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Posts
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Joined
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That's just not going to happen. Wait until you can at least get a DX11 Video Card and that'll help you out a bit as far as longevity.
It does look like software developers are starting to build for multiple cores, 64-bit OS's and the like finally but unless you plan on doing several different things at once or doing some serious ray tracing there is no reason to go for a multiple processor solution. Not to be rude but judging from your posts you don't do that, so don't buy hardware that's not doing to do anything for you.
If you really just want to spend a lot of money the Intel Core i7-975 Extreme gets you 4 hyperthreaded cores, which is more then you are going to need at current and will take you through the future of multithreaded gaming just fine. Plop that in a board from a solid manufacturer (Asus, Gigabyte and the like) with some low latency DDR3, treat yourself to 6GB and you'll have minimums for along time.
Really though, wait for the Video Card or you'll be buying new ones in 6 months.
Also, dont overclock. You want reliability overclocking is not how to get it. Without solid knowledge of what the settings you are playing with do you are not going to get 4 years of life out of OC'd parts. There is no "here use these settings" template. Well... there are but its in no way a good way to go about it.
Don't buy SSD drives. You dont need them. If you want them get Intels X25-M and enjoy paying 5.5x as much per gig then you would if you went with VelociRaptors.
For cases and watercooling. If you haven't done it before I'd have to suggest not building your own kit. Watercooling isn't all that hard it's just it can be expensive if you haven't done it before, dont do your research, and dont have much engineering aptitude. Also dont think you are going to WC everything in the comp, you will need fans still and most pumps are not recommended for more then 2 or 3 blocks.
If you DO watercool your video card do yourself a favor and buy a block made for the card. More then the GPU gets hot.
/end advice/admonishment -
ROFL at RMT being run by the mob.
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Yeah I've been planning a respec lately to get out of fly and into leaping as well as improve my slotting in a few areas. Things like performance shifter procs (currently only running three efficacy adaptors) pvp io's and the like. But the gain I get from the cost is pretty slim and any major changes would be a new playstyle. Oh bother.
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Agreed my brute has, I believe, 4.62 recovery. .96/sec is lost to toggles and fences, ball lightning, and footstomp at between 150% and 250% recharge will eat through my end bar pretty bad without some sort of buffage. ST attack chain doesn't dent it though.
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I don't have two panacea procs I have the proc and the heal io's.
I like having heavy heals in fast healing over health because fast healng so much more powerful then health so you get more return. I'd like to get the hp buff out of miracle but I don't think I can get that deep in both miracle and heal without either adding more slots or giving up some percentage of regen.
Basically I'm wondering which is a better trade off.
I could go miracle unique, heal, end heal, panacea unique
And numina unique, heal, end heal, regen tissue unique. Get more out of miracle and less out of panacea. In fact I'm not even sure the 2.5% recovery out of panacea would activate if I wen for it. Suppose I should check and that will likely make the decision. -
Ok I know I saw a post once that pointed out the best way to slot both health and fast healing so that you got the best benefit out of both the abilities andthe uniques. However, I can't find that post for the life of me.
I was thinking that putting numina unique, heal, end/heal and panacea unique, heal in fast healing would work. Miracle unique, heal, end/heal and regenerative wounds unique in heal. But I don't know if there is a better way to go about it. I'm not against nine slots between the two but I'd prefer eight anyday.
Anyone one have any thoughts on it or care to share why they slotted how they slotted? -
And do what? You don't need either if you are runnng around with a /cold, having both is nice if you do a lot of AoE farming solo. I'd ask why your trying to not include it before I'd be willing to give an answer though.
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Fair enough, I know I am a very happy Mu myself. Only breifly considered going soul for gloom, but a great ST attack just wasnt worth it for an AoE farmer.
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my point was that although you put in that many purples you didn't use other equally expensive io's that the build would have benefited from. That was my entire point. Also even in those purple sets there were some odd choices, to me at least. Was simply pointing out that the build you posted had a pretty poor cost to benefit and that people shouldn't actually follow it as it was.
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I few wasted bonus's there but the only one that stands out is 4 slotting darkest night and getting an over the cap bonus. I'd take out the ToHitDeb/EndRdx and put that slot in HS for +3 Def Steadfast immediately.
Also I really have a pet peave about 4 slotting LotG for the accuracy when SS is the primary. You are hitting like a kitten without rage up so it doesnt really matter if you DO hit, and when it is up you need only minor bonuses to keep hitting. Replacing the Def/Rchg with Hami Cytos give you more defense for less end.
There are other tweaks that could be done with the slot usage (6 slotting QR and Stam, no recov/recharge uniques, Footstomp gets FF recharge proc) but I really wasnt sure what you were going for. Right now it looks kind of like its more expensive then good. -
[ QUOTE ]
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
[/ QUOTE ]
That's odd on my SS/WP I've never had any issues farming large spawns in Cim. The defense debuff is irritating but my regen and resistance always carried me through. This is including spawns with bosses and elite bosses in them along with minions and lts.
What specifically was causing you issues with them? -
I know you can fit purps in dm and still soft cap can't imagine why ss would be significantly harder. However I'm more interested in how to edit mids so phalanx shows zero allies in range care to share how you went about that?
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/wp with either resistence or defense buffs is very nice and can be built on the cheap. The fact that /wp is also completely fire and forget makes it easy to play around with your buddies and not forget to click something and die.
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While I agree that the tohit debuff is minor and the heals are the important bit if you have free slots and survivability problems slotting it isn't all bad. I believe it's 3.75 base and slotted I have mine up to 5.25. It's not huge but it's basically a melée ranged weave. I like it but it's also the first slots I'd chop out of a build.
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This is a version of my SS/WP build. Currently I have Air Superiority/Flight instead of Combat Jumping/Super Jump simply because I am lazy and Air Superiority was useful before I had Footstomp.
Things I am about to change:
The Titanium Coatings in HPT are changing to Gladiator's Armor: Teleportation Protection, +Def(All), and Gladiator's Armor: Resistance
Fast Healing is going to:
Numina Heal, Numina Unique, Panacea Heal, Panacea Unique, Numina Heal/End
Health is going to:
Regenerative Tissue Unique, Miracle Unique, Miracle Heal, Miracle Heal/End
And one slot is coming out of RttC to make it work.
I have Taunt just because I like to have it, I use it when I get asked to tank things but I really have no idea if I need it or not. If I got rid of it I would probably take SoW and its something I've been thinking about a lot before I respec to make the above changes.
Not the thread-jack but I'm always looking for better slotting techniques for this toon as well.
EDIT:
Just noticed that my in game defenses are higher then this builds and I dont have CJ, so something is either up with mids or my toon in-game, I'll recheck sometime to see what's causeing the diff
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Sarnath: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- Acc-I(A)
Level 1: High Pain Tolerance -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(13), S'fstPrt-ResDam/Def+(15), Mrcl-Heal/EndRdx(15), Mrcl-Heal/Rchg(17), Mrcl-Heal(17)
Level 2: Haymaker -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(5)
Level 4: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(19), ImpArm-ResDam(23)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 10: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Numna-Heal/EndRdx(25), Mrcl-Heal(25), Mrcl-Rcvry+(29)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Speed -- Zephyr-Travel(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Heal/EndRdx/Rchg(31), DarkWD-ToHitDeb(31), DarkWD-ToHitDeb/EndRdx(31), DarkWD-ToHitdeb/Rchg/EndRdx(34)
Level 18: Rage -- HO:Membr(A), HO:Membr(36), HO:Membr(36)
Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- RgnTis-Regen+(A), Numna-Heal(46), Numna-Heal/EndRdx(50)
Level 26: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc(27)
Level 28: Indomitable Will -- LkGmblr-Rchg+(A), RedFtn-Def(36), RedFtn-EndRdx(37), RedFtn-Def/EndRdx(37), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(39)
Level 30: Heightened Senses -- LkGmblr-Rchg+(A), RedFtn-Def(39), RedFtn-EndRdx(39), RedFtn-Def/EndRdx(40), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(40)
Level 32: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), FrcFbk-Rechg%(34)
Level 35: Boxing -- Acc-I(A)
Level 38: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(43), ImpArm-ResDam/EndRdx/Rchg(43), ImpArm-ResDam(46)
Level 41: Electrifying Fences -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(42), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(43)
Level 44: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
Level 47: Weave -- LkGmblr-Rchg+(A), RedFtn-Def(48), RedFtn-EndRdx(48), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
Level 49: Taunt -- Taunt-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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[u]Set Bonus Totals:[u]<ul type="square">[*]6% DamageBuff(Smashing)[*]6% DamageBuff(Lethal)[*]6% DamageBuff(Fire)[*]6% DamageBuff(Cold)[*]6% DamageBuff(Energy)[*]6% DamageBuff(Negative)[*]6% DamageBuff(Toxic)[*]6% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]6.75% Defense(Psionic)[*]3% Defense(Melee)[*]3% Defense(Ranged)[*]3% Defense(AoE)[*]4.5% Max End[*]90% Enhancement(RechargeTime)[*]67% Enhancement(Accuracy)[*]157.4 HP (10.5%) HitPoints[*]MezResist(Immobilize) 8.8%[*]MezResist(Sleep) 2.2%[*]31.5% (0.53 End/sec) Recovery[*]36% (2.25 HP/sec) Regeneration[*]13.9% Resistance(Fire)[*]13.9% Resistance(Cold)[*]2.5% Resistance(Psionic)[/list] -
Your biggest boost to survivability is putting mobs on their butts. Capping resistence or defense, while you can do it, is going to cost you alot. Build up your max health and regen and knock them down should be all you need.
I honestly didn't share any of your difficulties when I leveled my SS/WP and I was Mu not Soul. I'd recomend slotting RttC for both tohit debuff and health though. I have three numinas and three dark watchers slotted. Also /WP gets a lot of milage out of purples and oranges it's rare that popping either one won't give enough mitigation to pop back to full. I've never understood why people seem to dislike using them -
If this is a discussion of the build I posted realize that it was simply where I was at at the time. I've since got over my own ideas of waste and slotted Soul Drain with 6 Gaussians which gave me enough wiggle room to fit in Grant Cover and slot it with Hami's.
As Mids doesnt seem to like calculating that in the res and I haven't slotted it live yet I don't know how much it has, but I know others have gotten around 90% on the high end using the same slottings -
You give up bonuses that are more useful in general then those that put you over softcap defense? It's not a complex idea.
Nowhere did I mention powerchoices, its simply not having to use less optimal enhancements to achieve only moderately useful defense bonuses once your over the soft cap. I have the same number of attacks as anyone that builds for 47%, of course I do because those are the good attacks. The idea is to keep those attacks good without having to slot them with the goal of reaching the +def.
Unless you think 6 slot mako's are the best bet?
Either way it's pointless you believe that going over is fine, I believe that the situation its useful in can be remedied with other means and what to try to get more out of my attacks then def. Its two completely different ways to go about a build. -
Because I'm not afraid to use insps basically. I mean I wish there was a more grand explanation but I'd rather not have to make any more concessions in the name of defense then necessary. If I very occasionally have to pop a purple to stay softcapped I'm ok with that.
With 5% chance to hit, and 90% res to the debuff overage isn't necessary, might be insurance but that's about it. -
I imagine lots of people wouldn't. But for an additional IO getting 3.13% defense is an excellent deal. The REAL waste of money is Gladiator's Armor, I haven't bought one yet but I likely will for this build.
Still tweaking it to try and have minimal overage on defense but its a very irritating give and take. That and I really dont like slotting Soul Drain with Gaussians so it makes it harder. -
I've been battling the same powersets to get softcapped and respectable dps. Ended up with all three positionals at 45.35 I believe with solid hp recharge and damage. I'll post it when I get home as the build in my dm/sd thread is already pretty stale. And here it is, the empties are for Panacea proc and +3def. Also I was off on the Defs 46.5 for all, after removing the 2.75 from phalanx while solo and adding the 3 from pvp IO you're at 46.75 for all. That means I can fiddle around some more and drop a little def each. Only major gripe is no grant cover for its Hami cheese.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
DMSD: Level 50 Natural Brute
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite <ul type="square">[*] (A) Touch of Death - Accuracy/Damage[*] (17) Touch of Death - Damage/Endurance[*] (17) Touch of Death - Damage/Recharge[*] (34) Touch of Death - Accuracy/Damage/Endurance[*] (37) Touch of Death - Damage/Endurance/Recharge[*] (39) Touch of Death - Chance of Damage(Negative)[/list]Level 1: Deflection <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (3) Luck of the Gambler - Defense[*] (3) Luck of the Gambler - Defense/Endurance[*] (48) Luck of the Gambler - Defense/Recharge[/list]Level 2: Battle Agility <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (5) Luck of the Gambler - Defense[*] (5) Luck of the Gambler - Defense/Endurance[*] (48) Luck of the Gambler - Defense/Recharge[/list]Level 4: True Grit <ul type="square">[*] (A) Titanium Coating - Resistance[*] (45) Titanium Coating - Resistance/Endurance[*] (46) Titanium Coating - Resistance/Recharge[*] (46) Numina's Convalescence - Heal[*] (46) Numina's Convalescence - +Regeneration/+Recovery[*] (48) Regenerative Tissue - +Regeneration[/list]Level 6: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (7) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (7) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (9) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 8: Siphon Life <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage[*] (9) Mako's Bite - Damage/Endurance[*] (11) Mako's Bite - Damage/Recharge[*] (11) Mako's Bite - Accuracy/Endurance/Recharge[*] (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (13) Mako's Bite - Chance of Damage(Lethal)[/list]Level 10: Active Defense <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 12: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 14: Super Jump <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (15) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 16: Against All Odds <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 18: Health <ul type="square">[*] (A) Miracle - +Recovery[*] (19) Miracle - Heal[*] (19) Miracle - Heal/Endurance[*] (21) Miracle - Heal/Recharge[*] (21) Miracle - Heal/Endurance/Recharge[*] (31) Empty[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (40) Performance Shifter - EndMod/Accuracy[*] (40) Performance Shifter - EndMod[*] (43) Performance Shifter - EndMod/Recharge[/list]Level 22: Dark Consumption <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage[*] (23) Scirocco's Dervish - Damage/Endurance[*] (23) Scirocco's Dervish - Damage/Recharge[*] (25) Scirocco's Dervish - Accuracy/Recharge[*] (25) Scirocco's Dervish - Accuracy/Damage/Endurance[/list]Level 24: Phalanx Fighting <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 26: Soul Drain <ul type="square">[*] (A) Armageddon - Damage/Recharge[*] (27) Armageddon - Accuracy/Damage/Recharge[*] (27) Armageddon - Accuracy/Recharge[*] (29) Armageddon - Damage/Endurance[*] (29) Armageddon - Chance for Fire Damage[/list]Level 28: Boxing <ul type="square">[*] (A) Absolute Amazement - Chance for ToHit Debuff[*] (50) Absolute Amazement - Accuracy/Recharge[/list]Level 30: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (31) Recharge Reduction IO[*] (31) Recharge Reduction IO[/list]Level 32: Midnight Grasp <ul type="square">[*] (A) Touch of Death - Accuracy/Damage[*] (33) Touch of Death - Damage/Endurance[*] (33) Touch of Death - Damage/Recharge[*] (33) Touch of Death - Accuracy/Damage/Endurance[*] (34) Touch of Death - Damage/Endurance/Recharge[*] (34) Touch of Death - Chance of Damage(Negative)[/list]Level 35: Shield Charge <ul type="square">[*] (A) Obliteration - Damage[*] (36) Obliteration - Accuracy/Recharge[*] (36) Obliteration - Damage/Recharge[*] (36) Obliteration - Accuracy/Damage/Recharge[*] (37) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (37) Obliteration - Chance for Smashing Damage[/list]Level 38: Tough <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[*] (39) Titanium Coating - Resistance[*] (39) Titanium Coating - Resistance/Endurance[*] (40) Titanium Coating - Resistance/Endurance/Recharge[/list]Level 41: Gloom <ul type="square">[*] (A) Thunderstrike - Damage/Endurance/Recharge[*] (42) Thunderstrike - Accuracy/Damage/Endurance[*] (42) Thunderstrike - Accuracy/Damage/Recharge[*] (42) Apocalypse - Accuracy/Damage/Recharge[*] (43) Apocalypse - Accuracy/Recharge[*] (43) Apocalypse - Damage/Endurance[/list]Level 44: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (45) Luck of the Gambler - Defense[*] (45) Luck of the Gambler - Defense/Endurance[*] (50) Luck of the Gambler - Defense/Recharge[/list]Level 47: Taunt <ul type="square">[*] (A) Mocking Beratement - Taunt[*] (50) Mocking Beratement - Taunt/Recharge[/list]Level 49: One with the Shield <ul type="square">[*] (A) Empty[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Fury -
So I stopped being lazy and checked city of data and my stats in game which showed that the personal buff of phalanx without any allies is 3.75% unenhanceable. That leaves me at 42.55/45.05/44.45 solo which is still low but can cover that with some io movements.
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So with all the hubbub lately about DM/SD scraps and their insane damage, combined with the fact that I can't come up with a suitably survivable Fire/Fire build I've been working on a DM/SD to be my tanking, ST dam brute and my lovely SS/WP gets to remain Mr Farm-a-Lot.
Now I've got a build that I came across and modified it a bit to suit what I wanted and here is that:
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Randolph Carter: Level 50 Natural Brute
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(9)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(13)
Level 4: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(13), Numna-Heal/EndRdx(15), RgnTis-Regen+(15), ImpArm-ResDam(50), ImpArm-ResDam/EndRdx(50)
Level 6: Hurdle -- Jump-I(A)
Level 8: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19), Heal-I(21)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(23), LkGmblr-Rchg+(37)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(25)
Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(25), Mrcl-Heal/EndRdx(27), Empty(50)
Level 18: Against All Odds -- EndRdx-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc/Rchg(29), P'Shift-Acc/Rchg(29), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
Level 28: Boxing -- Acc-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(39), Hectmb-Dam%(40), Mako-Acc/EndRdx/Rchg(40)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 38: Tough -- EndRdx-I(A)
Level 41: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(43), Apoc-Dam%(45), Apoc-Dmg/EndRdx(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46), HO:Cyto(46)
Level 47: Grant Cover -- GftotA-Run+(A), GftotA-Def(48), GftotA-Def/EndRdx(48), GftotA-Def/EndRdx/Rchg(48)
Level 49: One with the Shield -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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[u]Set Bonus Totals:[u]<ul type="square">[*]18% DamageBuff(Smashing)[*]18% DamageBuff(Lethal)[*]18% DamageBuff(Fire)[*]18% DamageBuff(Cold)[*]18% DamageBuff(Energy)[*]18% DamageBuff(Negative)[*]18% DamageBuff(Toxic)[*]18% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]8.94% Defense(Fire)[*]8.94% Defense(Cold)[*]9.25% Defense(Energy)[*]9.25% Defense(Negative)[*]3% Defense(Psionic)[*]13% Defense(Melee)[*]15.5% Defense(Ranged)[*]14.9% Defense(AoE)[*]1.8% Max End[*]72.5% Enhancement(RechargeTime)[*]58% Enhancement(Accuracy)[*]10% FlySpeed[*]247.4 HP (16.5%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 5.5%[*]MezResist(Stun) 4.4%[*]16% (0.27 End/sec) Recovery[*]58% (3.63 HP/sec) Regeneration[*]5.02% Resistance(Fire)[*]2.52% Resistance(Cold)[*]17.5% RunSpeed[/list]
However:
Phalanx Fighting won't count 0 so I have to assume that I'd be under softcap without it. Mids gives me wierd numbers: Info pane 2.61% with one ally, effects says 6.36%, turning it off I lose 6.36%. In that case I am pretty sorely short of softcapping: 38.8%/41.3%/40.7%
Grant Cover I know I can Hami for additional DeBuff Defense Res, do Membranes or Cytos matter?
Also as silly as it sounds I'd like to up the purple count as I male down to help out lots of my friends and I really like the fact that I keep the set bonuses.
Aaand anything else that is glaringly wrong in the build advice is welcome. Cash is less a concern since I made a boatload off of the wierd economy when AE hit so I'm pretty set on that front.
Edit: Also no Taunt... which makes tanking probably a silly idea. -
The overlap of stacked rage does NOT get rid of the minus 1000% damage debuff so no you can't avoid the only irritating part of the crash
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The builds posted were for farming and general gameplay which it would be fine at. Maybe overly expensive for the results it achieves but sine you wanted to compare it to scrapper were there is no ss/fire.and then back peddle and say that brutes are generally more survivable.
Yes they are. Not generally with /fire and not specifically with these builds. However that wasn't what was asked in the thread.