IceScykle

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  1. [ QUOTE ]
    Does slotting Stamina with Accuracy/Recharge/Endurance enhancements actually do anything? The only attribute I see being affected is Endurance Modification, or do the enhancements affect all powers since Stamina is always on?

    [/ QUOTE ]

    only end modification is affected, he gets set bonuses from the set though
  2. heres mine

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Brute
    Primary Power Set: Dual Blades
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Fighting

    Villain Profile:
    Level 1: Nimble Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(11), RedFtn-EndRdx(11)
    Level 2: Ablating Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), Achilles-ResDeb%(19)
    Level 4: Agile -- Ksmt-ToHit+(A), LkGmblr-Rchg+(43)
    Level 6: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(23)
    Level 8: Blinding Feint -- Hectmb-Dam%(A), Hectmb-Acc/Rchg(25), B'Snap-Acc/Rchg(25), Mocking-Acc/Rchg(27), Zinger-Acc/Rchg(27), Zinger-Dam%(29)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(46)
    Level 12: Swift -- Run-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(34), RedFtn-EndRdx(36)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(39), P'Shift-EndMod(40), P'Shift-End%(40)
    Level 22: Stimulant -- Empty(A)
    Level 24: Aid Self -- Numna-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(36), Mrcl-Heal/EndRdx/Rchg(36), H'zdH-Heal/EndRdx/Rchg(37), RechRdx-I(37), RechRdx-I(37)
    Level 26: Dodge -- LkGmblr-Rchg+(A), DefBuff-I(43)
    Level 28: Sweeping Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(42), RechRdx-I(43)
    Level 30: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
    Level 32: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx(34)
    Level 35: Quickness -- Run-I(A)
    Level 38: Elude -- HO:Membr(A), HO:Membr(39), HO:Membr(39)
    Level 41: Boxing -- Empty(A)
    Level 44: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(45), HO:Ribo(45), HO:Ribo(45)
    Level 47: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
    Level 49: Lucky -- DefBuff-I(A), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury



    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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  3. anything/anything really, PvP has a ton of overlying "laws" that brings everyone down to pretty much the same level. best advice is to pick something you think you will have fun with
  4. [ QUOTE ]
    Why does Blizzard disappear if the caster gets defeated while it's raining down?

    This is so not fair!

    [/ QUOTE ]

    it does seems a little off that things like blizzard, caltrops, gun drone etc vanish if you die while npc ones dont
  5. [ QUOTE ]
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    my fire/fire has 49% s/l defence, 26% ranged and permadomed.

    [/ QUOTE ]

    &gt;_&gt;

    BS shield I'm guessing?

    [/ QUOTE ]

    yeah, i find the def sheild much better than the res ones as doms HPs are too low to get as much use from them as I would like. I dont take ranged aoes as they are hugely puny and fire/fire performs best in melee. Oh and I love pff
  6. IceScykle

    Solo AV

    I solod Anti matter on my emp/rad.....

    ......admittedly he was -8 lvls at the time
  7. IceScykle

    Recharge Cap

    I hit the recharge cap solo on my spines/inv yesterday....

    .....after picking up 3 "hastens" from cray lab equipment which provided a tasty 111% recharge each
  8. my fire/fire has 49% s/l defence, 26% ranged and permadomed.
  9. [ QUOTE ]
    Yeah Ive noticed my /sr toons lacking behind others....its strange but very true.

    [/ QUOTE ]

    /sr is a established late bloomer, invest in it and it will acheive things other sets simply cannot and with far less "holes" than any other.
  10. [ QUOTE ]
    [ QUOTE ]
    i would never make an invuln brute myself outside of upre concept. they cant even cap smash/lethal WITH tough and has major holes to exotic dmg unless io'd the hell out to softcap said exotic in the form of defense.

    if your granite brute died, odds are it wasnt built to actually tank

    [/ QUOTE ]

    Um, My DM/Invuln brute is nearly indestructible please explain.

    [/ QUOTE ]

    same, my spines/inv scrapper is a rampaging monster and brutes are better, /Inv is no slouch
  11. [ QUOTE ]
    My DM/DM has and can solo AV/hero's even without temp powers depending on given AV/hero dam type and ress weaknesses.

    Few years back he soloed Scrapyard about 4 times around 3ish am when was bored. The 100s of minions not only kept fury max but my dam buff too.
    Once: when playing with him, not knowing I could. Again to show friend. 3rd time was for guy that said he knew everything about this game and soloing a GM without nukes or shivs was impossible. The fourth time was for a GM who looked like a little level 1 police hoverbot (which I thought odd for downtown Shark redside ) As altho I could and did solo him I would get no rewards.. no badge..no prestige..no xp.

    My only response was you did not fill the requirements lol
    Back then to get credit you had to be on a team. Which I had to figure out on my own.

    [/ QUOTE ]

    That would have been before the +1000% AV/GM buff that was scaled back to +300% i assume
  12. /fires Firey embrace gives fire/ attacks a 20 second +125% daamage boost while "only" giving other attacks a 100% damage boost for 10 seconds.

    Fire melee has awesome AOE in FSC too, its not just a ST set
  13. AVs go down relatively easy, solo I dont think you have the DPS on any brute to down a GM. Outside buffs are another matter.

    The only ATs i have seen solo GMs (post ED and post AV/GM buff) are Defenders (rad/sonics), Controllers (ill/rad) and a Corrupter (Ice/kin against scrapyard running tons of fulcrum shift and the -regen of transfusion)
  14. [ QUOTE ]
    [ QUOTE ]
    i15 is the most useless issue they have ever put out

    [/ QUOTE ]

    Knocks at cranium
    *listens to echo and bat noises*

    Ah......

    [/ QUOTE ]

    with the possible exception of issue 4 it most likely is the crappest issue put out.....
  15. [ QUOTE ]
    [ QUOTE ]
    I can find NO data indicating that MM pets have any threat level at all, neither do controller/dominator pets with the exception of PA with a threat level of 5 and phantasms decoy. Not even the bruisers attacks have any kind of taunt component in them. MM pets do NOT appear to have a higher threat level than anything, if you have data proving otherwise I would be very interested in seeing it.

    [/ QUOTE ]

    Iakona's AT spreadsheet lists the MM pets as having inherent threat ratings of 3.

    This compares to a 1.0 for a Blaster and a 4.0 for a Tanker.

    Regular "Pet" critters have a 1.5.

    [/ QUOTE ]

    got a linky?
  16. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    MMs as the Tankers of CoV was only used in a vague and largely abandoned early design phase of CoV. It never actually hit the real world. If MMs were meant to be Tankers or aggro manipulators of any kind, they would have been given native aggro grabbing capabilities (whether for themselves or their pets) as well as the ability to take hits better, even with bodyguard turned on. As it stands, they're nowhere near tough enough or capable of enough aggro control to actually fulfill the role.

    [/ QUOTE ]

    Well, seeing as how the devs as late as issue 9 (during the i10 beta to be exact) stated that MM's were to be intended as the "Tanks" of CoV combined with the fact that MM pets have a higher threat mod than brutes AND a higher mitigation threshold (excepting AoE's) than brutes seems to suggest that you're wrong.

    [/ QUOTE ]


    prove it

    since all brute attacks have the following line in them (even the aoe's):

    400% taunt on target


    the modifier you speak of matters little. my pets dont pull aggro off a brute who is actively attacking and using aoe's.

    [/ QUOTE ]

    Indeed, and that's a very important factor to consider when looking at how aggro works in this game.

    Brutes have a 4.0 aggro modifier. MM's have only a 2.0, but their pets work at just slightly higher (I want to say 4.5). The issue with that is until MUCH later in the game's life, the current devs didn't understand full how aggro was calculated. Taunt wasn't a static effect, it was a magnitude of threat level compounded by damage, threat mods, and distance. In issue 7 proper, the factors that made up the "threat equation" were largely unknown. Distance wasn't even thought of as being a part of it.

    Now look at how that equation works with how the AT's are designed. An MM in BG mode can soak up a LOT of damage via their pets. Between buffs and debuffs, they can individually mitigate more incoming damage than a brute can with few exceptions. Give their disposable pets a higher threat mod than Brutes and they should take the aggro, right? At the time, that's how the devs felt, but the reality of the situation played out much differently due to the unknown factors.

    Saying that "the idea was abandoned in early design of CoV" is very mis-informed.

    [/ QUOTE ]

    I can find NO data indicating that MM pets have any threat level at all, neither do controller/dominator pets with the exception of PA with a threat level of 5 and phantasms decoy. Not even the bruisers attacks have any kind of taunt component in them. MM pets do NOT appear to have a higher threat level than anything, if you have data proving otherwise I would be very interested in seeing it.

    The way MMs were supposed to "tank" was to throw in their minion pets as lunch every spawn to absorb the alpha, then resummon for the next mob. Bodyguard mode only arrived when MMs were underperfoming and 8 months after they had been on live, this enabled them to "tank" in a different way than the devs had originally planned.

    Wether the idea of MMs as tanks has been abandoned by the devs or not, it was certainly abandoned by the players from i6 onwards.
  17. [ QUOTE ]
    Do wish I had 200% defense against things like Rularuu watchers and DE after Quartz drop, but largely 200% defense is pretty pointless.

    [/ QUOTE ]

    wouldnt make any difference, the quartz is (I beleive) +200% tohit which would still lol through 200% defence
  18. go here http://www.fusionforce.us/mids.asp and play with the builder for a few hours, it will help a lot
  19. [ QUOTE ]
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    What you might find more effective on your Brute is higher damage plus the single target taunt is included in your AoE's. So if you are capable of spamming AoE you are taunting as well

    [/ QUOTE ]In the scenario I described earlier, I was using just ST attacks on a single enemy that had broken off from the mob and the main group all came rushing over at me.

    [ QUOTE ]
    This thing about MM pets stripping aggro has me a bit perplexed. What type of encounter are we talking about here?

    [/ QUOTE ]I didn't mean MM pets in particular, but a player controlled pet in general. I've seen Phantom Army strip aggro off a Tanker using Taunt during a Hamidon Raid.

    [ QUOTE ]
    a willpower tanker will lose aggro on anything that hasnt been hit with gauntlet or the taunt power unless rttc has two taunt io's in it.

    [/ QUOTE ]So, basically a Willpower Tanker that isn't doing anything, hoping the aura does it all.

    [/ QUOTE ]

    sweet jesus dude.

    PHANTOM ARMY USES TAUNT

    [/ QUOTE ]

    yep all PA attacks have a 27 second mag 4 taunt effect, not only that they have a tanker beating threat level of 5.
  20. [ QUOTE ]
    This is for clearing large groups of mobs (aoe)

    SS/WP -- SS/Fire -- Elec/Shield -- Elec/Fire -- Fire/Fire -- SS/Shield


    Which one do you vote being the fastest/most efficient? (for farming or just doing things that need lots of AoE's like ITF's)


    I was looking at Powerset Comparison on Mid's, and it looked like Electric Melee was far better then SS even though it has Rage. Not too sure, but I put my vote either on SS/Fire, Elec/Shield or Elec/Fire. If I had to choose one, I'd go Elec/Shield


    Post your votes here! I wanna know what you guys think.


    Oh, and if theres another one I should add, just let me know..



    SS/WP:
    SS/Fire
    Elec/Shield: 1
    Elec/Fire:
    Fire/Fire:
    SS/Shield:

    [/ QUOTE ]

    funny that you are here asking what brute would be best for farming when you had your thread about your great fun greifing players who wanted a "farm" in MA deleted. What was it you said? You were "helping" the devs....
  21. IceScykle

    /inv?

    Stone melee is the smashiest set in game bar none, awesome fun
  22. [ QUOTE ]
    Gauntlet and PunchVoke are often called the same thing, especially on the Tanker forum. Also, I never said you were wrong on the matter. I asked where you were getting it from because there's no in-game listing to suggest a difference and I've found the Brute version more effective. My group had a mob aggroed and one guy broke off. I chased him down and starting beating on him with only ST attacks then they all swarmed on me. Didn't even have my aura on.


    [/ QUOTE ]

    all brute attacks have +13.5s Taunt (mag 4) PvE only, which is why you can slot taunt IOs into every attack, tanks are the same but "gauntlet" applys an aoe effect "Each time a Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker"

    http://paragonwiki.com/wiki/Inherent_Powers#Gauntlet

    All ATs also come with a "threat level" red sides brutes are the highest so mobs are more inclined to attack them. Brutes are threat level 4, same as tanks. Masterminds are threat level 2.

    http://paragonwiki.com/wiki/Threat
  23. [ QUOTE ]
    [ QUOTE ]
    *classic* tanking is keeping squishies safe with taunt.

    [/ QUOTE ]Classic Tanking is gaining and maintaining the aggro of a mob and surviving it. Taunt itself is completely optional.

    [ QUOTE ]
    I don't think brutes have gauntlet. I seem to be forever chasing after foes when I play them.

    [/ QUOTE ]Gauntlet is definitely there. It's to help Brutes maintain Fury. If you're chasing enemies, it's likely from your teammates causing stuff to run or being past the aggro cap.

    [/ QUOTE ]

    Brute "gauntlet" is single target only and taunts the mob you happen to be punching at the time, Tank gauntlet is AOE so its like confront Vs taunt
  24. [ QUOTE ]
    [ QUOTE ]
    doms are still in the lowest ranks in terms of damage, right

    [/ QUOTE ]No.

    [/ QUOTE ]

    what would you class as lower? controllers? tell that to fire/kins. Defenders? tell that to the GM soloing rad/sonics. Khelds? Tell that to a double mired WS.....