EJI

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  1. EJI

    Some build Help

    Quote:
    Originally Posted by Eldorado View Post
    Icantres brought kind of a clunker in here, but at least it had potential! I think _Pine_ is discouraged by those OTHER people last month who've shown up with the completely unidentifiable rusted-out shells, one motorized skateboard, a broken Cuisinart bolted to a hubcap, and the one guy who brought the pony.
    I can haz pony?
  2. Not my cup of tea, I think you've sacrificed too much damage chasing defense. I like my damage dealing powers to deal damage (in this case, most notably the cones, but the hold, the ST immob, and the heal also deal pretty fair dmg). However, not everyone's priorities are the same... I think you'd be better served by an accuracy IO in penumbral grasp, accuracy is a bit low in Smite and MG, as well. You slotted your hold with a to-hit debuff set- if it's held, that's pretty good -to-hit, no? If the only power you're taking from Soul is the armor, perhaps Scorpion Armor from Mace would be a better choice? This change would put you over the s/l cap (giving you more flexibility/opportunities in your build) and boost energy defense as well. I've found a softcapped build to be sturdier overall than one with a combination of resists and mediocre defense, but it's a bit 'touchier': when you do get dropped, it happens more quickly (less time to react) and damage mitigation is a bit more sensitive to mez since since more of your defense is toggle rather than set-bonus based. Toggles drop when you're mezzed, set bonuses don't.
  3. On a brute, I'm pretty sure fire wins even *with* SD fodder. Different story on a scrap or tank, and I'm not sure where the tipping point (i.e. how many targets for SD) is... Anyway top chain for fire (sans Gloom) is cremate > incinerate > GFS, iirc.
  4. Go to "Totals" and turn your toggles on, you're pretty close (showing 44.2). You can get the last .8% a number of ways, I'd add a slot to CJ for an lotg def, and swap the common defense IOs in weave and scorp shield for enzymes. That's an expensive way to do it, though, unless you already have the enzymes. The least expensive way to do it I can think of would be 4 smashing haymakers in either boxing or brawl. 6 slotting subdual with enfeebled operation would also get you there.
  5. You're 9 hit points shy of the blaster hp cap without hoarfrost. Why do you want perma-hoarfrost? I'd swap it for Aim in a heartbeat. Other than that, build looks good.
    edit to add: That's with accolades turned on. If you're not planning on getting the accolades, it makes more sense.
    another edit to correct: I was thinking 1590 for cap. It's 1606. So you're 25 hp away. *shrug* Apologies for the misinformation. I still think 25hp is close enough to make hoarfrost not really worth it.
  6. another option for that slot would be a 3% steadfast. it doesn't sound like much, but still cuts 6% of incoming damage, and stacks with the defense from weave and hover.

    you've got quite a bit more accuracy than you really need, 30% over the cap on most attacks... i'd swap the accuracy IO for a dmg proc in smite, the accuracy IO in siphon life for a heal IO. I'd drop the hecatomb dmg for either a Crushing Impact d/e/r or a Mako's quad. No sense in being that far over the ED cap, and the 6th bonus for Heca's isn't that great. I'd consider a Winter's Gift for fly. I'd swap the LotG defense in MoG for a def/rech. I'd grab the 6th bonus for the t-strikes to pick up the ranged defense, or use another purple set there if you don't mind getting spendy. You don't much need the accuracy there, either. You do, however, in dark consumption: maybe an accuracy/endmod piece there?
    My 2 inf
  7. Here's a mostly SO build with an eye towards levelling, sprinkled with a couple "IO essentials". Hero merits or regular reward merits are a good way to grab those if the cost is prohibitive.

    There are plenty of IO builds on these boards, probably enough that sifting through them to find one you can work with a bit will be the hard part. I have 2 builds for mine, one high defense (I built for s/l/e/n, but just s/l will work for a majority of encounters) and one high recharge, medium defense. You'll figure out your own priorities as you play the toon. (edit to add: I find sprint + ninja run sufficient for travel, with occasional jet pack use, to answer another question).

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery
    Villain Profile:
    Level 1: Punch -- Acc(A), EndRdx(3), RechRdx(7), Dmg(23), Dmg(39)
    Level 1: Fire Shield -- EndRdx(A), ResDam(17), ResDam(31)
    Level 2: Haymaker -- Acc(A), EndRdx(3), RechRdx(7), RechRdx(23), Dmg(39), Dmg(48)
    Level 4: Healing Flames -- RechRdx(A), RechRdx(5), EndRdx(5), Heal(21), Heal(25), Heal(50)
    Level 6: Hasten -- RechRdx(A), RechRdx(25), RechRdx(43)
    Level 8: Knockout Blow -- Acc(A), EndRdx(9), RechRdx(9), RechRdx(11), Dmg(19), Dmg(39)
    Level 10: Combat Jumping -- Krma-ResKB(A)
    Level 12: Temperature Protection -- ResDam-I(A)
    Level 14: Blazing Aura -- Acc-I(A), EndRdx(15), EndRdx(15), Dmg(36), Dmg(37), Dmg(37)
    Level 16: Plasma Shield -- EndRdx-I(A), ResDam(17), ResDam(34)
    Level 18: Rage -- RechRdx(A), RechRdx(19), RechRdx(40)
    Level 20: Consume -- Acc(A), RechRdx(21), RechRdx(40), EndMod(40), RechRdx(50)
    Level 22: Boxing -- Acc(A)
    Level 24: Tough -- EndRdx(A), ResDam(31), ResDam(36)
    Level 26: Weave -- EndRdx(A), DefBuff(27), DefBuff(27)
    Level 28: Burn -- Acc(A), RechRdx(29), RechRdx(29), Dmg(31), Dmg(37), RechRdx(50)
    Level 30: Taunt -- Range(A)
    Level 32: Foot Stomp -- Acc(A), EndRdx(33), RechRdx(33), RechRdx(33), Dmg(34), Dmg(34)
    Level 35: Fiery Embrace -- RechRdx(A), RechRdx(36), RechRdx(43)
    Level 38: Rise of the Phoenix -- Dsrnt(A)
    Level 41: Gloom -- Acc(A), EndRdx(42), RechRdx(42), RechRdx(42), Dmg(43), Dmg(46)
    Level 44: Dark Obliteration -- Acc(A), EndRdx(45), RechRdx(45), RechRdx(45), Dmg(46), RechRdx(46)
    Level 47: Darkest Night -- EndRdx(A), EndRdx(48), Range(48)
    Level 49: Super Speed -- Empty(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(13)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod(11), EndMod(13)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run

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  8. Heavy Blow, Sweeping Cross, Blazing Aura, Rib Cracker, and to a lesser extent Fire Blast are all pretty low for accuracy. Turn off Combat Readiness to see true to-hit numbers. (On further review, most attacks are lower than I'd be happy with for accuracy. If you seldom fight uplevel baddies, it may not bother you much. A kismet and a sprinkling of +Acc bonuses would go a long way.)

    You have an odd mix of S/L (kin combats) and melee (ToD) defense bonuses.

    Temperature Protection is overslotted, the 3rd Rect Reticle in Combat Readiness isn't doing you much good, Fiery Embrace needs more recharge, and there's little that 8pts of kb protection helps against that 4 doesn't cover- with a few exceptions, kb comes in mag3 or mag10 (or magHolyCow). You could push it up to 12pts with a BotZ in Super Jump. Swap the Dam/Range piece in the posi sets for the proc, you'll still get to the ED dmg cap. Replace the def/rech LotG in weave with a def/end.

    Personally, I really like hasten on my /FA builds to bring up the heal and fiery embrace faster. Also, you might consider using Soul Mastery instead of Fire to free up a power pick (I'm guessing that you're not planning to use the immob, as it's unslotted).
  9. I'm not saying this *won't* work, but it wouldn't be my cup of tea. /Electric makes a great blapper set, while Beam plays best at range. On its own, /El won't drain enough end to stop the mobs from attacking (though they'll be less able to use their more powerful attacks). Without enough sapping to bottom their blue bar, or -recovery to keep the blue from recharging, it's not that great in terms of mitigation. /El has some great melee attacks, but you'll be forced to redraw to switch back to your rifle- slowing your kill speed. This bothers some players more than others. So, jump in, sap, blap, jump back out while drawing your gun, disintegrate for a bit, jump back in, jump back out, etc. Personally, I'd be more inclined to pair beam with energy or ice as a secondary.

    As to difficulty, x4 or lower should give you single boss spawns (is this what you're asking?), but you'll probably want either support, a meat shield, or some defense bonuses to run at that difficulty. -1x4 might be doable.
  10. EJI

    Ice/MM/Force

    Ice/MM will be a fun blaster, and force is a good choice of APP. Depending on what you're building for, Scorpion Armor from mace mastery or Cold will let you get to the S/L softcap while still leaving room to squeeze in some decent +rech bonuses. Defense is a bit more effective than resistance, but when you get a string of bad rolls from the RNG things go south often before you can react; resistance based shields give a bit more time to react but are ultimately not as sturdy.

    Here's a sample build, mostly on generic IOs. Different players will have different preferences, the best way to come up with your own build is to play the toon and get a feel for it.

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  11. EJI

    Toxic Damage

    Lusca's head shoots toxic attacks, too.
  12. EJI

    Katana/Fire

    I'm running spiritual alpha on my /fire brute as it boosts both recharge and the heal.

    I'm not sure that 12 pts will protect you from Nightstar and Marauder (someone please correct me if I'm wrong), but there are plenty of occasions on iTrials where 4 pts is just not enough. Self-destructing ACU's, for example; 12 pts will protect you from those (4 pts won't). For BAF AVs, try not to let them hit you so much .

    I took a stab (katana! stab!) at your build to see what kind of numbers I could get using a more balanced approach to positional defense (my fire brute is built for typed, not using katana). Gave up 27% recharge compared to your build, which is a pretty big chunk. Melee at 46.1 with a single DA, 32.6 Ranged, 32.9 AoE. Improved recovery and +100 hp (all those erads), some other nice perks. Might give you some ideas, anyway.

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  13. re: Linea's expensive/moderate builds

    Lysosomes are a neat trick in DA, and quite a bit cheaper than enzymes. I'm not sure about the mako's quad there, either- perhaps a crushing impact a/d/e, a/d, or a dmg proc?

    I'd replace the enzyme in Shadow Meld with a membrane, recharge is more valuable there than end redux.

    I'm not sure how valuable the resistance slotting in power surge is -you'll be exceeding the resist cap for most dmg types when using it, and it seems like a pretty situational power (to me). Maybe 4 Bas Gaze here for the recharge bonus? The expensive build could probably lose the kismet, i'd put it back into the moderate build and drop the BotZ set from CJ and try to put those slots to better use. A 4th slot in dark blast might be a good way to pick up another cheap accuracy bonus as well.

    My 2 inf.
  14. Shocking grasp is a pretty high dpa attack, I'd slot it for damage.

    Power sink doesn't need to be slotted for accuracy. (Though I'm guessing you were chasing the recharge and the set bonus here. Still, could replace the triple with an end mod and not lose much recharge from the power).

    Accuracy is a bit low in your melee attacks and lightning field, a bit high in short circuit.

    There's not a lot that 8pts kb protection protects you against that 4 pts doesn't, with the possible exception of exploding ACU's & etc in iTrials. I'd probably drop the winter's gift for 4 more pts, which will protect you against nemesis wands and other higher-mag kb stuff.

    Otherwise looks pretty good. I posted an E^3 buld here, if you're interested: http://boards.cityofheroes.com/showthread.php?t=278083
  15. This one is more a team oriented blapper build, but it might give you some ideas. You can swap CJ for hover, and SS for fly. If you're mostly solo'ing, I'd probably drop maneuvers and assault for aid self.

    Caps hp, 35%+ def s/l/e/n, 50%+ global rech

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  16. Quote:
    Originally Posted by JayboH View Post
    Would it be better if I put the data chunk in a post?
    It would for me, personally. Also, titan network seems to be down right now so folks trying to load from the link just get an error message.
  17. Here's (almost) what I'm running on mine. (I have a purple set in fireball).

    1777 hp, over 32.5% def to s/l/e/n, good recovery, huge honkin' heal every 12s. Spiritual core to help make up for the lack of recharge (also boosts the heal, and my recovery is fine without cardiac), barrier destiny for high stress moments, reactive and pyronic for moar fire. I find it really useful in a lot of situations to have ranged attacks. I've experimented with musculature, but the extra recharge and healing seems to help me more than the extra damage.

    More food for thought

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    |CC6|
    |-------------------------------------------------------------------|
    Fun experience: ITF, having a mildly IO'd invuln tank complain about getting out-tanked by the fire scrapper, hehe. Before I had unlocked destiny. Pop a purple insp (or two against heavy defense debuffers or incarnate to-hit) during high stress moments and you're golden, even without a destiny power. It's a pretty solid scrapper, without the need for the qualifier: for a fire scrapper .

    edit to add: JayboH, I ran a high recharge build before this one, it was a beast (I still have it as build 1, in fact). The slight loss in damage output was more than compensated for by the extra survivability, to me. I haven't switched back to build 1 in ages.
  18. I used the wrong cast time for charged brawl. My apologies. I think my pointer slid up to electric fence, and I used the cast time for that. Thanks for the catch.

    CB: 103.2
    (same as energy punch)

    Fireball: 66.4

    all numbers are base dmg values, with no enhancements.
  19. Quote:
    Originally Posted by Donna_ View Post
    Highest Dps doesn't come from Blapping, can I ask why you would want a squishy to me in melee range of an Av or Gm ??

    Highest DPS will come from a mix of blapping and ranged attacks. In addition to melee attacks having a higher DPA than most ranged attacks, they give you the opportunity to boost dmg with a 2nd purple dmg proc on a high end build.

    Yep, survivability can be an issue. Therein lies the challenge . That said, it's very possible to build a blaster with enough survivability to stand and trade blows with AVs and GMs. Most of the time. Failure rate will be higher than, say, a scrapper; I don't think we'll see blasters taking on 11 AV's at once, but I'd love for someone to prove me wrong.

    In a vacuum...
    DPA (dmg per activation time, numbers from Mids' with Arcanatime turned on)

    Fire Blast (primary):
    Blaze: 159
    Fire Blast: 50.1
    Flares: 53.2

    /NRG
    Energy Punch: 103.2
    Bone Smasher: 84.3

    /Dark
    Smite: 91.75
    MG: 80.3

    /Electric
    Havoc Punch: 84.3
    Charged Brawl: 82.6

    /Fire
    Fire Sword: 82.8

    /MM
    Mind Probe: 69.1

    It looks like the energy secondary has the best ST blaps, with dark close behind- but: Dark, Electric, and Fire all have dmg auras that will up your dps without any activation time required. Also worth noting is Soul Drain, which can outperform build-up under certain conditions. And of course, recharge requirements are going factor into what constitutes a 'viable' attack chain.

    The reason that /mm is so popular for AV/GM killers is Drain Psyche, which debuffs your enemy's regeneration. Given that a level 50 GM regens around 350 hp/s, without a tool to reduce this you're going to have to produce in excess of this number dps-wise. And your excess will have to whittle down around 70k hp. Which means you'll be standing there for a looong time, giving your playmate more chances to slip in multiple 'lucky shots'. A level 50 AV will generally regen around 95 hp/s, with a total of 28.8k hp.
  20. Thanks, ultrawatt.

    I'm currently leaning towards switching punch and haymaker's slotting, and dropping a slot from gloom, slotting 4 t-strikes there, and moving the slot into MoG for more recharge in that power.
  21. EJI

    Beam/Ice build

    *Takes a sip*

    Ptah! Disintegration!

    Build looks good. With accolades, you could swap the pshifter E/R for a generic endmod and be just 2hp below the hit point cap for a bit better recovery.

    As an aside, the defiance boost from Ice Patch is like a mini build-up. Drop this after your controls, just before you switch to blasting.
  22. EJI

    Speeding Stoner.

    SS/Stone
    16.8 mph! In granite, running rooted. Zooooom!!!



    I had fun making this, even though I have no interest in a stoner, and even less in a granite brute.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    speedy stoner: Level 50 Science Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Stone Armor
    Power Pool: Teleportation
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Villain Profile:
    Level 1: Jab -- Stgr-Acc/Rchg(A), Stgr-Acc/EndRdx(3)
    Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), GftotA-Run+(11), SW-ResDam/Re TP(50)
    Level 2: Punch -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(13), Hectmb-Acc/Rchg(15), Hectmb-Dmg/EndRdx(15), Hectmb-Dam%(29)
    Level 4: Stone Skin -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(7), Aegis-ResDam/EndRdx(17), GA-3defTpProc(17)
    Level 6: Earth's Embrace -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-EndRdx/Rchg(19), Numna-Heal/Rchg(21), Numna-Heal/EndRdx/Rchg(21), RgnTis-Heal/Rchg(23), RgnTis-Heal/EndRdx/Rchg(23)
    Level 8: Haymaker -- KinCrsh-Dmg/KB(A), KinCrsh-Rechg/EndRdx(29), FrcFbk-Acc/KB(31), FrcFbk-Rchg/EndRdx(31)
    Level 10: Knockout Blow -- KinCrsh-Rechg/EndRdx(A), KinCrsh-Acc/Dmg/KB(25), FrcFbk-Rchg/EndRdx(27), FrcFbk-Dmg/KB(27)
    Level 12: Recall Friend -- Range-I(A)
    Level 14: Teleport -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(19), Winter-ResSlow(37)
    Level 16: Rooted -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-Heal/EndRdx/Rchg(33)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
    Level 20: Brimstone Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36)
    Level 22: Boxing -- Stgr-Acc/Rchg(A), Stgr-Acc/EndRdx(25)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37)
    Level 26: Weave -- LkGmblr-Rchg+(A), HO:Enzym(37), GftotA-Run+(40)
    Level 28: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), GftotA-Run+(43)
    Level 30: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46), Mocking-Rchg(46), Mocking-Taunt(48)
    Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(43), Erad-Acc/Rchg(43), Erad-Dmg/Rchg(46), FrcFbk-Rchg/EndRdx(48), FrcFbk-Rechg%(50)
    Level 35: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), GftotA-Run+(36)
    Level 38: Granite Armor -- HO:Ribo(A), HO:Ribo(39), HO:Enzym(39), HO:Enzym(39), Aegis-ResDam(40), Aegis-ResDam/EndRdx(40)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), GftotA-Run+(42)
    Level 44: Mud Pots -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(45)
    Level 47: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Radial Paragon
    ------------
    Level 2: Swift -- Run-I(A), Run-I(9), Run-I(13)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Mrcl-Rcvry+(5), Mrcl-Heal(5)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), P'Shift-EndMod/Rchg(9)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run

    Code:
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  23. For melee protection, focus on s/l defense (not melee defense, imo. It takes too many slots to get the bonuses, and melee attacks without an s/l component are exceptionally rare), which will protect you from a good amount of ranged and aoe dmg as well.

    I like tough and weave, in spite of the extra power pick to get them compared to maneuvers, for the reasons DreadShinobi listed above.

    Mids' has a function called "Set Bonus Finder" that may help you. Click on "Window" at the top of the screen, and you'll see it listed. Once open, scroll down the bonus list and select "Def(Smash/Lethal)". (or select whatever set bonus you are searching for). It will then produce a list of sets that have that bonus, and the number of slots required to get said bonus.

    edit to add: the cold and mace epic pools both add s/l defense. While it's certainly possible to hit the s/l softcap without these pools, it's a lot harder and you usually wind up sacrificing some other things in the build. That said, I tried a fire^3 that combined s/l resists from fire armor with around 32% def. It's not ultimately as sturdy as 45% s/l (plus tough's resists), but it's a lot less "spiky" feeling, giving you a bit more time to react to incoming damage. Defense is useful at levels below the softcap- I start to really notice it's effects in the 20's % range, and 35% starts making a build feel pretty sturdy. 32.5% defense will get you to the softcap by popping a small purple inspiration, also not an unreasonable goal.
  24. Feedback for build 3:

    I'd swap the recharge IO in Drain Psyche for an Acc/Rech piece from one of the endmod sets. A 2nd option would be to replace the DW end/rech for the DW rech, and use an Accuracy IO in place of the Recharge IO. Missing with this power against a single hard target is rough.

    Swapping the 3rd end mod in Stamina for a PShifter proc will net you better recovery.

    I'd swap the end/rech piece in tough for the status resistance piece.

    Force of Nature has a really low end cost, replace the res/end with either a Res, Res/Rech, or generic Recharge IO. Another option would be to put your steadfast here, and use the saved slot to get some end redux into Maneuvers, get flares to the ed dmg cap (or use a proc there), or slot a kismet in hover to help DP hit.