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Posts
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Quote:Most certainly, which is why I'd like to see orange pills increased.That depends. Specifically, it depends on how much of each mitigation type you already have. Whichever you have more of may make a big difference in which one helps your survival more.
The effect of a single small purple for Ninjitsu, Energy Aura, Ice Armor, Super Reflexes, Invulnerability, Shield Defense, et. al. is far more potent than a large orange pill on ELA, Dark Armor, and Fire Armor.
Defense sets that I play are able to buy more mitigation from the store than my resist toons can get randomly from killing bosses. That's absurd. -
I have a simple request. Make orange pills more effective. Barring defense debuffs, a small purple pill offers more mitigation than a large orange pill.
That's beyond stupid... -
Stone/ELA would arguably be the most powerful and have the most synergy.
Between Fire/Invuln and Claws/Invuln, I'd probably go with Fire. Invulnerability is a very powerful defensive set and you should take advantage of its potency by taking a primary that offers absolutely no mitigation and pure damage instead-- which is basically Fire Melee. -
I'm going to be a bit different and claim War Mace.
I have an uninterrupted attack chain of Crowd Control, Shatter, and Whirling Mace for when there are 16 opponents clumped in front of me. That brute lays waste to huge swaths of opponents. -
Does the -resistance from these procs stack? I know that Achilles Heel can only layer with itself once, but was curious if Gladiator's Strike can stack with it for a possible -40% resist all.
Many thanks. -
Quote:I feel you have two options.Well [censored], Elec Fence is what im currently using so I sort of assumed Tentacles would have the same effect. Guess I won't be respecing into that cool to-hit debuff power that I was going to be using on bosses.
The first option is to just forget about the Lightning-immobilize combo all together and go with Darkest Night. Darkest Night will offer insane survivability if you indeed can achieve 38.6 Melee and 27.3 ranged defense (or 33ish SM/L, Ene/Neg with the other build). Adding darkest night will soft cap you to +1s, and the -damage stacks with your resistance. Everyone always beams about the -10% toHit that Darkest Night debuffs, but I'm just as fond of the -21% damage that it does-- if not more so.
The second option is to keep Lightning Clap and Electrifying Fences so that you can stack stun magnitude with Oppressive Gloom. This too can be quite potent, and is probably what you are doing currently.
Personally, I'd go with the first option. Darkest Night is the best patron power in the game-- especially for sets that employ resistance and defense. It's debuffs stack quite well with both of these. -
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If anyone has ever seen a fellow that always uses a variation of the name SF pops, he is actually 66 in real life
He plays villains on freedom and always has some old guy as a character. He's currently playing Demon Man SFpops. -
Quote:I skipped grounded in my build. Knock Back protection can be had from IOs, immobilize protection is granted in Combat Jumping (which let's you socket a Kismet), and ELA exceeds 100% endurance/recovery resistance with just Static Shield.I just created my first brute last night and I love it! The damage he does is sick. My question is, is Elec. Arm. a decent secondary? What powers can I skip in the set? I am a team player, I dislike soloinng.
The only true value to the skill in my build is the 7.5% negative energy resistance. -
Kinetic Combat triple-aspects are going for 50 mil redside, none for sale currently.
Are these markedly cheaper for Heroes? -
I'm thinking he just forgot to use the sarcasm font.
Right??? -
Quote:I'd go with that route. The value of the passives is as much in their secondary benefits-- endurance resistance and slow resistance-- as it is in their protection values.Basically, now that its time to choose one I think I'm just going to add one things like Resist Energies and Resist Elements.
Invuln with all of the passives and the full fighting pool can be an absolute beast, especially with IO defense bonuses. -
Does the chance for +endurance only fire in PvP settings?
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There is one in the pvp set Shield Wall but it's merely 3% resist to all-- which is the equivalent of 1.5% defense to all.
The way resist bonuses have been screwed over, I'm just happy that it exists at all. -
Spines is arguably overpowered for a Scrapper, it would certainly be so for a Brute. Two damage auras would be absolutely nasty...
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Quote:I've soloed almost every AV redside with this build-- no insps, no temp powers. It's my old build from before Conserve Power was changed to Energize. He's insanely better now...Again, could someone show me a WP or Elec Brute that CAN solo AV's?
You don't turn off Darkest Night and Lightning Field with 119 max endurance, Power Sink, and recovery that approaches 4/sec.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
War Hog: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite- (A) Hecatomb - Damage/Recharge
- (3) Hecatomb - Accuracy/Damage/Recharge
- (3) Hecatomb - Accuracy/Recharge
- (5) Hecatomb - Damage/Endurance
- (5) Hecatomb - Chance of Damage(Negative)
- (7) Perfect Zinger - Chance for Psi Damage
- (A) Impervium Armor - Resistance/Endurance
- (7) Impervium Armor - Resistance/Recharge
- (9) Impervium Armor - Resistance/Endurance/Recharge
- (9) Impervium Armor - Resistance
- (A) Armageddon - Damage/Recharge
- (11) Armageddon - Accuracy/Damage/Recharge
- (11) Armageddon - Accuracy/Recharge
- (13) Armageddon - Damage/Endurance
- (13) Armageddon - Chance for Fire Damage
- (15) Fury of the Gladiator - Chance for Res Debuff
- (A) Impervium Armor - Resistance/Endurance
- (15) Impervium Armor - Resistance/Recharge
- (17) Impervium Armor - Resistance/Endurance/Recharge
- (17) Impervium Armor - Resistance
- (A) Scirocco's Dervish - Accuracy/Damage
- (19) Scirocco's Dervish - Damage/Endurance
- (19) Scirocco's Dervish - Accuracy/Damage/Endurance
- (21) Efficacy Adaptor - EndMod
- (21) Efficacy Adaptor - EndMod/Accuracy
- (23) Efficacy Adaptor - EndMod/Endurance
- (A) HamiO:Nucleolus Exposure
- (23) HamiO:Nucleolus Exposure
- (25) HamiO:Nucleolus Exposure
- (25) Numina's Convalescence - Heal/Recharge
- (27) Numina's Convalescence - Heal/Endurance/Recharge
- (27) Numina's Convalescence - Heal
- (A) Run Speed IO
- (A) Impervium Armor - Resistance/Endurance
- (29) Impervium Armor - Resistance/Recharge
- (29) Impervium Armor - Resistance/Endurance/Recharge
- (31) Impervium Armor - Resistance
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (33) Numina's Convalescence - Heal
- (33) Regenerative Tissue - +Regeneration
- (33) Miracle - +Recovery
- (34) Healing IO
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Aegis - Psionic/Status Resistance
- (A) Endurance Modification IO
- (34) Endurance Modification IO
- (A) Run Speed IO
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Obliteration - Damage
- (34) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Accuracy IO
- (A) Impervium Armor - Resistance/Endurance
- (37) Impervium Armor - Resistance/Recharge
- (37) Impervium Armor - Resistance/Endurance/Recharge
- (37) Impervium Armor - Resistance
- (A) Gladiator's Strike - Accuracy/Damage
- (39) Gladiator's Strike - Damage/Recharge
- (39) Gladiator's Strike - Damage/Endurance/Recharge
- (39) Gladiator's Strike - Accuracy/Endurance/Recharge
- (40) Gladiator's Strike - Accuracy/Damage/End/Rech
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Performance Shifter - EndMod
- (40) Performance Shifter - EndMod/Recharge
- (42) Performance Shifter - EndMod/Accuracy/Recharge
- (42) Recharge Reduction IO
- (50) Efficacy Adaptor - EndMod/Recharge
- (A) Unbreakable Constraint - Hold
- (42) Unbreakable Constraint - Hold/Recharge
- (43) Unbreakable Constraint - Accuracy/Hold/Recharge
- (43) Unbreakable Constraint - Accuracy/Recharge
- (43) Unbreakable Constraint - Endurance/Hold
- (A) Apocalypse - Damage/Recharge
- (45) Apocalypse - Accuracy/Damage/Recharge
- (45) Apocalypse - Accuracy/Recharge
- (46) Apocalypse - Damage/Endurance
- (46) Apocalypse - Chance of Damage(Negative)
- (46) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Ragnarok - Damage/Recharge
- (45) Ragnarok - Accuracy/Damage/Recharge
- (48) Ragnarok - Accuracy/Recharge
- (48) Ragnarok - Damage/Endurance
- (50) Ragnarok - Chance for Knockdown
- (A) HamiO:Enzyme Exposure
- (48) HamiO:Enzyme Exposure
- (A) Kismet - Accuracy +6%
- (50) Shield Wall - +Res (Teleportation), +3% Res (All)
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Set Bonus Totals:- 9.5% DamageBuff(Smashing)
- 9.5% DamageBuff(Lethal)
- 9.5% DamageBuff(Fire)
- 9.5% DamageBuff(Cold)
- 9.5% DamageBuff(Energy)
- 9.5% DamageBuff(Negative)
- 9.5% DamageBuff(Toxic)
- 9.5% DamageBuff(Psionic)
- 3.13% Defense(Smashing) (in PvP)
- 3.13% Defense(Lethal) (in PvP)
- 7.5% Defense(Psionic)
- 1.56% Defense(Melee) (in PvP)
- 11.3% Max End
- 69% Enhancement(Accuracy)
- 55% Enhancement(RechargeTime)
- 5% FlySpeed
- 134.9 HP (9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 5% (in PvP)
- MezResist(Held) 5% (in PvP)
- MezResist(Immobilize) 5% (in PvP)
- MezResist(Repel) 1000% (10% chance, in PvP)
- MezResist(Sleep) 5% (in PvP)
- MezResist(Stun) 7.2%
- MezResist(Terrorized) 5% (in PvP)
- 30% (0.5 End/sec) Recovery
- 50% (3.13 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 4.89% Resistance(Smashing)
- 4.89% Resistance(Lethal)
- 13.1% Resistance(Fire)
- 13.1% Resistance(Cold)
- 3% Resistance(Energy)
- 6.13% Resistance(Negative)
- 3% Resistance(Toxic)
- 6% Resistance(Psionic)
- 5% RunSpeed
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Quote:Bane Spider Minion, Lt., and Bosses are three enemies from just one group. Cimeroran Traitors, certain Long Bow, KoA, and thousands of various Scrapper/Stalker AE opponents all score criticals.I can think of about two or three mobs with critical hits, and defense isn't the same thing as DDR (which, for the record, can reach 95% for these two specific powersets, not 90%).
Quote:On average, they'll hurt defense just as much. Crits may hit defensive sets less often, but when they do, they hit far, far harder. And because resistance resists its own debuffs, they increase damage against both kinds of mitigation equally.
I can absolutely guarantee that critical hits do not impact defense sets the same way they do resistance sets. A single Bane Spider boss can leverage enough unresistable damage against many resist based toons to completely change the tide of battle-- let alone the additional strikes from his supporting Bane cast. -
Well said TopDoc.
I think the Armageddon: Acc/Dam is so expensive because no one has ever gotten one and we all want it. :-P -
Quote:Wait, so Brute Claws will be given the same damage scales as Scrapper versions, but have longer recharges? What is the point of that?The devs did, or intended to do one thing to Brute Claws: raise the recharge. Since damage and endurance are calculated from Recharge, the damage and end costs of all powers would have increased by a bit, subject to the 2 Claws formulas.
I know the Brute version of claws on live is quite different from the Scrapper model, and have been trying to figure out the reasons for slowing it down. -
Oh yeah, pay attention to what parts of each set are employed. Your build did not ED cap resistance in your armors. Try and use the parts that are in that build to ED cap, at the very least.
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The first problem with many people's IO builds is that they neglect socketed values and concentrate too much on global bonuses. It's better to have great enhancement values and stack set bonuses on top than to have awful enhancement values with solid global bonuses. All of your builds so far neglect proper socketed enhancement values, trading these for what seem to be good global bonuses. You actually hurt your build by doing this.
If you are going to stack defense, don't hold back. If I were to use your template and modify it, this is what I would do:
- For AoE damage, Lightning Field and a rapidly spammed Tremor will be solid. I got rid of DO for Darkest Night, which is probably the best Patron skill in the game. It adds -14% toHit in this build, the equivalent of 14% defense to all against even cons, AND it adds -damage which functions like resistance to stack with your armors.
- Grounded is gone. Combat Jumping grants Immobilize protection and you now have -12 mag KB protection at all times, rather than 15 while only in touch with the ground.
- Hurdle is key with CJ and SJ.
- The values on your mallets and Seismic Smash are much better, as is the value on Fault, which will stun properly, recharge faster, and have far more accuracy. You need good accuracy in this skill because it has an inherent accuracy penalty.
- You have more global recharge in this build than thanks to Lightning Reflexes. You also have much more defense-- especially when you consider Darkest Night's debuff as an additional 14% to all. (This value drops versus higher cons, however.)
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Grounded Wire: Level 50 Mutation Brute
Primary Power Set: Stone Melee
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
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
- (5) Crushing Impact - Accuracy/Damage/Recharge
- (34) Perfect Zinger - Accuracy/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (37) Reactive Armor - Resistance
- (40) Reactive Armor - Resistance/Recharge
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (50) Steadfast Protection - Knockback Protection
- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (9) Kinetic Combat - Damage/Endurance/Recharge
- (9) Crushing Impact - Accuracy/Damage/Recharge
- (34) Perfect Zinger - Accuracy/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (13) Reactive Armor - Resistance/Recharge
- (15) Reactive Armor - Resistance/Endurance/Recharge
- (15) Reactive Armor - Resistance
- (A) Accuracy IO
- (A) Force Feedback - Chance for +Recharge
- (11) Stupefy - Accuracy/Recharge
- (11) Stupefy - Accuracy/Stun/Recharge
- (23) Stupefy - Endurance/Stun
- (43) Rope A Dope - Accuracy/Stun/Recharge
- (50) Razzle Dazzle - Accuracy/Stun/Recharge
- (A) Resist Damage IO
- (13) Resist Damage IO
- (39) Steadfast Protection - Knockback Protection
- (42) Steadfast Protection - Resistance/+Def 3%
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (19) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (21) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Jumping IO
- (A) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance
- (37) Reactive Armor - Resistance/Recharge
- (37) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (36) Kismet - Accuracy +6%
- (A) Numina's Convalescence - Heal
- (48) Numina's Convalescence - +Regeneration/+Recovery
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (A) Kinetic Combat - Damage/Endurance/Recharge
- (25) Kinetic Combat - Damage/Recharge
- (25) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (27) Crushing Impact - Accuracy/Damage/Recharge
- (40) Perfect Zinger - Accuracy/Recharge
- (A) Run Speed IO
- (A) Doctored Wounds - Heal/Endurance
- (29) Doctored Wounds - Endurance/Recharge
- (29) Doctored Wounds - Heal/Recharge
- (39) Doctored Wounds - Heal
- (39) Doctored Wounds - Recharge
- (A) Scirocco's Dervish - Accuracy/Damage/Endurance
- (31) Scirocco's Dervish - Damage/Endurance
- (31) Efficacy Adaptor - EndMod
- (31) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (48) Efficacy Adaptor - EndMod/Accuracy
- (A) Force Feedback - Chance for +Recharge
- (33) Obliteration - Damage
- (33) Obliteration - Accuracy/Damage/Recharge
- (33) Obliteration - Accuracy/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (45) Obliteration - Damage/Recharge
- (A) Efficacy Adaptor - EndMod
- (36) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (42) Recharge Reduction IO
- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Endurance Modification IO
- (42) Endurance Modification IO
- (A) Decimation - Accuracy/Damage
- (45) Decimation - Accuracy/Damage/Recharge
- (46) Decimation - Damage/Endurance
- (46) Decimation - Damage/Recharge
- (46) Decimation - Accuracy/Endurance/Recharge
- (A) HamiO:Enzyme Exposure
- (48) HamiO:Enzyme Exposure
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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- For AoE damage, Lightning Field and a rapidly spammed Tremor will be solid. I got rid of DO for Darkest Night, which is probably the best Patron skill in the game. It adds -14% toHit in this build, the equivalent of 14% defense to all against even cons, AND it adds -damage which functions like resistance to stack with your armors.
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Quote:The proc doesn't work per target, it works per click of a given skill. This is how it is able to function with skills like BU and Aim which are merely clicks.It'll have about a 23% chance to proc against 5 targets, and 40% against 10.
The end result is that Soul Drain is the WORST place to put this proc out of any toHit buff skill in the game. Follow Up, Build Up, Tactics, Invincibility, BU and Aim are all better receptacles for Gaussian's %chance for BU. -
Rock, post your data chunk so that I can make my recommendations through the hero planner.
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You sacrificed far too much damage and combat capability to achieve perma-Energize. (Note, I don't think this build achieves it if the 65% global recharge value is correct. Force Feedback's 100% recharge buff will neither be perma nor reliable.)
First, Kinetic Crash grants poor damage modification and Stone Melee has high enough damage scale values that such a setup is simply bad. You also change all of your knock-up attacks to knock-back, which will be very annoying in actual game play.
Second, your slotting for Seismic Smash is extremely lacking in damage modification. Fury shouldn't replace socketed damage, it should stack on top of it. This is especially true for heavy hitters like the mallets and Seismic Smash.
Third, perma Energize is a waste if you make the build sacrifices that you did to achieve it-- no sockets in Gloom, no Dark Obliteration, poor socketed damage across the board. You actually lowered your total survivability in this build by gimping your damage output. Remember, a dead opponent is 100% mitigation. -
I would say that ELA is still one of the squishiest sets, certainly bottom of the pack for mitigation. However, it's survivability is now commensurate with its perks. Before changing Conserve Power to Energize, it was far too squishy. And while it's still quite squishy, the set can better take an alpha and survive long enough for endurance modification to lower incoming damage.
The set now does well what it was designed to do-- drain enemies of endurance and provide unlimited endurance in return. Before, it had issues with lasting long enough for Power Sink and Lightning Field to have an impact on overall survivability in too many situations. Energize was a great addition.