JupiterMoon

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  1. some people claim to be able to farm 100,000+ infamy an hour with just so's in a ss/fire
  2. what were you planning to do with this? tohit debuffs make little difference fighting av's
  3. welp i dont see how you can improve your survivability anymore. i have a /pain at 42. you need very very tough pets. the heals and the regen arent going to always be enough

    having up to 4 holds (you 2, lich 1, ds 1) and 3 cone fears (you, lich, ds) is why necro pairs the best with dark imo. i couldnt conceive of playing pain unless it was thugs or bots atm - but i have a serious aversion to having to constantly replace pets when i'm soloing missions

    with proper and tight control of the pets so they are always in the dispersion bubble ninja/ff can softcap all the pets with manuevers.
  4. [ QUOTE ]
    You'd be better off with Fire/SR, both performancewise and budgetwise

    [/ QUOTE ]

    i dunno about that. i've done the math on the end drain both with inexpensive attack chains and super e xpensive 3 power attack chains, and it's pretty expensive to build a fm/sr that wont have endurance problems for a long fight like an AV
  5. the role is what you make it. you can play your brute as a tank, or play it as pure dps. really depends on the team makeup and your personality time. some people who play brutes are control freaks (like me) and insist on tanking (like me) and build tanky-brutes. others just go for mass dmg. it's up to you.

    it's more flexible than heroside and is one of the reasons why i just cant stand blue side anymore. i've tried playing my controlers and defenders on farm teams and i want ot pull my hair out with how SLOW they move and kill in general. red side, every at is a dps at.
  6. JupiterMoon

    Bots/Pain

    i have a 44 bots/pain. it's ok. the assault bot bugs out somteimes when you put that one fortitude-lite buff on it. i usually have to dismiss and resummon him.
  7. [ QUOTE ]
    Maybe it's my build, my merc/TA is more survivable with aid other than my necro/pain...

    This is my build. I'm only lvl 26 right now:

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Madame Morte: Level 50 Magic Mastermind
    Primary Power Set: Necromancy
    Secondary Power Set: Pain Domination
    Power Pool: Teleportation
    Power Pool: Fitness
    Power Pool: Speed

    Villain Profile:
    Level 1: Zombie Horde -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(7), Heal-I(33), Heal-I(33)
    Level 1: Nullify Pain -- Heal-I(A), Heal-I(5), EndRdx-I(7), EndRdx-I(17), RechRdx-I(46), RechRdx-I(50)
    Level 2: Soothe -- Heal-I(A), Heal-I(5), EndRdx-I(9), EndRdx-I(9)
    Level 4: Share Pain -- Heal-I(A), Heal-I(11), RechRdx-I(15), RechRdx-I(17)
    Level 6: Enchant Undead -- EndRdx-I(A), EndRdx-I(37)
    Level 8: Recall Friend -- EndRdx-I(A)
    Level 10: Conduit of Pain -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Grave Knight -- Acc-I(A), Acc-I(13), Dmg-I(13), Dmg-I(15), LdyGrey-%Dam(43), Achilles-ResDeb%(43)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Heal-I(A)
    Level 18: Soul Extraction -- Acc-I(A), Dmg-I(19), Dmg-I(19), RechRdx-I(21), RechRdx-I(23), SvgnRt-PetResDam(25)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
    Level 22: Suppress Pain -- Heal-I(A), Heal-I(23)
    Level 24: Teleport -- EndRdx-I(A), EndRdx-I(25), Range-I(37), Range-I(43)
    Level 26: Lich -- HO:Endo(A), HO:Endo(27), HO:Endo(27), ToHitDeb-I(31), ToHitDeb-I(31), EdctM'r-PetDef(46)
    Level 28: World of Pain -- RechRdx-I(A), RechRdx-I(29), ResDam-I(29), ResDam-I(31), ToHit-I(33), ToHit-I(34)
    Level 30: Team Teleport -- EndRdx-I(A), EndRdx-I(34), Range-I(40), Range-I(42)
    Level 32: Dark Empowerment -- EndRdx-I(A), EndRdx-I(34)
    Level 35: Anguishing Cry -- Acc-I(A), Acc-I(36), RechRdx-I(36), RechRdx-I(36), DefDeb-I(37), DefDeb-I(50)
    Level 38: Painbringer -- RechRdx-I(A), RechRdx-I(39), Heal-I(39), Heal-I(39), EndMod-I(40), EndMod-I(40)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Dark Blast -- Acc-I(A), Dmg-I(45), Dmg-I(45), ToHitDeb-I(45), ToHitDeb-I(46)
    Level 47: Gloom -- Acc-I(A), Dmg-I(48), Dmg-I(48), ToHitDeb-I(48), ToHitDeb-I(50)
    Level 49: Enforced Morale -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]5% Defense[*]10% Resistance(Smashing)[*]10% Resistance(Lethal)[*]10% Resistance(Fire)[*]10% Resistance(Cold)[*]10% Resistance(Energy)[*]10% Resistance(Negative)[*]10% Resistance(Toxic)[*]10% Resistance(Psionic)[/list]
    [/ QUOTE ]

    slot the lich for acc, fear and hold. fearsome stare is really good soft control

    i dont know that i would have ever paired pain with necro. functionally, it works better with traps, dark and forcefield.
  8. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    You know, all this discussion on the ability to soft-cap or not is nice... but: is an IO build actually "In a Vacuum?"

    While I'm not sure it would matter much... what's the results when IOs are removed from the discussion? A completely SO build for MMs, how do the sets perform?

    [/ QUOTE ]

    mm's dont cost near as much as the other at's to io out. this is because the pet sets areplentiful and not in demand. this keeps pricing down.

    each of my two mm's cost no more than 200m each in infamy to io out for 60% global recharge. that includes one LOTG for each character at 30m and 100m respectively.

    the total cost of putting all 4 uniques in gang war for my thugs/traps? 15 million. total.

    [/ QUOTE ]

    ...you say 15 million so easy... like it's a small number.

    Seriously, how do people make that kind of Inf? My blue side level 50 never had more than 10 mil at any one time... My Red side characters? HA! I'm lucky if I can afford to ugrade my normal enhancements...

    Regardless... even excepting that the IOs are 'Cheap' - it doesn't answer the question I raised.

    How do the sets perform without IOs?

    [/ QUOTE ]

    most blue side teams farm. damn. slow. one of the reasons wh y i wont play heroes anymore

    easiest way to farm at 50 is to just run ae missions and get bronze/silver rolls and sell the recipes on the auction house. you can do up to 30 million an hour doing this depending on how OCD you are.
  9. powerforge is working on a fm/sr brute, and his attack chain is incinerate-cremate-fs. that's all. he has breath of fire and fire sword circle for aoe's and isnt taking gloom

    you can skip all of the swords and just get scorch, incinerate, cremate. i wouldnt skip gloom for any brute unless it's for flavor as in powerforge's case.

    just depends on how much global recharge (and recovery to maintain it) you plan to slot. gfs is skippable due to it's animation time but it's dmg isnt weak so before io's it's actually decent to pick up.
  10. before yo ustart to io out, yo udont need stamina for most /wp primary combinations. only exception to this is stone melee - it's an end pig.

    once you start to io out - especially if you start to io out for global recharge - and if you pick up hasten, the combined hasten/rege end crash plus higher end useage from global recharge can mean endurance problems if you dont have stamina.
  11. reposting from MM forums.

    defense is far more important in today's game than resists and wiht pets with tiny health pools. when you consider that the probots only get one bubble each vs. the enforcers both getting both manuevers you start to realize that thugs is simply not squishy. the enforcers and the bruiser also have decent resists on top of the defense. each probot bubble and each enforcer manuevers is 7.5% base defense. the real difference is the manuevers cant fall off and STAY OFF if yo uare in the middle of a long fight for periods of time. both primaries have the exact same amount of +defense.

    you dont actually give up any dmg to slot enforcers with two io def buffs. probots dont have much dmg to start. slotting 4 acc/dam pet io's caps them in both although you will want one to be an acc/dam/end for both tier 2's.

    when you consider you can add 10% more defense and 20% more resistance from 4 io's in gang war - still ignoring the secondary here - thugs wins out entirely.

    for the numbers - the probot's shield and enforcers manuevers are both 7.5% defense. both can be enhanced and then stacked for 21-22% defense to all pets EXCEPT The probots bubbles as they cant double bubble themselves. the manuevers is always on - the bubbles wear off.

    you cant softcap ALL of the bots even if you are FF unless you also take manuevers since the probots will only hit around 39% from their single bubble, ff single bubbles and ff dispersion bubble. thugs will cap out all pets as traps or ff with no manuevers at all.

    to bottom line it all:

    my thugs/traps - all 4 pet uniques in gang war, ONE defense buff in enforcers

    tier 1 pets: 20% resists to all, 46.5% defense to all

    tier 2 pets: 46% resist to letha, 20% resist to everything else, 46.5% defense to all

    tier 3 pet: 46% smash/lethal, 26% fire/cold/toxic, 20% resist, 46.5% defense to all

    enforcer manuevers also prevent things like confusion and perception debuffs on the pets.


    my bots/traps (with one edict of the master defense and one sovereign right resist and TWO defense buffs in probots)

    tier 1: 36% resist lethal/cold/psi, 10% resist rest, 41% defense to all

    tier 2: 36% resist lethal/cold/psi, 10% rest, 31% defense to all

    tier 3: 36% resist lethal/cold/psi, 10% rest, 41% defense to all

    (numbers pulled in game, no calculator used)
    thugs wins

    as for top aoe dmg - it's a wash between thugs and bots. when you consider that slotting achille's heel -20% resistance proc in enforcers and they keep it up at a 90% rate due to having 12 attacks between them that use it and the significantly faster recharging and animating aoe's on thugs it ends up being even. anecdotal: i can team tp into a spawn with fresh pets and once under control the bots will melt them faster. i team tp to the next spawn and it's going to be a while before incendiary missiles or any of the aoe's ar eup. in fact it's not uncommon for the assault bot to sit there for up to 10 seconds doing absolutely nothing.

    i have both at 50 with identical io builds (traps is pretty cheap to io out hehe). the obvious differences are the extra io's in gang war vs. no repair, and the achilles heel vs. the extra defense buff in the tier 2 pets. when it comes to dealing aoe dmg in a farm - it's a wash. fire bomb does less dmg than swarm missiles but has a substantially faster recharge. enforcers aoe's blow away the aoe's from probots and tier 1 drones. single target dmg bots has nothing on thugs as the bruiser does very good single target dmg especially when combined with an achilles heel proc from enforcers and acid mortar (also with an additional achille's heel proc for both characters). also because the bots arent soft capped i'm replacing pets far more often - especially the probots who with the heal are the overwhelming majority of the sets survivability.
  12. [ QUOTE ]
    As I said, I truly have no idea or knowhow of the game, this game is bizarre on this point because of that, no matter how screwie is your toon, you can always hit 50 with ease.

    And I wasn't aiming at Tankermind, just aiming at surviving long enough to recall lost pets in a fight against an Elite Boss or above, thing that right now I can't.

    And BTW, I don't have knowledge on enhancements, you are right about that, I pretty much only know the basic ones, so no offence taken whatsoever.

    [/ QUOTE ]

    you dont need to be a math guru since yo have mids. mouse of the power after you put enhances. if the number is red, you're capped.

    never put more than 3 of any like so/io into a power. the only exception to this is the doms who need to eek out every half second out of hasten and 6 slot is for recharge.
  13. whatever they changed to make the bruiser not sit there and just chuck rocks has had the added side affect of making all of the other pets - when out of powers to cycle - have a high chance of running to melee. the arsonist is especially suicidal now. if it wasnt for the fact that the enforcers and other two tier 1 thugs have very fast recharging attacks they'd all be running to melee.

    on my bots i've had issues with all of them running to melee. drones, probot and the assault bot.
  14. answered in the MM forum. thugs &gt; all
  15. [ QUOTE ]
    The biggest issue with soloing AV's is maintaining endurance and sustained DPS. I don't think SS/SR will be good at that. SS/SR is a monster, but I think there are better AV killers.

    If you are only worried about killing AV's then maybe try EA as your secondary. It gets a bad rap, but once you soft cap your defense it is a very solid set and you will never run out of endurance.

    [/ QUOTE ]

    and of course hitting av's that primarily use the attacks that /ea has holes too


    dm/sr is probably the least expensive to build efficient and successful av soloer possible for all of the av's villains face, with fm/sr a close second
  16. [ QUOTE ]
    Bot's take the high rank in survivability for their innate resists... Add in the bubbles that the prot bots give, and thugs enforcers be damned.

    Also, bots for top AE damage. No one dishes it out like they do to AE

    [/ QUOTE ]

    defense is far more important in today's game than resists. when you consider that the probots only get one bubble each vs. the enforcers both getting both manuevers you start to realize that thugs is simply not squishy. the enforcers and the bruiser also have decent resists on top of the defense. each probot bubble and each enforcer manuevers is 7.5% base defense. the real difference is the manuevers cant fall off and STAY OFF if yo uare in the middle of a long fight for periods of time. both primaries have the exact same amount of +defense.

    you dont actually give up any dmg to slot enforcers with two io def buffs. probots dont have much dmg to start. slotting 4 acc/dam pet io's caps them in both although you will want one to be an acc/dam/end for both tier 2's.

    when you consider you can add 10% more defense and 20% more resistance from 4 io's in gang war - still ignoring the secondary here - thugs wins out entirely.

    for the numbers - the probot's shield and enforcers manuevers are both 7.5% defense. both can be enhanced and then stacked for 21-22% defense to all pets EXCEPT The probots bubbles as they cant double bubble themselves. the manuevers is always on - the bubbles wear off.

    you cant softcap ALL of the bots even if you are FF unless you also take manuevers since the probots will only hit around 39% from their single bubble, ff single bubbles and ff dispersion bubble. thugs will cap out all pets as traps or ff with no manuevers at all.

    to bottom line it all:

    my thugs/traps - all 4 pet uniques in gang war, ONE defense buff in enforcers

    tier 1 pets: 20% resists to all, 46.5% defense to all

    tier 2 pets: 46% resist to letha, 20% resist to everything else, 46.5% defense to all

    tier 3 pet: 46% smash/lethal, 26% fire/cold/toxic, 20% resist, 46.5% defense to all

    enforcer manuevers also prevent things like confusion and perception debuffs on the pets.


    my bots/traps (with one edict of the master defense and one sovereign right resist and TWO defense buffs in probots)

    tier 1: 36% resist lethal/cold/psi, 10% resist rest, 41% defense to all

    tier 2: 36% resist lethal/cold/psi, 10% rest, 31% defense to all

    tier 3: 36% resist lethal/cold/psi, 10% rest, 41% defense to all

    (numbers pulled in game, no calculator used)
    thugs wins

    as for top aoe dmg - it's a wash between thugs and bots. when you consider that slotting achille's heel -20% resistance proc in enforcers and they keep it up at a 90% rate due to having 12 attacks between them that use it and the significantly faster recharging and animating aoe's on thugs it ends up being even. anecdotal: i can team tp into a spawn with fresh pets and once under control the bots will melt them faster. i team tp to the next spawn and it's going to be a while before incendiary missiles or any of the aoe's ar eup. in fact it's not uncommon for the assault bot to sit there for up to 10 seconds doing absolutely nothing.

    i have both at 50 with identical io builds (traps is pretty cheap to io out hehe). the obvious differences are the extra io's in gang war vs. no repair, and the achilles heel vs. the extra defense buff in the tier 2 pets. when it comes to dealing aoe dmg in a farm - it's a wash. fire bomb does less dmg than swarm missiles but has a substantially faster recharge. enforcers aoe's blow away the aoe's from probots and tier 1 drones. single target dmg bots has nothing on thugs as the bruiser does very good single target dmg especially when combined with an achilles heel proc from enforcers and acid mortar (also with an additional achille's heel proc for both characters). also because the bots arent soft capped i'm replacing pets far more often - especially the probots who with the heal are the overwhelming majority of the sets survivability.
  17. single target dmg - ninja

    survivable - thugs
  18. [ QUOTE ]
    [ QUOTE ]
    with this setup, siphon life returns 321 health per use. get the villain accolades and that shoots up to 378 health. you can get well over 400 if you change some things around and slot for more max hp.

    [/ QUOTE ]
    Except that the heal works off of your melee heal attribute, which is based off of the AT's base maxhp so that each AT sees approximately the same percentage from the same self-heal, instead of your current maxhp... you're not increasing the heal by adding +hp. It will affect regeneration, which is based on the time it takes to go from 0 to your current maxhp.

    I'm not saying that it's a bad thing to add hit points to your Brute, but don't expect larger green numbers over your head because of it.

    [/ QUOTE ]

    you sure about that? because my level 30 dm/sd brute returns 235 from siphon life with one level 30 heal io in it, and i have a feeling it's as much as a level 50 scrapper returns because of true grit
  19. [ QUOTE ]
    [ QUOTE ]
    Defense/Recharge/ToHit HOs and SHOs effictively add up to 55% defense debuff protection allowing SD to hit the cap.

    (Note: that would be +55% in Ative Defense, and does require stacking. Yes, it's not easy to achieve, but SD is pretty much broken when you get it there.)

    [/ QUOTE ]

    Wait, what...? Hamis add defense debuff protection.... how?

    Edit: looking at mids it shows no change by slotting those.

    [/ QUOTE ]

    mids also only shows sr with 62.5% defense debuff protection, when in fact you have 95%, as /sr
  20. [ QUOTE ]
    No travel power eh?

    One question to shield users... Can you farm boss maps? Is the defense good enough to survive 10-16 bosses on you?

    [/ QUOTE ]

    pretty sure that depends on the bosses. the set is still weak to defense debuffs unless they use hammi-o's and double stack active defense - which is like 200+% recharge needed to maintain according to another thread.

    the real question is - what brute secondary outside of granite can survive an 8 man map of super arachnoids? they debuff defense not just from melee attacks but from poison attacks, they shut down regen and they can shut down recharge.

    i think super arachnoid bosses are the hardest of the dev created content in the game. sure some other bosses have tohit buffs, or pop things like a cage and dispersion bubble. but super arachnoids are just nasty. any brute i seroiusly play now i always end up making a test map with nothing but super arachnoid bosses set for three people (5 bosses per spawn). so far the results havent been encouraging.

    i'm looking forward to my new dm/sr though. 60% defense to recharge debuffs, run speed debuffs and 95% reisistance to defense debuffs the way i have it slotted out and it wont cost as much as my sm/wp did to build.
  21. below is what my dm/sr is going to look like at 50 after talking to several of the math guru's on the scrapper board. it is a respec build to be sure, but has the global recharge with hasten up to achieve a nearly gapless rotation, and with only a couple gaps for the short bits hasten is down. for me it will be surprisingly cheap since i already have the miracle, numina's, perf shifter, steadfast, a full set of touch of death and the three LOTG's i plan to cannibalize from my other brute for. the zephyr sets really arent that expensive, and i'm at around 47% defense for those times w hen the cimeroan's hax the RNG.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(11)
    Level 2: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(15)
    Level 4: Agile -- DefBuff-I(A), LkGmblr-Rchg+(15)
    Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17), Winter-ResSlow(19), DefBuff-I(46)
    Level 8: Siphon Life -- Nictus-Heal(A), Nictus-Acc/Heal(19), Nictus-Heal/HP/Regen/Rchg(21), Mako-Acc/Dmg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Acc/EndRdx/Rchg(23)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(25)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27)
    Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(27), Numna-Regen/Rcvry+(29)
    Level 18: Dark Consumption -- RechRdx-I(A), P'Shift-EndMod/Acc(29), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31), P'Shift-Acc/Rchg(33)
    Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(33), P'Shift-EndMod/Rchg(33), P'Shift-End%(46)
    Level 22: Dodge -- DefBuff-I(A), LkGmblr-Rchg+(34)
    Level 24: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36)
    Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(39)
    Level 28: Boxing -- Empty(A)
    Level 30: Lucky -- DefBuff-I(A), LkGmblr-Rchg+(39)
    Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 35: Quickness -- Run-I(A)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
    Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]15.5% DamageBuff(Smashing)[*]15.5% DamageBuff(Lethal)[*]15.5% DamageBuff(Fire)[*]15.5% DamageBuff(Cold)[*]15.5% DamageBuff(Energy)[*]15.5% DamageBuff(Negative)[*]15.5% DamageBuff(Toxic)[*]15.5% DamageBuff(Psionic)[*]6.13% Defense(Smashing)[*]6.13% Defense(Lethal)[*]7.38% Defense(Fire)[*]7.38% Defense(Cold)[*]7.38% Defense(Energy)[*]7.38% Defense(Negative)[*]3% Defense(Psionic)[*]9.25% Defense(Melee)[*]11.8% Defense(Ranged)[*]11.8% Defense(AoE)[*]2.25% Max End[*]25% Enhancement(Accuracy)[*]60% Enhancement(RechargeTime)[*]15% FlySpeed[*]191.2 HP (12.8%) HitPoints[*]15% JumpHeight[*]15% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 19.8%[*]12.5% (0.21 End/sec) Recovery[*]20% ResEffect(FlySpeed)[*]20% ResEffect(RechargeTime)[*]20% ResEffect(RunSpeed)[*]6.62% Resistance(Fire)[*]6.62% Resistance(Cold)[*]15% RunSpeed[/list]


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    with this setup, siphon life returns 321 health per use. get the villain accolades and that shoots up to 378 health. you can get well over 400 if you change some things around and slot for more max hp.

    i wanted something that wasnt stone that could tank the majority of the content villainside. i dont consider resist only or resist sets as optimal because of longbow nullifiers, nor do i consider regen only or mostly regen sets viable because of longbow spec ops. they can work, but they can also frustrate.

    so priority for me was a secnodary with a strong taunt aura, good single target dps, end management an afterthought and respectable self healing when the hits get through the defenses. dark obliteration fills the aoe hole for the set (+2 lt's have 890 health. soul drain + dark consumption + dark obliteration will kill every minion and neearly every LT in range at 80 fury)
  22. the base defense of phalanx is unenhanceable. remove the defbuff you have in there and stick a kismet +acc.

    you arent actually softcapped. phalanx only gives you 3.7somethingorother% defense. mids calculates it as if there is another person in range at all times, and it enhances the base defense value which is unenhanceable. yo uare at around 42/43/37% give or take some rounding
  23. i have electric fences onmy thugs/traps now.

    soloing missions set for 3 people i team tp in and hit defensive/follow so the pets dont immediately attack back. i do this a few times until the mobs gather all around - then hit fences and poison trap. aid other any pet that did get hit (my pets are soft capped) and watch them melt. oftentimes if the map is big enough i pull two groups at a time. i can do this on 8 man, but the RNG chance for attacks to get through the soft cap and pop one or two of the tier 1's before i can get everything together skyrockets with mob densities that big - so on an 8 man team i just root what i can, toss caltrops so they run out of burn patches slower and put web grenade on auto fire.

    it's actually as fast as my bots/traps. bots incendiary missiles patches do more dmg than the arsonist fire bomb, but recharge very slow in comparison. plus the enforcer cones do insane dmg on top of that even being lethal dmg.

    i had web envelope for nearly three years and the change in radius is quite noticeable. but so is having kb protection for 15s now.
  24. [ QUOTE ]
    Hey I have been really wanting to roll a willpower brute but was not sure which primary powerset to choose. If anyone can offer some good ones that have some nice synergy with the set, that'd be great. Thanks

    [/ QUOTE ]

    well now.

    i made a wp brute 3 weeks ago. io'd the hell out of it. stone melee was the primary

    i knew stone melee was an end pig of a primary. having both stamina and qr 4 slot (perf shifter sets including the end proc for both) and having 4.20 eps recovery and 66% end reduction in each attack - it's still an end pig.

    however for the majority of the content is has faced it's been incredible. mostly due to fault. you can gather a buncha stuff to feed your rttc regen and if you start to get overwhelmed, pop fault. now every lt and minion in range is stunned for 10-13s and you recover an enormous amount of hp before they recover.

    seismic smash one shot holding bosses is also hot.

    what's not hot? fighting in cimeroa where mobs are immune to knockdowns and holds and debuff what defenses you have. the set has only 23% defense debuff resistance

    what's also not hot? longbow spec ops. just ONE of these minions will shut down your regen no matter how much of it you have. their grenade is like -500% regen or more. as you know, reagent korol-somethingorother in grandville gives a few missions where you fight nothing but 3 spawns of these bastards.

    what's also not hot? no aoe. tremor is extremely weak. yo are better off with a patron aoe.

    and that lst part that's not hot - accuracy. the powers recharge so slow that if you miss, it hurts more than other primaries.

    i do think that for the ultimate in survivability for nearly every possible mob thrown at you with willpower, dm is the way to go. siphon life is an added heal (and becaue of HPT it heals a brute for 400-600 health per use depending on slotting) and the tohitdebuffs help with bosses and EB's. not so much with av's but that's why god invented purples.
  25. JupiterMoon

    Shield or SR?

    you both need to share those builds, because i can not build a sub 100m capped /sd anything in mids.