:50(13), LkGmblr-Def:50(40)
Level 2: Haymaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(7), Mako-Dmg/Rchg:50(9), Mako-Acc/EndRdx/Rchg:50(9), Mako-Acc/Dmg/EndRdx/Rchg:50(11), Mako-Dam%:50(11)
Level 4: Focused Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(15), LkGmblr-Def/EndRdx/Rchg:50(15)
Level 6: Agile -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(17)
Level 8: Hurdle -- Jump-I:50(A)
Level 10: Practiced Brawler -- RechRdx-I:50(A)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(19)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(19), Zephyr-ResKB:50(21)
Level 16: Dodge -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(21), GftotA-Def/Rchg:40(43)
Level 18: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(23), Mrcl-Heal:40(23), Mrcl-Rcvry+:40(29)
Level 20: Stamina -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod:50(31), P'Shift-EndMod/Rchg:50(31), P'Shift-End%:50(31)
Level 22: Evasion -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(34), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Def:50(43)
Level 24: Knockout Blow -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(25), Hectmb-Acc/Rchg:50(25), Hectmb-Dmg/EndRdx:50(27), Hectmb-Dam%:50(27), C'ngImp-Dmg/EndRdx/Rchg:50(29)
Level 26: Aid Other -- Numna-Heal:50(A), Numna-Heal/Rchg:50(40), Numna-Heal/EndRdx/Rchg:40(40)
Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(37)
Level 30: Lucky -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(43)
Level 32: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Aid Self -- Mrcl-Heal:40(A), Mrcl-Heal/Rchg:40(39), Mrcl-Heal/EndRdx/Rchg:40(39)
Level 38: Quickness -- Run-I:50(A)
Level 41: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), Zephyr-Travel/EndRdx:50(42), Zephyr-ResKB:50(42), Zephyr-Travel:50(46)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(45), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-Immob/Rng:50(45), Enf'dOp-Acc/Immob/Rchg:50(46), Enf'dOp-Acc/Immob:50(46)
Level 47: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dam%:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50), Zephyr-ResKB:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1393;681;1362;HEX;| |78DAA5934B4F535110C7CFED83026D69B19467116985BEA4D29D8F8589228AA1095| |A5103486DE050AA4D697A4B823B3F800B051F2B773ED76A34FA257C9BA8DFC4479D| |99FFA11B97DEB4FFDFBD7366E6FCEF9CDCDCD6944FA91BC794E53D5129DA76E1787| |DB3A1DDB962A9BCA23C4AA941091472BAA27526BF59D3F542BE51D7D552633D82A5| |29BDA6ABF6EEE239BD56D15BDAEE9EA9AE6BCA6B64766F7C731B1B95CC74B951D5B| |6DD290FF99AD6AB7EB9CDE9D5F24AB9AA9135AB8BB572B5143E592BAF648C83CD42| |AE683774FD7A3FD94AD23F6A297335DD6A8110578E456049E0BA0C2C0BDA0A82775| |C20954DA70AD34D56F982404810EF11C42C9346DDAD35C5A1B692A07D1D280B3AAF| |02D704EF499DE8EE70A27B17BA77A1FB075A7223C172B75BEC28E812B4D1B83D585| |19E8474FB48DA61421D69094529CB6B36F0221404F600314AF0C3B7C3FFCD212BDF| |053D3F049F6829603A04E0A0070E526E81873A749B0975CF8BEBDE0BC08C2444CE0| |8DA292F64F242F7A4F7DE6D6007B82FF84C19619317C64C463193186692C2C4C748| |FBCCC4FBE252DA9F009282C114901644B4BCEF30B91830EF3B00B7F13C705E6CC64| |9872C4BDA0E3D94D2D823E0B160FF13E029F04CF085F287CD9486617A1C3653F09E| |241D316E477E4ACDBE5FC06FE08F60B40928276384DC468DDB28A6397E0A382DF84| |A4B63E6C8C726E40D7BA92681902B012B495849E2609338D8099CF615DA286D8CA5| |6F49DE81DBC036B02398B803DC1514A92A832A57E6B9EC7BF005F012782DC8BE12F| |491A749F31E93D8370B33599889B85A1F27FDE852B3FF44E65CAD4F4C59129976B5| |3ECEFFBADEF876F7EA38DB491DF3246A9EE5223F5E62596059E4D812CB324B81A5F| |9B6551D38C4860EB31C6139CA7293933C5E122F8B8FC5CFD2C5126009B284587A59| |06591EB034FF02DEFFFA40| |-------------------------------------------------------------------|