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Posts
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Better tl;dr : Damage cap is checked per-power. It's 400 (or whatever, depending on Archetype) minus however much a particular power's damage Enhancements give it, regardless of whether the number in Combat Attributes is blue or not.
That 'however much a particular power's damage Enhancements' number usually ends up about 95. (The other comments explain why.) -
I'm working on a Beam/Rad Corruptor; my first real entry into the class. I've played Defenders before, but I wanted to make something that was extremely effective at killing archvillians, both with debuffs and with like, shooting.
I chose BR because of the 225(+ ?)% Regen debuff and /Rad because it looked like the easiest way to permanently cripple something. (Also they're kind of thematic together. Not a primary requirement but a nice plus!) But my inexperience building non-melee characters is seriously hampering me, so I was hoping to get some advice on a build conducive to my goal.
Here's the mess I have so far:
Code:My main build goals at this point are perma-Lingering Radiation (and Accelerate Metabolism) and sustainable-ish endurance use. I'd very much like to keep Focused Accuracy if it's possible (and I prefer Scorpion Shield to the +Res powers anyway, but it's secondary). I'd like to avoid purples and PVP IOs if possible; I'm on a flexible budget, so they're not completely ruled out or anything, but I don't really want to spend forever putting this guy together.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1191;567;1134;HEX;| |78DA6592496FD34014C7C74B28715292D40E49694369514369A4880A1047A496820| |2095401718D4CE22423B9B165BB881CF9005C40821B9BD84EDCD904FD10ACE2C49D| |E50B20F33AEF51B7F1C8F6CFF37FFB681A37CEA45F9EBB799A499915DBF4FDD68AE| |3791B6EE078DA15ABDD1F38B6D31B2A0CD618BC53DBD656D31CF4AC4E75D932D75B| |4DDEB5ADD9C8B6BCD1ED569B66879B017706ADD575EEFBF0C3526B8E6357CFDABCD| |70F32E2BF6E991DCBF3FBDCCD897D6D709DFBFC1AB77930D48472D9B5ACCED4AACB| |DBD5A840C36C5BF0F103CB1B16A1AF32BCAF0C462B840716FB286D2B2ABB009B259| |5C9978875A4DA205E44BE862C1265914496CFB0558414CA4A85092FED962C98A6FD| |5B884A50544244BD31F0C4B69431A17C811C49CA939CC5B834711FF113D853E8A3A| |436A1860EB653B05515961D6112D28FA3AF3AFE175052D9441EA798C8228DC36C17| |BF829CA1AE32A2ABF7D0678E949C50BE818F8E8AACD37CFB479883DA79AA9DA79A4| |5AA59D491070C22CDA6434C0163128527787ED34F89CF90079F135F1045471FA0C7| |49EA7152285B9FD08084256AB4444D1C3A8987F39F9B103A43A13322F43B38CE913| |2271417AEF73C1DFA3CE52953F3651AAA4C43FD4833B640832FDCC7268F3E203E24| |3E422E3E46BE831E2A54B112B52FD6B43A7A691763CAB198B214538EC7941331A51| |629613D665D53472F7E320B179FFC7F6A6095765A7F478A2C9D879F232ADB53235E| |C5D3FA158BFA13298A740FCF67EF6DE25DA47607992F00D037FC073C210406| |-------------------------------------------------------------------|
I'm interested in two possibilities with my open power slots : one is hold stacking (with lancer shot, choking cloud, and web cocoon or another PPP/EPP hold), and the other very heavy -rech (with the existing Lingering Rad and the rest of Mace Mastery). Obviously for the latter I'd move Aim to the 28th level power slot.
I don't need a travel power (though neither do I have a particular reason to avoid one if it can be fit in). -
I fully agree.
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Currently it is with Performance Shifter. Two IOs in Stamina yields +46% recovery, while the one Performance Shifter IO yields +36%. For an otherwise unenhanced character, this is a recovery difference of about .17 (significant). However, on the same character the Performance Shifter proc yields 10 stamina after 10 seconds 20% of the time, which averages .2 stamina per second. And as JakHammer said, there are other ways you can boost up the effective endmod enhancement of the Stamina power aside from slots.
With the changes coming next issue to IO procs (all will be procs-per-minute : http://wiki.cohtitan.com/wiki/Procs_Per_Minute), it is very likely that Performance Shifter will have an even more significant lead. However, until we know the exact changes going in, it's impossible to be certain. -
Quote:This isn't a game of pin-the-tail-on-the-donkey. Brutes (and Stalkers) are supposed to play in a notably different way than Scrappers and Tanks. So we've having a problem of either design failure on one end, or failure to appreciate design on the other.Personally, I think Brutes should end up at about 80-85% of Scrapper damage, and 80-85% of Tanker survivability. Since they are supposedly meant to fall somewhere between the two.
Or to put it another way -- when are Brutes supposed to be at 85% of a Scrapper's damage? When both are using the same primary and have been capped by a kin build of some sort? Will this be against a minion or a higher-rank target? Will they have their ATOs slotted? Will the Brute's Fury bar be meaninglessly empty or meaninglessly full?
Is this a ceiling? Should a Brute's damage be capped at 85% of a Scrapper's, but able to fall well below that? Should their survivability be capped at 85% of a Tank's, but at base about the same as a Scrapper's?
What I'm getting at is that the conversation has gotten to the point where the Brute inherent is no longer part of the discussion; that the 775% damage cap is more relevant to the discussion here than Fury. As I see it, either this is a legitimate assumption and the Fury mechanic itself is obsolete as the game currently plays, making it the appropriate target for re-evaluation, or it is not and players involved in the discussion are abstracting Chinese tea as an economic health indicator of global export markets.
I'd be willing to believe either, and possibly even both. The possibility of the former is a little over half of why I am interested in (the current state of) this discussion. -
Quote:Minor quibble : There's still some functionally direct interaction. Since the incarnate powers and IOs often act on the same underlying values, the power of either can modify the other.You might have to *stack* incarnate powers onto your ultra expensive high-powered build, but you don't generally *throw away* your ultra expensive high-powered build in lieu of incarnate power.
Take the impossibly oversimplified example of a character with six SOs slotted in each attack power; three damage, one accuracy, one recharge, and one endurance reduction. Slotting a final-tier Support Hybrid could allow them to drop the endurance reduction for recharge reduction, and slotting a Musculature Alpha could let them swap one damage for an additional accuracy.
I realize even this simple example is problematic. Still, I think a look over the build forums will yield several practical cases. I raise this quibble only because
Quote:The incarnate system... does not make older builds obsolete.
Of course, ATOs and the UDEs(?) are inherently limited to mitigate their power creep-iness.
Some of those second ATO sets they're rolling out look pretty spiffy, wouldn't you say? I can't wait to get one for my Brute.
Quote:In City of Heroes, we have four largely independent ways to improve power: with actual powers, with slotting, with different kinds of enhancements particularly inventions, and with incarnate powers. -
In a team, Regen is phenomenal -- it really helps if you can duck out of aggro or if someone is buffing your res/def. Solo, it's a bit harder.
I'd aim for perma-dull pain and 32.5 positionals (melee/ranged in particular), but perma-hasten (unless a side effect of perma-dull pain) is just icing. Most of the very best Regen builds these days use a primary with a def-booster, but the -rech in Spines offers at least some soft mitigation. -
The short of it is to wait for the next Issue; blasters' secondaries are each having a mitigation power added or a mitigation effect added to an existing power.
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Quote:JB's been spouting the same line since before I left the last time, and that was a month or so after the release of AE. "Seeing reason" is pretty much a lost cause; "leaving it be" is also a pipe dream. All we can really hope for is "realizing he's outnumbered," which is when his politeness defense kicks in. And when he's playing nice, he'll occasionally say something approaching sense....but I was seriously unmotivated to waste any more effort on trying to get him to see how ignorant his thinking is...
I've learned (mostly the hard way) that Arcana's opinions about other forumites are only very slightly worse than her opinions on mechanics. -
This isn't actually true -- you can see whether or not a power has a Fiery Embrace component in the power's numbers section. Going by City of Data, none of the PPs/APPs/PPPs do, although all Scrapper Primary powers (that I've checked, but afaik really all) do.
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You can use Body Mastery just fine; I included Soul Mastery only because it offers a nice power for resistance-based Scrappers. Adjust the build as you like.
I think you can get Patron pools as either a Rogue or Villain. I personally like Ghost Widow's arc, but Scirocco's arc is actually a bit heroic, at least until you betray him. -
I think you should slot more for accuracy and recharge. Which Alpha are you planning on?
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Quote:Ah, here's something I can work with -- apologies, then, if this shows up as a double post.IMO, the only reason Tanker Endurance Discount is on the table is because it doesn't offend Scrappers and Brutes; it isn't really something they'd want badly/be envious of and in no way endangers their position as Kings of the melee ATs. The suggestion is boring, bland and safe and keeps Tankers boring and bland (and keeps Scrapper and Brute egos safe).
This is the problem we're having. Your proposed solution is much more simply executed as removing Scrappers, Brutes, and Tankers, and replacing them with a single Archetype. The lines between Scrappers and Brutes are already a little hazy -- they have most of the same powersets, with most of the same powers, and the same primary/secondary division. There exist Brute and Scrapper builds that are basically interchangeable.
This is not the case at the moment for Tankers and Brrappers or Scrutes or whatever those things are. Tankers have a particular and specific role, and they're not performing it satisfactorily -- or as you put it, in a distinct and fun way.
I have been willing to consider this complaint because I see some merit in it, reflected in my own attitudes. I'm sitting on a WP/Staff Tanker that ought to be a blast, but I just can't get into it. I'm having much more fun playing my Brute, and I've got a Scrapper queued up for later (and a Blaster, Controller, and Corrupter sitting on back burners for those vanishingly brief periods I'm bored of melee). I even have a Stalker and a Defender in there, although it's up in the air whether I'd play them before or after my Tanker.
But be that as it may, I still regularly encounter Tankers in-game, and I do not expect most people to want to play them; more solo-oriented classes will always have a significantly higher population short of artificial incentivism. Even in games that have such behavior, like World of Warcraft, they expect a much higher damage-dealer to tank or support ratio.
So the solution here isn't further blurring the lines between melee ATs -- it's making Tankers fun. If "add damage" is really the only way to do that, we may as well toss the class out; it's just going to go into an interchangeable pile with Sbrrups. I'd like to hope that's not necessary. -
Good point. It should probably be a cap on damage per interval, rather than a per-hit cap.
Plenty of characters don't faceplant the vast majority of the time. This further reduces the number of situations in which a tanker would.
Quote:I suggested this, half as a joke and half seriously, in another thread. Give Tankers a click that takes any Absorb on them and dumps it into bonus damage
Quote:[Scourge-like mechanics] didn't get a chance to work on lesser enemies like Minions, and didn't make enough of a noticeable effect on harder enemies like Bosses and EBs because it didn't DO anything until you already got their health down half way with your weak attacks.
Quote:Teams should do more for Tankers, IMO.
Quote:Tankers already protect the team by holding aggro. They already buff the damage of anyone attacking the same target as them with Bruising.
Tankers do enough for teams already and pull far more than their own weight.
Quote:Also, I wouldn't be surprised if the reason some people want Bodyguard is so they can farm with their Tanker and PL their dual boxed squishy and keep it alive and on follow with debuffs on cycle.
Quote:You bring up a Tanker/Scrapper duo. If a Tanker stands next to a Scrapper, the Scrapper is not only safer, but it does more damage. What does the Tanker get from standing next to a Scrapper? Nothing.
Still.
In brief, it is as follows : at a certain point of incoming damage, the damage becomes greater than the character can entirely mitigate, and they begin to lose HP more quickly than they can recover it. At this point the character has three options : Increase their mitigation to the point that their hit point recovery again exceeds the incoming damage; increase their hit point recovery to match or exceed the incoming damage; or to kill the motherfer before it kills them.
Quote:In other words, usually Tankers do more for other than others do for them and contribute more to a team than Scrapper (or Brutes), yet are punished for it with crap damage.
Quote:Also, I need to point out that Colossus (the Tanker in your words) does way more damage than Wolverine, and usually
http://www.youtube.com/watch?v=cuYXQkpzJLQ
Wolvie kicks Piotr through a barn and the fight ends with Piotr punching a tire and giving up.
So we're one for one. C'mon, find me another.
Quote:That's why comic book Tankers draw so much attention (aggro) from the enemies; because they're powerhouses and the serious threat.
Of course, if you really want to go to the source, we could put Knockback on every Tanker attack. That's definitely there; they send things flying all the time. I seem to recall Mr. Emmert being fond of that idea. -
Actually, that MA/WP looks pretty decent to me. Any kind of movement interruption is probably good, and MA, Spines, and Street Justice are all good choices for that on a Scrapper.
I'm not much of a PvPer, but I generally understand the actual mechanics of it. I suspect your accuracy against other players is low because they're eating Large Purples whenever something nearby twitches.
With your 40% defense, a vanilla PvE-spec'd character would have something like 20% chance to hit you (50%-40%)*(1.00 + 0.96). I'm not exactly sure how you'll look after diminishing returns and I don't fully trust Mids' PvP mode, but it looks roughly like you should expect about, hm...
Well, running Tactics, Focused Accuracy, and your Support Toggle, you have +25% tohit according to Mids' PvP mode. So your base tohit is 50+25 or 75% against other players. If they have... oh, say, 30% Defense, which is a more-than-achievable number, and pop a large purple which I'll guess grants another 20% or so in PvP, you have a 25% chance tohit, multiplied by your 1 + .86 (global) + .72 (rough per-power average) or 2.58 accuracy, or a final tohit chance of about 64%.
And if you're fighting someone with elusivity, it gets worse. But eh. Hopefully this is still an improvement over whatever you were doing before. -
Yeah, out of the box Willpower is much easier to play and offers most of the same advantages. Regen still pulls ahead if you can put something 'over' it -- it gets the greatest benefit from buffs and from damage interrupting mechanics like knockdowns.
Spines/Bio might be worth waiting for for you, as it sounds like you really like that concept. -
I won't say I've read every word in this thread, but I think I've read every post.
I think Arcanaville hit on something quite good. The problem isn't "Not Tankers because Brutes," it's really more, "Not Tankers because Defenders." (And Hybrid, and Destiny, and IO Defense softcapping...)
Even Johnny_Butane has managed to mangle a good point out of this.
All that toughness that Tankers have isn't particularly necessary. Brutes can't build themselves to run around at their caps with anything resembling ease, but they can certainly be buffed to do so; a Tanker starts out much closer to their own caps, but going 40% overcap is not actually more impressive than only going 1 or 2% overcap.
I'm unfortunately not in a position to have a really good solution ready for this state of CoX; I've been gone for several Issues and am only just starting to get into Incarnate content. But I was wondering what people thought of these:
Damage Capping. That is, capping incoming damage to Tankers to a certain value. I don't know if this would be a flat % ("no attack does more than 49% of a tanker's health) or some kind of diminishing returns thing -- like, a 100-point attack does 100 points, a 1000 point attack does 200 points, a 10000 point attack does 300 points (in a very simple example. I would express this as a formula but I've apparently forgotten everything I know about logarithms this morning! Hooray!).
"Overcharge" mechanics. If a well-built, well-played tanker is going to be overhealed or pushed over their cap in certain areas, why not use this in their favor? An 'overcharged' tanker might deal more damage or recharge their powers faster.
Increased damage and secondary effects against low-health enemies. In the source material, tankers always seem to be good at getting the last word.
Incarnate-grade mez protection above a certain % of own health. Tankers -- and their team -- would be rewarded for keeping the tank at high health by having them be able to shrug off ordinarily non-resistible effects.
Bodyguarding. Arcana explained this one and I rather like it; it's got a sort of Colossus-and-Wolverine feel, which is pretty much the archetypical Tanker/Scrapper duo. I would prefer this handled as a damage and mez suppression field effect (possibly with some percentage of the suppressed effects affecting the Tanker). This would also make Tanker and Tanker combos that much better. -
Not sure if this is medium, but it uses only one PvP IO and no purples, so it's definitely not extreme. It's also not quite a finished build but should be more than enough to work with.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Gambler's Cut -- (A)(13)(13)(17)(17)
Level 1: Charged Armor -- (A)(3)(3)(46)(46)(46)
Level 2: Flashing Steel -- (A)(34)(34)(37)
Level 4: Conductive Shield -- (A)(9)(11)
Level 6: Build Up -- (A)
Level 8: Divine Avalanche -- (A)(39)(39)(40)(40)
Level 10: Static Shield -- (A)(11)(48)
Level 12: Kick -- (A)
Level 14: Tough -- (A)(15)(15)(39)
Level 16: Grounded -- (A)
Level 18: The Lotus Drops -- (A)(19)(19)(29)(29)(33)
Level 20: Energize -- (A)(21)(21)(23)(23)(27)
Level 22: Lightning Field -- (A)(45)(45)(45)
Level 24: Combat Jumping -- (A)(25)(25)(27)
Level 26: Soaring Dragon -- (A)(40)(43)(43)(43)(48)
Level 28: Lightning Reflexes -- (A)
Level 30: Weave -- (A)(31)(31)(31)
Level 32: Golden Dragonfly -- (A)(33)(33)(34)(48)(50)
Level 35: Power Sink -- (A)(36)(36)(36)(37)(37)
Level 38: Dark Blast -- (A)
Level 41: Shadow Meld -- (A)(42)(42)(42)
Level 44: [Empty]
Level 47: [Empty]
Level 49: Hasten -- (A)(50)
Level 1: Brawl -- (A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- (A)
Level 1: Prestige Power Slide -- (A)
Level 1: Prestige Power Quick -- (A)
Level 1: Prestige Power Rush -- (A)
Level 1: Prestige Power Surge -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 4: Ninja Run
Level 2: Swift -- (A)
Level 2: Health -- (A)(5)(5)(7)
Level 2: Hurdle -- (A)
Level 2: Stamina -- (A)(7)(9)
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Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1399;642;1284;HEX;| |78DA65935D6F1241148667D9A5140A054A29FD86D6B614CA4789DE1B63AB8905C51| |0BDC5954E5B22025950AB77DEDB0F5B13FF853FC4CF9FE18DB5556F345AF130E72D| |35D94936CFEE3B73CE7BE6EC4C617BC5FBE6FAF3CB421BBC5A335BAD72A96299CDA| |6B49C0573B35A11DDE1A2277CA6970BB2266566CD6C9B7533DA5357E486ACB76466| |B5262B6DAB5A295FB11E362CE12B361AB5CCB5EAE656BB5ADFF4AAAFBC349BF4E15| |11FA5A694EBFE337D5D5AADAD6A736CB559AD644A6DB3F68052971A8F6AE582D96A| |4BEBE92895324FCF8E4B60740C2109394378D7C10A33700FBCCFFCE2236A2AC6299| |29AD21C4B608A994E831930CBDC7521547474ED19E79B790C3E61CE6D33BF928FCE| |3E0E1D79FAE1E741FE3DCAE7E47CC2D9A121F65DDD466B6A47AE30AF5A0882C3CC3| |87614DF601E93931B4E6E3879E094859383F20EC0694039E9A4F8384AF7216A1051| |83885AC0BE4FC8C1CF6B853F422F538638A0F8206774067F3BD4BAA13FE02973F22| |FD861C684AEF88DF285101B5A638FE13C58608EDC046F31C78BCC238A0DA3EE307A| |9EC2BF48E15FA46698235463046B23A742D53DFA0B4477C7D7B8A6435A3B869AC63| |EB116FFC84C7E00DF83EF98D9B7CCEF54D304FA3391666F83F24DC17B0A5ED3F883| |D30130C47C456BA3F08EA29731F432865ECEA09759F432875EFE20EF593E31CED91| |73C776107DC05F79873FBE04BE6679DEF51B7EE79752A7E7A8558C4095F44D5099C| |BF04AA4D0C313BBD314BF52F7394B6BCC4FBCF819346EF8E0A1522A246EF067692B| |6D9659B92B329176DCA259B92B72945A3777B85A614774074BBA82A39F2D0ACF6FF| |ECF1B9A26B7779CFC61DF036B3EF06314EB7DD167D72AE38B4D7DCEFBE0366FF21F| |31F522BF488| |-------------------------------------------------------------------|
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There are very few truly bad choices, but there are a lot of fairly difficult ones.
Some good 'basic' scrappers are:
Staff, Dual Blades, Titan Weapons, Katana, or Broadsword with Willpower;
Dark Melee, Broadsword, Kinetic Melee, or Electric Melee with Shield Defense;
Spines, Battle Axe, Katana, Broadsword, Titan Weapons, or Dual Blades with Regen;
Dark Melee, Claws, Staff, or Martial Arts with Super Reflexes;
Fire Melee and Fire Aura;
Dark Melee with Dark Armor;
Fire Melee, Electrical Melee, or Dual Blades with Invulnerability.
Since you asked specifically about Dark, Dark Melee is especially good for sets with very high Defense or Resistance, high endurance costs (lots of toggles), and little or no innate healing capability. It plays well with more defensive sets, since it emphasizes single-target damage and offers a self-heal and endurance siphon, but Regen works best with a very offensive Primary, ideally one that offers indirect mitigation like AoE knockdowns or stuns. (Or at least a self +def power like the sword sets.)
From what I've read, Dark Melee will fit okay with Bio Armor, which is in some ways similar to Dark Armor. I think the overlap of certain abilities and the more aggressive nature of Bio Armor might make the character feel odd to other Scrappers, but it remains to be seen. -
Regen.
Sorta.
Do you want to make an unkillable god-monster that runs around soloing 4/8 incarnate content? That's pretty respectable, but I find it boring; it's boring to farm up enough influence and rare drops for the build and it's boring to run around solo once you've got it. It's impressive, but I don't actually want to do it. And the answer for that, as others have said, is "both, plus a self-heal or high regen."
So what you're actually going to want to look at is the metagame, and the class's caps or softcaps.
We have :
45%/59% defense softcap, same as anyone else.
90% hard resistance softcap.
2500% regen hard cap.
3212.7 hard maxhp cap, which can be expressed as ~214% maxhp.
I'm not familiar enough with the Absorb mechanic to identify how our class affects it.
Keep in mind that we have 100% base regen (not counting our free Health power) and 100% base maxhp.
And what we're identifying, here, is where we're most likely to hit our caps when we're being buffed.
There are tons of Resistance buffs in Support sets; these range anywhere from about 8% all the way up to sonic's ~50% (if you're under the bubble). There are also tons of Defense buffs, but many of them are quite small; that being said, small things add up and Maneuvers is a very common power. There are also a small handful of builds that can simply softcap their entire team outright.
MaxHP buffs are comparatively rare. The only one I can think of offhand is Frostwork from Cold Domination, but I kind of feel like I'm forgetting another one or possibly two. Frostwork can nearly cap a Brute's HP on its own, and Accolades more than make up the difference... if Frostwork is slotted. (It surprisingly frequently is not.)
But regen is very hard to cap! It certainly can be done, but the only time it's ever likely to be a concern is while running Instant Healing on a Regen build with a Regen-buffing support.
So what we want are probably minimums of something in the neighborhood of 14% Defense (pretty easy), 40% S/L resist and whatever we can get for the other types, howevermuch MaxHP we can get (since although we can overcap it it's a relatively rare buff), and Regen all the way.
This is basically why WP is so fantastic, and so overplayed. -
Here you go. This build is within a hairsbredth (0.4) of softcapping all positions with a small purple, and will overcap melee with Defensive Sweep.
Offensively it's not really where I'd like it to be. I think if I did some set-hunting and replaced a few of the 2.5% ranged or melee defense bonuses with 3.75% from Mako's Bite and Obliteration in offensive powers, it would be stronger, but I ran out of steam. So good luck!
You can replace Combat Jumping and Super Jump with Hover and Fly if desired, although it's mechanically not quite as good a choice. You can also swap Numina's and Performance Shifter into Health and Stamina for a constant proc effect rather than active powers for a lesser one, but it'll hurt the (imo much more important) active powers quite a bit.
Also, I think it's criminal to six-slot Build Momentum but tactics just doesn't seem to be in the cards and that Gaussian's set bonus is too important to pass up.
Villain Plan by Mids' Villain Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Titan Weapons
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Defensive Sweep -- (A)(9)(45)
Level 1: Charged Armor -- (A)(3)(3)(5)(5)(7)
Level 2: Titan Sweep -- (A)(45)(45)
Level 4: Lightning Field -- (A)(9)
Level 6: Build Momentum -- (A)(13)(13)(17)(19)(19)
Level 8: Follow Through -- (A)(21)(42)(43)(43)(43)
Level 10: Static Shield -- (A)(11)(11)
Level 12: Kick -- (A)
Level 14: Conductive Shield -- (A)(15)(15)(17)(21)(36)
Level 16: Grounded -- (A)
Level 18: Rend Armor -- (A)(46)(46)(46)(50)(50)
Level 20: Lightning Reflexes -- (A)
Level 22: Tough -- (A)(23)(23)(25)(27)(29)
Level 24: Combat Jumping -- (A)(25)(27)
Level 26: Whirling Smash -- (A)(40)(40)(40)(42)(42)
Level 28: Energize -- (A)(29)(33)(34)(34)(34)
Level 30: Weave -- (A)(31)(31)(31)(33)(33)
Level 32: Arc of Destruction -- (A)(48)(50)
Level 35: Power Sink -- (A)(36)(36)(37)(37)(37)
Level 38: Maneuvers -- (A)(39)(39)(39)
Level 41: Electrifying Fences -- (A)
Level 44: Ball Lightning -- (A)
Level 47: Super Jump -- (A)(48)(48)
Level 49: Hasten -- (A)
Level 1: Brawl -- (A)
Level 1: Prestige Power Dash -- (A)
Level 1: Prestige Power Slide -- (A)
Level 1: Prestige Power Quick -- (A)
Level 1: Prestige Power Rush -- (A)
Level 1: Prestige Power Surge -- (A)
Level 1: Fury
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 4: Ninja Run
Level 2: Swift -- (A)
Level 2: Health -- (A)(7)
Level 2: Hurdle -- (A)
Level 2: Stamina -- (A)
Level 1: Momentum
Level 50: Cardiac Core Paragon
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I'm going with MA. Like I said, I love the animations for StJ and the debuffs are tempting, but I know in the long run I'll prefer the sheer performance of MA. It's a fast, accurate, powerful set -- which frankly feels weird to type about what used to be the red-headed stepchild of Scrapperdom.
Every time I think of one of the many good points of StJ, I always come back to Storm Kick : DPA 124, 6 second recharge; vs Crushing Uppercut : DPA 124 (@ Combo Level 3), 25 second recharge.
I can really only see StJ being an optimal choice for FA (where the -Res is leveraged by continuous damage effects) or DA (where you can work some magnitude stacking). Now a fun choice, yeah, it definitely is. But I think I'll have a lot of fun with MA/SD too, so I have to go with the more powerful fun. -
I really can't decide. I like how the animations for StJ look, and -Res is nice of course, but the DPA on MA is just so fantastic...
If it matters, I'm planning on taking Leviathan Mastery (first four, undecided on pet) for this character.