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Quote:OK so I was PLing my lowbie with my claws/AE... difficulty setting is at +4/8. Picked up a council mish... Went in the mish, started gathering up the first mob... FU->Spin->jumped up and hit Shockwave, and to my surprise every single thing but the giant robots got knocked back. Did they changed shockwave or are councils just weak against KB?
Shockwave has always worked like that-- unless you're fighting like +6 or greater. -
The way it worked before: 100% proc chance, 5 second duration, 10 second suppression.
The way it works now: Exactly as the description reads, no suppression. -
The new Martial Arts animations look kinda dirty.
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Taunt for Tankers is an AOE that also applies a -75% range to all targets. This allows you to clump spawns better than any AT in the game.
Scrappers get Confront, which is a single target taunt while applying the -range.
(For reference, Brutes have a hybrid of the two, recieving a full AoE taunt like the Tank, but just a single target -range like the Scrapper.) -
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This is what I'd do with your build.
Force Feedback can't stack with itself, and it's best used solely in CC.
You need better socketed values in your attacks no matter what. I feel that your socketing of Health and Stamina for global values is a waste when your attacks are in dire need of another socket (or two).
Invincibility really should be socketed with those HOs to ensure that you have enough toHit. This is especially true because you lack BU. I also threw in a Kismet for good measure. This build dalso has an additional 15% global accuracy due to Armageddon.
The sacrifices that are made in max HP and regen are more than made up through increased offense-- by having 12.5% more global recharge, GOOD values socketed in your attacks, and much higher toHit buff values. Your offense took too much of a hit in your initial build, IMO.
As far as Unstoppable goes, it's an amazing skill that I wouldn't swap for a paltry 1.56% energy/negative. The amount of times that this skill saves you when cascade defense failure occurs-- and it most certainly can happen-- will far outweigh the loss in energy/negative defense.
Also, not having soft capped energy/negative isn't that bad given the amount of attacks that are split typed. You simply must have better socketing in Crowd Control than the initial build. (You will LOVE having CC socketed with Armageddon +proc and the Force Feedback proc.)
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Revised WM/Inv: Level 50 Technology Brute
Primary Power Set: War Mace
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Villain Profile:
Level 1: Pulverize- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance/Recharge
- (9) Kinetic Combat - Damage/Endurance
- (21) Kinetic Combat - Damage/Recharge
- (A) Aegis - Resistance
- (3) Aegis - Resistance/Endurance
- (3) Aegis - Resistance/Endurance/Recharge
- (7) Gladiator's Armor - TP Protection +3% Def (All)
- (9) Steadfast Protection - Resistance/+Def 3%
- (A) Kinetic Combat - Accuracy/Damage
- (21) Kinetic Combat - Damage/Endurance/Recharge
- (23) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Aegis - Resistance
- (5) Aegis - Resistance/Endurance
- (5) Aegis - Resistance/Recharge
- (A) Run Speed IO
- (A) Kinetic Combat - Accuracy/Damage
- (13) Kinetic Combat - Damage/Endurance
- (13) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Numina's Convalescence - Heal
- (11) Numina's Convalescence - Heal/Recharge
- (11) Numina's Convalescence - Heal/Endurance/Recharge
- (43) Panacea - Hea/Recharge
- (46) Panacea - Heal/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (27) Luck of the Gambler - Recharge Speed
- (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (46) Kismet - Accuracy +6%
- (50) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Reactive Armor - Resistance
- (17) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Recharge
- (19) Reactive Armor - Resistance/Endurance/Recharge
- (A) Numina's Convalescence - Heal
- (23) Numina's Convalescence - +Regeneration/+Recovery
- (27) Miracle - +Recovery
- (46) Regenerative Tissue - +Regeneration
- (A) Performance Shifter - Chance for +End
- (42) Performance Shifter - EndMod
- (50) Endurance Modification IO
- (A) Eradication - Damage
- (36) Eradication - Accuracy/Recharge
- (37) Eradication - Accuracy/Damage/Endurance/Recharge
- (37) Eradication - Accuracy/Damage/Recharge
- (45) Fury of the Gladiator - Accuracy/Damage/End/Rech
- (48) Fury of the Gladiator - Chance for Res Debuff
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (25) Recharge Reduction IO
- (A) Eradication - Accuracy/Recharge
- (31) Eradication - Damage/Recharge
- (33) Eradication - Accuracy/Damage/Recharge
- (33) Eradication - Accuracy/Damage/Endurance/Recharge
- (33) Scirocco's Dervish - Accuracy/Damage/Endurance
- (39) Scirocco's Dervish - Damage/Recharge
- (A) HamiO:Cytoskeleton Exposure
- (29) HamiO:Cytoskeleton Exposure
- (29) HamiO:Cytoskeleton Exposure
- (50) Luck of the Gambler - Recharge Speed
- (A) Aegis - Resistance
- (39) Aegis - Resistance/Recharge
- (43) Aegis - Resistance/Endurance
- (A) Armageddon - Damage/Recharge
- (34) Armageddon - Accuracy/Damage/Recharge
- (34) Armageddon - Accuracy/Recharge
- (34) Armageddon - Chance for Fire Damage
- (37) Armageddon - Damage/Endurance
- (40) Force Feedback - Chance for +Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Recharge Speed
- (A) Kinetic Combat - Accuracy/Damage
- (39) Kinetic Combat - Damage/Endurance
- (40) Kinetic Combat - Damage/Recharge
- (43) Kinetic Combat - Damage/Endurance/Recharge
- (A) Aegis - Resistance
- (42) Aegis - Resistance/Endurance
- (42) Aegis - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Recharge Speed
- (A) Aegis - Resistance
- (48) Aegis - Resistance/Endurance
- (48) Aegis - Resistance/Recharge
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Set Bonus Totals:- 22.3% Defense(Smashing)
- 22.3% Defense(Lethal)
- 21.6% Defense(Fire)
- 21.6% Defense(Cold)
- 16.6% Defense(Energy)
- 16.6% Defense(Negative)
- 6% Defense(Psionic)
- 14.1% Defense(Melee)
- 16% Defense(Ranged)
- 13.8% Defense(AoE)
- 3.6% Max End
- 15% Enhancement(Accuracy)
- 40% Enhancement(RechargeTime)
- 5% FlySpeed
- 219.3 HP (14.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 12.1%
- 6.5% (0.11 End/sec) Recovery
- 54% (3.38 HP/sec) Regeneration
- 10% ResEffect(FlySpeed) (in PvP)
- 10% ResEffect(RechargeTime) (in PvP)
- 10% ResEffect(RunSpeed) (in PvP)
- 4.58% Resistance(Smashing) (in PvP)
- 4.58% Resistance(Lethal) (in PvP)
- 7.41% Resistance(Fire)
- 7.41% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 30% RunSpeed
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Quote:I think this is a great solution. Perma soft capped ATs are beyond broken and I am shocked that all they've done recently is add even more access to defense. Allowing all defense bonuses to grant one position and two types was bad-- it's like saying that because SR can become broken, we might as well allow Invuln and EA to do the same. Blessing of the Zephyr bonuses at 3 slots were worse.Since Elusivity doesn't stack linearly with Defense, it benefits +DEF, +RES, and Hybrid Def/Res sets equally. In fact it benefits things with zero mitigation proportionately the same also. This means you can have relatively high levels of Elusivity (to a point) in the Invention system without overstacking on existing defense sets.
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Definitely post a data link or data chunk. I need to see the socketed values in skills as much as the defense bonuses and IO layout.
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I wouldn't touch either of those defense builds with that level of recovery. Layered crashes from Rage and Hasten would be unbearable unless all you are doing is farming and have guaranteed fodder everywhere and/or a pocket Kineticist. Elite Bosses and AV fights would not be fun.
Made some changes that upped your global recharge, max hp, regen, toHit, and single target damage.
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) Hecatomb - Accuracy/Damage/Recharge
- (17) Hecatomb - Damage/Recharge
- (21) Hecatomb - Chance of Damage(Negative)
- (21) Hecatomb - Accuracy/Recharge
- (31) Hecatomb - Damage/Endurance
- (A) Impervium Armor - Resistance
- (3) Impervium Armor - Resistance/Endurance/Recharge
- (3) Impervium Armor - Resistance/Endurance
- (7) Impervium Armor - Resistance/Recharge
- (A) Crushing Impact - Accuracy/Damage/Recharge
- (17) Crushing Impact - Accuracy/Damage/Endurance
- (23) Crushing Impact - Damage/Endurance/Recharge
- (23) Crushing Impact - Damage/Endurance
- (27) Crushing Impact - Damage/Recharge
- (A) Impervium Armor - Resistance
- (5) Impervium Armor - Resistance/Endurance/Recharge
- (5) Impervium Armor - Resistance/Endurance
- (7) Impervium Armor - Psionic Resistance
- (A) Jumping IO
- (A) Basilisk's Gaze - Accuracy/Recharge
- (9) Basilisk's Gaze - Recharge/Hold
- (9) Basilisk's Gaze - Endurance/Recharge/Hold
- (11) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (11) Damage Increase IO
- (13) Hecatomb - Damage
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Impervium Armor - Resistance
- (15) Impervium Armor - Resistance/Endurance/Recharge
- (15) Impervium Armor - Resistance/Endurance
- (40) Impervium Armor - Resistance/Recharge
- (A) Endurance Reduction IO
- (A) Aegis - Psionic/Status Resistance
- (A) HamiO:Membrane Exposure
- (19) Adjusted Targeting - Recharge
- (19) Adjusted Targeting - To Hit Buff/Recharge
- (A) Run Speed IO
- (A) Accuracy IO
- (A) Impervium Armor - Resistance
- (25) Impervium Armor - Resistance/Endurance/Recharge
- (25) Impervium Armor - Resistance/Endurance
- (27) Impervium Armor - Psionic Resistance
- (A) Kinetic Crash - Accuracy/Damage/Knockback
- (39) Kinetic Crash - Damage/Knockback
- (43) Kinetic Crash - Accuracy/Knockback
- (43) Kinetic Crash - Recharge/Knockback
- (46) Kinetic Crash - Recharge/Endurance
- (46) Kinetic Crash - Damage/Endurance/Knockback
- (A) Numina's Convalescence - Heal/Recharge
- (29) Numina's Convalescence - Heal/Endurance/Recharge
- (29) Numina's Convalescence - Heal
- (34) Doctored Wounds - Heal/Recharge
- (36) Doctored Wounds - Recharge
- (A) Scirocco's Dervish - Accuracy/Damage/Endurance
- (31) Scirocco's Dervish - Damage/Endurance
- (31) Efficacy Adaptor - EndMod/Accuracy
- (37) Efficacy Adaptor - EndMod
- (39) Efficacy Adaptor - EndMod/Endurance
- (A) Armageddon - Damage/Recharge
- (33) Armageddon - Accuracy/Damage/Recharge
- (33) Armageddon - Accuracy/Recharge
- (33) Armageddon - Damage/Endurance
- (34) Armageddon - Chance for Fire Damage
- (34) Force Feedback - Chance for +Recharge
- (A) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Recharge
- (36) Performance Shifter - EndMod/Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Recharge
- (37) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Basilisk's Gaze - Accuracy/Recharge
- (39) Basilisk's Gaze - Recharge/Hold
- (40) Basilisk's Gaze - Endurance/Recharge/Hold
- (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Apocalypse - Damage/Recharge
- (42) Apocalypse - Accuracy/Damage/Recharge
- (42) Apocalypse - Accuracy/Recharge
- (42) Apocalypse - Damage/Endurance
- (43) Apocalypse - Chance of Damage(Negative)
- (A) Ragnarok - Damage/Recharge
- (45) Ragnarok - Accuracy/Damage/Recharge
- (45) Ragnarok - Accuracy/Recharge
- (45) Ragnarok - Damage/Endurance
- (46) Ragnarok - Chance for Knockdown
- (A) Gravitational Anchor - Immobilize/Recharge
- (48) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (48) Gravitational Anchor - Accuracy/Recharge
- (48) Gravitational Anchor - Immobilize/Endurance
- (50) Gravitational Anchor - Chance for Hold
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (50) Regenerative Tissue - +Regeneration
- (50) Numina's Convalescence - Heal
Level 1: Brawl- (A) Mako's Bite - Chance of Damage(Lethal)
- (A) Endurance Reduction IO
- (A) Empty
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 7.5% Defense(Psionic)
- 2.5% Defense(Ranged)
- 9% Max End
- 77.5% Enhancement(RechargeTime)
- 67% Enhancement(Accuracy)
- 5% FlySpeed
- 151.8 HP (10.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -3)
- Knockup (Mag -3)
- MezResist(Immobilize) 2.2%
- MezResist(Terrorized) 2.2%
- 31.5% (0.53 End/sec) Recovery
- 56% (3.5 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 10.1% Resistance(Fire)
- 10.1% Resistance(Cold)
- 9% Resistance(Psionic)
- 8% RunSpeed
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Quote:Spin is absolutely insane, and most of the set's AoE advantage comes from that skill.How does Claws compare to WM in AoE/Cones? My initial reaction is Claw's AoEs/Cones are superior to WM but I haven't the time to produce any hard evidence.
The way that I view the sets is like this.
Spin>Whirling
Eviscerate=Shatter
Shock Wave<Crowd Control
The main reason I don't view Claws as superior to WM is due to the Knock Back on Shock Wave. Once the spawn is clumped, I can basically run CC->Shatter->Whirling->CC->Shatter without interruption and without relying on a Force Feedback proc. If the Force Feedback fires in Crowd Control, I can run CC->Shatter->(.13 delay)CC and splice from there.
Meanwhile, my Claws brute can Spin->Eviscerate->Shockwave and the chain ends there while I follow the Knock Back and my cone/PBAoE attacks hit fewer opponents due to scatter. Eviscerate->Spin-> (pause)Eviscerate is good, but still no where near the sustained AoE of WM.
Crowd Control is so easy to target cap in farm situations that it might as well be considered a Foot Stomp that does more base damage and is on a 12 second timer. -
DM will out damage SS aganist single targets, and will out AoE it against 2-5 targets.
SS is better at spawn diving and doing big damage to a spread out spawn.
War Mace will out damage every set in AoE if you become even moderately proficient with its cones. -
Quote:I would love to have Ignite slather an opponent with some accelerant then toss a small flare on them. As the initial target ran around under the fear effect while burning, it'd be great if nearby enemies would also catch fire for a shorter duration-- like 3 seconds.Going by the description, the first time I used ignite I expected my toon to spray an arc of fuel out of the flamethrower and then either fire a single jet of flame or toss a lit zippo at it and it would to "fwoosh" and set a target on fire.
If ignite was more "Ima set that guy on fire" and less "Ima set that piece of carpet on fire and hope that guy on that piece of carpet doesn't move" I'd probably find more uses for it than just on AV's. Like if the animation time and range were the same but it was made a dot on the target that also gave the target a radius 4 aoe effect attached to their person that'd just be...hot. -
I'd like to see MA and Regen as well.
The punch anumations for MA are pretty raw looking and would be perfect for a Brute. -
I generally agree that a revamp of the FX for Battle Axe and certain War Mace attacks would really up the fun factor for these sets.
Have you seen Clobber? That skill is the most boring extreme damage attack in the game, without a doubt. -
I'd go with Dark, Stone, or War Mace if you want to tank.
Stone offers absolutely amazing control with Fault. War Mace is very similar, able to keep huge swaths of opponents on their backs thanks to Shatter and Crowd Control. Dark Melee gives you a significant heal that's attached to a damage skill nearly as potent as Disembowel from Broad Sword.
Dark Melee will be the most potent at surviving against hard targets like AVs and EBs, the other two provide mitigation that's extremely potent against more common opponents.
As for building with IOs, go with typed-defense, recharge, regen, and +hp (in order of priority). Single target melee attacks socketed with 4 parts of Kinetic Combat will yield a 3.75% bonus to smashing/lethal defense. One of the recharge heavy PBAoE sets-- Eradication-- offers energy/negative defense of 3.13 with just 3 parts. Aegis offers 3.13 fire/cold defense at 3 parts, while Reactive Armor grants 1.25% smashing/lethal/energy/negative with 4 parts.
(Added more info about defense sets after logging in and planning my DB/Invuln Brute's respec.) -
Quote:I just want to say that it's silly to praise the "control of Ar with Ex. Arrow" in one sentence then extol the lack of knock back with Fist Full in the next.Archery also has superior ST damage in the form of Flaming Arrow, Aim, and the control of AR with Ex. Arrow and the stun arrow. On top of all of that, Fistfull of Arrows causes no knockback, making it mesh much better with an AoE heavy set, and with corr and defender support sets that require enemies to stay inside of debuffs.
Assault Rifle just has more control and gimmicks while Archery is almost exclusively about damage and accuracy. Burst does -defense (and grants some nice IO options), Slug does KB, Buckshot does KB, M30 does KB, Sniper Rifle does KB, ignite is an area denial fear effect, full auto has an irresistible critical component. The only similitude between the sets with regards to control is in the ranged stun (Beanbag and Stunning Shot) and the targeted AoEs (Exploding Arrow and M30).
I do agree that Flame Thrower should have its damage compressed to 4 seconds from 7, but beyond that the set offers some solid damage with a bit of control. Ignite does some insidious things to immobilized AVs-- arguably making AR one of the best sets at killing these hard targets. -
Overload is an unbelievable skill for EA. It can easily HP cap a brute with accolades and/or IO set bonuses. It also has just an endurance/recovery crash, which can be negated by having access to Conserve Power and Energy Drain. EA is the only set in the game that can basically negate the penalty of its tier 9 crash. With a bit of practice and timing for skilled players, the endurance crash will never take place.
The toxic gap isn't that large in my experience. Most toxic attacks in this game are attached to a lethal component. In the case of Arachnos, they are also attached to energy. This means that while my ELA and EA brutes both technically have a gaping hole to toxic, my EA toon has a much easier time of it against Toxic Tarantulas and Arachnoids.
The psi hole can be rough, but I always target the most powerful psi damage dealer first thanks to Energy Cloak-- often killing the enemy before any other agro comes my way. -
Quote:I built this toon for situations like that, or when there is a throng of Nemesis each with quadruple stacked vengence. Whatever that value means, Rain of Arrows at 966.7% accuracy always finishes the job.My Cold/Ice in Mids with Aim, Tactics, and PBU toggled on is showing an Accuracy in Infrigidate of 509.4%. Not quite sure how Mids figures that number but I can say he's pounded on a MoG'd PvE +5 and +6 Paragon Protectors as if the poor fellows had no defense at all.
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The character is already made and has been level 50 for about a year.
She's more in the vein of the greatest marksman version of these characters than the trick arrow, urban defender type from the 70s. She's also a science experiment, and I'm revisiting the toon because her concept allows her to engulf her fists in solar energy-- something that power customization has made an orange-yellow reality. -
Unsuppressed stealth provides a great deal of protection in this game, even though it can't be quantified like defense.
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Many thanks for the information. Just as in Arcana's old post, there appears to be no cap to the amount of accuracy, both global and socketed, that can affect the value of the inner formula that values defense/toHit/debuffs.
I sppose I'll keep things as they are for the most part. Being accurate is about more than munching minions, and I'm glad to know that the amount of global accuracy that I have will play a role against high defense targets. -
I'm revisiting an old build of mine that was a Hawkeye/Green Arrow homage. The goal was to make this character the most accurate heroine possible-- a plant girl science experiment with incredible accuracy.
She has:- 17.2% toHit buff outside of Aim/BU.
- Access to Aim/BU.
- 84% global accuracy bonus.
- 1.15 base accuracy modifier with most Archery attacks.
- 1.2 base accuracy in Total Focus.
- the ability to Power Boost toHit buffs.
Now, here's the deal. I want her accuracy to be overkill, but after revisiting the build I realized that I have no idea if there is a limit on +accuracy and +toHit in PvE. Specifically, I couldn't find any information on a +accuracy cap in Arcana's guide.
The other issue is that I already have an unholy amount of accuracy in many of my attacks-- 95%+ in Rain of Arrows and Total Focus, and close to 60% in every other attack. Would I be losing anything by getting rid of some global accuracy?
Now, mind you, I'm not talking about losing accuracy within the bounds of reason. I want this character to have unreasonable amounts of accuracy. However, if there is a game mechanic or formula that's imposing caps some where that I'm not aware of, then I'd gladly alter this build to to fit within those limitations.
When PvP was revamped with elusivity, the character was an absolute beast to play. I'm primarily concerned with PvE right now, but if the mechanics/formulas change for PvE/PvP-- do let me know.
Many thanks guys.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Snap Shot- (A) Apocalypse - Damage/Recharge
- (3) Apocalypse - Accuracy/Damage/Recharge
- (3) Apocalypse - Accuracy/Recharge
- (5) Apocalypse - Damage/Endurance
- (5) Apocalypse - Chance of Damage(Negative)
- (7) HamiO:Nucleolus Exposure
- (A) Kinetic Crash - Accuracy/Knockback
- (40) Kinetic Crash - Accuracy/Damage/Knockback
- (43) Kinetic Crash - Recharge/Knockback
- (43) Kinetic Crash - Damage/Endurance/Knockback
- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Damage/Endurance
- (9) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (11) Thunderstrike - Accuracy/Damage/Endurance
- (11) Thunderstrike - Damage/Endurance/Recharge
- (A) Adjusted Targeting - To Hit Buff
- (13) Adjusted Targeting - To Hit Buff/Recharge
- (13) Adjusted Targeting - Recharge
- (15) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (43) Adjusted Targeting - Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (15) Thunderstrike - Damage/Recharge
- (17) Thunderstrike - Accuracy/Damage/Recharge
- (17) Thunderstrike - Accuracy/Damage/Endurance
- (19) Thunderstrike - Damage/Endurance/Recharge
- (19) Thunderstrike - Damage/Endurance
- (A) Adjusted Targeting - To Hit Buff
- (21) Adjusted Targeting - To Hit Buff/Recharge
- (21) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (23) Adjusted Targeting - Recharge
- (37) Adjusted Targeting - Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (25) Flight Speed IO
- (34) Kismet - Accuracy +6%
- (A) Empty
- (A) Miracle - +Recovery
- (46) Miracle - Heal
- (46) Numina's Convalescence - +Regeneration/+Recovery
- (46) Numina's Convalescence - Heal
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (27) Winter's Gift - Slow Resistance (20%)
- (A) Ragnarok - Damage/Recharge
- (27) Ragnarok - Accuracy/Damage/Recharge
- (29) Ragnarok - Accuracy/Recharge
- (29) Ragnarok - Damage/Endurance
- (31) Ragnarok - Chance for Knockdown
- (31) HamiO:Centriole Exposure
- (A) Endurance Modification IO
- (31) Endurance Modification IO
- (A) Endurance Reduction IO
- (33) Endurance Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (50) Adjusted Targeting - To Hit Buff
- (50) Adjusted Targeting - To Hit Buff/Endurance
- (A) Absolute Amazement - Stun/Recharge
- (33) Absolute Amazement - Accuracy/Stun/Recharge
- (33) Absolute Amazement - Accuracy/Recharge
- (34) Absolute Amazement - Endurance/Stun
- (34) Absolute Amazement - Chance for ToHit Debuff
- (A) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) HamiO:Nucleolus Exposure
- (36) HamiO:Nucleolus Exposure
- (36) HamiO:Nucleolus Exposure
- (36) Recharge Reduction IO
- (37) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Hecatomb - Damage/Recharge
- (39) Hecatomb - Accuracy/Damage/Recharge
- (39) Hecatomb - Accuracy/Recharge
- (39) Hecatomb - Damage/Endurance
- (40) Hecatomb - Chance of Damage(Negative)
- (40) HamiO:Nucleolus Exposure
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense/Endurance/Recharge
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Reactive Armor - Resistance/Endurance
- (45) Reactive Armor - Resistance
- (45) Reactive Armor - Resistance/Endurance/Recharge
- (A) Impervium Armor - Resistance/Recharge
- (48) Titanium Coating - Resistance/Recharge
- (48) Aegis - Resistance/Recharge
- (48) Reactive Armor - Resistance/Recharge
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 14.9% Defense(Energy)
- 14.9% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 17.4% Defense(Ranged)
- 3% Defense(AoE)
- 72.5% Enhancement(RechargeTime)
- 86% Enhancement(Accuracy)
- 13% FlySpeed
- 49.7 HP (4.12%) HitPoints
- 13% JumpHeight
- 13% JumpSpeed
- Knockback (Mag -3)
- Knockup (Mag -3)
- MezResist(Immobilize) 1.1%
- 18.5% (0.31 End/sec) Recovery
- 38% (1.91 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.5% Resistance(Smashing)
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 2.52% Resistance(Energy)
- 2.52% Resistance(Negative)
- 16% RunSpeed
-
I agree with the statement about a damage aura being a must-- it's pure insanity with a fulcrum shift.
As for secondaries, I would go with ELA. Why? Endurance drain is an integral part of ELAs defenses, and both Transfusion and Transference offer endurance drain to stack with ELA's damage aura (-end) and Power Sink (big time-end).
As for the primary, I'd base it off of what your Corruptor is taking. If she is going with an AOE centric set, most definitely use Dark Melee, Stone or Fire for some of the nastiest single target damage. If she is primarily single target, then War Mace, Electric or even SS would be great options.
Claws is great at both AoE damage and single target damage. -
Quote:Yup. Invulnerability tanks with perma-unstoppable were pretty good back then.Also, really early in the game, wasn't there no Resistance cap? Meaning that you could hit 100% Resistance to certain things, and just never die?
Quote:/SR, (well not *solely* but I dont find the scaling rez as potent as my next point) and to throw it in the mix: what do you think of health bonuses (total hp) in the scope of increased resistance insofar as you can then take more damage, and they are reasonably abundant in set bonuses. On my dm/sr, I try to max it to make up for relative lack of rez. Seems to work well.
As far as +hp goes, I find it solid when stacked with regeneration. It's not so hot when stacked in isolation with resistance. Interestingly, defense sets seem to have solid pairing of +hp and +regen at slots 2 and 3-- even within the same set. This is a great boon for defense builders.
I do like how damage resistance IO sets grant more mez resistance across the board. From a design perspective, it was ingenious-- acknowledging that damage resistance is affected by stacking mez far more that defense sets. The values are probably too low, aside from the 7.5% mez resist all (which SHOULD grant damage resistance, just as the 7.5% recharge LotG grants defense as well as its global bonus). -
Quote:Firstly, there is not a single set that relies solely on defense, so that issue is completely moot across the mitigation board. Resist and defense sets all have layers of mitigation.Fundamentally, your "resist toons" (which are actually not really existent now Electric Armor has a heal/regen power) have the same access to +defense as everyone else.
Quote:If you aren't nuts about how they perform you can always slather defense all over them. Indeed, Defense and +regen or a self heal stack very nicely with solid resists. Just ask my Invuln Scrapper!
Saying in one post that resistance and defense are much more potent as their values increase, and then stating that it's better to stack defense from 0% upwards on a resist based toon solely through IOs and Pool Powers illuminates the whole point of this thread. Defense bonuses are too high and too frequent, resist bonuses are too low and too infrequent in the IO system-- as well as for inspirations and pool powers.
And of course defense stacks well with Invulnerability-- it's has an incredibly potent defense skill that scales with the amount of enemies nearby.