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Posts
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Joined
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Quote:Ok awsome, thanks Werner. That's what I was thinking, and im glad I got some reassurance on whats important for a great build.
Luck of the Gambler set bonuses are your friend on /sr, +7.5% rech, + hp and + regen, with 3 slots.
And if you decide to use my slotting + 7.5% recharge and def, def, def/end. You also get ~55% def enhancement and 26.5% endurance enhancement. On some low accuracy builds I throw in a def/rech/end for the +9 accuracy to attacks. A pretty decent return for 4 slots. (I like to have a 95% to-hit chance against +4's). -
:P
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I find myself with a pile on influence just sitting on heroside. I wanted to build a toon that would destroy mobs solo as well as offer great team support. My original was going to be a traps/arch, the squishiness and slowness of ffg tended to annoy me. I already have a fire/shield purpled out, that has already been suggested many times.
I went plant/cold/pyre, the concept is a furycrafter from The Calderon series by Jim Butcher.
This is the best I could build it, I'd like to get some more ranged defense, I was also thinking of going plant/rad/pyre, the self heal should help shore me up between mobs. I didn't like rad on my fire/rad corruptor, but with the mobs grouping due to seeds I think Ill like it much better with plant/.
I am pretty set on Plant/ but I am open to secondary and ancillary changes, as long as they stay elemental it will fit with my concept.
Thanks in advance.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Cold Domination
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Strangler- (A) Unbreakable Constraint - Endurance/Hold
- (3) Unbreakable Constraint - Hold/Recharge
- (3) Unbreakable Constraint - Accuracy/Hold/Recharge
- (25) Unbreakable Constraint - Accuracy/Recharge
- (50) Apocalypse - Damage
- (50) Unbreakable Constraint - Chance for Smashing Damage
- (A) Accuracy IO
- (A) Positron's Blast - Chance of Damage(Energy)
- (33) Positron's Blast - Accuracy/Damage/Endurance
- (34) Positron's Blast - Accuracy/Damage
- (34) Positron's Blast - Damage/Endurance
- (34) Positron's Blast - Damage/Range
- (36) Javelin Volley - Chance of Damage(Lethal)
- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
- (5) Luck of the Gambler - Defense/Endurance
- (A) Fortunata Hypnosis - Chance for Placate
- (7) Fortunata Hypnosis - Sleep/Endurance
- (7) Fortunata Hypnosis - Sleep/Recharge
- (9) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (9) Fortunata Hypnosis - Accuracy/Recharge
- (A) Coercive Persuasion - Contagious Confusion
- (13) Coercive Persuasion - Confused/Endurance
- (13) Coercive Persuasion - Confused/Recharge
- (15) Coercive Persuasion - Accuracy/Confused/Recharge
- (15) Coercive Persuasion - Accuracy/Recharge
- (43) Coercive Persuasion - Confused
- (A) Luck of the Gambler - Recharge Speed
- (11) Luck of the Gambler - Defense
- (11) Luck of the Gambler - Defense/Endurance
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (19) Luck of the Gambler - Defense
- (19) Kismet - Accuracy +6%
- (46) Blessing of the Zephyr - Knockback Reduction (4 points)
- (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Accuracy
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (23) HamiO:Enzyme Exposure
- (25) Steadfast Protection - Resistance/+Def 3%
- (A) Empty
- (A) Impeded Swiftness - Chance of Damage(Smashing)
- (27) Explosive Strike - Chance for Smashing Damage
- (27) Positron's Blast - Chance of Damage(Energy)
- (29) Positron's Blast - Damage/Recharge
- (29) Detonation - Damage/Recharge
- (31) Air Burst - Damage/Recharge
- (A) Accuracy IO
- (40) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Gladiator's Armor - Resistance
- (31) Gladiator's Armor - TP Protection +3% Def (All)
- (31) Gladiator's Armor - End/Resist
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense
- (33) HamiO:Enzyme Exposure
- (A) Ragnarok - Chance for Knockdown
- (36) Ragnarok - Damage/Endurance
- (36) Ragnarok - Damage/Recharge
- (37) Ragnarok - Accuracy/Damage/Recharge
- (37) Ragnarok - Accuracy/Recharge
- (37) Achilles' Heel - Chance for Res Debuff
- (A) Efficacy Adaptor - EndMod/Endurance
- (39) Efficacy Adaptor - EndMod/Accuracy
- (39) Efficacy Adaptor - EndMod
- (39) Efficacy Adaptor - EndMod/Recharge
- (40) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (40) Efficacy Adaptor - Accuracy/Recharge
- (A) Apocalypse - Chance of Damage(Negative)
- (42) Apocalypse - Damage/Endurance
- (42) Apocalypse - Damage/Recharge
- (42) Apocalypse - Accuracy/Damage/Recharge
- (43) Apocalypse - Accuracy/Recharge
- (A) Positron's Blast - Chance of Damage(Energy)
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Damage/Endurance
- (46) Positron's Blast - Accuracy/Damage
- (50) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (48) Basilisk's Gaze - Accuracy/Recharge
- (48) Basilisk's Gaze - Endurance/Recharge/Hold
- (48) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Numina's Convalescence - Heal/Recharge
Level 1: Brawl- (A) Empty
- (A) Unbounded Leap - +Stealth
- (A) Empty
Level 6: Ninja Run -
I run with 3 pieces of Gladiator's armor, it grants 3 KB prot, I didn't drop grounded but that 3 points protects me from 90% of KB while I hop around in battle.
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Quote:Yeah if Brutes get conserve power in Going Rogue, then that would be a very solid option.
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.
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.
I agree with everything you posted. I know that more footstomps will not make up for DO. DO is a great AOE addition to just about any set, especially with the 16 target cap over footstomps 10. I don't know what I'll do come GR, if brutes do get access to conserve power.
I have a ss/elec that is very expensive and very good at dealing AOE dmg. I will have to decide if I want the extra surviability from shield or the extra AOE dmg from being able to pretty much ignore endurance on my /elec. Gloom is the 6th best dpa power available to brutes now and losing that will demolish my single target attack chain, its pretty hard to come up with a chain using only punch, haymaker, knockoutblow. -
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It will take about 3.3 endurance per use off my current build. So with an average of 6 footstomps (rough estimation) per minute it is equal to gaining ~.65 endu per second, with the extra endurance slotted.
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.
In other words YMMV. Personally, if things go plan, I'll build it like this and tweak as necessary. -
Quote:I have no idea what the PSW treatment would be for a power like Shield Charge. I expect it to be like Lightning Rod with a stronger 3' center, with less damage along the outer radius, and lower damage overall from the current version.It's probably getting the PSW treatment, with brute version penalized an extra notch. >_>
I'd also replace that Armageddon damage with the proc instead.
That is the proc . -
Quote: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.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.
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. -
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.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
post-GR: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Villain Profile:
Level 1: Punch -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Acc/Dmg(17), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(29)
Level 2: Haymaker -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(37), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(40)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(43)
Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7), S'fstPrt-ResDam/Def+(15)
Level 8: Knockout Blow -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg(9), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(11)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(42), Numna-Heal/Rchg(43), RgnTis-Regen+(45)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Rage -- Empty(A), GSFC-ToHit/EndRdx(19), GSFC-ToHit(19), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23), P'Shift-Acc/Rchg(29), P'Shift-EndMod/Acc/Rchg(45)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25), Zephyr-Travel/EndRdx(25), Zephyr-Travel(50)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Grant Cover -- HO:Enzym(A)
Level 30: Boxing -- Stpfy-KB%(A), Stpfy-Acc/Stun/Rchg(46), Stpfy-Acc/Rchg(46), Stpfy-EndRdx/Stun(46), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48)
Level 32: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), FrcFbk-Rechg%(40)
Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam/Rchg(43), Aegis-EndRdx/Rchg(48), GA-3defTpProc(50)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Taunt -- Empty(A), Empty(45), Empty(50)
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
Edit: Whether I actually build this toon has a lot to do with whether Shield Charge gets the nerf bat hard, or if it remains still a good power for uping AOE damage. -
Very impressive.
Would you mind sharing your build? I tried to squeeze the 155% rech, with softcapped sm/leth, most I could muster was around 125%. -
Quote:It makes sense and I agree with you, for some reason I was under the impression was you were planning using choking cloud as your primary means of mitigation, not that it would be needed with 3 rads/.Well, you have to understand that with Hasten and three AM's up and running, Howl is recharging every 3.5 seconds or so for each of us. That's plenty fast enough for our purposes and we'd rather have the stacked -Res essentially doubling the damage and save all of the power selections and enhancement slots for better purposes.
A 30 degree cone with a range of 70 firing every 4 seconds or so from each of us and layering -res every time is all of the AoE we've needed so far - and we're still using DO's. It also makes the positioning easy and uniform, rather than trying to manage cones, PBAoE's and targeted AoE's all at once.
Keep in mind the slowing effects of essentially being able to perma 3 Lingering Rads if we so chose and mix in a little kiting. The purpose of the build isn't to necessary fully leverage Choking Cloud - that's just another tool in our box. As is Dreadful Wail, which would be fairly easy to pop every mob or so if we wanted without too much ill effect. -
My question to the OP is if they really have their hearts set on rad/sonic.
I am fully aware of how powerful rad/son's are on teams, I doubt their ability to stack as well as some other rad combos though. My reasons are that the use of CC for mitigation combined with the only aoe coming from a cone in howl, it may be fairly hard to leverage.
In my opinon a better combo would be using rad/rad or rad/ice or even fire/rad. Both of the other defender secondaries have aoe that can be used in melee (Ice storm can be cast from melee). AV's and hard targets will not be a problem with three rads even without sonic as a primary. The issue will be mob kill speed, and /ice, /rad I believe will suit your needs better.
If your intent is to kill people off and use the as fallout bait, it will be very effective with any primary.
Just my two cents. -
Want to know what else is fun.
Take a ss/elec that hasn't been played in over 180 days. E-mail a truckload of infamy. Purple it out.
The difference in performance is astounding, and I now have a great toon on an unused server.
The fun never ends. -
I'll throw in my two cents about energy melee.
Pre-nerf it may have been unbalanced in a game where PVP couldn't be tailored to work differently, it also may have been unbalanced (pre-nerf) in a solo game where mob adjustment wasn't available.
The problem is that post-nerf in todays game with PVP only adjustments and mob size adjustment it lacks far behind most sets.
Is it honestly that beneficial to be able to consistently stun one or two mobs when facing settings set for 4-8? Is single target damage that beneficial when on teams or facing anything other than x1 difficulty? Is great single target damage worth it when it damages you for a significant amount of damage?
My answer and experience says no. EM does lack behinf other sets, and even if it were retroactively buffed to its pre-nerf state wouldnt over perform in todays game. Of course this is my opinion, but you will not see me rolling another EM unless some serious set changes occur. -
Quote:All my excess inf is stored on glad armor proc's, I've picked up 4 in the last 4 months, not an economical way to marketeer, but still better than storing inf on a non-existent item.I've 10 or so 2bil bids of my own serving as convenient inf storage (if any of them get lucky I can easily enough turn around and sell it on the forums for 3-4bil), can't help but imagine that there are others doing the same thing. Would be considerably surprised to see one of those items sell for less than 2bil on the market barring a change in the drop rate or how the IO operates.
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Quote:Sadly it would look exactly like FF11. very popular in asia its about large groups of people beating up one monster at a time. You need the perfect combination of toons and subjobs to get decent rewards and if you die you can lose levels.
Also you have spawn campers, a terrible time zone constraints and an elitist group of d-bags pretty much running the game. You can get the elitist crap from Repeat Offenders, you dont even need to switch games, but theyre a minority and run nothing.
We are an elitist group that will accept anyone? Please explain. -
Quote:Some people don't use set bonuses, some people can't even afford them due to limited playing. SOs are cheaper. My uncles Willpower/fire scrapper can tank better than my willpower/fire tanker. He's SO'd, I'm fully IOS out. With all those neat procs and purples.
Thanks for the negative Rep there MN
Please re-read the bolded part and tell me how that makes sense.
I believe we had a lost in translation, frankensloting set IO's for greater performance at an equal or lower cost to SO's. I was not refering to standard IO's. -
Quote:This makes no sense, unless you are a horrible player or your build is *****.Some people don't use set bonuses, some people can't even afford them due to limited playing. SOs are cheaper. My uncles Willpower/fire scrapper can tank better than my willpower/fire tanker. He's SO'd, I'm fully IOS out. With all those neat procs and purples.
Thanks for the negative Rep there MN
IO's can be cheaper than SO's and will perform better, in similarly built builds. -
Quote:AFK PvP farming is quite common, and I didn't doubt it would and hence it leads you into the cycle of make ludicrous money = expend ludicrously = make ludi... etc.
I find it incredibly saddening the lengths people go to achieve things in these games. I mean seriously, if I was a parent of the kid who left his computer on all night to get a measly PvP IO, I would murder them as soon as I read my electric bill.
Fury
Computers are pretty cheap to run.
Bidding Closed. -
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Quote:1. No it was an oversight I made thinking I could get it even when the power was off.QR:
The accuracy on Eclipse is a total overkill. I have way less global accuracy than you but my survivability doesn`t suffer from no accuracy enhancements in that power. I think I would drop every single accuracy enhancement that isn`t used for set bonuses though, I`m wild like that.
I would swap the slots between Dark Nova Blast and Shadow Blast.
Stygian Return would in my experience benefit more from end mod or a heal enhancement. Against AVs and such is where a warshade will most likely drop anyway.
Questions: do you need to have actually use Tactics to get the perception bonus? And in what kind of spots do you use Dark Detonation?
2. I like Dark Detonation to finish off the last stragglers (its great when Ijump above the mob to use it), or on teams where form shifting starts becoming inefficent. -
BTW no bids yet. Still 2 days left for bidding with a starting price of 2.5 billion.
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Quote:This is exactly what I mean't above. Since you beat me to the copyright, I will negotiate a 51% (me), 49% (you) ownership of the idea, with a notarizied agreement not to sue for copyright infringement.Aha! I have just figured out how to make a fairly secure 4 billion Inf transaction. I think this is what you meant above...
Buyer starts with 4 billion Inf, probably 2 on hand and 2 in gleemail or Market bids. Seller brings prime IO plus another 9 lesser IOs worth approximately 3 billion Inf total. Those other 9 probably need to be high end purples or PvP IOs. Buyer and seller do 3 trades where buyer trades 1 billion Inf for 3 or so of the lesser value IOs that are worth approximately 1 billion. This is a net even trade, so no one has gained or lost anything. In the 4th and final trade, the buyer offers his last billion plus the 3 billion in other IOs for the prime 4 billion IO. If someone runs off before the final trade, no one has really gained or lost anything.
If this is not what you meant above, then I Copyright (C) 2010, Patent, and Trademark the above as a TopDoc Trade (TM). Trading in the above manner is subject to a 1% sale price fee, payable via gleemail to @TopDoc.