Kioshi

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  1. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Some people think they may have some super awesome secret build, when in reality, they don't.
    Yeah it's funny I played with some people who 'never post builds' before my hiatus and I saw some of them... Ok they were very expensive but nothing that had some super secret I couldn't find out or build (if I were rich) by playing the toon to 50 - because of course the builds were very well made and I couldn't build them without playing the sets extensively. Very expensive, very efficient, very good builds, but nothing 'omg that makes the powersets so much more powerful'
  2. Well /EA is getting lotsa buffs so maybe you should wait a bit if you decide on it.

    I like godmodes, nothing that can't be offset by using insps at the right time (or running away in the worst cases, solo it's easy, on teams I have a macro to announce I'm about to crash because before the macro I got teammates killed when I had to run because even with another brute on the team he was ELM/ELA and didn't have the mitigation to tank lotsa longbow like my SM/ELA), I love my ELA's god mode but I only use it when I really need it (not often since she's SM and has great mitigation since DOs) but I agree with Auroxis in the point that /Ea doesn't have layered defenses. I'm even in doubt now if I go ahead and make the 'uber' build for my claws/SR scrapper because I simply got one shotted a lot of times by the final AVs at that Admiral task force, even with Painbringer on me and capped defs. And Aid Self. And Tough. And no, it wasn't the Air Strikes they summon. My /SR felt like paper near them because it relies on defense only.
  3. Quote:
    Originally Posted by Auroxis View Post
    It was quite a while ago.

    The FF +Rech proc was once nerfed so it didn't give you the buff nearly as much as it does now. The change was reversed.
    Well sorry to ask the same question but can you elaborate on this? That didn't clarify anything for me, all I know is that in the beginning it was bugged so you could get 1000% rech or something and then it was changed to giving 100% max but not working again for ... 10 seconds I believe. That's the way it's now isn't it? My brute certainly doesn't have 200-300% extra rech because of the proc.
  4. Quote:
    Originally Posted by magikwand View Post
    Punctuation is your friend!
    This, besides even on my broot slotted with common IOs (plus a FF+rech in FS) I never feel the need of using KO blow/GFs or a big attack even on +3 bosses. If you're doing it right you simply don't have to. I only use fire blast when my Aoes are recharging because I'm lazy and haven't done the Mu arc yet
  5. Sure, I'll post it here, I'm yet to get the sleep patch because I'm finishing IO'ing a 2-day self-PL'ed SS/FA lol. That's why I asked Test Rat about rolls, I never know what to roll.

    But it may be problematic since all the powers do DoT, including the two AoEs. But if I get there and don't like it, I can make an Elec/Ice and ditch the Plant/Ice idea. Ice seems to complement Elec well since Elec has good end recovery (Static Field and C. Aura) and although I never played /ice, EVERYBODY says it's crazy high on endurance due to fast animations and ISC's high cost.
  6. Quote:
    Originally Posted by Amy_Amp View Post
    I have this crazy thought that instead of making numerous threads in the scrapper, blaster, and brute forums asking about farms you actually, I don't know, go play a build yourself and figure it out. As I said in the blaster forum, I will likely have two level 50 farmers that I rolled well after he started asking about farmers before he has one. I do about one run these days when I even do decide to play them. Really, this is a tired act. You don't know how to play a /fire farm build despite it being rather easy to figure out. You don't know how to slot out a SS/fire, or Fire/fire despite starting multiple threads on the issue where people posted multiple builds. FYI, my /fire brutes farm still with SOs as I work my way towards IOing out the builds. Really, it's not that hard. Again, as I said in the blaster thread, all the info you need has been posted. Just use the search function.
    This x 1000. The questions you're asking, OP, like when to use an endurance replenisher or what to build for, kinda shows that you have little knowledge of game mechanics. That's more than ok if you're new, but the reason (most) of us build farmers is after we have played some toons to 40-50 and got the grasp of them, no matter what AT, and now we want monies to make all IO'ed out builds to min/max them (or get them better, I stopped enhancing my mind/emp for recharge because she got so stressful to play when near-permahasten levels having to watch my crowd control, the rech on fortitude was very fast so it was worse than speed boosting the entire team since SB at least is always available, for example, she's a bind nightmare, but my first toon and I played her to 50 and took three months (it was in i9, harder to level) before started pumping her up.

    After that I leveled a melee (dark/dark scrapper) that taught me about endurance management (not a big prob with my troller) and when to use my heal and dark consumption which was exactly like consume at the time (now consume is a bit better but same recharge), managing toggles, and using insps (again my mind/emp kinda left insps accumulate, trollers are a different animal). So that's an example how my first two toons, played from 1 to 50, taught me just about everything I needed to know about the game, and trying to help improve builds on Mid's from ATs I didn't know well and succeeding after some tries also helped. After that, my ice/psi dom, em/nin stalker, rad/psy def were easy to figure out, of course I still had to respec them since there are powers you just HAVE to try. After that I made my fire/kin to farm, but didn't do it much because after playing him (form 1 to 50 too but I could've PL'ed him a bit since I knew the powers well) and being called all the time by my Brazilian coalition to help them get Mo badges... I spent 1 billion on him to softcap s/l and got burned out. And btw since I onlyplayed one blaster so far and deleted him, I'm having some difficulty surviving on my blaster solo, but well, DP/Fire, you know... And I'm still insisting on keeping her at 0/x3 at DO levels, not a good idea, lots of running and insp usage and faceplanting, so it's an AT I still have some trouble even having played extensively for 30 months (but only soloing, and it's not like I have a lot of mitigation, but I"m sick of /mm after playing my ice/psy dom to death, making her permadom to pvp, having fun, gettig a nice killl ratio for a noob and... 3 months later, i13 came and holds and slows, her main strenghts, were useless, she needs 40+ points of kb protection, she's kinda shelved, I might strip her of all the purp IOs).

    My point is, I only felt like making a farmer, even if the first one and before my 1.5 yr hiatus, the fire/kin, got little farm time, because I had played the game a lot and felt it was time to get nice things for my other toons to make them IO'ed and build for their strengths. Also that didn't mean I wanted to far with my Io'ed rad/psy defender or even make him the uberest, just make him a very potent toon - I know he'll never solo GMs like those rad/sonic defs for example. But making a toon potent requires you to know the basics of the game, and now that I bought GR and came back I'm still finding it very fun to level up my lowbies in praetoria and messing with the new powersets (to me anyway, like DP and Elec Control). If I'm happy with the speed when I build my Pl'ed SS/Fire for permahasten on the cheap (don't worry guys, the Aoes and FE are very well slotted, no gimping in the important stuff) I don't see a reason to purple out an 'agricultural toon'. Hell even farming with him with comon ios and missing the Mu AoEs is fun enough since each ambush farm is mass murder fun times.

    Quote:
    Originally Posted by FredrikSvanberg View Post
    Click 1 2 3 4 until they fall down.
    And that's also true and why I self-pl'ed a ss/fire. Fire/kin had too many clicks to bother (bind for FS, binds for transfs, SB when I was dual farming, etc) so I got tired of farming with him. Now I have a SS/Fire at 47, self-pled in two days, mostly slotted with common acc, rech and endreds, and although I'm still far from the speediest farmer, I can do +3/x8 w/bosses on ambush fire farms (Cyborgs suck!) as long as I have 2 purp insps on me all the time, when my (cheap) build is finished I'll have permhasten and 20% s/l/fire def so that I can farm with 1 purple on (that's if I don't kill stuff too fast). BTW the build I have planned is unplayable for normal content (Punch, Haymaker, Ko Blow all mules for def and rech) unlike my SS/Fire at 38 I'm leveling normally and getting accolades and going for dark mastery and stuff.

    But I'm loving that it's just clicking Burn, FS, Rage, Fireball (didn't do the patron arc yet for Mu) and mobs melt, even +3 bosses without using KO Blow, only Aoe attacks, whule my fire/kin didn't kill bosses so fast even using FS'ed Seismic Smash, ntm the toon was way busier. Nothing compares to SS/Fire because of Rage, Dark (no Aoe) and Elec (LR every 25 secs compared to Footstomp every 5-6s) primaries lag way behind, even being /FA, claws/fire might be the second best for fire farms because you can get the target cap on Spin and you'll have at least 2x/follow-up all the time giving you a nice damage bonus to everything, like a mini-rage, and no crash. Db/Fire wouldn't be as good I guess... Typhoon's base damage is much lower than Spin, but it would be decent.
  7. Quote:
    Originally Posted by Haetron View Post
    Here's my own build. Went with fire epic, due to theme, but mechanically, that dark pool is looking nice!

    Note, I haven't gotten to play the build yet, it's only about half slotted, but man, Stone/Elec is sweet!

    One question, if anybody looks at it. Is it worth the minimal defense loss to swap the Touch of death from Seismic for Hecatomb?
    I'm on my phone and didn't look at your def numbers but you want SS to recharge as fast as possible especially since you've only got 26% bonus rech from what I can see.

    Also Fault's base acc is lower than usual iirc, so you want to slot some acc there.
  8. Quote:
    Originally Posted by Roderick View Post
    Crits happen up front only. DoTs do NOT crit. This is easily seen by checking the Detailed Info. Some powers, especially ones that ARE DoTs, like Midnight Grasp, will have a Crit value that is as large as the up-front damage plus the DoT, but there's only one Crit check per power, ever.
    Haven't played Spines/ for a while but at least when I left the game 1.5 years ago Quills critted. Although not exactly a DoT attack like MG (which you're right, doesn't crit after the upfront damage like all others), it was the only damage aura with crits.

    Incinerate seems to work differently tho, it only has DoT but when it crits CoD says it adds the same damage as the total DoT but upfront (oh you kinda said it already, MG when critting does the DoT damage upfront too, I just woke up ).
    • 10 * 15.64 Fire damage over 4.60 seconds PvE only
    • 156.4 Fire damage (5% chance) If target is a minion
    • 156.4 Fire damage (10% chance) If target is not a minion or player
  9. First try at a build, no purps no pvps etc.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Fiery Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(5)
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Acc/Dmg/Rchg(45)
    Level 2: Stone Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(7), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(9)
    Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(21)
    Level 6: Quicksand -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(11), CtlSpd-Acc/EndRdx(11), CtlSpd-Rng/Slow(13), CtlSpd-EndRdx/Rchg/Slow(13)
    Level 8: Combat Jumping -- Krma-ResKB(A)
    Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(31)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(40)
    Level 18: Earthquake -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(19), DisWord-ToHitDeb/Rchg/EndRdx(19), DarkWD-ToHitDeb/Rchg(50), DarkWD-Rchg/EndRdx(50)
    Level 20: Aid Other -- Empty(A)
    Level 22: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal(33), Dct'dW-Rchg(33)
    Level 24: Boxing -- Empty(A)
    Level 26: Volcanic Gasses -- BasGaze-Acc/Rchg(A), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-Acc/Hold(29), RechRdx-I(29)
    Level 28: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(46), Efficacy-EndMod/Rchg(46)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Animate Stone -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(36), C'Arms-Acc/Dmg/Rchg(37), C'Arms-EndRdx/Dmg/Rchg(37)
    Level 35: Weave -- HO:Enzym(A), HO:Enzym(36), LkGmblr-Rchg+(36)
    Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(43)
    Level 41: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Achilles-ResDeb%(46)
    Level 44: Scorpion Shield -- HO:Enzym(A), HO:Enzym(45), LkGmblr-Rchg+(45)
    Level 47: Disruptor Blast -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Personal Force Field -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(37), P'Shift-End%(40)
    ------------
    Set Bonus Totals:
    • 9.56% Defense(Smashing)
    • 9.56% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 18% Defense(Energy)
    • 18% Defense(Negative)
    • 3% Defense(Psionic)
    • 8.63% Defense(Melee)
    • 14.3% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 2% Enhancement(RunSpeed)
    • 3% Enhancement(Stun)
    • 2% Enhancement(FlySpeed)
    • 4% Enhancement(Heal)
    • 2% Enhancement(JumpHeight)
    • 32% Enhancement(Accuracy)
    • 2% Enhancement(JumpSpeed)
    • 80% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 8% FlySpeed
    • 72.5 HP (7.13%) HitPoints
    • 8% JumpHeight
    • 8% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 1.65%
    • MezResist(Immobilize) 3.85%
    • MezResist(Terrorized) 2.2%
    • 21.5% (0.36 End/sec) Recovery
    • 4.41% Resistance(Fire)
    • 4.41% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 8% RunSpeed




    Code:
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  10. Quote:
    Originally Posted by Test_Rat View Post
    Did you think about primaries?

    I farm tickets on my Plant/Earth/Mace dom. I do not have any addtional aoe from the epic sets.

    Most of my AoE damage comes from plant and I burn through ticket farms in no itme.
    Oh in this case I didn't because I took a 1.5 year hiatus, got GR like 10 days ago so I never played Elec Control. So I made a Elec/Thorns.

    That said... Since I deleted a Plant/Thorns at 35 (I was very disappointed with Fly Trap and Thorns, but that was before the dom changes, I hated thorns damage back then) I'm thinking about a Plant/Ice, sounds like a good combo to me, never tried Ice, despite an ice/psi permadom I don't have anything 'icey' btw so I think it's time.

    I feel /Earth Assault has great potential for a melee dom, but I know all the powers already (have Fissure on my Fire/Kin, and a 40 Stone/Elec Brute). And the numbers on the AoEs... idk, I only like Tremor on my Broot when she has Fury and uses BU before, and in the pre-DO era I was finding Tremor on my deleted elec/earth lackluster too, I prefer Fling Thorns and Thorn Burst than Earth's Aoes.

    For tickets I self-pl'ed a ss/fa in one day to 45 and he's already doing well with the ambushes and FS+Burn+Rage (of course not that fast since he's not fully ioed and not 50, and no epic AoE yet because I'm yet to complete the epic arc so I got fire for now instead). BTW what's your 'sweet spot' for rolling? Everyone tells one thing... Bronze 15-19, Silver 25-29, Silver 30-34, I don't think there's a 100% consensus...
  11. _Ail_ I didn't go Ice because I want good AoE before epics/patrons. Thorns has two good AoEs - fling thorns (more damage than tremor/fault and fast rech, the cone is 90 degress so you can jump up and hit everyone with it). Since I'm keeping Impale I feel Thorn Barrage seems skippable, I agree the animation is nice, saw it in the char creator. It's the only power I never had because I deleted a plant/thorns at 35 when dominators sucked for damage out of domination. But I do like thorns a lot.

    I didn't go /fire because I don't find it that great in melee (and I'm elec/ which likes melee), instead I made an earth/fire and I already regret taking incinerate because even at level 20 the toon plays so well at range (earth control doesn't need to get close) that I don't bother going in just to use an attack that does a bit more damage than fire blast. In fact when I use Incin I end up overkilling mobs because of its DoT.

    /ice looks interesting but must be hell on end, ISC has a huge recharge and end cost, guess it's because of the radius - also ice blast animates fast do the end must be high overall, good pairing for elec I guess. Frost Breath is alright, so 2 AoEs that are better than earth's. But all the attacks are all nice or good, I'll have a hard time making one. Perhaps a Plant/Ice since I'm set on both my new doms (Elec/Thorns and Earth/Fire).

    Thanks for the feedback!
  12. Doesn't seem bad on ST, Rage will help you hit even with Kinetic Combats' low acc and Punch/Hay have low recharge already.

    You could raise your defs overall by removing one slot from Blazing Aura and slotting weave better, or losing 5% rech and slotting BA with 3 eradications (triple, quad, damage) and a 50 dam/end from some set. I might be mistaken but I don't think the PF proc gives you end from attacks.
  13. You're capped on 5% rech bonuses, you got 6.

    Mine's 40, work in progress but I'm almost up to the 32.5% def for the 1-purp softcap in the planned build (since I have almost no defences now I took power surge instead of weave and I'm enjoying it, I may rework that):

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ShockWaver i20: Level 50 Natural Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5)
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(9)
    Level 2: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(15)
    Level 6: Lightning Field -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(17), M'Strk-Acc/Dmg/EndRdx(17), M'Strk-Dmg/EndRdx(19)
    Level 8: Fault -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(19), Stpfy-Acc/EndRdx(21), Stpfy-Stun/Rng(21), Stpfy-Acc/Stun/Rchg(23), FrcFbk-Rechg%(43)
    Level 10: Static Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(23), S'fstPrt-ResKB(25), HO:Ribo(25)
    Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(27), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(29), Mocking-Rchg(31)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 16: Grounded -- Aegis-Psi/Status(A)
    Level 18: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(36)
    Level 20: Lightning Reflexes -- Run-I(A)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(36), HO:Membr(36), HO:Membr(37)
    Level 26: Boxing -- Mako-Dam%(A)
    Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal(39), Dct'dW-Rchg(39)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
    Level 32: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(50)
    Level 35: Power Sink -- Efficacy-EndMod/Rchg(A)
    Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(43), LkGmblr-Rchg+(45)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
    Level 44: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(46), HO:Enzym(50)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Darkest Night -- HO:Enzym(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-End%(33)



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  14. Quote:
    Originally Posted by Sailboat View Post
    Do those numbers take into account the recharge differences (I can't tell, I'm not being snarky)?
    Nope but it's 3 seconds of difference with a SO'ed build and the gap will be less with a high end build. Also, the fact that 2xRage gives you way more damage than 2xFU, besides Rage having a crash, makes calculations hard. I think SS would have the edge in normal play because of the radius, I often hit mobs I didn't think I'd hit with FS.

    Bear in mind, I'm not hating on Claws, Spin is wonderful, after I looked at it I asked myself how could all the other AoEs be so lame like I wrote on my last post.

    I find leveling SS a chore, I have one SS/FA at 38 (the one I plan to get all the accos and do decent stuff) and another at 50 that was self PL'ed to be an agricultural tool . Claws is much more fun imo, since even my 38 ss/fa is boring because besides being partly IO'ed already he still has to use boxing sometimes, my So'ed Claws/SR scrapper has a full attack chain at 30 (actually my fav Brute primary is SM which sucks for AoE damage but can tank since low levels due to Fault, besides feeling smashier than SS IMO, but I digress). I guess that also answers the OP's question, on a limited budget I find claws/wp would be better and WAY less boring. My Claws/Dark Brute started to be fun at 10 (when I got the mez shield, those Praetorian mobs are tough, I'm new to GR).

    Well speaking of farming, I guess you could take a Claws/ and SS/ to an ambush farm and compare the times using only the two Aoes we're talking about, since in ambush farms you'll likely hit the target cap or close with Spin all the time. I think people like SS/Fire more on these farms mostly because of double rage, but my guess is that claws/fire would be a close second, some people swear by elec/fire but I find elec kinda meh (I'm putting /fire as a secondry when talking about farms because if you're farming Burn and FE help a ton, hell I started farming frontload with my ss/fire at 32 and he only had acc and endreds, insps rain from the sky and popping reds+fury+damage aura+burn made me able to farm that at +3/x8 with bosses as long as I had at least 30% def from purps because despite the 90% fire resist there are so many attacks coming you can faceplant if you dont pay attention).
  15. Quote:
    Originally Posted by BeornAgain View Post
    Um, not to be a naysayer or anything, but these god-like SS/FA Brute builds y'all have... Would any of you consider posting one just so I know what I'm in for?
    You might try asking Iggy_Kamikaze, when he did a MoITF (with no insps iirc) on his Kat/WP scrapper he posted his build, maybe he wouldn't mind it who knows
  16. Quote:
    Originally Posted by Sailboat View Post
    Foot Stomp is better than Spin?
    Great mitigation, more damage than Spin (a SS toon will always be using Rage), double the radius... Why do you think people farm with SS/FA? It's not exactly because of the mitigation since they use elec fences with it. Looking in a vacuum Spin might look superior but you'll be hitting less foes 90% of the time, and doing more damage (but lethal, plus no way to put a ff +rech in there).

    FS at 50 w/ 3 dam IOs + Rage - 163 damage
    Spin w/ 3 dam IOs + FU - 177

    Since you can double stack Rage but then there's the crash I think that you will do more damage over time than Spin+double-stacked FU unless you're always hitting the target cap with spin which is trivial with FS.

    The end cost isn't hugely different and the recharge differences get closer once you put recharge there even on SOs (7 seconds versus 10 with 3 rech IOs). So yes, FS is better imo, Spin would be my second though because Tremor (the other with the huge radius) sucks so hard it's not funny, even with BU.

    Funny thing is, Spin does a lot of damage and the whirling attacks (plus typhoon's edge) are only a little better than Tremor's sucky damage. FSC and Burst are the exceptions, FSC having a 10' radius but 20s rech like FS (and no mitigation), and Burst doing a little more with KD but small radius and 15s rech, 1s more than Spin. And wow Typhoon sucks, it does less damage than Spine Burst (looking at scrappers) and way less than the Katana PbAoE. Yeah combos and stuff but I think it deserved a bit more (same for whirling xxx's on brutes)
  17. Well this is looking like the Stalker forums lol where nobody answers things. I made an Elec/Thorns, I hope the DoT doesn't mess with Static Field much.

    On the Thorny side, I had a plant/thorns at 35 but I deleted her (disappointed with the damage outside domination but now it's good enough for me) - I like Impale, and comparing the two, Thorn Barrage seems lackluster, only .4 sec less cast time, half the range, more end/rech and only 10 points of damage more unenhanced @ 50. Is it skippable?
  18. I have one I'm leveling. She's only 20 but I have two regrets already: taking Incinerate and maybe Stone Cages.

    Incinerate is a great attack but I don't use it as much as I would like to just because Earth/Fire plays so well from Range, I don't see a reason. Fire Blast deals almost the same damage, has less rech and I find myself overkilling mobs because Incinerate is a DoT so I use Fire Blast or Flares before the DoT is over.

    Stone Cages was a good pick for the REALLY low levels to help everyone hit but... Now that I have QuickSand (bigger -def), Earthquake and Stalagmites I might respec out of it. After all no containment for us, everything else has -def and it gets in the way of Earthquake. Anyone you have to pick one or another (or the ST immob but meh), so I'm sticking with the Cages I guess.

    That's what I currently have planned for leveling (I picked resuscitate because I'm not going to have two LOTGs for manoeuvres and CJ or a lot of defence until epics, I plan to spec into a build with good def and permadom later):

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Fiery Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Leadership

    Villain Profile:
    Level 1: Fossilize -- Empty(A)
    Level 1: Flares -- Empty(A)
    Level 2: Stone Cages -- Empty(A)
    Level 4: Fire Breath -- Empty(A)
    Level 6: Quicksand -- Empty(A)
    Level 8: Combat Jumping -- Empty(A)
    Level 10: Fire Blast -- Empty(A)
    Level 12: Stalagmites -- Empty(A)
    Level 14: Hasten -- Empty(A)
    Level 16: Embrace of Fire -- Empty(A)
    Level 18: Earthquake -- Empty(A)
    Level 20: Aid Other -- Empty(A)
    Level 22: Aid Self -- Empty(A)
    Level 24: Super Jump -- Empty(A)
    Level 26: Volcanic Gasses -- Empty(A)
    Level 28: Consume -- Empty(A)
    Level 30: Resuscitate -- Empty(A)
    Level 32: Animate Stone -- Empty(A)
    Level 35: Assault -- Empty(A)
    Level 38: Blaze -- Empty(A)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)



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  19. Kioshi

    WM/EA Lost?

    /EA is kinda easy to softcap.This build is softcapped to s/n/l/e/n/f/c at level 25 (since now you get to keep your powers up to 30 if you exemp). I didn't even use those expensive Kinetic Combats.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Magic Brute
    Primary Power Set: War Mace
    Secondary Power Set: Energy Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership

    Villain Profile:
    Level 1: Pulverize -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(3), S'ngH'mkr-Dmg/EndRdx/Rchg(5)
    Level 1: Kinetic Shield -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(7)
    Level 2: Jawbreaker -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(11), P'ngS'Fest-Dmg/Rchg(11)
    Level 4: Power Shield -- DefBuff-I(A), DefBuff-I(7), DefBuff-I(9)
    Level 6: Dampening Field -- S'fstPrt-ResDam/Def+(A)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(29), GSFC-Build%(31)
    Level 10: Entropy Shield -- Empty(A)
    Level 12: Clobber -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(13), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(15)
    Level 14: Boxing -- Empty(A)
    Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(19)
    Level 18: Whirling Mace -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(25)
    Level 20: Energy Cloak -- DefBuff-I(A), DefBuff-I(21), DefBuff-I(21)
    Level 22: Weave -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(23)
    Level 24: Combat Jumping -- DefBuff-I(A), DefBuff-I(25)
    Level 26: Shatter -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27)
    Level 28: Energy Drain -- Empty(A)
    Level 30: Maneuvers -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31)
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)



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    You can even go overboard, just pretend that insted of Taunt I took Entropy Shield since it will be a Taunt aura (49.9% s/l, 47.1% f/c, 56.9% e, 47% neg, 20.6% psi and a cool 25.6% ranged to help with psi - all at level 25 too):

    EDIT - meh forgot Taunt auras don't take taunt sets, it's still doable since I placed BU at 10 (since you can only take Taunt at 12) and you can put Entropy there and keep Taunt at 12.

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  20. Since you've played both sets to 40s and they both are considered very good, in different aspects, I think you are the best one to answer your own question. IO the one you like the most, like if the Rage crashes bothers you go with Claws, if you like all the Smash and the best Brute AoE (FootStomp) go SS. It's not like one of them has any real problem that one would outperfom the other in teams. For PvP, SS (longer animation times, Rage with +tohit) but since you said it's for RP reasons, I guess you'd be going against ice/emp trollers for example without optimized pvp builds so not really a difference.

    SS is end hungry but you're /WP anyway.
  21. Kioshi

    War Mace and...

    Quote:
    Originally Posted by Supernumiphone View Post
    I like WM/DA. You get a damage aura to add to WM's decent AoE, and a stun aura to stack with WM's stuns to keep bosses drunk-walking.
    I don't know if it's better now with the new steadier Fury but in the old days the combo was not very suitable to brutes because it was the hardest one bar none to keep your fury up since you stunned even bosses. A tanker would be awesome at that imo.
  22. WB Enant, because of one of your guides I decided on my first toon and she was my most played one (took a 1.5 year break so I'm playing mostly lowbies now in Praetoria, GR is new to me), my mind/emp was the toon I made still on trial, has gone through several respecs and I spent about 2 bil on her. Your guide made me decide to roll the combo and she's the toon I loved the most. But boy is a mind/emp busy.... She's by far the most tiresome toon to play, having to watch the team's buffs and health bars, my crowd control, my (good for an emp) damage because of the ST chain mind gets early, contained terrify and the epics later...
  23. Quote:
    Originally Posted by Schismatrix View Post
    Whether it's an alley toggle or a boulevard toggle, being able to use it on allies would be nice.
    Poison MMs are gross, they spit stuff and poison their pets, so I'm sure they'll prefer dark alleys.
  24. Quote:
    Originally Posted by Nihilii View Post
    Do you know you can turn off XP in options? Admittedly, it will stop right away rather than 1 xp before the next level.
    This. Not that hard to turn off xp when you are like, a bar away from leveling, so it's not that different from what you're asking.
  25. Kioshi

    War Mace and...

    This alone should make your decision easier on going obviously with WM/EA:

    Quote:
    Originally Posted by MrPlayskool View Post
    The Skulz tried to touch me and I pulled out the bat and cracked his jaw. I also looked pretty and STRONG
    And of course this: