Iceboxer

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  1. I'm not 100% sure how it's working Werner...but with 1 enzyme in battle agility and 2 membranes and 2 enzymes in act def I'm sitting at 89.7% ddr in-game. According to mids I should be at 95 but I'm not sure if it's all getting effected by ED.
  2. Quick fix is to move an enzyme from Battle Agility to Active Defense.
  3. Quote:
    Originally Posted by Werner View Post
    My Katana/Dark finds a several enemy groups too easy on +4x8. But if I want to be humbled, all I have to do is vary the enemy groups I fight a little more. Arachnos are very difficult. Cimerorans and Vanguard are suicide. (Edit: I personally think the game settings should go up to perhaps +10x8, basically much higher than anyone could ever have any hope of doing. I want there to be no ceiling on difficulty, even if the current ceiling is VERY high... and I really, really appreciate that, devs.)
    Slightly off topic but....there are groups I can plow through at +3-4/X8...Rikit, Freaks, Council come to mind, and those that rock my socks off...Arachnos, Cimeroans & Vanguard leap to mind. Now that we've got some lvl 50 tip missions with DE in them, how are you all finding them at those settings?

    /afk "looking for socks that have been rocked off by DE"
  4. I think shield/ice would be fun, just havn't had time to do it yet. If you use the ice shield you can think of it as an ice tank w/out the block of ice look. Plus, shield charge + frozen aura would be fun and the AAO would help with /ice's damage....somewhat.
  5. I'll join if there is still room.

    @Iceboxed, Icebahx cold/ice def
  6. If you could post the data chunk that would help alot.

    For upping your overall defense, what I can see so far is...

    use kin combats instead of makos
    use reactive armor (4 of them) for eng & s/l def
    use 3 numina for +regen & +HP
    use perf shifters for +HP
    you can slot out taunt for some nice bonuses as well.
  7. For me, leveling speed on a brute is more about managing the blue bar than the green bar pre level 22. More blue, more damage, faster leveling. I like grabbing MoB after I get QR so I can better deal with the end cost (basic, DO and low level IOs don't have enough end reduction). I also like having FH to reduce downtime.

    I prolly wouldn't do this on a tank or scrapper, but I do like it on a brute. I also don't think it's "wrong" to get it early on a brute either, its just my preference to get it later.
  8. Here is what I used to lvl to 38ish. It's pretty basic.

    The 2 Reactive armor sets are some pretty low hanging fruit that you can slot at lvl 37. If you don't wanna use them, just run 1 end reducer and 3 dam res.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 37 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Fitness

    Villain Profile:
    Level 1: Punch -- Acc(A), Dmg(3), Dmg(3), Dmg(13), RechRdx(15), EndRdx(33)
    Level 1: High Pain Tolerance -- Heal(A), Heal(5)
    Level 2: Haymaker -- Acc(A), Dmg(5), Dmg(7), Dmg(7), EndRdx(15), RechRdx(25)
    Level 4: Fast Healing -- Heal(A), Heal(9)
    Level 6: Boxing -- Acc(A), Dmg(9), Dmg(11), Dmg(37), RechRdx(37)
    Level 8: Knockout Blow -- Acc(A), Dmg(11), Dmg(13), Dmg(27), EndRdx(27), RechRdx(29)
    Level 10: Indomitable Will -- EndRdx(A)
    Level 12: Combat Jumping -- DefBuff(A)
    Level 14: Super Jump -- Empty(A)
    Level 16: Rise to the Challenge -- EndRdx(A), Heal(17), Heal(17), Heal(19)
    Level 18: Rage -- RechRdx(A), RechRdx(19)
    Level 20: Quick Recovery -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 24: Hurdle -- Jump(A)
    Level 26: Health -- Heal(A)
    Level 28: Heightened Senses -- EndRdx(A), DefBuff(29), DefBuff(31), DefBuff(31)
    Level 30: Stamina -- EndMod(A), EndMod(31), EndMod(33)
    Level 32: Foot Stomp -- Acc(A), Dmg(33), Dmg(34), Dmg(34), EndRdx(34), RechRdx(36)
    Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(37)
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1214;546;1092;HEX;|
    |78DA9D92DB6EDA401086D7B1C11CCCC1A104421A209028CA8DAF7BB8A8DAA648918|
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    |-------------------------------------------------------------------|
  9. Quote:
    Originally Posted by Shazaym View Post
    If anybody has a build that they would like to share in the 1 billion range I would be happy to take a look.
    hawt stuff here

    http://boards.cityofheroes.com/showthread.php?t=216944
  10. Quote:
    Originally Posted by Psiphon View Post
    Thanks for the build, as a comparison this is the SD/SS/Pyre build that I'm working towards. It has got more recharge and survivability but I must admit the difference in recharge isn't as big as I thought it would be.
    I'm all about apples to apples, so to be fair, the build I posted has the PvP +def IO in it. That 3% goes a long way in helping squeeze more +recharge into the build.
  11. Something like this....


    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1404;700;1400;HEX;|
    |78DA9D93594F534114C7E7D27B5BBAD156A88552440A74A15 25B4091A2314124C1D|
    |004D2A00690DAC0D0569BD2B49744DFFC003EB93EF9E6FAEC 96E837708D7E1D97EB|
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    |-------------------------------------------------------------------|
  12. Quote:
    Originally Posted by Psiphon View Post
    One point not taken into account here - using my SD/SS/Pyre tank as an example.
    A brute will need to build for defence in order to cap defence and approach Tanker levels of survivability, a SD/SS/Pyre is able to build for recharge as defence is easily capped.

    Each Brute attack will do more damage due to the higher numbers but the tanks attacks will be coming up more quickly - this will also include any mitigation from the secondary.

    A brute will still out damage the tank but it won't be as easy as your numbers suggest.
    This is how I used to think and I just don't see it as being true anymore. I'd love to be proved wrong tho. A SD/SS/Mu brute (best comparison to your tank), can def cap and still reach 6 second footstomp and 70%+ levels of +recharge (w/out hasten or FF proc).

    How much more recharge can a tank squeeze out? Maybe if you swaped the mako's & ToD's for Crushing Impacts, another 15 or 20%? I just don't see maybe another .5 sec recharge on footstomp (or any other attack) making up for that huge rage buff.

    All that said, the tank will still do really good damage and overall still be more surviveable. But not matter how you build em, that huge rage factor is too big to overcome with IOs. It's simply much much much easier in this game to build for damage mitigation (with IOs and pool powers) that it is to build for damage.

    The main reason I used will/ss & ss/will in my OP was to get an apples to apples comparison and with apples and apples, I see brutes very easily out damaging tanks. Are there combos out there where the gap is closer, sure. I'm sure if you put a dm/stone br00t up against a sd/ss tank it would be much much closer, but then again, the brutes damage mitigation would be closer too.

    I dunno, for me, after looking at those numbers, apples for apples, a brute easily outdamages a tank, as it should.
  13. I think part of the beauty of this game is that no AT is needed really. I can easily see teams running a STF (our 'current' hard end-game as an example) w/out a blaster, defender, controller, scrapper or tank, warshade, peacebringer, dom, corr, mm, fingers getting tired, stalker, br00t, zomg u has crabs, or a fort.

    The game has a ton of ATs with overlapping abilities. Roll what you want, play it, love it, profit. I think tanks, and defenders, and anything else that will be 'dead' will be just fine once GR hits.
  14. Quote:
    Originally Posted by Fomsie View Post
    Do you by chance have a Gaussian's Sync Fire Control: Chance for Build Up IO in an active power on the Tank? If so, it will show in Mids as always being "procced". That could be what is showing the extra 80% damage.
    Ding, Ding, Ding!! We have a winnah!!

    Yep, that was it. I should have known that too since I never slot the FF +recharge proc (in mids) because of that.

    Thanks again!
  15. Thanks, that helped alot. Something is wonky in me build in Mids then cause the damage numbers are way too high in the tank build.

    Looking again, it looks like Mids thinks I'm double stacking rage, pushing my damage up an additonal 80%, even though it's clearly set to one as the numbers I'm seeing are exactly 80% too high.

    Here is the math with the tank double stacking rage.
    Tanker = 0.8 * (1 + 0.29 + 1.6 + 0.95) = 3.07
    Brute = 0.75 * (1 + 2.0 * 0.67 + 0.8 + 0.95) = 3.07


    That also explains why I was thinking I'd need 66/67% fury to equal tank damage.

    Thanks for all the help!
  16. Hey all - I'm hoping you all can verify what mids is telling me or correct it.

    I've got a will/ss tank and a ss/will brute and I'm trying to figure out at what level of fury the brute needs to do more damage than the tank.

    Few notes...

    The tank has a 29% damage buff from IOs. The brute 0%.

    Assume one application of rage each.

    Mids is telling me I need to maintain 66% fury for a 132% buff to equal the damage the tank does (212% total buff including rage).

    I want to verify this number so as I run around on this guy, I can start to make mental notes about when he is doing more damage than the tank, and when he does less.

    On the other hand, I have no idea if Mids calculates fury correctly so any help would be appreciated.
  17. Iceboxer

    Energy Melee

    Quote:
    Originally Posted by Ultimo_ View Post
    The other thing was the attack rate of Barrage. Is it me, or is it incredibly slow, for a tier 1 power?
    My EM toon is pretty dusty since the ET nerf....but didn't they buff Barrage and kinda nerf Energy Punch so that EP acts as the t1 and barage as the t2 (with regard to damage and end cost)?
  18. Iceboxer

    Energy Melee

    Quote:
    Originally Posted by Ultimo_ View Post
    The set COULD use a little more AOE. What if, instead of the Energy Blast I suggested, they included an Explosive Blast?
    ...thus knocking everything out of range for your follow up whirling hands. I'm in agreement with mac...buff my WH and ET. If you want to shoot stuff, grab LBE and ET (with knockdown instead of knockback*).

    *It's not like I hate KB. Used well it's great damage mitigation...but used on a melee toon where I need to then chase him to get a follow-up attack, nah, I'll pass. I don't want to be forced to chase my food.
  19. Quote:
    Originally Posted by Silverado View Post
    Shield/Dark and Shield/Fire Tankers are confirmed AV soloers
    I've done some basic AVs with my will/ss tank.
  20. Quote:
    Originally Posted by Absorber_NA View Post
    Also was wondering on Build Up, I know if your a blaster you should definitly take it, but what is the consensus with Scrappers? Nice to have, but not needed? Or take right away? Skip it?
    Take it, slot it, use it, love it.
  21. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Get as much recharge as possible... double stack rage as much as possible... carry blue inspirations in your belt... destroy everything in your path... Who needs a team?
    That's what I was doing Just wanted to make sure I was doing all I could. Thanks for all the great feedback!
  22. I know scrappers don’t have rage, but this forum seems to be the place for DPS discussions and that’s what my question is really about. I’ve been tinkering with my slotting on rage and I’m trying to figure out how often I really want it up…but I think I’m going a bit overboard into theory craft. So I figured I’d post here to check.

    Theoretically, given infinite (or at least gross amounts of) recharge, rage would recharge fast enough were you’d reach a point where you’d be spending more time in the ‘rage crash zone’ than actually doing damage. Given the recharge we can realistically achieve, is it pretty much, the more rage the better? Or is it possible for us to reach a point of diminishing returns?

    I guess what I really want to know is for the best DPS do you want rage recharging and activated as fast as possible?
  23. Quote:
    Originally Posted by Werner View Post
    Yeah, that's a good one too. I recommended it to someone recently. They didn't have enough recharge to pull off the top DPS chain, but weren't satisfied with the DPS of the Incinerate -> Scorch -> Cremate -> Scorch chain. Incinerate -> Cremate -> Fire Sword was just the ticket, doing higher DPS with the same endurance efficiency (DPE). The DPS is pretty much the same as Incinerate -> Cremate -> Greater Fire Sword -> Fire Sword, which is to say not far behind the top chain, plus it saves you an attack.
    You recommended it to me a week or so ago, but I'm not sure I'm who you are thinking of. I have enough recharge for the GFS chains but not enough powers. My chain needed to include one of the "required" attacks given all the other stuff I wanted in my build. I think one of the nicest, and sometimes overlooked, things about the Incinerate -> Cremate -> Fire Sword chain is how few power selections it takes to get that good of a DPS chain.