Jay Peace

Apprentice
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  1. Jay Peace

    WS Build?

    Well, I understand the variability of Kheldians. I'm not looking for a build so much as an idea of what I should be looking to fit into the build. I know the obvious must takes of Eclipse, the Mires, Nova/Dwarf forms (can't be tri-form without them ^_^), and Gravity Well, Dark Extraction, and Stygian Circle. Those are pretty much no brainers. What I don't know are whether other powers are worth taking or not, such as the damage and stun auras, the dead body boom power, and such. I can put em in order and figure out the slotting on my own, I pretty much just need Pros and Cons from the massive amount of experience you guys have.

    Thanks!

    ~WP
  2. Jay Peace

    WS Build?

    Alright, I'm stumped. Been ages since I played a WS, and while I loved the build then, I can't seem to figure out a build I'd like now. I want to Tri-Form so I have the options available for team situations as well as solo, not to mention the beauty of double mired nova. ^_^

    I don't need to do anything crazy like +2/x8 Farming, nor do I need Perma-Eclipse. Just something that'll be fun and capable for solo and teams. Probably going to solo my way to 50 at +1/x2-5, depending on the mob type, if that helps. Slotting isn't even much of an issue, bc I'll likely just frankenslot, picking up a set bonus or two here and there as available. I really just need a list of Powers to take and about when I should take them.

    Thanks in advance!

    ~WP
  3. Ok, that's just what I needed to know! Thanks Justaris!

    ~WP
  4. Jay Peace

    Mob Weaknesses

    Also, you can get the temp power recipe Power Analyzer, and some ATs also get access to Surveillance, both of which allow you to pull up the Combat Attributes of the selected target. Gives you all the pertinent information such as Res/Def values, Regen rates, HP amounts, Status Protection/Resistance, and so on. Pretty handy if you want to know all the information about enemies as you can.

    ~WP
  5. Quote:
    zephyr in LR/hurdle/travel power
    Just a quick note that Blessing of the Zephyr cannot be slotted into Auto +speed powers, nor can it be slotted into Sprint or any of it's variants. This is to prevent "overpowered" effects like you mentioned, as well as to prevent Vet players from having an advantage, particularly in PvP, because IIRC the 12 month vet reward gives you access to the Prestige Sprint powers, which would allow those players to get the full 5 set bonuses without having to take a bunch of extra travel powers.
  6. Ok, I'm sure this has been answered over and over again, but my Search-Fu sucks, so I have to ask again.

    Do Set Bonuses from Human Powers carry over to Forms? My understanding is that it does, but I'm not 100% sure. I know it used to be that they didn't, but then the devs changed the way the Inherent Power and Accolades, allowing them to be used in forms, and I seem to recall the same being done for set bonuses.

    I'm currently planning a Tri-Form WS, and I need to know if it would be better just to frankenslot each power for peak slot efficiency, or should I go for set bonuses that augment overall performance, possibly at the cost of less efficient slotting for the individual powers.

    Any help and/or advice is more than welcome!

    ~WP
  7. Quote:
    Originally Posted by McVoodoo View Post
    My resistances are better than they were in my original post. Plus I have 21.6% Smashing & Lethal defense. Only concern is that mids tells my my end usage is 1.88/s (recovery is 192%). Running tough + weave + tactics + maneuvers + my regular shields might tire me out

    Hows this look to y'all?
    First of all, S/L def is surely the way to go to for AV tanking and such. High levels of recharge *can* help a bit, getting your heal up faster, possibly even "perma" allowing the regen boost to be almost always on, but that is still tricky if you can't avoid enough damage for your resistances to cover what you do get hit by.

    The problem with defense, however, is that small amounts statistically don't help as much as you'd think. I'm not a math whiz, for sure, but I've read a guide or two on these forums and others that pretty much gave me the impression that defense doesn't really start to gain much value till you get near the 30% mark, growing in value almost exponentially from there. There's a quote out there that says (paraphrased, I'm sure) "How valuable is the last 5% def (to 45%)? As valuable as the first 40%."

    So, your 22% or so def, while a bit helpful for sure, won't make as huge a difference in survival as you'd like, especially against hard hitters like AV/Heroes, who also generally have a level advantage and built in accuracy buffs which can negate that defense. It's not bad, but not quite as good as you seem to be looking for, sadly.

    I took a look at your build, and made a few minor modifications to push the defense up to 28%. Small increase, I know, but enough that you are reaching the point where you notice not getting hit nearly as often. You also maintain a small, but still decent, recharge bonus, to help with getting that heal/regen back quicker. I also tried to work in +HP and +Regen, as additional HP is a double boost to survival, effectively adding resistance, as well as letting you get more HP back per regen tick, negating more incoming damage. The HP also boosts the effectiveness of the 30s regen buff from Energize, further helping to negate incoming damage.

    Here's what I came up with.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping

    Villain Profile:
    Level 1: Stone Mallet
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (5) Kinetic Combat - Damage/Endurance/Recharge
    • (13) Focused Smite - Accuracy/Damage
    Level 1: Charged Armor
    • (A) Reactive Armor - Endurance
    • (15) Reactive Armor - Resistance
    • (15) Reactive Armor - Resistance/Endurance
    • (25) Reactive Armor - Resistance/Endurance/Recharge
    Level 2: Heavy Mallet
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (7) Kinetic Combat - Damage/Recharge
    • (7) Kinetic Combat - Damage/Endurance/Recharge
    • (13) Focused Smite - Accuracy/Damage
    Level 4: Conductive Shield
    • (A) Reactive Armor - Endurance
    • (27) Reactive Armor - Resistance
    • (27) Reactive Armor - Resistance/Endurance
    • (37) Reactive Armor - Resistance/Endurance/Recharge
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (37) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 8: Fault
    • (A) Stupefy - Accuracy/Stun/Recharge
    • (9) Stupefy - Stun/Range
    • (9) Stupefy - Accuracy/Endurance
    • (11) Stupefy - Endurance/Stun
    • (11) Stupefy - Accuracy/Recharge
    Level 10: Super Speed
    • (A) Run Speed IO
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (50) Numina's Convalescence - Heal
    Level 16: Static Shield
    • (A) Reactive Armor - Endurance
    • (17) Reactive Armor - Resistance
    • (17) Reactive Armor - Resistance/Endurance
    • (25) Reactive Armor - Resistance/Endurance/Recharge
    Level 18: Seismic Smash
    • (A) Kinetic Combat - Accuracy/Damage
    • (19) Kinetic Combat - Damage/Endurance
    • (19) Kinetic Combat - Damage/Recharge
    • (21) Kinetic Combat - Damage/Endurance/Recharge
    • (21) Focused Smite - Accuracy/Damage/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (42) Performance Shifter - EndMod
    • (42) Performance Shifter - EndMod/Recharge
    • (42) Performance Shifter - EndMod/Accuracy
    Level 22: Grounded
    • (A) Steadfast Protection - Resistance/Endurance
    • (23) Steadfast Protection - Resistance/+Def 3%
    • (23) Steadfast Protection - Knockback Protection
    Level 24: Lightning Reflexes
    • (A) Run Speed IO
    Level 26: Kick
    • (A) Empty
    Level 28: Tough
    • (A) Reactive Armor - Resistance
    • (29) Reactive Armor - Resistance/Endurance
    • (29) Reactive Armor - Resistance/Endurance/Recharge
    • (34) Reactive Armor - Endurance
    Level 30: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Gift of the Ancients - Defense/Endurance/Recharge
    • (31) Gift of the Ancients - Defense/Endurance
    Level 32: Tremor
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (33) Scirocco's Dervish - Chance of Damage(Lethal)
    • (33) Scirocco's Dervish - Damage/Endurance
    • (33) Scirocco's Dervish - Damage/Recharge
    • (34) Cleaving Blow - Accuracy/Damage
    • (34) Cleaving Blow - Damage/Recharge
    Level 35: Energize
    • (A) Doctored Wounds - Heal
    • (36) Doctored Wounds - Endurance/Recharge
    • (36) Doctored Wounds - Heal/Recharge
    • (36) Doctored Wounds - Heal/Endurance/Recharge
    • (37) Doctored Wounds - Recharge
    Level 38: Power Sink
    • (A) Efficacy Adaptor - EndMod/Endurance
    • (39) Efficacy Adaptor - EndMod/Accuracy
    • (39) Efficacy Adaptor - Accuracy/Recharge
    • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (40) Efficacy Adaptor - EndMod/Recharge
    • (40) Efficacy Adaptor - EndMod
    Level 41: Power Surge
    • (A) Reactive Armor - Resistance
    • (43) Reactive Armor - Resistance/Recharge
    • (43) Reactive Armor - Resistance/Endurance/Recharge
    • (43) Reactive Armor - Endurance/Recharge
    • (46) Recharge Reduction IO
    Level 44: Lightning Field
    • (A) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (45) Scirocco's Dervish - Chance of Damage(Lethal)
    • (45) Scirocco's Dervish - Damage/Endurance
    • (45) Scirocco's Dervish - Accuracy/Damage
    • (46) Cleaving Blow - Accuracy/Damage
    • (46) Cleaving Blow - Damage/Endurance
    Level 47: Build Up
    • (A) Adjusted Targeting - Recharge
    • (48) Adjusted Targeting - To Hit Buff/Endurance
    • (48) Adjusted Targeting - Endurance/Recharge
    • (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (50) Adjusted Targeting - To Hit Buff/Recharge
    Level 49: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 4.5% DamageBuff(Smashing)
    • 4.5% DamageBuff(Lethal)
    • 4.5% DamageBuff(Fire)
    • 4.5% DamageBuff(Cold)
    • 4.5% DamageBuff(Energy)
    • 4.5% DamageBuff(Negative)
    • 4.5% DamageBuff(Toxic)
    • 4.5% DamageBuff(Psionic)
    • 20.5% Defense(Smashing)
    • 20.5% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.8% Defense(Melee)
    • 6.13% Defense(Ranged)
    • 3% Defense(AoE)
    • 27% Enhancement(Accuracy)
    • 3% Enhancement(Stun)
    • 4% Enhancement(Heal)
    • 36.3% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 163 HP (10.9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 13.8%
    • MezResist(Terrorized) 2.2%
    • 12% (0.2 End/sec) Recovery
    • 62% (3.88 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 7.51% Resistance(Negative)
    • 5% RunSpeed




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    I took out Maneuvers/Tactics, because IMO they are a waste on Melee ATs. The buff is too minor compared to the significant endurance cost. Tactics as you had it was giving a 10% tohit bonus, which while helpful, isn't really beneficial to you. It won't negate the annoying def buffs some enemies have (I think; I may be wrong on this). Build Up is so much more beneficial to you, IMO. The tohit buff is higher, so you can use it when you need to hit things like Earth Thorn Casters and such, and the damage boost can be helpful for alpha strikes when you don't have Fury built up, like after a Pre-AV/Hero buffing session. By the time the buff runs out, your Fury should be up high enough to maintain good damage values. It can also come in handy against enemies that have natural resistances to Smash damage, to help counter that resistance.

    One other thing. You mentioned being worried about endurance costs? You're an /Elec Brute. After level 40, elec brutes almost *never* worry about endurance. By that point Power Sink is usually on a 30s timer or so, and more than capable of filling your blue bar with 1-2 enemies in range. Energize carries with it an almost 60% global endurance cost reduction that lasts for 30s, so once its recharge gets down to around a minute recharge, it's effectively a 30% global endurance reduction, providing you use it every time it's up. Even if you don't, you can always pop it in time of blue bar needs, even if you don't necessarily need the heal/regen at that moment. It'll likely be back quick enough that you'll have it when you do need the heal.

    Also, don't forget that Power Surge itself offers a *huge* recovery buff. Chances are likely that if you *are* having recovery issues that Energize and Power Sink just aren't solving, using Surge would be a good idea, since if you have that much endurance issues going on (carnie masks can cause issues in large numbers, even with your resistance to end drain and -recov) it's usually a good time to pop Surge because you will probably be having even more green bar issues.

    Hope this post isn't too "TLR" for you, and really hope it helps you out.

    ~WP
  8. Just wanted to wish everyone a very Happy New Year!

    ~WP
  9. Seems to me that your best bet is to keep recharge up so you can spam AoEs. You don't need much for endurance management because you have two great end tools already, both of which get better with the same high amounts of recharge. Defense isn't all that important to a farming build, because as long as you can take the alpha and pop your heal, everything will be dead before they can do much more damage.

    Here's what I came up with, without purples:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting

    Hero Profile:
    Level 1: Lunge
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (3) Crushing Impact - Accuracy/Damage/Endurance
    • (19) Crushing Impact - Accuracy/Damage/Recharge
    • (21) Crushing Impact - Damage/Recharge
    • (21) Crushing Impact - Accuracy/Damage
    Level 1: Charged Armor
    • (A) Impervium Armor - Resistance/Endurance/Recharge
    • (3) Impervium Armor - Resistance/Endurance
    • (5) Titanium Coating - Resistance
    • (5) Titanium Coating - Resistance/Endurance
    • (7) Titanium Coating - Endurance
    Level 2: Spine Burst
    • (A) Obliteration - Chance for Smashing Damage
    • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (17) Obliteration - Damage
    • (17) Obliteration - Damage/Recharge
    • (19) Obliteration - Accuracy/Damage/Recharge
    Level 4: Conductive Shield
    • (A) Titanium Coating - Endurance
    • (7) Titanium Coating - Resistance
    • (9) Titanium Coating - Resistance/Endurance
    • (9) Impervium Armor - Resistance/Endurance/Recharge
    • (11) Impervium Armor - Resistance/Endurance
    Level 6: Hurdle
    • (A) Jumping IO
    Level 8: Impale
    • (A) Devastation - Chance of Hold
    • (40) Devastation - Accuracy/Damage
    • (40) Devastation - Damage/Endurance
    • (40) Devastation - Damage/Recharge
    • (43) Thunderstrike - Accuracy/Damage/Recharge
    • (43) Thunderstrike - Accuracy/Damage/Endurance
    Level 10: Static Shield
    • (A) Titanium Coating - Endurance
    • (11) Titanium Coating - Resistance
    • (13) Titanium Coating - Resistance/Endurance
    • (13) Impervium Armor - Resistance/Endurance/Recharge
    • (15) Impervium Armor - Resistance/Endurance
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (36) Recharge Reduction IO
    • (36) Recharge Reduction IO
    Level 14: Super Speed
    • (A) Run Speed IO
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (37) Miracle - +Recovery
    Level 18: Quills
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (23) Scirocco's Dervish - Chance of Damage(Lethal)
    • (23) Eradication - Damage
    • (25) Eradication - Damage/Recharge
    • (25) Eradication - Accuracy/Damage/Recharge
    • (37) Eradication - Chance for Energy Damage
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (39) Performance Shifter - EndMod
    • (39) Performance Shifter - EndMod/Recharge
    • (39) Performance Shifter - EndMod/Accuracy
    Level 22: Energize
    • (A) Doctored Wounds - Recharge
    • (37) Doctored Wounds - Heal
    • (46) Doctored Wounds - Endurance/Recharge
    • (46) Doctored Wounds - Heal/Recharge
    • (46) Doctored Wounds - Heal/Endurance/Recharge
    Level 24: Grounded
    • (A) Aegis - Psionic/Status Resistance
    Level 26: Ripper
    • (A) Obliteration - Chance for Smashing Damage
    • (27) Obliteration - Damage
    • (27) Obliteration - Damage/Recharge
    • (29) Obliteration - Accuracy/Damage/Recharge
    • (29) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 28: Lightning Reflexes
    • (A) Run Speed IO
    Level 30: Lightning Field
    • (A) Scirocco's Dervish - Chance of Damage(Lethal)
    • (31) Scirocco's Dervish - Accuracy/Damage
    • (31) Eradication - Chance for Energy Damage
    • (31) Eradication - Accuracy/Damage/Recharge
    • (34) Eradication - Damage/Recharge
    • (34) Eradication - Damage
    Level 32: Throw Spines
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (33) Positron's Blast - Accuracy/Damage/Endurance
    • (33) Positron's Blast - Damage/Range
    • (33) Positron's Blast - Damage/Recharge
    • (34) Positron's Blast - Accuracy/Damage
    Level 35: Power Sink
    • (A) Performance Shifter - EndMod/Recharge
    • (36) Efficacy Adaptor - EndMod/Recharge
    • (50) Efficacy Adaptor - EndMod
    Level 38: Boxing
    • (A) Accuracy IO
    Level 41: Tough
    • (A) Impervium Armor - Resistance
    • (42) Impervium Armor - Resistance/Endurance
    • (42) Steadfast Protection - Resistance/Endurance
    • (42) Steadfast Protection - Knockback Protection
    • (43) Steadfast Protection - Resistance/+Def 3%
    Level 44: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense/Endurance
    • (45) Luck of the Gambler - Defense
    • (45) Red Fortune - Defense/Endurance
    Level 47: Build Up
    • (A) Adjusted Targeting - Recharge
    • (48) Adjusted Targeting - To Hit Buff/Recharge
    • (48) Adjusted Targeting - Endurance/Recharge
    • (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (50) Adjusted Targeting - To Hit Buff/Endurance
    Level 49: Power Surge
    • (A) Aegis - Resistance/Recharge
    • (50) Titanium Coating - Resistance/Recharge
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 11% DamageBuff(Smashing)
    • 11% DamageBuff(Lethal)
    • 11% DamageBuff(Fire)
    • 11% DamageBuff(Cold)
    • 11% DamageBuff(Energy)
    • 11% DamageBuff(Negative)
    • 11% DamageBuff(Toxic)
    • 11% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 6.13% Defense(Ranged)
    • 3% Defense(AoE)
    • 3.6% Max End
    • 38.8% Enhancement(RechargeTime)
    • 43% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 241 HP (18%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 2.2%
    • MezResist(Sleep) 6.6%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 2.2%
    • 16% (0.27 End/sec) Recovery
    • 42% (2.35 HP/sec) Regeneration
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 3% Resistance(Psionic)
    • 5% RunSpeed




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    |C|
    |-------------------------------------------------------------------|
    If this is a bad build, I'm sure someone will come along and correct me. Until then, hope this helps!

    ~WP
  10. Jay Peace

    Brute - Dom

    For soloing a brute, I'd probably go with Invuln as the secondary. It's tough to s/l early on, the autos give it great debuff protection now, and once you get Invincibility, you'll be pretty dang hard to kill. Plus you have a huge heal that boosts your HP as well. Pick up Aid Self and laugh at everything that comes your way.

    For a primary, SS is really solid. Good damage, good mitigation, and when you get Rage perma (3 rech SOs will pretty much do that for ya) you don't need as much acc slotting as other sets might, so you can slot end redux, rech redux, and damage sooner. Claws is another good set, fast and light on endurance, though it lacks the big hits SS can give.

    Personally, I'm enjoying my DB/SR brute. Animations for the attacks are very nice, and he's pulled off some fights in the blinking red that I was too stubborn to run from. ^_^ End heavy build early on, but SOs and Stamina solved that for me pretty quickly. Plus it's pretty easy to softcap /SR, so in the late game I'll have lots of options with attacks. Tight build though, you pretty much have to take all the SR powers until you softcap without Elude, and even then you still should take 8 of the nine.

    Hope this helps!

    ~WP
  11. Jay Peace

    Vote!

    Personally, I have an SS/Elec at 50 that I enjoy, but what I'm really loving right now is my 29 DB/SR brute. DB is such a beautiful set and when the fury is up, does pretty good ST and AoE damage. SR is pretty darn tough, but make sure to carry some purples and greens. The combo can be pretty endurance intense until you get SOs and Stamina. Even at that point, it's a good idea to slot each toggle and each attack with 1 End Redux to keep costs down. At 29 with 3 toggles and 6 attacks, I can go nonstop for about 5-6 minutes before I start gettin really low on endurance. I keep 1-2 blues in my tray just in case.

    Once I get into the later levels, I plan on investing some moderate funds to get some recharge and recovery bonuses, as well as get a smooth Blinding Feint->Attack Vitals chain going for some pretty good DPS.

    I think you'll enjoy it, as it has good AoE ability early on, pretty good Mezz protection early on, and is pretty fun all the way through the levels, at least as far as I've seen. In the 40s Lethal resistance in NPCs goes up, so that may make it less fun. I'll let ya know as I go along.

    ~WP
  12. So, taking the great advice you guys gave me, I decided to focus on Recharge, and Recovery to help with the increased endurance costs that comes with Higher Recharge. Don't get me wrong, I know that Power Sink will more than take care of my endurance issues, but every time I activate that, I'm not dishing out damage. Cut Weave and CJ from the build, figuring that if I'm not trying to get massive amounts of defense, the 10% or so won't make that huge of a difference. Replacing them with Elec Fences and Ball Lightning means more AoE damage, and dead enemies do 0 damage, so yeah... Here's the new build:

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (7) Crushing Impact - Accuracy/Damage/Endurance
    • (7) Crushing Impact - Accuracy/Damage/Recharge
    • (23) Crushing Impact - Damage/Endurance
    • (23) Crushing Impact - Accuracy/Damage
    Level 1: Charged Armor
    • (A) Impervium Armor - Resistance
    • (39) Impervium Armor - Resistance/Endurance
    • (39) Aegis - Resistance/Endurance
    • (40) Aegis - Resistance/Endurance/Recharge
    Level 2: Haymaker
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (3) Crushing Impact - Accuracy/Damage/Endurance
    • (3) Crushing Impact - Accuracy/Damage/Recharge
    • (5) Crushing Impact - Damage/Endurance
    • (5) Crushing Impact - Accuracy/Damage
    Level 4: Conductive Shield
    • (A) Impervium Armor - Resistance
    • (40) Impervium Armor - Resistance/Endurance
    • (40) Aegis - Resistance/Endurance
    • (42) Aegis - Resistance/Endurance/Recharge
    Level 6: Hurdle
    • (A) Jumping IO
    Level 8: Knockout Blow
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (9) Crushing Impact - Accuracy/Damage/Endurance
    • (9) Crushing Impact - Accuracy/Damage/Recharge
    • (15) Crushing Impact - Damage/Recharge
    • (17) Crushing Impact - Accuracy/Damage
    Level 10: Static Shield
    • (A) Impervium Armor - Resistance
    • (11) Impervium Armor - Resistance/Endurance
    • (11) Aegis - Resistance/Endurance/Recharge
    • (15) Aegis - Resistance/Endurance
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 14: Health
    • (A) Miracle - +Recovery
    Level 16: Grounded
    • (A) Aegis - Resistance
    • (17) Aegis - Resistance/Endurance
    Level 18: Rage
    • (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (19) Adjusted Targeting - To Hit Buff/Endurance
    • (19) Adjusted Targeting - Endurance/Recharge
    • (21) Adjusted Targeting - To Hit Buff/Recharge
    • (21) Adjusted Targeting - To Hit Buff
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (42) Performance Shifter - EndMod
    • (42) Performance Shifter - EndMod/Recharge
    • (50) Endurance Modification IO
    Level 22: Lightning Reflexes
    • (A) Run Speed IO
    Level 24: Lightning Field
    • (A) Scirocco's Dervish - Chance of Damage(Lethal)
    • (25) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (25) Scirocco's Dervish - Damage/Endurance
    • (27) Scirocco's Dervish - Accuracy/Damage
    • (27) Cleaving Blow - Damage/Endurance
    • (34) Cleaving Blow - Accuracy/Damage
    Level 26: Boxing
    • (A) Accuracy IO
    Level 28: Energize
    • (A) Doctored Wounds - Endurance/Recharge
    • (29) Doctored Wounds - Heal
    • (29) Doctored Wounds - Heal/Endurance
    • (31) Doctored Wounds - Heal/Recharge
    • (31) Doctored Wounds - Heal/Endurance/Recharge
    • (31) Recharge Reduction IO
    Level 30: Tough
    • (A) Aegis - Resistance
    • (34) Aegis - Resistance/Endurance
    • (37) Steadfast Protection - Resistance/Endurance
    • (39) Steadfast Protection - Resistance/+Def 3%
    Level 32: Foot Stomp
    • (A) Cleaving Blow - Accuracy/Damage
    • (33) Cleaving Blow - Damage/Recharge
    • (33) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (33) Scirocco's Dervish - Damage/Recharge
    • (34) Force Feedback - Chance for +Recharge
    • (48) Kinetic Crash - Recharge/Endurance
    Level 35: Power Sink
    • (A) Performance Shifter - EndMod
    • (36) Performance Shifter - EndMod/Recharge
    • (36) Performance Shifter - EndMod/Accuracy/Recharge
    • (36) Adrenal Adjustment - EndMod/Recharge
    • (37) Energy Manipulator - EndMod/Recharge
    • (37) Energy Manipulator - EndMod
    Level 38: Power Surge
    • (A) Aegis - Resistance/Recharge
    • (46) Titanium Coating - Resistance/Recharge
    • (50) Impervium Armor - Resistance/Recharge
    Level 41: Electrifying Fences
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (43) Positron's Blast - Accuracy/Damage/Endurance
    • (43) Positron's Blast - Damage/Range
    • (43) Positron's Blast - Damage/Endurance
    • (45) Positron's Blast - Accuracy/Damage
    • (48) Performance Shifter - Accuracy/Recharge
    Level 44: Ball Lightning
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (45) Positron's Blast - Accuracy/Damage/Endurance
    • (45) Positron's Blast - Damage/Recharge
    • (46) Positron's Blast - Damage/Endurance
    • (46) Positron's Blast - Accuracy/Damage
    • (48) Performance Shifter - Accuracy/Recharge
    Level 47: Super Speed
    • (A) Celerity - +Stealth
    Level 49: Taunt
    • (A) Trimuphant Insult - Taunt/Recharge
    • (50) Trimuphant Insult - Taunt
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 2% DamageBuff(Smashing)
    • 2% DamageBuff(Lethal)
    • 2% DamageBuff(Fire)
    • 2% DamageBuff(Cold)
    • 2% DamageBuff(Energy)
    • 2% DamageBuff(Negative)
    • 2% DamageBuff(Toxic)
    • 2% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 4% Enhancement(Heal)
    • 37.5% Enhancement(RechargeTime)
    • 57% Enhancement(Accuracy)
    • 10% FlySpeed
    • 106.8 HP (7.13%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 6.6%
    • MezResist(Terrorized) 2.2%
    • 18.5% (0.31 End/sec) Recovery
    • 20% (1.25 HP/sec) Regeneration
    • 4.41% Resistance(Fire)
    • 4.41% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 4.39% Resistance(Negative)
    • 35% RunSpeed




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    Let me know what y'all think!

    ~WP
  13. Yeah, I know 80 mill isn't much. But like I said, I'm patient. I don't need it perfect at this moment, just want to get some ideas for what to work towards so I'm not burning my limited respecs left and right trying for different things. I'll probably go the recharge route. I'd hate to rely too much on some defense just to see it melt away because I don't have def debuff resists. Rather get some good recharge and regen going, if that seems feasible.

    ~WP
  14. So I've had this brute at 50 for a while, and I'm looking to try to up his overall performance a bit. He's got good damage ability, good survivability, but I'd like to take him to the "next level" so to speak. Thing is, I don't really know in what direction to take him. If I work hard to softcap s/l, will I be losing too much on recharge/endurance? If I focus on Recharge, will I have the endurance to manage it without having to have at least 2-3 mobs in range of Power Sink? I don't really want to go to one extreme to the point where I lose perfomance in other areas.

    Here's what I've got so far, without Enhancements because other than the steadfast res/def, I don't have any set IOs. I'm fully generic at the moment.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Technology Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping

    Villain Profile:
    Level 1: Punch -- Empty(A)
    Level 1: Charged Armor -- Empty(A)
    Level 2: Haymaker -- Empty(A)
    Level 4: Conductive Shield -- Empty(A)
    Level 6: Hurdle -- Empty(A)
    Level 8: Knockout Blow -- Empty(A)
    Level 10: Static Shield -- Empty(A)
    Level 12: Hasten -- Empty(A)
    Level 14: Super Speed -- Empty(A)
    Level 16: Health -- Empty(A)
    Level 18: Rage -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Lightning Reflexes -- Empty(A)
    Level 24: Grounded -- Empty(A)
    Level 26: Boxing -- Empty(A)
    Level 28: Energize -- Empty(A)
    Level 30: Tough -- Empty(A)
    Level 32: Foot Stomp -- Empty(A)
    Level 35: Power Sink -- Empty(A)
    Level 38: Power Surge -- Empty(A)
    Level 41: Weave -- Empty(A)
    Level 44: Lightning Field -- Empty(A)
    Level 47: Taunt -- Empty(A)
    Level 49: Combat Jumping -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury



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    Funds aren't a major issue. I have about 80 mill atm, and my bankroll is growing steadily. I'm in no major rush, so don't make it an extreme light budget build. I'm willing to eventually invest in Miracle/Numina/LotG. But I don't want purples/PVPOs. Not worth the investment, to me at least.

    Thanks in advance for all your help!

    ~WP
  15. Jay Peace

    So, I'm too tall

    If you buy the Super Science booster pack ($9.99) you'll have access to the Super Tailor, which allows you to change body types and scales. Other than that, I don't think there is a way to change the Height of a character after you have finished their original look.

    ~WP
  16. Analogs...

    I've always seen it not so much a matter of what AT red equals what AT blue, but more a matter of what jobs they are meant to perform in a team setting.

    Aggro-management: Tanks, MMs, and Brutes for tough targets.
    Single Target Elimination: Stalkers, Scrappers
    Mob Elimination: Blasters, Brutes
    Aggro-elimination: Controllers, Dominators
    Debuff/Buff: Defenders, Corruptors
    Jack of all, master of none: EATs

    Brutes, other than against AV/GMs where they are the most capable of taking large hits, are pretty well designed to take down large amounts of weak mobs quickly. Fury means they want large mobs, and their Scrapper level base values mean they don't want too many hard hits to come in from too many sources. Blasters do the same in a different way, by being able to dish out enormous amounts of damage before the mob can even react.

    Tanks are made to say "mess with me!" They can generally take hits of all sizes from all sources and keep on trucking. MMs can do the same, generally, but melt against big AoE attacks, and their pets can only sustain 1-2 big hits each. If they go down and the summon power is recharging, then the MM goes down. This is why Brutes have the ability to be buffed up to Tanker-level resists, so that they can take the big hits for the team for as long as necessary.

    Scrappers and Stalkers do have the most in common, especially now, but they do it differently. Scrappers are made tough to run in and take down the Boss/EB/whatever is the biggest threat as quickly as possible while the Tank keeps the rest of the aggro on him/herself. Stalkers are by design supposed to sneak in and surprise enemies with a big old fist to the face, having enough defensive abilities to finish the job. They generally cannot stand toe-to-toe with a bigbad as long as a scrapper, because while they do have about equal values for def/res, they do not have the same level of HP.

    Corruptors and Defenders do the same job. They are both force multipliers. Defenders make the team into steamrollers while adding some damage, while Corruptors add more damage and can speed the team up quite well, but generally not as much as Defenders.

    Controllers and Dominators have the same job. Stop the incoming damage. Controllers do it by mezzing and reducing incoming damage by buffs/debuffs, while Doms mezz and kill. Death is the ultimate mezz, and damage is the best debuff.

    VEATs and HEATs can dish out damage, take damage, buff allies, and debuff allies. If there is a job to be done and no one is available to do it, the EAT can fill in. They aren't as good at any one job as the other ATs are, but their ability to do them all makes them a valuable addition to any team.

    I personally don't think any AT will replace any other AT. Players will decide which job they want to perform for a team, and then decide how they want to go about doing that job. Offensively or Defensively, generally speaking.

    ~WP
  17. Well, I made a Claw/WP scrap ages ago on Virtue for purposes of soloing Positrons. Didn't stick to it, but it seems to be an optimal build, having QR right at 20 so you don't have to struggle to fit the fitness pool in means you can focus more on attacks and shields earlier. Awesome mezz protection, Focus and Follow-up give great mitigation and accuracy. Will probably roll one up for this SG and lock it in at 25 for Ouro purposes.

    As far as a villain, I was thinking an ???/FF MM, while slow at soloing, would make a great team player, able to add defense through the shields, mitigation through the Pets, and damage through the Pets as well. Perhaps Bots/Traps? Lock it in around 33 so I have both upgrades available as well as all the good early FF powers. Be hard to solo it, as I don't have much patience for pure buffing sets, but it could easily make a team nigh-unstoppable, especially if combined with other players who are more offensively minded. Seems light enough that I could also get Aid Other/Aid Self(or Stimulant)/Resuscitate to help with downtime and survival while the bubbles are weaker.

    What do y'all think?

    ~WP
  18. I could go for this. Red/Blue? I can make a character or two with the intent of locking them at a certain level. Just let me know what levels you need, and I'll find a build optimized for that level.

    ~WP
  19. Why the hate for Dual Blades? I've got a DB/SR sittin at 15 now and I'm loving it! Sure, it doesn't smack as hard as KO Blow or the Axe, but it has some pretty steady, high DPS. Combined with Ninja Run, it looks awesome, too. ^_^

    ~WP
  20. Quote:
    Originally Posted by JusticeZero View Post
    I have the entire secondary to this point, Swift, Health, no Stamina yet; Kick but no Tough yet; RTTC has 3 Heal, resist toggle is is 1 end,1 res; the level 1 auto is 1 heal as is quick heal.
    Is there any technique I can use to help my survivability in bigger teams, change in slotting, or something that I should make sure to pick up asap? Or is it just something I should learn to live with?
    Spine/WP is nigh godly, but it does take a while before it blooms. It's pretty slot hungry early on, so until you get to the mid 30s, you just won't have enough slots to get both your damage *and* your survivability up. Also, WP as a secondary is a bit slower to bloom, because it gets it's key powers much later than a tank would having it as a primary.

    The biggest thing I see that you have underslotted is Mind Over Body. This is your single most important power to mitigate incoming damage early on. I would definitely put 2 more slots into it ASAP (like, if you plan on respecing before 27, then during the respec. If not, put your 27 slots into it as soon as you get them). Putting two more resists into it will significantly decrease the amount of damage that comes at you.

    Your next step would be to put at least 2 more slots into HPT, for heal enhancements. +HP in general acts as a pseudo +res buff, but with WP it not only has that effect, but it also increases the amount of HP you heal back per regen tick directly, further increasing your survivability.

    At 28 you should should get Heightened Senses. This will fill the hole you have against non-S/L damage types. But it will even help against S/L occasionally, because of the way defense works. If an incoming attack has both a smashing or lethal component *and* a fire/cold/energy/neg energy component, it'll check against your defense first, meaning you may avoid the attack completely.

    Once you can spare a couple more slots, put 1-2 more into HPT for resistances. HPT doesn't give a huge amount of resistance, but it does give some to non-s/l types, so those attacks that do get through HS will be reduced a little bit, giving you more time to regen back that damage.

    Strength of Will is a great tool to mitigate alphas, but don't expect it to save you once the damage has come in. As said earlier, it is best used preemptively.

    As far as Spines goes, it does tend to be a little light on hard mitigation tools, opting instead to kill faster with its AoEs and slow down tougher enemies who live through the initial onslaught. That said, make liberal use of Ripper. It's chance to knockdown, in a smallish melee cone, no less, is pretty valuable. Unfortunately there is no way to increase that chance of it actually knocking foes down, but as intermittent mitigation, it can really make a difference in the long run.

    Another thing a lot of people overlook is the fact that Impale has an immob built in. If you get in over your head, use Impale to stop an LT from following you as you run. Small help, but can make the difference between getting away in time and dieing as you run.

    Beyond that, just focus on killing as fast as you can. That's what Spines are good for, so take advantage of it!

    ~WP
  21. /threadjack

    Epsi need a Pepsi?

    /threadjackdone

    ~WP
  22. Quote:
    the existing player base had an enormous skill advantage as well, that gave little chance for newbies to go through the learning curve.
    I have to respectfully disagree with this. While most players entering a PvP zone came across the typical 12 year-old mentality of "I won, you lost, ha ha!", there was within the PvP community of old a pretty large and helpful playerbase. If you took the time to join one of the PvP SG/VGs, you had a large resource of players willing to give you advice and help to learn the ropes and how to build. I'll admit that it wasn't newbie friendly in that you couldn't just walk in and learn for yourself, but most of this game is not like that anyway. After level 20 or so, you really need to learn what you and your powers are capable of, as well as how to slot them for effectiveness. That information is available from the community from guides, the individual archetype forums, and the Player Questions section of the forums.

    The great thing about CoX, IMO, is that the community as a whole is very willing to help other players succeed and enjoy the game. No matter what it is you choose to want to learn about, there is information available to everyone who is willing to take the time to look and ask for it. PvP, even now, is no different.

    ~WP
  23. Quote:
    Originally Posted by Hopeling View Post
    Phalanx Fighting gives 2 seperate defense values. It gives 3.75% flat all the time, which cannot be improved by enhancements, and it gives 2.25% for each ally in range, which can be improved. The second number is 0 when there are no allies nearby, but the first number will still be there and Mids does account for it (except with the bug in ranged defense as I mentioned above). When you set it to 1, it means there is another player nearby. 0 means you're by yourself.
    So it does. I never noticed it's inherent buff before, for some odd reason. In that case, I do need to find some extra defense... OK, I dropped Recall Friend to pick up Maneuvers, which when slotted (and combined with a full Mako's Bite set in Incinerate) puts me at melee/ranged caps, and 2.9% short of AoE cap. It also doesn't hurt my endurance bar too much. Once I have some funds built up, I plan on getting the PvPO +3% def, and putting it in the HO spot of Deflection, capping me to all and allowing me to move some slots around for different set bonuses, including more recharge.

    One other question. I only have the base slot in One with the Shield. If I'm thinking correctly, enhancing the +HP it gives will provide a better overall "resistance" than enhancing it's +res. Am I correct in this, or is my math all fubared?

    Here's the proposed final build (in data chunk form, no need to go with the long form, y'all get the picture by now =D).

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1399;690;1380;HEX;|
    |78DAA593C96F525114C6EF2B0F68194AA1F388055AE80016575A17265A4D6A4AD25|
    |8ED42DBE22B5C5B12420974A1AE5CA889C695E3AA6AD53AACD5A8F13F51FF13073C|
    |E77C17362E7D69BFDF7DE79DE1BEEFF2725717024ADD38A1ACCE5365A75ECFAF146|
    |A4EB5AA6BEE9CB3552A28AF526AA819CBE77459EBCC9992AE5DC33ADA7AB4A0AFE8|
    |4A5D6756B64BBA5C6CDE86172BDBBAA62BBB99E622B0BCB353A616BB155DAFFBE46|
    |6A5AA7511F125ED544B95AD50F3A6A86BF5ED523572BA5A2A644E969DEB3A9F73EA|
    |BB347F80363645FF3779877235DC2A4F482ADF86E0D03AB0065C128C5F444A90609|
    |9AA5E5A64555B0FD025B05316E7D90981E7888B83B7BCA648356C4BA35F11280812|
    |8E60F2B2C04F435C18D2E6C2100F86B4638887FAB991A0DC29C5A11885BCA6C63B2|
    |3A176C00704A96987A9E99827D82E759B8AFCE66DFCEFDA382DF0167823E87C0D1C|
    |08BA5E09E2541534A382DFF0E4BB20F203E9342A64796454685CA6DFA19AB0713BA|
    |CC4944843927B7E02BF047DBF813F022F55756392D57D561C4D2F0ADAE949AFD979|
    |EF13491E780C3C120C3D041E0846EEE3AD6863FD66E7FDBC1855C90BE2687655709|
    |7DA0E9A831AC4418DE0A09238A8E4A6601A0715A27EC3C6D3611C541F751845C81E|
    |85396330670CE68C212F8B0375537AD47488A6C5AA30358D19AB62B02A0EABE2B02|
    |A0EAB12B02A01ABC2D468C2BCDA04464C62C4247E33FBD43665DAA65EC8A4A97D60|
    |0F782A987E063C17BCA4AA19533583AA5954CDA26A16556954A551754055196363E|
    |6B3840E7F023E001F05D9F78208A5CF215DCD25243462B7BE4EFAA34B2DFD1359B6|
    |5B5F95B22412B55B5FE77F5D5F02CD3E1DE77CA4E7599649AC555EADB1ACF3ED06A|
    |F1C5E6DB214F8B6F135D0DC69E8286FE818CB3CCB71967B9CE4F593F859022C4196|
    |4E96104B174B374B1FCB10CB1E4BE32FC495FF42|
    |-------------------------------------------------------------------|
    Thanks for all the advice!

    ~WP
  24. My vote is Thug/Dark. You really can't go wrong with it. Massive heal that debuffs, massive regen debuff in Howling Twilight, pretty significant -tohit even considering AV resistance to debuffs. Plus a easily stackable -res patch. Bruiser has the HP to take the hits and you can easily heal him, rest of the pets have massive damage output to take down AVs in no time. I personally tried to take down a few GMs solo, and probably would have succeeded on my own if other people hadn't come along and "helped." Friggin Kill-Stealers >.<

    ~WP